      INDIANA JONES AND THE FATE OF ATLANTIS WALK THROUGH

     After you've arrived in New York.  Look around.  There is a
newspaper on the rack nearby.  Take the paper and walk to the back
of the theater.  There are two ways you can get to the back stage:
     1.   Look around, there is a ladder to the far right.  Walk to
the general direction of the ladder, pulling or pushing the crates
that happen to be in your path.  Once you're there, climb the
ladder to enter the back stage.
     2.   Open the door, Biff the doorman will prevent you from
entering the stage.  Try to then clobber him.  Don't worry, he's a
pushover.  You should have little problem with Biff.  Once he's
down, enter the stage.

     Look around, talk to the stage man.  Talk to him.  Ask him
whether he'd rather do something else or has any hobby.  The old
man likes to read.  Give the newspaper to the man and he will leave
you alone with the control panel.  Push the left and right lever,
then press the red button.  Sophia will come to talk to you.  After
the conversation, head to Iceland to see doctor Bjorn Heimdall. 
Ask him questions regarding the Atlantis, he will tell you that
Felipe Costa in the Azores and Professor Sternhart in Tikal can
help you.

Tikal:
     Walk to the jungle there is a rodent nearby.  Use the whip on
the rodent until it runs out to the cliff on the other side of the
jungle.  Walk to the cliff.  Climb the tree to reach the other side
of the cliff.  Walk to the temple.  The professor will come out to
stop you from entering.  Ask him for permission to see the temple. 
When he ask you for the tittle of a Plato's book, tell him that you
don't know the title.  There is a parrot nearby.  Ask the bird
about the title and it will tell you.  Ask the professor again
about the temple and tell him what the bird said.  Once you're in
the temple, ask Sophia to distract the professor.  Walk outside to
the shop.  Take the gas lamp.  Head back to the temple.  Look
around.  There is a head figure to the left.  It is missing a nose. 
Look at the strange design on the wall to the right.  Use the
gasoline on the carving.  Take the S figure from the wall and use
it on the head figure to the left.  The stone head is actually a
head of the elephant.  Pull the trunk to reveal the tomb.  Look at
the tomb and take the orichalcum bead.  Now head to Iceland.

Iceland:
     Walk to the did site.  Doctor Heimdall is frozen dead on the
job.  Look at the half-revealed figure on the wall.  Use the
orichalcum bead on it's mouth and it'll melt right out of the ice. 
Take the eel figure and go to the Azores to see Felipe Costa.

The Azores:
     Knock on the door.  Ask the old man about Atlantis.  He is not
helping you.  Tell Sophia to talk to him.  Now, you are Sophia
instead of Indy.  Inquire the old man about Atlantis and the lost
book.  He'll tell you that he will trade the information for a rare
atlantean artifact.  Switch with Indy.  Talk to the old man about
trade.  Trade eel figure that you have for the information.  Go
back to New York to Barnett College.

Barnett College:
     Ok, the lost book can be in one of three places:  The cat
figure, the fallen book shelf, or the locked chest on the attic
above the library.

Cat figure:    From the entrance, walk up the stairs to the
library.  Look at the school desk.  There is a piece of gum under
the desk.  Take the gum.  Go downstairs to the coal chute.  Take a
piece of coal.  You can't walk up the chute because it's too
slippery.  Use the gum on the coal chute to create traction.  Walk
up the chute.  There are cat figures nearby.  Take the cat figure
that's made of wax.  Walk to the furnace below.  Open the furnace
and use the cat figure on it.  The melting wax will reveal the
concealed book.

Fallen Book shelf:  From the entrance, walk downstairs to the coal
chute.  Take the coal.  Take the greasy oil rag on the box nearby. 
Head to the library.  Climb up the rope.  Look at the shelves to
the far right carefully, there's an arrowhead there.  Take it. 
Climb back down to the library.  Wrap the oily rag on the
arrowhead.  Use it to unscrew the nails on the fallen shelf.  Open
the shelf and get the book.

Locked Chest:  From the entrance, walk down the street to your
office.  Open the fridge and get the motor oil.  Head for the
library and climb up the rope.  Use the motor oil on the totem
pole.  Pull the pole a few times so that it is directly under the
hole above.  Climb up the hole.  Look around.  There is an urn on
the floor nearby.  Open the urn and get the key inside.  Climb down
the hole.  Push the large box nearby.  Look at the chest.  Open the
chest with the key and take the book.

