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    Move List by doninss

    Version: 1.22 | Updated: 11/25/07 | Printable Version | Search This Guide

    |]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
    |  //              :                  :
    | //          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |//           '        .~``;_              '
    |/            '       *    \O              '
    |             '      O_-    |\             '
    |             '      |     / \             '
    |             '     / \ Indiana Jones      '
    |             '   and The Emperor's Tomb   '
    |             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |
    |
    |
    +-----------------------------------------------------------+
     ===========================================================
     Combat move list for "Indiana Jones and The Emperor's Tomb"
     Xbox (PC, with control conversion (included))
     Contact: doninssfaqs AT genericgamer DOT comMERCIAL
     Version 1.22, complete
     By doninss
     06/03/03
     ========
    +--------+
    
    
    +---------+ - - - - - - - - - - - - -
     Contents - - - - - - - - - - - - -
    +---------+ - - - - - - - - - - -
    
     Prelim.
       PC control conversion
       Convention
       Health Meter
    
     Blocking and targeting
    
     Empty hand moves
       Stationary attacks
       Moving attacks
       Grapple attacks
         Collar grapple
         Head-lock grapple
         Grapple breaks
       Miscellany
    
     Whip moves
       Stationary attacks
       Moving attacks
    
     Edged weapon moves
       Swords, machetes
       Throwing knives
       Spears
    
     Make-shift weapon moves
       Firearms as clubs
       Shovels
       Table legs
       Chairs
       Bottles
       Gong mallet
       Torches
    
     Special weapon moves
       Grenades
       Pa Cheng
    
     Credits
    
    
    +-------------------------------------------------+
     =================================================
     Copyright, version history, and legal information
         can be found at the end of this document.
     =================================================
    +-------------------------------------------------+
    
    
    +-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Prelim. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     I recommend "Courier New" font to view this document.
    
     This move-list deals with non-firearm weapons primarily. Firearm attacks are
     mentioned, but only those that can be performed with an empty weapon. (While
     firearms are available in the game, they are not overly abundant. Ammo is also
     a bit scarce. Firearm use is also fairly straightforward.)
    
     Indy is an accomplished pugilist (as are many of his foes). Having a good
     grasp of his moves can make the combat portions of the game easier, and more
     enjoyable. (That's why I took the time to research and write this guide.) I
     had no game manual when playing, or when writing this guide. If you have a
     manual, some of this may be redundant (it may be anyway).
    
     This move list was written for the Xbox version, but I believe it can be used
     for the PC version. I've included a control conversion table below. (Any
     feedback would be welcome.)
    
     PC control conversion
    +=====================+
     (Default PC controls.)
     X Button = PC Left Mouse Button (Attack 1)
     A Button = PC Right Mouse Button (Attack 2)
     B Button = Space Bar (Jump)
     Right Trigger = Left Shift (Guard Stance (I think, perhaps Left Alt,
                     which ever one allows Indy to strafe.))
     Left Trigger = Q key (Roll (while moving))
     Left Stick = W A S D keys (Move Indy)
    
     Convention
    +===========+
     "X = blah blah." - If the X Button is tapped (pressed momentarily),
                        blah blah will result.
    
     "X (held) = blah blah" - If the X Button is held down,
                              blah blah will result.
    
     "X, A = blah blah" - If the X Button is tapped, then the A Button is tapped,
                          blah blah will result.
    
     "X + A = blah blah" - If the X and the A Buttons are pressed at the same time,
                           blah blah will result.
    
     "Knock-downs" are based on level ground, a height difference between Indy and
     his opponent can affect this aspect.
    
     Health Meter
    +============+
     The health meter only appears when Indy has taken damage. To quickly check his
     health, press and hold the "Left Trigger" while not moving.
    
    
    +----------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Blocking and targeting - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +----------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Indy has a combat stance, in which he blocks attacks and "locks on" to his
     opponent. His movement while in this stance is a shuffle around his opponent
     while continuing to face and target him. Throwable weapons are auto-aimed (use
     the combat stance for farther targets, or a strong lock). He can also execute
     a dodge move in the direction he is shuffling. If Indy is empty-handed he will
     block punches, if holding an edged weapon, he will block edged weapons and
     fists. (Some empty hand moves by his opponents cannot be blocked. These moves
     require an obvious wind-up on the enemy's part however.) Wooden weapons used
     to block metal weapons will soon be destroyed. Metal weapons will last longer,
     but will still be damaged.
    
