General Advise
Canyonlands
- 1. You start on a cliff overlooking the dig. Turn right and run/jump to the ledge.
- 2. Walk forward and climb the ledge in front of you. Turn right, climb the next ledge then climb the ladder to the top.
- 3. Walk down the narrow passage, turn around and hang/drop to the ground below.
- 4. In the opposite wall of this small canyon is a block. Pull it twice. This opens a tunnel. Go around to the left side of the block and push it once. Climb on top of the block and enter the niche in the canyon wall. Pick up
Treasure #1, silver coins.
- 5. Go back to the canyon floor and through the tunnel opened by pulling the block.
- 6. Jump down to the next level, turn left and crawl through the narrow tunnel.
- 7. Run/jump across the crevice. Run/jump across the next crevice and grab/pull-up to the path. Continue to the end, pausing to hear Indy declare an outcropping wooden beam as "whippable."
- 8. At the end of the path, with Indy up against the wall, get out the whip and hit the action button. Indy will wrap the whip around the projection. Climb the whip and at the top use jump. Indy swings to the top of the ledge and drops off.
- 9. Walk a short distance and notice the doorway on the right. After some period of adventuring you will return to this room via an overhead passage. You should also hear a snake. It's no threat here. It's out on the canyon floor.
- 10. Get out the 45 revolver and walk past the doorway to the ledge overlooking the next canyon. The snake should now be visible crawling toward you. When Indy points the revolver, shoot the snake. If the snake gets out of sight, you'll have to wait and shoot it when you reach the ground below.
- 11. Jump down to the canyon floor. Walk straight to the midpoint of the canyon, turn right and enter the doorway. Pick up
Treasure #2, a blue jewel. Through a crack in the opposite wall you can see a skeleton in the next room. It has the next treasure - and a surprise.
- 12. Exit this room and turn left. There is a block to the left of the ledge from where you shot the snake. Climb this block, turn left and run/jump/pull-up to the wall across.
- 13. Turn left; walk to the edge of the wall. Notice another "whippable" projection on the next building slightly in front of and to your right. Ready the whip. Things will begin to happen fast now.
- 14. Use the whip (press action). Indy will whip the projection and swing across to the adjacent roof. In the process, the projection falls from the wall. A second after Indy lands, the floor under him collapses and he falls into the room with the skeleton. Just when he notices the goodies next to the skeleton, the floor collapses again and he's dumped into the underground stream that feeds the waterfall you probably noticed at the beginning.
- 15. Turn upstream and surface quickly. There's a low ledge on the left where Indy can climb out of the water. If you don't act fast enough, Indy will be swept over the falls and will have to detour back here.
- 16. Climb the ladder up into the room with the skeleton and collect
Treasure #3, a gold bar. There is a second ladder in this room that leads to the roof and access to the canyon. We'll be back here later.
- 17. Go back down the ladder to the water, jump in and ride the current over the falls.
- 18. In the wall of the pool at the foot of the falls is an underwater niche where you can find
Treasure #4, a silver idol.
- 19. To the left of the underwater niche and directly under the falls, is a tunnel. Go through it, surface and climb out.
- 20. In the center of this room is a pit with a raised lip. A skeleton lies at the bottom. A ladder is on the opposite wall. Go around the pit on the left side until you find a break in the lip. Jump down to the ledge below the break, then to the pit floor and pick up
Treasure #5, gold coins.
- 21. Climb out the same way you got in. If you get disoriented in the dark, Indy can use his cigarette lighter for illumination.
- 22. Go to the opposite side of the cavern, climb the short block then climb the ladder. Turn around and run/jump/grab the ledge opposite and climb up. Turn around and face the way you came.
- 23. Look up, there's a ledge overhead. If you position Indy correctly, he'll climb up on the ledge. Run/jump across to the next ledge. Climb two more ladders up to a room.
- 24. Turn left, climb the steps and drop through the hole in the floor. You are now back to where you were in step 9.
- 25. Exit this room, turn right and jump back to the canyon floor. Go to the doorway of the room where you found the treasure before. The whippable projection you used is lying on the ground. To the left of it is a block. Use it to get to the roof of the building.
- 26. Make a series of drops through the part of the floor that collapsed under Indy earlier and drop into the stream below. Ride the current over the falls again. This time climb out of the pool and walk toward the dig.
- 27. After the cut scene ends Indy is standing in a shallow excavation. Turn left and enter the narrow ravine behind the roped-off section of wall. At the end is a skeleton and
Treasure #6, a blue gem.
- 28. Go back through the ravine to the center of the canyon. In front of you is a series of ledges that lead to Indy's camp. Turn left instead and enter another ravine. In a room at the end is
Treasure #7, a red gem.
- 29. Go back to the center of the canyon and turn left. Climb to the second ledge. Instead of jumping across to the third, jump down into the hole. There you find a tunnel you can crawl through to get
Treasure # 8, a golden idol.
- 30. Crawl back through the tunnel and up onto the ledge again. Turn and run/jump/grab the ledge opposite. Walk past the block and jump down into the ravine beyond. At the end is a skeleton and
Treasure #9, gold coins.
- 31. Go back to the block you just bypassed and climb it. Walk to the opposite end and grab the ledge. Shimmy left until you can climb up.
- 32. Turn left and look across the canyon. There's a ledge with a ladder. Run/jump/grab/pull-up to that ledge and climb the ladder.
- 33. Turn right at the top of the ladder and run/jump back across the canyon to a ledge. Make the 45 your current weapon. Turn left and climb the ledge. Immediately draw the revolver and shoot the snake coming from the right.
- 34. Put the revolver away and climb the ladder to a room containing
Treasure #10, a blue gem. Return to where you shot the snake.
- 35. On the far canyon wall, to the left as you face the ladder you just descended, is a rectangular cut through the cliff. Run/jump/grab/pull-up there.
- 36. You should now have the camp in sight and have all 10 of this chapter's treasures in your possession. Follow the path into camp, listen to Sophia and let her take you to chapter 2, Babylon. You have just completed the easiest part of the game.
- There is a $2500 Secret Map you can buy at the Trading Post. As soon as you buy it you go to the level "Return to Peru". When you finish the level the normal game sequence is restarted. I've heard that if you don't buy the map you automatically go there at the end of the game. It's up to you to take the chance.
BABYLON
- 1. You start out in a pit. Turn around until you see the ancient mural. With the mural at your back you should see a low wall to your right front. Step up on the raised walkway, turn right and climb this low wall.
- 2. Turn around and face the short column opposite the wall. Off to the right in the near distance you should see a red and white radio tower. Run/jump and pull-up to the column opposite.
- 3. Run/jump to the ledge in front of you. Turn right and follow the ledge into an open area. You should see a cement blockhouse with the radio tower on top.
- 4. To the left of the blockhouse is a wooden crate in a niche in the wall. Climb on the crate then run/jump/grab the pillar opposite and climb up.
- 5. Now run/jump/grab the edge of the roof of the blockhouse. Pull yourself up and watch the animation.
- 6. Continue across the roof of the blockhouse and run/jump to the top of the first gate then jump to the ground. You should see a guard with his back to you. There are actually 4 guards in the next area. Therare two on the walkway near you, ondown standing behind a barrel (it explodes if you shoot it) in front of a tunnel. A fourth guard comes up from the tent below when the shooting starts. The barrel prevents the last two from coming down the path to get you.
- 7. These guards have 9mm pistols. They out-range Indy's 45. You need to be careful here because Indy doesn't have any medical supplies yet - only a poison kit. It will not cure bullet wounds. No medical supplies are available until the guards are disposed of.
- 8. Draw the 45 and shoot the nearest guard. Use the wall on Indy's left for cover. After you shoot the first guard you can keep peeking around the corner and firing until the second guard is down. Then you can expose a little more of yourself and just keep shooting until the other two guards by the barrel are down also. It may take quite a few shots at that range, but the ammo in Indy's 45 is unlimited. If you can, explode the barrel. It will get both guards at once. If the fourth guard doesn't come up from the tent, you'll have to keep watch for him while you collect the guns from his dead comrades.
- 9. Walk down the path and take the guns and ammo from the first two guards. Take out the 45 again and walk towards the barrel (if you haven't already exploded it) until Indy points the pistol at it. Shoot once to explode the barrel. As soon as you fire, start stepping backwards. There always seems to be one piece of flying junk that hits you. It causes minor damage but you need all the health you have. Now the path is clear.
- 10. There is still one guard inside the tunnel. Switch to a 9mm pistol and walk to the edge of the tunnel. The tunnel is pitch black except for an exit at the far end. If you do it right, you can slowly step in and Indy will point his pistol at the guard hiding in the darkness before the guard sees you and fires. Once this last guard is down, get his ammo. You can use Indy's cigarette lighter if you need the light. Now gather up the goodies at the tunnel mouth. You should get some 9mm ammo, a machine pistol with 5 rounds and some "medicine", as Indy calls it. Your inventory identifies it as another poison kit.
- 11. There's nothing at the other end of the tunnel except a multi-level room with a pool in the middle and a bunch of spiders that poison the hell out of you. There's certainly no treasure. If you explore the room, you'll find a tunnel that comes out over the top of the second gate by the blockhouse. Continue down the walkway, enter the tent and get the medical kit.
- 12. Go back to where the walkway that went past the tunnel comes down to floor level. Turn left and slide down the ramp to the next level, turn left and jump into a room.
- 13. Search the room and you'll find a poison kit by a tub full of tools. Go to the opposite end of the room and climb the large steps and climb the ladder.
- 14. Follow the corridor until you come to an area overlooking another tent. Don't go out into the open. There is a guard below. You should be able to shoot him easily enough from the ledge without getting hit yourself.
- 15. Turn left and walk out on the red awning, then jump to the ground. All guards you kill will have ammo or new weapons on them. You should always search the bodies. From here on I will not mention body searches or specify what weapon Indy should use unless it's a special situation. I'll leave searching and equipping up to you.
- 16. Enter the tent with weapon ready. There's a scorpion inside guarding a much-needed medical kit. Take it from him. Exit the tent, turn right and go through the door under the red awning. Inside are two first aid kits and a lever. Pull the lever to open the gate in front of the tent.
- 17. Enter the now opened gate and turn left. Push the crate once to place it under a hole. Climb the crate, turn completely around, jump up, grab the edge of the hole and climb out. Watch the animation of the trucks leaving the compound.
- 18. From where Indy's standing you should be able to see a door below on the opposite side of the driveway. When no trucks are visible, jump down to the ledge to the left of the door then go through the door.
- 19. Once inside, turn right and you'll find a poison kit on a crate. Go to the opposite end, climb the crate and pull yourself out through the hole in the roof. Walk to the other end of the roof to where there's a break in the stone guardrail. Stand back from the edge and wait for a truck to stop below you. Then just run/jump off the edge of the ledge and land on top of the truck.
- 20. An animation now plays. When it's over, the guards discover you. Sometimes the guards here act differently, so what happens next may or may not match your experience. Don't try to shoot it out from the truck top. Turn right and jump off the truck down into an alleyway. Run to the end of the alley and get the first aid and poison kits from a crate there.
- 21. Get your weapon out and face the direction you came. By this time two guards should be coming down the far staircase. By running and weaving towards them while shooting you should be able to get them both.
- 22. Continue to the top of the stairs and turn right. As you enter the courtyard immediately turn right and use the small section of wall as cover. There are two guards over by the two trucks. One is on the ground and runs between the two trucks, the other is above on a ledge and is the most dangerous since he has a rifle.
- 23. Using the wall section as cover, take out the guard on the ground. Then run and dodge into the courtyard until Indy aims at the guard on the ledge. Keep moving and shooting until he's down.
- 24. Walk between the two trucks and into the room behind. Get two poison kits (big help!) from the shelf on the left. Go to the opposite end of the room, climb on the crate, turn left and pull up into the room above. Go right and find
Treasure #1, a green gem. Go out on the ledge where the guard with the rifle was and get a first aid kit.
- 25. At the end of the ledge, left from the doorway where you entered after finding the treasure, is a stairway leading down. Follow it to a gap in the floor. Use Indy's whip to swing across then climb the ladder down to the next level. Turn left, jump up and pull yourself up to the ledge above. Be ready to shoot a guard soon as you get to the top.
- 26. Go straight ahead, past an intersection to the left, to the end of the corridor. Turn right into a dark room and get
Treasure #2, silver coins.
- 27. Go back to the intersection you just passed and turn right. Angle left and climb the ledge. Go through the doorway by the crate with the desk lamp and book on it.
- 28. Once through, turn right and enter an alcove with a lever. Pull the lever. It turns on the lights and opens a gate. It also alerts Volodnikov's guards. A second gate opens and two guards come out hunting you.
- 29. Go back past the crate with desk lamp. Turn left, cross the channel in the floor (one guard killed here the other disappeared) and into the now open gate on the opposite side.
- 30. Pull the crate inside once to reveal a tunnel you can crawl through to a staircase leading down into water. You might save your game now since the next several paragraphs about swimming through the tunnels can be confusing. Periodically checking the map helps.
- 31. Walk into the water and swim to the first intersection. Turn right and swim to the end of the tunnel. Dive deeper into the hole there and turn left at the bottom and get
Treasure #3, a silver bar.
- 32. Turn around, swim to the wall and go up to the top level, turn right and swim back to your starting point at the intersection in the previous step for some air.
- 33. With your back to the stairs leading down into the water, swim left this time. Go all the way to the end of the tunnel and pop up for some air where you see blue skeletons on the floor.
- 34. Dive back under and leave. Take the first left and when you come to a hole, swim down into it. The floor at the bottom is pinkish. Follow it to
Treasure #4, gold coins. Now backtrack to where the blue skeletons are and get some air.
- 35. Dive back under and leave just as you did in the last step excepkeep going straight to the end, turn l, go to the end of this stretch and pop up for some air.
- 36. Face the direction from which you came. Dive to the bottom of the hole underneath you and follow the tunnel at the bottom to the end. At the end of the tunnel start swimming up and turn left. Go a short distance and surface in a room. Climb out of the water.
- 37. Leave the pool room and turn right. Go down a short set of stairs to a door. It's locked. When you start back up the stairs an animation takes over. You're saved by Sophia's boss, Simon Turner, who gives you the key to the door.
- 38. When the animation is over be quick about picking up the dead guard's weapon, a combat rifle. A door opens off to the right and you can hear two guards talking. Go take care of them now.
- 39. Go back to the locked door and use the key. The room's full of TNT. Go back into the next room and stand as far away as you can and shoot the TNT with the rifle. The TNT explosion creates a huge hole in the floor.
- 40. Jump into the hole and into the water. Dive to the bottom of the shaft and get
Treasure #5, a gold bar.
- 41. Surface and climb out on a ledge that's the first of a set that spirals upward around the room. Make your way to the top ledge.
- 42. At the top turn right and enter a room with a blue tiled section of floor. Pull the very obvious block into the room and ride the elevator down.
- 43. Climb up to the golden circle on the wall. Turn left and use the gear device Sophia gave Indy on the mechanism. This raises the elevator up to your level.
- 44. Turn around and use "action" on the panel in the wall opposite the mechanism. It's a puzzle and you need to find the pieces to fill it in.
- 45. Go back to the elevator and climb up on the block. Turn and face the room you just left. Run/jump/grab and pull-up to the ledge you see above the elevator. Go through the cobweb filled doorway and watch the animation.
- 46. There are three scorpions and a large spider on the library floor. Step down to the platform beneath you and shoot the scorpions from safety. The spider is in a niche underneath the platform Indy's standing on. It usually comes out after the scorpions are dead. You can kill the spider from the platform too.
- 47. There are 3 puzzle pieces, a golden statue of Marduk and three treasures to be gathered from the library. Let's get going.
- 48. Jump down to the library floor, turn right and go to the end of the room. Climb the ledge there that looks just like the one you shot the scorpions from. There is a ladder on the wall next to it.
- 49. From the ledge, climb to the passage above. Turn left and go all the way to the end and get
Treasure #6, a red gem, from a niche.
- 50. Return to the library floor and climb the ladder until you can shimmy to the right and pull yourself up onto the stone guardrail around the next level.
- 51. Turn left and go all the way to the end and get
Treasure #7, a silver idol, from a niche.
- 52. Go back to the center of the level and push the blue block out on the ledge behind it.
- 53. Climb up on the stone guardrail where you entered here, turn around and hang from the edge. Shimmy left until you get to the ladder and then climb up to the niche above the blue stone you just pushed.
- 54. Jump down to the blue block and face left. Run/jump/grab and pull-up to the stone bridge opposite you. Turn left and go onto the walkway. About halfway down on the right is the first puzzle piece.
- 55. Go back to the stone bridge and jump over the missing section and get the second puzzle piece. As soon as you get it, the bridge collapses.
- 56. Walk out on what's left of the bridge, turn left and look down. You can see a ledge below on the wall. To the right of this ledge and in the center of the room is the pillar with the star-shaped design on the top. You need to jump down to the ledge on the wall.
- 57. Notice the stones in the wall directly above the target ledge are different. They form a ribbon that points directly down to the ledge. Go as far out to the end of the bridge as you can, turn around and jump so that Indy smacks into the ribbon and falls down onto the target ledge. You can always try to judge the jump directly down onto the ledge if you want. I could never do it. I always was short or over and killed Indy. It sounds silly, but smacking into the wall and sliding down was the easiest for me.
- 58. When your jump is successful, the rest of the stone bridge collapses. Now collect
Treasure #8, a red jewel.
- 59. Now you must jump down to the central pillar with the star design on top. It's just a matter of getting lined up correctly so you don't over or undershoot and kill yourself.
- 60. When you land on the star design, a niche underneath the platform next to the ladder opens. From the star design, run/jump to the rubble on top of the platform next to the ladder.
- 61. Turn right then run/jump to more rubble that's underneath a high doorway on the other side of the room. Climb up into the doorway and crawl to the end of the hall else you'll be crushed by two studded blocks that converge when you pass.
- 62. At the end of the corridor you get the last puzzle piece (text fragment). Crawl back to the doorway and climb down the rubble to the library floor. Cross to the newly opened niche, crawl in and get the statue of Marduk.
- 63. Crawl back to the library floor, turn right and go back to the platform you shot the scorpions from. Climb up and go back through the cobweb-draped doorway, jump down into the elevator and go back to the room with the mechanism and puzzle frame.
- 64. Use the three puzzle pieces on the empty frame and watch the animation. When it's done a door behind the elevator opens. Go in the room and get
Treasures #9 and #10, a blue gem and a golden idol.
- 65. Go back to the elevator and push the blue block completely off the elevator and into the room where the treasures were. This reveals some golden elevator buttons on the wall. Use them.
- 66. Ride the elevator to the top and climb up a wall to exit and an animated meeting with Simon Turner. You're now off to Tian Shan.
TIAN SHAN RIVER
- 1. As this level starts Indy is facing his discarded parachute. Face the opposite direction and notice a cave to the left. Climb into it and get
Treasure #1, gold coins, and some medicinal herbs.
- 2. Leave the cave and continue past the parachute. You'll meet up with an aggressive wolf. Indy won't point his weapon at it, so you can't kill it. If you shoot in its direction it will run off. Ignore it and it will chew on you.
- 3. Continue down the canyon until you come to a ravine. On the opposite wall are cut marks that Indy can use as a ladder. Hang from the edge and drop into the ravine. Climb up the cut marks and get
Treasure #2, silver coins.
- 4. Climb back down into the ravine and head toward the wooden bridge. Pass under it and climb the first ledge. From this ledge you can run/jump/grab the edge of the bridge and pull yourself up. Head left up the road.
- 5. Go until you find a pine tree that marks the mouth of a narrow ravine leading left. Follow it to the end. There's another wolf in the ravine so scare him off. At the top turn right and climb the ledge. You're now looking at the Russian border post.
- 6. Sometimes there's a walking guard on the upper tower. If you get close enough an animation runs and leaves you standing in the open. At that point guards may shoot at you. Stop just short of the top of the hill and watch the guard - if he's there. If you wait awhile he will leave the tower. So either wait until he leaves, or shoot him with the rifle, or if he isn't there, walk toward the tower until the animation runs.
- 7. Pay attention to the tower during the animation. As the camera pans by look to make sure the guard is gone. If he's not you can always shoot him. After the animation ends, you can run/jump/grab the edge of the tower and pull yourself up. The guards may shoot at you while you're on the walkway, but if you stay as far as you can towards the inside of the walkway the shots always miss.
