Indiana Jones and the Temple of Doom(Arcade game)
FAQ version 2.0.0
by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my permission. It
required a good deal of effort, and I do not look to profit off my work.
However, if you ask me nicely, mentioning my name and this specific
game, I will hopefully be un-lazy enough to reply to you.

** AD SPACE **

My home page:
http://www.geocities.com/SoHo/Exhibit/2762

================================

         OUTLINE

 1. INTRODUCTION

 2. CONTROLS

 3. OTHER BASICS

   3-1. GAME LAYOUT

   3-2. GAME SCORING

   3-3. THE INTRO SCENE

 4. ENEMIES AND OBSTACLES

 5. ALTAR ROOMS: THE ONE PART THAT WON'T CHANGE

 6. WALKTHROUGH: EASY

 7. WALKTHROUGH: MEDIUM

 8. WALKTHROUGH: HARD

 9. THE FINALE

 10. THE BONUS SCENARIO

 11. VERSIONS

 12. CREDITS

================================

 1. INTRODUCTION

 Indiana Jones and the Temple of Doom is an exciting game that is
almost three-in-one. The object is to take out Mola Ram, but first
you'll have three waves of sub-scenes roughly corresponding to movie
scenes: rescuing kids from an underground den with ladders and lava
pits, running a mine cart through a maze, and rescuing the Sankara Stone
from the altar. None is quite as detailed as the movie, but with
Thuggees chasing you all over and how YOU get to play and try again,
it's quite fun and even has a few Jones-esque sound clips. Once you
rescue the third Sankara Stone, you have one more wave of sub-scenes but
the altar scene becomes the Rope Bridge finale where Indy finally kills
Mola Ram. After that is a challenge level that will sting you, but it
doesn't last long enough to ruin things.

 For me it was well worth chucking a couple of quarters to get seven
lives to play a bit further, and it's exciting enough that the game
psyches you up and makes you want to run to the next part, and this in
turn leads to a lot of quick deaths. The main problem you will have is
slowing down and learning when to whip, or when to move, especially in
the mine scenes. There are also some questions of fully completing the
underground den as you don't have to rescue the kids at first. This
guide aims to map out a decent solution in Easy mode and elucidate on
Medium and Hard with maps at least.

 Oh yeah, it's also got the cool soundtrack.

 2. CONTROLS

 Psst...if you're playing on an emulator, the left control key will let
you start with seven lives.

 Indiana Jones can travel in any of eight directions. He whips in the
direction he faces and although you can whip to the side or in back as
you run, you'll probably want to whip stuff in your way. If something's
behind you, turn around well in advance, but don't whip serially unless,
say, Mola Ram is close by. If you are on a ledge and whip down, you may
eventually inch over and fall off.

 You can shift left-right on a ladder but moving diagonally to feel for
a stair doesn't work--when Indy hits an obstacle he runs into it hard.

 Indy can however move laterally when on a stair, which is cool.

 Scene 1 specifics:

 When Indy is rescuing kids, he can fall down one level and survive.
This can make things quick, and he can also push down when solidly on a
ledge to fake out one of the two Thuggees that appear. Indy can also
whip across a small distance, and sometimes when he is right next to a
cage he can whip diagonally but not straight in order to open the cage.
There are also posts for Indy to whip so he can swing across a gap. When
he whips them, anything in his jumping range is destroyed.

 Watch for the stairs and be sure to climb them diagonally. They can be
tricky, and you may want to whip Thuggees before getting in there. Just
pull out and go back up the stairs if you get stuck--they can be tricky!
On later levels ladders are also dangerous--be prepared to whip Thuggees
coming down especially from very tall ladders, or better yet have them
cleared out beforehand.

 On later levels you'll have to deal with spikes(wait to cross) or
bridges(not much wiggle room to the side,) or conveyor belts that make
for very slow progress indeed if you run against them.

 You also have chutes which are interesting but treacherous. You can
push up to pause your progress down, or you can move down quickly. You
will stop each time there is land to the left or right. But you need to
keep track of Thuggees behind you. They run faster than you and fall
faster, too.

 Scene 2 specifics:

 First, going faster isn't necessarily better. Watch for dead ends and
note how the tracks come together and split. That determines the default
way you'll go for a fork, but you can push the other way, of course.

 Here you can tilt the mine cart you're riding to left or right.
Pushing the opposite direction you're traveling(and it must be at an
angle) makes it go slower, and down makes it go faster--here you have a
45 degree window to go faster. You can also whip in four directions but
beware: down is forward. Not the diagonal. You can also whip once and
not specify a direction the next time and the game will 'remember.'

 The mine cart goes along the track you'd expect it too(when they merge
it may shift depending how the rails set up) and at an intersection,
moving left/right changes lanes. You may also need to lean against a
rail in the very hard modes to get by a particularly broken track with
lava under, or you may need to go speedily to jump a gap.

 You can knock off bad guys ahead of you by running over them, but
you'll need to watch as they come from behind.

 Scene 3 specifics: the mechanics are like scene 1, but a bit simpler.
There are a few problems when moving diagonally would be quickest and
doesn't quite work.

 3. OTHER BASICS

   3-1. GAME LAYOUT

 You go through twelve mini scenes with the finale being where Indy
takes out Mola. The different difficulties give rise to genuinely
different maps and along the way you'll alternate rescuing kids on a
latticework of ladders and later lava pools and conveyor belts with a
run through mines in your mine cart(there are disconnects in later
scenes) and then a sadly staid altar room. But it's still quite exciting
even if the challenging stage seems just to be an excuse to make a
successful player feel stumped.

   3-2. GAME SCORING

Intro screen:
--100 for skeletons
--100 for snakes
--5000 for completion
(5700 total)

Level 1:
--50 for first kid rescued, +50 for each subsequent, reset at death
--completion bonus = 5000/10000/15000
--100/150/200 for snakes
--Y for bad guys, etc.