     Right Trigger (held) = combat stance. (Indy faces, and "locks on" to his
                            opponent. Release and re-press the Right Trigger to
                            change targets).
    
     Left Stick (in combat stance) = shuffle. (Indy moves slowly toward, or away
                                     from, or strafes around his opponent).
    
     B Button (while shuffling) = dodge in the direction of the shuffle. (Indy is
                                  not blocking during a dodge; this move can be
                                  used to evade, or quickly close on the opponent).
     Y Button = pick up weapon
    
     Left Trigger (while moving) = roll forward. (This move can be used to quickly
                                   pick up weapons without exposing Indy to
                                   attack. It can work with weapons in racks and
                                   on tables. (He can also roll while in the combat
                                   stance, but must be stationary; this roll will
                                   not pick up weapons.))
    
     For the faster enemies, and groups in open areas, initiating attacks while
     running may be preferable. (Even then, the combat stance can be useful to
     quickly turn to face the nearest opponent.) Once the dodge is mastered though,
     the combat stance can be a strong asset. The blocking is very effective, and
     the target lock assures attacks will be aimed at Indy's foe when initiated.
     (Using this stance can also serve to make the fights more cinematic and
     natural looking. Not a practical advantage to be sure, but a possible boon to
     game enjoyment.)
    
    
    +----------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Empty hand moves - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +----------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     There are two attack buttons, X (left punch) and A (right punch). Pressing
     either attack button once results in a single attack. Pressing both attack
     buttons at the same time causes Indy to grapple (grab) his opponent, if close
     enough. Pressing the attack buttons repeatedly will result in linked attacks
     (combos). Indy can do two and three hit combos. (The two-hit combos are just
     subsets of the three-hit ones.) He will occasionally throw in a fourth
     "finishing?" move. If Indy is moving forward (walking, running, or shuffling
     forward) when the first punch is thrown, the attacks will differ from the
     stationary ones. If Indy has grappled his opponent, the attacks are different
     still. (Indy will face most of these attacks in the game, and more.)
    
     Stationary attacks
    +==================+
     Building blocks:
     As a first, or single button press,
     X = left jab;
     A = right jab;
     X + A = grapple (grab).
    
     As the second button press in a combo,
     X = left body blow;
     A = right body blow.
    
     As the third button press in a combo,
     X (following X) = left roundhouse punch;
     X (following A) = double-fisted back-hand (knock-down);
     A (following X) = right uppercut (knock-down);
     A (following A) = right roundhouse punch.
    
     Or,
    
     List:
     X = left jab.
     A = right jab.
     X + A = grab.
    
     X, X = left jab, left body blow.
     A, A = right jab, right body blow.
     X, A = left jab, right body blow.
     A, X = right jab, left body blow.
    
     X, X, X = left jab, left body blow, left round-house punch.
     A, A, A = right jab, right body blow, right round-house punch.
     X, X, A = left jab, left body blow, right uppercut (knock-down).
     A, A, X = right jab, right body blow, double-fisted back-hand (knock-down).
     X, A, X = left jab, right body blow, double-fisted back-hand (knock-down).
     A, X, A = right jab, left body blow, right uppercut (knock-down).
     X, A, A = left jab, right body blow, right round-house punch.
     A, X, X = right jab, left body blow, left round-house punch.
    
     The stationary combos are fast (the jabs especially).
    
     Moving attacks
    +==============+
     Building blocks:
     As a first, or single button press,
     X = left power punch;
     A = right hook;
     A (held down) = right hook, right shoulder butt (knock-down);
     A + X = grab.
    
     As the second button press in a combo,
     X = left elbow smash;
     A = right back-hand.
    
     As the third button press in a combo,
     X (following X) = left back-hand roundhouse (turns opponent around);
     X (following A) = double-fisted over-head smash (knock-down);
     A (following A) = right uppercut;
     A (following X) = right body blow.
    
    Or,
    
     List:
     X = left power punch.
     A = right hook.
     A (held down) = right hook, right shoulder smash (knock-down).
     A + X = grab.
    
     X, X = left power punch, left elbow smash.
     A, A = right hook, right back-hand.
     X, A = left power punch, right back-hand.
     A, X = right hook, left elbow smash.
    
