New York
Look around and take the newspaper on the stand.
Now you have to get in the theater somehow. The front door's no
good so you have to find another way in.
There are three ways to get in. Walk to the right. There are some
crates to the right, and a door on the left.
You either:
move the crates around and climb the ladder
open the door and compliment Sophia when talking to
Biff (tell him about you find her so smart and how she
makes things easy to understand)
insult Biff and duke it out (not for the non-arcaders!).
Then go through the door and talk to the old man. Try walking to
Sophia.
Give the newspaper to the old man.
Fool with the levers until the three lights turn green.
Press the red button and watch the show...
ICELAND
Go into the cave and talk to Hiemdall until he tells you about Costa
and Sternhart.
Leave with the jeep.
Go to TIKAL.
TIKAL
Go into the jungle and look around a little. You'll see a rodent.
One of the paths take you to the edge of a chasm where a big
anaconda is wrapped around a tree. Make a point of which path it
is. When you're back in the jungle, move around until the rodent is
in front of the path to the chasm. If your close enough, whip him
and it'll run into the path and get mutilated by the snake. Then
take the path an walk to the tree (to go over the chasm).
Once you're over, Sophia will pop out. Go to the temple. Sternhart
will pop out and start talking. Ask him to see the temple and he'll
ask you for the title of the Lost Dialogue of Plato. Tell him you
don't know the answer and the parrot on the tree will squawk. Talk
to the parrot about the title and it'll tell you the title. Then
ask Sternhart to see the temple and tell him the title. He'll let
you in.
Look around a little. Ask Sophia to keep him busy and when they
walk to the back of the room, leave the temple and go to the trinket
stand. Get the kerosene lamp. Go into the temple and open the
lamp. Use it on the different spiral design. The kerosine eats
away at the tarnish. Take the spiral design and use it on the
animal head. Then pull on the elephant's nose and a tomb will open
up. Sternhart take the WorldStone from the tomb and leaves through
a secret door. There is also an orichalum bead in the tomb. Take it
and leave. Go to ICELAND again.
ICELAND (2nd time)
Go into the cave. Heimdall's a popsicle.
Look at the eel figurine
and use the bead in its exposed mouth. It'll melt the ice around it
so you can take it.
Get it and leave.
Go to THE AZORES.
THE AZORES
Go to Costa and give him the eel. He'll tell you where the Dialogue
is indirectly. He'll name a collection. The collection is
different in every game.
Watch the show. You'll be back in Barnett college.
BARNETT COLLEGE
Go across the street to the office.
Open the fridge and get the jar of mayonnaise.
Go across the street.
Go ahead and read the bulletin board for some laughs.
Go downstairs to the furnace room and get the rag and a lump of coal.
Go upstairs to the library.
Look at the school desk and get the wad of gum.
Use the rope.
Get the arrowhead on the right on the shelf (the teeny weeny dot).
Use the rag on the arrowhead.
Use the mayo on the totem pole and pull the pole twice.
Go up to the attic.
Open up the urn and get the key inside.
From now on it depends what collection you're looking for. The book
will be in a object (which is different every time, too) that
belongs to the collection you're looking for . Doing ONE of the
following will get you the book:
use the key on the chest behind the crate in the totem room
go to the tipped over bookshelf and use the arrowhead to
unscrew the screws and get the book
Go to the furnace room and use the gum on the coal chute. Climb up
the coal chute. This part is weird. You can see a book through
the hole and you can throw the lump of coal at it, but I don't
know if it falls...and the drawer and the end can be opened but
there's nothing in it. Anyway get the wax figurine and go back
down the chute. Open the furnace door and whip the cat in
(doesn't this remind you of the good old days?).
Now go and across the street to office. This is the big choice. You
either pick
CHOICE 1: FISTS (more arcade)
CHOICE 2: TEAM (with Sophia)
CHOICE 3: WITS (all alone)
The rest of this walkthru is for TEAM.
Now go to MONTE CARLO.
MONTE CARLO
You'll be on a busy corner next to a hotel. You can talk to people
if you want and try to figure out from their descriptions who
Trottier is. If you don't feel like boggling your brain, he's the
hawk-nosed dude with the shit colored suit and the colorful weed on
his lapel.
talk to him and get him to come up to Sophia's
room with you (you'll have to go talk to Sophia once in the hotel,
she'll tell you what to say).
When he comes let Sophia do the
talking if you want and he'll ask you a bunch of questions (you had
to pay attention when you were speaking outside to answer them
correctly; he fears his wife the most of all and you have to guess
at his fingers, that part was a riot).
After that, tell Sophia to
keep him busy.
Take the bed sheet and the flashlight in the cabinet
and turn off the lights (open the fuse box and pull).
Use the bed
sheet and the flashlight. You'll start waving it around and Trottier
won't be impressed.
When he leaves, turn off the lights and play
with the flashlight again and Indy will do some hand puppets on the
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