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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter I » Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 02)

Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 02).

Turn left and head down some stairs.  At the bottom turn around and head towards
the bridge.  Jump to the horizontal pipe and shimmy along it until you reach
ground.  Whip across the next ledge.  Head along the cliff to your left to
pick up a Luger and some ammo then continue forward and through the small door
to end the level.


Prague - The Dungeon

Run forward until the whip icon appears.  Swing across the ledge and climb
down the ladder.  Run down the large stairway, stopping to snipe two
conversing Nazis (alternatively, continue down the stairs and beat them
senseless).  There's a switch which opens one of the jail cells, but I don't
know what it does.  Luckily, reader Michael Meldrum did and wrote this in:

"[The switch] opens the jail cell to give you access to a water fountain.  This
water fountain is located just past where you swing across.  You continue down
the wooden floor and you will see it turn to stone turn to the right and you
will see the water fountain.  Prior to that switch being pulled there is a gate
across it and no access.  Pull the switch and voila!" So there you go, folks!

Head down the narrow passage, timing your run to avoid the swinging blades.
Further along you can either run past or roll under another blade trap.
Only the penitent man will pass! Another series of traps requires you to
jump over then roll under a pair of blades.  Roll under the last set to reach
another trap, a rolling spiked bar which is simple to hop over or roll under.
Finally, time your steps through a narrow passage of whirling saw blades
before reaching a switch which stops the traps.

Go right, up some stairs, to find a fountain which you may need to use.  Head
back out into the main room and swing across as you did before.  Now that the
gate is open, you can pull the switch, releasing two more Nazis from a large
door down the stairs.  Show 'em how we Americans fight and pass through the
doorway they just exited.

Here's a tricky area.  You must jump and then whip to swing across the chasm,
then creep along the left wall to reach a lever.  Pulling it lowers a cage
which, after a few moments, falls, leaving you a chain to running jump to.
Climb up and at the top swing off towards the ledge below the open window.
Once inside, three more Nazis show up, all packing Lugers. There's a switch you
can pull on the two openings down on the right.  Turn around and enter the
first cell on your left to find a medkit.

Head back down the hallway and turn right down some stairs.  You'll come to a
large rat infested dungeon which for some reason has a water fountain...hmmm.
Jump up to the small ledge in the middle of the room and pull the right lever.
Turn around and jump up to the swinging chain.  Swing to the next chain and
then climb up it to find another lever.  Pull it and then return to the middle
platform to pull the left lever.  This lowers another chain and gives you
swinging access to the large door with the portcullis.  Pull the switch on the
right wall and exit the level.


Prague - The Courtyard

A big posse of Nazis is waiting for you in this courtyard.  Try to sneak to
the left side of the courtyard to the truck shown in the opening cinema.  Grab
the MP-40 from the crate and the demo charge from the flatbed of the truck.
Now fight off the Nazis by any means necessary.  There are three wandering
around at first, but more pour out of the waiting trucks as you finish others
off.  When you've killed them all, about 12 Nazis total.

Climb on top of the well sitting between the trucks the Nazis came out of and
set your demo charge.  Run for cover and jump inside the well when the lid's
blown.  Swim along the passageway until you can surface underneath some
waterfalls.  Climb out and pull a lever to open a nearby gate.  Pull a switch
to exit the level via a swiveling wall.


Prague - The Great Hall

You enter into a nicely decorated room where a friendly Nazi tour guide tries
to show you the decor.  Well, not really.  When he's toast, exit through the
doorway and head down some stairs to a large door flanked by two suits of
armor.  Hide behind a pillar and wait for the sentry to pass by before giving
him the old one-two.  Climb up the stairs from whence he came and continue
upwards and along the passageway until you come to a whip icon.  If you need
health, fight the Nazi down the stairs and visit the water fountain.  If not,
whip up to the overhanging ledge and then jump and whip to swing from the
chandelier.

A cutscene ensues where a Nazi summit meets below.  Indy will notice a lever
connected to a chandelier hanging above them.  Slink along the wall to the
right and walk slowly along the parapet to the lever.  Pull it and watch the
Germans get theirs.  Whip across from the hook in the ceiling and grab onto
the chain.  Climb down to pick up a lot of ammo and a throwing knife.  When
you've looted the corpses, turn around and climb up the ladder to where the
lever controlling the chandelier is.  Swing onto the chain.  Without moving up
or down, turn right and began to swing.  Since a lot of people have some trouble
here, I'll be very specific.  Get Indy to swing so that he goes back three times
then jump off while holding forward so that you can grab the ledge.  Grab a
liquor bottle by the fire.  You'll need it.

