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FAQ/Walkthrough
PC 1987
Version: 1.0 released on the 12th of May 2005
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available to GameFAQs.
============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Full Walkthrough | G0300 |
| 04.) Basic Walkthrough | G0400 |
|----------------------------------------------------------------+-----------|
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to Indiana Jones in The Revenge of the Ancients for the PC, a text
adventure game by Mindscape & Angelsoft released in 1987.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
Save is done by typing SAVE.
Load is done by typing RESTORE.
QUIT is for leaving the game.
RESTART is self-explanatory.
You only type in this game and all the input is in CAPITAL LETTERS after the
-> prompt. Anything in between is description of the game.
At certain points in the game timing is crucial. This includes how much time
you spend in the central chamber, how long it takes for you to jump onto the
plane, how long you take on your journey to the temple. If you input too many
unnecessary commands there are many ways you can die on your adventure.
Also as soon as you get to airport there is a random chance the Nazi platoon
will cross your path. If that happens you can try to go into another direction
and return to this area later but they might still be around. If you load the %
chance of running into them is reset. Keep in mind that the Nazi platoon is
meant to catch up with you at the temple so don't panic when that happens - it
is normal.
The game is VERY specific about input and many typos can kill you. Follow the
guide exactly if you wish to succeed.
There are two walkthroughs in this guide. The full walkthrough will tell you
what happens when you enter the command. Whereas this is a spoiler, it helps to
see if you are on the right track while following the guide. Some sentences
such as "Your car is here." may have been removed. If you just want to play
through the game and read on your own, use the basic walkthrough. If you use
that guide and don't know if you are at the right spot, double check with the
full one.
===============================================================================
03.) FULL WALKTHROUGH G0300
===============================================================================
With the whine of bullets humming in your ears like annoying mosquitos, you
drop through a gaping hole, hoping it will lead to the central chamber of the
Tepotzteco Pyramid, and not another Mazatec trap. It's about time you found
the power key and got it back to the Army types in D. C. As your boots hit the
solid stone floor there is a scraping and sliding noise as a massive stone
jams into place above you.
This is a vast, shadowy space. An evil smell mingles with the sound of
dripping water. Riverlets of viscous slime run down the eastern wall from an
invisible seam far above. Through a door to the south, in the center of a
domed room is a golden key, radiant in a shaft of white light. To your north
is an open doorway, eighteen feet high, through which a luminous glow
emanates. A carved stone panel is centered in the western wall.
If this is the central chamber you can't be far from the key. The legends say:
He who holds the key controls the Earth's pulse.
-> N
Your footsteps crash through a deep silence. Darkness blurs the ancient stone
walls of the tomb. The air is soft, impossibly still. As still as death. A
large boulder has come to rest against one wall. Going south will return you
to the central chamber.
Marion Ravenwood would have enjoyed this. Too bad you had to leave her in
Mexico City. When some of Plebinheim's men entered the hotel bar, she let them
buy her a drink, while you gave them the slip. You got away that time, but
that damned Nazi Plebinheim has been hot on your heels the whole way.
-> EXAMINE BOULDER
This man-high boulder is a sprung booby trap, complete with the skeletal
remains of an errant looter beneath it. The bones of his hand rest on the
smooth boulder, testimony to the looter's last grasp at life.
-> EXAMINE HAND
This is the chalk-white skeleton of a hand, the fingers are unusually long and
delicate.
-> TAKE HAND
The hand breaks away from the skeleton's wrist with a dry snap.
It's becoming more and more difficult to breathe, your throat burns as if
someone has poured sulphuric acid down it.
-> S
You've returned to the central chamber.
-> EXAMINE PANEL
This enormous stone panel depicts the Goddess of the Earth Coatlicue. She is a
huge, seated figure with the features of a woman, but the scaly limbs of an
iguana. Her large jaw dominates her skull-like head. A small stone peg juts
from the middle of it.
For a minute you forget where you are. Your eyes and nose are burning.
-> OPEN JAW
Opening the jaw reveals a recessed button.
-> PUSH BUTTON WITH HAND
A click, and then for a moment the central chamber falls utterly silent. The
silence is broken by the sound of stone grinding against stone. The entire
carved panel folds inward on itself. The mouth appears to laugh; the jaw flaps
wildly. When the dust clears the opened panel reveals a dark tunnel to the
west.
