Version 1.00
By Cory Frampton
June 10, 2009.
Copyright 2009.

INDIANA JONES AND THE STAFF OF KINGS FAQ/WALKTHROUGH (Wii version) 
                                                  (Normal Difficulty)    
INDEX

Intro
Enemies
Levels
-Level 1 Sudan
 -Level 2 San Francisco
  -Level 3 Panama
   -Level 4 Istanbul
    -Level 5 Nepal
     -Level 6 Odin
Fortune
Glory
Co-op
Unlockables
Tips
Copyright

Grab your fedora, dust off your shoulder bag, pick up your whip, and get 
ready for another adventure with Indy. This time he is looking for the 
Staff of Moses before his rival Magnus Voller can recover it for the 
Germans. Are you up to the challenge?


ENEMIES

The enemies of this game consist pretty much of generic henchmen with the 
occasional Brute. While your main enemies are German soldiers, you will 
also encounter pillagers, spiders, and Chinese gangsters.

GENERIC HENCHMAN 
The generic henchman attacks you in one of three ways; hand to hand, with
a weapon, or by throwing things at you. These guys are easy to defeat, 
especially if you use your whip or grapple them. However, in large numbers it 
becomes difficult to avoid their attacks and to take them down since they
frequently change places and the enemies with the most health tend to be the
ones closest to you. In situations like this, one landing punch can spell 
death since the other enemies then take advantage of your momentary weakness
and start throwing punches of their own. They are also faster than Indy, so 
running from them usually won't work. However, I have found the ones that run 
after you are usually unarmed and can be quickly dispatched with a quick flick
of your whip.

BRUTE
These guys are slightly bigger than the henchman, but much stronger. They are
almost immune to your whip, grapple, and punches, although you may land a lucky
hit from time to time. Therefore, you really only have three options to fight 
them if there aren't any hotset items around: throwing items, using items, and
dodging/counterattacking. Throwing items is a fast way to take them out if 
items are plentiful, but most likely you'll have to resort to using your dodge
to take them down.

SPIDERS
These nasty critters are only affected by one thing: fire. They are found 
crawling on the floor in large numbers and thankfully deplete your health (when
you are getting them off of you) at a very slow rate that probably won't even 
be noticeable when you are through them. Since they are only affected by fire, 
your only weapon against them is a torch and your only attack is to shake your 
Wiimote from side to side.      

SUDAO
The pillagers' leader. He has all the abilities of a Brute as well as a flame
attack that has a good range to it. His flame attack cannot be dodged, so you
have to wait for him to expend himself of liquid, then use your whip on him.


GUNPLAY ENEMIES
These are guys that attack in one of three ways; with a machine gun, revolver,
or by throwing items at you. You only encounter them in Gunplay, and all of 
them can be finished off with one shot. They range from German soldiers to
Pillagers depending on the level.

BLIND DUCK
A Tong leader who cannot be killed by your gun, so look for an alternative 
means of taking him out. He appears only in San Francisco in a Gunplay.


VEHICULAR ENEMIES

PLANES
Enemy planes are only in the Sudan level, and only in the canyon chase. They
are moderate aims with their machine guns, but as long as you are moving around
they shouldn't be able to bring you down. 

CARS
These cars are filled with enemies with machine guns, and only appear during
two Gunplay chases; one at the end of San Francisco, and one at the end of
Istanbul. Their grills are their weak point from the front, while shooting just
about anywhere in the back will also do them in.

MOTORCYCLES
These enemies are only in the final chase in the Odin level. They are easy to
rid yourself of if you aim for the driver. They rarely fire on you, but when
they do, they are pretty accurate.

MAGNUS VOLLER
Magnus is only in the end chase in the Odin level. He doesn't attack you, but
he moves around a lot making it hard to hit him when you finally get the chance
to shoot him.
LEVEL 1 SUDAN

Fortune: 3
Glory: 2
Enemies: German Soldiers,(Generic Henchman) Brutes, Spiders, and Planes.

