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               = T H E   O R I G I N A L   A D V E N T U R E S =
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******************************************************************************
LEGO Indiana Jones: The Original Adventures (Wii Version)
A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
******************************************************************************

1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Displays
   3C. Items
   3D. Hints/Tips
4. Barnett College
5. Story Walkthroughs
   Raiders of the Lost Ark
    5A. The Lost Temple
    5B. Into the Mountains
    5C. City of Danger
    5D. The Well of Souls
    5E. Pursuing the Ark
    5F. Opening the Ark
   The Temple of Doom
    5G. Shanghai Showdown
    5H. Pankot Secrets
    5I. The Temple of Kali
    5J. Free the Slaves
    5K. Escape the Mines
    5L. Battle on the Bridge
   The Last Crusade
    5M. The Hunt for Sir Richard
    5N. Castle Rescue
    5O. Motorcycle Escape
    5P. Trouble in the Sky
    5Q. Desert Ambush
    5R. Temple of the Grail
6. Free Play Runthroughs
   Raiders of the Lost Ark
    6A. The Lost Temple
    6B. Into the Mountains
    6C. City of Danger
    6D. The Well of Souls
    6E. Pursuing the Ark
    6F. Opening the Ark
   The Temple of Doom
    6G. Shanghai Showdown
    6H. Pankot Secrets
    6I. The Temple of Kali
    6J. Free the Slaves
    6K. Escape the Mines
    6L. Battle on the Bridge
   The Last Crusade
    6M. The Hunt for Sir Richard
    6N. Castle Rescue
    6O. Motorcycle Escape
    6P. Trouble in the Sky
    6Q. Desert Ambush
    6R. Temple of the Grail
7. Bonus Missions
   7A. Activating the Bonuses
   7B. Ancient City
   7C. Young Indy
   7D. Warehouse
8. Characters
   8A. Story Characters
   8B. Extra Characters
   8C. Secret Characters
   8D. Guest Character
9. Secrets/Unlockables
   9A. Main Unlocks
   9B. Extras and Parcels
   9C. Secret Codes
10. Standard Guide Stuff
   10A. Legal
   10B. E-mail Guidelines
   10C. Credits
   10D. Version Updates
   10E. The Final Word

******************************************************************************
1. INTRODUCTION
******************************************************************************

Hello, adventurers!  Welcome to my FAQ/Walkthrough for LEGO Indiana Jones: 
The Original Adventures, specifically the Nintendo Wii version.  Continuing 
on the success of the LEGO Star Wars franchise, this is Lucasfilm's other 
great series, retold entirely with cute little LEGOs.  Join Indiana Jones 
as he relives his greatest adventures.  In this guide, you'll find 
walkthroughs of each mission in Story, quick runthroughs of each mission in 
Free Play, which includes collecting all the Treasures and Parcels, as well 
as well as how to uncover all the game's secrets.

******************************************************************************
2. FAQ
******************************************************************************

Q: What is LEGO Indiana Jones: The Original Adventures?

A: This is a LEGO-styled action game released in 2008 based around the first 
 three movies of the Indiana Jones series.

Q: What is the ESRB rating of this game?

A: This game is rated E10+, with the added descriptor of Cartoon Violence.

Q: Would this game be good for my kids?  I remember there being a lot of 
 objective content in the movies.

A: All violence is done towards LEGO bricks, so there's no blood, and all 
 "dismemberment" is taken in a humorous stride.  Any references to religions 
 or the Nazi regime has been removed (the bad guys are just "enemy soldiers", 
 although all named characters keep their names, including Dietrich and 
 Vogel).  As far as positive aspects of the game towards kids, the gameplay 
 is focused on exploration, discovery, and critical thinking.  The 
 co-operative gameplay style and forgiving difficulty is also a plus.

Q: How many people can play?  Does this game require a Nunchuk?

A: Two, and yes.

Q: So, how is this game different from LEGO Star Wars?  I mean, besides the 
 obvious.

A: Much of the concept has remained the same.  You still need to progress 
 through the missions fighting bad guys and solving puzzles involving 
 building, jumping, pushing, etc.  One of the most significant changes is in 
 the ability to pick up items lying on the ground.  Characters can pick up 
 certain objects to fight with like spears, guns, bottles, and torches.  They 
 can also pick up tools which can help them progress the mission, such as 
 shovels or wrenches.

Q: Can I play as the monkey?  Pleeeeease?

A: Sorry.  It seems that, although Mr. Monkey ends up wandering around the 
 college, you can never control him. :(

Q: I'm in Desert Ambush, but Vogel won't do anything!  He's just sitting in 
 his tank!

A: Turn off the cheat: "Disarm Enemies".

******************************************************************************
3. BASICS
******************************************************************************

Most of this information can be found in the instruction manual, like anyone 
reads those.

==============
3A. Controls =
==============

General Controls -

Control Stick: Move your character.
A Button: Jump.  Some characters can double jump if you press A again.
B Button: Attack.
Z Button: Use item in hand or interact with environment.  Used for building 
 piles of LEGOs, pulling switches, or picking up items.
C Button: Shift focus.  As a side note, in this game you don't have to be 
 next to each other to shift to the other character.  It can be done from 
 about a screen away.  Also used to climb on vehicles or animals.
1 and 2 Buttons: Only used during Free Play.  Switch between characters you 
 selected for this mission.
+ Button: Brings up Pause Menu.

Controls can slightly change depending on your situation.  If something 
specific changes per a mission, I'll mention it in the walkthrough.

====================
3B. Menus/Displays =
====================

Main Menu -

New Game: Start a new game.
Load Game: Load a previously saved game.
Coming Soon: Shows a preview trailer of LEGO Batman.
Options: Opens Options Menu.

---

Options Menu -

Music: Toggle music on/off.
Widescreen: Toggle widescreen functionality.
Screen V-Sync: Toggles V-Sync, whatever that is. >_>

---

Pause Menu -

Resume: Get back to the game.
Options: Opens Options Menu.
Extras: Opens Extras menu, where you can select any extras you've purchased, 
 as well as toggle the Adaptive Difficulty.
Quit: Return to the Main Menu or Barnett College depending on where you are.

===========
3C. Items =
===========

There are a lot of things you can pick up in this game, and it is a new 
feature, so I thought I'd supply this list of items you can grab in the game, 
either lying around or from enemies.  Press Z to pick up any item.  Depending 
on the item, use it either with B or Z.

Generally, picking up another item will drop the first one on the ground, 
unless the item came with the character (such as Satipo's shovel), or it's a 
Key, which I'll get to in a moment.  Anyway, here's the list.

Box, Chest, Undefined Block or Device - Oftentimes, you'll find items that 
 quite simply need to be picked up and put somewhere else.  You'll know these 
 items from background objects because they don't respond to being punched, 
 and have a blue downward arrow pointing at them.  Simply pick them up with 
 Z then press Z to set them back down again.  Look for more downward pointing 
 arrows where you can set them down properly.  Most of the time, the items 
 are heavy to the point where you walk more slowly when carrying them.  Also, 
 you cannot attack while lugging them around.

Throwable - Mostly, this will be in the form of bottles or chairs.  Pick up 
 the object with Z, then look for a "four arrow" bracket.  This is the 
 target you've selected.  Setting on the proper target can take some doing, 
 and usually requires clearing the area, but press Z to launch your 
 projectile.

Shovel - Can be used for combat, but is meant for excavation.  Certain 
 piles of rubble glow with sparkles.  Hold Z near these piles to unearth 
 whatever's under them.

Key - These look like little gold wind-up keys.  The "lock" is generally a 
 device with white gears.  Once you place the key using Z, press and hold Z 
 again to turn the device.  This is the one item that you can stow in your 
 "pocket" and still pick up another for use.

Wrench - Can be used for combat, but is meant for repair jobs.  You'll find 
 blue engines that are spitting out smoke.  Hold Z near these engines to 
 fix them up, activating the engine.

Torch - Used to burn things, mostly dynamite fuses.  Can also be used as an 
 impromptu weapon.  In addition to throwing at the object you want to burn, 
 you can also just walk up to the flammable object to set it alight.

Book - Blue books are used to "translate heiroglyphs".  Basically, while 
 carrying a book, walk up to the 3x3 block of glyphs on the wall and press 
 Z.  A series of four of them will light up.  Match that series in order to 
 activate whatever they do.

Spear - Either part of a trap or the weapon of the Hovitos Tribesmen, these 
 sharpened spikes can be used as a weapon.  If you're next to an enemy, 
 pressing B will cause you to attack with it.  If you're not near any enemy, 
 watch for where your cursor will target, then press B to throw it.

Sword - The more traditional weapon of a less civilized age, the big blade 
 seems a bit slow compared to straight out punching.  There are two types of 
 swords: scimitars that the African and Asian folk wield, and broadswords 
 found amongst the European types, but they're the same weapon, essentially.  
 Swords serve a double purpose of being able to cut ropes, but you often have 
 to throw them to get the severing done.

Crossbow - This is another weapon of the Hovitos Tribesmen and Thuggees.  
 It's a long-range weapon.  It carries six bolts before running out.

Pistol - Enemy Soldiers carry this weapon.  It's a standard six-shot pistol.  
 To properly use it, put some distance between yourself and the enemy, else 
 you'll just punch.

Machine Gun - A rapid-fire long-range weapon.  Fires in bursts of 3 for a 
 total of 24 shots per gun.  You can find this with certain bad guys and in 
 certain supply barrels.

Rifle - Yet another long-range weapon.  A few later soldiers will carry this, 
 and you can also find them in supply barrels.  In the end, it works the same 
 as a pistol, except it holds 12 shots.

Grenade - You won't find this often in the field, but Officers carry them.  
 If you ever get to use one, look for the targeting bracket and then press Z 
 to toss the grenade at it, otherwise, you'll just throw in front of you.

Bazooka - Just as useful for demolition as combat.  Each Bazooka has four 
 rockets.  Use them on enemies for quick destruction, or use it on shiny 
 LEGO objects to bust them open.

================
3D. Hints/Tips =
================

Unlike LEGO Star Wars, there are no Gold Bricks in this game.  Progress is 
based on the missions you complete, the number of times you get "True 
Adventurer" status, the amount of Treasures you collect, and the amount of 
Parcels you deliver.

Keep collecting studs.  Collecting a specified number will give you "True 
Adventurer" status and 25,000 studs at the conclusion of the mission.  Once 
you hit the True Adventurer threshold, you cannot lose it, no matter how low 
your studs get afterwards.  You only need to get True Adventurer once for 
each mission, either on Story or Free Play.

Collect Treasures to assemble an artifact.  Collecting all ten and completing 
the artifact will get you 50,000 studs and will place the completed Artifact 
in the Artifact Room, where it can be used to unlock bonus missions.

Each mission has a red Parcel in them.  Collect that Parcel, then find a 
mailbox.  Place the Parcel in the mailbox, then complete the mission to 
unlock an Extra for purchase in the Mail Room.  Some of these can be pretty 
expensive, mind you, but they're the most useful ones.

Punch.  Freakin'.  Everything.  If it's made out of LEGO bricks and not 
obviously part of the background, bash it down, or whatever you have to do, 
because a lot of stuff to move ahead in the game requires you to go on a 
destruction frenzy.

Explore everywhere.  Run into walls and behind them to look for any areas 
you might be missing.

If you die, you'll drop a portion of your studs: usually 2,000, but that can 
vary if you have Adaptive Difficulty turned on.  You can die as many times as 
you want and you can still finish the mission.  However, losing too many 
studs means you'll have a harder time getting True Adventurer status, so be 
sure to recollect those lost studs when you croak.

Look out for visual cues to see how you can progress in a mission.  For 
instance, some items you can pick up have sunlight lines coming off them.  
Platforms you can whip-swing from are lit up.  A ball of rainbow sparkles 
means a high-jumping character should start from there.  Small sparkles near 
the ground usually indicates a treasure to be dug up.  There are other cues 
in the game which I will touch on as they become relevant.

Don't forget that just because a special item is required to bypass an area, 
you may not necessarily need a special character for the job.  Search the 
area to see if you can find that necessary item.  For instance, if you see a 
busted engine, your first instinct may be that you need Jock, who comes with 
a wrench, but search the area, because a wrench just might be hidden amongst 
an object you can wreck.

******************************************************************************
4. BARNETT COLLEGE
******************************************************************************

While a new game will dump you straight into the first mission, this area 
serves as a hub that you can return to at any time, where you can view your 
progress or put your hard-earned studs to good use.

---

Main Hall - 

This is the obvious largest area in the college, and where you can access all 
other areas.  On the back wall are three maps that represent each of the 
three episodes of the Indiana Jones saga.  Walk up to any of them to access 
the missions in each episode.

There is a floor decoration in the center of the hall.  Walk onto it and 
you will be told your current progress in the game as far as Treasures found, 
True Adventurer's attained, and Parcels mailed.

There are several exits from the hall that will take you to other locations.  
The "near" area (south of the maps) has six doors, three on each side of the 
hall, which will take you to other rooms.  On the left, from back to front, 
are the Library, Classroom, and Theater.  On the right, from back to front, 
are the Courtyard, the Mail Room, and Indy's Office.  Up the stairs in the 
back and to the right will lead you to the Artifact Room.

---

Library -

Walk up to the counter here to purchase any "extra" character that you've 
encountered during the game.  This will allow you to purchase basically any 
character, friend or foe, that you did not normally play as during the game.

---

Classroom -

This is the code room.  If you have any six-character code used for unlocking 
characters or extras, input it here.

---

Theater -

Walk up to the projector in this room and you can view any cutscene you've 
already seen.

---

Artifact Room -

Here is where all the Treasures you've collected in missions will be 
displayed, forming Artifacts.  If you stand in front of an incomplete 
Artifact, you can spend money to "complete" it.  I say that in quotes because 
the Artifact will be completed for the case of knowing what it looks like, but 
you'll still need to find the remaining Treasures to get the percentage for 
the Artifact, and credit for it towards the bonus missions.

---

Courtyard -

This is basically a long passageway leading to the Art Room.  Also, if you 
jump off the balcony in the Artifact Room, you'll land down here.

---

Art Room -

In this room, you can create two characters of your own based on a set of 
established parts.  You can modify every aspect of their body: their 
hat/hair, head, shirt, hands, belt, legs, and weapon (which will be their 
main weapon in game).  You can even "test drive" them in the room itself, 
although you can't leave the room while controlling them.  Once finished, 
you can select them in any Free Play mission.

---

Mail Room -

This room has a display of all the Parcels you've mailed during the course 
of the game, including six Parcels already in place that you didn't need to 
find.  Walk up to the pigeonholes and you can buy any of the extras sitting 
there, to be added to your list of Extras during gameplay.

---

Indy's Office -

While there's not much logistic stuff to be done in the office, once you 
gain a load of different characters, you can come back here to find some 
secrets.  Check the "Bonus Missions" section later in the guide.

******************************************************************************
5. STORY WALKTHROUGHS
******************************************************************************

Below you'll find walkthroughs for all the main missions in the game.  These 
walkthroughs take relatively few diversions from the main path, nor do they 
stop to find minikits along the way.  We'll cover all that in the next 
section.

=====================
5A. The Lost Temple =
=====================

"This is it.  This is where Forrestal cashed in." - Indy
"A friend of yours?" - Satipo
"A competitor.  He was good.  He was very, very good." - Indy
"Señor, nobody comes out of there alive." - Satipo

Starting Characters: Indiana Jones, Satipo
Added Characters: Jock
Enemies: Red Spiders, Crocodiles, Giant Spiders, Hovitos Tribesman

True Adventurer at 30,000: Easy peasy.  I had almost double this at the end.  
 Just make sure you bust up anything that looks breakable.

Jungle 1: Okay, so it's you and your companion Satipo on the way to the 
 temple.  Familiarize yourself with the control scheme.  The game will lead 
 you on as you go, anyway, but take the time to play around.  Note the ladder 
 in the back.  You can grab onto the rope hanging near it to pull down the 
 hatch.  Climb up and you'll find your first "whip platform".  Basically, 
 these are brown brick platforms with a vague light on them.  Press Z on this 
 platform to swing out to those studs.  You can also use Satipo to dig up the 
 small idol in the ground (hold Z near the soft lights), but none of this is 
 important to moving forward.  While I'm identifying things, be careful 
 smashing up the landscape, because some plants have red spiders hiding 
 under them, which require a whap to beat.

 Okay, so head to the right to find a platform.  Jump out and to the right 
 to grab the vine, then jump off it to the far side of the gap.  Head right to 
 find your first pile of LEGOs.  Assemble then by holding Z and it will make 
 a trampoline.  This isn't important, but is useful for learning about 
 building.  That stone face near you is a trap.  If you step on the button, 
 it will shoot an arrow at you.  If you attack it, however, it will rotate, 
 and stepping on the button will spit out a silver stud.  The important thing, 
 however, is the whip platform to your right.  Press Z on it to swing across.  
 Smash the small box tied to the vine on this side so Satipo can join you.  
 Use the C button to switch to him and have him dig by the soft lights to 
 unearth something.  Use Z to pick it up, then carry it over to the spot where 
 the arrow is pointing and press Z again, which will unroll a bridge.  Cross.

 Head to the right.  Either smash the stone faces to make them safe, or just 
 avoid the buttons.  Note the longer button near the end, which shoots a 
 spear trap up.  Avoid walking into them, wait for the spears to retract, 
 and continue on (you may have to switch to your partner to move him off the 
 button).  Proceed to find a stone wall.  First, have Satipo dig up the piece 
 of statue, and place it on the left hand pedestal.  Push both statues into 
 the wall to reveal buttons.  Step on both buttons to reveal the way forward.

Jungle 2: Assemble the pile of LEGOs here to make a raft.  Only Satipo (or 
 someone else with a shovel) can paddle a raft, so switch to him, then press 
 C near the raft.  Now, C button functions can be a little squirrely.  Stand 
 next to the raft and make sure the "C" appears above it, otherwise you might 
 just switch characters.  Anyway, once in the raft, wait for Indy to get on, 
 and paddle over to the right.  Get off at the dock by pressing A to jump off.  
 Head to the right and then up towards the stairs.  Smack the giant spiders 
 that show up.  They may seem nasty, but they're rather weak, actually.  
 Continue up and watch for spear traps.  You can actually take these spears 
 with Z to fight with them if you wish, but it's not essential.  What you need 
 to do is grab the two vines flanking the door.  If you grab one, your 
 partner should automatically grab the other.  This will let you inside.

Temple 1: Those brown things are railings.  May seem silly to identify them, 
 but this is the first we've seen of these in the LEGO world.  Jump into them 
 and you can shimmy along them left or right, or jump off them with A to get 
 some height, or drop off them with Z.  Anyway, have Indy go up the left hand 
 railing to the ladder.  Use the whip platform to swing across, then pick up 
 the box nearby and place it on the middle green button.  This will hold down 
 the middle spike trap below you.  Now, step on the left hand button and 
 Satipo will jump to the middle.  Once he's there, step on the right hand 
 button and he'll jump the rest of the way and deactivate the spike traps.  
 Jump back down and follow him to the right.

 Keep going right to find a whip platform, which you'll use to pull a switch.  
 Assemble the ladder it spits out and climb up it and the vine above to go 
 to the right.  Keep moving right across the bridge even as pieces of it fall 
 and you'll reach a LEGO door.  Now, see that floor?  It's mostly trapped.  
 Jump onto the dark gray spots (with studs on them) all the way across to the 
 other side.  Stepping on all four will open the door.  Move ahead, but watch 
 closely, because there are more spear traps on the way.  Climb up the stairs 
 to the next room.

Temple 2: Grab the vine next to you and you'll lower a Key.  Take the Key and 
 place it in the device nearby, as marked.  Once it's in, hold Z to rotate 
 the platforms in the center of the room.  Cross them and approach the idol.  
 After the cutscene, the platforms will now rotate, so cross them to the back 
 of the room and head through the door.

Temple 3: Use the vine to the right to cross, then start heading right.  Watch 
 for rolling statues.  As you move down, you'll come to another vine.  Cross 
 using it (ignore the ladder for now).  Grab the two vines further right, 
 which will raise a bridge, allowing one of the rolling statues to hit the 
 door.  Go through it.

Boulder Chase: If you get squashed, you'll have to start over.  Move quickly 
 down the path, jumping over gaps.  It's not particularly difficult, and 
 you're even allowed to die once or twice along the way if the boulder doesn't 
 catch up.

Jungle 3: Time to get out of here.  Hovitos Tribesmen will start showing up in 
 force, some which have spears, and some which have crossbows.  You can take 
 these weapons after beating them, but don't focus on them, because there is 
 an unlimited amount.  Oh, by the way, Satipo took off and you now have your 
 pilot Jock with you.  Head over to the plane.  You need to take two blue 
 boxes and put them on the green panels.  One is right next to the panels, 
 and the other is out on the water, and you'll need to use Indy's whip to 
 grab it.  Once both are placed, build the propeller.  Now, take Jock and 
 hop onto the plane itself.  Hold Z and he'll take out his wrench and start 
 fixing the plane.  Once he's done, you'll make your escape.

