Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 04).
Now, the hard part. Toss another skull before dropping back down out of the
alcove. Slowly work your way to the skull you tossed here. Facing the pit,
wall sneak towards the right side of the ledge. Staying flush against the wall
through the skull. Immediately after the orbs stop, jump diagonally left to
reach safety (this is a tricky jump that takes a little time to set up; don't
worry if the orbs start up again while you're in mid air as they probably won't
kill you). Alternatively, you could toss the skull and then jump straight
across the pit to reach another alcove, this one with a water fountain. To get
out of here, simply reverse the above directions. Toss another skull over
another pit, follow it, and head through the exit to your left.
The Emperor's Tomb - The Path of the Unseen Peril
Get either the Pa Cheng or your fists ready for a brawl. Run forward and around
the wall in front of you to find three Black Dragon ninjas. Mei Ying will
probably deal with one of them leaving you with the other two. A good strategy
here is to try to knock them into the pits on either side of the platform.
Otherwise, just beat them up as you would any other enemy, though beware the
strength of these guys. After you've mopped them up, two yellow ghosts
appear to possess their bodies. Hit the ghosts with the Pa Cheng before they
animate the corpses if you can. If not, just take out the zombies and their
hosts as you normally would. There's a water fountain between the Chinese dog
statues if you need it.
When you're ready to continue, pull out the Mirror of Dreams (as if Indy's
flashback to Kai's speech didn't tip you off). Much like the blue torch, the
Mirror will reveal secret areas. The first such "secret" are the huge sliding
blocks trying to crush you. Push against them when they're closed and Indy
should safely rush past when they open. Stop quickly though for a bed of
spikes. These won't kill you but why take the damage? Watch the spikes until
you have their timing then step onto the first row when they descend. When
you think you're ready (about 3 seconds) jump forward to the now clear third
row. Jump again (another 3 seconds) to clear the trap. Now, you'll be faced
with two smooshing slab traps. Push against the first set when they're closed
and you'll rush through to the second; push against it and you'll pass through
unscathed when it released.
Oh no! A giant pit, or is it? Using the Mirror, notice the platform on the left
edge of the pit. Climb onto it and then jump across to another platform on
the other side. From here, make your way down (remember to safety drop) and
wall sneak along the sides of the pit to reach another safe platform. Indy
notices an invisible beam sticking out of the wall. Pull out the whip--it's a
bit nerve wracking to see Indy floating in mid air; if I didn't know any better
I'd say it was another Xbox bug--and swing across. Climb down to a slightly
lower platform before jumping across a small gap to reach a staircase. Ascend
very slowly as there are no guardrails here. At the top, pull up between two
columns to find a switch that deactivates the traps and seals up the pit.
Once Mei Ying joins you, head through the circular door ready to deal with two
sword carrying Black Dragons. When they're toast, a short cutscene ensues in
which reinforcements arrive. Two come in from the right while one drops down
from the left with a sword. Once they're dead, three yellow ghosts join in to
possess the bodies. Remember to kill the ghosts once the host dies or else
they'll just possess another corpse. Leave once zombie remaining if you want
to find the artifact in this level. Facing the exit door (as featured in the
last cutscene), head to the right wall in the large chamber. You should see
two arches on each side of the room from where the second wave of enemies
emerged. Stand under the closest one to the exit door. Pull up to reach a
small ledge. Jump up again to pull into a secret area where you'll find a
tiger strength potion and the "Qin Lawbook". Kill the last ghost and the level
ends. You can actually get the artifact at any time, but it's better to leave
less enemies for Mei Ying to have to fight alone.
The Emperor's Tomb - The Bells of the Dead
Even after all that fighting you've still got to start the level faced with
two zombie ninjas! Once they're dead, the exit door opens. Pass through it
and head down a steep ramp to reach another door. In the next room Indy must
cross a large bridge; sadly, on the other side are two Terra Cotta Soldiers,
one of whom will become animated when possessed by a ghost. The best way to
kill these guys is to hit them quickly three times with the Pa Cheng to
dismember them. Their sword is unblockable so once they lose their arms,
you'll only have to worry about their feet. Remember to kill the ghost which
escapes from the wreckage as quickly as possible or it'll possess another
statue.