Your adventure begins in Sudan where Indy is trying to recover a golden ram's 
head idol before the Germans do. After a cutscene, Indy starts out on a path on
the side of a cliff. If you turn around and follow the path to its end, you 
will find the first Fortune collectible of the game on a ledge. Backtrack to 
where you began and continue along the path until you come to a thorny 
roadblock. Follow the onscreen commands to clear the way to the next obstacle 
and again follow the onscreen commands to continue. You will then have to cross
a pit using your whip which will be explained both in the manual and via OC.
*(*Onscreen commands) Follow the path to a cave where you will find a torch 
that you will have to light to see where you're going. Use the torch to burn 
the spiderweb blocking your way, then burn the spiderweb just before the bridge
to get the second Fortune of this level. Start across the bridge and follow the
OC. After you get Indy to safety, get the torch on the other side and use it to
ignite the oil on both sides of the door to continue. Follow the passage until 
you come to a ram statue that you need to push into the pit behind it. Get on 
the ledge on your left by pressing A near the wall, and continue on. Use your
whip to swing across another pit and continue to the idol. Get on the pedastal
in front of you and use your whip to get the idol. Exit via the door opposite 
the one you entered the room and get ready to run. After Indy escapes, a 
cutscene will play introducing Magnus Voller for the first time. When it ends,
you will be in the German camp and be taught all of Indy's moves that you 
haven't used yet in a series of tutorials. After you perform the first two 
correctly, you'll be able to continue to a forked path. If you turn left, you
will find the third and final Fortune of this level in a tent. If you get it
fast enough, you'll be able to avoid being hit by another soldier. After he
is taken out, backtrack and take the right path this time. More tutorials will
follow as you make your way through the camp. After you learn how to grapple,
you will enter an area filled with soldiers and is also the location of the 
first of two Glory moves of this level. If you can use you whip to bring one of
the bookshelves on at least three of the Germans at once, you will complete the
first Glory move of the game. After all the Germans are taken care of, another
cutscene will play and when it ends you will be in control of a plane. After
flying through a canyon for a short period, you will start encountering enemy
aircraft that will try to bring you down. If you can bring four of them down,
you will complete final Glory move of this level. Once you make it to the end
of the canyon and escape, another cutscene will play and you will move on to 
the next level.**

**Gamestop Preorder Mini Strategy Guide used for this level of the walkthrough.


LEVEL 2 SAN FRANCISCO

Fortune: 9
Glory: 3
Enemies: Chinese Gangsters, Brutes.