     Once you've gotten the book, read it CAREFULLY, especially the
last three pages.  You will come to areas where you need the
knowledge from the book.  Anyway, go back to your office and talk
to Sophia.  At the end of the conversation, she will express her
hesitation in joining you for the quest because of the dangers
involved.  Now you can continue the adventure in three ways:  You
can go alone using your wits; you can go by yourself using your
wits and fists; or you can go adventuring along with Sophia.



I.   WITHOUT SOPHIA (WITS):

     Head to Monte Carlo.  Look for a man in a brown suit, Alain
Trottier.  Talk to him.  Be modest when you introduce yourself. 
Ask him questions concerning the Atlantis.  He will test your
knowledge by asking you a question which you can find the answer
for in Plato's book.  Once you've answered correctly, he'll give
you a business card.  Go to the airport and head for Algiers.


Algiers:  Walk to the alley to the left of the market.  Talk to
Paul Abdul, and ask him to arrange a meeting with Omar Al-Jabbar,
his boss.  Give business card to him.  After the servant have left,
walk out to the city.  You'll see yourself as a big black dot. 
You'll also notice another man identified as big red dot.  He's
walking around the city.  When he enters the market (center of the
city), follow him.  Talk to the man in the red fez and complement
on his red fez.  He will give you the fez.  Go back to the shop. 
Give the fez to the servant.  Tell him that it will make him look
taller.  Ask him to see his boss again and follow him around the
city.  When he ducks into one of the houses (Omar's house).  Go to
there.  Walk to the closet.  Omar will follow you.  Walk out the
closet and close the closet door.  Now Omar is trapped and you're
free to help yourself with his goods.  Take the two statues and the
pole.  Use the pole to get the map that's hanging on the
clothesline.  Now use the camel to leave the city.  Head to
southeast.  Stop by any nomad camp to ask for the direction.  If
you're  caught by any city official, bribe him with one of Omar's
statues.  When you're near the dig site, you can identify it by a
big red "X".  Go there.

Dig Site:  Look around.  There is a truck nearby and a ladder at
the center of the site.  Walk down the ladder.  It is pitch dark
down here.  You have to touch things to identify them.  Get the
rubber hose and the clay jar (which also has an orichalcum bead
inside) and go back to the truck.  Use the hose and the clay jar to
get gas from the gas tank.  Go back down the ladder.  Go to the
generator.  Open the gas cap and pour gas in there.  Turn the
generator on and "Let there be light!"  Pick up the ship's rib. 
Look at the painting to the right.  Push the disc carving on the
painting and take the statue.  Open the generator.  Turn off the
generator and get the spark plug.  Now head back to the truck. 
Open the door.  There is a telegram on the seat.  Read it.  Put
spark plug in engine.  Use the bead on the statue.  Use the statue
on the spark plug to hot-wire the truck.  Head for Monte Carlo.  

Monte Carlo:  Talk to Alain Trottier and warn him about the Nazis. 
He won't listen to you at first but if you're consistent about it,
he will take out the stone disc and wave it at you.  That's when he
is kidnapped by the Nazi agents.  Follow their car.  Try to ramp it
with yours.  After the cars have crashed.  Trottier will show his
appreciation by giving you more information about Atlantis and tell
you where he threw the stone disc away.  All you have to do now is
to go to find the right street corner and get the disc (it's in one
of the drains).  Once you've gotten the disc, go to the island of
Thera.

Thera:  You arrives at the docks.  There is an island official
nearby.  You can also see a fishnet, a large basket and a wooden
crate with a balloon inside.  Take the fish net.  You can't take
the balloon because you don't have an invoice.  You can't take the
basket either because the man would let you.  He'll tell you that
he would give you the basket if you can get him a souvenir from an
expedition in the mountain.  Walk to the left away from the dock
toward the mountain.  Go to the a clef, a notch, and an opening in
the mountain.  You'll see a tunnel in one of those places.  There
is also a wooden crate in front of the tunnel.  Close the crate and
get the balloon invoice.  Enter the tunnel.  Take the entrenching
tool on the ground.  Look at the door.  When you close the door a
secret compartment will be revealed.  Use the sunstone on the
spindle.  Refer to Plato's lost dialogue for the correct alignment. 
Open the door and take the sign.  Close the door.  Take the
sunstone and walk back out to the collapsed tunnel.  Open the
shovel.  Use it on the collapsed tunnel to clear your way out. 
Trade the sign with the man for the basket.  Use the invoice to
claim the balloon.  Take the balloon and the basket.  Head back to
the mountain.  Assemble a balloon by putting the basket, the fish
net and the balloon together.  Use the rubber hose on the balloon,
then use it on the gas fissure near the tunnel's entrance.  Now you
can leave the island.  Once you're up in the air, fly around until
you see the german sub.  Land on the sub.