Pull out the Mirror of Dreams and run through the large wooden doors
IMMEDIATELY turning left. Against the column next to the door will be an
invisible ladder made visible by the Mirror. Climb up to find the "Jade Liubo
Board". Climb back down and go through the circular door to reach the Puzzle
of the Bells.
Once in the room, the bells atop the centerpiece will ring in a precise order.
It's up to you to copy this tune using the sets of bells in each corner of the
room. Run forward, Mirror still in Indy's hand, under the primary bells until
you see a pathway to your right. Follow it slowly to reach the first set of
bells. You can always pull the switch next to the bells if you wish to repeat
the melody you must copy. Press the Y button in front of the bells to play
them. The first tune is: small bell, middle bell, large bell. Walk back
along the path and head back under the primary bells to find another path
to the right (diagonal from the last set of bells). The second tune is:
second smallest bell, second largest bell, largest bell, smallest bell.
Cross the invisible path and keep going over the solid walkway to the third set
of bells. The third tune is: second smallest bell, second largest bell, middle
bell, largest bell, smallest bell. Now make your way to the set of bells
diagonally from you (left of the exit) for the final tune. Fourth tune: middle
bell, second smallest bell, smallest bell, largest bell, second largest bell.
For simplicity's sake, here's a nice cheat sheet to help with this puzzle
submitted by wunder-woman "Groin Kicker" Kathleen. Counting from 1 to 5 from
left to right, the bells needed for the first tune are 1,2,3; for the second
are 2,3,4,1; for the third are 2,4,3,5,1; and for the fourth are 3,2,1,5,4.
Go through the circular door to end the level.
The Emperor's Tomb - Von Beck's Revenge
Get your whip ready and prepare to keep Von Beck from getting his revenge (to
be fair, he was the one who tried to kill you first). Jump and whip across
the pit to trigger a cutscene where Von Beck appears with a giant drill tank.
Now, before beginning, let me warn you that this level is very very hard. Even
knowing what to expect, I still die on it occasionally. Even though this
walkthrough will map out where to jump and give you some tips on timing, even
the slightest misstep will spell doom for our hero. Keep at it, memorize the
order of what occurs in this level, and I'm sure you can get through. If
utter frustration sets in, take Gregory Edwards advice and set the difficulty to
"easy" which makes things a tad simpler; also, if playing with the PC version,
lower the game's resolution and bit level to avoid any possible frame skips that
can seriously ruin your timing...which needs to be perfect!
First thing's first: start running forward. Jump over two small gaps and then
whip-jump across a large pit. Now, another gap then another whip-jump. Two
more gaps then whip-jump. Finally another gap and another whip-jump. After
landing here, the pathway begins to curve. Run hugging the left wall to dodge
a few small holes that are just as deadly as the other pits. Once the pathway
straightens again, immediately jump a gap and jump-whip a pit. Another gap
followed by two pits which require jump-whipping.
Here's where the tricky part begins. Right after two small gaps and before
what appears to be another jump-whip, the floor collapses. The floor becomes
pretty unstable from here on out. Remember to keep an eye out for collapsing
floors; sometimes they'll fall far away but your reaction will be to jump
immediately, sending Indy right into the pit. Other times, it'll fall so fast
you won't think it possible to jump in time. Keep your cool and follow these
instructions.
Now, after the small gap, the first tiles collapse. Run to the edge and jump-
whip the pit; you must let go of the whip slightly early and then immediately
jump and whip again. If you let Indy get the maximum distance from his jump,
he'll land on tiles that will have already started falling and you won't have
time to jump again. The path will curve again; hug the right wall to stay
out of harm's way. After another small gap, the tiles in front of Indy crumble
but are so far away you have a moment more to run before jump-whipping the pit.