After a cutscene, you start out in an alley. Follow it until you trigger a 
cutscene. After the cutscene, four gangsters will attack you. Defeat them, 
then push the green dumpster out of your way triggering another quick 
cutscene, then follow the alley until another CS is played and defeat the two
thugs who come after it. One of them stays back and throws bottles at you
while the other comes rushing up with a board. The thug in back is under a 
hotset so it should be pretty easy to take him out if you can trip up his 
partner. Go along the alley, watch another quick CS, then dispatch the thug.
Pull the crate from in between the piles of boxes out, then use your whip to 
stand on the window and follow the OC. Now you can either go up the stairs 
and break through the door, or you can go through the lower level and pick
up a Fortune and not be surronded when you enter the room. If you go through
the lower level, you will see the Fortune on your left behind a bookcase and
you will end up behind the bar in the room where you can plan your attack. If
you go through the door, a cutscene plays and you are surronded as soon as you
are able to move Indy again. Once you enter the room, try to find the octopus 
tanks and take out at least two of the gangsters on them as this is a Glory
move. One is by the entrance to the bar, and the other is by the door with the
exit sign over it. (If you chose to go up the stairs, it should be to Indy's
left when you are able to move. After they are defeated, a CS will play and
you will be able to continue your chase. Head up the stairs to trigger a CS,
then get ready to fight a Brute. Luckily, there are a lot of items you can use
and you should be able to handle him without a problem. Once that is over with,
break through the fence and a CS will play. Once it is over, turn to your left 
and head towards the train and you will see a Fortune behind a parked truck on
your left. Head into the fireworks factory and push A when prompted. Two thugs
come rushing at you so be prepared to go into action. If you are able to jump 
on the pipes above you and take at them out, you will complete another Glory. 
If you are unable to take these two out with the pipes, don't fret too much 
since more thugs enter the room almost as soon as you move, including a Brute. 
After they are taken care of, go through the doorway and learn about Gunplay 
mode. Once you have completed this, aim for the six boxes of fireworks that are
in three groups of two. (Left, Middle, and Right) Another CS will play when you
complete this, but be ready to push A when prompted to avoid the falling glass.
Break through the gate on the right, get on top of the crates, and pull 
yourself up. Then go to the right until you see a pile of burning boxes and 
collect the Fortune hidden behind it. Backtrack and follow the walkway to the 
left, swing across, and then break the window the same way you did earlier.
Another CS, then head toward the car until you are able to go left past the
fence and head through the opening to claim another Fortune. Go back out, head
left, get over the rusty gate, scale the crates, pull yourself up, swing across
, get ready to save Indy, pull yourself up again, shimmy to the left, collect
a Fortune, and shimmy to the boxes and head up the stairs. Another Gunplay 
starts at the corner after a CS which you need to be ready to push A to save 
Indy from being shot. After you kill the two gangsters, head down the hall and
to the left. Break through the door at the end and drop down the side of the 
building. Continue on until you trigger a CS and start another Gunplay. 
Shoot the two thugs that come running up first and ignore the main one in the
middle for now. Once they die, aim for the large central lantern on the line
across the street to advance. It should fall after three shots and then Indy 
will move up. Once he does, aim for either the thug on the left or the 
fireworks near him. Continue to ignore the main guy and shoot the gray panel 
on the water tower. It should go after three or four shots and then you will
move up again. Aim for the central lantern again, and then after the next 
advancement, the lower left of the water tower. After the final advancement,
aim for the fireworks on a barrel and a box below the sign to kill the guy, 
and then be ready to save Suzie via delicate movements. A CS plays and then 
you head towards that bookshelf that Indy looks at and push it in until you
can go downstairs. Then wait until it slides back and grab the Fortune hidden
behind it. Head down, watch a CS, and then go to the left and shimmy on the 
ledge until you can get off. Now you can either push the barrel down or go
further to the right and bring down the chandelier and earn a Glory. Defeat
all the gangsters and then use your whip on the elephant's trunk to continue.
(The elephant is located to the right of the fan.) This starts a CS in which 
you will need to save Indy by doing a running motion, getting him to pull 
himself up, and then using your whip when prompted. Once you are able to 
move again, perform a 180 degree turn climb up two ledges, and then use your
whip on the two boards to your left. Then turn to your right and use your whip 
to climb the mast. Head to the right and shimmy along the ledge until you
are able get the Fortune. Backtrack and use your whip on the woman on the 
opposite ship. Rappel down the mast using your whip and push the woman to
see a CS and to continue. Head down and into the ship. Some boards will act 
like they are about to collapse but they won't and you can cross them to break
down the door on the other side. Indy will fall after he gets through the door,
but you don't need to save him until you move to the right a ways. Pull 
yourself up when you can and then shimmy past the boards that have fallen. 
Continue shimmying until you can get the Fortune, and then go back until you 
can move away from the wall and head up. Head to the left and then break 
through the door to start a CS that you will need to save Indy by pressing A
at the end. After you complete this, you will need to defeat seven or eight
enemies, including three Brutes. There are plenty of items for you to use so
you aren't limited to your dodge. Once they are taken care of you will enter 
a Gunplay and need to take out the gangsters that fired at you and then shoot
the three cables on your right. The ship's mast will fall and enable you to 
swing across and play a CS. Another CS plays immediately after and then leaves
you in a Gunplay on a streetcar being pursued by gangsters. Aim for the grills
of the cars and they should crash after four shots each. They come on both 
sides so be sure to cover them both. Once you have stopped about six or 
seven of them, another CS plays and you move on to the next level.   


LEVEL 3 PANAMA

Fortune: 7
Glory: 4
Enemies: Pillagers, Brutes, Spiders.

