Disney's X XXXXXXX X X X X XXXXXXX X XXXX X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X XXXX X X X X X X X XX X X X X X X X X X X X X X X X X X X XXXX X X X X X X XXXX X X The Lost Empire For Playstation FAQ by: krisakavamp Date: August 2002 Email: krisakavamp@hotmail.com INFO/DISCLAIMER/LEGAL STUFF: I'm writing this FAQ because it's been requested, and I beat it months ago. So, if what I can remember can help anyone playing it, great. This is my first (and probably only) FAQ, so bear with me if it's laid out oddly. I have a pretty busy life, so if you write me asking questions, you may or may not get an answer... and no guesses as to how long it will take, sorry! I don't plan on posting any updates either, so sending your strategies or tricks for particular parts of the game won't do anyone any good. ;) The walkthrough is entirely my own work, but the control info and game specifics is from the game manual, put out by and licensed to Sony Computer Entertainment America and Disney Interactive. Because this has absolutely nothing to do with my *real* life, I'm not too picky about what happens to it. If you want to post it on your site, go ahead. (That is NOT the norm, so don't think that goes for any other FAQ- most writers want you to ask them!) I must insist, however, that it not be altered and that my name be credited for my work. If you want to add to it, argue with me, whatever, please add a separate section on the very end which is clearly credited to the author of that section and NOT to me. Thanks! ***WARNING*** This FAQ contains massive spoilers. It tells you what to do almost step-by-step (although I don't tell you where all the monsters are). Don't read ahead if you don't want to know _exactly_ what is coming. ATLANTIS IS WAITING... ----------------------------------------------------------------------- BASIC CONTROLS X= Action button, to jump, drop, climb, swim, and fire vehicle weapon, trigger radio checkpoints. Circle= Accessory action, to dive in water, or to use a character's weapon. Square= Punch- hit repeatedly to do fighting combos. Triangle= Search for items, hit it when you see a "!" over something and hold it down until the Atlantean symbol disappears. L1= Duck to avoid punches or flying objects. R1= Look around, and aim. Select= Open backpack (do this to equip items, combine items). To Push= Walk up to an item and just push the directional button. BASIC GAMEPLAY: Heath/Lives= Each life is 50 HP's, and you start each level with 50 HP's. You can carry up to 100 HP's at a time, so fill up often by picking up medkits and cans of food. Medkits restore 20 HP's and cans of food restore 10 HP's. Radios= Radios are checkpoints. Hit X while walking through one to record your progress in the game. You can also access and switch characters, if you need another character's abilities. Only the characters you can talk to are needed in an area, with the exception of the old lady, who saves your game here. Floating books= Gives tips on the game. Hidden stuff= An "!" will appear over items crucial to gameplay, so you won't miss those. Smaller items (those symbols!) are harder to find. The rest of the gameplay is fairly straightforward, or taught in the Whitmore Mansion tutorial. CHARACTERS: All characters have the same HP, etc., although only Milo and Vinney are strong enough to push items. It's their special weapons or expertise that you need in certain areas. Milo Thatch, Linguist= Milo can push, read symbols, and climb. His weapon is an Atlantean boomerang. He also carries an Atlantean compass. Both can be combined with colored crystals. Vincenzo Santorini, Demolitions= Vinney can push, and use dynamite to blow open hidden areas or blocked corridors (be sure and run away before the explosion!!) His weapon is a store of hand grenades. Audrey Ramirez, Mechanic= Audrey can fix the machines. Her weapon is a flare gun, used to shoot down stalagtites and hit buttons far away as well. She can also shoot flares into walls and see in the dark for a short while. Gatean Moliere, Geologist= Mole digs. He can't jump as high as the others. His weapon is (you guessed it), rocks. He has a light that allows him to see in the dark in a few places. Kida, Atlantean Princess= Kida is the only character who can travel when Atlantean Guards are about. She's the only one who can flip Atlantean switches. Her weapon is an Atlantean bolt-throwing staff, which can also be combined with crystals. Packard, Communications= This pleasant old lady saves your game. USE OF THE CRYSTALS: The white crystals have no special use. However, if you collect 15 of them, you get an extra life. The colored crystals can be combined with Atlantean artifacts-Milo's boomerang, Milo's compass, and Kida's staff. Use the same method of combining that is learned from Mr. Whitmore at the beginning of the game. Each crystal will give each artifact a special property for a limited amount of time (either by the clock, or by number of uses). Blue Crystals: With Milo's boomerang- Long range, 10 uses. With Milo's compass- Finds chests, 99 seconds. With Kida's staff- Homing, 10 uses. Orange Crystals: With Milo's boomerang- One lightning burst that hits any enemies in range. With Milo's compass- Finds crystals, 99 seconds. With Kida's staff- One massive bolt, like Milo's. Purple Crystals: With Milo's boomerang- High power, 10 uses. With Milo's compass- Finds secrets, 99 seconds. With Kida's staff- Power staff, 10 uses. ----------------------------------------------------------------------- WALKTHROUGH: WHITMORE MANOR: This level is strictly training. When you gain control of Milo, walk up and begin to speak to Mr. Whitmore. Whitmore will start by teaching you the basic moves in the game. When you gain control of Milo, copy each of Whitmore's moves by pushing the indicated button. After learning to jump, attack, duck, and look around, Whitmore asks you to go get the Atlantean compass off the bookcase that is to the right and behind Milo. Just jump next to the bookcase and push "up" to pull yourself up. Get the compass, jump back down, and go back to talk to Whitmore. Follow his instructions and go downstairs (the door is behind Milo, to the left). When the "!" appears over Milo, hold the triangle down until the symbol disappears. Pick up the key by searching the desk, and Whitmore's files are in the chest. Be sure to pick up the Atlantis symbols by looking around, and don't worry about the podium