Atlantis Evolution: Game Walkthrough and Guide

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February 24, 2022
8 minutes
267

By Jonny Gamer

Atlantis Evolution: Passage
Atlantis Evolution: Game Walkthrough and Guide
THE GAME BEGINS ON A SHIP CALLED “LEMURIA” SOMEWHERE IN THE VICINITY OF BERMUD IN 1904. Our Hero, Kurtis Hewitt, Photographer, Returned to New York … In The Screensaver We See How The Sailor Asks Him to Leave The Deck – The Storm Comes.
IN KOOL KURTIS, THE CONTROL GOES TO THE PLAYER. Light with Control – Schedule The Porthole, Open The Camera With the Camera and Exit The Corridor. WHEN YOU GET TO THE END OF THE CERRIDOR, YOU WILL INSTALL A SAILOR THAT WILL TELL YOU THAT THE TEAM LEAVES THE SHIP. IT IS Necessary to Quickly Return to the Cockpit and Pick Up the Cafr – The Rest of the Things Scattered Around The Room Are Not Worthwhile. Get Out The Corridor Again – You Will Find A Long Roller.
Curtis Comes To Her Boat In The Middle of the Open Sea. Here You Do Not Need Anything From You – TRY TO TAKE THE PADDLE, TALK TO A TWO-HEDED BIRD AND TRY TO DRIVE HER. After Some Time, An UniDentified Flying Object Will Appear and The Boat Is Drawn With Our Hero Inside.
Inside The Ship: Take a Lamp from the Boat and Find Matches (Must Be Somewhere in Your Pockets), Burn The Lamp. View Images on the Walls. SO Far, They Do Not Talk About Anything To You, But Just In Case, Consider “Consider”, Corresponderding to the Characters.
Atlantis Evolution: Game Walkthrough and Guide

In The Cab Cabin There Is A Screen and A Wardrobe That Courtes Cannot Open. Patty The Door With A Folding Knife (Too Was Somewhere in Your Pockets). The Knife IS Broken In The Process, Butt You Will Get A Good Item – A Helmet With Glasses That Allows You to Work with Screens, Like The One That You Have Already Found (Just Click On The Glasses On The Cursor in Theglasses On TheSCREEN – THE SCREEN WILL TURN ON. NOW JUST Click The USUAL CURSOR TO THE SCREEN). Turn On The Screen. Ship Will Soon Land.
NOW OUR HERO IS ALREADY ON EARTH, IN THE HANGAR. NEXT TO HIM ARE TWO GUARDS. Try to Talk to Them and Get At Least A Minimum Idea of Where You Got. Also, While The Guards Talk to Each Other, It Would Not Be Superfluous to Find A New “Helmet” (Far Kortis Will Not Succeed Anyway, So The Helmet Should Be in A Pair of Steps). As a Result, The Guards Will Announce You That You Go for Processing. IT Sounds Doubtful, So It Would BE Nice To Avoid All.
Turn On The Console With A Helmet and Deal in What Happens. You are Traveling in a Certain Likeness of TrolleyS on Tunnels. The Map Shave Places in Tunnels, Where There Me Mechanisms Engaged in Processing – They Should Be Avoided. The Trolley Is Controlled Simply – Before Arrow Indicating in Which Direction You Want to Continue. Your Task Is to Get Twice To the Exit (at the top of the card). In The End, You Will Find Yourself On Freedom Near The Small Village. Just Go On the Way – Residents Are Few and Regularly Mention Some “Apostates”, to Which Kartis Says to Count. From Conversations You Can Get Fragments of Information about the World of New Atlantis. Soon On The Way You Will Meet The Second Village, More. HERE STRANGE PEPLE WHO CALL KIRTIS APOSTATE AND WILL NOT EVEN GIVE HIM A GLASS OF WATER. Okay, Everything Will Have To Do … Residents of The Village Recommend You to Talk to the Head of the Community – He Is Waiting for You Right Along The Road, at the well. Chapter, Of Course, Also Recognizes Kortis Apostate and Tells Him to Wait for the Arrival of the Guards. Good News – Water In The Well Is. Bucket and Motion Ropes Lie in Huts Along The Road. Near The Statues You Can Also Find A Small Subject Resembling A Mobile Phone Or A Gaming Console. Buttons On It Are Marked With Symbols of the Gods of the New Atlantis and Their Press Runs a Small Video.
After You Get A Sip of the Water (Tie The Well to the Well), Hear How The Guy Ship Arrives. IT’s Time to Wipe Fishing Rods. IT IMPOSSIBLE TO RETURN TO THE CENTER OF THE VALLAGE, SO YOU HAVE TO RUN AWAY INTO THE FOREST.

