Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 03)
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Peng Lai Lagoon - Iron Cross The key to the next three levels is not to allow the Nazis to see you; if that fails, make sure to kill them before they can pull one of the many alarms situated throughout the level. Should they get out a cry for help, get ready to shoot at Nazi Firebugs before they can get their flamethrower trained on you or you're toast...literally (apologies abound for the pun!). And remember to pull an alarm that's ringing to silence it ASAP to prevent more Nazis from appearing. Start by heading down the corridor to trigger a cutscene showing you the layout of the base. Jump into the water to your left and climb up a small ladder to your right to find a box with MP-40 ammo. Return to your starting point and run up the stairs, ducking into an office if you need to. Grab your pistol or a table leg for protection and venture out, wary of two guards which may have spotted you already. When the first two are done with, walk up some more stairs to a stack of three boxes. Climb these and jump to a ledge behind Indy with a crate containing a medkit. Drop back down and run forward; turn right at an alarm. Head slowly up a flight of stairs to find a Nazi standing patiently next to an alarm. DON'T TOSS HIM OUT THE WINDOW. This will undoubtedly tip off one of the guards still patrolling below and you'll have flamethrowers on you very quickly. Silently kill him, remembering to grab the "Sima Qian Shiji scroll". Get back to the alarm you passed and continue forward down some stairs to another office, complete with a machine gun resting on a filing cabinet. Fill this under M... for MURDER! Leave the office and head down the opposite set of stairs, ready to deal with with last surviving patrolman. Turn left to open a set of double doors. Quickly climb the stairs in front and shoot the guard at the top of the landing; try to shoot the soldier that comes to his aid quickly as well. At a certain point, another guard enters and pulls the alarm. Kill whoever is left on the landing and then turn around to turn off the alarm. Finish off the last survivor and head down the stairs. Jump into the water to find Mauser ammo under the docked speedboat. Exit the level through the double doors next to the alarm. Peng Lai Lagoon - The U-Boat Base, part 1 After the cinema in which Kai and Von Beck prove to be in cahoots, Indy must prepare for another stealthy level in his quest to reach the mountains. Turn right and open the door, slowly climbing up a set of stairs to avoid tipping off a soldier of your presence. Kill him quietly. Head into the left corner of the building to find a doorway behind which wait two unawares guards; plug 'em full of holes and remember to snatch the MP-40 and ammo off the table. Exit the room and continue through the large double doors. Another set of stairs with a machine-gun packing fool at the top. Finish him before he gets a shot off and enter the door on your right. Prepare for another gunnery stage. Sadly, an officer pulls an alarm; shoot him with the turret to the right of your entrance point then quickly pull the alarm to shut it off. Now run back to the turret and wait. Most guards will now attempt to pull the alarm again, leaving themselves wide open for Indy. Soldiers will enter the screen from the doorway to the right and from the roof to your left. Shoot them before they shoot you. After about ten men are killed, an eleventh will enter from some gates in front of Indy. Kill him before abandoning the turret. Enter the bunker (the door on the right) to find a grenade in a crate in the back right corner. Return to the main area and run through the gate that the last solider exited. Head around the truck to the left hand corner to find another crate with ammo then climb into the truck to find a crate with a medkit. Head towards the ladder on the wall and jump onto the truck and then through the skylight into the small control room. Pull the switch to open the ventilation system. Leave the control room ready to deal with a pistol-toting Nazi hiding behind the truck. When he's finished climb the ladder to enter the air vent and to end the level. Peng Lai Lagoon - The U-Boat Base, part 2 Run down the vent, past the ladder and turn right to find a medkit, ammo, and a liquor bottle. Backtrack to the ladder and climb up it to start a cutscene depicting the entire dock. Jump down from the vent and follow the guard to the right into the control room. Kill him before he can set off the alarm then pass through the room and along the catwalk to reach a lever. Pull it to reposition the overhanging girder. Run to the other side of the catwalk, stopping to deal with an officer peeking his head through a door to your left. When you've reached the new position of the girder, safe drop down from the part of the catwalk which juts slightly out. You'll land safely near an open garage. Break open the two crates to your left to reveal two clips of ammo. Now, run into the garage to find two more crates behind the metal ones: these contain a medkit and the "Tablet of Longjian", your new artifact. Leave the garage and jump into the water, swimming left to find a ladder which leads to a platform below the catwalk. Break the two crates in front of Indy to reveal another medkit. Climb the stairs, taking the branch to the right, to reach the overhang. Chain whip across to the other side of the pen. From here go into the door on your left prepared to shoot a soldier appearing from the stairs to Indy's left. Head right from the entrance to find a security pass lying on the floor. Go back down the stairs to enter a locker room where