After a CS, start walking across the bridge until a CS begins to play and get
ready to save Indy via a whip swing. Move to the left and shimmy along the 
ledge. This ledge has two weak parts that will break if you step on them and
then you will have to save Indy before you can continue. If you can spot them
and get close enough to hop across them though you can avoid saving Indy and 
save yourself some time. Once you reach the end, you will need to use your 
whip to pull yourself up to another ledge and then shimmy to the right. This
ledge has one weak spot right before you can move away from the wall so either
walk over and save Indy, or hop over it to avoid it. Continue moving to the 
right, swing across a gap, and make your way to the end of the bridge. If you 
walk to the edge of the cliff where the bridge used to be, Indy will start 
climbing down and come to a ledge which leads to a cave with a Fortune. 
Backtrack, and follow the path until a CS plays, then dispatch the pillagers
and continue on. A CS will play and then you will have to make a run for it 
at the end. Make your way forward until you enter Gunplay, then start taking
out the pillagers until a CS plays, then continue taking them out until another
CS is over with. Then defeat the numerous enemies in the village to start a CS.
If you set the goats free and they trample at least two pillagers, you will 
complete a Glory move. After the CS, you will need to fight two Brutes and 
watch a CS to continue. Follow the path until you enter Gunplay, defeat the 
enemies via shooting them or the barrels in front of the wall, and go around 
the same wall to a weak place and break through. Go along the path until you 
come to an arch and climb up the left side with your whip and watch a CS. Once 
it ends, move to the left to get the Fortune and then push the wall on top of 
the guard. Dispatch the remaining enemies and then get ready for another 
Gunplay. Once they are gone, climb up the wall and make your way to the cave 
and then head to the rock in the light and climb up. Continue on the path, 
swing across a canyon, save Indy, and make your way to Sudao. You have to avoid 
his flame attacks three times and then he will throw a torch at you. You then 
have to use your whip on him and beat him until he breaks away. After three 
times of doing this a CS will play and you need to save Indy. If you can beat 
him without getting hurt, you will earn a Glory. Once you are in control
again, walk up to the statue on the pedastal and press A when prompted. Go 
down the stairs and stand in the center of the circle on the floor. After you 
can move again, head for the waterfall on your right and pick up the rock on
the ledge and carry it to the waterfall on the right past the swinging head.
Drop it on that ledge, wait for the second head to stop, and use your whip to 
use the head to clear a path through the debris. Make your way to a Gunplay 
and aim for the barrel in the middle to take them out and advance. After 
another couple of soldiers, start making your way up the temple to the left.
You will enter another Gunplay that can be ended with one shot to the 
explosives on the right. Continue making your way up via ledges, whip swings,
shimmying, wall climbs, and a ladder. When you reach the top of the ladder,
you need to head left and avoid the moving walls while taking out the soldiers.
Then make you way up via ladders, shimmying, and a whip wall climb. You will
then encounter three doors blocked by waterfalls and one that is locked on
a circular path. The doors are opened via a panel in front of the waterfalls.
In the first door is a hall with a stone head on the right that you need to
push and then run out before walls slamming from the ceiling kill you, the
second door requires you to pick up the torch on the path, light it, and bring
it to the end of the passage to light a fire and then burn your way back out
through spiders, and in the third door you need to shimmy past the pit, use
your whip to activate the stone head, and escape before the wall with the head 
pushes you off the ledge if the numerous spikes thrusting from the wall above 
and below the ledge don't do it first. Once you have finished these tasks, the
locked door will be able to be unlocked by stepping on a panel in front of it.
Continue and trigger a CS and start running. After your escape you will enter
a room filled with swinging heads and smashing columns. After observing the 
patterns, make your way to the stairs on the far right side of the room. Push
the statue on the upper level under the smashing column and then pick up the 
head and put it on the ledge in the waterfall. Now go back down and repeat the
process. Once the heads stop moving, use them to smash a hole in the wall near 
where the statue used to be. Make your way to the other side of the room while
avoiding the darker floor tiles as they will fall out from under you to collect
another Fortune. Then use the heads to break the boulder blocking your way.
You will come across another boulder in two turns that you will have to push 
into the pit and then swing across. Yet another one is one turn away and once
you have done the same thing with this one, you will have to shimmy to the 
right. Now you will encounter two moving walls with a boulder barring your way.
Watch the walls and then make your move. If you aren't fast enough, get in the 
gaps in the middle of the walls opposite the way the wall moves from to keep
from getting crushed. Move the boulder, shimmy across the ledge while hopping 
over the gold weak spot, and get ready for a little sequence in which you will
have to make Indy run with your control stick and then press A to jump over a 
pit. You will then come across a door and two pushable panels, one gold, one
gray. The gold one opens the door and the gray one activates an ancient trap
that is no longer working. Once you go through the door, you will find yourself
in an arena with four rotating discs in the floor and eight buttons that need 
to be pressed. One of the buttons is behind the statue at the other end while
the rest are in the arena itself. Stay off of the discs as they can hurt you
as you start pressing buttons. Some of the buttons release a boulder into the 
arena that will be propelled around by the discs. Once you have pushed all 
eight of the buttons, a small gold ball will be released and you need to throw
it into the gold ring on the side of the arena with the golden panels to open 
the door. If you can complete all of this without getting hurt, you will earn 
a Glory. Collect the Fortune in the waterfall to the right in the next room, 
and then climb the statue on the left and push it down. Make your way to the 
left once you exit the temple and pull yourself up on the ledge, shimmy around 
to the right, jump up to another ledge, shimmy right, drop down, climb the wall
with your whip and then go to the edge to the right of the ramp and drop down. 
Drop down again, and then use your whip to slide across a vine to collect a 
Fortune. Backtrack and hed up the ramp, and make your way back into the temple.
Make your way through the temple until you enter an area overlooking the ball 
arena and then head left and make your way up to the next level. Then turn left
and use your whip to scale the carved slab until you can push it over. Make 
your way into the temple while burning through several spiderwebs and halls 
crawling with spiders until you enter a dark room. Light both of the oil 
reservoirs on either side of the door you entered through. Now you need to 
hurry and make it across the bridge lined by fire to get through the doors on 
the other side that are sliding shut. A few of the dragon heads on the bridge 
shoot flame, but they are easily identified by their red eyes and equally easy
to avoid. You will have to swing across a pit and save Indy before you are able 
to clear the doors. Make your way through the temple until you reach a room 
with a column in the middle and more of those boulders on circular grooves in 
the floor. Make your way to the column and go around it until a CS plays. Once
it is over, you simply have to step on the buttons with wedges on them in the 
following order: 1, 3, 4, 2. Once you stand on the last one, it may take a 
little while to trigger a CS and the end of Panama, but it should play within 
thirty seconds or less.