in the center of the room yet. Go back up to talk to Whitmore. Whitmore will direct you to open your backpack and give him the portfolio, and then he will tell you about your teammates. Then he'll walk you through how to combine items, to turn two broken pieces into the key that will open the door in the far right corner of the room. Use the key by pressing select to open the backpack, pressing up to get to the tier with the key, and choose "use" to unlock the door and go into the next room. Collect the Atlantis symbols from the alcoves. Jump to the platform and into the aquarium. Dive and use the directional buttons to swim (Up is down, Down is up) and watch your breath indicator while you collect the heart (extra life) and boomerang in the pool. Go back to talk to Whitmore. Whitmore will walk you through equipping the boomerang, which is about the same as using an object from your backpack. Then go back to the basement and go to the podium in the center of the room. When the "!" appears, press the triangle to open a staircase to the lower basement. Collect the last symbol and the green crystal. Then it's game time! (The game isn't important to the game, however. You can skip it.) Welcome to Whitmore's shooting range. The gold masks are worth 100, the silver are worth 50, and the reds are worth 10. The skulls cost you points. Don't bother with the reds (if you are shooting a red, you are missing a higher score somewhere else). The best strategy is to ignore the upper windows and just swing back and forth, so you don't have to adjust your aim. The mummy case always has a gold in it if it opens. After you're done in the basement, go back upstairs and enter the elevator (with the red doors) to exit the level. A- Next to the far wall (in the open), in the basement. T- On top of the bookcase, in the basement. L- In the corner next to the boiler, in the basement. A- In the alcove with the globe, in the basement. N- In the left alcove, in the aquarium room. T- In the right alcove, in the aquarium room. I- In the corner of the aquarium, on top of the water. S- Behind a column, in the lower basement. Green Crystal- Out in the open, in the lower basement. ULYSSES: Exit the circular room and go out the door at the end of the hallway. The boat is under attack! Enter the door directly to your right and break open the toolbox to get a first aid kit, then walk into the radio. Select Vinney for now. Exit the room and go through the door to the left (not behind) of Commander Rourke. Push the barrel in front of the steam vent to pass, and then approach the stack of boxes. Push triangle to set explosives, then RUN AWAY. Go back to the room with the radio and get Audrey. Go back to the door that was hidden behind the boxes and enter the first gun chamber. Get the food can from the toolbox to the left. Approach the sparks and push triangle to have Audrey fix the guns. Go back to the radio again and get Milo. Go back to the hall that leads to the first gun chamber, and turn right to find a ladder. Climb up. Go to the end of the messy room and climb the other ladder to find the second gun chamber. Get the fire extinguisher and go to the alcove to the left to find another radio, and get Audrey. Fix the second gun. Get Milo again, and go back down the ladder. In the messy room below, look for an alcove to the right and jump down. Get the symbol, then dive into the water and get the second symbol in the pool. Swim back, climb up the ladder, and go to the right to exit the messy room (jump down) and go back to where you saw the Commander. He's gone, so go out the previously blocked door to begin to abandon ship. Enter the room with the long overhead ladder. Jump up to grab hold and slowly make your way across the ladder. If you missed the first two symbols, you can drop down to get them now and come back. Press X to drop down onto the other platform and go out the door. Open your backpack and use the fire extinguisher you found earlier to put out the fire in the hall. At the end of the hall, jump down...you might wish to save your progress at the radio. Jump into the pool, swim through the door and to the left. Grab the round door handle and the symbol just to the left before the fans, and swim back to exit the pool. Go to the door to the right of the radio and use the door handle. Go through the door straight ahead and down the hall. Get the symbol to the right. Pull the handle to let your friends leave. Go back down the hall, and go right. Be careful of the electric charges. Pull the switch to turn off the electricity and the underwater fans, and get ready for a long swim. Go back to the water and swim through the door and through the fans (grab the symbol if you missed it). Watch out for the lobsters! Punch them to kill them, or just avoid them. Get the symbols from the two alcoves on the left. Recharge at the air pocket in the second alcove, and swim through the long hall just to the left (with the door frame) to collect the green crystal. Recharge again at the air pocket and then down the circular hall. Collect the symbol and gold heart along the way. Go through the door next to the radio and grab the symbol before heading right. Time your run to dodge the steam vents. To the right of the door on the balcony, pull the switch to open the door to your sub. Get in and exit the level. A- Down the ladder in the alcove of the messy room, near the pool. T- Under the water in the pool, under the long overhead ladder. L- In the underwater tunnel with the door handle, before the fans. A- On the balcony in the sub room. N- In the first alcove in the large water chamber. T- In the second alcove in the large water chamber, with the air pocket. I- Down the hallway from the large water chamber on the way out. S- In the room with the steam vents. Green Crystal- Underwater, through a door frame and down a hallway from the large water chamber. LEVIATHAN ATTACK: This is one of the hardest levels in the game, and it's hard to get everything on the first try. You must fight the Leviathan to allow the subs to escape. The problem is, you can't access your backpack to restore your health. Focus on shooting down the green attack subs and the blue lightning bolts, and get a few shots at the monster whenever you can. When the last of the sub pods has escaped, you automatically turn and start down the tunnel. Shoot the mines, monsters and jellyfish in your path, and try to steer to hit the