     X, X, X = left power punch, left elbow smash, left back-hand
               roundhouse (turns opponent around).
     A, A, A = right hook, right back-hand, right uppercut (knock-down).
     X, X, A = left power punch, left elbow smash, right body blow.
     A, A, X = right hook, right back-hand, double-fisted back-hand (knock-down).
     X, A, X = left power punch, right back-hand, double-fisted back-hand
               (knock-down).
     A, X, A = right hook, left elbow smash, right body blow.
     X, A, A = left power punch, right back-hand, right uppercut (knock-down).
     A, X, X = right hook, left elbow smash, left back-hand roundhouse
               (turns opponent around).
    
     The moving combos are a bit slower, but a bit more powerful than the
     stationary ones.
    
     Grapple attacks
    +===============+
     (A + X to grapple.) Attacks are possible while Indy grapples an opponent. He
     will continue to hold his opponent, and deliver blows with one hand or his
     knee. He can deliver up to three blows.
    
     If the Left Stick is moved before pressing an attack button, Indy will push
     his opponent away. If no buttons are pushed soon after the grapple is
     initiated, Indy will push the opponent away. The direction of the push can
     be controlled by the Left Stick. If the opponent hits a wall, he will be
     momentarily dazed, and extremely vulnerable. (Moving in and delivering
     multiple stationary two-hit combos almost always assures victory).
    
     If a foe is grappled from the front, Indy will grab him by the collar. If
     grappled from behind, Indy will put him in a head-lock.
    
     If the opponent has a weapon equipped when grappled, he'll drop it (even if
     he breaks the grapple).
    
     Collar grapple
    +--------------+
     List:
     X = quick left hook, push.
     X, X or A = quick left hook, quick left back-hand, push.
     X, X or A, X or A = quick left hook, quick left back-hand, strong left hook
                         (knock-down).
    
     A = knee to the lower torso, push.
     A, A or X = knee to the lower torso (twice), push.
     A, A or X, A or X = knee to the lower torso (twice), strong left hook
                         (knock-down).
    
     The first button press determines the combo.
    
     Head-lock grapple
    +-----------------+
     List:
     X or A = quick right punch to the head, push (knock-down).
     A or X (twice) = quick right punch to the head (twice), push (knock-down).
     A or X (thrice) = quick right punch to the head (twice), strong right cross
                      (knock-down).
    
     There is only one combo. A head-lock "push" results in a knock-down if the
     opponent does not contact  a wall.
    
     Grapple breaks
    +--------------+
     If Indy is grappled from the front, pressing either attack button
     _immediately_ will break the grapple.
    
     X = head butt (stuns momentarily).
     A = breaks the grab with his forearms from the inside.
    
     Neither move causes damage. Only the A Button works with the BIG Ivory Hunters
     and German Soldiers (these guys have a special grapple). Indy executes a
     double-footed chest kick that leaves Indy and his opponent on their backs.
    
     Miscellany
    +==========+
     If Indy is knocked down, press either attack button to recover quickly
     (pressing it before he hits the floor results in the quickest recovery).
    
     If Indy's opponent is lower than him (crouched, on stairs, pulling up onto a
     ledge), Indy will kick with either attack button (knock-down).
    
     Pressing either attack button when an opponent is close behind Indy, results
     in a twisting back-hand, (turns opponent around).
    
     Throwing or knocking an opponent off a precipice, or into deep water
     will kill them. (They will often grab, a kick as they pull up will send
     them flying.)
    
     If you input three button presses too quickly, the last one will be lost.
     (Shallow buffer?)
    
     *A few times I've seen a knee strike at the end of a three hit combo, (usually
     as the fourth "finishing" hit).*
    
    
    +----------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Whip moves - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +----------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     There aren't many whip moves, and Indy's hands are more powerful, and more
     versatile. Indy will not do the back-hand to enemies behind him, and cannot
     grapple with whip in hand. The whip does have advantages, however. It has a
     reasonable range, it can affect multiple enemies, and it can disarm at a
     distance.
    
     Stationary attacks
    +==================+
     X = pair of overhead horizontal cracks, aimed at the opponents feet. (Very
         little if any damage. Affects multiple enemies in any direction, and
         drives them away from him.)
    
