Indiana Jones and the Fate of Atlantis - Manual

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    I

    Indiana Jonesnd the Fate ofAtlantis rSetting Preferences

    WHEN LOADED, THE PROGRAM willcheck to see i you have a mouse driver orjoystick installed, or one ofthe suppo1tedsound boards, and will set up the gameappropriately. Ifyou wish to overridethese default settings, you may do so byadding the following letters separatedby spaces) after typing atlantis when youstart the game:a Ad Lib Music Synthesizer soundss SoundBlaster soundsr Roland sounds

    Internal speakerm MCGAgraphicsmodev VGA graphics modemo Use mouse control

    Use joys tick controlk Use keyboard controlFor example, to start the game inMCGA graphics mode with AdLibsounds, type:

    atlantis m aKeyboard Cursor ControlsYou CAN USE A MOUSE for cursor con-trol ifyou have installed a compatiblemouse driver. Use the left mouse buttonto select objects on the screen for use inthe sentence line, as well as to select alineofdialogue in a conversation. Pressthe right mouse button to use ahighlighted verb with the object to whichthe cursor s pointing. When scrollingthrough your inventory, you can rightclick on the up or down arrow to shortcut to the top or bottom row of he iconwindow. Ifyou have both a mouse and a

    joystick insta lled, you may select one asyour controller by holding down theCTRL key and pressing m for mouse or jfor joystick. You may also re-calibrateyour joystick if he cursor is driftingacross the screen by centering the joy-stick and pressing CTRL jFor keyboard cursor control, useeither the arrowkeys or the keypad.TheENTER or 5 key corresponds to the leftmouse button; the TABkey correspondsto the right mouse button.Keyboard Controls

    A LLOF THE VERBS used in the gamecan also be selected by using keyboardcommands. Each key corresponds toone verb. Pressing the appropriate keyonce is equivalent to moving the cursorover the verb and pressing the controllerbutton. The keys are mapped as follows:

    p uGive Pickup Use0 L sOpen Look at Push

    Shove)c T yClose Talk to PullYank)NOTE: in order for the keyboard con-trols to function properly, the CAPSLOCK key must be off

    Save/Load InstructionsPRESS FI WH EN YO U WANT to save orload a game. Once the save/load screenis displayed, you can move the cursorand click on SAVE , LOAD or PLAY.

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    2Using the Keyboard in FistfightsIFYou 'o RATHER use the keyboard to control Indy during a fistfight, press the f key to tumoff he fighting cursor {pressing the f - ki , again will re-enable the mouse or joystick . Keyboard fighting is controlled by the following I ~ y s :

    I lndy is on the left: Iflndy is on the right:8 9 8 9Stepback Block high Punch high Punchhigh Block hi gh Step back

    4 5 6 4 5 6Step back Block middle Punch mimpony. l11diana }OlltJa>ld lht auofAllar.Jis'&e 1992 LucasAns tntettainrnrnt Comp>nr.U...t underaulhorimion. All righis reserved. 615]08

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    Indiana Jones and the Fateo tlantisLoading InstructionsDOSI Insert the Indiana Jones CD into yourCD-ROM drive.2 Type D: then press the Enter key whereD corresponds to the letter ofyour CDROM drive).3. Type ATLANTIS then press the Enterkey.4. If this is the first time you have run

    Indiana Jones and the ate o tlantis youwill be presented with a configurationscreen. Follow the on-screen instructions.5. Once saved you can choose to playIndiana Jones and the ate o tlantis orview the demos from the Main Menuscreen.

    Note: to quit any of the Demos at any time,hold down CTRL then press C

    3

    Windows95r Insert the Indiana Jones CD into yourCD -ROM drive. Indiana Jones and the

    ate o tlantis uses the Autorun featureofWindows 95 and will startautomatically.

    If the Autorun feature ofWindows 95 isdisabled, you will have to manually start thegame.a) Click on the START button.b) Select RUN.c) Type D:\ATLANTIS.EXE where Dcorresponds to the letter ofyour CDROM drive) and then click on OK2 If this is the first time you have run

    Indiana Jones and the ate o tlantis youwill be presented with a configurationscreen. Follow the on-screenindstructions.3. Once saved you can choose to playIndiana Jon es and the ate o tlantis orview the demos from the Main Menuscreen.