lightning bolts (health) and swirling arrows (checkpoints). The symbols, green crystal, and gold heart will be along the path so try and steer to hit those also. If you miss one, you'll have to play the level again to collect it, because there is no going back. All symbols and the green crystal are in the open in the exit tunnel. It might help to pause the game occasionally to allow you to scan the water ahead to aim for them. COVE- First visit: Don't bother with the white crystals much yet, because there aren't 15 that you can get to. Go right and get the gold heart. Jump in the lake and dive underwater to collect the symbol. Swim to the opposite end (you don't have to swim underwater). Dive under and swim through the stone door and the tunnel to surface in the cave. In front of the pool are two statues. One is holding snow, and the other is holding fire. On the snow side, collect the symbol and get the first aid kit from the blue stone chest. On the fire side, collect the blue crystal and the symbol. You can't do any more here now, so swim back to the stairs. At this point you can enter the large door to see the busted digger (you can't get the part yet, so you don't need Audrey) and collect a symbol if you like. Or, you can exit the level by climbing to the ledges on either side of the door. The blue side is the Ice Trial, and the red side is the Fire Trial... you can only enter the level whose ledge you exit by. You will be coming back to the cove to enter the other level. A- Underwater, at the end of the lake. T- In the stone building, past the digger. L- The fire side of the cave under the lake. A- The ice side of the cave under the lake. Nothing else can be collected at this time. ICE TRIAL: Beware the snowball throwing snow monsters, and dodge the snowballs. Head to the left and break open the chest to get the purple crystal. The chest next to the statue has a blue crystal, the chest near the edge of the chasm has the key to the door, and the chest at the end of the path around the rim of the chasm has an orange crystal in it. After collecting the treasures, use the key to open the door and head down the stairway. Kill the red bugs quickly, because they poison you...causing you to drop HP fast. If you get poisoned, run through the door at the bottom of the stairs and get the antivenin in the chest. Then go left from the bottom of the stairs and kill the monsters to get to the radio and the chest containing a can of food. Switch to Audrey and head back down the hall. At the edge of the bridge, shoot the stalactite overhead with Audrey's gun to knock it down (Aim by holding down the R1 button). Cross and go through the door. The door to your right is locked, but if you walk past it, it will open... and a snow monster comes out. Kill him and go through the door to collect the symbol, then go back out to head down the hall. Through the door, step on the symbol next to the radio (get Audrey now if you didn't keep her). The trick is to shoot the symbol on the wall that matches the symbol you are standing on. Step to the first symbol, and use Audrey's gun to shoot the first symbol on the left. Jump onto the platform and go to the symbol on the far side. Shoot the third symbol on the left. (If you shoot the wrong symbol, the platform drops under you.) Jump to the next platform and go to the symbol on the far side. Shoot the third symbol on the right. Jump to the next platform, and shoot the fifth symbol on the left. Jump to the platform, and shoot the last symbol on the right. Jump to the last platform, and onto the path. Break open the chest to get a can of food, and get the symbol to the left. Shoot down the three overhead stalactites and jump to the far side. At the radio, switch to Milo. Go through the second door and jump up onto the elevator (there are a few clear crystals on the ground behind it) and go up. In the room above, go up the left ledge (not next to the radio) first. Collect the symbol in the cave at the top, and the purple crystal in the chest. Jump down and climb the stairs next to the radio. Collect the Antivenin and the gold heart in the cave, and then follow the path around to the door. Get the can of food in the first chest, and the purple crystal in the second. Through the second door collect the can of food in the chest to your right, and go in the mouth/door. Press triangle to read the writing and the floor drops from under you. Try to get the symbol and crystals as you slide. At the bottom, push the frozen mammoth off the ledge, then jump down. In the room at the bottom, go left to hit a radio and go right to get a first aid kit from the chest. Follow the path the mammoth took, through the broken door. The mammoth is going to chase you and try to kill you. (Some gratitude!). When you start down the path, be ready to run and dodge falling objects and rocks. Jump a lot...Milo can cover ground a lot faster that way, and you'll get farther ahead of the mammoth. On the small ledge, a section will fall out from under the mammoth and you're safe. Enter the building. In the room with the statue, go left and climb the rock wall. At the top, get the Antivenin in the chest and change to Mole at the radio. Jump down and cross the room to the stone door. Inside, Mole will light his torch so you can see in the dark for a little way. Collect the symbol and crystals and look for a switch on the wall. Exit the dark room and go through the door to the right. Get the can of food from the chest. Go straight through another door to a radio, and switch to Milo. Go back and go down the hall to the right and climb up the rock walls. Through the door at the top, the chest straight ahead has a blue crystal and the chest to the left has a can of food. On the ledge near the second chest (jump up on the shorter part, next to the wall), flip the switch and find the Ice Crystal in a chest. Go back down, left to the radio, and further down the hall. Jump from platform to platform to get to the ledges on the right to collect a first aid kit from the chest, and the green crystal. Jump back and jump to the door. Through the second door there is a curving path around a wall. Rocks will come rolling down it that you must dodge, and as you do, watch for symbols and crystals. At the top of the path is the exit for this level. A- Through the door that was locked, just past the first bridge. T- On the ledge where you shoot down three stalactites. L- Top of the staircase