Lego indiana jones manual wii
Top content. Manual of Style. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. 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. 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, 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. Collect Treasures to assemble an artifact. Collecting all ten and completing the artifact will get you 50, 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. 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,, 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.
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. Up the stairs in the back and to the right will lead you to the Artifact Room. This will allow you to purchase basically any character, friend or foe, that you did not normally play as during the game.
If you have any six-character code used for unlocking characters or extras, input it here. 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.
Also, if you jump off the balcony in the Artifact Room, you'll land down here. 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. 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.
Check the "Bonus Missions" section later in the guide. 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. This is where Forrestal cashed in. He was good. He was very, very good. 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. 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. 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. 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. 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! 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. 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. Why'd it have to be snakes? 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.
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. 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.
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