Open the door to your left and prepare to take on four Nazi goons.  None of
them are armed, but they'll gang up on you pretty nicely.  There's another
liquor bottle in here and some chairs if you want to quickly even the odds
(or just shoot them!) One of the bookcases next to the pool table holds a
throwing knife and some Luger ammo.  When you've beaten the baddies, grab
the library key off of the blue table near the window and leave the way you
came from.  Cross the room to the other large door and follow the carpet to
a door halfway down the stairs.  Exit the level through here.


Prague - The Library

Save yourself the trouble it will cause later by dealing with sentry goons now.
On the level you enter, one patrols near the red curtained alcove.  Down the
stairs and behind a door to the left is a water fountain guarded by a Nazi who
waits farther down the passageway.  Before heading back up the stairs, take
out the last sentry in the bottom floor area that rests below the floor where
you entered.

Climb back up the stairs and spin around, walking around the railing to reach
a large organ-type block.  Jump up and climb over it until you see a whip
icon.  Whip Indy over to the 3rd floor.  Take out the Nazi up here.  Climb the
ladder in front of you to reach the 4th floor.  To your left is another Nazi
and an alcove with a lever.  Pull it to lower the chandelier.  Jump and whip
across to the other side of the library.  Head left towards the central
bookshelf and wall sneak around it to reach another ladder.  Climb it and pull
the switch at the summit of the library.

Climb back down to the 2nd floor and fend off the two Nazis who just arrived
to crash the party.  Go towards the room you just revealed to find a book on
a small table.  Climb up the organ and swing onto the 3rd floor again.  Run
into an alcove on the left and pull a lever to lower the chandelier.  Jump
and whip across the gap to see a small room with a bookshelf.  There's a gap
in the stacks and I wonder what goes there? Put the book in the shelf (press
Y) and Indy enters a secret room.  Grab the map on the table near the window
and head out the way you came in.

A pair of pistol packing goons appears on the bottom floor from a secret
passageway.  Head on down and deal with them, exiting the level from whence
the Nazis came.  Before you leave, though, make sure to stop on the 3rd floor.
Wall sneak around the central bookshelf with the red curtains to find a
secret room has opened containing another artifact, the "Book of Libuse".


Prague - The Astrologer's Clock, part 1

Grab the crown from the pedestal and immediately run forward and roll under
the closing door.  Continue forward until you see two death statues.  Pull
the lever to find another statue.  Give it the crown (press Y in front of it)
and another series of levers will emerge.

To solve this puzzle, select the bull as your zodiac sign and then place the
moon hand at IV and the sun hand at II.  Go back and to the right to enter
the next level.


Prague - The Armory

Run forward and kick open the rightmost crate to get a medkit.  Climb the two
ladders to reach the roof where a cutscene will ensue.  Who's that ninja? Oh,
well, no time to guess (though it's pretty obvious!).  Head forward and slink
along the wall.  Hop up on the railing and turn left to climb a lattice up
the castle tower.  Turn right and jump to a chain hanging from a gargoyle.
Climb down until Indy is only holding on with his hands and then swing and
jump through the stain-glassed window.  Immediately get ready to fit a Nazi
with a Luger.

Open the door to your right and climb the ladder in front of you.  Hop up
through the window to find another pistol-packing Nazi.  Note the zip line
for later use.  Climb out the window across from where you entered the tower
and drop down.  There will be a skylight in front of you.  Run around the
ceiling to find some ammo.  Smash the skylight with your pistol and drop down
on an unsuspecting guard.  Smash the display case and take the sword.
Immediately turn around and run up the stairs and out the door to your right.

A cutscene ensues where some machine gun-toting baddies appear.  Ignore them
(unless you want a fight) and just turn around and jump up the ladder.  At
the top, climb through the window and use the zipline to get back to the roof
from where you started the level.  Climb down the two ladders, wary of another
machine gunner who enters, and exit the level the way you entered.


Prague - The Astrologer's Clock, part 2

Pull the lever next to the two Death statues and hand the sword to the demon
statue.  Again a set of levers emerges.  Roll the astrology symbol to the
scorpion (not the crab; the scorpion has a long tail), the sun hand to XII and
the moon hand to III.  Run back and to the left to exit the level.


Prague - The Observatory

Run out the double doors, turn left, and run to an open archway with stairs.
Immediately turn around and run and climb up on a small ledge on the building
in front of you (the building you entered the level from).  Wall sneak around
the building until you see a small room across a gap on a tower.  It looks too
far but Indy can easily jump it if you line him up right.  On a table is your
next artifact, the "Stochov Fragment".  Make your way back to the wall and sneak
around it to reach the small archway.