    Note: to quit any of the Demos at any time,hold down CTRL then press C

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    4

    LucasArts Entertainment Company' PresentsIndiana Jones and the Fate o tlantisbout Indiana Jones

    and the Fate o tlantisN Indiana Jones and t ~ Fate ofAtlantisyou play the role of Indiana Jones, famed

    archaeologist-adventurer, as he attempts todiscover and explore long-fabled Atlantis.Nazi agents, eager to unleash the powers ofAtlantis against an unsuspecting world, arehot on Indy s heels .. or have they alreadypassed him?Here's where you come in: you direct theactions of Indy (and, occasionally, his onetime colleague turned psychic, Sophia Hapgood) in his search for Atlantis. Periodically,Indy will be called upon to drive a car, ride acamel, pilot a balloon, operate a submarine,and repair and use Atlantean machinery.When the time comes, check the appropriatesection below to learn how to oper.ateeachofthem.

    If this is your first computer adventure

    game, be prepared for an entertaining challenge. Be patient, even if it takes a while tofigure out some of the puzzles. If you getstuck, you might need to solve another puzzle first or find and use an object. But hang inthere and use your imagination .. you andIndy will eventually discover the true Fate ofAtlantisetting StartedOnce you've started the program, a screenwill appear displaying three concentric lock-

    ing stones, arrangedon a spindle. You will beasked to align the locking stones to match theillustrations found in the margins of thismanual. To do so, turn to the page x.indicated onscreen and check the referenced illustrations. Click onthe edges of each locking stoneuntil its alignment is correct. Onceyou have aligned all three stones,click on the central spindle.

    Sun{MoonT\Volcano

    This manual assumes that you are usinga oystick. ormouse.See your reference cardfor keyboard equivalents.

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    Playing th ameAs THE STORY OPENS Indy is searching

    Barnett College for a mysterious statue. Atthis stage, as Indy proceeds from room toroom, you can examine an object more closely - and in some cases, make use of tsimply by clicking on the item. Tty dickingon the gargoyle in the foreground.

    After you've found the statue, Indy willreturn to his office, where the next part of hestory will unfold in a cut-scene. Cut-scenesare short, animated sequences - like scenesfrom a movie -which can provide clues andinformation. They're also used to show special animated sequences, as when an unsuspecting jungle rodent helps Indy get .rid of asnake. When you are viewing a cut-scene,your cursor disappears and - for themoment-you do not control events.

    You begin directing Indy's actions as hearrives in New York City. The display isdivided into the following sections:

    ~ ; ; T H E AcnoN SCREEN is the largest pa1tof the display. This is where the animatedaction takes place. Dialogue spoken by thecharacters also appears here.

    ~ T H SENTENCE LINE is directly belowthe Action Screen. You use this line to conshuct sentences that tell Indy what to do. Asentence consists ofa verb (action word) and

    5

    orichakum, n. (orikal'kum) [L orichal-cum mountain bronze: Gk. oros amountain, and chalkos copper]: 1. a golden-hued metal thought to be a primitiveform ofbrass, possibly in use among theearly Greeks. 2 . a mythical substance ofunknown character. 3. a material firstdescribed by Plato that glittered likefire.

    -one or l:\vo nouns (objects) . Some examplesofsentences you mightconstructon the Senten ce Line are Use whip with statue or

    Use arrowhead with rag . Connectingwords like on or with will automaticallybe insertedby the program.

    ~ V I L B L E VERl3S are listed in the lowerleft side of he display. To select a verb, posi-

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    6

    1THE cnoN ScRF F N 3AVAILABLE VERRS2 T HE SENTEN E L N E 4 THE INVENTORY I ONS

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    tion the cursor over the word and press theleft mouse/joystick button or the ENTERkey. The game has a "quickverb" featurethat highlights an appropriate verb when thecursor touches an interesting or usefulobject on the screen . For example, whenIndy is near a door that can be opened, positioning the pointer over the door will high-1 gh the verb Open Pressing the righ tmouse/joystick button or the TAB key (toemulate the right button) will use the quickverb with the object, wh ich in this case opensthe door. Don't worry: this feature won't giveaway solutions to any puzzles. Keep in mindthat even though a verb is highlighted, it maynot be the only way to use an object. Try theother verbs as well

    w NouNs (objects) can be selected in twoways. You may select a noun by placing thecursor over an object in the Action Screen.Many objects in the environment, and allusable objects in the game, have names. If anobject has a name, it will appear on the Sentence Line when you position the cursor overit. If no name appears for an object on thescreen, you can be sure that it has nosignificance other than as part of the background. You may also select nouns by dicking on them in the Inventory.

    TH INVENTORY ICONS are located to

    the right of the Verbs. At the beginning ofthe game Indy's inventory is limited to whatever he has retained from the first cut-scene.When he picks up or is given an object to useduiing game play, an icon for that object isadded to the Inventory. There is no limit tothe number ofobjects Indy can carry. Whenthere are more than ten objects in the Inventory, arrows appear to the left of the icons.Click on them to scroll the icon window upor down.

