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