Once again rendering a beloved George Lucas creation in LEGOs, LEGO Indiana Jones features the intrepid explorer in an epic adventure based on the film series. Developed by the same team that created the LEGO Star Wars series, LEGO Indiana Jones presents a tongue-in-cheek take on the first three cinematic adventures of pop culture's most iconic archaeologist, including Indiana Jones and the Raiders of the Lost Ark, Indiana Jones and the Temple of Doom and Indiana Jones and the Last Crusade.
LEGO Indiana Jones: The Original Adventures Review
By Chris Commodore |
Traveller's Tales is back and tackling the plastic building block world again. After exhausting the Star Wars franchise with no less than three LEGO Star Wars releases, the company has worked with LucasArts on bringing another of its franchises to the peg-filled universe with LEGO Indiana Jones: The Original Adventures.
If you've played any of the LEGO Star Wars titles, you'll feel right at home as the formula has largely remained exactly the same, right down to the control scheme. There is a bit more adventuring this time around however, with more emphasis placed on solving puzzles and collecting keys or parts to unlock the next area, though mashing everything in sight and collecting as many Studs as possible is still the main gameplay focus.
The game runs through the original three Indy films and while it follows the stories well, there are some segments that have been added or tweaked to better fit the title. For example, after rescuing Marion from her bar towards the start of Raiders of the Lost Ark, you'll run through a section where you work along a snowy cliff side, take on some Germans and eventually head out of the area. Similarly, the temple at the end of the Last Crusade has much more than three tests to pass, with plenty of mostly non-deadly puzzles to complete before you get to the Grail. This all works well in terms of how the game plays as well as its pacing, and most all of the segments are fun, though there's certainly a bigger separation between game and films than what we saw with the LEGO Star Wars titles.
While the PC version of the game supports a keyboard setup (mouse control is pretty much non-existent, including button presses), you'll want to make sure you have a controller hooked up. The keyboard controls work, but movement feels clumsy, and trying to play with two people on one keyboard is no good for anyone. The manual doesn't even mention keyboard control; there's just a button layout for a 360 controller, so try and use one of them.
Though there's obviously a lack of Force powers this time around, Traveller's Tales has once again done a good job of providing distinct character groups. Indiana Jones' whip always comes in handy, and he's the only one that can open a number of the game's sections thanks to its numerous uses. Thugees, the bad guys from the Temple of Doom, are able to "talk" to statues of Kali and open up secret areas, while people with manuscripts, like Henry Jones Sr. or Elsa, are able to decipher hieroglyphs and open other secrets. Some characters come with shovels or wrenches, which allow them to dig up objects or fix broken items.
Fights with armed enemies can be a nuisance when all you have is your fists.The cool thing here is that aside from Indy's whip (or a tiny character's small stature), you're able to find all of these items in-game to help you solve puzzles. So even if you only have Junior and Willie at your disposal, you'll be able to dig up treasure if you can find a shovel nearby, or you can work with hieroglyphs if you can find a book. There are plenty of areas that won't have these things lying around, requiring that you come back in Free Play to unlock more goodies, but the puzzle variety is able to be mixed much better throughout the game thanks to the ability to pick up and use items.
Adding a bit more character to the main cast are phobias that a couple of them have. Indy, for instance, is afraid of snakes, while Willie is scared of spiders. Both will cower in fear when near them, so you'll need to use another character to either clear the way or go ahead and solve a puzzle without them. It's a small touch, but one that works well to bring about some of the characters' traits from the films to the game. Since the characters don't really talk though, Short Round lacks his funny quips and just winds up being short. Oh well.
LEGO Indiana Jones: The Original Adventures Cheats
LEGO Indiana Jones: The Original Adventures Game Walkthrough
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= T H E O R I G I N A L A D V E N T U R E S =
LEGO Indiana Jones: The Original Adventures (Wii Version)
A FAQ/Walkthrough by CyricZ
E-mail: cyricz42 at yahoo.com
4. Barnett College
5. Story Walkthroughs
Raiders of the Lost Ark
5A. The Lost Temple
5B. Into the Mountains
5C. City of Danger
5D. The Well of Souls
5E. Pursuing the Ark
5F. Opening the Ark
The Temple of Doom
5G. Shanghai Showdown
5H. Pankot Secrets
5I. The Temple of Kali
5J. Free the Slaves
5K. Escape the Mines
5L. Battle on the Bridge
The Last Crusade
5M. The Hunt for Sir Richard
5N. Castle Rescue
5O. Motorcycle Escape
5P. Trouble in the Sky
5Q. Desert Ambush
5R. Temple of the Grail
6. Free Play Runthroughs
Raiders of the Lost Ark
6A. The Lost Temple
6B. Into the Mountains
6C. City of Danger
6D. The Well of Souls
6E. Pursuing the Ark
6F. Opening the Ark
The Temple of Doom
6G. Shanghai Showdown
6H. Pankot Secrets
6I. The Temple of Kali
6J. Free the Slaves
6K. Escape the Mines
6L. Battle on the Bridge
The Last Crusade
6M. The Hunt for Sir Richard
6N. Castle Rescue
6O. Motorcycle Escape
6P. Trouble in the Sky
6Q. Desert Ambush
6R. Temple of the Grail
7. Bonus Missions
7A. Activating the Bonuses
7B. Young Indy
7C. Ancient City
8A. Story Characters
8B. Extra Characters
8C. Secret Characters
8D. Guest Character
9A. Main Unlocks
9B. Extras and Parcels
9C. Secret Codes
10. Standard Guide Stuff
10B. E-mail Guidelines
10D. Version Updates
10E. The Final Word
Hello, adventurers! Welcome to my FAQ/Walkthrough for LEGO Indiana Jones:
The Original Adventures, specifically the Nintendo Wii version. Continuing
on the success of the LEGO Star Wars franchise, this is Lucasfilm's other
great series, retold entirely with cute little LEGOs. Join Indiana Jones
as he relives his greatest adventures. In this guide, you'll find
walkthroughs of each mission in Story, quick runthroughs of each mission in
Free Play, which includes collecting all the Treasures and Parcels, as well
as well as how to uncover all the game's secrets.
Q: What is LEGO Indiana Jones: The Original Adventures?
A: This is a LEGO-styled action game released in 2008 based around the first
three movies of the Indiana Jones series.
Q: What is the ESRB rating of this game?
A: This game is rated E10+, with the added descriptor of Cartoon Violence.
Q: Would this game be good for my kids? I remember there being a lot of
objective content in the movies.
A: All violence is done towards LEGO bricks, so there's no blood, and all
"dismemberment" is taken in a humorous stride. Any references to religions
or the Nazi regime has been removed (the bad guys are just "enemy soldiers",
although all named characters keep their names, including Dietrich and
Vogel). As far as positive aspects of the game towards kids, the gameplay
is focused on exploration, discovery, and critical thinking. The
co-operative gameplay style and forgiving difficulty is also a plus.
Q: How many people can play? Does this game require a Nunchuk?