A vast black cloud of squealing bats swoops out of the tunnel and dive-bombs
straight toward you.
-> TAKE WHIP
You take the bullwhip.
The bats hover in an eye-level circle around you as their sonar takes a bead
on your position.
-> CRACK WHIP
As you crack the bullwhip, the bats back off en masse and fly into the upper
recesses of the chamber.
-> W
With the opening to the central chamber gaping to the east and the small
tunnel opening tapering downward to the west, this triangularly-shaped room
reminds you of something. Something unpleasant.
You hear a cracking noise, the walls vibrate. The carved panel swings back
into place.
-> W
-> S
-> W
-> N
-> W
-> S
-> W
-> N
-> N
The snaking trail of the tunnel spirals upward, finally ending at the inner
sanctum, a primitive stone grotto, bare except for a slim, black pedestal
against one wall. A small gold totem atop a thick granite cylinder stands on
the pedestal. It emits an unearthly low-pitched hum.
-> TAKE TOTEM
You take the totem.
-> TAKE CYLINDER
You take the cylinder. A stone slab crashes to the ground to the east. The
wall to the west collapses. Light and air pour in. The pedestal tumbles out of
the opening, and into the valley below.
A glance down reveals that the inner sanctum is now a shallow cave in a steep
cliff face. A thousand feet below is a vast valley. A few feet above, a narrow
shelf of rock juts from the cliff edge.
-> LASSO ROCK WITH WHIP
You lasso the jutting rock.
-> PUT TOTEM IN POCKET
Done.
-> CLIMB UP WHIP
You grip the whip, test it with your weight, and climb athletically up the
cliff face. You drop the cylinder and the hand. With the flapping of wings
that sound like a thousand sails, a giant eagle swoops from out of nowhere and
snatches the cylinder. You continue to climb until you reach the jutting rock.
You perch on a narrow platform of jutting rock, suspended like a high diver
over the deep green sea of the jungle far below. A high barren mesa stretches
away to the east. Near the southern edge of the mesa, tiny ant-like figures
scurry around the entrance of the pyramid.
You see the bullwhip.
-> TAKE WHIP
You take the bullwhip.
-> WEAR WHIP
You wear the bullwhip on your shoulder.
-> E
The ground of the mesa is as desolate as the surface of the moon. At its north
end, a stone known as the Bridge of Fools balances delicately over a deep
ravine. On the far side of the bridge is a dark writhing mass. Beyond it is a
white wall of mist. The pyramid is a solitary wedge on the mesa far to the
south. The flat dark shapes of men swarm about looking for something, or
someone. One stops, then gestures in your direction. They mass together and
march across the mesa toward you. To the east, the mesa ends in a steep rise.
To the west is the jutting rock.
-> N
You are standing on a huge stone which forms a natural bridge across the
ravine, a fatal half-mile drop to the green jungle below. Several snakes coil
languidly around your feet. They stare with inscrutable, black eyes, but, so
far, none tense to strike. To your north all is shrouded in mist. Nazi
soldiers advance across the mesa to the south.
-> N
You are wrapped by chilly, clinging sheets of mist which blur the borders of
the meadow, but not the small figure sitting in the middle of it. Sunlight
gleams around him, and for a moment his face resembles a cobra's. Snakes
circle around him.
Don Pedro is a small tubby man whose round face is continuously animated. His
dark eyes radiate intelligence and humor. His manner is warm and direct. Yet
there is something that makes you think that he is living a delightful joke.
-> HELP ME DON PEDRO
Don Pedro's eyes twinkle.
Don Pedro: I can help you when you least expect it, but you must learn to
trust what you hate.
-> WAIT (several times until the follow message)
You wait.
The roar of the airplane engine bounces off the cliff.
-> S
You've returned to the bridge.
As the mist mysteriously lifts, the snakes slide into holes in the ground. You
stand exposed to the ant-like men who are yelling and pointing at you from the
mesa to the south.
Now you can see the plane. It's a 1917 Dehavilland with a woman in the
cockpit, her coppery brown hair streams out behind her. She is flying into the
ravine, under the Bridge of Fools.
