I N D I A N A J O N E S & T H E L A S T C R U S A D E
(The Graphic Adventure)
(U.S. Gold/Lucasfilms)
SECTION ONE: BARNETT COLLEGE
TALK to Marcus at the start - (Select: "What do you mean, considering his
situation?", then: "After my job, eh? Who is this expert?"...to learn of
John Reid) - Walk to the drinking fountain - USE DRINKING FOUNTAIN - Walk
to the Gymnasium - CLOSE DOOR - Walk to the Locker Room - (You will
automatically change and enter the boxing ring..........select: "Go easy on
me. I'm a bit out of shape!"......when the fight commences, just hold down
the '9' key until it is over.......you ALWAYS win!) - (Now select: "I think
I'll pass for now. Maybe another time"..........you will automatically
leave the ring and change) - Walk to the door - OPEN DOOR - Go through it
to the left - Walk to the first (and only!) door on the
screen.......opposite the girl talking) - OPEN DOOR - Enter this door -
(You will now be in a classroom of ranting students!) - TALK TO STUDENTS -
(Select: "Just a moment folks, I'm sure we can work something
out".......then: "Please relax. I have a solution that is fair to
everyone".....then: "Irene, take down names and I will see everyone in
order") - (You will now be in your office) - Walk over to the window on the
right - OPEN THE WINDOW - Go through the window.
(You will automatically be picked up by two guys and taken to see Walter
Donovan. Note the words: "....a spring welling up inside him for eternal
life"...."through the desert to the canyon of the crescent moon"....."where
the cup that holds the blood of Jesus Christ our Lord resides
forever"...and the clues: 'this slab is one of two markers left by three
knights during he First Crusade'..........'this Franciscan manuscript tells
of the second marker buried with one of the knights'...........'it suggests
that a description of the Grail can be found on the way to the Knight's
tomb'..........'it also says a painting was made of the Grail that answers
a question my Father had: Does the Grail actually glow? and 'our team
leader believes it is in Venice, Italy - and that is where he disappeared'.
You are automatically returned to outside the College).
Select TRAVEL then HENRY'S HOUSE - Walk over to the tilted bookcase which
is on top of another one - PULL BOOKCASE - Select WHAT IS and position the
marker precisely on Indy's right hand, to see "Sticky Tape" - Walk to it
then PICK UP STICKY TAPE - LOOK STICKY TAPE to learn that it feels
lumpy....in fact it contains a key but you'll need to dissolve the tape
first - Walk into the bedroom to the right and PICK UP the small picture by
the first window - LOOK PAINTING - (a painting of a trophy) - Walk back to
the door - Position the marker in the greenery of the pot plant - PICK UP
PLANT - PICK UP TABLECLOTH - OPEN CHEST - (Locked!!) - Go back outside to
return to the College.
Walk up to the front door - OPEN DOOR then enter it - Return to your
classroom - (back to face those screaming students!......there are other
ways - using he window for access - to pass through this part of the game,
but doing this bit TWICE in TWO DIFFERENT ways, gains the most points!) -
TALK to the Students - Select: "Perhaps you all should find another faculty
advisor"...then: "There's a geology professor who knows
archeology"....then: "Professor John Reid. Tell him Mulbray recommended
him" - (You are now back in your office) - Walk over to the JAR in the
centre of the first rack - OPEN JAR - USE STICKY TAPE IN JAR - (to get your
key!) - CLOSE JAR - Walk behind your desk - PICK UP JUNK MAIL - PICK UP
LETTERS - PICK UP PAPERS - PICK UP PACKAGE - (you automatically replace the
letters, papers and junk mail).
OPEN PACKAGE - (to find your Father's Grail Diary) - Walk over to your door
on the right - OPEN DOOR - Walk through it - CLOSE your door - Walk right
across the classroom, which is now empty! - Walk over to the door on the
right - OPEN DOOR - Walk through it and CLOSE DOOR - Go back outside the
College - Select 'TRAVEL' and return to 'HENRY'S HOUSE' - Walk to the chest
- USE SMALL KEY ON CHEST - Select WHAT IS and move the marker around the
chest until you locate an OLD BOOK - PICK UP OLD BOOK - LOOK OLD BOOK -
(This is a 'copy' of the Grail Diary, that you made as a little boy) -
CLOSE CHEST and leave - (You are now ready to leave for Venice) - Select
'TRAVEL' then 'TO THE PLANE TO VENICE' - (The game will now 'autorun' for a
while).
