Volodnikov.gif (7656 bytes) Wow!  Nobody's perfect.  Even though we don't claim to have found everything, only just enough to get through, some of the walkthrough readers have sent in their observations.  We've included them below. Each hint can also be accessed by a link located in the appropriate spot in the walkthrough.
I'd like to give particular thanks to a dedicated gamer by the name of Len Green for the many invaluable corrections and suggestions he's given us.  It is almost impossible to write a walkthrough of this size with 100% accuracy and clarity.  Len's  contributions have greatly aided in the pursuit of this goal.  Without them this walkthrough would certainly be less than it is.  Thanks a 1000K, Len!
 

Walkthrough at infernatmachine.net

 

 

If you find our walkthrough doesn't supply you with exactly what you need, click on the animated gif to the left.  This will take you to an Indiana Jones site done by PnArdy.  It offers just about more than you ever wanted to know about the game.  As well as a walkthrough it has user contributed hints and saved games from the beginning of each chapter, a known bug list and cheat codes.  All in all, it's a very large body of work and is also featured in the walkthrough section of  JustAdventure+ - an excellent adventure game website.

PALAWAN VOLCANO

Step 8

1. There is a scorpion that appears in step 8 of the palawan volcano. As  you turn around the corner, he is right by the ledge that leads to the water.

2. It is possible to shoot the evil fish from the edge of the water. If you are standing close to the edge and if the fish are close to the surface, you can kill them this way. Sharks usually take about 2 rifle shots to kill, and barracuda take about 3 45 shots.  Just thought that you would like to know. From Barbara Shinn.

Step 73

I wanted to point out in the Palawan Volcano at the very end you can get a big bust on ammo. At the lift with the broken pulley, at the very end of the level when you repair the pulley, four men attack. There is a machine, or a light, near the opposite edge from were the lift is. If you throw a grenade and run behind the light so that it is between you and the lift it will kill all four of the commies. Pick up their guns then go to the edge of the hole the commies made. When the men come out you can kill them easily. You can stay there and pick the men off with the .45 and pick up their ammo. I find it easier if you go through the hole-after killing anyone who would get in your way-and turn left at the end of the tunnel. You should end up at the edge that you were being attacked from when you went to fix the lift. There will almost certainly be someone there with a combat rifle. Once you kill that person take up position behind one of the lights-I find the one farthest away from the tunnel to be safest-and have out your .45. The game is set so when you kill one person stationed in that area it will send another one, all of the people it sends should be armed with combat rifles. Keep killing the men and steal their weapons before their replacement comes. When you get bored to death it shouldn't be hard to fight your way back out to the lift. Also I have been attacked by men armed with grenades at the tunnel entrance and gotten grenades as well as once killed a man-I don't know who he was or what he was armed with-and gotten a First Aid Kit. I couldn't get more then two grenades before they stopped coming but if you stop at the entrance and kill people there you might be able to arrange that you can get a steady supple of grenades. In the first wave of men-after the four I killed with the grenade-I killed a man who dropped a First Aid Kit, I don't know if the kit
was a mistake by the game but I thought I would point it out. From Linda Sollenberger

PALAWAN TEMPLE

On the Palawan Temple part, the rock monsters that attack you can be killed if you stand next to them and use Urgon's Part twice. Makes it a lil less annoying :)  From Stephen Steinberg

 

JEEP TREK

Step 8
1.  . . .during our exploration of the terrain we were able to find at least 2 sprigs that you did not mention. I remember one to be at the bridge that you had to fix with the 2 meter board. The sprig can be found to the very right of the bridge and near the cliff. You have to crawl to get it. We found this because we were having so much fun killing guys with the jeep that we just noticed it. I however cannot remember where the other sprig was located.  From Steven Keil

2.  On the Jeep Trek level, the player hints mention a second find of medicinal sprigs, but the guy forgot where. It is in the jeep maze behind a rock at the waterfall. From John Dupree

TEOTIHUACAN

The Gears Puzzle - by Len Green
The overall purpose of this puzzle is to open all the four closed doors of the gear room in any order: the 'Bird door' (orange), the 'Fish door' (mauve), the 'Jaguar door' (green), and the 'Triple door' (marked with all three creatures). Once any door has been opened, it remains open permanently.