New Characters:
Indiana Jones
Satipo
Jock
Hovitos Tribesman: 18,000
Barranca: 18,000
Belloq (Jungle): 50,000
Jungle Guide: 18,000

========================
5B. Into the Mountains =
========================

"Well, Jones, at least you haven't forgotten how to show a lady a good time!" 
 - Marion

Starting Characters: Indiana Jones, Marion
Enemies: Major Toht, Sherpa Brawler, Sherpa Gunner, Enemy Guard (Mountains), 
 Bazooka Trooper (Raiders)

True Adventurer at 35,000: There's a lot of possible falling to be had here, 
 so try not to take too many leaps of faith.

Marion's Bar: Okay, it may seem a bit unclear, but the object in this area 
 is to get the door on the left open.  First, look near the hanging ladder 
 to see some rainbow sparkles on the ground.  This means that a high jumper, 
 specifically any female character, is needed to get up there.  Have Marion 
 climb up and pull down the ladder, which will drop a Key.  Use the Key on 
 the device near the door.

 Now, you need to fight Toht and his Sherpa cronies.  Pound the Sherpas, but 
 Toht will try to stay out of your reach.  Instead, grab any of the chairs or 
 bottles lying around and press Z when a "quad arrow" points at Toht to throw 
 it at him.  You need to do this three times.  The last time, he'll come out 
 to attack, so just lamp him one.  This will start the second part of the 
 battle.  The bar will be on fire and a Sherpa Gunner will by picking at you 
 with his machine gun.  Throw chairs at him while avoiding death from his 
 bullets and other Sherpas.  Also, you can break the middle table and 
 reassemble it on its side for some cover.  Again, he'll hop out for the last 
 hit, so take him down.  Toht will come back for one final round with his 
 gun, so grab the Sherpa's machine gun and punch some holes in him to chase 
 him off.

Village 1: More Sherpas will show up regularly, so keep moving.  Head to the 
 right.  Grab a torch off any wall and throw it at the red dynamite near the 
 back right.  Assemble part of the mess left over to make a platform.  Carry 
 it over to the right and place it on the green panel.  Smash the nearby 
 toolbox to find a wrench, and use it to fix the engine, which will power up 
 the lift.  Ride up and grab the railing.  Shimmy (or hop) over to the 
 other side.  To lower yourself, press Z.

 Whip across the gap, then put together the bridge.  Push it in place so 
 Marion can cross.  Grab Marion and have her jump up to the ledge with the 
 barrel on it, and push it off the ledge.  Assemble it into a full block of 
 dynamite.  Now, go back across the bridge and grab the torch on the wall.  
 Run into the dynamite with it to blow the wall.

Cliffs: Whip across.  Bust the barrel and assemble the railing so Marion can 
 follow.  You're going to make another lift like earlier.  First, note the 
 rainbow sparkles.  High jump to the device so you can open the big door in 
 back.  Now, smash both statues flanking the gate.  One will surrender a 
 wrench, which you'll need, and the other will reveal some pieces, which make 
 a railing around the stone nearby.  High jump to the railing, then up to 
 the green and white statue in back.  Push it off the ledge, then reassemble 
 it into a platform.  Carry the platform to the left and fix the engine with 
 the wrench.  Ride up the lift and head right.  As you move, rocks will fall 
 down and start breaking ice bridges.  Keep moving all the way to the right.  
 The last one is pretty big, so you might have to climb back up if you fall.  
 Enter the big doorway at the end.

Cave: There are two orange structures along the back wall.  Smash the left 
 one to find a shovel.  Use it to dig up the spot nearby to find a Key.  
 Use the Key on the device to the left to lower a rope.  Before you go up, go 
 to the back of the room and push the statue to the left.  Now, climb up the 
 rope and use the railings and ledges to move to the statue.  Stand on it, 
 then switch to the other person.  The first will wait while the other pushes 
 the statue over.  Now, switch back and have the first person assemble the 
 rope so both of you can stand on the pressure plate.  It will lower a 
 railing.  Cross the railing to the far right side and exit out the door.

Village 2: The idea here is to get across that bridge to the truck on the 
 far right.  Hop on the llama in the area and walk over to the pressure plate 
 to start the lift going.  Hop on, then move right and pick up the bazooka.  
 Odd place to leave one, hmm?  Hop down and blow up the gray box near the 
 bridge.  Assemble the rotator switch and push its green panel to extend the 
 bridge and bring up a small platform with a respawning bazooka.  Waste the 
 truck at the far end with several bazooka shots and go through the door and 
 you're done!

New Characters:
Marion
Major Toht: 50,000
Colonel Dietrich: 50,000
Enemy Guard (Mountains): 30,000
Bazooka Trooper (Raiders): 30,000
Sherpa Brawler: 18,000
Sherpa Gunner: 25,000

====================
5C. City of Danger =
====================

"The Ark.  If it is here, then it is something that Man was not meant to 
 disturb.  Death has always surrounded it.  It is not of this earth." 
 - Sallah

Starting Characters: Indiana Jones (Desert), Marion (Cairo)
Enemies: Masked Bandit, Bandit Swordsman, Enemy Soldier (Desert), Enemy 
 Officer

True Adventurer at 50,000: It's a lot of nickling and diming.  Just smash 
 everything; the markets have a ton of breakables.  There is a nice haul of a 
 purple stud near the fourth monkey (the one with the key on the rooftops).

Market 1: One of the main themes of this mission is giving bananas to monkeys 
 and getting a useful item in return.  For instance, grab the banana right 
 here and press Z when the monkey is targeted to toss it at him and you'll 
 get a wrench.  Fix the engine and ride up the lift and out.

Market 2: At the back end of this area is the door you need to open, and you 
 need to find two keys for the devices.  First, head left.  Use the bananas 
 on the monkey to get a shovel.  Just near the monkey is a place with debris.  
 Smash it up and create the ladder, then dig up near the switch to pull out its 
 remaining pieces.  Pull the switch to raise the ladder and climb up.  Go to 
 the left to find the Key and use it in the main door at the other end.  
 Now, go right, to the enclosed area.  Find a cart made out of LEGOs and push 
 it to the left.  Now, high jump up to the nearby awning (marked by the 
 rainbow sparkles), bounce right to the cart, then jump to the rope to pull 
 up a platform.  Cross to get the Key.  Use it on the main door and open it.

Market 3: This area is rather busy, what with all the soldiers and stuff to 
 blow up.  If you want to dismount the camels, grab a throwable item and 
 chuck it at them.  All you really need is the back wall, which has a big 
 cart blocking an alley.  Near the cart is a box with pieces in it to make 
 a push panel on the cart.  Instead of pushing it, though, you're going to 
 walk up and move right so you pull it away.  It's a little difficult to get 
 used to, but practice.  Head on through the alley once it's clear.

Alley: Head straight back and up the stairs, taking down anyone in your way.  
 Once you reach the rooftop, use the whip platform near the monkey to remove 
 the railing blocking him, then toss him a banana so you get dynamite.  Throw 
 it at the gray barrel nearby.  This will drop a ladder, so climb up and move 
 on.

Rooftops: You can bust up this nice patio scene if you wish, but the way 
 forward is back near the dome roof.  Push the green panel to reveal a 
 staircase, then climb up and push the ball to the right to knock down a 
 wooden plank to cross.  Now, head to the next area and go right across all 
 the collapsing bridges.  If you fall, you can use the railings beneath them 
 to make the jump, so keep going.  On the next roof, toss the monkey a banana, 
 so you get a Key, and use it to extend a bridge.  Grab another banana and 
 toss it at the monkey further on to get a wrench.  Fix the nearby engine to 
 drop a box.  Place that box on one of the green panels.  Next, use the whip 
 platform to the right.  Smash the LEGO lattice on this side and use it to 
 assemble a bridge.  Take the box on this side and carry it back to the other 
 green panel.  Assemble the lever, then jump on the far side to pull up the 
 hatch on the floor.  Drop down.

Market 4: Another wide open and busy place.  Find yourself one of the gray 
 Officers walking around and beat him up so he drops his hat.  Take it, and 
 go to the door near the big gray gate in the back.  Press Z next to the 
 window (marked with a little soldier face) and the soldier will let you in 
 through the door.  Beat up the guys inside and build the front part of the 
 truck.  Next, smash the nearby barrels to find a wrench, and fix up the 
 engine.  Now, you have a truck that can pretty much smash through anything, 
 even shiny gray objects.  Barrel out of the gate, to the right, then smash 
 through the big metal doors at the right end.  Hop out and head through 
 the small doorway to finish the mission.

New Characters:
Indiana Jones (Desert)
Marion (Cairo)
Masked Bandit: 18,000
Bandit Swordsman: 25,000
Enemy Soldier (Desert): 18,000
Enemy Officer: 30,000
Monkey Man: 18,000

=======================
5D. The Well of Souls =
=======================

"Snakes.  Why'd it have to be snakes?" - Indy

Starting Characters: Indiana Jones, Sallah (Desert)
Added Characters: Marion (Evening Dress)
Enemies: Asps, Blue Spiders, Giant Snake

True Adventurer at 57,000: I had this in the third room after getting Marion 
 back.  There aren't too many places to die, so you shouldn't have to conserve 
 that much.  Just explore carefully, because there are quite a few blues 
 hidden in out of the way places.

Entry Room: This area is where the concept of phobias are introduced.  Indy, 
 as we all know, is afraid of snakes, and the trench around this room is 
 loaded with them.  If he gets close to the trench, he'll cower, basically 
 moving slowly and not able to do anything else.  First, use the whip platform 
 on the north end to extend part of a bridge.  Then, switch to Sallah and have 
 him hop the gap.  Push both statues back in this area, one revealing pieces 
 that make a firewood stack, and the other revealing a torch, which will light 
 the wood.  Now, Indy can cross, allowing you to have both characters step on 
 buttons to open the big door.

Glyph Room: Keep using Sallah, because you'll run across some more snakes 
 here, where you'll have to swat them.  Also, the big button unleashes a 
 spear trap, but you can smack the spears to get them out of your way.  Move 
 all the way to the back of the room smashing snakes and spears.  There's a 
 glyph panel on the wall.  Books allow you to decipher panels.  There was one 
 in the Entry Room, and there's one right here in the pots to your left.  How 
 they work is you stand in front of the panel with book in hand and press Z.  
 Four panels will light up in order, and you have to select each panel in the 
 same order to unlock the glyph.  Once you do that, the back wall will open.

Staircase Room: That big staircase is the classic trap where it slides you back 
 down.  Take the Key that slides down with you and use it on the right-hand 
 wall.  Smash it down and all the blue spiders, then build the statue head.  
 Place it on the right-hand jackal statue near the stairs to deactivate the 
 stairs trap.  Now, what you nee to do is manipulate the four pillars in the 
 corners here.  First, take the orange panel on the ground and stick it on the 
 green panel on the upper-right pillar.  Next, move the upper-right pillar so 
 the ledge on top is pointing to the left.  Then, move the lower-left pillar so 
 the ledge is pointing up.  Switch to Indy, if you haven't already.  Climb the 
 rope near the lower-left pillar and hop over to the upper-left.  Switch to 
 Sallah and have him rotate the pillar so it's pointing right, then switch 
 back and have Indy use the whip platform to swing across.  Switch back to 
 Sallah again and rotate the upper-right pillar so it's pointing down, then 
 jump across to the lower-right pillar as Indy.  Phew.  With the lower-right 
 pillar lowered, you can take the gold block up the stairs.  Now, to solve 
 the sphinx puzzle in the back.  First, take the brown panel from its right 
 paw and set it on the green panel.  Now, take either of the gold blocks, the 
 one you brought here, or the one on its left paw, and stand on either of 
 the brown panels to be raised up to the sphinx's eye.  Place the block and 
 do the same for the other.  Head through the door.

Ark Chamber: Okay.  There are three holes in the back wall of this room, and 
 they all have to be filled with golden balls.  There's one near the left 
 hole that can be placed right away.  There's another nearby in a dig spot 
 that you can put on the right-hand hole.  The last one is on the right side 
 of the room.  Use the glyph panel (if you need a book, one's buried right 
 nearby).  This will make railings appear.  Climb up them as Indy and whip 
 the golden ball.  Now, to get up to the slot.  On the left side of the room 
 is a wall you can bust down.  Take the platform from there and put it under 
 the center hole, then ride it up and put the ball there.  This will reveal 
 the Ark, so walk up to it.

Entry Room Revisited: Lost Sallah, got back Marion.  First, hop on the platform 
 on the left-hand statue as Indy, then jump with Marion near the rainbow 
 sparkles to send him up.  While still holding the rope, switch back to Indy 
 and whip across to knock the statue into the wall.  Go through the hole.

Ruined Chamber:  Proceed to the right across a railing, a vine, and then to 
 a whip platform.  Whip across, then smash up the webs in the corner and take 
 the shovel.  Dig up the switch and pull it so Marion can join you.  Pull on 
 both ropes to open the door, but take care of the spiders before you leave.

Snake Vent Chamber: First thing is to prepare the way, and all you need is on 
 the right side of the room.  There's a gear buried in the ground, another 
 just lying there, and a key in a little alcove behind the pots.  Take all 
 three and use them on the device to raise up the block.  Now, go to the 
 center of the room and reassmble the stone block.  Push it to the back left 
 corner, which will allow Indy to climb up.  Jump as Marion, because snakes 
 will start falling down from a nearby vent.  Grab the rope, and then the 
 railing above the vent to close it.  Hop across to the right and do the same 
 thing to the next one.  You can get the third one if you want, but you don't 
 need to.  Step on the buttons to open the door.

Burial Chamber: There's actually nothing you need to do here.  You can just 
 go straight back to the doorway.  Avoid the coffins, as some are spear traps.

Sand Chamber: The two of you are going to split up here.  Whip across as Indy, 
 grab the shovel and dig up the dirt to get pieces of railings.  Climb up 
 them, then use the whip platform to pull down the path and pick up the Key 
 at the end.  Drop down and insert it in either of the two devices.  Next, 
 switch back to Marion and high jump over to the vine, then to the next 
 platform, where there's another Key.  Use it on the second device.  Once 
 both are inserted, use both to raise up a platform.  Now, it's time to fight 
 the Giant Snake.  Fortunately, he's pretty easy.  Dodge his spit shots, then 
 grab a torch on the left and throw it at him.  Do this five times and he'll 
 blow up.  Reassemble his... pieces, you'll make a lift.  Ride up, then push 
 the block at the top and you're home free.

New Characters:
Sallah (Desert)
Marion (Evening Dress)
Indiana Jones (Desert Disguise): 27,500
Belloq: 50,000
Enemy Officer (Desert): 30,000
Bandit: 15,000

======================
5E. Pursuing the Ark =
======================

"Where are you going?" - Sallah
"I'm going after that truck." - Indy
"How?" - Sallah
"I don't know, I'm making this up as I go." - Indy

Starting Characters: Indiana Jones (Desert), Marion (Evening Dress)
Added Characters: Sallah (Desert)
Enemies: Enemy Soldier (Desert), Enemy Officer (Desert), Enemy Boxer

True Adventurer at 47,000: Lots of stuff in the first two areas.  Don't forget 
 to ride the motorcycle or other cars around into the gray cans to smash them 
 up for good studs.

Dig Site: Okay.  The first step (after beating up all the bad guys) is to 
 get that track completed in the back of the area.  You need three pieces.  
 The first is right next to you.  The second is further to the right.  Push a
 mine cart down the tracks into the wall to get the pieces for it.  The third 
 one is further down to the right, and it's buried.  Lots of shovels in the 
 area, so pick any gray barrel to find one.  With the track complete, you now 
 need to get up there.  Go back to the left.  Put a blue box onto one of the 
 gray panels, then go to the right of the crane to find a whip platform, which 
 will pull down a ladder.  Climb up and get the other blue box.  Place it on 
 the other green panel.  Assemble the rest of the crane, then hop in the cab.  
 Use the B button to grab the brown cylinder and move it to the right side and 
 onto the button.  With the other panel up, Marion can hop up to the top area.  
 Have her jump over to that tall cart on the track, then switch to Indy and 
 have him push it to the other side.  Hop off as Marion and assemble the rope 
 so Indy can join you and pull the two ropes to the right.  Cross the platform 
 and head up the stairs.

Base: This area's a pain in the butt, because there are a lot of bad guys.  
 What you need is to get an officer's hat (they throw grenades) and use the 
 soldier door quick, then head on through.  Take out all the soldiers in the 
 next part (these guys are actually finite).  You now need to open the gate on 
 the east wall.  To the right is one of the propeller pieces you need, so 
 assemble it and place it.  The other is in one of those watchtowers.  First, 
 find a shovel and dig up the chest near the tables, which has a Key in it.  
 Now, go to the tower to the left of the north gate.  Pull the rope inside to 
 release the parts for the crank.  Assemble it, then have your person with 
 the Key hop on the right-hand rope.  Have the partner turn the crank so the 
 rope goes to the right.  Hop off the rop and place the Key.  Turn the crank 
 to move the next rope, then hop from it to the right.  Throw the switch in 
 this tower to lower the propeller piece and place it next to the gate.  The 
 gate opens and you can go through.

Airport: Ah.  Remember this guy?  The Boxer is confined to the circle (the 
 Circle of DEATH).  Punching him is useless.  The way to beat him is to pick 
 up anvils and walk up to him so he punches them.  The first one is right 
 nearby.  After that first punch, a truck drives in with some soldiers.  Now, 
 it's time for some fun.  Go up to the plane and hop into the cockpit.  You 
 can rotate and fire the plane's guns, so do so to waste the soldiers and the 
 truck.  The remains of the truck will make your second anvil.  Repeat the 
 owie.  Another truck will show up, so do the same thing again to finish the 
 Boxer.

Truck Chase: You're now on a truck.  The basic premise of this sequence is 
 to beat all the enemies, and hijack the truck that the last guy comes out of, 
 holding down A to accelerate to the next group.  The trucks all have railings, 
 so don't worry too much about falling.  Keep moving up the trucks until you 
 reach the last one and ram Belloq's car.

New Characters:
Enemy Boxer: 25,000
Captain Katanga: 18,000
First Mate: 12,500

=====================
5F. Opening the Ark =
=====================

"Don't look at it. Shut your eyes, Marion. Don't look at it, no matter what 
 happens." - Indy

Starting Characters: Indiana Jones (Army Disguise), Marion (Nightgown)
Enemies: Enemy Soldier (Desert), Enemy Officer (Desert), Belloq (Priest)

True Adventurer at 40,000: Not too hard.  In fact, you can hit it before 
 leaving the sub dock.  When you reach the end (the catwalks in back), don't 
 forget to go all the way left for the purple stud.

Sub Dock: Okay, one of the important things to do in here is to get the sub's 
 main gun working.  There's a box near where you start.  You just need another 
 now.  Cross over to the north side of the dock, and go the furthest left to 
 find a whip platform.  Use it to remove a ladder, then climb up and move to 
 the platform.  Switch to your partner so they can turn the crank nearest to 
 the platform to move it across.  Pull the orange panel on the other side to 
 drop a ladder and let your partner up.  Have both of you hit the switches to 
 open the big door.  Beat up all the soldiers and grab the small brown box in 
 the corner.  Carry it to the gun (your partner should move the platform for 
 you as you get close to the sub).  Some panels will open up in the back, so 
 use the gun to blast the green parts of each one four times, which will 
 extend a ladder.  Climb up and move to the right.

Base: Head right and find a whip platform near the ground.  You'll use it to 
 drop pieces for a railing, so climb up, then whip across the gap.  Assemble 
 the railing so Marion can follow, then take out the soldiers to your right.  
 I suggest grabbing a gun, because there are several soldiers in this area, 
 and they'll make a mess of you if you let them.  On top of the building with 
 the "7" on it is a wrench.  Use it to repair the truck, then drive it through 
 the gate separating the two areas.  Now, go to the horse pen.  You can open 
 the door by grabbing the two vines in front of it.  Get on a horse and ride 
 over to the area with the big "4".  Press A to be launched off the horse and 
 land in that upper area.  The idea here is to make a "4" on that gray panel 
 in back, and the seven buttons here will each light up part of the panel.  
 You need to push the box onto the lower right button.  Put the basket on, for 
 example, the middle one, and have the two of you stand on the other two 
 buttons (top right, top left) to make a "4" and open the gate below.  Grab a 
 bazooka and blast the metal gate just to the right and pass through.