Indy will be able to change into a Nazi soldier disguise. Continue down the hallway; a cutscene begins showing you the exit. Either kill all three guards or, better yet, use your disguise to walk calmly by them. The only way they'll catch on to your ruse is if you attack them; don't do that unless you can take them out fast. Leave the sub pens and Peng Lai Lagoon. ------------------------------------------------------------------------------- Peng Lai Mountains - The High Road to Peng Lai Indy arrives at the base of Peng Lai Mountain still wearing his officer disguise. Sadly, his sneakiness won't last much longer. Wait for the soldier in front of you to get close to the truck, then smash his head into the door and pummel him quickly, remembering to take his grenade. If you're fast you'll get rid of him before the other two Nazis leave their office. Shoot them both to save some health and then head into the office to pull a switch, opening the middle garage door. Before entering, grab the medkit in the crate in the rear of the truck. For some reason, in the PC version of the game, the Nazi Soldiers won't recognize or attack Indy, though later on, when you must whip it, they may notice you and take action. Now, climb up the crates in the middle garage bay then turn right to enter a crack in the wall. Climb up another row of crates to reach the top floor of the facility. Run to the right towards the upper office. Before heading in, drop down into an opening to enter the last garage bay (the one on the far left from the vantage point of the level's beginning). Break open a crate to find an artifact, the "Zhao Mo Rhyton". Also in this bay in the corner, rests some Mauser ammo. Grab it and climb back up to the roof and enter the office. Open the first door on Indy's right to find a switch which turns off the fan in the air vent. Be careful of a Nazi officer entering from the opposite door; he packs a mean jab making a counterattack very difficult. Exit from the front to find a lever; pull it to move the overhead hanging. Now climb up a short stack of crates and chain swing across to the ventilation system. Roll under the stopped fan and continue along the vent. Roll under the slowly moving fans, ready to slide down a ramp after the second: jump at the last minute to grab onto a ledge and to save Indy from certain death. Pull up and turn left then roll right the pit. You'll find a skeleton with a medkit and MP-40 ammo. How he died in the ventilations system of a Nazi base is beyond me. Get back to the large pit and jump across. Farther down the passage you'll notice a strong air current blowing from your left (Indy will remark that he has a bad feeling about it). Run straight forward and continue pushing forward against the wall; the air flow will knock Indy into the proper passage. Safety drop down at the next pit. Continue left until Indy can safety drop out of the ventilation system. Grab a medkit in a crate in the room's corner then exit through the farthest set of double doors to end the level. Peng Lai Mountains - The Infiltration I absolutely hate this level but, once you've figured it out, it's not quite as bad as I remembered. Hopefully it won't bother you much with this guide as your...well...guide. Head through the double doors in front of Indy ready to do battle with both a soldier and an officer. Shoot them to avoid chancing one of them reaching an alarm. Yep, the alarms calling Nazi Firebugs are back! When the first two goons are finished, climb down the ladder to Indy's left. Watch out for a patrolling soldier down below as well as any other Firebugs or machine gunners summoned by the alarm. Underneath the first room of the level is a small bay filled with crates: the small light brownish one holds a medkit. Continue past the crate room and around the side of the building to find another breakable crate in a corner. Resting inside, the "Gui Jian scroll". Run to the other side of the cavern, through the gondola, and into the building. Another breakable crate with a medkit lies to your left. Head up the stairs, through the upper level door, and turn left to pull a lever. Climb up another flight of stairs to a catwalk. At the end of the line, climb up a crate and jump to a swinging chain to reach a hanging platform. Turn right and whip across to another ventilation duct. Pass through here to reach another catwalk; whip across to reach it. Run down the catwalk, wary of a machine gunner patrolling. You should be able to throw him off without his getting off a shot. At the end of the catwalk, chain whip to the other side of the room. Run along this next catwalk and down a ramp to reach the generator floor. A patrolling machine gunner should be walking with his back to you...easy pickin's. Walk through the door and continue on to enter the control room. Pull the lever here to turn on the plant's electricity. Turn around and run forward to find a stairway leading back to the generator floor, ready to deal with a Nazi officer while still running down. In the next room break a crate on the right wall for a medkit. Now, get your best gun ready and make sure your health is at full before exiting this room. This next part can be tricky so I've listed my own strategy as well as an alternative strategy after it. Pick the one you like best! Once back on the generator floor, make sure to stay clear of the beams of electricity which can make short work of our hero. Continue down the middle of the rows of transformers to remain clear of a shocking death. Two soldiers will be taking pot shots at Indy a few transformers down. Unfortunately, the large objects do not protect Indy from gunfire so don't bother trying to peek out from behind them to