- 8. Walk around the tower and go down the ladder into the building. Find the hatch in the floor and go down the ladder. Be re. A guard at the bottom will immediatelyattyou.
- 9. Notice the grated entrance to the river in this room. From here you will launch the raft - when you find it. Walk into the next room and push the button to open the door. Be ready for the guard inside.
- 10. Climb up on the crates near the large CCCP poster on the wall. Look up. There's a break in the duct work overhead. Climb up into it.
- 11. Go to the first intersection, turn left, and drop through the hole. Get
Treasure #3, a case full of money. Push the button, open the door and enter the room. You're back in the room where you entered the ductwork.
- 12. Climb back into the ducts, go past the intersection and continue to the end. Drop down into what appears to be the guard's locker room. Inside the three lockers you can find a medical kit, a raft repair kit and the raft. Push all the buttons (3) on the walls to open all the doors.
- 13. Go into the room with the river entrance and use the raft. Indy must be standing right on the edge of the water for the raft to inflate.
- 14. Paddle down stream. Hitting rocks will puncture the raft so keep your speed as low as possible. Soon you will go down a chute. At the bottom will be two trees on the left shore and a waterfall next to that. If you look straight ahead you can see a swinging bridge, folded back, over the river. Paddle behind the waterfall and find
Treasure #4, a silver idol. Paddle back out into the stream and continue. After passing the swinging bridge there's one small set of rapids left. Once past them paddle toward the left side of the river. The landing place is obvious and rocks block further passage down the river. Climb out and stow the raft.
- 15. Walk up the ravine until you come to a tree next to a boulder. Behind the boulder is
Treasure #5, silver coins.
- 16. Continue up the ravine, across a bridge and under a wooden structure. Just past the structure turn left and go through a stone archway. Follow the path to a gazebo-like structure with an altar in it. Examine the altar. Notice the four arms sticking out of it at the four points of the compass.
- 17. Leave this area and go straight through the stone arch. Walk until you come to a house at the bottom of a small slope. There are two guards outside the house to deal with.
- 18. Go into the house. From the left locker you can get two raft repair kits. You can only take one at a time, but you can get two for a total of three in your possession. The other locker contains a medical kit. These patch kits are inexhaustible. If you run out you can always come back here and refresh your supply.
- 19. Leave the house and continue down the ravine toward a waterfall. At the waterfall there's some strange machine that's a lifting device of some sort. There's also a place to launch the raft.
- 20. Launch the raft and head down stream. You will come to a fork in the river. There are two marker towers located at the apex of the fork. One tower is blue, the other is brown. Paddle down the left fork. At the next split stay to the left. You will come to a building with a dock. Get out of the raft and go inside.
- 21. Inside you will find a beeswax candle. After you pick up the candle two spiders will attack you. Dispose of them and get back in the raft and continue.
- 22. You will soon come to where the river splits again. Stay to the right.
- 23. At the next split, ahead (or left) you will see the entrance to a huge underground cavern with machinery inside. From where you are it will appear as though the river flows into a black square. Up the channel leading to the right you can see a bridge. Paddle up the right channel and dock by the bridge.
- 24. Enter the cliff by where you dock and take the stairs up. At the top of the steps just before you turn right and cross the bridge there's a ledge you can climb and get
Treasure #6, gold coins.
- 25. Cross the bridge and enter the strange room with three huge pistons. Turn right, go to the end of the room and face the piston. Jump to the small platform mounted on the piston shaft. Turn and face the direction you came from. Now jump/grab the ledge on the wall. Pull yourself up, go right and jump the gap to the next ledge.
- 26. Turn right and jump to the middle piston, then jump to the platform on the opposite wall. Turn left and jump the gap to the next platform. Go through the doorway and up the stairs. Stop on about the fourth step. Use the whip to climb up. Exit to the left and get
Treasure #7, a silver bar. Continue up the stairs and find the candle.
- 27. Come back downstairs, turn right and jump to the next gap between platforms. You should now be on the far side of the river channel. Collect
Treasure #8, a golden idol.
- 28. Go left from the golden idol past the rotating gears and jump the gap back to the piston room. Pick up the medical kit by the barrels. Turn around and hang from the edge of the ledge by the barrels and drop to the floor below.
- 29. Turn right and go to the handrail by the river. Notice the waterwheel turning in the current. Look just to the right and behind it. You can see a niche in the cavern wall. You need to go there to pick up a treasure.
- 30. Launch the raft and paddle back to the channel split and head into the cavern with the waterwheel. Once inside paddle for all you're worth to get to the docking place in the left wall behind the wheel. Get
Treasure #9, a blue gem.
- 31. Get back in the raft and follow the current to the end of the channel. You end in a huge cavern with a lift in it. All the channels end here. The lift is the strange device you saw in step 19.
- 32. At the far end of the platform is a lever. Pull the lever, get in the lift and ride it to the surface. Now you must ride a different combination of river channels.
- 33. Get in the raft. This time when you come to the first channel split, take the right channel. Follow it to a landing by a house made from a massive tree stump. Get out of the raft and get the candle from inside the house and
Treasure #10, gold coins from a smaller stump behind the house.
- 34. Take the raft and continue down the channel to the cavern with the lift. Take the lift back to the top.
- 35. Once again on the river. Go to the first channel split and take the left fork. At the second channel split take the right. You soon come to a tower with docking space.
- 36. The door to the tower is locked. Shoot out the window on the lower lever, jump inside and pull the lever. Walk up the ramp to the opened door and get a candle.
- 37. Follow the channel back to the cavern with the lift and go back to the surface.
- 38. Make your way back to the altar in the shelter by the river. Place a candle on each projection then light them with Indy's cigarette lighter. You have to place them all then light them. If you light the candles as you place them they won't stay lit. This done, the bridge swings into place and you can cross.
SHAMBALA SANCTUARY
- 1. There's a spider back behind the debris on the left side. Avoid it by climbing up on the right-side ledge. Climb up on the left chandelier and turn to face where you entered the sanctuary.
- 2. Jump to the ledge over the doorway and push the button. A stair unfolds from the ceiling giving you access to the sanctuary roof. Go up.
- 3. Cross the bridge to the next section of the sanctuary. Watch the animation then immediately use your weapon to discourage the wolf. The button to the left of the gate (left as you enter) doesn't work.
- 4. Go straight and to the left of the huge doors and climb up on the ledge. Go up the short ramp and climb the wall.
- 5. Walk to the edge of the roof, turn and hang/drop. Indy will catch another ledge halfway down. Pull up on this ledge and get
Treasure #1, a gold bar.
- 6. If you drop from this ledge to the ground a slope you can't climb will stop your progress very shortly. Face the niche where the treasure was and turn right. Notice the bricks showing through the plaster on the wall. Indy can use these bricks as a ladder.
- 7. Climb right and then up toward the roof. Think of the bricks showing through as a maze. Your goal is the very top of the wall high above the roof edge you dropped from. Indy can only move along thbrick paths, so use trial and error until yreacthe top where a section is missing from the wall.
- 8. Walk around the tower until you see what looks like a horizontal stairway in the floor. Step on it and Indy is dumped into a room below.
- 9. Stand on the rails with your back to the door facing the "interesting gadget", as Indy calls the statue. The ledge to your left has a ladder on its face. Climb down.
- 10. The lever at the bottom does nothing yet. Continue forward and jump the gap to the next platform. The button here is inoperative also. Nothing you find here will work. The statue on rails is actually the striking mechanism of a giant clock. Naturally, Indy has to get it working by visiting the gear room and the power room.
- 11. Continue around the ledges of the room. Whenever you find a gap just jump down to the next level. Keep this up until you get to the huge clock face on the ground floor
- 12. Walk around the face until you see three skeletons in a group. There's a passage behind them. Take the ladder down. As you turn a corner to the right, an animation plays showing an ice creature falling from the ceiling and running away.
- 13. Follow the corridor to the gear room. On the right hand side of the room is a stone block with a circular gear mounted on top of it. Pull the gear toward the center of the room until it's lined up with the cone-shaped gear attached to the large circular gear.
- 14. Opposite the entrance to the gear room is an exit. Follow it down a ladder to an overlook above the power room. You will have to fight three ice creatures on the floor below. Hang from the edge of the overlook and drop to the narrow ledge below. Get some medicinal herbs.
- 15. Draw your weapon and walk to the edge. You can probably shoot one of the creatures down on the floor from there. Turn right, toward the skeleton on the ledge, jump to the slope and slide down to the floor.
- 16. Draw your weapon and walk to the left of the elevator car and turn right. You should hear the sound of another creature being created off to your right. It's behind the short brick wall in the center of the room. Shoot it.
- 17. Look above the short brick wall and you'll see another crystal hanging from the underside of a wooden ledge. Walk toward it and when the creature spawns blast it.
- 18. Walk to the end of the room where the waterwheel is. At the end of the shaft next to the wall is a block set in a channel. Push it towards the water to engage the power.
- 19. Two tall shafts lined with wooden platforms are behind the mechanism. In from of the shafts are two platforms moving back and forth powered by the mechanism. Those platforms are the key to getting out.
- 20. Go behind the mechanism and face the shafts. Climb to the lowest level of the left shaft. Turn around, face the room and jump up to the platform above.
- 21. Walk to the middle of the platform and look up. There's a whippable peg above. Whip it then climb up, turn Indy so he faces the platform behind and jump to it.
- 22. Go to the left side of the platform and jump to the moving platform. Timing is important here, obviously.
- 23. Walk to the edge of the moving platform facing the shafts. When the time is right jump/grab/pull-up on the nearest ledge in the right shaft.
- 24. Walk to the back of the platform and climb up, turn and climb up to the next platform. You should now be at the level of the highest moving platform. Jump to that platform.
- 25. Now for a detour. Step to the end of the moving platform (in the direction of the waterwheel). When the time is right jump to the highest level of the left shaft. Timing is critical because if you're not careful you'll bang into the hanging lamp. You must pass between the lamp and the right wall, a very narrow space. Don't feel bad if you fail a few times. I tried it eight times before I made it. On the platform you can pick up
Treasure #2, a blue gem.
- 26. Guess what? Right. Jump back to the moving platform.
- 27. Almost done. The only obvious move left is to run/jump/grab the edge of the overlook when your moving platform is at the correct position.
- 28. Go back through the gear room. Make sure the circular gear on top of the block is turning and you hear a loud thumping.
- 29. Go to the clock face. The hands should be moving and making noise. To your right is a door. Push the button there to open it. Walk out on the step, turn, hang and drop to the ledge below. Get
Treasure #3, a green gem. Climb back up and go right from the doorway. You should find a corridor around a corner. Follow it to a ladder and climb. At the top you should find a lever on the left. Pull it and watch the animation.
- 30. Walk across the room to the right side of the painted face, stand in the entrance to the corridor and jump up/grab the ledge overhead.
- 31. Turn around toward the painted face. It should now be on your right. Step back a few steps and jump up/grab the ledge above. Walk to within about two steps from the far end and jump up/grab the small platform above.
- 32. Go forward a ways and jump up/grab the next platform. Walk to the button and push it. This slides out some walkways to fill in the gaps in the platforms lining the walls of the room. Follow the platform to the end and pull the lever. This opens the outside doors above where the statue/striker is.
- 33. Climb the ladder back up to the statue level. Go to the edge of the platform to the right of the statue. Jump down and collect
Treasure #4, a red gem. Turn around and jump up/grab the platform above to return to the statue room.
- 34. Follow the tracks across the bridge to the next building. Pull the lever to the left of the entrance. Nothing. Indy's restored power, now he has to raise the bell.
- 35. Just before you enter the next building notice the broken window to the left of the door and below the level of the bridge. Hang from the ledge there and drop to the windowsill. Shoot out the window. Just before you go inside you can see an ice creature crystal hanging from the underside of a beam.
- 36. As you step inside the window an ice creature is spawned off to the left. Take care of it. With your weapon still drawn, move toward the right. The creature you saw from the window will spawn. By moving around you can shoot it from where you are.
- 37. Return to the far right, hang from the edge and drop to the level below. Hang from the nearest ledge and drop down to the bell level. Go to the door and push the button. The door opens and you can see across to the way into the clock room and the sill under the door there where you got the treasure.
- 38. Go to the other side of the room and pull the lever. This lowers the ladders so you can climb back up and runs an animation.
- 39. Take the ladders back to the very top, one level above the bridge. Pull the lever at this level to raise the bell.
- 40. Now take the ladders all the way back down to where the bell was and collect
Treasure #5, a gold bar. Go back up to the bridge level.
- 41. Return to the bell and pull the lever. Still nothing. OK. Go across the bridge to the statue on rails and climb back down to the clock face. To the left of the open door is the alcove where you climbed the ladder and pulled the lever in step 30. Do it again then return to the bell. If you can't remember the way, use steps 31 through 35.
- 42. Go back to the bell and pull the lever. The striker dude comes down the rails, rings the bell, The Master Appears and gives you a key and sets you on the next quest.
- 43. Return to the clock face. Take the corridor to the right of the painted face. Use the key on the lock and enter the room.
- 44. Go to the far side of the room, turn left and walk toward the waterfall. Another ice creature should welcome you. Shoot it. Climb the ladder on the left-hand side. About halfway down the channel you'll see a barred room. There is a statue above. You'll return to this room later.
- 45. At the top of the ladder, walk to the statue with the handles sticking out. Push one of the handles. If Indy complains, you're on the wrong side of the handle. Go to the other side and push in the opposite direction. You should be pushing toward the central waterfall. When you'done water should be flowing down the channeland you've seen an animation of a golden object being lowered on chains.
- 46. Return to the far end of the room. In the center of the wall is a set of huge doors. They open to the courtyard where you entered this level. To the right of the doors is a lever. This opens the doors but they only stay open a few seconds then close.
- 47. To the right of the lever are two doors. The right is where you entered and the left leads to some living quarters. Take the one to the living quarters.
- 48. Draw your weapon and as soon as you can turn left. An ice creature will be bearing down on you. Shoot it.
- 49. Go to the next intersection and enter the room on the right. Another ice creature is in there.
- 50. Climb the ladder in the center of the room. Turn right, push the button and cross the lowered platform to the next room and get
Treasure #6, gold coins, from a cabinet. Also, in the corner by the doorway are some medicinal herbs. Be sure you get them.
- 51. Exit the room, go back across the ramp and down the ladder to the room below. At the bottom of the ladder (facing ladder), turn right and walk into an alcove and climb the ladder there.
- 52. In the room at the top, stand on the bed and face the ladder. Jump up/grab the rafters and climb up into a loft. Follow the walkway to
Treasure #7, a gold bar.
- 53. Hang from the ledge where you got the bar and drop down into the next room. Take the Great Monastic Seal from its pedestal in an alcove. Now communist soldiers arrive. Fun's over.
- 54. If you've the ammo to spare you can save yourself some future grief here. Use the 45, unlimited ammo, to shoot out the window to the left of the bed. Then switch to the combat rifle. You can pick off at least two of the three soldiers patrolling the courtyard. More ammo to collect later. If you're patient the third one will alter his patrol pattern to bring him into range. It takes awhile.
- 55. Go into the next room and climb the ladder back down. Go back to the statue with the handles. Between here and there you could possibly run into three soldiers.
- 56. Back at the statue, push the handles once more. This unbars the room below the statue. Leave the statue and climb down the ladder next to the waterfall on the right. Go to the now unbarred room underneath the statue.
- 57. Inside the room is a hole in the floor and a cobweb draped doorway. Inside the doorway is a treasure. As you approach it Indy warns you it doesn't feel right. He's correct. When you take the treasure you have but a few seconds until the floor collapses. So, when you take
Treasure #8, a silver idol, run out the second you get control of Indy back. Be careful not to run into the hole.
- 58. Climb down the ladder and turn left. Stop in front of the cobwebs. A spider will come down a thread in the far-left corner at the other end of the short corridor. Sometimes you can just fire off a random shot that triggers the spider to come down. Sometimes you have to actually start walking forward.
- 59. As you turn the corner and start down the next corridor, music and Indy warns you "something's wrong here." Right again. Soon as you go past the cobwebs and the floor changes from wood to tile, a large log swings down from the ceiling on a pendulum. You have to crawl through here. If you'd paid no need to the warning and were running down the corridor you'd be killed. If you hadn't killed the spider behind you and tried to get past by running and crawling under the log, the spider would be biting Indy's butt all the way. Not good.
- 60. Crawl under the swinging log, stand up, draw your weapon and get ready for two ice creatures. Continue down the hallway and turn into the room ready for combat.
- 61. Climb the ladder on the far side of the room. Turn right, walk past the elevator then turn and face the room below. Across the way you can see a treasure down a hallway.
- 62. Use the whip on the beam and swing over. Almost to the idol notice the ramp coming down from the left. Indy warns you of a trap. Use the whip to get the golden idol,
Treasure #9. Getting the next and last treasure is a bitch.
- 63. Whip your way back across and get in the elevator. Use the Monastic Seal on the door.
- 64. At the far end of the room, of course, on a table under the face is a plant bulb Indy needs badly. To the lower left of the platform leading to the face is an L shaped beam stuck on the wall. Look at where it enters the wall. There's a block there. Behind it is the final treasure.
- 65. OK. To your immediate right is an L-shaped beam. Jump to the horizontal part of it. It's tricky and the window to jump through is very narrow.
- 66. Jump to the next horizontal beam. Indy warns you of danger on landing. The next beam will fall if you jump on it. So, run/jump over that beam and grab the edge of the last beam and pull up.
- 67. Turn right and walk through the doorway. Be ready for a darn spider that comes down from the left. Climb up to the face and get the key.
- 68. Go back to the beam, turn left and jump over the dangerous beam to the next. Turn right and climb up on top of the vertical part. Face left and jump/grab/pull-up on the vertical part of the next beam.
- 69. Running horizontally across the top of the entrance is a railing you can jump to. Jump to it, hang and shimmy all the way to the right and drop down on the beam.
- 70. Climb down to the horizontal arm and jump to the next beam. Hang from the edge closest to the end of the room where the bulb is and drop.
- 71. Now jump to the beam against the wall where the entrance is. Walk out on the end of this beam and use the whip on the post above to swing to the other size of the room.
- 72. Jump to two more beams and use the whip to get to the last one in this row. Climb up on the vertical part and face the center of the room. Jump across and grab the end of the beam there.
- 73. Walk down the beam, turn left and jump/grab the edge of that beam. Climb up the vertical part.
- 74. Turn left and jump/grab the next beam. Walk to where the beam attaches to the wall and push the block in. Get
Treasure #10, a silver bar.
- 75. Pull the block twice, turn around and jump to the vertical part of the beam. Note: You should probably save your game here. When you get to the plant a grate slams down in front of it. You have to use the key to open it. However, during one of the three times I played through this section, the key wouldn't work. I just picked it from inventory and nothing happened. I finally got it to work by restoring a previous game and playing through again. It may be just my computer, but I'd play it safe. Save.
- 76. Pull up to the ledge in front of the plant. Use the key when the grate slams down. As soon as you pick up the plant, a Russian soldier starts shooting at you from the entrance. You can shoot it out or just jump in the water and let the current carry you back to the room where the statue with handles is.
- 77. Go to the far end of the room and climb the ladder left of the main doors.
- 78. Walk to the edge of the platform and jump/grab the beam across. Turn left and walk down the beam to the other side of the main doors. Jump/grab the edge of the platform there. Push the button. This raises the ladder you just climbed to the next level.
- 79. Return back to the ladder and climb it. Walk down the hallway, up a short flight of stairs, turn left and go to a grated window. Indy gives you a hint about the broken window. You also see the golden container where you must place the plant. Draw your weapon and shoot through the grate and blow out the window. You must do this or Indy won't climb through later.
- 80. Go back to the head of the stairs and push the button to open the door there. There's an ice creature inside to the left in a second room. Once in awhile, the creature is in the main room.
- 81. In the second room is a broken window. You're going to have to hang from the ledge and shimmy. However, there's a guard up on the roof of the building where the statue on rails is. He shoots at you through the window if you get too close. You must get this guard before you climb through the window.
- 82. Climb out on the windowsill, tuand hang from the ledge. Shimmy right until you'directlyunder the window you shot out. Climb up into the room. If you sniped the guards from the window of the room where you got the seal you do this shimmy without them shooting at you.
- 83. Go to the table and get the medicinal herbs. Go to the golden thingy hanging from chains and use the plant. Watch the animation as it lowers itself into the channel in the room below and sprouts.
- 84. Push the button to open the door and go back down to the bottom of the ladder in the room where the plant now is.