LEVEL 4 ISTANBUL

Fortune: 12
Glory: 3
Enemies: Germans, Spiders, 

Follow the only path you can take and pick up a Fortune at the same time until
you are able to move again after a CS. Defeat the enemies and continue to a 
room filled with enemies and defeat them. If you kill at least two of them 
with pieces of armor, you will complete a Glory move. Pick up the helmet from 
one of the suits of armor and put it on the statue between them. Make your way 
down the passage until you come to a chasm. Now you need to pull yourself up 
the ledges on the right and left to place objects (an angel statue and two 
stones, respectively) on panels to raise the bridge. Now you make your way to 
the painting on the wall and push it in to leave. Make your way along the only 
path you can take until you enter Gunplay. Then swing across the gap to your 
right and enter another Gunplay. Once you complete the Gunplay, collect the 
Fortune under the sheltered balcony and then push the statue by the stairs up 
to the wall. Make your way down until you enter a large room with a Fortune at
the opposite end. Look to the left and locate a coffin close the the wall and 
head that way to pull yourself up and then push the angel statue down. Push the
remains of the statue over to the wall opposite the coffin you climbed on and 
get yourself up via a shimmy. Now you encounter a rapidly moving wall, some 
gears, and a pile of skulls. Grab one of the skulls and shove, not throw it 
into the gears and hurry past since it won't hold them for long. Now you should
see a Fortune behind a similar wall. Repeat the use of the skull and collect 
the Fortune, then continue on. When you swing across to the other side, be 
ready to save Indy and move to the right since you landed on a weak spot. Take 
care of more gears, make a right and drop down, grab onto a ledge, shimmy to 
the right, get another Fortune, and then backtrack. Press on until you step on 
a panel that drops you down into a run sequence, then head to the right to grab
a Fortune, push the painting, and make your way out and to the next task. Grab
the harem girl and sultan busts and put them on their proper pedastals.
(girl, sultan, girl) Make your way down until you come to a circle on the
floor. Stand in the center, and then make your way through the gears with 
knives by pressing A at the right time. Make your way up and pass through 
more gears and knives, head up the stairs and head to the right to find an
angel statue that you need to push into the gears. Then swing across and 
press onwards until you come to what looks like a carbonite slab. Turn the 
camera and you should be able to see a Fortune that you can collect by going
back a bit and to the left. Once that is completed, you need to shove the
"carbonite" over and then push it out of the way. Head down the newly opened
path and snag another Fortune on your left before proceeding. Make your way 
across the floor with a hole in it to reach a weak wall. More knives await,
but if you take the time to observe the patterns, you will have no problem.
Go until you reach a circular room lit with green light. This is a puzzle
of numbers and there is also a Fortune is this room. To get the Fortune, you
have to push the button with three swords ab it first, then the one with one
sword, and then break down the wall, then simply push the one with five swords
to expose the coffin that you need to push over and then push into the gears.
Be careful not to step on the very center of the room once you have begun
since it will reset everything back to its original position. Now make your 
way back and down and enter the newly completed hallway and push the painting
at the end. Now make your way back to where you started this level and be 
ready to deal with some enemies. If you can kill at least three of them using
the statues you will complete a Glory move. Once they are dealt with, push all
the statues towards the center of the room and then stand on the circular
button to activate a CS. When you can move again, light the torch and make
your way to the left and then right since there are spikes dead ahead that you
can't pass. Go on until you step on a panel that falls out from under you and
