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Cheats

Disable AI Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "vars.cfg" file in the "\lucasarts\indiana ones and the emperor!s tomb" folder. "ocate the "ai#isabled" line and change it to "ai#isabled$false". No Target Mode/Disable enemy AI "ocate your %mperor!s Tomb folder &example path ':\(rogram )iles\"ucasarts\*ndiana +ones ,nd The %mperor!s Tomb)rom there. open the game data folder. follo/ed by the folder marked indy. )inally. open up the file vars.')0. and at the top of the file. change ai#isabled so it reads as: ai#isabled$true. 1nce this is done. save the file and enter the game. your enemies are no/ oblivious to your presence and /ill no longer attack you Art gallery 'ollect all artifacts in the game to unlock an art gallery. Play two levels not found in the console version of the game *f you navigate to the default install directory of the game. there is a folder that holds every level of the game. *n this folder are t/o files called 2opetest and 3hipgym. 2un either of these files to play on a level not present in the console version of the game. Cheat mode Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "default.cfg" file in the "\lucasarts\indiana ones and the emperor!s tomb\gamedata\indy" folder. ,dd the follo/ing line to the file: cheats:4 This unlocks unlimited air /hen s/imming. unlimited ammunition. and unlimited health. These options do no seem to be individually selectable. Saved ame! "cindy#onesem"erorstomb$%i" , saved game file allo/s you to access features that are not usually available until the game is completed or some other condition is met. The file may either be ust a file copied from a game!s save folder. or a file that has been edited in some manner to unlock various bonuses. Using a saved file that /as not created by your game is not supported by the game!s developer or 0ame3inners.com. ,s /ith any file you install. take basic precautions such as running a virus checker. 2arely. game companies may change the format of saves from a particular game /ith each ne/ patch or version of that title. or bet/een /orld regions. This is the most common reason /hy a do/nloaded saved game file may fail to /ork in your installation of the game. 5tep 4: #o/nload the file to a temporary folder on your ('. This is a compressed archive containing the saved game as /ell as additional comments. if available. 5tep 6: 'opy your existing saved game file&s- to a safe location in the event you need to restore them later. %xtract the saved game file to the folder that your game uses to store saves. "ook at the file extension of your do/nloaded file in order to use the correct program to extract the files. 5tep 7: "ook for files /ith the .nfo or .txt file extensions that may have been included /ith the archive. Use a text editor such as Note (ad or 3ord(ad to read them. They may contain additional information about using the files. as /ell as reveal /hat exactly the save /ill do in your game. ,lso. the archive may contain a file8id.di9 text file that provides a summary of /hat is included in the archive. ame Trainer! i#onesem"cht$%i" , trainer is an executable program /ritten by a third party that runs at the same time as a (' game. and allo/s you to access features or cheats that are normally not available. The trainer /orks by altering memory locations /hile you are playing the game. *t is not supported by the game!s developer or 0ame3inners.com. ,s /ith any

executable program you install. take basic precautions such as running a virus checker and making sure you can re:install your original game if needed. 5tep 4: #o/nload the file to a temporary folder on your ('. This is a compressed archive containing various files. including specific instructions on ho/ to install and run the trainer. 5tep 6: %xtract the trainer files so that they can be vie/ed and used. "ook at the file extension of your do/nloaded file in order to use the correct program to extract the files. 5tep 7: "ook for files /ith the .nfo or .txt file extensions that /ere included /ith the archive. Use a text editor such as Note (ad or 3ord(ad to read them. They may contain installation and usage instructions for the trainer provided from the individual or group that created it. Note: 2arely. a trainer archive may ust include the program itself. *n such cases. basic instructions /ill appear /hen you run the program. ,lso. the archive may contain a file8id.di9 text file that provides a summary of /hat is included /ith the trainer. 