Climb the stairs and continue past the first double door.  A Nazi exits from
the second one so take care of him.  Turn right to go through the square doors
to find another Nazi taking a cigarette break.  Toss his rear off a cliff and
then turn right and jump and climb up a chain.  Swing to a small ledge on your
right and then make your way around the castle roof.  A cutscene where two
Nazis on guard duty talk about booby traps ensues.  Ignore them and climb the
ladder in front of you.  Turn right onto the tower roof for an MP-40 SMG.
Drop down to the grassy area to the right of the tower and run along it to
find a medkit.  Drop down again and continue forward, you should see a set of
stairs with one of the sentries guarding it.

To the left of the stairs is a small ledge.  Walk along it until the whip icon
appears.  Swing across the gap to reach the observatory.  The entrance is to
your right.  Inside, a cinema will show you that a lever is missing a handle.
Run up the stairs to find it lying in plain sight on a table.  Grab it and
place it where it belongs (press Y) then pull the lever.  The large telescope
shifts, opening to the sky, and a secret panel is revealed.  Run upstairs and
press the large angel panel (press Y) to reveal Vega's Manifesto.  Nazis will
now attempt to break down the door and unless you want to deal with three, all
packing machine guns, climb up the ladder and run along the telescope to exit
to the roof.

Head down the zipline, ready to deal with a Nazi thug.  When he's toasted exit
through the door from which he entered and run down the stairs to find a nice
water fountain and another Nazi.  Continue down the stairs and through the
door to the left, ignoring the sentry.  Walk down the ramp to find the
building from which you entered the level.  Leave the same way.


Prague - The Astrologer's Clock, part 3

Same deal here: pull the lever, give the demon statue the scroll, and
manipulate the clock.  You've got to use the Gemini symbol (the twin people)
and place the sun at VI and the moon at XI.  Exit through the door in front
of Indy to the left.


Prague - Vega's Tower

Grab the medkit from the table to your right and exit the room.  Turn right
and jump to the chain; swing across ready for combat.  Climb the spiral
staircase slowly so as to sneakily hurl a Nazi from a ledge.  Jump across the
gap and pull yourself up on the ledge.  Aim slightly left as Indy will
sometimes miss if you get too close to the large pillar.  Continue along the
ledge with a wall sneak to find some Nazis waxing philosophically about
strudels.  It's easiest to shoot them as fighting them will drop the frame
rate to unplayable levels.  When they're done turn right and deal with
another Nazi.  They always choose the hard way!

Run up the stairs and jump across another gap to a circular ledge.  Run around
it and whip across to another circular ledge.  Around the corner are two
chains which you must climb to reach yet another corner.  Swing and jump
carefully so as not to miss and plummet to your death! Another chain rests in
front of you.  Climb it and jump through an archway to reach the clock tower.
There is an elevator to your right and a fallen bell to your left.  Note the
hole in the floor.  Climb down it to find a small room with your next
artifact, the "Cistergian Mask".  Turn around and climb up and out the window.
Jump and climb up another chain to return to the clock tower.

Use the elevator (press Y) to reach the top floor.  Pull the lever behind Indy
to open the clock face to reveal a Leonardo DaVinci flying machine.  Hey, this
isn't Italy! Climb the ladder and pull the lever to send Indy on a wacky
surfing ride.  That Indy.  What a crazy guy.

The flying machine drops you onto a ledge.  Pull up and enter the room.  Grab
the Soul Crystal and immediately turn around and climb the bookshelf behind
the toppled bookshelf.  Jump to the balcony on your left and whip across to
break through a window and escape the trap.  You probably won't even notice
the gas if you do this quickly.  Climb down the chain and continue left to
another ledge and another chain.  Repeat this until you see an opening to your
left.  Swing into it and head down the spiral staircase to end the level.


Prague - The Ancient's Clock, part 4

Lather, rinse, repeat, though this time with the Soul Crystal.  Solve the
puzzle by using the astrological sign of the balance (the scales of justice
looking thing) and both the moon and the sun on the X.  Run through the door
to your right to finish with Prague.

Prague - The Laboratory (boss fight)

For some reason the Nazis have created a Terminator/Frankenstein creature and
it's up to you to bring it down.  The first stage of this fight is pretty
easy: as long as you keep moving around the monster will miss you with its
glowing projectiles.  On either side of the back wall is a machine which
pours chemicals into small beakers.  Grab one and wait for the beast to toss
a projectile then through the chemical at the monster.  Don't stand too close
or the smoke from the beaker will hurt Indy.  Repeat this five times until
the monster's skin melts off and he goes berserk, breaking a machine on the
last wall.  Grab the metal pipe which breaks free from the wall and wait for
the monster to glow red and charge at you.  He's easy to dodge.  Hit him
three times with the pipe and then back off and wait for him to charge again.
Resist the urge to combo him as he'll just smash you down, knocking the pipe
out of your hands.  Repeat this four to five times to finish him off.
-------------------------------------------------------------------------------

Istanbul - Istanbul Breakout

After watching the introductory cinema, Indy escapes, but you better be
prepared for the two guards who rush into his cell.  Unlike the Nazis in the
last level, these Arab guards can really fight; they're a bit faster block
more frequently.  Try to get them up against a wall to unleash a nonstop combo
of punches.  After escaping the cell, another guard appears carrying a Turkish
knife.  Get it out of his hands as quickly as possible.  The knife is only good
for deflecting other guards' blows; Indy's fists are a bit more effective as a
main weapon.

