Well, I've reached Atlantis on the TEAM and WITS path, so it's time to backtrack again and try to get here by hitting things with my FISTS.
|Hopefully the Nazis are equally as accomodating|
As before, lets start by going to Monte Carlo – maybe if Trottier's being uncooperative he'll find out how hard I can punch.
This section is exactly the same as in the WITS path. I quickly find Trottier, pass his 'have you read the book' test and he gives me his business card. Not very fist-centric so far.
|But I didn't even get to punch him once|
With Trottier's card in hand, I made my way to Algiers. The market area was as empty as it was in the WITS path, with the balloon closed for repairs and no knife thrower or food vendor. I walk straight to Omar Al-Jabbar's shop, and find his assistant, Paul Abdul. In the WITS path, getting a red fez and giving it to Paul was a puzzle I had to pass. This time, Paul is already wearing a red fez when I meet him.
|Indy tries to impress Paul with his 'jazz hands' routine.|
I follow Paul into Omar's house, and find that Omar and Paul are being threatened by a Nazi.
|Damn. I was hoping for pleasant torture.|
|How's that trap turning out for you now?|
|Maybe the Nazi was trying to give Omar a copy of the sub-par Infocom adventure game?|
He also tells me that Kerner had forced him to give up the location of his discovery and are now digging in the location he had found. Omar offers his map and camel and he and Paul leave to warn the authorities.
|Wait! I haven't shown you my 'jazz hands' routine yet!|
Now that Omar's left me to ransack his place, I use the bamboo pole to take his map.
But before leaving I notice a few more items I didn't see here in the WITS path. I take a blackbird statue and a cheap soapstone statue, and I also notice a pot hanging by a thread that would have been above where the Nazi was standing when I entered.
Wanting all the IQ points I can fit in my greedy little pockets, I reload and instead of walking up to the Nazi, use my whip on the pot.
|I believe this gained me 4 extra IQ points.|
|Who's the dead archaeologist now?|
|I'm amused that there's a different part missing during each path.|
|Hmm. I wonder what's at the top of that rope ladder?|
I shiprib the crumbling wall and put my new wooden peg and Sunstone on the mural, correctly aligning them according to the Lost Dialogue to open a secret door. The secret door, which rescued Sophia from the hole she fell down in the TEAM path, leads to the outside. As Indy climbs up the hole my first thought is, “if this hole is so easy to climb out of why couldn't Sophia do it?” but then I remembered that a table had gotten stuck in the hole in the TEAM path. Nice way to maintain consistency, game!
|Okay, okay. No need TO SHOUT!|
|Never bring a fist to a gunfight|
|If Indy was really good with a whip, the gun would end up in his hands - instead, it falls down the hole.|
WITH WHAT? YOUR BARE HANDS?
CONGRATULATIONS! YOU HAVE JUST VANQUISHED A NAZI WITH YOUR BARE HANDS! (UNBELIEVABLE, ISN'T IT?)
|Who needs a gun when I can kill him with my bare hands.|
Rolf doesn't have any loot (come on game, couldn't you give him at least one gold piece) so I check out the rope ladder.
|If you've been reading along with the other paths, I think you can guess what happens next.|
I try stopping off at a nomad camp to see if he has any advice. I notice one of my options is to ask him the way to Crete. I'm not a geography expert by any stretch, but I didn't think asking someone in the Algerian Desert the way to Crete would get any kind of useful response.
|Ask a stupid question...|
|I still think it would have been safer and quicker to find the airport.|
|It could also be a 53 hour drive or a 14 day walk – unfortunately Google Maps doesn't have a 'camel' or 'balloon' button.|
Total time FISTS: 2 hours 40 minutes
IQ Points: 149 of 588
Total time combined: 9 hours 50 minutes
Nazis killed: 5 (Hörst in Omar's house, 3 in the desert, Rolf the Gun-Toting Nazi) – it says they're unconscious, but for the sake of this category I'm assuming they all die of exposure or something.
A MUSICAL INTERLUDE
I've been promising/threatening to give my opinions of the game music for a few posts now. Rather than ramble on for too long, I'll try to compact my thoughts into a few bullet points.
So here's a few of my opinions so far:
- The most memorable music in this game, apart from music I recognise from the movies – has been the Monte Carlo music. It's bright and happy, and I'd say my favourite so far.
- The game uses Lucasarts' iMuse system, which has the different music pieces blend into each other rather than abruptly stopping one song and starting another - I like it.
- I did notice the music a lot more when I played with voices off, but I still much prefer listening to voices with music playing softly in the background
- Laukku and Alex Romanov have made interesting comments about music in the game, and Laukku gave some excellent info on some of the music which was mostly wasted on my non-musical ears.
- The music as a whole is good, but not one of my favourite game soundtracks. I expect none of it will evoke the emotion of the experience in a way that brings a smile or a tear to me when I hear it in a few years. But it all works. Each piece has the appropriate atmosphere for its purpose.