U-Boat:  Walk to the hatch.  Open it and climb down to the sub's
interior.  Walk around.  You'll see a soldier guarding the locker. 
Talk to him.  Walk to the forward section.  There are some clothes
hanging on a clothesline.  Take the clothesline.  Walk to the
forward torpedo room.  Take the oily rag on the torpedoes.   Walk
to the kitchen.  Make yourself a sandwich with cold cuts and bread. 
Go back to the guard.  Give sandwich to guard.  He will leave you
alone with the locker.  Open it.  Take the moonstone and the
pamphlet.  Head for the aft section of the sub.  Talk to the
mechanic.  Continue walking left to the torpedo room.  Look around. 
There are some electrical wires hanging loose by the control panel. 
Use the oily rag on the wire.  Use the pamphlet on the control
panel.  Push the lever.  Go to the forward torpedo room.  Open the
torpedo tube.  Use the clothesline on the lever.  Use the pamphlet
on the control panel to operate the tubes.  Craw into the tube and
pull the rope to torpedo yourself out of the u-boat.

Crete:  Once you're off the boat, go to the spindle and use the
stone disks on the spindle.  Refer to Plato's book for the correct
alignment.  The correct alignment should trigger the secret door to
open.  Walk to the entrance.  Once you are inside, you can see a
stone shelf with three stone heads on it.  Take two of the three
stone heads.  Walk to the next room.  Look around, you can see the
stone head in the other room.  Use whip on the stone head.  Pick it
up.  Walk around until you come to a place with a minotaur statue. 
Use the whip on the statue's head.  Walk to the head and you'll
descend.  Look around.  Professor Sternhart is down hear.  He's
dead.  Read the note on his hand.  Pick up the world stone, the
staff and the wool scarf (which also has a rubber comb inside). 
Look at the waterfall.  There is a chain hidden behind the
waterfall.  Use the chain to climb up.  Walk around until you see
a closed gate with  a stone shelf.  Put the three stone head on the
shelf to open the gate.  Walk in.  Walk around until you come to a
place where you can see the gold box.  Look slightly below the big
weight at the center.  Use the staff on the chock to free the
counterweight.  Walk back out and down to the place where a big
statue head is.  Use the staff on the statue's mouth and you'll go
up.  Take the gold box and the orichalcum beads.  Put the beads in
the box.  Walk to the door at the end of the room.  There is a big
microtaur machine here.  Look at the hatch on the machine.  Use the
statue on the hatch and use the orichalcum bead on the statue in
the hatch.  Craw through the hole in the wall.  You're now in the
map room.  Use the stone disks on the spindle in the middle of the
room.  Refer to the book for the proper alignment.  When the secret
door is opened, go there.  You should be at the place with a
waterfall.  Close the gold box that you're carrying.  Tie the
string (clothesline) to the rubber comb.  Rub the comb with the
silk scarf to charge it.  Use the charged comb to detect the
presence of orichalcum.  Go to the next door look at the pile of
bones.  Take the orichalcum bead.  Walk back to room with the
waterfall.  Charge the comb and use it.  It should point to the
hidden door behind the wall to the left.  Use the shovel on the
wall.  Open the door.  There is a bead on the floor, take it.  Walk
to the subway.  Use the bead on the mouth of the subway to start
the train.  Climb on the train and it will take you to Atlantis.

Atlantis:  You're in an air-locked city deep beneath the ocean. 
The room is dark.  Walk around and touch things.  There is a ladder
here somewhere.  Take the ladder.  Walk to the steep incline.  Use
the ladder on the incline.  Walk up the ladder.  Open a stone box
nearby.  Take the rod and use an orichalcum bead on it.  Take the
ladder.  Look at the statue by the door.  Use the stone disks on
the spindle.  This time, align the disks opposite to the way you
aligned it in the map room.  Use a bead on the statue's mouth to
open the door.  Take the stone disks and enter the door.  You are
now in the maze.

