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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

Chest No. 1 and 2
The first chest is located in the fireplace. You need to use Marion to reach the two ropes and pull them to lower the bars around the fireplace and extingush it. The second chest can only be obtained after you pull down the ladder with the key. On the second floor is an unfinished lever. Completing it and pulling it results in a dumb waiter containing barrels being pulled up, causing the barrels to smash into the room behind the bar, revealing a chest.

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.

Chest No. 5
You need to find and build three snowmen to get this chest, which will appear near the third snowman.

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.

The entrance of the mountain cave

You will come across another chasm not far into this scene, which you can swing across using Indy's whip. Once you're across, destroy the barrel nearby and use the blocks to build a ledge for Marion to climb across. Now, have Marion leap to the alcove and operate the crank there, which will open the large stone gate nearby. You must then destroy the right statue for parts to build a small ledge, which will let you reach the top of the pillar (you can do a minor sequence break here by high jumping on to the pillar with Marion). Jump from there to the second floor and push the statue down to destroy it.

Using the blocks from the destroyed statue, build a small white platform and take it to the broken elevator. Then, fix the elevator to let you reach higher ground (if you lost the wrench after fixing the first elevator of just want another wrench for your partner, you can destroy the left statue for one). What comes next is a series of unstable ice that shatters as soon as you approach them, creating chasms that you must jump across. The third stretch of thin ice is too wide to make in a single jump, but it does reveal some interesting things below it. However, you can't do anything about them yet in Story Mode, so use the ledges to hop back up to the other side. Go through the small gate on the side of the mountain.

The cavern temple

A giant chasm lies between you and the exit, and you'll need to do a bit of climbing to cross it. First, destroy the left object near the stairs at the back to get a shovel. With the shovel, dig at the glowing spot to obtain a key, which goes in the crank near the entrance. Turn the crank to lower the rope, which will let you reach the ledges and platforms that line the walls. Carefully scale this section until reach a large statue. Switch to your partner and have them push the statue to the left, letting one player jump on to the statue. Then, push it all the way to the right, letting the player on the statue jump to a high alcove on the other side.

Switch to the player on the alcove and build a rope using the pile of blocks. With the rope, your partner can now join you on the alcove, which will trigger the pressure-sensitive button and lower a ledge. Jump from that ledge to a round platform, then jump to the alcove with the exit.

Escaping the guards