Hop on the elephant's back and ride it to the gate on the far right. Put the elephant on the large orange pad to open the gate. You'll have to break the Lego rocks on the pad, if you haven't done so already. Grab a banana and give it to the monkey beyond the gate to get the final stone.
When you return that stone to the shrine, the level will end. The first level consists of six average, unarmed enemies. If the enemies get on the table, they will throw goblets at you, but they're pretty easy to dodge. The second level has three swordsmen and three normal thugs. The swordsmen will throw their swords at you from the balcony. As you defeat the enemies on the ground, the swordsmen will jump down and fight you. The third level consists of five thugs, two riflemen, and one elite swordsmen.
The riflemen are on the edges of the balcony, above a whip target. Use Indy's whip on the target to open the floor beneath the swordsmen and have them drop to the ground level.
You have to fight the elite swordsman with your own sword to disarm him. Once the elite swordsman is disarmed, you can kill him. For the final level, there are three regular swordsmen and five elite swordsmen. Defeat the last one to end the level. Watch out when you win this level, because the elite swordsmen that come out of the palace can only be defeated with a sword. Use Willie to jump across to the next platform using the long bar.
Have Willie push the box over the edge to release the Lego pieces. Build the ladder to give everyone access to the second platform. Have Short Round climb up the ladder and enter the small hatch. There's a key inside the gated area. Have Short Round turn the key while one of the players is on the Lego platform. You have to time when you turn the key so the character doesn't cross the flames shooting up from below. When the character on the platform reaches the other end, hit the rolled up bridge to provide access to this new ledge.
Have Indiana climb up the ledge and hit the two whip targets to drop some new platforms. Hop across the new platforms to the Maharajah to scare him off. He drops a box that releases a key on the ground as he leaves. Some new enemies with swords will start attaching you. These enemies will drop a turban when they die. Grab one of the turbans and put it on your head.
Stand in front of the Thuggee statue with the turban on and activate the statue. The statue will drop into the ground and be replaced by an elevator. Ride the elevator up to the ledge and grab the gear at the far end.
Place the gear on one of the pads below the Maharajah. Place the key in the mechanism in the middle of the level. Turn the key to raise the second gear. Place that gear below the Maharajah too. Have Indiana climb the ladder on the far right of the level. Use the whip to swing to the next platform. Grab the third gear and place it on the final open pad. Use Short Round's wrench to repair the machine. This will cause the platform that the Maharajah is standing on to move over the flames, damaging him and ending the level.
Oh right, never mind. Anyway, in this version there's a Lava monster. If you look it, you'll see some fire coming out of his left foot. There are a few bottles lying around the level. What you need to do is grab a bottle and throw it at the left foot while dodging all the attacks coming from the Lava creature. If you hit the foot, the lava gets put out and the monster freezes for a few moments.
He'll make it up to the top of the monster. Punch Mola Ram to knock him off. A whip target will appear on one of the arms. Use Indy's whip to hit the target and pull off one of the arms. When all the Lava monster's arms are off, repeat the process one more time to have the monster bend over. There's a whip target on the creature's head.
Pull the head off to finish the level. If you take too long from the time you put out the fire with the water bottle until the time Short Round climbs into the creature, the monster will reignite. If you don't punch Mola Ram fast enough, he'll knock Short Round off the top of the monster's head. In other words, move quickly once you hit the foot with the water bottle.
Hop into the car in front of you and start driving. Balloon 1: The first balloon is on the raised area just to the right of the level entrance. Balloon 2: Go down the street on the far right of the level. Turn around and go down the small walkway that's on the left side of this street.
There's a ramp that leads to some scaffolding. The second balloon is on the scaffolding. Balloon 3: The third balloon is on the ground to the left of the fountain in the lower right corner Balloon 4: On the street to the right side of the open square and just to the left of the far right street is a ramp leading up to some scaffolding while heading back to the level entrance. The fourth balloon is on the scaffolding. Balloon 5: On the bottom side of the open square is a ramp going over a brown car.
The fifth balloon is at the end of the ramp. Balloon 6: At the top of the square is a ramp leading up to a balcony. The sixth balloon in on the balcony. Balloon 7: The seventh balloon is on the left side of the square, at the end of a ramp above a brown car.
