OLMEC VALLEY

Indy1. 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.

Players Hint:  Click here to see what other players have found.

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 fight two soldiers in the next grassy spot and keep going across the first bridge you extended. When you 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.

Players Hint:  Click here to see what other players have found.

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.

Players Hint:  Click here to see what other players have found.

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. Here's the drill.  You must carry out well over a dozen actions accurately and very rapidly.  It's worth saving just before starting, and you can make one Quicksave about half way through.  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. Along the length of each side of the hall is a fairly narrow upper ledge. In the middle of each ledge is a gap for entry. At each end of these two ledges is a square platform. When you step on a platform 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 serpent to pass squarely over a trap, then step on the platform and impale it. Then run to a different crystal tile, levitate up and do it again. Quetzalcoatl must be impaled several times before he dies. The only places the platforms that raise the spikes are located are on the two ledges 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 Quetzalcoatl 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. Quetzalcoatl can' t get you up here but he can spit smaller snakes up to you. Stand as close as possible with your back to a platform (but not on it) and close to the inside edge of the ledge. You can both shoot snakes and observe when Quetzalcoatl is about to cross a trap. When he does, jump very quickly backwards onto the platform. Keep moving to different platforms. Sometimes, probably after a good hit, a platform remains below and you can no longer use it.

49. When Quetzalcoatl 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 the room to start the machinery and run out the door.

3. Open the next door on the left, go in and get Taklit'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 and use Urgon's part on it to blast it open.

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 enter the mess through the hole you made. Climb the ladder at the rear and watch the animation. Turn around and grab Azerim's 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 pull it once. Walk to the next face to the left and push it once. Climb the block, turn left and climb up into an 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.  Stand directly in front of the device so that you can see the small metallic hook protruding from its head (to Indy's right).  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. Climb the ladder.

56. At the top turn left and look across the room. There's a pile of firewood. Run/jump/grab the ledge 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.  Take the First Aid kit on the right.  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 towards the shallow end of the mine pit.   Nearby is the pyramid fronted by a green-marked vertical column and a broken one.   Get the poison kit.  Very close by, 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 short section of wall with some blocks removed. On the left side of the tracks is a small recessed area. Shoot two snakes from 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 right (facing your direction of travel) 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 two spiders 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 Gem there.

56. The central platform rises higher. Run back across it to the scaffolding on the opposite side of the room. End of timed sequence. 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, gold 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 gray/brown 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 in and pull the block there three times. Climb the block and jump up/grab the ledge under the torn tapestry across from you.

44. Turn around and climb down 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 tile 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.

Players Hint:  Click here to see what other players have found.

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.

Players Hint:  Click here to see what other players have found.

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 above it and climb up.

90. Go to the center of the walkway then jump up and climb to the top level. Jump to the robot's head, then to the walkway circling 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. Immediately run/jump from the doorway to the narrow platform ahead as the door only stays open a dozen or so seconds.

20. You'll have to keep your eye out for floaters all during the next sequence.  Turn left 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.  The tunnel is made up of hollow green squares.   Follow the tunnel's twists and turns to a room at the end.

5. Run/jump/grab pull up on one of the blue ledges ahead. Take the Tool From Beyond from the 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. This tunnel is composed of purple squares.  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. This tunnel is bounded by orange/brown squares.

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: the tunnel with blue squares. 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 another portal to reality. Open it with the Tool and get King Sol's Blue Gem.

46. Go back to the walkway with the gears. You'll discover there are two doors to exit 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.  It's difficult not to overshoot here.  To verify:   face the narrow single waterfall, stand back and check that you clearly see the medicinal herbs halfway up the slope to your right.

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 ledge in front of the whirlpool. Go behind it and push it into the water. It blocks the whirlpool and the room fills with water. Swim toward the surface. Stop about halfway up and get Treasure #4, a gold 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 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.  In front of you is a huge boulder.

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.

Players Hint:  Click here to see what other players have found.

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. Turn around, jump forward, turn right, and jump/grab  your way up to the entrance of 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.


Indiana Jones and the Infernal Machine Walkthrough © 1999 by Jim Blanchard

All original material including names and images © by
Lucasarts Entertainment Company LLC

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