- 85. Leave the ladder and jump/grab the beam toward the center of the room like you did before. This time turn left and walk to the center of the beam. Use Indy's lighter if you have to, but find the two red tiles inset into the beam. Stand in the middle of them and face the main doors. Above the door is a platform and above the platform is a set of louvers. They must be opened to let in light for the plant.
- 86. Use the whip and swing across. After the animation, just walk off the platform and pick up the plant. We need to take this plant to The Master.
- 87. The usual way back through the clock face room is infested with guards. We'll take the longer but safer way. Pull the lever to the right of the main doors and run outside. If you shot three guards out here through the window, there's probably one left. Deal with him and pick up all the ammo from everybody you killed out here.
- 88. Go left of the main doors and jump/pull-up to the roof where you did so at the beginning of this level.
- 89. Climb the next wall and go to the section of wall with the brick showing through. Climb your way back up to the top. Stop to pick up the ammo from the guard you shot through the window before you did the shimmy.
- 90. Go to the other side of the roof and drop down through the hole. Go across the bridge and talk to The Master.
- 91. She says, "Beware of the ice." She's right. The monster in the next section can't be killed with guns. I wished him dead a lot of times but that didn't help either. You have to find a part from the Infernal Machine. You kill him with that. From the second you start the sequence he'll be on your tail all the way blasting at you with no let up. If you run five steps in a straight line or pause for three seconds you get blasted. Most of this is done from overhead, as he climbs walls and clings to ceilings like an ice spider. There are a few places where you have overhead cover and it takes the monster awhile to maneuver into a better firing position. I suggest you save now then all through the sequence make liberal use of "quick saves."
- 92. OK. Walk through the room and slide down the slope. Watch the animation. Soon as you get control after the animation start running. Take the first left and go into the first door on the left, actually the only door. After a left and a right turn inside notice the snow block directly ahead. Turn right just before the block and get some much-needed healing herbs from the table.
- 93. Turn around, run to the snow block, climb it, go up the ramp. At the top pull out the block with Chairman Mao's picture on it.
- 94. Leave this building and turn right. Run through the intersection and enter the building on the left. Straight through the door on the opposite wall is a block with a ramp going up. Climb it and don't stop until you get to the top because the ramp collapses behind you.
- 95. Run across the bridge to the next building. Once inside the building the bridge makes a sharp left then a sharp right. Don't stop in the corners - collapsing floor. Follow the turns to a bridge leading outside the building.
- 96. This bridge has a gap in it. Jump/grab the edge of the opposite gap and pull up. Continue into the next building. Follow the bridge out and into the next building. This building will have a green symbol above the entrance.
- 97. Turn right when the bridge ends and jump/grab and pull up on the snow ledge. Turn left, jump/grab pull up to the next ledge. Turn left and run/jump/grab pull up to the opposite ledge.
- 98. Run straight a short ways until the ledge ends. Use the whip here to swing across to the next section. Put the whip away and run/jump/grab and pull-up to the next ledge where you can see a door. Push the button next to the door and go in. Temporary respite from Mr. Chilly.
- 99. It's a lab. No medicinal herbs, no first aid kits. Jeez! Just Urgon's part of the Infernal Machine on a green glowing pedestal. Take the part.
- 100. You should be at full health for this next section. Using the part costs you health. Find the back door and slide down the slopes to the bottom. Call up Urgon's part from the inventory. When Indy is holding it in his hand like a turkey drumstick, exit the building and go monster hunting.
- 101. Walk out into the intersection between the buildings and wait for the monster. When he gets close, real close, stick Urgon's part right in his face and hit the "activate" key like you were using a gun. I had to flash him three times to get him to explode and my health was pretty low by then.
- 102. Soon as he's gone, hit the space bar to put the part back into inventory. Else I think it will keep sucking your health. Now that everything's clear, go look for medicinal herbs.
- 103. The only ones left, I think are in the building with the green symbol over the door. Get it then find the cracked ice block. It's to the right of a door with a purple symbol on it. Use the part to finish cracking it.
- 104. Walk down the revealed corridor and push the button next to the door. Watch the animation then continue to . . .
LAGOON
- 1. Turn left and walk past the palm tree. Wade through the surf to a small beach. Find medicinal herbs at the far end. Go back to the main beach.
- 2. Once on the beach face the island. Slightly left is a rockslide. Slightly right is a cut through the cliff.
- 3. Take the cut and stand at the edge of the pit. A lizard is roaming around the campsite. Ready the 45 revolver and wait. Sooner or later the lizard will blunder in range. It might take awhile but it's worth the wait since the 45 ammo is unlimited. Shot it then use the whip to get across.
- 4. In the campsite you find
Treasure #1, silver coins, to the right of the skeleton behind a crate, a machete on the skeleton and a medical kit past the skeleton on the far end of the raft.
- 5. Whip back across the pit, go toward the beach and climb the rockslide to the right. When Indy stops in front of the cobweb covered door get out the machete. Slash the cobwebs then run straight ahead through the cave, sheathing the machete as you run. At the far end is a ledge. Climb it, turn, get out the 45 and blast the spider that's following you.
- 6. Switch the 45 for the machete, turn back to your original direction of travel and climb up the next ledge. At the top there may be a lizard moving around a bush to the right front.
- 7. Continue to the next bush. Indy stops and examines the ground and says, "There's something here." Move on to the end of the ravine and get a medicinal herb from behind the rock.
- 8. Go to the bush just past the ground Indy examined. There's a cave in the wall obscured by vines. There's also a lizard in there if you haven't seen him yet. Inside you find an entrenching tool (shovel for all you who haven't been in the military).
- 9. Go to the suspicious spot of ground and use the tool. You dig up
Treasure #2, a silver idol.
- 10. Go back to the cave where the spider was. About halfway through there's a patch of light on the left by a wall. Examine the wall. Indy says it looks like it's ready to crumble. Use Urgon's part on it and collect
Treasure #3, a blue gem. Go back to the beach.
- 11. There are sharks in all the waters of the lagoon. I never had much luck in killing them with the machete. It was just best to try and judge when they weren't close before entering the water. That's hard because it seems whenever you enter the water, the game AI puts the sharks right at your feet. If you have a low frustration level, you might want to set the difficulty to the lowest setting for this level. I won't tell anybody. Swim across the lagoon to theother side. On your way you should see a Japanese fon the bott. The propeller is useful later.
- 12. Once on the beach, get some air, face the water and swim right. You'll soon see a large rock on the bottom with a mine anchored nearby. Behind the rock is the square opening of a cave. Swim into the entrance and go until you come to a huge stone in the middle of the tunnel. Directly above it is a pool where you can surface and a ledge to climb up on. Climb the next ledge and get
Treasure #4, a golden idol.
- 13. Return to the beach where you started the previous step.
- 14. Go straight up the beach toward a cut. On the right, just before you get there, are two palm trees and two rocks. Head toward the palm trees. There's a lizard there you can shoot at long range. When its dead get
Treasure #5, gold coins, from behind the large rock.
- 15. Head into the ravine and find the cobweb-covered door. There are two of them in series here and a spider behind each. Slash the cobwebs on the first entrance then draw the 45 and start backing away. You can shoot the spider as you back up.
- 16. At the second entrance, slash the webs and run out onto the beach, turn and locate the spider. Take care of it. Walk further down the beach toward the water and watch the animation.
- 17. Go right around the rocks and find the torpedo.
- 18. Swim across the lagoon to the stern of the ship where it slopes into the water and climb aboard.
- 19. Go to the right side of the bridge and walk to the bow. Notice the crane. Get a torpedo arming device from the small crate by the rail. Move further toward the bow. Notice the tikis on the right. Try to operate the crane. You need a part before it will function.
- 20. Swim back to shore and use the arming device on the torpedo.
- 21. Swim back to the stern of the ship. As you face the bow, there is a hole in the hull down on the left-hand side at the rear. Dive down there and get
Treasure #6, a gold bar. Swim back to the stern and board the ship. By now you are probably wearing a barracuda necklace, right?
- 22. Dive again and go through the hole in the hull made by the torpedo. Surface to get some air. There are probably three barracudas in there with you.
- 23. There are only two underwater doors that you can get through. They are on opposite sides of the hold. One is just a small room with a crate in it. Get a hammer from the crate.
- 24. Go inside the second room and go to the bulkhead then right into a room. Get
Treasure #7, silver coins. Go back for air.
- 25. Go back in the same doorway. Take the first right, go through the next door and turn left. Go straight to the end of the corridor, turn left and go to a wall. Now turn right and you'll see three exits. The left is where you need to go after getting some air. To the right is the one you just came through. Take the middle one to the next room. Once inside that room, turn left and shoot to the top of the shaft. Use the hammer on the lock to open the grate. You can then climb out on deck for air.
- 26. Go back down. At the bottom of the shaft turn right, then take the next right and you'll see a hatch. Go down through the hatch and look for a crate on the floor. Two barracudas probably guard it. Get the key from the crate and go back to your air hole and climb on deck.
- 27. Go find the set of ladders on deck that leads to the top of the superstructure and use the key on the door there.
- 28. Once inside turn left and get a crank from a set of shelves. In the room adjoining the wheelhouse there's a hole in the right corner of the room. Take the ladder down and get a medical kit from by the skeleton. Go into the next room and find
Treasure #8, gold coins.
- 29. Go back on deck and use the crank on the box on the side of the crane then turn the lever to swing the crane toward the tiki idols.
- 30. Climb the plank to the crate and whip across to the idols.
- 31. Make sure you get the medicinal herbs growing beside one of the tikis. Go to the bare patch of ground between the idols and use the entrenching tool to uncover a tile. Step on the tile and you see an animation of an underwater door opening. The opening is marked by two small tikis.
- 32. Make your way back across the lagoon to where the torpedo was, through the cave to the beach. Dive in and find the submerged plane. Use the hammer on the propeller to get a blade.
- 33. Swim in the direction the plane's pointing and you'll find the underwater door that you opened by stepping on the tile by the tikis. Use the blade on the door.
- 34. Swim inside and go down and to the right to a golden plate on the wall. Pull it out and a hatch opens in the ceiling. Swim through the hatch and surface in a lagoon. Go back down into the submerged temple and search the floor for
Treasure #9, a silver bar. Go back to the lagoon through the hatch in the roof.
- 35. Swim to the far end of the lagoon. On the left is a building. On the right is a crack in the cliff with a stone pillar sticking out of it. You can't get in the building so climb out on the ledge by the pillar.
- 36. Walk through the crack and around the pillar to the right and find
Treasure #10, gold coins.
- 37. Find your way into the main room and evict the lizard. Walk up the steps to the door, turn right and climb up on the top of the stone incline to the right. Face the wall, jump/grab the ledge there and shimmy right until you can pull up.
- 38. Climb the next stone, turn right and walk to the edge. Face left into the black stone. Jump up/grab the ledge there and shimmy right and pull up when you can.
- 39. Finish climbing to the floor above and walk up the steps out of the ruins to the tiki idol.
- 40. Step up to the front of the idol and use the activate key to press a button on the idol. The door to the temple back in the lagoon opens.
- 41. Make your way all the way back through the ruins, out the crack in the wall and swim to the temple entrance and walk through the doors.
PALAWAN VOLCANO
- 1. Drop to the main floor and turn right. Climb the block in the corner, then the higher wall and jump down into the shallow pool. Get the poison kit from the corner.
- 2. Climb out of the pool, cross to the other side of the room and up on the ledge. There's a block with a face on it in the corner. Go to the right of the block and pull it once away from the wall. Go to the opposite side and push it against the wall.
- 3. Go to the right side and pull. Climb the block and pull up to the small platform with the torch. Use the whip to swing across to the platform on the opposite side of the door.
- 4. Turn left and discover the wall there is ready to collapse. Use Urgon's part to reveal a passage. Follow it to the end and climb the ladder.
- 5. At the top take the few steps to an intersection. You might need the cigarette lighter to realize there's an intersection. To the right is a steep ramp down that you can't come back up.
- 6. Go left and find
Treasure #1, silver coins, by a window overlooking a bridge. If you watch through the window for awhile you should see a scorpion moving in the room across the bridge.
- 7. Go back to the other fork in the intersection and slide down the inclines to the bottom. Turn right and shoot a scorpion by a torch in a small tiled room with a window on the left. Through the window you can see a funeral barge.
- 8. Follow the passage down to the water. Across the pool is a gate. To the left is a short causeway. To the very near right, in the bank beneath you underwater, is a barred passageway. In the water are at least three man eating fish. Directly to the front are some stones. Behind the stones is another underwater entrance. To the left of the causeway is a channel leading to the funeral barge.
- 9. Swim down the right side of the causeway and climb out on a low ledge. Turn left and jump/grab and pull up to the causeway.
- 10. Hang from the edge of the hole facing the stairs on the causeway and drop to a ledge. Enter the water and swim through to another pool and climb out. Follow the passage to a lava room.
- 11. Turn left and face the bridge. Time your jump to miss the eruption and jump/grab the edge of the bridge and climb up.
- 12. The center tiles of the bridge arsuspiciously a different color. Run across the bridgand the bridge colbehind you.
- 13. You're now faced with a stair step of three pillars. Run/jump/grab the first and pull up. Climb to the top and whip across the gap. Soon as you can run to the end of the path to keep from being crushed by a boulder coming from the left. Go back out on the path, turn right and run/jump/grab the ledge the boulder came from. Go up the ramp and get
Treasure #2, gold coins. Jump back to your original path.
- 14. Go down the corridor opened by the boulder to a room. Between two pillars is
Treasure #3, silver coins. A scorpion will probably attack you as soon as you pick up the treasure.
- 15. To the right of the treasure is a doorway. Take it and drop down to a room with two doors you can't open. Push the large button on the pedestal facing the funeral barge.
- 16. The barge sets sail to the causeway, the grate across the underwater door lifts and lets in at least two sharks, and the door on your left opens to release scorpions.
- 17. Walk into the next room and get
Treasure #4, gold coins, from a niche on the right. Walk through to the next room, shoot the scorpion across the pit, and then jump across.
- 18. Follow the path out on the dock where the barge was. Jump in the water and swim to the next room and climb up on the causeway. Jump to the barge and get the Shell Key from the body.
- 19. Swim through the tunnel behind the stones. It's a long, twisting trip and you barely have enough air to make it. Use the map to keep yourself oriented else you may get turned around and end up at the start.
- 20. Pull up on the lip of the exit and shoot a spider below. Walk a short distance to a ledge. There are huge webs to the left and right. Drop to the next ledge and shoot a spider below from the edge. Drop down to the dead spider.
- 21. Walk to the next ledge overlooking some lava. Now for a tricky jump. The pillar across is too far to jump to. Slide forward down the slope in front of you and at the last minute jump and grab the pillar.
- 22. Make your way to the bottom and pull out the block with the face on it. Climb the block, then the next pillar. Drop to the level below, turn around, walk back and push the block previously pulled.
- 23. Turn around again and walk to another block. Pull this as many times as you can, three times. Turn around and climb the first block. Jump/grab/pull-up to the next level then drop down to the lowest level.
- 24. Walk forward, climb another ledge. Immediately turn around (lave should be on your right) and jump/grab the ledge in front of you. Turn around (lava on left) and jump/grab the next ledge. In front of you is a block with a face. Climb over it and push it. This reveals a ladder leading down to the lowest level.
- 25. Climb the block (lava on right) and run/jump/grab the tallest pillar. Turn left and climb up to the ledge. Be ready for about five spiders immediately at the top.
- 26. Go up the steps, slash the cobwebs, go into the room and push the button on the early Polynesian-style control console. This raises the grate in the barge room below. Jump in the water and swim to the now open entrance.
- 27. Use the Shell Key in the keyhole left of the door. Go through and enter an immense room split down the middle by a lava channel and lined with ladders and ledges.
- 28. Turn left and climb the nearest ladder. Go to a ladder intersection and shimmy right then follow the ladders down, across and up into a green tinted room. There get
Treasure #5, silver coins.
- 29. Use the ladders to get back to the floor. On the opposite side of the lava at the end of the highest walkway is the exit. To open the door you must flood the room with lava. So we'll prepare for this now.
- 30. In the center of the lava is a stone slab that looks like a children's seesaw. There's a moveable block on the floor near it. On the wall to the rear between two sets of ladders is a ledge. Position the block on the floor halfway between the ledge and the seesaw. You will have to jump from the ledge to the block to the seesaw after the room floods.
- 31. There's a set of 4 small tiles near the block that are a slightly lighter color than the rest of the floor. Position the block on those tiles.
- 32. Climb the same ladder you did when you started after the treasure. Go left at the ladder intersection. Drop down on the platform, take the next ladder up and follow the walkway to the far end of the chamber, through a small room (notice the button here) and across to the other side of the chamber.
- 33. Follow this walkway to the far end of the chamber and take the ladder down to a ledge. Hang and drop to the floor below.
- 34. Find the block and place it over the discolored tiles just as you did the block on the other side of the chamber.
- 35. The only way back across to push the button is over the newly constructed bridge. Climb the block and run/jump/grab the seesaw. Pull up and run/jump to the other side.
- 36. Make your way back to the button and push it.
- 37. Turn right and go back the way you came. Take the ladder to the next lower platform. Turn right and go to the ladders on the wall. Shimmy right until you're hanging over a tunnel below. You can now drop in about three stages, catch the ledge below and pull up into the tunnel.
- 38. Jump to the block, run/jump/grab the seesaw, jump to the next block and finally run/jump/grab the edge of the tunnel and pull up.
- 39. Follow the tunnel to the exit. Turn and climb down to the ladder, shimmy left then climb upwards and follow the ladder around and down to the next platform.
- 40. Run/jump/grab the next two platforms and you should be at a ladder. Climb up and exit the room.
- 41. Indy stops at the next doorway and gives a warning. If you stand there wondering what to do, scorpions fall from the ceiling behind you. Turn and draw the 45. You can shoot them as they drop. I counted nine before they were finished coming.
- 42. Run down the left or right side of the hallway. Don't step on the decorated tiles in the center. The heads will puff darts at you.
- 43. Walk into the next room and find Sophia. Before climbing the ladder she lowers, get a medical kit and a submachine gun from a crate on the right. You can also find grenades on the left.
- 44. After Sophia is kidnapped there are commies all over. You will have numerous encounters. Go through the doorway and turn right into a room. Get a first aid kit and a poison kit.
- 45. Follow the corridor around to the next room - more lava more commies. Crawl behind the huge gong on the right side of the room, push a block twice and get
Treasure #6, gold coins.
- 46. Take the path out of the room. Just before you get to a portable generator, you pass a door on the right that won't open.
- 47. At the end of the path you come to a small ticking device with a green light. Push the activate key and an elevator full of guards comes down.
- 48. After you take care of them, do it again and the elevator comes down empty. Be quick, you only have a few seconds to get on before it starts back up.
- 49. More guards at the top, but you can put off the confrontation by quickly going behind some crates. Try sidestepping right from behind the crates and shooting the barrel next to the cliff. That should blow them all up.
- 50. Over where the soldiers were is a doorway. Use Urgon's part to crumble it. What looks like an empty room is behind it but you can use the whip to climb to the top and get
Treasure #7, a blue gem.
- 51. Jump down, go out and down the steps and jump the narrow lava flow. Turn right and walk to the edge. Turn around and climb down the ladder there.
- 52. Follow the path around and engage some more soldiers. Besides what's on the bodies you can get submachine gun ammo, three grenades and an aluminum key.
- 53. Forget the door. On the left wall is a block obscured by vines. Pull it out, climb on top then climb up the cliff and over to the right to get into a cave. Push the big button in there to open the doors below.
- 54. Go down and enter the doors and get
Treasure #8, a golden idol.
- 55. Go all the way back to the elevator, push the green button and go down. Where the lava flows into room walk up the steps on the right side.
- 56. Use thewhip to move the sta's arm and open a door on your right. Take care of the scorpions and enter.
- 57. Follow the path to another cavern with a bridge over lava. You need Sophia's help to get over. Stand on the edge of the bridge and whip across to the grate.
- 58. Jump off the left side and climb the black stones. At the top is a crevice you can use to shimmy left and pull up on the right side of the lava flow.
- 59. Walk upstream, make a couple jumps across the stream and back until you come to the end. Jump across and enter the cave.
- 60. Go down the steps to a hole. Jump down, slide down the incline and take care of Sophia's guards and use the aluminum key to free her.
- 61. Follow her out the door and back to the lava ridge. She'll meet you at the button. Go talk to her then whip across to the grate. She opens it and Indy goes through.
