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Indiana Jones and the Infernal Machine spans 16 levels of adventure and
combat, and you'll find walk-throughs for all of them below. While the
walk-throughs presented in this section don't represent the only path through
the game, they do offer a proven strategy. Follow the guide, and you'll also
snag enough hidden treasure to purchase ammunition, health power-ups, and the
secret map that takes you to the hidden level: Return to Peru (the
walk-through is provided at the end of this section).
Canyonlands
Objective:
Make your way through the Canyonlands, performing a wide variety of walking,
running, jumping, climbing, and combat maneuvers. Collect some treasure along
the way, then meet up with Sophia Hapgood and embark on an intriguing mission.
Walk-Through:
Indiana Jones and the Infernal Machine's first level works as a training
ground for the various maneuvers and combat techniques you'll have to pull off
during the adventure. Indy begins looking over an expansive cliff with a
glorious waterfall flowing in the distance. Turn to the right and spot the
short jump ahead of you. Approach the jump (don't worry about falling off -
Indy will never walk off a cliff unless you force him to by jumping or
running) and press the Alt key to make the leap. Walk up to the short ledge
and pull yourself up.
Walk to the edge of the next cliff overlooking a medium-sized recess. Either
jump down into the recess or turn Indy around and hit the down button, and
Indy will climb down the ledge. Approach the block with the bird engraving.
Press the Ctrl key while in front of the block, and Indy will get into his
block-moving pose. While holding down the Ctrl key, press the back button, and
Indy will pull the block back. Pull the block back until a hole in the wall is
revealed. Walk around the block and through the new entrance.
Continue walking until you spot a very small crawling area on the left. Turn
to the left and hit the crouch button to toggle crawl mode. Work your way
through the crawl space and stand up on the other side (hit the crouch button
again). The next two jumps are tough and will test your "superjump" ability.
Use the Shift key to run quickly ahead, and hit the jump key at the last
second to leap. Jump to the next ledge, then position yourself for another
superjump to the next. Perform another running jump; the jump is so long,
however, that you must grab hold of the opposite ledge and pull yourself up.
After jumping, hold down the Alt key so Indy will grab hold of the ledge, and
use the arrow key to pull yourself up.
Continue forward, and Indiana will spot what he calls a "whippable beam."
You'll be using these throughout the adventure. Walk until you're underneath
the beam and pull out your whip (the "1" key is the default). Use your whip
(the Ctrl key is the default) and Indiana will crack the whip up to the beam,
wrapping it around so he can pull himself up. Press the up arrow and climb to
the top of the whip. Use the directional buttons to face the ledge, and press
jump to leap across.
Head into the next courtyard and prepare for your first combat test. A snake
slithers around the small area. Take out your pistol (the "2" key is the
default) and approach the snake; Indy will auto-aim at the slithering beast.
Fire a few times, and you should easily dispatch the reptile. Holster your
pistol and turn to the right of the courtyard's
Approach the short ledge and climb up. Run and leap across to the opposite
ledge and turn to the left. Look upward and spot another whippable beam. Walk
to the middle of the very edge of the block you're standing on and pull out
your whip. Use your whip and, if you're in the correct spot, you'll witness a
short cutscene of Indy whipping his way across to the other side.
Inside the underground tunnels, locate the green-tinted pit and grab the
treasure located at the bottom. Don't jump in from the top, or you'll suffer
the same fate as that poor guy.
After landing on the other side, you'll immediately fall down two stories (and
spot some treasure) into a rushing stream. Swim downstream until you reach the
waterfall. Don't worry, there's no danger here. Let Indy fall down the
waterfall and land in the small pool below. Before hopping out, let's go back
and pick up some treasure.
At the bottom of this small pool are two tiny crawl spaces. Search one to
enter a small room with some treasure. Swim into the other tiny area and
emerge on the other side in a circular room with a pit in the center and a
series of ladders to Indy's right. Approach the pit and look down to spot a
skeleton and some treasure. Follow the edge of the pit until you see the
opening where you can leap down to some ledges inside the pit. Don't drop down
all the way to the bottom, or you'll suffer damage.
Climb down a few ledges and grab the treasure inside the pit. Head back up and
locate the ladders on the far side of the room. Use the Alt key in front of
the ladder and climb up. You'll transfer over to another system of ladders.
Keep going across the ledges and up ladders until you emerge inside a
previously visited area. This is the area where you just used the whip on the
whippable beam and landed on the other side, only to fall into the stream.
Spot the destroyed whippable beam on the ground and leap on the ledge just to
its left. Turn right and locate the ladder leading to a small room below.
Climb down and grab the treasure inside the room. Leap down the hole that
returns you to the stream. Swim down the waterfall again, and instead of
swimming into the crawl spaces, leap out of the water onto another piece of
land.
Watch the short cutscene of the helicopter flying overhead as well as Indiana
checking out the artifact from the small dig site. Indiana comments that he
needs to find out where the helicopter just landed. Run past the dig site and
turn at the first right; you'll spot two small ledges. Pull yourself up on the
first and then climb up on the next. Leap across to the next ledge and pull
yourself up again. Ahead of your position you'll spot a treasure and a
skeleton. Run and grab the loot and return to this position.
In the final canyon you'll spot the camp ahead. Perform a running superjump
and grab onto the ledge on the opposite side.
At the top of the ledge turn right and grab onto the small wall handles. As
Indiana hangs off the side, use the directional keys to shimmy Indy to the
left. When you reach the center of the ledge, press the up arrow key and pull
yourself up. Turn around 180 degrees and spot the ledge across the chasm. Back
up some and perform a running superjump. Pull Indiana up and climb up the
ladder.
Turn around again and spot another ledge across the chasm. Run and perform a
superjump to reach the other side. Turn to the left and pull yourself up on
the ledge. There's a snake up here slithering around, so pull out your pistol
and eliminate the snake. Locate a small entrance that you must crawl through
and grab another treasure inside. Once finished, turn around and face the
chasm. Run and perform a superjump across. You'll spot your landing point in
the distance. As you approach, a cutscene takes over and the level completes.
Babylon
Objective:
Infiltrate the Soviet camp and discover more about their plans. Meet Simon
Turner and venture down into the depths of an underground dig site to learn
the location of the Infernal Machine parts.
Walk-Through:
Indiana enters Babylon just outside the Soviet camp. Turn right and climb up
on the small ledge. Approach the higher ledge and pull yourself up on top.
Turn around and superjump over to the far ledge. Continue around the corner
and locate a crate on the left side of the area. Pull yourself up on top of
the crate and turn around to face the Soviet camp building. Run and superjump
and grab the side of the building and pull yourself up.
Don't attempt to enter the Soviet outpost. Instead, look for a way over the
roof.
Watch the cutscene of Indiana eavesdropping on the conversation inside the
building. Face the two ledges ahead and perform a running jump to the first
ledge and then to the second. Turn right and climb a small ledge and follow
the tunnel into a rectangular room. Follow the ledge to the left and turn Indy
around so his back faces the central area of the room. Move backwards and drop
down, holding onto the ledge.
Shimmy to the right until you're underneath the next niche. When you're there,
push the up key and pull yourself onto the ledge. Turn around and back up.
Perform a running jump to the far ledge. Once again, turn Indy so his back is
to the central area of the room and drop down two ledges. Be sure to hold down
the Alt key so Indy will hold onto the second ledge. Pull yourself up, but
don't run into the dark room just yet. Stay on the ledge and pull out your
pistol.
Inside this dark room there are two spiders scurrying about. Stay on the small
ledge and kill the spiders from a safe location. Once you've dispatched both
spiders, drop down and head to the right. Follow the ledge until you're
overlooking the room and the water in front of you. Perform a running jump to
leap to the ledge across from you. There are additional spiders in this area
(they drop down on webs from the ceiling), so be prepared with your pistol.
The room winds around to the left. Move very cautiously here - there's a guard
just around the corner standing next to two explosive barrels. Strafe
carefully around the corner and shoot the barrels. This causes an explosion
sufficient to incapacitate the guard but also alerts additional guards! Stay
in this small cave until some guards pop out in the open. Shoot them quickly.
Pick up their ammunition and the poison medicine from the ground.
Move slowly and dispatch all remaining guards in the area. From the cave
entrance, head right and down to the courtyard. Head into the tent and snag
some medical supplies. Go to the right side of the area and slide down the
decline into the underground room. Turn right and climb over two ledges just
in front of a ladder; once you're there, ascend the ladder.
Head down the hallway, and you'll eventually emerge at an overlook with a tent
and a guard below. The best way to dispatch the guard is to immediately charge
forward and take cover beside the tent. Wait for the guard to pop out, and
then take him down with your pistol. Head inside the tent, but beware of the
scorpion. Take it out with your pistol, and then grab the medical kit inside.
Before heading onward, locate the small room near the tent and grab two
first-aid kits. Locate the lever nearby and use the action button to pull the
crank. Once done, the gate ahead opens.
Go to the crate inside on the left so it's underneath the opening in the roof
Climb onto the crate and then onto the roof. Watch the cutscene showing how to
get inside the compound. You must wait for a truck to drive by, then leap on
top of it when it passes underneath your position. Perform a superjump to the
ledge across from and below your position. If you want, you can head across
into a small room and collect a poison medicine kit. Once you're on the small
ledge, wait for a truck to pass by, then perform a standing forward jump when
the truck moves in front of your position, and leap on top.
Watch the cutscene of Indy entering the compound. When the truck stops, you'll
almost immediately be under fire. A few guards stand ahead, but some gas
containers flank them. Try to shoot the containers to incapacitate the guards.
Leap off the truck, and turn right all the way around and back to the left.
You should see a short hall with a gate on the left and two items on the
right. Collect the first-aid kit and medicine from on top of the crates. Turn
around and walk back toward the stairs. If there are any guards left up there,
they'll likely have followed you in. Take them out, using wall corners for
cover.
Ascend the stairs and eliminate any guards that get in your path. Once you're
upstairs, you'll have returned to the main room. Look out for any guards
remaining, especially one up high. Quickly scamper into the alcove on the far
side of the room (opposite side from where the truck stopped). Grab the
medicine packs on the left. Jump on top of the block on the left and pull
yourself up onto the roof of the room. Grab the treasure here.
Turn left and descend some stairs. A guard waits here, so take him out before
charging down. Follow the path to the right and continue down additional
stairs until you reach a ledge. Pull out your whip and locate the whippable
beam ahead. Use the whip and watch Indy reach the other side. Back down the
ladder and fall down onto the ledge below. Turn left and jump up onto the
small ledge. Get ready quickly for combat. Take out the guard who appears in
the far room.
Your goal in this large room is to land on that switch in the center of the
room. Let's hope Indy wore his jumping shoes.
Move forward and to the right for some treasure. From the entrance, go right
and make your way into a large room. Locate a lever in the back area inside a
small alcove. Pull the lever to turn on the lights, open a closed gate, and,
unfortunately, alert two guards to your whereabouts. Take cover against the
walls and eliminate the two guards.
Head through the opened gate and pull the crate; you'll expose a tunnel. Crawl
through the tunnel and jump into the water. This series of underground water
tunnels includes ample treasure as well as one exit. Take the time to seek out
the treasure, then locate the exit that leads into a new area. Pull yourself
up on the ledge and out of the water. Exit this room and turn right, spotting
a closed door and a keyhole on the right. Examine the keyhole by approaching
close and pressing the Ctrl key.
You don't have the key yet, so head back up the stairs. A guard approaches and
takes aim, but fortunately Simon Turner, Sophia Hapgood's CIA boss, takes him
out. Watch the cutscene and grab the key. Loot the dead guard for his
ammunition and look out for two additional guards emerging from the right.
Eliminate them, and then head back down to the closed door and the keyhole.
Approach the keyhole and open your inventory. Select the key and use it to
open the door. Inside the room is a stack of TNT boxes as well as some
explosive barrels. Go back to the stairs and shoot the barrels; the resulting
explosion opens a large hole in the floor. Enter the room and jump down the
hole.
Indy lands in a large pool of water. Locate the ledge sticking out and pull
yourself up. Follow the ledges to the left; you'll have to pull yourself up
and perform a few jumps. When you reach the top, follow the path to the right
into a small alcove. Snag the treasure found here. Locate the picture block on
the left; pull out the block, then climb on top. Leap up into the room above.
Explore this area and locate an unusual mechanism on the left, a locked door
ahead, and a weird symbol on the right. Use the contraption that Sophia handed
you during your last mission while you're up against the machine. This lowers
the elevator and the block. Jump back onto the block and pull yourself up into
the room above. Watch the cutscene depicting the large room that awaits you.
Look down, then leap down to the ledge and then to the floor below. Several
spiders roam the floor, so take time to eliminate them before continuing.
Locate the ladder to the right and on the opposite side of the room. Press the
Alt key while standing against the ladder and climb up. When you reach the
top, continue moving to the right on the climbable surface. Pull yourself up
onto the ledge. Turn left and locate the picture block on the left. Push the
block out as far as you can. Look inside the area to the right of the block
for a small treasure.
Head back to the climbable wall and to the long ladder. Ascend the ladder to
its peak and pull yourself up into a small niche. Leap down onto the block you
just pushed out. Look up and spot the whippable beam. Pull out your whip and
use it on the underside of the beam. Ascend the whip with the up key until you
reach the top. Jump forward and pick up the first tablet piece. Exit this area
and turn left, locating a stone bridge with a gap in its center.
Run across and leap over the gap. On the other side you'll find the second
piece of the tablet. Watch the cutscene of the bridge falling. You're now
standing on the last block. Facing the center of the room, turn left and look
down to spot a small block below you. At the block's edge, perform a standing
forward jump and land on the small block Grab the treasure here before
continuing. Turn around to face the center of the room and look down once
again. You'll spot a pillar in the center of the room with what looks like a
switch on top. At the ledge's edge, perform a standing forward jump and fall
onto the switch, opening a crawl space to your right.
On this contraption, use the gear part given to you by Sophia, to jump-start
the elevator.
Fall down onto the ground and crawl into the space. Inside you'll find the
statue. Crawl back out into the main room. Straight ahead of you is a small
block that fell from the bridge. Up above the block you'll notice a new
hallway. Jump onto the block and then head into the hallway. Be sure to crawl
through the hallway; there's a spike trap about midway through, activated by a
ground panel. Grab the final tablet piece at the end of the hall. Head back
out and don't forget to crawl (or run really fast).
Turn left and climb up the ledge you see. This is the first ledge you fell
down on as you entered this area. Face the wall and leap up to the ledge and
go back out to the elevator. Return to the room where you noticed the strange
puzzle-like symbol across from the mechanism. While standing in front of the
puzzle area, put each tablet piece into place. Watch the cutscene and the new
area opening across from the current room.
Head into the new room and grab some treasure. Return to the elevator and push
the block into the new room until it's off the elevator. Use the action key on
the elevator switch and watch Indiana ride up. At the top, locate the ledge
and pull yourself up. You'll spot Indy's jeep as well as Simon Turner. Watch
the closing cutscene and get ready for the next level!
Tian Shan River
Objective:
Survive several trips down the raging rapids and locate four candles. Find a
way to open the gate leading to Shambala Sanctuary.
Walk-Through:
After watching the cutscene of Indy parachuting into the canyon, immediately
turn around and spot the ledge ahead. Hop inside the cave and grab the
treasure and the medicinal herb. Turn back around and proceed forward, past
your opened chute, and follow the path to the right. You'll come to a ravine
and spot a bridge down below. Hop down into the ravine.
Turn and face the wooden bridge. Continue under it and leap up on the small
ledge on the other side. Turn around and face the bridge again. Perform a
running jump and grab onto the bridge. Turn left and follow the road until you
come to a path on your left. This path is narrow and sprinkled with a few
trees. Proceed down this tight path and avoid the wolf wandering around in
this area.
Approaching the Soviet outpost from the gated entrance is suicide. Look for a
ledge where you'll have leaping access to that tower.
Continue around to the right and approach the high ledge. When up against the
ledge, press the Alt key and Indy will leap up and grab hold. Pull yourself up
with the up directional key. You should spot the Soviet camp ahead. As you
approach, the game switches to a brief cutscene depicting the expansive camp.
Spot the guard tower ahead and do a running superjump to grab onto its ledge.
Pull yourself up quickly and pull out a weapon; there's a guard wandering
around on this ledge, and he'll take some shots at you if you don't quickly
eliminate him. Once the guard is eliminated, walk to the ladder in the center
of the tower. Turn around and go back down the ladder. Continue going down
into the hatch and into an underground room.
Once inside the room, hop off the ladder. Search the room until you find
another hatch with a ladder leading down. There's a door in this room with a
button adjacent to it; don't open this door or you'll alert additional guards.
Just descend the ladder. You'll enter a room with a pool of water on the left,
a door on the right, and a hallway ahead (with a few crates). There's a guard
waiting to the right of the hallway, so prepare a weapon. Once you've taken
him out, approach the door he guarded and press the button to open it.
Another guard waits in this room; keep your weapon out and eliminate him. In
this room you'll find a few doors, but the boxes scattered around the room are
more interesting. Turn right after entering the room and notice the single
stack of boxes. Hop onto the boxes and look up to locate the entrance into the
ventilation system. This isn't the hole above the double stack of boxes; it's
the entrance above the single stack. Perform a standing jump and grab onto the
edge of the vent. Use the directional key to pull yourself up.
Head through the vent moving forward and taking two rights. You'll emerge just
in front of a hole in the bottom of the vent. Jump down into a new room.
Inside you'll spot three lockers. Stand in front of each and press the action
button to open and investigate inside. Search each locker and grab the raft, a
raft repair kit, and a medical kit. Look just to the right of the lockers and
locate a button with a Russian word on top. Press the button and watch the
cutscene of the fence opening. Next, to open the door, hit the button to the
right of the button you just pressed. Head through the door.
Approach the river (where the fence just opened) and open your inventory.
Select the raft. Indiana will blow up the raft and hop inside. Controlling the
raft is a bit tricky, but just stay to the right as much as possible and avoid
any rocks. You can use the back key to paddle backwards; use it simultaneously
with the left or right directional keys to stick on one side of the river.
Head to the right and stay to the right.
Keep going along the river until you see some structures on your left and a
short bank way up ahead (with two trees just next to it). Approach the bank
and hit the Ctrl key to dock and hop back onto land. Indy will automatically
grab the raft. Turn left and follow the twisting valley path. Take time to
search the rocks to the right of the path and locate some treasure.
Navigating the rapids can be tricky. Stay away from the jagged rocks, or
you'll need to use a raft repair kit to plug the small leak.
Continue down the path moving over a bridge and under a small archway. You'll
end up at an intersection leading left (through a tunnel) and right (through
more mountain paths). Turn right and continue. Keep running until you spot a
small outpost ahead. There are two guards waiting for you. Approach and get
their attention, then go back up to the mountain path. Take out the two
guards, collect their weapons and ammunition, and head into the outpost.
Search the lockers in the outpost to get two more raft repair kits and another
medical kit. Go back outside and continue past the shack until you spot
another riverbank on the left. There's a wolf in this area, so just run to
avoid it. Stand in front of the river and prepare your raft.
You need to make a minimum of two trips down the river to grab four different
candles. If you snagged three raft repair kits, you should have no trouble
keeping the raft afloat and traveling down the river, even if you do smash
into a few jagged rocks. After placing the raft in the water, head down the
river until you see a fork in the path (two structures lie ahead). Take the
left path. The river will fork again in a few moments; again, keep to the
left.
Keep going until you emerge in an alcove with a small tower ahead of you.
Locate the dock and paddle up to it. Press the Ctrl key to dock and pick up
the raft. Head inside the small tower, up either the left or right staircase.
At the top you'll find the first candle - the green candle. Pick up the candle
with the action key, and look out for two spiders that float down from the
ceiling. Eliminate them with your pistol or just run back out to the dock. Use
the raft near the water again and prepare for another trip.
Return down the river, and you'll spot a batch of pine trees. Continue staying
to the right, and you'll come to another fork, leading forward and to the
right; forward leads to a tunnel-type area, and right goes underneath a
bridge. You want to head under the bridge. Paddle your way under the bridge
and locate the shoreline on the right. Press the Ctrl key when you are up
against the shore and hop out of your raft.
Head into the cavern and up the stairs as the path curves around to the right.
Look left to find a short ledge. Hop up and grab the medicinal herb and the
treasure. Continue down the path over the bridge and down some stairs until
you reach a large room with unusual smashing mechanisms. Turn right and locate
the first mechanism. Jump on the wooden plank, then onto the smashing
mechanism when it's at its lowest point. Next, jump across to the ledge and
pull yourself up. Perform a running jump to land on the third smashing
mechanism. After landing on top of it, turn around and leap to the ledge to
the right of the tunnel entrance.
Turn left and leap over the gap. The tunnel entrance lies to your right. Go
forward first and snag the treasure from the small niche. Return to the tunnel
and head inside. Continue up the path until you reach the second candle - a
violet candle. You can't go forward any longer, so head back into the
mechanism room and get to the lowest floor by leaping onto the smashing
mechanisms again. Head back to your raft by going through the tunnels and
across the bridge once again.
Use the raft you left at the river and hop inside. Head into that tunnel area
you passed up before. You'll pass underneath the bridge as you go. The tunnel
area will be to the right. Keep going forward through the cavern until you
spot some machinery on the left. Dock at the shoreline and get out. You'll
spot what looks like an elevator and a lever. Walk up to the lever and use the
action key; this makes the elevator operational. Hop inside the elevator and
watch the cutscene of Indy riding up.
When the elevator stops, you'll find yourself at the point where you entered
the river in search of the first candle. It's now time for your second trip.
Approach the river and use the raft to hop inside. Continue down the same
river path you took before. At the first fork, take a left, and take a right
at the second. You'll enter another alcove and another tower. Locate the shore
on the left and hop out of your raft.
Ascend the winding staircase as it goes to the right, and turn to face the
tower. You'll spot a stained-glass window. Pull out your pistol and shoot at
the window; the window will break apart. Back up a bit and perform a running
jump through the broken window. There's a lever just in front of you; use the
action key and pull the lever. Watch the cutscene of the door opening, giving
access to the third candle. Turn around and hop on the window ledge. Perform a
standing jump back to the pathway. Turn right and continue walking. At the
medium sized ledge, press the Alt key to pull yourself up. Follow the path to
the right and head through the door and pick up the third candle - the red
candle.
To reveal a lever, shoot out the stained-glass window with a pistol.
Return to the raft and hop inside and continue to the left. Spot the tunnel
ahead and paddle through it. As the tunnel ends, locate some trees on your
left as well as a small riverbank. Paddle to the bank and hop out of the raft.
Before grabbing the fourth candle from inside the tree stump, walk around the
stump and find a small treasure in the back. Grab the final candle, the yellow
candle, and return to your raft. Continue along the river through a long
tunnel. Watch out for some rocks on your left as you arrive back in the
elevator room.
Climb on the shore and pull the lever again to activate the elevator. Hop on
the lift and watch the cutscene of Indy heading upward. You're back again at
where you first entered the river in search of the candles. Head back to the
structure where you dispatched the two guards and return to the intersection
where you headed right. Pass under the archway as it goes forward, and you'll
enter a small structure with four holders. Ahead of you are a windmill and a
bridge that is turned perpendicular to your path.
Place all four candles in the four holders. It doesn't matter which candle is
placed where. Once all four are in place, open your inventory and select
Indiana's lighter. Walk in front of each candle and use the action key with
lighter in hand. After lighting each wick, watch the cutscene of the windmill
activating and the bridge turning. Cross the bridge to watch the final
cutscene and the level's completion.
Shambala Sanctuary
Objective:
Study the clock, bell, and bell ringer mechanism, and ring the bell summoning
the holy woman. Complete her mission and locate the sacred object somewhere in
the sanctuary's treasury. Grab the first part of the Infernal Machine and
eliminate the ice guardian.
Walk-Through:
You begin just inside the first room of the sanctuary. Ahead of you is a
broken elevator, so don't bother attempting to hop onboard. There's also a
nasty spider lurking in the left corner of the room, so pull out your gun and
be ready if it scurries your way. Turn to the right and move around the
elevator to the high ledge. Use the Alt key to leap up and grab hold. Pull
yourself up with the directional key. Spot the button and get over to it.
Press the button and a ladder lowers just next to your position. Climb the
ladder. Head outside and follow the path around the structure to the right.
Continue across the bridge and into the courtyard. Watch the brief cutscene.
There's a wolf in the courtyard to the left, so just run and avoid it. Head to
the left back wall and locate the medium-height ledge. Use the Alt key to leap
up and grab hold. Continue to the next ledge and climb on up. Seek out the
wall on the left and the bricks. Though they might not appear so at first,
these bricks are a climbing surface, similar to the ladders you've ascended
during the game. Press Alt at the bottom and begin your ascent. The goal here
is to simply make it to the top. You might have to shimmy from side to side
and even retreat back down some to find a path to the top.
Raise the bell into position before using the bell ringer.
At the top of the roof, run around to the right side and locate the ladder
fitted inside the structure. Step on the ladder and watch the cutscene of
Indiana falling inside the building. Turn left and locate the ladder. Go down
the ladder and head down to the next level. Walk over to the bench and turn
right until you spot the ledge ahead. Leap off the ledge to another ledge down
below. Again spot a ledge ahead and continue down. Turn around on the next
ledge and run off again all the way to the floor. Watch the cutscene of Indy
examining the skeletons.
You're still actually on some ledges, so continue to make your way down. After
falling off a few ledges, you'll watch a cutscene showing off some unusual ice
creature inhabiting this level. Don't worry, the first one won't bother you,
but there are more nasty ones to come. After the brief cutscene, continue down
the hall until you reach a doorway on the right. Head inside to check out the
clock gears.
After the cutscene, enter the room about halfway, until you spot a moveable
block on the right. Use the Ctrl key to grab hold of the block. Pull the block
back once to move it into its correct position. Turn left and head through the
door. Spot the ladder and descend by backing up against it. Turn around and
head down the hall as it winds to the left. Walk until you've reached a ledge
overlooking a large room. The way down is a sliding surface to your right.
Jump on the sliding surface until you reach the bottom of the room. If you
can, try to leap off after the first slide; you'll land on a small platform
that contains some medicinal herbs.
After reaching the bottom of the room, you'll be immediately under attack from
two ice creatures. A third creature waits to pounce after you've investigated
part of the room. Take out these creatures from a safe distance with your
projectile weaponry. Don't get too close as they die, because they create a
painful explosion upon death - and you don't want to be inside that shrapnel
field! Once you've taken out all three creatures, walk to the back right area
of the room and find a small set of stairs leading to the left. Head down the
stairs, and you'll stand in front of a moveable block. Use the Ctrl key to
hold the block and move forward to push the block. Doing so activates the
waterwheel and supplies power to the mechanisms inside the room.
Turn around and walk back. Stay to the left of the mechanism in the center of
the room. With the mechanism just on your right, turn around and face the left
wall. Walk forward to this ledge, and use the Alt key to hop on up. When at
the top, turn around completely and look up; you'll spot a ledge just above
you. Jump up and use the Alt key to grab hold and then pull yourself up. Stand
in the center of this ledge and look up - there's a whippable beam just above
you. Pull out your whip and move until Indy looks up. Strike the whip and then
pull yourself up on the whip.
