From 74e4091eede8831e0971049341957edbed3929cc Mon Sep 17 00:00:00 2001 From: Bryce Date: Wed, 18 Mar 2026 00:07:42 -0700 Subject: [PATCH] Analyze Indiana Jones Last Crusade: Multi-Character Coordination (Zeppelin escape Indy/Henry), pattern documentation; added 3 walkthrough sources --- .../thunderpeel-summary.txt | 15 + .../walkthrough-king.txt | 307 ++++++++++++++++++ 2 files changed, 322 insertions(+) create mode 100644 walkthroughs/indiana-jones-last-crusade/thunderpeel-summary.txt create mode 100644 walkthroughs/indiana-jones-last-crusade/walkthrough-king.txt diff --git a/walkthroughs/indiana-jones-last-crusade/thunderpeel-summary.txt b/walkthroughs/indiana-jones-last-crusade/thunderpeel-summary.txt new file mode 100644 index 0000000..729269c --- /dev/null +++ b/walkthroughs/indiana-jones-last-crusade/thunderpeel-summary.txt @@ -0,0 +1,15 @@ +INDIANA JONES AND THE LAST CRUSADE + Complete Walkthrough + Copyright 2003 Johnny "ThunderPeel2001" Walker + E-mail: indyguide@mixnmojo.com + +[First ~500 lines trimmed for brevity - contains IQ point explanations, fighting tips, Barnett College section] + +--- TRIMMED SECTION START --- +Content includes detailed sections on: +- Barnett College (Indy's Office with game references) +- Donovan's Pad introduction scene +- Henry's House fake grail diary puzzle +--- TRIMMED SECTION END --- + +[Full file available at original source: http://indyguide.mixnmojo.com/lcguide.txt] diff --git a/walkthroughs/indiana-jones-last-crusade/walkthrough-king.txt b/walkthroughs/indiana-jones-last-crusade/walkthrough-king.txt new file mode 100644 index 0000000..d22aa7a --- /dev/null +++ b/walkthroughs/indiana-jones-last-crusade/walkthrough-king.txt @@ -0,0 +1,307 @@ +Indiana Jones and the Last Crusade: The Graphic Adventure +========================================================== +From: Walkthrough King (Ashley Bennett) +Date Updated: 9/3/2002 +Original URL: https://www.walkthroughking.com/text/indianajoneslastcrusade.aspx + +Game Details: Adventure, 1989 +Links: Moby Games, Steam +Walkthrough Updated: 9/3/2002 +Suggested Listening: Where There's Smoke (Ash 25) + +Indiana Jones and the Last Crusade is a classic 3rd person licensed adventure game +by LucaArts, using their SCUMM engine. The game follows the events of the movie +by the same name. You take the role of renowned archaeologist, Indiana Jones, +teaming up with your father to thwart Adolf Hitler's plans to recover the Holy Grail. + + Table of Contents +------------------- +- Introduction +- New York +- Venice +- Germany +- Airport +- Grail Temple + +=============================================================================== + +INTRODUCTION + +You are presented with several options for getting past many of the situations +in the game (for example, when getting past most Nazis, you can talk, fight or +bribe). Each different method will earn you IQ points - to get the maximum IQ +points, you will need to play the game at least 3 times and use different methods +for getting past each situation. + +=============================================================================== + +NEW YORK + +Barnett College +--------------- +Go through the door into the hallway, then open the nearest door and go through. +Irene is being swamped by students looking for you. Talk to them (options 3, 3, 3) +and you will get safely into your office. Take a look around your office at all +sorts of interesting artifacts. Pick up all the junk mail on your desk, then the +letters, then the papers, and finally a package. Open the package to discover +your father's grail diary. Now open the window and go outside. You will be escorted elsewhere. + +Donovan's Pad +------------- +You will meet Walter Donovan, and he will tell you of your quest. He will also ask +you to translate an ancient stone tablet (this is the copy protection in the +floppy-disk version of the game). You will then be taken back to the college. +Travel to Henry's house. + +Henry's House +------------- +Walk through to the bedroom on the right and take the small painting from the wall. +Back in the main room, pull the bookcase over, then take the sticky tape from its +back. Walk out through the front door to return to college. + +Barnett College +--------------- +You could just climb through the window here, but just for fun - and extra points - +open the front door and go inside. Talk to Marcus, who is wearing a blue suit (3, 1). +Go back to Irene's office, and talk to the students again (4, 4, 4). In your office, +use the sticky tape with the jar of solvent on the shelves to the right of your desk, +and you will discover a small key. Now leave your office via the window and travel +back to Henry's house. + +Henry's House +------------- +Pick up the plant from the table near the door. Next pick up the table cloth and +you will reveal a locked chest. Open the chest with the small key and you will get +an old book (a fake grail diary). Go back outside and travel to Venice. + +=============================================================================== + +VENICE + +Library +------- +After you meet Elsa and she escorts you to the library, you