- 62. Stand facing the grate. Off to the right is a pillar. Jump there, turn and climb up. Turn around and jump/grab and pull up on the ledge across.
- 63. Climb up to a small area with a skeleton and a medical kit. Use Urgon's part on the wall at the rear.
- 64. There are three crates in a line. A fourth is perpendicular to the last one in line. Jump down on the first crate, turn left and go into the niche. Pull the first crate into the niche. Climb over and pull the second crate. Climb over that crate, then over the third crate and push the third crate toward the second. The side of the fourth crate falls open so you can crawl inside and get a pulley (spare part).
- 65. Go back to the grate and follow the path. After you go down some stairs to the lava level, turn left and go around under the wooden walkway by a skeleton and get
Treasure #9, a green gem.
- 66. Walk through the doorway. Just inside and on the left is a section of wall you can collapse with Urgon's part. Walk down the corridor and drop through the hole.
- 67. The next room has a red tiled floor. It starts vibrating and collapses when you start walking on it. Better save. Start in the right hand side of the entrance and run toward the pillar on the left. The floor vibration has a tendency to move Indy in that direction also. Run toward the pillar and climb up as quickly as you can (easier said than done, I know).
- 68. Run/jump/grab the top of the pillar in front of the purple tinted niche across the way. Climb up and get
Treasure #10, silver coins.
- 69. Go back to the first pillar. Turn left (with Indy's back to where you got the treasure), hang and drop to the ledge below. Push the button there. Two blocks and a ledge extend themselves.
- 70. Walk around the corner and jump/grab the lowest block. Climb the next, then jump/grab the ledge and pull up.
- 71. Climb up into the entrance from the ledge and push the block at the end. Use Urgon's part on the far wall and walk out on a beam overlooking a corridor with large skulls lining it.
- 72. Use the whip and safely cross to the end of the hall. Drop down into the room ready to fight. There is a soldier, or soldiers, off to the right around a corner. Get 'em.
- 73. Your objective is the cable car on the left side of the room. It needs the pulley. Go over and push the crate, climb up and use the pulley. When you climb the crate you will come under fire. When the pulley is placed, a section of the wall blows out and more soldiers come pouring in.
- 74. When this animation ends quickly get in the cable car and push the red button. The car goes to the opposite side. Exit and run to the large doors. Use the activate key and go through.
PALAWAN TEMPLE
- Note: Originally I had found only 9 treasures on this level. Now, thanks to
Steve Cullen, who emailed the location of the missing treasure to me at 3:08 a.m. one morning, the location of all 10 are listed in this level. What a dedicated gamer! Steve, thanks a 1000K.
- 1. Walk forwards and climb the block against the wall. Move out to the end of the fallen pillar and jump to the ledge surrounding the lava.
- 2. If you walk around the corner to the left and go towards the wall you'll encounter a lava monster. These guys are sprinkled all over this level. Fortunately they're very slow and aren't persistent in their pursuit of you. However, they can inflict some damage on Indy. It's best to just run around or away from them.
- 3. Also around that corner and to the right, is a pool of lava. Above the pool is the exit. So, go around the corner and get the monster's attention then run back to where you started. When the monster comes after you duck around him, run back around the corner and run/jump/grab the ledge of the exit and pull up.
- 4. Follow the short passage to overlook another lava-filled room. Man, am I tired of lava! Notice some of the stones in the lava lake submerge and surface at intervals. Some stay above the lava at all times.
- 5. Step down to the steps below and look left. To the right of the lava flowing into the pool is a landing. That's our immediate goal. Jump slightly left to the rectangular block, then ahead to the next one.
- 6. Turn toward the center of the pool and jump to the large brownish stone. Slightly left and forward there will appear a stone. When it comes up jump there and quickly turn slightly left.
- 7. When the next stone comes up, go there quickly. One more will come up between you and the landing. Jump there and then to the landing. The danger in these short jumps are that Indy will overshoot. Line up carefully.
- 8. The wall at the rear of the landing can be broken with Urgon's part, but don't do it yet. Instead make six more jumps to the next landing. Climb a ladder cut into the wall at the rear.
- 9. Follow the path into a cave and run jump across the dark gap directly in front of you.
- 10. At the far left-hand side you can hang and drop to a ledge below. Keep dropping down until you get to a doorway.
- 11. Enter the doorway and go to the ledge. Don't drop down here. There's lava below. Jump instead, to the floor below.
- 12. There's a lava monster standing to the right. If you go over there he will activate. Go left toward the skeleton and shoot the spider as it comes down. Pick up the Shark Key from by the skeleton.
- 13. There's nothing else in the room but another spider. To get back, run/jump across the lava to the floor at the far-left edge of the ledge you jumped from. You can do this without disturbing the monster. Turn and climb up.
- 14. Return all the way back to the landing where you can use Urgon's tool on the wall.
- 15. Once back use Urgon's tool and view yet another lava obstacle. The ledge Indy's on has a ladder on its face. Turn around a climb down.
- 16. Across the lava flow there's a lavamensch guarding some medicinal herbs. In the adjoining room there's another. If you stay to the left when you enter the room you'll be left alone. If you really need the herbs play tag with the first monster and get them.
- 17. In the far room, turn right and crawl through the narrow tunnel entrance, stand up and continue to find the keyhole. Use the Shark Key to open the doors.
- 18. If you go left up the ramp in the new room you'll discover a boulder. Not good. Going right toward the idol (Red Tiki Key) closes the entrance door. You guessed it. As soon as you touch the tiki key the boulder starts rolling.
- 19. Go to the rear of the tiki key block, facing the boulder. Pick up the key, climb the block and use the whip. It will attach to something overhead. Climb up before the boulder arrives.
- 20. Turn around on the whip and you can see
Treasure #1, a golden idol. Jump down and run up the ramp where the boulder came from.
- 21. At path's end turn left and climb the blocks to the ceiling. Turn right and jump down to the ground. Jump across the lava flow and climb the ladder and go back through the hole you made with Urgon's tool.
- 22. Now you must go to the set of doors on the opposite side of the lava lake. Use the blocks as you did before and go clockwise. Just before you reach your goal, there's a poison kit on the left guarded by a lava monster. Try for it if you need it.
- 23. Use the tiki key on the pedestal to the right of the door. After the animation shoot the spidas they come down their threads.
- 24. Cross the room, go tthe right of the staiand get
Treasure #2, gold coins.
- 25. Climb the stairs and shoot the spider at the top. Get the medicinal herbs left of the door, hang and drop from the ledge there and climb the ladder. Give the lizard at the top a lead salute.
- 26. Go to the bridge and do a run/jump/grab to pull up on the narrow section in the middle. Stand jump from there to the next section.
- 27. On your way across this plateau to the ladder shoot two more lizards. Climb the ladder.
- 28. At the top bag two more reptiles on your way to the waterfall. There are two sets of medicinal herbs to the left of the tree at the edge of the water.
- 29. Jump in the pool and swim over two waterfalls into a pool with piranha. Climb out at the only place you can and climb the ladder.
- 30. Cross the bridge and enter the cave through the building. In the cave are two ladders. Climb the one on the left and get
Treasure #3, silver coins.
- 31. Go back down and walk to the other ladder. Notice the stakes in the floor opposite the ladder. Climb the ladder and at the top turn around. You see a cave. It's directly above the stakes on the floor. Run/jump/grab the edge of the cave. Pull up inside and get
Treasure #4, silver coins. Jump back to the ladder and follow the path. At the top slash the cobwebs from a door, then the spider, and get Treasure #5, gold coins.
- 32. Go forward, climb a ledge and kill another spider coming from the right. Slash the webs from the next entrance and deal with the spider there.
- 33. At the next ledge Indy senses a trap. There's a pit below with stakes and spiders and two caves around the upper edge.
- 34. Run/jump to the cave on the right. The odd colored tiles on the floor are stake traps. Use Indy's lighter and walk around the tiles to the green water on the other side.
- 35. Follow the path out to a pool with a waterfall. Go to the right side by the tunnel entrance and whip across to a small ledge.
- 36. Enter the caves again. You're in a room with spikes in the floor. There are two slopes leading out. Go to the slope on the right. Now you have a very difficult jump because it's so dark it's difficult to see. Look down and forward and you can see the glint of a treasure. Slide down the slope and just before Indy slides off the bottom, jump/grab the edge of a ledge. Pull up and get
Treasure #6, a silver bar.
- 37. Hang from the edge of the ledge and drop, careful not to land on a spike trap. Turn left (facing the wall) and make your way forward and left out of the cave. Watch for spiders and a lizard here.
- 38. Run/jump across the broken part of the bridge to the plateau. Cut the rope holding up the bridge with the machete. The bridge falls across the face of a cave below.
- 39. Walk toward the building at the rear of the plateau. There are medicinal herbs growing on each side. There's the bonus of a lizard on the right side. There's a ladder on the right hand edge of the plateau. Take it down.
- 40. Cross the bridge to the hut and reenter the caves. Go to the two ladders, left and right. Go up the one on the right and repeat steps 31 through 37. Except this time slide down the left slope because you already have the treasure.
- 41. Climb down the bridge/ladder. Indy will stop at the gap but you can safely drop from there to the cave lip below. Walk into the cave past the self-igniting torches and get the Monkey Key from the altar. When you pick it up the cave starts to collapse. Run out and jump in the water.
- 42. Climb out on the small green ledge and climb the ladder. Ignore the bridge and go to the end of the plateau and climb the ladder. Go to the structure and use the Monkey Key to get inside.
- 43. The Green Tiki key is suspended from the ceiling. There are four buttons in the room. Two on the left wall and two on the right wall.
- 44. Push the first button on the right. Push the first button on the left. Push the last button on the left then the last button on the right.
- 45. Now the key is at floor level. Save your game and pick up the key. Back to the lava pits.
- 46. Run through the next room past the lava monster out to a ledge. A boulder comes down and seals the doorway. Now you have boulders to the left and boulders to the right.
- 47. The long platform that's about waist high and end on to you runs the length of the room and has a break in the middle. You are a target for boulders on each end of the platform. You must jump to the platform and run/jump/grab the break and run/jump/grab the ledge at the end and pull up. Use the whip to climb up the wall when you get to the ledge.
- 48. Walk to the edge of the next ledge. Look down and shoot the spider. Walk off the ledge and go through the doorway. Shoot the spider that comes down on
Treasure #7, a silver bar.
- 49. Slash through the next web and get two more spiders. Walk to the rope bridge. To the right are some medicinal herbs guarded by a lava monster. You can lure him out and run to where you shot the last two spiders and wait. When he's close, dodge around him and return to the bridge and get the herbs. He won't follow.
- 50. The center of the bridge is broken out. You need to jump to the pillar beneath the bridge anyway. Do that then run/jump to the ledge on the left with the ladder.
- 51. A lava monster guards the treasure there. You can run around in circles and lure him away from it. Pick it up
Treasure #8, gold coins, and climb the ladder.
- 52. Follow the path, complete with self-igniting torches, and find
Treasure #9, silver coins, in the pathway.
- 53. Follow the path to a lava lake sprinkled with stones. An animation shows you the huge lava monster that lives there.
- 54. Jump/grab the edge of the first stone. Turn left and jump/grab the next. Now the lava monster rises up and starts to watch you.
- 55. Jump/grab the island the bridge is on. Go toward the bridge and turn slightly right. Climb up the stone.
- 56. Stretching ahead of you through the lava is a series of stones. They run our slightly left then turn right and curve around to the end of the chamber on the far right. Back there is a platform with Taklit's part on it.
- 57. You must jump the stones around to the part. For the first couple jumps the lava monster might follow you. Then he stops and returns to the bridge. At the point where the stones start curving toward the right is one stone out at the end. Jump there and get
Treasure #10, a silver idol.
- 58. Finishing jumping the stones and landings to the platform. On the landing two jumps from the end is a lava monster (normal one). If you stay on the near end of the landing he won't bother you. On the landing where the part is there's one just left of where the steps start up. If you're careful you won't activate him.
- 59. Once you touch the part immediately roll backwards because the lava monster (big one) pops up and takes a swing at you. You must now go all the way back to the bridge. The monster follows you about halfway back. So don't pause in your jumps. Keep moving until he leaves and goes back to the bridge.
- 60. Back at the bridge get as close to the monster as you can then use Taklit's part to make yourself invisible. When the monster ducks under the bridge run across and follow the path to a smaller lava pit. Jump across to safety, relatively.
- 61. The floor here is sparsely sprinkled with spike traps. Navigate across with light from Indy's zippo. Walk out into the sunlight and celebrate by blasting a lizard.
- 62. Push the button next to the giant face. The mouth opens and lets water into the lava room and turns the monster to stone.
- 63. Walk back into the lava chamber. There's a small lava monster just before the bridge. You may have walked by him while you were invisible and didn't notice him. He's easy to run by.
- 64. Walk across the bridge, turn left and jump down on the cooled lava. Walk to the door and end the level.
JEEP TREK
- 1. Go into the tent and get
Treasure #1, gold coins from the table and a medical kit.
- 2. While you're inside soldiers appear on the ridge behind the tent. Throw a few shots their way and they usually take off.
- 3. Get in the jeep and drive up the hillto the right of the tent and over the bridge. Inside the cave sand get
Treasure #2, gocoins.
- 4. As you exit the cave you see a truck across the second bridge. The bridge blows up. Line the jeep up on the bridge and race across. Use the shift key for extra speed and the jeep jumps over.
- 5. Stop just before the next bridge and investigate on foot. Shoot the two guards. This bridge isn't jumpable, so speed up over the rocks to the left and jump the ravine.
- 6. Stop in the next cave and get
Treasure #3, gold coins. Outside the cave to the left, by a tree is a guard. Go outside and shoot him.
- 7. You should be able to see the next bridge with the overturned truck next to it. Three guards are behind some crates. Take care of them and get
Treasure #4, a case of cash, from behind the crates.
- 8. Turn right from the crates and get the two-meter plank leaning against the cliff. Walk to the broken section of the bridge and use the plank to repair it.
- 9. Get back in the jeep and jump the gap in the bridge. When you come to the collapsed tunnel get out of the jeep and run up the ravine to the left.
- 10. At the end are three soldiers. There's also an entrance low to the ground in the cliff wall opposite the two palm trees the soldiers were under. Crawl in and get
Treasure #5, a silver idol.
- 11. Go back to the jeep. Drive into the ravine and turn left at the top of the first hill and drive up the vine covered slope.
- 12. Continue toward the cave. Stay left and drive up on the hillside to avoid the cliff just before the cave.
- 13. Inside the cave there's a cliff directly ahead. To the left of the cliff you have a short run that spirals right and down. It's very difficult to see. Indy has a cigarette lighter you'd think the jeep would have lights. You have to take this a full power (use shift key) else gravity will pull the jeep off the edge to the right as you drive.
- 14. At the bottom, just left of the exit is a section of wall you can crumble with Urgon's part and get
Treasure #6, a golden idol.
- 15. Exit the cave and drive up the switchbacks. At the top a guard throws grenades at you. Drive up the steep hill there and run him down in front of the cave.
- 16. Drive through the cave and you enter a maze-like area. Exiting the cave, travel a short ways to a small clearing, take the far right path. From here on, each time you come to an intersection, always take the right. You should end up at a waterfall. A truck with a machinegun will probably chase you through here.
- 17. Go left at the waterfall and up a rise to a hut. Run down the single guard there and get
Treasure #7, gold coins, from inside the hut.
- 18. Take the rightmost path from the hut and drive until you see a totem beside a tree. Get
Treasure #8, gold coins, from behind the totem.
- 19. The next clearing, containing two guards you can run down, is where Indy will exit the level. Look at the map and take notice of your position (you can zoom the map in and out with the + and - keys). There are still two more treasures to find.
- 20. On one side of the clearing is a small vine covered hill. You'll drive up over that to exit. For now take the road to the left of that hill. Take the first right turn and drive until you come to a fighter plane wreck. There's a guard to run over there.
- 21. Crawl under the wing on the left side and get
Treasure #9, gold coins. Drive to a sandbagged bunker, smash the guard against the cliff with the jeep and get Treasure #10, gold coins, from behind the sandbags.
- 22. Use the map to get back to the exit area and drive up the vine-covered hill to Sophia's helicopter.
TEOTIHUACAN
- 1. Walk into the large room. By a fallen block, center of left wall, is a small room containing a medical kit.
- 2. Directly across from this room is a button on the opposite wall. Push it to open the door there. Weapon ready, enter the room and shoot the spider as it comes down.
- 3. Walk down the incline and slash through the web. At the bottom of the slope is a pressure plate. Best way across is to forward roll (Z - up arrow keys).
- 4. Slash through the next web and continue down. You see the Water Key in a niche. Grab it and roll right before the floor slides back and drops you. Face the pit, shoot the scorpion. Jump into the middle of the pit, spin around and shoot the second scorpion. Pick up
Treasure #1, silver coins.
- 5. Climb out, slash the web and continue. Slash the next web, kill a spider, round the corner get another.
- 6. Continue down and a panel slides to block your way. Go back and another closes, but it opens an exit. Approach it, weapon ready, and shoot the spider that comes down. Pick up
Treasure #2, gold coins.
- 7. Cut the web and push the button to open the doors. Continue down to the gear room.
- 8. There are four stone gears arranged in a cross around a central hole in the floor. Three of the stones are opposite doors with symbols on them: Jaguar, Bird, Fish. The fourth gear is in front of a door with symbols of all three.
- 9. Go to the gear in front of the Jaguar door (green symbol) and push it down the slot and against the door.
- 10. Go to the door with the Bird symbol (brownish orange) and push it away from the door toward the hole in the center of the room.
- 11. Stand between the gear in front of the door with all symbols and the central hole. Hang/drop from the edge of the hole and grab the ledge below. Pull up, slash the web and walk down the hall to a hole. Run/jump across the hole and get
Treasure #3, a red gem.
- 12. Hang drop in stages to the room below. There are three niches in the surrounding walls containing statues. Pull each of the statues out so they cover a decorated floor tile.
- 13. Climb the statue that's on the opposite side of the room from the large circular door. On top of the statue face the wall, turn left and jump to the small platform. Jump the next gap to the balcony and enter the door.
- 14. At the top of the ramp step on the pressure plate. Step back and when the block falls run across and get
Treasure #4, a golden idol. Walk back to the plate, step off and then step on the block and ride it up.
- 15. Climb the ramp at the top and get
Treasure #5, a red jewel. Push the button and walk out on a balcony over the gear room, turn left and go to a set of plungers sticking out of the wall - one round and one shaped like a cross.
- 16. Push the cross, then the round one. The Fish door opens below. Go back to the cross and push it twice, then push the smooth one once to open the Jaguar door. Finally, push the cross once more.
- 17. Drop off the balcony to the floor and pull the gear away from the Fish door. Go to the door with three symbols and push the gear up against it. Finally, walk to the other side of this gear and push it toward the statue in the center of the room.
- 18. Go to the gear by the Bird door and using pulling and pushing move the gear from the center of the room to up against the door.
- 19. Turn right and enter the niche in the wall with two buttons. It's an elevator. Push the button and ride up to the balcony and return to the plungers. Push the cross once and the round once. The Bird door opens.
- 20. Push the cross twice, the round one once, to open the door with all three symbols. Finish up by pushing the cross one more time.
- 21. Take the elevator down and go through the fish door. Stand at the edge of the pool and look down. Now you know the why of the fish symbol. Indy needs to go to the niche at the right end of the pool. Hack your way through the piranha and climb up on the edge of the niche. Use the Water Key in the keyhole to open an underwater door.
- 22. Face the pool. At the bottom on the right wall is a small tunnel. Swim through there to a column. Push the button on the opposite side and swim up for air. Climb the ledge on the central column.
- 23. There are snakes on the adjacent walkway. Walk around the central column and shoot them. Jump to the walkway and enter the small square doorway and climb the left wall to a ledge.
- 24. Run/jump to the pillar, walk to the edge and climb up into the short corridor above. Follow it to the end then hang from the edge, shimmy right and climb up into the next opening.
- 25. Run/jump/grab and pull up into the opening across the pool. Fothe corridor to the end andclimb the wall there. Jump to the blue ledge across the way, turn and run/jump/grab the ledge where the idol is. Go behind the idol and pick up
Treasure #6, a silver bar.
- 26. Jump back to the small blue ledge and use the whip on the crocodile head sticking out of the wall. Walk right, climb the wall - up, right, up - and follow a corridor to the Fish Idol and take it. Well, Volodnikov has arrived, with commandos.