At the top, swing off onto the ledge. Turn around to face the center of the
room. You'll notice a swinging platform in the room's center. Wait until the
platform moves directly in front of your ledge, then perform a running jump to
land safely on it. Once on the platform, turn completely around and locate the
ledge to the right of the one you were just standing on. Wait until the
platform is in front of the ledge, then perform a running jump to grab hold of
the ledge. Pull yourself up. Walk to the back of the ledge and leap up to the
next ledge. On top of it, turn around and jump straight up to grab hold of
another ledge. Once up here, you'll spot another moving platform ahead in the
room's center.
When the platform is in front of your current ledge, leap and land safely on
it. Turn to the left and spot the hallway ahead. Wait until the ledge is as
close to the hallway as possible and perform a running jump to land safely.
Follow the hallway to a ladder. Ascend the ladder. Follow the path to the
right and through a room to another ladder. Ascend and follow the path left to
the giant clock.
At the clock, turn left and walk to the wall. Turn right and walk forward.
Look up and locate the whippable beam. Draw Indy's whip and walk forward until
he looks up at the beam. Use the whip and ascend. Use the Alt key to swing
from your whip onto the ledge. Walk forward until you're just under the small
square-shaped ledge. Jump and pull yourself on top of it. After you reach the
top, turn around completely and leap to the ledge. Again, pull out Indy's whip
and locate the whippable beam ahead. Climb up and use the whip to swing to the
ledge. Continue walking until you reach the button - don't bother pushing it.
Turn left and jump to the next ledge. There's a lever across from you. Pull
the lever and watch the cutscene of the gate opening.
Head to your right and ascend the ladder and go through the newly opened gate.
You'll emerge on some tracks on top of a bridge. Continue walking and look for
the window to the right and just a bit below the bridge. Pull out a projectile
weapon and aim for the window. Fire and destroy the glass. Walk to the end of
the bridge and turn left. Look down and spot the ledge just in front of the
broken window. Leap down with a standing jump. Go through the broken window.
On this first floor you'll encounter another ice creature. Dispatch it with
your pistol. Turn to the right and jump off the ledge to a floor just below.
Turn around again and jump off the next ledge. At the bottom of the room,
locate the lever next to the steps on the right and use the Ctrl key to pull
it. Watch the ensuing cutscene showing the ladder dropping to your right.
Approach the ladder and ascend. Follow along the small girders to another
ladder and ascend. Do the same until you reach the top floor and another
lever. Pull the lever and watch the cutscene of the bell rising. Once
completed, head back to the bridge you crossed to get back inside to the clock
area.
In this section, your goal is to cause the bell ringer, the statue ahead of
you, to ring the raised bell to summon "the master." Accomplishing this task
requires setting the "alarm" clock and pulling a lever back near the bell. As
you approach the bell ringer, turn to the right and jump down to the ledge
below. Follow the next level to the right and run off another ledge. There's a
lever on your right; pull the lever to observe another cutscene showing the
clock's alarm being set. You need to pull the lever a few times to give
yourself ample time to return to the bell area. Set the alarm for about two
"hours" ahead of the current displayed time. For instance, if the hour hand is
at 12:00, set the alarm for 2:00, or even 3:00. Don't worry, it will get there
quickly enough.
After pulling the lever enough times to set the alarm, turn right and run
forward. There's a small ledge ahead of you; leap to the ledge. Turn right
again and leap to the far ledge. Take out Indy's whip and look upward. You'll
spot a whippable beam. Use the whip and ascend. You can't leap forward;
instead, use the directional keys to rotate around 180 degrees. Leap to the
ledge that was formerly behind you. Head to the button and press it. Turn left
and walk along the new walkway. Climb the ladder at the end of the pathway and
locate the bridge back to the bell tower on your right. Once near the bell,
turn around and observe the bell ringer. It should be stationary. The bell
ringer will start to spin once the alarm is ready. As soon as you see it spin,
pull the lever to the right of the entrance. Watch the cutscene of the bell
ringer ringing the bell and summoning the master.
The holy woman has a little mission for Indy. Follow her instructions and
locate the sanctuary's treasury.
After speaking with the little master and gaining his key, walk back over the
bridge to the bell ringer. Fall off the right ledge and continue down until
you're on the room's floor. Locate a previously unvisited hallway in the back
right corner of the room. You'll end up at a keyhole on your right; open your
inventory and use the master's key to open the door. Enter and immediately
turn to your right and locate the hall. Follow the hall into a new room. Turn
to your right and climb the ledge and then the ladder. Locate the bed in the
center of the room and stand on top of it. Turn around and stand under the
ceiling beam. Leap up and grab hold; use the up key to pull yourself up.
Walk down the beam until you reach the crawling area. Use the crawl toggle and
head into the next room. Grab the treasure, then run off the ledge, falling
into a new room. Turn to your right and grab the Monastic Seal off the podium.
Watch the cutscene of the Russians.
Walk through the door on your right and back to the bed and return down the
ladder on the left side of the room. Enter the room on your left and eliminate
the guard. Continue down the hall until you emerge inside a large room with a
statue in its center. You'll have to dispatch three more guards here, so move
cautiously as you head forward. After you've eliminated the guards, head
forward and go around the right side of the statue. There's a ladder at the
end just to the left of the waterfall. Approach the ladder and press the Alt
key to ascend.
Turn around at the top and approach the statue. Notice the two poles jutting
out the sides of the statue. Approach the left pole and go around to the other
side. Face the pole and press the Ctrl key to push the pole and turn the
statue. Perform this action twice and watch two cutscenes. Head down to the
door that opened on the second pole shove and then enter. Back down the ladder
and head down the hallway (beware of the spider lurking here). Indy will
comment that something seems odd. Toggle the crouch key and crawl over the
tiles and avoid the log trap.
Stand up on the other side and kill two small ice creatures. Run to the ladder
on the far side of the room and ascend. Look to the left and find the elevator
and ascend. Watch the cutscene. After you get to the top, approach the door
and open your inventory. Select the Monastic Seal and use it on the niche on
the door. Enter the treasury.
Turn to the right and jump to the first beam on the right side of the room
(it's below your current position). Leap to the next ledge. Superjump to the
next ledge. The next beam, the fourth, will collapse soon after you land on
it, so quickly leap to the last ledge. Turn right and head into the small room
and grab the key. Note: If you fall down in this area, you'll land in water
and return to the statue room you were just in a moment ago.
After snagging the key, turn left and jump to the beam. Turn right and use the
Alt key to pull yourself up on the end point of the beam. Turn left and jump
to the next beam and its end point. Notice the railing above the entrance door
and leap to it, grabbing hold of the ledge. Shimmy your way to the right until
you spot a ledge underneath you. Fall down onto the ledge.
Turn around and face the next set of beams. Jump to the second beam. Turn
around and back off the beam so you'll grab hold. Drop down safely to the beam
below. Run forward to another beam below your position, then leap to the beam
adjacent to the wall ahead. Turn to the left and spot the whippable beam up
ahead. Take out your whip and cross to the other side. Turn to the left and
head to the last beam in this room. You'll have to cross one gap by using a
whippable beam again.
On the last beam, turn to the left and use the Alt key while standing against
the ledge at the end to pull yourself up. Turn to your left again and jump to
the beam. Perform the same action on this beam by ascending its ledge. Locate
the beam up above this position and leap up. Turn to the left and locate the
moveable block shoved into the wall. Use the Ctrl key next to the block and
yank the block out one time. Leap onto the block and turn around. Jump to the
ledge and finally pull yourself up on the platform.
Approach the alcove and watch the gate slam down in front of you. Turn to the
keyhole on the left and use the metal key to open the gate. Walk inside the
alcove and pick up the plant bulb. As soon as you do, Russians enter across
the way. Don't bother trying to attack them; simply run and leap into the
water. Follow the water back into the statue area you were just in.
Climb out of the water and walk past the statue on the right. Jump up to the
ceiling girder and pull yourself up. Ahead of you are two ledges; the ledge on
the left has a ladder and the ledge on the right has a button. Superjump to
the ledge on the right and press the button. Watch the cutscene of the ladder
rising, then superjump back to the girder. Now, leap to the platform with the
ladder and ascend.
Continue down the hall, up some stairs, and around to the left. You'll watch a
brief cutscene of Indiana commenting on a breakable window. Take out your
pistol and shoot the window through the grate. Return to the button you passed
to get up in this area, and press the button; it opens the door ahead of you.
Head down the hall, and you'll notice another breakable window on your right.
Shoot the window and look out. There's a guard waiting on the opposite side of
a chasm. Shoot him quickly.
Place the plant bud in the golden candle to lower and prepare it for some
high-power sunlight action.
Move through the window onto the ledge and back off. Shimmy to the right until
you're underneath the window you broke through the grate. Pull yourself into
the room. Locate the golden candle to the left and use the plant bulb on the
candle. On the right side of the room you'll find some medicinal herbs.
Head back to the room with the statue and leap back to the girder. Walk to the
middle of the girder and face the closed window; you'll notice a whippable
beam ahead of you. Pull out the whip and use it to cross to the platform.
Watch the cutscene of the window opening and the sun shining on the plant
bulb. Jump down and grab the new plant from inside the candleholder.
Next you need to return to the master and bring back the treasure - the plant.
On your way back, you'll face three guards inside the clock room and another
guard just in front of the ladder leading to the bridge to the bell room. Take
your time with the guards and use some of the medicinal herbs if you're
running out of health. When you return to the master, open up your inventory
and hand him (or her?) the plant and watch the ensuing cutscene. Sounds like
you're about to do battle with the ice guardian. Head through the door the
master opened and continue forward until you slide down into the room and
watch the ice guardian leap from the ceiling.
Don't worry about trying to kill the ice guardian yet. Your bullets and whip
will have no effect, and there's no way to defeat the beast until you've
acquired Urgon's part, located inside these small temple structures. At the
entrance, turn left and enter the structure. Hop up the ramp to the right and
ascend until you reach a moveable block on the right. Use the Ctrl key to grab
hold of the block and pull it out one time. Leap over the block and go forward
down a slide, back down to this structure's ground floor.
Exit and return to the central area of the large room and follow the path to
the opposite side of your position, to two entrances - one on the left and one
on right. Enter the left entrance. Ascend the ledge at the back of the room
and head up the ramp. This ramp crumbles under your feet, so move quickly. If
you happen to fall, there are other ledges you can leap to that will take you
to the same place. Continue along the path across the bridge into the next
building.
Follow the path as it winds to the left. Again, it will crumble under your
feet, so move quickly. Once you're on stable ground, perform a running
superjump across the chasm to the ledge on the other side, leading into
another building. Cross another bridge and move until you can't continue. Turn
right and hop up on the ledge. Turn to the left and hop along the ledges.
You'll eventually arrive at a huge gap with a whippable beam in its center.
Walk to the edge, take out your whip, and use it to cross via the beam.
Eliminating the ice guardian isn't so tough - but you need to snag the machine
part first!
Perform a running jump to the door ahead of you. Press the button on the left
side of the door and enter. Inside this workshop, you'll find Urgon's part on
a podium located on the right side of the room. Snag the part, then head to
the far side of the room and slide down the decline until you reach the
bottom. You're now prepared to take on the ice guardian!
Stand in the center of the large room and wait until the ice guardian
approaches to attack. To defeat the beast, you must fire Urgon's part three
times while standing just next to the ice guardian. If done correctly, you'll
witness a short cutscene of the ice guardian convulsing and appearing in pain.
Remember, Urgon's part must be recharged (watch the meter in the lower
right-hand corner of the screen), so after hitting the creature once, escape
into a structure and take cover from its claws and ice shards while the device
recharges. If you fire Urgon's part before it's recharged, you'll take damage.
After you hit the ice guardian three times, he can't take any more blows and
he explodes. You'll see a cutscene of the ice block cracking apart as well.
Walk over to the ice block, wait for Urgon's part to recharge, and use the
device on the block to bust it apart. Walk through the door at the end and
observe the level's final cutscene.
Palawan Lagoon
Objective:
Find a way into Palawan Volcano by using the sunken ship in the center of the
lagoon as a bridge. But first you'll need to find a way into the sunken ship.
Walk-Through:
You begin on the lagoon's beach facing the ocean. Turn around and head toward
the cave. Continue through the cave until you reach the spiked pit. Take out
your whip and spot the whippable beam up above. Use the whip and safely carry
Indy over the pit of spikes.
Take care of the lizard crawling around the tent. Locate some treasure and a
medical kit inside the tent, then grab the machete lying in front of the tent
next to the skeleton. With the machete in hand, go back over the spiked pit
using your whip and head to the beach shore. As you exit, head to the right,
and you'll find another dirt path entrance. A dense spider web will soon
impede your progress. Press the default "6" key to take out your machete and
hack through the web. Not long after, a spider hangs down from a strand and
attacks. Pull out a pistol and eliminate the spider.
Locate the machete inside the abandoned camp. It comes in handy against those
sticky spider webs.
Continue forward and climb up two medium-sized ledges. You'll emerge inside a
small courtyard with some rocks to the left and a vine-covered entrance to the
right. Approach the vines and use the machete to cut through them. Back up
immediately and pull out a pistol; a lizard charges out of the cave. Don't
shoot the lizard while it's still inside the cave or you'll cause an
explosion, because a barrel sits inside.
After taking care of the lizard, head inside the cave and use your lighter to
have a look around. Notice the shovel on the left side of the cave. Approach
and use the Ctrl key to pick the tool up. Exit the cave. Before heading back
to the beach, look to the right and notice the patch of dirt amongst the green
grass. If you approach, Indy should say something like "There's something
here...." Stand on the dirt and use the shovel; Indiana will dig up a
treasure.
Return to the beach and approach the water. You want to swim straight across
to the far shore. The water is littered with dangerous floating mines; avoid
them at all costs. You'll also find dangerous sharks lurking around. Avoiding
sharks is difficult, and it's almost easier to simply swim quickly to the
other shore than to attempt to kill them with your machete.
Once you reach the other shoreline, hop out and head to the left. Proceed
toward the cave on the left. As you approach, you'll spot a lizard to the
right. Eliminate the lizard and search behind the rock there for some
treasure. Continue through the cave and approach a new shoreline. Indy spots a
sunken ship. Turn to the right and walk along the shore and spot the torpedo.
You can't do anything with it now, but remember its location.
Indiana can board the sunken ship from the back end, so leap out into the
water and swim that way. Again, avoid the mines and attempt to avoid the
sharks. You can hack them up with the machete if you wish, but you're likely
to take damage whether you chop at them or not. Climb up onto the ship at its
end and walk on the deck, staying to the right. At the end of the deck you'll
find a collection of boxes. Look down into the smallest box and grab the
torpedo-arming device located inside.
Retreat back to the end of the boat and dive into the water, returning to the
shore you were just on. Walk over to the torpedo and open your inventory.
Select the arming device and use it on the torpedo. Watch the cutscene of the
torpedo heading toward the boat and creating a large hole in its hull. Dive
back in the water and swim to the hole.
The sunken vessel can be boarded from the rear - or through the hole you make
via the torpedo!
When you enter the hole you'll find a collection of smaller, yet equally
irritating fish. Take these little critters out with your machete, because
they only require about two hits. Once completed, surface and take a breath.
Dive back down and locate the open room, to the left of the hole, that
contains a box. Swim inside and hit the action key next to the box to pick up
the hammer. Swim to the surface and take another breath; your next trip is a
long one.
Head toward the open door at the opposite side of the room (to the right of
the entrance hole). You'll want to swim quickly through these corridors; don't
worry about hacking up the fish because you don't have much time before you
air runs out. >From the door's entrance, take the first right, then swim to
the wall and take the next left. Keep swimming forward until you spot the door
hanging on its hinges. Take a left into this hall. When you reach a wall, turn
right and spot a doorway to your immediate right. Swim inside and take your
first left and go up to the top. The hatch here is locked. Open your inventory
and use the hammer to bust the lock. After the hatch opens, take a breath of
fresh air.
Dive back down and head right. Swim forward and locate the hatch leading down.
Swim down into this large portion of the ship all the way to the far end.
There's a box here with a key inside; take the key. Return to the hatch you
opened a moment ago. Climb out onto the ship's deck. Turn left and head to the
back of the ship. Locate the stairs on your left and ascend. At the top is a
locked door. Use the steel key on the door and proceed inside.
Immediately after entering, look to your left and grab the crank. Exit the
room and head back to the front of the boat where you picked up the
torpedo-arming device. Spot the crane in the center of the area. Go around the
right side and locate a hole for the crank. Open your inventory and put the
crank in the hole.[QUERY; check for accuracy] Operate the crank with the
action key.
Turn to your left and get on the stack of boxes by climbing up the ramp. Turn
toward the land on your left and pull out the whip. Use the whip to cross via
the crane onto the patch of land. Locate the dirt area near the totems and
pull out the shovel. Use the shovel to dig in the dirt and expose a button.
Stand on the button to open an underwater entrance. Turn right to the water
and jump in. Again, avoid mines and sharks.
Continue swimming until you pass the entrance you exposed on your left. Keep
going as the canal curves to the right, until you reach a downed plane you
probably spotted before. Swim to the plane's propeller and pull out your
hammer. Use the hammer to break off the propeller. Head to the surface for
some air, then turn around and return down the canal and look for the exposed
entrance on your right.
Swim to the front doors and use the propeller on the doors to pry them open.
Swim inside and locate a button on the right near the bottom of the room.
There's a shark lurking about, so work quickly (air also becomes a problem).
There's a treasure located on the left side of the room if you want to risk
snagging the extra dough.
After tugging the underwater switch, look for the door to open above you, and
swim out. Look out for that shark!
The button opens a hatch located in the back upper portion of this chamber.
Swim up and emerge in a new canal area. Take a deep breath and continue
forward until you spot a door on your left and a broken column on your right.
Head to the right. Pull yourself up next to the column.
Proceed inside and dispatch the lizard wandering around. Approach the
staircase and the ramp. Leap up on the ramp and ascend to the top. A ledge
hangs above you. Jump up and shimmy as far right as you can go. Pull yourself
up and turn to your right and hop up on another ledge. Jump up again and
shimmy as far right as you can go. Pull yourself up and follow the stairs up
to some grass and a totem. Press the button on the totem to open the door near
the broken column.
Return back down to the broken column and jump into the water. Swim over to
the door, pull yourself up, and enter to complete the level.
Palawan Volcano
Objective:
Meet up with Sophia inside the active volcano, but also witness her being
kidnapped by the Soviets. Rescue Sophia and continue into the Palawan Temple,
seeking the machine part and the lava guardian.
Walk-Through:
After Indiana comments on the active volcano, move forward and hop down into
the room's recess. Walk toward the door and turn left. Hop up on the ledge and
spot the moveable block. Pull the block to the right and just next to the
ledge on the right wall. Hop onto the block, then leap up to the ledge above.
You'll notice the whippable beam ahead. Pull out your whip and use it to swing
to the other side.
Turn left and face the cracked wall. Pull out Urgon's part and use it against
the wall and watch it crumble. Head through. You'll come to a fork in the
path; left leads into a dark tunnel, and right leads to a sand slide. Go left
first and use your lighter to spot a piece of treasure. Go back right and
slide down and make your way to the large room filled with water. You'll
encounter a few scorpions along the way.
Run out and leap into the water. There are some small fish in here, so hack
them up with the machete if you wish. Locate the hole in the ground and swim
inside. Head down the tunnel until you locate a path leading to the right.
Swim up the tunnel and pull yourself up at the new area. Walk along the path
and spot the lava river ahead. Run down the slide ahead and press jump as you
get near the bottom so you'll land on the other side.
Turn left and head along the walkway. You'll reach a distinctive moveable
block. Pull the moveable block toward you until you can no longer move it.
Climb over the block to the other side and turn around. Push the block until
you no longer can. Turn around and resume your course along the walkway. Grab
the next moveable block and pull it as far as possible. Jump up to the ledges
above and make your way to the entrance high above your position. When inside,
head up the ladder and shove the block out of the way. Enter the room at the
top and look out for four poisonous spiders; eliminate them with your pistol.
Pull out your machete and hack the spider web to bits. Proceed inside and
press the button inside. Watch the cutscene of the red gate opening. Run
forward and leap out into the water. Swim to the left and back of the room,
where you'll find a small ledge. Pull yourself up and turn to the left. Jump
over to the small island with the large hole. Fall down the hole into more
water. Swim through the tunnels and walk down the hallway until you reach a
lava-filled chamber.
Turn to the left. You need to time your jump to the next ledge when the burst
of lava isn't firing. Just wait a moment; you'll soon notice the pattern.
Perform a running leap to the ledge. Turn right and head across the collapsing
bridge (run quickly). Turn left and leap to a few ledges. Pull out the whip
and use it on the whippable beam. When you land, a boulder rolls from the
left. Walk forward into the niche. The boulder's impact on the wall creates a
new hole. Head inside.
Proceed down the hall and spot the hole in the floor. Leap down inside. Spot a
small piece of treasure to the left. Once you grab it, a scorpion comes out
from behind you, so be prepared. Head across until you reach a button. Press
the button to lower the ship you likely saw earlier in the level. Pressing the
button opens the door to your left but also unleashes two scorpions. Take out
the scorpions and proceed through the door.
Head back into the water, and you'll notice two sharks lurking around. You can
try to hack them up with the machete, but it's difficult to do without taking
damage. Swim quickly and fight if necessary. Return to the short platform you
climbed up a moment ago (where you fell into the hole). Walk down to the left
and leap onto the ship, which has now moved into a new position. Grab the key
off the seat. Jump back in the water and swim over to the door. Turn left and
use the shell key in the keyhole. Proceed through the open door.
You'll enter a huge chamber with a lava river flowing in the center. Your
first task is to push the moveable block near your position on the non-black
tile. Once you move the first one, leap over to the other side by pulling
yourself up the middle platform and leaping to the other side. Push this
moveable block onto the non-black tile. Stay on this side of the room and
ascend the ledges and ladders until you reach the top catwalk. Head toward the
lava's source and locate a button. Press the button to cause lava to rise
inside the room (a cutscene shows a bridge collapsing and a door opening).
Walk out the other side of this area and down the ledges (and use the whip to
cross the whippable beams when necessary). Use the ladders on the wall and
enter the tunnel. Walk around to the entrance on the other side; it'll be
right in front of the moveable blocks you moved earlier, which are now almost
covered with lava. Perform a running jump to the block, then to the central
platform, then to the next block, and to the ledge. Climb up the ledges and
ladders to the right and get up on the catwalk. Head inside the opened door.
Look out for two scorpions in here. Walk into the Russian camp and grab the
machine gun and the medical kit. Climb the ladder ahead and find Sophia. Watch
the cutscene where Sophia gets captured. It's time for an extended combat
sequence. Take out the guard that immediately stands in front of you. Look out
for four to five more guards lurking around both to the left and right of the
entrance. Walk through the door and head to the right. Pick up the poison kit
and the first-aid pack from the room. Head down the tunnel, killing any guards
as you go; one waits around the corner.
The next room is tough. A sharpshooter with a rifle waits behind a box to the
right. You want to move to the left, but another guard waits there. The best
option is to charge to the left and avoid the sniper's fire. Have your gun out
and eliminate the guard to the left. Once he's dispatched, turn around and
take out the other guard from long range. Once you do, look behind his
position for a moveable block behind the large gong. Grab the treasure inside.
Return to the left and locate the elevator switch just past the door. Press
the switch and watch the cutscene of the elevator coming down with four
guards! When you regain control, turn around and run to the left up the steps.
Pull out your machine gun and turn around and rip into the three guards who
approach. Don't forget the fourth, who hangs back near the elevator. Once the
area is clear, get on the elevator and head up.
There are three guards ahead of your position. Spot the gas barrels to the
right and shoot them with your rifle. That should take care of most of the
guards. If any remain, eliminate them from a safe distance. Leap over the lava
and collect their gear. If you wish, look to your right up the steps and spot
the strange wall. Use Urgon's part on the wall to bust it apart. Walk inside
and locate a small treasure.
Return over the lava flow and turn right. Locate the ladder and back down.
Walk until you reach a new courtyard. Four guards wait inside. There are some
gas barrels to the left; you can knock out several of the guards if you
quickly blow the barrels apart. Stay back in the tunnel and eliminate the
guards from a safe distance. Collect their gear and locate the table on the
right. Grab the grenades, the machine gun, and the aluminum key hanging from
the side of the table.
With the key in hand, go back inside the main room by standing on the elevator
and heading down. Walk down the hall and turn left at the large statue.
Approach on the right side and stand just in front of the ledge. Pull out your
whip and use it; Indy will grab the arm and yank it, opening a door next to
you. Walk inside.
Head into the next chamber. Don't bother with the button on the left. Walk to
the ledge ahead and use the whip on the whippable beam to cross to the gate.
At the gate, which won't open, turn left and jump to the ledge. Leap straight
up and grab hold of the high niche. Shimmy to the left until you can pull
yourself up. Walk straight down the lava river; you'll have to cross to the
other side when you can no longer move forward. Locate a tunnel on the left
side and a hole at the end. Ready your weapon and hop in. You'll slide down,
and a guard will immediately attack. Eliminate the guard.
Look to the right and spot Sophia. Use the aluminum key and free Sophia.
Follow her through the door and return to the room with the gate ahead and the
button to the left - Sophia's standing next to the button. Speak with her. Use
the whip on the beam and stand in front of the gate. Sophia will push the
button and head through the gate.
Once through, locate the ledge over to the left. Ascend the next ledge and
turn around to spot another ledge across a small gap. Leap over and use
Urgon's Part on the wall crack. Inside the room beyond you'll spot several
crates. Pull the outermost crates away from the center crate. You'll need to
pull and push some crates down the tight spaces in the room. The center crate
will open revealing a replacement pulley. Return back to the gate and continue
down the ramp. At the end of the room you'll find a gondola to take you over
to the other side. Push a crate next to the gondola and use the replacement
pulley part. Doing so triggers an attack from the Russian guards. Use your sub
machinegun to quickly eliminate them. Activate the button on the gondola to
ride to the other side; enter the door to end the level.
Palawan Temple
Objective:
Traverse the treacherous temple and confront the lava guardian. Grab Taklit's
part from the chamber and find a way to eliminate the lava guardian and
continue on.
Walk-Through:
Proceed forward and climb over the medium-sized bricks just to the left. Leap
over the small patch of lava and continue on the other side. As you move, a
lava-rock creature emerges from the left. You'll run into several of these
things during the level. They move extremely slowly, so simply avoid them by
running around and away from them. Leap over the lava, grabbing the far ledge
on the right, and continue forward until you reach the large lava-filled room.
If you take a moment to observe the room, you'll see platforms rising out of
and sinking down in the lava. There's a pattern to their movements. To leap to
each pad, just walk to the edge of the one you're on and perform a standing
jump when the next rises up. The first place you want to go is to the left.
Continue around until you spot the climbable wall on your left. Ascend the
wall.
Proceed forward until you're overlooking a pit. Hop down and avoid the two
lava-rock creatures that flank the entrance. Head to the skeleton on the left
and pick up the shark key resting next to the bones. Go back out of the pit
via the ledges and return to the climbable wall and the lava-filled room.
Return to the platforms and this time head right. As you turn right, you
should see a breakable wall ahead of you (the kind that crumbles when you use
Urgon's part). Reach this wall and pull out the machine part and use it to
bust apart the wall. Move forward down the hall, avoiding any lava-rock
creatures you trigger, and spot the crawl space to the right. Crouch and crawl
inside.