keep Indy safe: just shoot them before they shoot you. When the first two soldiers are dead, another pair appear farther down the line. Repeat the above method and run forward down the middle until you reach a lever. It's easy to miss so keep looking at Indy's left to find it; pulling it opens a pathway through the electricity. Run backwards and the opening will be on Indy's right. Pass through here and make your way along the other side of the transformers. Once clear, the door back to the main chamber will be to the right. Keep going to return to the first control room. Indy will now be able to pull the lever in here to release the gondola's break. As you leave the room, prepare to fight another soldier. When he's dead a final enemy appears from the ladder. Whew! Everything's taken care of here so get on the gondola to end this level. Now, thanks to Ryan Surface, we have a great shortcut alternative starting right after Indy turns on the generator power: "Here is the short cut. "Turn around and run forward to find a stairway leading back to the generator floor, ready to deal with a Nazi officer while still running down. In the next room break a crate on the right wall for a medkit. When you go through the double doors take an immediate left and do a running jump onto the ledge under the catwalk and then climb onto the catwalk you used to get to the control room. From here just make your way back up to the upper catwalk and the ventilation shaft with no worries about guards or getting fried by electricity. "After you're back into the Gondola chamber be careful when you chain swing from the hanging platform to the catwalk with the crate. If you swing too low you will bounce off the crate and fall to your death but if you swing it right you will land on the platform briefly before tumbling to the floor. This will do damage but not kill Indy (took me a few tries to get this right) and with all the medkits laying around it's easy to get your health back. From there it's release the lever kill some goons and hop on the Gondola." Peng Lai Mountains - Terror at 2000 Feet Finally, Indy changes back to his tried and true duds; too bad it's just in time to be shot at. Stay on the gondola roof until it converges with the gondola to your right. Jump onto the second gondola, prepared to deal with two Nazis who will be trying to pop you in midair. Don't get shot off! After killing them, man the turret on the rear of the gondola and get ready for a firefight! Planes will swoop in to strafe you so try to shoot them down before they can. A few well-placed shots should deter them from firing but they will oftentimes turn back to try again. Kill them ASAP. The gondola ride is pretty long and it is often hard to hear or see where the planes are strafing from. Just keep an eye on the large brown mountain (your destination) and the green mountain chain (your starting point). The gondola will probably take a lot of damage, but, if you keep checking for enemies, you'll make it with some energy to spare. Peng Lai Mountains - The Airbase Ugh! I totally hate this level as well, though it's more due to some annoying bugs than anything else. Just two more levels and Indy will finally reach the Black Dragon Fortress. Keep in mind that pausing the game when the music begins stuttering (it's probably already been happening by now) can reset it. Also, some of the more intense firefights will cause some MASSIVE slowdown complete with frame drops. I'll point them out so you can decide whether you'd rather shoot the enemies to save time and your eyes from the sloppy programming. Start the level by exiting the gondola to the right; head into the small arched alcove and kick open some boxes to pick up an MP-40 and ammo. As you leave here, keep in mind that one soldier waits on each side of the room. If you can, shoot them quickly with your Mauser to keep them from pulling an alarm and making a bad situation worse. When they're dead, climb up the large red block on the right side of the room to find a platform with a medkit and some ammo. Heal up and head towards the large door. Two more Nazis, both carrying machine guns, will emerge and require your attention. Go into the left arched alcove for cover. Walking around the corner reveals a breakable crate with a grenade, useful for evening up the odds should the machine gunners hide behind any of the crate blockades in the room. Two more Nazis wait behind the large doors, hiding behind a long line of crates. Take cover and deal with them one at a time (or huck a grenade in their hidey-holes). A green switch at the other end of the room will light up; before pulling it, open a small door in the middle of the hallway to the left to pick up another medkit. Now, pull the switch to enter the next chamber. You'll pass next to a large stairway with Nazis barging down to plug a few holes into you. Here's where the frame rate really begins to stutter. They've only got Mausers and shouldn't be too much trouble. From where you entered, breakable crates with a medkit and MP-40 ammo rest on the left and right sides of the room, respectively. Grab them and charge up the stairs with your machine gun ready: a Nazi gunner plays hide-and-seek among the columns on the landing. Some MP-40 ammo in a crate makes an appearance forward and to the left of the top of the stairs. Another machine gunner will appear to take his buddy's place. Give him the same medicine and continue forward. A small stairway of crates leads to the roof of a storage room. Another guard will enter now, but ignore him and drop through the skylight. Pull out a grenade and open the door. Continue down the hallway to a room filled with three angry Nazis (one may start in the