Head left and down the stairs to find a patrolling guard walking underneath an
archway.  When he's been dealt with pass under the first arch and tilt left to
find some grenades.  Toss one forward to deal with the next guard and then head
back to grab another one.  Pass through the archway and turn left to face the
next guard.  Wait for the throw bar to cycle twice and then toss the grenade;
it should kill the guard without leaving him enough time to toss it back at
you.  Grab the MP-40 from the cot past the archways and jump up to the ledge.

Grab the MP-40 ammo from on top of the crate and head down the stairs,
preferably with grenade in hand.  Wait until the patrolling guard has his back
turned to take him out.  Next to the stairway is another box of grenades.  Grab
one and head down the hallway, tossing the grenade after walking slightly past
the red-striped archway.  If you are successful, you should kill another guard.
If not, be ready for a firefight with two more guards, both packing machine
guns.  When they've both died continue down the hallway to find your satchel,
a medkit, and MP-40 ammo.  Leave the hallway they way you came in.

Out on the ledge whip across the gap; don't forget to grab the ammo that the
dead guard dropped earlier.  Leap down to the ground to face two knife-wielding
guards.  Head forward, veering slightly left.  Another guard will man a turret
in front of you.  You can attempt to throw a grenade at him but may be more
successful rolling to cover and then to the wall before he gets a chance to
get a bead on you.  When he's dead, two more guards run at you from the left.
Give them a taste of their own medecine with the turret.  Head down the stairs,
aware of a guard in a small window ready to blow you away with a well placed
grenade.  Run past him and down the stairs to the left.

Three guards will converge on Indy but Mei Ying will appear to help you out.
Though she can't hurt you, she will hit you if you get in her way.  Kill the
knife-wielding guards, ready for a fourth one to appear once the initial three
are dealt with.  Run through the small doorway and climb the scaffolding to a
chain; from there swing to the upper balcony.  Outside, wall sneak left to the
opposite corner of the building and jump to the scaffolding across the gap.
Make your way around this area carefully, reaching a landing with a platform
with two boxes.  Push the larger one off (press Y) to rise up to a zipline.

Climb down the scaffolding to the ground.  Two more guards will begin pursuit;
you can ignore them or take them out.  Jump to another scaffolding and climb
up to the higher building.  One final guard appears on the next level.  Finish
him off and stop to grab a medkit in a small crate.  Up one more flight is the
end of the level.  Before exiting, fall off the ledge to the left of the exit
onto a small outcropping.  Follow it around to reach another building which
contains a water fountain and the "Piri Reib manuscript", an artifact.  With
treasure in tow, return they way you came and exit the level.


Istanbul - The Secret of the Mosque, part 1

Run left to the room with the brown tile.  Whip across a gap and turn right to
jump and whip across another.  Slide down a ramp, ready to jump and swing to
safety.  Turn right and run along to wall to find a medkit near a skeleton.
Walk back to the end of the ramp and go back into the large chamber.  Two
soldiers await Indy and are easily pushed to their deaths.  Wall sneak around
to find another Arab guard with a knife; watch your back as two soldiers, both
packing Mausers, will sneak up on you.  Kill them and continue past the
columns, grabbing an MP-40 and some ammo on a cot against the right wall.

Down another ramp, two more Turks will jump out from behind some rubble.  Shoot
them and run down another ramp.  In the large room with broken floor pieces,
swing across a gap, triggering two more Turks.  Whip across another gap.  If
you are running low on health, walk along the right side of the nearest column
and make your way around the room to the water fountain opposite Indy.  Be
careful of falling though; a hungry croc waits below.  From the fountain, jump
off the ledge into the water to your left to reach a spot where Indy can climb
out and return to the start of this room.  When you get back to the crossroads,
climb down onto lowered portion of the floor and jump-whip across the water.

Immediately, two soldiers with Mausers will take potshots at Indy from the
corridor to his right.  Continuing down the hallway will reveal three more
soldiers, one with a machine gun.  Use the crates to roll for cover and gun
them down.  On the left side of the room is another cot with MP-40 ammo; on the
right side is a large crate with a grenade inside (which you can now put in
your satchel for later use) and another cot with a medkit and a demo charge.
Return to the fork in the hallway and turn right to set the demo charge and to
end the level.


