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Beyond Atlantis

A kidnapped diver is taken to an island inhabited by a mad scientist and his half-animal, half-human creations. Satan saves Ashley from death on condition he become his disciple and, as it turns out, a hairy murderous beast. A band of adventurers invade a native island determined to grab a reported fortune in buried treasure.

The islanders are just as determined to keep their sacred treasure. Smelling more money where that came from, Eddie rounds up a crew for an expedition to the source of the gems. Fence Logan John Ashley , scuba diver Vic Patrick Wayne and a lovely lady scientist Katherine Lenore Stevens, who is quite beautiful head off in search of this island for fame, career advancement Katherine and a small fortune in pearls everyone else. Folks get greedy, natives get suspicious and betrayal, mayhem and general silliness ensues.

The underwater photography is of better quality than you'd expect, both female leads are attractive in skimpy sunwear, John Ashley is kept to a minimum of stinking up the joint, and Sid Haig gives us his usual delightful scene stealing. In addition, for a PG film, "Beyond Atlantis" manages to hit a lot of exploitation touch points abundant skin showing, a Syrene vs. Katherine catfight, some piranha action, explosions, a giggle inducing underwater "mating" scene and Sig Haig's sleazy heavy delivering goofy machismo camp with style.

Lightweight and by no means a classic with a rather unsatisfying ending, "Beyond Atlantis" is still a fun little trifle of the drive in era, and worth watch if you have a few hours to spare. Explore popular and recently added TV series available to stream now with Prime Video.

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Learn more More Like This. You can put the five pieces in the skull at any time, and in any order. When they are all in place, Ailill comes to life after years. He cannot talk at first. If you give him water, he is refreshed and can speak. He tells of a Force, a horse, and a stone. What's all that about? And he wants a knife. Let's go find him a knife. When you exit the grave, if you go straight out, there is a stone with a cross on it.

If instead, you go around the back of this stone, there is a horse and some Druid marks. The horse is a hot-spot, but nothing happens yet. Maybe the Abbot can help. If he's no help, then you haven't peeked around the west side of the chapel. How'd I know it's west? This is Ireland, and in the Northern latitudes. Anyway, once you go around the side of the chapel to see the Druid markings on the stone wall, Brother Abbot will talk about them. Then, since you are so clever, he gives you a key. Don't travel far, the chest it opens is right here, down and to the right. Take the knife and the parchment.

Talk to the Abbot about the trees on the parchment. Ask about them from left to right. Notice that he gives you details about three of the trees. The Ash, the Oak, and the Elderberry were once standing close to the stone or the chapel. Note their Druid symbols. Four to the right, two to the left, five tilted. Then, since Ailill wants the knife, take it to him. Talk to him about the horse, and himself. He tells you how he died, and that Aine put a curse on him, It's Gaelic, pronounced Oh'nya, "it's nice to've known ya" but he won't tell you why.

Must've been something really bad. Show him the knife. He places a Gaelic blessing on the knife. Go to the Druid marks on the Chapel wall. Clicking outside the marks, on the right or left, changes the position of the marks. Clicking in the center, just above the lowest mark, erases one mark.

The top set must match the Oak image. Put the marks on the left, and erase the bottom three, leaving two pointing left. The middle set must match the Elderberry. Make them all centered and slanting downward to the right. The bottom set must be all erased. Delete them from the bottom up.

Then, the spiral emblem will now open the wall, giving you access to the stick. Have you found the stone horse yet? The Standing Stone is outside Ailill's grave, with a cross on one side, and the horse on the other. If you have trouble finding it, start at the exit from the grave. Use the stick on the stone horse to release him. Now your problem is to catch the horse. From the Stone, turn right, F1, Turn left, F2, turn right toward the beehives and wait to see the horse coming.

When he pauses, you can pick him up. If you follow the horse or miss picking him up, he will go back into the stone and you need to release him again. Turn around to your left and take the stone horse to the beach where the short pilings are, and place him in the water. Click on him, and he will take you to another island. The reason for creating a saved game is so you can experiment with the puzzle, and then return to the same configuration.

This puzzle randomizes itself as you work on it, making it nearly impossible to repeat anything. When you save a game write down the time and a brief description. Saved games can only be identified by the time-stamp. If you are deaf, or tone-deaf, or "musically challenged", you will need a helper or a saved game.