- 27. Turn left and walk the ledge to a silver mirror. If you're smart and have ammo for the combat rifle you can pick off the four commandos from here. Walk around the ledge until you find
Treasure #7, a red jewel.
- 28. Go back down the hallway behind the Fish Idol pedestal and drop through the hole into the water. Surface, pull up and go through the Fish door. There's one guard on the floor and one on the balcony where the plungers are.
- 29. Go through the Bird door and jump in the water, dive down and through a hole at the bottom of the far wall. A very short ways inside is a shaft going up. Take it, surface, climb out and get
Treasure #8, a silver idol.
- 30. Get back in the water and go back to the pool, climb out and turn right. Hack the webs to clear the doorway and reveal the pressure plate. Get your weapon out and shoot the spider when it comes for you. Still with weapon out, forward roll over the pressure plate and start up the incline. There's another pressure plate there plus another spider. Forward roll over the plate at the top and expect another spider attack.
- 31. Notice near here in the left wall is a sealed up doorway. It looks suitable for Urgon's part. But not just yet. Continue down the passage to a third pressure plate. Forward roll over it and get
Treasure #9, a blue gem.
- 32. Go back to the sealed doorway and use Urgon's part. Enter the room, go to the opposite side and climb the ledge around the hole. Run/jump/grab the ledge across and pull up to
Treasure #10, a green gem.
- 33. Turn left and climb the wall. At the top run/jump/grab the ledge across. There are spiders left and right. Draw your weapon and just run right, past the spider coming down and up the ramp. At the top of the ramp shoot the spider coming up after you. The second one probably won't follow.
- 34. Follow the corridor to two spider webs, white and brown. Slash the brown one and get a poison kit. Slash the white one and get two scorpions. Enter and push the button, hop down to the floor and get the Bird Idol. Climb back up to the door and push the button.
- 35. Follow the corridor back to where the two spiders were (now you'll have to shoot the second one if you dodged it earlier). Walk out on the ledge and jump into the water, surface, go back into the gear room and through the Jaguar door.
- 36. Climb the ledge to a web-covered door. Just inside and right is a pressure plate. When you slash the web and walk through, weapon drawn, a guard fires on you from the right. You can turn and shoot, but remember to forward roll over the plate.
- 37. Around the corner to the right is another guard. Face his direction, left roll into the room and come up shooting. Climb the series of ledges to the top and get the Jaguar Idol. Back to the gear room.
- 38. Jump back down the ledges and go back to the hallway where the pressure plate is. Forward roll over it, go down the passage and drop into the Jaguar Door. Go into the gear room and go through the door with all three symbols.
- 39. Place the idols on the altars in this order, from right to left - Jaguar, Fish, Bird. Back in the gear room, face the door with all three symbols and hang from the edge of the center hole. Drop to the first ledge and pull up. Soldiers catch you in the act.
- 40. Follow the corridor to a hole. Jump across and get ready for combat. Walk off the edge of the hole and drop to the top of a statue below. Immediately turn right and shoot the soldier there. From here you can use the combat rifle to clear the balcony of guards, two more , and one down on the floor.
- 41. Down on the main floor, climb up on the block in front of the statue and walk into the shaft of sunlight and use the mirror. Walk through the open door to the Olmec Valley.
OLMEC VALLEY
- 1. There are jaguars and snakes in the valley. Turn right and go through the tunnel, jump down the ledges to some vines. Slash the vines, weapon out, and finish going down to the valley. Shoot the snake and scare away the jaguar.
- 2. Walk down your side of the stream until you find a pressure plate in a depression in the ground. Stepping on and off extends and retracts a bridge. Indy needs something to hold it down. A jaguar body would be good, but that's not to be.
- 3. Keep walking downstream to the lake. Ignore the cave behind the large boulder in the far right wall for now and how Indy complains that maybe he's gone too far. It's quite a trek and toward the end you have to cross a small stone bridge.
- 4. At the lake jump in and hack the piranha. Dive to an underwater cave and get
Treasure #1, gold coins. Go all the way back to the first pressure plate.
- 5. Find the cave on the canyon wall that's behind a boulder and two trees. Hack through the vines and follow the path up and climb some stone steps.
- 6. Slash the vines at the top, walk through and fire some shots to scare off the jaguar. In the left wall, between two pillars is a spot where you can blast a hole with Urgon's part. Go through and get
Treasure #2, a silver idol. While doing all this keep an eye out for the super-persistent jaguar.
- 7. Exit left, climb the stairway and whip across to the statue in the courtyard. Run/jump/grab the opening straight across. At this point if you're as tired of the jaguar as I was, you can wait until it stands still in the courtyard and heave a grenade at it. One annoyance erased.
- 8. Climb the steps to the stone face. Push it and fall through to the tunnel below. Walk up the corridor to the Olmec head. Notice the short dead-end tunnel on the left. You'll need it shortly.
- 9. Walk up and stand on the pressure plate in front of the head. Without leaving the plate, turn around and face down the tunnel. Run down the tunnel and turn into the dead-ender while the head rolls by. Behind the head's former resting-place is
Treasure #3, gold coins.
- 10. Go to the bottom of the tunnel and drop to the valley. Push the head twice to get it on top of the pressure plate.
- 11. Run back through the cave to the stone steps. Instead of climbing them, go left and climb into a tunnel and cross the newly extended bridge.
- 12. Follow the path to some stone totems. Jump down some ledges to the right and go under the tilted totem and get
Treasure #4, gold coins.
- 13. Follow the dirt path to a ledge, jump down to the valley floor, turn left and reenter the mountain through a doorway. Walk down the corridor toward the pool. Be on the alert for three snakes.
- 14. Jump in the pool and pull the lever on the side of the wall to open a door. Climb out ready for snakes, probably one by the pool and the second inside the room past the skeleton.
- 15. Find a block with a face on it at the far end of the room and push it three times. Climb the block - another rolling head. Walk about halfway up the tunnel toward the head. Stop just before the pressure plate, turn around and back onto the plate. Run down the tunnel and off the block. Indy will grab the ledge opposite, but that's not where you want to go. The boulder will miss you but you'll be trapped because it will also block the only way out. Instead, hit the down arrow key and force Indy to let go, or slow to a walk at the edge of the block, step off, then run into the pool room and turn right.
- 16. Push the head until it slides down the chute and lands near a pressure plate below. Jump down and push it over the plate. Watch out for a jaguar below. A second bridge is extended and the commies arrive.
- 17. Now it's backtrack time. Head upstream to the right, wade to the other side just after you pass through the narrows. Engage the three soldiers near the first pressure plate and enter the cave.
- 18. Run through the tunnel and fighttwo soldiers in the next grassy spot and keep going across thefirst bridge you extended. When come to the two totems, jump across the gap, run past the upright totem, slash through a vine covered exit, shoot the snake. Go over the second bridge and follow the path to a ledge. Jump down to the grass and turn left.
- 19. Whip across, immediately turn and shoot two soldiers who were behind you. If you go back to pick up their ammo two more will arrive.
- 20. Keep going and jump down a series of ledges. Jump straight across at the bottom to a narrow ledge. Look down and see the snake on the floor. Follow the ledges down to the floor and shoot the snake before you get there.
- 21. Climb over the fallen pillar at the bottom of the slope and follow the dirt path to
Treasure #5, gold coins. Go back to where you shot the snake.
- 22. Climb the ledges back toward the top. Just before you reach the top level, turn right, jump up and grab the ledge. Shimmy right, back in the direction you came, until you pass a blockage above and can climb up.
- 23. Run/jump the next gap and continue to a pool with a waterfall. There's a red snake on the far side of the pool. You can get him with the rifle.
- 24. There's a Olmec head in the pool. First we have to drain it. Jump in and swim into the tunnel under the falls. Surface and jump/grab your way back and forth up a bunch of ledges to get to the top. Push the button there to drain the pool. Climb back down.
- 25. There is a hole in the wall behind the head. Push the head once toward the wall to line it up with the hole, then push it three times until it jams in the chute.
- 26. There's a block to the left of where you came out from under the falls. Go push it in front of the hole, climb up, then climb the wall - up, left, up. Push the button to refill the pool and blow the head through the chute. It hits a pressure plate and extends a bridge.
- 27. Run/jump from the top of the falls down into the water. Face the falls and climb out on the left. Exit through the doorway there, climb the wall and follow the path across the bridge.
- 28. Follow the trail, shooting snakes as you go, until you cross a small stone patio with two pillars, one leaning across, the other lying down. Just down the hill from the patio is a single pillar on the left by itself. Just before you get there go to the left side of the trail and go down some stone steps and get
Treasure #6, gold coins, from a cave. Climb back up and continue.
- 29. Jump the gap at the pillar and continue to the vines, slash through and whip across the next gap. Walk to a ledge, climb down and kill the snake at the bottom.
- 30. Walk through the door into a cavern with an Owl statue. Jump off the platform, slide to the ground and kill the three snakes. Walk to the torch lit platform on the right and get
Treasure #7, gold coins.
- 31. Cross the cavern to a door with a button. Push the button. Go through the door. Indy sees a pillar that "with a little sweat might move."
- 32. When you push the button outside the door you're at to open another, you must do the following before the second door closes:
- · Run back through the door to the statue just left of the torch platform where you got the last treasure.
- · Climb twice to reach the top
- · Turn right, jump and run across the roof of the building towards the owl statue.
- · Run/jump from the roof to the walkway, and just past the owl statue, go up one step and turn right.
- · Climb the next ledge, immediately run/jump to a second ledge.
- · Run/jump to the head of a statue, turn left and climb a ledge.
- · Turn right and run the length of the platform and jump to a tongue sticking out of another statue.
- · Run/jump off the tongue down to a platform and through the door.
- 33. Wait until the door closes then push the button to the right to open it again. Go out, turn left and run/jump to the platform. Walk down the left side of the platform and get
Treasure #8, gold coins. Turn and run back, jump to the door platform and back through the door before it closes.
- 34. Turn right and walk to the stone serpent in the grassy area. Push it and the bridge falls in place. Hang, drop down to the bridge and cross.
- 35. Go to the next ledge, drop down the steps to the bottom and whip across the gap.
- 36. Crawl under the pillar, stand and look up and left. A treasure is in an alcove above the stubby beam sticking out of the wall. Climb to the high beam overlooking the alcove. Jump down to the stubby beam and get
Treasure #9, gold coins.
- 37. Drop from the stubby beam and reclimb the beams. This time go all the way to the top to some stone stairs. Watch out for a snake on the first level of the steps and another at the top.
- 38. Keep an eye out for snakes and jaguars as you drop down the final ledge and cross to the steps leading up the pyramid. There are medicinal herbs on the ground there.
- 39. At the top of the pyramid is
Treasure #10, a golden idol. When Indy picks it up he descends into the bowels of the pyramid.
- 40. Be careful which side of the pillar you hang and drop from. You want to drop to a ledge near the bottom of the pillar. Two of the sides drop straight to the floor. Indy will lose health if he drops there. Hang and drop to the floor and scope out the arena for the coming fight.
- 41. The pillar you were standing on is a serpent statue. It faces a huge door (well lit and the primary door - bad guy back there) with a serpent carved on it. There is also a secondary serpent door at the rear of the statue. There are four blue crystals suspended in the ceiling at the midpoints of the wall. Directly below each crystal, on the floor, is an engraved tile. We'll call these "crystal tiles". At the four corners of the serpent statue are tiles through which stakes come up when activated. Stepping on them won't do it. Both serpent doors have unlit torches on either side.
- 42. Go to the secondary serpent door and light the torches on both sides with Indy's lighter. When the door opens go inside and find the pressure plate.
- 43. Here's the drill. At the ends of the ledges above are small platforms. When you step on them a stake rises from the floor from the hole nearest you. But, the platform also lowers to the floor. So you have to wait for the snake to pass over a trap, then step on the platform and impale the snake. Then run to another crystal tile, levitate up and do it again. Quetzalcoatl must be impaled several times before he dies. The only place the platforms that raise the spikes are located are on the platforms NOT above the serpent doors.
- 44. Go to the primary door and light both torches. When the second one lights, the door opens and releases Quetzalcoatl, the feathered serpent. Besides crushing you he can spit out smaller snakes.
- 45. Run back through the secondary door and across the pressure plate. This raises a block in the room Quetzalcoatl came from.
- 46. Dodge the monster and go through the primary doors and climb the block, then the ledge to the altar holding Azerim's machine part. Take it.
- 47. Jump down and run to one of the crystal tiles and activate the part. Indy will levitate. Use the up arrow key to raise him to the level of the ledge above, then jump to the ledge.
- 48. Put Azerim's part away and get out your weapon. The monster can' t get you up here but he can spit snakes up to you.
- 49. When the snake dies it opens a door behind one of the blue crystals above a serpent door.
- 50. Locate the crystal near that door and use Azerim's part to get up there and jump through - and into a trap set by Volodnikov.
V. I. PUDOVKIN
- 1. Knock on the cabin door (activate key) and see what happens. Climb up on the bunk and remove the lock on the air vent (use the control key). Climb down, knock on the door again, climb the bunk, then up into the vent. When the guard comes in and goes to the sink area, jump down and out the door. Indy locks the guard in the room automatically, but you must be close to the red button outside for it to happen.
- 2. Walk around the corner and open the first door on the left. From where the machinery is you can see into the next room. A sailor is standing with his back to Indy. Pull the lever in troom to start the machinery and run out the door.
- 3. Open the door on the left, go in and get T's part from the desk and leave.
- 4. Open the last door on the left and step inside and stop in front of the blue crate. Activate Taklit's part to become invisible and walk around the crate past the guard and open the door on the far side.
- 5. Walk in and collect Indy's gear, all except the machine parts, from a barrel.
- 6. Go to the center of the hold and find the lone red box by some barrels. Push it towards the blue box. Climb the red box, turn right and pull the unpainted crate once. Climb over to the other side and push it, then climb it and turn left.
- 7. Whip across to the blue crate, climb the plain one. Draw your weapon and walk out on the walkway and face left. Shoot the three sailors as they come around the corner by the blue crate.
- 8. Go left around the blue crate until you find a single door. Open it and run down the passage to the end and turn left out of sight. Guards from the two rooms will be drawn into the hallway. Face the direction you came, roll left back in front of the doorway and blast the guards. Grab
Treasure #1, a case of money, from the right room.
- 9. Go back to the end room, turn left and climb the ladder. Open the door at the top and blast the sailor and get Urgon's part and a medical kit.
- 10. Return to the hold where you shot the three sailors and enter the first door. The door on the right is locked. Open the other, get the sailor and
Treasure #2, a case of money.
- 11. Return to the hold, turn left and open the last door on the left. Open the door straight ahead. Go in and use Urgon's part on the rusty spot on the left bulkhead.
- 12. Step through, turn right and blast the sailor. Open the door across from the red banner, get the guard and
Treasure #3, a case of money.
- 13. Go back past the hole and into another compartment and climb the ladder. Go straight ahead and through the door and get
Treasure #4, more cash. Man, these Russian sailors are loaded!
- 14. Back in the companionway open the door directly across. Gun the two sailors inside for their ammo.
- 15. Go out and open the first door on the right. Take out the sailor and get
Treasure #5, a silver idol.
- 16. Open the wooden door and get
Treasure #6, a golden idol, and a medical kit next to the bed.
- 17. In the room across from this one, there's a sailor and
Treasure #7, more cash.
- 18. Turn right from this compartment and climb the ladder to the deck. Note the rusty wall to the left. As you walk toward the rusty spot, two sailors open up on you from the left of the structure aft. Get them with the combat rifle. Then two come around the corner on your left and finally a third fires from the aft structure. Walk over there and collect their ammo. More sailors come, this is good. Shoot them now and your final escape will be easier. Go back to the rusty spot.
- 19. Walk around the corner to the left and go all the way to the bow. Just behind the anchor capstan is
Treasure #8, silver coins.
- 20. Head back aft the way you came and open the first door at the top of the stairs and go in the mess. Climb the ladder at the rear and watch the animation. Turn around and grab the last machine part.
- 21. Climb back down the ladder into the mess. Exit through the door to the deck and turn right. Turn right at the next corner and go past the rusty spot. Descend the ladder.
- 22. Blast a sailor in the hallway by the wooden door. Continue to the ladder and descend. Blast another sailor here. Go down the companionway past the hole you made in the bulkhead and descend the ladder at the end.
- 23. Open the hatch and enter another cargo hold. Walk down the right side of the truck, turn left at the rear and walk between the bulkhead and some crates to get
Treasure #9, a case of coins.
- 24. Close to where you entered the hold is a crane control panel. Go there. Push the center button five times. Push the left button twice. Push the right button twice. Now the crate containing a blue crystal from the pyramid should be up in the air.
- 25. Walk under the crate and use Azerim's part to levitate up and jump on the red crate. Turn left and climb up on the catwalk.
- 26. Go through the door on the left into the engine room. Run to the rear and blast the two beefy guys around the corner. There's also a guy on the next level below who is trying to shoot you through the grating of the catwalk.
- 27. Continue around the catwalk to the ladder by the door. Jump down to the next level and take care of the guy down there. Jump down to floor level and get
Treasure #10, silver coins, from under the catwalk.
- 28. At the opposite end of the room from where you found the coins is a lever. Pull it to lower a ladder on the upper level. Go to the upper level and climb it.
- 29. Open the door at the top, run in and blast the single guard there. Get the crank from a shelf.
- 30. Exit the door and turn left. Go all the way aft to the motorboat. You may have to fight some sailors here unless you drew them away during the previous firefight on deck.
- 31. Use the crank on the winch and Indy lowers the boat and heads off.
MEROE
- 1. After Indy reads the sign, get back into the jeep quickly as possible. A bunch of hyenas are coming. Run them all down with the jeep. You'll know you've got them all when you hear the Indy music play. Just to be sure, to the left of the sign is a pyramid with a hole in the bottom and a short section of tracks coming out. Go there and if you can talk to a boy, you're not done killing hyenas. You have to get them all because you need the boy's help and he won't come out with any hyenas around.
- 2. Left of this pyramid is the mine pit. Walk, keeping it on the left, until you find a tin building. Shoot through the window and explode the TNT inside. Walk through the hole and get a medical kit, a drive chain, a bazooka and some rockets and a bucket.
- 3. Walk to the pit. At the opposite end it slopes and you can walk down. Go to the side of the generator that doesn't have a chain and use the chain you found. Pull the lever and crank it up.
- 4. Jump to one of the moving platforms and descend. At the bottom shoot the two scorpions on the left. Go to the old mine car off to the right and take one of its wheels.
- 5. Go to where you shot the scorpions and drop lower into the pit. Walk to the edge and shoot the scorpions on the other side. Drop down to the skeleton and get Heinrich Horner's pocket watch.
- 6. Climb the ledge on the scorpion side, pick a spot and run/jump across. Climb back up to the machinery.
- 7. Jump on a platform and ride it up. At the top you have to do a run/jump off because the platform tips over and will throw you back into the pit. It's difficult because at the point you must jump, the camera angle changes and confuses your view.
- 8. Walk down the tracks past the generator toward the mine until the animation kicks in. When it's over Indy's minus the pocket watch but has a Gem Eye.
- 9. Go back to the shed. You can climb the pyramid across from the shed by starting at the lower left corner. It's easy. Just follow the maze of ladder cuts up to a ledge at the top.
- 10. Jump down into the pyramid, follow the tunnel to a pit full of spikes, shoot the spider on the opposite side and jump across.
- 11. At the next hole, drop down and use Urgon's part to blow a block out of the wall at the right rear of the tunnel.
- 12. Climb out of the pyramid and push the block under some climbable cuts in the face of the pyramid. Climb to an opening high up in the left side of the peak of this face.
- 13. Push the eye in the panel. This opens the door on the balcony below you. Before you climb back down to the balcony and enter the door, turn around on the ledge and look down. You can see the first treasure.
- 14. Climb down to the balcony and up on the wall ledge at the front and get
Treasure #1, a silver idol. Climb down and go through the doorway. All through the pyramid are things sticking out from the walls that look like snakes. They are torches and Indy can light them with his lighter.
- 15. You soon come to a block on your right with much blue on the faces. Step around it and pullit once. Walk to the next face to the left and push it once. Climbthe block, turn left and climb up intoan alcove and get
Treasure #2, a blue gem.
- 16. Climb back down and follow the corridor. Take the first left, shoot the spider and continue to a ledge. Jump down into a room with running water. Cross to the ledge in front of the device beside the water and use the bucket. When the device is functioning, climb up the ladder and exit the room.
