Written by TBD
Indiana Jones Journal Entry #3 : I had to convince a Frenchman in Monte Carlo that I'm a ghost, and had to get a discount from a beggar in Algiers in order to take a balloon trip over the Sahara desert. It's been a strange day, but I have one of the stones I need and I know where to go next.
Sophia Hapgood Journal Entry #1: Indy reluctantly agreed that I'll be needed in the quest to find Atlantis. I got us a Sunstone with no help from Dr. Jones. I had knives thrown at me and fell down a hole with Indy exploring a digsite instead of using his whip to rescue me. I'm starting to understand why women leave him after a single adventure.
When we last met our heroes Indy and Sophia, we were given the option to continue with our WITS, FISTS or TEAM. On reading some comments on the last post I've decided to play each path in turn up until the point they converge. And to start off, I'll be playing the TEAM path.
So let's get to it. Sophia has suggested meeting with her contacts in Monte Carlo and Algiers so let's first go to Monte Carlo.
Now, I'm not sure how big Monte Carlo is, but I'm confident Sophia's reasoning to come to this exact street and hotel contains a flaw.
|OK, fair enough. This must clearly be the only place in Monte Carlo with bright lights...|
|... or not...|
Sophia tells Indy to find Alain Trottier and convince him to come upstairs for a séance, then enters the hotel to prepare.
Many people walk around the street (actually only about 6 different people, but they walk fast) and I can stop them and ask them if they know Alain Trottier or if they know anything about Atlantis. It isn't long before I find the guy I'm looking for, and unlike Professor Sternhart in Tikal, Trottier's heard of me. As for why he's out here walking under the only bright light in Monte Carlo...
|And I thought convincing him to come upstairs for a séance might be difficult!|
|Actually I've only read 5 pages, but as long as those pages are all anyone asks me about, I'm good!|
I can't talk to him straight away, but after he leaves the screen and returns he'll talk to me again, and I can apologize...
When I tell her Trottier's not being helpful, she gives me a tip.
|At least now he talks to me. I continue to say insulting things because I'm enjoying his indignant reactions|
Once we get him to the room, Sophia and I talk quietly behind a partition, where I get the choice to let Sophia handle it or try something as Indy.
|I chose... poorly...|
This time to prove my psychic ability, I have to read his mind about what he said to Dr. Jones when they first met.
- Why was I taking a stroll?
- What is my greatest fear?
- What is my greatest need?
|Based on the graphics, zero?|
I reloaded to when I first entered the city to be certain I had the first three answers right and also to see if he gave any indication of a favourite number between one and five. I was slightly surprised to find that Trottier gave Indy different reasons for taking a stroll the second time. So it seems the three answers to his questions are randomised.
I try again with Sophia, and this time (randomly?) get the correct answer to the 'how many fingers' question.
Now he'll talk to me and asks what words of wisdom Nur-Ab-Sal has for him. I give him the cryptic response of “Wise men know that dreaming is better than doing.” He seems happy with this answer.
But before doing that, I want to see what happens if I try to solve this puzzle as Indy instead of Sophia - this ends up being quite a bit harder than I'd at first thought, but it was fun. So let's get to it.
I reload and this time choose to have Indy do something. Sophia starts the séance, while Indy remains hidden behind the partition, I can use two obvious items, a fuse box and a bed. I take the bedspread and use the fuse box to turn off the lights. Sophia dutifully explains that Nur-Ab-Sal is trying to signal us. I use the bedspread in order to look like a ghost, then walk out into the room, convinced that Trottier will believe I'm the ghost of Nur-Ab-Sal.
I go back downstairs, convince Trottier to come back up and this time use the flashlight.
We arrive after a long walk from the airport at a street. The first person we meet is a beggar.
|Technically that's not a discount, it's a trade|
A little further on we find a knife thrower.
|I liked this line, and the voice actor delivered it well!|
|Having subtitles turned on makes this hint a LOT more obvious|
|Well, maybe a little danger|
Further along we come to a new screen - an antique and souvenir store. Looking at the items I notice a mask that seems useful.
|I think I've found the final part of my costume that will convince Trottier to give us the disk.|
MONTE CARLO II
So it's back to Monte Carlo to scare Trottier into giving us his disk. Using the flashlight, bedsheet and mask finally gives the costume enough oomph to scare Trottier.
So after that quick trip, it's back to the Algiers Artifact merchant to show him we're serious Atlantean artifact merchants/thieves/frauds.
|Thanks, Omar. Now I'm getting flashbacks to tedious stone collecting in the forests of Kyrandia!|
I can trade my new baseball in for something else. He goes through many items, including a voodoo doll with spit all over it he must have found on Monkey Island.
I assume something will be worth 20 dinars to the squib salesman so I try giving him my items.
He won't take my Atlantean Sunstone (a worthless hunk of rock) but when he rejects my baseball he gives me a clue. He won't accept gifts for himself and certainly not in this color. I go back and forth and after offering him something yellow find out that yellow is his favourite colour.
Back at Al-Jabbar's shop, I can now ask him specifically for something yellow, which cuts down on the items he offers. Eventually I find that a golden belt buckle will save the vendor's marriage and I have my squab-on-a-stick.
I take my squab to the beggar and find out what his free gift is. It's a gift voucher!
|This nazi has one second to live|
|I'm proud of my masterful screenshot skills - getting Sophia mid-fall!|
Ignoring Sophia's muffled pleas for assistance, I explore the area and find an obvious puzzle.
|Anybody want to put money on me finding those items very soon?|
|I love how Indy, even after touching it, isn't quite confident it isn't a snake.|
I also find a generator that needs gas.
|When I first entered, the room was pitch black, now it's significantly brighter. This has been happening gradually while I explored. A great way to show my eyes getting used to the dark!|
Using the wooden peg and the Sunstone on the mural, I got a closeup of the Sunstone, which I could turn. I turn it until the setting sun is lined up with the tall horns. Then I pressed the peg to open a secret door.
We decide that, based on the mural we found, Plato's Greater Colony could be in Crete.
I turn off and open the generator to find a spark plug, then use the spark plug and distributor cap with the German truck.
BONUS JOKE: If I return to Algiers next instead of Crete and go back to the 'Aerial View' platform there is a new sign there stating "Balloon Stolen: Ride Closed."
As for my personal opinion so far - I'm absolutely LOVING this game. It's funny, the story's taking shape, the puzzles are fun to work out and the failures on the way to solving them are also fun - which I've tried to show with the ghost puzzle in Monte Carlo.
One thought I had about the alternate (Indy being a ghost) puzzle in Monte Carlo, I suspect that puzzle was originally part of the WITS path. I'll detail it later, but having done Monte Carlo at the start of the WITS path, there is no real puzzle there at all. My guess is that seeing as this puzzle required Sophia's presence, and Indy's just told Sophia he'd rather work stuff out on his own, her being there wouldn't make sense story-wise for the WITS path. Either way, I'm glad they gave us the alternate way to solve the puzzle.
Session time: 2 hours 30 minutes
Total time: 4 hours 25 minutes
IQ Points: 172 of 204 (this isn't exactly accurate, as I'd done the Monte Carlo portion of the WITS and FISTS path as well)
Nazis killed: 1 (crushed to death by balloon basket)