Balloon 8: In a tight marketplace to the upper left of the square is the eighth balloon. Balloon 9: The ninth balloon is on a corner building to the left of the open square. Balloon The final balloon is in the alley on the far left of the map When you pop the last balloon, the Treasure chest will appear above the middle of the square. Build the pieces to finish the gong. Use the whip to ring the gong.
This will release ten enemies for you to kill. When you kill all ten swordsmen, the Treasure Chest will appear on top of a tree. Use the Bazooka to blast open the gate blocking the elephants. Ride an elephant to the tree. Jump off the elephant and onto the tree to finish the level. Disarm all of them. Use the whip to tie them up and move them onto four of the five buttons.
Step on the fifth button to raise the screen that is hiding the chest. The Thuggees are being pursued by Indian troopers and everyone is ignoring you. Your immediate goal is to collect the five boxes of stuff you need to build the raft and put them on the green pads.
The first one is in front of the pile of debris at the start of the level. Ride the elevator up to the ledge and jump onto the platform. Use the other character to turn the key and bring the first character to the ledge with the box on the slider. Push the box over the edge to build the ladder.
Use your spear thrower on the target next to the edge of the ledge. Climb up the ladder, swing across the spear and grab the second box on the far side. In the back right corner of the level is a corner made of Lego blocks. Break the wall and the third box will be behind it. To the left of the entrance are two spear targets on the wall. Put spears in them and climb up. Make your way around the ledge, across the two platforms to the fourth box.
Take the Village Elder and climb up the stairs on the far left. Walk across the bridge and use the hieroglyphics panel. The panel will open to reveal the fifth box. Build the raft and it will slide into the river. Ride the raft and go to the right to collect the Treasure Chest. There are a lot of studs in the lava, so explore some to collect them all before you grab the chest. Put spears in all of them and cross to the next ledge.
Climb up to the highest ledge and swing across to the base of the ladder. Throw the sword at the rope to open the top of the ladder. Jump across to the left and destroy the Lego bricks blocking your way.
Continue to the left until you reach the plunger switch. Jump on top of the plunger to blow up the metal rocks. Behind the rocks is a rope. Stand to the left of the rope on the Lego pieces attacked to some other rope.
Cut the rope with your sword and the pieces will become an elevator. Go up to the next level. This next part can be a pain because the angles aren't the best for throwing explosives. Go to the left. The Lego platform will move in and out of the wall, so make sure you time your jumps right. Grab the Explosives on the other side and go back to the ledge next to the elevator. Throw the Explosives at the metal rocks to clear the path. Don't grab the Explosives until the Lego ledge starts coming out of the wall so you don't have to wait while the dynamite fuse is going.
Once the rocks are gone, go as far to the right as you can. There will be two spear targets there. Put spears in both of them and then climb to the next level.
Go to the left and put spears in the three targets you see. Climb up one more level to a wooden platform. Throw a spear in the next target to get the next ledge. The Treasure Chest is in the little niche in the wall. You can go up one more level to collect studs if you like. If you have the Stud Magnet active, you collect most of them by just jumping on the level below. He'll come out next to a broken machine. Repair the machine to raise a platform that you can use to hop over the fire to the saw blades.
Hop over the three saw blades, then go around the corner and down the steps. You have to jump across the stones to reach a ladder. Climb the ladder and push the block to the far end of the track. Climb on the block and jump up to the next level. Jump onto the rope to the left and grab a spear.
Return across the rope to the ledge you just left and use your spear on the target to the right. Use the spear to get over to the next platform. Through the saw blades is a box with water bottles. Use the bottles to put out the fire in front of the wheel. Turn the wheel to raise a couple of platforms you can use to reach the next area.
Hit the whip target to start an elevator. Time your jump across to the next part, so the elevator doesn't dump you into the lava. The Treasure chest is just past the elevator. Grab the Explosives and blow up one of the alligators in the water. Push the block to the opposite end of the track. Grab another grenade, jump on top of the hatch and climb back to the start of the level. Use the grenade on the metal rocks to reveal a spear. Throw the spear into one of the target on the far wall.
Go back to the lower level. Have Short Round grab another grenade and enter the hatch. Take out the second alligator with the grenade and turn the wheel. This will raise the water level. Grab the second spear on the far shore. Come back to the middle island with the wheel and throw the spear into the empty target. Swim over to the spears and climb up to the last ledge. Make your way through a few saw blades to the Treasure Chest at the end.