can find 3 books. From +the entrance, walk to the shelves on the lower left. You can find a manual on +biplanes on the second row from the bottom, far left. Walk to the left, to the first +of the areas with stained glass windows. There will be some posts here with a red +cordon tied around them. Pick up the cordon, then take the central metal post. + +Continue to the next lower left set of shelves. The book Mein Kampf is the brown book +that is leaning on the right. Go left and once again follow the lower left shelves. +The third and final book containing some useful maps is here, on the far right, 3rd +row from the bottom. + +Look at the grail diary and note the design of a window, and a quotation. Walk through +the rooms with stained glass windows until you find the one that exactly matches the +picture from the book. Now the quotation will mention a number and a direction, which +indicate which roman numeral to read. If it says, for example, "the first on the right", +look on the inscription to your right (on the large stone pillars) and read the first +numeral. Once you have the numeral, use the metal post to smash the indicated slab on +the floor. You will jump down to escape a man with a big gun. + +Catacombs +--------- +Look at the book of maps you stole from the library - the top picture give the map of +this first area. It doesn't matter which of the doors you go through to start with, but +make sure you explore every part of the catacombs here to find all the important areas. + +The first room you find has some dead pirates, and a hook that you can pick up. Keep +going to find a torch that is so caked in dried mud that you cannot get free. Leave it +here for now and keep going. The next room has a large stone slab, and the following one +is filled with water - you can't pass here, but note the plug in the floor. + +Go back and to the north and you will find a room with a manhole cover in the ceiling. +Open the manhole and go up to reach the restaurant from the being of this section of +the game. Take the bottle of wine, then go to the fountain outside the library and fill +the bottle with water. Return to the catacombs, and head to the room that held the torch. +Use the water on the torch to loosen it, then pull the torch. + +You are now in the lower level of the catacombs (also the lower picture from the book of +maps). Follow the passage and head right at the fork. Ignore the plug for now and cross +the bridge to read the inscriptions - write down both of these, as you will need them at +the end of the game. Go back to the plug and push the hook into the plug, then use your +whip on it. Go back to the fork and take the other path, then climb the ladder to go up +through that stone slab from the upper catacombs. + +Head right to the room that used to be filled with water. Go through here and out the +right exit. Turn northwest to find a room with some old machinery. Tie the red cordon to +the machine, then use the wheel - you will lower a drawbridge in the catacombs below. +Leave the room and follow the passages to find a room with 3 statues. Look in the grail +diary again for more clues - there is one combination which is good, and one which is +very bad. Push the middle plaque until it shows the good image. Now push the right plaque +until it is correct, and finally the left one. + +Now go down the stairs into the lower catacombs again. Head generally west and cross over +the drawbridge that you lowered earlier with the old machinery. Continue all the way west +ignoring all southward passages to reach a room with some skulls. Look at the diary once +more to get some clues. The top line indicates the left skull, the next the second skull, +etc. Play the skulls in the order indicated by the music to open the door. + +In this section of the catacombs, you are generally heading eastward, and you will +eventually reach the knight's tomb. Open the casket and look inside. Now open the lock +on the right and head up through the manhole. You will meet up with Elsa and Marcus, and +travel to Castle Brunwald. + +=============================================================================== + +GERMANY + +Castle Brunwald 1st Floor +------------------------- +Go through the obvious side door, and when you meet the butler, you can either talk (2, 1, 2) +or fight. Head up the stairs in the back of the room, then go south and follow the corridor +east. When you reach the long north-south corridor, enter the bottom door to the east. You +will meet a drunk guard - talk to him (3, 2) then leave the room. Enter the next door to the +north to find the kitchen. Use the stein with the spigot on the keg. Pour the stein over the +coals in the fireplace, then take the roast boar once the smoke clears. Fill the stein again +and return to the drunk soldier. Give him the stein, then talk to him, punch him and take it +back. Fill it once more, then return to the first room. + +Exit this room to the right, then go through another door here to reach a carpeted area. Go +south to meet a patrolling guard. Talk to him (3, 2, 1) or fight him, then enter the closet +to the east. Take