Level 2:
--200 points for first thuggee whipped in a row, +50 up to 500, then
1000 then 1500 continually. For Medium it's 250-1750, Hard has 300-2000.
--10 points for each part of distance you travel
--50/100/150 points for dynamite
--250/300/350 points for big thuggee
--250/300/350 points for whipping a cart to the side(this slows them
down.)
--500/750/1000 points for overturned carts
--you get points for turned over carts you can't see

--score flashes when you're within 2000 of the next extra guy

Sankara Stone/Altar Room:
--1000, 2000, 3000 on Easy(10000 completion)
--4000, 5000, 6000 on Medium(15000 completion)
--7000, 8000, 9000 on Hard(20000 completion)

Extra men at 30K, 80K, 130K, 180K, 280K. If you get a bonus(30K for
medium and 75K for hard) then the game makes 'next extra life' jump
accordingly.

Challenge stage: For each trophy, 10000 + 5000K per statue easy, moved
to 15000 and 20000 for hard. 20000 for each you get quickly. This is
usually more due to luck and so the easier ones get you the bonus.

Original high scores:
PTR 112300
BIF  89950
PUD  84100
SOD  62100
FIG  57250
RAT  34650
COW  28500
ANT  10750
DOG   9400
ARF   6850 (current listed score)

   3-3. THE INTRO SCENE

+---------------------+
|        !H!          |
|         .         M!|
|         .....~......|
|!E!           ~     .|
|.....S...............|
|.                    |
|.....S..I            |
+---------------------+

 This is not particularly tough if you want to get to the hard level
and get the completion bonus. Your main problem would be whipping the
skeletons without entering the easy area(always move diagonally to face
the side of the doors.) There are also a few snakes to whip and a gap to
go across(use the whip there, slightly above the middle of the path) but
it shouldn't be too hard. If you want the completion bonus and a shot at
easy, go below the bend in the river and whip the post to get back. You
won't make it to the 'easy' exit unless you move perfectly but you'll
get close enough that the game will give you the benefit of the doubt.

 4. ENEMIES, OBSTACLES AND POINTERS

--THUGGEES are present in all scenes but variably dangerous.

 ** scene 1 hints **

The Thuggees aren't too tough to deal with by themselves. They are
slightly faster than you, so you need to watch out there, but they are
also rather stupid. They'll impale themselves on spikes or run into
flaming gas cans. You can deal with Thuggees in several ways:
1) whip them
2) have them follow you onto spikes
3) open up a gas can when they're nearby
4) get them to chase you down a conveyor belt
5) drop on them from the ledge just above
6) whip one of the posts while they're around, and you'll stun them on
landing

Thuggees can also be killed or completely removed from the area. Notice
each time you whip them, they go down a bit. Repeated whipping causes a
Thuggee to fall off his current ledge, and if you are at the bottom of
the scene, they'll "fall" to the top. Also when you are walking over
lava they are easy to kill, too

 ** scene 2 hints **

 Thuggees on the ground don't do much here. Often they show the easier
way through and in fact it's only the giant Thuggees that are dangerous.
If you drive right by them without killing them, they get you.

 It's the thuggees in the carts that are annoying. One thing you must
do is recognize where the end is(there'll be a room to the left) and
whip the last gas can before then to cut off the bad guys behind. You
can slow down and whip up to knock off potential challengers, or you can
tilt and whip to the side. Adjust your speed if you seem to be on a
collision course. I don't recommend slowing down with another cart
around, as they can do that too. But speeding up for too long just
increases chances of being hit by a bat or running into a dead end.
There's no penalty for just going slowly except in some places where you
must jump over faulty rails(and you'll recognize those) so don't feel
guilty about it. However if you want to whip the rocks on the left
you'll need to go a bit faster.

 ** scene 3 hints **

 You'll want to watch out for Thuggees if they are hanging out near the
post where you whip across to get to the Sankara stone. They and Mola
Ram may also conspire to block you from getting to the Sankara Stone so
once you're by the altar you'll want to whip the Thuggees into the lava
if possible. If you're outside then you'll want to just stun them. Watch
them carefully for when they pick themselves up. If you wish to get the
clearing bonus it's best to bring them on a long chase and turn around
and smack them a couple of times.

[note: No points for whipping a guard as he gets up. Although you get
stun and kill points if he runs into a gas can.]

--DYNAMITE(mine scene) can explode and cost a life but it's worth 50
points(and you buy some time) if you hit it. Watch the fuse closely and
pull up or run past accordingly if you don't think you can whip it.

--SPIKES rise up and disappear in the rescue scenes. If you do step on
them they disappear for the rest of the level, but they're not hard to
avoid.

--LAVA AND BRIDGES(rescue, altar scenes) are great places to maroon
Thuggees and whip them so they fall in. But they also force you to be a
bit careful--whip diagonally on one too long and you'll fall off.

--WALL POSTS(rescue, altar scenes) can be whipped. Indy will jump
across, and any Thuggees in the way will get nailed. This won't work on
flame hearts, though, and there's no insurance a Thuggee a bit farther
away won't drop in and leave Indy no chacen.

--ROCK CRATES(mine scene) are off to the left. You can whip them and
bury enemies under them, but if you're going too slowly, you get buried
too.

--ENEMY CARTS(mine scene) come from side tunnels onto the main area.
They seem to track you well when you're going slowly, and if they hit
you from behind or the side(when your tracks merge) you're toast. They
are serious distractions, but you can move away from them quickly and
even whip them from the side to kill their drivers(250 each.) Killing
them second-hand nets 500/750/1000.

--SKELETONS are there for atmosphere in the rescue and altar scenes, but
you can whip them for points. 100/150/200.

--SNAKES in the rescue and altar scenes are lethal but stationary and
require one hit to take out. 100/150/200.

--BATS appear in the first two scenes. You can determine where they are
by the noises you hear from them. They never directly travel straight at
you--instead they go for a bit ahead or behind you. If you panic and
move around they'll surely hit you. It's best to wait for them to move
first. 200/250/300.