5tep ;: Trainers must be running simultaneously /ith its intended game. 5tart the game and begin game play. (ress <,lt= > <Tab= to s/itch to the 3indo/s #esktop. then start the trainer. 5elect the desired cheat options and press <,lt= > <Tab= again to s/itch back to the game. #o not exit the trainer until after your game ends. Note: Trainers are most often /ritten for specific versions &patches- of games. The most common reason that trainers do not /ork correctly is a mismatched version. ame Trainer! "%&i#em"erorallunloc$%i" , trainer is an executable program /ritten by a third party that runs at the same time as a (' game. and allo/s you to access features or cheats that are normally not available. The trainer /orks by altering memory locations /hile you are playing the game. *t is not supported by the game!s developer or 0ame3inners.com. ,s /ith any executable program you install. take basic precautions such as running a virus checker and making sure you can re:install your original game if needed. 5tep 4: #o/nload the file to a temporary folder on your ('. This is a compressed archive containing various files. including specific instructions on ho/ to install and run the trainer. 5tep 6: %xtract the trainer files so that they can be vie/ed and used. "ook at the file extension of your do/nloaded file in order to use the correct program to extract the files. 5tep 7: "ook for files /ith the .nfo or .txt file extensions that /ere included /ith the archive. Use a text editor such as Note (ad or 3ord(ad to read them. They may contain installation and usage instructions for the trainer provided from the individual or group that created it. Note: 2arely. a trainer archive may ust include the program itself. *n such cases. basic instructions /ill appear /hen you run the program. ,lso. the archive may contain a file8id.di9 text file that provides a summary of /hat is included /ith the trainer. 5tep ;: Trainers must be running simultaneously /ith its intended game. 5tart the game and begin game play. (ress <,lt= > <Tab= to s/itch to the 3indo/s #esktop. then start the trainer. 5elect the desired cheat options and press <,lt= > <Tab= again to s/itch back to the game. #o not exit the trainer until after your game ends. Note: Trainers are most often /ritten for specific versions &patches- of games. The most common reason that trainers do not /ork correctly is a mismatched version.

Walkthrough
*ndiana +ones and the %mperor!s Tomb ?ersion 4.4 ,pril 7@. 6@@7 by 2obert (arry:'ru/ys &robert8parry:cru/ysAbro/n.eduTable of 'ontents *. *ntroduction **. ?ersion Bistory ***. 'ontrols *?. 'ombat 5trategies ?. %nemies ?*. 3alkthrough ?**. ,rtifact "ocations ?***. 5ecrets ***. 'ontrols Cany people have emailed me asking for controls to this game. Though they are mostly listed under the "1ptions" menu under "'ontrols". * figured it /ould be helpful to list them here as /ell. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: (' controls &thanks to 'liff 'henNote: if you change your key bindings in the options menu. you must change them back to the default to s/ing on ropes and chains. * don!t kno/ /hy this is but keep it in mindD 3 : Cove *ndy )or/ard , : Cove *ndy "eft 5 : Cove *ndy Eack/ard # : Cove *ndy 2ight ' : %nter )irst (erson Code F : 2oll /hen 2unning % : ,ctionG(ull out indicated item in *con T : Take out current item 2 : 2eload /eapon H : (eek "eft /hen against the /all I : (eek 2ight /hen against the /all "eft 5hift : Bold to enter fighting crouch "eft ,lt : Bold to /alkG0uard Code 5pace : +ump % > 3 : 3alk 5neak &(ress % to exit3 > 5pace : )or/ard +ump "eft Couse : ,ttack 4 2ight Couse : ,ttack 6 "eft > 2ight Couse : 0rab enemy Couse movement : move camera ,rro/ Up : Ering up *nventoryG5elect *tem in *nventoryG'limb 2ope

,rro/ 2ight : Next *tem to 2ight in *nventoryG2otate on 2ope 2ight ,rro/ "eft : Next *tem to "eft in *nventoryG2otate on 2ope "eft ,rro/ #o/n : (ut a/ay *nventory ::according to the %N*,'. the (' version does not allo/ *ndy to s/ing on chains after he has lost his for/ard momentum. *f anyone else can confirm this. it /ould help to solve a lot of problems people have emailed me about chain s/inging pu99les $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ *?. 