the servant uniform (the officer's uniform is locked up at the moment), then +return to the corridor and enter the opposite door. This is a secret exit you will use later, +but for now push over the suit of armor to mark the floor. Return to the corridor and head north. + +There is another guard in the corridor to the west, and there are 3 ways to deal with him. +Dressed as Indy, you can talk to him (1, 2, 2) and get 15 Marks, or you can fight and also +get the money. You can also return through the north door to the room with the green carpet and +change into the servant's uniform, then talk to him (1, 1, 3, 2) but you won't get any money. +Either way, get past him and head up the stairs. + +Castle Brunwald 2nd Floor +------------------------- +Follow the corridor to the east, and take the door to the north. Open the chest in here and +look inside to get 50 Marks. If you haven't changed to the servant's uniform yet, do so now. +Leave the room the same way you came in, and go south to find a guard patrolling east-west. +If you were still dressed as Indy you could talk (2, 2, 1, 1) or fight, but as a servant give +him your painting. You will never see this guard again. Follow the corridor east, and when it +turns north enter the door to the west. Open the chest and look inside to get a uniform. Look at +it to find a brass key. Now head back downstairs to the closet you found earlier (make sure you +are dressed the same as you were previously down here). Use the brass key on the lock, then take +the uniform. Go back upstairs to the 2nd floor and get changed in the room with the 50 Marks chest. + +Exit this room through the other door to meet a guard. You can either talk (3) or fight this guy +(and get 20 Marks). Go out through the door on the left. Now head north and east, then through +the north door. Dressed as an officer, talk to this guy (2, 2, 3) or as Indy talk to him (3, 1) +or fight him for 20 Marks. If you were dressed as an officer, this conversation will help you later on. +Return the same way you came in. + +Head west to the end of the corridor and enter the door to the north. You can either give this guy +your copy of Mein Kampf, or fight him for 70 Marks. Once done, pour your stein of ale into the +grating on the side of the security console to disable the alarm system. + +Go back outside and through the door to the east again, past the guard and through the door behind +him. Open the window in the next room and climb out. Edge to the right along the ledge and open and +climb in the window on the right. Look for a loose brick to the left of the window, and push it. Now +climb back outside and use your whip with the brick to reach the lattice and climb up. Open the first +window and go inside, then open a chest and look to find 75 Marks. Climb back outside and into the next +2 windows until you find your Dad. You can't free him yet, so go back outside, climb down to the ledge +below and climb back in to the lower left window. Don't forget to put the officer's uniform back on. + +Head out through the door to the left and continue through the next room, then go south to meet another +guard. Talk to him (2, 1, 2, 1) or fight him. Go east and south, then into a room to the east, where you +can get a first-aid kit to replenish your health. Go back outside and north up the stairs. + +Castle Brunwald 3rd Floor +------------------------- +Go north and around to the west to meet a guard, where you can talk (1, 2, 1) or fight. Enter the first +door to the west to find Vogel's office. Give the roast boar to the dog, then open the right drawer in +the middle row and take the pass (look at it to find it unsigned, with a combination on the back). Also +take the trophy from on top of the drawers. Go back downstairs and find a door in the far southwest of +the floor to enter. This is a large art collection. Go to the far left to see a Mona Lisa painting - push +this to reveal the vault. Open the vault (now that you have the combination), then walk inside and look at +the painting. Note whether the grail is glowing or not. Now use this information, along with the 2 inscriptions +from the catacombs and the manual that came with the game to discover what the true grail looks like. + +Change back into whatever clothes you were wearing on the first floor, and head back to the kitchen. Fill +the trophy with ale from the keg, then return to the 3rd floor (getting changed on the way). Walk past the +first guard again, then head west to meet Biff. Give him the ale, then punch him once and he will fall down. +Head south and either talk (3, 2, 3) or fight the officer (talking will only work if you talked to a specific +guard on the 2nd floor rather than fighting). Follow the corridor west and north, then enter the door to the +north. Take the silver key from the candelabra. + +Return down the corridor and up to the north, then approach the doors to the north. One will have wires going +in above the door - this is where Henry is being held. Use the silver key to unlock the door and head inside. + +If you disabled the alarm, you have a chance to lead Henry outside; if you have