hallway but will join his friends in the next room). Leave them an explosive present to quickly clear the office. Open the door on the left side of the next room to emerge on a catwalk. Turn left immediately to find your next artifact, the "Changan Stone". A lone guard sits between you and the exit at the other end of the catwalk. Peng Lai Mountains - Ascent to Adventure Open the door and turn left onto a catwalk. Immediately pull out the SMG and take care of the two Nazis. Through the archway turn left for a crate with revolver ammo. Head through the next door to witness the launching of the Peng Lai airforce. Time for some payback! Run quickly to the turret at the end of the landing to shoot down the planes before they can take off. It's a lot like shooting fish in a barrel, though be quick or the first one will get away and can easily throw off your timing. There will be four planes; now head back the way you came, ready to battle with two new gun-wielding Nazis. Before heading back inside, turn left and climb to a small ledge. Jump and chain whip to the other side of the base and turn left to run to another turret. A soldier and a Firebug will enter from the door behind Indy so turn the turret around and mow them down. Enter the base, paying mind to grab the MP-40 ammo in a crate in the corner, and continue to an elevator. Descend and immediately exit to face a Firebug and two soldier, one with a Mauser and the other with a machine gun. If you don't leave the safety of the elevator, a Nazi will toss a grenade in with you to coax you out! Kick the crates on the right side of the room (if Indy is facing the open air) to find a medkit. On the left side of the room, another crate holds a grenade. Run to the edge of the platform in the center of the room and pull the lever to call the gondola. As soon as the cutscene ends, three Nazis will surprise Indy from behind. Toss the grenade to deal with them quickly and then wait a moment while the gondola parks before embarking on the rest of your journey. Another cutscene finds Indy on top of the gondola; man the turret and prepare for four more airplanes making strafing runs. It's a bit easier here to discern their position from the propeller noises so you should be able to take them out without their firing a shot. Finally...you've reached the summit of Peng Lai Mountain! ------------------------------------------------------------------------------- Black Dragon Fortress - The Black Dragon Fortress Looks like Indy will have to "sneak" into Marshall Kai's fortress. And by "sneak", I mean kill every guard you come upon. This ain't no Metal Gear! Start by heading forward, climbing onto the roof. When you reach the red pagoda-looking area, climb down a scaffolding to your right (you can just jump down, but it'll hurt a bit). Be ready to deal with a staff-wielding guard. Try to back away from guards in case they use their deadly twirl attack, hitting you four or five times! Wait to knock them down; grabbing and pummeling them with their own spears works wonders, especially later when you must fight two or three guards at a time. Continue along the bridge to the far double doors. Inside, climb the bamboo ladder and turn around to push the heavy crate (Y button). Climb back down the ladder and safety drop into the hole you just made. Safety drop again to face the underside of the Fortress bridge. Whip swing three times in a row to reach the other side. Be quick with your whips or you'll fall. Head through the opening to the right to whip swing on the overhanging torch. Note the ivy slightly out of Indy's grasp; you'll be back. Continue along the pathway, coming to dead end. Climb the vines to a higher level of walkway. Farther along, you'll notice a wall that looks breakable; whip swing to kick it away and to enter the fortress. Be ready to fight two guards, remembering the wide arc of the spear. After killing the guards, turn to face outside through the hole you just created. Notice the ivy to your left? Angle Indy so he's jumping diagonally into the wall; twist his body to the left in midair and you should grab on to the side of the fortress. Climb up and follow the pathway to reach a bright room; run to the opposite side of the display case to find the "Mask of Cambaluc", an artifact. Sadly, you'll have to backtrack outside, dropping down from the ivy and then making your way back to the room where the two guards were. To your left is a low scaffolding ledge. Climb it and make your way up and around to reach another door. Though it's locked, turning Indy around reveals another lantern to swing from to exit back outside. To Indy's left is more ivy. Climb it to reach the Fortresses' top floor. Get rid of the guard with a spear as quickly as possible as another guard with a crossbow will soon join the fray. Beat them both and head towards the large torch-lit alcove. Enter the door on the left to find a wonderful water fountain! Kick the crates in this room open to find a canteen (which increases your life), a throwing knife, a tiger strength potion (boosts your attack power), and crossbow ammo. Opening the next door allows two more spear- wielding guards access to Indy. You should be well trained in killing these guys by now. Remember to fill up on water if they do you any damage. Going through the door in the next room leads Indy back outside to the top floor. Head forward and to the left to descend a ramp; continue down to find another pair of guards. When they've met their match, keep following the ramp to the next landing where Indy can open the double doors to enter a small room with another guard. On the right wall of this room is a lever which opens the exit to this level as well as