A: Two, and yes.
Q: So, how is this game different from LEGO Star Wars? I mean, besides the
A: Much of the concept has remained the same. You still need to progress
through the missions fighting bad guys and solving puzzles involving
building, jumping, pushing, etc. One of the most significant changes is in
the ability to pick up items lying on the ground. Characters can pick up
certain objects to fight with like spears, guns, bottles, and torches. They
can also pick up tools which can help them progress the mission, such as
shovels or wrenches.
Q: Can I play as the monkey? Pleeeeease?
A: Sorry. It seems that, although Mr. Monkey ends up wandering around the
college, you can never control him. :(
Most of this information can be found in the instruction manual, like anyone
3A. Controls =
General Controls -
Control Stick: Move your character.
A Button: Jump. Some characters can double jump if you press A again.
B Button: Attack.
Z Button: Use item in hand or interact with environment. Used for building
piles of LEGOs, pulling switches, or picking up items.
C Button: Shift focus. As a side note, in this game you don't have to be
next to each other to shift to the other character. It can be done from
about a screen away. Also used to climb on vehicles or animals.
1 and 2 Buttons: Only used during Free Play. Switch between characters you
selected for this mission.
+ Button: Brings up Pause Menu.
Controls can slightly change depending on your situation. If something
specific changes per a mission, I'll mention it in the walkthrough.
3B. Menus/Displays =
Main Menu -
New Game: Start a new game.
Load Game: Load a previously saved game.
Coming Soon: Shows a preview trailer of LEGO Batman.
Options: Opens Options Menu.
Options Menu -
Music: Toggle music on/off.
Widescreen: Toggle widescreen functionality.
Screen V-Sync: Toggles V-Sync, whatever that is. >_>
Pause Menu -
Resume: Get back to the game.
Options: Opens Options Menu.
Extras: Opens Extras menu, where you can select any extras you've purchased,
as well as toggle the Adaptive Difficulty.
Quit: Return to the Main Menu or Barnett College depending on where you are.
3C. Items =
There are a lot of things you can pick up in this game, and it is a new
feature, so I thought I'd supply this list of items you can grab in the game,
either lying around or from enemies. Press Z to pick up any item. Depending
on the item, use it either with B or Z.
Generally, picking up another item will drop the first one on the ground,
unless the item came with the character (such as Satipo's shovel), or it's a
Key, which I'll get to in a moment. Anyway, here's the list.
Box, Chest, Undefined Block or Device - Oftentimes, you'll find items that
quite simply need to be picked up and put somewhere else. You'll know these
items from background objects because they don't respond to being punched,
and have a blue downward arrow pointing at them. Simply pick them up with
Z then press Z to set them back down again. Look for more downward pointing
arrows where you can set them down properly. Most of the time, the items
are heavy to the point where you walk more slowly when carrying them. Also,
you cannot attack while lugging them around.
Throwable - Mostly, this will be in the form of bottles or chairs. Pick up
the object with Z, then look for a "four arrow" bracket. This is the
target you've selected. Setting on the proper target can take some doing,
and usually requires clearing the area, but press Z to launch your
Shovel - Can be used for combat, but is meant for excavation. Certain
piles of rubble glow with sparkles. Hold Z near these piles to unearth
whatever's under them.
Key - These look like little gold wind-up keys. The "lock" is generally a
device with white gears. Once you place the key using Z, press and hold Z
again to turn the device. This is the one item that you can stow in your
"pocket" and still pick up another for use.
Wrench - Can be used for combat, but is meant for repair jobs. You'll find
blue engines that are spitting out smoke. Hold Z near these engines to
fix them up, activating the engine.
Torch - Used to burn things, mostly dynamite fuses. Can also be used as an
impromptu weapon. In addition to throwing at the object you want to burn,
you can also just walk up to the flammable object to set it alight.
Book - Blue books are used to "translate heiroglyphs". Basically, while
carrying a book, walk up to the 3x3 block of glyphs on the wall and press
Z. A series of four of them will light up. Match that series in order to
activate whatever they do.
Spear - Either part of a trap or the weapon of the Hovitos Tribesmen, these
sharpened spikes can be used as a weapon. If you're next to an enemy,
pressing B will cause you to attack with it. If you're not near any enemy,
watch for where your cursor will target, then press B to throw it.
Sword - The more traditional weapon of a less civilized age, the big blade
seems a bit slow compared to straight out punching. There are two types of
swords: scimitars that the African and Asian folk wield, and broadswords
found amongst the European types, but they're the same weapon, essentially.
Swords serve a double purpose of being able to cut ropes, but you often have
to throw them to get the severing done.
Crossbow - This is another weapon of the Hovitos Tribesmen and Thuggees.
It's a long-range weapon. It carries six bolts before running out.
Pistol - Enemy Soldiers carry this weapon. It's a standard six-shot pistol.
To properly use it, put some distance between yourself and the enemy, else
you'll just punch.
Machine Gun - A rapid-fire long-range weapon. Fires in bursts of 3 for a
total of 24 shots per gun. You can find this with certain bad guys and in
certain supply barrels.
Rifle - Yet another long-range weapon. A few later soldiers will carry this,
and you can also find them in supply barrels. In the end, it works the same
as a pistol, except it holds 12 shots.
Grenade - You won't find this often in the field, but Officers carry them.
If you ever get to use one, look for the targeting bracket and then press Z
to toss the grenade at it, otherwise, you'll just throw in front of you.
Bazooka - Just as useful for demolition as combat. Each Bazooka has four
rockets. Use them on enemies for quick destruction, or use it on shiny
LEGO objects to bust them open.
3D. Hints/Tips =
Unlike LEGO Star Wars, there are no Gold Bricks in this game. Progress is
based on the missions you complete, the number of times you get "True
Adventurer" status, the amount of Treasures you collect, and the amount of
Parcels you deliver.
Keep collecting studs. Collecting a specified number will give you "True
Adventurer" status and 25,000 studs at the conclusion of the mission. Once
you hit the True Adventurer threshold, you cannot lose it, no matter how low
your studs get afterwards. You only need to get True Adventurer once for
each mission, either on Story or Free Play.
Collect Treasures to assemble an artifact. Collecting all ten and completing
the artifact will get you 50,000 studs and will place the completed Artifact
in the Artifact Room, where it can be used to unlock bonus missions.
Each mission has a red Parcel in them. Collect that Parcel, then find a
mailbox. Place the Parcel in the mailbox, then complete the mission to
unlock an Extra for purchase in the Mail Room. Some of these can be pretty
expensive, mind you, but they're the most useful ones.
Punch. Freakin'. Everything. If it's made out of LEGO bricks and not
obviously part of the background, bash it down, or whatever you have to do,
because a lot of stuff to move ahead in the game requires you to go on a
Explore everywhere. Run into walls and behind them to look for any areas
you might be missing.