-> JUMP
You are falling gracefully through the air. With your legendary luck the
Dehavilland swoops just in time, and you land neatly on the upper wing. As you
slide into the passenger seat behind Marion, you quickly don the filthy
goggles she hands you.
When she lands at the nearby airfield, the enraged owner curses at her for
having the plane so long, and then hurriedly gases up and takes off.
You face a landing strip of crumbling concrete in a clearing gouged out of
jungle. A tattered wind sock hangs limply from frazzled rigging. Like a
misplaced dream of progress, a black ribbon of newly paved road shoots
straight through the jungle to the north. To the west a sand road winds into
dark jungle. The sheer cliffs of the Tepotzteco Mountains rim the horizon like
a tribe of mute giants.
Marion is here.
Marion is a tall dark-haired, loose-limbed, beauty in her mid-twenties who
belies her natural elegance with a tough, elbows-on-the-bar, tomboy manner.
You know she's trouble, but you're a fool for love. There's a crumpled
telegram in her hand.
The motorcycle is here.
Note: If you come across the Nazi's here, you need to reload your game.
-> GET ON MOTORCYCLE
You get onto the motorcycle.
You sit on the fat seat of the motorcycle.
Marion steps reluctantly into the side car.
-> W
You drive...
This sand road is dappled in green light, pitted with beetle shells, pounded
into sworls by human feet. From above comes the buzzing and screeching of
birds and insects. To the south, steep mountain peaks pierce the clouds. The
road cuts through the dark jungle to the north. To the east is the airfield.
To the west, faint attempts at footpaths are crippled by tangles of spiky
vine.
Marion is in the sidecar.
-> GIVE TOTEM TO MARION
Marion: Thanks. What should I do with it?
-> HIDE IT
Marion: I'll hide it where even you can't find it.
-> N
You drive...
Before you are the decaying remnants of an Indian village. Jungle chokes the
rectangle of collapsed bamboo huts. Limp serapes and greying long underwear
hang on a line in a desultory tropical breeze. A junked jeep stands on cinder
blocks with its hood up. Scrawled across the side of the largest hut is Viva
la Revolucion! The road leads south to the sand road. To the north it dips
into a pool and then continues on the other side. A trail leads west into the
jungle.
Benito is here.
The first thing you notice about Benito is the gleam of his large crooked
teeth. His teeth are spoilers, reminiscent of the grill on a Mexican bus. The
second thing you notice is the bright red cloth wrapped around his protruding
stomach, and the wicked gleam of his knife. He stands bare-headed in the sun.
Benito and his gang of twenty-four banditos will do anything in the name of la
Revolucion.
Marion is in the sidecar.
-> VIVA LA REVOLUTION
Benito: Viva la Revolucion! Mi amigo, you are one of us!
The banditos send up an answering shout and throw a handful of bullets into a
nearby fire. The bullets explode in a shower of fire, creating the atmosphere
and confusion of a 4th of July celebration.
-> TRADE HAT FOR KNIFE
Benito: It's a deal.
He takes the hat and hands you the knife.
-> GIVE ME BULLETS
Benito: Here are the bullets.
-> W
Giant banyan leaves line the jungle trail, making it barely passable. To the
west, in the distance, a blaze of light indicates a clearing. To the east is
the bandito hideout.
Marion is in the sidecar.
-> GET OFF MOTORCYCLE
You get off the motorcycle at the jungle trail.
-> DROP KNIFE
Done. You now have the bullwhip, the gun, the goggles and the bullets.
-> DROP BULLETS
Done. You now have the bullwhip, the gun and the goggles.
-> TAKE WHIP
You take the bullwhip.
-> DROP WHIP
Done. You now have the gun and the goggles.
-> GET ON MOTORCYCLE
You get onto the motorcycle.
Marion is here.
-> E
Before you are the decaying remnants of an Indian village. Jungle chokes the
rectangle of collapsed bamboo huts. Scrawled across the side of the largest
hut is Viva la Revolucion! The road leads south to the sand road. To the north
it dips into a pool and then continues on the other side. A trail leads west
into the jungle.
Benito is here.
Marion is in the sidecar.
-> N
You drive...