Istanbul - The Secret of the Mosque, part 2

Directly in front of Indy is a small crack in the wall.  Remember this.
A Nazi soldier with a machine gun and an Arab guard with a Turkish knife wait
to kill your intrepid adventurer.  Head into the large room on the left to deal
with them before they get the chance.  Now head back to the crack in the wall
and roll under it to find the next artifact, the "Ottoman seal".

Return to the large room and climb up the scaffolding on Indy's left.  Make
your way around the room until Indy reaches a small door.  Climb up the short
ledge to your left and shimmy along the outcropping to another door.  Jump the
gap and climb up another ledge to reach a window.  Jump and whip swing to a
small passageway before safety dropping into another large room.  Two
patrolling soldiers, each with a machine gun prowl the grounds.  Deal with them
any way you can and then run forward to the steaming fountain.

Another soldiers with a machine gun waits to your left; when he's dead two more
soldiers attack from the elevator.  Gun them down before they react.  Though
it appears ornamental, the steaming fountain can be used to heal Indy; when
he's at full strength pull the lever inside the elevator to ascend.

Run forward to the crane; head up the stairs to use the controls.  Grab the
sculpture head with the crane and pull it back towards the right to position it
over the hole.  When it is reached, two soldiers will begin climbing a ladder
behind Indy.  If you're fast, you can beat up one of them while he's still
climbing down! Both pack Mausers so be careful.  When finished, climb the
ladder and turn around to make your way along the arm of the crane.  Jump and
whip to have Indy land on the statue head.  It's a long way down...


Istanbul - The Sunken Palace

Indy lands safely in a pool of water.  Turn around and swim towards the low
ledge.  Climb out to find an O2 tank and a medkit.  Continue forward towards
the sloping ceiling and dive down to pass through an archway.  A shark will
appear, though if you keep swimming to the left and shifting up and down, he
won't get a bite.  Continue on until Indy can climb up onto land.  Make your
way towards the small shack, wary of the pistol-packing soldier.  Go into the
shack to find a map of the sunken city, some MP-40 ammo, a speargun, and some
spears.  Go out the back door and break some crates to reveal a crack in the
wall; roll under it to find a water fountain.

Leave the shack and jump into the pool to your left.  Swim straight down to
find a skeleton with a machete.  Aim towards the two divers with your L trigger
to kill them with two well-placed spears.  Swim to their bodies to loot their
ammo and to find two demo charges.  Swim into the small circular temple to find
a few more spears.  Surface and head back left, past the shark (another one
will pop out as you swim along), and back into the large chamber you first
entered.

To Indy's left is a cracked pillar.  Jump onto it and place the demo charge,
creating an impromptu bridge.  Climb the toppled pillar but, instead of jumping
to the metal platform, turn left and jump to the nearby pillars.  Make your
way along, double whipping across a large gap; continue on from here to another
hook.  Though the whip icon doesn't appear, you can jump and whip on it to
reach a suspended box.  Cut the rope with your machete to reveal the
"Delian Proclamation tablet".

Continue on into the crane cabin.  Pick up the submerged sculpted head and
swing it to your right to smash open a damaged wall.  Make your way around
the crane and run along the platform to reach the newly formed opening.  Drop
down and run forward and up a flight of stairs.  At the top continue right to
the edge of the platform and turn right to jump-whip across the gap.  Make a
large jump (wait until you reach the very edge to press the B button) to find
the exit.


Istanbul - The Gates of Neptune

This is one of the longer levels in the game so try not to die to avoid severe
backtracking.  Start by diving into the body of water, swimming under two
arches before surfacing.  Continue forward to a ledge low enough for Indy to
climb out.  Turn around and climb a pillar to let Indy whip across the water.
Wall sneak around a pillar and drop down on the other side (you should just
manage to keep from falling back into the water).  Jump forward, aiming Indy
slightly left to nail the landing.  Wall sneak to the right and jump the gap to
another ledge.  Climb up to reach a staircase; leap across another gap to find
a patrolling Arab guard.  Continue down the pathway to find yet another knife-
wielding baddie.  Finish him off and pick up your prize, some spears and the
Wine Coin.

Head back to the large opening and jump into the water to Indy's right.  Swim
forward, wary of shark attack, past a few columns.  When you hit a wall, turn
right and swim up a set of stairs.  At the summit walk out onto a platform
and continue forward, jumping and whipping as necessary.  Reaching a drop into
another body of water, turn right and climb up a protruding ledge to find some
grenades.  Get as many as you need before diving back into the pool.  Swim
forward until you reach the far back wall; swim around to the rear of the
column, noting the large crack in it.  Climb out and make your way around
towards the small campfire in the distance.  Two more Arab guards appear to
halt your progress; when they're done with, grab two demo charges from the
right side of the doorway and climb back up the column.  Turn right, climbing
up a small bump in the pathway and making your way towards the large raised
wall with huge crack in it.  Run down the toppled pillar and set a charge to
find the Trident Coin.