then two walls try to crush you. You need to pull out both coffins in the
area that you fell into before you can continue on. When you come to a weird
thing hanging from the ceiling, you need to use your whip to swing each of 
the three chimes against it once. I don't think it matters what order you do
it in, but I did the first one you see when you enter the room first, and 
then worked my way left until a CS played. After the CS, you are riding an
elephant and you must not only shoot, but duck and use your whip as well. If 
you are able to hit at least four street signs, you will complete a Glory move.


LEVEL 5 NEPAL

Fortune: 5
Glory: 2
Enemies: Germans,  
 
At first all you can do is follow the path and the onscreen prompts with 
little difficulty. When you are instructed to scale a wall with your whip, be
prepared to push A fast when the anchor breaks, or you will fall to your doom.
Continue following the path and orders, until you reached the shelter where
you had to bring in the wood to start a fire. There is a tricky shimmy part
just ahead that requires you to avoid or save Indy from a weak part first of
all, then you need to lower Indy and go hand over hand to the left on another
weak part, drop down, drop down again, pull yourself up, shimmy to the right
and avoid or save Indy again from a weak spot, drop down, go hand over hand to
the left over a breakaway spot, and finally being able to get off of ledges 
and onto a path again. Head into the cave, push the rock over the entrance,
start another fire, and break out through a weak spot on the left side of the
cave. Then run for your life in another CS, and watch another one before you
regain control of Indy. Move ahead until you enter a Gunplay, then continue
on to another Gunplay where you need to shoot the barrels at either end of the
opposite balcony. Three soldiers come at you when you cross the bridge, but 
they shouldn't be much trouble for you at this point in the game. Swing across
a gap in te walkway and save Indy, then collect the Fortune on the walkway
underneath the one you are standing on by making your way around the structure
in the middle to the boards on the right side. Then pull yourself on top of 
the structure and use your whip to slide across when prompted. After a CS, you
need to make Indy run for his life and then enter Gunplay where you need to
aim for the barrel on the left. Advance, watch a CS, and fight some soldiers.
There are two more ahead on the path, and then you need to ignite the fuse
to the dynamite before you can go any further. Once you enter the Ice Cave
and reached the bridge past the statues, don't stop moving since it crumbles
behind you. Make your way up, swing across, be ready to move to the right 
since you land on a weak spot, and head to a ledge you can shimmy on to the 
right of the stair ruins to nab a Fortune in a room behind a weak wall, then 
continue on. At the top of the wall, head to the far wall and then pull down 
the snakes that are part of the bridge. Collect the Fortune at the far end, 
then go across to the other side and be ready to press A when you are almost 
across. Pull the other snakes down, pull back the arrows, and then head to 
the end of the bridge and swing out. Make your way deeper into the cave, and
then start pushing Moses towards the sculpture at the other end of the room. 
You will need to save Indy by pressing A, then finish pushing Moses and press
on. When you enter a room with two statues, you need to break the ice on the
gears at the far end of the room with your whip, then stand in the middle of 
the circle just inside the entrance to free two more statues. Then move the 
statues onto the blue squares and free up the last two. Move the final two on
the remaining squares and activate the fire once more. When you can move 
again, head for the staff, and then get ready to run. After the cutscene ends,
head straight for Moses, turn left when you reach him, pull yourself up on the
ledge, use your whip to break the ice, and head for the opening. Now you have 
to navigate Moses on an icy river and shoot icicles out of your way. If you
can hit five of them, you will complete a Glory move.


