****************************************************************************** ____________________ __ __ ____ __ __ | | || |\ || | __ \ || /\ |\ || /\ | | || | \ || || || || //\\ | \ || //\\ | _ __ ____ __ | || ||\\|| ||__|| || /____\ ||\\|| /____\ | / / / _//___// /| __||__ || \ | |____/ __||__ | | || \ | | | | / /_ / _/// ///// | __ __ ____ ____ ____ |/___//__//___//__/ | || / __ \ |\ || | ___|/ __| | | || || || | \ || ||__ \ \ | | __|| ||__|| ||\\|| ||___ _\ \ |____________________| \__| \____/ || \ | |____||____/ ================================================= = 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 Version 1.1 E-mail: cyricz42 at yahoo.com ****************************************************************************** 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 3C. Items 3D. Hints/Tips 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. Ancient City 7C. Young Indy 7D. Warehouse 8. Characters 8A. Story Characters 8B. Extra Characters 8C. Secret Characters 8D. Guest Character 9. Secrets/Unlockables 9A. Main Unlocks 9B. Extras and Parcels 9C. Secret Codes 10. Standard Guide Stuff 10A. Legal 10B. E-mail Guidelines 10C. Credits 10D. Version Updates 10E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** 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. ****************************************************************************** 2. FAQ ****************************************************************************** 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 obvious. 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. :( Q: I'm in Desert Ambush, but Vogel won't do anything! He's just sitting in his tank! A: Turn off the cheat: "Disarm Enemies". ****************************************************************************** 3. BASICS ****************************************************************************** Most of this information can be found in the instruction manual, like anyone reads those. ============== 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 projectile. 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 destruction frenzy. 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. --- Library - 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. --- Classroom - This is the code room. If you have any six-character code used for unlocking characters or extras, input it here. --- Theater - Walk up to the projector in this room and you can view any cutscene you've already seen. --- 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 knowing what it looks like, but you'll still need to find the remaining Treasures to get the percentage for the Artifact, and credit for it towards the bonus missions. --- Courtyard - 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, you 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 section. ===================== 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 catch up. 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. New Characters: Indiana Jones Satipo Jock Hovitos Tribesman: 18,000 Barranca: 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!" - Marion 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 him off. 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 you're done! New Characters: Marion 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." - Sallah Starting Characters: Indiana Jones (Desert), Marion (Cairo) Enemies: Masked Bandit, Bandit Swordsman, Enemy Soldier (Desert), Enemy Officer 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 on. 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. New Characters: Indiana Jones (Desert) Marion (Cairo) 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. New Characters: Sallah (Desert) Marion (Evening Dress) Indiana Jones (Desert Disguise): 27,500 Belloq: 50,000 Enemy Officer (Desert): 30,000 Bandit: 15,000 ====================== 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 Boxer. 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. New Characters: 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. New Characters: Indiana Jones (Army Disguise) Marion (Nightgown) 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,