    ~ T H INDY QUOTIENT 0ISPIAYwill helpyou keep track of your progress through thegame. Press the Inventory / IQ Point k y i- to view your point totals. (See "Indy Quotient (IQ) Points below for a full explanationofIQ Points.)To move Indy around, position the cursorwhere you want him to go, and click. Noticethat alk is the default verb in the SentenceLine - this is because moving around iswhat Indy will be doing most often.

    Things to ry in ewYorkLOOK T THEN EWSPAPER at the stand nextdoor to the theater. Place the cursor over thenewspaper. You will notice that the verb ookat is highlighted. Press the right mouse/joystick button or TAB key and Indy will walk tothe newspaper and tell you what he sees. To

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    pick up the newspaper, select the verb Picku by placing the cursor over the verb andpressing the left mouse/joystick button orthe NT R key. Notice that the words "Pickup appear on the Sentence Line. Positionthe cursor over the newspaper and press theleft mouse/joystick button or the NT Rkey. This completes the sentence "Pick upnewspaper" on the Sentence Line. If Indy isnot already standing by the newspaper, hewill walk over to it and pick it up. The newspaper's icon will be added to your inventory.

    Open the theater's back door. See if youcan talk your way past the doorman withoutgetting into a fistfight (see the section entitled "Talking to Characters" for m ore information - and the section entitled "Fighting" .. just in case).

    Explore the alley a bit further ... maybethere's another way to get into the theater.

    Once you're in the theater, try to distractthe stagehand. With him out of he way, youshould have plenty of opportunity to try toattract Sophia's attentionhe athsT ACERT INPOINT in the game, you will

    find yourself back in Indy's office, with adecision to be made: should you persuadeSophia to continue with Indy on your search(the eam path)? Do you want to proceed onyour own, using your intellect to overcomethe obstacles in your way (the Wits path)? Orwould you rather spice up your quest with alittle more action (the ists path)?

    There are three ways to proceed from thispoint. The choice you make will influencethe course of he story. While the Team, Witsand ists paths cross one another at times,many of he puzzles and their solution aswell as the places you can visit - will be differen t. The paths re-converge when youreach Atlantis.

    We suggest you reserve a Save Game slotfor this decision (see Game Controls below,to learn how to save your game). That way,once you've successfully completed the pathofyour choice, you can reLum to the point ofdecision to sample a different path.

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    pedalInterfacesOCCASIONA YYOU WILL FIND the stan-

    dard interface replaced by specialized con-trols:Talking to haracters

    T HERE ARE PLENTY OF CHARA(:I'ERS in thegame with whom you can converse. Nearlyeveryone Indy meets will have something tosay, whether friendly or unfriendly . helpful,or unhelpful Often, you can talk with S

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    Power, both for Indy and, below that, for hisopponent. T either combatant is hiL, hisHealth decreases. When Health drops to adangerous level, the display will change to awarning yellow. When the drop in Healthbecomes critical, the displaywill becomered.When a combatant's Health is entirely usedup, he will be knocked unconscious. If Indyrests between fights, he will heal and hisHealth Power will return to normal.

    The Punch Power display shows howpowerful Indy s swing will be. Each timeIndy tries to hit, his Punch Power takes a fewmoments to build back up to ils maximum.If Indy swings again too quickly, he will nothit with maximum power. Of course, it maybe more important to keep his enemy offbalance than to hit for maximum effect. Indycan punch High, Middle, or Low, to try to get

    IO

    past his opponent's defenses. Each enemyhas his own individual strengths and weaknesses.

    To punch your opponent, position thecursor on him (either High, Middle or Lowand press either mouse button (you canswitch to keyboard control for fistfights, ifyou wish - see your reference card fordetails).

    Indy also has some defensive moves. Hisopponents often set their fists a momentbefore they try to punch. fyou watch for thisand have Indy block at the same level - bypositioning the cursor on Indy (either High,Middle, or Low and clicking-you can successfully block the punch. Also, Indy canstep back to increase the distance betweenhimselfand his opponent . This can be usedto buy a little time for Indy to recover some ofhis Punch Power. f you don t lil

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    CamelUsE TIIE MOUSE to direct your camel

    through the desert. Try to keep rock outcroppings between yourself and trouble - ifyoure ca ught, you re apt to wind up back inthe city.BalloonW HE N YOU R E HYING the balloon, you llhave to con tend with prevail ing winds,which shift direction whenever you changealtitude (the weather vane in the lower rightcorner of the screen indicates your currentheading). and downdrafts can also affectthe course ofyour flight.

