Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter I » Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 03)

Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Indiana Jones And The Emperor's Tomb - Strategy Guide (Page 03).


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.

« Previous PageNext Page »