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We're wrapping up Indiana Jones and the Fate of Atlantis and we need your comments about the game's second half! Thanks to everybody who's playing the 1992 adventure game with us.

Submit one comment below and please get specific. Don't write a long review, please keep your one comment to around the length of a tweet. I repeat: please keep your one comment to around the length of a tweet. We want to get to as many comments as possible. Let's get specific, submit a comment about your favorite line of dialogue, puzzle, animation, character, movie reference, etc. The more specific you are, the higher the odds of us reading your comment during the discussion. We'll finish collecting comments on Monday morning.

We're recording The Deepest Dive on Indiana Jones and the Fate of Atlantis on Monday at 5pm Central, and you can watch us record it live on MinnMax's Twitch channel.

Unlock the podcast version of the discussion in your favorite podcast app by supporting MinnMax at the $5 tier.

In case you missed it, you can watch the first episode of The Deepest Dive right here - https://youtu.be/D-TmKeAtsTM

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Comments

Noah Howell

Really dug the game outside of some of the more obtuse puzzle solutions. I think playing on steam deck was a great fit and now I want to try out the other LucasArts remasters on it. I have to say though I can't believe I didn't use the whip once to swing across a gap at any point in the game... Edit: Also I hope Indy told Heimdall's family about his frozen corpse in Iceland

McCracKenway

Ok, first off, I have to tell you all that potsherds are the correct archaeological term for shards of broken pottery! I've been on a couple excavations in the Middle East and all the archaeologists I've ever met are very insistent that it is sherds and not shards. Also, I got as far as the end of Crete, called Kerner's bluff, and got shot. Being used to modern autosaves I hadn't saved the game since... the seance with trottier right before his silly test. This feels like a very authentic adventure game experience.

Spencer Botine

After reading the note on Sternhart's corpse in the labyrinth, I tried to put it in my inventory to which Indy retorted, "It's his note, let him keep it". Sure, Indy...

DarkFishDays

A small detail I loved was in Crete while using the transit view, if I panned around I could see Sophia waving! On top of that, Sophia’s position in the transit view matches where she’s standing next to Indy in the dig site. Which obviously helps orient players but it still seems like a step beyond what the game needed to do. Also shoutout to the animation of Indy climbing up a waterfall. That was awesome!

Maniac

Following along has been amazing and nostalgic, having played this game originally after its release when buying it at the Scholastic Book Fair at school

Tim Turi

First off, hi! Secondly, let me say how tickled I was to see this game get picked for Deepest Dive. I grew up infatuated with this game, and it helped crystallize Indy’s impact on me as a kid. This game inspired me to be him one year for Halloween (did you know you can use a burned wine cork as makeshift makeup to simulate a five o’clock shadow? Not something most of us have to worry about these days…) While you’re probably knee deep in conversations about the tricky Atlantis maze, I wanted to reflect again on the awesome submarine sequence. That moment absolutely captured my imagination as a kid, and I think it serves a great role in the game. Do any of you feel a sense of relief and excitement when getting captured or trapped in an adventure game? I think it’s something about suddenly being confined to a single small space with a focused, escape room-esque puzzle to solve. It offers a sense of reassurance that you’re on the right path, and that you don’t have to worry about missing any key items to solve it. In this case, Indy having to improvise his way off a Nazi sub is perfection. Making a sub sandwich on a sub? That’s gold. Plus he torpedoes himself deeper into enemy territory years before Solid Snake. Speaking of Metal Gear Solid, the interrogation/jail cell moment stands out as a similar adventure game moment I loved. My question is, can you think of any other self-contained escape room-style sequences within games that you enjoyed? Thanks - I love Fate of Atlantis and love you all for picking it! (I also love Sofia)