If you die, you'll drop a portion of your studs: usually 2,000, but that can
vary if you have Adaptive Difficulty turned on. You can die as many times as
you want and you can still finish the mission. However, losing too many
studs means you'll have a harder time getting True Adventurer status, so be
sure to recollect those lost studs when you croak.
Look out for visual cues to see how you can progress in a mission. For
instance, some items you can pick up have sunlight lines coming off them.
Platforms you can whip-swing from are lit up. A ball of rainbow sparkles
means a high-jumping character should start from there. Small sparkles near
the ground usually indicates a treasure to be dug up. There are other cues
in the game which I will touch on as they become relevant.
Don't forget that just because a special item is required to bypass an area,
you may not necessarily need a special character for the job. Search the
area to see if you can find that necessary item. For instance, if you see a
busted engine, your first instinct may be that you need Jock, who comes with
a wrench, but search the area, because a wrench just might be hidden amongst
an object you can wreck.
4. BARNETT COLLEGE
While a new game will dump you straight into the first mission, this area
serves as a hub that you can return to at any time, where you can view your
progress or put your hard-earned studs to good use.
Main Hall -
This is the obvious largest area in the college, and where you can access all
other areas. On the back wall are three maps that represent each of the
three episodes of the Indiana Jones saga. Walk up to any of them to access
the missions in each episode.
There is a floor decoration in the center of the hall. Walk onto it and
you will be told your current progress in the game as far as Treasures found,
True Adventurer's attained, and Parcels mailed.
There are several exits from the hall that will take you to other locations.
The "near" area (south of the maps) has six doors, three on each side of the
hall, which will take you to other rooms. On the left, from back to front,
are the Library, Classroom, and Theater. On the right, from back to front,
are the Courtyard, the Mail Room, and Indy's Office. Up the stairs in the
back and to the right will lead you to the Artifact Room.
Walk up to the counter here to purchase any "extra" character that you've
encountered during the game. This will allow you to purchase basically any
character, friend or foe, that you did not normally play as during the game.
This is the code room. If you have any six-character code used for unlocking
characters or extras, input it here.
Walk up to the projector in this room and you can view any cutscene you've
Artifact Room -
Here is where all the Treasures you've collected in missions will be
displayed, forming Artifacts. If you stand in front of an incomplete
Artifact, you can spend money to "complete" it. I say that in quotes because
the Artifact will be completed for the case of unlocking bonus missions, but
you'll still need to find the remaining Treasures to get the percentage for
the Artifact (the missing pieces will be transparent).
This is basically a long passageway leading to the Art Room. Also, if you
jump off the balcony in the Artifact Room, you'll land down here.
Art Room -
In this room, you can create two characters of your own based on a set of
established parts. You can modify every aspect of their body: their
hat/hair, head, shirt, hands, belt, legs, and weapon (which will be their
main weapon in game). You can even "test drive" them in the room itself,
although you can't leave the room while controlling them. Once finished,
yu can select them in any Free Play mission.
Mail Room -
This room has a display of all the Parcels you've mailed during the course
of the game, including six Parcels already in place that you didn't need to
find. Walk up to the pigeonholes and you can buy any of the extras sitting
there, to be added to your list of Extras during gameplay.
Indy's Office -
While there's not much logistic stuff to be done in the office, once you
gain a load of different characters, you can come back here to find some
secrets. Check the "Bonus Missions" section later in the guide.
5. STORY WALKTHROUGHS
Below you'll find walkthroughs for all the main missions in the game. These
walkthroughs take relatively few diversions from the main path, nor do they
stop to find minikits along the way. We'll cover all that in the next
5A. The Lost Temple =
"This is it. This is where Forrestal cashed in." - Indy
"A friend of yours?" - Satipo
"A competitor. He was good. He was very, very good." - Indy
"Seņor, nobody comes out of there alive." - Satipo
Starting Characters: Indiana Jones, Satipo
Added Characters: Jock
Enemies: Red Spiders, Crocodiles, Giant Spiders, Hovitos Tribesman
True Adventurer at 30,000: Easy peasy. I had almost double this at the end.
Just make sure you bust up anything that looks breakable.
Jungle 1: Okay, so it's you and your companion Satipo on the way to the
temple. Familiarize yourself with the control scheme. The game will lead
you on as you go, anyway, but take the time to play around. Note the ladder
in the back. You can grab onto the rope hanging near it to pull down the
hatch. Climb up and you'll find your first "whip platform". Basically,
these are brown brick platforms with a vague light on them. Press Z on this
platform to swing out to those studs. You can also use Satipo to dig up the
small idol in the ground (hold Z near the soft lights), but none of this is
important to moving forward. While I'm identifying things, be careful
smashing up the landscape, because some plants have red spiders hiding
under them, which require a whap to beat.
Okay, so head to the right to find a platform. Jump out and to the right
to grab the vine, then jump off it to the far side of the gap. Head right to
find your first pile of LEGOs. Assemble then by holding Z and it will make
a trampoline. This isn't important, but is useful for learning about
building. That stone face near you is a trap. If you step on the button,
it will shoot an arrow at you. If you attack it, however, it will rotate,
and stepping on the button will spit out a silver stud. The important thing,
however, is the whip platform to your right. Press Z on it to swing across.
Smash the small box tied to the vine on this side so Satipo can join you.
Use the C button to switch to him and have him dig by the soft lights to
unearth something. Use Z to pick it up, then carry it over to the spot where
the arrow is pointing and press Z again, which will unroll a bridge. Cross.
Head to the right. Either smash the stone faces to make them safe, or just
avoid the buttons. Note the longer button near the end, which shoots a
spear trap up. Avoid walking into them, wait for the spears to retract,
and continue on (you may have to switch to your partner to move him off the
button). Proceed to find a stone wall. First, have Satipo dig up the piece
of statue, and place it on the left hand pedestal. Push both statues into
the wall to reveal buttons. Step on both buttons to reveal the way forward.
Jungle 2: Assemble the pile of LEGOs here to make a raft. Only Satipo (or
someone else with a shovel) can paddle a raft, so switch to him, then press
C near the raft. Now, C button functions can be a little squirrely. Stand
next to the raft and make sure the "C" appears above it, otherwise you might
just switch characters. Anyway, once in the raft, wait for Indy to get on,
and paddle over to the right. Get off at the dock by pressing A to jump off.
Head to the right and then up towards the stairs. Smack the giant spiders
that show up. They may seem nasty, but they're rather weak, actually.
Continue up and watch for spear traps. You can actually take these spears
with Z to fight with them if you wish, but it's not essential. What you need
to do is grab the two vines flanking the door. If you grab one, your
partner should automatically grab the other. This will let you inside.
Temple 1: Those brown things are railings. May seem silly to identify them,
but this is the first we've seen of these in the LEGO world. Jump into them
and you can shimmy along them left or right, or jump off them with A to get
some height, or drop off them with Z. Anyway, have Indy go up the left hand
railing to the ladder. Use the whip platform to swing across, then pick up
the box nearby and place it on the middle green button. This will hold down
the middle spike trap below you. Now, step on the left hand button and
Satipo will jump to the middle. Once he's there, step on the right hand
button and he'll jump the rest of the way and deactivate the spike traps.