in the room with the elevator. A- As you slide down the tunnel after the floor drops. N- In the dark room where Mole must go. T- On the path with the rolling rocks. I- On the path with the rolling rocks. S- On the path with the rolling rocks. Green Crystal- On the second ledge on the right in the room with the platforms (after the statue room). COVE- Second visit: Go right to collect a can of food where the gold heart was the first time. Jump in the water and swim to the cave. Get the blue crystal in the chest on the fire side, and the first aid kit in the chest on the ice side. Place the Ice Crystal in the Ice Statue and exit back to the main area. There are no symbols or crystals that you can get this visit that you couldn't get the first visit, so climb to the ledge to enter the Fire Trial. --TIP: You can enter this level at any time to stock up on med kits and cans of food. Just enter it over and over until you get enough. It's a little tedious, but there aren't many enemies and the Level only takes a few minutes, so you can build up health items quickly. When the entire level is open, you can also collect the clear crystals here to gain one life each time. FIRE TRIAL: You'll be doing a lot of jumping in this level. Jump from platform to platform to the left, and be quick-they drop out from under you (the ledges don't). Continue to the blue elevator. Follow the upper path (the bridge will fall) past the radio to the elevator down. Follow the platforms and ledges to the next elevator. At the top, get the first aid kit from the chest on the right and the symbol on the left. Cross the bridge (it will fall) to the other side, cross another falling bridge and go through the door. Get the Antivenin from the chest and switch to Vinney at the radio. Set explosives to knock over the column, push the block next to it, and switch back to Milo. Climb onto the column (now a bridge) and cross. GO right through the door to collect Antivenin from the chest on the right, and a Lava Crystal from the chest on the left. Go back to the archway and down the hall. Get the can of food from the chest. (When you kill the lava monster, be careful not to step on the floor under it for a few seconds, or you'll get burned.) Then get the Antivenin from the chest on your left and the orange crystal from the chest on the right. At the radio, switch to Vinney and set explosives to knock down both columns. Push the block next to the left column and switch back to Milo at the radio. Cross the bridge. Down the hall, get the Antivenin from the two chests and climb the rock wall. (Watch out for the swarm of fireflies.) Jump up to grab the rocks on the ceiling and cross to get the Lava Crystal from the chest. Jump down and go back across the bridge. Push the block to the right column. Get the symbol behind the column bridge and then cross. Place a Lava Crystal in each receptacle to open the door. To get past the fiery statues, push the block until the flame is blocked. Then let go and walk behind the block, and pull the block out of the way until you can get behind it to push it to the next flame. By stopping midway, you can jump on the block to reach the crystal and symbol on the ledges. Past the fiery heads, get the orange crystal in the first chest, the first aid kit in the second chest, and the Antivenin in the third chest. After the opening, cross the path past the head shooting fire and the jumping fireball to a radio and a door. Inside the door is a puzzle like the symbol-shooting puzzle in the Ice Trial. Go right pass the door to first read the symbol on the ground, then go back to the door. At the back of the cave, pick up the gold heart, and there is an Atlantis symbol nearby. From the cave entrance, first push the first symbol on the right. To discover the next symbol each time requires going back to the symbol on the ground, and looking at the symbol on the next rising platform. The second symbol is the last on the right. The third symbol is the middle on the left. Exit the cave and cross the platforms. When the heads turn away from each other, cross between the flames and go down the hall. Get the first aid kits from the first two chests, and the orange crystal from the third. Go through the door. Go to the far end of the path and go right to the radio. Get Vinney and go back to the two columns close to the door you came through. The exclamation point will show you which column to use explosives on. Go back to the radio and get Milo, then go back to the column and climb up. Get the Antivenin from the chest and continue around the path, passing a radio as you jump from ledge to ledge. Get the symbol as you jump on the column between ledges. Pull the barrel-rock to knock down the ledge, and then go back to the radio to get Mole. Go back and walk up the stone slab to jump across. At the round chamber with the book, dig until the floor collapses. Then pull the switches in the chamber below, and collect the symbol hiding behind a flame. Go down the hall, getting the can of food from the first chest and the orange crystal from the second. Go right to the far wall, and then go right again. At the radio, switch to Milo. Go to the large chamber at the end of the path and get the can of food from the left chest, and the purple crystal from the right chest. Get the green crystal from the left of the platform. Go into the opening created when the head moved to get the Fire Crystal from a chest. Go back to the large room and go straight, through the moving stone door. Get the Antivenin from the chest. At the end of the path, jump onto a floating platform. Duck below the flames and get the symbol as you pass. Then jump to the platform with the blue elevator, and go down. Collect the symbol before you jump onto another set of platforms. Jump to the platforms going to the right and ride up the lava fall. Jump to the ledge on the right. Get the orange crystal from the chest. The second chest has a first aid kit. Go through the door to find yet another set of moving platforms. After a short ride, jump off to exit the level. A- On an upper level in the first area. T- Behind the right column, in the area with two column bridges. L- On the ledge between the flaming heads. A- In the cave with the symbol puzzle. N- On a column you jump on, on an upper path. T- In the chamber that Mole falls into. I- Floating above the first moving platforms. S- At the bottom of the platform elevator. Green