--SMALL BATS appear in the challenging stage and have BATS' same
annoying attributes but are actually a bit tougher to hit. Fortunately
the game's generous, and these bats tend to circle around a good deal.

--MOLA RAM appears in the rescue and altar scenes.

Mola Ram will appear somewhere on the screen and wait before whipping a
flaming heart at you. Then he disappears and comes back later. You can
best counter this with a diagonal whip unless Mola Ram is on a line with
you. The more Mola Ram hangs around, the faster the hearts go, but
fortunately there are many ways to deal with him even before he's
dangerous.

1) run at Mola Ram and whip the heart before he throws it. Mola Ram
can't be killed, but you can neutralize him.
2) run so that Mola Ram disappears off the screen. In fact if he even
disappears partially he is out of commission.
3) whip open a cell with a kid inside it, in the first part of the
scene. Mola Ram says "I'll be back."

When he appears in conjunction with Thuggees, run at and stun the
Thuggees first, then go towards Mola Ram. One big mistake I made during
my early days playing this game was just to focus on the flaming heart
and whip 'til kingdom come(especially bad on the lava bridge where I
would inch diagonally and...oops.) When the 'whoosh' starts, that's when
Mola Ram throws something. If he's close in then try to hit him, but
otherwise back up and get rid of the Thuggees so you can take care of
one enemy at a time.

--THE PRINCE OF PANKOT is an annoying little **** in the challenge scene
who will stun you if you get close to him. This leaves you at the mercy
of bats or thuggees finding you. You can't ever kill him. Avoid him at
all costs. Gloat if you're lucky enough to see him crushed by the
conveyor belts.

 GENERAL POINTERS for levels.

--To open a cage, whip the lock. You can whip a cage from under if
you're on a conveyor belt or from the right across a ledge, but not from
any other way.
--Go slowly in the mine cart scene, unless it breaks away to where
you're at the top of the screen with just one rail. That means you need
to speed up to jump a gap.
--Thuggees come from nowhere in the rescue and altar scenes at the
higher levels. Be especially careful on slides or on a conveyor belt.
Spikes also appear and vanish faster, but you'll be safe with yor hat in
them.
--It's actually easier to plan a short drop down than to use a ladder.

 5. ALTAR ROOMS: THE ONE PART THAT WON'T CHANGE

 The altar rooms are not tough as long as you are patient. They're laid
out the same, and the main differences are:

1) how fast the Thuggee guards are
2) how soon Mola Ram comes in
3) the time you have to get the Sankara Stone.
4) where the exit doors are

 There is a completion bonus and given that the maps are all the same
and it's a pretty straightforward level, you should try to get the bonus
whenever you can. You'll probably be to one side of the Sankara stone--
go that way. Whip the piles, whip the bad guys, repeat, face the wall
and whip the skeleton, swing over, move towards the lava, whip up, and
then get the stone. This can be tricky especially if Mola Ram is in the
mix.

 If you just want to get through, you can cross the bridge to get to
the stone, but do so immediately as with Mola Ram hanging around later
you may have to wait too long...and the bridge will eventually burn up.

 If Mola Ram goes too fast too soon it may not be worth it to wait for
completion bonus(10k/15k/20k)
--completion bonus for ez/med/hard = 5/10/15 + 5 * stones found
--sankara bonus = 3000 for med 6000 for hard + 1k/level

 6. WALKTHROUGH: EASY

   6-1. THE FIRST STONE

     6-1-1.

            /-\
            | |

            ..........H...
           .          H
           .  *       H
          .   ====H====
         .       H
... ......        H
   H          H====
   H          H
*   H        * H       *
=========H==== ====H====
        H         H
     *  H         H    /-\
     ===H         H    | |
        H  ....... ....   .
........H..                .
                          .
                          .
...........................

 This is straightforward without any real obstacles although you will
have to go up the near ladder sequence(remember to take brief diversions
so you rescue the two prisoners) and then go left at the top and back
down if you want the bonus. Mola Ram shouldn't be a factor here as it's
hard to get lost.

     6-1-2.

                          x/
                          /
                         /
                        /|
                       / |
                     |/  /
                     /  /
                    /  /x
                    | /
                    |/
                    /
              x  /-/
              /-/
             /   |
            /x/ /
            |/ /
            /-/
           /x
         x/\
        /- |
       /x  |
      /   /
     / /--
   x/ /
   /--
  /
 /
 |
*/
/

 The first trip through the tunnel shouldn't be too bad. There are no
dead ends, and if you go fast enough the bad guys shouldn't get close
enough to push into your cart. The main concern is that you manage to
whip the gas can at the end, so you aren't rear-ended when you leave the
cart.

   6-2. THE SECOND STONE

     6-2-1.

           /-\
           | |

*
                                   *
 ....................          /====
H     *              .        .
H   o ===H            ........
H        H
H        H            *
==== ====H        H====
         H   o    H
         H        H
         ==== ====H
                  H
                  H
             H=====
             H         ! !
             H                  *
             ====================
                  H         H    o
                  H      *  H        *
                  H      ===H==== ====
                  H         H
                  H         H
                  ==========H
                            H
    *                       H     /-\
    ======\                 H     | |

 The map is still pretty straightforward here. In fact it's linear
except you may miss the very first hostage. He's at the bottom, and
you'll want to go to the left to get him before taking the ladder. On
the second platform, go left and then swing right. As long as you're
facing right and near the whip-hold, you'll swing across. You can go
back the same way. Up, right, whip the cage, nail the skeletons if you
want, and then up two more ladders. Whip the next cage open and you can
fall left. Swing across, and at the top of the ladder is #6. Drop down
and swing left. You can whip left across the gap to get the one kid, and
you have to climb a small stair to get to the other. But dispose of any
thuggee guards first as the short stairs can be tough to climb.

   6-3. THE THIRD STONE

     6-3-1.