Jump back down and follow him to the right.
Keep going right to find a whip platform, which you'll use to pull a switch.
Assemble the ladder it spits out and climb up it and the vine above to go
to the right. Keep moving right across the bridge even as pieces of it fall
and you'll reach a LEGO door. Now, see that floor? It's mostly trapped.
Jump onto the dark gray spots (with studs on them) all the way across to the
other side. Stepping on all four will open the door. Move ahead, but watch
closely, because there are more spear traps on the way. Climb up the stairs
to the next room.
Temple 2: Grab the vine next to you and you'll lower a Key. Take the Key and
place it in the device nearby, as marked. Once it's in, hold Z to rotate
the platforms in the center of the room. Cross them and approach the idol.
After the cutscene, the platforms will now rotate, so cross them to the back
of the room and head through the door.
Temple 3: Use the vine to the right to cross, then start heading right. Watch
for rolling statues. As you move down, you'll come to another vine. Cross
using it (ignore the ladder for now). Grab the two vines further right,
which will raise a bridge, allowing one of the rolling statues to hit the
door. Go through it.
Boulder Chase: If you get squashed, you'll have to start over. Move quickly
down the path, jumping over gaps. It's not particularly difficult, and
you're even allowed to die once or twice along the way if the boulder doesn't
Jungle 3: Time to get out of here. Hovitos Tribesmen will start showing up in
force, some which have spears, and some which have crossbows. You can take
these weapons after beating them, but don't focus on them, because there is
an unlimited amount. Oh, by the way, Satipo took off and you now have your
pilot Jock with you. Head over to the plane. You need to take two blue
boxes and put them on the green panels. One is right next to the panels,
and the other is out on the water, and you'll need to use Indy's whip to
grab it. Once both are placed, build the propeller. Now, take Jock and
hop onto the plane itself. Hold Z and he'll take out his wrench and start
fixing the plane. Once he's done, you'll make your escape.
Hovitos Tribesman: 18,000
Belloq (Jungle): 50,000
Jungle Guide: 18,000
5B. Into the Mountains =
"Well, Jones, at least you haven't forgotten how to show a lady a good time!"
Starting Characters: Indiana Jones, Marion
Enemies: Major Toht, Sherpa Brawler, Sherpa Gunner, Enemy Guard (Mountains),
Bazooka Trooper (Raiders)
True Adventurer at 35,000: There's a lot of possible falling to be had here,
so try not to take too many leaps of faith.
Marion's Bar: Okay, it may seem a bit unclear, but the object in this area
is to get the door on the left open. First, look near the hanging ladder
to see some rainbow sparkles on the ground. This means that a high jumper,
specifically any female character, is needed to get up there. Have Marion
climb up and pull down the ladder, which will drop a Key. Use the Key on
the device near the door.
Now, you need to fight Toht and his Sherpa cronies. Pound the Sherpas, but
Toht will try to stay out of your reach. Instead, grab any of the chairs or
bottles lying around and press Z when a "quad arrow" points at Toht to throw
it at him. You need to do this three times. The last time, he'll come out
to attack, so just lamp him one. This will start the second part of the
battle. The bar will be on fire and a Sherpa Gunner will by picking at you
with his machine gun. Throw chairs at him while avoiding death from his
bullets and other Sherpas. Also, you can break the middle table and
reassemble it on its side for some cover. Again, he'll hop out for the last
hit, so take him down. Toht will come back for one final round with his
gun, so grab the Sherpa's machine gun and punch some holes in him to chase
Village 1: More Sherpas will show up regularly, so keep moving. Head to the
right. Grab a torch off any wall and throw it at the red dynamite near the
back right. Assemble part of the mess left over to make a platform. Carry
it over to the right and place it on the green panel. Smash the nearby
toolbox to find a wrench, and use it to fix the engine, which will power up
the lift. Ride up and grab the railing. Shimmy (or hop) over to the
other side. To lower yourself, press Z.
Whip across the gap, then put together the bridge. Push it in place so
Marion can cross. Grab Marion and have her jump up to the ledge with the
barrel on it, and push it off the ledge. Assemble it into a full block of
dynamite. Now, go back across the bridge and grab the torch on the wall.
Run into the dynamite with it to blow the wall.
Cliffs: Whip across. Bust the barrel and assemble the railing so Marion can
follow. You're going to make another lift like earlier. First, note the
rainbow sparkles. High jump to the device so you can open the big door in
back. Now, smash both statues flanking the gate. One will surrender a
wrench, which you'll need, and the other will reveal some pieces, which make
a railing around the stone nearby. High jump to the railing, then up to
the green and white statue in back. Push it off the ledge, then reassemble
it into a platform. Carry the platform to the left and fix the engine with
the wrench. Ride up the lift and head right. As you move, rocks will fall
down and start breaking ice bridges. Keep moving all the way to the right.
The last one is pretty big, so you might have to climb back up if you fall.
Enter the big doorway at the end.
Cave: There are two orange structures along the back wall. Smash the left
one to find a shovel. Use it to dig up the spot nearby to find a Key.
Use the Key on the device to the left to lower a rope. Before you go up, go
to the back of the room and push the statue to the left. Now, climb up the
rope and use the railings and ledges to move to the statue. Stand on it,
then switch to the other person. The first will wait while the other pushes
the statue over. Now, switch back and have the first person assemble the
rope so both of you can stand on the pressure plate. It will lower a
railing. Cross the railing to the far right side and exit out the door.
Village 2: The idea here is to get across that bridge to the truck on the
far right. Hop on the llama in the area and walk over to the pressure plate
to start the lift going. Hop on, then move right and pick up the bazooka.
Odd place to leave one, hmm? Hop down and blow up the gray box near the
bridge. Assemble the rotator switch and push its green panel to extend the
bridge and bring up a small platform with a respawning bazooka. Waste the
truck at the far end with several bazooka shots and go through the door and
Major Toht: 50,000
Colonel Dietrich: 50,000
Enemy Guard (Mountains): 30,000
Bazooka Trooper (Raiders): 30,000
Sherpa Brawler: 18,000
Sherpa Gunner: 25,000
5C. City of Danger =
"The Ark. If it is here, then it is something that Man was not meant to
disturb. Death has always surrounded it. It is not of this earth."
Starting Characters: Indiana Jones (Desert), Marion (Cairo)
Enemies: Masked Bandit, Bandit Swordsman, Enemy Soldier (Desert), Enemy
True Adventurer at 50,000: It's a lot of nickling and diming. Just smash
everything; the markets have a ton of breakables. There is a nice haul of a
purple stud near the fourth monkey (the one with the key on the rooftops).
Market 1: One of the main themes of this mission is giving bananas to monkeys
and getting a useful item in return. For instance, grab the banana right
here and press Z when the monkey is targeted to toss it at him and you'll
get a wrench. Fix the engine and ride up the lift and out.