Crystal- On the left side of the platform where the Fire Crystal is located. If you can't get to it, Mole missed one of the switches after he dropped. COVE- Third visit. You can finally access all of this level! Go right to get another can of food, then swim to the cave. Open the chests to gain another blue crystal and first aid kit, then place the Fire Crystal in the Fire Statue. The door opens, and you can explore the cave beyond. Watch the left of the cave for a symbol. Bear left from the symbol to get a can of food from the chest. Exit the circle and bear left again, getting a purple crystal from the chest. Keep going to find the green crystal, another symbol, and a chest with a can of food. Further, at the end of this path, is a radio and another symbol. Go back and go straight to the right side of the long hall. There is a chest with an orange crystal, another symbol, and a chest with the missing part for the digger. Go back to the cave entrance and swim back to the main area. Go to the radio and switch to Audrey. Go through the door to the digger. BEFORE YOU FIX THE DIGGER: Be sure you have everything you need from this level, and make sure you have enough health so survive a few hits. The digger starts immediately and you must drive it to the end of the tunnel. You will take a few hits from creatures, and you can't replenish your health while driving the digger. Press X to go forward. Just go straight. When you dig through, you exit the level. N- Left side of the caverns under the lake, past the door. T- Left side of the long hall in the caverns, near green crystal. I- At the left end of the long hall in the cavern, near the radio. S- At the right end of the long hall in the cavern. Green Crystal- To the left of a long hall in the cavern under the lake. TRUCK ESCAPE: Get ready for the hardest, most frustrating, most annoying level in the entire game. It's like Leviathan Attack, but much, much worse. Drive the little truck to get away from the fireflies...which will keep lighting fires in front of your truck that cause damage. Aim for the hearts (health) and gas cans (gas, because your truck can run out and if it does, you die). The swirling arrows are checkpoints, be sure you get those. Along the way, try to grab as many symbols, etc., as you can. It is near impossible to get them all in one run, because they are on different paths. Just try to get through, then go refill lives and try it again until you have everything, if you want to. The green crystal is on the main path, in running water right before a jump. OUTER ATLANTIS, First visit: There are a lot of hidden items on this level. Be sure to check both sides of all doorways for steps down to ledges. At the beginning, turn left and cross the dry waterway to get an Antivenin from the chest. Go right and get the can of food from the chest under the arch. Then take the straight path to the next section. At the door, jump onto the left ledge to get a symbol, then continue on. In the hallway, get the symbol on the right and the first aid kit from the chest on the left. In the room to your left, you'll find two chests (orange crystal on the left, can of food on the right) and a radio. You can finally play as Kida! Go back onto the main path. Down the first step, get the symbol hidden behind the plant. At the next doorway, get the green crystal from the left ledge and flip the switch on the right ledge to open the door. In the hall, the chest on the left has a can of food. As you exit the door, get the symbol behind the plant on the left. Jump to the next path. Jump across the left plank bridge to get the gold heart, and switch to Vinney at the radio before jumping back. Continue to the blocked doorway and use explosives. (I prefer to go back and get Kida at this point, because Vinney doesn't jump as well.) Continue on through the hall. At the chest, get a blue crystal. Jump across the plank bridge, go though the hall, and at the doorway check the right side for a symbol. Jump, and there's a radio on the left and a purple crystal in the chest on the right. Cross to the other side and jump to the door. At the end of the hall is a room with three doors. Two are locked, so get the first aid kit from the left chest and the can of food from the right chest and head out the right door. To the left of the door at the end of the hall is a chest with a can of food. The door in the large semicircle is the exit, so grab the symbol to the left of it before entering. A- Left ledge approaching the first doorway. T- In the first hallway. L- Behind a plant, just past the first radio, main path. A- Behind a plant as you exit a door, before the left plank bridge. N- Right of the door after the hall, after the second plank bridge. T- To the left of the exit for this level, the large semicircle. Green crystal- On the left ledge at the second doorway, after the falling arches. Nothing else can be found at this time. INNER ATLANTIS: Go up the stairs and into the far left door (this is the left path). Watch out for the black spiders, they're hard to see. Get a blue crystal from the right chest and a can of food from the left chest. Go through the door and then go through the large crack in the broken door on the right to find a symbol. Go through the courtyard and through the door. Down the stairs, get a can of food at the first chest and a first aid kit from the second. In the second courtyard, cross the bridge to find the jail. There's a radio, two chests-each has a can of food. Go back out to the pool and jump in. Swim through the underwater doorway. Swim down, and look for the symbol behind you (top of the room) before swimming down the hall. Get air from the clam if you need to by punching it (remember this, you'll need it later). Get the symbol at the top of the room (near the door where you swam in) before continuing on. Get the gold heart straight ahead as you swim up. It's a long swim, so surface and then hunt down the clear crystals if you want to. Out of the water, the stone "steps" go both ways. On the right is a radio, and the left is the way out. Climb left, jumping onto the little blocks to make the big jumps. At the top, follow the path around and pick up a purple crystal from the first chest and a first aid kit from the second. The path ends on a balcony with a chest containing the key to the door below. Before you jump down, jump onto the doorframe to the left and walk over to the balcony containing