Head forward and spot the large door on your left; there's a keyhole to the
door's right. Take out the shark key recovered near the skeleton and use it to
open the door. Move through it and turn right. Spot the tiki key on the
podium. Walk up and grab it with the action button. As soon as you do, a
boulder releases from behind you. You have two options. One is to look up and
spot the whippable beam, then use the whip and climb up to avoid the rock. The
second is to get as close as possible to the wall and avoid the rock as it
rolls by.
After the rock passes, move through the chamber it appeared from. Turn left
and climb over the middle area. Drop down near the lava-rock creatures and
leap to the ladder. Ascend back into the lava-filled chamber. Use the
platforms to leap to the large door in the room. Use the tiki key that's next
to the niche in the ground, and the door will open.
Walk through the doorway and up the stairs. With your pistol, take out any
spiders scurrying in this area and look for some treasure on your right.
You'll eventually emerge outside. Use your pistol to take out the lizard and
turn to the right and ascend the ladder. Turn right at the top and run across
the broken bridge. At the first gap, leap to the boards dangling in the
center. Look down and drop to the complete bridge below you. Head right and
climb up the next ladder you reach. Keep moving until you reach the pond.
There are several lizards running around here, so take time to eliminate them
with your pistol.
Leap into the water and head into the cave and down several waterfalls. Look
out for the fish swimming around. When you land in the lower area of the
water, look for the small ledge on your right. Climb up the ladder and into
the cave. Avoid the spiders here and grab some treasure behind a spider web.
Head up the ladder on your left (next to the spikes) and approach the spike
through the skeleton on your right. The ground here is littered with spikes
that shoot out of the floor if you stand too close. Use your lighter and
locate the holes in the ground. Avoid them as you move through this chamber.
Follow the path to the right and proceed outside over another pond. Turn right
and use Indy's whip on the beam. Enter the cave to the right. You'll come to a
fork in the path. If you take the path on the right, you'll slide down a
surface and leap to a treasure. Either way, you'll end up at the bottom of the
area. Look out for spike holes and proceed through the cavern.
Run across the broken bridge ahead of you and leap to grab onto the land on
the other side. Once on the other side, turn around and use your machete to
cut the thin rope holding the right side of the bridge in place. Watch the
cutscene of the bridge falling. Take out any lizards up here and turn to the
left and drop down to the hut. Locate the bridge and head across. Enter the
hut ahead.
You've been here before. Locate the ladder to the left of the spikes and head
up. Carefully cross the spike holes again and swing from the whippable beam.
Go through the cave on the right, through the fork, and emerge in front of the
bridge you just cut loose. Turn around and descend the bridge. Proceed into
the cave and grab the monkey key on the podium. Exit the cave and leap into
the water. Swim forward until you reach the small ledge and the ladder. Climb
up.
At the top, locate another ladder and ascend. Head to the closed door ahead of
you. Use the monkey key on the door. You'll emerge in a rectangular-shaped
room with another tiki key at its center. There are four buttons in this room
that must be pressed in a precise order. As you enter the room, press the
first right button, then the first left button, then the second left button,
then the second right button. Grab the green tiki key and watch the floor drop
beneath you.
Head forward and avoid the lava-rock creature on your left. As you enter the
next chamber, a rock seals the exit behind you. There are two platforms ahead.
As soon as you jump to them, boulders come rolling from the left or right
respectively. Leap to the first platform and run quickly, leaping to the next.
When you hold onto the next ledge, don't pull yourself up. Hang there until
the boulder passes.
Pull yourself up and continue forward. Look up and spot the whippable beam.
Use the whip and ascend. Continue through the hallway and take out any
spiders. Also, locate the treasure stashed here. Proceed forward across a
broken bridge. At the middle, drop down onto the platform and turn left. Leap
to the land and grab the treasure near the skeleton (look out for the
lava-rock creature). Ascend the ladder and head to the large door. Insert both
tiki keys into the grooves and go inside.
Walk down the ramp until you reach the lava. Watch the cutscene of the lava
guardian emerging. You want to leap from platform to platform moving forward.
The lava monster will come near you on occasion and drop explosive lava bits.
Just keep moving. Go forward and grab a treasure near a skeleton. Head to the
right until you reach land. Avoid the lava-rock creatures and proceed until
you reach the next machine part, Taklit's part. Go back over the platforms to
the start position with the stone bridge on your right.
Approach the bridge and notice that the guardian blocks your path. Pull out
Taklit's part and use it; Indy turns invisible. The guardian will leave, and
you can cross the bridge. Proceed out the exit ahead and locate the button on
the right, outside the chamber. Press the button and watch the cutscene of the
lava cooled by the flowing water. Go back inside and head left over the lava
rocks and out the door. The level is concluded.
Jeep Trek
Objective:
Hop in the jeep at your campsite and find a way off the island. Though you
won't be able to head across any waterways, someone in a helicopter might see
you as you're escaping from the Soviets.
Walk-Through:
Walk forward, look inside the tent, and grab some treasure and a medical kit.
Hop into the jeep by using the action button next to the driver's entrance.
Drive the jeep forward, following the tracks up the steep incline on your
right. Head into the cave. Get out of the jeep and grab the treasure on your
right.
Exit the cave, by climbing back in the jeep,[QUERY: according to the previous
paragraph, the jeep's in the cave] and hitting the gas pedal by using the
Shift key. Jump over the ramp ahead and follow the path to your left. You'll
enter another cave (grab more treasure). Exit the cave and stay to the left
over a rock face. Use the Shift key to move quickly and leap to the land
across the ravine.
Proceed until you reach the next alcove. Turn left until you reach the fork.
If you head right, you'll encounter three guards and some treasure inside a
crawl space on the right (and a medicinal sprig on the left). Take the left
fork. You'll approach a large cave. You must keep the jeep on the left side of
the path and high up on the wall so you don't fall down. The path spirals
down. When you reach the bottom, head outside.
In the next area you'll find a Russian jeep pursuing you. Follow the paths as
they lead up the mountain. You'll also likely find some treasure behind a hut
and a totem, so stop for them if you have the time. When you reach an area
with two guards, head quickly up the incline and watch the level's closing
cutscene.
Teotihuacan
Objective:
Operate the gear mechanism to open the four doors leading to four idols. Place
the idols in their appropriate positions to continue on to Olmec Valley.
Walk-Through:
Proceed down the long hall into the large room. Turn right after entering and
press the button to the left of the door. Head through the open door. Continue
through the hallway, cutting spider webs and killing spiders as you go. You'll
come to some floor plates that trigger wall spikes. Leap over the plates or
perform a forward roll to avoid them. At the end of the hall, grab the stone
key. The floor will fall out from under you; if you can roll to the left, you
can avoid the fall, but don't worry too much. If you do fall, kill the two
scorpions and grab the treasure. Leap up and escape out of the hole.
Continue through the corridors until a door closes in front of you. Turn
around and head back until you see the cutscene of the door opening. Kill the
spider and slash the web. Push the button in this room. Head through the
now-open door. You've entered the main hub of this level, a series of gears
placed in the center of the room. Your goal is to get the gear machine working
and use it to open the four doors on the four walls of the room.
To accomplish the task, you need the gears in the correct positions. Hop down
into the room and locate the door with the green jaguar head. Push the gear in
front of the door so it rests against the jaguar door. Move to the orange bird
door. Push the gear in front of this door toward the central area of the room.
Approach the door with the three symbols and approach the hole in the center
of the room. Turn around and back down the hole so Indy hangs on to the ledge.
Drop down into another large room with three snake-head pillars and a large
circular door. Stand in front of each pillar and pull them out one space so
they rest on the icons on the floor. Watch the cutscene of the door opening.
Locate the snake-head pillar positioned across from the circular door. Leap to
the pillar and climb up. Turn left and leap over the catwalk and into the
newly opened hallway.
Proceed up the ramp and step on the floor plate ahead. Back off the plate and
a block will come down. Hop on the block and immediately turn and walk to the
left until you walk off the block (if you're slow, you'll get crushed against
the ceiling). Climb up a ledge and head down the hallway until you're at a
door and a button. Press the button to exit back to where you were overlooking
the gears. Turn to the left and spot the two wheel cranks.
Turn the wheel on the right (the one with spokes) once. Turn the wheel on the
left once. Turn the wheel on the right twice. Turn the wheel on the left once.
Turn the wheel on the right once. You've now successfully opened the fish and
jaguar doors. Hop down to the floor and the gears.
Approach the fish door and pull the gear away from the wall once. Approach the
triple-symbol door and push the gear against it. Approach the jaguar door and
pull the gear all the way to the center (you'll have to change sides to get it
all the way there). Approach the bird door and push the gear all the way
against the door. Locate the elevator and use the button to ride back up to
the wheels.
Approach the wheels and perform the following actions: Turn the wheel on the
right (one with spokes) once. Turn the wheel on the left once. Turn the wheel
on the right twice. Turn the wheel on the left once. Turn the wheel on the
right once. You've now successfully opened the bird and triple-symbol doors.
Hop down to the floor and the gears.
Head through the fish door. Leap into the water ahead and kill the fish if you
want. Turn to the right and climb onto the ledge. Walk around the statue and
find the keyhole. Use the stone key. Proceed through the opening and into the
water. Swim all the way down and locate a hole at the bottom and to the right.
Swim around the tower to the button on the other side. Use the action key on
the button. Watch the cutscene.
Swim straight up out of the water and onto the ledge. Look out for two snakes
slithering around the ledge. Locate the doorway and the climbable bricks. Head
up. When you reach the top, turn left and perform a superjump to the top of
the tower, and then leap to the ledge above. Head down the hall and leap up to
another ledge and shimmy to the right. Climb up the new ledge and turn
completely around. Do a running jump to the ledge across the gap. Locate more
climbable bricks and head skyward. Hop off and do another running jump to a
ledge.
Spot the alligator head on the left. Pull out your whip and use it to get
across the gap. Turn to the right and locate more climbable bricks. Proceed
upward and watch the cutscene of the Russians arriving. Grab the fish idol on
the podium. Turn left and walk around the catwalk until you locate the silver
mirror on your left; grab it. Return to the fish-idol podium, turn right, and
leap down into the water below (it's a long fall, but you'll survive).
Guards now roam the rooms, especially the gear room. Run quickly through the
bird door and deal with the guards if you must, but it's just as easy to avoid
them. Watch for the floor panels and avoid them by jumping or rolling.
Continue and locate the crumbling wall on the left. Use Urgon's part to
destroy the wall. Head inside.
Walk around the platform to the left and locate the climbable bricks. Proceed
up to the top and do a running jump to the far ledge. Climb up either set of
bricks here and do another running jump to a far ledge. Grab the treasure
located in this area. Proceed down the hallway and deal with any guards
roaming around. You'll reach a door. Press the button to unlock the door. Head
inside and drop down into the room and grab the bird idol. Look out for the
guards and any spiders. Go back up to the ledge and leap down into the water
below. Head back to the room with the gears.
Avoid any contact with the guards and run through the opened jaguar door. Leap
over the floor plate and head up the ziggurat-like steps. Take out any guards
in here (one guard is at the first turn and another hangs in an alcove to the
right) and grab the jaguar idol. Head back into the gear room. A Russian guard
stands in front of the three-symbol door. Take him out and head inside. Place
the idols on the appropriate podiums (labeled with the symbols) and watch the
cutscene.
Head down the hole in the center of the gear room by holding onto the edge and
dropping down. Kill the guards here, especially the one carrying the shotgun,
and grab their weaponry. Approach the statue in the center and use the silver
mirror on its hands. Watch the cutscene and run through the newly opened
circular doorway.
Olmec Valley
Objective:
Activate the bridges by locating the Olmec head statues and placing them on
the pressure plates located outside the main structure. Face the snakelike
Quetzalcoatl and grab the third piece of the Infernal Machine.
Walk-Through:
Turn around at the start position and hop down the ledges. Cut through the
vines at the end with your machete. Look out for snakes and a tiger roaming
this area. Locate the waterway ahead and follow it to the right until you spot
some vines on the right-hand mountain wall. Cut through the vines with your
machete. Follow the passage as it winds around and ascend the steps ahead. Cut
through more vines and enter the room. Look out for another tiger; simply
scare it away with your pistol if it gets too close.
Ascend the steps in the back of the room and face the statue in the center.
Use the whip on the beam and land on top of the statue. Leap across to the
next walkway and head up the steps to the right. You'll spot a moveable block
in the center of the far wall. Push the block until you plummet through the
floor. Look up the slanted hall and spot the Olmec head at the top. Stand on
the pressure plate located a few steps in front of the head. Turn around and
run down the incline and hop into the alcove on your right. Watch the Olmec
head fall out and land on the grass.
Follow the Olmec head and push it onto the pressure plate. Watch the cutscene
of the bridge forming. Go back through the entrance behind you (where you cut
the vines) and approach the first steps you come to. Turn left and hop over
some columns to locate the bridge you just formed. Walk across.
Grab some treasure in this area to the left. Continue downward and to the
right until you're outside once again and spot the new entrance. Walk through
and leap into the water. Pull the switch near the bottom and watch the
cutscene of the door opening. Hop out of the water and through the door. Push
the moveable block back as far as it will go. You're on another Olmec head
incline. Stand on the pressure plate, then turn around and run. You must get
out of the tunnel, so don't leap to the niche ahead of you. Once out of the
tunnel, run to the left or right.
Run behind the Olmec head and push it out of the chamber. Follow it outside
and shove it onto the pressure plate to form another bridge. Watch the scene
of the Russians arriving. Locate the stream again and head to the right. There
are tons of guards here, so be careful. Use the submachine gun if possible;
it'll take them out much faster than your other weaponry. Head through the
first entrance you used, with the cut vines, and head over the first bridge by
turning left at the stairs.
Resume your course, but instead of going right, head forward and cut some
vines with your machete. Stay to the right and spot the whippable beam. Use
the whip and cross the gap. Head down the steps and spot a rock ahead you
can't pass. Back off the ledge and shimmy to the right under that rock. Pull
yourself up on the other side. Keep running until you reach a small waterfall
inside a large room.
Dive into the water just in front of the waterfall. Swim inside the opening.
Once inside, climb up the ledges by alternating left and right, jumping and
climbing. Locate the switch at the top and press it to turn off the waterfall.
Retreat to the bottom of the room and locate the Olmec head block that was
obscured by the water before. Push the block into the hole in the wall.
Return to the waterfall's location and look to the left. Spot the moveable
block. Push the block to the right underneath the climbable bricks. Ascend the
bricks and flip the switch once again. Watch the cutscene of the Olmec head
being pushed out and landing on the plate. Leap down into the water and locate
the path out and to the left of the falls. Continue across a bridge and
through a grassy area. Take out the snakes with your pistol.
Continue along the path, leaping across any gaps you come to. You'll also need
to cut through some vines with your machete. Whip across the beam ahead and
down the ledges into a large room with several ledges and statues. Look out
for three or four snakes slithering in this area. There's also some treasure
in a hut to the right. Enter and stay to the left until you come to a hut and
a door. Press the button to open the door and head outside.
Immediately turn to the right and spot the button. Press this button; a door
opens back in the chamber. The problem is that the door only stays open for a
short amount of time, then you have to come press the button again and try to
reach the door in time once more. As long as you work quickly, you'll have
plenty of time. Turn around and head back into the chamber.
Locate the pillar straight ahead and jump up. Turn right and leap onto the
surface. Run forward and leap toward the first statue you saw upon entering
the room. Head toward the broken pillars and pull yourself up. Climb the
ledges here, first to the left, then to the right. Spot the tongue ahead. Leap
to the tongue and finally to the open door. Head inside.
Turn right and spot the top of a column. Push the column, which falls and
forms a new bridge. Leap down and cross the new bridge. Continue forward,
crossing the gap with your whip, and locate the crawl space ahead. Crawl
through it. Continue into the large area with the pyramid. Kill any snakes
here and avoid the tigers. Approach the base of the pyramid and pick up the
medicinal herb at the steps.
Climb up to the top of the pyramid and pick up the idol. Drop down into the
room below. There are four bowls, two by each door. Two of them unleash
Quetzalcoatl, the next boss creature. The other two open a door. You need to
light all four. Once Quetzalcoatl is released, avoid him by simply running
around. Don't get caught near his head or tail, or you'll take damage. Make
sure you light all four bowls so the other door opens as well. Head inside and
stand on the pressure plate.
Still avoiding Quetzalcoatl (and the snakes he spits out), run into the
chamber that he appeared from. Leap onto the block and grab the next machine
part, Azerim's part. This device lets you levitate up to the second level of
the main room. You must stand on the symbol tiles though; you'll find them at
the center of each walkway. Use the device to reach the second level and run
to either end. Stand next to the platforms at the end.
Once you walk on the platform, you'll be lowered, and a spike on the floor
will rise. Time it so Quetzalcoatl is slithering across the spike hole when
you stand on the platform. Repeat the process several times, and the boss will
be destroyed. Shoot any snakes crowding the room and head to one of the
symbols below the door opened by Quetzalcoatl's death. Use Azerim's machine
part and levitate to the door. Watch the end cutscene and prepare for the next
level.
V.I. Pudhovkin
Objective:
Escape the ship's brig and discover a way off the ship and onto the island
ahead. Fight your way from the bowels of the ship to the top deck and seek out
a lifeboat.
Walk-Through:
You begin the level inside the ship's brig. Press the action button on the
door ahead and knock to summon the guard. Turn around and to the left and
climb up the bunk bed. Look at the grate lock and press the action button. The
lock opens and falls off. Get back down off the bunk and knock on the door
again, summoning the guard. Hop back on the bunk and climb into the open vent.
Watch the cutscene of the guard searching for Indy. When the guard's in the
other room, hop out and close the door, locking the guard inside.
Continue through the corridor with doors on either side. Press the button on
the first door to the left and enter. Pull the lever, which distracts the
guards in the other room. Exit the room and wait a few seconds. Go through the
second door on the left. You'll notice the guards charging into the room
inspecting the machinery you just started. After entering the room, turn to
the right and spot the Infernal Machine part, Taklit's part, on the desk. Pick
it up and place it in your inventory.
Turn left out of the hall and approach the door at the end. Inside you'll spot
tons of crates. You can't head farther into the warehouse without being
spotted (and you're currently without weapons). Pull out Taklit's part and use
it; Indy will turn invisible. Walk to the left around the crates and enter the
door at the end. Grab your weapons from the podium. Go back into the warehouse
and watch the cutscene.
Stay to the right of the crates and turn to the left where you spot three
barrels. Push the crate here forward against the blue crate. Climb up top and
turn to the right. Pull the wooden crate here toward you once. Leap over the
crate to the other side and push it away from you one time. Hop onto this
crate and spot the whippable beam. Pull out your whip and swing over to the
other side. Turn left and hop onto the second level of the warehouse.
Head to the side of the warehouse opposite the two doors. Look out for about
three guards that emerge and attack. Enter the door ahead of you and head down
the hallway. There's one room on your left and one on your right, both
containing guards. Eliminate each guard and search the rooms for treasure.
Proceed down the hall and ascend the ladder. At the top, enter the room on the
left and knock out the guard. Pick up Urgon's Infernal Machine part.
Retreat back to the warehouse and to the two doors on the other side. Head
through the right door and through another door straight ahead. Turn left to
locate a crumbling wall. Pull out Urgon's part and use it on the wall. Walk
through the opening in the wall and turn left to find another ladder (look out
for the guard on the right). There are lots of options rooms around here to
explore. Many contain treasures as well as guards. Take out the guards and
pick up any goodies you find.
When you reach the top of the ladder, turn right and head down the hall to
another ladder. Ascend to the top deck of the ship. Locate another crumbling
wall and use Urgon's part to create an opening. Walk through the door ahead.
Look out for guards here, especially one that sneaks up from behind. Head
through this dining area and locate a ladder on the left. Climb the ladder and
watch the cutscene.
After the scene, pick up Azerim's Infernal Machine part on the table behind
you. Retrace your steps, heading out onto the deck, and find the ladder on the
right. Proceed down the hall taking another ladder down at the end. Descend
one more ladder until you're in an area with only one door. Proceed through
into another warehouse with a crane and controls on the left.
Stand in front of the controls and press the leftmost button twice. Next,
press the center button five times. Finally, press the rightmost button twice,
and the crane will lift the box in the air. Stand on the spot underneath the
levitated crate and use Azerim's machine part to float up to the top. Turn
toward the boxes and jump on top. Climb up onto the second level of this
warehouse.
Dispatch any guards here and go through either door ahead of you. You're now
in what looks like an engine room. The guards in here are tough, so try to use
the submachine gun. Don't attempt to shoot the guard on the catwalk below you.
Locate the ladder down, then worry about eliminating the guard. Once all the
guards are dispatched, find the lever on the bottom floor of the room. Watch
the cutscene of the descending ladder. Retrace your steps up the catwalk and
head up the ladder.
Head through the door and fight a tough guard on your left. He'll take several
hits; once again the submachine gun works best. Grab the wheel crank on the
left side of the room in a small niche. Exit through the door on the right.
Turn left and proceed to the end of the ship until you locate the small
motorboat. Knock out several guards here that approach from the sides and
behind. Use the wheel crank on the mechanism beside the boat. Watch the
level's final cutscene.
Mero¦
Objective:
Investigate the pyramids and find four prism rooms. Activate each prism and
find where each beam strikes the ground outside. Raise the four statues and
use the eye gem to open a door leading to King Sol's mines.
Walk-Through:
Watch the opening cutscene and approach the pyramid ahead with the tracks
leading into the broken entrance. Run to the pyramid's entrance. Tons of
hyenas run around the area; these critters are difficult to kill and take
plenty of abuse, even from the powerful submachine gun and shotgun. Unlike the
tigers from previous levels, the hyenas aren't scared off by the loud sounds
of your weapon. Walk into the pyramid ahead and listen to the Nubian boy beg
for assistance against the pests.
Run around the entire area taking out all the hyenas. Keep searching and
killing until you here the familiar Indiana Jones tune play - that signals
you've killed all the creatures. You shouldn't bother returning to the Nubian
boy, as he has already left. Locate the shed behind one of the pyramids. Look
through the window and shoot the explosive boxes with your pistol. Walk
through the entrance created by the explosion. Grab the bazooka and the
medical kit resting on the table. Also get the bucket and the drive chain
located inside the room.
Head down to the entrance of the mine. It's located by the tracks leading down
an incline to a lift machine (you can drive down here in the jeep if you
wish). Walk to the right side of the lift machine and use the drive chain.
Pull the lever to switch on the lift machine. Leap on the lifts and ride down.
Turn left and knock out the two scorpions. Locate the skeleton in the pit and
grab the watch nearby. Go back to the right and locate the broken mine cart.
Grab the wheel off the mine cart. Walk over to where the tracks break apart,
just in front of the mine entrance.
Watch the cutscene with the Nubian boy (remember, for this cutscene to occur,
you must have eliminated all the hyenas to gain the boy's trust). Indy gives
the boy the watch found near the skeleton, and the boy retrieves the eye gem
from the mine entrance. Return to the shed where you grabbed the bucket and
drive chain. Before heading inside the pyramids, grab the gas can from the
back of your jeep.
Face the pyramid next to the shed and spot the climbable bricks. Head up the
bricks and follow the climbable areas to the right until you reach the top of
the pyramid. Head through the corridor and deal with any spiders that appear.
Walk to the pit and spot the crumbling wall. Take out Urgon's part and use it
to break apart the wall.
Leap down to the block on the left. Drag the block to the climbable area. Hop
up and push the button located here and watch the cutscene of the door
opening. Return to this door and go along the corridor until you get to the
fork in the path. Follow the left-hand corridor until you reach a small pool
of water and the mechanism. Stand on the step behind the mechanism and use the
action button so Indy will comment about the device. Open your inventory and
use the bucket on the device.
Return to the fork in the path and go down the right corridor. At the next
fork, leap onto the block on the right. Jump to the ledge opposite your
position and follow the path to the staircase. If you go forward, you'll find
some snakes and a treasure on the left. Climb the ladder to the left. Proceed
down the corridor until you can go either left or right. Don't go left! It
leads to an instantaneous death trap. Turn right and spot the crumbling wall.
Use Urgon's part on the wall. Spot the two buttons inside. Press the button on
the right side and watch the cutscene.
Leap to the block lowered by the button (you must grab onto the block; if you
fall into the room you'll activate the death trap as if you walked into the
room). Pull yourself up and locate the ladder. Continue down the path to the
right until you reach a white-colored room. Walk to the wood in the center of
the room and select your lighter. Use the lighter to ignite the wood. Watch
the cutscene.
Exit the room and head to the right. At the first fork, take the right. Take
out the snakes with your pistol. You'll reach a sarcophagus with a button on
the top. Press the button and climb up some ledges on the right. You'll reach
an expansive pit ahead. If you go to the left, you'll find some crumbling
walls with some medicinal herbs and treasure. Approach the front of the pit
and fall down the lower ledge ahead. Perform a running jump across the pit.
Press the button ahead. Watch the scene of the block dropping down. Quickly
run back to that block and pull out the block underneath. Go back to the right
out of the pit and jump to the skinny ledge above. Shimmy to the left to the
other side. At the next fork, hang a right and emerge in the room with four
coffins. Leap onto the middle coffins and locate the hole in the ceiling. Pull
yourself up inside.
Open the door ahead and locate the ledges leading up to the upper area of this
room. There are lots of snakes here, so take time to eliminate them all before
venturing inside. Head up the ledges and follow the path to the right. You'll
emerge in the second white-colored room with the bushel of wood in its center.
Open your inventory and light the wood with your lighter. Watch the cutscene.
Retrace your steps to the room with the four open coffins. Follow the other
path with the symbols at the end. To get past the eye symbol, you'll need to
become invisible. Use Taklit's part to turn yourself invisible and walk past
the eye. Enter the room with all the skeletons and small coffins. Walk around
behind the central pole and spot the crumbling wall. Use Urgon's part to break
apart the wall. Climb up the left side of the coffins.
At the top, head off to the right. You'll need to work quickly here. Press the
button up ahead and climb up the ledge behind you. Head down the corridor to
the next button and press it. Get down to the bottom of the main room and
stand on the familiar symbol that activates Azerim's part. Use Azerim's part
on the floor and rise to the top. If it doesn't work, you need to retrace your
steps and press the button again. When you reach the top room, approach the
wood and ignite it with your lighter.
Use Azerim's part to head back down. Return to the expansive pit you shimmied
across moments ago (just keep following the path). Head to the other side and
go to the right into the room with the crumbling walls and treasure. Use
Urgon's part on the crumbling walls if you haven't done so already. In one
alcove you'll find another crumbling wall to the right. Use Urgon's part
again.
Proceed to the left and leap across the pit. Shimmy to your left to the next
ledge. Look out for scorpions and spiders around here. Thorough searching will
also reveal a few medicinal sprigs. Follow the path till you reach a block you
can pull to the right. Pull the block. Jump up and shimmy left along the
ledge. Drop off and find the ladder. Locate the wood bundle in the alcove
ahead. Leap and shimmy over the area with the wood. Drop down and pull
yourself up. Grab the wood.
Leap back over to the other side, drop down, and head to the left. You'll come
to an area with a whippable beam. Use the whip and climb up. Head to the right
and up a few ledges into the final white-colored room. Open your inventory and
place the bundle of wood in the center of the platform. Use your lighter to
ignite the wood. Watch the cutscene.
