Indiana Jones and the Last Crusade Walkthrough by Mike Jenista (mjenista@nd.edu) Version 1.00 August, 2004 Table of Contents I. Introduction II. Controls III. Maneuvers & Fighting IV. The Cross of Coronado V. Venice VI. Rescue Marcus VII. Rescue Dad VIII. Get the Diary IX. The Holy Grail X. Acknowledgements XI. Legal Mumbo-Jumbo I. Introduction --------------- This game is quite fun, even though it is a movie game. It can be a little frustrating at first, but once you master The Last Crusade, you will have a lot of fun beating it every other day, as I sometimes do. II. Controls ------------ Up: Climb ladders up, go through doors (Brunwald only) Down: Climb ladders down, go back through doors (Brunwald only), crouch Left, Right: move/run left and right (double-tap to run) A button: kick B button: punch or whip A+B: jump Start: pauses the game (does not work when viewing the diary in the last stage) Select: switch between whip and fists, select level on menu screen III. Maneuvers and Fighting --------------------------- The controls are a little hard to get used to at first, especially running and jumping and the like, so I have included this bit to show you how to best get things done in this game. Running Jump: Start running, then press A+B at the same time to do a sweet olympic-style jump (you really only need this in Brunwald castle). Jump Kick: When you jump, press A in the air to kick. This is not hard to do once, but because you must hit the A button twice as fast as the B button, it is hard to do repeatedly. If you can do this repeatedly, though, you will be a much better fighter. Running Kick: While running, simply press A to execute a sweet flying kick of doom. This is very fun. Caution: the enemies are not idiots; they can often see this coming and will duck you. You need to have good timing. Wall Kick: Another very useful tool. Run at a wall, and when almost there, do a running kick. Indy will rebound off the wall and kick anything behind him, but if you wait too long, he will simply hit the wall. Whipping: When you have the whip out, you can do a few things. Use 'up' when whipping to hit torches in Brunwald castle, and whip the chandaliers there to swing between platforms (you must first jump up to the railing). When trying to hit enemies and torches, remember that the lethal part of the whip is the snappy part at the end. You must practice hard to get good at judging this. Now I will describe the fine art of fighting. Rule Number One: ALWAYS HAVE YOUR WHIP OUT. Harrison Ford could do serious damage with his fists, but Nintendo Indy does not share this talent. Your whip is far better than your fists, so always have it out. There are three ways that you can kill an enemy with one blow. The first is to hit him with the whip, it is always lethal. The second is to hit enemies with a running kick. The third is to kick an enemy in the head while he is crouching. This last one is rather difficult since you never know when someone will duck, usually. The best way to fight is to use the first two autokills in a systematic way. 1. WHIP YOUR ENEMIES. If you see someone coming, whip him when he is at the right distance. 2. If an enemy gets inside your range and there is a wall in the other direction, wait for the enemy to get a little closer then run for the wall. He will run after you, and when you get to the wall you can wall-kick his ass. If you miss and land on his other side, run to the other wall and repeat. If at any time you get trapped against a wall or have no wall to run for, you must resort to step 3. 3. Jump Kick. Immediately start jumping and kicking. You should be able to get a decent rhythm going and enemies will not be able to avoid this. You are invincible while jumping so this is pretty good. The only danger is that some enemies have a jump-kick style programmed into their AI, and may try to copy you. Just keep up the jump-kicking and victory will be yours. One of the major advantages of the game is that Indy never has to face more than one enemy at a time, so keep your cool and dispatch whoever foolishly tries to mess with Indiana Jones. WALKTHROUGH INFORMATION Each level gets harder each time you choose some other level. With this in mind, you should use the following sequence: Cross, Venice, Dad, Marcus. You HAVE to complete all levels except Venice, but without Venice you will NOT be able to identify the grail. Also, Venice and the Cross will disappear from the list if you neglect them more than once, so you basically have no choice but to do them one after the other. The others you can do in any order you like, really, but I prefer the above order. In each level's section, I have included the info you need to complete the level based on which order you do it in. So if you choose it the first time it appears on the list, that is "1st opportunity," and so on. IV. The Cross of Coronado ------------------------- You have to fight your way through the ship and recover the cross of Coronado. It is no problem to find your way through, but you have to defeat a certain number of enemies before Panama Hat will appear. He is pretty easy; beat him up and claim the cross. 