the symbol. Jump down, get the blue crystal from the chest, and go through the door. In the room with the little girl, circle behind the stones to get the green crystal. You have to sneak through the marketplace. If the guards get you, you go to the jail room and have to cover all that ground again. Don't worry about getting the symbols and chests in this area right now. It's easier to come back. Stay close to the left wall and slowly work down to the courtyard. Watch for the guards. If one is standing looking your way, he's seen you and won't go away until you go back to the room with the girl and try again. A second after both guards disappear off screen to the left, run to the right of the stone block. Keep running, going right of the second block and past the doorway. The guard will chase you, but he stops when you get near the door. In the room beyond, the two chests on the right have an orange crystal and a blue crystal, and the chest on the left has a blue crystal. In the next courtyard, get the orange crystal from the chest near the hay bales and then jump onto the rock near the edge of the ravine. Aim up and hit the bale with your boomerang to knock it down and make a bridge. Walk across. The guard won't chase you but don't get close. Go in the door to your right. In the large room, pull the giant hay bales back to the end of their tracks. There are a few clear crystals (but nothing else) in the rooms behind them, if you want to get them. Jump onto the box and then to the ledge left of the bales. Jump across the bales to the get to the far ledge, and enter the room beyond to get a symbol and a mosaic piece. Jump down and go back to the courtyard. Get the blue crystal from the chest before entering the doors between the columns. Get the first aid kit from the chest on the left and keep going. Further are two chests- a can of food on the left, and a purple crystal on the right. At the mosaic, grab the symbol to the left and use the mosaic piece to get the door to open. In the room beyond is a chest with a can of food and a radio. Change to Kida. Go back to the courtyard, go back across the bridge and back to the first courtyard. You can safely collect the symbol on the stone block, the first aid kit in the chest under the awning, the can of food from the chest in the right alcove, and the purple crystal from the chest in the left alcove. Go back to the second courtyard, and to the guarded doorway. Flip the switch to the right and go through. Past the radio is a chest with a purple crystal, then jump down to the arena. There are three chests with a purple crystal, orange crystal, and a first aid kit. There's also an unlimited supply of lizard monsters. Go up the ramp and around the path and through the door. The first chest has a can of food, the second has a first aid kit, and the third has an orange crystal. In the room beyond is another really annoying part of the game. There's a radio, and the last symbol is in the dark left of the stairs up to the puzzle. Climb the stairs. The object is to jump across the moving hands to the opposite side, and to exit the level. The trick (if there is one) is to jump at the right time to catch the last hand moving UP or just after it has flipped over at the top of its path, because otherwise you can't make it to the ledge beyond. It turns over at the bottom of its path, so you can't land on it and wait it out. I had best luck with Kida. Jump as soon as the first hand flips over when the third hand is starting to move up, and move fast. Good luck, save and quit if you get stuck, and when you get across you exit the level. A- Through the crack in the broken door on the left path. T- At the bottom of the long downward swim, top of the room. L- In the underwater room with the clam, top of the room. A- The balcony over the Marketplace door, jump onto the door from the balcony with the key and walk over. N- On top of a stone block in the first courtyard with guards. T- To the left of the blue mosaic. I- In the room you jump to, over the giant hay bales. S- Left of the stairs up to the moving hands. Green Crystal- In the room with the little girl, behind the stones. OUTER ATLANTIS- Second visit: Back to this level. You can run around and pick up the chests and white crystals again to restock if you like, or pick up any symbols that you missed. Go straight to the door. The ledge to the right of it has a symbol. Go down the hall, cross the bridge, and down the hall to enter the room with three doors that you were in earlier-you just came through one of the doors that was locked. Grab the first aid kit and can of food from the chests and head out the door next to the radio. At the end of the path is a waterfall on the right. Grab the symbol behind the plant on the left side of the door and then dive in and swim through the tunnel to exit the level. I- The ledge to the right of the first doorway you come to. S- Behind a plant to the left of the door in the room with the waterfall where you exit. SECRET SWIM: Remember the clam air trick, you're going to need it. Jump in the water and dive down. There's a clam at the bottom. Swim through the doors and down the hall. There's a passage up with clear crystals, but you don't have to go after them... you'll be back there. You can go up to get air if you need to. Swim through the second door and surface for air or hit the clam. After the third door you run into a stone wall, so surface through the opening into the room above. There's a radio. Change to Kida. Jump into the pool on the left. Swim to the end of the corridor and surface. Enter the room beyond. Grab the can of food from the chest on the left and continue. Jump up to grab the symbol. You can't kill the red bug, but if you hit it, it will freeze for a few moments to allow you to grab the Old Hook from the right chest and the blue crystal from the chest behind it. Go left, get the can of food from the chest, and go through the door. Stay close to the left wall to get the first aid kit and orange crystal from the chests on the far wall, and then aim for the symbol and jump in the water. Swim through two doors and you're back to the stone wall. Surface into the room and jump into the pool on the right this time. There is an air pocket above if you need air. Continue through the door to surface in a room with three chests (Antivenin, purple crystal, and a can of food). Approach the chain. It has a broken link, so