'ombat 5trategies ,nyone /ith a good strategy not posted here to send them to me. 3hether general fighting or shooting tips or good plans for specific enemies. email themD ::strategy submitted by +esse #onnelly "3hen your close enough to enemies. grab !em. Bit I once to slap em t/ice and then push the control stick to/ard the nearest /all. This /ill shove the guy into the /all. making him da9ed. 3hile he!s da9ed you could easily keep hitting him by repeatedly pressing the , button. Jeep hitting him until he!s dead. ,lso. /hen your approaching an enemy and you!re by a cliff or ledge. grab the guy and simply push the control stick in the direction of the ledge to thro/ him off. killing him. They usually leave their /eapons behind as an added bonus." ::strategy submitted by 'liff 'hen &paraphrased from an email"3hen using a blade. start your attack /ith the secondary attack button since the primary attack /ill often get blocked" ::strategy from medalofhonor464Aaol.com "*f you are facing an armed enemy. and aren!t armed yourself. try to get as close to them as possible &s/erve left and right a little to avoid their bullets as you run at them-. That /ay they /on!t be able to shoot. Then knock them do/n &* prefer using a /eapon that is out of ammo because it knocks do/n the enemy in one hit using the x button-. They /ill drop their /eapon. no/ you can pick it up and use it on them" ::strategy submitted by 2ob (arry:'ru/ys ",nother /ay to get close to enemies /ith guns is to roll at them. They usually /on!t be able to shoot you before you get to close. The only problem is that it!s very easy to overshoot /ith a roll. 5till. it can /ork in a clutch." ::strategy submitted by 5pace,pe "3hen you /ant to shoot an enemy around a corner. do a /all hug. *f you get close enough to the edge and hold " &IE1I- *ndy /ill pop out and you can shoot the bad guy. 2elease " and you go back to the /all hug. ,lso. 3hen fighting the nin as in Jong Tien. it is common kno/ledge that they /ill charge you. Bold do/n " and ump out of the /ay pressing E and left thumbstick. This /ill bring you ust out of reach. and /hile they!re accomplishing their po/erful punch. you can ust punch them from the side." ::another strategy submitted by 5pace,pe ", tip /hen facing blue ghosts and Cei King &it might help /ith yello/ ghosts.

but *!m not sure. 3hen a blue ghost or Cei King thro/s a ball of electricity at you. you can deflect it back at them by pressing " &IE1I- /ith the (a'heng in your hand. This helps a lot since you don!t have to dodge. *!m not sure if it keeps yello/ ghosts a/ay." ::strategy submitted by the %N*,' "There!s a safe /ay for trapping the ,lbino 'rocodile at the last 'eylon level: close the gate /ith the lever. even if the albino croc is still outside. Then *ndy can safely ump into the /ater and /ait !til the croc s/ims to/ards the gates. (ull them up again. and it /ill s/im inside. ,fter that you can trap it easily by closing the gate once again." ::strategy submitted by #eda ",t the begining of the Elack #ragon )ortress : The Elack #ragon )ortress level. you can use a shortcut. ,t the begining of the level. instead of dropping on the bridge. eLuip the /hip and ump from the scaffolding in the direction of the /alk/ay you can see do/n and far a/ay in front. *n mid air /hip s/ing on the overhanging torch. and save yourself from falling." ::strategy submitted by ?incent 3hite "To avoid damage from falling. enter 'ombat Code ust before you hit the deck. and you /on!t incur any harm." ::strategy submitted by Jathleen "1ne of the best parts of the game is /hat you can do /hen your opponent catches your fist and the both of you strain against each other. *n that event. press I to kick him /here it hurts the most and the sun don!t shine. No/ he!s stunned and completely open for another attack. ,s satisfying as it is funny." $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ ?. %nemies Bunters : Eoth bald and /ith hair. these guys often fight /ith nothing but their bare hands. though sometimes carry shotguns. revolvers. or machetes 0ermans : * assume these guys are secret police or something but they only /ear nice suitsD These fello/s often carry "ugers or machine guns and tend to fight in small groups. Turks : Tough fighters /ho often /ield s/ords or machine guns. Cake sure you have a s/ord or else you /ill not be able to block their /eapons. Na9i 5oldiers : #on!t count on these guys using anything but "ugers or Causers. though knock their /eapons a/ay and they!ll become faster versions of the hunters. 1ccasionally /ill attack /ith machine guns Na9i 1fficers : )or some reasons. these guys seem to be better fighters. thro/ing multiple fast punches at *ndy. though they mostly prefer to pepper him /ith machine gun fire. Nin as : 3ell. not 2%,""K nin as. but kung:fu fighters nevertheless. "ike the Turks. these bad boys like to use s/ords. though their ability to toss acrobatics in /ith their punches and kicks can really make short /ork of *ndy. 3atch out for their charging punch /hich is unblockable.