Jeorin

Some observations from this section of the game (Sophia route). Feel free to use as much or as little of this as you like! Crete - I ended up using a guide to figure out the triangulation puzzle. I had figured out what I needed to do on my own, but didn't realize how precise the positioning had to be. Got tired of hearing 'it's a rock. It's a wall. It's a door'. Submarine - Best part of the game, hands down. I love how each sub control you discover gets added to the control palette. Using the plunger to raise and lower the sub was hilarious. Found no use for my sandwich I made, so I just ate it! Yum! Also... anyone find it weird that the crew is not at all suspicious the captain is giving orders in English? And what was up with the boxing fish logo on the boat? Atlantis - Equal parts tedious and brilliant. Did you know that when you make the massive amount of beads, they are finite in quantity? I ran out and had to go make more! Also, I went back and rescued Sophia from her cell and got some smoochies (and some more during the ending). Worth it!

Garrett Hulfish

It's subtle, but the animation I appreciated most was during the labyrinth of Atlantis. Here, you can use a bratwurst to trap a crab inside a skeleton's rib cage. I don't recall any other items in your inventory having an animation, but this little fella will poke out of the ribs and snap his claws. This little bit of life made me feel bad when I fed that crab to the octopus.

DJ Tommy Pizza

If you were Sophia in the cage in Atlantis, wouldn't you just roll under the door as Indy held it up? Or is that just me...?

Curgeles

Doing multilple mazes in last half of the game (Crete, out Atlantis, then inner Atlantis) was a maybe a bit much... but it felt authentically Indianna Jones to get lost in crumbling ruins.

Curgeles

I liked that the game doesn't actually spell out what the downfall (or FATE) of Atlantis was. That story is more told in background details, and seeing the impacts of the machine during the climax.

Curgeles

It's great that even at the end when all 3 paths converge at Atlantis, the game is still letting you make choices that guides the narratve. It's wild that you can leave Sophia behind (multiple times!) and just escape on your own.

Travis Manick

Do you think that Ben has a less-than experience by playing on stream and letting chat help him? Is the “hit a wall until you have a fantastic eureka moment” a crucial part of the genre that he may have missed out on?

TRUEfoe

I love how you can legit just get an ending where Indy meets his demise. Imagine being a kid in the 90s who got that ending and just accepting it. Loved the deep dive. At times it got pretty darn bleak. I'm amazed you were able to power through! -TRUE Friend of Everyone.

Sam Danby

Digging for the Moonstone was TOUGH. I was misinterpreting the mural as "what you see between the bulls horns" which was a door to a room with nothing inside. I was just walking in and out, and pixel hunting for something that didn't exist. You can use the surveyor to look at Sophia though, and she waves at Indy which was cute.

Sam Danby

I really like how Indy says "better not forget these!" and then goes and picks up the stones when you're leaving an area before moving on.

John Lee

If Ross got through this half without a guide, I have ungodly (heh) respect for him. Second half was so much harder (to me) than the first half.

Sam Danby

The submarine was my favorite part of the back half. So many creative solutions within such a small little space. I really loved the part where you stand behind Sophia from the next room and she talks to you while pretending to be possessed to throw off the guard.

Sam Danby

Did anyone else have trouble with the fights? There were times I was clicking a nazi like crazy and couldn't get Indy to throw a single punch. Was I doing this wrong? Luckily there seems to be no punishment for just walking away from every nazi that you come across in the maze. I eventually stopped trying to hide from them, and just chose the dialogue option to leave.

Sam Danby

Sorry for leaving so many comments - but I wanted to shout out that each game over screen has a little description of what happened next. They were all so goofy as these alternative endings where Indy just carks it half way. Very "Poochie returned to his home planet and was never seen again" vibe. Also this is the first time I've ever beaten an adventure game in this style. I'm proud of my patience. Thanks for organising MinnMax!

Yauddle

I took the Wits path and was a little disappointed in the visual variety. You go form the brown/grey visuals of the labyrinth to the green/grey visuals of Atlantis. I know the other paths throw the submarine in between which would have been a nice change of pace.

Yauddle

I played the steam version and wound up looking up the original soundtrack to compare and was blown away. The jungles of Tikal sounded much more ethereal and much less farty.

