Atlantis II
A time-traveling quest to imprison the Bearer of Dark.
Atlantis II, known in North America as Beyond Atlantis, is a 1999 point-and-click graphic adventure game from Cryo Interactive. A follow-up to Atlantis: The Lost Tales, it casts players as Ten, a mystical being who must journey through time to stop the Bearer of Dark. Gameplay involves solving puzzles of varying difficulty, exploring fully panned 3D environments, conversing with characters, and listening to an orchestral score. Ten’s quest begins in the mountains of Tibet, where a floating stranger reveals that Ten is the Bearer of Light and must reach Shambhala to imprison the Bearer of Dark. To find Shambhala, Ten collects pieces of the “road to Shambhala” across three eras and locations: Ireland, the Yucatán Peninsula, and China. In each place, Ten transforms into a different character—a monk named Felim in Ireland, a huntsman named Tepec in Yucatán, and a civil servant named Wei Yulan in China—each on a unique mission tied to local myths or crises. After gathering the pieces, Ten reaches Shambhala, meets Rhea, the last queen of Atlantis, and visits the sunken island before ensuring the Bearer of Dark is imprisoned.
Commercially, Atlantis II performed well. French newspaper Les Échos reported 180,000 units sold by late December 1999, rising to 200,000 by April 2000. It became a best-seller in the United States, accounting for 15% of DreamCatcher Interactive’s North American sales in 2000. Cryo Interactive noted over 100,000 units sold in the region from June to year’s end. PC Data recorded 64,625 North American sales in 2000, with 23,327 in December alone, making it one of DreamCatcher’s top titles alongside Traitors Gate and The Crystal Key. In the first half of 2001, an additional 51,280 units sold in North America, and by October, combined global sales of Atlantis II and its predecessor exceeded 600,000 copies. France alone accounted for 160,000 units. PC Data reported 84,237 North American sales in 2001, and 9,317 more in the first half of 2002. By 2004, worldwide sales of Atlantis II, the original Atlantis, and sequel Atlantis III: The New World surpassed one million units. A review in Computer Gaming World by Audrey Wells advised that those who enjoy Cryo’s style and immersive puzzle worlds would appreciate Beyond Atlantis, but others might want to steer clear.
Quick Facts
- Title
- Atlantis II
- Developer
- Cryo Interactive
- Publisher
- EU · Cryo Interactive · NA · DreamCatcher Interactive
- Released
- November 1999
- Genre
- Adventure
- Engine
- Omni3D
- Director
- Eric Mallet
- Producer
- Rémi Herbulot, Jean-Martial Lefranc, Philippe Ulrich
- Designer
- Johan Robson
- Composer
- Pierre Estève
- Platforms
- Windows, Mac OS, iOS
- Modes
- Single-player
Facts from the source article.
Lore & Background
The game's plot follows a young man named Ten who journeys through the mountains of Tibet. Upon finding a ship, he meets a levitating mystery man who explains that Ten is the Bearer of Light and must restore balance to the universe by confronting the Bearer of Dark, who resides in Shambhala. To find Shambhala, Ten must gather pieces that make up the 'road to Shambhala' from different time periods and locations: Ireland, the Yucatán Peninsula of Mexico, and China. When Ten ventures into one of these places, he transforms into a different person on a unique quest. In Ireland, Ten is a monk named Felim helping locals fulfill an old myth. In Yucatán, Ten is the young huntsman Tepec, a cousin of the king, who must awaken the sleeping god Quetzalcōātl to save his city from famine. In China, Ten is civil servant Wei Yulan, who helps defeat a shadow that has taken up residence before the gate of a Daoist monastery, saving the monks from drought. Finally, in Shambhala, Ten meets Rhea, the last queen of Atlantis. After visiting the sunken isle, he ensures that the Bearer of Dark is imprisoned.
Reader's Guide
Atlantis II was a commercial hit, with sales of 180,000 units by late December 1999, rising to 200,000 by April 2000. It became a best-seller in the United States and made up 15% of DreamCatcher Interactive's North American sales in 2000. Market research firm PC Data tallied 64,625 sales in North America for 2000, with 23,327 from December alone. Combined global sales of Atlantis II and its predecessor topped 600,000 copies by October 2001, and the game had sold 160,000 units in France alone by that time. By 2004, worldwide sales of Atlantis II, Atlantis, and their sequel Atlantis III: The New World surpassed 1 million total units. The game was followed by Atlantis III: The New World, Atlantis Evolution, and The Secrets of Atlantis: The Sacred Legacy. In Computer Gaming World, Audrey Wells wrote: 'Steer clear if you're not a fan of developer Cryo's work, but if you like immersing yourself in a beautiful world and solving puzzles, Beyond Atlantis is for you.'
Did You Know?
- Atlantis II was released as Beyond Atlantis in North America.
- The player character Ten transforms into different people in each historical location.
- The game sold 180,000 units within two months of release.
- It was one of Dreamcatcher Interactive's most popular titles in North America.