Ceremony Site: Things take a turn here, so it looks like you'll actually get to 
 do something except just watch.  The plan here is quite simply to climb up to 
 Belloq and smack him upside the head, then follow him to the next area he 
 perches in and get him there.  First, head up the ledge on the left to see a 
 green panel.  Put the box that's right near it onto the panel and hop up to 
 the top using Marion.  This should allow you to jump across to Belloq and pop 
 him.  Next, he'll hide off to the right.  Put together the gray platform near 
 the gray girder structures.  Grab the rope to flip it out, then hop on and 
 over to Belloq.  Next, he'll hide in the back.  Indy can juuust make the 
 ledge in the back near the glyph panel.  Jump to the rope, then to the 
 railings, then to the whip platform and use it.  Hop up the ledges you made 
 and hit Belloq again.  He'll fight normally for his last two hearts, so just 
 finish him off.

New Characters:
Indiana Jones (Army Disguise)
Marion (Nightgown)
Belloq (Robes): 50,000
Enemy Guard: 18,000

=======================
5G. Shanghai Showdown =
=======================

"Well, I always thought archeologists were always funny little men searching 
 for their mommies." - Willie
"Mummies." - Indy

Starting Characters: Indiana Jones (Dinner Suit), Willie
Added Characters: Indiana Jones, Short Round
Enemies: Shanghai Hoodlums

True Adventurer at 52,000: A somewhat tall order.  There's nothing special to 
 say about this, except keep your eyes open for blues tucked out of the way.

Club Obi-Wan: Here's something interesting.  Indy is poisoned, so you can't do 
 much with him except slowly walk around and jump a few inches, so Willie will 
 have to pull most of the weight.  There are four mobsters in the upper levels, 
 and one has the antidote.  What you need to do is grab a blue diamond (with 
 Indy specifically) and toss it to the mobster that has the antidote.  He'll 
 toss it to another guy, so you need to toss more blue diamonds, etc. etc. 
 until you get the last one.  The blue diamonds are in the following places.  
 One is on the center table.  Another is found by pulling the rope in the 
 center, dropping all the balloons.  The third is in a cabinet on the right, 
 behind some glass.  Press Z as Willie to scream and shatter the glass.  The 
 last is in a cabinet on the left side, and requires both characters to 
 step on buttons.

 Once you have the antidote, Indy's back to normal, but we're still in trouble, 
 because now the mobsters are shooting at you.  Go up to the dragon in back and 
 step on both buttons to find a sword.  Throw the sword at either of the 
 hanging gongs, which will allow you to board the "gong-mobile".  Ride it 
 around and out the gate on the right side.

Streets: Well, you picked up Short Round, but you're minus one car, so you need 
 to get it back together.  There are two pieces you need.  First, clear the 
 debris on the wall to your right and crawl through the vent as Shorty by 
 pressing Z near it.  Use the railings to move around the buildings to the 
 right, then bounce off the awning to an upper ledge, where the engine piece 
 is.  Grab it and place it.  Next, take Indy (or Shorty) up a rope on the left 
 side.  You need Willie on the ground so she can jump to the blue awnings and 
 pull them down so you can cross.  Do so for both and grab the engine piece 
 in the corner and place it.  Assemble the car.  Now, to fix the engine.  Go 
 the garage on the left and beat down the mobsters.  Take the wrench and fix 
 the car.  Hop in and crash through the back gate.

Airport: Now, to get that plane working.  Use Willie to jump up to the white 
 box on the ledge to the left of the plane, and push it off.  Assemble the 
 vent, then have Shorty crawl through it and climb up to the top.  Smash the 
 white boxes, one of which has a brown box for you to take to the plane.  For 
 the other one, take Indy to the left hangar.  Hop up the boxes to the railing 
 on the left, then jump to the railing in back, then whip swing across to the 
 right and grab the other brown box.  Place it and assemble the propeller.  
 Now, you're not done yet.  Grab the forklift with anyone but Indy and Indy 
 will automatically jump on its end.  Drive it to either of the two platforms 
 flanking the plane and Indy will jump onto them.  Switch to him and use the 
 whip to get the other propellers working.  You have to do it for both.  Once 
 all three propellers are spinning, you're done.

New Characters:
Indiana Jones (Dinner Suit)
Willie
Short Round
Kao Kan: 25,000
Wu Han: 20,000
Lao Che: 19,000
Chen: 18,000
Dancing Girl: 27,500

====================
5H. Pankot Secrets =
====================

"Why, you are not eating?" - Guest
"I had bugs for lunch.  Give me your hat." - Willie
"Why?" - Short Round
"Because I'm gonna puke in it!" - Willie

Starting Characters: Indiana Jones, Willie (Evening Dress), Short Round
Enemies: Red Spiders, Asps, Crocodiles, Pankot Assassin, Pankot Guard

True Adventurer at 60,000: The palace has a lot of stuff to break, so you'll 
 get your biggest contribution from there.

Jungle: These elephants are here to help.  You can use them to cross patches 
 of mud that you would otherwise sink into.  You can also use them to wreck 
 the landscape and any bugs or snakes that show up.  Cross the first mud hole 
 and break the box to release the vine so the others can cross.  Now, take the 
 elephant across the back mud hole and use its trunk (Z Button) to pick up 
 the box.  Carry it back and to the left and drop it near the drawbridge.  
 Now, switch to Willie.  She's going to towards the screen and to the left.  
 There's a snake pit here, and only she can high jump enough to reach the 
 railing above it.  Cross and pull the panel to raise a bridge across.  Pick 
 up the box and place it next to the other, then assemble the whip platform 
 so you can pull the bridge down.

 Across the bridge is another mud hole.  This one has a whip platform which 
 Indy can use, and he should, to grab the shovel.  Whip back and dig up the 
 Key, then go back and open the gate.  Willie and Shorty can use the elephants 
 to cross.  Also, have Indy use hiw whip to grab a banana from the left side.  
 Go through the gate and toss the banana to the monkey to get another Key with 
 which to open the second gate.  Ride the elephants up the path to the top, 
 smashing all the snakes.  Drive the elephant onto the big button so he weighs 
 it down, then take all three characters over to the buttons on the right to 
 open the gate to the palace.

Palace Halls: Beat up the guards that show up.  Go over to the right side of 
 the room and use the whip platform to ring the bell.  Take the Key and put it 
 in the device on the left side of the room.  Also, take the part in the middle 
 of the table and put it on the wall as well.  Turn the crank to open the 
 panel, and then pull the switch to open the door and leave.  The next few 
 minutes are literally just a trudge up the halls smacking bad guys, so get 
 that over with, and when you reach the end, hang a right into the open 
 doorway.

Bedroom 1: Once you turn all the bad guys into various bits, have Willie let 
 loose with her vocal chords again on the glass to get the book, then leave.

Palace Halls: Push the shrubbery here back a way to open the bookcase and 
 reveal a glyph panel.  Decipher it with the book, then enter the passage.

Bedroom 2: Once again, smash bad guys.  Push the bed to the right, then, as 
 Indy, hop up on the stool, then onto the bed, then to the whip platform and 
 swing across.  Pull the switch to drop some pieces, then put together the 
 rest of the statue and pull it out to open the door.

Secret Passage: Use the vine to jump across, then exit by the far doorway.  
 That's it!

Caves: Head to the right along the ledge.  Okay, now there's a double switch 
 that needs to be pulled by two characters, specifically Indy and Shorty.  
 For Indy, pull the nearby switch, climb the ladder, and swing across.  Grab 
 the vine and stay there.  Switch to Shorty and assemble the vent near where 
 Indy is now.  Crawl through and grab the other vine.  Now, switch back to 
 Willie and have her climb up using the railings on the newly risen stone.  
 Head through the doorway.  Wow, that's a lot of bugs.  Swing across as Indy, 
 then grab a torch and walk into the bug pit.  Escort Willie across, then 
 step on the three buttons to open the door.

Ceiling Trap: Ah, the famous scene.  Use the whip platform to get things 
 moving, then two skeletons will drop down.  Smash both of them and place the 
 boxes they leave behind.  Assemble the statue, which will open the door to 
 your escape.

New Characters:
Willie (Evening Dress)
Maharajah: 40,000
Pankot Assassin: 25,000
Pankot Guard: 18,000
Village Elder: 15,000
Village Dignitary: 15,000
Willie (Dinner Suit): 15,000
Willie (Pajamas): 15,000
Chatter Lal: 40,000

========================
5I. The Temple of Kali =
========================

"I'm not gonna have anything nice to say about this place when I get back!"
 - Willie

Starting Characters: Indiana Jones, Short Round
Added Characters: Indiana Jones (Kali)
Enemies: Thuggee Acolyte, Thuggee, Chatter Lal (Thuggee)

True Adventurer at 50,000: There are some caches hidden around, but also a lot 
 of danger.  Weigh your options before you take a leap of faith.  I had this 
 shortly after entering the second area.

Temple: Your way forward is by the statue to your right, which you'll need 
 two boxes for.  Hop down to the lower ledge, deal with the bad guys, then 
 assemble the ladder.  Climb up and push the red and green statue off the 
 ledge and assemble it into a panel.  Place it on the shaft to the left.  
 Pick up the nearby box and jump onto the pillar directly to your left.  
 Switch characters and have him push the rotator switch to raise the box up, 
 then place it.  For the other, head left and whip swing across.  Take any 
 two torches from the wall, and attach them to the bridge to make it 
 connect so Shorty can cross.  Have him go through the vent, then pull the 
 switch, go back, and quickly grab the box.  Place it near the statue, then 
 assemble it.  You now have railings on the statue with which you can climb.  
 
 Cross the rocks to the right.  Grab onto the railings on the rotating pillars, 
 and cross from the left one to the right.  Drop all the way down to the 
 bottom rotating part on the right pillar (going clockwise), then climb up 
 when another set of railings passes you going the other way.  Quickly climb 
 up, then grab another railing going clockwise so you can reach the opposite 
 ledge.  You may have to do it once with each character because the AI may 
 not be able to make the crossing.  Anyway, once you're both on the other 
 side, pull the switches near the gate to open it and pass through.

Sacrificial Pit: Now, you need to save Willie (for what reason I can't 
 fathom).  There are two switches that need to be pulled.  Start by going to 
 the right.  Smash away the debris in front of the vent.  Assemble the nearby 
 statue and push it onto the gray spot.  Then pull the other statue into 
 position.  Now, send Shorty through the vent so he can hop across the statues 
 and pull Switch #1.  Now, go back left.  Smash the debris to the left of the 
 statue in the back corner and turn the crank so the statue moves forward.  
 Climb the ladder as Indy and swing across the newly-formed gap.  Hop across 
 the statues and pull the other switch.

 Now, Chatter Lal will show up, looking a bit less friendly than before.  
 Punch him a couple of times and he'll retreat to one of the orange panels.  
 Take down one of the white-shirted Thuggees and pick up his turban.  Now, 
 press Z in front of both of the statues, which will start flames leaping out 
 of the orange panels.  Now, whenever Lal steps on the panel, he'll be singed, 
 so finishing him off is easy. 

New Characters:
Indiana Jones (Kali)
Chatter Lal (Thuggee): 40,000
Thuggee Acolyte: 30,000
Thuggee: 18,000

=====================
5J. Free the Slaves =
=====================

"Let's get out of here!" - Willie
"Right.  All of us." - Indy

Starting Characters: Indiana Jones (Kali), Willie (Ceremony)
Added Characters: Short Round
Enemies: Thuggee, Thuggee Slave Driver

True Adventurer at 65,000: Not too difficult.  As always, make sure to smash 
 lots of debris, and look for blues in corners.

Mine 1: Okay, you've got no Shorty for the moment.  Have Willie jump up the 
 left side and assemble the railing so Indy can follow.  Grab one of the 
 boxes to the right of the cart and place it, then use the whip platform to 
 raise the scaffolding.  High jump up and grab the other box and place it.  
 Assemble the mine cart so it rolls into the far wall.  Now, head down and 
 jump to the rope in back.  Cross the ledges and railings to where the mine 
 cart crashed and head through.

Mine 2: Climb up to the right of the cage and turn the crank to free the 
 slave.  He'll play temporary Shorty and open the next door for you.

Mine 3: Swing to the back of this room and bust the barrel to reveal a golden 
 piece of something.  Place it on the green lift, then turn the crank to get 
 it across.  Swing back, grab the piece and place it near the green panel.  
 What we're going to do here is jump across, then whip the piece so we pick it 
 up again, all the way across the gaps.  It's a bit tricky to get the spacing 
 right so you don't fall off yourself, but keep trying.  Once you're across, 
 set the piece down in its marked spot.  Now, head over to the closed door 
 at the back and smash the nearby barrels to find a wrench.  Fix the engine 
 to make a lift.  Before going up, go to the right and smash the barrels to 
 find a shovel.  Go further right to find the dig spot, and dig up the Key.  
 Place it in the crank and turn it to flip up a whip platform.  Now, go back 
 to the lift, ride it up, and whip across.  Smash the cage to free the slave, 
 who will pull a switch.  In the next room, fend off the bad guys, and grab 
 the dynamite in the green crate.  Toss it at the shiny rubble in back to 
 clear the way.

Mine 4: Make your way right and smash the boards blocking the tunnel.  Behind 
 it is a panel.  Pick it up and place it on the green spot back to the left.  
 Pull out the stairs, then climb up.  In front of the cage is a shovel in 
 the rack.  Grab it and dig up the spot to the left.  Dig up the panel and 
 place it on the green spot.  Pull it to free the slaves.  One of them will 
 raise the platforms in the middle of the area, so cross those, bash down 
 the boards blocking the passage out of here, and leave.

Mine 5: You're fighting the Slave Driver, here.  First of all, although you 
 can drain his hearts by punching, he'll only be healed by the Maharajah, so 
 first, grab some dynamite from the brown box and toss it at Shorty's cell 
 to free him.  Switch to him and crawl through the vent.  Punch the Maharajah 
 to send him running.  Naturally, you can't follow him the same way.  That'd 
 make too much sense.  Smash a nearby barrel and get the wrench.  Fix the 
 lift to your right so it runs again, then cross using the lifts.  Whack the 
 Maharajah again and he'll scamper off once more.  Now, you need help from 
 below.  Switch to one of the others and have them push the green trolley 
 all the way to the end.  Now, Shorty can cross and finish the Maharjaha.  This 
 leaves the Slave Driver on the famed conveyor belt chucking rocks.  It's a 
 little unintuitive how to finish him, though, and rather drawn out.  What 
 you need to do is grab some dynamite, and as soon as the guy picks up a rock, 
 toss it at him.  Make sure you hit him, and he'll drop the rock on his head.  
 Do this five times.  The problem lies in the fact that if you throw it as he 
 moves, you might miss, so either get at a shallow angle to minimize that risk, 
 or wait until he stops to throw it.

New Characters:
Willie (Ceremony)
Slave Child: 3,000
Thuggee Slave Driver: 18,000

======================
5K. Escape the Mines =
======================

"Big mistake, Indy!  Big mistake!" - Short Round

Starting Characters: Indiana Jones (Kali), Willie (Ceremony), Short Round
Enemies: Thuggee

True Adventurer at 120,000: I know.  Seems huge, but you get a TON on the 
 minecart ride.  Smash things and lean over to grab studs lying around.  That's 
 a rough estimate, by the way, as I got a bunch at once and probably way 
 overshot it.

Mine: Okay, before the rollicking kart ride can begin, there are a few items 
 to be taken care of.  First, those Thuggees charging you.  Done?  Good.  
 Next, the track seems to be missing a few pieces.  First set of pieces are 
 in boxes right next to the track, and there's a big rail off to the left, 
 so slap that on.  Now, let's get that cart together.  That red and black 
 box on the right is a dynamite dispenser (as if this world weren't awesome 
 enough), so flick the lever and grab one.  Toss it on that shiny rubble to 
 the right.  Assemble the cart, then whack it with the nearby wrench.  Now, 
 push the cart all the way to its logical end.  Now, to get the cart in 
 position.  Go all the way to the lower-left corner where you'll find a lift.  
 Hop Indy on it and have another turn the crank.  Once he's up, whip across 
 the gap, pull the lever, and step on the orange platform to your right.  
 Your cohorts will assist you here, allowing the cart to reach full height.  
 Now, it's just a matter of climbing up to the cart (from the right side, push 
 the cart, and we're off!

Minecart Ride 1: Okay.  Here's where the awesome begins.  The deal here is that 
 you have two minecarts, one with Indy, and the other with Willie and Shorty.  
 You can obviously only control one at a time (switching with the usual C).  
 Use left and right to lean in the carts, which is a good way to catch errant 
 studs.  You can also use B to swing with what seems to be a shovel.  This is
 important as it's the only way to interact with the environment.  Although 
 there are several things to bash here, the main point of this ride is to 
 hit three switches.  These switches glow bright red when you see them, and 
 you need to smack all three to pass to the next area.  Mind you that you'll 
 have to do so in a relatively short amount of time because the switches 
 reset.  That said, you do have a good amount of time (about a minute?) before 
 each switch resets so don't feel too strained.  Also, you get little wooden 
 signs leading up to the switch along the track preparing you for the upcoming 
 smacking, so watch for those.  With all three smacked, you'll switch tracks 
 and roll to the exit.

Minecart Ride 2: Same stuff, different day.  There are now five switches to 
 hit and it seems you have even longer now to accommodate before a switch 
 resets.  Also new to this area is a track switching.  The branched path is 
 rather small both ways, but each way has a switch, so you'll have to do 
 both, so watch for the orange switches that come up on both sides and hit the 
 one that's flipped up to switch the impending track.  Anyway, five down, and 
 we're out.

==========================
5L. Battle on the Bridge =
==========================

"Is he nuts?" - Willie
"He not nuts!  He crazy!" - Short Round

Starting Characters: Indiana Jones (Kali), Willie (Ceremony), Short Round
Enemies: Thuggee, Mola Ram

True Adventurer at 80,000: There are actually a few purples lying around.  
 A good cache to find is after the stone pillars that you jump across.  After 
 the bridge, there's a trap pit to your right.  Drop down to find a good 
 amount.

Cave Exit: Here's an interesting concept.  You're being chased by the water.  
 If you get caught by it, you immediately get rushed to the next area.  
 However, if you can outpace it, your rewards as you keep going will be all 
 the sweeter.  Keep going as long as you can so you can get the good stuff, 
 or just give up and get swept.

Cliffs: You do get a different cutscene if you make it as opposed to getting 
 swept, but the outcome is the same.  Indy is on the right side and Willie 
 and Shorty on the left.  For no particular reason, let's start with Indy.  
 Either whip across or drop down and use the lift to get to the right side, 
 then climb up the vine.  At the top of the vine, jump left and switch to 
 the others.  Have them climb up the vine near them, then have Shorty go 
 through the vent, take the Key, go back, and operate the crank.  With the 
 rock that just blew up next to you, construct railings to hop up the cliff 
 face to the top.  Move on towards the back to leave.  Oh, and sometimes your 
 buddies will have a mental lapse and not follow you all the way.  Don't worry 
 about it.  They'll be by your side as you cross to the next area.

Plateau: Proceed to the right.  Those piles of shrubbery blowing up are pit 
 traps, so try not to fall in them.  Continue to the right and eventually 
 you'll run into Thuggees.  Note the white-shirted one so you can get his 
 hat.  In fact, all three of you are pretty much going to need hats (well, 
 at least Willie and Shorty).  This is because there are three Thuggee Statues 
 in the area tailored to each person's ability.  The one on the far left needs 
 Willie to jump up to.  The middle needs a whipping (but after that anyone 
 can climb up).  The one on the right first needs you to find a shovel.  Dig 
 up the pieces for the vent, then crawl through.  Once you use each statue, 
 a piece will appear next to them.  Take the piece over to the skull locks.  
 Do this for all three so the door will open.

Rock Spires: Right in front of you (off the camera to the bottom) is the first 
 in a series of rock spires.  Start hopping across them.  Take Indy to the 
 whip platform to lower part of the far balcony, then cross over to it.  Drop 
 down the right side to the railings and make your way further right.  Once 
 you reach the end, have Indy use the whip platform and bust the rock on the 
 other side, then have Shorty go through the vent on the far right and hit the 
 rock there.  This will lower the bridge, allowing you to access the latter 
 part of this area.  Run all the way to the door at the end.  To the right is 
 a vent for Shorty, and to the left is a high jump spot for Willie.  Both 
 end in ropes, so hang them from them, and use Indy to step on the skull 
 button that appears.  Pass through the door.

Rope Bridge: Here's how Mola Ram works.  First, smash the guys he sends after 
 you, then he'll come out himself, so hit him several times to knock off a 
 heart.  After this, he'll just send out his henchies.  What you need to do is 
 waste the one with the sword.  Take the sword (it's best if you do this on 
 one of the edges of the bridge so it doesn't fall off) and throw it at any 
 of the supporting ropes holding the bridge (you aim at the yellow anchor).  
 Each time you sever a rope, Mola Ram will come out again for another beating.  
 Keep severing ropes and punching Mola in turn and you'll win.