You rev the engine and splash into the pool. The motorcycle makes it about
three-quarters of the way across before its engine sputters and dies. Suddenly
you sense movement beneath the water, and several pairs of reptilian eyes
surface--alligators.
Marion is in the sidecar.
-> JUMP ON BRANCH
You jump up and grab the branch. You are hanging above the motorcycle and a
mud-colored pool. The branch extends from an old decaying tree which stands on
the northern edge of the curving road.
Marion sticks by you.
From the branch you can see the alligators swim toward you.
-> N
You make your way, hand over hand, along the branch until the curving road is
below you. The branch you cling to arches over the mud-colored pool to the
south.
Marion sticks by you.
-> D
This broad dirt road curves like a drawn bow from the pool in the south to a
crossroad in the east. An old tree offers cool shade. One of its branches
extends over the pool. North of the road lies a patch of quicksand swarming
with mosquitos.
Marion sticks by you.
-> E
From this crossroad, a narrow road runs north and a new road leads south. A
pitted dirt road snakes east and curves west and out of sight. Heat waves
shimmer from the asphalt and dragonflies hover in the humid air.
Marion sticks by you.
-> E
This long driveway makes a lazy slalom toward a three-story villa to the east.
The grand house sags on its foundations like a broken old man, yet an armed
guard stands on its portico. Overgrown bushes and spiky weeds line the
northern and southern edges of the villa driveway.
Marion sticks by you.
-> S
You've made your way through the bushes south of the driveway to the wall of
the villa. Vines as thick as telephone poles climb up the moss-mottled wall to
the rooftop.
Marion sticks by you.
-> MARION, GIVE ME TOTEM
Marion: Here is the totem.
-> PUT TOTEM IN POCKET
Done.
-> U
You climb up the vines.
The flat rooftop is made of loose red tiles. At your feet is a closed
splintery door, built flush to the roof.
Marion stays with you.
-> OPEN DOOR
You pass through the roof door which closes behind you and you climb down the
spiral staircase.
Ten-foot-high brick walls line this narrow hallway. The spiral stairs are to
the south. East of you is an open doorway, through which you can see
Plebinheim and Ramone. Plebinheim is clutching the power key and staring at
something you cannot see.
Marion sticks by you.
-> WAIT
You wait.
Plebinheim: The ceremony at the Pyramids will be an awesome sight, but not as
awesome as the crumbling of the Americans.
His chuckle would chill hell itself.
-> WAIT
You wait.
Plebinheim: Mein elegant eagle, after we complete our experiment, there will
be no obstacles to the supremacy of the Reich!
Plebinheim and Don Ramone leave through an archway in the eastern wall.
-> E
The dirt and dust of years has settled on the floor of the basement. Several
pairs of footsteps lead through the archway in the eastern wall. Your
footsteps lead from the archway in the western wall. A battered table graces
its center. On this is the Mazatec power key. It emits an unearthly
low-pitched hum. A large animal skin adorns one wall.
-> TAKE EYE
You take the jewel.
-> PUT EYE IN POCKET
Done.
-> WAIT (until the following message)
You wait.
Don Ramone, Plebinheim and his thugs have you surrounded. In the struggle you
are knocked unconscious. The last words you hear are from Plebinheim's thin
lips.
Plebinheim: It all falls into place.
You are jarred back to consciousness by a terrifying, loud rattling sound. You
are in a cage in the open back of a Mercedes truck, bouncing along a narrow
trail through the jungle.
Suddenly, the truck hits a large bump and you and your cage fly off. The truck
continues on, the driver oblivious to what has happened. The cage lands in
dense undergrowth.
The cage is constructed of the finest steel wire, meshed in a grid pattern.
The cage door is clamped shut and held in place by a sturdy lock.
-> WAIT (until the following message)
You wait.
You hear your least favorite sound, the sibilant hiss of a snake. Then you see
it: A serpent of seemingly endless length moving slowly toward you through the
jungle underbrush.
-> HISS
The snake seems to wink at you, wraps itself around the cage door, and with
one great squeeze snaps the lock. Don Pedro's laugh echoes through the jungle.
You look around but neither he nor the snake are visible.