SECTION TWO: VENICE
(You now have your famous whip!)
(Take note of that MANHOLE COVER - it is your way out of the
Catacombs.......you'll also need an empty wine bottle) - (when the
automatic sequence ends, you will be alone in the foyer of the Library -
apart from that deaf librarian!) - Go back outside and make your way to the
patio where you arrived in Venice - Walk over to the far left table where
the two lovers are talking over a bottle of wine - LOOK WINE BOTTLE - PICK
UP WINE BOTTLE - (Sometimes they may NOT have finished with it - in that
case walk around the other tables and keep trying to pick it up until they
let you - Having obtained the empty wine bottle return to the Library
foyer.
(You now have to search all the stacks of books and obtain the following
THREE books: "MEIN KAMPF", "FLIGHT MANUAL" and "BOOK OF MAPS"........be
patient, this takes time!!) - LOOK at every stack and when you locate the
correct section for the particular title you are seeking, select WHAT IS
and find 'BOOK' as opposed to 'BOOKS'. When you have obtained all three,
LOOK at them for further hints and clues - Now locate the METAL POST (with
the RED CORDON) and PICK UP both of them.......you only need to PICK UP
METAL POST and the cordon comes with it!
Now walk to the Stained Glass window (not the foyer) and Walk up to it -
LOOK WINDOW - LOOK GRAIL DIARY - (Note the design of the window on the
page, particularly the positions of the ANGELS, the pattern of the SHIELD
and the design resting ATOP THE SHIELD. Walk around the stained glass
windows until you find the one that MATCHES EXACTLY that in your diary.
LOOK GRAIL DIARY again and note the message below the picture:"If ye would
enter...........". This tells you which column to go to (LEFT or RIGHT) and
which number to take note of (FIRST,SECOND or THIRD) - Walk up to the
correct column - LOOK INSCRIPTION - (You will see a set of Roman
numerals......note the one you require, 1st, 2nd or 3rd) - Walk to the
MATCHING SLAB - USE METAL POST WITH SLAB (Number?) - Ignore the Guard who
tries to stop you, and you are now in the Catacombs!!
NOTE
It is wise to save your game at this stage and these are the items that you
should currently have with you:
1.EMPTY WINE BOTTLE
2.BOOK OF MAPS
3.FLIGHT MANUAL
4.GRAIL DIARY
5.MEIN KAMPF
6.RED CORDON
7.OLD BOOK
8.WHIP
9.SMALL KEY
10.PAINTING
Looking at the Book Of Maps provides a rough guide as to the layout of the
Catacombs.......but it is ONLY a guide!!
SECTION THREE: THE CATACOMBS IN VENICE
From the first chamber (with the steps, where you entered), proceed through
the archway facing away from you in the centre of the screen. refer to
Level 1 of the Catacombs maps and make your way to the two skeletons
chained to the wall. Position the cursor over the hook on the arm of the
right-hand skeleton and PICK UP THE HOOK.
Refer to the Level 1 map and make your way to the cavern with the torch on
the wall. The torch cannot be taken or lit but it is a lever to operate a
trapdoor mechanism. However, it is rather encrusted with hard mud and this
must first be loosened with water. Exit right through the broken wooden
door.
Now proceed to the cavern with skulls and bones. You will notice a stone
slab in the floor. This slab cannot be lifted from this side and is, in
fact, the only EXIT from Level 1A, as we shall soon see! Exit through the
right tunnel.
Follow the maps to the pool of water. You need to get beyond this water to
gain access to the lower levels (2&3) of the Catacombs. Notice the plug at
the bottom of the water-filled cavern - this must be removed from BELOW to
drain the water away. Let's get some water first for that torch! USE WINE
BOTTLE WITH POOL OF WATER.
Now return to where the torch is. (See map). Walk up to the torch and USE
WINE BOTTLE ON TORCH to loosen the mud. PULL TORCH and down you go!! You
are now on Level 1A and you lose the wine bottle.
Make your way to the stone bridge. Cross the bridge to the other side and
you are now inside a small cavern. Walk up to the first inscription and
READ INSCRIPTION. They refer to a description of the correct Grail. Walk
back over the bridge and stop directly under the plug. USE HOOK WITH WOODEN
PLUG. Now go left of the plug and USE WHIP WITH PLUG/HOOK. The water will
now be drained from that pool, collapsing the stone bridge in the process!!