Jump off into the water and head right towards the pillar from which you
climbed out (the one with the crack).  Set a demo charge there to find the
Seahorse Coin.  Climb back to the campfire, grabbing the last charge before
passing through the door.  Past the excavation lamp, turn left and leap over
a small gap to reach another section of cracked wall.  Blow it up to find
a (by now, probably much needed) water fountain.  Leave the fountain area and
turn right to find a rope.  Climb it and run towards the arched walkway.
Three grenades rest here if you feel like throwing them at the two patrolling
guards: one waits near the box, the other around the corner (watch out for the
second as he'll often through his own boomstick at you!).

Jump across the gap to reach another columned walkway.  Get plenty of room for
a very large jump to the cave opening in front of Indy...wait to jump until the
last minute or risk climbing back up here all over again.  Through the cave
rests another set of broken pillars.  Dive into the water and swim straight
down to find the Kraken Coin; quickly swim back up to avoid the shark.  Pull
out on a low ledge near where you first dived in.  Jump across the gap and head
towards the closed gate.  Here, you must place each coin in the proper column
to seal them.  Though the pictures of the proper coin required rest on the
columns, I'll give you the order here:

The first column on the left requires the Wine Coin, the second, the Trident
Coin; on the right side, place the Seahorse Coin in the first column and the
Kraken coin in the second.  Turn the wheels between each set of columns to
unbar the door and to end the level.


Istanbul - The Fall of the Sea King

Indy notes a crack in the floor which he could only open if the statue of
Neptune would collapse.  Looks like more demo charges are needed.  Dive into
the water and swim straight down to find a small archway which leads to a
torchlit stairwell.  Climb the stairs to find a reservoir; turning a wheel next
to a large set of gears stops up the waterspouts blocking a whip point.  As you
attempt to leave the room, two guards appear.  Kill them or run back to the
main chamber.

Swim towards the statue of Neptune, speargun drawn.  Two undersea soldiers will
emerge from a demolished wall and begin to fire at Indy.  Again, aim at them
using the L trigger and puncture their suits with two well placed spears.  Swim
into the small cave they created to find the two demo charges you will need.
Spin around and set the first on Neptune's right foot.  Climb up the narrow
columns to return to the start point of the level.  Run along the ledge to your
left, whipping across the gargoyle head previously covered with a waterfall.
Jump over the cracked flooring to avoid a nasty tumble and then jump-whip on
Neptune's trident to reach the other side of the walkway.  Continue along until
Indy is directly behind the statue; drop to the small gray platform and place
the second charge.

Climb onto the damaged pillar shown in the brief cutscene and jump to Indy's
right to reach a higher ledge.  Climb the vines to your right and continue on
to the back of the statue.  Jump and whip from the lamp to kick it over and to
allow Indy passage to the Kraken's lair.


Istanbul - The Kraken's Lair

A lot of people seem to have trouble fighting the Kraken, but a quick look at
Indy's surroundings should make the trick to beating him clear.  First things
first: surface and climb out of the water to Indy's left.  Here you will find
four demo charges (grab two), spears, an O2 tank (if you need it) and a super
speargun! Should you want more items, there are 2 more bunches of spears in the
water on the second floor of the right side of the crumbled circular structure,
if Indy is facing the Kraken, as well as a bunch on both the first and second
floor of the left side of the crumbled circular structure.  If you need extra
health, somewhere in the lower level of this same structure rests a skeleton and
a medkit.

Jump back into the water and enter targeting mode (L trigger) aim for the
Kraken's many eyes and fire away; shoot any jellyfish that approach as well.
After a few shots to the eye, the Kraken will pull back into its cave.  Take
this opportunity to place two demo charges on each column.  If you're fast, you
should be able to use both charges before the Kraken returns.  Return to the
dry ledge to grab another pair of charges.  Repeat the procedure, this time
setting the explosives on the next pair of columns.  Setting these last two
charges may require another dose of spear to the Kraken.

Should any of the Kraken's jellyfish latch on to Indy, immediately begin
swimming in a circular pattern away from the Kraken's mouth; the jellyfish will
attempt to pull Indy into its maw! As long as you keep moving, the jellyfish
can't latch on and any that do will explode, leaving Indy unharmed.  If Indy
runs out of spears, three sets of them rest on the second level of the
circular structure that lies behind Indy on the ledges nearest the Kraken.

If shooting the Kraken is causing too much trouble, try this tip from Blake
LaRun to get the jellyfish to do the work for you:  "get 5 or 6 jellyfish on you
and they will pull you to the Kraken.  Swim to the nearest pillar that you have
to blow and plant the charge.  Swim down to the bottom and watch the fireworks."