New Characters:
Mola Ram: 50,000
British Officer: 25,000
British Soldier: 18,000
British Commander: 30,000

==============================
5M. The Hunt for Sir Richard =
==============================

"What's this one?" - Elsa
"The Ark of the Covenant." - Indy
"Are you sure?" - Elsa
"Pretty sure." - Indy

Starting Characters: Indiana Jones (Professor), Brody, Elsa
Enemies: Kazim, Rats

True Adventurer at 50,000: On Story, this one's rather challenging, as it 
 requires judicious collecting and very little dying.  Hunt everywhere.  
 Smash everything.

Plaza: Who knew Venice was so hard to get around?  The obvious high jump 
 spot is for Elsa, but her path needs to be prepared.  Head around to the 
 right and pull the switch to extend an awning.  Then further to the right 
 another switch pulls out three more awnings.  Now, have Elsa hop up the 
 rope and cross the path to the Key.  Use the Key on the crank near the 
 bridge to extend a whip platform so Indy can swing to the other side.  Lots 
 to break over here, as well as some fellows to smack down, but the point is 
 to go straight back from the whip platform to find another Key behind bars.  
 Smash them and use the key to extend the bridge, letting the other two 
 across.  Use either Elsa or Brody's book to decipher the glyphs on the 
 library door and enter.

Library: In here, you need to place four boxes in the center area.  First 
 box is right near the stained glass window in the back.  Second one is on 
 the right, and requires you to assemble panels for the ladder so you can 
 push it into place and climb up.  Third one is in the near left shelves.  
 Bust down all the books there to find a switch and pull it to reveal the 
 box.  For the last one, you need to go upstairs.  Find the whip platform in 
 the back left area, which will reveal the spiral staircase.  Climb up, and 
 use the glyph panel to unlock the safe and the last box.  Assemble all boxes 
 into an X pattern.  Now, go back up the stairs, and take Indy to the rope on 
 the right.  Cross the railing over to the right side, then use the whip 
 platform to bring down the house.  Drop down the hole.

Catacombs 1: Watch the coffins, as some have spear traps.  However, some also 
 have shovels, and you'll need one, so take one and head down the path.  Dig 
 up the obvious spot to find a box.  Carry it over to the far wall, then 
 assemble the fan.  Near the wall is a push panel, so pull out the tomb and 
 hop on top to start up the fan, which will reveal a glyph panel.  Decipher 
 it, then press on.  Elsa is afraid of rats, so use Indy to jump over the 
 rat pit (you may need to double jump to actually make it).  Take a torch and 
 escort Elsa across.  She'll jump up to the rope to retract the spears around 
 the switch, so pull it and press on.

Catacombs 2: Either jump up with Elsa or whip across with Indy.  Either way, 
 your partner will catch up.  Have Elsa hold onto the rope so Indy can climb 
 the platforms, whip the web, then the switch behind it.  Move down to the 
 doorway and flip both switches.

Tomb: Push the nearby coffin against the wall and have Elsa hop up to the 
 upper ledge.  Push the box off and then center it on a nearby panel.  Have 
 Indy do the same with the whip platform on the left.  Once both boxes are in 
 place, have both characters step on the resulting buttons to raise another 
 coffin.  Push it towards the back wall and jump up to the gray sarcophagus 
 in back.

Harbor: Punch Kazim and his thugs.  Knock a couple of hearts off him so he'll 
 take off.  Hop in a boat and give chase.  The trick is basically to ram into 
 his boat until three hearts are knocked off, at which point he flees to the 
 center island.  Give chase and give him a whooping, then he'll hop on another 
 boat.  Ram him some more and he'll flee for the right side.  Hop out of 
 your boat near him and finish punching him.

New Characters:
Indiana Jones (Professor)
Brody
Elsa
Kazim: 30,000

===================
5N. Castle Rescue =
===================

"It is you, Junior!" - Henry
"Don't call me that!  Please!" - Indy

Starting Characters: Indiana Jones, Elsa
Added Characters: Henry Jones
Enemies: Enemy Soldier, Enemy Officer, Enemy Radio Operator, 
 Bazooka Trooper (Crusade)

True Adventurer at 35,000: Not a very large amount at all, but there's not 
 all that much to be had.  As usual, smash everything.  No big secrets, here.  
 You'll probably hit the mark in the radio room.

Entry Hall: Grab one of the swords from the armor and toss it at the rope 
 holding the gate shut.  Easy!

Main Hall: Take out all the soldiers, including the bazooka guy.  Push the 
 table to the right and climb up to the whip platform.  Use it and head out 
 the window.

Castle Walls: Whip across, take out the soldiers, and assemble the bridge.  
 Head north, then high jump up to the gargoyle and smash him to reveal pieces 
 for a rotator switch.  Use it to move a crane into position so you can 
 whip to the next area.

Library: Elsa's flown the coop, so it's just you and dad.  Smash all the 
 nearby furniture to make a ladder, then climb onto the bookcase and off 
 the back end.  Smash the lamp to make a shield for one of the statues, then 
 grab the rope to pull back the curtain.  Smash this statue to make a shield 
 for the other statue.  Now pull out the push panel.  You can now climb up the 
 rope and hop across the golden statues to the next bookcase.  On the other 
 side, go to the bookcase with push panels and push it into the wall.  This 
 turns the table into a rotator switch.  Use it to open the fireplace and 
 leave.

Radio Room: Make a nice mess of this place.  You need to make the stereo over 
 the back corner.  First, find two gray circles and attach them to the 
 speaker, then stick the four white pieces onto it.  Finally, turn the crank 
 all the way to eleven.  Leave by the busted windows.

Rooftops: Smack up the bad guys here, particularly the Radio Operator, who has 
 a Key you need.  Knock two hearts off him and he'll run off, so give chase.  
 Keep chasing him until you drain his hearts and take the Key.  Now, go back 
 to the entrance of this area, then use the Key on the crank.  Sounding the 
 alarm may seem like a dumb idea, but it scares up an officer, whom you need 
 for his hat.  Take it and go up the stairs and to the left.  Use the soldier 
 door.  Beyond that, flip the switch to raise a box full of bazookas.  Have 
 you ever seen anything more beautiful?  Take one and head out and to the 
 right.  Blast the tanks near the tower to knock it over, then cross.  Take 
 out the soldiers on this side, then use the soldier door to exit.  If you 
 need another hat, go back to the beginning to find an officer.

Secret Room: Push the chair and you're done!

New Characters:
Henry Jones
Enemy Butler: 15,000
Enemy Radio Operator: 25,000
Bazooka Trooper (Crusade): 30,000

=======================
5O. Motorcycle Escape =
=======================

"I expect this is just another ordinary day for you?" - Henry
"No, Dad!  It's better than most." - Indy

Starting Characters: Indiana Jones, Henry Jones
Enemies: Enemy Soldier, Enemy Officer, Bazooka Trooper (Crusade)

True Adventurer at 90,000: The big problem is here is the propensity for 
 dying.  With so many motorcycle crashes and explosives flying, it's almost 
 useless to keep the total up.  It can be done, though.  Just make sure you're 
 recollecting all the studs you lose.

Motor Pool: First, make a mess of the place.  Throw the switch near the 
 conveyor belt to drop a box for the green panels.  Assemble a rotator switch 
 in the lower-right corner and push it to drop the other box.  These two boxes 
 will assemble a sidecar motorcycle.  Find a wrench in one of the cabinets and 
 fix the bike with it.  Assemble the switch near the filing cabinets to gain 
 access to a regular motorcycle.  Hop on each and move to the two switches on 
 the left to open the gates and start your ride.

Road 1: Careful, because the near side is a sheer drop.  If you find yourself 
 falling, quickly jump off the bike and you won't lose any studs.  Ride to 
 the right and you'll come upon several biker soldiers.  You'll have to hop 
 off your bikes to cause any damage to them, or you could just keep going.  
 At the end is a ramp.  Just drive straight up it and you should clear the 
 gap.  Watch out for rolling rocks in the next section.  Eventually, you'll 
 reach a soldier door.  Wait for soldiers to come down.  Keep beating on them 
 and eventually officers will show up.  Grab a hat and open the checkpoint.  
 Hop back on your bikes and roll on until another ramp, which needs to be 
 cranked into position.  Jump across and watch out for a bunch of land mines 
 on the next path.  Roll all the way to another soldier door checkpoint.  If 
 you still have the hat, use it, otherwise wait for an officer to show up.  
 Roll past the checkpoint.

Farm: In this area, you'll find (at the end), that you need to remove some 
 shiny objects so you can extend the bridge.  First, head for the prefab 
 building (shaped like a semicircle) with two switches, which will release an 
 officer.  Take his hat, then use the soldier door off to the right, which 
 will open up the shed.  Smash everything in there and take the shovel back 
 to the house on the left.  Dig up the blue trampoline and bounce up to the 
 roof.  Use the railing to go left and inside.

Farmhouse: Whip across the gap, then smash up the crates to find a box.  
 Place the box on the spot near the cage, and assemble the switch so you can 
 open the cage and take the bazooka.  Climb up the ladder and head outside.

Farm: Run your little LEGO hinder off to the right before someone shoots the 
 bazooka off you and blast the two shiny things near the bridge.  Assemble 
 the push panel and pull the bridge up.  Ride across and use your bikes on 
 each of the two switches.

Road 2: This part is pretty quick.  A bunch of biker soldiers, and a few 
 land mines on the road to the tunnel.

Fortification: No more bikes for you.  Now it's just heavy weaponry.  There 
 are three large guns firing on you, here, and soldiers are spilling out of 
 the bunkers.  Take out all the soldiers, and the last bunker will open, 
 where you'll find a box of bazookas.  Each large gun takes four bazooka 
 shells, so hammer them hard, even after they catch fire.  While you fire 
 on the guns, a bunch of bazooka troopers will show up to make things 
 miserable, so stay far from them so you can dodge their shells.  Once all 
 three guns are kaput, more bazooka troops will rush out.  Blast them all 
 to open the back door so you can escape before even more show up.

New Characters:
Indiana Jones (Officer): 18,500
Elsa (Officer): 15,000

========================
5P. Trouble in the Sky =
========================

"I didn't know you could fly a plane!" - Henry 
"Fly, yes! Land, no!" - Indy

Starting Characters: Indiana Jones, Henry Jones
Enemies: Colonel Vogel, Enemy Pilot

True Adventurer at 80,000: This one I didn't pick up until the very end boss 
 fight.  Definitely check the wrecked ship's crow's nest for a couple of 
 purples.

Zeppelin: Things won't get funky until you start throwing punches or pull 
 the switch on the right.  Vogel will hop up to the back balcony and start 
 throwing things while his cronies pound you.  Get objects off the tables 
 and throw them back at him.  There's not much else to this battle.

Farmhouses: Your plane has crashed in the countryside.  Smash the front to 
 get the engine off it, then place that on the green panel so you can ride 
 the wind of the propeller.  Ride it to the farmhouse on the left.  Use the 
 whip platform on the left to drop a ladder, then climb it and cross the 
 railing to the top of the house.  Smash the clock and take its gear all the 
 way back to the right and place it on a switch.  Past the switch, things 
 get interesting.  Bombs start dropping and Pilots start parachuting in to 
 make your life miserable.  There's an infinite amount, so keep moving to 
 the right.  Once you reach the next barn, smash the shed door to find a 
 shovel behind it.  Use it to dig up the platform nearby.  Hang from the 
 rope to activate it, then ride it up to the roof.  Move to the right, grab 
 the rope, then swing to the platform.  QUICKLY jump off the platform to the 
 right, because it collapses (put it back together if you fail), then jump 
 over the wall.  Head north through the pass.

Coastline: Head to the right, avoiding bombs and smashing Pilots.  Assemble 
 the car here, and attach the nearby steering wheel, but it won't work without 
 a wrench.  Find three blue tractors.  Each one has a piece that goes north at 
 the farmhouse.  Once all three are in place, step on the button to extend a 
 ladder to the upper balcony of the house so you can reach the wrench.  Fix 
 the car and drive east.  At the bridge, whip across, blow up the crate, and 
 assemble the rest of the bridge so you can drive through the fence.

Beach: This is the "sort of" boss fight.  There are three planes pecking away 
 at you up there with their bombs and Pilots (or maybe just one rather 
 persistent plane, it's kinda vague).  You need to find three flocks of 
 seagulls, which will fly up and into the plane's propellers.  Sounds goofy, I 
 know, but that's how it goes.  The first flock you'll stumble over as you go 
 down to the beach.  For the second, go right along the beach until you find 
 a ladder.  Climb up, then hop across the railings to the right.  Use vines 
 and more railings to keep moving right along the rocks to the end and 
 another flock.  Finally, drop down to the beach and grab the shovel near 
 the beachhouse.  Dig up at the left side of the beach to find a chest (not 
 the sand castles).  Inside the chest is a Key.  Use it on the crank to create 
 stairs on the left side.  Move over to the beached ship and climb onto its 
 deck.  Use the vine to swing over to the left, where the flock is, to finish 
 the plane attack.

New Characters:
Colonel Vogel: 50,000
Enemy Pilot: 25,000

===================
5Q. Desert Ambush =
===================

"These people are trying to kill us!" - Henry
"I KNOW, DAD!" - Indy
"It's a new experience for me!" - Henry
"It happens to me all the time." - Indy

Starting Characters: Indiana Jones, Sallah (Fez)
Enemies: Enemy Soldier (Desert), Colonel Vogel

True Adventurer at 100,000: Oh, there's a lot of stuff to be had in this 
 mission.  Make sure you let Vogel do some demolition work for you as he 
 fires from the tank.

Canyon: As should be familiar by now, you need to put three boxes on the 
 green panels to move ahead.  First box is in one of the wrecked trucks.  
 Smash all its tires and it will spit out the required pieces.  The second 
 box is off to the far east, past Kazim's men.  At the end, you'll find a 
 horse.  Use it to vault to the top of the rock spire with the box on it.  
 Take it to the green panels.  For the last one, break down the boards and 
 enter the cave.

Cave: Dig up the gears near the machine so you can assemble the engine that 
 powers the lift.  Ride up, assemble the ladder and leave by the upper 
 opening.

Canyon: Take the box, and either just jump off or place it on the lift.  
 With all three in place, you can assemble a bulldozer.  Nice.  Bash through 
 the back wall.

Tank Battle: Vogel is in a big tank and armed with a bazooka.  To stop him, 
 you need to create three landmines and coax him to run over them.  First, you 
 have to make them.  Get him to shoot at the cart of shiny objects nearby to 
 assemble the first one, then another cart further north.  For the last one, 
 assemble the ladder on the west side, climb up and move across the collapsing 
 bridges, then push the box off the ledge to uncover the last one.  Once he 
 runs over all three landmines, he'll take off.  Follow him.

Cliffs: Watch out for Vogel and grab one of the horses.  Ride it to the 
 cliff and launch off so you land on it.  Move to the right, jumping the 
 gaps in the rocks and the collapsible bridges.  Once you move far enough 
 right, Vogel will drives his tank through the rocks and away.  Chase after 
 him.

Tank Chase: Much like the truck chase in Raiders, only you don't have to do 
 any driving.  Just keep smacking the bad guys as they come and punch Vogel 
 when he pops out.  When you drain his hearts, you're done.

New Characters:
Sallah (Fez)
Kazim (Desert): 30,000
Elsa (Desert): 15,000

=========================
5R. Temple of the Grail =
=========================

"Please, what is always with this 'Junior'?" - Sallah 
"That's his name. 'Henry Jones, Junior'." - Henry
"I like 'Indiana'." - Indy 
"We named the dog Indiana." - Henry

Starting Characters: Indiana Jones, Henry Jones, Brody, Sallah (Fez)
Enemies: Enemy Soldier (Desert), Asps, Grail Knight

True Adventurer at 80,000: If you find some of the hidden caches at the 
 beginning, this is a snap.  Just try not to let the traps kill you too much.

Canyon of the Crescent Moon: Smash the bad guys, but what you really want to 
 focus on is the back of each truck.  Destroy the pole supporting the truck 
 doors and they will close.  Use Sallah to dig up the idol in the back right 
 corner, then destroy it and assemble the ladder.  Take either Henry or 
 Brody and climb up the ladder, railings, and rope.  Decipher the glyph 
 panel, then again on the left side.  Flip both switches near the door to 
 enter.

Temple Entry: Smash the idol near the torch and use Sallah to dig up the 
 red block.  Place it on the door at the left end.  Next, grab a torch and 
 take it to the right passage.  Use it on the lamp to the left of the glyph 
 panel to light it.  Decipher it and take the blue block to the door.

Breath of God: It's just Indy and Sallah, now.  Indy, however, has a book.  
 Use it on the glyph panel.  Once it's activated, you'll have to avoid the 
 blade and spear traps to get through.  Go to the right across the bridge.  
 Dig up the item at the dig spot and smash it.  Assemble the railings and 
 cross them CAREFULLY.  Move when the blade traps are at the bottom and the 
 spears are retracted.  At the far end, use the whip platform, cross the 
 bridge, dig up the idol, smash it, assemble the push panel and push the bridge 
 across the gap.  Once across, push the rotator switch to retract the spears 
 below you, then drop down to the right.  Pick up the green panel and carry 
 it up to the panel at the door to push it open.

Word of God: Head to the right and swing across the gap with the vine.  
 Decipher the glyph panel to open a panel.  Use the whip on the whip platform 
 to take the red dotted block.  Place it next to the other and take the Key.  
 Use both cranks to raise the bridge.  Cross the railings and keep moving right 
 past the door (take that purple if you dare).  Use the whip platform, then 
 assemble the rope to let Sallah up.  Have Sallah hop over the snake pit, then 
 grab the torch and toss it in the pit to let Indy cross.  Go up the path and 
 use the whip platform to take the blue block.  Place it on the lift down to 
 the left and throw the switch to send it over.  Take it and place it in its 
 spot on the door.  In here is the famous word puzzle (they actually snuck a 
 tiny religious reference in here).  Step on the letters as they light up: 
 IEHOVAH.  Once across, head through the door.

Path of God: Of course, you know there are actually bridges there, so be brave 
 and cross them.  After the second bridge, use the whip platform to drop down 
 a visible one.  Take the box and toss it on the green panel to make a rotator 
 switch.  Use it to open those big doors.  Cross the invisible bridge to it.  
 Head through the doors and cross the last invisible bridge and through the 
 doorway.

Grail Chamber: The Grail Knight is officially invincible, but pound him a few 
 times so he has to catch his breath.  Head over to the back glyph panel and 
 decipher it.  This opens the door to a bunch of cups, but only one is the 
 Grail.  If you saw the movies, you know which one it is.  If you haven't, 
 you'd probably guess it was the one that was different.  Take the brown cup 
 and use it on the fountain in the middle of the main room.  The end. ^_^

New Characters:
Donovan: 50,000
Grail Knight: 100,000

******************************************************************************
6. FREE PLAY RUNTHROUGHS
******************************************************************************

In Free Play, you'll enter the mission with only two characters.  Adjustments 
will be made so you CAN complete the mission with two characters.  At the 
outset, you'll be allowed to pick whichever character out of all available 
you wish.  Once that's done, the computer will add on other characters that 
you will need to access all the stuff in the mission (if you have them 
available).  This allows you to go and get all the stuff without having to 
worry about building the proper team.

The type of characters added tends to go like this, assuming you have them: 
Indy, a woman, a soldier, a scholar, a Thuggee, a shorty, and someone with 
explosives.  Also, depending on the mission, you may also get a bunch of the 
mission's enemy characters.

There will be no story clips, and some missions will be slightly changed to 
reflect this.  All you need to do is reach the end and get all the stuff, so 
go for it!

Note that some collectibles have specific requirements.  What this basically 
means is that you can't get the item on Story.  Here's what I mean when I say 
each:

"Free Play": Quite simply, you need the freedom that Free Play gives you, 
 either giving you characters that you wouldn't normally take in the Story 
 (ie. someone with a shovel in a TOD mission) or the ability to switch 
 characters on the fly.

"Soldier": You need an "enemy" soldier to knock on a soldier door and gain 
 access.  The only one you get for free is Indiana Jones (Army Disguise).  
 Otherwise any of the following will work: anyone with the term "Enemy" in 
 their name, Major Toht, Colonel Dietrich, Indiana Jones (Officer), and 
 Colonel Vogel.  Note specifically that Elsa (Officer) will NOT work.

"Explosive": You need an enemy soldier with either a bazooka or grenades.  
 Either of the Enemy Officers (with their grenades) or either of the Bazooka 
 Troopers (preferred) will do the job.

"Glass": Similar to Explosive, but you could also use Willie's glass-
 shattering voice as well as a sword or spear user.  It's almost pointless to 
 mention, since any mission that has glass more than likely also has 
 something that needs a normal explosive, anyway.

"Sword": There are very VERY few of these occurences, since most missions 
 give you the swords, but a couple of choice instances ask you to bring a 
 sword in with you so you can throw it and sever a rope.

"Shorty": You need one of the small folk to crawl through vents.  Either 
 Short Round (the only one you get for free), the Maharajah, or a Slave 
 Child.