Maze:  The solve for the maze is the same for all three modes of
play.  Walk to all the rooms that you see.  The rooms that you
haven't been to are designated as questions marks(?) when you place
the mouse cursor on them.  You must go through all the rooms to
collect the necessary items.  Here are the things you can find in
the maze:  BRONZE-SPOKED WHEEL (on a robot inside one of the
rooms); an EEL FIGURE (inside one of the rooms); a BRONZE GEAR
(hanging on the wall by the robot parts in one of the rooms); a
STONE FISH HEAD (on a statue in one of the rooms); a RIB CAGE (at
the subway); a STONE CUB (on a statue by the pit.  You can use the
ladder to reach the statue), and a ROBOT PART (in the dungeon). 
There are grates in some of the rooms you're in.  You can craw
through the grates to reach other rooms or places.  One of the
grates that you craw through will take you to a vent right next to
a robot in the dungeon.  Use an orichalcum bead on the robot and it
will take care of the guard in the dungeon for you.  You also need
to make orichalcum.  Go to the lava room.  Put the stone cup on the
pedestal.  Use the fish head on the plaque to let the molten lava
flow into the cup.  Take the lava-filled cup to the machine room. 
The machine is missing a part.  Use the bronze-spoked wheel on the
peg.  Now pour the lava in the funnel at the top of the room.  The
machine will start to generate orichalcum and all you have to do is
pick them up.  You can repeat the process several times if you
like.  When you're finished with the orichalcum producing, take the
bronze-spoked wheel from the peg.  Go to the crab room.  Use the
half-eaten sandwich on the rib cage as bait and set it on the pool
at the center of the room.  When a crab is caught in the trap, pick
it up.  You can also beat up a guard you see in the hallway and use
his ration as bait.  Go to the Sentry room.  Use an orichalcum bead
on the eel figure and throw it at the pool of water.  Use a bead on
the fish's mouth to open the big door.  Walk to the dungeon.  Pick
up the robot part on the floor.  Exit the dungeon and heads toward
the canal.  You can't cross the canal because of the big octopus. 
Throw the crab at the octopus then you can cross safely.  Walk to
the raft.  Use a bead on the raft and go left.  Use the Sun, moon,
and world stones respectively to open the gates.  When you come to
a place with another stairs leading up.  Go up the stairs.  Look
around.  Take the crescent shaped gear on the cupboard.  Close the
cupboard and look at it carefully.  Go back to the raft and
continue west.  The next room you see will have a door leading to
a big sentry statue.  Hook the chain on the column to the statue's
right arm.  Use the ladder to walk up to the statue.  Open the
statue's chest and look at it (save your game before you do this). 
There are four pegs on the chest.  Align the crescent shaped gear
on the chest so that the holes on the gear fits with the two pegs
on the right.  Pick up the bronze gear and set it on the peg at the
upper left hand side.  Pick up the bronze-spoked wheel and set it
on the hole in the middle.  Do the same for the robot part and the
orichalcum bead.  Step down the ladder and hook the other chain to
the statue's left arm.  Look at the chest.  Pick up the bronze from
the upper left peg and place it on the lower left peg.  Place the
orichalcum bead on the hole at the center.  When the door is
fallen, pick up the metal pin on the floor.  Take the ladder.  Head
back to the dungeon.  Give the metal pin to Sophia.  Talk to her. 
Pick up the gate.  Tell her that you have an idea.  Tell her to use
the hinge pin on the gate.  When she's out of the cell, pick up the
gate to release the pin.  Take the pin and go back to the canal. 
Go to the sentry statue.  Enter the door to the hallway.  Sophia
will tell you that Nur-Ab-Sal is near by.  Follow her.  You will
come to a large room with a lava pit at the center.  Sophia is
possessed by Nur-Ab-Sal.  Talk to Sophia.  Look at her necklace. 
Use an orichalcum bead on the necklace.  Put the necklace in the
gold box and throw it down the lava pit.  Sophia is now safe.  Walk
to the tombs.  There is a scepter nearby.  Take it.  Walk back to
the hallway.  Walk around until you come to a room with the big
machine.  Climb up to the machine.  Use a bead on the machine's
mouth.  Use the scepter and the hinge pin on the three slots as
levers and push the levers all the way up to move it.  Once it's
moving, pull all the levers down to stop the machine.  Walk around
until you reach a place with stairs, doors and lava pits.  There is
also a large mural on the wall in the background.  Study the mural
carefully.  Walk around until you're down at the honeycomb-like
ground.  Cross the honeycomb to the other side and continue east to
the main room.  Once you're in the main room, use the stone disks
on the spindle and align it the way you saw it on the mural. 
That's about it, the rest is up to you.