3aiters : #espite the fact that these guys are /aiters. they!ll fight *ndy ust as /ell as the Nin asD *f they!re not going hand:to:hand. these bad boys carry Causers or shotguns. Under/ater 5oldiers : Jeep s/imming until these cho/derheads have fired their spear guns &they!ll miss as long as you don!t stand still-. then retaliate: t/o direct hits sink these guys. Na9i )irebugs : These soldiers only appear on (eng "ai *sland and only if an alarm is pulled. Though easy to kill /ith a firearm. it!s suicide to try to fight these flamethro/er armed Na9is /ith your fists. Eest strategy: don!t let anyone pull an alarmD 'rocodiles : 1nly seen in 'eylon. these annoying critters of the deep /ill take a bite out of *ndy if he!s not careful /hen s/imming. "uckily. they!ll often give up chase if *ndy s/ims from side to side or gets them to run into something. ,lso. if *ndy hacks at these critters /ith his machete. they /ill often stop and take the damage until they die. NiftyD 5harks : +ust like crocs. sharks are nasty enemies. )ound in (eng "ai "agoon. +ust as killable as the crocs. Temple 0uards : Cuch like the nin as. though often carrying either deadly crossbo/s or spears. these guys /ill really test your fighting skills. 3atch out for their spinning spear move /hich is unblockable and really thro/s off *ndy!s timing &and it hurts tooD-. Bappily. they are stupid and. /hen attacking in groups. /ill hit each other as often as they hit you. Hombie Nin as : the first time you meet these guys. you!ll be dodging their glo/ing charges a lot and getting flipped by their umping grabs almost constantly. "uckily. they!re not too hard to beat. especially /hen you get the (a'heng. Kello/ 0hosts : 1nce you receive the (a'heng. these guys /ill go do/n easily /ith t/o Luick hits. 3atch out though. they!re fast and can fly right through you. as /ell as possess corpses and terra cotta statues. Terra 'otta 5tatues : (ossessed by the yello/ ghosts. these soldiers reLuire a good five to six hits to destroy and to free the yello/ ghost. Though it!s easy to get a fe/ hits in. once they only have their legs left. their constant kicking make finishing them off a bit tricky. Elue 0hosts : %asy to kill /ith the (a'heng. 1nly difficult part is their tendency to toss out yello/ ghosts. They appear on one level in the Nether/orld. ,lbino 'rocodile : ,s *ndy comments. "5omebody!s been feeding the fish". This albino croc is immense and /ill s/ollo/ *ndy /hole. #odge like cra9y or. better yet. avoid altogether. The Conster : The boss of (rague. this Terminator:esLue creature can do some real damage /ith his pro ectile /eapons or his massive fists. , dose of acid plus some serious beating /ith a stick can easily finish this lunkhead off. Jraken : , mythical beast of the deep. the Jraken can not be defeated by *ndy. only subdued. 5pears to his many eyes might help. *ndy best be a/are of his

ellyfish sub ects /ho /ill drag our brave adventurer straight to the Jraken!s gaping ma/. ,irplanes : 1nly encountered on the gondola ride up to the Elack #ragoon )ortress. these strafing Na9i pilots can be shot do/n /ith great ease. provided *ndy!s safely behind a turret. )eng T/ins : Carshall Jai!s faithful. and sexy. servants. these t/o girls can gang up on *ndy much like the former nin a enemies. 5adly. these t/o don!t die Luite as easily. 3atch out for their unblockable cyclone kick /hich. sadly. gives very little /arning. *ndy!s best bet is to dodge and stab /ith a s/ord. Cei King : The possessed body of Cei King /ill send energy balls. yello/ ghosts. and a beam of lighting so po/erful it can crush stone at our man in the bro/n fedora. "uckily. using the (aching /hen she lets her guard do/n can Luickly smash the three dragon orbs allo/ing the demon to control poor Cei King!s body. Carshall Jai : *ndy!s benefactor...or is heM No. he!s not. Be!s actually a po/er:mad sorcerer and *ndy!s final challenge. Using the po/er of the elements. the (acheng can penetrate his energy shield giving *ndy a chance to steal back the Beart of the #ragon. That is. if *ndy can dodge his ground pound energy attack and the invicible dragon at Jai!s command.