"Thuggee": You need a Thuggee to use a Thuggee Statue, those big gray six-
 armed things, and you'll have to buy one.  You can use the Maharajah, the 
 Thuggee Acolyte, the Thuggee, the Thuggee Slave Driver, either of the 
 Chatter Lals, or Mola Ram.

"Scholar": You need someone with a book to decipher a glyph panel.  The ones 
 you get for free are Elsa, Brody, and Henry Jones.  You can also use any 
 incarnation of Belloq or Donovan.

Note that I didn't mention needing a female for high jumping or anyone for 
 digging or fixing.  The latter two you get in the first mission, and the 
 only mission you DON'T get a high jumper is the first one, where you don't 
 need one.

=====================
6A. The Lost Temple =
=====================

Treasure #1: Behind a tree at the very beginning.

Treasure #2: In the first jungle area, there are three idols buried in the 
 ground which you need to dig up.  The first is right at the beginning, the 
 second is further down the path under a stone face, and the last is near the 
 end of the area.  Go towards the screen to find a ladder and climb down.  
 Move to the left and you'll find the last idol.  Once all three are dug up, 
 this Treasure will appear near the ladder.

Treasure #3: After going across the water on the raft, you should see this 
 shining behind a ledge.

Treasure #4: After going across the water on the raft, climb up the ledges 
 to the left towards the waterfall to find a lever.  Pull it to open the 
 way into the waterfall.  Once inside, pull the lever to your left and 
 climb up the ledges to this treasure.

Treasure #5: Inside the temple, past the three spiked platforms, go along the 
 ledge to the right of the switch you have to whip.  You'll find this in 
 the back.

Treasure #6: (Explosive) Just after snagging the idol fire an explosive at 
 the gray wall.  This is in the next room.

Guest Character - C-3PO: (Explosive) In the same area as Treasure #6.  Smash 
 the blocks that encase him.

Parcel: (Thuggee, Glass) In the first room after the idol room, use the 
 Thuggee Statue to remove the spikes from the lower area.  Drop down and go 
 left past the mailbox.  Use explosives or a scream on the parcel encased in 
 glass, and carry it back to the box, avoiding the rolling heads.

Treasure #7: (Thuggee, Scholar) In the same area as the Parcel, use the 
 Thuggee Statue to retract the spikes, then go all the way to the left to 
 find a glyph panel.  Decipher it and a bridge will extend that the rolling 
 heads will smash.  Enter the next room to find it.

Treasure #8: In the middle of the path during the boulder chase.  You'll trip 
 right over it.

Treasure #9: During the chase to the plane, go right to find a goofy looking 
 skull face.  Grab one of the Hovitos' crossbows and fire it at both eyes to 
 open the mouth and take the Treasure.

Treasure #10: During the chase to the plane, go far out to the left to find 
 this hanging off a ledge.

Artifact: Giant Hovitos Idol
Parcel Extra: Fast Fix (30,000)

========================
6B. Into the Mountains =
========================

Treasure #1: Using Marion, jump up to the hanging ladder, then jump up it to 
 the balcony.  Go to the far right and bust up the barrels and boxes.  
 Assemble the lever and pull it to release some barrels which will open the 
 way to the back of the bar where this is.

Treasure #2: On the right side of the bar area is a fireplace and two ropes 
 hang near it.  Grab each of them to reveal this one in the fireplace.

Parcel: (Soldier) Once outside the bar, knock on the soldier door to the left, 
 and enter the house.  Inside, climb the ladder and place the box.  Use the 
 whip platform you construct, which will free a certain jolly red elf.  Go 
 outside and you'll find he left a present for you, in the form of a parcel.  
 Toss it in the nearby mailbox.

Treasure #3: (Explosive) The house to the right of the bar has shiny bars 
 blocking the door.  Blast it open and take the Treasure inside.

Treasure #4: Once outside the bar, assemble three snowmen.  The first is 
 found inside a pile of logs on the left side of the bar.  The second is 
 after you set the first dynamite.  The last is across the bridge.  Use a 
 torch on the fuse that comes out of the dynamite in boxes to blow them.

Treasure #5: (Free Play) Just outside the bar, dig up the obvious spot, and 
 four other spots will appear.  Dig them all up and assemble the snowmobile.  
 Drive it through all five of the appearing barriers and you'll get the 
 Treasure.

Treasure #6: (Shorty) In the area past the village (cliffs), in the beginning, 
 use a shorty to climb through the vent.  Whip across the platform.

Treasure #7: (Glass) In the collapsing bridge area, drop down after the 
 third bridge.  Take out the glass ice cage containing this.

Guest Character - Luke Skywalker: (Glass) In the same area as Treasure #6, 
 blast or scream at the wall of ice in the back to free Luke from his wampa 
 prison.

Treasure #8: (Scholar) In the cave area, just before the exit, is a glyph 
 panel.  Decipher it to reveal this one.

Treasure #9: Carry a torch into the last area and use it on the gold pot near 
 the llama statues.

Treasure #10: In the area with the bazooka and truck, once you put the llama 
 on the plate so the lift starts working, go up and to the left and drop down 
 behind the gate.  Use a wrench on the engine to get it working (there's one 
 just to the left of the lift).  Now, exit out the gates and go left and 
 blow up some stuff to uncover a small red and blue brick.  Carry it to the 
 green device behind the gates to uncover this Treasure.

Artifact: Nepalese Altar
Parcel Extra: Super Slap (25,000)

====================
6C. City of Danger =
====================

Treasure #1: In the first large market area, go to the little alcove past 
 the bananas on the left and walk around to make flowers sprout.  Smash them 
 to create a green ladder.  Assemble it and climb up to the Treasure.

Treasure #2: (Glass) In the first large market area, climb up to where the 
 monkey is.  The doorway to your right is covered with glass to be screamed 
 or blasted away.

Treasure #3: (Soldier) Knock on the soldier door near the gate that needs 
 two keys to open.  Inside, pull the lever four times.  The first three times 
 will yield soldiers, but the last will give you a Treasure.

Treasure #4: (Soldier) In the second big market area (with the camels), there's 
 a soldier door on the left.  Inside, assemble the dishes onto the TV to make 
 this appear.

Treasure #5: (Shorty) In the second big market area, enter the vent on the 
 back wall, then use the whip platform.

Treasure #6: (Explosive) In the second big market area, on the far right side 
 is a shiny barrier.  Blast it away, then enter and climb up the stairs.  
 Take the box to the green panel and assemble another box.  Push it off the 
 ledge to reveal this one.

Treasure #7: In the alley area, once you get to the roof with the monkey 
 holding the dynamite, bust open the green box to assemble a ladder.  Using 
 Marion, jump from the ladder to the platform to the right.  The balcony 
 above seems to only have studs, but if you hop on the low wall to the right 
 and move back, you'll hit this treasure.

Treasure #8: Once you reach the rooftops area, you'll come to an area with 
 a sprinkler and barbecue.  Go towards the screen to see a railing.  Hang off 
 it and drop down to the left to find a ledge with this one.

Treasure #9: (Explosive) In the rootop area with the monkey with the wrench, 
 use the whip to get over to the right side.  Go through the buildings to find 
 the shiny metal propeller.  Blow it up and reassemble it to ride it up to the 
 roof and take the Treasure.

Treasure #10: (Explosive, Shorty) In the last area, use explosives to blow 
 up the bars blocking the vent (just to the left of the soldier door).  Crawl 
 up the vent.

Parcel: (Scholar) In the area where you reassemble the truck is a glyph panel.  
 Decipher it and head through the door to enter a very familiar cantina.  
 Assemble four piles in the middle to make speakers, then step on the lit up 
 panels.  Your partner will step on the other.  Keep stepping on both panels 
 to make the parcel appear.  The box is right next to you.

Guest Character - Chewbacca: (Scholar, Shorty) Go to the same place as the 
 Parcel and use the vent in back to crawl to where Chewie is.

Artifact: Monkey Statue
Parcel Extra: Treasure X2 (1,000,000)

=======================
6D. The Well of Souls =
=======================

Treasure #1: Behind the back left pillar at the beginning.

Treasure #2: (Shorty, Explosive) In the second area, go to the snake pit off 
 to the left.  Crawl through the vent, then blow up the shiny things holding 
 the box.  Grab the sword on the back wall, then go back through the vent.  
 Throw the sword at the bridge's rope to lower it, then carry the box over 
 to the pressure plate on the right.  There's a Treasure right behind it.

Treasure #3: (Shorty, Explosive) From Treasure #2's area, smash the seven jars 
 on the wall and proceed to the next area.  In this next room, push the box to 
 the end of its path to open the rotator switch.  Turn it all the way to the 
 light is reflected to the big ball, which opens to reveal the Treasure.

Treasure #4: In the third area (with the trap stairs), open the gate on the 
 left, then break down the walls to reach a small alcove with this.

Treasure #5: (Explosive) In the third area, blast the shiny jackal statue to 
 find this underneath.

Treasure #6: After getting Marion back and leaving the entry room, slide down 
 the first rope all the way to see this on your right.  Best to jump to it 
 with Marion.

Treasure #7: After getting Marion back and leaving the entry room, cross over 
 to a spot where some stones and webs block a passage to a secret chamber.  
 Bust them down and enter.  This part is tricky, and requires some precise 
 jumps.  Use Marion, of course.  The path is pretty obvious.  Hop on the 
 first available railing, then hop right to the one on the next pillar before 
 it rotates all the way in, then quickly hop back to the left, then to the 
 right again, then ride it until you can reach the last one to the right, then 
 jump down to the Treasure.

Treasure #8: This one you pretty much trip over as a matter of course, but 
 I'll tell you that it's in the room with the three "snake vents", two of 
 which you definitely have to close, and the third which would make a lot of 
 sense to close anyway.  Do so and the Treasure will appear high in the middle 
 of the room.  Only thing is, this is best done BEFORE moving the block on 
 the floor.  Move it close enough to jump to.

Treasure #9: (Scholar) The burial chamber is the one with coffins flanking 
 the walls (some with spear traps).  Bash down the fake wall on the left and 
 enter the next room.  Step on the button and rush across the retracted 
 spikes quickly.  On the other side, smash the pot near the crank to find 
 the Key for it.  Turn it to extend a platform on the left.  Take the glyph 
 piece back to the other side and place it.  Decipher the glyph.

Treasure #10: After you beat the giant snake, but before leaving, use the whip 
 platform near where the snake was to cross to the far side.  Climb the rope 
 and jump to the left to find this one.

Parcel: After you beat the giant snake, go to where Treasure #10 is (above), 
 and bust down the five golden items near it, which will open the way to the 
 Map Room.  Pull the switch to open the big doors, then go to the back 
 room.  You need to open three vents to let water in.  The first is a simple 
 lever job.  The second you need to piece together the trough, and the third 
 needs a Key which is in the back right corner.  Once all three are open, 
 flowers will spring up in the Map Room.  Destroy them all to make the Parcel 
 appear.  The Mailbox is right nearby to be put together.

Artifact: Anubis Statue
Parcel Extra: Fast Dig (50,000)

======================
6E. Pursuing the Ark =
======================

Parcel: (Explosive) Use the crane to pick up your partner and set them down 
 on the left side, on the upper platform.  The partner can then walk over 
 and grab it.  To actually mail it takes a bit more doing.  Blow up the shiny 
 bars on the wall near the crane and throw the switch.  Carry the Parcel up 
 the stairs and quickly stuff it before time runs out.  Oh, and you also have 
 to have placed the cylinder so you make the jumps up.

Treasure #1: (Explosive, Scholar) Under the scaffolding on the left side is 
 are several boxes.  Jump up to that platform, clear the boxes, and you'll 
 reach a shiny gate to blow up.  Go through that and decipher the glyph 
 panel.  Blast the glass box that appears and high jump to the Treasure.

Treasure #2: Once you complete the small set of three tracks, grab a shovel 
 and get on top of the train track platform.  Have the other character push 
 it to the center and hop off to the back and start digging.  You'll basically 
 fall onto it.

Treasure #3: (Shorty) In the area where you push the mine cart into the 
 wall, assemble the vent, and crawl through it to find this one.

Treasure #4: (Explosive) In the second area, blast the shiny mine cart in 
 the left corner to uncover this.

Treasure #5: Once you find the car in the second area, use it to drive through 
 the gate in the back of the same area.  In this oasis area, bust up all the 
 deck chairs to find the pieces to make a raft.  Go back and grab a shovel 
 (you can probably find one in a supply barrel) and row over all six of the 
 duckies.

Treasure #6: Once you find the car, drive it onto the plate to the right 
 side to lower a platform.  Hop onto it as Marion and jump up to reach it.

Treasure #7: (Explosive) In the back left is a tower with a treasure at the 
 top.  Destroy both barbecues to find ladders to place next to the tower.  
 Blow up the shiny cage at the top.

Treasure #8: Although this can be done carrying a gun into the area, it's 
 easiest to just bring a gunner in Free Play.  In the airport area, go to the 
 right of the plane to find a target practice area.  Shoot the five targets 
 as they swivel around to get the Treasure.

Treasure #9: You need a shovel for this.  In the airport area (fighting the 
 Boxer), you need to place three blue boxes on three green panels near the 
 cabin.  One box is to the right of the plane in a palm tree, another is 
 amongst some stuff in the cabin, and the third is buried off to the left of 
 the plane.  Once all three are in their spots, assemble the gramophone.

Treasure #10: During the big truck chase, after driving the second truck, 
 another will come up behind and reveal the Treasure.

Artifact: Sphinx
Parcel Extra: Fast Build (40,000)

=====================
6F. Opening the Ark =
=====================

Treasure #1: Jump down into the water on the far side of the sub dock.  With a 
 little downward momentum, you can get low enough to go under the dock and 
 reach this visible one.

Treasure #2: In the lower right corner of the sub dock, use Indy in his 
 army disguise to get past the soldier door.  In the next room, bust down all 
 the crates and assemble the propeller on the motor boat, then ride it over 
 to this one.

Treasure #3: (Explosive) On the sub's left hand side are two shiny hatches.  
 Blow them both open to reveal buttons.  Stand on both to make this appear.

Treasure #4: (Shorty) In upper-left part of the sub dock is a vent.  Crawl 
 through it.

Treasure #5: In the area with the horse pen, use the soldier door on the 
 far right to open a small door to a small room.  Inside, smash the big cake 
 in the center.

Treasure #6: (Free Play) Dig inside the horse pen to unearth a Treasure.

Parcel: (Scholar) In the horse pen area, decipher the glyph panel to enter a 
 cave.  In the cave, push each of the gold and brown objects to the side (on 
 the bottom, you'll have to break a box and assemble the floor. With both 
 objects in opposite corners, stand on the top of both of them to uncover the 
 floor.  Build the stairs and carry the parcel to the mailbox.

Treasure #7: Instead of using the numerical puzzle to make a 4, use it to 
 make a 7 (like the door off to the right) to open the way to this one.

Treasure #8: In the final area, grab a shovel (there's one right near the 
 green boxes in the middle) and dig up to the left.  Assemble the camera and 
 push it into position.

Treasure #9: In the very back of the final area, clear the spot of breakables 
 and use a shovel to dig up this Treasure.

Treasure #10: (Scholar) There's a glyph panel in the last area in the back 
 right.  Decipher it.

Artifact: Ark of the Covenant
Parcel Extra: Artifact Detector (250,000)

=======================
6G. Shanghai Showdown =
=======================

Treasure #1: Wreck the drum set to the left of the stage and push the bass 
 drum to the right.  Hop off the drum as Willie to reach it.

Treasure #2: Once you commandeer the "gong-mobile", use it to break down three 
 shiny tables to make this appear.

Treasure #3: In the first outside area, uncover the crawl vent next to the 
 wrecked car.  Have Short Round climb up it, then go across the railings and 
 ropes to the right.  At the top, smash all the objects and put together the 
 red door.

Treasure #4: (Explosive) Go to the far left of the first street area, and 
 dig up the anvil.  Blast open the nearby gate and place it on the button to 
 get this one.

Treasure #5: (Thuggee) In the first street area, climb up to the Thuggee 
 Statue on the left.  Once you use it, it will let go of its balloon, which 
 will become a rope.  Grab onto it and float to the Treasure.

Treasure #6: (Explosive, Shorty, Scholar) In the far right street  area, blast 
 the shiny trash cans to find parts for a vent.  Climb up it and hop into the 
 carrier.  Switch to the other person and decipher the glyph panel to find 
 parts for a crank.  Use it to get the other person to the Treasure.

Treasure #7: In the back left corner of the first street area, near the piece 
 of engine you use to make the car, bounce from the awnings to the right, then 
 up to the top to get this.

Treasure #8: (Free Play) Go to the upper right area of the airport with one 
 of the boxes containing parts for the propeller.  Switch to a female to 
 jump up to the Treasure.

Treasure #9: In the airport area, take the forklift with anyone but Indy so 
 he hops on it.  Right near where you get the forklift is the Treasure, so 
 press Z to extend it.  Indy will automatically hop up, so switch back to 
 him to grab it.

Parcel: (Explosive or Sword) I say Explosive, but really anyone with a sword 
 will also work, for the reason that you're using the Explosive to get a 
 sword and nothing else.  Anyway, at the airport, go to the far left and 
 blast the gray box to find the sword.  Throw it at the rope over the large 
 hangar door to the left and go in.  Grab the rope on the weird propeller to 
 get it moving, so you can jump to the parcel and carry it to the mailbox.

Treasure #10: (Explosive, Soldier) It's in the same area as the Parcel.  
 Open the soldier door in that hangar to get this.

Artifact: Jade Dragon
Parcel Extra: Treasure X4 (2,000,000)

====================
6H. Pankot Secrets =
====================

Treasure #1: Head straight south as you begin.  This is somewhat hidden behind 
 bushes.

Treasure #2: At the drawbridge, head down to the left and build the raft.  
 There's a shovel at the very beginning of the level if you didn't pick it up 
 yet to move the raft.  Float down to the left to find a digging spot and 
 unearth this.

Treasure #3: Just before the big hill up to the palace (after the second 
 spiked log), make sure Indy has a shovel, then whip across the platform to 
 the left and dig up the spot.

Treasure #4: As you proceed through the palace, you'll come upon small alcoves 
 with large potted plants in them.  The second potted plant will have this.

Parcel: (Thuggee) In the dining hall, high jump on top of the beige barrel and 
 whip across to grab the parcel.  Take it alll the way down the hallways to 
 the Thuggee Statue.  Use it to uncover the mailbox.

Treasure #5: In the first bedroom (with the blue book), smash open one of the 
 wardrobes to find this.

Treasure #6: In the second bedroom, push the bed to the right, then hop up 
 to the whip platform with Willie and jump straight up.

Treasure #7: Just after entering the caves, you should see this glinting 
 to your right in a little alcove.  Jump to it.

Treasure #8: In the second area of the caves, head towards the camera and 
 bear left.  You'll need Willie or another woman to reach it.

Treasure #9: In the room in the caves with bugs on the floor, whip open the 
 door to the back left and enter to scare up a skeleton.  Smash it.

Treasure #10: Just after the room with all the bugs, head down the stairs and 
 smash up the debris on your right to discover this one.

Artifact: Ivory Elephant
Parcel Extra: Poo Treasure (70,000)

========================
6I. The Temple of Kali =
========================

Treasure #1: (Free Play) High jump up to the obvious Treasure near your 
 starting poing.

Treasure #2: (Free Play) There are three skulls buried in the first area.  
 The first is right next to where you start, the second is down near the 
 lava (and the red and green structure) and the third is just before the 
 exit of the area, past the rotating pillars.

Treasure #3: Grab a black turban from one of the white-suited Thuggee guys 
 and use it on the statue near the beginning (past the whip platform).

Treasure #4: Go down the ladder at the beginning and jump left across the 
 sinking rocks to reach this.

Treasure #5: (Explosive) Before the rotating pillars, blow up the shiny 
 bars blocking this Treasure.

Treasure #6: Once on the rotating pillars, jump up to the top of the left 
 pillar to reach this.  You should be able to get this by jumping from one 
 of the railings on the right pillar going clockwise.

Treasure #7: In the second area, climbing up the left-hand ladder will 
 break the path up there, opening the way to this Treasure.

Parcel: (Scholar) In the second area, go to the far right and fix the 
 engine, then decipher the glyph panel.  Take the parcel all the way to the 
 left edge, break the red and black structure so you can reassemble it into 
 the mailbox, and dump it in.

Treasure #8: (Free Play) Fix the engine on the left side of the second area, 
 which will raise a big skull rock with this on it.

Treasure #9: (Explosive) On the left side of the second area is a series of 
 gray bars.  Blast them to reveal a switch that, when pulled, creates platforms 
 up to this Treasure.

Treasure #10: Once you climb up to the left switch next to the big Kali 
 statue, climb up the railings on the left side of its head to reach this.

Artifact: Jewel Eyed Skull
Parcel Extra: Super Scream (80,000) 

=====================
6J. Free the Slaves =
=====================

Treasure #1: (Free Play) In the first area, crawl through the obvious vent 
 on the way to the exit.