    Use the cursor to identify points of inter-est at which you might want to land. Use theon -screen verbs or the right and leftmouse/joystick buttons to control the bal-

    loon s altitude: to ascend, drop ballast; lodescend, open the vents. To land at a point ofinterest, maneuver the balloon over the siteand keep venting hydrogen unti lyou re backon the ground.Automobile

    Suourn MoNSJ UR TROTTIER fall into thehands of Nazi agents, it will be up to you torescue him. The Nazis drive fast, but theirsense ofdirection is weak. Use the mouse tomaneuver through the s t reets of MonteCarlo as you attempt to intercept the Naziscar.Surveyor s Instrument (Trans it

    US E THE LARGF.R left and right knobs forcoarse control; fine-tune lhe alignmentusing the smaller middle knobs.Submarine

    TH.ERE ARE FOUR CONTROLS on the submarine; on the Team Path, you ll have to findeach oneand learn how to use it. From left toright, they control:

    Depth Click at the top to ascend; at thebottom to descend. To level off, center thelever.Steering Click to the left or right of thewheel to turn the subma rine 180 left orright (the sub will move nearer and fartheraway as you tum).

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    Direction After zeroing the sub s enginespeed, dick here to reverse the engines.

    Speed Click near the top to increaseengine speed; near the bottom to decreasespeed. The lowest setting will stop the submarine dead in the water.Atlantean Machinery

    EVEN TIIE WONDROUS MACHINERY ofAtlantis is vulnerable to the ravages of time.Here s your chance to restore some of it togood working order: the pa1ts that you ve col-lected will be arrayed at the bottom of thescreen. The remainder of the screen showsthe interior of a sentry statue. To pick up apart, click once on it with the left mouse button: it will now follow the cursor around thescreen. Position the part over one of thepegs, then click the left mouse button againto install it on the peg. When you have a partselected, dicking tl1e right mouse button willde-select it.ame ontrolsTo SAVE YOUR PROGRESS in a game,

    enabling you to turn the computer off andstart again later in the same place, simplypress the Save/Load Game function key F1on most computers - see your ReferenceCard for more information).To load a game you have saved, use the

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    Save/Load Game function key any time afterthe game has begun.

    NOTE: during close-ups the Save/LoadGame function may not operate.

    To bypass a cut-scene, press bothmouse/joystick buttons at once, or press theESC key . See your computer reference cardfor details. After you ve played Indiana onesand the Fate o Atlantis several times, youmay want to use this function to skip overscenes you have seen before.

    To resta1t the game from the beginning.press the key indicated on your referencecard (F8 on most computers).

    To pause the game, press the SPACEBAR. Press it again to resume play.To adjust the speedof he Message Line tosuit your reading speed, press the keys indicated on yo ur reference card ( and - onmost computers). When you ve finishedreading a line of dialogue, you can press theDone key the period - . - on most computers) to clear fue line and proceed.

    Use fue keys indicated on your referencecard to adjust the sound volume (open andclose braces - [ and ) - on most computers). f you are using the internal speaker,fuese controls will turn the sound offand on.If your sound card has a volume control,make sure it is set higher than level zero

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    eamand Design by Hal EarwoodNoah Falsteined by Shelley Day

    Led by Hal BarwoodMichael Stemmle,

    Ron Baldwin, Tony Hsieh, Sean Clark,and Bret Barrett

    Programming byKalani Streicher

    Altist: William L EakenJames Alexander Dollar,

    Mike Ebert, and Avril Harrisonad Animator: Collette Michaud

    tion by Avril Harrison, Anson Jew,and Jim McLeodtional Art and Animation by Mark J.Ferrari, Sean Turner, Martin BuckyCameron and Brent E Anderson

    Indiana Jones Theme Music Composedby John Williams

    Original Music and Arrangements byClint Bajakian, Peter McConnell, andMichael Z. Land

    Music Re-Orchestration by Robin Goldsteinand J Anthony White

    Lead Tester: Wayne ClineQuality Assurance by Howard Harrison,

    Tabitha Tosti, Patrick Sirk, KristinaSontag, David Maxwell, DavidWessmanBret Mogilefsky, and James Hanley

    Additional Testing by Jo Ashburn,Leyton Chew, Justin Graham,Chip Hinnenberg, Kirk Lesser,Ron Lussier, Eli Mark, Dave Popovich,Jon Van, and Ezra

    Music Produced by Peter McConnellSound Effects by J AnthonyWhite,

    Robert Marsanyi, and Clint BajakianS U ' Story System by Ron Gilbert,

    Arie Wilmunder, Brad P. Taylor, andVince Lee

    iMUSE ' Electronic Music System byMichael Z. Land and Peter McConnell

    Special thanks to eorge Lucasand teven Spielberg

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