     A = overhand crack. (Very little damage, can be linked indefinitely with
         repeated button presses, follows target to some extent.)
    
     A (held) = wrapping overhand crack. If the opponent is armed, the weapon will
                be snatched away. If not, a throat wrap will pull the opponent
                toward Indy, then he will finish with a straight right power punch
                (knock-down). (The wrap is dependent on distance.)
    
     X, A = pair of overhead horizontal cracks, overhand crack. These aren't
            actually linked (no button press buffering), but there is virtually no
            delay if the A Button is pressed right at the end of the first move.
            (Pressing the A Button repeatedly makes timing unimportant.)
    
     X, A (held) = pair of overhead horizontal cracks, wrapping overhand crack.
    
     Moving attacks
    +==============+
     A = same moves as stationary (Indy stops moving in fact).
    
     X = left jab.
     X, X = left jab, left power punch.
    
    
    +------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Edged weapon moves - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Indy is a little short on edged weapon moves. Although they do more damage
     than his fists, edged weapons are generally slower. In many cases his hands
     are a better choice. An edged weapon's main advantage is its ability to block
     other edged weapons. The moves are the same whether Indy is moving or
     stationary, (Indy stops to execute the moves). All edged weapons will break
     after a certain amount of abuse (blocking or striking other weapons, or hard
     objects).
    
     Spear
    +=====+
     X = slash.
     X, X = slash, back-hand slash (knock-down).
     A = stab. (This works on downed opponents, Indy must be close.)
    
     Very wide swath, long reach, and reasonably fast for its length. A fragile
     weapon though. Pressing either button while changing direction can result in a
     spinning back-hand slash.
    
     Sword, long knife
    +=================+
     X = back-hand slash.
     X, X = back-hand slash, slash
     X, X, X = back-hand slash, slash, back-hand slash
     A = stab.
    
     Slow for their size. The X Button moves will work under water (effective on
     most normal underwater enemies). The "back-hand" to enemies behind him results
     in a knock-down. (Occasionally, a second or third slash will cause a knock-
     down.)
    
     Machete
    +=======+
     X = back-hand slash.
     X, X = back-hand slash, slash.
     A = stab.
    
     Slow for its size. The "back-hand" to enemies behind him is a slap. The X
     Button moves will work under water. (Indy's first machete is special. He won't
     drop it, even if grappled or knocked down. And unlike other edged weapons, it
     will not wear out.)
    
     Throwing Knife
    +==============+
     X = throws the knife.
     A = back-hand slash (knock-down).
     A, A = back-hand slash, slash (knock-down).
    
     This little knife will block all edged weapons including the spear. It's as
     durable as some of the full size swords. Every connecting hit is a knock-down,
     and it doubles as a single-shot ranged weapon. And, Indy can carry three of
     these (four, with one in hand). The "back-hand" to enemies behind him
     results in a knock-down.
    
    
    +------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Make-shift weapons - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Indy can pick many objects in his environment, and use some as make-shift
     weapons. Most are very effective, and some have more moves than edged weapons.
     These weapons can make large groups of enemies much more manageable.
    
     Shovels.
    +========+
     X = stab.
     A = horizontal swing (knock-down).
    
     X, X = stab, vertical up-stroke.
     A, A = horizontal swing, back-hand horizontal swing (knock-down).
     A, X = horizontal swing, vertical up-stroke.
    
     X, X, X = stab, vertical up-stroke, horizontal swing (low, knock-down).
     X, X, A = stab, vertical up-stroke, overhead smash (knock-down).
     A, X, X = horizontal swing, vertical up-stroke, horizontal swing (low,
               knock-down).
     A, X, A = horizontal swing, vertical up-stroke, overhead smash (knock-down).
    
     Pressing either button while near and facing a downed opponent results in an
     overhead smash (must be close to opponent). Pressing either button while
     changing direction can result in a spinning back-hand swing.
    
     Table legs
    +==========+
     Treat these like a short shovel.
    
     Bottles
    +=======+
     X = throws the bottle (knock-down).
     A = swipe at face level (knock-down).
    
     Chairs
    +======+
     X = jab (knock-down).
     A = overhead smash (knock-down).
    
     Powerful, but fragile weapon. One hit wonders.
    
     Torches
    +=======+
     Treat these like a sword.
    