Let go of the whip early again so you're ready to jump-whip again right as you
land. Another two small gaps (one suddenly appears but you can just jump it)
and one jump-whip. After the next small gap, the tiles in front of Indy
collapse; keep running as you have another moment before you reach the edge.
Cut this next jump-whip short to prepare for another immediate jump-whip.
You're done with the hard part. Now just run forward until Indy begins sliding
down a ramp. Jump and swing to safety before he slides right off into a large
pit. You'll barely make it; pull up and turn around to see that the same
can't be said for Von Beck. Go through the circular door and make your way
left through another room. Move carefully as there are a lot of breaks in the
floor which can sneak up on Indy. Nothing's more annoying than dying after all
that fancy footwork! If you're running low on health, 2. there's a water
fountain in the middle of the right wall. Walk Indy through the swirling portal
to enter the Netherworld.
To make this walkthrough even longer, but hopefully to be more helpful as well,
here's another strategy for getting through this level sent in by Michael
Tzoanos:
"Since the level is frantic and depends on Indy constantly moving forward, I
came to the realization that I was pushing the left thumbstick forward all
the time while playing that level and that it was impossible - at least for
me - to finish it while doing so. So here's the strategy that I used. When
Indy has to jump-whip over the 3 tricky double-gaps where the tiles are
collapsing, I released the left thumbstick from the forward position in mid-
air over the first gap. This allows Indy to land right in front of the
collapsing tiles of the second gap. I immediately started moving forward
and whip-jumped to clear the second gap. Admittedly, there is a chance that
Von Beck may catch up with you after you land but the odds aren't that bad.
I tried the walkthrough's strategy of letting go of the whip early but I
just couldn't get the timing right. I believe that the strategy of letting
go of the left thumbstick may help other players who get stuck on this
level.
Well, I was sure glad to see Von Beck fall to his doom at the end of the
level. I finished the level a second time just to see it again."
And since I get more emails about people despising this level than anything
else, here's another tip sent in to me by ShiftKid:
"On Von Becks Revenge and the Temple of Kong Tien, I found that if I
reprogrammed the 'Q' key to strafe LEFT and the 'R' key to strafe RIGHT, it was
easier to complete these levels than revert back. These levels have a weird flow
which pushes you off your direction."
And for anyone who beats Von Beck, take Mike's advice and try it again,
just to watch that annoying Nazi bite the big one!
--------------------------------------------------------------------------------
The Netherworld - The Pillars of the Underworld
I really really hate this level. It consists of two things: annoying battles
against ghosts and difficult jumping. Follow the walkthrough for tips on the
annoying jumping and check the combat strategies section for some help with the
annoying battles. Start off with your Pa Cheng out and make sure to get Indy as
close to full health as you can. Follow along the pathway until a blue ghost
appears. Blue ghosts make your life difficult by sending out yellow ghosts, who
proceed to possess the terra cotta soldiers, and by shooting balls of
electricity at you. Try to toss the Pa Cheng to hit it quickly and to possibly
kill one of the yellow ghosts. Whatever the case, you must smash the terra
cotta soldiers if they are possessed and must kill the blue ghost by throwing
the Pa Cheng at it twice.
If you're running low on life and already detest beating back the terra cotta
soldiers, try Tim Hofer's useful suggestions of using their lack of brain to
your advantage: dive and roll back and forth away from the soldiers in order
to line them up so that, when they charge at Indy, they'll run off the ledge.
Though it may take more time than straight combat, Tim managed to keep his
health nice and high.
Once all paranormal activity ceases, you can turn to the three pillars at the
edge of the walkway. The trick throughout this level is that when Indy sets
each column spinning, a ledge rises up to create a bridge. Once the column
stops spinning (the red sparkles making a ring around it reach the bottom of
it), the ground falls away to leave you screwed. Indy must spin the columns
in the correct order so that the chunk of walkway farthest away has the
longest amount of time left before it collapses. I'll tell you the right
order to spin the columns in, but getting across them quickly enough is up to
you. Final tip: always get your whip out before spinning the columns because
there's nothing worse than having to fish it out of your pouch while the path
falls out from under you.