- 17. Go straight and jog left around a corner and walk toward a web-covered door. Instead of going through turn right and climb the ledge. Turn around run/jump/grab the ledge across. A blue and gold face should be on the wall there.
- 18. Go past a ladder on the left. Shoot the snakes (2) in the next room. Climb into the sarcophagus and get
Treasure #3, a red gem. If you have trouble getting out of the sarcophagus, try jumping backwards to get out.
- 19. Climb the ladder you saw just before you shot the snakes. Hang and drop from the next ledge. Face left and use Urgon's part, walk in the room, face the buttons and push the one on the right.
- 20. Run/jump/grab the block that just lowered. Walk to the end of the passage, step down, shoot the scorpion and light the torch.
- 21. Crawl through the opening and get the medicinal herbs by the skeleton. Turn and shoot the two scorpions who flank the treasure. Get
Treasure #4, a blue gem.
- 22. Crawl back through the opening and jump/pull up on the wall left of the torch. Climb the ladder. Jump to the ledge opposite the ladder. Go around the corner to the right and climb the wall where the decorative face is. Light the firewood with Indy's lighter. A contraption rises around the fire and focuses light through a lens out to the desert.
- 23. Leave this room and turn right in the corridor. Jump down the next ledge, then down a slope. Keep going down until you come to a web-covered door on the right. Just through the door is a torch.
- 24. Left from the torch is a ledge. Shoot a spider from the ledge. Keep going down until you come to some wide steps leading down into a room. There are two snakes at the bottom.
- 25. Shoot the snakes, enter the room and turn left. In the next room is a button with an eye on it. When Indy pushes the button a panel under the button opens and snakes come out. Shoot all the snakes and crawl through the opening.
- 26. Turn right (torch here) and climb the ledge. Shoot two spiders in the room on the left.
- 27. Continue to a ledge and drop down. Notice the black block on your left. Jump forward to a platform underneath a button.
- 28. Pushing the button starts a timed sequence. Push the button then jump back to the previous ledge. The black stone has been raised. Go under it and pull the next block out. The black stone will fall and the block you just pulled will support it.
- 29. Turn left, climb up the ledge. Turn right and jump and grab the ledge above. Shimmy right to the end and drop.
- 30. Walk to the end of the passage, turn left, go to an intersection.
- 31. Turn right at the intersection and enter a room with four sarcophagi. Climb the second from the right, turn around and climb up into a hole above it.
- 32. Push on the panel ahead to open a room full of snakes. There's at least a half dozen of them. Blast away from the safety of where you stand.
- 33. To the right is a crypt. Climb on top of it, turn right then jump to the top of the doorway you entered. Cross the top of the doorway, turn slightly right and climb up to the hole in the ceiling.
- 34. As soon as you start forward a spider appears. Just to your right, down a short tunnel, is a section of wall that's a candidate for Urgon's part. First, continue up the incline. At the top get
Treasure #5, a green gem.
- 35. Go back to the short tunnel and use Urgon's part. It doesn't completely do the job but it did dislodge a stone that fell through the crypt in the room you just came from.
- 36. Go back to the crypt room and run jump to the crypt and drop down through the hole. Get
Treasure #6, a golden idol. Push the door to the crypt open.
- 37. Climb above the doorway again and return to where you used Urgon's part. Climb the ledge to the left of the hole you blasted.
- 38. Go to the wall at the end of the tunnel, turn around and climb the ledge overhead and continue to a room. Light the firewood there.
- 39. Go back to the room with the crypt with the hole in the roof, go through the door of the room (not the door of the crypt) into the passage and drop down the hole back into the room with four sarcophagi.
- 40. Exit to the hallway and walk straight toward a block with an eye on it and a corridor leading right from the eye. As you approach the eye, the block moves forward and blocks the passage. Walk back down the corridor until the block retracts and opens the passageway. Use Taklit's part to make yourself invisible, go to the block and turn right into the passage.
- 41. Walk down the small steps to another small room with a central pillar. Shoot the snakes, probably three, on either side of the room. Go to the rear of the central column and use Urgon's part on the cracked section. Get
Treasure #7, silver coins.
- 42. Use either rack of skeletons as a ladder and climb the central pillar to a ledge. As you climb the three steps from the ledge a spider will attack from the left. There's a hole at the edge of the room. Stand on the edge and shoot the spider below. Exit the room through the door to the right and go up the stairs.
- 43. Follow the stairs to the top. At the end is a button on the left and a pit full of stakes to the front. Push the button and a ledge slides out to cover the pit. Quickly get on, turn around and jump to the ledge above.
- 44. Walk to the end of the hall and another button that starts a long timed sequence. Pushing the button opens a panel in the room below that exposes a blue levitation crystal. You must get there and use Azerim's part to levitate before the panel closes.
- · Push the button.
- · Run to the end of the hall and step on the gray stone. It's an elevator.
- · As it goes down turn left and step to the next elevator stone exposed.
- · Keep facing the same direction and step into the room when you get to its level.
- · Climb the ledge there and step to the center of a decorated tile.
- · Use Azerim's part to levitate up before the panel closes and blocks the crystal.
- 45. Jump to the room there and light the firewood.
- 46. Use Azerim's part to lower Indy to the bottom of the shaft. Go through the doorway and drop down the central pillar where you climbed the racks of skeletons.
- 47. Exit the room, go to the block with the eye and turn left. The block closes the passageway behind you. Turn right before you get to the room with the four sarcophagi and follow the hallway to the ledge. You should be at the place where you shimmied across the crack.
- 48. Shimmy back to the other side and enter the first room on the right. You shot a spider here earlier. On the left side of the room is a cracked wall. Open it with Urgon's tool and get
Treasure #8, gold coins.
- 49. At the end of the same room on the right is another cracked wall. Open it and get medicinal herbs.
- 50. There is another crack inside. Open it and shoot the scorpion there. Walk in and turn left. Step down one step then look up. See the ledge? Run/jump/grab and pull up to it. Crawl through the hole on the left and get
Treasure #9, a silver bar.
- 51. Crawl out and jump back to the step you made the jump from and face back down the stairs.
- 52. Down below you can see medicinal herbs in the distance. Climb down to the herbs.
- 53. Turn left, go down a few steps and run/jump/grab the ledge across. Shimmy left to the end and pull up.
- 54. Shoot a spider or spiders here. Then go through the left doorway and down into a pit full of skeletons. Get two sets of medicinal herbs and
Treasure #10, a gold bar.
- 55. Climb out of the pit and go up the other stairs shooting spiders all the way. At the top is a block that must be moved. Go to the far side and pull it once away from the step. Go back behind it and push it once against the wall. Climb it, face left and jump/grab the ledge across. Pull up and shoot a spider. Clthe ladder.
- 56. At the top turn left and look across the room. The's a pile of firewood. Run/jump/grab thledge above the firewood ledge. Shimmy left over the firewood ledge, drop down and grab the edge below. Pull up and take the firewood.
- 57. Drop down to the block you pushed then jump back to the ledge with the ladder. Climb the ladder to the top. Hang from the ledge, release and catch the crack below. Shimmy left and pull up. Climb the ledge, turn left and shoot a spider.
- 58. Climb the ledge to the left and light the torch. Use the whip to whip up and climb to a ledge. Climb the right wall up into a room.
- 59. Looks familiar except this time you supply the firewood. Place the firewood on the pedestal and light it. Now to find out where the beams are focused.
- 60. Hang and drop from the room. There's a little dead-end passage under this ledge. It has a cracked wall. Widen it with Urgon's part.
- 61. The Russians are coming. Get your rifle ready and walk through the hole. After the animation shoot as many as you can from the ledge them climb down to the ground. Go around the corner with your rifle ready and finish of the rest around the truck. One may come over a dune from the far right.
- 62. Once you've policed up the ammo go over by the truck and look toward the pyramids. You can see two of the four beams.
- 63. Walk under the purple beam and follow it until a block rises from the desert and lifts you up. Jump down and look at the jackal statue. It's got one eye and the socket is empty. Use the Gem Eye from Indy's inventory. The jackal turns and focuses the beam somewhere and one of four locks on a door is removed. Take the eye back.
- 64. Follow the yellow beam. It goes into a ruined building foundation with three blocks in it. The blocks obstruct the beam so move them until you see a decorative block on the floor. Stand on it and another jackal statue rises. Do the thing with the Gem Eye then take it back.
- 65. Go to the shallow end of the mine pit and pick up the green beam and follow it to the next jackal statue.
- 66. When you're finished there, go to the shack where you shot the TNT at the beginning of the level. The red beam is there reflecting off a pool of water. Use the Gem Eye to release the last lock. Take the Gem Eye back. Now to find that door.
- 67. The door that opens is in the pyramid that faces the mine pit. First go to the jeep and get the gas can. Then go to the door.
- 68. Shoot the scorpion just inside. Climb up to the mine car on the right. Use the mine car wheel from inventory to replace the missing wheel. Move to the engine and use the gas. Climb aboard, push the up arrow key and ride to the next level.
KING SOL'S MINES
- 1. Ride the cart through the first door and stop at the building, the switch house. Go up the steps and enter. You see a bank of levers and a huge schematic of the mine railroad on the wall. Indy says he needs power to use the switches. Behind the schematic is a fuse box but the fuse is blown. Get the medical kit from the desk and go back to the car.
- 2. Go through two more doors and stop. You'll see an excavation site with a loading dock. Go through the stone doorway into the excavation and turn left. Find the crate of TNT, shoot it from a safe distance and get
Treasure #1, a silver idol, from the explosion site.
- 3. Exit and go to the loading dock. There's a pushcart on a spur of track by the dock. Get the 50-amp fuse from the crate on the pushcart. There are four crates on the right side of the dock: two large ones and two small ones. Climb up on the dock and get
Treasure #2, a blue gem, from behind the two small crates.
- 4. Ride the car through the next door and you're back at the switching house, only you see it from a different angle. Exit the car and use the fuse in the fuse box behind the schematic. You'll get zapped here for some health points. I don't think you can avoid it.
- 5. Go to the bank of levers and pull lever 1 and lever 3. If you try lever 4 you'll find it's stuck.
- 6. Get back in the car and ride up the incline through the next door. An animation runs showing Volodnikov and his soldiers entering the mine.
- 7. Ride the car past switch #1, through two more doors and stop at switch #4. Examine the switch and discover it needs grease. To the right of the door behind the leaning column is
Treasure #3, a blue gem.
- 8. Get back in the car and continue. You enter a tunnel full of cobwebs. There are two sets of pipes crossing the track. You will have to duck Indy each time to keep from getting hit. Immediately past the second set of pipes is a skeleton on the right side of the tracks. Stop and get the first aid kit there. A spider will attack you as you approach.
- 9. Take the car onward, ducking one more set of pipes, and stop just before switch #2. Exit the car and face the direction you came from. Get
Treasure #4, a green gem, from the ground at the right side of the tracks.
- 10. Continue through two more doors. Duck more pipes in the short stretch between the doors. Go past switch #3, down an incline into a cavern with decorated pillars. At the far end, near another self-opening door is a stack of lumber next to an intersection of tracks. Slow down and approach the door. When it opens, stop and reverse the car. It will go down the set of tracks next to the lumber and into a room with a pool and two waterfalls.
- 11. Jump across four crates floating in the pool toward the waterfall on the left. If you miss and fall in the water you can't climb the crates. You have to restart from the edge of the pool. The last crate's a fooler. It's easy to overshoot.
- 12. At the last crate, use the whip to swing through the waterfall into a room. Get the Eye of Horus.
- 13. Jump through the waterfall into the pool. Swim down and find the tunnel in the pool wall. Follow it to the first intersection and turn left toward the grated entrance. Get
Treasure #5, a green gem, from the stones in front of the grate. This treasure is very hard to see as it does not show as green underwater. It looks exactly like the stones under it. Move Indy around until you see green reflections from the gem on his body.
- 14. Go back and get more air, or continue if you have enough. Go through the open tunnel to the right (as coming from the pool) of the grated one. When you reach three crates on the floor swim up and surface in a pool. Climb out and get
Treasure #6, a golden idol.
- 15. Swim back through the tunnel to the main pool. Swim to the right side of the pool by the falls and get
Treasure #7, a red gem, from the floor of the pool then climb out of the pool.
- 16. There is a stack of crates in the far corner of the room. Go behind them, climb up on one and get the medical kit.
- 17. Get back in the car and drive it through the doors. Stop immediately and exit. Climb the blocks to the right and get a poison kit.
- 18. Return to the car and continue. When you go through the next set of doors another animation runs. It's very hard to tell when it ends and you regain control. If you just sit and watch it will end with Indy being killed. Indy will be chased by soldiers and pass some guys on the right. This is the same place you found the fuse earlier. At this point slow the car and keep ducking Indy because the guards in the car ahead will throw a grenade.
- 19. Follow the guards in the car ahead through a door and up an incline past the switch house. At the next set of doors another animation runs and shows the guards throwing a grenade at the side of the tracks near a grating. When you regain control stop the car just before the grating, get out and shoot the guards. Stay clear of the electrical discharge of the damaged lamp. It will end you fast.
- 20. Go through the hole blasted in the grating and get a Brass Key from the table.
- 21. Get back in the car and drive on. After quite a distance, on the right side of the tracks just before you pass through a doorway near switch #1, you can see a first aid kit. Stop the car before switch #1 and get the kit.
- 22. Walk back down the tracks in the direction you came over an elevated section of track and through the next opening. The opening isn't a normal doorway but a shorsection of wall with some blocks removed. On the left side of the trackis a small recessed area. Shoot two snakefrom the tracks, jump down and get
Treasure #8, a blue gem. Climb back to the tracks and go back to the mine car.
- 23. After another fairly long journey, past some guards who don't shoot and after ducking some pipes, you pass switch #2. Go through the self-opening door there and an animation runs that ends up with a bazooka rocket blowing up the tracks behind Indy. Go through the next self-opening door and stop in the next cavern and dismount.
- 24. Up the track are three guards at a supply depot on a small ledge. Two guards are on the ledge overlooking your set of tracks. The third is off to the left of the ledge up a small tracked incline. He throws grenades. Assault the supply depot and collect the fruits of your victory. You can climb up the incline by running down the tracks to the next door, turning left and following the tracks up.
- 25. You can get a medical kit and some satchel charges. Use the Brass Key to open the door there and get the oil can. Indy said switch #4 needed grease but oil will do.
- 26. Go back to the mine car and drive to switch #4. You'll have to take possession of it from two guards. This ride is also quite long. You have to go past the switch house and the damaged arcing light fixture. Secure the area and use the oil can on the switch.
- 27. Drive back to the switch house. It's a long way and seems like you're getting lost but you'll eventually make it after being shot at and bombed a few times. Don' forget to duck the pipes, too. The switch house is heavily guarded. There's a guy inside and one guy on the roof who throws grenades and probably two more on the tracks below. Stop the car at the top of the incline and don't waste any time getting out. Take out the combat rifle and take care of the jerk on the roof. Then you can probably shoot the guy inside through a window. Finish the others and go into the switch house.
- 28. Pull lever 4 and watch the animation. After it Indy pulls switch 5 by himself.
- 29. Get back in the car and drive past switches #1, #4 and #5. Just past switch #5 stop in the room with bundles of tracks setting on the ground. In the center of the cavern are two platforms with crates on them against the left wall.
- 30. Climb to the platform on the left and push the large crate away from a hidden entrance. There are explosive barrels inside. Shoot them from as far away as you can get. This opens another room and releases an angry spider. Shoot the spider, get the poison kit from the skeleton and climb the ladder.
- 31. A spider will probably attack you while you're on the ladder. It's difficult to dodge, so expect to be poisoned. At the top is a hole overlooking the tracks. There are also two web-covered entrances, one white and one yellowish, higher up and across.
- 32. You can barely see it, even with the aid of Indy's lighter, but there's a platform directly across the hole between Indy and the white webbed doorway. Run/jump/grab and pull up to it then run/jump/grab and pull up to the ledge in front of the white webbed door.
- 33. Slash the webs with the machete and immediately shoot the spider inside. Follow the tunnel to a room where you can see a huge red gem, Solomon's Red Gem, resting on a stone block. Indy senses a trap. He's right.
- 34. Climb the block and stand in front of the gem. The hole behind the block is a snake pit. You have to go there. First, throw a grenade down the hole. Pick up the gem and when the cavern starts shaking jump into the hole. Draw your weapon. If you're lucky the grenade took care of the snakes. Crawl through the low tunnel to exit.
- 35. After climbing a low ledge you will be attacked by two spiders. Follow the path through two more webs and you'll be overlooking the platform you used to jump to the first whitish webbed door.
- 36. Run jump to the platform below, turn left and run/jump/grab and pull up to the far edge of the hole. Return to the mine car.
- 37. Drive to a room where the tracks cross over a pool. Stop on the far side by the door and get out. Get a medical kit from a crate left of the door.
- 38. Jump in the pool and find the underwater tunnel. Use the map here to keep from becoming disoriented since the tunnel is quite dark. Swim into the tunnel a short ways and turn right. Get
Treasure #9, a red gem, and swim back to the pool for air.
- 39. Again, using the map, enter the tunnel and swim to the end. Crates on the floor mark the end and you can surface in a pool above them. Climb out.
- 40. The pool you're in is Z-shaped. On one side is a ledge. You can stand across from the ledge and jump across the Z-pool and grab the edge of the ledge and pull up to it.
- 41. By now you should be hearing Soviet Soldiers so be ready. Continue climbing the blocks until you're on a block overlooking the tracks. Soldiers below start shooting. Use grenades and finish up with the combat rifle.
- 42. If you need the ammo, and who doesn't, hang and drop to the tracks. You should be able to get shotgun and machine gun ammo as well as bazooka rockets. Getting back up is either tricky or easy.
- 43. The tricky way. Directly across from where you came down is a decorated pillar. Behind it is a stepped section of wall just before a door. Climb the set of steps on the right. At the top, turn and face the pillar. Indy can now run/jump to the top of the pillar. The top of the pillar consists of a square block surrounded by a very narrow ledge. Indy will usually land on the narrow ledge. Just using the "alt" key may not make Indy climb the block. If that's the case, press "alt" and "Up Arrow" keys at the same time. Instead of jumping over the small block, Indy should jump directly on it. Then it's just a matter of run/jump/grabbing the ledge directly across. Now you should be one ledge higher and to the left of where you fought the guards.
- 44. The easy way. Jump into the pool underneath the wrecked tracks and swim through a tunnel, past a grated entrance, and up into the room with the Z-shaped pool. Climb back up to where you fought the guards, turn right and jump/grab the ledge there.
- 45. Continue forward and climb another block. You are now overlooking the room where you climbed out of the pool. Turn right and run/jump/grab the pillar across from the golden trapezoidal doorway. Run/jump/grab and pull up into the doorway.
- 46. Cross the room, climb up and get Solomon's Green Gem. From here, just jump into the water below. It's the room where you left the mine car. Ride to switch #5.
- 47. Get out and kill the guards. Go up the red-lit tunnel to the left. At the top of an incline shoot a guard. There's probably a spider at the bottom and two at the top when you stop to get the dead guard's ammo.
- 48. Continue to the broken track where the soldiers crashed their car earlier. Be careful you don't walk off the end of the tracks. Use the whip to swing across the gap.
- 49. Go past the damaged doors and on the left find a cracked section of wall. Use Urgon's part to blast it open and step to the ledge of a room full of sarcophagi and snakes. Shoot the snakes from the safety of the ledge, or toss a grenade.
- 50. Turn left and go to Solomon's Blue Gem. When you take it immediately roll backwards (Z-Dn Arrow keys) to avoid the pit that opens under you.
- 51. Go back through the hole you made with Urgon's part and follow the tracks left to the end. There beside a skeleton, and guarded by a spider above, is
Treasure #10, a green gem.
- 52. Return to your faithful mining car and take one last trip to the dock where you found the fuse near the beginning of the level. Get out and kill any guards around the dock.
- 53. Climb up on the dock and follow the path down a ramp and turn left into a greenish corridor. A guard will probably be in the corridor. At the end of the corridor turn right and run into the Shrine of Horus and do a Rambo on the guard(s) there.
- 54. Put the Eye of Horus in the small pyramid in the center of the room. This starts a timed sequence.
- 55. After the platform rises, jump to the scaffolding on the left, turn right and run to the red shrine. Use Solomon's Red Gethere.