?. 3alkthrough &IE1I&N1T%: This /alkthrough covers the Ibox version of the game on "Normal" mode; the only differences bet/een modes is the increased or decreased damage enemies can cause *ndy.'eylon : 0ates of the "ost 'ity Kou start your Luest in *ndia. Bead for/ard up the small ledges. follo/ing the "tips" to ump to the top of the hill. ,t the summit you should see a /aterfall to your right. 'limb do/n into the running stream and turn right to /alk under the /aterfall into a secret cave. Bere is you /ill find your first artifact: the *dol of 2amba ?ihara. 0o back through the /aterfall and turn right to pass under a large arch. +ump the big pit /ith a running ump and continue for/ard into a large clearing. Turn left to find a /ater fountain. ,"3,K5 )*"" U( 1N 3,T%2DD *t!s the best /ay to replenish your energy and they come fe/ and far bet/een in the later levels. so hydrate yourself no/. ,fter filling your canteen. turn right and climb the t/o ledges. Turn right and climb a fe/ more ledges before taking a running ump across a huge break in the path. %nter the small chamber and pick up the machete next to the skeleton. Turn right and leave the chamber. , tip should appear on your screen telling you ho/ to lo/er yourself to the ground by holding the 2 trigger /hile /alking off a ledge. 5afe drop off the ledge in front of you and land on a toppled pillar. 3alk slo/ly do/n it and turn right. moving to/ards the overgro/n door of the temple. 'ut through the vines /ith the machete and turn left. 5/ing acroos the chasm /ith your /hip then turn left and cut open the door/ay to end the level. 'eylon : The Bunter!s 'amp 'ut through the door/ay in fron of you and /atch a short cut scene /here *ndy notices some rival adventurers. Turn right and enter a large room /ith an unobservant hunter. Eeat him senseless. 0et out your machete and cut the rope holding up the large block. +ump do/n into the hole the block makes. getting ready to fight another hunter. 3alk along the corridor kicking the middle box for some revolver ammo. 'ontinue along to a large courtyard. To your left. a shovel sits on a table in a small alcove. 0rab it if you /ant a /eapon and continue to/ards the t/o hunters chatting around the campfire. Jnock these t/o clo/ns out. 3hen you!re done. head up the nearby stairs. There!s an overgro/n door up a ledge to your left /ith a spring in it; make sure you!re at full health before continuing on the path/ay. 5/ing across the gap and then /all hug around the large pillar &press K > control stick against the /all-. 5/ing across the next pit and stop in front of the stack of crates. *f you smash the large box /ith your fist. the beam /ill fall. smashing a hanging crate and revealing another artifact: the Cahavatu Cask. Bead back to the stack of crates. 'ontinue through the large arches slo/ly until you come to a hanging alligator head above a cracked floor. 3hip across the floor before it crumbles then continue on. s/inging over another pit to kick over a large stone arch/ay. 'limb do/n and ump into the pool in front of you. 5/im for/ard to a lo/ ledge to climb out. There!s another /ater fountain in an alcove to your right

if you need it. )rom the fountain. head for/ard to the edge of the ledge; ump slightly left to a ledge across the pool. +ump and climb up some blocks. ,fter the short cinema ump and s/ing across the ledge /ith the vine. then cut your /ay inside the door. 3atch out for a thug /ith a shotgunD (ilfer the firearm /hen you!re done /ith him and head out to the small balcony. +ump slightly to the left to land on a lo/er platform before umping and /hipping to another alligator head. 'ontinue do/n the hall/ay until the floor collapses. leaving you stuck in a large pool. 5/im for/ard and then turn left to reach a lo/ ledge /here you can climb out. 'limb up a fe/ more blocks and turn left. umping and climbing up t/o more blocks. Bead back/ards and to the right to a s/itch. (ulling it opens a door letting in t/o heavily armed hunters. Bave a nice little shootout /ith them. remembering to take their ammo. 0o through the door they ust entered to end the level. 'eylon : The (aths of the ,ncients 3hip across the hole and head do/n the passage /ay. turning right to take out a goon. Turn left up some stairs and left again into a small room /here you can pick up a shovel. +ump do/n into the grassy area to deal /ith another hunter. 3hen you!re done beating up on him. there!s a fountain up some stairs to the right. 'ontinue back to the grassy area and /alk for/ard and then right. ,fter a fe/ arches head through a small door to your right. 'limb the ladder in here and brain the una/ares hunter. Take his shotgun and pull the s/itch on the front /all. Bead back do/n the ladder and back to/ards the fountain. 