II.  WITHOUT SOPHIA (WITS + FISTS):

     Refer to the above sections for more detailed walk through.
     Head to Monte Carlo.  Talk to Alain Trottier and get the
business card.  Leave Monte Carlo and fly to Algiers.  Talk to the
servant.  Give business card to him.  Follow him to Omar's house. 
Omar's is being harassed by a Nazi agent.  Clobber the nazi.  Talk
to Omar.  Get the pole nearby.  Use it to take the map on the
clothesline.  Use the camel to leave the city.  Stop at the nomad
camps to check for directions to the dig site.  Once you're there,
look around.  Walk down the ladder at the center of the site.  Walk
around.  Turn on the generator.  Get the ship's rib, the clay jar,
and the wooden peg.  Look at the painting on the left.  Push the
stone disc figure on the painting to reveal the secret compartment. 
Take the Sunstone.  Look at the mural to the right.  Use the ship's
rib on the mural.  Use wooden peg and Sunstone on the mural.  Refer
to the lost dialogue for the proper alignment.  When the secret
passage is opened, pick up the sunstone and exit through the
passage.  When you've crawled up from the underground, you'll see
a guard toting his gun at you.  Use the whip on the guard and
pummel him.  Walk to the balloon and head for Crete.

Crete:    Walk to the ruins.  Look around.  There is a large horn
at the center of the ruins.  Get the transit.  Push the stones on
the sites.  Two of the stones will reveal the head and tail
statues.  Place the transit on the right statue and use it, align
the cross-hair with the right horn.  Click on the cross-hair.  That
will draw a dotted line to the ground.  Place the transit on the
other statue and repeat the procedure on the left horn.  The place
where the lines crossed is marked "X".  Go there and dig it up with
the ship's rib.  Take the moonstone.  Walk away from the ruins and
head for the spindle.  Use the stone disks on the spindle to open
the secret passage.  Enter the secret passage.  Pick up two stone
heads.  Walk to the next room and get the third stone head by using
the whip on it.  Walk to room with minotaur statue.  Use the whip
on the statue's head.  Go down to where the professor is and take
the staff.  Read the note on his hand.  Look at the waterfall and
climb to the upper floor.  Walk around until you see a door with a
heavy slab blocking the way.  Push the slab several times to open
the door.  Use the whip on the stone outcropping to cross the pit. 
Walk to the door at the north.  Look around.  You can see the
german guards in the next room.  Walk across the hallway.  One of
the guards will come out to check.  Hide behind the slab and push
it as the guard comes by.  Save your game.  You'll have to fight
every guard that you see.  Walk around until come to a slanted path
with a boulder.  Use the staff on the boulder.  Walk to the exit at
the bottom of the path.  Try to avoid the bald guy (you can't beat
him).  Walk to a door that's blocked by the boulder.  Use the
ship's rib on the boulder and it'll take care of the bald guy for
you.  Search him and get the amber fish.  Go back out and get the
gold box and the orichalcum (check the last sections on how to get
it).  Go to the small circular door.  There is a pit nearby.  Use
the amber fish and it'll point straight to the ground.  Use the
rope on the pit to pull Sophia up from the pit.  Walk to the door
where the bolder is and enter that door.  You're now at the map
room.  Use the stone disks on the spindle to reveal the secret
door.  Walk to the door and look at the plaque.  Go to Thera.

Thera:    You're at the dock on the Island of Thera.  Walk to the
mountain away from the dock.  Walk around until you come to a place
with the crumbled tunnel and a jeep.  Look around.  There is a tire
repair kit nearby.  Take the kit.  Walk back to the dock.  Talk to
the captain.  Ask him to take you out to sea for an expedition. 
Once you're out at the middle of the ocean, Open the locker.  Use
the tire repair kit on the diving suit.  Hook the air hose to the
suit.  Turn on the machine nearby.  Wear the suit.  Tell Sophia to
lower you to the ocean.  You'll have go through this several times
before you come to the right spot (where Atlantis is).  Once you're
at the right place, the ship will be boarded by the germans. 
They'll disconnect your air supply and take Sophia away.  You will
only have minutes to live.  Walk to the air lock on the bottom of
the ocean.  You're now in the city at the bottom of the ocean. 
From now on, the walk through for this mode is similar to the other
two.  Follow the walk through from the last section.