- 56. The central platform rises higher. Run back across it to the on the opposite side of the room. End of tisequence. Turn left and run/jump/grab the ledge of the green shrine. Use Solomon's Green Gem. This causes the arm of the statue (King Nub) to swing a blue levitation jewel out over the room.
- 57. Find the decorated tile on the floor directly below the gem and use Azerim's part to levitate up to the blue shrine. Jump out of the beam down to the platform and use Solomon's Blue Gem.
- 58. The central platform rises again and reveals a doorway at the bottom. Use Azerim's part to get back to the floor. Walk into the doorway in the bottom of the pillar and pull the lever.
- 59. Walk into the tomb and whip across the large hole in the floor to end the level.
NUB'S TOMB
- 1. Run/jump across the gap ahead to avoid snakes. Climb the series of ledges ahead to the top ledge.
- 2. At the top turn right and jump/grab the decorated ledge. Shimmy right. Shimmy over a passageway below, and just past it, release and grab the ledge below. Pull up to the niche.
- 3. Hang from the left edge and drop to the corridor below. Follow the corridor into a room full of columns. In the center of the room is an incline going down. There's a snake there. Follow the incline up and turn right.
- 4. The corridor leads into a hallway. Three rooms with pools of water are on the left side. At the end is a grated exit. There are four spiders you can lure out of various places here by walking up and down the hallway in front of the doors.
- 5. After the spider hunt, go in the room closest to the grated exit and get
Treasure #1, silver coins, from the pool.
- 6. Go back to the room full of columns and go down the incline into the next room. Go left between the two huge pillars and climb two ledges. At the top you will see a slope going down. Slide down it into the passage below.
- 7. Follow the passage to the crawl space. Crawl through and stand up. Climb up the ledge and get
Treasure #2, silver coins.
- 8. Jump back down and finish crawling through the crawl space. Two scorpions wait for you in the next room. Walk up the steps at the far end and examine the robot (statue) left of the door. Indy observes it has an arm missing.
- 9. Go to the statue at the bottom left of the stairs. The tapestry beside it is torn and you can see through to a passage. Push the statue away from the tapestry and slash an opening with the machete.
- 10. Go down the passage and run/jump/grab the ledge across the hole. Follow the passage to a slope. Slide down, turn right and pull the lever. Behind you a section of wall slides up.
- 11. Enter the new opening and hang and drop from two ledges. Walk down some shallow steps into a room with grated flooring.
- 12. Step on the edge of the grating. It swings down and dumps Indy into a hole. Crawl through the crawl space, stand up and blaze away at four snakes guarding
Treasure #3, a silver bar.
- 13. Go back through the crawl space to the grating. Climb to the top, turn and jump/grab the other side of the hole. Walk to the end of the room and slash another tapestry.
- 14. Pull the black block plugging the tunnel three times. Walk around the block and follow the tunnel up some steps to a pillar-lined hallway. Do not step on the floor. At the far end you can see a ladder with some rungs missing.
- 15. Back up to the last step and run across the floor panels. They will tilt as you go but Indy can make it to the ladder.
- 16. Turn left and climb the ledge next to the ladder. Turn around and run/jump/grab the ledge on the opposite side of the ladder. Climb a ledge and climb the ladder there - up, left and up.
- 17. Turn left and go into an amphitheater. Stop just before the bottom level and shoot two snakes. Go behind the structure in the middle of the floor and push the button. This moves a statue out on a ledge above you.
- 18. Go through the doorway behind you and turn right. Approach the next treasure. Shoot two spiders coming down on threads and get
Treasure #4, a silver bar.
- 19. Walk to the end of the room and enter the last alcove. Look up and use the whip to climb up and jump to the first of a series of four platforms.
- 20. Jump across all four platforms. At the last platform turn right and climb two ledges. At the top, turn right, cross to the end of the room and climb two more ledges.
- 21. Turn left and run/jump/grab the ledge opposite. Walk to the far right corner of the ledge. Put Indy's back to the room below and hang from the ledge. Release and catch the ledge below. Release that ledge and drop to the block.
- 22. Face the statue and walk to the edge of the ledge. Use the whip to knock off the statue's arm. Indy won't point the whip. Just use it and you'll hit the arm.
- 23. Drop to the floor and get the arm. Exit the amphitheater and follow the hallway to the left.
- 24. When you come to the next room you will hear Russian soldiers. Turn right and go down the narrow corridor. Whip across the gap and push the button there to lower a sarcophagus.
- 25. Behind the sarcophagus is
Treasure #5, a blue gem. Walk over the sarcophagus into a corridor and turn left. Go to the next corner and shoot a guard.
- 26. Indy needs to go back to the one-armed robot we found earlier. Between here and there are lots of soldiers. I ran into six. So be ready.
- 27. Turn around and walk to the other end of the corridor. The lowered sarcophagus should be on your right as you pass it. In the next room is the incline going down. Go down it.
- 28. This is where you will probably meet the five guards. At the bottom turn left and climb the wall, then a ledge. Slide down the slope there and crawl through the crawl space into the large room.
- 29. Climb the steps and stand in front of the robot. Use the arm from inventory, pull the lever right of the doorway.
- 30. Get a weapon ready and enter the room. A hovering robot will come straight at you from the opposite end of the room. Blast it. The bazooka works nice.
- 31. From the middle of the room look left and up. There's a levitation crystal. Use it and Azerim's part to get to the upper walkway.
- 32. At the top turn and face the room. Run/jump to the central pillar. Cross over it then run/jump to the walkway on the opposite side of the room.
- 33. Walk down the ramp to the right and get a medical kit. Go to the other end of the walkway and push the button. An animation shows "Vicious" Volodnikov as he walks down your newly discovered stairs and closes them behind him.
- 34. Push the button again then walk back down the passage to the ledge where you jumped from the central pillar. Use the combat rifle to raise hell with the four soldiers on the floor below.
- 35. When you're done sniping, hang and drop to the floor below. Descend the reopened stairs and push the button at the bottom.
- 36. Finish descending the stairs, hang and drop from the ledge to the floor below. Continue into the next room and watch Volodnikov snatch a gear and run.
- 37. Go down either set of stairs that lead to the wall of gears. At the entrance to the tunnel that cuts under the middle structure you'll find a stone that can be pulled out to block the passage. Do that.
- 38. Now go through the other, unblocked end of the tunnel, and pull the same block you just pushed three times until it covers the decorated tile in the center of the tunnel. Now Volodnikov can't cut through there.
- 39. Go upstairs and enter the central structure. Go to the statue in the back room. Pull it once toward you then go behind it and push it once. Now go to either side and push it to line up with one of the two exits. Go behind it and push it into the exit to plug it.
- 40. Now go find comrade Volodnikov and chase him until he traps himself in the dead end you just created. He gives up the Bronze Gear.
- 41. When you exit the central structure you'll be sniped at by a soldier at the top of the ledge you dropped off to enter this area. Eliminate him with the combat rifle and climb the ladder there to exit.
- 42. Climb the stairs, push the button and run up the stairs to the room above and deal with the three new guards.
- 43. At the top of the stairs is a torn tapestry. Slash it, go iand pull the block there three times. Climb the block and jump up/grab the under the torn tapestry across from you.
- 44. Turn arouand climb the ladder attached to the ledge. Follow the corridor to a lever. Pull the lever.
- 45. Return back through the corridor and climb the ladder. Jump down into the room and go into the tunnel from which you pulled the block.
- 46. Climb the ladder down the ledge and follow the corridor. Whack a couple of snakes on the way and take the Bronze Key from a niche in the wall.
- 47. Return to the block you pulled earlier. Turn right and go to the keyhole beside the bronze gate. Use the Bronze Key in the keyhole.
- 48. Enter the room, really an elevator, and use the Bronze Gear on the Bronze Turtle. Exit the room and push the block three times until it's on the elevator. The elevator goes down.
- 49. With your back to the elevator, go around to the right side of the room behind the pillars and stand on the decorative block next to the wall. Use Azerim's part to levitate to the walkway above.
- 50. Go to the top of the ramp, turn right and face the elevator's counterweight across the room. Whip across to the weight and ride it down.
- 51. At the bottom you can blast another hovering robot. Hop off the ledge and run around the corner to the left and get another hover bot.
- 52. Go to where the hover bot came from. You should be in the corner directly behind where you got off the counterweight.
- 53. Climb the right brown pillar there. Turn and face the room, wall on the left, and run/jump/grab the platform just under an arch.
- 54. Jump up and grab the top of the arch. Shimmy right until Indy's over a small ledge. Release and catch the ledge below. Pull up on the ledge.
- 55. Ahead are two more small platforms. Jump your way to the last one. Turn left and notice the blue reflection on the wall. Run jump over there and get
Treasure #6, a silver idol. Jump back to the previous platform.
- 56. Next the battle of the piranhas. Jump into the pool and kill all five. Sounds easy doesn't it? There's also a hovering robot that comes across the water. Try to ignore it for now.
- 57. At the bottom of the pool behind a pile of rubble against the wall, get
Treasure #7, a gold bar.
- 58. In the center of the pool is a pit. Directly behind the pit is a coffin shaped opening. Swim in there and pull the lever. This raises a statue of a bull's head from the pit.
- 59. Directly across from the bull's face is a set of platforms but they're too high to climb from the water. Slightly to the right of them and against the wall is a low section you can climb out on. From here deal with the hover bot.
- 60. Jump to the platforms across from the bull's face. The bull is staring at a cracked section of wall. Open it with Urgon's part and get
Treasure #8, a red gem.
- 61. Run/jump across to the bull's head then run/jump to the opposite side of the pool. Exit through the door there.
- 62. Climb the ladder and go to the next entrance. Watch the animation of the lightning generator being lowered from the ceiling. Run back into the corridor for protection soon as you can.
- 63. Wait until the ball is between discharges and run left around the pool into the next opening. Once inside go left to a cracked wall. Open it with Urgon's part, go inside and get
Treasure #9, a golden idol.
- 64. Leave this area and to left and almost immediately turn left into a passage by a skeleton. Get a medical kit there.
- 65. Behind the skeleton are a couple of shallow steps. At the top one use the whip to climb up to a corridor. Follow the corridor to another whipping place and cross to the next ledge.
- 66. Go left at the grating and follow the corridor to the end. Turn left and jump to a small ledge below.
- 67. Turn right and jump across two more platforms to the edge of the room. Face the slope. There's a ledge way off in the distance. Time for a tricky jump. Slide down the slope and just before Indy slides off the bottom do a jump and grab the ledge.
- 68. Turn left, climb into the doorway and go to the decorative square at the end of the passage. Use Azerim's part to levitate.
- 69. Inside the next chamber are three statues. The generator has been lowered through the hole in the center of the room. Don't go near the hole. You'll get zapped.
- 70. Go to each statue, pull them until you can get behind them, then push them to the center hole. When you're done all three should be clustered around the hole.
- 71. Go into the hole behind the statue that faces the entrance and push the button. You see Volodnikov deploying more troops.
- 72. Leave this hole and go right to the next one. Push the gold button. Go to the hole directly across and push the silver button three times. This lowers the water level of the pool below and shuts off the generator.
- 73. Go to the crystal and levitate down. Follow the corridor to some ledges, jump down to the floor below and gun down the guards.
- 74. Dive into the water and swim to the central pillar. Climb up and walk around the edge until you find the doorway. Notice the strange panel on the wall opposite the ladder. Leave it for now. Climb the ladder.
- 75. At the top, walk around the edge and jump up and grab the triangular step above. Turn around and do a standing jump to the next step. Do a jump/grab/pull up to the last step and get Nub's Part.
- 76. Do a flying leap off the platform to the water below. Go back to the opening in the central pillar. Use Nub's Part on the strange panel to extend a bridge to the central pillar.
- 77. Climb the ladder and cross the bridge. On the opposite side of the room go through the left doorway and find another panel like the one you just used. Use Nub's Part to open a doorway to the left. Get your weapon out and walk down the corridor killing snakes on the way.
- 78. At the drop-off, jump down and go into the room below. Go to where you got off the elevator counterweight and use Nub's Part on the panel there.
- 79. Face right, cross the room to a decorative tile under another panel. Use Nub's Part on the panel, then Azerim's part to get up to the walkway above.
- 80. Turn left and follow the grated walkway to the elevator. Pull on the stone twice to get it out of the elevator, climb over it, get in the elevator and push the button.
- 81. Exit right from the elevator and climb the short set of steps to the rear of the elevator shaft. Jump up and climb to the top of the shaft. Get
Treasure #10, a silver bar, from the top.
- 82. Go back down and go straight from the elevator doors over a pile of dirt to another door. Get the medical kit from the skeleton and use Nub's Part on the panel right of the door.
- 83. As soon as the door opens a guard robot tries to get through. It's too big and just stands in the doorway. Get out one of Indy's more powerful weapons and blast it through the doorway.
- 84. Enter the structure in the center of the room. On one side of the sarcophagus is a decorated floor tile. Step on this tile and use your keyboard Ctrl key to open the sarcophagus.
- 85. Turn around and use Nub's Part on the panel that appeared behind you. King Nub rolls over in his grave and Indy takes Nub's Eye.
- 86. In front of each of the four entrances to the structure where King Nub's sarcophagus lies is a grid. On the wall near each grid is a panel. Go to each panel and use Nub's Part to put power to the grids. Don't step on a powered-up grid.
- 87. When the grids have been powered go to the emblem on the floor at the rear of the chamber.
- 88. Here's the drill. When Indy inserts Nub's Eye into the little receptacle in the center of the design, it releases a mechanical monster. The only way it can be killed is by luring it across the charged-up floor plates. It must step on a charged plate six times to be disabled. Oh, by the way, a couple hits from the monster's weapon and you're history. Also, when the robot steps on a floor plate, it discharges and you have to go reset it at the appropriate panel with Nub's Part. When you're ready, insert Nub's eye in the receptacle and start the game of tag.
- 89. After the robot's disabled, the top of the center structure rises. Go to one of the two doorways that has a low ledge aboveit and climb up.
- 90. Go to the center of the walkway then jump up and climb the top level. Jump to the robot's head, then to the walkway the room.
- 91. Walk around the walkway until you find a button. Pushing it lowers and bridge to the walkway. Cross the bridge and follow the passage to the end of the level.
INFERNAL MACHINE
- 1. Ah, back to Babylon. Walk to the pit and climb the ladder down. Walk to the ledge overlooking the next room.
- 2. On the left end of the ledge you can get a medical kit, a first aid kit and bazooka rockets.
- 3. Climb down the ladder into the room. As you walk toward the opposite end, three robots attack. You might get all three with one bazooka rocket.
- 4. Cross the room and climb the stairs toward the giant face. The floor in front of it is an elevator. Step on it to activate it then do a quick roll backwards. After it rises jump into the pit underneath. Push the gold button there.
- 5. Climb out of the pit and walk down the ramp you just lowered. Push the button by the door.
- 6. Watch the animation. When it's over and Turner disappears, another guard machine appears. It's a small floater and shoots you with electricity - kind of a bug zapper - only for humans. You can shoot them fairly easyily but they keep floating down from the ceiling. I don't think you can exhaust the supply.
- 7. When you've cleared the immediate vicinity, hang and drop from the right side of the platform into some water.
- 8. With your back to the end of the passage full of water, climb out on the left into a doorway. Jump to the floor below, cross the room and climb up into a hallway.
- 9. There's a trap discharging electricity into the hallway ahead. Watch for a few seconds to memorize the pattern then run/jump across the platforms to a room at the end.
- 10. Take Nub's Part from the pedestal and turn off the electrical discharges. It seems Turner put the wrong part on the pedestal. It should have been Urgon's part. We'll come back here when we find it. Meanwhile take
Treasure #1, a green gem, and Treasure #2, a red gem, from alcoves in the room.
- 11. Jump back across the platforms to the round pit-like room you were in just before climbing up into the hallway where the trapped platforms were.
- 12. There are two doors on the opposite side of the room. The one you came through from the water is on the right. You can see blue reflected through it.
- 13. Climb up to the other door. The one on the left. Go down the narrow hallway, push the button, draw your weapon and shoot the giant bug on the other side.
- 14. Jump into the beam and swim up. The controls are the same as swimming in water. Stay in the center of the bean and avoid the platforms. If you hit one you fall to the bottom of the light shaft and are killed.
- 15. On a ledge near the top you will see a silvery robot. Go to the platform left of it. Approach from above it and swim down. You'll drop right on the edge.
- 16. Climb the ladder and walk to a hole in the floor. Climb down one of the ladders and find Azerim's part. Turner got it wrong again.
- 17. Turn around and walk to the end of the corridor. Turn right and face the wall. It's a ladder. Climb on the ladder, then go left and down to the bottom of the shaft. Get
Treasure #3, a golden idol.
- 18. Climb the ladder back up to the corridor then climb the ladder next to where you found the machine part. At the top Indy needs to get to the ledge in the doorway facing the shaft, between the two ladders. It's tough, but the easiest way to do it is go get lined up and just do a forward roll (Z-Up Arrow keys) onto the narrow doorsill.
- 19. Once there use the whip to cross to the other side of the shaft, push the button and go through the door. You're back with the floating zappers.
- 20. You'll have to keep your eye out for floaters all during the next sequence. Run/jump from the doorway to the narrow ledge. Turn right and jump to the next. Keep going from platform to platform and shooting floaters until you run out of platforms. At the last one run jump into the blue doorway. If you're having trouble overshooting the platforms because the jumps are short, try the forward roll again.
- 21. Run/jump from the blue doorway across to the next door. It opens automatically as you approach. Dive into the water, swim to the other end, climb out and go up the ladder.
- 22. In the next room you discover Turner is 0 for 3. Take Urgon's part from the pedestal and put Nub's Part there instead. Now pick up
Treasure #4, a red gem, and Treasure #5, a blue gem, from alcoves in the room.
- 23. To leave the room you must go over a set of rotating platforms. Just watch how they rotate and memorize the rhythm then jump to the first platform, run to the last and jump into the doorway at the end. The door opens automatically when you approach.
- 24. Enter the room and step between two huge gears and an elevator carries you to the lowest level. At the bottom turn around and enter the room. Place Urgon's part on the pedestal.
- 25. Go back to the elevator and press the button to go up one floor. Once there press the button again. Press the button a third time and go up one more floor.
- 26. Now you're back with the floaters. Jump forward to the narrow platform, turn left and jump to the catwalk on the edge of the room. Walk down the catwalk and get
Treasure #6, a blue gem, and Treasure #7, a green gem, from alcoves in the wall.
- 27. At the end of the catwalk do a forward roll to the narrow platform. Turn left, face the doorway and get out the combat rifle. Indy should immediately point it at something. Shoot it. It's a huge bug. Run/jump into the doorway.
- 28. At the end of the corridor push the button to summon the elevator. Get on and push the button to go up one floor. Ready the combat rifle.
- 29. Go through the doorway and confront Turner. After the animation and Turner disappears, draw the rifle and be ready for him to reappear on the right. If you can knock him down right now you won't get into a chase and shoot situation.
- 30. Once he's down, take his ammo, first aid kit and the machine part.
- 31. Walk around the perimeter of the room to a decorative tile and use Azerim's part to levitate up to the next floor. You'll probably have to confront two floaters and a huge bug here.
- 32. Jump into a doorway in the center pillar. Take out Taklit's part and make Indy invisible. Step to the platform just inside the door and make forward rolls across the platforms to get to the button. Push the button to turn off the lightning ball.
- 33. Still standing by the button, use Azerim's part to go up to the next level. Jump out of the beam and walk around the room and go up to a pedestal with Marduk's head on it.
- 34. After Marduk has his say pick up the head and put Azerim's Part on the pedestal. The crystal with Sophia lowers and a door opens in your chamber.
- 35. Turn around and walk through the door. Have Indy's lighter out so you can spot the crawl space just inside the door on the right.
- 36. Crawl in and get
Treasure #8, a red gem, and Treasure #9, a green gem from their niches. Go back out to the corridor and continue.
- 37. In the next room the floor descends as you step on it. It stops in front of the silvery robot. Go through the door right of the robot and climb the ladder.
- 38. Walk down the hallway to a hole and climb the ladder down. Place the Marduk head on the robot.
- 39. Return to the elevator in the center of the shaft and walk into the niche where the robot was standing when you put the head on. Get
Treasure #10, a silver idol.
- 40. Walk up behind Marduk and climb the ledge on the right. Be ready for floaters.
- 41. Go to the engine control panel. It's on the right side of the platform that leads out to Sophia who's inside the crystal.