Market 2: At the back end of this area is the door you need to open, and you
need to find two keys for the devices. First, head left. Use the bananas
on the monkey to get a shovel. Just near the monkey is a place with debris.
Smash it up and create the ladder, then dig up near the switch to pull out its
remaining pieces. Pull the switch to raise the ladder and climb up. Go to
the left to find the Key and use it in the main door at the other end.
Now, go right, to the enclosed area. Find a cart made out of LEGOs and push
it to the left. Now, high jump up to the nearby awning (marked by the
rainbow sparkles), bounce right to the cart, then jump to the rope to pull
up a platform. Cross to get the Key. Use it on the main door and open it.
Market 3: This area is rather busy, what with all the soldiers and stuff to
blow up. If you want to dismount the camels, grab a throwable item and
chuck it at them. All you really need is the back wall, which has a big
cart blocking an alley. Near the cart is a box with pieces in it to make
a push panel on the cart. Instead of pushing it, though, you're going to
walk up and move right so you pull it away. It's a little difficult to get
used to, but practice. Head on through the alley once it's clear.
Alley: Head straight back and up the stairs, taking down anyone in your way.
Once you reach the rooftop, use the whip platform near the monkey to remove
the railing blocking him, then toss him a banana so you get dynamite. Throw
it at the gray barrel nearby. This will drop a ladder, so climb up and move
Rooftops: You can bust up this nice patio scene if you wish, but the way
forward is back near the dome roof. Push the green panel to reveal a
staircase, then climb up and push the ball to the right to knock down a
wooden plank to cross. Now, head to the next area and go right across all
the collapsing bridges. If you fall, you can use the railings beneath them
to make the jump, so keep going. On the next roof, toss the monkey a banana,
so you get a Key, and use it to extend a bridge. Grab another banana and
toss it at the monkey further on to get a wrench. Fix the nearby engine to
drop a box. Place that box on one of the green panels. Next, use the whip
platform to the right. Smash the LEGO lattice on this side and use it to
assemble a bridge. Take the box on this side and carry it back to the other
green panel. Assemble the lever, then jump on the far side to pull up the
hatch on the floor. Drop down.
Market 4: Another wide open and busy place. Find yourself one of the gray
Officers walking around and beat him up so he drops his hat. Take it, and
go to the door near the big gray gate in the back. Press Z next to the
window (marked with a little soldier face) and the soldier will let you in
through the door. Beat up the guys inside and build the front part of the
truck. Next, smash the nearby barrels to find a wrench, and fix up the
engine. Now, you have a truck that can pretty much smash through anything,
even shiny gray objects. Barrel out of the gate, to the right, then smash
through the big metal doors at the right end. Hop out and head through
the small doorway to finish the mission.
Indiana Jones (Desert)
Masked Bandit: 18,000
Bandit Swordsman: 25,000
Enemy Soldier (Desert): 18,000
Enemy Officer: 30,000
Monkey Man: 18,000
5D. The Well of Souls =
"Snakes. Why'd it have to be snakes?" - Indy
Starting Characters: Indiana Jones, Sallah (Desert)
Added Characters: Marion (Evening Dress)
Enemies: Asps, Blue Spiders, Giant Snake
True Adventurer at 57,000: I had this in the third room after getting Marion
back. There aren't too many places to die, so you shouldn't have to conserve
that much. Just explore carefully, because there are quite a few blues
hidden in out of the way places.
Entry Room: This area is where the concept of phobias are introduced. Indy,
as we all know, is afraid of snakes, and the trench around this room is
loaded with them. If he gets close to the trench, he'll cower, basically
moving slowly and not able to do anything else. First, use the whip platform
on the north end to extend part of a bridge. Then, switch to Sallah and have
him hop the gap. Push both statues back in this area, one revealing pieces
that make a firewood stack, and the other revealing a torch, which will light
the wood. Now, Indy can cross, allowing you to have both characters step on
buttons to open the big door.
Glyph Room: Keep using Sallah, because you'll run across some more snakes
here, where you'll have to swat them. Also, the big button unleashes a
spear trap, but you can smack the spears to get them out of your way. Move
all the way to the back of the room smashing snakes and spears. There's a
glyph panel on the wall. Books allow you to decipher panels. There was one
in the Entry Room, and there's one right here in the pots to your left. How
they work is you stand in front of the panel with book in hand and press Z.
Four panels will light up in order, and you have to select each panel in the
same order to unlock the glyph. Once you do that, the back wall will open.
Staircase Room: That big staircase is the classic trap where it slides you back
down. Take the Key that slides down with you and use it on the right-hand
wall. Smash it down and all the blue spiders, then build the statue head.
Place it on the right-hand jackal statue near the stairs to deactivate the
stairs trap. Now, what you nee to do is manipulate the four pillars in the
corners here. First, take the orange panel on the ground and stick it on the
green panel on the upper-right pillar. Next, move the upper-right pillar so
the ledge on top is pointing to the left. Then, move the lower-left pillar so
the ledge is pointing up. Switch to Indy, if you haven't already. Climb the
rope near the lower-left pillar and hop over to the upper-left. Switch to
Sallah and have him rotate the pillar so it's pointing right, then switch
back and have Indy use the whip platform to swing across. Switch back to
Sallah again and rotate the upper-right pillar so it's pointing down, then
jump across to the lower-right pillar as Indy. Phew. With the lower-right
pillar lowered, you can take the gold block up the stairs. Now, to solve
the sphinx puzzle in the back. First, take the brown panel from its right
paw and set it on the green panel. Now, take either of the gold blocks, the
one you brought here, or the one on its left paw, and stand on either of
the brown panels to be raised up to the sphinx's eye. Place the block and
do the same for the other. Head through the door.
Ark Chamber: Okay. There are three holes in the back wall of this room, and
they all have to be filled with golden balls. There's one near the left
hole that can be placed right away. There's another nearby in a dig spot
that you can put on the right-hand hole. The last one is on the right side
of the room. Use the glyph panel (if you need a book, one's buried right
nearby). This will make railings appear. Climb up them as Indy and whip
the golden ball. Now, to get up to the slot. On the left side of the room
is a wall you can bust down. Take the platform from there and put it under
the center hole, then ride it up and put the ball there. This will reveal
the Ark, so walk up to it.
Entry Room Revisited: Lost Sallah, got back Marion. First, hop on the platform
on the left-hand statue as Indy, then jump with Marion near the rainbow
sparkles to send him up. While still holding the rope, switch back to Indy
and whip across to knock the statue into the wall. Go through the hole.
Ruined Chamber: Proceed to the right across a railing, a vine, and then to
a whip platform. Whip across, then smash up the webs in the corner and take
the shovel. Dig up the switch and pull it so Marion can join you. Pull on
both ropes to open the door, but take care of the spiders before you leave.