There are numerous ways to do this; one using the minimum number of 'moves' and plenty involving more.

Four gear wheels are arranged on the gear room floor around a large raised central statue. Each one lies on a radius between this central statue and one of the four doors. They are arranged on three concentric circles … an outer circle (closest to the doors), a middle circle, and an inner circle (closest to the central statue). Whilst you are on the gear room floor you can move any of the gears which are not 'blocked', but only inwards or outwards along its particular radius.

You can access the balcony via an elevator situated in an alcove near one corner of the gear room … and return by simply jumping down. On the balcony are two plungers: The left hand one is in the shape of a circle and the right hand one is in the shape of an X-cross. By pressing the 'cross-plunger' you can shift the gears from the balcony, but only around the circumferences of their circles. Each time you do this, the inner circle rotates 90 degrees clockwise, the middle circle rotates 90 degrees counterclockwise, and the outer circle remains stationary. Pressing the 'circle-plunger' does not move the gears but causes the central statue to rotate and engage all gears on the inner circle only; these in turn engage adjacent gears when present.

In each of the four cases you have to get three of the four gears lined up along the radius appropriate to the particular door you wish to open. The fourth gear can reside anywhere else …it doesn't interfere. When you succeed in doing this, pressing the 'circle-plunger' causes the central statue to engage and rotate all three gears hence opening that door.

You can align three gears relative to any door by a combination of pushing and pulling them on the gear floor, &/or rotating them from the balcony. The only way you can open any door is to position one gear on its radius and on the outside circle; another on the middle circle but one quadrant clockwise from that radius; a third on the inner circle but one quadrant counterclockwise from that radius; … the fourth gear can be anywhere.

When you have achieved this, one press of the 'cross-plunger' will bring all three gears into line, and then one press of the 'circle-plunger' will open the specific door. But afterwards you will have to use the 'cross-plunger' again at least once to get them out of alignment for your next door.

 

OLMEC VALLEY

Step 15
During my game play I found that near the top of the incline where the rock was, on the left wall looking up, is a cracked wall. You can use Urgons part to open this wall area and get back to the pushable block.  From Steven Keil

Step 22
In the same chapter, just a note, on step 22, you mention performing a shimmy. I was able to crawl by the same ledge safely. From Steven Keil

Step 29
. . .before you execute step 29, you can climb down cliff on left and get a medicinal herb. From Steven Keil

RETURN TO PERU

Step 51
In the return to Peru level, after your step # 51 when you whip the block and it falls into the pit and releases the boulder, your walkthrough says you hang drop and then climb up and go to the room with ledges along the wall. However, I found that if you go out the other door and backtrack all the way to the room with the snake pit and climb back up to the top, run/jump grab and shimmy, pull yourself back up, hang drop, and jump back across to opening where the boulder was, than run/jump grab and pull to the ledge where the boulder dropped from, there are some medicinal herbs to the right. After you pick them up you'll notice a small opening in the wall to the right. If you walk through it, you enter a room with five square tiles with pictures on them along a wall. It's a musical puzzle. As you press each one it sounds kind of like a flute note, or pipe organ. You need to press the fourth one, the fifth one, the third one, the first one, and then the second one. If you do it in the correct order, each one will light up in a different color. After they are all lit, a door opens to the left. A little side note here, the notes are the same as the notes from "Close Encounters" that where used to communicate with the alien ship, the colors are probably the same too. When you enter the room there is a table with a huge model of the mountain that the ship came to also. Pretty clever. The only other thing that you can do in this room is get the three trauma kits off a desk, but it was still kind of cool. :)   From George

 

NUB'S TOMB

Step 59
. . .
the hover-bot only appears if you surface in that room. If you come up for air by the stairs where where you entered or by the ledge where you climb out, then the hover-bot never appears.  From Rob Hudson

Step 71
If you push the button again after step 71, you will see an animation of the lighting generator coming out of the ceiling and zapping one of the guards.  From Rob Hudson