When you pull the lever at the start of the level, a boulder will start rolling down the tracks. You have to make your way through the passageway, dodging the saw blades, and hit the whip target before the boulder reaches the end of the track. If you take too long, you fail and automatically restart the level. You have to do this twice to finish the level. For the first race, you have to make it past a saw blade the alternates between blocking one side of the passageway or the other.
Then you have to hop a saw blade to hit the whip target. Go through the next gate and pull the next lever. You have to run up the path, past a saw blade and jump on a rope to reach the next part of the path. Then you have to dodge two spinning saw blades and work yourself down to the end where there's another whip target. If you hit that target in time, a walkway to the Treasure Chest will appear. Turn the wheel to lower the platforms. Jump across the platforms to enter the cage area.
Pull the lever to open the gate and grab the Bazooka. Go back to the wheel and make your way down the narrow walkway until you see the Explosives. Shoot them with the Bazooka from a safe distance to expose the wheel. Turn the wheel to raise a set of platforms you can use to reach the far portion of the level. Send the Maharajah through the hatch and have him pull the lever to open the gate. The gate to the upper portion won't open until you have 30, studs.
If you've got a couple of stud multipliers active, you'll have already gotten this total by now. If you haven't, use the Bazooka to blow up all the plants and the metal box. The metal box will reveal a shovel that you can use to dig up the two metal stones. Dig up the stones and blow them up to reveal a spear under each. Pull the lever to get a third spear. Conveniently, there are three spear targets on the way. Put a spear in each target and climb up the spears.
Hop over the two fire pits and you'll find a lot of studs. The gate to the upper level should be open now. Go up there. On the upper level, push the three boxes to the end of their track and down into the pit. Turn the wheel to start the beams.
If you've moved all the boxes out of the way, the ramp will rise, which will give you access to the final area with the Treasure Chest. Jump across the water and pull the lever to give easier access to this part of the level. Climb up the stairs and use the whip target.
That will open the gate above the next ladder. Go in that gate and grab the shovel. Dig up the three metal stones and use the Bazooka to destroy them. Inside the stones will be a wrench. Use the wrench to fix the machine and start the platforms on the left side moving. Go to the left side and use the platforms to get to the far side. Climb up the bars on the left to reach the water bottles. Throw the bottles at the flames in front of the lever to extinguish the fire. Use the lever to open the gate blocking the upper button.
Step on the buttons to start the elevator in the middle. Use that elevator to reach the walkway to the Treasure Chest.
You can get to almost 1,, from your car. There are a lot of extra studs on this level, so you shouldn't have any troubles finding what you need to finish. You can't leave the ship or you'll drown. There's nothing to do right now except start the first Story Mode level.
Hit the whip target beneath the bridge of the ship and enter the passage that it creates. You'll pop out of the smoke stack in the middle of the ship. Turn the key to open the door at the back of the ship. Enter the ship to start the level. When the first Story level ends, you arrive in Venice with Elsa.
Most of the hub is open to you now. You should be able to collect all the bricks and all the Boats before you start the second Story level. You'll temporarily lose Sallah, but he'll come back later.
There is a portion of the hub that's in the desert behind the Venetian buildings near the fountain. You can swim around the buildings to reach this area before starting the second Story level, if you want.
When you are done exploring, go to the castle gates that have a Flower Pad on the left. Use Elsa to jump on the bar to expose the whip target on the right side of the gate. Use the target to open the gate. Enter the castle grounds and step on the two red buttons. This will expose another whip target.
Use that to lower the draw bridge. Cross the draw bridge and go left before entering the doors. Punch the tree on the far left.
You'll see a key that you can use to open the water gates outside and to the left of the castle. Enter the doors to the castle to start the second Story Mode level. Henry Jones doesn't have his book at this point in time, so he can't translate hieroglyphics. Buy the Bike 'n' Side car and use it to break open the side gate. Follow the road up the hill and put the bike on the orange pad to open the gates to Berlin.
Enter the building in the back to start the third Story Mode level. You'll be dumped off in the desert with the tank smashed into a temple. Use the shovel to dig out the tank and start the fourth Story Mode level. When the fourth Story mode ends, Henry's back and he has got a book with him. To get into the temple of the Grail, either use the shovel to dig under the pillars blocking off the last area or use explosives to blow open the gate.