Treasure #2: (Thuggee) Just before the exit of the first area is a Thuggee 
 Statue.  Use it to make it explode, leaving an air vent you can ride up to 
 the Treasure with.

Treasure #3: In the second area, use the whip platform to get water flowing, 
 then assemble the pieces into a railing.  Have Willie jump up to the railing 
 and to the top to get this.

Treasure #4: In the third area, go to the right, then down to the lower ledge 
 near the lava to snag this one easily.

Parcel: (Explosive) In the third area, near the blue object in the back, is a 
 shiny cage.  Blast it open to get the parcel.  You need to do the same 
 method you used for the blue object to get it across the platforms: set it 
 down, then jump across and whip it to get it.  Once you get the lift working, 
 ride it up with the parcel and ship it.

Treasure #5: In the third area, after releasing the prisoner, carry the orange 
 circular object to the next room.  Staying on the button will lower the lift, 
 so quickly jump onto it to ride up to this one.

Treasure #6: In the fourth area, after releasing the prisoners, blow up the 
 barrel in their cell to find a blue piece.  Carry that to the engine near 
 the entrance of this area.

Guest Character - Princess Leia: (Explosive, Soldier) In the fourth area, go 
 towards the right edge and look at the front to see some railings that go 
 down.  Drop down to the right and blast the rubble in the way.  Use the 
 soldier door to find Her Worshipfulness.

Treasure #7: (Thuggee) In the fourth area, near the cage is a Thuggee Statue.  
 Use it.

Treasure #8: (Free Play) In the fourth area, crawl through the vent that 
 leads to the platform switch.

Treasure #9: If you took a shovel with you to the last area, use it in three 
 rather obvious spots to dig up three big skulls.  Two on the main floor, one 
 down in the lower right.

Treasure #10: In the last area, after crawling up the vent, jump to the left 
 to find a railing leading up to this Treasure.

Artifact: Dinosaur Fossil
Parcel Extra: Character Treasure (100,000)

======================
6K. Escape the Mines =
======================

Treasure #1: From the beginning, look for the ladder at the bottom of the 
 area, which leads down to this one.

Treasure #2: In the back of the first area, high jump up to an alcove with 
 studs and this one, rather visible.

Treasure #3: On the right side of the first area, near the end of the track, 
 high jump up to the ledge, then to the railing, then to the Treasure.

Parcel: (Scholar) Use the glyph panel and dig up the parcel that's behind it.  
 The box is off to the right.

Treasure #4: (Thuggee) Crawl through the vent on the left side and use the 
 Thuggee Statue.

Treasure #5: In the first part of the minecart ride, lean left as Indy to grab 
 one of these on the way.

Treasure #6: In the first part of the minecart ride, as the bad guys start 
 going up alongside you, smash three to get a Treasure.

Treasure #7: In the first part of the minecart ride, there are three 
 overhanging structures that you need to be centered and press B to smash.  
 Indy has two, and the others have one.  Smash all three.

Treasure #8: In the second part of the minecart ride, lean left as Indy to grab 
 one of these on the way.  It's just as you pass the exit.

Treasure #9: In the second part of the minecart ride, as the bad guys start 
 going up alongside you, smash three to get a Treasure.

Treasure #10: In the second part of the minecart ride, there are three 
 overhanging structures that you need to be centered and press B to smash.  
 Smash all three.

Artifact: Pankot Diamond
Parcel Extra: Treasure X6 (3,000,000)

==========================
6L. Battle on the Bridge =
==========================

Treasure #1: (Explosive) Now this one's just mean.  Make sure you begin the 
 Free Play as an Explosive wielder.  Immediately turn around at the beginning 
 and blast the bars to your right to get this one quickly.

Treasure #2: One of the tougher ones to get, because it requires you to run 
 almost all the way to the end of the first part without getting caught in the 
 water.  It will be on the left near the end of this.  If you miss it, you 
 have to restart.

Treasure #3: After reaching the cliff, drop down to the right (as Indy) to 
 grab this.

Treasure #4: (Free Play) Crawl into the vent in the cliff area (where the 
 Key is) and dig this up.

Treasure #5: (Scholar) In the third area, use the glyph panel to raise some 
 platforms to reach this one.

Treasure #6: In the third area, the second to last of the trap pits has a 
 Treasure instead of spears.

Treasure #7: After the first set of trap pits, you can see this glinting 
 behind a rock.

Treasure #8: (Free Play) After the first set of trap pits, dig up the spot 
 near Treasure #7 and place the glass on the orange panel, then smash it.

Treasure #9: In the area with the stone pillars, leap along them towards 
 the screen to find this one.

Treasure #10: After the stone pillars, head to the left and start walking 
 around to make flowers sprout.  Make a complete smiley to make this one 
 appear.

Parcel: (Explosive) After the stone pillars, there's a leaf-covered pit on 
 the right.  Drop down into the cave.  Blow apart the gray stuff on the left 
 to reveal a box and a sword.  Put the box on one of the green panels, and 
 throw the sword at the cage on the right to drop the other box.  Assemble 
 the mailbox, then dig up the parcel nearby and mail it.

Artifact: Ceremonial Headdress
Parcel Extra: Regenerate Hearts (150,000)

==============================
6M. The Hunt for Sir Richard =
==============================

Treasure #1: (Glass) Just up the first rope is a window with a Treasure behind 
 it.  Break it down.

Treasure #2: (Shorty) On the right side of the river is a bunch of tables and 
 a food stand in an alcove.  This is all near the second key.  Blast the mess 
 out of them and construct a vent to crawl through, leading to the upper 
 levels.  Go to the left and into the doorway to find this one.

Parcel: (Shorty) Go the same place as Treasure #2, up to the top level, and 
 pull the switch up there, which will open the gate in the river to the back 
 area.  In this area, use the whip platform to drag down the parcel, then 
 smash the boards blocking the lever.  Pull it and ride up the scaffold.  Walk 
 into the room and smash the cupboards to find a key.  Take it to the right 
 and turn the crank to reveal a platform.  Drop out and jump to the right.  
 For the last gap before the mailbox, set the parcel down, jump over, and whip 
 the parcel so you take it with you.

Treasure #3: (Glass) At the far right of the plaza is a glass wall.  Break it, 
 then take the mopeds behind them.  Several cones will appear.  You need to 
 drive over all of them, including the ones on the left side of the water, so 
 make sure to complete the bridge.

Treasure #4: (Explosive, Soldier) In the upper right corner of the library, 
 blast the three metal shields on the wall to reveal a code.  Assemble the 
 ladder panel and push it over to the soldier door, which will open a hidden 
 radio room.  Blast everyone in it and bust all the consoles to find pieces 
 to make the switches on the left.  Step on each switch until it matches up 
 the code on the wall (V, VII, III).

Treasure #5: On the left side of the ground floor of the library, smash up 
 the plants near the armor to find tiles for a checkered floor.  Assemble them 
 all and push the armor to open up cabinets with swords on the second floor.  
 Take a sword and go left over the balcony to see a gate with the Treasure 
 behind it.  To open it, throw a sword at each of the two ropes at the 
 bottom.

Treasure #6: (Thuggee) In the first catacombs area, there are five 
 skeletons hiding.  For each one you find, a skull appears around the gate to 
 the left.  Finding all five will open the gate to the Treasure.  The first 
 skeleton is right near the gate in one of the coffins.  The second one 
 is down the path a ways on the right.  Pull the tomb out of the wall to 
 find it.  The third requires you to use the Thuggee Statue along the way.  
 The fourth is just after the rat pit.  Smash the boards on the right side.  
 The last is actually in the next area, with the big lake of oil.  Hold Z 
 while swimming to dive down and hit all three of the drain cranks on the 
 bottom.

Treasure #7: (Shorty) In the room with the big oil lake, grab the rope that 
 raises the platforms, which will also open the vent on the left.  Quickly 
 crawl through it, then dig in the spot on the right, which will drop you 
 onto a button, opening the gate to the Treasure.

Treasure #8: (Free Play) In the last room of the catacombs, in the upper back 
 right corner of the room.  To get there, you need to jump onto the left 
 ledges, then whip across.  It's best to use one of the boxes as a starting 
 point to high jump from, but it can be done even if you used them already.  
 Jump from the coffin to the left side of Richard's sarcophagus and don't get 
 too close.  Jump from there to the whip platform.

Treasure #9: Once you're in the boats.  Drive into all ten red buoys in the 
 water (they're easy to find).  The Treasure will appear on the center island.

Treasure #10: (Explosive) At the far end of the lake is a crane.  Fix it up, 
 then pick up your partner and deposit them in the upper area.  Have them 
 high jump so they're hanging from the right hand crate to pull it down (for 
 some reason, standing on it doesn't accomplish the same thing).  Jump from 
 the right to the left crate to the top of the tower.  Blast open the cover 
 and drop down to collect the Treasure.

Artifact: Crusader Shield
Parcel Extra: Parcel Detector (125,000)

===================
6N. Castle Rescue =
===================

Treasure #1: (Explosive, Thuggee) In the castle are four knights armed with 
 axes and red shields.  You need to blast them to get the Treasure to appear.  
 One is in the first area, two are in the second area, and the last is behind 
 a Thugee Statue in the second area.  Enter the room that the statue opens.  
 Shouldn't be hard to find.

Treasure #2: Once in the second area, head to the back room and climb up on 
 the dresser in the back left corner with Elsa to reach this.

Treasure #3: (Thuggee, Shorty) Use the Thuggee Statue in the second area and 
 go to the big map room.  In the back corner are some filing cabinets that 
 become a vent when destroyed, so crawl up.

Parcel: (Thuggee, Explosive) Go to the same room as Treasure #3 and blast the 
 armor to the right of the red banner to reveal the parts for a crank.  Turn 
 it to lift the banner and find the parcel.  The mailbox is also right there.

Treasure #4: (Explosive) On the castle walls area with the crane, blast the 
 anvil sitting next to the crane to make this appear, then high jump to it.

Treasure #5: Once you're in the burning library, have Henry unlock the glyphs 
 on the east wall to find this.

Treasure #6: (Shorty) In the last corner of the burning library, smash the 
 books covering the vent, then crawl up.

Treasure #7: On the roof, after finding a bazooka, use it on the fence to 
 your left.  Double jump to the ledge to reach this.

Treasure #8: On the roof, blast the ladder between the scaffolding in the 
 back left corner with explosives.  Climb up to reach this.

Treasure #9: Once you blast the antenna on the roof, climb up the rope to 
 the gargoyle and push it off the ledge.

Treasure #10: Take a bazooka into the last room and blast the shiny file 
 cabinet.  Place the piece on the glyph wall and have Henry read it to 
 make this appear.

Artifact: Suit of Armour
Parcel Extra: Disarm Enemies (100,000)

=======================
6O. Motorcycle Escape =
=======================

Treasure #1: (Explosive) Blow up the shiny mooring on the boats and take one 
 with a female to the right.  Leap over to the enclosed area with the 
 Treasure.

Treasure #2: (Explosive) In the first room, blast the gate in the back left, 
 then head to the next room.  Blast the glass doors to take the checkered 
 flooring.  Place it, then push the box to open the lower hatch and take the 
 Treasure.

Treasure #3: In the first road area, find three patches of flowers.  One is 
 under the first set of white flags.  The second is near the soldier door hut 
 (between two ramps), and the third is just across the second bridge jump.  
 You'll probably plow into it as you land.

Treasure #4: (Explosive) About halfway through the minefield, you'll spot 
 some shiny bars.  Blow them away and take the Treasure.

Treasure #5: As you go through the minefield, you'll see a large barn behind 
 you with an open door.  Drive inside.

Treasure #6: Right near the mailbox, turn the crank near the well to raise 
 the bucket.

Treasure #7: In the area with water tower, shed, and gardens, head to the 
 barn out to the left and go behind it to find this one.

Parcel: (Free Play) Near the windmill, smash a box to find a Key.  Use it on 
 the nearby crank to turn the windmill and spit out a box.  Place the box to 
 make a step to high jump up, grab the parcel, and drop it off at the mailbox 
 near the well.

Treasure #8: (Free Play) Enter the farmhouse where the bazooka hides, then 
 fix the tractor in two places.  Ride it out the door on the back wall.  You 
 now need to roll over the gardens to make carrots crop up.  Each garden 
 patch has one, the two to the left of the shed, and the one to the right.  
 Once all three are up, the Treasure appears over the bridge.

Treasure #9: In the area with the three big guns, blow up the one on the far 
 right, which will open the door beneath it, allowing you access to the 
 Treasure.

Treasure #10: In the area with the three big guns, use bazookas, to blast the 
 clear blue plates on the ground, revealing flowers and green seeds.  Plant 
 all the green seeds and this will appear in the middle.

Artifact: Gilt Frame Portrait
Parcel Extra: Treasure X8 (4,000,000)

========================
6P. Trouble in the Sky =
========================

Treasure #1: (Glass) Inside the blimp, smash the glass-encased Treasure on 
 the right.

Treasure #2: (Explosive) In the first farm area, blast the shiny metal cart 
 in the left area to find a Key.  Put in the crank.  Now, go up and smash 
 the clock like you'd usually do, only reassemble it.  Now, go back down and 
 turn the crank until the time is 12:45 and the door to the house will open.

Treasure #3: As you work along the farms, you'll come to a water tower.  Whip 
 it open to find a blue piece that you can put on a door a bit back to the 
 left.  The door will open to reveal this.

Parcel: At the last barn before the wall you have to jump over is a 
 tractor.  Ride it out back west over three red spots that are near some 
 plants.  Each time you roll over a red spot, you'll unearth a mushroom.  
 Smash them all to make the parcel appear, which is delivered near the barn.

Treasure #4: (Explosive, Shorty) In the second farm area, there are beige 
 mounds that will stand up to anything except explosives.  Smash the first 
 one to find a vent to crawl through.

Treasure #5: In the second farm area, there's a glyph panel on the back wall 
 early on.  Use Henry on it to make railings appear that you can use to get 
 to this Treasure.

Treasure #6: (Free Play) In the second farm area, go to the back farmhouse 
 with the blue tractors.  High jump off the rolling cart to the switch to 
 open the back shed for the Treasure.

Treasure #7: When fighting the planes down at the beach, go to the very far 
 right to find this one behind a rock.

Treasure #8: On the beach, find a shovel near a hut, then use it to dig up 
 three sand castles to make this one appear.  The first two are right in the 
 main beach area, but the third is on the far west side.

Treasure #9: At the right side of the beach is a ladder leading up to some 
 railings.  Take the left-hand railings and hop up to this one.

Treasure #10: In the far west side of the beach area.  Hop across a series 
 of white rocks in the ocean to reach an island where you can hop up a series 
 of steps to this one.

Artifact: Eagle Statue
Parcel Extra: Treasure Magnet (100,000)

===================
6Q. Desert Ambush =
===================

Treasure #1: (Scholar, Explosive, Thuggee) Near Kazim's men, to the left, are 
 a bunch of debris that can be turned into a ladder.  Climb up to the glyph 
 panel and decipher it.  Head inside the cave and blow away the debris 
 blocking you.  Use the Thuggee Statue to knock loose the checkered floor and 
 push the lion statue back.  Dig at the empty spot left behind to find the 
 Treasure.

Treasure #2: There's a boarded up cave in the back of the first area.  Enter 
 and place the lion's head on the statue.

Treasure #3: (Explosive) In the same cave as Treasure #2, blast the shiny 
 boxes near the entrance to reveal a Key.  Ride up the left and place it to 
 lower a hook to whip across.  Smash the rocks to find this Treasure behind 
 them.

Treasure #4: There are three antennae in the first area.  One's already 
 visible near the trucks, the second is near the cave entrance and needs to 
 be assembled.  The last is near Kazim's men and needs to be dug up.  Once 
 you assemble the bulldozer, run over all three.

Treasure #5: Use the bucking horse (or a high jumper) up the left side of the 
 first area.  There's a Treasure at the top.

Guest Character - R2-D2: In the same spot as Treasure #5, head left and use 
 the whip platform to lower a Sandcrawler tube, out from which pops a plucky 
 little droid.

Treasure #6: During the tank battle, go to the back of the arena and goad 
 Vogel into shooting at the gas tanks in the back.  Assemble the sprinkler.

Treasure #7: During the tank battle, head up the right side to the mine cart.  
 Use Sallah to dig up the box and place it in front of the cart, then assemble 
 the push plate so you can push it down the track and into the rocks blocking 
 the Treasure.

Treasure #8: During the tank battle, bash some objects on the left side to 
 uncover a ladder.  Assemble it, then climb up to the ledge.  Goad Vogel into 
 shooting at the shiny objects up here and assemble two piles into an oil 
 derrick.  Ride up the oil geyser that results to snag this one.

Parcel: (Free Play) BEFORE pushing the box off the ledge to make a land mine, 
 switch to a high jumper and jump off the box to the railings above to reach 
 the Parcel.  Take it down and finish Vogel, then dig up the mailbox in the 
 left part of the area.

Treasure #9: (Shorty) Blast the drums in front of the vent, then crawl up 
 the vent.

Treasure #10: In the area after the tank battle, get Vogel to blast the shiny 
 crate on the ground, which has a key.  Use a horse to leap up to the higher 
 ledge, then use the key to raise the platform.  Go up the path and across to 
 this one.

Artifact: Ancient Amphora
Parcel Extra: Treasure X10 (5,000,000)

=========================
6R. Temple of the Grail =
=========================

Parcel: (Explosive) Blast the right-hand truck to free the mailbox.  Go all 
 the way towards the screen to find a dig spot, which has the parcel.

Treasure #1: First, free the horses.  Do this by leaping off one to the upper 
 right and get the Key.  Then, grab a horse and ride all the way to the 
 bottom of the area.  You should see a Treasure up on a ledge to the left.  
 Leap off the horse to it.

Treasure #2: (Thuggee) In the entry area is a Thuggee Statue.  Use it to 
 reveal some pieces.  Make a picture of a Treasure, then smash it.

Treasure #3: (Shorty) Shortly into the third area is a vent.  Crawl through 
 and flip the lever to open a room with scales.  Have both characters stand 
 on the other end to raise the cage.  Take the Treasure.

Treasure #4: Inside the third area (blade traps), there's a Treasure 
 tantalizingly placed between two blades.  Tread carefully.

Treasure #5: (Sword) Just before the door out of the third area is a 
 counterweight holding a door closed.  Throw a sword at the rope to drop it.

Treasure #6: (Shorty) In the fourth area, crawl through the first available 
 vent

Treasure #7: (Free Play) Before the exit to the fifth area, fix the engine, 
 which starts the railings moving.  I suggest using a high jumper to make 
 the odd leaps between the railings, then up to the top where the Treasure 
 is.

Treasure #8: (Explosive) In the invisible bridge room, blast the teeth of 
 the lion statue holding the Treasure.

Treasure #9: After the first invisible bridge, use the whip platform to 
 uncover this one.

Treasure #10: Just before the door to the Grail chamber, there is a glyph 
 panel to its left.  Take a torch from the beginning of the room to the 
 torch flanking it and use your book on the panel.

Artifact: Fake Holy Grail
Parcel Extra: Invincibility (1,000,000)

******************************************************************************
7. BONUS MISSIONS
******************************************************************************

Here are where I document the bonus missions that can be played from the 
Artifact Room in the college.

============================
7A. Activating the Bonuses =
============================

You can't just walk into the bonus missions.  Oh no no no no.  They want you 
to earn the right, so first you need to go to Indy's Office.

For this, you'll need a Scholar, an Explosive person, a Shorty, someone with a 
shovel, a high jumper, and a Thuggee.  Fortunately, in the office, members of 
each contingent come in and out regularly once unlocked, so don't worry about 
waiting for them to show up.

Anyway, the object is to place five chests on the center panel:
#1: In the back right corner, under glass, either use Willie's scream or an 
 explosive.
#2: On the shelves in the back, only reachable by a high jumping lady.
#3: Behind the glyph panel in the back left.  Have a Scholar decipher it.
#4: In the near left area.  Blow away the shiny discs with an explosive and 
 dig underneath it.
#5: Use the Thuggee Statue on the right, then crawl in the vent that appears.

Once all five chests are in place, assemble their pieces and smash the 
resulting box to find a Key.  Now, go to the Artifact Room.  Take the blue 
diamond in the middle and place it on the pedestal to reveal the crank.  Use 
the Key on the crank, and you'll open the three slabs.

Now, that's all you have to do here, but you ALSO have to go to the missions 
and complete Artifacts to actually unlock the way into the missions.  Once 
you complete an Artifact, light will shine off it to the center.  For the 
first three Artifacts you complete, blue light will shine and open the way to 
"Ancient City".  For the next six you complete, yellow light will shine and 
open the way to the "Young Indy".  For the last nine you complete, red light 
will shine and open the way to the "Warehouse".