- 42. Use Taklit's part on it then move the levers. You and Sophia are both dropped into the final level.
AETHERIUM
- 1. Swim forward and drop to the platform. Walk to the edge, hang and drop.
- 2. Face the tunnel with the two swirling blue circles. Turn right and swim to a ledge.
- 3. Turn slightly left and forward roll the next ledge.
- 4. Dive in, turn left and go down the tunnel with the rotating rings at the entrance.Follow the tunnel's twists and turns to a room at the end.
- 5. Run/jump/grab pup on one of the blue ledges ahead. Take the Tool From Beyond frthe pedestal without touching the electrical discharge behind it.
- 6. Jump back across the room and follow the tunnel back to where you entered, turn left, swim to the ledge and forward roll to the ledge on the left.
- 7. Dive in, turn left and swim into the tunnel with the rotating rings. Go to the end and drop on the ledge. Walk to the barrier and use the Tool to turn it off. Walk to the mine entrance and get the poison kit. On your way back get
Treasure #1, a case of cash, by the mine cart.
- 8. While you are in the aetherium you will see an additional health meter on the right side of the screen. It's the same one you see when swimming except it's colored purple. When it runs out your main health starts taking hits. The only way to top off the "aetherium meter" is to go into one of the portals to reality like the one you're in now. In otherwords, it's just like swimming. You have to come up for air once in awhile.
- 9. Go back into the tunnel and swim back to the beginning, turn left and swim to the ledge. Forward roll to the next ledge then swim through the tunnel with rotating rings to the portal at the end.
- 10. Open the portal with the Tool and get medicinal herbs from one side of the tiki idol and
Treasure #2, silver coins, from the other.
- 11. Go back through the tunnel to the end. When you get there, swim down. When you land immediately climb up on a ledge, not one with electrical discharges around it, to avoid the spiky critters. Shoot them from the ledge then jump down and walk around the central shaft to a crawl space. Crawl in and get
Treasure #3, an Aetherium Gem.
- 12. Leave the crawl space and climb a safe ledge. Dive in and swim up through the rotating rings to the top. Soon as you pass through the rings drop to a safe ledge. Again, one without electrical discharges around it.
- 13. Turn and hang from the opposite side of the ledge and drop into the aetherium. Swim through the tunnel with the rotating rings. You should come to a portal leading to where you placed the candles at the end of the Tian Shan River level.
- 14. Turn off the barrier with the Tool. Right of the altar is a ledge with
Treasure #4, gold coins, and a first aid kit.
- 15. Past the altar is another portal. Open it with the Tool, go through and continue down the tunnel. Follow it to the end and drop down into a small anteroom. Exit into another small patch of the ether. Go through to a huge room. Blast the critters when you get there.
- 16. To get to the
Monkey Island Easter egg, do a running jump into the opening in the center of the room. You should land in the aetherium. If you land on a ledge in the blue room where you got the Tool From Beyond, just jump into the ether.
- 17. Swim to a safe ledge, cross it and hang from the opposite side and drop. You should be facing a tunnel with rotating rings. If just past the rings there's an orange or brown stripe around the tunnel, swim into it and skip to the next step. If the stripe is blue, turn left and swim to the ledge there. Turn and forward roll to the adjacent ledge. Hang from there and drop. Turn and face the next tunnel with rotating rings. There should be an orange, or brown, stripe around the tunnel behind the rings. If so, swim in.
- 18. Swim to the end of the tunnel with the orange or brown stripe. At the end you can turn toward a portal and go to Palawan Island or go through the new portal opposite the Palawan one to Monkey Island.
- 19. Go through the Monkey Island portal. Explore the area, look at the pictures on the walls. Before you leave get
Treasure #5, a golden idol from a small chest on the table.
- 20. Return to the aetherium and go back to the beginning of the tunnel. Swim left and land on the ledge. Forward roll to the next ledge. Step into the ether and swim through the tunnel with a blue stripe behind the rings to the Tian Shan portal.
- 21. Walk through the portal to the opposite side and continue swimming through the blue striped tunnel. At the end drop down into the anteroom for the second time.
- 22. This time, instead of going straight through the small patch of aetherium into the big room, swim up toward the top. There are several exits around this tunnel. You're looking for an entrance through which you can see an aetherium gem on the floor. Find that entrance, swim into it and collect
Treasure #6.
- 23. Go back into the tunnel and continue swimming up and finally drop into a room where Marduk's waiting.
- 24. After the animation runs Marduk is going to whack on you. You've got no weapons that will hurt him, so you'll have to find one.
- 25. Turn completely around and run through the doorway flanked by blue pillars and turn left. Take the first right through a blue-bordered doorway.
- 26. Jump into the aetherium and swim down to a doorway and step into the room with weapon ready.
- 27. Go left to the end, then left again into a hallway. Be ready for more floaters and critters.
- 28. Soon, on the left, you'll see a portal to Teotihuacan. Drop the barrier with the Tool and enter. Climb the block in front of the statue and take the mirror. Turn around and head for the entrance. Before you get there, step off the right hand side of the walkway and get
Treasure #7, a silver bar.
- 29. Exit the portal and turn left in the hallway. Follow the corridor to the end (two floaters encountered) and find
Treasure #8, an aetherium gem.
- 30. Go back down the passage and take the first blue-bordered door on the right. Enter the ether and swim up to the doorway. Before you enter the room with Marduk get the mirror ready.
- 31. When Marduk shoots at Indy the mirror reflects it back. You can probably reflect about two shots and then Marduk gains some altitude. When he's above Indy the mirror loses its advantage.
- 32. Run back through the doorway (between two sloping blue pillars) to the outer edge of this arena. Turn either left or right and run till you find one of the two green ramps, on your right, that leads to the top of the arena.
- 33. Have your weapon ready going up so you can deal with critters. Once at the top get the mirror out again and deflect more shots back at Marduk until he floats back down to the floor. Now go back down the green ramp.
- 34. Keep doing this up and down business until you reflect enough shots to cause Marduk to drop the medallion he's carrying. He will then disappear down the hole in the center of the arena.
- 35. It takes awhile, but when it does, go pick up the Medallion then step into the circle in the center of the room. Indy gives you a clue.
- 36. Rotate in place until you see the triangle-shaped keyhole across the room. Go use Marduk's Medallion in it. The charging sphere lowers.
- 37. Go back to the center circle and get out the whip. Whip the sphere until Indy says, "That ought to do it." The whip is charged and is good for about 25 whips before it needs recharged.
- 38. Face the triangular keyhole and turn right until you see a blue-edged door on the outside of the arena. Go through it into the aetherium and swim down to the hallway, turn left and go to a blue plate on the floor.
- 39. Stand on the floor plate and whip the sphere above. A door opens on the right. Go through and swim down to the first opening. Exit on the side where you do not see a blue floor plate.
- 40. Go down the corridor to a big gear on the left. To the right is Sophia's crystal. Go to Sophia's crystal for a brief conversation.
- 41. Turn around and walk toward the gear. Stop and whip the smaller sphere jutting from the wall on the right. Marduk will then attack Indy.
- 42. Run toward the gear, turn left and dive into a new portal that's just been opened. Swim to a portal, open it with the Tool and get the green gem, one of King Sol's.
- 43. Go back through the portal, swim to the doorway and go back to the gear. Continue past it down the curving corridor until you arrive at another gear.
- 44. Go out on the walkway and whip the small sphere to retract the walkway.
- 45. Run back to the gear, go right and through the new aetherium portal. Swim through to anotherportal to reality. Open it with the Tool and get King Sol's Blue Gem.
- 46. Go bto the walkway with the gears. You'll discover there are two doors texit from the aetherium here. Choose one then continue around the walkway until you find the final gear, one with the ramp still extended. Whip the sphere on the ramp like you did the others.
- 47. The platform retracts, Sophia's crystal is lowered and she is released only to be possessed by Marduk. Run toward the gear, turn right and enter the aetherium.
- 48. Swim up and face the intersection you find there. Go through the tunnel on the right. At the end, turn right to a ledge. Open the portal with the Tool and get King Sol's Red Gem.
- 49. Go back to the aetherium. Go left and swim back down the tunnel to the intersection, go right then drop down to a floor.
- 50. Reenter the aetherium and swim down to the arena's floor level. Don't go out to the arena. While still in the aetherium, spin around and look for a door with a green stripe around it. Use King Sol's Green Gem on it. The door opens and reveals a portal to Babylon.
- 51. Drop the barrier with the Tool and enter Babylon. As you do a structure appears in the center of the arena. Inside Babylon get the poison kit and
Treasure #9, a case of cash. You can also find a medical kit to the right of the doorway.
- 52. Leave the portal and enter the small patch of aetherium. Swim through it, being attacked all the way, and enter the arena. Run right to a door with a red stripe. There is a small patch of aetherium in front of it you'll have to swim through to get there. Use King Sol's Red Gem here. Go through and use the Tool to open another portal to reality. This causes another structure to appear in the center of the arena. Inside the portal get a first aid kit.
- 53. Go back to the arena through the small patch of aetherium and run right to the next patch. Swim through to the blue door and use King Sol's Blue Gem. The final structure appears in the arena. Drop the barrier with the Tool and go inside.
- 54. Now for the final confrontation. Go back to the arena and climb the structure. There is a small enclosed hallway there. It can provide some protection from Marduk's attacks.
- 55. This will be intense combat and you will need to keep an eye on your health and restore it when needed. Here's the drill. Climb to the top of the enclosed hallway. If you don't Marduk will stay out of range and continue blasting until you're dead. Get the whip out and face Marduk. When he swoops in for an attack use the whip. Make each shot count. Remember you only had about 25 whip-shots to begin with and you've already used some on the spheres. You'll have to hit him about ten times.
- 56. When it's over Sophia is released and an animation runs. Don't worry about the earthquake. You've got all the time you need to escape. Run straight ahead through the reddish door.
- 57. Once inside turn left and follow the passage. You'll come to a pit - last jump of the game. Run/jump/grab the ledge across. Climb up and go up the stairs. You can get killed in here, so watch out for small pits that open and such.
- 58. Across the pit walk up a series of blue ramps made by falling pillars. Find a series of ledges, more like high steps, to climb up. At the top is a set of blue steps.
- 59. When you're almost to the top you'll see an archway on the left. A black stone blocks it. Climb over the stone and get
Treasure #10, a silver idol.
- 60. Climb back over the block and continue until you see Sophia at the top. Climb up to her and watch the ending animation.
RETURN TO PERU
- 1. If you thought the Wolves in Tian Shan River were aggressive, wait until you meet the Jaguars in Peru. There are piranhas in the river, too. Keep chasing off the Jaguar while you get the gas can and raft from the jeep.
- 2. To the right of the temple ruins, or whatever they are, you can see a blue snake. They're the worst kind, blue ones are. Walk over there and shoot it. Get the medicinal herbs where it was coiled up.
- 3. You can't get into the ruins, of course, so go to the river and launch the raft. Paddle down the chute to the next calm spot and dock on the left side of the river.
- 4. Walk into the small stream and go towards the waterfall. There are no man-eaters here. Immediately on the left is a hole in the streambed. Swim through and surface in a pool.
- 5. Climb the wall in front of you like a ladder. You come out on a ledge above where you docked.
- 6. On the other side of the stream is a small plateau with medicinal herbs. It's too far to jump, so walk to the edge of the slope facing the stream, step off and start sliding forwards down the slope. Just before the end, jump and grab the ledge across the stream. Pull up and get the medicinal herbs. Not bad, huh?
- 7. Step down to the next level and look left. There are two blue snakes guarding a cave. Shoot the snakes, slash away the vines and get
Treasure #1, a golden idol.
- 8. Walk to the edge of the plateau, hang and drop into the stream and climb back to the docking place. Launch the raft and continue.
- 9. At the bottom of the rapids you go over some falls. End of raft trip. Dock on the left. Halfway up the incline on the far right side are some medicinal herbs. There's nothing else to be found here, so, back into the water.
- 10. There are two caves near the falls. One on the right is partially obscured by vegetation, the one on the left is completely covered and looks just like a vine covered stone.
- 11. Slash the vines away from the one on the left and enter. There are two piranhas in here. Shortly after entering you swim into an open area. Turn slightly right, start up and surface in a pool and climb out. If you go too far and miss this hole, there's another one at the end of the open space but there's no place to climb out.
- 12. Walk to a ledge overlooking water - the other hole. Straight across there's a ledge that's very hard to see. Run/jump/grab and pull up to it.
- 13. Climb the next ledge and turn around. Go to the right side of your ledge and run/jump/grab and pull up to the ledge across.
- 14. Walk up the slope, turn left and climb down. Get
Treasure #2, a blue gem from a niche in the wall.
- 15. Go back to the water and swim out to the falls. Get some air and enter the second cave.
- 16. Dive down, swim in and be swept over an underground waterfall into a pool. With piranha, of course.
- 17. There are two exits from this room. Take the left. When you come to an intersection stay left. Immediately start going up. You can surface in another pool. Climb up on the ledge, get rid of the lizard and pick up a first aid kit near a skeleton.
- 18. There's a small tunnel at the end of the room low to the floor but only the lizard could get through there. Get back in the water.
- 19. With the ledge on your left, dive down and turn right into another room. On your left you will see four stone blocks on the floor. Almost directly ahead, down near the ground is a very small tunnel. It's difficult to see. Swim through and surface. There may be a lone piranha waiting for you.
- 20. Climb out then climb the ledge. You are now looking down through a hole to the four blocks mentioned last step. On the right are some projections. Whip across to the other side of the pool.
- 21. Turn right and follow the passage into a room with another pool and skulls in holes in the walls. One the right side of the room is a bowl on a stone. The bowl is really a torch. Light it with Indy's lighter. Walk to the edge of the water and look down. You'll see an obstructed exit. Without lighting this torch I doubt you'd see the tunnel. But other things first.
- 22. On the left of the entrance is a treasure, a silver idol. You can't reach it, so use the whip on it. It falls into the water. Indy may not "point" his whip at the idol like he does when you whip and climb but you can still whip the statue.
- 23. Jump in the water and and pick it up -
Treasure #3, silver idol.
- 24. Slash the vines away from the cave and enter. The current will suck you through and over a small waterfall into a chute with a whirlpool at the end. Swim out of the whirlpool and climb out.
- 25. There's a block on the in front of the whirlpool. Go behind it and push it into the water. It blocks thwhirlpool and the room fills with water. Swim toward the surface. Stop ahalfway up and get
Treasure #4, a silver bar, from a niche in the wall.
- 26. There are two exits from the pool. Climb out on the side where you see a beam of light through the a doorway.
- 27. Walk down the corridor and stay to the right of the beam of light. It's a trap. Run down the next corridor to avoid dropping spiders.
- 28. When you reach a boulder at the end, you must turn and fight. There are about four spiders to shoot. To the left of the boulder is a hole you can crawl through and get a Stone Key.
- 29. Go back down the tunnel, avoid the light, swim across the pool and get out on the opposite side. Enter the room and turn right.
- 30. Indy must go to a pedestal at the end of the room. The dark blue diamonds on the floor are triggers that shoot darts from the walls. Carefully make your way across the room.
- 31. Go left of the rubble in the center of the room to the stairs. The stairs are equally trapped. Climb the pedestal, jump to the platform at the end of the room. Use the Stone Key in the keyhole on the left.
- 32. Jump into the new hole in the floor. Take the first right, go to a pillar and take a left. The next room is full of scorpions and is completely dark. Since Indy can't hold the lighter and shoot at the same time (how can such a completely uncoordinated guy get so famous) you have to just draw your weapon and keep shooting, turning Indy left and right, until you don't see any more green splashes from bullet hits in critters.
- 33. Light the torch at the end of the room. Turn right, go to the wall, jump up, grab a ledge and pull in. Get
Treasure #5, a red gem. Drop back to the floor.
- 34. Go to the entrance of the room and turn left. Climb the ledge and light another torch. Put Indy's back to the torch and walk to the center of the ledge. Use the whip to climb up to a another ledge. Light the torch there.
- 35. Whip up to a projection, turn around on the whip and jump to a ledge. Light the torch. Face the skeletons.
- 36. Run/jump/grab the ledge across and hang. Shimmy left until Indy's over a short shelf. Drop and grab it. While hanging you should see a bamboo spike on the next ledge. Drop again and catch that ledge. Shimmy right and pull up. Get the spike.
- 37. Face the center of the room and run/jump to the platform at the lower left. Hang from here and drop to the floor.
- 38. Go back to the room where you used the Stone Key. Climb out on the left and climb to a panel with a triangular hole. Use the bamboo spike.
- 39. Walk to the ledge and face the pedestal in the dart-trapped room. Hang and drop to the floor, turn right and crawl through the hole. At the end use the whip to climb up to the spike you inserted and swing to a ledge. Walk up the slope to a booby-trapped hallway.
- 40. Forward roll over the three dark tiles to the end of the hallway. Climb four ledges to a passageway.
- 41. Immediately at the top turn around. Jump/grab/pull up on the ledge. Light the torch on the right, turn left and get
Treasure #6, a blue gem.
- 42. Go back down the ledges to the lowest level. Step on the nearest dark tile and ride to the bottom. Walk forward to the snake pit.
- 43. This room keeps on spawning snakes. As long as you stay in there snakes will keep appearing. From where you dropped, move forward, weapon ready, and angle left. Just around this corner are snakes, of course, and a medical kit by a skeleton. Kill all visible snakes and get the kit before more snakes spawn. Not much time.
- 44. Go right from the skeleton then angle around to the left and go to the end of the room. Turn right and jump up to a ledge.
- 45. Climb another ledge and you're overlooking the snake pit. Whip across to the next ledge and climb the ladder - right, up - to a ledge with a block. Pull the block.
- 46. Use the ladders cut in the face of the ledge to get to the other side of the block. Climb the ladder there - up, right, down. At the last section, drop and grab the crack below, shimmy right and pull up into a room. Get
Treasure #7, a green gem.
- 47. Get ready. Hang and drop back into the snake pit. Run to the end of the room like before and climb the block. Whip across to the gap, climb the wall to the right side of the boulder. This time climb the ladders all the way to a ledge at the top.
- 48. Turn around and face the room. There's a ledge across the way. An optical illusion caused by the graphics makes it hard to square Indy with the ledge and he won't grab unless he hits it perpendicular. Just square Indy with the ledge he's on, ignoring what's across the way, and run/jump/grab the ledge. Shimmy left until you can climb up.
- 49. Now a tricky jump. You need to save here. Go to the far end of the ledge, turn and hang. Shimmy until you're lined up with a passage in front of Indy. Drop and begin sliding down a slope. At the appropriate time jump while sliding and grab the edge of the passage.
- 50. Once inside, jump/grab the ledge opposite, release, drop and grab the ledge below. Shimmy left until the blocks change color and drop to a very small niche below.
- 51. Turn around and Indy says there's a block that's whippable. Like the idol earlier that you whipped so it fell into the water, I could not maneuver Indy so he pointed the whip at this stone. Just maneuver around the small niche and keep using the whip. Sooner or later he hits the block and it falls. He seems to only point to things he can whip and climb.
- 52. Hang and drop to the floor. Turn slightly left and climb up a ledge to a tunnel. Walk into a shaft lined with ledges.
- 53. Hang from the right side of your ledge, drop/grab and pull up to the ledge below. Climb the ladder at the rear and get
Treasure #8, a silver bar.
- 54. Turn around and jump to the ledge across then drop back to the entrance of the room lined with ledges. Look up above the third ledge. There's a cave covered with vines and a treasure inside. However, we need to get to the door on the far right side.
- 55. Soon as you jump on the first block, other blocks slide out from the wall and will push you off. Just keep jumping from block to block until you reach the doorway. Then turn around and jump back, slash your way into the cave, jump to the opposite ledge and get
Treasure #9, a silver bar. Go back to the doorway and jump/grab your way to a tunnel at the top.
- 56. Follow the tunnel to
Treasure #10, the golden idol. Soon as you can after picking up the idol, run forward through the door but stop on the last tile before the floor changes to dirt. Part of the floor collapses behind you.
- 57. Walk forward until the boulder starts to roll toward you. Turn and run back under the incline to the tiles where the floor collapsed. After the boulder passes overhead this floor will collapse, so jump to the dirt and start running.
- 58. Get the whip out. Slide down the incline and whip across the pit. Keep running toward a doorway and just before a strip of white tiles, use the whip and climb up. The boulder rolls underneath and you're done.
Brought To You By: Oren Levy 1999(c)