Fall back down into the hallway. Locate the crumbling wall here and use
Urgon's part. It's the pyramid exit. Proceed out and watch the cutscene of the
Russians arriving. Deal with any Russians you bump into. The object now is to
locate the beams of light you created in the white-colored rooms. Walk around
the pyramids until you spot the beam heading out of the eye. Stand on the spot
where the beam hits the ground. When you do, a statue rises from the sand
below. Insert the eye gem into the statue's orifice and watch the scene. Once
complete, grab the eye gem and locate the next beam.
There are four beams to find. The yellow beam lands inside a block formation.
You'll need to move the blocks to raise the statue and to make sure the eye
gem points back at the pyramid. Once you've used the eye gem on each statue, a
door opens inside one of the pyramids. Locate this door (it's at the bottom of
one of the pyramids) and head inside.
Stand next to the mine cart. Use the wheel you took from the broken mine cart
to repair this mine cart. Use the gas can from your jeep to fill the tank on
the mine cart. Hop inside and head inside the next area to complete the level.
King Sol's Mines
Objective:
Make your way through the mines (using the switching station) and grab King
Sol's three colored gems. Place them in their appropriate niche and continue
onward.
Walk-Through:
Continue through the mines until you reach an area of crates on the right.
During your trip through the mines, you'll likely encounter pipes running
across the track just under the ceiling. Use the crouch key to avoid getting
smacked by the pipes. In front of the crates you'll find a small cart with a
box on top. Get out of the cart and use the action key next to the box to grab
the fuse. Go back to the mine cart and continue into the mines until you
locate a large building with a big window; if you look inside you can see
numbers from one to five. Get out and head inside. Pick up the medical kit in
here.
Locate the fuse box on the left-hand side of the room. Use the fuse to restart
the power to the switching station. Walk to the levers and operate lever one
and lever three. Return to the mine cart and ride until you pass switch number
three. Stop at the door and back up. The mine cart will go through a door and
into a room with a waterfall. Get out of the cart and cross the floating
crates in the water. Use the whip to swing into the waterfall. Grab the key
inside.
Around this time you'll see a cutscene of the Russians arriving - and they've
got their own mine cart! Head back to the switching station. You'll likely
take fire as you go, but don't worry. Stop at the switching station and
eliminate the guards in the area. Head inside and operate lever number two. Go
back to the mine cart and continue through the mines.
You'll pass through a blue-colored room where the Russians inadvertently
opened a hole in a shed by using their grenades. Exit the mine cart and avoid
the electricity coming off the light fixture. Enter the shed and grab the key
on the table to the right. Get back into the mine cart and continue until you
reach an area with a shed on the left. You'll find a few guards here.
Eliminate them and head into the shed. Use the key to open a door on the
right. Grab the oilcan from inside.
Get back in the mine cart again and head to switch four (not the switching
station, but the actual switch). Use the oilcan on the switch. Drive back to
the switching station and pull lever number four. Watch the scene of the
Russians flying off the ramp. Return to the mine cart and proceed through the
tunnels until you reach an area with two wooden platforms on the right. Jump
onto the platform on the right. Find the moveable block on the left side of
the platform. Move the block and head through the entrance.
Inside the room you'll find some barrels. Shoot them with your pistol to make
them explode. Proceed through the opening. Look out for spiders in here. Grab
the red gem at the end of the area. Make sure you pick up the gem from the
front (a hole lies to the rear). Immediately after grabbing the gem, fall into
the hole. If you're too slow, a block will crush you. Kill the snakes down in
the hole (as well as spiders a few moments later). Follow the path back to the
mine cart.
Head back to the switching station. Operate switches two and four. Head along
the tracks until you see the cutscene of the Russians firing at you with the
bazookas. They'll accidentally destroy part of the tracks. Hop out and
eliminate the guards. Dive down into the water exposed by their weapons and
follow the tunnels, taking a left at the fork into a underwater room with four
bricks. Head up to the surface.
Climb up and leap on the blocks ahead. Make your way up the ledges, jumping a
few gaps, until you're at the top ledge with the green gem. Grab the gem and
retreat back to the mine cart by leaping through the holes in the wall.
Proceed down the mines again until you reach switch five (you might need to
flip some switches at the switching station to get there).
Get out of the mine cart and walk down to the area where the Russians flew off
the track. Use the whip to swing to the other side. Locate the crumbling wall
on the left and use Urgon's part. Grab the blue gem ahead (look out for the
snakes). Head back into the mine cart and drive through the mines until you
reach the area where you snagged the fuse.
Proceed through the entrance on the right platform. Take out any guards here.
Continue to the left into a large room with a pyramid in the middle. Insert
the key you got from the waterfall into the pyramid. The platform rises. Jump
over to the red niche. Place the red gem inside here. Leap back to the
platform and over to the green niche. Place the green gem inside here. Drop
down to the floor below.
Use Azerim's part to rise up to the blue niche high above. Place the blue gem
inside here. Watch the platform rise again and expose a lever. Drop down by
jumping to the scaffolding and then to the ground. Use the lever and watch the
cutscene. Head into the hall ahead to complete the level.
Nub's Tomb
Objective:
Locate the final piece to the Infernal Machine and battle the robot guardian
to escape the tomb and make your way to the location of the Infernal Machine..
Walk-Through:
Proceed straightforward leaping across the chasm ahead. A cutscene should play
here. Continue through the area over gaps and up ledges. Follow the path to
the left and then to the right. Leap to the ledge and shimmy across to the
right until you're over a ledge. Drop to the ledge and pull yourself up. Hop
down into the corridor and continue onward. Follow the passage, killing any
snakes you come across, until you emerge into a new room with pillars. Run
down the slope on the right side of the room.
Approach the rock face and climb up. Locate the slide to the left and head on
down into a new tunnel. Crouch at the bottom and enter the tunnel. Look out
for some scorpions wandering around. Approach the large door ahead flanked by
the two unusual statues. Turn to the left and spot another animal statue. Push
the statue forward and reveal the torn curtain. Take out your machete and tear
apart the curtain revealing a passageway.
Continue through the corridor and down a slide until you reach a lever. Give
the lever a pull and watch the cutscene. Head into the new area. Drop down to
the bottom of the room until you reach an area with a grate floor. Run across
the room (the first flooring will fall) and spot the curtain on the far wall.
Pull out the machete again and hack the curtain to pieces. Proceed through.
Grab the moveable block and give it a yank three times so you can head into
the passage it blocks. Run quickly over the flooring in the next room; the
floor rotates, but as long as you're running, you won't have a problem. At the
end of the room, climb the ledge to the left and hop over to the ledge on the
other side. Head up the ladder and proceed into the large theater on your
left.
Run behind the podium in the center of the room and press the button. Head
through the door behind you and locate the whippable beam on the left side of
the area. Climb up to the second level. Locate the ledges ahead and jump your
way across to the right side of the area. Turn and hop up on the ledge in
front of you. Make your way across the ledges again back in the direction you
came from. Turn, climb up more ledges, and go across one final time to the
left. Stand on the edge facing the room and look down to find the platform.
Drop down by backing off the ledge.
Turn to the statue to your left and use the whip. Indy will snap the arm right
off the statue. Hop down off the platform and snag the mechanical arm. Proceed
through the hall you entered from and head to the left. Go through the
corridor on your immediate right. Swing across the gap via the beam. Press the
button on the other side. Proceed through the area that was exposed when you
pressed the button and follow the hall to the right. You'll recognize the
area. Keep going until you reach that large door you bypassed.
Look out for guards hanging around the area. Approach the door and the statue
on its left side. Open your inventory and use the Anubis Arm on the statue.
Yank the lever on the right side of the door. Proceed into the new corridor.
When you approach the new room, look out for the spinning guard droid.
Eliminate it with a projectile weapon (bazooka rockets kill them in one hit).
Head to the left side of the room, hugging the wall until you locate a tile
for Azerim's part. Use the part and float to the second level.
Face the center of the room and cross to the opposite ledge by leaping across
the central area. Turn left and locate a button. Watch the Russians entering
the door you just activated. Press the button again after the cutscene to
reopen the door. Drop down to the floor and eliminate any guards roaming
around. Proceed down the stairs and press the button at the bottom. Head into
the next room.
You'll watch a cutscene of Volodnikov running off with some mechanism. You can
chase him if you want, but you won't be able to catch the speedy guy. Instead,
after the cutscene, turn left and spot the moveable block. Pull the block so
it rests in the middle of the hall. Enter the hallway from the other side of
the block and pull it so it covers the Azerim tile in the exact center.
Return to the top level of the room (on top of the block you just moved) and
approach the room at the end. Pull one of the statues so it blocks one of the
two entrances. Once complete, locate Volodnikov and chase him around. He'll
end up in this room but will be blocked by your trap. Watch the cutscene and
snag the gear part. Exit the area via the ladder (watch out for the guard at
the top).
Return to the room you were in a few moments ago by exiting by way of the
stairs. Look out for additional guards. Walk to the right of the screen door
and slash the curtain with your machete. Go inside and pull out the moveable
block. Hop over the block and into the exposed tunnel. Back down off the
ladder. Pull the lever here. Go back out. Hop on the block outside, which you
just moved, and leap into the adjacent area. Back down off the ladder and grab
the bronze key located down here.
Head back into the main room and put the bronze key in the keyhole to the left
of the screen. Walk inside this elevator-type contraption and use the bronze
gear you snagged from Volodnikov on the turtle figure at the far side. Push
the moveable block in the room's center onto the elevator.
Face the room and head to the right wall locating the Azerim tile. Head up to
the second level via Azerim's part. Turn right and follow the path to the
whippable beam. Use the whip and land on the platform, which lowers into a new
area.
Deal with the droid guard here and leap off the platform. Walk to the far side
of the room and hop up the red ledges on the left. Immediately turn around and
jump the gap to another ledge to reach the corner of the room. Locate another
far ledge and perform a running jump. Continue until you've reached a ledge
you can shimmy across. Shimmy to the right and fall to the platform below.
Proceed forward until you reach the far end of the area.
Follow the path to the right and you'll spot some water inside a tunnel on the
left. Leap into the water. Look out for the dangerous fish inside. Swim down
to the bottom and find the underwater tunnel. Pull the switch at the back of
the tunnel to raise the statue in the center of the room. Exit the tunnel and
hang a right to locate a ledge where you can pull yourself out of the water.
Turn to face the center of the room and the top of the statue. Two droid
guards wait on the other side. To dispatch them easily, use the bazooka as
soon as they're activated. Jump to the top of the statue and on to the
platform on the other side. Head to the left and up the climbing surface.
Enter the next room and watch the cutscene.
This area includes a nasty piece of electricity. If you are standing exposed,
the device will put a small shock into you. You must try to avoid the device
by ducking into the halls. Listen for the charging sound that signals when the
device is about to fire. Exit into the room and take your first left into the
hallway. Climb the stairs and spot the whippable beam. Take out the whip and
use it to climb up to the next level. Follow until you reach another whippable
beam. Cross using your whip.
At this point, there are two parallel walkways. Take the one closest to the
electric device. Time your run so you aren't shocked. Go left on the walkway
and follow it right and then left toward a platform. Perform a running jump to
the platform. Follow the path, leaping up to new ledges and eventually down a
slide and a jump until you spot a doorway just above you and to the left. Hop
inside. At the end of the corridor, use Azerim's part to float up to the
higher area.
Pull and push all the ram-head statues to the center of the room. When
finished, push the button, raising the electric device. Two buttons flank the
room, one gold and one silver. These operate the circuits that control the
electric device. Your goal is to break the circuit so the device is no longer
operable. Press the silver button until the top silver circuit is as far left
as it will go. Head over to the gold button (stay away from the device at all
times) and press the button until the top gold circuit separates from the
silver. If done correctly, you'll watch a cutscene of the water lowering and
the device shutting off.
Retreat to the main electric device room and look out for new guards. Jump
down into the water below. Locate a ledge on the main structure and pull
yourself up. Dispatch any guards roaming the area. Spot the ladder and climb
up. At the top, turn around immediately and hop to the platform. Continue
turning around and hopping to higher platforms until you reach the top. Grab
Nub's machine part at the top. Jump off the top of this structure to the water
far below.
Return to the ladder you just ascended and spot the strange brass niche to the
left. Use Nub's machine part inside this niche. Follow the newly opened door
until you reach the room with the elevator. Locate the two Nub switches and
operate them with the machine part. If done correctly, you should hear the
elevator power activated. Use the Azerim tile to float to the second level and
enter the elevator. Press the button.
Proceed forward out of the elevator (grab the medical kit located in front of
the door) and use Nub's part on the switch. Eliminate the droid guard waiting
inside. You'll enter the level's boss room. Run to the center and operate the
coffin. Get the gem left behind (Nub's eye). Next, you want to prepare the
room for your battle with the robot guardian. Locate four Nub switches
scattered around the room. Use Nub's part on each to activate the electric
floor plates (don't stand on them!). When finished, approach the hole in one
corner of the room and use Nub's eye. Watch the cutscene of the robot guardian
arriving.
To knock out the guardian, you must lure him over the electric floor panels.
Also, you might have to recharge the panels by reusing Nub's part on the
switch. After you've shocked the guardian several times, he'll explode. Try to
always stay out of his view or you'll get whacked by his laser beam. Just run
around the corners quickly if he begins to come into view.
Once he's defeated, hop up onto the second level of the center structure and
find a ledge up to the third. Leap over the broken robot guardian to the
platform. Head to the button at the end of the catwalk and press it. Go
through the door to complete the level.
Infernal Machine
Objective:
Repair the Infernal Machine and summon Marduk.
Walk-Through:
Head forward until you reach the ladder and then head down. Turn to your left
and grab the medical kit, first-aid kit, and rockets - you'll need them. Start
walking forward until you trigger the trio of droid guards. Use the bazooka to
eliminate them easily. Approach the alcove at the end of the hall.
Walking inside raises the floor. Once up, jump back down into the room and
return to the alcove. Leap down and push the button. Walk down the ramp in the
middle of the room. Hit the switch at the end of the hall to open the door.
Watch the long cutscene revealing Turner and Sophia.
Still on this lower floor, walk to the right side of the ledges and spot the
water below (if you're facing where Turner and Sophia first appeared). Leap
down to the water, but be sure not to hit the side of the chasm or you'll
suffer damage and likely die. Once in the water, pull yourself out to the left
side of the entrance. Turn to the right and eliminate the strange
caterpillar-like creature (look out, they're poisonous).
Proceed down the hall, leaping over some water and coming to a new doorway.
Enter and drop down to the room below. Walk to the left and enter the first
door. Watch the pattern of electricity in this hall. It flows from your
position to the end. Simply walk forward after it's passed the start position
and continue climbing up and over the ledges until you reach the end. At the
end you'll find Nub's machine part. Pick it up and grab the treasures on the
left and right side of the room.
Retreat into the recessed room you were in a moment ago and continue
straightforward until you reach the switch. Use the switch and open the door,
making sure to look out for the poisonous critters inside. Ahead of you is an
unusual beam that you can float inside. Leap into the beam and float upward
until you reach four platforms. Spot the platform with the robotic creature
and hop to the one just to the right.
Head up the ladder on the left and drop down the hole that will appear on your
left; you're now directly above and behind that robotic creature. Grab
Azerim's part located just in front of you. Ascend the ladder on either side.
Strafe onto the small platform facing the center of the room and the new
whippable beam. Use the whip to get across. Press the switch on the other
side.
Jump to the platform ahead of you. In this area you'll find some irritating
floating electricity diamonds that pester you with jolts of lightning. You can
eliminate them temporarily with your pistol. Turn left and leap across
additional platforms. Turn left at the last platform and leap into the
opening. Continue through some water into a new area. Climb up the ladder and
spot Urgon's part inside a small alcove. Grab Urgon's part. Put Nub's part in
the hole that Urgon's part occupied. Grab the treasures on the left and right
side of the room.
Turn around and spot the rotating platforms. These platforms move in a
pattern. Simply start running across when the platform nearest you is
stationary. Walk into the elevator. Turn around at the bottom and place
Urgon's part into the hole. Return to the elevator and press the up button
three times. Spot a platform ahead and jump. Turn left and jump to the walkway
with treasure on the left. More electricity diamonds roam this area, so look
out for them and eliminate them with your pistol.
At the end of the walkway, jump to the last platform (it's a tough jump;
perform a running jump, but leap well before the end of the walkway). Turn
left and hop into the new hallway. Press the elevator call button on the
right. Look out for the poisonous creatures both before you activate the
elevator and after. Hop on the elevator and press the up button once (it's the
right button).
When the elevator stops, head out and find Turner with his newfound
invisibility toy. After the cutscene, chase him around the room and fire at
him when he reveals himself. Eventually he'll die. Grab his equipment and
Taklit's part. Search the room for an Azerim tile. Use Azerim's machine part
to float to the next level.
Leap through the gap and stand directly in front of the electricity device.
Open your inventory and use Taklit's part to turn invisible. Jump over the
platforms until you reach the switch. Press the switch to deactivate the
electricity device. Open your inventory and use Azerim's device while on this
platform to float to the next level. Grab Marduk's head after the cutscene.
Place Azerim's part on the hole that contained Marduk's head.
Retrace your steps and locate an elevator that automatically lowers. You'll
recognize the area immediately. Leap over to the platform and climb the ladder
until you reach above and behind the robot Marduk's body. Place Marduk's head
in the hole. Head down the ladder on either far side of the corridor until you
reach the first room of the level (you'll see Marduk ahead of you).
Walk up the ramp to the control switches and place Taklit's part in the hole.
Operate the levers by immediately pressing the action key after you've
regained control. Watch the closing level cutscene and prepare for Aetherium.
Aetherium
Objective:
Defeat two incarnations of Marduk and survive the aetherium plane to return to
the world and live to fight another day.
Walk-Through:
Glide through the aetherium straight ahead to the ledge. At the ledge, turn
around and fall down into the lower area. Down here face the tunnel with the
bright circular, glowing design. Notice the colored rings inside the room.
These tunnels are all around this area - four of them - and each has different
colored rings. Turn around and float out to the ledge. Leap to the ledge to
the left. Float back into the aetherium.
Turn to the circular design and spot the green rings. Float inside and through
the tunnel until you emerge in a room. Hop on the ledge to the right and walk
over to the device at the end. Pick up the device; it's the Tool from Beyond.
Return to the aetherium and back down to the far ledge. Turn left and hop to
the next ledge. Look into the circular design tunnel and spot the purple
rings. Float inside the aetherium until you reach a force field you can't walk
through. Take out the Tool from Beyond and use it just in front of the force
field. Walk inside this newly opened reality and replenish your aetherium
tolerance. Also, grab the poison kit and the treasure.
Retreat back through the aetherium and to the ledge. Turn left and hop to the
next ledge. Face the circular design to spot the red rings. Float inside the
aetherium tunnel until you reach another force field. Use the Tool from Beyond
to pass through. Grab the medicinal herb and the treasure. Return to the ledge
below.
Turn and face the next ledge. Leap to the ledge. Face the circular design and
the blue rings. Float inside the aetherium until you reach the force field.
Open it and continue onward until you drop into the next room. Proceed to the
left into another aetherium area and float up until you drop into a circular
arena - you'll face Marduk!
You can't defeat the beast with your current equipment. Locate the tunnel out
of the room (not the ramp up); look for it behind you and to the left. Head
down this aetherium shaft until you locate a series of halls. In one you'll
find a force field protecting another reality area. Use the Tool from Beyond
to open the force field and grab the mirror on the statue ahead. Return to the
arena where you found Marduk.
Use the mirror when inside the room with Marduk. You must deflect his shots
back at him. When Marduk attacks from the lower level, stand on the lower
level. When he floats up high, you need to head up the ramps in the back of
the room to the upper level. Hit Marduk with successive blasts before he
energizes himself with the center electric device. Once he's eliminated, grab
the medallion left behind. Insert the medallion into the switch inside the
room.
Move to the center of the room and pull out your whip. Use the whip on the
device to create the electrified whip. Head back to the reality where you
found the mirror. You'll find a circular electric device to the left. Use the
whip on it and watch the door open. Proceed down the shaft until you reach the
next floor. Hop outside.
Turn toward the gear and then to the right. Looks like Marduk is back, now
infesting the body of Sophia - not good. Spot the circular electric device
here. Use the whip on the device. Approach the gear and head down the hall
until you locate the aetherium shaft to the left. Look out for critters in
this area. Head into the aetherium and use the Tool from Beyond on the force
field at the end. Grab the gem located inside.
Return to the normal walkway and head left to the next gear. Find the electric
device and use the whip. Face the gear and turn left to spot the aetherium
shaft. Head inside to the force field and use the Tool from Beyond. Grab the
gem.
Head left through the corridor to the third gear and use the whip on the
electric device. Proceed down the tunnel and notice the aetherium shaft above
you. It's the shaft you want, but you can't get up there. Proceed to the end
and float up this aetherium shaft. Locate the tunnel leading back over the
walkway and proceed. Continue through here until you reach a force field. Use
the Tool from Beyond to grab the third gem.
Head back to the main aetherium shaft and float down to the very bottom of
this area. There are three doors down here; each door has a colored strip
around it. Use the appropriate gem in each door. After opening the door, head
inside and use the Tool from Beyond on the force field. If any health pickups
lie beyond the force field, pick them up.
Once you've opened all three doors with the gem and used the Tool from Beyond
on each force field, go back up the main aetherium shaft several floors until
you return to where you fought Marduk the first time (the circular arena).
Approach the center of the room and use the whip on the electric device to
create the electrified whip.
Go back down the shaft to the bottom and approach the structure in the center
of the room. Locate a ramp up the side of one of the structures and hop up the
ledges to the top platform. The Marduk/Sophia creature will charge. When she's
close, use the electrified whip. Time it right to strike the beast. Look out -
sometimes she'll try to dodge the whip by flying upward. Hit her three times
(you might have to recharge your whip) and watch the cutscene.
When you regain control, just follow the path as the world shakes around you.
Hop up ledges and leap gaps until you reach the end. Watch the final cutscene.
Secret Level- Return to Peru
Objective:
Return to the scene of Indy's Raiders of the Lost Ark exploits and grab a
second idol. But, just like the first time, you'll need to avoid the boulder
trap in order to survive the underground temple.
Walk-Through:
You begin the level just outside the underground temple. Move forward from the
start position and pick up the medicinal root (look out for the snake hiding
nearby). Turn around and approach the passenger side of your jeep. Grab the
raft located inside. Grabbing the raft triggers a tiger. If the tiger gets too
close, take out your pistol and fire; the loud sound will scare the beast
away. Take the raft to the edge of the river, use it, and Indy will hop
inside.
Head down the river in the raft (you'll also find a repair kit in your
inventory in case you smash into the jagged rocks). Proceed down the rapids
and avoid the jagged rocks that jut out from the shorelines. When you reach
the dark-blue calm water, stay to the right and flow down more rapids. You'll
eventually fall off a waterfall and end up in a narrow stream. Locate the land
on the left and use the action button to hop out of the raft.
You can't do anything on land here, so leap into the water and swim to the two
entrances on the right. The left entrance takes you to some treasure (after a
little jumping and climbing) and back to an earlier part of the river (just
use the raft to get back here). The right side is where you want to go to
complete the level. Head through the right tunnel and watch the cutscene of
Indy falling over the waterfall.
Dive down in the water again and follow the tunnels to the right. Keep looking
right after the first entrance and locate a very narrow tunnel heading
straight away from you. Reach the end and climb out. Head up to the whippable
beam and use the whip to get across. Light the fire bowl up here and leap back
into the well-lit water and spot the vines at the bottom. Cut them with your
machete and dive through the exposed hole.
Hop out of the water into the new area and spot the moveable block on the
left. Push the block into the water, causing the room to flood. Swim up to the
top of the room and hop out. Two entrances lie on either side of your
position. Head through the entrance with the beam of light. The light, if you
recall, was a trap from Raiders of the Lost Ark. Avoid the trap by hugging the
wall on the right. Eliminate any spiders in the area with your pistol and
continue onward.
You'll eventually arrive at a boulder blocking the path. Turn left and locate
the crawl space near the ground. Head inside. Pick up the stone key ahead,
turn around, and head back to the room with two exits. You'll need to avoid
the beam of light again and also deal with more spiders. Proceed through the
exit you ignored a moment ago.
Follow the path leading to a room booby-trapped with darts. Ignite your
lighter and notice the black tiles on the ground. You can't step on a black
tile or a dart fires from the wall and hurts you. Walk up to the pedestal
ahead, again by avoiding the black tiles, and watch the cutscene. Hop onto the
pedestal and jump straight through the opening ahead. Turn left and locate the
keyhole. Open your inventory and use the stone key.
Drop down into the newly opened hole and continue until you reach a passage on
the left filled with scorpions. Take out the scorpions and turn to the left.
Light the torch here with your lighter to illuminate the room. You need to get
near the top of this area, so continue leaping up the ledges and using the
whip until you spot the bamboo spike on the left side of the room in a small
coffin-like niche. Drop down into the niche and pick up the spike. Jump back
down to the bottom of the room. Get out of the hole and locate the niche in
the wall. Insert the bamboo spike into the niche to create a beam to whip
from.
Return to the dart-trap room. Stand on the pedestal and leap to the left.
Behind the rubble is a crawl space. Crouch and head inside. Proceed down the
hall and use the whip to climb up to a higher ledge. You'll reach a hallway
with three familiar looking tiles on the ground. Leap over the first two
tiles, but stand directly on the third. You will lower into a new section
littered with snakes. Take them out with your pistol and pick up the first-aid
kit to the left.
Follow the hall to the right, jumping across a gap and using the whip to pass
another gap. Spot the climbable rocks and head up. When you reach the top,
push the moveable block over so you create a gap on the other side. Descend
the climbable surface and head to the other side of the moveable block. Keep
going to the right until you can climb up to a new ledge.
Turn around and perform a running jump to the ledge across. Shimmy to the left
until you can pull yourself up, then head to the left around the rock. On the
other side, back off the ledge and hang. You'll see the doorway behind you.
Hang in such a position that you line up with the door. When you drop, you
will slide down the rock face, and you must time the jump so you'll land at
the doorway. Once inside, run and jump to another ledge. Drop off that ledge
to the ledge below and shimmy to the left inside an alcove. Drop down and face
the bird-head statue. Use the whip to yank the statue, causing a boulder to
drop down below. Leap down to the floor and locate the new hallway. Leap up
and proceed inside.
You'll enter a room with huge columns on the left side of the room. Leap to
each column. After a few moments, a rock will push you off, so you must
proceed quickly. Reach the end and turn around. You'll notice a brand-new set
of columns on top of the ones you just traversed. Head back over and snag the
treasure about halfway to the end. Enter the room at the top and approach the
idol and the pedestal.
Pick up the idol and immediately run forward until you see the cutscene of
Indy looking at the broken floor. Continue running forward until you spot the
boulder coming straight at you. Turn around and run back into the idol room,
stopping just under the curved ramp. After the boulder passes above, continue
your first course until you reach the gap. Use the whip to swing across. When
you reach the strip of tiles before the dead end, take out the whip and use it
on a whippable beam high above. Move up quickly and avoid the boulder, and the
level ends.
That's All!