That WOULD make a lot of sense, but it appears there's a rather weird pattern 
to the concept.  My advice is to just complete the Artifacts and see what 
you unlock.  You'll get them all eventually, right?

Now, I'm told that buying Artifacts will NOT open these bonuses prematurely.  
The only thing you get for buying them is to see how the Artifacts look.  I'm 
also told that buying them will give you blue lights, which will go towards 
unlocking Ancient City.

That said, on to the fun stuff!

==================
7B. Ancient City =
==================

Overview: Like LEGO City and New Town before it in LSW, this is a task to 
 get one million studs.  You need to destroy, create, and manipulate.  You 
 can't miss, drop, or lose studs, so don't worry about that.  Any studs 
 found will immediately go to your total.  However, you can't keep the studs 
 upon completion, either.

Here's the breakdown of objectives:

First, there are loose studs everywhere, and they're really not hidden all 
that well.  I don't intend to itemize them, unless they're part of another 
object.

Basic Destruction:
1. All the brown or gray rocks.
2. All pine trees.
3. All the cactus plants (well most of them).
4. All the little tan "mounds" that stick up.
5. Green leaves that adorn walls (shoot them).

Now, for each site.  Let's start in the back right area with the big fan.

Big Fan: Rotate the fan using the rotator switch.  You'll uncover a ruin at 
 about 90 degrees, and a wall with tiles at 180 degrees.  First the tiles.  
 Put them all together to make a LEGO logo.  As for the ruin, shoot or smash 
 the area in front of the door to clear the way inside.  Take all the studs 
 in there.

Soldier Door: Head to the right to find a soldier door.  Knock on it to open a 
 gate with studs and some stuff inside.

Cactus Juice Stand: Head further to the right to find a weird machine and a 
 window.  There are three cacti that can be picked up and placed in this 
 machine.  Once you do that, you can pull the switch and get a throwable 
 bottle from the window, but as far as I can tell, there are no studs here 
 except those in the cans.

Sunken Pit and Mine Cart: Let's ignore the mine cart for the moment and head 
 further left past it.  Smash up all the junk here, particularly the mound of 
 dirt to the left of the rotator switch.  "Assemble" the pieces to clear them 
 off, then turn the switch to open the pit.  Smash all the statues inside.  
 Also, smash those pieces you cleared off.  One has pieces for the nearby blue 
 box.  Place that box on the mine cart.  Now, grab a torch and walk to the back 
 of the cart to light it.  You can also turn the rotator to lower the ramp 
 into the pit.

Oasis Flying Machine: Go to the left to find the pond.  Smash the croc, and 
 all the plants and chairs around the water.  Once you find all the pieces, 
 you can assemble them into a flying machine that you CAN'T FLY. >_<

Train Station: Go to the end of the mine cart track to find some bandits at 
 the station.  Smash them all and use Willie's voice to shatter the glass.

Stonehenge Park: Smash all the Bandit Swordsmen and the bandit standing 
 around.  Also, walk between the yellow and black pillars to scare up a 
 hunter that will shoot you and you have to smash him.  Now, make a serious 
 mess of this whole plot.  The fence, the hut, and Stonehenge behind it.  
 You'll have to use projectiles or explosives to clear out the tops of the 
 stones before hitting the lower parts.  Smash as many floor pieces as you 
 can to uncover the UFO underneath.  Throw some explosives for good measure 
 to finish off.  Also, plant the orange seeds to make some flowers, and dig 
 up near the hut to find the parts for a yellow "O".  You don't need to use 
 the monkeys for anything.

Rickshaw: Grab the Rickshaw near Stonehenge to make blue studs appear.  
 Grab as many as you can.  There are actually some extras suspended in 
 midair that I can never seem to get to, but you don't really need them.  
 I've been told by several people that if you have a second person hop onto 
 the rickshaw or onto the camel, you can jump up and reach them.

Gameboard Area: South of the train station is a place with a lot of pillars.  
 Assemble the red and yellow tiles to make a trophy, blast the hanging shiny 
 arch with an explosive.  In the south of the area, you'll find you can dig 
 up some of the floor blocks, so smash them good and you'll eventually find 
 the blocks for a blue "G".  I don't think there's anything else you can do 
 here.

Oil Derrick: In the middle of the race track is an oil derrick.  Smash all 
 the barrels for some pretty explosions, then use a wrench on the derrick to 
 get it to start pumping.  After a few seconds, fix it again to get it to 
 blow up.  Assemble the parts beneath to make a green "E".  Also, high jump 
 up to a small blue stud in midair.

Sphinx and Moai: North of the train station is an odd-looking site.  Move 
 the pieces blocking the vent and crawl through.  Pull the lever to release 
 some pieces that destroy the supports.  Drop down and assemble the Sphinx 
 head.  Now, step on the two nearby red switches.  This will topple the head 
 of the Sphinx onto the Moai statue.

Racetrack: Finally, we're getting to this.  Go to the southeast and grab a 
 motorcycle.  Now head to the east end of the track and use B to wheelie 
 your way through.  You have to go pretty fast through the five gates before 
 they reset, so don't worry about the studs, because once you pass the gate 
 and make it green, the studs will stay.  Once all five are passed, a hatch 
 opens up, so hop into it and assemble the red "L".  Also, smash the rubble 
 blocking the vent so you can crawl through to the area near the gameboard.

High Ruins: In the back left is an obvious gold stud marking an entrance.  
 High jump up to the ledge or leap off the camel to enter.  Collect all the 
 studs and scream to smash the glass.

Whip Platform: On the left corner is a whip platform.  Swing over and high 
 jump up to the studs.

Dinosaur Fossil: This is the fun and frustrating one.  First, assemble the 
 dino's ribs.  Next, grab one of the dynamite and toss it down the nearby 
 hole.  This will blow up a lot of the south area.  Now, you need to finish 
 the excavation.  Toss another dynamite near the tail bones to find the rest 
 so you can assemble it, then use explosives to clear out the rest of that 
 big dig you just opened up.  The left side has bones for the head, so 
 assemble it.  Now, you have to carry it up the skeleton and place it at the 
 top WITHOUT FALLING OFF.  It's a pain in the butt to get the proper balance, 
 but it's the only way, so keep trying.

================
7C. Young Indy =
================

Starting Characters: Young Indy, Boy Scout
Enemies: Fedora, Grave Robber 1, Grave Robber 2

Cave: Make your way to the right, ignoring the dig spot for now.  Take out 
 the cowpokes and swing across the rope.  Go to the back and leap over the 
 snake pit as Indy (who has yet to develop his fear of snakes).  Take the 
 shovel and bring it back to that blue object near the beginning.  Dig it up, 
 and drop down to get the Key.  Take it back to the right and open the door.  
 In the next area, hop across the stone pillars, vines, and railings to reach 
 the top of the rock face.

Mesa: There's a shovel by the horse pen.  Use it to dig up the box in the 
 back, then carry it over to the right green panel.  There's another box near 
 the junk to the south, so have him join the other.  Assemble the rope and 
 tug on it to drop a Key.  Use it on the crank to free the horses.

Circus Train: Don't jump to the left.  Ouch.  Jump to the right across the 
 cars.  When you hit the giraffe car, climb down to the side and edge to the 
 end.  At the top of the next car, bust all the luggage and assemble the 
 checkered floor.  Push the box to the left and follow it down.

Train Car: NOW you're afraid of snakes.  Grab a torch and cross the snake 
 box.  In the next car, grab one of the whips.  Get close and whip the lion 
 a few times (you have to get pretty close), then proceed through the next 
 door.  Demolish everything in this room to find three boxes.  Place them 
 together and make the big box.  Climb in it.

New Characters:
Young Indy
Boy Scout
Fedora: 50,000

===============
7D. Warehouse =
===============

Overview: I'll be getting to this in a bit, but the way I see it, this is a 
 place for you to create your own racetrack.  There's also a stud limit, but 
 all you really have to do is blast the target on the far right (say, with a 
 bazooka) repeatedly and you'll have the total in no time.

******************************************************************************
8. CHARACTERS
******************************************************************************

There are a total of 85 characters to play as in this game: 23 which will 
be given to you throughout the story, 59 which you can purchase from the 
library, the one super secret Guest Character, and your two Create-A-
Characters.  

These characters are presented in the order they appear on the Free Play 
select screen, unless they are the same character with a pallette swap.

======================
8A. Story Characters =
======================

* Indiana Jones * - Available at beginning
* Indiana Jones (Desert) * - After RLA-3
* Indiana Jones (Desert Disguise) * - After RLA-4 (27,500)
* Indiana Jones (Army Disguise) * - After RLA-6
* Indiana Jones (Dinner Suit) * - After TOD-1
* Indiana Jones (Kali) * - After TOD-3
* Indiana Jones (Professor) * - After TLC-1
* Indiana Jones (Officer) * - After TLC-3 (18,500)
* Young Indy * - After Young Indy Bonus

By day, Dr. Henry Jones, Jr. is a well-respected professor of archaeology 
(especially among the female student body).  By night (or by different days), 
he is Indiana Jones, world-renowned adventurer and seeker of lost or stolen 
artifacts.  With a cocky attitude and his trusty bullwhip, Indy is always 
ready to explore mankind's greatest ancient mysteries.

The costumes are as follows.  The normal is his classic "with jacket" setup.  
The "Desert" is without his jacket, just his shirt.  "Desert Disguise" is 
him wrapped in white cloth.  "Army Disguise" is a green enemy uniform.  
"Dinner Suit" is white tuxedo that he wears in Club Obi-Wan.  "Kali" is just a 
vest without a shirt.  "Professor" is his suit that he teaches in, as well as 
glasses.  "Officer" is a disguise he whipped up to get the Grail diary back 
from Elsa.  "Young Indy" is his youthful Boy Scout uniform.

Indy's unique aspect is his whip.  He can use it to snatch long-range items 
and switches, as well as swing across specially-created gaps.  It will cause 
minor damage to an enemy and stun him.

Indiana Jones has a phobia of snakes.

The "Army Disguise" and "Officer" costumes also have the bonus of being 
"soldier"-type, in that they can open soldier doors.

---

* Satipo * - Available at beginning

A South American guide, hired by Jones to track down the ancient temple in 
the first movie.  Not the brightest bulb, by any stretch, and a bit too 
greedy.

Satipo is armed with a shovel.

---

* Jock * - After RLA-1

This American pilot doesn't have much characterization, but he does have a 
pet snake.  A big snake.

Jock is armed with a wrench.

---

* Marion * - After RLA-2
* Marion (Cairo) * - After RLA-3
* Marion (Evening Dress) * - After RLA-4
* Marion (Nightgown) * - After RLA-6

A former girlfriend of Jones, Marion Ravenwood is the daughter of renowned 
archaeologist Abner Ravenwood.  She's a tough and self-reliant woman, not 
afraid of getting her hands dirty.  At the time of the story, she currently 
resides in Nepal.

The four costumes are: her normal blouse and slacks she wears in Nepal, then 
the red and white dress she wears while exploring Cairo, then an evening dress 
given to her by Belloq once she's captured, then a nightgown she wore before 
being captured on the boat.

Marion, like all women in the game, can jump higher than the other 
characters.

---

* Sallah (Desert) * - After RLA-4
* Sallah (Fez) * - After TLC-5

Sallah Mohammed Faisel el-Kahir is an old friend of Jones.  Hailing from 
Egypt, he's a well-known excavator.  He's a bit chubby, but a very jovial 
fellow.

Sallah is armed with a shovel.

---

* Willie * - After TOD-1
* Willie (Evening Dress) * - After TOD-2
* Willie (Dinner Suit) * - After TOD-2 (15,000)
* Willie (Pajamas) * - After TOD-2 (15,000)
* Willie (Ceremony) * - After TOD-4

Wilhelmina "Willie" Scott is an American singer.  She was born in Missouri, 
but moved to Shanghai after failing to make it in Hollywood.  She currently 
headlines at Club Obi-Wan.

Willie's costumes are: her Chinese dress she performs in, a dress given to her 
at Pankot Palace, Indy's dinner suit which she borrows after they leave 
Shanghai, a set of pajamas she wears at night at Pankot, and a dress she was 
given after she was captured by the Thuggee.

Willie's special ability, in addition to being able to jump high, is a 
screaming voice which can shatter glass.  Hold down Z to use.

Willie has a phobia of red spiders, but not blue spiders, oddly.

---

* Short Round * - After TOD-1

Born Wan Li, Shorty is a rather young cab driver from Shanghai, who tagged 
along with Indy not long after he was orphaned.  Able to speak both English 
and Cantonese, Short Round has found a sort of surrogate father in Indy, and 
has found himself a decent getaway driver in a pinch.

Short Round's ability is to crawl into tight vents.  Press Z in front of one 
and he'll crawl to the other side automatically.

---

* Brody * - After TLC-1

Marcus Brody is a museum owner and curator.  He's known Indy since he was a 
kid, and often acts as a surrogate father figure.  He's rather absent-minded 
and reportedly once got lost in his own museum.

Brody is armed with a book.

---

* Elsa * - After TLC-1
* Elsa (Officer) * - After TLC-3 (15,000)
* Elsa (Desert) * - After TLC-5 (15,000)

Dr. Elsa Schneider is an Austrian art professor who has worked with Indy's 
father to help search for the Holy Grail.  She's rather good at using her 
wiles to get what she wants.

Elsa's costumes are the blouse and jacket she wears when first meeting Indy in 
Venice, then her officer uniform in Berlin, then her blouse in the desert.

Elsa is armed with a book, and can also high jump.

Elsa has a phobia of rats.

---

* Henry Jones * - After TLC-2

Dr. Henry Jones, Sr. is Indy's estranged father and is obsessed with the 
search of the Holy Grail, leading the two Jones' to become distant through 
the years.

Henry is armed with a book.

Henry has a phobia of rats.

---

* Boy Scout * - After Young Indy Bonus

This is Herman Mueller, young Indy's sidekick as he goes to stop the outlaws 
pinching the Cross of Coronado.

The Boy Scout has a phobia of snakes.

======================
8B. Extra Characters =
======================

All these characters must be bought from the library.

---

* Hovitos Tribesman * - After RLA-1 (18,000)

The indigenous peoples of the region with the Lost Temple.  Jones ran afoul 
of them once he liberated their fertility idol.

Tribesmen carry spears as weapons.

---

* Barranca * - After RLA-1 (18,000)
* Jungle Guide * - After RLA-1 (18,000)

Barranca is one of the local guides that accompanies Indy to the Lost 
Temple.  He's not known for his loyalty.

Barranca is tan-skinned while the Guide is pale-skinned, if you needed help 
telling them apart.

---

* Belloq (Jungle) * - After RLA-1 (50,000)
* Belloq * - After RLA-4 (50,000)
* Belloq (Robes) * - After RLA-6 (50,000)

An archaeologist much along the lines of Indiana Jones, only more ruthless 
and less inclined towards fair play.  René Belloq and Jones have crossed 
paths before when both search for the same artifacts.  It is rumored that 
their history dates back to graduate school, when Belloq plagarized Jones' 
essay on stratigraphy.

The three costumes for Belloq are his pith helmet in the jungle, his normal 
white suit when in Egypt, and the robes he wears when opening the Ark.

Belloq is armed with a book.

---

* Major Toht * - After RLA-2 (50,000)

Arnold Ernst Toht is an "enemy" agent, often seen in his black overcoat and 
wide-brimmed hat.  Although he seems harmless to look at, he's actually a 
rather brutal and sinister interrogator.

Toht is armed with a pistol.  He also can open soldier doors.

---

* Colonel Dietrich * - After RLA-2 (50,000)

While Belloq leads the expedition, Herman Dietrich commands all the 
soldiers on the Ark Project.  He was chosen for his ruthlessness and 
efficiency.

Dietrich is armed with a pistol.  He also can open soldier doors.

---

* Enemy Guard (Mountains) * - After RLA-2 (30,000)
* Bazooka Trooper (Raiders) * - After RLA-2 (30,000)
* Enemy Soldier (Desert) * - After RLA-3 (18,000)
* Enemy Officer * - After RLA-3 (30,000)
* Enemy Officer (Desert) * - After RLA-4 (30,000)
* Enemy Guard * - After RLA-6 (18,000)
* Enemy Radio Operator * - After TLC-2 (25,000)
* Bazooka Trooper (Crusade) * - After TLC-2 (30,000)
* Enemy Pilot * - After TLC-4 (25,000)

So, yes.  In the world of LEGO Indy, your foes are "enemies".  Blue-eyed, 
blonde-haired enemies.  These soldiers are professionals, armed with a 
variety of weapons and well-placed to receive attack.

All of these guys can open soldier doors.  Almost all of them are armed with 
pistols.  The only ones that aren't are the Officers who have grenades, and 
the Bazooka Troopers, who have bazookas.

---

* Sherpa Brawler * - After RLA-2 (18,000)
* Sherpa Gunner * - After RLA-2 (25,000)

One of the many myriad hired thugs employed by the enemy forces in this 
game, Sherpas are locals from Nepal with a great knowledge of the mountains.

The Brawlers are unarmed, but the Sherpa Gunner has a machine gun.

---

* Masked Bandit * - After RLA-3 (18,000)
* Bandit Swordsman * - After RLA-3 (25,000)
* Bandit * - After RLA-4 (15,000)

Local toughs in Cairo, hired by the enemy forces to stop Indy, and assist 
Belloq in finding the Ark.

The Masked Bandit is armed with a pistol.  
The Bandit Swordsman is armed with a sword.
The Bandit has a shovel.

---

* Monkey Man * - After RLA-3 (18,000)

In Cairo, this shifty looking fellow has trained a small monkey to steal 
Marion's medallion.  The monkey seems oddly intelligent.

Monkey Man is armed with a pistol.

---

* Enemy Boxer * - After RLA-5 (25,000)

This rather fierce fellow is always in the mood for a good brawling.  He's 
known to drop whatever he's doing if he sees a fight brewing.  Very eager 
of him.

---

* Captain Katanga * - After RLA-5 (18,000)
* First Mate * - After RLA-5 (12,500)

Simon Katanga is the captain of the Bantu Wind, a tramp steamer.  Despite his 
harsh exterior, he's a very loyal fellow.

Both Katanga and his mate are armed with wrenches.

---

* Kao Kan * - After TOD-1 (25,000)
* Lao Che * - After TOD-1 (19,000)
* Chen * - After TOD-1 (18,000)

Lao Che is a Chinese gangster, and Kao Kan and Chen are his two sons.  He 
tasks Indy with finding the remains of Nurhaci, in exchanges for a large 
blue diamond.

These mobsters are all armed with machine guns.

---

* Wu Han * - After TOD-1 (20,000)

Another of Indy's many old friends, Wu Han plays the part of a simple waiter 
during Indy's meeting with Lao Che.

Wu Han is armed with a machine gun.

---

* Dancing Girl * - After TOD-1 (27,500)

No rollicking musical number is complete without a multitude of cute dancing 
girls backing up the headliner.  These young ladies work at Club Obi-Wan.

Still female, the Dancing Girl can also high jump.

---

* Maharajah * - After TOD-2 (40,000)

Maharajah Zalim Singh is the ruler of Pankot Palace.  Despite his standing, 
he's actually quite young, around Short Round's age.

Maharajah is both a Shorty and a Thuggee.  He can fit in small spaces and 
activate Thuggee Statues.

---

* Pankot Assassin * - After TOD-2 (25,000)
* Pankot Guard * - After TOD-2 (18,000)

Pankot Palace has a large contingent of turban-clad fellows who serve as 
security.  Whose side are they on?

The Guard is armed with a spear.
The Assassin is armed with a sword.

---

* Village Elder * - After TOD-2 (15,000)

This haggard white-haired fellow serves as a font of exposition.  His 
village is blessed by the powers of the Sankara Stone, which he claims was 
stolen by those at Pankot Palace.

---

* Village Dignitary * - After TOD-2 (15,000)

These jovial fellows attend the Maharajah's banquet.  Favorite foods include 
Snake Surprise, Fried Beetles, Eyeball Soup, and Chilled Monkey Brain.

---

* Chatter Lal * - After TOD-2 (40,000)
* Chatter Lal (Thuggee) * - After TOD-3 (40,000)

A servant for the Maharajah's court, Lal handles matters of state, such as 
dealing with guests and troublemakers.

Both Chatter Lal costumes (suit and Thuggee robes) are Thuggees, and can 
access Thuggee Statues.

---

* Thuggee Acolyte * - After TOD-3 (30,000)
* Thuggee * - After TOD-3 (18,000)
* Thuggee Slave Driver * - After TOD-4 (18,000)

The Thuggee are an ancient cabal of, well, let's just say bad dudes.  They're 
currently operating in secret in order to gain power in India.

The normal Thuggee is armed with a sword.  The other two are unarmed.

All these guys are Thuggees that can use Thuggee Statues.

---

* Slave Child * - After TOD-4 (3,000)

Captured from the neighboring villages, these children are being forced to 
mine for the Sankara Stones.

The Slave Child is a Shorty, in that he can crawl through small vents.