use the Old Hook to complete the chain and then flip the switch. Get the key from the chest that appears, and go through the door. The first chest has a first aid kit and the second has a blue crystal, and then you're back to jumping in water. Swim through the door that is closest and surface, and you're back in the room where you started. Approach the wall with the keyhole and use the key you just found. When the stone wall moves, your path ahead is open. Jump in the central pool and continue ahead. Surface in the shallow shark pool for air, and then continue through the door. In the series of halls beyond is a symbol. In the room beyond is a giant squid (not a boss) and a clam. Go through the door to find a hall with two clams, and then another room with a clam and a giant squid. Through the door is another clam. After a hall there is another clam, then surface to find a radio. Through the door is a head that will spit fire at you. Jump on the pedestal to the left to get the green crystal. One of the vases to the right has a key, and one on the left has a blue crystal. If you stand behind the vase, a fireball will break it, allowing you to get the treasure without standing long enough to get hit by fire. Then stand in front of the left wall. As fireballs hit it, it will break. Move fast to keep from getting hit. Ducking doesn't work, but if you jump when you first see the fireball (not before you see it), it should miss you. After the wall breaks, the room beyond has a radio and a gold heart. Flip the circular switch in the alcove and run back past the head to the left and jump in the pool. At the end of the water, surface and use the key from the vase on the door at the end of the crooked hall. Flip the circular switch in the room beyond and go through the doorway that is created. If you want to get to the radio, stick close to the wall. Then jump in the water. Surface for air at the air pocket if you need to, and continue down the corridor. Surface into the shallow pool, and swim through it until you come to a set of stairs. Before you exit, check the corners of that room for a symbol hidden underwater. In the room beyond, there is a radio. Get the first aid kit and blue crystal from the chests on the right, then it's back into the water. Swim through the underwater doors. Now the enemies look like flat catfish. A symbol is floating in the middle of your path. Through the door with etchings there is an air pocket, and then another room with a clam and a giant squid (now they're blue). Keep following the corridors until you come to a T. Go through the door to the left. In the chest is a can of food. Through the doors are two more chests, with an orange crystal and a first aid kit. In the large room, jump up onto the platform and get the first aid kit from the chest. Jump up to find a radio and a chest with a blue crystal. Keep working your way around the room until you come to the Empty Vase. Jump down, go back to the water, and swim straight ahead to explore the other side of that T. Surface at the top of the stairs and get the can of food from the chest. Down the hall is a chest with an orange crystal and a weird carved face on the wall. On the opposite wall, jump up the blocks to reach a ledge with Antivenin in a chest, then jump to the chest with a first aid kit. Jump down and go through the arched doorway. When you get to the water, jump in again. Swim down the corridor to the left and surface. Ahead is a room with a chest on the left (can of food) and one on the right (orange crystal). Go through the door on the left and follow the hall to a room with a platform to the right (there's a chest with an orange crystal on top) and a door on the left. Go through the door. The chest has a can of food, and beyond it the hall splits. Go right to get a first aid kit and a symbol, and throw the switch. There is a radio, switch to Milo if you're still Kida. Go back, and pull the large square stone (with a handle) back to reveal a waterway behind it. Jump onto the platform and then into the water. Go up the stairs and get the Antivenin from the chest. Continue up. In the large room, jump up onto the platform and get the symbol and fill the Empty Vase with the glowing yellow water. Jump down, and go through the door to the right. Up the stairs is a chest with a first aid kit. Further up, walk out onto one of the stone planks and try to jump off and hit the last symbol. Good luck with that. When you land in the room below, go through the door with a hall leading down. Dive in the water. Swim through a door and go left at the T to surface. In the room with the three fountains, use the Vase of Water to fill the empty basin. Go back to the water and swim straight. Surface and go through the hall to find the door you just opened, on the left where the face used to be. Go through it to (finally) exit this level. A- Jump on the stairs before the giant red bug. T- Hit it when you jump back into the water, at the end of the left path from the room above the stone wall. L- Low in the water in the series of halls past the shallow shark pool. A- Corner of a shallow pool that has stairs leading from it. N- Floating in the middle of the path in the area with catfish. T- Next to the switch that turns on the green fountain. I- Left of the pool of yellow water. S- Jump to hit it, at the top of a long set of stairs. Green Crystal- On a pedestal to the left of the head that spits fireballs. TREACHERY: Exit the alcove to get a first aid kit from the chest on the right, and an orange crystal from the one on the left. There's a radio too. Through the door, go left through the crack to the throne room. Talk to the king to get a key. Go back, and get the can of food from the chest on the left before you unlock the door. To the left of the pool is a rock wall to climb up. At the top are a radio and two chests (Antivenin and a can of food). Switch to Audrey. Jump to the center platform, then jump to the alcove with the robot and the green crystal. There's also a chest with a blue crystal. Jump back, and jump to the platform with the door. In the room beyond, find a symbol behind the first column. The chest on the left has an orange crystal, the middle chest has a first aid kit, and the chest on the right has Antivenin. Enter the dark room and Audrey tells you to use flares. Shoot her gun into the wall to light up a small space for a few seconds. Walk to the edge of the floor (the