opening a locked room at the bottom of the ramp pathway. Go to the room you just unlocked; ignore the guards below and kick the crates to reveal two quivers of crossbow ammo, two throwing knifes, and a tiger skin potion (boosts your defense). Run down the wooden stairs to fight the bad guys or else lure them up to your level; just try not to fight on the stairs. When they're no longer a problem, pull the lone lever in the room to stop the flowing water. Don't forget a crate under the balcony with crossbow bolts. Head back to the fountain if you're running low on energy. When you're ready to leave this level, head to the left from the last room, past the ramp, and swing across a gap on a lantern to reach the sewer entrance, a perfect means into the main courtyard. Black Dragon Fortress - Call to Battle Trudge your way through the water heading either left or right (they both go to the same place). Once you've climbed out of the water, a short cutscene ensues. When it's over pull out your crossbow and kill the patrolling guard. Keep an eye out for another guard walking around the large stairs; shoot him with the crossbow as well. The trick to this level is dealing with these two goons ASAP before they have a chance to bang the gong to summon reinforcements. Should the guards sound the alarm, enemies will continue to appear intermittently as long as you remain in the main courtyard, making life a bit more difficult (and infinitely more annoying). Whether or not you keep the guards from calling an alarm, run to the gong. Now, turn around and walk down the stairs; directly in front of you will be an easily missed pedestal. Smash the glass to snatch up your next artifact, the "Qi Marble Stela". From here, run up the stairs to the right to find a small room with a guard and a demo charge. Grab the explosives, as well as a health potion, four quivers of crossbow ammo, and a throwing knife. Run to the other set of stairs across the courtyard. In the small room to your left is a probably much needed water fountain. Exit the room with the fountain and face left to find a scaffolding Indy can climb to reach the Fortress roof. Running along the roof, be wary of a crossbow sniper; jump onto his perch quickly, keeping in mind that knocking him down to the courtyard may alert the guards, if they're not already aware of your presence. Whip chain twice across the gap to another scaffolding. Climb down to face another crossbow guard. Climb onto the small ledge and jump up to another piece of scaffolding. Line up the jump well and wait to jump until the last moment to reach this very high ledge. From here, corner the Fortress and set the charges. Run VERY far away, possibly around the corner, as the resulting explosion has killed me a few times from what I assumed was a safe distance away. Enter the new hole to end the level. Black Dragon Fortress - The Tower of Storms Kick the crates to grab another tiger strength potion and quiver of arrow. Now head outside where you'll need to double chain whip across a gap. For some reason, the whip icon won't appear unless Indy stands facing the beams while standing near the wall. Wall sneak around the corner to reach another double chain whip gap swinging Indy to a dangling rope. Climb the rope and swing onto the landing, reading to pull out your crossbow. Jump to a higher ledge and snipe the two guards patrolling around the corner. Prepare to deal with a third as your approach their bodies. If he doesn't appear, just continue along the walkway to find him. Around the corner is a small scaffolding ledge. Jump up to it and push of the stones (Y button). The weight decrease allows the ledge to lift up. Turn around and you'll notice a small indentation in the shaft up. Push forward to fall off the lift onto another ledge. Kick the crates to reveal the "Yuan Xiang" artifact and a canteen (if you picked up the other canteen power-up in first level of the Black Dragon Fortress, this new one won't do anything). Jump across the shaft to reach a narrow outcropping. Climb up to the next outcropping and up again to reach the next floor of the Fortress. Be wary of the three guards, one packing a crossbow, who will try to climb down to fight you. Often they'll just plummet down the shaft to their deaths; be ready to get rough if they don't. One direction is blocked so head around the corner in the other direction to reach a large gap. Jump to the small platform and wait for it to descend. Since it is on a pulley, the platform in front of Indy will rise; jump to it when the two are level. Whip swing to reach safety. Around the next corner wait two guards diligently standing...well, guard. Relieve them of duty, remembering to fill your canteen at the fountain on the right wall, before entering the double doors to end the level. Black Dragon Fortress - The Rescue Indy's rescue turns sour as the deadly Feng twins wait in ambush. Though my first time through, this pair gave me quite a rumble, the second time I realized how easy they were to defeat. The trick: used both the tiger strength and iron skin potions that you've been saving up. Now their attacks will do little damage to you while yours will knock them flat. The potions take a second to kick in (keep the A button held down until you see the gauge appear in the lower left-hand corner of the screen) so run around the room, staying clear of the twins' deadly fans, until they do. Between the columns of this small room are four weapons racks where Indy can grab a sword; though the swords have a large windup which leaves Indy open to attacks for longer, I found a sharp object made me feel more confident, so you might as well go and grab one. With the iron skin potion coursing through