Walk up to the temple and use Henry's book on the hieroglyphics to open the door to the final Story level. When you finish the final Story Mode level, you'll finally get all the free characters you've unlocked back.
The entrance is to the aft of the ship. After you complete the first Story Mode level, the wreck of the Coronado will be at the bottom of the hub, next to the island that is due south of the Venice area. Requirements to access: Use a character with a book that decodes the hieroglyphics to open the door Bonus Level 2: Name: Beach Pit Location: The beach area, near the end of the road and the isolated Venetian dock Requirements to access: Use the shovel to dig up the glowing area in the sand.
Build the pieces you uncover to finish the lever mechanism. Pull the lever to fall into this level Bonus Level 3: Name: Berlin Airport Location: The hanger in the Zeppelin airstrip Requirements to access: Use a soldier with Security Access on the guard checkpoint outside of the hanger to open the doors Bonus Level 4: Name: Castle Cave Location: In a cave to the right of the right of the castle Requirements to access: Use the Biplane or Zeppelin to reach the roof of the castle.
Push the green handles of the machine together to active the button on the machine. Step on the button to activate the horn and cause and avalanche that will uncover the entrance to the cave. Bonus Level 5: Name: Venice Tunnel Location: In a tunnel in the water, below the road and near the checkpoint that unlocks the Staff Car Requirements to access: Shoot the three targets on the road above the tunnel to lift the grate.
The targets are on a timer, so you have to shoot the second two targets fairly soon after you hit the first one or the targets will reset. Super Bonus Level: Location: To the right of the side entrance to the Castle and below the entrance to the Berlin area. You have to use the sword on the rope next to the temple to open the camel pen. Use the Bazooka to shoot it. That will raise four more cylinders and start a timer. If you shoot the remaining four before the time expires, Colonel Vogel will appear.
The adventure continues walkthrough, faq or guide? See our member submitted walkthroughs and guides for lego indiana jones Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Table of Contents. Leave a Reply Cancel reply Your email address will not be published. Previous Post Previous. Once you place the key using Z, press and hold Z again to turn the device.
This is the one item that you can stow in your "pocket" and still pick up another for use. Wrench - Can be used for combat, but is meant for repair jobs. You'll find blue engines that are spitting out smoke. Hold Z near these engines to fix them up, activating the engine.
Torch - Used to burn things, mostly dynamite fuses. Can also be used as an impromptu weapon. In addition to throwing at the object you want to burn, you can also just walk up to the flammable object to set it alight. Book - Blue books are used to "translate heiroglyphs". Basically, while carrying a book, walk up to the 3x3 block of glyphs on the wall and press Z. A series of four of them will light up. Match that series in order to activate whatever they do.
Spear - Either part of a trap or the weapon of the Hovitos Tribesmen, these sharpened spikes can be used as a weapon. If you're next to an enemy, pressing B will cause you to attack with it. If you're not near any enemy, watch for where your cursor will target, then press B to throw it. Sword - The more traditional weapon of a less civilized age, the big blade seems a bit slow compared to straight out punching.
There are two types of swords: scimitars that the African and Asian folk wield, and broadswords found amongst the European types, but they're the same weapon, essentially. Swords serve a double purpose of being able to cut ropes, but you often have to throw them to get the severing done.
Crossbow - This is another weapon of the Hovitos Tribesmen and Thuggees. It's a long-range weapon. It carries six bolts before running out. Pistol - Enemy Soldiers carry this weapon.
It's a standard six-shot pistol. To properly use it, put some distance between yourself and the enemy, else you'll just punch.
Machine Gun - A rapid-fire long-range weapon. Fires in bursts of 3 for a total of 24 shots per gun. You can find this with certain bad guys and in certain supply barrels.
Rifle - Yet another long-range weapon. A few later soldiers will carry this, and you can also find them in supply barrels. In the end, it works the same as a pistol, except it holds 12 shots. Grenade - You won't find this often in the field, but Officers carry them. If you ever get to use one, look for the targeting bracket and then press Z to toss the grenade at it, otherwise, you'll just throw in front of you. Bazooka - Just as useful for demolition as combat.
Each Bazooka has four rockets. Use them on enemies for quick destruction, or use it on shiny LEGO objects to bust them open. Progress is based on the missions you complete, the number of times you get "True Adventurer" status, the amount of Treasures you collect, and the amount of Parcels you deliver.
