Cover artwork of Indiana Jones and The Fate of Atlantis

// Archive entry № 16402

Indiana Jones and The Fate of Atlantis

LucasArts' 1992 adventure: the best Indiana Jones story never filmed, playable three different ways.

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Worldwide
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About the game

The Fate of Atlantis gave Indiana Jones his finest hour outside a cinema. It's 1939, Nazi agents are hunting orichalcum — the power source of drowned Atlantis — and Indy's trail runs from a New York séance through Monte Carlo, Algiers and volcanic dig sites to the lost city itself, partnered with Sophia Hapgood, an ex-archaeologist turned psychic with a direct line (she claims) to an Atlantean king.

Its structural gamble remains rare: at a key point the story splits into three full paths. The Team path leans on banter and cooperation with Sophia, Wits on puzzle density, Fists on brawling and stealth — three genuinely different middles converging on Atlantis. An IQ score tallies your cleverness across playthroughs, daring players to see all three routes. The Atlantean machinery puzzles of the endgame, all lava channels and stone gears, are among LucasArts' best.

Drawn in lush VGA and later fully voiced on CD, it's widely held up as the model licensed game: faithful to its source's tone, yet mechanically its own. Many fans still call it the true "fourth Indy film".

Why it matters

Fate of Atlantis is the benchmark licensed adventure — three replayable solution paths in an era of single corridors, and a story fans rank with the films themselves.

Technical notes

SCUMM engine with the three-path campaign structure and an IQ scoring system spanning playthroughs; CD releases added full voice. The archive documents DOS, Amiga and FM Towns versions.