Design Philosophy & The Three Paths
LucasArts shipped Fate of Atlantis in June 1992 across Amiga, DOS, and Macintosh platforms, making it the seventh title built on Ron Gilbert's SCUMM scripting system. The updated engine demanded a 286-class processor yet still operated as a real-mode DOS program, a technical compromise that reflected the era's hardware constraints. What set this entry apart from its LucasArts siblings was structural: players chose among three distinct modes—Team, Wits, and Fists—each delivering its own cutscenes, puzzle sets, and locations. The Team Path pairs Indy with Sophia Hapgood as an active companion; the Wits Path leans into intricate logic challenges; the Fists Path foregrounds hand-to-hand combat, which remains optional in the other two. Designers Hal Barwood and Noah Falstein had initially been handed an unused film script to adapt but rejected that premise, instead crafting their own narrative while researching real-world historical sources for a compelling plot device. They also introduced a scoring mechanic called Indy Quotient Points, tracking solved puzzles, surmounted obstacles, and key artifacts collected. Unusually for a LucasArts adventure, the protagonist could actually die, though the team designed lethal situations to be visually and contextually obvious to the player.
Narrative & The Search for Atlantis
Set in 1939 on the brink of World War II, the story follows Indiana Jones as he hunts for the legendary sunken city of Atlantis. His quest begins at Barnett College, where a visitor posing as Mr. Smith steals a horned figurine and a glowing metal bead before fleeing; his dropped coat later reveals his true identity as Nazi agent Klaus Kerner. Fearing for the safety of Sophia Hapgood—his former archaeological colleague who abandoned the field to pursue psychic work—Indy travels to New York, where she demonstrates a medallion containing a bead of orichalcum and summons the spirit of the Atlantean king Nur-Ab-Sal. The pair must locate the Lost Dialogue of Plato, the Hermocrates, a text that corrects Plato's famous tenfold distance error, placing Atlantis just 300 miles from Greece in the Mediterranean rather than 3000. Three engraved stones serve as the key to the city's entrance. Across Monte Carlo, Algiers, Knossos on Crete, and the volcanic island of Thera, Jones and Hapgood are relentlessly pursued by Dr. Hans Ubermann and his Nazi forces, who seek to weaponize Atlantean energy. The paths converge at an underwater gateway near Thera, where Indy learns to manipulate Atlantean devices and forge his own orichalcum beads to breach the Lost City.
Critical Acclaim & Lasting Legacy
Fate of Atlantis was met with near-universal praise upon its 1992 debut, sweeping multiple "Best Adventure Game of the Year" and "Game of the Year" honors from prominent gaming publications. It went on to sell a million copies and has since been consistently cited among the greatest video games ever produced. The title's cultural footprint extended well beyond its initial release window. Two separate sequel concepts were developed internally at LucasArts, but both were ultimately shelved due to unforeseen production difficulties. Rather than letting those ideas die, the studio pivoted: the concepts were reworked into two independent Dark Horse Comics series, one scripted by Lee Marrs and the other by Elaine Lee, preserving the narrative threads for a new medium. The game also found a second life in the digital age. In June 2009 it appeared as an unlockable bonus inside the Wii action title Indiana Jones and the Staff of Kings, and on July 8 of that same year it launched as a standalone digital download on Steam for both Windows and OS X, introducing the experience to a generation that had grown up with modern adventure games.
Technical Evolution & Parallel Releases
The original 1992 edition ran on Amiga, DOS, and Macintosh hardware, relying on the updated SCUMM engine that required a 286-class machine while still executing as a real-mode DOS application. Roughly a year after launch, LucasArts reissued the title on CD-ROM as an enhanced "talkie" edition, layering in full voice acting and digitized sound effects that transformed the audio landscape of the experience. This version imposed an additional hardware requirement: extended memory (EMS) had to be enabled in the system configuration to load the voice data, a quirk that tripped up some players on older machines. Running parallel to the point-and-click original, LucasArts simultaneously released Indiana Jones and the Fate of Atlantis: The Action Game, an alternate interpretation that retained a similar narrative framework but shifted the gameplay emphasis toward combat sequences. The coexistence of these two versions—puzzle-driven versus action-oriented—gave consumers a rare choice within a single franchise property, and the CD talkie edition became the definitive version for many players who valued the added vocal performances and richer sound design over the silent sprite-based original.
Frequently Asked Questions
What is Atlantis II?
Atlantis II, sold as Beyond Atlantis in North America, is a 1999 point-and-click graphic adventure developed and published by Cryo Interactive. It serves as the direct sequel to Atlantis: The Lost Tales.
Who is the player character in Atlantis II?
You play as Ten, a mystical entity identified as the Bearer of Light. A floating stranger encountered in the Tibetan mountains tells Ten they must travel through time to reach Shambhala and seal away the Bearer of Dark.
What is the main plot of Atlantis II?
The story follows Ten on a time-traveling mission to imprison the Bearer of Dark, a threat that spans multiple eras and locations. The journey kicks off in the mountains of Tibet and culminates at Shambhala.
How is Atlantis II different from the original Atlantis: The Lost Tales?
While the first game focused on a more contained narrative, Atlantis II expands the scope into a time-travel quest across multiple periods. It also emphasizes fully panned 3D environments and is scored with a full orchestral soundtrack.
What does the gameplay in Atlantis II look like?
The interface is point-and-click with full 3D panning, and players work through puzzles of varying difficulty while exploring environments, talking to characters, and listening to an orchestral score.
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