               /-\
          .....| |..\
                    |
H=========\         |
H          \        /
H     *     ......./
===H===
   H    o     o       o
   H
======== ===== ===H=== ==========
                  H
               *  H  *
======H==\     ===H===          /
      H   \       H            /
      H    \      H           /
H======     X     H     ======
H          / \    H    /
H         /   \   H   /
==========     =======        ===
                             /
                  *         /
                  ======H===
                        H
/-\                     H
| |.                 H===  ......
    .           o    H    .
    .                H   .
    .  H==============  .
   .   H               .
  .    H              .
H.     ===H          .     ......
H         H         .     .
H         H  *     .     .   *
===============    .     .    ===
          H      .     .
          H  ....     .
       ...H..        .
      .             .
      .            .
       ............

 Here you are introduced to diagonal paths, but it is not so bad. Most
of the prisoners are clearly on the way to the exit, or with brief
detours. You just have to figure where to go. The best pattern is to go
down and left to release the first kid, wait for the spikes and run to
the second. Back left and up the stairs and you can use the post to get
past the spikes. Up/right and at the top go left for the third prisoner.

 Here's where you begin moving diagonally, and you'll want to stay on
the upper part of the path if possible to avoid falling. You can go
right or up/right, avoiding the stairs, until you get to a 3-way
intersection. Then go down-right and there's a ladder to the side that
goes up a way. Two prisoners are on ledges. Go to the top and now you
can swing either way until you reach the next ladder up. A prisoner is
to the right. Then left, up and time the spikes(whip any Thuggees around
first so they fall down) and up/right into the mine cart.

   6-3-2.

                         /
   dynamite ---- >    /-/
                      | |
 dead end and         /-/
'preview' here -> |/ /|
                  /   /
                  |  /
                  / /
                 /-/
              /-/
             /
            /|
           / /
          / /|
        |/ / /
        / /-/
       / /
      /-/
     /
     |
     /
 |/-/
 / /
/ /
|/
/
/

 For this first part I like going to the right and taking out the
soldiers. Then I'm sure to tilt right so I miss the first dead end. Now
there will be enemies coming from the chute to the left. Slow down to
try to get behind them but if they're slow too, fake them out by
speeding up. To play it safe you can hook to the right to see where the
new bad guys are coming(there's another chute ahead after you can go to
the far right) and sepeed up/slow down comparatively. Generally keeping
right tells you where the enemy carts will appear and gives a chance to
react. Keeping in the center also helps you whip all the guards that may
appear.

                              -/
                             / |
                             | /
                            / /
                            |/
                            /
                        b/--
                     r/-/
                     / /
                    /  |
                   /   /
                  /|/-/
                 / /
                / /|
               /|/ /
                / /
               /-/
            /-/
           /|
          / /
         /|/
        / /
       /|/
      / /
      |/
      /
     /
    /
 /-/|
/   /
|  /
/-/
/

 For this part, note that after you're forced to the far right there's
a big bad guy ready to beat you up. Whip to the left and if you can
still make it right, you can pick off some easy bad guys and have smooth
sailing. After the dead end you'll be forced left but then you can
swerve right and the enemy carts will be left. Accelerate if you need
to, and then after the next loop there's the gas can you can tip over to
block bad guys from coming in from behind.

   6-4. ESCAPE TO THE ROPE BRIDGE

     6-4-1.

                      [exit to ul]
                 [scrolls horizontally]