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I can provide the saved game, as long as you are using the same sequence: Ireland first, then Maya, followed by China. Go find the birdman sitting on a branch. Click on him and you get to ask him about three subjects: He chirps a song. He wants you to repeat his song back to him. You have five songs to choose from. To listen to the different songs, just pass the cursor over the choices, without clicking and without hovering.

The big challenge with this puzzle is recognizing when you've answered right. You need to hear the difference between the "right" and "wrong" responses from the Birdman. That's the hard part. The response he gives when you are incorrect ends with a shrill, hawk-like tone, and the response for a good answer starts with a beep and ends more songlike. Both responses are very short, and they come immediately after you make your choice, making it difficult to hear them at all. The whole key to getting through this puzzle is learning these two short sounds.

If the birdman gives you the "good" sound, you are finished with that conversation segment. Don't ask about it again. If you get it right, and ask the same question again, he gives you a new song, and you must find the new right answer. I suggest you learn a couple of the songs that are easier to pick out, and stick with one question-block until he whistles a song you have learned and are sure you can identify.

Then, having gotten it right, don't go back to that question again. You only need to get each topic correct, once. So, when you get the three right answers, the birdman flies? Be sure to exhaust the whole conversation, even after he gives you a divining-rod, to help locate the underground spring. Take some time to enjoy the ambience. You can follow the raven as it flies from tree to tree, and if you poke around the shoreline, there are green frogs hopping here and there.

Go to the center of the island to find the hotspot, and use the stick there. The well appears and you can go down. Head right on down. The electric creature is scary. He can't really hurt you but he can prevent you from reaching the crystal at the bottom. Exit the well once you have looked at the "glass tower. Talk to the birdman about the well and the electric eel. Before you leave the island, let's drag out that crystal and see if we can match the pattern on it with something nearby.

Try going back to the well and step once toward the big tree. If you cannot find the right place, Click Here to see it. Hold the crystal up against it and see how the lines turn red. Click and go for an unexpected ride! You will need to do the same thing at each of the three worlds, and finally back at the ship. Come back to earth, go to your trusty steed and return to Chapel Island.

Clippity-Clop, Splish-Splash and all that. Go to your work table and use the brush on Nuada, on the right side of the manuscript, painting his sword. Use the brush again in the center area to enter the painting, and converse with Nuada. For a little fun, attack Bres with the sword. You "die", but come right back to life. You could have done this earlier, when you were at the book the first time; it doesn't matter. Talk to Dian about Fintan and his daughter until he understands why she is a statue.

Exit the book and go talk with Ailill. Now you need to find a way to revive Aine. Maybe it's time for Brother Liam, the Abbot to help again. Ask him about the sun, and he gives you Brigid's Cross , but he doesn't know what it's for. Ask him about the cross, and it reminds him of the sun, spinning across the sky. Put it on the tapestry.

Aine will appear and you can talk to her. If you start at the top, you find out she's just a little cranky after being dead years. It would seem appropriate to visit Airmid again, since Aine promised we'd get our wish. Go to the manuscript and enter, to talk with Airmid. After the opening automatic conversation, ask her about everything. When you speak of the snake and she wants the salmon, exit the book.

Turn back towards the book, and paint on Airmid, on the left side. Re-enter, speak with her about the snake, and she gives you the Salmon Amulet which will protect you underwater. Go to Birdman Island, down the well, and use the Amulet at the bottom. When the electric snake tries to attack, his efforts are reflected, discouraging him. You can pick up the Glass Tower and return to the book. Go to Dian and speak with him. Give him the Glass Tower, and he places a Gaelic curse? Then you can break it with Nuada's sword. Take the silver hand. Give the hand to Nuada works like the salmon, reflecting his powers.

Bres is gone, and you are finished with this quest. When you go out of the chapel, an automatic scene unfolds. Take careful notice when the Abbot finds the fallen waistcoat of Bres and hands you a triangular stone.

Beyond Atlantis () - Rotten Tomatoes

Away we go then; take care not to catch your cassock in the campfire, and kick up your heels a bit. It's the last chance you have to relax for quite a while. There is nothing new to be learned from the guru, so place the triangular stone with the pointy markings not the new one in the Planetarium, just to the left of the Ireland stone. You will be transported to the Mayan lands, after changing to disk two.

