LEGO Indiana Jones: The Original Adventures/Into the Mountains

'''Having failed to obtain the Hovitos Idol, Indiana Jones sets his sights on another artifact, the Ark of the Covenant. He has figured out how to gain access to the crypt that supposedly hides the Ark. An amulet is needed for the process, which is currently the possession of a friend of Indy's, Marion. He decides to travel to Nepal to meet up with his old aquaintance. Little does he know, he's not the only person going after the amulet.'''


 * True Aventurer: 35000 studs
 * Characters Obtained: Marion
 * Unlocked Characters in Library: Major Toht, Colonel Dietrich, Enemy Guard (Mountains), Bazooka Trooper (Raiders), Sherpa Brawler, Sherpa Gunner
 * Artifact: Nepalese Altar
 * Mailbox: Super Slap

The bar
Do your standard destroying and stud collecting before doing anything else, as you will have a lot more to worry about after you trigger a certain event. Note that the torch holders on the walls can also be destroyed, but you need to use the various stools and bottles to throw at them. Once you're done, use Marion's high jump ability at the sparkling spot to reach a ladder on the second floor, which will cause a key to drop down and pull the ladder closer to the ground. Take the key and use it to operate the crank near the door, which will remove the plank barring it.

Boss: Major Toht and Sherpas
It looks like Major Toht had been waiting outside all along, preparing to take the amulet for himself with the help of some Sherpas. He will continuously send Sherpa Brawlers to fight you, which you can easily dispatch with a few punches. Major Toht himself can take 4 hits before he is defeated. He won't fight back, but he will try to escape if attacked.

Major Toht goes down easily, but he isn't giving up. He'll set fire to the bar than pit you against a deadlier foe: a Sherpa Gunner wielding a submachine gun. He'll be safe hiding behind the burning bar, so you'll need to use the various chairs and bottles around the room to throw at him. Sherpa Brawlers will continue to appear, but they only serve as a distraction from the real threat. You can construct a shield by destroying the center table and using the parts to make a barrier protecting you from bullets, but it will get destroyed after taking enough shots. Once the gunner has 1 heart remaining, he'll jump out of the bar and attack you more directly, making it harder to dodge his bullets but also making him vulnerable to your melee attacks.

Once you take down the gunner, Major Toht will return, now armed with a pistol. He's battle plan is still the same as before, but you have an even easier time defeating him if you pick up the submachine gun dropped by the gunner, since a three-shot burst from the gun is enough to take away all of his hearts.

Major Toht, having been defeated, manages to escape as the bar burns down. Marion and Indy also manage to escape in time, but Marion is not too happy about the arson of her inn.

Scaling the mountains
Outside, you will still have to contend with a constant stream of Sherpa Brawlers wielding pistols coming from the back alley. To make matters worse, some parts of the ground are covered with deep snow, slowing you down dramatically when moving through it. If you destroy the pile of logs next to the inn, you can use the pile of blocks left behind to contruct a snowman, the first of three. If you'd found the 3 golden heads in the level before, the purpose of these snowmen should be obvious to you.

To the right of the small village is a cave barred with shining metal. There happens to be a bundle of dynamite nearby, so grab a torch from one of the torch holders and light the fuse, then stand back as the resulting explosion blows the metal bars apart. The left over rubble can be used to contruct your second snowman and a white platform, which you must carry and place on top of a peculiar contraption. The motor operating it seems to be broken, but you don't have Jock with you. However, destroying a nearby toolbox lets you get a wrench, temporarily letting you gain the ability to fix things. Repair the motor and the contraption turns out to be an elevator, which will move you high enough to reach the grabbable ledge. Carefully hop to the other side.

You will quickly reach a large gap which Indy can swing across with his whip, but the bridge spanning the chasm is unfinished, and you need Marion over at the other side. You will also be greeted by another group of Sherpa Brawlers. Defeat them and assemble the bridge using the pile of blocks lying at one end, then push the bridge to the left to let Marion rejoin you.

There is a fair amount of dynamite here, and your path is blocked by a metal gate. Take a torch from the other side of the bridge and light the long fuse leading to several boxes of dynamite. You can get parts for your last snowman after the explosion, which you can witness rocketing off once you complete it. Now, have Marion jump on to the checkerboard platform and push the barrel of dynamite there to the ground. Use those blocks to build a dynamite stack, then take another torch and light the fuse to blow apart the metal gate.