your veins, the intense combos of the Feng twins will barely faze you. This is a good thing as both can throw long chains of kicks which are very hard to block as well as attack with a spinning uppercut which knocks Indy flat. After waiting for an opening, swing away, focusing on one twin at a time. I killed Mei Mei (in the red dress) in seven hits with the sword so two quick sword combos and one final stab should leave this boss fight mano-e-mano. Your sword will probably have broken by now and your tiger strength potion run out so grab and drink another if you like. Alone, the final Feng twin is more susceptible to your fists. Just keep pounding away at her--luckily your iron skin potion should still be working, making her attacks ineffectual--and she'll die in no time. Just when you think you'll finally save Mei Ying...well, just watch the cutscene. ------------------------------------------------------------------------------- Temple of Kong Tien - Descent into Darkness Yay! It's a super-fun happy slide...of death! This entire level consists of Indy sliding down a ramp dodging between dark brown-ringed tiles to avoid nasty dart traps. Though you can survive quite a few hits, you'll need to dodge more than half of these if you want to survive the trip down. I won't go into detail of which ways to push Indy as there are often multiple solutions, including jumping over them. The tiles are easy to spot as rigged so just watch out for them as you head down. However, there are a few tricky spots in this level that I'll point out here. First off, get your whip out and jump whip to safety before the end of the first ramp. In an alcove to your left is a water fountain if you need it. Continue forward, jumping over the breaks in the floor and whipping across the final gap. Pull your whip out then head down another part of the slide. Try to fall from one slide portion to the other so that Indy lands at the highest portion of the new slide, otherwise, you'll take some extra fall damage. Just slide off the ramp at either the far right or left, depending on which way the next slide goes, and you'll be fine. After transferring twice (so you'll be on the third slide down, not counting the first slide at the beginning of the level), get ready to jump and whip on a lamp at the bottom of the slide to crash into a hidden room. Surprise! One of the crates has a "Yuyao Pan"! Safety drop back down to the slides prepared to jump whip on another lantern after the next slide transfer. You'll be in another alcove with a water fountain; get your health back up before safety dropping to the slide again. You'll have to avoid some new fire stream traps by pushing Indy to the far right or left side of the slide (or just plow through them as they don't hurt much) as well as dodging the arrow traps. Just hang on for a few more slide sections before the level ends. Temple of Kong Tien - The Catacombs Run forward through the large break in the wall, ignoring the yellow ghost who you can't fight yet. Inside the wall crack is a spear; pick it up and get back into the open area quickly. By now, the ghost will have possessed the corpse of Kai's ninja warriors creating a very freaky zombie ninja. Though these things crawl on the ceilings, use strange red aura attacks, and can flip Indy with their feet, they get killed REALLY easily. Must be the decomposed flesh or something. Beat the first one with your spear from a distance; give the next one the same treatment. Jump and climb out of the large pit to face another zombie ninja. By now your spear will have broken. If you want a sword, one lies in each broken sarcophagus. I find the swords too slow against these zombies so often ignore them in favor of Indy's fists. Send another zombie ninja back to his grave before continuing down the hallway. Stop in the second broken grave on your left to find a tiger strength potion. At the end of the hallway, replenish your health before pulling the switch to your left and entering the next room. Don't let the zombie on the ceiling scare you; he's easy to kill, as are the three other ninjas who rise from their grave as you pass through the hallway. Grab more swords in each of the broken graves if you need them. Pull the switch at the end of the hallway and enter the door to face three more zombies to your right. After the gruesome battle, head to your left to find a water fountain, a statue with a spear you can take, and an unlit lantern. Weird! Heading down the stairs into the main chamber, you should notice a gong to your right and the exit to your left. Farther along, down the opposite hallway is an unresponsive door, another unlit lantern, and two more statues with spears. Go to the gong and pick up the mallet resting on the ground to the right of it. Use the mallet to ring the gong (A button); a trap will open up under Indy so be ready to jump to safety at the last minute. After leaping the fiery pit, grab the blue torch hanging on the left wall and light the torch on the right wall (Y button). Enter the now open door. In this chamber rests the I Ching puzzle. Despite many complaints, it's really not too hard to solve, especially if you're reading this. Basically, to get the puzzle underway, Indy must light eight torches to illuminate eight Chinese symbols which reveal the key to receiving the Pa Cheng. Got it? Let's start by pulling the switch to the door in front of Indy as shown in the cutscene and entering the hallway. Pull the next switch to reach another ninja burial area. Two zombies burst out to party, not reckoning on dealing with such a major-league asskicker as yourself. When they're dust, climb into the rightmost broken grave to find an artifact, the "Liaoning