For the first columns, spin them in order from right to left. You've got to
make a whip-jump between the second and third chunks, then jump left to reach
the walkway. A blue ghost immediately materializes and, unless you kill them
fast, another pair of terra cotta statues will join in the attack. Keep in
mind that even if only one ghost remains, he will continue to animate the
statues until there are no more left. You can smash inanimate statues to keep
them from coming alive, though it's just as easy to kill the ghosts before they
can act. At the next set of columns, spin them in this order: second pillar
from the left, the pillar on the far right, the pillar on the far left, and the
second pillar from the right. Remember to whip swing between the first and
second then third and fourth platforms. For this and the rest of the pillars,
a handy cheat sheet rests at the end of the walkthrough for this section.
Once you reach the walkway again, another blue ghost appears. Dodging his
projectiles, kill him quickly with two hits from the Pa Cheng. Chances are
he'll get at least a ghost out and you'll have to deal with the terra cotta
soldiers. There are four standing guard so you might have to kill all of them.
At the next set of pillars, spin the right, then the left ones. Jump and pull
up at each platform; you might worry that you won't have time to get past, but
you should. Another blue ghost will appear surrounded by three terra cotta
soldiers. Again, try to keep as few of them as possible from coming to life.
Now, instead of heading towards the next set of pillars, face away from them.
You'll notice another lone platform off in the distance. Indy must jump and
then triple whip-swing across a chasm to reach it. Remember to press the A
button to whip again right after letting it go; Indy looks like he doesn't have
enough time to make the motion but he does. Once on the solitary island
pillar, prepare to deal with a blue ghost and possibly two terra cotta
soldiers. The path here is very narrow so make sure you don't get knocked off.
Pick up the "Gao Burial Mask" from the skeleton lying here and then (carefully)
make your way back across the chasm. Once Indy lands, walk slowly toward
the edge of the walkway on your left. Climb over the the railing and safety
drop to land on a hidden ledge where you'll find the "Halberd Plate".
Now, walk to the pillars and spin them in the following order: middle pillar,
far right pillar, second from right pillar, far left pillar, and the second
pillar from the left. You have to jump-whip between almost every platform
(except for between the third and fourth) before reaching the Black Pagoda.
And now, the aforementioned cheat sheet from my friend, and yours, "Groin
Kicker" Kathleen. Counting from left to right, the correct order to spin the
pillars is, for the first set 3,2,1; for the second 2,4,1,3; for the third 2,1;
and for the fourth 3,5,4,1,2. Now there's no excuse for botching it!
The Netherworld - The Heart of the Dragon
Run forward until you come to a narrow bridge flanked by dragon statues. Once
you jump on the first ornately decorated block, the trap begins. Indy must
watch for the block that is a different color than the rest and jump to that
one quickly. If he reaches the block, when the floor fades away, he'll be
left standing; if not, he falls. Don't worry too much about the dragons
shooting electricity. If you keep moving forward as quickly as the blocks
allow, you'll be fine. This puzzle is really easy and I'm sure you can all
get through it by now. Only the last set really tries to fool you by forcing
Indy to backtrack a few times before a solid block appears that he can cross
the chasm with.
Once you've reached the end, walk up the stairs past the red columns. If you
head right, you'll find the game's final artifact, the "Shi Huangdi Cong",
resting on a small end table. If you head left, you'll find a water fountain.
Make sure you've filled your canteen and health meters for the boss fight
coming up. Now, just walk towards the throne and a cutscene ensues in which
Indy finally gets his prize. Sadly, he doesn't keep it for long. When the
scene ends, get ready to tangle with four terra cotta soldiers. Mei Ying will
help you, but don't count on much. When all four are rubble, the level will
end.