                           .H.
                          . H .
                 .........  H  .........
                            H
           /-\              H
           | |      *       H
=========H=======H====   H====      /=========
        H       H       H         /
        ~       ~       H        /
        ~       ~       ====H====
        ~       ~           H
        ~       ~           H
        ~       ~       =========
        ~       ~
        H       H
=============H========~~~~~~~~~~~~~~~~~~~~~~~~
            H
            H
=====H       ====H====~~~~~~~~~~~~~~~~~~~~~~~~
    H  /-\ !    H
    H  | |      H
    ========H   H
            H   H
            H   H
~~~~~~~~======   H           H===H====~~~~~~~~
                H           H   H
                H   *       H   H
            H====   ====H   ========H
o /-\        H           H           H
 | |        H       *   H           H
============H       ====H   ====H===H========
            H  /-\      H       H   H
            H  | |      H       H   H
            ================H   H   H
                           oH   H   H
            *               H   H   H       *
            ====H========== ============H====
                H                       H
                H      *            *   H
=========H   ====H=======    ====H====   H   H
        H       H               H       H   H
        H       H        *      H       H   H
        ====H   H        ===H   H   H========
            H   H           H   H   H
            H   H           H   H   H       *
    H===H===H   H===H====   H   H   H   H====
    H   H   H   H   H       H   H   H   H
    H   H   H   H   H       H   H   H   H
=====H========   H   H       ====H   H   H====
    H           H   H           H   H   H
    H           H   H           H   H   H
H   ====H    ===H   H           H=======H
H       H       H   H           H       H
H       H    *  H   H           H       H
H       H    ===H   H           H   H====
H  /-\  H       H   H    /-\    H   H
H  | |  H       H   H    | |    H   H
=============================================

 I hope this map did not intimidate you. There's no super-slick way
through, but there are enough shortcuts that if you know the way it is
not too bad. From the entrance go left two ladders. You'll see a
prisoner up/left so release him. Then go back up the ladder ann the way.
Off to the left is one prisoner; drop down and go right for the second.
Then drop off to the right for the third. Climb down, right, up and
there's number three.

 Fall down, go right to the second ladder and fall down again to get
prisoner #4. Now you'll have to do some climbing--left, down, left, up
the center stair on the platform, right, up, and release the prisoner to
the right. Go left until there is a gap, then up the stairs and left. At
the first stairs go up to the top, free the kid, fall and free the kid,
and fall again.

 Go up the ladder to the left, then up the ladder to the right, and
then back up the left one. Take the right of the two bridges up across
the lava, and be prepared to whip a bat. Move right once across, and
free the kid for a nice bonus. Then back left, down the path and up the
ladder once you get to an edge. Another ladder up and you're at the
entrance lobby to the mines, so to speak. Go up/right and then keep
pacing right until you see the cart.

     6-4-2.

 The course zigs and zags here and so it's important to have an idea of
what's going on ahead of time. Don't expect to be able to go too fast,
either.
                    /
                 /-/
                / /x
               /  |
               |  /
               /-/
             !/
          x/-/
          /  |
         / / /
         |/-/
        x/ /
      /-/
     /  |
    /|/ /
   / / /
  / /-/
 /x/ /
 |/ /
 /-/
/
/x

 Go off to the right first for some easy points and then accelerate
past the dynamite. Enemies should appear so hit the gas can to the left
to neutralize them and quickly swerve right. Now you can take out the
thuggee while avoiding his big 'cousin.' You can swerve left after to
take the next one out. It's pretty plain sailing for a bit but then
carts will appear from the left. Go slowly at first but accelerate and
go left once you see a turn. Then you'll have to push right twice as
there are two dead ends right after that. You can't just hold the
controls that way, either. For more points you can speed off to the left
and whip two thuggees(watch the dynamite) and back in the center a bat
will appear. You can whip to the right and then left and move right
quickly if the bat's not blocking you. After this the course will turn
down and then right. The middle part is where to get more points but
here you can keep on the outside(left) and just speed away to be safe.
Then the course will turn back down left and you just have to hold left
and bust the gas after the path splits and comes back together.

                                   /
                                   |
                                   /
                                / /
                             / /-/
                            / /
                           /-/
                          / /
                         /|
                          /
                         /
                        /|
                         /
                      /-/
                  x/-/ /
                 !/   /
                x/   /
                /   /
                |  /
                /-/
               /x
           |/g/
           / /
          / /|
          |/|/
          /-/
         /
      /-/
     / /
    / /|
   / / /
  / / /
  | | |
  \ \ \
   \ \ \
    \-\x\|
     \ \|\
      \ \x\
       \ \|
        \-\
           \
            \
            |
            |
            |
           |/
           /
          /-/
       /-/
      /
      |
    /-/
   /
  /|
 / /
/ x|
|  /
g/-/
/

 7. WALKTHROUGH: MEDIUM

   7-1. THE FIRST STONE

     7-1-1.

       /-\
 ......| |.....
.              .
               .
               .
               .
.              .
|oH............H     |
| H            H     |
| H            =====H|
|oH                 H|
| H                 H|
| H=======~~~~~~~~~==|
|   H   o            |
|   H  * *           |
|======= =====H=~~~~~|
|             H      |
|             H      |
|             H /-\  |
|             H | | *|
|   H================|
|   H                |
|*  H  *             |
|=======             |

 There really aren't that many pitfalls here. The map is probably the
simplest of all you'll see playing through the game. Go right(1,) left,
down, get the two kids, climb up twice, and go left. You might want to
whip down for the two kids here with your proximity to the post, but
then you just have two more stairs to the left before you're at the main
top area.

   7-2. THE SECOND STONE

     7-2-1.

                     /-\
    .........    ....| |..
. *           * .         .
.===\     /===.           .
                          .
.   ....H....             .
 ...    H    .............
        H
        ===H
        o  H
*          H
===H==== ======H
   H           H
   H           H
^>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>X