Compiled by Dusha 28.12.99
Happy Y2K!
combat, and you'll find walk-throughs for all of them below. While the
walk-throughs presented in this section don't represent the only path through
the game, they do offer a proven strategy. Follow the guide, and you'll also
snag enough hidden treasure to purchase ammunition, health power-ups, and the
secret map that takes you to the hidden level: Return to Peru (the
walk-through is provided at the end of this section).
Canyonlands
Objective:
Make your way through the Canyonlands, performing a wide variety of walking,
running, jumping, climbing, and combat maneuvers. Collect some treasure along
the way, then meet up with Sophia Hapgood and embark on an intriguing mission.
Walk-Through:
Indiana Jones and the Infernal Machine's first level works as a training
ground for the various maneuvers and combat techniques you'll have to pull off
during the adventure. Indy begins looking over an expansive cliff with a
glorious waterfall flowing in the distance. Turn to the right and spot the
short jump ahead of you. Approach the jump (don't worry about falling off -
Indy will never walk off a cliff unless you force him to by jumping or
running) and press the Alt key to make the leap. Walk up to the short ledge
and pull yourself up.
Walk to the edge of the next cliff overlooking a medium-sized recess. Either
jump down into the recess or turn Indy around and hit the down button, and
Indy will climb down the ledge. Approach the block with the bird engraving.
Press the Ctrl key while in front of the block, and Indy will get into his
block-moving pose. While holding down the Ctrl key, press the back button, and
Indy will pull the block back. Pull the block back until a hole in the wall is
revealed. Walk around the block and through the new entrance.
Continue walking until you spot a very small crawling area on the left. Turn
to the left and hit the crouch button to toggle crawl mode. Work your way
through the crawl space and stand up on the other side (hit the crouch button
again). The next two jumps are tough and will test your "superjump" ability.
Use the Shift key to run quickly ahead, and hit the jump key at the last
second to leap. Jump to the next ledge, then position yourself for another
superjump to the next. Perform another running jump; the jump is so long,
however, that you must grab hold of the opposite ledge and pull yourself up.
After jumping, hold down the Alt key so Indy will grab hold of the ledge, and
use the arrow key to pull yourself up.
Continue forward, and Indiana will spot what he calls a "whippable beam."
You'll be using these throughout the adventure. Walk until you're underneath
the beam and pull out your whip (the "1" key is the default). Use your whip
(the Ctrl key is the default) and Indiana will crack the whip up to the beam,
wrapping it around so he can pull himself up. Press the up arrow and climb to
the top of the whip. Use the directional buttons to face the ledge, and press
jump to leap across.
Head into the next courtyard and prepare for your first combat test. A snake
slithers around the small area. Take out your pistol (the "2" key is the
default) and approach the snake; Indy will auto-aim at the slithering beast.
Fire a few times, and you should easily dispatch the reptile. Holster your
pistol and turn to the right of the courtyard's
Approach the short ledge and climb up. Run and leap across to the opposite
ledge and turn to the left. Look upward and spot another whippable beam. Walk
to the middle of the very edge of the block you're standing on and pull out
your whip. Use your whip and, if you're in the correct spot, you'll witness a
short cutscene of Indy whipping his way across to the other side.
Inside the underground tunnels, locate the green-tinted pit and grab the
treasure located at the bottom. Don't jump in from the top, or you'll suffer
the same fate as that poor guy.
After landing on the other side, you'll immediately fall down two stories (and
spot some treasure) into a rushing stream. Swim downstream until you reach the
waterfall. Don't worry, there's no danger here. Let Indy fall down the
waterfall and land in the small pool below. Before hopping out, let's go back
and pick up some treasure.
At the bottom of this small pool are two tiny crawl spaces. Search one to
enter a small room with some treasure. Swim into the other tiny area and
emerge on the other side in a circular room with a pit in the center and a
series of ladders to Indy's right. Approach the pit and look down to spot a
skeleton and some treasure. Follow the edge of the pit until you see the
opening where you can leap down to some ledges inside the pit. Don't drop down
all the way to the bottom, or you'll suffer damage.
Climb down a few ledges and grab the treasure inside the pit. Head back up and
locate the ladders on the far side of the room. Use the Alt key in front of
the ladder and climb up. You'll transfer over to another system of ladders.
Keep going across the ledges and up ladders until you emerge inside a
previously visited area. This is the area where you just used the whip on the
whippable beam and landed on the other side, only to fall into the stream.
Spot the destroyed whippable beam on the ground and leap on the ledge just to
its left. Turn right and locate the ladder leading to a small room below.
Climb down and grab the treasure inside the room. Leap down the hole that
returns you to the stream. Swim down the waterfall again, and instead of
swimming into the crawl spaces, leap out of the water onto another piece of
land.
Watch the short cutscene of the helicopter flying overhead as well as Indiana
checking out the artifact from the small dig site. Indiana comments that he
needs to find out where the helicopter just landed. Run past the dig site and
turn at the first right; you'll spot two small ledges. Pull yourself up on the
first and then climb up on the next. Leap across to the next ledge and pull
yourself up again. Ahead of your position you'll spot a treasure and a
skeleton. Run and grab the loot and return to this position.
In the final canyon you'll spot the camp ahead. Perform a running superjump
and grab onto the ledge on the opposite side.
At the top of the ledge turn right and grab onto the small wall handles. As
Indiana hangs off the side, use the directional keys to shimmy Indy to the
left. When you reach the center of the ledge, press the up arrow key and pull
yourself up. Turn around 180 degrees and spot the ledge across the chasm. Back
up some and perform a running superjump. Pull Indiana up and climb up the
ladder.
Turn around again and spot another ledge across the chasm. Run and perform a
superjump to reach the other side. Turn to the left and pull yourself up on
the ledge. There's a snake up here slithering around, so pull out your pistol
and eliminate the snake. Locate a small entrance that you must crawl through
and grab another treasure inside. Once finished, turn around and face the
chasm. Run and perform a superjump across. You'll spot your landing point in
the distance. As you approach, a cutscene takes over and the level completes.
Babylon
Objective:
Infiltrate the Soviet camp and discover more about their plans. Meet Simon
Turner and venture down into the depths of an underground dig site to learn
the location of the Infernal Machine parts.
Walk-Through:
Indiana enters Babylon just outside the Soviet camp. Turn right and climb up
on the small ledge. Approach the higher ledge and pull yourself up on top.
Turn around and superjump over to the far ledge. Continue around the corner
and locate a crate on the left side of the area. Pull yourself up on top of
the crate and turn around to face the Soviet camp building. Run and superjump
and grab the side of the building and pull yourself up.
Don't attempt to enter the Soviet outpost. Instead, look for a way over the
roof.
Watch the cutscene of Indiana eavesdropping on the conversation inside the
building. Face the two ledges ahead and perform a running jump to the first
ledge and then to the second. Turn right and climb a small ledge and follow
the tunnel into a rectangular room. Follow the ledge to the left and turn Indy
around so his back faces the central area of the room. Move backwards and drop
down, holding onto the ledge.
Shimmy to the right until you're underneath the next niche. When you're there,
push the up key and pull yourself onto the ledge. Turn around and back up.
Perform a running jump to the far ledge. Once again, turn Indy so his back is
to the central area of the room and drop down two ledges. Be sure to hold down
the Alt key so Indy will hold onto the second ledge. Pull yourself up, but
don't run into the dark room just yet. Stay on the ledge and pull out your
pistol.
Inside this dark room there are two spiders scurrying about. Stay on the small
ledge and kill the spiders from a safe location. Once you've dispatched both
spiders, drop down and head to the right. Follow the ledge until you're
overlooking the room and the water in front of you. Perform a running jump to
leap to the ledge across from you. There are additional spiders in this area
(they drop down on webs from the ceiling), so be prepared with your pistol.
The room winds around to the left. Move very cautiously here - there's a guard
just around the corner standing next to two explosive barrels. Strafe
carefully around the corner and shoot the barrels. This causes an explosion
sufficient to incapacitate the guard but also alerts additional guards! Stay
in this small cave until some guards pop out in the open. Shoot them quickly.
Pick up their ammunition and the poison medicine from the ground.
Move slowly and dispatch all remaining guards in the area. From the cave
entrance, head right and down to the courtyard. Head into the tent and snag
some medical supplies. Go to the right side of the area and slide down the
decline into the underground room. Turn right and climb over two ledges just
in front of a ladder; once you're there, ascend the ladder.
Head down the hallway, and you'll eventually emerge at an overlook with a tent
and a guard below. The best way to dispatch the guard is to immediately charge
forward and take cover beside the tent. Wait for the guard to pop out, and
then take him down with your pistol. Head inside the tent, but beware of the
scorpion. Take it out with your pistol, and then grab the medical kit inside.
Before heading onward, locate the small room near the tent and grab two
first-aid kits. Locate the lever nearby and use the action button to pull the
crank. Once done, the gate ahead opens.
Go to the crate inside on the left so it's underneath the opening in the roof
Climb onto the crate and then onto the roof. Watch the cutscene showing how to
get inside the compound. You must wait for a truck to drive by, then leap on
top of it when it passes underneath your position. Perform a superjump to the
ledge across from and below your position. If you want, you can head across
into a small room and collect a poison medicine kit. Once you're on the small
ledge, wait for a truck to pass by, then perform a standing forward jump when
the truck moves in front of your position, and leap on top.
Watch the cutscene of Indy entering the compound. When the truck stops, you'll
almost immediately be under fire. A few guards stand ahead, but some gas
containers flank them. Try to shoot the containers to incapacitate the guards.
Leap off the truck, and turn right all the way around and back to the left.
You should see a short hall with a gate on the left and two items on the
right. Collect the first-aid kit and medicine from on top of the crates. Turn
around and walk back toward the stairs. If there are any guards left up there,
they'll likely have followed you in. Take them out, using wall corners for
cover.
Ascend the stairs and eliminate any guards that get in your path. Once you're
upstairs, you'll have returned to the main room. Look out for any guards
remaining, especially one up high. Quickly scamper into the alcove on the far
side of the room (opposite side from where the truck stopped). Grab the
medicine packs on the left. Jump on top of the block on the left and pull
yourself up onto the roof of the room. Grab the treasure here.
Turn left and descend some stairs. A guard waits here, so take him out before
charging down. Follow the path to the right and continue down additional
stairs until you reach a ledge. Pull out your whip and locate the whippable
beam ahead. Use the whip and watch Indy reach the other side. Back down the
ladder and fall down onto the ledge below. Turn left and jump up onto the
small ledge. Get ready quickly for combat. Take out the guard who appears in
the far room.
Your goal in this large room is to land on that switch in the center of the
room. Let's hope Indy wore his jumping shoes.
Move forward and to the right for some treasure. From the entrance, go right
and make your way into a large room. Locate a lever in the back area inside a
small alcove. Pull the lever to turn on the lights, open a closed gate, and,
unfortunately, alert two guards to your whereabouts. Take cover against the
walls and eliminate the two guards.
Head through the opened gate and pull the crate; you'll expose a tunnel. Crawl
through the tunnel and jump into the water. This series of underground water
tunnels includes ample treasure as well as one exit. Take the time to seek out
the treasure, then locate the exit that leads into a new area. Pull yourself
up on the ledge and out of the water. Exit this room and turn right, spotting
a closed door and a keyhole on the right. Examine the keyhole by approaching
close and pressing the Ctrl key.
You don't have the key yet, so head back up the stairs. A guard approaches and
takes aim, but fortunately Simon Turner, Sophia Hapgood's CIA boss, takes him
out. Watch the cutscene and grab the key. Loot the dead guard for his
ammunition and look out for two additional guards emerging from the right.
Eliminate them, and then head back down to the closed door and the keyhole.
Approach the keyhole and open your inventory. Select the key and use it to
open the door. Inside the room is a stack of TNT boxes as well as some
explosive barrels. Go back to the stairs and shoot the barrels; the resulting
explosion opens a large hole in the floor. Enter the room and jump down the
hole.
Indy lands in a large pool of water. Locate the ledge sticking out and pull
yourself up. Follow the ledges to the left; you'll have to pull yourself up
and perform a few jumps. When you reach the top, follow the path to the right
into a small alcove. Snag the treasure found here. Locate the picture block on
the left; pull out the block, then climb on top. Leap up into the room above.
Explore this area and locate an unusual mechanism on the left, a locked door
ahead, and a weird symbol on the right. Use the contraption that Sophia handed
you during your last mission while you're up against the machine. This lowers
the elevator and the block. Jump back onto the block and pull yourself up into
the room above. Watch the cutscene depicting the large room that awaits you.
Look down, then leap down to the ledge and then to the floor below. Several
spiders roam the floor, so take time to eliminate them before continuing.
Locate the ladder to the right and on the opposite side of the room. Press the
Alt key while standing against the ladder and climb up. When you reach the
top, continue moving to the right on the climbable surface. Pull yourself up
onto the ledge. Turn left and locate the picture block on the left. Push the
block out as far as you can. Look inside the area to the right of the block
for a small treasure.
Head back to the climbable wall and to the long ladder. Ascend the ladder to
its peak and pull yourself up into a small niche. Leap down onto the block you
just pushed out. Look up and spot the whippable beam. Pull out your whip and
use it on the underside of the beam. Ascend the whip with the up key until you
reach the top. Jump forward and pick up the first tablet piece. Exit this area
and turn left, locating a stone bridge with a gap in its center.
Run across and leap over the gap. On the other side you'll find the second
piece of the tablet. Watch the cutscene of the bridge falling. You're now
standing on the last block. Facing the center of the room, turn left and look
down to spot a small block below you. At the block's edge, perform a standing
forward jump and land on the small block Grab the treasure here before
continuing. Turn around to face the center of the room and look down once
again. You'll spot a pillar in the center of the room with what looks like a
switch on top. At the ledge's edge, perform a standing forward jump and fall
onto the switch, opening a crawl space to your right.
On this contraption, use the gear part given to you by Sophia, to jump-start
the elevator.
Fall down onto the ground and crawl into the space. Inside you'll find the
statue. Crawl back out into the main room. Straight ahead of you is a small
block that fell from the bridge. Up above the block you'll notice a new
hallway. Jump onto the block and then head into the hallway. Be sure to crawl
through the hallway; there's a spike trap about midway through, activated by a
ground panel. Grab the final tablet piece at the end of the hall. Head back
out and don't forget to crawl (or run really fast).
Turn left and climb up the ledge you see. This is the first ledge you fell
down on as you entered this area. Face the wall and leap up to the ledge and
go back out to the elevator. Return to the room where you noticed the strange
puzzle-like symbol across from the mechanism. While standing in front of the
puzzle area, put each tablet piece into place. Watch the cutscene and the new
area opening across from the current room.
Head into the new room and grab some treasure. Return to the elevator and push
the block into the new room until it's off the elevator. Use the action key on
the elevator switch and watch Indiana ride up. At the top, locate the ledge
and pull yourself up. You'll spot Indy's jeep as well as Simon Turner. Watch
the closing cutscene and get ready for the next level!
Tian Shan River
Objective:
Survive several trips down the raging rapids and locate four candles. Find a
way to open the gate leading to Shambala Sanctuary.
Walk-Through:
After watching the cutscene of Indy parachuting into the canyon, immediately
turn around and spot the ledge ahead. Hop inside the cave and grab the
treasure and the medicinal herb. Turn back around and proceed forward, past
your opened chute, and follow the path to the right. You'll come to a ravine
and spot a bridge down below. Hop down into the ravine.
Turn and face the wooden bridge. Continue under it and leap up on the small
ledge on the other side. Turn around and face the bridge again. Perform a
running jump and grab onto the bridge. Turn left and follow the road until you
come to a path on your left. This path is narrow and sprinkled with a few
trees. Proceed down this tight path and avoid the wolf wandering around in
this area.
Approaching the Soviet outpost from the gated entrance is suicide. Look for a
ledge where you'll have leaping access to that tower.
Continue around to the right and approach the high ledge. When up against the
ledge, press the Alt key and Indy will leap up and grab hold. Pull yourself up
with the up directional key. You should spot the Soviet camp ahead. As you
approach, the game switches to a brief cutscene depicting the expansive camp.
Spot the guard tower ahead and do a running superjump to grab onto its ledge.
Pull yourself up quickly and pull out a weapon; there's a guard wandering
around on this ledge, and he'll take some shots at you if you don't quickly
eliminate him. Once the guard is eliminated, walk to the ladder in the center
of the tower. Turn around and go back down the ladder. Continue going down
into the hatch and into an underground room.
Once inside the room, hop off the ladder. Search the room until you find
another hatch with a ladder leading down. There's a door in this room with a
button adjacent to it; don't open this door or you'll alert additional guards.
Just descend the ladder. You'll enter a room with a pool of water on the left,
a door on the right, and a hallway ahead (with a few crates). There's a guard
waiting to the right of the hallway, so prepare a weapon. Once you've taken
him out, approach the door he guarded and press the button to open it.
Another guard waits in this room; keep your weapon out and eliminate him. In
this room you'll find a few doors, but the boxes scattered around the room are
more interesting. Turn right after entering the room and notice the single
stack of boxes. Hop onto the boxes and look up to locate the entrance into the
ventilation system. This isn't the hole above the double stack of boxes; it's
the entrance above the single stack. Perform a standing jump and grab onto the
edge of the vent. Use the directional key to pull yourself up.
Head through the vent moving forward and taking two rights. You'll emerge just
in front of a hole in the bottom of the vent. Jump down into a new room.
Inside you'll spot three lockers. Stand in front of each and press the action
button to open and investigate inside. Search each locker and grab the raft, a
raft repair kit, and a medical kit. Look just to the right of the lockers and
locate a button with a Russian word on top. Press the button and watch the
cutscene of the fence opening. Next, to open the door, hit the button to the
right of the button you just pressed. Head through the door.
Approach the river (where the fence just opened) and open your inventory.
Select the raft. Indiana will blow up the raft and hop inside. Controlling the
raft is a bit tricky, but just stay to the right as much as possible and avoid
any rocks. You can use the back key to paddle backwards; use it simultaneously
with the left or right directional keys to stick on one side of the river.
Head to the right and stay to the right.
Keep going along the river until you see some structures on your left and a
short bank way up ahead (with two trees just next to it). Approach the bank
and hit the Ctrl key to dock and hop back onto land. Indy will automatically
grab the raft. Turn left and follow the twisting valley path. Take time to
search the rocks to the right of the path and locate some treasure.
Navigating the rapids can be tricky. Stay away from the jagged rocks, or
you'll need to use a raft repair kit to plug the small leak.
Continue down the path moving over a bridge and under a small archway. You'll
end up at an intersection leading left (through a tunnel) and right (through
more mountain paths). Turn right and continue. Keep running until you spot a
small outpost ahead. There are two guards waiting for you. Approach and get
their attention, then go back up to the mountain path. Take out the two
guards, collect their weapons and ammunition, and head into the outpost.
Search the lockers in the outpost to get two more raft repair kits and another
medical kit. Go back outside and continue past the shack until you spot
another riverbank on the left. There's a wolf in this area, so just run to
avoid it. Stand in front of the river and prepare your raft.
You need to make a minimum of two trips down the river to grab four different
candles. If you snagged three raft repair kits, you should have no trouble
keeping the raft afloat and traveling down the river, even if you do smash
into a few jagged rocks. After placing the raft in the water, head down the
river until you see a fork in the path (two structures lie ahead). Take the
left path. The river will fork again in a few moments; again, keep to the
left.
Keep going until you emerge in an alcove with a small tower ahead of you.
Locate the dock and paddle up to it. Press the Ctrl key to dock and pick up
the raft. Head inside the small tower, up either the left or right staircase.
At the top you'll find the first candle - the green candle. Pick up the candle
with the action key, and look out for two spiders that float down from the
ceiling. Eliminate them with your pistol or just run back out to the dock. Use
the raft near the water again and prepare for another trip.
Return down the river, and you'll spot a batch of pine trees. Continue staying
to the right, and you'll come to another fork, leading forward and to the
right; forward leads to a tunnel-type area, and right goes underneath a
bridge. You want to head under the bridge. Paddle your way under the bridge
and locate the shoreline on the right. Press the Ctrl key when you are up
against the shore and hop out of your raft.
Head into the cavern and up the stairs as the path curves around to the right.
Look left to find a short ledge. Hop up and grab the medicinal herb and the
treasure. Continue down the path over the bridge and down some stairs until
you reach a large room with unusual smashing mechanisms. Turn right and locate
the first mechanism. Jump on the wooden plank, then onto the smashing
mechanism when it's at its lowest point. Next, jump across to the ledge and
pull yourself up. Perform a running jump to land on the third smashing
mechanism. After landing on top of it, turn around and leap to the ledge to
the right of the tunnel entrance.
Turn left and leap over the gap. The tunnel entrance lies to your right. Go
forward first and snag the treasure from the small niche. Return to the tunnel
and head inside. Continue up the path until you reach the second candle - a
violet candle. You can't go forward any longer, so head back into the
mechanism room and get to the lowest floor by leaping onto the smashing
mechanisms again. Head back to your raft by going through the tunnels and
across the bridge once again.
Use the raft you left at the river and hop inside. Head into that tunnel area
you passed up before. You'll pass underneath the bridge as you go. The tunnel
area will be to the right. Keep going forward through the cavern until you
spot some machinery on the left. Dock at the shoreline and get out. You'll
spot what looks like an elevator and a lever. Walk up to the lever and use the
action key; this makes the elevator operational. Hop inside the elevator and
watch the cutscene of Indy riding up.
When the elevator stops, you'll find yourself at the point where you entered
the river in search of the first candle. It's now time for your second trip.
Approach the river and use the raft to hop inside. Continue down the same
river path you took before. At the first fork, take a left, and take a right
at the second. You'll enter another alcove and another tower. Locate the shore
on the left and hop out of your raft.
Ascend the winding staircase as it goes to the right, and turn to face the
tower. You'll spot a stained-glass window. Pull out your pistol and shoot at
the window; the window will break apart. Back up a bit and perform a running
jump through the broken window. There's a lever just in front of you; use the
action key and pull the lever. Watch the cutscene of the door opening, giving
access to the third candle. Turn around and hop on the window ledge. Perform a
standing jump back to the pathway. Turn right and continue walking. At the
medium sized ledge, press the Alt key to pull yourself up. Follow the path to
the right and head through the door and pick up the third candle - the red
candle.
To reveal a lever, shoot out the stained-glass window with a pistol.
Return to the raft and hop inside and continue to the left. Spot the tunnel
ahead and paddle through it. As the tunnel ends, locate some trees on your
left as well as a small riverbank. Paddle to the bank and hop out of the raft.
Before grabbing the fourth candle from inside the tree stump, walk around the
stump and find a small treasure in the back. Grab the final candle, the yellow
candle, and return to your raft. Continue along the river through a long
tunnel. Watch out for some rocks on your left as you arrive back in the
elevator room.
Climb on the shore and pull the lever again to activate the elevator. Hop on
the lift and watch the cutscene of Indy heading upward. You're back again at
where you first entered the river in search of the candles. Head back to the
structure where you dispatched the two guards and return to the intersection
where you headed right. Pass under the archway as it goes forward, and you'll
enter a small structure with four holders. Ahead of you are a windmill and a
bridge that is turned perpendicular to your path.
Place all four candles in the four holders. It doesn't matter which candle is
placed where. Once all four are in place, open your inventory and select
Indiana's lighter. Walk in front of each candle and use the action key with
lighter in hand. After lighting each wick, watch the cutscene of the windmill
activating and the bridge turning. Cross the bridge to watch the final
cutscene and the level's completion.
Shambala Sanctuary
Objective:
Study the clock, bell, and bell ringer mechanism, and ring the bell summoning
the holy woman. Complete her mission and locate the sacred object somewhere in
the sanctuary's treasury. Grab the first part of the Infernal Machine and
eliminate the ice guardian.
Walk-Through:
You begin just inside the first room of the sanctuary. Ahead of you is a
broken elevator, so don't bother attempting to hop onboard. There's also a
nasty spider lurking in the left corner of the room, so pull out your gun and
be ready if it scurries your way. Turn to the right and move around the
elevator to the high ledge. Use the Alt key to leap up and grab hold. Pull
yourself up with the directional key. Spot the button and get over to it.
Press the button and a ladder lowers just next to your position. Climb the
ladder. Head outside and follow the path around the structure to the right.
Continue across the bridge and into the courtyard. Watch the brief cutscene.
There's a wolf in the courtyard to the left, so just run and avoid it. Head to
the left back wall and locate the medium-height ledge. Use the Alt key to leap
up and grab hold. Continue to the next ledge and climb on up. Seek out the
wall on the left and the bricks. Though they might not appear so at first,
these bricks are a climbing surface, similar to the ladders you've ascended
during the game. Press Alt at the bottom and begin your ascent. The goal here
is to simply make it to the top. You might have to shimmy from side to side
and even retreat back down some to find a path to the top.
Raise the bell into position before using the bell ringer.
At the top of the roof, run around to the right side and locate the ladder
fitted inside the structure. Step on the ladder and watch the cutscene of
Indiana falling inside the building. Turn left and locate the ladder. Go down
the ladder and head down to the next level. Walk over to the bench and turn
right until you spot the ledge ahead. Leap off the ledge to another ledge down
below. Again spot a ledge ahead and continue down. Turn around on the next
ledge and run off again all the way to the floor. Watch the cutscene of Indy
examining the skeletons.
You're still actually on some ledges, so continue to make your way down. After
falling off a few ledges, you'll watch a cutscene showing off some unusual ice
creature inhabiting this level. Don't worry, the first one won't bother you,
but there are more nasty ones to come. After the brief cutscene, continue down
the hall until you reach a doorway on the right. Head inside to check out the
clock gears.
After the cutscene, enter the room about halfway, until you spot a moveable
block on the right. Use the Ctrl key to grab hold of the block. Pull the block
back once to move it into its correct position. Turn left and head through the
door. Spot the ladder and descend by backing up against it. Turn around and
head down the hall as it winds to the left. Walk until you've reached a ledge
overlooking a large room. The way down is a sliding surface to your right.
Jump on the sliding surface until you reach the bottom of the room. If you
can, try to leap off after the first slide; you'll land on a small platform
that contains some medicinal herbs.
After reaching the bottom of the room, you'll be immediately under attack from
two ice creatures. A third creature waits to pounce after you've investigated
part of the room. Take out these creatures from a safe distance with your
projectile weaponry. Don't get too close as they die, because they create a
painful explosion upon death - and you don't want to be inside that shrapnel
field! Once you've taken out all three creatures, walk to the back right area
of the room and find a small set of stairs leading to the left. Head down the
stairs, and you'll stand in front of a moveable block. Use the Ctrl key to
hold the block and move forward to push the block. Doing so activates the
waterwheel and supplies power to the mechanisms inside the room.
Turn around and walk back. Stay to the left of the mechanism in the center of
the room. With the mechanism just on your right, turn around and face the left
wall. Walk forward to this ledge, and use the Alt key to hop on up. When at
the top, turn around completely and look up; you'll spot a ledge just above
you. Jump up and use the Alt key to grab hold and then pull yourself up. Stand
in the center of this ledge and look up - there's a whippable beam just above
you. Pull out your whip and move until Indy looks up. Strike the whip and then
pull yourself up on the whip.