Keep collecting studs. Collecting a specified number will give you "True Adventurer" status and 25, studs at the conclusion of the mission. Once you hit the True Adventurer threshold, you cannot lose it, no matter how low your studs get afterwards.
Collect Treasures to assemble an artifact. Collecting all ten and completing the artifact will get you 50, studs and will place the completed Artifact in the Artifact Room, where it can be used to unlock bonus missions.
Each mission has a red Parcel in them. Collect that Parcel, then find a mailbox. Place the Parcel in the mailbox, then complete the mission to unlock an Extra for purchase in the Mail Room.
Some of these can be pretty expensive, mind you, but they're the most useful ones. If it's made out of LEGO bricks and not obviously part of the background, bash it down, or whatever you have to do, because a lot of stuff to move ahead in the game requires you to go on a destruction frenzy. Explore everywhere. Run into walls and behind them to look for any areas you might be missing. If you die, you'll drop a portion of your studs: usually 2,, but that can vary if you have Adaptive Difficulty turned on.
You can die as many times as you want and you can still finish the mission. However, losing too many studs means you'll have a harder time getting True Adventurer status, so be sure to recollect those lost studs when you croak. Look out for visual cues to see how you can progress in a mission. For instance, some items you can pick up have sunlight lines coming off them.
Platforms you can whip-swing from are lit up. A ball of rainbow sparkles means a high-jumping character should start from there. Small sparkles near the ground usually indicates a treasure to be dug up. There are other cues in the game which I will touch on as they become relevant. Don't forget that just because a special item is required to bypass an area, you may not necessarily need a special character for the job.
Search the area to see if you can find that necessary item. For instance, if you see a busted engine, your first instinct may be that you need Jock, who comes with a wrench, but search the area, because a wrench just might be hidden amongst an object you can wreck. On the back wall are three maps that represent each of the three episodes of the Indiana Jones saga.
Walk up to any of them to access the missions in each episode. There is a floor decoration in the center of the hall. Walk onto it and you will be told your current progress in the game as far as Treasures found, True Adventurer's attained, and Parcels mailed. There are several exits from the hall that will take you to other locations.
The "near" area south of the maps has six doors, three on each side of the hall, which will take you to other rooms. On the left, from back to front, are the Library, Classroom, and Theater. Up the stairs in the back and to the right will lead you to the Artifact Room. This will allow you to purchase basically any character, friend or foe, that you did not normally play as during the game. If you have any six-character code used for unlocking characters or extras, input it here.
If you stand in front of an incomplete Artifact, you can spend money to "complete" it. I say that in quotes because the Artifact will be completed for the case of knowing what it looks like, but you'll still need to find the remaining Treasures to get the percentage for the Artifact, and credit for it towards the bonus missions. Also, if you jump off the balcony in the Artifact Room, you'll land down here.
You can even "test drive" them in the room itself, although you can't leave the room while controlling them. Once finished, you can select them in any Free Play mission. Walk up to the pigeonholes and you can buy any of the extras sitting there, to be added to your list of Extras during gameplay. Check the "Bonus Missions" section later in the guide.
These walkthroughs take relatively few diversions from the main path, nor do they stop to find minikits along the way. We'll cover all that in the next section.
This is where Forrestal cashed in. He was good. He was very, very good. I had almost double this at the end. Just make sure you bust up anything that looks breakable. Jungle 1: Okay, so it's you and your companion Satipo on the way to the temple. Familiarize yourself with the control scheme. The game will lead you on as you go, anyway, but take the time to play around. Note the ladder in the back. You can grab onto the rope hanging near it to pull down the hatch. Climb up and you'll find your first "whip platform".
Basically, these are brown brick platforms with a vague light on them. Press Z on this platform to swing out to those studs. You can also use Satipo to dig up the small idol in the ground hold Z near the soft lights , but none of this is important to moving forward. While I'm identifying things, be careful smashing up the landscape, because some plants have red spiders hiding under them, which require a whap to beat.
Okay, so head to the right to find a platform. Jump out and to the right to grab the vine, then jump off it to the far side of the gap. Head right to find your first pile of LEGOs. Assemble then by holding Z and it will make a trampoline. This isn't important, but is useful for learning about building. That stone face near you is a trap. If you step on the button, it will shoot an arrow at you. If you attack it, however, it will rotate, and stepping on the button will spit out a silver stud.