The Netherworld - Rise of the Black Emperor
Ah, finally. You get to beat up Marshall Kai for all the trouble he's given
you. Sadly, he's got a friendly dragon to help him out. Luckily, this fight
is very very easy. You'll only need to hit Kai six times to win! Kai's major
attacks are a flamethrower burst, which you can roll under, and a ground quake,
which you can jump over. The dragon is a bit tougher to dodge, with his
fireballs and charging attacks, but if you work fast, you won't have to worry
about him.
The trick to beating Kai lies in the four corners of the level. From the
central hub are five branching paths. At the end of each one is a glowing
symbol (I think it's supposed to represent the elements or something). When
you reach it, you'll be transported back to the center with you Pa Cheng charged
with magical energy. Throw it at Kai to hurt him. Repeat, dodging either one
of his attacks (usually the ground quake). After three hits, Mei Ying will be
free and get attacked by Kai. At this point, you've only got one more element
to reach. Get to it and hit Kai. Now, Kai lands and allows you to hit him
once more with the Pa Cheng forcing him to drop the Heart of the Dragon. You
can pick it up if you're quick enough, but I don't think it does anything.
An easy tip to beating Kai is to start at either the leftmost or rightmost
paths and then to work your way across. This way, you won't forget where you
need to go. Also, keep in mind that you will need to whip jump across a few
of the paths. Just be wary of Kai or the dragon sneaking up and hitting you
as you make your way to the elements. Don't worry, you'll be fine.
Enjoy the ending!
===============================================================================
VI. Artifact Locations
If you followed my walkthrough, you should have found all 30 artifacts, 3
for each level. If you only need a quick reference as to where a select few
are located, just check down here!
By viewing Indy's artifact shelves, you can discover which items you are
missing. The order listed here is the order the artifacts are displayed on
the shelf from left to right (Level 1's artifacts are in the top left corner
while level 2's are in the top right corner, and so on). Each page in the
level select screen will cue you in onto what type of artifact is found there
whether a mask, an idol, or a plate (though if there is a key item to be found
in the level such as the Astrologer's Clock items, they also will be pictured
here).
1) Idol of Ramba Vihara - this is located on the very first level of Ceylon.
At the level's start you'll come upon a waterfall. Simply walk under it to
find a cave with your first artifact.
2) Mahavatu Mask - after you defeat the two hunters chatting by the campfire
near the beginning of the second level, you should notice a hanging box above
you. Make your way to the high ledge where the level continues and you'll see
a stack of boxes. Punch the largest one and the hanging crate will fall,
revealing your treasure.
3) Port Negombo Relic - this is found on Ceylon, the Palace of Forgotten Kings.
Once you've cleared the courtyard and reached the wall with vines you must
climb, stop. Turn around and notice a rock you can climb. Jump up to another
and you'll find a doorway leading to a new addition to your artifact
collection.
4) Book of Libuse - this is found in Prague, the Great Library. After you've
found the map and dealt with the Nazis who open the level's exit, return to
the 3rd floor and wall sneak along the central bookshelf (the one with red
curtains). A secret room will have opened with your prize in plain sight.
5) Stochov Fragment - this is found in Prague, the Observatory. At the start
of the level, run out the double doors and turn left. Walk around the
building until you see a small ledge. Climb up and wall sneak along it until
you can see a glowing door on a tower opposite the level's entrance. Jump
across to find your new artifact.
6) Cistergian Mask - this is found in Prague, Vega's Tower. When you reach
the clock tower with the elevator, note the crashed bell on your left. There
is a small crack in the floor which Indy can climb down. In this small room
is yet another shiny trinket.
7) Piri Reib manuscript - before exiting the first level of Istanbul, drop off
the platform to a narrow ledge to the left of the open door. Run around it to
reach another building containing the artifact.
8) Ottoman seal - at the start of Istanbul, the Secret of the Mosque, part 2,
run and roll forward under a crack in the wall to find this artifact (Note:
the select level screen incorrectly lists the Ottoman seal as located on the
previous level).