^                o           ^
^                            ^ *
=^       H=======H =====#     ^ ==
^       H       H       #    ^
^       H       H  *     #   ^
<^       H       ====      #  <<<<
^       H                 #
^    *  H                 #
^    =======H             #
^           H   /-\        #
^           H   | |         #
^           ==#======#       #
^             #       #       #
^     *       #        #       #
=====H===       #        #       #
    H           #       #       #
    H            #      #       #
X<<<<<<<<H<<<H     #     #
        H   H      #   # #
        H   H       # #   #
H========   H        #     #
H           H        #     #
H           H        #  *  #
H           H        #  ===#
H     o     H       #       #
H           H      #         #
======= =============         ===

 Fall down the right tunnel and then right again. Then hang a left at
the ledge to get to your first prisoner. Slide back right and then climb
up the first stairs, then right and up again. Climb up the next stair
along the conveyor belt and free the kid to the right. Then go with the
flow up, breaking to the ledge to the left to free a prisoner,  and
right. Drop down with safe ground immediately below. Go down the stairs
on the left side, rescue a prisoner, and go right and up. Then drop down
to the right to free the next one. Up and right to the slide. Push right
when there's a ledge there and you'll be back on the conveyor. When it
turns right, push up to get on the ladder and whip left for the sixth
prisoner. Whip right to jump the gap and take the ladders up.

 At the top you have prisoners up small stairs to the right or left.
Whip Thuggees before braving the stairs and then when you've gotten both
prisoners, run right/up/right.

   7-3. THE THIRD STONE

    .EXIT.     X<H<<<<<#<<^
   .      .      H     #  ^
          .      H     #  ^
H===.      .   ====     #  ^
H    ......            #   ^
H                     #    ^
===H              #==#     ^
  H             #    #    ^
  H     *      #      #   ^
  H     ======#        #  ^
  HO     O    #    O   #  ^
  H           #        #  ^
==== ===== ========= ====  ^
                          ^
                          ^
>X       H>>>>>>>>H>>>>>>>>>
        H        H
  ......H........H......
 .                      .
.                 ....   .
.                .    .   .
 .H.....        .*     .  .
  H     ...     .===H  .  .
  H        .     .. H .   .
  ===H      .      .H.    .
     H       ....         .
  *  H           .       .
  =========H      ..H....
-\          H        H
|          H        H
===#      X<<<<<<<<<<<<<<<<^
   #                      ^
    #                  *  ^
     #     H=====#     ===^
    #      H      #       ^
   #       H  *    #      ^
  #     H==H===     #     ^
 #      H  H        #     ^
#    *  H  H        #     ^
#     ===H  ===H     #     ^
#       H    OH     #     ^
 #      H     H     #     ^
  #     ===== ===H==#     ^
 # #             H   #    ^
#   #            H    #   ^
#     #     ^=====H     ====
#     #    ^     H
 #     #   ^     H  *
  #     #  ^     ====
 #     #   ^
#     #    ^
#     #     <<<<<<<<<<<<^
#    #                  ^
#   #                   ^
====                    ^
  #                    ^
  #                    ^
  #     H>>>>>>>>>>>>>>>>X
   #    H
    #   H     *
     ======:===

 For the first part, you have no chouce but to slide all the way down.
Just keepright. At the very bottom, go past the spikes to release the
first prisoner(jump from the conveyor if you mistrust your timing) and
now when on the conveyor go right and up. Here if you move to the top as
you go left and whip up, you may save time getting one of the prisoners.
Once you follow the conveyor, then, you'll either fall right to get the
prisoner and come back, or you'll go up.

 Next order is to whip the post and go up/left for one prisoner then
right/up/right for a second. Fall down twice and use the chute to get to
the bottom. Right and up. There's a ledge to the left with #5. Back on
the conveyor, take the first ladder. Continue up and in the small area
there you'll find another prisoner at the top of the stairs. Climb back
down and circle around to the left. There'll be a ladder there. Drop
down it to release another kid and then go back up and right.

 Get on the conveyor belt here and eventually you'll get near a roller.
Take the ladder just before it. Fall down the ladder. Take the first
part of the chute(down left) and then go left for the final captive.
Fall left, whit across the gap, and climb up. Left, up and right and
you're near the exit.

   7-4. ESCAPE TO THE ROPE BRIDGE


    H<<<<<<^
    H      ^       EXIT
    H      ^      .    .
    H<<<<<<^=====~      ~======
    H      ^      .    .
    H  *   ^       ....
 H======   ^
 H         ^
 H         ^
         X<<<<<<<<<<<<<H<<<
                       H
              *     *  H
              ===H=== .
                 H   .
     ............H...
    . [not sure about this
   .   area totally]
   .                       .
   .                ....... /-\
    .              .        | |
     ...H........H.       #====
        H    O   H       #
     *  H        H      #
     ===H==== H===     #
        H     H       # #
        H  *  H  *   #   #
        H  ===H===  #     #
        H     H     #    #
        H     H     #   #
     H===  ====     #  #
     H             #   #
     H            #    #
     H        #==#     #
O     H       #   #    #
     H      #    #   #
==H===     #     #  #     H===
  H       #     #   #     H
  H  *   #     #    #     H
  H  ===#     #     #     H
  H     #     #    # #    H
  H     #     #   #   #   H
>>>>>>>X #     #==#     #  H  ^
         #   #   #    #   H  ^
          # #    #   #    H  ^
           #     #===     H  ^
          # #   #         H  ^
         #   # #          H  ^
  ===#===     #        H===  ^
     #       # #       H     ^
     #      #   #      H     ^
     #     #     ===#  H>>>>>^
      #    #        #  H     ^
       #   #        #  H     ^
        #  #        #  H     ^
       #   #        #  H     ^
      #    #        #  H     ^
     #     #     ^>>>>>>>>H>>>
     #    #      ^        H
     #   #       ^  *     H  *
     #===        ^  ===:==H===
    #            ^        H
   #             ^     *  H
  #              ^     ===H
 #               ^        H
#                ^        H
<            X<<<<<<<<<<<<<<<<<

 Go hard left as you fall. On the second ledge to the left you'll find
the first captive. Then fall back right and go left at the crossroads of
the chutes. Past the spikes is the second kid. Drop down and head
leftish(the only way) and you'll go to the bottom where there's a
conveyor belt. Go up aod rescue one kid to the left, and then go right-
up-right for another. Past the spikes to the left is a third. Now go
back up the stairs and go with the conveyor belt flow. Right, up, right.
Up on the ladder before you get crushed and now right, up, right, up,
left. Go right and just fall down. You'll clean up the two prisoners
here easily. Back up, right, up.

 The first wide area. Directly up, you have two more kids waiting for