Snake Vent Chamber: First thing is to prepare the way, and all you need is on
the right side of the room. There's a gear buried in the ground, another
just lying there, and a key in a little alcove behind the pots. Take all
three and use them on the device to raise up the block. Now, go to the
center of the room and reassmble the stone block. Push it to the back left
corner, which will allow Indy to climb up. Jump as Marion, because snakes
will start falling down from a nearby vent. Grab the rope, and then the
railing above the vent to close it. Hop across to the right and do the same
thing to the next one. You can get the third one if you want, but you don't
need to. Step on the buttons to open the door.
Burial Chamber: There's actually nothing you need to do here. You can just
go straight back to the doorway. Avoid the coffins, as some are spear traps.
Sand Chamber: The two of you are going to split up here. Whip across as Indy,
grab the shovel and dig up the dirt to get pieces of railings. Climb up
them, then use the whip platform to pull down the path and pick up the Key
at the end. Drop down and insert it in either of the two devices. Next,
switch back to Marion and high jump over to the vine, then to the next
platform, where there's another Key. Use it on the second device. Once
both are inserted, use both to raise up a platform. Now, it's time to fight
the Giant Snake. Fortunately, he's pretty easy. Dodge his spit shots, then
grab a torch on the left and throw it at him. Do this five times and he'll
blow up. Reassemble his... pieces, you'll make a lift. Ride up, then push
the block at the top and you're home free.
Marion (Evening Dress)
Indiana Jones (Desert Disguise): 27,500
Enemy Officer (Desert): 30,000
5E. Pursuing the Ark =
"Where are you going?" - Sallah
"I'm going after that truck." - Indy
"How?" - Sallah
"I don't know, I'm making this up as I go." - Indy
Starting Characters: Indiana Jones (Desert), Marion (Evening Dress)
Added Characters: Sallah (Desert)
Enemies: Enemy Soldier (Desert), Enemy Officer (Desert), Enemy Boxer
True Adventurer at 47,000: Lots of stuff in the first two areas. Don't forget
to ride the motorcycle or other cars around into the gray cans to smash them
up for good studs.
Dig Site: Okay. The first step (after beating up all the bad guys) is to
get that track completed in the back of the area. You need three pieces.
The first is right next to you. The second is further to the right. Push a
mine cart down the tracks into the wall to get the pieces for it. The third
one is further down to the right, and it's buried. Lots of shovels in the
area, so pick any gray barrel to find one. With the track complete, you now
need to get up there. Go back to the left. Put a blue box onto one of the
gray panels, then go to the right of the crane to find a whip platform, which
will pull down a ladder. Climb up and get the other blue box. Place it on
the other green panel. Assemble the rest of the crane, then hop in the cab.
Use the B button to grab the brown cylinder and move it to the right side and
onto the button. With the other panel up, Marion can hop up to the top area.
Have her jump over to that tall cart on the track, then switch to Indy and
have him push it to the other side. Hop off as Marion and assemble the rope
so Indy can join you and pull the two ropes to the right. Cross the platform
and head up the stairs.
Base: This area's a pain in the butt, because there are a lot of bad guys.
What you need is to get an officer's hat (they throw grenades) and use the
soldier door quick, then head on through. Take out all the soldiers in the
next part (these guys are actually finite). You now need to open the gate on
the east wall. To the right is one of the propeller pieces you need, so
assemble it and place it. The other is in one of those watchtowers. First,
find a shovel and dig up the chest near the tables, which has a Key in it.
Now, go to the tower to the left of the north gate. Pull the rope inside to
release the parts for the crank. Assemble it, then have your person with
the Key hop on the right-hand rope. Have the partner turn the crank so the
rope goes to the right. Hop off the rop and place the Key. Turn the crank
to move the next rope, then hop from it to the right. Throw the switch in
this tower to lower the propeller piece and place it next to the gate. The
gate opens and you can go through.
Airport: Ah. Remember this guy? The Boxer is confined to the circle (the
Circle of DEATH). Punching him is useless. The way to beat him is to pick
up anvils and walk up to him so he punches them. The first one is right
nearby. After that first punch, a truck drives in with some soldiers. Now,
it's time for some fun. Go up to the plane and hop into the cockpit. You
can rotate and fire the plane's guns, so do so to waste the soldiers and the
truck. The remains of the truck will make your second anvil. Repeat the
owie. Another truck will show up, so do the same thing again to finish the
Truck Chase: You're now on a truck. The basic premise of this sequence is
to beat all the enemies, and hijack the truck that the last guy comes out of,
holding down A to accelerate to the next group. The trucks all have railings,
so don't worry too much about falling. Keep moving up the trucks until you
reach the last one and ram Belloq's car.
Enemy Boxer: 25,000
Captain Katanga: 18,000
First Mate: 12,500
5F. Opening the Ark =
"Don't look at it. Shut your eyes, Marion. Don't look at it, no matter what
happens." - Indy
Starting Characters: Indiana Jones (Army Disguise), Marion (Nightgown)
Enemies: Enemy Soldier (Desert), Enemy Officer (Desert), Belloq (Priest)
True Adventurer at 40,000: Not too hard. In fact, you can hit it before
leaving the sub dock. When you reach the end (the catwalks in back), don't
forget to go all the way left for the purple stud.
Sub Dock: Okay, one of the important things to do in here is to get the sub's
main gun working. There's a box near where you start. You just need another
now. Cross over to the north side of the dock, and go the furthest left to
find a whip platform. Use it to remove a ladder, then climb up and move to
the platform. Switch to your partner so they can turn the crank nearest to
the platform to move it across. Pull the orange panel on the other side to
drop a ladder and let your partner up. Have both of you hit the switches to
open the big door. Beat up all the soldiers and grab the small brown box in
the corner. Carry it to the gun (your partner should move the platform for
you as you get close to the sub). Some panels will open up in the back, so
use the gun to blast the green parts of each one four times, which will
extend a ladder. Climb up and move to the right.
Base: Head right and find a whip platform near the ground. You'll use it to
drop pieces for a railing, so climb up, then whip across the gap. Assemble
the railing so Marion can follow, then take out the soldiers to your right.
I suggest grabbing a gun, because there are several soldiers in this area,
and they'll make a mess of you if you let them. On top of the building with
the "7" on it is a wrench. Use it to repair the truck, then drive it through
the gate separating the two areas. Now, go to the horse pen. You can open
the door by grabbing the two vines in front of it. Get on a horse and ride
over to the area with the big "4". Press A to be launched off the horse and
land in that upper area. The idea here is to make a "4" on that gray panel
in back, and the seven buttons here will each light up part of the panel.
You need to push the box onto the lower right button. Put the basket on, for
example, the middle one, and have the two of you stand on the other two
buttons (top right, top left) to make a "4" and open the gate below. Grab a
bazooka and blast the metal gate just to the right and pass through.