LEVEL 6 ODIN

Fortune: 2
Glory: 1
Enemies: German Soldiers, Brutes.

You start out in control of a crane holding a piano tht you use to stop the 
soldiers from lowering ladders to enable them to climb up high enough to 
shoot you. This part is pretty much trial and error and takes some getting
used to. Once you complete this part of the level, you enter into Gunplay, and
then you are finally in control of Indy. Make your way along the airship until
you are outside a window that you need to break. Be prepared for some major
brawling as the soldiers and Brutes are going to go all out against you. 
After a cutscene, you will star chasing Magnus on a motorcycle and sidecar at
the bottom of the ocean. The controls take some getting used to and are 
supposed to mimic handlebars i.e. when you want to turn right, the Wiimote
should be lower than the Nunchuk and vice versa. There are two Fortunes that 
are readily visible in this chase sequence, but it may take a few tries to get
them. The chase is kind of hard to navigate, and once you get past a certain 
point, you need to shoot at pursuers and avoid the fireballs from the airship
at the same time. The trick is to aim for the drivers of the motorcycles, and
the spotlight from the airship gives away its next shot. You are able to 
control the cycle from side to side to avoid the fireballs and gunshots 
without worrying about hitting anything though, so at least you don't have to
keep up with that as well. Once you have defeated your pursuit, you need to
continue chasing Magnus for a while until you go over a couple of jumps. Then
you have to try to shoot him with a RPG that only fires one shot before 
reloading, while the airship renews its effort to take you out via fireballs.
You no longer need to steer, just move left or right on the control stick to
avoid the fireballs that are once again indicating where they will hit if you
watch the spotlight. Once you manage to hit Magnus, the final CS will play
and then the credits will roll. Thus concludes Indy's latest adventure. 


THE END          


FORTUNE
There are 38 total Fortunes to collect in the game. A list of descriptions is
coming soon.


GLORY
There are 15 total Glory moves to complete in the game. A list of complete
descriptions of the moves is coming soon.


CO-OP
Coming soon.


UNLOCKABLES
This is a broad category and consists of pretty much everything in the Extras
menu. The Fate of Atlantis is unlockable once you beat the game, or by using
the Gamestop preorder code. Movie trailers for all four Indiana Jones films
can be found here once they are unlocked, as well as skins of Henry Jones, Indy
in Tuxedo, Han Solo, and Big heads. Concept art and multiplayer combat are also
located here. 



TIPS

Use your Grapple to smash enemies that aren't Brutes into walls for a quick 
kill almost every time.

Take time to look around, you never know what you might find. 

Keep an eye open for weak spots in ledges. They are usually a different color
than the rest of the ledge, but there are some that are very hard to tell apart
from the strong parts. 

Watch the movements of traps, obstacles, and enemies. They are usually very
easy to avoid if you time your movements or attacks right.




I WOULD LIKE TO THANK THE FOLLOWING FOR MAKING THIS FAQ/WALKTHROUGH POSSIBLE:

George Lucas
Steven Spielberg
Harrison Ford
My Mom
My Siblings, especially a certain brother
Gamestop
GameFAQs


SOURCES:
INDIANA JONES AND THE STAFF OF KINGS GAME.
GAMESTOP PREORDER MINI STRATEGY GUIDE FROM PRIMA.


COPYRIGHT 2009 Cory Frampton.

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