The important thing, however, is the whip platform to your right. Press Z on it to swing across. Smash the small box tied to the vine on this side so Satipo can join you. Use the C button to switch to him and have him dig by the soft lights to unearth something. Use Z to pick it up, then carry it over to the spot where the arrow is pointing and press Z again, which will unroll a bridge.
Head to the right. Either smash the stone faces to make them safe, or just avoid the buttons. Note the longer button near the end, which shoots a spear trap up.
Avoid walking into them, wait for the spears to retract, and continue on you may have to switch to your partner to move him off the button. Proceed to find a stone wall. First, have Satipo dig up the piece of statue, and place it on the left hand pedestal.
Push both statues into the wall to reveal buttons. Step on both buttons to reveal the way forward. Only Satipo or someone else with a shovel can paddle a raft, so switch to him, then press C near the raft. Now, C button functions can be a little squirrely. Stand next to the raft and make sure the "C" appears above it, otherwise you might just switch characters.
Anyway, once in the raft, wait for Indy to get on, and paddle over to the right. Get off at the dock by pressing A to jump off. Head to the right and then up towards the stairs. Smack the giant spiders that show up. They may seem nasty, but they're rather weak, actually. Continue up and watch for spear traps. You can actually take these spears with Z to fight with them if you wish, but it's not essential.
What you need to do is grab the two vines flanking the door. If you grab one, your partner should automatically grab the other.
This will let you inside. Temple 1: Those brown things are railings. May seem silly to identify them, but this is the first we've seen of these in the LEGO world. Jump into them and you can shimmy along them left or right, or jump off them with A to get some height, or drop off them with Z. Anyway, have Indy go up the left hand railing to the ladder. Use the whip platform to swing across, then pick up the box nearby and place it on the middle green button.
This will hold down the middle spike trap below you. Now, step on the left hand button and Satipo will jump to the middle. Once he's there, step on the right hand button and he'll jump the rest of the way and deactivate the spike traps.
Jump back down and follow him to the right. Keep going right to find a whip platform, which you'll use to pull a switch. Assemble the ladder it spits out and climb up it and the vine above to go to the right. Keep moving right across the bridge even as pieces of it fall and you'll reach a LEGO door. Now, see that floor? It's mostly trapped. Jump onto the dark gray spots with studs on them all the way across to the other side.
Stepping on all four will open the door. Move ahead, but watch closely, because there are more spear traps on the way. Climb up the stairs to the next room. Temple 2: Grab the vine next to you and you'll lower a Key. Take the Key and place it in the device nearby, as marked. Once it's in, hold Z to rotate the platforms in the center of the room. Cross them and approach the idol. After the cutscene, the platforms will now rotate, so cross them to the back of the room and head through the door.
Temple 3: Use the vine to the right to cross, then start heading right. Watch for rolling statues. As you move down, you'll come to another vine. Cross using it ignore the ladder for now. Grab the two vines further right, which will raise a bridge, allowing one of the rolling statues to hit the door. Go through it.
Boulder Chase: If you get squashed, you'll have to start over. Move quickly down the path, jumping over gaps.
It's not particularly difficult, and you're even allowed to die once or twice along the way if the boulder doesn't catch up. Jungle 3: Time to get out of here. Hovitos Tribesmen will start showing up in force, some which have spears, and some which have crossbows.
You can take these weapons after beating them, but don't focus on them, because there is an unlimited amount. Oh, by the way, Satipo took off and you now have your pilot Jock with you. Head over to the plane. You need to take two blue boxes and put them on the green panels. One is right next to the panels, and the other is out on the water, and you'll need to use Indy's whip to grab it. Once both are placed, build the propeller. Now, take Jock and hop onto the plane itself. Hold Z and he'll take out his wrench and start fixing the plane.
Once he's done, you'll make your escape. Marion's Bar: Okay, it may seem a bit unclear, but the object in this area is to get the door on the left open. First, look near the hanging ladder to see some rainbow sparkles on the ground.
This means that a high jumper, specifically any female character, is needed to get up there. Have Marion climb up and pull down the ladder, which will drop a Key. Use the Key on the device near the door. Now, you need to fight Toht and his Sherpa cronies. Pound the Sherpas, but Toht will try to stay out of your reach. Instead, grab any of the chairs or bottles lying around and press Z when a "quad arrow" points at Toht to throw it at him. You need to do this three times. The last time, he'll come out to attack, so just lamp him one.