9) Delian Proclamation - in Istanbul, the Sunken Palace, turn left at the top
of the toppled pillar and make your way around the room by jumping and
whipping across the columns. At the end of the road there will be a hook,
though no whip icon appears. Swing across it to reach a box; if you picked up
the machete underwater near the circular temple where the demo charges were
located, you can cut the rope to reveal your prize.
10) Tai-Tsu Mask - during the first level of Hong Kong, Indy will reach the
balcony level of the nightclub. Enter the second booth on his right to find a
sword-wielding ninja and the mask resting on a pedestal.
11) Longshian Idol - after killing the four waiters in the second part of the
Lotus Club level, run into the dressing room to your left (before the corridor
ending the level) to find a medkit and the artifact.
12) Chinese Seal - during the first Streets of Hong Kong level, after the
three motorcycles sequentially attack Indy, a crate will appear on a small
ledge to Indy's left. Shoot at it to get the next item (a "tip" will appear
telling you that you've found an artifact). The artifact appears right before
the screen fades to black; if you miss it the first time through, just try
again later, aware of where it will be.
13) Sancai Plate - at the beginning of the Secret of Peng Lai Lagoon, part 2,
run forward into a small alcove to find a demo charge to your right, tucked
away in the corner. Use the charge on the cracked wall to the right of this
alcove as you leave it to uncover a Panzershreck and the artifact.
14) Sima Qian Shiji scroll - in the Iron Cross level of Peng Lai Lagoon, enter
a door to the right of the alarm in the first area you enter. Climb a flight
of stairs to reach a room with a relaxing Nazi. The scroll lies on the table
in this room.
15) Tablet of Longjian - in the final level of Peng Lai Lagoon, the U-boat pen,
from the catwalk where you can chain-swing across the pen to the opposite
ledge, safety drop down and head into the small garage. Behind a trio of
metal crates are two breakable crates with a medkit and an artifact.
16) Zhao Mo Rhyton - in the first level of Peng Lai Mountain, after Indy has
reached the roof opposite the ventilation shaft, climb through the skylight
near the upstairs office. In this garage bay, (the only one Indy hasn't yet
entered) you'll find your prize.
17) Gui Jian scroll - during the Peng Lai Mountains Infiltration level, run past
the large doorway underneath the control room at the start of the stage and
around the walkway to a crate in the corner. Break it for another artifact.
18) Changan Stone - at the start of the last room in the Airbase level in Peng
Lai Mountains (the large catwalk with the patrolling guard), turn left to
find a breakable crate. Why are so many ancient artifacts just lying around
this Nazi base?
19) Mask of Cambaluc - during the first level of the Black Dragon Fortress,
after Indy swings through the stone wall to enter a room with two guards with
spears, face outwards through the hole. You should see some ivy to his left.
Jump diagonally towards the ivy, twisting left in mid air to catch on. Follow
the ivy to reach a chamber with your prize.
20) Qi Marble Stela - at the start of the second Black Dragon Fortress level,
walk so that Indy is standing directly in front of the gong in the center of
the courtyard. Turn around to see a small glass display case; smash it to
find another artifact.
21) Yuan Xiang statue - in the third level of the Black Dragon Fortress, when
Indy pushes the stones off of the ladder to allow his makeshift elevator to
ascend, immediately turn around to find a small alcove. Walk off the lifting
platform to reach the crate with your treasure. Alternatively, when you reach
the second floor of the level, climb down into the shaft and then jump across
to reach the secret.
22) Yuyao Pan - while sliding down Kai's trap, be ready to jump and whip swing
from a lantern on the third ramp down (ignoring the first ramp of the level)
to smash into a secret room holding...a secret. Surprising.
23) Liaoning Mianjin - in the second level of the Temple of Kong Tien, after
Indy receives the blue torch and passes through the I Ching room, he'll
enter a square catacomb. Kill the zombies here and enter the rightmost open
grave to find this large jade plate.
24) Henan Bei - after crossing the stone bridge to light two lanterns in the I,
Ching puzzle, Indy must make his way back across with the blue lantern out to
illuminate the safe stones to walk on (the blue ones). Continue walking back
and forth on the bridge, stepping on blue circles and jumping over red ones
until you set off a cutscene where one of the graves near the Chinese dog
statues across from the gong breaks open. When you return to this area, enter
the grave for another artifact.