rescue. Fall right and go up the next ladder you see to the right. Take
the conveyor left, up and the first left. Fall down for the final kid
and a nice bonus. My map's bad so there's probably a better way to the
exit than runnin g back across the grain up and right.

 What was so hard about this again? It's the last puzzle. It shouldn't
be.

 8. WALKTHROUGH: HARD

   8-1. THE FIRST STONE

     8-1-1.

           *     *
#==#==#     ===H===     #==^==
#  #   #       H O     #   ^
#  #    #      H      #    ^
#  #     =======   ==#     ^
#   #   #             #    ^
#    # #   ..........  #   ^
#     #   .          .  #==^
#    #  .            . #  ^
 #   #                 #  ^
  =======~          ~===  ^
         .         .      ^
          .       .       ^
H           ...H...  H========
H              H     H
H              H  *  H  *  *
H           =======  H===  ===
H                    H
H                    H
<<<<<<H            X<<<<<<<<<<
     H
     H
H   X<<<<<<<<<<<<<<<<<<<<<<<<<
H              H     H
H              H     H
H>>>>>>>>>>>>>>H ....H.....
H              ..          .
H        * ....            .
======H===.      ....H.....
     H ..      .    H
.....H.       .  *  H
      .H.....   ======H
     . H              H
    .  H              H
    .  ======H        H
    .        H /-\    H
     .       H | |    H
.......       ==========

 Time the spikes and go right. Up, left, get the first prisoner, up the
stairs you passed, and head left. Look for the stairs up. Go right for a
prisoner and then back left and up two levels. Fly left on the conveyor
belt, go up and left some more. On the ladder you can whip left to get
the one tricky prisoner. After that just go to the ledge to the right
for another and then climb up the stairs and fall onto the prisoner on
the ledge you couldn't reach. Take the long conveyor belt up and the
chute to the left. Whip the gap and climb up. Two prisoners above there.
Now you can fall down the chute to the left. Go right to the exit area.

 If you weren't able to get the prisoner left of the ladder that you
couldn't walk to, now you can. Take the ladder down and the final kid is
right there.

   8-2. THE SECOND STONE

           ....EXIT...
          .           .
         .            .
         .            .
#==#==^    .H.        .    #==#
#  #  ^     H .      .    #   #
#  #  ^     H  .    .    #    #
#  #  ^  ^===   ..H.    #     #
  #  ^  ^        H    #     #
  #  ^  ^        H   #     #
  #  ^  >>>>>>>>>>>>#     #
 #   ^  ^      O    #    # #
#    ^  ^  *        #   #   #
#     ^  ^  ===# =======#     #
#     ^  ^     #        #     #
#  *  ^  ^     #        #     #
====  ^  ^     #     #===  ====
     ^  ^    #     #
*     ^  ^   #     #          *
===H  ^  ^==#     #           =
  H  ^  ^   #   #
  H  ^  ^    # #
>>>>>>^  ^     #        H>>>>>>
     ^  ^     #        H
     ^  ^     #        H
H>>>>>>  =======  H>>>>>>>>H>>H
H                 H        H  H
H.             ...H........H..H
 .           .
  .         .
   .       .
    .     .          ..H..
    .    .          .  H  .
    .   .          .*  H  *.
..H.O  .           .===H===...
  H   .             .  H  .
  H  .               ..H..
^=== .                     .  ^
^     .                     . ^
^      .                    . ^
^       .                  .  ^
^        .                .   ^
^         .              .    ^
^          .H........H...     ^
^           H        H        ^
^           H        H        ^
^    X<<<<<<<<<<<<<<<<<<H<<<<<^
^                   O   H     ^
^   *                   H  *  ^
^   ===H       H==== =======  ^
^      H       H              ^
^      H       H              ^
================              =

 The risky but quick start is to the left(spikes and Thuggees combined
may be tricky here) and up the ladder to whip left for the first
captive. Then you drop down, get on the conveyor, and whip left to free
the second prisoner(you can just take the next belt left and fall, too.)
Take the first stairs up at the big horizontal belt and to the up-right
is a small grotto with two more prisoners.

 Go out the top and to the upper left. Then take the ladder along the
conveyor to get to the next level, and take the next ladder to release
another prisoner. Drop down and go back on the conveyor belt. If no-
one's coming from below you can look left and whip and try to get the
prisoner through a bit of space. Otherwise you can run to the top, go
left, and go down the first chute. After clearing the prisoner, drop
down twice to get back into the pattern.

 Take the left chute all the way down. Whip a gap to get to the final
prisoner. Take the chute down but go left at the ledge. This saves a bit
of time over going all the way down. Go left, then follow the conveyor,
and go up at the stairs. You'll be in the exit area.

   8-3. THE THIRD STONE

     8-3-1.

==.           .===H  ===H  H===
  .         .    H     H  H
   .       .     H  *  H  H  *
    ...H...      H===  H  H===
       H         H     H  H
       H  *     .H.    H  H
<<<<<H  H===    .   .   <<<<<<<
    H  H      .     .
    H  H     .      .
 >>>>>>H>X   .      .
       H     .      .
.   *  H  *  .      .  .......
 .  ===H===  .      . .
  .    H    .       ..
   ....H....        .
                    .
                    .
                    .
.H.....            . .....H...
 H     .         ..       H
 H      .       .         H
<<<<<<H   ..H....        X<H<<<
     H     H              H
     H     H           *  H  *
  ^>>>>>>>>>>X         =======
  ^             /-\
  ^             | |
  ^     #==#==#=====#==#==#
  ^    #   #  #     #  #   #
  ^   #    #  #     #  #    #
  ^  #     #  #     #  #     #
  ^  #     #   #   #   #     #
  ^  #     #    # #    #     #
  ^  #     #     #     #     #
  ^   #   #     # #     #   #
  ^    # #     #   #     # #
  ^     #     #     #     #
  ^      #   # #     #   #
*  ^       # #   #     # #
======^     #     #     #
     ^    # #         # #
  *  ^   #   #       #   #
  ===^  #     #==:==#     #
     ^  #     #     #      #
     ^  #     #     #       #
  ^=====#     #     #        #
  ^      #   #       #      #
  ^  *    # #         #    #
  ^===     #           #===
  ^        #          #
  ^        #         #
X<<<<<<<<<<<<<<<<<<<<

 Fall down either chute next to you. Push hard left. At the first ledge
you go to, go left and drop down and free the first person. Back up the
conveyor belt, up, and left to get #2. Right, up and left for #3. Then
take a long ride up and the first stair to the right. Head left on the
conveyor and drop down at the first prisoner. Release him and go left
and get the other.

 Now head up/right. The first stairs you see will lead to the rest of
the prisoners. There will be two on each side, with another on the next
ledge up to the right. Fall left and go against the grain for a bit.
Once you get to the stairs, go up and follow the conveyor to the next
stairs. Go up and right to release the prisoner. Fall left. Go up the
stairs at the end of the platform. Fall left onto the final prisoner and
release him.  Left, up, left to the exit area.

   8-4. ESCAPE TO THE ROPE BRIDGE

      8-4-1.