At the top, swing off onto the ledge. Turn around to face the center of the
room. You'll notice a swinging platform in the room's center. Wait until the
platform moves directly in front of your ledge, then perform a running jump to
land safely on it. Once on the platform, turn completely around and locate the
ledge to the right of the one you were just standing on. Wait until the
platform is in front of the ledge, then perform a running jump to grab hold of
the ledge. Pull yourself up. Walk to the back of the ledge and leap up to the
next ledge. On top of it, turn around and jump straight up to grab hold of
another ledge. Once up here, you'll spot another moving platform ahead in the
room's center.
When the platform is in front of your current ledge, leap and land safely on
it. Turn to the left and spot the hallway ahead. Wait until the ledge is as
close to the hallway as possible and perform a running jump to land safely.
Follow the hallway to a ladder. Ascend the ladder. Follow the path to the
right and through a room to another ladder. Ascend and follow the path left to
the giant clock.
At the clock, turn left and walk to the wall. Turn right and walk forward.
Look up and locate the whippable beam. Draw Indy's whip and walk forward until
he looks up at the beam. Use the whip and ascend. Use the Alt key to swing
from your whip onto the ledge. Walk forward until you're just under the small
square-shaped ledge. Jump and pull yourself on top of it. After you reach the
top, turn around completely and leap to the ledge. Again, pull out Indy's whip
and locate the whippable beam ahead. Climb up and use the whip to swing to the
ledge. Continue walking until you reach the button - don't bother pushing it.
Turn left and jump to the next ledge. There's a lever across from you. Pull
the lever and watch the cutscene of the gate opening.
Head to your right and ascend the ladder and go through the newly opened gate.
You'll emerge on some tracks on top of a bridge. Continue walking and look for
the window to the right and just a bit below the bridge. Pull out a projectile
weapon and aim for the window. Fire and destroy the glass. Walk to the end of
the bridge and turn left. Look down and spot the ledge just in front of the
broken window. Leap down with a standing jump. Go through the broken window.
On this first floor you'll encounter another ice creature. Dispatch it with
your pistol. Turn to the right and jump off the ledge to a floor just below.
Turn around again and jump off the next ledge. At the bottom of the room,
locate the lever next to the steps on the right and use the Ctrl key to pull
it. Watch the ensuing cutscene showing the ladder dropping to your right.
Approach the ladder and ascend. Follow along the small girders to another
ladder and ascend. Do the same until you reach the top floor and another
lever. Pull the lever and watch the cutscene of the bell rising. Once
completed, head back to the bridge you crossed to get back inside to the clock
area.
In this section, your goal is to cause the bell ringer, the statue ahead of
you, to ring the raised bell to summon "the master." Accomplishing this task
requires setting the "alarm" clock and pulling a lever back near the bell. As
you approach the bell ringer, turn to the right and jump down to the ledge
below. Follow the next level to the right and run off another ledge. There's a
lever on your right; pull the lever to observe another cutscene showing the
clock's alarm being set. You need to pull the lever a few times to give
yourself ample time to return to the bell area. Set the alarm for about two
"hours" ahead of the current displayed time. For instance, if the hour hand is
at 12:00, set the alarm for 2:00, or even 3:00. Don't worry, it will get there
quickly enough.
After pulling the lever enough times to set the alarm, turn right and run
forward. There's a small ledge ahead of you; leap to the ledge. Turn right
again and leap to the far ledge. Take out Indy's whip and look upward. You'll
spot a whippable beam. Use the whip and ascend. You can't leap forward;
instead, use the directional keys to rotate around 180 degrees. Leap to the
ledge that was formerly behind you. Head to the button and press it. Turn left
and walk along the new walkway. Climb the ladder at the end of the pathway and
locate the bridge back to the bell tower on your right. Once near the bell,
turn around and observe the bell ringer. It should be stationary. The bell
ringer will start to spin once the alarm is ready. As soon as you see it spin,
pull the lever to the right of the entrance. Watch the cutscene of the bell
ringer ringing the bell and summoning the master.
The holy woman has a little mission for Indy. Follow her instructions and
locate the sanctuary's treasury.
After speaking with the little master and gaining his key, walk back over the
bridge to the bell ringer. Fall off the right ledge and continue down until
you're on the room's floor. Locate a previously unvisited hallway in the back
right corner of the room. You'll end up at a keyhole on your right; open your
inventory and use the master's key to open the door. Enter and immediately
turn to your right and locate the hall. Follow the hall into a new room. Turn
to your right and climb the ledge and then the ladder. Locate the bed in the
center of the room and stand on top of it. Turn around and stand under the
ceiling beam. Leap up and grab hold; use the up key to pull yourself up.
Walk down the beam until you reach the crawling area. Use the crawl toggle and
head into the next room. Grab the treasure, then run off the ledge, falling
into a new room. Turn to your right and grab the Monastic Seal off the podium.
Watch the cutscene of the Russians.
Walk through the door on your right and back to the bed and return down the
ladder on the left side of the room. Enter the room on your left and eliminate
the guard. Continue down the hall until you emerge inside a large room with a
statue in its center. You'll have to dispatch three more guards here, so move
cautiously as you head forward. After you've eliminated the guards, head
forward and go around the right side of the statue. There's a ladder at the
end just to the left of the waterfall. Approach the ladder and press the Alt
key to ascend.
Turn around at the top and approach the statue. Notice the two poles jutting
out the sides of the statue. Approach the left pole and go around to the other
side. Face the pole and press the Ctrl key to push the pole and turn the
statue. Perform this action twice and watch two cutscenes. Head down to the
door that opened on the second pole shove and then enter. Back down the ladder
and head down the hallway (beware of the spider lurking here). Indy will
comment that something seems odd. Toggle the crouch key and crawl over the
tiles and avoid the log trap.
Stand up on the other side and kill two small ice creatures. Run to the ladder
on the far side of the room and ascend. Look to the left and find the elevator
and ascend. Watch the cutscene. After you get to the top, approach the door
and open your inventory. Select the Monastic Seal and use it on the niche on
the door. Enter the treasury.
Turn to the right and jump to the first beam on the right side of the room
(it's below your current position). Leap to the next ledge. Superjump to the
next ledge. The next beam, the fourth, will collapse soon after you land on
it, so quickly leap to the last ledge. Turn right and head into the small room
and grab the key. Note: If you fall down in this area, you'll land in water
and return to the statue room you were just in a moment ago.
After snagging the key, turn left and jump to the beam. Turn right and use the
Alt key to pull yourself up on the end point of the beam. Turn left and jump
to the next beam and its end point. Notice the railing above the entrance door
and leap to it, grabbing hold of the ledge. Shimmy your way to the right until
you spot a ledge underneath you. Fall down onto the ledge.
Turn around and face the next set of beams. Jump to the second beam. Turn
around and back off the beam so you'll grab hold. Drop down safely to the beam
below. Run forward to another beam below your position, then leap to the beam
adjacent to the wall ahead. Turn to the left and spot the whippable beam up
ahead. Take out your whip and cross to the other side. Turn to the left and
head to the last beam in this room. You'll have to cross one gap by using a
whippable beam again.
On the last beam, turn to the left and use the Alt key while standing against
the ledge at the end to pull yourself up. Turn to your left again and jump to
the beam. Perform the same action on this beam by ascending its ledge. Locate
the beam up above this position and leap up. Turn to the left and locate the
moveable block shoved into the wall. Use the Ctrl key next to the block and
yank the block out one time. Leap onto the block and turn around. Jump to the
ledge and finally pull yourself up on the platform.
Approach the alcove and watch the gate slam down in front of you. Turn to the
keyhole on the left and use the metal key to open the gate. Walk inside the
alcove and pick up the plant bulb. As soon as you do, Russians enter across
the way. Don't bother trying to attack them; simply run and leap into the
water. Follow the water back into the statue area you were just in.
Climb out of the water and walk past the statue on the right. Jump up to the
ceiling girder and pull yourself up. Ahead of you are two ledges; the ledge on
the left has a ladder and the ledge on the right has a button. Superjump to
the ledge on the right and press the button. Watch the cutscene of the ladder
rising, then superjump back to the girder. Now, leap to the platform with the
ladder and ascend.
Continue down the hall, up some stairs, and around to the left. You'll watch a
brief cutscene of Indiana commenting on a breakable window. Take out your
pistol and shoot the window through the grate. Return to the button you passed
to get up in this area, and press the button; it opens the door ahead of you.
Head down the hall, and you'll notice another breakable window on your right.
Shoot the window and look out. There's a guard waiting on the opposite side of
a chasm. Shoot him quickly.
Place the plant bud in the golden candle to lower and prepare it for some
high-power sunlight action.
Move through the window onto the ledge and back off. Shimmy to the right until
you're underneath the window you broke through the grate. Pull yourself into
the room. Locate the golden candle to the left and use the plant bulb on the
candle. On the right side of the room you'll find some medicinal herbs.
Head back to the room with the statue and leap back to the girder. Walk to the
middle of the girder and face the closed window; you'll notice a whippable
beam ahead of you. Pull out the whip and use it to cross to the platform.
Watch the cutscene of the window opening and the sun shining on the plant
bulb. Jump down and grab the new plant from inside the candleholder.
Next you need to return to the master and bring back the treasure - the plant.
On your way back, you'll face three guards inside the clock room and another
guard just in front of the ladder leading to the bridge to the bell room. Take
your time with the guards and use some of the medicinal herbs if you're
running out of health. When you return to the master, open up your inventory
and hand him (or her?) the plant and watch the ensuing cutscene. Sounds like
you're about to do battle with the ice guardian. Head through the door the
master opened and continue forward until you slide down into the room and
watch the ice guardian leap from the ceiling.
Don't worry about trying to kill the ice guardian yet. Your bullets and whip
will have no effect, and there's no way to defeat the beast until you've
acquired Urgon's part, located inside these small temple structures. At the
entrance, turn left and enter the structure. Hop up the ramp to the right and
ascend until you reach a moveable block on the right. Use the Ctrl key to grab
hold of the block and pull it out one time. Leap over the block and go forward
down a slide, back down to this structure's ground floor.
Exit and return to the central area of the large room and follow the path to
the opposite side of your position, to two entrances - one on the left and one
on right. Enter the left entrance. Ascend the ledge at the back of the room
and head up the ramp. This ramp crumbles under your feet, so move quickly. If
you happen to fall, there are other ledges you can leap to that will take you
to the same place. Continue along the path across the bridge into the next
building.
Follow the path as it winds to the left. Again, it will crumble under your
feet, so move quickly. Once you're on stable ground, perform a running
superjump across the chasm to the ledge on the other side, leading into
another building. Cross another bridge and move until you can't continue. Turn
right and hop up on the ledge. Turn to the left and hop along the ledges.
You'll eventually arrive at a huge gap with a whippable beam in its center.
Walk to the edge, take out your whip, and use it to cross via the beam.
Eliminating the ice guardian isn't so tough - but you need to snag the machine
part first!
Perform a running jump to the door ahead of you. Press the button on the left
side of the door and enter. Inside this workshop, you'll find Urgon's part on
a podium located on the right side of the room. Snag the part, then head to
the far side of the room and slide down the decline until you reach the
bottom. You're now prepared to take on the ice guardian!
Stand in the center of the large room and wait until the ice guardian
approaches to attack. To defeat the beast, you must fire Urgon's part three
times while standing just next to the ice guardian. If done correctly, you'll
witness a short cutscene of the ice guardian convulsing and appearing in pain.
Remember, Urgon's part must be recharged (watch the meter in the lower
right-hand corner of the screen), so after hitting the creature once, escape
into a structure and take cover from its claws and ice shards while the device
recharges. If you fire Urgon's part before it's recharged, you'll take damage.
After you hit the ice guardian three times, he can't take any more blows and
he explodes. You'll see a cutscene of the ice block cracking apart as well.
Walk over to the ice block, wait for Urgon's part to recharge, and use the
device on the block to bust it apart. Walk through the door at the end and
observe the level's final cutscene.
Palawan Lagoon
Objective:
Find a way into Palawan Volcano by using the sunken ship in the center of the
lagoon as a bridge. But first you'll need to find a way into the sunken ship.
Walk-Through:
You begin on the lagoon's beach facing the ocean. Turn around and head toward
the cave. Continue through the cave until you reach the spiked pit. Take out
your whip and spot the whippable beam up above. Use the whip and safely carry
Indy over the pit of spikes.
Take care of the lizard crawling around the tent. Locate some treasure and a
medical kit inside the tent, then grab the machete lying in front of the tent
next to the skeleton. With the machete in hand, go back over the spiked pit
using your whip and head to the beach shore. As you exit, head to the right,
and you'll find another dirt path entrance. A dense spider web will soon
impede your progress. Press the default "6" key to take out your machete and
hack through the web. Not long after, a spider hangs down from a strand and
attacks. Pull out a pistol and eliminate the spider.
Locate the machete inside the abandoned camp. It comes in handy against those
sticky spider webs.
Continue forward and climb up two medium-sized ledges. You'll emerge inside a
small courtyard with some rocks to the left and a vine-covered entrance to the
right. Approach the vines and use the machete to cut through them. Back up
immediately and pull out a pistol; a lizard charges out of the cave. Don't
shoot the lizard while it's still inside the cave or you'll cause an
explosion, because a barrel sits inside.
After taking care of the lizard, head inside the cave and use your lighter to
have a look around. Notice the shovel on the left side of the cave. Approach
and use the Ctrl key to pick the tool up. Exit the cave. Before heading back
to the beach, look to the right and notice the patch of dirt amongst the green
grass. If you approach, Indy should say something like "There's something
here...." Stand on the dirt and use the shovel; Indiana will dig up a
treasure.
Return to the beach and approach the water. You want to swim straight across
to the far shore. The water is littered with dangerous floating mines; avoid
them at all costs. You'll also find dangerous sharks lurking around. Avoiding
sharks is difficult, and it's almost easier to simply swim quickly to the
other shore than to attempt to kill them with your machete.
Once you reach the other shoreline, hop out and head to the left. Proceed
toward the cave on the left. As you approach, you'll spot a lizard to the
right. Eliminate the lizard and search behind the rock there for some
treasure. Continue through the cave and approach a new shoreline. Indy spots a
sunken ship. Turn to the right and walk along the shore and spot the torpedo.
You can't do anything with it now, but remember its location.
Indiana can board the sunken ship from the back end, so leap out into the
water and swim that way. Again, avoid the mines and attempt to avoid the
sharks. You can hack them up with the machete if you wish, but you're likely
to take damage whether you chop at them or not. Climb up onto the ship at its
end and walk on the deck, staying to the right. At the end of the deck you'll
find a collection of boxes. Look down into the smallest box and grab the
torpedo-arming device located inside.
Retreat back to the end of the boat and dive into the water, returning to the
shore you were just on. Walk over to the torpedo and open your inventory.
Select the arming device and use it on the torpedo. Watch the cutscene of the
torpedo heading toward the boat and creating a large hole in its hull. Dive
back in the water and swim to the hole.
The sunken vessel can be boarded from the rear - or through the hole you make
via the torpedo!
When you enter the hole you'll find a collection of smaller, yet equally
irritating fish. Take these little critters out with your machete, because
they only require about two hits. Once completed, surface and take a breath.
Dive back down and locate the open room, to the left of the hole, that
contains a box. Swim inside and hit the action key next to the box to pick up
the hammer. Swim to the surface and take another breath; your next trip is a
long one.
Head toward the open door at the opposite side of the room (to the right of
the entrance hole). You'll want to swim quickly through these corridors; don't
worry about hacking up the fish because you don't have much time before you
air runs out. >From the door's entrance, take the first right, then swim to
the wall and take the next left. Keep swimming forward until you spot the door
hanging on its hinges. Take a left into this hall. When you reach a wall, turn
right and spot a doorway to your immediate right. Swim inside and take your
first left and go up to the top. The hatch here is locked. Open your inventory
and use the hammer to bust the lock. After the hatch opens, take a breath of
fresh air.
Dive back down and head right. Swim forward and locate the hatch leading down.
Swim down into this large portion of the ship all the way to the far end.
There's a box here with a key inside; take the key. Return to the hatch you
opened a moment ago. Climb out onto the ship's deck. Turn left and head to the
back of the ship. Locate the stairs on your left and ascend. At the top is a
locked door. Use the steel key on the door and proceed inside.
Immediately after entering, look to your left and grab the crank. Exit the
room and head back to the front of the boat where you picked up the
torpedo-arming device. Spot the crane in the center of the area. Go around the
right side and locate a hole for the crank. Open your inventory and put the
crank in the hole.[QUERY; check for accuracy] Operate the crank with the
action key.
Turn to your left and get on the stack of boxes by climbing up the ramp. Turn
toward the land on your left and pull out the whip. Use the whip to cross via
the crane onto the patch of land. Locate the dirt area near the totems and
pull out the shovel. Use the shovel to dig in the dirt and expose a button.
Stand on the button to open an underwater entrance. Turn right to the water
and jump in. Again, avoid mines and sharks.
Continue swimming until you pass the entrance you exposed on your left. Keep
going as the canal curves to the right, until you reach a downed plane you
probably spotted before. Swim to the plane's propeller and pull out your
hammer. Use the hammer to break off the propeller. Head to the surface for
some air, then turn around and return down the canal and look for the exposed
entrance on your right.
Swim to the front doors and use the propeller on the doors to pry them open.
Swim inside and locate a button on the right near the bottom of the room.
There's a shark lurking about, so work quickly (air also becomes a problem).
There's a treasure located on the left side of the room if you want to risk
snagging the extra dough.
After tugging the underwater switch, look for the door to open above you, and
swim out. Look out for that shark!
The button opens a hatch located in the back upper portion of this chamber.
Swim up and emerge in a new canal area. Take a deep breath and continue
forward until you spot a door on your left and a broken column on your right.
Head to the right. Pull yourself up next to the column.
Proceed inside and dispatch the lizard wandering around. Approach the
staircase and the ramp. Leap up on the ramp and ascend to the top. A ledge
hangs above you. Jump up and shimmy as far right as you can go. Pull yourself
up and turn to your right and hop up on another ledge. Jump up again and
shimmy as far right as you can go. Pull yourself up and follow the stairs up
to some grass and a totem. Press the button on the totem to open the door near
the broken column.
Return back down to the broken column and jump into the water. Swim over to
the door, pull yourself up, and enter to complete the level.
Palawan Volcano
Objective:
Meet up with Sophia inside the active volcano, but also witness her being
kidnapped by the Soviets. Rescue Sophia and continue into the Palawan Temple,
seeking the machine part and the lava guardian.
Walk-Through:
After Indiana comments on the active volcano, move forward and hop down into
the room's recess. Walk toward the door and turn left. Hop up on the ledge and
spot the moveable block. Pull the block to the right and just next to the
ledge on the right wall. Hop onto the block, then leap up to the ledge above.
You'll notice the whippable beam ahead. Pull out your whip and use it to swing
to the other side.
Turn left and face the cracked wall. Pull out Urgon's part and use it against
the wall and watch it crumble. Head through. You'll come to a fork in the
path; left leads into a dark tunnel, and right leads to a sand slide. Go left
first and use your lighter to spot a piece of treasure. Go back right and
slide down and make your way to the large room filled with water. You'll
encounter a few scorpions along the way.
Run out and leap into the water. There are some small fish in here, so hack
them up with the machete if you wish. Locate the hole in the ground and swim
inside. Head down the tunnel until you locate a path leading to the right.
Swim up the tunnel and pull yourself up at the new area. Walk along the path
and spot the lava river ahead. Run down the slide ahead and press jump as you
get near the bottom so you'll land on the other side.
Turn left and head along the walkway. You'll reach a distinctive moveable
block. Pull the moveable block toward you until you can no longer move it.
Climb over the block to the other side and turn around. Push the block until
you no longer can. Turn around and resume your course along the walkway. Grab
the next moveable block and pull it as far as possible. Jump up to the ledges
above and make your way to the entrance high above your position. When inside,
head up the ladder and shove the block out of the way. Enter the room at the
top and look out for four poisonous spiders; eliminate them with your pistol.
Pull out your machete and hack the spider web to bits. Proceed inside and
press the button inside. Watch the cutscene of the red gate opening. Run
forward and leap out into the water. Swim to the left and back of the room,
where you'll find a small ledge. Pull yourself up and turn to the left. Jump
over to the small island with the large hole. Fall down the hole into more
water. Swim through the tunnels and walk down the hallway until you reach a
lava-filled chamber.
Turn to the left. You need to time your jump to the next ledge when the burst
of lava isn't firing. Just wait a moment; you'll soon notice the pattern.
Perform a running leap to the ledge. Turn right and head across the collapsing
bridge (run quickly). Turn left and leap to a few ledges. Pull out the whip
and use it on the whippable beam. When you land, a boulder rolls from the
left. Walk forward into the niche. The boulder's impact on the wall creates a
new hole. Head inside.
Proceed down the hall and spot the hole in the floor. Leap down inside. Spot a
small piece of treasure to the left. Once you grab it, a scorpion comes out
from behind you, so be prepared. Head across until you reach a button. Press
the button to lower the ship you likely saw earlier in the level. Pressing the
button opens the door to your left but also unleashes two scorpions. Take out
the scorpions and proceed through the door.
Head back into the water, and you'll notice two sharks lurking around. You can
try to hack them up with the machete, but it's difficult to do without taking
damage. Swim quickly and fight if necessary. Return to the short platform you
climbed up a moment ago (where you fell into the hole). Walk down to the left
and leap onto the ship, which has now moved into a new position. Grab the key
off the seat. Jump back in the water and swim over to the door. Turn left and
use the shell key in the keyhole. Proceed through the open door.
You'll enter a huge chamber with a lava river flowing in the center. Your
first task is to push the moveable block near your position on the non-black
tile. Once you move the first one, leap over to the other side by pulling
yourself up the middle platform and leaping to the other side. Push this
moveable block onto the non-black tile. Stay on this side of the room and
ascend the ledges and ladders until you reach the top catwalk. Head toward the
lava's source and locate a button. Press the button to cause lava to rise
inside the room (a cutscene shows a bridge collapsing and a door opening).
Walk out the other side of this area and down the ledges (and use the whip to
cross the whippable beams when necessary). Use the ladders on the wall and
enter the tunnel. Walk around to the entrance on the other side; it'll be
right in front of the moveable blocks you moved earlier, which are now almost
covered with lava. Perform a running jump to the block, then to the central
platform, then to the next block, and to the ledge. Climb up the ledges and
ladders to the right and get up on the catwalk. Head inside the opened door.
Look out for two scorpions in here. Walk into the Russian camp and grab the
machine gun and the medical kit. Climb the ladder ahead and find Sophia. Watch
the cutscene where Sophia gets captured. It's time for an extended combat
sequence. Take out the guard that immediately stands in front of you. Look out
for four to five more guards lurking around both to the left and right of the
entrance. Walk through the door and head to the right. Pick up the poison kit
and the first-aid pack from the room. Head down the tunnel, killing any guards
as you go; one waits around the corner.
The next room is tough. A sharpshooter with a rifle waits behind a box to the
right. You want to move to the left, but another guard waits there. The best
option is to charge to the left and avoid the sniper's fire. Have your gun out
and eliminate the guard to the left. Once he's dispatched, turn around and
take out the other guard from long range. Once you do, look behind his
position for a moveable block behind the large gong. Grab the treasure inside.
Return to the left and locate the elevator switch just past the door. Press
the switch and watch the cutscene of the elevator coming down with four
guards! When you regain control, turn around and run to the left up the steps.
Pull out your machine gun and turn around and rip into the three guards who
approach. Don't forget the fourth, who hangs back near the elevator. Once the
area is clear, get on the elevator and head up.
There are three guards ahead of your position. Spot the gas barrels to the
right and shoot them with your rifle. That should take care of most of the
guards. If any remain, eliminate them from a safe distance. Leap over the lava
and collect their gear. If you wish, look to your right up the steps and spot
the strange wall. Use Urgon's part on the wall to bust it apart. Walk inside
and locate a small treasure.
Return over the lava flow and turn right. Locate the ladder and back down.
Walk until you reach a new courtyard. Four guards wait inside. There are some
gas barrels to the left; you can knock out several of the guards if you
quickly blow the barrels apart. Stay back in the tunnel and eliminate the
guards from a safe distance. Collect their gear and locate the table on the
right. Grab the grenades, the machine gun, and the aluminum key hanging from
the side of the table.
With the key in hand, go back inside the main room by standing on the elevator
and heading down. Walk down the hall and turn left at the large statue.
Approach on the right side and stand just in front of the ledge. Pull out your
whip and use it; Indy will grab the arm and yank it, opening a door next to
you. Walk inside.
Head into the next chamber. Don't bother with the button on the left. Walk to
the ledge ahead and use the whip on the whippable beam to cross to the gate.
At the gate, which won't open, turn left and jump to the ledge. Leap straight
up and grab hold of the high niche. Shimmy to the left until you can pull
yourself up. Walk straight down the lava river; you'll have to cross to the
other side when you can no longer move forward. Locate a tunnel on the left
side and a hole at the end. Ready your weapon and hop in. You'll slide down,
and a guard will immediately attack. Eliminate the guard.
Look to the right and spot Sophia. Use the aluminum key and free Sophia.
Follow her through the door and return to the room with the gate ahead and the
button to the left - Sophia's standing next to the button. Speak with her. Use
the whip on the beam and stand in front of the gate. Sophia will push the
button and head through the gate.
Once through, locate the ledge over to the left. Ascend the next ledge and
turn around to spot another ledge across a small gap. Leap over and use
Urgon's Part on the wall crack. Inside the room beyond you'll spot several
crates. Pull the outermost crates away from the center crate. You'll need to
pull and push some crates down the tight spaces in the room. The center crate
will open revealing a replacement pulley. Return back to the gate and continue
down the ramp. At the end of the room you'll find a gondola to take you over
to the other side. Push a crate next to the gondola and use the replacement
pulley part. Doing so triggers an attack from the Russian guards. Use your sub
machinegun to quickly eliminate them. Activate the button on the gondola to
ride to the other side; enter the door to end the level.
Palawan Temple
Objective:
Traverse the treacherous temple and confront the lava guardian. Grab Taklit's
part from the chamber and find a way to eliminate the lava guardian and
continue on.
Walk-Through:
Proceed forward and climb over the medium-sized bricks just to the left. Leap
over the small patch of lava and continue on the other side. As you move, a
lava-rock creature emerges from the left. You'll run into several of these
things during the level. They move extremely slowly, so simply avoid them by
running around and away from them. Leap over the lava, grabbing the far ledge
on the right, and continue forward until you reach the large lava-filled room.
If you take a moment to observe the room, you'll see platforms rising out of
and sinking down in the lava. There's a pattern to their movements. To leap to
each pad, just walk to the edge of the one you're on and perform a standing
jump when the next rises up. The first place you want to go is to the left.
Continue around until you spot the climbable wall on your left. Ascend the
wall.
Proceed forward until you're overlooking a pit. Hop down and avoid the two
lava-rock creatures that flank the entrance. Head to the skeleton on the left
and pick up the shark key resting next to the bones. Go back out of the pit
via the ledges and return to the climbable wall and the lava-filled room.
Return to the platforms and this time head right. As you turn right, you
should see a breakable wall ahead of you (the kind that crumbles when you use
Urgon's part). Reach this wall and pull out the machine part and use it to
bust apart the wall. Move forward down the hall, avoiding any lava-rock
creatures you trigger, and spot the crawl space to the right. Crouch and crawl
inside.