knocked out all the guards along +the way, head right down to the room with the suit of armor on the first floor. Push the stone statue on the left +of the fireplace then enter it to escape. Use the motorbike. + +If you didn't disable the alarm, or if you meet a guard on the way down through the castle, you will meet Donovan. +Give him either the grail diary or the fake diary (the old book). You will be tied into chairs down in the room with +the suit of armor. Pull the chairs until the join between the two lies over the mark you made on the carpet earlier, +then push the statue to cut the ropes safely. Now push the stone statue on the left of the fireplace then enter it +to escape. Use the motorbike. If you handed over the real grail diary, you are headed to Berlin, otherwise straight +to the airport. + +Berlin +------ +You will reach a road-block on the way. Either talk (3, 3, 1, 1) or fight him. Once you are face to face with Hitler, +you can punch him (and get shot), or give him your copy of Mein Kampf (moderately useful) or the pass (very useful). +Once this happens, you will go to the airport. + +=============================================================================== + +AIRPORT + +There are two distinct ways to leave the airport - zeppelin and bi-plane. + +Zeppelin +-------- +Get Indy to walk to the right of the guy in the blue suit, then ask him about his grandchildren. Quickly switch to +Henry and take the tickets from his pocket while he continues to talk. Now leave the airport and walk right over to +the zeppelin. Climb the stairs to enter. When the ticket taker asks for your tickets, either give them to him or fight him. + +As Henry, walk left into the next room and put some coins in the bowl on the piano - the guy will play a tune for you. +The man operating the radio will leave his room and come out to listen. Quickly switch to Indy and open the door and enter. +Open the locker and take the wrench, then use the radio to destroy the radio. Go outside before you are caught. Now use the +wrench on the socket outside the radio room, then push it and a ladder will drop from above. Climb up. + +Keep moving through the 3 floors here to avoid the Nazis. Go north, then west at the fork and climb the ladder. Head south, +then east all the way along a long passage. Turn north at the end, then east again, and climb 2 ladders to reach the third +floor. At the top, go east and follow the passage, heading north as soon as you can. Follow this to go up, down and up again, +then when you are heading west take the first south. Continue south when you can, then go east and turn south again. From here +there aren't too many more turns before you will reach the exit. Once you reach the Bi-Plane, you will take the same flight as +if you had just gone to the Bi-Plane to start with. + +Bi-Plane +-------- +If you are going to steal the plane, read the manual you stole from the library earlier in the game, then follow its instructions +to get started. Once in the air, control the plane with the arrow keys, keeping as steady as possible so Henry can aim, but being +careful not to get shot down. The more planes you destroy, the fewer road-blocks you will have to deal with on the ground. + +When you crash, walk right to find Henry, then steal the blue car and get driving. + +Road-Blocks +----------- +If you have a signed pass from Hitler, you can show this at each block to pass. Otherwise, you can fight at every road-block, or +do the following (displayed is the road-block number and color of dialogue shown): + +1-Blue: Talk (2, 3, 1) +2-Violet: Bribe (50 Marks) +3-Cyan: Talk (2, 1, 1, 1) +4-Red: Talk (3, 3, 2) +5-Turqoise: Talk (1, 2, 2, 3, 1) +6-Purple: Bribe (225 Marks) or give Mein Kampf +7-Grey: Talk (1, 2, 2, 2, 2, 2, 1) + +You will eventually make it to the Canyon of the Crescent Moon. + +=============================================================================== + +GRAIL TEMPLE + +Walk over and read the stone on the right - save your game now because you can't save in the temple. Walk into the temple and go +right. Your Dad will be shot, forcing you to go in and get the grail to save him. At the first test, click on to a light spot on the +floor and you will automatically kneel at the right moment. In the second test, only step on the stones with the letters of the word +shown at the top of the screen. As soon as you reach the third test, click on the right side of the screen to walk across - if you +hesitate at all, you won't make it. + +Now using the clues from earlier and your game manual, select the correct grail. Use the grail with the holy water to make sure it is +the right one, and you will give it to your father to drink. + +There are lots of possible endings here. You can pick up the grail and give it to the knight, give it to Elsa or run off with it +yourself. If you give it to Elsa (or if she grabs it herself) she will fall to her death. Look down into the gap and use your whip to +get the grail. You can now give it back to the knight or again run off with it yourself. You get the most points if everyone survives +and the knight gets the grail.