1st opportunity: kill 15 enemies before Panama Hat. 2nd opportunity: kill 30 enemies before Panama Hat (the enemies will be harder) V. Venice --------- After meeting Elsa, you must rearrange a sketch of the grail. You do this by moving a blank square in a grid to shift around squares making up a picture of the grail. It can be difficult if you are not used to such puzzles (the Cabana House in Windwaker is good practice). Anyway, it will be much easier with my little walkthrough here. 1st opportunity: move the black square in the following sequence: 1 up, 2 left, 1 down, 2 left, 1 down, 1 right, 2 up, 1 left, 1 down, 1 right, 1 down, 1 left, 1 up, 2 right, 1 down, 2 right 2nd opportunity: move the black square in the following sequence: 1 right, 1 down, 2 left, 2 up, 1 right, 4 down, 1 left, 4 up, 1 right, 1 down, 1 left, 3 down, 1 right, 4 up, 1 left, 3 down, 1 right, 3 up, 1 left, 2 down, 1 down, 1 left, 1 down, 1 right, 2 up, 1 left, 1 down, 1 right, 1 down, 2 right, 2 up, 1 left, 1 down, 1 right, 1 down, 1 right, 1 up, 2 left, 1 down, 2 right When you're done, just press select and Indy will escape. Don't worry about the fire, because if it gets into the tomb, Indy will automatically escape. VI. Rescue Marcus ----------------- To save Marcus, you must kill ten Nazis while clambering around the tank. You must do this before the tank careens over the cliff into the gorge (you can see the progress of the tank on the bottom of the screen). This is relatively easy if you can just keep calm and get a rhythm going. Also, I am pretty sure that this level is the same no matter when you decide to do it (so do it last). There are three areas of the tank: the back, the tread, and the turret. You start on the back, and you can jump up to the back or the turret from the tread which will slowly move you towards the front of the tank. The enemies will come out of the turret UNLESS you are standing on it, in which case they come out of the back. Remember, if you get knocked down while on the tread, you will fall off the tank and lose a life, so don't stay there if you have to fight. You begin on the back. Wait for the first Nazi to come toward you, and when he jumps up to the back platform, run off onto the tread. You should be able to get enough space to use your whip. When he dies, face the back of the tank and wait for the tread to carry you right under the joint between the turret and the gun. Keep creeping forward to stay right at that spot. The Nazis will come out of the turret and than fall down the left side. When they hit the tread, whip them like sitting ducks. After nine of these guys, Vogel will jump out and you can whip him too. If at any time you mess this up and the Nazi is coming for you, jump up to the turret. When the Nazi jumps up to meet you, you have a quick chance to kick him in the head and right off the tank, but you will probably have to just jump kick him until he dies. Once you get him, go back down to the tread and continue. VII. Rescue Dad --------------- This is clearly the most confusing level. Luckily, I have painstakingly mapped the whole thing out. Take a look at the map, then use the path that corresponds to when you are doing the level (if you do it last, this will be the third opportunity). The castle is divided into five 'slices.' Each slice has three floors. You start in the first slice and Jones Sr. is in the fifth slice. The connections between each slice are marked with letters. The capital letter is for a door you walk 'up' through, and lower case letters are doors you walk 'down' through. I will describe secret passages as I go, since they are different in each version and too hard to mark on the map. So for instance, the first and second slices are connected by a door marked 'A' in slice 1 and 'a' in slice 2. v and ^ mark stairs that go up and down in the same slice. 'strt' marks the start (slice 1) and 'dad' marks the secret passage to where your father is held. To open those fireplace passages, go to the nearby chair and press down. Indy will sit and the fireplace will open if it is a secret passage. Also, since there are more than 26 doors, some of them are marked with double letters. I hope there is no confusion. Slice 1 |v___________________K|I___________ _____H|F_______v| | | | | |^_________________Q|M__________A______strt_T|G_______^| | | | | |____________________O|_________P____K__|__LL__________| Slice 2 |____C______k______i____J________D|h__________f_______E| | | | | | |____v___q__L____m|_B_a_|S_________t_________|g_______R| | | | |____^_____N_o____JJ_p|NN_k_____MM_ll__________________| Slice 3 |v___c____AA______________v____BB_j|d____ ________e| | | | | |^______FF|U_l____________^___b|s___W_________________r| | | | | | |_______HH_______n|II________jj|PP_nn|mm_______________| Slice 4 |____CC_aa____ ____bb______|_________|___________DD| | | | | | |_ff_EE|u_____________ZZ|X__w____________|v___________Y| | | | | |____GG_hh__ii_YY|pp__________|Z__________^____________| Slice 5 |______cc___________ __________ ____v_____dd| | | |v_____ee__________________zz________x_________^______y| | | | | | | |^_____gg____|_____|yy_____________|______|z________dad| 1st opportunity: Go left to A, then B, then up the stairs and go right through BB. Then jump down and go through ZZ, then go all the way right to y, then left to go down the stairs, left to Z and then through 'dad.' 2nd opportunity: Go left to A, then B, then through U, open the wall on the left by whipping the torch, then go left to EE, run to the right (if you fall through