Mianjin", and into the leftmost broken grave to find a health potion. Heading up the ramp leads Indy to a water fountain. Farther up is the second floor of the burial chamber. Light the two lanterns at either side of the room to open the large stone doors. Head through the opening, keeping the torch handy. Using the magical light of the blue torch, avoid the red, glowing tiles or face a nasty electrical trap that quickly saps Indy's health (you can barely make out these tiles without the torch as they are a darker shade of brown but use the torch for ease of traversal). Pull the switch to enter the large hallway with the gong again. Fight off the new zombie menace before lighting the two lanterns at each end of the hall. After lighting both lanterns, another zombie pair will appear to slow your progress. Refill your canteen if you're getting low on health. Return to the door you just exited from and make your way back down the booby-trapped ramp. Jumping over the tiles seems easier than walking around them on the way down. Once in the square grave area, another quartet of zombies will emerge, two on the second floor and two on the bottom. Since the only language these things understand is pain, give them a "lecture" they won't soon forget. Fill up on water again if you're hurt before continuing down the ramp to the exit. I know this is just the door that leads back to the I Ching puzzle so don't worry. You're supposed to backtrack. Temple of Kong Tien - The Dragon's Claw Back in the I Ching room, a door to Indy's left slides open. Follow it to reach a narrow bridge. Cross the bridge and pull out your torch to light two more lanterns. Once this is done, the bridge will revolve to reveal its underside. Using the torch to light your way, each square of the bridge will glow either a safe blue or a deadly red. Cross the bridge, only stepping on blue circles and jumping over red ones. In detail, Indy must walk over the first square, jump over the second, jump over the fourth, and jump over the sixth. After a quick cutscene, Indy's way forward will be blocked. Only one way to go now: backwards. Walk back towards the lanterns, leaping over any red circles you find, until you reach another blue circle. Step on it to produce another short cutscene. Now, continue away from the lanterns, leaping over a red circle, and stepping on a blue one about halfway along the bridge. Another cutscene ensues in which the red circle you just jumped over flips. Walk back to this flipped square to find another blue circle. Step on it an continue forward, leaping over a red circle to reach a final blue circle near the exit. Now, for a trick! Backtrack towards the lanterns, jumping over a red circle, to find another blue circle. Step on it to smash open a grave near the end of the levell. You'll be glad you did later. That done, cross the bridge and exit back to the I Ching room. Sorry if the description of solving the bridge puzzle is a bit confusing. Just keep walking back and forth on the bridge, stepping on any blue circles you come across until you can both cross the bridge safely and you break open the grave. Simple, right? Well, if you need it written out a bit more simply, thank my pal "Groin Kicker" Kathleen for this step-by-step list of the moves Indy must make. 1. Walk onto the 1st tile. 2. Jump from the 1st tile to land the 3rd tile. 3. Jump from the 3rd tile to land on the 5th tile. 4. Jump from the 5th tile to land on the 7th tile. 5. Jump from the 7th tile to land on the 5th tile. 6. Jump from the 5th tile to land on the 3rd tile. 7. Walk onto the 2nd tile. 8. Jump from the 3rd tile to the 5th tile. 9. Walk onto the 6th tile. 10. Walk onto the 4th tile. 11. Jump from the 7th tile to the 9th tile. 12. Walk onto the 8th tile. 13. Walk to the lever, pull the lever, and leave. There, happy now? Another door to Indy's left now magically slides open. Might as well enter it. Ripping off a scene from Indiana Jones and the Last Crusade, you must use your blue torch to light the winding pathway across the seemingly uncrossable pit. Walk slowly so that you keep the glowing red walkway illuminated; the path twists a few times as well so keep your wits about you. After crossing, have Indy light the last two lanterns. Sadly, as you try to make your way back, you'll notice that the platforms have started to move up and down. Walk back just as you entered, though be wary of timing as you hop from bridge section to bridge section. Some of the sections can move pretty quickly, but if Indy runs forward as soon as they touch, you'll usually cross safely (I'd take my time if I were you though). Now, with the characters glowing, it's time to solve the puzzle. Press the Y button near the I Ching to get it started. The key here is to use the X button to switch views; using this bird's eye view, you should see the grey outlines on the floor next to the altar. Indy must rotate the three rings of the altar to match these patterns. To save you some trouble, I'll list the proper order here, though don't blame me if the order changes from game to game (which I doubt it does). "Broken" here refers to blocks with a line in the middle of them; solid is solid. Outer ring, starting from the left (9 o'clock) - solid, broken, solid, solid, broken, solid, broken, broken. Middle ring, starting from the left (9 o'clock) - broken, solid, solid, solid, solid, broken, broken, broken. Inner ring, starting from the left (9 o'clock) - solid, solid, solid, broken, broken, broken, broken, solid. Voila! Puzzle solved, exit open and the Pa Cheng is yours! Turn to Indy's right and exit the chamber, running down the hallway back to the square grave where two zombies wait for you. Now, when you kill