Spencer

One moment of design that impressed me was when you had to use the fish head statue to direct the lava flow into the stone cup: you can actually choose to use the clay pot here instead of the cup, but if you do, the lava will destroy it. This is a really smart use of an item that is no longer needed. It helped me understand that I just needed to find a better vessel to hold the lava. (I just wish there wasn't also a puzzle where you had to combine a skeleton's rib cage with a sandwich to make a crab trap to feed an octopus. That was the one that finally broke me and sent me running for the hint book.)

Spencer

I was trying to get through the game without any help, and didn't quite make it, but drawing maps with labels for the circular and lava mazes really helped, and for me enhanced the adventure/archaeology fantasy. I have previously drawn myself maps for the first two Zelda and Metroid games, but never for an actual Indiana Jones adventure, which felt pretty cool. Anyone else draw maps for games like this?

Shawn Mills

I enjoyed seeing the Lucas Arts logo on the walls of the maze in Crete as a fun easter egg. The ending of the game mentions that we will see Indy again but perhaps in a younger form? Was there supposed to be a young Indiana Jones game made by Lucas Arts that never came out?

Allan

I really like the final encounter and how the whole scenario feels like it belongs in an Indy movie. The bad guys basically cause their own demise while Indy either stands by and lets them or uses the knowledge he has against them. I think this is where the adventure game genre really works well for an Indiana Jones story in a way it wouldn't if it was an action game with a final boss fight. And unlike the movies there are multiple ways to succeed or fail. I especially like confusing Kerner and Ubermann with the whole tenfold numbering error thing. Divide by ten! Wait no.. multiply! Yeah! One of the dialogue options has Indy say, "Once I'm a god, I'm sending you straight to hell" which is just a great badass Indy line. And one last thing I wanted to mention about the finale is that even though it's definitely not the one I prefer, I appreciate that the bad end with Sophia still plays out like a viable ending to the story that just goes more tragic than the good versions. I can imagine someone getting that one first and thinking that's just how the story is supposed to go.

Erin T.

Did you guys know there’s a “sucker punch” mechanic in the game? You can “sucker punch” an enemy by pressing 0 (zero) on your keyboard’s numerical pad during combat. Sucker punching an enemy will KO them instantly, but you won’t get IQ points from the encounter. It *doesn’t* work on enemies who you can avoid combat with by solving a puzzle instead. Apparently it’s often reported as a bug, but here’s a scan of the official “IBM Reference Card” that includes it in the combat controls: https://www.mocagh.org/lucasfilm/indyatlantis-refcard.pdf And here’s a video of the sucker punch in action: https://youtu.be/j6Br_sXW-L8

Peter Naujoks

I enjoyed the story, setting, and gameplay for this game very much but the puzzles involving the three stone discs wrecked me every time they came up.

Starkiller

If I'm stuck in a jail cell and someone is holding open the door for me, I think I'll risk going through.

Matt Rogers

As a kid I loved reading the comics everyday in the morning paper so I was delighted with the Dagwood Bumstead reference when I looked at the sandwich I made on the submarine! Love the deepest dive format and thanks for giving a forum where a random dated reference like this can be celebrated.

Neill Smith

I don't think that'll work.

Ian Clark

As a small child, I loved this game so much that I literally learned how to read early just to complete it! Thanks, video games! The version we had was the 1992 release, which had no voices and was installed via five 3.5" floppy disks -- which felt ridiculous to me at the time. How big must this game be, that they couldn't fit it on one disk?! (Turns out, pretty big!) So awesome hearing fresh reactions to a childhood favorite. Thanks, y'all! Looking forward to Part 2!

Crayter

So, as someone with the unique and unfortunate perspective of having only seen The Crystal Skull and no other I.J. movies, I can say that 1) The story here was better and 2) I'll probably go watch those other movies now.

Empiric Unicorn

Hearing everyone's different journeys throughout the first part of the game gave me goosebumps, it felt like the plot twist of a good movie since I just assumed everyone had the same puzzles in the same order as me. Mind blown!