After the columns topple, the Kraken returns to its underwater resting place
and the water level subsides, leaving only Indy to retrieve his prize.
-------------------------------------------------------------------------------


Hong Kong - The Golden Lotus, part 1

Sadly, Indy's quiet dinner with Mei Ying is interrupted by Marshall Kai and his
gang of ninjas.  While Mei Ying does battle behind the backdrop, Indy is left
to fend for himself.  The ninja's are quite hard to hit; they are usually
tossing a flurry of punches your way or dodging (and watch out for their
unblockable charge punch).  The easiest way to deal with them now is to grab
a chair or table leg and bust it over their heads!

Three ninjas attack Indy to start the level; when they're finished, another two
join the fray, followed by a final two.  When the Indiana Jones theme starts
playing, you know they're finished.  Grab a table leg or bottle just to be safe
in later combat.  Face the stage and head through the door to the right of it;
remember this lever for later.

Run around the corner and down the stairs quickly as two waiters are raring to
attack and are very difficult to beat up on the uneven stairs.  The waiters
appear just as hard as the ninjas so watch out.  When they're finished,
continue forward and up the ladder.  Kick the boxes at the top of the ledge to
find a medkit.  Climb up another ladder and turn around and enter a door to
come face to face with a ninja.  Kick the middle box for an iron skin potion
(a boost to Indy's defense).  Further on, two more ninjas will strike, each
with a sword.  After giving them a taste of their own medicine pull the lever
in the next room.  Through the grey door and down a set of stairs is the second
floor of the club.  Enter the second set of balcony seats to find a sword-
wielding ninja and the "Tai-Tsu Mask".

The next set of seats hosts another ninja that needs to see some REAL
swordsmanship.  Further down the corridor, another ninja guards a doorway.
Kill him to cause two more ninjas to rush after their fallen comrade; do the
same to them as you did to their friend.  Go through the door and down a flight
of stairs to reach a beautiful health-giving fountain. Just watch out for the
ninja trying to surprise Indy from the door on his right.

Exit left to return to the main floor.  Pull the lever to the right of the
stage to move the backdrop.  Sadly, Mei Ying is nowhere to be found, but a
pistol-packing waiter is more than happy to entertain you.  Dodge his bullets
as best you can and get him off the stage.  Two breakable crates rest on the
right side of the stage with Mauser ammo and a medkit inside; resting next to
a bottle on the left side of the stage is more Mauser ammo.  Climb the ladder
to reach the balcony and swing across two hanging ropes to exit the level.


Hong Kong - The Golden Lotus, part 2

At the start of the level a shotgun-toting waiter hides behind the second set
of crates; beat him up before he gets a chance to fire the powerful gun at you.
Now, before you enter the next room, make sure your health is at full and drink
the iron skin potion to boost your defense.  Now get your Mauser out of the
holster.  Ready? Let's go!

Run through the door on the right prepared to face two waiters with Mausers
hiding one behind each crate.  Jump out and surprise them with a flurry of
bullets.  Continue down the stairs where two more waiters, one with a shotgun,
attempt to find cover.  Another waiter with a Mauser enters from a side
passage when the first waiter gets dropped.  After dealing with the second one
way in the back of the hall, a fourth one enters from a rear door.  Get the
drop on him.  Run back towards the small hallway with the open door (the
dressing room).  Inside waits the "Longshian Idol" and a medkit.  Grab them both
before heading back down the hallway and down the left corridor to the exit.


Hong Kong - The Streets of Hong Kong, part 1

Here's a nice little shooting level featuring a minor character from Indiana
Jones and the Temple of Doom.  You're on your own for most of this. Here are
some tips: reload when the screen clears; spray the gun left and right
to stun each gunman; shoot the motorcycle driver as fast as possible to cause
the bike to crash; always be wary of cars or motorcycles coming from corners
and getting in a few shots before you realize that they're there.

For those of you who need your hand held, here's an exact breakdown of your
attackers as well as the direction they drive into the screen from.  I'm not
sure whether this list will change depending on how fast you can destroy your
enemies but I'm pretty sure that this is the basic pattern Kai's men follow:

The level starts with a motorcycle directly behind you; a car swerves in from
your left soon after.  At the next corner, a motorcycle appears from the left
followed by another motorcycle at the next turn.  A car attacks from the left
two turns later with another motorcycle appearing as the carriage straightens
out.  A car then pulls up from the left almost parallel to Indy with another
motorcycle following close behind.  Three more motorcycle appear sequentially
during the next three turns, the first from the left, the second from the
right, and the third from the left at Indy's next turn.