the corpses, the yellow ghosts possessing them will appear. If you kill them quickly enough, they won't be able to possess more bodies. Sadly here, you must fight at four zombies and the two ghosts before the large stone doors from above will open. Keep in mind that Indy can hurl the Pa Cheng with the A button, useful for nailing those hard to reach ghosts. Continue up the ramp (get some water if you want it), through the stone doors, up the booby-trapped ramp (blue torch, anyone?), and through the door back into the main hallway. Two more zombie ninjas are all that stands between you and the boss so hurry it up! Before heading through the large doors between the Chinese dog statues, look to your left at the now open grave (remember the extra running around the bridge? I told you it was worth it). Pick up the "Henan Bei" and head into another large cavern lined with graves. A huge battle now commences with five zombie ninjas and the ghosts that possess them flying out of the woodwork. You should have no problem with your handy, dandy Pa Cheng though. Kill 'em all and exit through the last open grave on your right. Temple of Kong Tien - The Shadow of Kong Tien The good news: you've finally saved Mei Ying and retrieved the Mirror. The bad news: Mei Ying is possessed by a demon set on killing you in a very very painful manner. The key to exorcising Kong Tien is to destroy the three glowing orbs held aloft by the dragon statues. To do this, you must first defeat the four yellow ghosts Mei Ying sends at you while dodging the electric balls right on your ass. When they're dealt with, a cutscene begins where Mei Ying shoots a beam of electricity at you, destroying a pillar. After using so much energy, she is susceptible to a strike from the Pa Cheng. Toss it at her with the A button to confuse her; now, toss the Pa Cheng again to smash one of the three orbs. Repeat this process twice more, remembering that after dealing with the ghosts and electric balls, you must move Indy behind the shelter of a pillar (each pillar takes two hits to be completely destroyed so you can screw up a few times before you're completely toast). Rest behind a pillar to take a health potion or to drink some water if necessary. Once the orbs are smashed, Kong Tien is banished back to the Netherworld and Indy and Mei Ying can FINALLY escape Peng Lai Island. "See, that wasn't so bad!" says our hero. Yeah, whatever, Indy! ------------------------------------------------------------------------------- The Emperor's Tomb - Tomb of the First Emperor Finally, the tomb in the title! Run straight forward down a long hallway to reach a large scrollwork cylinder. Spin it to open one of the tomb's circular doors. Sadly, this also drops you into a pit with spikes jutting out from the walls. A small spike block comes out from the lower left corner so be ready to dodge it and then immediately climb onto it. Wait here until a large spike block appears in the center of the wall; quickly jump and pull up when it has passed. After the adjacent spikes shoot out, run either to the left or right wall and wait. Another spike row will come out in the middle at the level of Indy's head. Jump and grab onto this row fast before Indy gets impaled. From here, jump and pull out of the pit. Quick note submitted by "Groin Kicker" Kathleen: if at any time you get tired of dodging all of these deadly traps, go up and press the "use" button on Mei Ying for some sassy talk. That Indy! What a ladies man! Run back down the hallway towards the entrance, stopping to enter the door to your left that you just went to all that trouble to open. It appears that Indy must make his way through this room past spurting fire jets. Great. Wait until the first pair of jets turns off and then immediately jump and whip across the chasm; you should vault over the flame jet on the other side. Immediately turn left and jump and double chain-whip across another pit. You'll swing through a vertical flame spurt, but it won't hurt too much. Turn left and wait for the next jet to cease before jumping and swinging across the last gap. Pull the switch to your right and stop to drink some water to your left. Watch out for the double vertical flame jets as you exit the room. Run back towards the entrance again, this time going right through the circular door. Remember how much you hated those Silent Guardians way back in Ceylon? Well, this part is a tad worse. You must use skulls or the thrown Pa Cheng to distract the glowing orbs electrical attack; if they hit you, you'll be dead before you can react. Start by tossing a skull down the hallway; right after the orbs stop discharging, run forward to the pit. There's a health potion on the ground that you can grab without getting shocked. Pick up and toss another skull over the pit. Once the orbs stop jump diagonally to your left across the pit and around the corner (make sure to leave yourself enough room by starting the jump near the left end of the screen or else you'll hit the orb and fall into the pit). Almost there now! Safety drop into the pit in front of Indy to find a small room lodged inside the drop. Pick up the next artifact, the "Shang Statuette", and jump across the pit to a narrow ledge. Climb out from here. Across another pit and around another corner lies the hardest test in the level. Indy must climb into a small alcove to the left of the pit to pull a switch which opens the exit. Start by tossing a skull over the pit towards the ledge to your left (try to get it to land there). Jump diagonally left to follow the skull. If you move slowly here, the orbs won't kill you. Climb up into the alcove to reach the switch.
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