Exit left, walk to the tunnel with the ladder and go up through the stone
slab, back to Level 1.
Exit right and make your way to where the pool was. There we are - all
drained! Exit far right and follow the maps to the wooden machinery. Walk
up to the machine and USE RED CORDON ON MACHINE to replace the drive belt.
Now, walk over to the wheel on the right and TURN ON WHEEL. This will lower
a drawbridge for you on Level 2. (Turning the wheel again will RAISE the
drawbridge again!). Exit right.
Follow the maps to the wooden figures panel. Walk in front of the statues
and LOOK GRAIL DIARY. Note the correct sequence from the LEFT page. Start
with the RIGHT statue and PUSH STATUE until it matches the right figure in
the diary. Now go to the LEFT statue and PUSH STATUE until it matches the
left figure in the diary. Finally, PUSH the centre STATUE and, if you've
got it right, the door will now open. Go through the door and down the
steps to Level 2.
Follow the maps and proceed to the drawbridge cavern. Cross the drawbridge
(which you lowered earlier) and exit the other side. Follow the maps to the
cavern with shelves and exit left. Follow the maps again until you reach
the musical skulls cavern and wooden door, which leads down to Level 3.
Walk up to the skulls and LOOK GRAIL DIARY. You will now see a musical
notation set on one of the pages. Read the notes in the diary from LEFT to
RIGHT. The TOP LINE of the staff corresponds with the LEFT skull; The
SECOND LINE corresponds with the SECOND FROM THE LEFT skull, and so on. A
note BELOW the staff, corresponds with the RIGHTMOST (SIXTH) skull. Note
the order of pushing the skulls. It is a good idea to select PUSH from the
text then position the cursor over the required skull and clicking, to
ensure that you push the correct one. After pushing the skulls in the
correct sequence, the door on the right will now open, affording access to
Level 3.
Go through the door on the right and follow the Level 3 map to the Crypt.
Walk up to the casket and OPEN CASKET. LOOK CASKET..........Ta! Da!!....You
will now see the body of a Knight!! The shield is the second marker that
Donovan spoke of.......it mentions the ancient city of
Alexandretta......today, the city of Iskenderun is built on its
ruins.......we'll find the Grail near there.
Go RIGHT and you come to an iron grating. Position the cursor over the lock
mechanism and OPEN OLD RUSTY LOCK. Exit right through the pipe. You are now
back under the Piazza. Go up to the ladder and OPEN MANHOLE COVER then go
up.
Elsa will now rejoin you.....as will a wet Marcus! He tells you that your
Father is being held captive in the Brunwald Castle on the Austrian-German
border and you tell him that the Grail is in Iskenderun. You arrange to
meet in Iskenderun after you've rescued your Father. You now travel
automatically to Castle Brunwald.
SECTION FOUR: CASTLE BRUNWALD
NOTE: You will need to thoroughly explore the Castle to familiarise
yourself with its layout, before attempting to solve all its problems!
On arrival, enter the Castle and bluff your way past the Butler to gain
more points than if you fight. To save time, I have used a series of
numbers corresponding with the lines of dialogue available, so for the
Butler, select choices 2, 1 and then 2. (2.1.2.). The Butler will now leave
the Castle.
Take the top exit to the North Wing and locate the room with the Drunken
Guard in it. Talk to the drunk and ask him every question except the one
accusing him of being drunk on duty. You should now be carrying his stein.
Exit this room and locate the Kitchen. Walk to the keg and fill the stein
with ale and then walk over to the fireplace and extinguish the hot coals
with the ale. Wait a few moments for the steam to disperse then take the
roast boar and head for the Castle Entrance.
Walk past the swastika emblem and enter the ground floor Hallway. Head
Southwards where you will meet a Guard. Use the dialogue lines: 3.2.1 then
head for the Laundry Room. Here steal the Servant's uniform, then leave
this room and walk towards the top of the screen in the direction of the
staircase. Just before you get to the stairs you will bump into another
Guard. Use the dialogue lines: 1.2.2. and ascend the stairs.