Ceremony Site: Things take a turn here, so it looks like you'll actually get to
do something except just watch. The plan here is quite simply to climb up to
Belloq and smack him upside the head, then follow him to the next area he
perches in and get him there. First, head up the ledge on the left to see a
green panel. Put the box that's right near it onto the panel and hop up to
the top using Marion. This should allow you to jump across to Belloq and pop
him. Next, he'll hide off to the right. Put together the gray platform near
the gray girder structures. Grab the rope to flip it out, then hop on and
over to Belloq. Next, he'll hide in the back. Indy can juuust make the
ledge in the back near the glyph panel. Jump to the rope, then to the
railings, then to the whip platform and use it. Hop up the ledges you made
and hit Belloq again. He'll fight normally for his last two hearts, so just
finish him off.
Indiana Jones (Army Disguise)
Belloq (Robes): 50,000
Enemy Guard: 18,000
5G. Shanghai Showdown =
"Well, I always thought archeologists were always funny little men searching
for their mommies." - Willie
"Mummies." - Indy
Starting Characters: Indiana Jones (Dinner Suit), Willie
Added Characters: Indiana Jones, Short Round
Enemies: Shanghai Hoodlums
True Adventurer at 52,000: A somewhat tall order. There's nothing special to
say about this, except keep your eyes open for blues tucked out of the way.
Club Obi-Wan: Here's something interesting. Indy is poisoned, so you can't do
much with him except slowly walk around and jump a few inches, so Willie will
have to pull most of the weight. There are four mobsters in the upper levels,
and one has the antidote. What you need to do is grab a blue diamond (with
Indy specifically) and toss it to the mobster that has the antidote. He'll
toss it to another guy, so you need to toss more blue diamonds, etc. etc.
until you get the last one. The blue diamonds are in the following places.
One is on the center table. Another is found by pulling the rope in the
center, dropping all the balloons. The third is in a cabinet on the right,
behind some glass. Press Z as Willie to scream and shatter the glass. The
last is in a cabinet on the left side, and requires both characters to
step on buttons.
Once you have the antidote, Indy's back to normal, but we're still in trouble,
because now the mobsters are shooting at you. Go up to the dragon in back and
step on both buttons to find a sword. Throw the sword at either of the
hanging gongs, which will allow you to board the "gong-mobile". Ride it
around and out the gate on the right side.
Streets: Well, you picked up Short Round, but you're minus one car, so you need
to get it back together. There are two pieces you need. First, clear the
debris on the wall to your right and crawl through the vent as Shorty by
pressing Z near it. Use the railings to move around the buildings to the
right, then bounce off the awning to an upper ledge, where the engine piece
is. Grab it and place it. Next, take Indy (or Shorty) up a rope on the left
side. You need Willie on the ground so she can jump to the blue awnings and
pull them down so you can cross. Do so for both and grab the engine piece
in the corner and place it. Assemble the car. Now, to fix the engine. Go
the garage on the left and beat down the mobsters. Take the wrench and fix
the car. Hop in and crash through the back gate.
Airport: Now, to get that plane working. Use Willie to jump up to the white
box on the ledge to the left of the plane, and push it off. Assemble the
vent, then have Shorty crawl through it and climb up to the top. Smash the
white boxes, one of which has a brown box for you to take to the plane. For
the other one, take Indy to the left hangar. Hop up the boxes to the railing
on the left, then jump to the railing in back, then whip swing across to the
right and grab the other brown box. Place it and assemble the propeller.
Now, you're not done yet. Grab the forklift with anyone but Indy and Indy
will automatically jump on its end. Drive it to either of the two platforms
flanking the plane and Indy will jump onto them. Switch to him and use the
whip to get the other propellers working. You have to do it for both. Once
all three propellers are spinning, you're done.
Indiana Jones (Dinner Suit)
Kao Kan: 25,000
Wu Han: 20,000
Lao Che: 19,000
Dancing Girl: 27,500
5H. Pankot Secrets =
"Why, you are not eating?" - Guest
"I had bugs for lunch. Give me your hat." - Willie
"Why?" - Short Round
"Because I'm gonna puke in it!" - Willie
Starting Characters: Indiana Jones, Willie (Evening Dress), Short Round
Enemies: Red Spiders, Asps, Crocodiles, Pankot Assassin, Pankot Guard
True Adventurer at 60,000: The palace has a lot of stuff to break, so you'll
get your biggest contribution from there.
Jungle: These elephants are here to help. You can use them to cross patches
of mud that you would otherwise sink into. You can also use them to wreck
the landscape and any bugs or snakes that show up. Cross the first mud hole
and break the box to release the vine so the others can cross. Now, take the
elephant across the back mud hole and use its trunk (Z Button) to pick up
the box. Carry it back and to the left and drop it near the drawbridge.
Now, switch to Willie. She's going to towards the screen and to the left.
There's a snake pit here, and only she can high jump enough to reach the
railing above it. Cross and pull the panel to raise a bridge across. Pick
up the box and place it next to the other, then assemble the whip platform
so you can pull the bridge down.
Across the bridge is another mud hole. This one has a whip platform which
Indy can use, and he should, to grab the shovel. Whip back and dig up the
Key, then go back and open the gate. Willie and Shorty can use the elephants
to cross. Also, have Indy use hiw whip to grab a banana from the left side.
Go through the gate and toss the banana to the monkey to get another Key with
which to open the second gate. Ride the elephants up the path to the top,
smashing all the snakes. Drive the elephant onto the big button so he weighs
it down, then take all three characters over to the buttons on the right to
open the gate to the palace.
Palace Halls: Beat up the guards that show up. Go over to the right side of
the room and use the whip platform to ring the bell. Take the Key and put it
in the device on the left side of the room. Also, take the part in the middle
of the table and put it on the wall as well. Turn the crank to open the
panel, and then pull the switch to open the door and leave. The next few
minutes are literally just a trudge up the halls smacking bad guys, so get
that over with, and when you reach the end, hang a right into the open
Bedroom 1: Once you turn all the bad guys into various bits, have Willie let
loose with her vocal chords again on the glass to get the book, then leave.
Palace Halls: Push the shrubbery here back a way to open the bookcase and
reveal a glyph panel. Decipher it with the book, then enter the passage.
Bedroom 2: Once again, smash bad guys. Push the bed to the right, then, as
Indy, hop up on the stool, then onto the bed, then to the whip platform and
swing across. Pull the switch to drop some pieces, then put together the
rest of the statue and pull it out to open the door.
Secret Passage: Use the vine to jump across, then exit by the far doorway.
Caves: Head to the right along the ledge. Okay, now there's a double switch
that needs to be pulled by two characters, specifically Indy and Shorty.
For Indy, pull the nearby switch, climb the ladder, and swing across. Grab
the vine and stay there. Switch to Shorty and assemble the vent near where
Indy is now. Crawl through and grab the other vine. Now, switch back to
Willie and have her climb up using the railings on the newly risen stone.
Head through the doorway. Wow, that's a lot of bugs. Swing across as Indy,
then grab a torch and walk into the bug pit. Escort Willie across, then
step on the three buttons to open the door.