'ontinue back to the room /ith the shovel and go for/ard and left to the door/ay you ust opened. *nside are t/o large crates /ith some shotgun ammo and a medkit. "eave this room and take a running ump across the pit. Jeep going for/ard. /hipping across another pit. until you come to a dead end. +ump up and shimmy to the left. 3alk to/ards the cluster of temples /here you!ll meet another rival adventurer. 3atch out for his macheteD 3hen he!s finished /alk up the stairs /here *ndy /ill tell you he needs explosives. T/o guys /ill exit one of the small shrines you ust passed. one packing heat. #eal /ith these clo/ns and enter the shrine to find your explosives. ,fter picking them up. another thug /ill exit out of a shrine behind you. also /ith a gun. 3hen he!s finished. take the shotgun ammo in one of the crates and return to the damaged /all. 5et the explosives and run a/ay like heckD )inish the level by /alking through the blo/n entrance. 'eylon : The (alace of )orgotten Jings (ull the s/itch to the right of the door to gain entrance to another large courtyard. T/o hunters /ander around. one /ith a shotgun. ,fter you beat them do/n. a third thug /ith a gun /ill emerge and come do/n to kill you. Try to return the favor. To the left of /here you entered is a small building /ith a /ater fountain. )ill up your canteen before turning around and heading across and to the left of the courtyard. 'limb a small ledge and turn right. 'ontinue climbing up to the top of the columns. +ump across the t/o pillars and turn right. umping to a rooftop. 3hip across another ledge and enter the door /here the last goon exited. 3alk left through the broken /all and teach another hunter a lesson. )ollo/ing along the path/ay. you!ll come to another break in the /all. +ump do/n and hack through some more vines

to your left &you can also head right and pull a s/itch to enter the first courtyard in case you need some /ater. Turn left immediately after entering the door/ay and climb up a small stone. +ump up and across to a small room /here you /ill find your third artifact: the (ort Negombo 2elic. +ump back do/n and fact the large /all. These vines are made for climbing so head right on up. Turn right. *f you head into the small room on your right. you!ll find another /ater fountain. Tough guys stay hydratedD Bead left do/n another corridor. /atching for a dark shade of flooring /hich /ill fall out from under you. +ump across these and continue on/ards. 2oll under the darts &left trigger- and then roll under another set farther do/n the corridor. remembering to ump over another set of loose bricks. Kou!ll come to a large pit /here you must consecutively /hip across t/o alligator heads. #o it and hack through another door/ay to end the level. 'eylon : 2iver of )angs 3alk for/ard and you!ll enter "adventure mode". a stupid excuse for an "adventure". +ust roll for/ard /hen the spikes recede and under the darts to pass this section. #on!t /orry if you get hit a fe/ times. it!s pretty hard to dodge spikes /hen even the steam they sho/ before popping out can hurt youD Bead up the stairs to a large room /here three goons. one /ith a pistol. /ill try to stop you. Take !em out. stopping for /ater on the left /all bet/een t/o columns if you need it. (ull the s/itch on the far /all to open a large set of doors to your left. Bead out the doors to the hunter campground. #eal /ith the thug on the right first &the other probably /on!t notice you-. stopping in his tent to find revolver ammo. No/ take out the goon on the left &/atch out. he!s armedD- 0rab the canteen extension in the rightmost of the tents. Bead to the bridge and make three small umps across the boards. ,fter the cinema Luickly s/im to the left and climb out. 0rab a skull from small grassy area and toss it into the /ater to get the crocodile!s attention so you can s/im for/ard to the next ledge. 2epeat this process three times. a/are that at the second ledge another croc /ill appear &as long as the croc isn!t /aiting right next to you. you should be able to outs/im them both-. ,t the fifth ledge you can ump up to a higher rock column. T/o more umps /ill get you to a stone door/ay. Cake sure to line up these umps perfectly as *ndy /on!t al/ays grab on /hen at an angle. Through the door/ay is another set of hunters chatting about ho/ "?on Eeck" /ants your head. 3ho is that guyM Kou /on!t find out ust yet because these losers /ill be too unconscious to tell you. The leftmost tent holds a medkit in one of its crates. (ull the s/itches on the right and left /alls and ump into the pool to finish the level. 'eylon : Temple of the 2iver 0oddess 5/im along the tunnel until you can ump out on a small ledge. 5ame as in the last level. toss a skull to confuse the crocs and s/im for/ard to/ards the giant head. Jick the crate for some revolver ammo then turn around and flip the s/itch to lo/er the cages. 'limb the stairs. ready to go toe to toe /ith a baddie. There!s a medkit in one of the crates to the left of the giant head; get it no/ or save it for later. Bead back do/n the stairs and to the left to ump on the lo/ered cages. Bop across it to get to an opening in the /all. 0rab some /ater if *ndy is thirsty. )ollo/ the corridor to get to another "adventure mode" screen. #odge the spikes and darts to get to a lever /hich opens the exit. %ither take a