At the top of the stairs quickly nip into the first room on the right (LEFT
ON SCREEN!). Change into the Servant's uniform and leave the room, follow
the corridor down the screen until you meet another Guard at the
T-Junction. Offer this one the PAINTING and then move right across the
screen and along the corridor and up to the door on your left. Enter this
room and open the chest that you find there. Take the Uniform and examine
it to find a Small Brass Key. Now return to the room at the top of the
stairs - where you last changed clothes - and change back into your
original Indy clothes.
Go back down to the Laundry room and you can now operate the key on the
lock on the clothing rack. Take the Grey Uniform and go back upstairs to
your 'changing' room. Change into this uniform. Leave this room and follow
the corridor around past the room where you found the last chest, and left
and upwards on your screen to the next door on your left. Enter this room
and use dialogue line: 3 with the Guard and leave.
Go up the screen and then right at the T-Junction and enter the room at the
extreme right end of this next corridor. Talk to this Guard using the
dialogue lines: 2.2.3. Leave this room and walk to the extreme left end of
this corridor to enter the Castle Security Centre. Here, offer the Guard
your copy of Mein Kampf - which you should have obtained from the Library
in Venice - and he will leave you alone here. It is possible to de-activate
the security system by pouring some ale through that grating, but for the
purposes of this solution, we're gonna get captured!! Now, simply leave
this room.
From your current screen position in the corridor, walk to the right then
down the screen, then across to the extreme right of your screen to the
base of another staircase - DO NOT go upstairs just yet! Instead move down
the screen to meet yet another Guard. Talk to him using the dialogue lines:
3.1.2.1. then go into the room behind him and take the First Aid Kit. Leave
this room and go up the screen and ascend those stairs to the upper floor.
Here you will meet another Guard where you should challenge him by using
the dialogue lines: 1.2.1. Vogul's Office is the FIRST door you see from
the head of the stairs so when you have dealt with the Guard, enter it.
Approach the dog and give it the roast boar that you lifted from the
Kitchen. Take the Trophy and the Pass from the filing cabinet, leave the
room and find your way back downstairs to the head of the lower staircase
where you changed your clothes earlier, enter the room and change back into
your Indy gear.
Now leave this room and go back to the Kitchen to fill your newly possessed
TROPHY with ale. Go back to your 'changing' room and change into your
uniform, then go up to the Upper Floor. Proceed down past Vogul's Office
and walk towards the left of the screen where you will bump into 'Biff the
Nazi'!!! Words mean little to this creep! Offer him your trophy full of ale
and he'll quickly swig it down before preparing himself to knock your block
off......however, the ale will affect his performance and, provided you
have maintained your fitness, one swift punch from you will send him to
tweety-land!!
Right, just one more Guard to deal with. After dealing with Biff proceed
downwards and along the left of the bottom corridor. When you meet the
Guard, use the dialogue lines: 3.2.3. Go back towards the right of your
screen, then up to the top and left along the top corridor to the last
door. Enter this to locate Henry!! Pull the wires above the door to
activate the alarm and you will both now be tied up downstairs in front of
a statue of armour.
[SAVE GAME HERE!!]
Saving is particularly important here as you must be positioned EXACTLY in
order for the axe to cut through your bonds!
Pull the chair until your bonds are exactly in line with the axe above then
KICK the armour and the axe will - hopefully - cut the ropes! Now PUSH the
statue on the LEFT of the Fireplace and an opening will be revealed.
Proceed through this opening, take that convenient motorcycle combination
waiting outside and head for Berlin!
SECTION FIVE: BERLIN
NOTE: There are several methods of completing this particular section so
what follows is a guide as to the order of business as opposed to
step-by-step instructions.
Arriving at Berlin you will first retrieve the Grail Diary from Dr.
Schneider. Having turned around you will come face to face with the Fuhrer
himself. Give him the Pass and, thinking that you are a fan wanting his
autograph, he will sign it. You now have a pass authorised by the Fuhrer
himself!
You now get back on your motorcycle for a tour of Nazi Germany! From time
to time you'll be stopped by German sentries. Simply show them the pass in
order to continue. Eventually you should arrive at the Aerodrome.
Get HENRY to ask the man with the newspaper about his grandchildren. While
they are engaged in conversation, you should carefully rifle his pockets
and steal his TICKETS. Now head outside to the waiting Zeppelin airship.
Climb aboard and give your tickets to the Steward. Once the airship is
airborne send Henry to the left, towards the piano player. Get him to place
his coins in the pianist's bowl and ask when the Zeppelin is due to land.