Look around if you like, take in the landscape, and notice that the supernova is also present here as it was in Ireland. Then, facing the way you started, go forward twice, turn left and climb the pyramid, two flights, all the way to the top. Looking left, is a sacrificial altar. Look closely at the star pattern inscribed on it for a clue to a later puzzle. In the other direction is a carved obelisk.

Go to it and take the Obsidian Foot from the base. Enjoy the condor flying around. Climb down the opening to enter the interior of the pyramid. At the foot of the stairs, you are facing an unlighted wall, but you can look either way into the tunnels. This is a square tunnel, and you can go all the way around to return to this point.

Go right, toward the lamp, then left to the next corner and look right. You can see carvings on the wall. It's a lesson in counting. Figure out what the lines and dots mean. Studying the marks, it appears that the dots are units, and the lines are fives. The figures below the columns confirm this. You can see how to write the numbers from one to five. Turn around and go down the next branch of the tunnel.

Halfway, you can see a staircase and a Mayan man standing on your right. Clicking on him yields a clue: For now, continue going around the tunnel. Turn the next corner, go to the end of that arm, and look right.

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Now you are facing the carvings you could first see by looking left after coming down the stairs. We learn more about counting. The first picture represents Three 5's and 4 units. The next column teaches that the next tier up is The third column shows One 20 and one unit. Now we know how to count and revalue the tiers. Hang a right and go forward twice to the next carvings. Here is a puzzle, but we haven't been given the problem yet. The bat number is what we need, and it's not in here. Exit the pyramid and go to the other pyramid, and climb up the side facing the same way we climbed this one.

Go in there and talk with the high priest and the king's brother. Then turn around and go into the next door and speak with the priestess. She gives you some clean bandages to take to the king. Talk to the king, his daughter, and the Wise One about everything.

Exit to the princess. The king gives you back the bandages. She tries the sacrifice to make Quetzalcoatl appear, but only Tezcatlipoca puts in a brief appearance. Talk to the princess about everything, starting with the final subjects and working your way toward the jaguar topic. When she offers to send you to Xibalba, say yes. Disc 4 is called for. Unfortunately, you must be disc jockey for this chapter. Keep disc 2 handy, you'll need it back in just a minute.

During the initial conversation with the bat you can observe the bat's number - the dots on his left wing. You can proceed with most of the other duties and puzzles in Xibalba at this time, but you will need both Obsidian Feet in order to finish, and the other one is back in the first pyramid. Let's go there now, by clicking on the bat's pedestal.

The bat came with us, and hangs near the priestess. Go to the other pyramid. Down the stairs to the puzzle we found before. You saw the bat's number: This is the jaguar puzzle , so the number is the bat's number multiplied by itself.

David DeCoteau on BEYOND ATLANTIS

To make nine, put a five-bar on the bottom, and four unit-balls on the next row. When you have solved this puzzle, the guard at the stairs will let you descend. This level is a little more maze-like, there is one dead-end and one L-shaped crossover, but you can't really get lost. You descended into a central chamber with two exits. Go either way until you come to the next guard around the far side of the square.

Look slightly left and right at each node, or you might not see him. He tells you the Snakes number is the Jaguar's number multiplied by itself. Four twenties and one unit should do it. Let's go find that puzzle. Facing the guard, turn completely around and enter the passage. At the corner, look left for another counting lesson: To go directly to the puzzle from facing the guard, turn right, F, L to the corner.

Solve the Snake puzzle thus: The guard lets you descend to the lowest level. Walk forward, and push the switch on the left-hand wall. Enter the Crocodile's chamber. He won't hurt you, he's made of stone. Find the puzzle at the base of the croc's stand. We'll have to go a tableau higher. Let's see what the units and bars are worth. The bottom tableau still represents ones and fives, and four fives make a twenty, that's where the second level unit value comes from. The balls are twenty and the bars are five times that.

To get , put three bars in the third level, along with one ball. That leaves us with to go. Second level, a bar and 3 twenties. One unit-ball in the bottom should finish things off. You can take the Obsidian Foot from the crocodile's open mouth and use it in the depression in the wall, along with the other Obsidian Foot you picked up on the roof. Take both Obsidian Feet with you before you leave. Go back to the other pyramid and click on the Bat to return to the jungle. To solve the puzzle, the object is to get the little man standing in C3 to complete a route back to his starting point, building a bridge as he goes.