Head forward and spot the large door on your left; there's a keyhole to the
door's right. Take out the shark key recovered near the skeleton and use it to
open the door. Move through it and turn right. Spot the tiki key on the
podium. Walk up and grab it with the action button. As soon as you do, a
boulder releases from behind you. You have two options. One is to look up and
spot the whippable beam, then use the whip and climb up to avoid the rock. The
second is to get as close as possible to the wall and avoid the rock as it
rolls by.
After the rock passes, move through the chamber it appeared from. Turn left
and climb over the middle area. Drop down near the lava-rock creatures and
leap to the ladder. Ascend back into the lava-filled chamber. Use the
platforms to leap to the large door in the room. Use the tiki key that's next
to the niche in the ground, and the door will open.
Walk through the doorway and up the stairs. With your pistol, take out any
spiders scurrying in this area and look for some treasure on your right.
You'll eventually emerge outside. Use your pistol to take out the lizard and
turn to the right and ascend the ladder. Turn right at the top and run across
the broken bridge. At the first gap, leap to the boards dangling in the
center. Look down and drop to the complete bridge below you. Head right and
climb up the next ladder you reach. Keep moving until you reach the pond.
There are several lizards running around here, so take time to eliminate them
with your pistol.
Leap into the water and head into the cave and down several waterfalls. Look
out for the fish swimming around. When you land in the lower area of the
water, look for the small ledge on your right. Climb up the ladder and into
the cave. Avoid the spiders here and grab some treasure behind a spider web.
Head up the ladder on your left (next to the spikes) and approach the spike
through the skeleton on your right. The ground here is littered with spikes
that shoot out of the floor if you stand too close. Use your lighter and
locate the holes in the ground. Avoid them as you move through this chamber.
Follow the path to the right and proceed outside over another pond. Turn right
and use Indy's whip on the beam. Enter the cave to the right. You'll come to a
fork in the path. If you take the path on the right, you'll slide down a
surface and leap to a treasure. Either way, you'll end up at the bottom of the
area. Look out for spike holes and proceed through the cavern.
Run across the broken bridge ahead of you and leap to grab onto the land on
the other side. Once on the other side, turn around and use your machete to
cut the thin rope holding the right side of the bridge in place. Watch the
cutscene of the bridge falling. Take out any lizards up here and turn to the
left and drop down to the hut. Locate the bridge and head across. Enter the
hut ahead.
You've been here before. Locate the ladder to the left of the spikes and head
up. Carefully cross the spike holes again and swing from the whippable beam.
Go through the cave on the right, through the fork, and emerge in front of the
bridge you just cut loose. Turn around and descend the bridge. Proceed into
the cave and grab the monkey key on the podium. Exit the cave and leap into
the water. Swim forward until you reach the small ledge and the ladder. Climb
up.
At the top, locate another ladder and ascend. Head to the closed door ahead of
you. Use the monkey key on the door. You'll emerge in a rectangular-shaped
room with another tiki key at its center. There are four buttons in this room
that must be pressed in a precise order. As you enter the room, press the
first right button, then the first left button, then the second left button,
then the second right button. Grab the green tiki key and watch the floor drop
beneath you.
Head forward and avoid the lava-rock creature on your left. As you enter the
next chamber, a rock seals the exit behind you. There are two platforms ahead.
As soon as you jump to them, boulders come rolling from the left or right
respectively. Leap to the first platform and run quickly, leaping to the next.
When you hold onto the next ledge, don't pull yourself up. Hang there until
the boulder passes.
Pull yourself up and continue forward. Look up and spot the whippable beam.
Use the whip and ascend. Continue through the hallway and take out any
spiders. Also, locate the treasure stashed here. Proceed forward across a
broken bridge. At the middle, drop down onto the platform and turn left. Leap
to the land and grab the treasure near the skeleton (look out for the
lava-rock creature). Ascend the ladder and head to the large door. Insert both
tiki keys into the grooves and go inside.
Walk down the ramp until you reach the lava. Watch the cutscene of the lava
guardian emerging. You want to leap from platform to platform moving forward.
The lava monster will come near you on occasion and drop explosive lava bits.
Just keep moving. Go forward and grab a treasure near a skeleton. Head to the
right until you reach land. Avoid the lava-rock creatures and proceed until
you reach the next machine part, Taklit's part. Go back over the platforms to
the start position with the stone bridge on your right.
Approach the bridge and notice that the guardian blocks your path. Pull out
Taklit's part and use it; Indy turns invisible. The guardian will leave, and
you can cross the bridge. Proceed out the exit ahead and locate the button on
the right, outside the chamber. Press the button and watch the cutscene of the
lava cooled by the flowing water. Go back inside and head left over the lava
rocks and out the door. The level is concluded.
Jeep Trek
Objective:
Hop in the jeep at your campsite and find a way off the island. Though you
won't be able to head across any waterways, someone in a helicopter might see
you as you're escaping from the Soviets.
Walk-Through:
Walk forward, look inside the tent, and grab some treasure and a medical kit.
Hop into the jeep by using the action button next to the driver's entrance.
Drive the jeep forward, following the tracks up the steep incline on your
right. Head into the cave. Get out of the jeep and grab the treasure on your
right.
Exit the cave, by climbing back in the jeep,[QUERY: according to the previous
paragraph, the jeep's in the cave] and hitting the gas pedal by using the
Shift key. Jump over the ramp ahead and follow the path to your left. You'll
enter another cave (grab more treasure). Exit the cave and stay to the left
over a rock face. Use the Shift key to move quickly and leap to the land
across the ravine.
Proceed until you reach the next alcove. Turn left until you reach the fork.
If you head right, you'll encounter three guards and some treasure inside a
crawl space on the right (and a medicinal sprig on the left). Take the left
fork. You'll approach a large cave. You must keep the jeep on the left side of
the path and high up on the wall so you don't fall down. The path spirals
down. When you reach the bottom, head outside.
In the next area you'll find a Russian jeep pursuing you. Follow the paths as
they lead up the mountain. You'll also likely find some treasure behind a hut
and a totem, so stop for them if you have the time. When you reach an area
with two guards, head quickly up the incline and watch the level's closing
cutscene.
Teotihuacan
Objective:
Operate the gear mechanism to open the four doors leading to four idols. Place
the idols in their appropriate positions to continue on to Olmec Valley.
Walk-Through:
Proceed down the long hall into the large room. Turn right after entering and
press the button to the left of the door. Head through the open door. Continue
through the hallway, cutting spider webs and killing spiders as you go. You'll
come to some floor plates that trigger wall spikes. Leap over the plates or
perform a forward roll to avoid them. At the end of the hall, grab the stone
key. The floor will fall out from under you; if you can roll to the left, you
can avoid the fall, but don't worry too much. If you do fall, kill the two
scorpions and grab the treasure. Leap up and escape out of the hole.
Continue through the corridors until a door closes in front of you. Turn
around and head back until you see the cutscene of the door opening. Kill the
spider and slash the web. Push the button in this room. Head through the
now-open door. You've entered the main hub of this level, a series of gears
placed in the center of the room. Your goal is to get the gear machine working
and use it to open the four doors on the four walls of the room.
To accomplish the task, you need the gears in the correct positions. Hop down
into the room and locate the door with the green jaguar head. Push the gear in
front of the door so it rests against the jaguar door. Move to the orange bird
door. Push the gear in front of this door toward the central area of the room.
Approach the door with the three symbols and approach the hole in the center
of the room. Turn around and back down the hole so Indy hangs on to the ledge.
Drop down into another large room with three snake-head pillars and a large
circular door. Stand in front of each pillar and pull them out one space so
they rest on the icons on the floor. Watch the cutscene of the door opening.
Locate the snake-head pillar positioned across from the circular door. Leap to
the pillar and climb up. Turn left and leap over the catwalk and into the
newly opened hallway.
Proceed up the ramp and step on the floor plate ahead. Back off the plate and
a block will come down. Hop on the block and immediately turn and walk to the
left until you walk off the block (if you're slow, you'll get crushed against
the ceiling). Climb up a ledge and head down the hallway until you're at a
door and a button. Press the button to exit back to where you were overlooking
the gears. Turn to the left and spot the two wheel cranks.
Turn the wheel on the right (the one with spokes) once. Turn the wheel on the
left once. Turn the wheel on the right twice. Turn the wheel on the left once.
Turn the wheel on the right once. You've now successfully opened the fish and
jaguar doors. Hop down to the floor and the gears.
Approach the fish door and pull the gear away from the wall once. Approach the
triple-symbol door and push the gear against it. Approach the jaguar door and
pull the gear all the way to the center (you'll have to change sides to get it
all the way there). Approach the bird door and push the gear all the way
against the door. Locate the elevator and use the button to ride back up to
the wheels.
Approach the wheels and perform the following actions: Turn the wheel on the
right (one with spokes) once. Turn the wheel on the left once. Turn the wheel
on the right twice. Turn the wheel on the left once. Turn the wheel on the
right once. You've now successfully opened the bird and triple-symbol doors.
Hop down to the floor and the gears.
Head through the fish door. Leap into the water ahead and kill the fish if you
want. Turn to the right and climb onto the ledge. Walk around the statue and
find the keyhole. Use the stone key. Proceed through the opening and into the
water. Swim all the way down and locate a hole at the bottom and to the right.
Swim around the tower to the button on the other side. Use the action key on
the button. Watch the cutscene.
Swim straight up out of the water and onto the ledge. Look out for two snakes
slithering around the ledge. Locate the doorway and the climbable bricks. Head
up. When you reach the top, turn left and perform a superjump to the top of
the tower, and then leap to the ledge above. Head down the hall and leap up to
another ledge and shimmy to the right. Climb up the new ledge and turn
completely around. Do a running jump to the ledge across the gap. Locate more
climbable bricks and head skyward. Hop off and do another running jump to a
ledge.
Spot the alligator head on the left. Pull out your whip and use it to get
across the gap. Turn to the right and locate more climbable bricks. Proceed
upward and watch the cutscene of the Russians arriving. Grab the fish idol on
the podium. Turn left and walk around the catwalk until you locate the silver
mirror on your left; grab it. Return to the fish-idol podium, turn right, and
leap down into the water below (it's a long fall, but you'll survive).
Guards now roam the rooms, especially the gear room. Run quickly through the
bird door and deal with the guards if you must, but it's just as easy to avoid
them. Watch for the floor panels and avoid them by jumping or rolling.
Continue and locate the crumbling wall on the left. Use Urgon's part to
destroy the wall. Head inside.
Walk around the platform to the left and locate the climbable bricks. Proceed
up to the top and do a running jump to the far ledge. Climb up either set of
bricks here and do another running jump to a far ledge. Grab the treasure
located in this area. Proceed down the hallway and deal with any guards
roaming around. You'll reach a door. Press the button to unlock the door. Head
inside and drop down into the room and grab the bird idol. Look out for the
guards and any spiders. Go back up to the ledge and leap down into the water
below. Head back to the room with the gears.
Avoid any contact with the guards and run through the opened jaguar door. Leap
over the floor plate and head up the ziggurat-like steps. Take out any guards
in here (one guard is at the first turn and another hangs in an alcove to the
right) and grab the jaguar idol. Head back into the gear room. A Russian guard
stands in front of the three-symbol door. Take him out and head inside. Place
the idols on the appropriate podiums (labeled with the symbols) and watch the
cutscene.
Head down the hole in the center of the gear room by holding onto the edge and
dropping down. Kill the guards here, especially the one carrying the shotgun,
and grab their weaponry. Approach the statue in the center and use the silver
mirror on its hands. Watch the cutscene and run through the newly opened
circular doorway.
Olmec Valley
Objective:
Activate the bridges by locating the Olmec head statues and placing them on
the pressure plates located outside the main structure. Face the snakelike
Quetzalcoatl and grab the third piece of the Infernal Machine.
Walk-Through:
Turn around at the start position and hop down the ledges. Cut through the
vines at the end with your machete. Look out for snakes and a tiger roaming
this area. Locate the waterway ahead and follow it to the right until you spot
some vines on the right-hand mountain wall. Cut through the vines with your
machete. Follow the passage as it winds around and ascend the steps ahead. Cut
through more vines and enter the room. Look out for another tiger; simply
scare it away with your pistol if it gets too close.
Ascend the steps in the back of the room and face the statue in the center.
Use the whip on the beam and land on top of the statue. Leap across to the
next walkway and head up the steps to the right. You'll spot a moveable block
in the center of the far wall. Push the block until you plummet through the
floor. Look up the slanted hall and spot the Olmec head at the top. Stand on
the pressure plate located a few steps in front of the head. Turn around and
run down the incline and hop into the alcove on your right. Watch the Olmec
head fall out and land on the grass.
Follow the Olmec head and push it onto the pressure plate. Watch the cutscene
of the bridge forming. Go back through the entrance behind you (where you cut
the vines) and approach the first steps you come to. Turn left and hop over
some columns to locate the bridge you just formed. Walk across.
Grab some treasure in this area to the left. Continue downward and to the
right until you're outside once again and spot the new entrance. Walk through
and leap into the water. Pull the switch near the bottom and watch the
cutscene of the door opening. Hop out of the water and through the door. Push
the moveable block back as far as it will go. You're on another Olmec head
incline. Stand on the pressure plate, then turn around and run. You must get
out of the tunnel, so don't leap to the niche ahead of you. Once out of the
tunnel, run to the left or right.
Run behind the Olmec head and push it out of the chamber. Follow it outside
and shove it onto the pressure plate to form another bridge. Watch the scene
of the Russians arriving. Locate the stream again and head to the right. There
are tons of guards here, so be careful. Use the submachine gun if possible;
it'll take them out much faster than your other weaponry. Head through the
first entrance you used, with the cut vines, and head over the first bridge by
turning left at the stairs.
Resume your course, but instead of going right, head forward and cut some
vines with your machete. Stay to the right and spot the whippable beam. Use
the whip and cross the gap. Head down the steps and spot a rock ahead you
can't pass. Back off the ledge and shimmy to the right under that rock. Pull
yourself up on the other side. Keep running until you reach a small waterfall
inside a large room.
Dive into the water just in front of the waterfall. Swim inside the opening.
Once inside, climb up the ledges by alternating left and right, jumping and
climbing. Locate the switch at the top and press it to turn off the waterfall.
Retreat to the bottom of the room and locate the Olmec head block that was
obscured by the water before. Push the block into the hole in the wall.
Return to the waterfall's location and look to the left. Spot the moveable
block. Push the block to the right underneath the climbable bricks. Ascend the
bricks and flip the switch once again. Watch the cutscene of the Olmec head
being pushed out and landing on the plate. Leap down into the water and locate
the path out and to the left of the falls. Continue across a bridge and
through a grassy area. Take out the snakes with your pistol.
Continue along the path, leaping across any gaps you come to. You'll also need
to cut through some vines with your machete. Whip across the beam ahead and
down the ledges into a large room with several ledges and statues. Look out
for three or four snakes slithering in this area. There's also some treasure
in a hut to the right. Enter and stay to the left until you come to a hut and
a door. Press the button to open the door and head outside.
Immediately turn to the right and spot the button. Press this button; a door
opens back in the chamber. The problem is that the door only stays open for a
short amount of time, then you have to come press the button again and try to
reach the door in time once more. As long as you work quickly, you'll have
plenty of time. Turn around and head back into the chamber.
Locate the pillar straight ahead and jump up. Turn right and leap onto the
surface. Run forward and leap toward the first statue you saw upon entering
the room. Head toward the broken pillars and pull yourself up. Climb the
ledges here, first to the left, then to the right. Spot the tongue ahead. Leap
to the tongue and finally to the open door. Head inside.
Turn right and spot the top of a column. Push the column, which falls and
forms a new bridge. Leap down and cross the new bridge. Continue forward,
crossing the gap with your whip, and locate the crawl space ahead. Crawl
through it. Continue into the large area with the pyramid. Kill any snakes
here and avoid the tigers. Approach the base of the pyramid and pick up the
medicinal herb at the steps.
Climb up to the top of the pyramid and pick up the idol. Drop down into the
room below. There are four bowls, two by each door. Two of them unleash
Quetzalcoatl, the next boss creature. The other two open a door. You need to
light all four. Once Quetzalcoatl is released, avoid him by simply running
around. Don't get caught near his head or tail, or you'll take damage. Make
sure you light all four bowls so the other door opens as well. Head inside and
stand on the pressure plate.
Still avoiding Quetzalcoatl (and the snakes he spits out), run into the
chamber that he appeared from. Leap onto the block and grab the next machine
part, Azerim's part. This device lets you levitate up to the second level of
the main room. You must stand on the symbol tiles though; you'll find them at
the center of each walkway. Use the device to reach the second level and run
to either end. Stand next to the platforms at the end.
Once you walk on the platform, you'll be lowered, and a spike on the floor
will rise. Time it so Quetzalcoatl is slithering across the spike hole when
you stand on the platform. Repeat the process several times, and the boss will
be destroyed. Shoot any snakes crowding the room and head to one of the
symbols below the door opened by Quetzalcoatl's death. Use Azerim's machine
part and levitate to the door. Watch the end cutscene and prepare for the next
level.
V.I. Pudhovkin
Objective:
Escape the ship's brig and discover a way off the ship and onto the island
ahead. Fight your way from the bowels of the ship to the top deck and seek out
a lifeboat.
Walk-Through:
You begin the level inside the ship's brig. Press the action button on the
door ahead and knock to summon the guard. Turn around and to the left and
climb up the bunk bed. Look at the grate lock and press the action button. The
lock opens and falls off. Get back down off the bunk and knock on the door
again, summoning the guard. Hop back on the bunk and climb into the open vent.
Watch the cutscene of the guard searching for Indy. When the guard's in the
other room, hop out and close the door, locking the guard inside.
Continue through the corridor with doors on either side. Press the button on
the first door to the left and enter. Pull the lever, which distracts the
guards in the other room. Exit the room and wait a few seconds. Go through the
second door on the left. You'll notice the guards charging into the room
inspecting the machinery you just started. After entering the room, turn to
the right and spot the Infernal Machine part, Taklit's part, on the desk. Pick
it up and place it in your inventory.
Turn left out of the hall and approach the door at the end. Inside you'll spot
tons of crates. You can't head farther into the warehouse without being
spotted (and you're currently without weapons). Pull out Taklit's part and use
it; Indy will turn invisible. Walk to the left around the crates and enter the
door at the end. Grab your weapons from the podium. Go back into the warehouse
and watch the cutscene.
Stay to the right of the crates and turn to the left where you spot three
barrels. Push the crate here forward against the blue crate. Climb up top and
turn to the right. Pull the wooden crate here toward you once. Leap over the
crate to the other side and push it away from you one time. Hop onto this
crate and spot the whippable beam. Pull out your whip and swing over to the
other side. Turn left and hop onto the second level of the warehouse.
Head to the side of the warehouse opposite the two doors. Look out for about
three guards that emerge and attack. Enter the door ahead of you and head down
the hallway. There's one room on your left and one on your right, both
containing guards. Eliminate each guard and search the rooms for treasure.
Proceed down the hall and ascend the ladder. At the top, enter the room on the
left and knock out the guard. Pick up Urgon's Infernal Machine part.
Retreat back to the warehouse and to the two doors on the other side. Head
through the right door and through another door straight ahead. Turn left to
locate a crumbling wall. Pull out Urgon's part and use it on the wall. Walk
through the opening in the wall and turn left to find another ladder (look out
for the guard on the right). There are lots of options rooms around here to
explore. Many contain treasures as well as guards. Take out the guards and
pick up any goodies you find.
When you reach the top of the ladder, turn right and head down the hall to
another ladder. Ascend to the top deck of the ship. Locate another crumbling
wall and use Urgon's part to create an opening. Walk through the door ahead.
Look out for guards here, especially one that sneaks up from behind. Head
through this dining area and locate a ladder on the left. Climb the ladder and
watch the cutscene.
After the scene, pick up Azerim's Infernal Machine part on the table behind
you. Retrace your steps, heading out onto the deck, and find the ladder on the
right. Proceed down the hall taking another ladder down at the end. Descend
one more ladder until you're in an area with only one door. Proceed through
into another warehouse with a crane and controls on the left.
Stand in front of the controls and press the leftmost button twice. Next,
press the center button five times. Finally, press the rightmost button twice,
and the crane will lift the box in the air. Stand on the spot underneath the
levitated crate and use Azerim's machine part to float up to the top. Turn
toward the boxes and jump on top. Climb up onto the second level of this
warehouse.
Dispatch any guards here and go through either door ahead of you. You're now
in what looks like an engine room. The guards in here are tough, so try to use
the submachine gun. Don't attempt to shoot the guard on the catwalk below you.
Locate the ladder down, then worry about eliminating the guard. Once all the
guards are dispatched, find the lever on the bottom floor of the room. Watch
the cutscene of the descending ladder. Retrace your steps up the catwalk and
head up the ladder.
Head through the door and fight a tough guard on your left. He'll take several
hits; once again the submachine gun works best. Grab the wheel crank on the
left side of the room in a small niche. Exit through the door on the right.
Turn left and proceed to the end of the ship until you locate the small
motorboat. Knock out several guards here that approach from the sides and
behind. Use the wheel crank on the mechanism beside the boat. Watch the
level's final cutscene.
Mero¦
Objective:
Investigate the pyramids and find four prism rooms. Activate each prism and
find where each beam strikes the ground outside. Raise the four statues and
use the eye gem to open a door leading to King Sol's mines.
Walk-Through:
Watch the opening cutscene and approach the pyramid ahead with the tracks
leading into the broken entrance. Run to the pyramid's entrance. Tons of
hyenas run around the area; these critters are difficult to kill and take
plenty of abuse, even from the powerful submachine gun and shotgun. Unlike the
tigers from previous levels, the hyenas aren't scared off by the loud sounds
of your weapon. Walk into the pyramid ahead and listen to the Nubian boy beg
for assistance against the pests.
Run around the entire area taking out all the hyenas. Keep searching and
killing until you here the familiar Indiana Jones tune play - that signals
you've killed all the creatures. You shouldn't bother returning to the Nubian
boy, as he has already left. Locate the shed behind one of the pyramids. Look
through the window and shoot the explosive boxes with your pistol. Walk
through the entrance created by the explosion. Grab the bazooka and the
medical kit resting on the table. Also get the bucket and the drive chain
located inside the room.
Head down to the entrance of the mine. It's located by the tracks leading down
an incline to a lift machine (you can drive down here in the jeep if you
wish). Walk to the right side of the lift machine and use the drive chain.
Pull the lever to switch on the lift machine. Leap on the lifts and ride down.
Turn left and knock out the two scorpions. Locate the skeleton in the pit and
grab the watch nearby. Go back to the right and locate the broken mine cart.
Grab the wheel off the mine cart. Walk over to where the tracks break apart,
just in front of the mine entrance.
Watch the cutscene with the Nubian boy (remember, for this cutscene to occur,
you must have eliminated all the hyenas to gain the boy's trust). Indy gives
the boy the watch found near the skeleton, and the boy retrieves the eye gem
from the mine entrance. Return to the shed where you grabbed the bucket and
drive chain. Before heading inside the pyramids, grab the gas can from the
back of your jeep.
Face the pyramid next to the shed and spot the climbable bricks. Head up the
bricks and follow the climbable areas to the right until you reach the top of
the pyramid. Head through the corridor and deal with any spiders that appear.
Walk to the pit and spot the crumbling wall. Take out Urgon's part and use it
to break apart the wall.
Leap down to the block on the left. Drag the block to the climbable area. Hop
up and push the button located here and watch the cutscene of the door
opening. Return to this door and go along the corridor until you get to the
fork in the path. Follow the left-hand corridor until you reach a small pool
of water and the mechanism. Stand on the step behind the mechanism and use the
action button so Indy will comment about the device. Open your inventory and
use the bucket on the device.
Return to the fork in the path and go down the right corridor. At the next
fork, leap onto the block on the right. Jump to the ledge opposite your
position and follow the path to the staircase. If you go forward, you'll find
some snakes and a treasure on the left. Climb the ladder to the left. Proceed
down the corridor until you can go either left or right. Don't go left! It
leads to an instantaneous death trap. Turn right and spot the crumbling wall.
Use Urgon's part on the wall. Spot the two buttons inside. Press the button on
the right side and watch the cutscene.
Leap to the block lowered by the button (you must grab onto the block; if you
fall into the room you'll activate the death trap as if you walked into the
room). Pull yourself up and locate the ladder. Continue down the path to the
right until you reach a white-colored room. Walk to the wood in the center of
the room and select your lighter. Use the lighter to ignite the wood. Watch
the cutscene.
Exit the room and head to the right. At the first fork, take the right. Take
out the snakes with your pistol. You'll reach a sarcophagus with a button on
the top. Press the button and climb up some ledges on the right. You'll reach
an expansive pit ahead. If you go to the left, you'll find some crumbling
walls with some medicinal herbs and treasure. Approach the front of the pit
and fall down the lower ledge ahead. Perform a running jump across the pit.
Press the button ahead. Watch the scene of the block dropping down. Quickly
run back to that block and pull out the block underneath. Go back to the right
out of the pit and jump to the skinny ledge above. Shimmy to the left to the
other side. At the next fork, hang a right and emerge in the room with four
coffins. Leap onto the middle coffins and locate the hole in the ceiling. Pull
yourself up inside.
Open the door ahead and locate the ledges leading up to the upper area of this
room. There are lots of snakes here, so take time to eliminate them all before
venturing inside. Head up the ledges and follow the path to the right. You'll
emerge in the second white-colored room with the bushel of wood in its center.
Open your inventory and light the wood with your lighter. Watch the cutscene.
Retrace your steps to the room with the four open coffins. Follow the other
path with the symbols at the end. To get past the eye symbol, you'll need to
become invisible. Use Taklit's part to turn yourself invisible and walk past
the eye. Enter the room with all the skeletons and small coffins. Walk around
behind the central pole and spot the crumbling wall. Use Urgon's part to break
apart the wall. Climb up the left side of the coffins.
At the top, head off to the right. You'll need to work quickly here. Press the
button up ahead and climb up the ledge behind you. Head down the corridor to
the next button and press it. Get down to the bottom of the main room and
stand on the familiar symbol that activates Azerim's part. Use Azerim's part
on the floor and rise to the top. If it doesn't work, you need to retrace your
steps and press the button again. When you reach the top room, approach the
wood and ignite it with your lighter.
Use Azerim's part to head back down. Return to the expansive pit you shimmied
across moments ago (just keep following the path). Head to the other side and
go to the right into the room with the crumbling walls and treasure. Use
Urgon's part on the crumbling walls if you haven't done so already. In one
alcove you'll find another crumbling wall to the right. Use Urgon's part
again.
Proceed to the left and leap across the pit. Shimmy to your left to the next
ledge. Look out for scorpions and spiders around here. Thorough searching will
also reveal a few medicinal sprigs. Follow the path till you reach a block you
can pull to the right. Pull the block. Jump up and shimmy left along the
ledge. Drop off and find the ladder. Locate the wood bundle in the alcove
ahead. Leap and shimmy over the area with the wood. Drop down and pull
yourself up. Grab the wood.
Leap back over to the other side, drop down, and head to the left. You'll come
to an area with a whippable beam. Use the whip and climb up. Head to the right
and up a few ledges into the final white-colored room. Open your inventory and
place the bundle of wood in the center of the platform. Use your lighter to
ignite the wood. Watch the cutscene.