Meanwhile, the craft's Radio Operator will hear music and leave his post.
You must quickly duck inside his cabin and OPEN the CABINET. Taking the
wrench you must then smash the Radio and then leave. (You may be confronted
by the Radio Operator if you're not quick enough, in which case you will
have to fight!).
HINT...If you still can't do the radio smashing in the time allocated,
simply SWITCH to Henry and ask him to request another song, then SWITCH
back again as the Operator leaves again! It is possible!!
Now, insert the wrench into the hole near the Radio Operator's cabin and
TURN it. A Ladder will appear from the Roof and you should climb into the
Zeppelin's upper reaches. Avoiding the Guards you must negotiate the maze
of catwalks and locate the exit at the bottom left. There is a biplane
below you here! Climb into the biplane.
FLYING HINTS.....Indy does the FLYING and Henry does the SHOOTING. The more
fighters you can shoot down, the farther out of Germany you will get, and
the more Checkpoints you will fly over. Eventually, if you shoot down all
the enemy planes - 18 of them - then you will run out of fuel and crash
land!
There is no SIMPLE winning strategy but the following may help: Always try
to start with your plane centred in the screen. The first time this is easy
because you automatically start here! Later, you'll find that you'll have
to hurry to reposition yourself after shooting down an enemy.
When the enemy plane appears, watch the cross-hair move towards it. This
represents Henry's aiming point for his machine gun. Just BEFORE the
cross-hair and the enemy plane come together, hit the key to send your
biplane AWAY from the enemy, in as near a straight line as you can manage.
This will often result in Henry successfully shooting him down. If the
enemy plane is still there when your plane reaches the edge of the screen,
move your plane along the edge by making a right-angle turn, then back
towards the centre to try again.
If the enemy first comes in from the LEFT side of the screen, wait until
the cross-hair is almost centred upon it then move YOUR plane to the RIGHT.
When your plane reaches the RIGHT edge, move it up or down until it reaches
the corner of the screen. Then move DIAGONALLY back to the centre.
Remember....PRACTICE MAKES PERFECT!!
Eventually you and Henry will crash land.........how far you've travelled
will depend on how many enemy planes you downed. Now take the BLUE car and
get on your way - with Henry - towards Iskenderun. Show your
'Hitler-signed' pass at any Checkpoint to proceed.
SECTION SIX: ISKENDERUN
Upon arrival at the Temple, Donovan will take a shot at Henry! Proceed to
the North direction to face your first test. You should refer to the
PRINTED Grail Diary that came with your game now. Page 56 shows a picture
of some rocks, a mechanism and a 'X'. The 'X' marks the spot in the graphic
that you have to walk to. Your character will automatically kneel when he
reaches this spot on the screen. Now wait and you have passed your first
test - the Breath of God.
You must now face your second test - the WORD of God. Here you must simply
step ONLY on the lettered stones that are in the NAME OF GOD, i.e,
J-E-H-O-V-A. This name will be repeated as you cross. You can back up and
move diagonally as long as you don't step on the WRONG letters! Once you
are safely across you will have completed your second test.
The third and final test is the PATH of God. This is so simple it's almost
unreal!! But real it is and just BELIEVE that it is possible and it will
be!! As soon as the chasm screen appears quickly click on the RIGHT side
and walk straight across........thin air.......if you pause for thought
you'll blow it - have faith!
Having completed the three tests sucessfully you will now meet the last
remaining Knight who has been guarding the Grail for 700 years! He will ask
you to choose a Cup from many others that are on display along the wall.
If you remember the inscriptions in the Catacombs of Venice which refer to
your PRINTED Grail Diary you will know whether the real Grail GLOWS. Pick
up the Grail that fits the CORRECT description. Now, use the Grail with the
Holy Water. This will tell you if you have made the correct choice. With
the correct Grail in your possession, return to the Temple's entrance to
help your father.
Meanwhile, Dr. Schneider will grab the cup and try to make good her escape.
As she does this, so the floor will open up and she'll fall with the Grail.
Well, you cannot save the Doctor but you DO have a chance to save the
Grail. You must quickly USE your WHIP on the GRAIL to save it.
You can leave now, but the noble thing to do is to give the Grail back to
the Knight to complete the game!!!
As I've hinted at throughout this solution, there are various OTHER ways of
tackling some of the puzzles and more than one route to its successful
conclusion!.......Have fun finding out!!!