---

* Mola Ram * - After TOD-6 (50,000)

The high priest of the Thuggee, currently searching for the lost Sankara 
Stones so he can rule the world.

Mola Ram is unarmed (except for his headdress which he sometimes swings) but 
is a Thuggee, so he can unlock Thuggee Statues.

---

* British Officer * - After TOD-6 (25,000)
* British Soldier * - After TOD-6 (18,000)
* British Commander * - After TOD-6 (30,000)

Sent from the UK to keep an eye on the place to make sure nobody's up to any 
mischief, these guys prove to be helpful reinforcements.  The Commander is 
actually named Captain Phillip Blumburtt.

All these soldiers are armed with pistols.  It goes without saying, but even 
though they're soldiers, they're not ENEMY soldiers so they can't use soldier 
doors.

---

* Kazim * - After TLC-1 (30,000)
* Kazim (Desert) * - After TLC-5 (30,000)

Kazim is the leader of the Brotherhood of the Cruciform Sword, an order 
dedicated to protecting the Holy Grail from those who would steal its power.  
He initially considers Indy an enemy.

Kazim is armed with a pistol.

---

* Enemy Butler * - After TLC-2 (15,000)

This butler maintains the facade of Castle Brunwald to keep people from 
finding out that it's an enemy base.

---

* Colonel Vogel * - After TLC-5 (50,000)

Vogel is an enemy officer under specific orders to stop the Jones' from 
taking the Holy Grail first.  He's rather violent and can brawl rather well.

Vogel is armed with a pistol.

---

* Donovan * - After TLC-6 (50,000)

Walter Donovan is an American businessman who brings to Indy's attention the 
search for the Grail and the disappearance of his father.

Donovan is armed with a book.

---

* Grail Knight * - After TLC-6 (50,000)

According to the legend of the Holy Grail, of the three knights who set out 
to recover it, one died, one returned, and the third stayed behind to guard 
the Grail.  This ancient fellow has used the Grail's power to stay alive so 
he could remain to watch over the Grail and test those who might be worthy.

The Grail Knight is armed with a broadsword.

---

* Fedora * - After Young Indy Bonus (50,000)

This scoundrel tries to steal the Cross of Coronado, but is foiled by Young 
Indy.  He calls the sheriff on him and gets the Cross back, but not before 
saluting Indy's effort by giving him his fedora.

"Fedora" is armed with a pistol.

=======================
8C. Secret Characters =
=======================

These characters are present only when you buy the Extra called "Secret 
Characters".  Basically what it does is that you turn it on, then go into a 
mission on Free Play.  As you cycle through the characters, you'll come across 
a couple that aren't in the usual list.  I'll tell you right now that none of 
these characters are particularly special, but here they are, documented.

* Santa * - Available in RLA-2

This jolly old elf is part of one of the secrets in the area.  He's unarmed.

---

* Dancing Girl 2 *
* Shanghai Hoodlum 1 * - Available in TOD-1
* Shanghai Hoodlum 2 * 

These three locals are part of the Shanghai scenery.  The first is a high 
jumping lady in a pink dress.  The other two are mobsters with machine guns.

---

* Grave Robber 1 *
* Grave Robber 2 * - Available in Young Indy Bonus

These two bums are members of Fedora's gang, pilfering the Cross of Coronado.
They are both armed with pistols.

=====================
8D. Guest Character =
=====================

There's one very special guest hidden in the game, and to unlock him, you'll 
need to find five of his friends hidden in the wild.  Here is how to find 
the friends:

C-3PO - (Found in RLA-1)
 (Explosive) Just after snagging the idol fire an explosive at the gray wall.  
 This is in the next room.  Smash the blocks that encase him.

Luke Skywalker - (Found in RLA-2)
 (Glass) In the area with the collapsing ice bridges, fall down the third one 
 to the bottom, then blast or scream at the wall of ice in the back to free 
 Luke from his wampa prison.

Chewbacca - (Found in RLA-3)
 (Scholar, Shorty) In the last room with the truck, decipher the glyph panel 
 at the back wall to find the cantina, then use the vent in back to crawl to 
 where Chewie is.

Princess Leia - (Found in TOD-4)
 (Explosive, Soldier) In the fourth area, go towards the right edge and look at 
 the front to see some railings that go down.  Drop down to the right and blast 
 the rubble in the way.  Use the soldier door to find Her Worshipfulness.

R2-D2 - (Found in TLC-5)
 In the first area, go the left side and use the bucking horse (or a high 
 jumper) to get up to the top, then head left and use the whip platform to 
 lower a Sandcrawler tube, out from which pops a plucky little droid.

Once you find all five characters:

* Han Solo * - (100,000)

One of the great heroes of the Rebellion against the Empire, Han Solo is a 
cocky and brash smuggler from Corellia.  What he's doing in this game might 
have something to do with the actor who portrayed him.

Han Solo is armed with his blaster.  He has no other noticable qualities and 
operates like a character from this game (ie. no grapple, no dive roll with 
a triple shot).

******************************************************************************
9. SECRETS/UNLOCKABLES
******************************************************************************

Here's where I put all the stuff that's not a mission.  You'll find a quick 
list of basic unlocks, how all the Extras work, and a collection of codes 
you can enter to save yourself some studs.

==================
9A. Main Unlocks =
==================

For a mission:
Unlock Free Play by completing the mission.
Unlock the mission's Artifact by collecting all ten Treasures in it.
Unlock that mission's purchaseable extra by finding the parcel and placing it 
 in the mailbox.

Earn 100% in the game by purchasing everything and finding every Treasure, 
parcel, and getting True Adventurer on all missions.

If you earn 100%, while you're in the college, studs of all colors and hearts 
will rain down from the heavens.  Yeah, that's it.

========================
9B. Extras and Parcels =
========================

Extras are fun (or useful) little goodies you can apply to your game.  You 
can purchase them in the Mail Room, then activate them in the Extras Menu.

Extras can be used just about anywhere in the game.  The only place you 
cannot use certain Extras is the score multipliers in Ancient City and 
Warehouse.

For the sake of having a quick list, I've also listed how to get each parcel, 
although you can also find this info in the Free Play section.

---

Normal Extras (can be purchased at any time)

Adaptive Difficulty (Available at beginning)
- With this off, you only lose 2,000 studs every time you die.  With this 
  on, things will be adjusted depending on how you play.  If you play well, 
  you'll lose 4,000 studs if you die.  If you play poorly and die a lot, 
  you'll only lose 1,000 studs.

Secret Characters (25,000)
- Turn this on and a few extra characters will be added to your Free Play 
  repetoire.  See "Secret Characters" in Section 8C for more info.

Fertilizer (7,500)
- With this on, ride any animal and press Z and it will poop.  Yay poop!

Disguises (12,500)
- This will put fake glasses and mustaches on all characters.

Silhouettes (10,000)
- This will make all characters a shiny black.

Beep Beep (7,500)
- In any vehicle, press Z and you'll beep the horn.  Beep beep!  I'm a
  motorist!

Ice Rink (15,000)
- This will make the floor super slippery.  Useful if you want to challenge 
  yourself.

---

Parcel Extras (require mailing the requisite parcel in a mission)

Fast Fix (30,000, Parcel 1)
- This allows you to use a wrench on an engine really quickly.
 Location: RLA-1 - (Thuggee, Glass) In the first room after the idol room, use 
  the Thuggee Statue to remove the spikes from the lower area.  Drop down and 
  go left past the mailbox.  Use explosives or a scream on the parcel encased 
  in glass, and carry it back to the box, avoiding the rolling heads.

Super Slap (25,000, Parcel 2)
- This will turn any melee attack into a one-hit break.
 Location: RLA-2 - (Soldier) Once outside the bar, knock on the soldier door to 
  the left, and enter the house.  Inside, climb the ladder and place the box.  
  Use the whip platform you construct, which will free a certain jolly red 
  elf.  Go outside and you'll find he left a present for you, in the form of a 
  parcel.  Toss it in the nearby mailbox.

Treasure X2 (1,000,000, Parcel 3)
- Very useful, and very expensive.  As implied, silver studs will be worth 
  20, gold studs 200, and blue studs 2000.  This will allow you to get True 
  Adventurer much more quickly in missions.  The REALLY cool part about the 
  score multipliers is that they stack, meaning that if you bought all of them, 
  you'd be getting Score X 3840, which is just ridiculous.
 Location: RLA-3 - (Scholar) In the area where you reassemble the truck is a 
  glyph panel.  Decipher it and head through the door to enter a very familiar 
  cantina.  Assemble four piles in the middle to make speakers, then step on 
  the lit up panels.  Your partner will step on the other.  Keep stepping on 
  both panels to make the parcel appear.  The box is right next to you.

Fast Dig (50,000, Parcel 4)
- With this, digging will be super fast.
 Location: RLA-4 - After you beat the giant snake, go across the whip platform 
  near his spot, climb the rope and jump to the left (where a Treasure is).  
  Bust down the five golden items near it, which will open the way to the 
  Map Room.  Pull the switch to open the big doors, then go to the back 
  room.  You need to open three vents to let water in.  The first is a simple 
  lever job.  The second you need to piece together the trough, and the third 
  needs a Key which is in the back right corner.  Once all three are open, 
  flowers will spring up in the Map Room.  Destroy them all to make the parcel 
  appear.  The mailbox is right nearby to be put together.

Fast Build (40,000, Parcel 5)
- With this very useful Extra, building goes by like nothing.
 Location: RLA-5 - (Explosive) Use the crane to pick up your partner and set 
  them down on the left side, on the upper platform.  The partner can then walk 
  over and grab it.  To actually mail it takes a bit more doing.  Blow up the 
  shiny bars on the wall near the crane and throw the switch.  Carry the Parcel 
  up the stairs and quickly stuff it before time runs out.  Oh, and you also 
  have to have placed the cylinder so you make the jumps up.

Artifact Detector (250,000, Parcel 6)
- With this turned on, any Treasures you haven't found will have an arrow 
  pointing to them.  Now, it doesn't necessarily tell you how to GET these 
  Treasures, just where they are or where they'll appaer.
 Location: RLA-6 - (Scholar) In the horse pen area, decipher the glyph panel 
  to enter a cave.  In the cave, push each of the gold and brown objects to the 
  side (on the bottom, you'll have to break a box and assemble the floor.  With 
  both objects in opposite corners, stand on the top of both of them to uncover 
  the floor.  Build the stairs and carry the parcel to the mailbox.

Treasure X4 (2,000,000, Parcel 7)
- See X2 for the effect.
 Location: TOD-1 - (Explosive) I say Explosive, but really anyone with a sword 
  will also work, for the reason that you're using the Explosive to get a sword 
  and nothing else.  Anyway, at the airport, go to the far left and blast the 
  gray box to find the sword.  Throw it at the rope over the large hangar door 
  to the left and go in.  Grab the rope on the weird propeller to get it 
  moving, so you can jump to the parcel and carry it to the mailbox.

Poo Treasure (70,000, Parcel 8)
- With this and Fertilizer turned on, pressing Z while on an animal will make 
  it eject studs.
 Location: TOD-2 - (Thuggee) In the dining hall, high jump on top of the beige 
  barrel and whip across to grab the parcel.  Take it alll the way down the 
  hallways to the Thuggee Statue.  Use it to uncover the mailbox.

Super Scream (80,000, Parcel 9)
- With this, Willie's scream will cause damage to enemies.
 Location: TOD-3 - (Scholar) In the second area, go to the far right and fix 
  the engine, then decipher the glyph panel.  Take the parcel all the way to 
  the left edge, break the red and black structure so you can reassemble it 
  into the mailbox, and dump it in.

Character Treasure (100,000, Parcel 10)
- Turn this on and defeated enemies will drop studs.
 Location: TOD-4 - (Explosive) In the third area, near the blue object in the 
  back, is a shiny cage.  Blast it open to get the parcel.  You need to do the 
  same method you used for the blue object to get it across the platforms: set 
  it down, then jump across and whip it to get it.  Once you get the lift 
  working, ride it up with the parcel and ship it.

Treasure X6 (3,000,000, Parcel 11)
- See X2 for the effect.
 Location: TOD-5 (Scholar) Use the glyph panel and dig up the parcel that's 
  behind it.  The box is off to the right.

Regenerate Hearts (150,000, Parcel 12)
- Use this to slowly regain hearts as you play.
 Location: TOD-6 (Explosive) After the stone pillars, there's a leaf-covered 
  pit on the right.  Drop down into the cave.  Blow apart the gray stuff on 
  the left to reveal a box and a sword.  Put the box on one of the green 
  panels, and throw the sword at the cage on the right to drop the other box.  
  Assemble the mailbox, then dig up the parcel nearby and mail it.

Parcel Detector (125,000, Parcel 13)
- Much like the Artifact Detector, this will point out where Parcels are, but 
  not necessarily how to get them.
 Location: TLC-1 - (Shorty) In the plaza, to the right of the bridge, break 
  all the furniture to find pieces for a vent.  Crawl up to the top level, and 
  pull the switch up there, which will open the gate in the river to the back 
  area.  In this area, use the whip platform to drag down the parcel, then 
  smash the boards blocking the lever.  Pull it and ride up the scaffold.  
  Walk into the room and smash the cupboards to find a key.  Take it to the 
  right and turn the crank to reveal a platform.  Drop out and jump to the 
  right.  For the last gap before the mailbox, set the parcel down, jump over, 
  and whip the parcel so you take it with you.

Disarm Enemies (100,000, Parcel 14)
- With this turned on, enemies will pull out their guns, but won't fire.  Be 
  sure to turn this off when fighting Vogel, otherwise he'll just sit there.
 Location: TLC-2 - (Thuggee, Explosive) In the second room, use the Thuggee 
  Statue and enter the secret room.  Blast the armor to the right of the red 
  banner to reveal the parts for a crank.  Turn it to lift the banner and find 
  the parcel.  The mailbox is also right there.

Treasure X8 (4,000,000, Parcel 15)
- See X2 for the effect.
 Location: TLC-3 - (Free Play) Near the windmill, smash a box to find a Key.  
  Use it on the nearby crank to turn the windmill and spit out a box.  Place 
  the box to make a step to high jump up, grab the parcel, and drop it off at 
  the mailbox near the well.

Treasure Magnet (100,000, Parcel 16)
- This will increase your stud-collecting radius, allowing you to pick them 
  up from further away.  Note, however, that studs that are bouncing will not 
  be grabbed until they settle.
 Location: TLC-4 - At the last barn before the wall you have to jump over is a 
  tractor.  Ride it out back west over three red spots that are near some 
  plants.  Each time you roll over a red spot, you'll unearth a mushroom.  
  Smash them all to make the parcel appear, which is delivered near the barn.

Treasure X10 (5,000,000, Parcel 17)
- See X2 for the effect.
 Location: TLC-5 - (Free Play) BEFORE pushing the box off the ledge to make a 
  land mine, switch to a high jumper and jump off the box to the railings above 
  to reach the Parcel.  Take it down and finish Vogel, then dig up the mailbox 
  in the left part of the area.

Invincibility (1,000,000, Parcel 18)
- With this on, you won't lose any hearts from being struck.  You'll still 
  react to hits, though, stopping whatever you're doing.
 Location: TLC-6 - (Explosive) Blast the right-hand truck to free the mailbox.  
  Go all the way towards the screen to find a dig spot, which has the parcel.

==================
9C. Secret Codes =
==================

Here are several random codes as contributed to GameFAQs by its code-
searching population.  I claim no responsibility for finding these codes.  
I only wish to have them here as part of the document.

If you find or know of any more codes, please share.  Also, please don't 
ask me if I know of any codes for whatever.  If I find new ones, they will 
go up immediately.

Characters

12N68W Bandit 
1MK4RT Bandit Swordsman 
04EM94 Barranca 
MK83R7 Bazooka Trooper (Crusade) 
S93Y5R Bazooka Trooper (Raiders) 
CHN3YU Belloq 
TDR197 Belloq (Jungle) 
VEO29L Belloq (Robes) 
B73EUA British Commander 
VJ5TI9 British Officer 
DJ5I2W British Soldier 
VJ3TT3 Captain Katanga 
ENW936 Chatter Lal 
CNH4RY Chatter Lal (Thuggee) 
3NK48T Chen 
2K9RKS Colonel Dietrich 
8EAL4H Colonel Vogel 
C7EJ21 Dancing Girl 
3NFTU8 Donovan 
JSNRT9 Elsa (Desert) 
VMJ5US Elsa (Officer) 
8246RB Enemy Boxer 
VJ48W3 Enemy Butler 
VJ7R51 Enemy Guard 
YR47WM Enemy Guard (Mountains) 
572E61 Enemy Officer 
2MK45O Enemy Officer (Desert)
B84ELP Enemy Pilot 
1MF94R Enemy Radio Operator 
4NSU7Q Enemy Soldier (Desert) 
V75YSP Fedora 
0GIN24 First Mate 
NE6THI Grail Knight 
H0V1SS Hovitos Tribesman 
4J8S4M Indiana Jones (Desert Disguise) 
VJ85OS Indiana Jones (Officer) 
24PF34 Jungle Guide 
WMO46L Kao Kan 
NRH23J Kazim 
3M29TJ Kazim (Desert) 
2NK479 Lao Che 
NFK5N2 Maharajah
13NS01 Major Toht 
N48SF0 Masked Bandit 
FJUR31 Mola Ram 
3RF6YJ Monkey Man 
2NKT72 Pankot Assassin 
VN28RH Pankot Guard 
VJ37WJ Sherpa Brawler 
ND762W Sherpa Gunner 
0E3ENW Slave Child 
VM683E Thuggee 
T2R3F9 Thuggee Acolyte 
VBS7GW Thuggee Slave Driver 
KD48TN Village Dignitary 
4682E1 Village Elder 
VK93R7 Willie (Dinner Suit) 
MEN4IP Willie (Pajamas)
3NSLT8 Wu Han

Extras

VIKED7 Artifact Detector 
VNF59Q Beep Beep 
VIES2R Character Treasure 
VKRNS9 Disarm Enemies 
4ID1N6 Disguises 
V83SLO Fast Build 
378RS6 Fast Dig 
FJ59WS Fast Fix 
B1GW1F Fertilizer
33GM7J Ice Rink 
B83EA1 Invincibility
VUT673 Parcel Detector 
WWQ1SA Poo Treasure 
MDLP69 Regenerate Hearts 
3X44AA Secret Characters 
3HE85H Silhouettes 
VN3R7S Super Scream 
0P1TA5 Super Slap 
H86LA2 Treasure Magnet 
VI3PS8 Treasure x10 
VM4TS9 Treasure x2 
VLWEN3 Treasure x4 
V84RYS Treasure x6 
A72E1M Treasure x8 


******************************************************************************
10. STANDARD GUIDE STUFF
******************************************************************************
============
10A. Legal =
============

This FAQ was made 100% by me, and is Copyright © 2008 Scott "CyricZ" 
Zdankiewicz.  You may not take it in whole or in part and claim it as your 
own.  You may not alter it in any way, even if you ask me first, and that 
includes putting it in HTML format.  Please don’t post this on your site 
unless you have express consent by me.  I’ve put a lot of time into this.  
Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.ign.com
www.cheatcc.com
www.cheatplanet.com
www.neoseeker.com

I'm not going to allow people with small personal sites to post this FAQ.  
They may post the link on GameFAQs with all the LEGO Indiana Jones guides, but, 
trying to keep updates, well, updated, I'll only allow large committed sites 
that I trust.

========================
10B. E-mail Guidelines =
========================

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with LEGO Indiana Jones.  I don't want spam, 
chain letters, offers for friendship.  Compliment me on the FAQ all you want, 
though.
- Make sure you say LEGO Indiana Jones at one point in your e-mail.  I have 
more than one LEGO FAQ, and asking a generic question such as "How do I beat 
the last level?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
your e-mail, it'll go to the junk pile.

==============
10C. Credits =
==============

CJayC, SBAllen, and all respective webmasters for having this on their sites.

Lucasarts Entertainment Company and Traveller's Tales, for this fine example 
of a LEGO game.

LEGO, for their world of imagination.

George Lucas and Steven Spielberg, for the fun movies this game is based on.

Harrison Ford, because he's a decent guy for putting up with this for four 
movies.

======================
10D. Version Updates =
======================

Version 1.0 - 6/9/2008 - Should be pretty much done!  Let me know if I'm 
 missing anything.

Version 1.1 - 6/26/2008 - Well whaddaya know.  It turns out that Ancient City 
 is the first one you unlock.  Whatever.  We're still unsure on the actual 
 requirements for unlocking each bonus mission, but we're convinced it has 
 something to do with the color of the lights that shine off the artifacts.  
 Anyone with any insight, please help.

=====================
10E. The Final Word =
=====================

Well, this wasn't as gigantic as the LEGO Star Wars games, but a fun ride 
nonetheless, in the same madcap style.  I definitely recommend it if you 
like the IJ movies. ^_^