Each time he passes one of the color blotches, it forms part of the bridge. The color sequence is familiar, more or less. The traditional spectrum is six colors: We will build it in reverse. C3 is in the right place already, don't move that one. If you just can't figure it out, do this: Then do the rotations by right-clicking. Then click on the little man and away he goes! If you goof up and don't get it solved the first time, press esc.

The puzzle will be reset to its original state when you enter. Now you are across the river and able to use the dugout canoe. Don't go anywhere in the boat just yet. Turn towards the shore and step out.


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We will be looking for seven stars. Here's a wonderful map of the jungle by Nebula. Thank you so much, Nebula!

Beyond Atlantis

Use your browser's back button, not the "Back" hyperlink to return to this walkthrough. After completing the bridge, you land on the far shore, at the purple spot on the map. Use the map to help find the seven stars, and go to the X-spot to use them. The stars are all on the ground. Some are in shadows and hard to see. Start by going to the right. Work your way around counter-clockwise to the dead-end at the top of the map, then through the middle, getting to the dead-end at the bottom last.

Go the X spot on the map. Solve the Star Puzzle Thus: When you solve the constellation puzzle, a statue rises up from the jungle floor. Try talking to it. You get an echo. Place an Obsidian Foot in the niche at the bottom. The statue speaks, but it is garbled. Place the other Obsidian Foot in the small obelisk on the opposite side of the clearing.

The Jaguar god Tezcatlipoca awakens. Talk to him about everything and he allows you to consult Quetzalcoatl, the feathered serpent. Quetz need two skulls to produce chulel, and he gives you a feather for protection. Now we need protection? Find the great big warty mushroom and go past it to the two large brown trees. Turn right to get see the view shown here. Step into the boat, and go left around the island, six nodes. Exit to the right, on the mainland. Enter the jungle, and you come to a spider-web the size of a trampoline.

Go around the large tree to the right and climb into the web. You need to start at the edge of the web, with the broken spot just on your right. Take one step forward toward the spider to get its attention, and turn around returning to the edge. The spider follows you, but she is not very fast.

It's a good thing, because this web is sticky. Turn left, one node along the edge, then left toward the center. Go to the caterpillar and pick it up, and keep going straight across the web to the other side and jump off. Now go up the right-hand tree again and start at the same spot as before, with the broken section on your right. Do the same thing, step toward the spider and return to the edge, once left, counterclockwise then once toward the center. Back to the edge, and forward three times. Now both spiders are on the perimeter, and you can get to the center, pick up the butterfly, turn around, and go back to the same side and once more counterclockwise to exit.

This is the hardest part of the whole game. If you made it through the two-spiders, you are truly a game-master!! To see a map of the correct path through the two-spider web Click Here. Sunshine gets credit for this beautiful graphic. Thank you for the map, Sunshine! Go back to the boat and enter the river. Turn right, again keeping the island on your left. Forward three times, and exit right to the mainland. Go in and feed your two prizes to the Toad. He gives you two clues: Go back to the boat, enter the river and go left three nodes to return to the spider web. Apparently the designers wanted us to discover the hungry toad, first of all, then outsmart the spiders to get the insect-prizes, then re-visit the Toad, in order to find out what to do with the stars and obsidian pieces.

I have opted to rearrange the sequences. Saves about an hour of traveling. This time you must go around and up the left-hand tree to place yourself just left of the broken section. Look right, and place the feather on the far side of the broken section. It turns into an orange dot.

Some kind of spider-munchie, I guess. Go stand on it and watch Big Mama Spider until she starts to come up that side of the broken section. Then, step back to where you started on the other side of the gap, and head for the center of the web. When you see the sword in your possession, just turn around and let her approach, and whack the spider with the sword, stunning her long enough for you to get to the center and pick up the skulls that Quetzalcoatl wants.

Exit the web on the far side as before. Be sure to walk towards the edge-node that isn't blocked by support-threads or you can't jump off in time. Go to the boat, step into the river, and look left. Proceed clockwise around the island. Remember you were on the mainland; which surrounds the island. Be careful; after five nodes forward, as you are adjacent to the Bat-landing, there are three hotspots: Give the skulls to Quetzalcoatl, and he gives you his chulel.