Atlantis 2: Beyond Atlantis

Atlantis 2: Beyond Atlantis

The appearance of the Super Nova of the Crab in the sky has awakened the bright half of the Force. Ten, descendant of the original hero of Atlantis, carries the key to the mystery. He embarks on an adventurous journey to Tibet, where he will gradually learn his destiny from an ancient shaman. From the search to the celestial journey, his path is filled with traps and puzzles that he must solve in order to restore order and balance to the universe that was established hundreds of years ago. If he fails, the dark half of the Force will triumph and bring back the times of chaos. Atlantis II plunges you into an adventure like no other. Discover beautiful locations, mysterious puzzles, unusual characters and strange creatures.

Story

In this adventure game you'll accompany Ten, the bearer of light, on his journey to Shambhala to fight the bearer of darkness to restore balance to the universe. To find Shambhala, he must collect the pieces of the "Road to Shambhala" in different places and times - China, Ireland and Yucatán. You begin aboard a ship in the mountains of Tibet, which serves as your home base. As the tiles are found and put in place, Ten is mystically transported to exotic locations and becomes different characters. Each "chapter" can be played in any order, as each is self-contained and contains its own puzzles, items and characters. Although each chapter is independent, the reward at the end of each chapter is another piece of the "path to Shamballa". Yucatán The character in the Yucatán chapter is Tepec, a loyal retainer of the king of a local town. Tepec's kingdom is in trouble because his patron god, Quetzalcoatl (the Feathered Serpent), has fallen asleep and great misfortune befalls the kingdom as a result; the corn crop dies and a rival king undertakes a campaign to conquer Tepec's kingdom. Tepec is given the mission to go to the land of the dead, Xibalba, and awaken Quetzalcoatl in order to obtain Chulel, the divine blood that has life-giving powers. Ireland Ten transforms into Felim, a monk living in an Irish monastery in the early centuries of Christianity. He discovers the living remains of an ancient Irish king and begins to interact with a series of characters from an ancient myth written down in a book in the monastery library. His ultimate goal is to help the characters reach the end of the story. China In this chapter, Ten slips into the body of a traveling Chinese official who is stuck in a monastery because a ghost shadow is blocking the entrance. Running low on water supplies, he decides to travel to a Chinese version of the Land of the Dead with the help of the Master of Directions to question an immortal exorcism master. Shamballa Shamballa is a fantasy place that serves as a final shield between home base and the prison of the Dark Ones. Queen Rhea, a character from the series' predecessor, waits there to link the story between the two games and lead Ten to the final level of the game, which is none other than the sunken Atlantis.