long part, don't fall off because in here, you die). Jump to the middle platform and continue to use flares to find the edges of the platform so you can jump to the next area. The twinkling crystals show you where the alcoves are. If you aim, you can see which alcove has a door and which has a symbol. Get the symbol first, then jump back to the middle platform and to the door. There are no chests hiding, so don't waste too much time playing in the dark. In the room beyond is a chest with a can of food, and one with an orange crystal. There are two doors. The first is a jail with a radio. The door down the hall leads to the Atlantean guards who will put you in the jail if they catch you. Switch back to Milo if you want to and go take on the guards. You can skip the symbols in the next area until you can get Kida, but it's not very hard to get them the first time through and save time. THE FLOORS IN THE ALCOVES FALL OUT. First, hide behind the first block. When the guard is out of sight, run to the second block and hide. When the guard walks past, jump over the block and run forward. Grab the symbol from the alcove quickly and keep running forward. Don't run into the little area between the sides of the path, the floor falls out. Jump up to the alcove above to get a symbol and to get past the next guard (if he sees you, it's easier to get past him when you come out at the other end of this path). Go around and when it's safe, jump down and go left. Go down the board when the guard is out of sight and grab the symbol to the right. Hide behind the block until the guard comes back and walks past you. Jump over the block and past him, and go up the next board and through the door. No guards! Grab the blue crystal from the chest. Through the next door you'll find a radio if you waited to switch to Kida to get the symbols in the last area. If not, switch to Vinney and go through the door. In the next room, one chest has a can of food and one has Antivenin. Through the next door, grab a blue crystal from the chest on the right. The other has a first aid kit. Go right, to the end of the long wall, and look for a cracked piece of the wall. Use explosives. Inside is a gold heart and a chest containing a Piece of
Mosaic. Go through the door to the left. There are orange crystals in all three chests in the hall. Through the door is a symbol. Go up the ramp and push the boulder down to block the hole in the wall with the never-ending stream of rock monsters, then switch to Mole at the radio. The chest has a first aid kit. Go down the ramp to the small depression on the right side where the monster was and dig. Mole will find a Piece of Mosaic. In the dark left of the ramp is a symbol. Then go back up the ramp and switch to Kida. Go through the door to the right. You'll find a chest with Antivenin, and the chest on the balcony at the bottom has another Piece of Mosaic. Go back up and through the door past the radio. The three chests have a blue crystal, first aid kit, and purple crystal. Flip the circular switch inside the giant head's mouth. Continue and jump down next to the wall to get the chest on the wall below to get another Antivenin, then jump down to go through the door that is now unlocked. A symbol is just inside the door. The chest has a blue crystal. In the room beyond, go up the stairs and use all those pieces to fix the mosaic. Go down and through the door to the left. Jump down to where the level started. Go back out the door and through the crack. Stand on the glowing Atlantean symbol to exit the level. A- Behind a column in the hall beyond the platform over the pool. T- An alcove in the dark room where Audrey shoots flares. L- An alcove to the left just past the first guard. A- An upper alcove that leads around where the second guard usually is. N- An alcove to the right just past the board after the second guard. T- Right side of the hall before the room where Mole digs. I- In the dark left of the ramp, behind where Mole digs. S- Just inside the door that was blocked by the large Atlantean symbol. Green Crystal- In the right alcove from the center platform above the pool. AKTIRAK FLIGHT: Not as bad as Truck Escape, but similar. Get the hearts (health) and the swirling arrow checkpoints, and try to get the symbols and green crystal along the way. Oh, and you're supposed to be shooting down all those planes that are shooting at you, to stop them from shooting at you. You can't fly off course, the game holds you where you're supposed to be. Green Crystal- Above a section of road not long before you enter the cavern. SAVE KIDA: Make sure you have plenty of health and health items, and lives. This is the final battle, in two stages. There is a trick to each one. Helga Sinclair- You can't hurt her, so don't try. Don't get close enough for her to get in a punch. The trick is to stay far enough away to get her to shoot at you, and then to stand in front of one of the four engines. She'll shoot the engine. When you've got her to shoot all four, the platform drops and you're up against Commander Rourke. Commander Rourke- You can't hurt him with a regular hit. You have to hit the box holding Kida to get it to spin. Then hit Rourke with the boomerang to stun him. He'll get hit with blue lightning and frozen. Hit him with the boomerang while he's frozen to take away one of his seven lives. (You can also stun him and then hit the box, he'll still get frozen.) Then you just repeat it until he's dead, as long as you can survive his hits and the dropping fireballs long enough. All of the symbols and the green crystal for this level will drop down one by one in different places among the fireballs while you are fighting Rourke. You must collect one for the next to fall, so if you want them all, don't finish off Rourke until you have them. GAME COMPLETED: You've beaten the game. Now you get a last movie sequence, and you can go back to any levels where you need to collect items if you saved your game (load it at the start screen). If you have all of the Atlantis symbols from a level, you can watch the movie sequence from that level. You must have all 13 green crystals to open the extras, the Concept Art section and the Model Viewer section. You can view these and the movies by choosing Special Features at the start screen. ----------------------------------------------------------------------- -----------------------------------------------------------------------