Ceiling Trap: Ah, the famous scene. Use the whip platform to get things
moving, then two skeletons will drop down. Smash both of them and place the
boxes they leave behind. Assemble the statue, which will open the door to
Willie (Evening Dress)
Pankot Assassin: 25,000
Pankot Guard: 18,000
Village Elder: 15,000
Village Dignitary: 15,000
Willie (Dinner Suit): 15,000
Willie (Pajamas): 15,000
Chatter Lal: 40,000
5I. The Temple of Kali =
"I'm not gonna have anything nice to say about this place when I get back!"
Starting Characters: Indiana Jones, Short Round
Added Characters: Indiana Jones (Kali)
Enemies: Thuggee Acolyte, Thuggee, Chatter Lal (Thuggee)
True Adventurer at 50,000: There are some caches hidden around, but also a lot
of danger. Weigh your options before you take a leap of faith. I had this
shortly after entering the second area.
Temple: Your way forward is by the statue to your right, which you'll need
two boxes for. Hop down to the lower ledge, deal with the bad guys, then
assemble the ladder. Climb up and push the red and green statue off the
ledge and assemble it into a panel. Place it on the shaft to the left.
Pick up the nearby box and jump onto the pillar directly to your left.
Switch characters and have him push the rotator switch to raise the box up,
then place it. For the other, head left and whip swing across. Take any
two torches from the wall, and attach them to the bridge to make it
connect so Shorty can cross. Have him go through the vent, then pull the
switch, go back, and quickly grab the box. Place it near the statue, then
assemble it. You now have railings on the statue with which you can climb.
Cross the rocks to the right. Grab onto the railings on the rotating pillars,
and cross from the left one to the right. Drop all the way down to the
bottom rotating part on the right pillar (going clockwise), then climb up
when another set of railings passes you going the other way. Quickly climb
up, then grab another railing going clockwise so you can reach the opposite
ledge. You may have to do it once with each character because the AI may
not be able to make the crossing. Anyway, once you're both on the other
side, pull the switches near the gate to open it and pass through.
Sacrificial Pit: Now, you need to save Willie (for what reason I can't
fathom). There are two switches that need to be pulled. Start by going to
the right. Smash away the debris in front of the vent. Assemble the nearby
statue and push it onto the gray spot. Then pull the other statue into
position. Now, send Shorty through the vent so he can hop across the statues
and pull Switch #1. Now, go back left. Smash the debris to the left of the
statue in the back corner and turn the crank so the statue moves forward.
Climb the ladder as Indy and swing across the newly-formed gap. Hop across
the statues and pull the other switch.
Now, Chatter Lal will show up, looking a bit less friendly than before.
Punch him a couple of times and he'll retreat to one of the orange panels.
Take down one of the white-shirted Thuggees and pick up his turban. Now,
press Z in front of both of the statues, which will start flames leaping out
of the orange panels. Now, whenever Lal steps on the panel, he'll be singed,
so finishing him off is easy.
Indiana Jones (Kali)
Chatter Lal (Thuggee): 40,000
Thuggee Acolyte: 30,000
5J. Free the Slaves =
"Let's get out of here!" - Willie
"Right. All of us." - Indy
Starting Characters: Indiana Jones (Kali), Willie (Ceremony)
Added Characters: Short Round
Enemies: Thuggee, Thuggee Slave Driver
True Adventurer at 65,000: Not too difficult. As always, make sure to smash
lots of debris, and look for blues in corners.
Mine 1: Okay, you've got no Shorty for the moment. Have Willie jump up the
left side and assemble the railing so Indy can follow. Grab one of the
boxes to the right of the cart and place it, then use the whip platform to
raise the scaffolding. High jump up and grab the other box and place it.
Assemble the mine cart so it rolls into the far wall. Now, head down and
jump to the rope in back. Cross the ledges and railings to where the mine
cart crashed and head through.
Mine 2: Climb up to the right of the cage and turn the crank to free the
slave. He'll play temporary Shorty and open the next door for you.
Mine 3: Swing to the back of this room and bust the barrel to reveal a golden
piece of something. Place it on the green lift, then turn the crank to get
it across. Swing back, grab the piece and place it near the green panel.
What we're going to do here is jump across, then whip the piece so we pick it
up again, all the way across the gaps. It's a bit tricky to get the spacing
right so you don't fall off yourself, but keep trying. Once you're across,
set the piece down in its marked spot. Now, head over to the closed door
at the back and smash the nearby barrels to find a wrench. Fix the engine
to make a lift. Before going up, go to the right and smash the barrels to
find a shovel. Go further right to find the dig spot, and dig up the Key.
Place it in the crank and turn it to flip up a whip platform. Now, go back
to the lift, ride it up, and whip across. Smash the cage to free the slave,
who will pull a switch. In the next room, fend off the bad guys, and grab
the dynamite in the green crate. Toss it at the shiny rubble in back to
clear the way.
Mine 4: Make your way right and smash the boards blocking the tunnel. Behind
it is a panel. Pick it up and place it on the green spot back to the left.
Pull out the stairs, then climb up. In front of the cage is a shovel in
the rack. Grab it and dig up the spot to the left. Dig up the panel and
place it on the green spot. Pull it to free the slaves. One of them will
raise the platforms in the middle of the area, so cross those, bash down
the boards blocking the passage out of here, and leave.
Mine 5: You're fighting the Slave Driver, here. First of all, although you
can drain his hearts by punching, he'll only be healed by the Maharajah, so
first, grab some dynamite from the brown box and toss it at Shorty's cell
to free him. Switch to him and crawl through the vent. Punch the Maharajah
to send him running. Naturally, you can't follow him the same way. That'd
make too much sense. Smash a nearby barrel and get the wrench. Fix the
lift to your right so it runs again, then cross using the lifts. Whack the
Maharajah again and he'll scamper off once more. Now, you need help from
below. Switch to one of the others and have them push the green trolley
all the way to the end. Now, Shorty can cross and finish the Maharjaha. This
leaves the Slave Driver on the famed conveyor belt chucking rocks. It's a
little unintuitive how to finish him, though, and rather drawn out. What
you need to do is grab some dynamite, and as soon as the guy picks up a rock,
toss it at him. Make sure you hit him, and he'll drop the rock on his head.
Do this five times. The problem lies in the fact that if you throw it as he
moves, you might miss, so either get at a shallow angle to minimize that risk,
or wait until he stops to throw it.
Slave Child: 3,000
Thuggee Slave Driver: 18,000
5K. Escape the Mines =
"Big mistake, Indy! Big mistake!" - Short Round
Starting Characters: Indiana Jones (Kali), Willie (Ceremony), Short Round
True Adventurer at 120,000: I know. Seems huge, but you get a TON on the
minecart ride. Smash things and lean over to grab studs lying around. That's
a rough estimate, by the way, as I got a bunch at once and probably way
Mine: Okay, before the rollicking kart ride can begin, there are a few items
to be taken care of. First, those Thuggees charging you. Done? Good.
Next, the track seems to be missing a few pieces. First set of pieces are
in boxes right next to the track, and there's a big rail off to th