the hidden pit, go left, up the stairs and try again) and go through y, then to the left and down the stairs and then whip the torch to the right to open a secret door which takes you right to 'dad.' 3rd opportunity: Go left to A, then B, then up the stairs, go left to c, then run and jump over the hidden pit (if you fall, go right to m and then you can start again by going through A) and go all the way right to D, swing over the pit with the chandalier, whip the torch to open a secret passage, go through and then whip the torch here to open the wall to the left. RUN to the left and fall through the hidden pit (if you don't run, you will fall through a second pit right below the first pit) then get enough room to run and jump over to the right side of the second hidden pit. Whip this torch and go through the secret passage. You will be deposited right next to 'dad.' VIII. Get the Diary ------------------- Should you be so unfortunate as to get captured in Brunwald castle, you will have to go to Berlin to get Dad's grail diary. On the upside, Indy immediately grabs the diary and hops on a motorcycle. On the downside, you must ride that motorcycle through an extremely hostile area. You can do this over and over, since Indy always escapes from the Nazis if you lose all your lives. You will NOT make it through the final trial without the diary, so GET IT. First, I will describe each type of obstacle on the road, then I will list the order in which they appear. Try and do everything the same way every time so that you get very good at it. With that said, good luck, because this is the hardest level in the game. Divides: sometimes the road splits in two and you have to go left or right. This will be coupled with other obstacles (divided road with a gun pit on the right, for example), so I will tell you 'right' or 'left' so you know which way to go. Gun pits: three Nazis will be crouched behind barbed wire and shooting straight ahead. Just learn where the safe area is and jump the bike over the pit. Gun wall: a wall with a shooting soldier behind it; easily dodge the bullet and jump the wall. Ravines: Just jump over these. They are often coupled with divides. Make sure that you are going fast enough to make it over (press up to speed up, down to slow down). Mine fields: These are a pain. The best way is to go up the middle lane and jump over the sporadic mines there. The good news is that motorNazis usually die trying to follow you through here. Artillery pit: This looks like a tank or big gun with some soldiers in a trench. You can jump over these easily while avoiding bullets. Turret run: These are hard. VERY HARD. There are three turret guns that are placed on a zig zag road. The guns will follow you and are very good at getting you even after you get past them. I usually jump the first gun, then zig zag past the second two, but it is hard to fool the guns. MotorNazis: Every now and then a Nazi on a motorcycle rides up and starts slamming into you. You have two choices. Either slam him into the trees very quickly or wait for him to get himself killed along the way. Sequence: Gunpit (right and left) Ravine Mine field Gun wall Ravine (right) Ravine Gun pit Gun pit Mine field Ravine (right) Turret run Gun wall Ravine (right) Ravine (left) Ravine (right) Ravine (right) Ravine (left) Turret run Gun pit Artillery pit Artillery pit Gun pit Artillery pit (these last five pits are in rapid succession) IX. The Holy Grail ------------------ When Indy enters the Lost Temple, he takes a quick look at the diary. FIRST, take note of the symbol at the top of the page. This is the symbol that you will jump from to get into the grail room. Once you have that symbol, try and find a basic direction through the maze. Once the diary disappears and Indy is standing in front of the maze, start walking along the letters, always spelling out JEHOVAH. If you get stuck and can't keep spelling JEHOVAH, then backtrack and try another path that keeps spelling it out. If you don't, you will eventually fall through a hole. Go quick, or your candle will burn out. When you get past the maze, find the symbol that appeared in the diary and walk into the void. If you got the right one, you will get to the inner sanctum. If you go from the wrong one, you will fall to your doom. Once inside with the knight, Indy will remember his sketch of the grail. You need to take note of the following things: Is the top of the grail curved in or out? Is the bottom of the grail's cup a bowl or a funnel-shape? Are the handles a simple curve or a squiggly handle? Is the base wide or short? What type of curves are on the stem of the grail? If you take notes on these things, you should be able to quickly rule out all the of the wrong grails, leaving you with one or two that look like the one in the sketch. Choose wisely, and you will win the game. Choose poorly and you will lose the game. Good luck! X. Acknowledgements ------------------- Thanks to the guy on the NES topic board who helped me with the Word of God maze, that was a pain until he helped out (don't remember his handle). Also, thanks to Spielberg and Lucas for giving us Indiana Jones, yet another classic and super-sweet adventure series. XI. Legal Mumbo-Jumbo --------------------- Copyright 2004, Mike Jenista This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.