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Fridge Logic

* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance(where [[spoiler:Kerner ambushes you]]) and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete). If it had pointed to Atlantis it would have made more sense(since Atlantis is the Mother city to Crete) but Thera just happens to be where Indy finds the next plot beat and little else.

to:

Fridge Logic

* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance(where [[spoiler:Kerner ambushes you]]) and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete). If it had pointed to Atlantis it would have made more sense(since Atlantis is the Mother city to Crete) but Thera just happens to be where Indy finds the next plot beat and little else.
!! FridgeBrilliance
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* The Atlanteans sealed the God Machine off after using it resulted in disaster too many times, but placed the macrotaur machine in the middle ring in case they needed to access it again for whatever reason later.

to:

* The Atlanteans sealed the God Machine off after using it resulted in disaster too many times, but placed the macrotaur machine in the middle ring in case they needed to access it again for whatever reason later.later.
* Indy refusing to use an arrowhead to unscrew panels on a shelf also makes sense considering that he won't risk damaging the arrowhead.
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** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete). If it had pointed to Atlantis it would have made more sense(since Atlantis is the Mother city to Crete) but Thera just happens to be where Indy finds the next plot beat and little else.

to:

** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete). If it had pointed to Atlantis it would have made more sense(since Atlantis is the Mother city to Crete) but Thera just happens to be where Indy finds the next plot beat and little else.else.
* The Atlanteans sealed the God Machine off after using it resulted in disaster too many times, but placed the macrotaur machine in the middle ring in case they needed to access it again for whatever reason later.
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* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance(where [[spoiler:Kerner ambushes you]] and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).

to:

* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance(where [[spoiler:Kerner ambushes you]] you]]) and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
Is there an issue? Send a MessageReason:
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* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete).

to:

* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [[spoiler:The Tram Car]] while the other two lead to a collapsed entrance entrance(where [[spoiler:Kerner ambushes you]] and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
** The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete). If it had pointed to Atlantis it would have made more sense(since Atlantis is the Mother city to Crete) but Thera just happens to be where Indy finds the next plot beat and little else.
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* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [spoiler:The Tram Car] while the other two lead to a collapsed entrance and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).

to:

* The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [spoiler:The [[spoiler:The Tram Car] Car]] while the other two lead to a collapsed entrance and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
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Fridge Logic

*The map room on Crete makes little sense from an in-universe perspective. Two of the three doors you can open(depending on path) don't lead to anything substantial, the exception being [spoiler:The Tram Car] while the other two lead to a collapsed entrance and an opening that points you to Thera. Keep in mind that you have to go through a labyrinth, unlocked by two stone discs, and then use all three stone discs to even open one of those doors(and the discs are stated to be important and presumably rare).
**The Fists path is even stranger, because all you get out of opening the door is a marker pointing to the Lesser Colony(Thera). This is important to Indy because he doesn't know where the Lesser Colony is(though it doesn't matter and is never visited in the Team Path) but someone living on the Greater Colony likely already knows where the Lesser Colony is(especially since it's the closest island to Crete).

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