running ump to/ards the face to grab a vine or toss another skull in the /ater and dive to safety. %ither /ay. make your /ay back to the large head to end the level. 'eylon : *nto the 5acred 'averns 3alk around the /aterfall and continue into up and into the caverns. 3hen you reach small room. go through the door on your left. #oesn!t this place look a bit like the temple in 2aiders of the "ost ,rkM 5imilar rules apply: there!s a deadly trap hereD 3alk slo/ly up the stairs until *ndy remarks "* think someone ust stepped on my grave." Notice the skeleton on the strange floor texturesM 2oll past the strange floor to trigger a spiked trap to drop from the ceiling &alternatively. step onto the floor and then Luickly step back/ards-. ,fter it misses you climb onto it and let it take you up. Turn around and hop do/n the hole to get past the gate. , cinema /ill ensue in /hich *ndy falls do/n a sloped pit. +ump over the small break and then ump again at the edge to reach a ledge. 3hip across the gap and veer left; you!ll see a ladder /hich you should climb up. T/o hunters. one packing a shotgun. /ait up here &you should be able to kill one /ithout his noticing you-. 3alk into the vertical shaft and climb up a stone to reach a vine /all. Turn around at the top and climb up a single vine. 5/ing to the nearby ledge and run for/ard to another /ater fountain. Turn around until you come to a deep pit. To your left is a lever /hich lo/ers a cage; after the cage stops at your level. pull the lever again and book it to the cage. *t /ill ascend /ith you on top. Three minions /ait at the top. thankfully unarmed. 5ho/ !em a little one:t/o action before pulling the lever on one side of the circular hall. %xit the level through the large door. 'eylon : The 5ilent 0uardians 2un for/ard into the large red cave. Note the bat statues on the ceiling. These are the 5ilent 0uardians /ho /ill shoot a volley of darts to/ards any noise. 3alk along the grassy floor to evade the first one. *n the next cavern. you!ll need to shimmy along a small outcropping of /all to keep from making any noise. (ick up a skull and toss it to/ards the statue; run under it /hen it takes the bait. 2epeat to exit this room. No/ you!ll see another room /ith a large /aterfall. 0o up the stairs. prepared to deal /ith a hunter packing a shotgun. 3hy don!t you take that a/ay from him. )arther on another goon /ill test you. )inish him off. stopping to refill your canteen on the right /all!s fountain. 'ontinue to another large room filled /ith 5ilent 0uardians. The trick here is to make sure that the skull lands close enough to all of the 0uardians in your path/ay so that it triggers them all. "ightly toss the first skull right do/n the center to trick the t/o statues. ,t the next grassy patch. lightly toss another one slightly to your right. Next. toss a skull bet/een the t/o statues in front of you. No/ toss one back/ards so that you can safely head up the stairs. 1nce you!re directly behind the 0uardian at the top of the stairs. thro/ another skull directly do/n the middle; if your aim is good. all three should fire and you can ump across the pit and reach the next patch /ithout incident. )inally. thro/ a skull as close as possible to set off the statues one last time so that you

can exit this annoying trap and end the level. 'eylon : The *dol of Jouru 3atu This part gave me Luite a bit of trouble my first time through. though. once you kno/ /here to go. it!s not that bad. )irst off. run to/ards the artifact. 1f course it /asn!t going to be easy. Unlike the other crocs. this albino beast can kill you in one bite so don!t give it a chance to chomp. Bead to the left side of the ledge to find a skull. Try to get it in the /ater as far to the right as you can; once you see the croc on the right side of the pool. dive in and s/im to/ards the large opening in the left. 1nce you!ve s/um under the arch/ay. turn left and hop out of the /ater. 0o through the arch/ay to the right and follo/ along. hopping across the break in the bridge. to a lever. %ventually the albino croc /ill s/im to/ards the gate. 3hen this happens. hop into the /ater to act as live bait; once he!s fallen for it. run back to the lever and pull it to close the gate and seal him up. 3he/D &,lternatively. grab a skull from the path/ay near the lever in the alcove /here you /ant to trap the croc. Tossing it into the /ater /ill dra/ its attention over /ithout the hassle of using *ndy as critter bait. No/ trap him and return to the regular /alkthrough. Thanks to #avid 3hite for the great strategyDBere!s another strategy you can use. courtesy of ?incent 3hite: "The secret is to /ait a fe/ seconds and let the croc s/im behind the island then ump in and s/im under/ater to the *5",N#. 