     (The Blue Torch (special) will not be dropped when Indy is grappled,
     or knocked down.)
    
     Gong mallet
    +===========+
     Treat this like a table leg.
    
     Firearms as clubs
    +=================+
     Pressing the A Button with a firearm equipped results in Indy clubbing his
     opponent with it. It is always a knock-down, and cannot be blocked. It is a
     tad slow however, and carries other risks. If Indy is holding a firearm, he
     cannot block, or grapple (but he can break grapples). (Indy will not drop the
     Revolver, even if knocked down or grappled.)
    
    
    +-------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Other weapons - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +-------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Grenades
    +========+
     Pressing and holding the A Button with a grenade equipped brings up a "throw
     meter" allowing estimation of the distance the grenade will be thrown. They
     can also be "cooked" (they explode quicker after thrown) by holding down the A
     Button through multiple throw meter cycles (less than three is recommended).
     They cannot be used as melee weapons. They will explode underwater, and can be
     effective on submerged enemies.
    
     Pa Cheng
    +========+
     X = throw.
     A = forward thrust.
     A, A = forward thrust, back-hand slash.
     A, A, A = forward thrust, back-hand slash, uppercut (knock-down).
    
     When the Pa Cheng is equipped, the Right Trigger throws up a temporary shield
     around Indy, he also blocks and targets. The shield blocks super-natural
     attacks and lesser "spirit" enemies. It will also block the Ninja's flipping
     foot grapples. The Pa Cheng does not block edged weapons (the strongest
     defense is an offense in this case). The Pa Cheng throw seeks out targets to
     some extent, in the general direction it's thrown. The "back-hand" to enemies
     behind him is a stunner. The only enemies I've seen block the Pa Cheng are the
     stone warriors (and they only blocked the throw). (Indy will not drop the Pa
     Cheng, even if he is knocked down or grappled.)
    
     After the Pa Cheng is acquired (near the end of the game), it will likely be
     the weapon of choice. Many of the enemies Indy will face near the end of the
     game can't be hurt significantly (some not at all) by "normal" weapons or
     Indy's hands.
    
    
    +-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    +-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     For the PC controls, Robert Parry-Cruwys' Walkthrough here at GameFAQs (and
     elsewhere). Cliff Chen specifically.
    
     For the inspiration to produce something that perhaps contributes to the
     enjoyment of this game, Robert Parry-Cruwys' Walkthrough here at GameFAQs
     (and elsewhere).
    
     As a resource for bullwhip information, <www.bullwhip.org/>.
    
     For something to work with, LucasArts, and the dev. team at The Collective.
    
     Text editing, spell and typo checking, Boxer text editor (evaluation copy).
    
    
    +-----------------------------------------------------------------------------+
     =============================================================================
    
     Version history.
    
     1.00 - Original submission, complete, 05/19/03
     1.10 - Typos, minor format change, minor changes to content, 05/22/03
     1.11 - Minor format change, 05/27/03
     1.12 - Typo, 06/03/03
     1.20 - Changes to Legal section, 10/22/03
     1.21 - Changes to Legal section, 11/02/03
     1.22 - Changes to Legal section, 11/02/03
    
     Legal.
    
     This guide is not official, and is in no way affiliated with or sanctioned
     by LucasArts, The Collective, or any other company. Any existing copyrights
     or trademarks apply, and are not covered in the copyright declaration below.
    
     Copyright 2003, Donald H. Wood. This document may be not be reproduced under
     any circumstances except for personal, private use. It may not be placed on
     any web site or otherwise distributed publicly without advance written
     permission. Use of this guide without permission on any other web site or as
     a part of any public display is strictly prohibited, and a violation of
                                  <> copyright. <>
    
     Permission to place this guide on a web site is revocable at any time by the
     author, and does not in any way constitute transfer of ownership.
    
     If you are going to quote this walkthrough verbatim, please use quotes ("")
     and reference the document.
    
     The following sites have permission to post this walkthru. (This contitutes
     "written permission", but only when found in the version at GameFAQs
     <www.gamefaqs.com>.)
    
     GameFAQs <www.gamefaqs.com/> (Original submission, and updates.)
     IGN <faqs.ign.com>
     Cheats.de <www.cheats.de/>
     GameSlayer <www.gameslayer.co.uk/>
    
     =============================================================================
    +-----------------------------------------------------------------------------+