25) Shang Statuette - after jumping diagonally across the small pit flanked by
the electric orbs, safety drop into the pit in front of Indy (away from the
orbs) to land next to the artifact.
26) Qin Lawbook - in the Paths of the Unseen level, after completing the Trial
of the Unseen, you'll enter a large chamber with a chariot in the center and
with two Black Dragon ninjas patrolling. Go forward toward the circular exit
door and left to rest against the wall. Note the two large arches higher up.
Facing the arch closest to the door on the lefthand side of the room, pull up
onto a small ledge and then jump up to enter a secret area with an artifact.
27) Jade Liubo Board - after defeating the terra cotta soldiers in the Bells of
the Dead level, pull out the Mirror of Dreams and pass through the large
wooden doors, immediately turning left to face the column nearest the door.
The Mirror will reveal a hidden ladder you can climb to find another artifact.
28) Gao Burial Mask - from the last set of pillars you must spin to reach the
Black Pagoda, turn around and run back towards the edge. Jump and triple
chain-whip across a chasm to reach an island column. After dealing with the
enemies here, pick the artifact up from the skeleton resting here.
29) Halberd Plate - from the last set of pillars you must spin before reaching
the Black Pagoda, run back, towards the location of the last blue ghost.
When you reach the edge where three lanterns hang, leading to the 28th,
artifact, turn right and climb onto and over the railing to land on a hidden
ledge.
30) Shi Huangdi Cong - after passing the chasm trap in the Black Pagoda, turn
right and run forward to find an end table upon which the final artifact
rests.
===============================================================================
VII. Secrets and Codes
Currently, the only known secret is that a picture gallery appears once you've
collected all 30 artifacts. Whoopee!
The best cheat avilable is a "God Mode" cheat, submitted by Michael McMillion
which works for both the Xbox version of the game (though it may work with the
PC version by substituting the PC controls for the Xbox ones). Just enter the
following at the title screen:
"Hold L and R the press the d-pad in this order: up, up, down, up, A, X,
A, B, up, down, Y, start."
You should hear a tone and now have infinite health and ammo. If the tone does
not sound, release the triggers and start again. This is a great help, but if
Indy falls into a pit you'll have to quit and reload so stay frosty on those
jumps.
For those stuck on certain parts of the game, two Indy trainers are available
for the PC version of the game. Download both at
--trick submitted by Carl Guanzon
"I found two "easter eggs" (some kind of Indy trainer programs) in my
installed directory: C:\Program Files\LucasArts\Indiana Jones and the
Emperors Tomb\GameData\indy\levels\
"The filenames are whipGym.sls and RopeTest.sls. I think Lucasarts'
game designers assumed that many gamers might complain about the whip-
swinging and rope-dangling that's why they put these trainers in the
installed directory as insurance, without us knowing it. I think it
only exists in the PC version.
"To get those files to run, just right click, then choose "open with",
then choose the "Slayer" program application. You won't miss it. It's
got Indy's face as the icon. The icon just meddled in when I'm on my
way to run it with the EmperorsTomb.exe executable file. I think all
the files (level parts) in that directory can be run with the slayer
program."
With these trainers, Carl mentioned he had no trouble with whip-swinging,
especially if you also follow the "whip-swing strategy" in the combat section of
this FAQ.
--trick submitted by Dan W.
"I do have a "cheat" for the pc version. It involves modifying the
default.cfg file located under \(indy)\gamedata\indy. Open the file up
using notepad, and add the word Cheats: 1. Make sure to save a backup
copy of your original so you can replace it after making through the
harder levels. A complete look at the modified file is given below
pack:0
title:0
freescenedata:1
vsyncinterval:2
milessound:1
nocontrol:1
cheats:1
resmgrload:res.dat
fullscreen:1
This gives you GOD mode, and unlimited weapons. There are still places
where you can fall, and have Indy crumple into a heap. The only way to
end these levels is to quit and load the game again."