-> E
You are in a clearing in dense jungle. Giant roots cross a track which curves
east and north. South of you, a six-foot-high anthill swarms with red ants. To
the west is the cage.
-> E
You've returned to the jungle trail.
You see the bullwhip, the knife and the bullets.
-> TAKE BULLETS
You take the bullets.
-> PUT BULLETS IN POCKET
Done.
-> TAKE KNIFE
You take the knife.
-> WEAR KNIFE
You wear the knife in your belt.
-> TAKE WHIP
You take the bullwhip.
-> WEAR WHIP
You wear the bullwhip on your shoulder.
-> W
You've returned to the jungle clearing.
-> N
The jungle thins out as the track descends north toward a raging river and
leads south toward the clearing. Thick marsh grass presses in on both sides of
the track. Hundreds of wild crows perch on the branches of trees which hang
out over the water.
-> N
You are standing up to your chest in rushing water on the southern side of the
river, the current tugging at your legs. The river, swollen with summer rain,
is thick with ochre silt, which makes it impossible to gauge its depth. Tree
branches float eastward rapidly.
-> SWIM N
You dive into the water and swim, fighting the current all the way. You reach
land.
The river bank is wide and flat. South of you, the river rushes along with a
steady roar. To the west, a narrow path winds through thick underbrush. The
sound of a thousand bees issues from the open door of a concrete bunker to the
north.
-> N
The bunker is bare except for a rickety pine table on which a guard is
snoring, face down, in a drunken stupor, dressed in absurd long johns. Beside
him, his SS uniform decorates the floor like a Nazi carpet.
-> TAKE UNIFORM
You take the uniform.
-> S
You've returned to the river bank.
-> WEAR UNIFORM
You wear the uniform.
-> W
The garbage-strewn path leads through hillocks of broken glass which refract
the sunlight and cause rainbow-like beams to light up the path. Through these
beams a hill is visible to the west. East is the river bank.
-> W
You walk a seemingly endless trail until you reach a small plateau at the
hilltop. The southern and northern slopes descend precipitously to the jungle
below. Carved steps lead down the barren hill toward two magnificent pyramids
to the west. Nearest you is the Pyramid of the Moon. Beyond it lies a vast
granite plaza ending in the Pyramid of the Sun. Looking east, you can make out
the steep path to the river.
-> D
You stand halfway down the carved steps. Below you, to the west, at the base
of the Pyramid of the Moon, Nazi soldiers lean against their trucks, smoking
cigarettes and bathing in the bright sunlight. Above you is the hilltop. The
hill curves around a high cliff face to the north.
-> D
The Pyramid of the Moon stands to the west. A stairway leads up its steep
side. Trucks line the north and south.
The Nazi soldiers ignore you, you've fooled them for now, Indy.
-> W
You cross the flat top of the pyramid. The way off is to the east. To the
west, below you, the plaza stretches out toward the Pyramid of the Sun. A slab
of stone at your feet is carved in a familiar style.
-> TAKE EYE
You take the jewel.
-> PUT EYE IN SOCKET
You put the jewel in the hole in the slab. It begins to move, sliding to the
east, revealing a dark and dank stairway.
-> TAKE TOTEM
You take the totem.
-> REMOVE GOGGLES
You remove the goggles.
-> D
The slab shuts behind you. A broken stair gives way at your feet, and you
richocet off the walls as you crash down the stairs and into total darkness.
The goggles fly off your face.
-> TAKE BULLETS
You take the bullets.
-> FEEL WALL
You reach into the darkness, and feel a dry, smooth object, which is now
moving--moving up your arm. You hear the hiss of a snake.
-> HISS
The snake shifts its weight on your shoulders and hisses softly.
-> FEEL WALL
You reach into the darkness, and find an altar-shaped niche in the wall.
-> TAKE KNIFE
You take the knife.
-> PUT TOTEM IN NICHE
You put the totem in the niche.
The wall slides open to reveal a tunnel shaped like a screaming mouth. A faint
light glows from the west. Echoes of screams reverberate toward you. The
ceiling of the tunnel is ribbed, resembling the inside of a grotesque animal's
throat.
-> WEAR GOGGLES
You were the goggles on your face.