III.   PLAY THE GAME WITH SOPHIA:
     Go to Algiers and head to the antique shop.  Take the mask
from the shop and head for Monte Carlo.  While Sophia is getting
prepared, find Mr. Trottier and persuade him to let Sophia see his
fortune.  After he has agreed.  Go the hotel room and tell Sophia
to keep him busy.  Take the bed sheet.  Open the cabinet and take
the flashlight.  Open the circuit box and turn off the light.  Use
the bed sheet, the flash light and the mask.  Trottier will be so
scared, he will run away leaving the stone disk behind.  Take the
disk and go to Algiers.  Talk to Omar.  Show him the disk.  He will
give you a camel and a map to search for the dig site.  When you
come back from the trip, Omar will give you a gift.  Take it to the
merchant in the market to exchange for the squab.  If the merchant
does not like what you shows him, take the gift back to Omar and
exchange for another.  Repeat the procedure until the merchant is
satisfy with the gift and give the squab to you in exchange.  Give
the squab to the beggar.  He'll give you a balloon ticket for it. 
Walk to the knife thrower.  Talk to him.  Ask Sophia to volunteer. 
When she approach the knife thrower, PUSH sophia toward the knife-
thrower.  She will becomes a reluctant volunteer.  After the show
the man will show his appreciation by giving her a knife.  Walk to
the right of the market.  Go up the stairs and give the balloon
ticket to the man.  Once you're in the balloon, use the knife to
cut the rope and head for the dig site.

Dig Site:  Stop at the nomad camps to ask for directions to the dig
site.  The walk through for this area is somewhat similar to the
others.  Use the stone on the mural to open the secret passage and
free Sophia.  Before you head to the truck, be sure to have the
ship's rib and take the spark plug with you by first turning off
the generator.  Use the spark plug and the distributor cap on the
engine and head for Crete.

Crete:  Go to the ruins.  Use the transit on the statues to get the
moonstone.  Go back to the spindle and use the stone disks to open
the secret passage.  This walk through is similar to the last mode
except the map room is behind the heavy gate with a craw space
above it.  Be sure that you've already picked up the sunstone (from
the dead doctor Sternhart), the staff (to get the good box), and
the gold box.  Push Sophia through the craw space to open the gate
for you.  Once you're inside, use the amber fish to locate the
orichalcum.  The fish will point at Sophia.  Tell her to put her
necklace in the gold box.  Put the orichalcum in the gold box and
close it.  Use the fish on the string again.  It will point to a
secret door behind the wall.  Use the ship's rib on the wall and
open the door.  You are now in the map room.  Use the stone disks
to open the door and go there.  The Kerner will appear and take
your stone disks away along with Sophia.  Look at the wall to the
right.  Use the rib on the wall to dig your way up.  Head for the
u-boat.

U-boat:  After you've clobbered the captain, go down to the sub's
interior.  Use the intercom to order the crew to the bow section of
the ship.  Pull the lever nearby.  Climb down the ladder.  Sophia
is being guarded by a nazi soldier.  Walk to the aft section of the
ship.  Open the trap door and climb down.  Go to the right where
Sophia is and talk to her.  Tell her to distract the guard.  Look
around.  Use the clay jar to collect the acid spills on the ground
nearby.  Climb up the trap door and walk to the guard.  Sophia will
knock him out cold with the bucket.  Ask Sophia for the location of
the stone disks.  Get the plunger nearby.  Climb up the ladder and
head toward the front of the sub.  Climb down the trap door in
front of the closet.  Use the acid on the strong box to get the
stone disks and the key.  Use the key to free the emergency rudder
control.  Turn the wheel a few times.  Walk the kitchen and make a
sandwich.  You can eat it if you like.  Go left to the navigation
room and use (push/pull) the reverse and speed control levers. 
Climb up the ladder to the control room and use the plunger on the
broken lever.  Pull the lever.  Now you can experiment with the
levers and try to steer it to the air lock on the bottom of the
sea.  Once you have reached the air lock, Sophia will be kidnapped. 
From this point on, refer to the walk through from the above
sections for the rest of the game.


                           Have Fun!!!

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