--trick submitted by Austin Chapman by way of sth128 on the GameFAQs message
board:
"Tired of running from the tank over and over again? Fed-up with Indy's
screaming? Here's how you can skip the tank level: Under the game's dir,
go to \GameData\Indy\Levels\ backup the file "M09_Tomb_04.SLS" (change
the filename) Now copy any one of the other files (except m00shell and
the two bonus levels) and rename it to "M09_Tomb_04.SLS". Start the game
and play; now the tank level is replaced by whichever level you chose.
"Second way of skipping the level: Go to the game's dir, under
\GameData\Indy\GameInfo\ Open the file "MissionList.txt". Find the line
(near bottom) EXEC 0 1 "Von Beck's Revenge" ...... Put a "#" sign in
front (without the quotation marks) and save. Now the game skips the
level when you play it. (Not fully tested yet so use at your own risk)"
===============================================================================
VIII. Requests
Though walkthroughs are never fully complete, I'd like for this FAQ to serve as
the ultimate guide to this game. Therefore, I'll use this space to list
information that I need and that any helpful readers may submit for full
credit.
Currently, my walkthrough needs the following:
PS2 Game Controls
Combat Strategies
Codes for any version of the game
Any typos or grammatical errors / any confusing text
===============================================================================
IX. Acknowledgements
Thanks to: GameFAQs for hosting this walkthrough
Any of the other walkthrough sites who've asked to host this
work
The Collective and Lucasarts for creating such a great
game for a great character
'hardheart' on the GameFAQs message boards for letting me know how
to find the second artifact in Prague
'mbg98' on the GameFAQs message boards for letting me know how to
find the artifact in the Bells of the Dead level
'the tross' on the GameFAQs message boards for letting me know how
to find the first artifact in Istanbul
Bret Lenmark for pointing out a typo in Prague
Matt Fardig and Kathleen Tatham for telling me that the crocs and
sharks were killable
Orçun Kara for pointing out the correct name for the "Arabs" as
Turks
Hunter Boyd for correctly naming the artifact in the Streets of Hong
Kong level as the Chinese Seal
David White for donating another strategy for caging the large
croc in Ceylon
Blake LaRue for his alternate Kraken-killing strategy
Austin Chapman for pointing out the Indy PC trainers currently
available
Cliff Chen for sending me the controls for the PC version of the
game
"Groin Kicker" Kathleen for her level specific tips, puzzle
"cheat sheets", and proper enemy names
Jesse, SpaceApe, Blue Saber, Tim Hofer, Paula Neal, Carl Guanzon,
Chris (shiftkid), and Cliff Chen for their combat strategies
Austin Chapman and sth128 at the GameFAQs message boards for their
PC Von Beck level skip cheat
medalofhonor121@aol.com for his nice bullet dodging combat strategy
the ENIAC, Deda, and Ryan Surface for their level specific tips
Dan W. for his "God mode" hack for the PC version
Vincent White and Margaret for their helpful comments on unclear
portions of the walkthrough
Alexandra Skorik for pointing out the large canteen in the Ceylon -
Into the Sacred Caverns
Tracy for telling me about extra items to be found during the Kraken
battle
Dietmar Suoch for pointing out a bug in the first level of Peng Lai
Mountains
Michael Tzoanos, Chris (shiftkid), and Gregory Edwards for their
personal tips for getting past Von Beck
Michael McMillion for his "God Mode" cheat
Carl Guanzon (again) for his pointing out of the game's trainers
Michael Meldrum for letting me know what the switch in Prague does
Don for his EXTENSIVE editing (there's no one else I'd trust to edit
any future works of mine!)
and finally to:
America's soldiers for defending worldwide freedom in Iraq; we're
glad you're home
and my mother for picking this game up for me for my b-day.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display without said written permission
is strictly prohibited, and a violation of copyright.
Copyright 2003 Robert Parry-Cruwys
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