In The Forest You Will Have To Run A Lot.
Atlantis Evolution: Game Walkthrough and Guide

The Path Seems to Be in the Diagram Is A Ring. On Road From The Wall (Half The Stone Mask of Owls.
Asylums Will Be Useful to You in Order to Hide From the Flying Ships of the Guards. WHEN THE SHIPS OF THE GUARDS AND THE SHIP ITSELF IS VISIBLE IN THE SKY. While He Is Visible, IT Makes Sense to Stay in Shelter. If You Are Not Able to Hide From The Guards, You Will Have to Return to the BEGINNING OF ESCAPE From the Village. Fortunately, All The Foundations Found Remain At The Hero. In Shelle U3 IS A Long Stick with a Hook at the End. After the Stick and Half of the Owl Mask Will Have You Can End A Large Cave Marked “X” in the scheme. In The Cave On The Wall There Is A Second Half of the Stone Mask of Owl. IT Seems, It Obvious That You Need to Put A Half-One Who Has A Hero Next To the One in the Rock. The Cave IS Crawling The Beetles of the Cat in Size. In That With Them It Is Better Not to Contact Them, You Will Understand, Trying to Pass by Them. Definitely Need The Best Solution.
The Decision Is This Decision. U3 REFUGE (See. The Scheme) Is The Previously Mentioned Long Stick with a Hook at the End. In The Cave Near The Entrance There Is A Similar Stick On Which A Lizard Sits. Gone A Lizard With A Spaced Place and Hook A Stick with a Hook. The Impact On The Lever Uses Hidden Mechanisms, And Evil Beetles Are Sent to A New Route, Opening The Path for the Hero. PUT HALF THE OWLS AND WATCH THE NEXT MOVIE.
Curtis Falls Through The Secret Hatch. He Will Have Another Walk Through The Jungle Starting At The Waterfall (See. Scheme).
Atlantis Evolution: Game Walkthrough and Guide

At the Beginning, IT IS not Particularly Choosing The Road – Only One Way Leads from the Waterfall. Soon You Will Reach The Fork – Both Will Eventually Lead You to the Same Place, The Only Question Is That You Will Meet On the Way. In “A” There IS A Durable Dry Branch on Which A Bird Sits. Just to Drive The Bird Our Hero Can Not (Too Loves Animals, Apparently), So You Have to Be Inflounted. RETURN TO THE FORK. In “B” There Is A Lawn with Flower and Fat Caterpillars. THE LOGIC OF ACTION IS CLEAR? Take Caterpillar and Feed Bird. Bird Is Pretty, The Bird Leaves The Branch and Goes in Their Bird Cases. We Will Continue To Move on Any Way and Understand Why We Needed A Stick – In The “C” Way Blocks a Big Predatory Plant. No One Is Going to Feed IT, Not Small – Just Stick to Him In The Mouth and Pass. Just Go On, And Soon You Will Go to the Place of Residence Of Another Heroine of this Story, Miranda.
Will Hero Comes Into The Network, You Will Have the Opportunity to Learn a lot about the world in Which You Got – Miranda and Her Mother Willingly Respond to All Your Questions. IN THE END, WANDER ALL THE TOPICS FOR CONVERSION, THE NIGHT WILL COME AND EVERYTHING WILL BE SICK.
Miranda in The Village Will Inform You Have Passed Earlier Will Be Burned for the Fact That The Apostate Was Able to Run. Curtis, Smoothly Shaved and Trimmed, NOT TO STAND OUT, GOES TO THE VILLAGE.
After Catching Around The Village, You Will Understand That Something Is Wrong (Besides The Fact That “NOT SO” Usually). Looks Like The Inhabitants Take Courtis for Someone ELSE. I Will Not Go Into Details. The Main Thing: You Somehow Need to Stop The “Fire Pillar” – Some Mysterious Super Buildings of the Gods.
From The Head of the Statue of the Snowmall Out That Here IS A Secret Console for the Statue of the Chapter. Using This Console, You Can Access A Super-Arrangement Guidance Device. Naturally, For This Console, You Also Need A Helmet with glasses. In Order to Cope with the Guidance, You Will Have To Play The First Mini-Game (You Will Meet Not Yet Alone, And Not Even Two). IN THE END, THE SCOPE WILL BE SHOT DOWN, THE VILLAGE WILL BE SAVED, AND THE RESIDENTS WILL CHANGE THEIR POINT OF VIEW ON WHO IS OUR HERO. Later Everything Will Be Clearer – While You Return to Miranda and Go to Search For a Person Who Can Help You.
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