This will start the second part of the battle. The bar will be on fire and a Sherpa Gunner will by picking at you with his machine gun. Throw chairs at him while avoiding death from his bullets and other Sherpas. Also, you can break the middle table and reassemble it on its side for some cover. Again, he'll hop out for the last hit, so take him down. Toht will come back for one final round with his gun, so grab the Sherpa's machine gun and punch some holes in him to chase him off.
Village 1: More Sherpas will show up regularly, so keep moving. Grab a torch off any wall and throw it at the red dynamite near the back right. Assemble part of the mess left over to make a platform. Carry it over to the right and place it on the green panel.
Smash the nearby toolbox to find a wrench, and use it to fix the engine, which will power up the lift. Ride up and grab the railing. Shimmy or hop over to the other side.
To lower yourself, press Z. Whip across the gap, then put together the bridge. Push it in place so Marion can cross. Grab Marion and have her jump up to the ledge with the barrel on it, and push it off the ledge. Assemble it into a full block of dynamite. Now, go back across the bridge and grab the torch on the wall. Run into the dynamite with it to blow the wall. Cliffs: Whip across. Bust the barrel and assemble the railing so Marion can follow. You're going to make another lift like earlier.
First, note the rainbow sparkles. High jump to the device so you can open the big door in back. Now, smash both statues flanking the gate. One will surrender a wrench, which you'll need, and the other will reveal some pieces, which make a railing around the stone nearby. High jump to the railing, then up to the green and white statue in back. Push it off the ledge, then reassemble it into a platform. Carry the platform to the left and fix the engine with the wrench.
Ride up the lift and head right. As you move, rocks will fall down and start breaking ice bridges. Keep moving all the way to the right. The last one is pretty big, so you might have to climb back up if you fall. Enter the big doorway at the end.
Cave: There are two orange structures along the back wall. Smash the left one to find a shovel. Use it to dig up the spot nearby to find a Key. Use the Key on the device to the left to lower a rope.
Before you go up, go to the back of the room and push the statue to the left. Now, climb up the rope and use the railings and ledges to move to the statue. Stand on it, then switch to the other person. The first will wait while the other pushes the statue over. Now, switch back and have the first person assemble the rope so both of you can stand on the pressure plate. It will lower a railing. Cross the railing to the far right side and exit out the door. Village 2: The idea here is to get across that bridge to the truck on the far right.
Hop on the llama in the area and walk over to the pressure plate to start the lift going. Hop on, then move right and pick up the bazooka. Odd place to leave one, hmm? Hop down and blow up the gray box near the bridge. Assemble the rotator switch and push its green panel to extend the bridge and bring up a small platform with a respawning bazooka. Waste the truck at the far end with several bazooka shots and go through the door and you're done!
If it is here, then it is something that Man was not meant to disturb. Death has always surrounded it. It is not of this earth. Just smash everything; the markets have a ton of breakables. There is a nice haul of a purple stud near the fourth monkey the one with the key on the rooftops. Market 1: One of the main themes of this mission is giving bananas to monkeys and getting a useful item in return.
For instance, grab the banana right here and press Z when the monkey is targeted to toss it at him and you'll get a wrench. Fix the engine and ride up the lift and out. Market 2: At the back end of this area is the door you need to open, and you need to find two keys for the devices. First, head left. Use the bananas on the monkey to get a shovel. Just near the monkey is a place with debris. Smash it up and create the ladder, then dig up near the switch to pull out its remaining pieces.
Pull the switch to raise the ladder and climb up. Go to the left to find the Key and use it in the main door at the other end. Now, go right, to the enclosed area. Sign up for free! What do you need help on? Cancel X. Topic Archived Page 1 of 2 Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. TRheault 12 years ago 1. Hi Folks, I loved the first Lego Indy, but I am a bit on the fence on this one because I have heard from several sources that this game freezes often on the Thank You.
The game freezes sometimes randomly or when you do a certain something, and if you restart and do it again, it freezes again and so on. There are also empty level glitches where are a little odd, but just a simple restart of the game fixes them. The game is playable and the auto-save function is useful due to the freezing, since it saves quite often. As for the patch, no idea. I've sent an email myself and they told me its my system and not their game which isn't true at all, considering all of my other games don't freeze on me and this happens to quite a lot of other people.
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