-> W
You travel down the secret passageway, a woman's screams echoing in your ears,
until your way west is blocked by a large stone pillar. It is at the top of a
long stone ramp which slopes down and to the south. Through a hole in the
pillar, you have a partial view of a stone chamber, and the source of the
screams.
It's Marion.
An intense beam of light shines down on her. She is tied to a metal rack
suspended from a forty-foot-high triangular contraption. High on a small
platform directly opposite you, is Plebinheim. He stares down at Marion, a
rapt expression on his face.
As you take in the horrific sight, an eagle swoops past your line of vision
and dives straight at Marion. The muscles of the snake tense, as if it's
preparing to strike.
-> S
You stand on the eastern ramp. The pillar, above you to the north, depicts the
Goddess of the Earth Coatlicue. The peephole you used forms her gaping mouth.
She presides over a square, Mazatec sacrificial chamber. The ancient chamber
contains a huge pit filled with whirling blood, surrounded by a ring of fire.
In the middle of this pool of blood is the metal contraption with large,
mushroom-shaped electrical coils in each corner. Sparks shoot from coil to
coil. Marion is struggling to free herself.
Perched like an eagle in his aerie, Plebinheim is absorbed in controlling a
long stone lever, oblivious to everything, even the power key suspended from
the ceiling above him. The light streaming in from a hole directly overhead
focuses through the key's crystal onto Marion.
To the west, the floor of the chamber rims the pool of blood. Several Nazi
soldiers stand near the ring of fire with their backs to you. The pool of
blood is beginning to boil.
Marion shrieks and struggles against her bonds.
-> THROW BULLETS IN FIRE
You throw the bullets.
In a few seconds the fire causes the bullets to begin exploding. The Germans
dive for cover.
Marion, her eyes tightly closed against the light, screams in terror.
-> W
You stand on the floor of the chamber between the eastern and western ramps.
Everything around you is in confusion. To the north, a narrow bridge leads
over the pool of blood and the ring of fire to the rack.
At the top of the western ramp, Plebinheim hunches over his stone lever. It is
hooked up to a giant map of the United States. Rows of tiny lights radiate
toward major American cities.
The eagle dives, pecking and clawing you with its sharp beak and talons. The
snake tenses, then lunges, and the two collide in midair.
Marion screams in terror.
-> W
You're on the western ramp. To the north and up, Plebinheim stands in his
aerie. Smiling thinly, he pulls the lever. A line of holes light up one by
one, forming a trail that inches its way toward Chicago.
The Nazi soldiers still search for the source of gunfire in the chamber to the
east.
Marion shrieks in panic. The eagle is vainly flying toward the chamber roof as
the snake's coils wrap around the eagle's neck.
-> N
You stand on the aerie, high above the pyramid chamber. Below you the pool of
blood whirls faster and faster. The ramp slopes down to the south. The vines
hold the power key suspended over the pool of blood. Plebinheim is reaching
for his Luger.
Marion, her eyes tightly closed against the light, shrieks and struggles
against her bonds. The eagle still strains toward the opening in the chamber
roof as the snake tightens its coils.
-> THROW KNIFE AT PLEBINHEIM
The knife end over ends toward Plebinheim, and impacts him in the chest.
Plebinheim stumbles off the aerie and gets sucked into the whirlpool of blood.
Marion shrieks in panic. The eagle is growing weaker as the powerful coils of
the snake tighten their hold.
-> TAKE WHIP
You take the bullwhip.
Marion, her eyes tightly closed against the light, screams and struggles
against her bonds. The eagle screams and beats its wings as the snake's hold
grows ever stronger.
-> SNAP WHIP AT VINES
Your whip neatly severs one vine. The power key swings to within your reach.
The lights on the map go out.
Marion screams: Indy, get over here and cut me loose!
The eagle tries to throw the snake off its back and into the pool of blood,
but fails.
-> TAKE KEY
You take the cylinder.
Marion screams: Indy, get over here and cut me loose!
The eagle with a despairing cry returns to Don Ramone's shape as it plunges
toward the whirlpool of blood. The snake vanishes and Don Pedro materializes
on the north side of the pool. Nazi soldiers are closing in.