Fall back down into the hallway. Locate the crumbling wall here and use
Urgon's part. It's the pyramid exit. Proceed out and watch the cutscene of the
Russians arriving. Deal with any Russians you bump into. The object now is to
locate the beams of light you created in the white-colored rooms. Walk around
the pyramids until you spot the beam heading out of the eye. Stand on the spot
where the beam hits the ground. When you do, a statue rises from the sand
below. Insert the eye gem into the statue's orifice and watch the scene. Once
complete, grab the eye gem and locate the next beam.
There are four beams to find. The yellow beam lands inside a block formation.
You'll need to move the blocks to raise the statue and to make sure the eye
gem points back at the pyramid. Once you've used the eye gem on each statue, a
door opens inside one of the pyramids. Locate this door (it's at the bottom of
one of the pyramids) and head inside.
Stand next to the mine cart. Use the wheel you took from the broken mine cart
to repair this mine cart. Use the gas can from your jeep to fill the tank on
the mine cart. Hop inside and head inside the next area to complete the level.
King Sol's Mines
Objective:
Make your way through the mines (using the switching station) and grab King
Sol's three colored gems. Place them in their appropriate niche and continue
onward.
Walk-Through:
Continue through the mines until you reach an area of crates on the right.
During your trip through the mines, you'll likely encounter pipes running
across the track just under the ceiling. Use the crouch key to avoid getting
smacked by the pipes. In front of the crates you'll find a small cart with a
box on top. Get out of the cart and use the action key next to the box to grab
the fuse. Go back to the mine cart and continue into the mines until you
locate a large building with a big window; if you look inside you can see
numbers from one to five. Get out and head inside. Pick up the medical kit in
here.
Locate the fuse box on the left-hand side of the room. Use the fuse to restart
the power to the switching station. Walk to the levers and operate lever one
and lever three. Return to the mine cart and ride until you pass switch number
three. Stop at the door and back up. The mine cart will go through a door and
into a room with a waterfall. Get out of the cart and cross the floating
crates in the water. Use the whip to swing into the waterfall. Grab the key
inside.
Around this time you'll see a cutscene of the Russians arriving - and they've
got their own mine cart! Head back to the switching station. You'll likely
take fire as you go, but don't worry. Stop at the switching station and
eliminate the guards in the area. Head inside and operate lever number two. Go
back to the mine cart and continue through the mines.
You'll pass through a blue-colored room where the Russians inadvertently
opened a hole in a shed by using their grenades. Exit the mine cart and avoid
the electricity coming off the light fixture. Enter the shed and grab the key
on the table to the right. Get back into the mine cart and continue until you
reach an area with a shed on the left. You'll find a few guards here.
Eliminate them and head into the shed. Use the key to open a door on the
right. Grab the oilcan from inside.
Get back in the mine cart again and head to switch four (not the switching
station, but the actual switch). Use the oilcan on the switch. Drive back to
the switching station and pull lever number four. Watch the scene of the
Russians flying off the ramp. Return to the mine cart and proceed through the
tunnels until you reach an area with two wooden platforms on the right. Jump
onto the platform on the right. Find the moveable block on the left side of
the platform. Move the block and head through the entrance.
Inside the room you'll find some barrels. Shoot them with your pistol to make
them explode. Proceed through the opening. Look out for spiders in here. Grab
the red gem at the end of the area. Make sure you pick up the gem from the
front (a hole lies to the rear). Immediately after grabbing the gem, fall into
the hole. If you're too slow, a block will crush you. Kill the snakes down in
the hole (as well as spiders a few moments later). Follow the path back to the
mine cart.
Head back to the switching station. Operate switches two and four. Head along
the tracks until you see the cutscene of the Russians firing at you with the
bazookas. They'll accidentally destroy part of the tracks. Hop out and
eliminate the guards. Dive down into the water exposed by their weapons and
follow the tunnels, taking a left at the fork into a underwater room with four
bricks. Head up to the surface.
Climb up and leap on the blocks ahead. Make your way up the ledges, jumping a
few gaps, until you're at the top ledge with the green gem. Grab the gem and
retreat back to the mine cart by leaping through the holes in the wall.
Proceed down the mines again until you reach switch five (you might need to
flip some switches at the switching station to get there).
Get out of the mine cart and walk down to the area where the Russians flew off
the track. Use the whip to swing to the other side. Locate the crumbling wall
on the left and use Urgon's part. Grab the blue gem ahead (look out for the
snakes). Head back into the mine cart and drive through the mines until you
reach the area where you snagged the fuse.
Proceed through the entrance on the right platform. Take out any guards here.
Continue to the left into a large room with a pyramid in the middle. Insert
the key you got from the waterfall into the pyramid. The platform rises. Jump
over to the red niche. Place the red gem inside here. Leap back to the
platform and over to the green niche. Place the green gem inside here. Drop
down to the floor below.
Use Azerim's part to rise up to the blue niche high above. Place the blue gem
inside here. Watch the platform rise again and expose a lever. Drop down by
jumping to the scaffolding and then to the ground. Use the lever and watch the
cutscene. Head into the hall ahead to complete the level.
Nub's Tomb
Objective:
Locate the final piece to the Infernal Machine and battle the robot guardian
to escape the tomb and make your way to the location of the Infernal Machine..
Walk-Through:
Proceed straightforward leaping across the chasm ahead. A cutscene should play
here. Continue through the area over gaps and up ledges. Follow the path to
the left and then to the right. Leap to the ledge and shimmy across to the
right until you're over a ledge. Drop to the ledge and pull yourself up. Hop
down into the corridor and continue onward. Follow the passage, killing any
snakes you come across, until you emerge into a new room with pillars. Run
down the slope on the right side of the room.
Approach the rock face and climb up. Locate the slide to the left and head on
down into a new tunnel. Crouch at the bottom and enter the tunnel. Look out
for some scorpions wandering around. Approach the large door ahead flanked by
the two unusual statues. Turn to the left and spot another animal statue. Push
the statue forward and reveal the torn curtain. Take out your machete and tear
apart the curtain revealing a passageway.
Continue through the corridor and down a slide until you reach a lever. Give
the lever a pull and watch the cutscene. Head into the new area. Drop down to
the bottom of the room until you reach an area with a grate floor. Run across
the room (the first flooring will fall) and spot the curtain on the far wall.
Pull out the machete again and hack the curtain to pieces. Proceed through.
Grab the moveable block and give it a yank three times so you can head into
the passage it blocks. Run quickly over the flooring in the next room; the
floor rotates, but as long as you're running, you won't have a problem. At the
end of the room, climb the ledge to the left and hop over to the ledge on the
other side. Head up the ladder and proceed into the large theater on your
left.
Run behind the podium in the center of the room and press the button. Head
through the door behind you and locate the whippable beam on the left side of
the area. Climb up to the second level. Locate the ledges ahead and jump your
way across to the right side of the area. Turn and hop up on the ledge in
front of you. Make your way across the ledges again back in the direction you
came from. Turn, climb up more ledges, and go across one final time to the
left. Stand on the edge facing the room and look down to find the platform.
Drop down by backing off the ledge.
Turn to the statue to your left and use the whip. Indy will snap the arm right
off the statue. Hop down off the platform and snag the mechanical arm. Proceed
through the hall you entered from and head to the left. Go through the
corridor on your immediate right. Swing across the gap via the beam. Press the
button on the other side. Proceed through the area that was exposed when you
pressed the button and follow the hall to the right. You'll recognize the
area. Keep going until you reach that large door you bypassed.
Look out for guards hanging around the area. Approach the door and the statue
on its left side. Open your inventory and use the Anubis Arm on the statue.
Yank the lever on the right side of the door. Proceed into the new corridor.
When you approach the new room, look out for the spinning guard droid.
Eliminate it with a projectile weapon (bazooka rockets kill them in one hit).
Head to the left side of the room, hugging the wall until you locate a tile
for Azerim's part. Use the part and float to the second level.
Face the center of the room and cross to the opposite ledge by leaping across
the central area. Turn left and locate a button. Watch the Russians entering
the door you just activated. Press the button again after the cutscene to
reopen the door. Drop down to the floor and eliminate any guards roaming
around. Proceed down the stairs and press the button at the bottom. Head into
the next room.
You'll watch a cutscene of Volodnikov running off with some mechanism. You can
chase him if you want, but you won't be able to catch the speedy guy. Instead,
after the cutscene, turn left and spot the moveable block. Pull the block so
it rests in the middle of the hall. Enter the hallway from the other side of
the block and pull it so it covers the Azerim tile in the exact center.
Return to the top level of the room (on top of the block you just moved) and
approach the room at the end. Pull one of the statues so it blocks one of the
two entrances. Once complete, locate Volodnikov and chase him around. He'll
end up in this room but will be blocked by your trap. Watch the cutscene and
snag the gear part. Exit the area via the ladder (watch out for the guard at
the top).
Return to the room you were in a few moments ago by exiting by way of the
stairs. Look out for additional guards. Walk to the right of the screen door
and slash the curtain with your machete. Go inside and pull out the moveable
block. Hop over the block and into the exposed tunnel. Back down off the
ladder. Pull the lever here. Go back out. Hop on the block outside, which you
just moved, and leap into the adjacent area. Back down off the ladder and grab
the bronze key located down here.
Head back into the main room and put the bronze key in the keyhole to the left
of the screen. Walk inside this elevator-type contraption and use the bronze
gear you snagged from Volodnikov on the turtle figure at the far side. Push
the moveable block in the room's center onto the elevator.
Face the room and head to the right wall locating the Azerim tile. Head up to
the second level via Azerim's part. Turn right and follow the path to the
whippable beam. Use the whip and land on the platform, which lowers into a new
area.
Deal with the droid guard here and leap off the platform. Walk to the far side
of the room and hop up the red ledges on the left. Immediately turn around and
jump the gap to another ledge to reach the corner of the room. Locate another
far ledge and perform a running jump. Continue until you've reached a ledge
you can shimmy across. Shimmy to the right and fall to the platform below.
Proceed forward until you reach the far end of the area.
Follow the path to the right and you'll spot some water inside a tunnel on the
left. Leap into the water. Look out for the dangerous fish inside. Swim down
to the bottom and find the underwater tunnel. Pull the switch at the back of
the tunnel to raise the statue in the center of the room. Exit the tunnel and
hang a right to locate a ledge where you can pull yourself out of the water.
Turn to face the center of the room and the top of the statue. Two droid
guards wait on the other side. To dispatch them easily, use the bazooka as
soon as they're activated. Jump to the top of the statue and on to the
platform on the other side. Head to the left and up the climbing surface.
Enter the next room and watch the cutscene.
This area includes a nasty piece of electricity. If you are standing exposed,
the device will put a small shock into you. You must try to avoid the device
by ducking into the halls. Listen for the charging sound that signals when the
device is about to fire. Exit into the room and take your first left into the
hallway. Climb the stairs and spot the whippable beam. Take out the whip and
use it to climb up to the next level. Follow until you reach another whippable
beam. Cross using your whip.
At this point, there are two parallel walkways. Take the one closest to the
electric device. Time your run so you aren't shocked. Go left on the walkway
and follow it right and then left toward a platform. Perform a running jump to
the platform. Follow the path, leaping up to new ledges and eventually down a
slide and a jump until you spot a doorway just above you and to the left. Hop
inside. At the end of the corridor, use Azerim's part to float up to the
higher area.
Pull and push all the ram-head statues to the center of the room. When
finished, push the button, raising the electric device. Two buttons flank the
room, one gold and one silver. These operate the circuits that control the
electric device. Your goal is to break the circuit so the device is no longer
operable. Press the silver button until the top silver circuit is as far left
as it will go. Head over to the gold button (stay away from the device at all
times) and press the button until the top gold circuit separates from the
silver. If done correctly, you'll watch a cutscene of the water lowering and
the device shutting off.
Retreat to the main electric device room and look out for new guards. Jump
down into the water below. Locate a ledge on the main structure and pull
yourself up. Dispatch any guards roaming the area. Spot the ladder and climb
up. At the top, turn around immediately and hop to the platform. Continue
turning around and hopping to higher platforms until you reach the top. Grab
Nub's machine part at the top. Jump off the top of this structure to the water
far below.
Return to the ladder you just ascended and spot the strange brass niche to the
left. Use Nub's machine part inside this niche. Follow the newly opened door
until you reach the room with the elevator. Locate the two Nub switches and
operate them with the machine part. If done correctly, you should hear the
elevator power activated. Use the Azerim tile to float to the second level and
enter the elevator. Press the button.
Proceed forward out of the elevator (grab the medical kit located in front of
the door) and use Nub's part on the switch. Eliminate the droid guard waiting
inside. You'll enter the level's boss room. Run to the center and operate the
coffin. Get the gem left behind (Nub's eye). Next, you want to prepare the
room for your battle with the robot guardian. Locate four Nub switches
scattered around the room. Use Nub's part on each to activate the electric
floor plates (don't stand on them!). When finished, approach the hole in one
corner of the room and use Nub's eye. Watch the cutscene of the robot guardian
arriving.
To knock out the guardian, you must lure him over the electric floor panels.
Also, you might have to recharge the panels by reusing Nub's part on the
switch. After you've shocked the guardian several times, he'll explode. Try to
always stay out of his view or you'll get whacked by his laser beam. Just run
around the corners quickly if he begins to come into view.
Once he's defeated, hop up onto the second level of the center structure and
find a ledge up to the third. Leap over the broken robot guardian to the
platform. Head to the button at the end of the catwalk and press it. Go
through the door to complete the level.
Infernal Machine
Objective:
Repair the Infernal Machine and summon Marduk.
Walk-Through:
Head forward until you reach the ladder and then head down. Turn to your left
and grab the medical kit, first-aid kit, and rockets - you'll need them. Start
walking forward until you trigger the trio of droid guards. Use the bazooka to
eliminate them easily. Approach the alcove at the end of the hall.
Walking inside raises the floor. Once up, jump back down into the room and
return to the alcove. Leap down and push the button. Walk down the ramp in the
middle of the room. Hit the switch at the end of the hall to open the door.
Watch the long cutscene revealing Turner and Sophia.
Still on this lower floor, walk to the right side of the ledges and spot the
water below (if you're facing where Turner and Sophia first appeared). Leap
down to the water, but be sure not to hit the side of the chasm or you'll
suffer damage and likely die. Once in the water, pull yourself out to the left
side of the entrance. Turn to the right and eliminate the strange
caterpillar-like creature (look out, they're poisonous).
Proceed down the hall, leaping over some water and coming to a new doorway.
Enter and drop down to the room below. Walk to the left and enter the first
door. Watch the pattern of electricity in this hall. It flows from your
position to the end. Simply walk forward after it's passed the start position
and continue climbing up and over the ledges until you reach the end. At the
end you'll find Nub's machine part. Pick it up and grab the treasures on the
left and right side of the room.
Retreat into the recessed room you were in a moment ago and continue
straightforward until you reach the switch. Use the switch and open the door,
making sure to look out for the poisonous critters inside. Ahead of you is an
unusual beam that you can float inside. Leap into the beam and float upward
until you reach four platforms. Spot the platform with the robotic creature
and hop to the one just to the right.
Head up the ladder on the left and drop down the hole that will appear on your
left; you're now directly above and behind that robotic creature. Grab
Azerim's part located just in front of you. Ascend the ladder on either side.
Strafe onto the small platform facing the center of the room and the new
whippable beam. Use the whip to get across. Press the switch on the other
side.
Jump to the platform ahead of you. In this area you'll find some irritating
floating electricity diamonds that pester you with jolts of lightning. You can
eliminate them temporarily with your pistol. Turn left and leap across
additional platforms. Turn left at the last platform and leap into the
opening. Continue through some water into a new area. Climb up the ladder and
spot Urgon's part inside a small alcove. Grab Urgon's part. Put Nub's part in
the hole that Urgon's part occupied. Grab the treasures on the left and right
side of the room.
Turn around and spot the rotating platforms. These platforms move in a
pattern. Simply start running across when the platform nearest you is
stationary. Walk into the elevator. Turn around at the bottom and place
Urgon's part into the hole. Return to the elevator and press the up button
three times. Spot a platform ahead and jump. Turn left and jump to the walkway
with treasure on the left. More electricity diamonds roam this area, so look
out for them and eliminate them with your pistol.
At the end of the walkway, jump to the last platform (it's a tough jump;
perform a running jump, but leap well before the end of the walkway). Turn
left and hop into the new hallway. Press the elevator call button on the
right. Look out for the poisonous creatures both before you activate the
elevator and after. Hop on the elevator and press the up button once (it's the
right button).
When the elevator stops, head out and find Turner with his newfound
invisibility toy. After the cutscene, chase him around the room and fire at
him when he reveals himself. Eventually he'll die. Grab his equipment and
Taklit's part. Search the room for an Azerim tile. Use Azerim's machine part
to float to the next level.
Leap through the gap and stand directly in front of the electricity device.
Open your inventory and use Taklit's part to turn invisible. Jump over the
platforms until you reach the switch. Press the switch to deactivate the
electricity device. Open your inventory and use Azerim's device while on this
platform to float to the next level. Grab Marduk's head after the cutscene.
Place Azerim's part on the hole that contained Marduk's head.
Retrace your steps and locate an elevator that automatically lowers. You'll
recognize the area immediately. Leap over to the platform and climb the ladder
until you reach above and behind the robot Marduk's body. Place Marduk's head
in the hole. Head down the ladder on either far side of the corridor until you
reach the first room of the level (you'll see Marduk ahead of you).
Walk up the ramp to the control switches and place Taklit's part in the hole.
Operate the levers by immediately pressing the action key after you've
regained control. Watch the closing level cutscene and prepare for Aetherium.
Aetherium
Objective:
Defeat two incarnations of Marduk and survive the aetherium plane to return to
the world and live to fight another day.
Walk-Through:
Glide through the aetherium straight ahead to the ledge. At the ledge, turn
around and fall down into the lower area. Down here face the tunnel with the
bright circular, glowing design. Notice the colored rings inside the room.
These tunnels are all around this area - four of them - and each has different
colored rings. Turn around and float out to the ledge. Leap to the ledge to
the left. Float back into the aetherium.
Turn to the circular design and spot the green rings. Float inside and through
the tunnel until you emerge in a room. Hop on the ledge to the right and walk
over to the device at the end. Pick up the device; it's the Tool from Beyond.
Return to the aetherium and back down to the far ledge. Turn left and hop to
the next ledge. Look into the circular design tunnel and spot the purple
rings. Float inside the aetherium until you reach a force field you can't walk
through. Take out the Tool from Beyond and use it just in front of the force
field. Walk inside this newly opened reality and replenish your aetherium
tolerance. Also, grab the poison kit and the treasure.
Retreat back through the aetherium and to the ledge. Turn left and hop to the
next ledge. Face the circular design to spot the red rings. Float inside the
aetherium tunnel until you reach another force field. Use the Tool from Beyond
to pass through. Grab the medicinal herb and the treasure. Return to the ledge
below.
Turn and face the next ledge. Leap to the ledge. Face the circular design and
the blue rings. Float inside the aetherium until you reach the force field.
Open it and continue onward until you drop into the next room. Proceed to the
left into another aetherium area and float up until you drop into a circular
arena - you'll face Marduk!
You can't defeat the beast with your current equipment. Locate the tunnel out
of the room (not the ramp up); look for it behind you and to the left. Head
down this aetherium shaft until you locate a series of halls. In one you'll
find a force field protecting another reality area. Use the Tool from Beyond
to open the force field and grab the mirror on the statue ahead. Return to the
arena where you found Marduk.
Use the mirror when inside the room with Marduk. You must deflect his shots
back at him. When Marduk attacks from the lower level, stand on the lower
level. When he floats up high, you need to head up the ramps in the back of
the room to the upper level. Hit Marduk with successive blasts before he
energizes himself with the center electric device. Once he's eliminated, grab
the medallion left behind. Insert the medallion into the switch inside the
room.
Move to the center of the room and pull out your whip. Use the whip on the
device to create the electrified whip. Head back to the reality where you
found the mirror. You'll find a circular electric device to the left. Use the
whip on it and watch the door open. Proceed down the shaft until you reach the
next floor. Hop outside.
Turn toward the gear and then to the right. Looks like Marduk is back, now
infesting the body of Sophia - not good. Spot the circular electric device
here. Use the whip on the device. Approach the gear and head down the hall
until you locate the aetherium shaft to the left. Look out for critters in
this area. Head into the aetherium and use the Tool from Beyond on the force
field at the end. Grab the gem located inside.
Return to the normal walkway and head left to the next gear. Find the electric
device and use the whip. Face the gear and turn left to spot the aetherium
shaft. Head inside to the force field and use the Tool from Beyond. Grab the
gem.
Head left through the corridor to the third gear and use the whip on the
electric device. Proceed down the tunnel and notice the aetherium shaft above
you. It's the shaft you want, but you can't get up there. Proceed to the end
and float up this aetherium shaft. Locate the tunnel leading back over the
walkway and proceed. Continue through here until you reach a force field. Use
the Tool from Beyond to grab the third gem.
Head back to the main aetherium shaft and float down to the very bottom of
this area. There are three doors down here; each door has a colored strip
around it. Use the appropriate gem in each door. After opening the door, head
inside and use the Tool from Beyond on the force field. If any health pickups
lie beyond the force field, pick them up.
Once you've opened all three doors with the gem and used the Tool from Beyond
on each force field, go back up the main aetherium shaft several floors until
you return to where you fought Marduk the first time (the circular arena).
Approach the center of the room and use the whip on the electric device to
create the electrified whip.
Go back down the shaft to the bottom and approach the structure in the center
of the room. Locate a ramp up the side of one of the structures and hop up the
ledges to the top platform. The Marduk/Sophia creature will charge. When she's
close, use the electrified whip. Time it right to strike the beast. Look out -
sometimes she'll try to dodge the whip by flying upward. Hit her three times
(you might have to recharge your whip) and watch the cutscene.
When you regain control, just follow the path as the world shakes around you.
Hop up ledges and leap gaps until you reach the end. Watch the final cutscene.
Secret Level- Return to Peru
Objective:
Return to the scene of Indy's Raiders of the Lost Ark exploits and grab a
second idol. But, just like the first time, you'll need to avoid the boulder
trap in order to survive the underground temple.
Walk-Through:
You begin the level just outside the underground temple. Move forward from the
start position and pick up the medicinal root (look out for the snake hiding
nearby). Turn around and approach the passenger side of your jeep. Grab the
raft located inside. Grabbing the raft triggers a tiger. If the tiger gets too
close, take out your pistol and fire; the loud sound will scare the beast
away. Take the raft to the edge of the river, use it, and Indy will hop
inside.
Head down the river in the raft (you'll also find a repair kit in your
inventory in case you smash into the jagged rocks). Proceed down the rapids
and avoid the jagged rocks that jut out from the shorelines. When you reach
the dark-blue calm water, stay to the right and flow down more rapids. You'll
eventually fall off a waterfall and end up in a narrow stream. Locate the land
on the left and use the action button to hop out of the raft.
You can't do anything on land here, so leap into the water and swim to the two
entrances on the right. The left entrance takes you to some treasure (after a
little jumping and climbing) and back to an earlier part of the river (just
use the raft to get back here). The right side is where you want to go to
complete the level. Head through the right tunnel and watch the cutscene of
Indy falling over the waterfall.
Dive down in the water again and follow the tunnels to the right. Keep looking
right after the first entrance and locate a very narrow tunnel heading
straight away from you. Reach the end and climb out. Head up to the whippable
beam and use the whip to get across. Light the fire bowl up here and leap back
into the well-lit water and spot the vines at the bottom. Cut them with your
machete and dive through the exposed hole.
Hop out of the water into the new area and spot the moveable block on the
left. Push the block into the water, causing the room to flood. Swim up to the
top of the room and hop out. Two entrances lie on either side of your
position. Head through the entrance with the beam of light. The light, if you
recall, was a trap from Raiders of the Lost Ark. Avoid the trap by hugging the
wall on the right. Eliminate any spiders in the area with your pistol and
continue onward.
You'll eventually arrive at a boulder blocking the path. Turn left and locate
the crawl space near the ground. Head inside. Pick up the stone key ahead,
turn around, and head back to the room with two exits. You'll need to avoid
the beam of light again and also deal with more spiders. Proceed through the
exit you ignored a moment ago.
Follow the path leading to a room booby-trapped with darts. Ignite your
lighter and notice the black tiles on the ground. You can't step on a black
tile or a dart fires from the wall and hurts you. Walk up to the pedestal
ahead, again by avoiding the black tiles, and watch the cutscene. Hop onto the
pedestal and jump straight through the opening ahead. Turn left and locate the
keyhole. Open your inventory and use the stone key.
Drop down into the newly opened hole and continue until you reach a passage on
the left filled with scorpions. Take out the scorpions and turn to the left.
Light the torch here with your lighter to illuminate the room. You need to get
near the top of this area, so continue leaping up the ledges and using the
whip until you spot the bamboo spike on the left side of the room in a small
coffin-like niche. Drop down into the niche and pick up the spike. Jump back
down to the bottom of the room. Get out of the hole and locate the niche in
the wall. Insert the bamboo spike into the niche to create a beam to whip
from.
Return to the dart-trap room. Stand on the pedestal and leap to the left.
Behind the rubble is a crawl space. Crouch and head inside. Proceed down the
hall and use the whip to climb up to a higher ledge. You'll reach a hallway
with three familiar looking tiles on the ground. Leap over the first two
tiles, but stand directly on the third. You will lower into a new section
littered with snakes. Take them out with your pistol and pick up the first-aid
kit to the left.
Follow the hall to the right, jumping across a gap and using the whip to pass
another gap. Spot the climbable rocks and head up. When you reach the top,
push the moveable block over so you create a gap on the other side. Descend
the climbable surface and head to the other side of the moveable block. Keep
going to the right until you can climb up to a new ledge.
Turn around and perform a running jump to the ledge across. Shimmy to the left
until you can pull yourself up, then head to the left around the rock. On the
other side, back off the ledge and hang. You'll see the doorway behind you.
Hang in such a position that you line up with the door. When you drop, you
will slide down the rock face, and you must time the jump so you'll land at
the doorway. Once inside, run and jump to another ledge. Drop off that ledge
to the ledge below and shimmy to the left inside an alcove. Drop down and face
the bird-head statue. Use the whip to yank the statue, causing a boulder to
drop down below. Leap down to the floor and locate the new hallway. Leap up
and proceed inside.
You'll enter a room with huge columns on the left side of the room. Leap to
each column. After a few moments, a rock will push you off, so you must
proceed quickly. Reach the end and turn around. You'll notice a brand-new set
of columns on top of the ones you just traversed. Head back over and snag the
treasure about halfway to the end. Enter the room at the top and approach the
idol and the pedestal.
Pick up the idol and immediately run forward until you see the cutscene of
Indy looking at the broken floor. Continue running forward until you spot the
boulder coming straight at you. Turn around and run back into the idol room,
stopping just under the curved ramp. After the boulder passes above, continue
your first course until you reach the gap. Use the whip to swing across. When
you reach the strip of tiles before the dead end, take out the whip and use it
on a whippable beam high above. Move up quickly and avoid the boulder, and the
level ends.
That's All!
Compiled by Dusha 28.12.99
Happy Y2K!