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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