-> SWING ON VINES
You swing across the chamber and down to the rack. Plebinheim's body spins to
the top of the pool of blood, the knife protruding from its chest. The pool of
blood and the ring of fire are all around you, except for the narrow bridge to
the south. The pyramid exit is to the north, beyond the pool of blood. The
vines are hanging just above your head.
Marion screams: Indy, get me out of this!
-> TAKE KNIFE
You take the knife.
Marion screams: Indy, get me out of this!
Plebinheim's body spins around the rim of the whirlpool, and into the middle,
where it disappears.
-> CUT MARION DOWN WITH KNIFE
You slice the rope with your knife and Marion jumps into your arms.
Nazi soldiers are closing in.
-> SWING ON VINES
You swing across the chamber and out into the warm summer air.
The snake materializes, coiling itself around the power key. For one moment
Don Pedro's grin is before you. Then, the snake, the power key, and the vision
all vanish. You find Marion's sweet face about half an inch from yours. She
kisses you tenderly and you wonder whether this incident is too crazy for the
Nobel committee to finally give you the peace prize.
Looks like you won again, Indy.
===============================================================================
04.) BASIC WALKTHROUGH G0400
===============================================================================
-> N
-> EXAMINE BOULDER
-> EXAMINE HAND
-> TAKE HAND
-> S
-> EXAMINE PANEL
-> OPEN JAW
-> PUSH BUTTON WITH HAND
-> TAKE WHIP
-> CRACK WHIP
-> W
-> W
-> S
-> W
-> N
-> W
-> S
-> W
-> N
-> N
-> TAKE TOTEM
-> TAKE CYLINDER
-> LASSO ROCK WITH WHIP
-> PUT TOTEM IN POCKET
-> CLIMB UP WHIP
-> TAKE WHIP
-> WEAR WHIP
-> E
-> N
-> N
-> HELP ME DON PEDRO
-> WAIT (several times until the follow message)
-> S
-> JUMP
Note: If you come across the Nazi's here, you need to reload your game.
-> GET ON MOTORCYCLE
-> W
-> GIVE TOTEM TO MARION
-> HIDE IT
-> N
-> VIVA LA REVOLUTION
-> TRADE HAT FOR KNIFE
-> GIVE ME BULLETS
-> W
-> GET OFF MOTORCYCLE
-> DROP KNIFE
-> DROP BULLETS
-> TAKE WHIP
-> DROP WHIP
-> GET ON MOTORCYCLE
-> E
-> N
-> JUMP ON BRANCH
-> N
-> D
-> E
-> E
-> S
-> MARION, GIVE ME TOTEM
-> PUT TOTEM IN POCKET
-> U
-> OPEN DOOR
-> WAIT
-> WAIT
-> E
-> TAKE EYE
-> PUT EYE IN POCKET
-> WAIT (until the following message)
-> WAIT (until the following message)
-> HISS
-> E
-> E
-> TAKE BULLETS
-> PUT BULLETS IN POCKET
-> TAKE KNIFE
-> WEAR KNIFE
-> TAKE WHIP
-> WEAR WHIP
-> W
-> N
-> N
-> SWIM N
-> N
-> TAKE UNIFORM
-> S
-> WEAR UNIFORM
-> W
-> W
-> D
-> D
-> W
-> TAKE EYE
-> PUT EYE IN SOCKET
-> TAKE TOTEM
-> REMOVE GOGGLES
-> D
-> TAKE BULLETS
-> FEEL WALL
-> HISS
-> FEEL WALL
-> TAKE KNIFE
-> PUT TOTEM IN NICHE
-> WEAR GOGGLES
-> W
-> S
-> THROW BULLETS IN FIRE
-> W
-> W
-> N
-> THROW KNIFE AT PLEBINHEIM
-> TAKE WHIP
-> SNAP WHIP AT VINES
-> TAKE KEY
-> SWING ON VINES
-> TAKE KNIFE
-> CUT MARION DOWN WITH KNIFE
-> SWING ON VINES
Looks like you won again, Indy.
===============================================================================
YY.) VERSION HISTORY GYY00
===============================================================================
v1.0 Complete and command-only walkthrough (12th of May 2005)
===============================================================================
ZZ.) CREDITS & THANKS GZZ00
===============================================================================
GameFAQs for hosting this.
Mindscape & Angelsoft for this game.
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