          #     #           #
          #     #           #
       *  #     #  *        #
    H===  #     #  ===H     #
#    H     #   O #     H    #
#   H     #     #     H   #
 ======H=====   ===H====== O
       H           H
       H  *        H
=====H====== ...... ===H===
  O H      .EXIT  .   H
    H                 H     *
==   =======     ==========  =
...........     .............

          ....
         .    .
        .      .
    H...        ...H
    H    /-\       H
    H    | |       H
<<<<<H     #        <<<<<<<<<<
    H     #           ^     ^
 *  H     #           ^     ^
 ====     #     ======^     ^
         # #   #      ^     ^
        #   # #       ^  *  ^
==#     #     #        ^===  ^
  #   #      #        ^     ^
   # #    *  #        ^     ^
    #     ===#        ^     ^
   # #        #       ^     ^
  #   #   *    #   *  ^     ^
 #     #===     ====  <<<H  ^
  #    #       #         H  ^
   #   #      #    *     H  ^
    #  #     #     ===H=====^
   #    #   # #       H     ^
  #      # #   #      H     ^
<<#        #     #     ===^  ^
 #       # #     #       ^  ^
 #      #   #     #      ^  ^
 #     #     #     #<<<<<^  ^
  #           #    #     ^  ^
   #           #   #     ^  ^
    #==:==#     #==#     ^  ^
    #      #   #    #    ^  ^
 *  #       # #      #   ^  ^
 ===#        #        #  ^  ^
     #      # #      #   ^  ^
      #    #   #    #    ^  ^
<<^     ===#     #  #     ^  ^
 ^        #        #     ^
 ^        #        #     ^
 ^        #     >>>>>>>>>>>X
 ^       # #          ^
 ^      #   #         ^
X<<<<H<<<     #        ^</pre><pre id="faqspan-2">
    H       # #       ^
    H      #   #      ^
>>H>>>     #     >>>>>>>>>>>>>
 H        #
 H        #  *     *  *     *
 ===H     #  ===H===  ===H===
O    H     #     H        H
    H     #     H        H
 ====     ==========  =======

 You will have to loop around a bit for this one, but quite honestly it
could be a lot worse. Drop down to the left and continue sliding down
until you see a prisoner to the left. Rescue him and drop down the
chutes to the right until you hit a conveyor belt. Drop down from there
and rescue the four prisoners there, two on each platform. The spikes on
top of the stairs are annoying, but avoid them a bit by falling after
your rescues. Head right and zigzag up the ladders. After three, there
will be a conveyor belt going up. Take it and then it's a long trek to
the top area. When there's a ledge to the left, go that way and release
a prisoner. Climb and go left and if you're clever you can whip left to
unlock one cage. Don't sweat it too much if Thuggees are around. There's
another prisoner on the next ledge up, to the right, and then up left a
ledge leads back to the slide maze.

 Fall left on the slide. A prisoner is left at the first ledge. Drop
down once you rescue him to get the next one below him. Get back on the
slide and veer right. You can take another stab at the one prisoner here
as you go back up, or you can just reenter the slides and steer right
this time. In any case, taking the conveyor belt to leave the loop leads
to the second part of the level. You do have to get one more guy before
you leave--you can take the big long conveyor belt so you have to run
right a bit less, but using the pattern to get the prisoners will still
work if you are vigilant. You can fall onto the prisoner cell and open
it.

 Go to the area just below the exit(right, take ladder.) Take a left at
the rickety small stairs. Whip the gap to get one prisoner, come back,
climb up and go right. Another prisoner is at the edge. Left-up-left-up
to another ledge with a prisoner. Fall down and go right. Past the
chutes you can't access, a ladder up and ledge left hold the final
prisoner. You can fall down three times once you rescue him, and the
exit will be right there.

 9. THE FINALE

 It's not tough to figure what to do here. There's a sort of small
plateau where you'd do well to whip a few Thuggees quickly--the bridge
is where it's at. Then start running right. When you hear a 'whoosh' a
flame will be coming soon. Whip behind you if anyone's coming quickly--
once on the bridge the bad guys fall off easily although they do move
quickly. The hearts come more quickly as you get closer, and near the
end you may need to inch in slowly, whipping almost instantly. When you
touch the gem, the final scene will play. Indy will cut the bridge and
the bad guys will fall off.

 For the easy version you should only have to whip behind you a couple
of times, and you can move in pretty quickly. For the medium
walkthrough, by the time you get near to Mola Ram, you'll need to whip
behind while he's in view, making your task rather more difficult. You
may want to stop running forward and whip a few bad guys from behind and
it may even be worth it to retreat if one comes into view from the left
and you feel a heart is about to come from the right. The last part is
excruciating and you'll want to be extra sure you've killed the bad guys
off before you run right and the hearts come quicker and quicker. You'll
need to whip more quickly, but you'll still want to make progress. It's
tough to see the best way to inch and is more of a matter of intuition.

 What you need to do is simple and clear--move as fast as you can
right, and near the end use split second timing to inch forward and take
care of Mola Ram before bad guys reappear from the left. Warding off the
guys behind gets progressively tougher as you move to medium and then
hard.

 You'll want to, if possible, hit two bad guys with one whip on medium
and hard. The more distracted you are with Thuggees, the faster Mola
Ram's hearts come flying in. On a related note, don't try to milk points
from this as Mola Ram's hearts keep coming faster and faster.

 If you do die, it's not the worst thing. You start on the bridge a bit
closer to Mola Ram. Use the head start post haste. Push right as the
screen fades in.

 10. THE BONUS SCENARIO

 After you've killed Mola Ram, you'll get this. There's a golden statue
that will be hidden somewhere in the cave maws, and it's up to you to
find it. Then it disappears and you have to go after it again. You get a
nice bonus each time you do, but you're stuck here until you die. In
addition, small bats fly after you. Getting a couple of idols is not a
bad effort at all with everything else going on. The prince that runs
around isn't exactly pleasant, and you can't kill him, but it is fun if
you manage to see him get ground up by a machine. Most of the time
though if you get close he will stun you, and someone else will be
around to mop up.

 The bonus map is the same for all levels. If there's a gold pot by a
cave that is where the small bat regenerates. It's best to stay put
around the small bat and react to where it moves.

================================

 11. VERSIONS

2.0.0: submitted to GameFAQs 8/11/2003. All children rescue maps
complete, more strategy.
1.0.0: submitted to GameFAQs 8/8/2003. Easy walkthrough is complete.

 12. CREDITS

Thanks to bloomer, daremo, falsehead, RetroFreak, Snow Dragon, etc. from
GameFAQs on AIM.
Thanks to CJayC for, well, GameFAQs.
Thanks to mame.net for helping keep cool games like this alive.