Now, here's where the artifact is located: after the last motorcycle appears,
a breakable box will appear on a raised ledge on Indy's left.  Shoot at it to
receive the Chinese Seal.

The next part of the level begins with a car on your tail; a motorcycle quickly
converges on Indy from the left with another car appearing on your right at the
next turn.  A motorcycle appears on the left during the successive
straightaway.  Both a car and a motorcycle appear during the next turn, but
don't worry too much about them as the level is almost over.
follows this last car seconds before the level ends.
the next turn


Hong Kong - The Streets of Hong Kong, part 2

Another shooting level.  Sheesh!

A car quickly follows after Indy with both a motorcycle and a car appearing
just around the next turn.  Another motorcycle appears at the next turn
with another hot on its tail in the successive straightaway.  A car appears
from the right at the next turn with an accompanying motorcycle one turn later.
Still another car appears from the right when Indy turns next with a
motorcycle giving chase in the straightaway and a car merging from the right at
the next turn.  A motorcycle and a car open fire during a straightaway after
the next turn with another motorcycle to follow the destruction of the first.

Indy will drive through a small square with a large fountain signaling the
pursuit of a motorcycle from the left side of the screen and your friend the
gangsters in cars at the next turn.  Another motorcycle appears during the next
turn with a car and another motorcycle joining in soon after.  Finally, when it
seems the worst is over, Indy turns to face both a car and a motorcycle
swooping in from behind him as he turns left.  Luckily, those are the last two
enemies.

Whew! How does Wu Han run so fast?
-------------------------------------------------------------------------------


Peng Lai Lagoon - The Secret of Peng Lai Lagoon, part 1

Indy starts this level underwater.  Immediately surface and turn right to find
a ladder leading up to the docks.  Kick open the three crates to find an O2
tank, a speargun and some spears.  Dive into the water and head for the sunken
U-boat wreckage, avoiding the Nazi diver and the two prowling sharks.  Swim
into the hull from the left and grab the demo charge lying in the middle of the
ship's skeleton.  Continue forward and, once you've cleared the wreckage, start
upwards, turning left to take aim and fire at the diver situated near the
cracked wall.  Once he's dead, set the charges and surface.  Take a deep breath
and head on through the whole you just made.

In the underwater cave dodge the first shark while heading down and to the
left; head upwards through the opening and veer left towards dry land, aware
that another shark swims here as well (four sharks in one lagoon!).  Kick open
the box here for a medkit.  Turn around and climb up the vine, making sure to
climb pretty high before swinging on the ledge; for some reason Indy won't grab
this ledge.  Turn right and make a long jump to the next ledge before chain
whipping across the gap towards the two pistol-packing soldiers.

Wait for them to climb down to fight Indy as they will be able to pick you off
easily if you try to climb up to them.  Once they're done for, jump up the
ledge and enter the doorway to end the level.


Peng Lai Lagoon - The Secret of Peng Lai Lagoon, part 2

Start the level by running straight forward into the small alcove; turn right
and notice a small demo charge lying in the corner.  Leaving the alcove, turn
right and set the explosives on a crack in the wall.  Inside is a Panzershreck
(a bazooka), some ammo, and the next artifact, the "Sancai Plate".  Continue
down the hallway to a gun turret; time to shoot some Nazis!  Immediately shoot
the one on the ground before he has a chance to huck a grenade your way; turn to
the upper left corner to find another soldier taking potshots at you.  Anytime
you hear a Nazi scream something, turn to this corner to deal with this guy.
There are a total of ten soldiers here (Note: this number may change depending
on the speed with which you kill them) so keep alert until the Indy triumph
music begins.

When the men are dead, head down the hallway (sorry, no ammo from the corpses)
until a cutscene begins.  Run to your right and down some ledges to the beach.
A soldier patrols the scaffolding with a Mauser so be careful.  When he's done
with check the cabin for MP-40 ammo.  Return to the scaffolding to find an
elevator.  Either take out or ignore the Nazi at the top.  From the elevator,
turn left and run around the structure to a ladder; climb it to find a zipline.

From the roof you land on, drop down to take care of another soldier; watch out
for a second exiting from the shack you originally landed on.  When they're
done for, run away from the crane towards a large garage door to find a crate
with a medkit.  Now, enter the crane and use the arm to lift the floating
platform into the air (remember, once you've grabbed it, to push up to lift it
as high as it will go).  Swing the platform over to the right to rest next to
the cliff fortress.  Climb up the crane's internal ladder and run out onto the
arm; jump-whip swing to the hanging platform.  Line up your jump so that you
hit the edge of the cliff fortress perfectly straight, otherwise, you will
fall.  Should you fall, a small elevator next to the crane will lift you
back up to the docks, though you'll have to climb up the crane again.  Once
in the cliff fortress, pull the switch to call the elevator.

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