3alk around the island till your opposite the 0ate /ay. +ump in and s/im under/ater to the ledge inside the gate. Never been caught by the 'roc yetD" 'ross back to the other side of this room and head up some stairs. (ulling a s/itch here lo/ers some cages and opens a gate in the room. )rom here. ump into the /ater. 5/im do/n next to the central pillar /ith your machete dra/n and cut through some thick vines no/ if you /ish to save yourself time later. No/. s/im up and climb onto the lo/est cage. +ump up and climb onto the roof of the cage. +ump across onto the nearby cage &you should land on the sideand then climb onto the cage roof. 2un for/ard and ump onto a chain. Turn left and s/ing onto the next chain. Bit ump /hile still s/inging on *ndy!s initial momentum to drop into the alcove. (ull the second s/itch. turn around. and ump onto the nearest chain. Turn left and s/ing to/ards the next cage. (ull up onto the roof and then ump to another cage &you should ust barely make it-. (ull up onto the roof and then run and ump to/ards the rightmost chain. This is a hard ump. Kou must ump at the last moment and even then you!ll ust grab the chain tip. Turn left and s/ing to the next chain before s/inging into the alcove and pulling the s/itch. 2un and ump to the chain you ust abadoned. 'limb up about t/o:thirds of the /ay before t/isting left and s/inging onto the cage roof. 2un and ump to another nearby cage &you!ll land on the roof- then to another &you!ll ust barely grab the ledge-. Turn left and run and ump to the final chain. 5/ing into the alcove to reach the final s/itch. Jey on this level &and on any level /ith hard umps- is to keep holding for/ard /hile *ndy is in the air. Be!ll often grab onto ledges . ust barely surviving if you hold for/ard. *f not. he!ll fall. ,lso. make sure to line up your umps precisely or *ndy may "slip". )inally. after pulling the fourth s/itch. the large seal covering the artifact

/ill release. This s/itch /ill also open another alcove to the right of /here you entered this level; there!s a fountain in here but you don!t really need it at this point. +ust ump into the /ater and s/im to/ards the island in the middle to claim your pri9e. (ull out your machete before grabbing the idol. Ee ready to either s/im up to a small air patch in the ceiling or to s/im do/n to either one of the t/o openings in the island &you!ll have to cut through t/o layers of vines so be Luick or you!ll dro/nD-. 5/im back to/ards the exit &either to the right or left depending on /hether you exit the under/ater area through the left or right openings. respectively-. Cove Luickly since the albino croc /ill escape. 1nce you!ve almost surfaced near the exit. a cut scene /ill start sho/ing you the man /ho is behind some of your troubles. "uckily. he gets his ust desserts. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: (rague : The 'astle 0ates 2un for/ard and take out the Na9i suit /ith a "uger. Note the fountain. Jeep going for/ard to find another Na9i. ,fter you!ve dealt /ith him climb up on the planter and ump across to the lo/ column. (ull up on to the balcony and fend off another goon. 'ontinue along the path/ay. heading up some stairs to reach a balcony /here a Na9i is practicing his !5ho/ me your papersD! spiel. Buck him off the edge and climb do/n the chain to your left. 0rab the dead Na9i!s ammo and run to/ards the parked truck. Ereak the box inside for a medkit. Eeat up the Na9i near the gate for more ammo then head to the other side of the castle &to the right of the castle- for more. 2un back to the chain you ust climbed do/n. Turn left and head do/n some stairs. ,t the bottom turn around and head to/ards the bridge. +ump to the hori9ontal pipe and shimmy along it until you reach ground. 3hip across the next ledge. Bead along the cliff to your left to pick up a "uger and some ammo then continue for/ard and through the small door to end the level. (rague : The #ungeon 2un for/ard until the /hip icon appears. 5/ing across the ledge and climb do/n the ladder. 2un do/n the large stair/ay. stopping to snipe t/o conversing Na9is &alternatively. continue do/n the stairs and beat them senseless-. There!s a s/itch /hich opens one of the ail cells. but * don!t kno/ /hat it does. Bead do/n the narro/ passage. timing your run to avoid the s/inging blades. )urther along you can either run past or roll under another blade trap. 1nly the penitent man /ill passD ,nother series of traps reLuires you to ump over then roll under a pair of blades. 2oll under the last set to reach another trap. a rolling spiked bar /hich is simple to hop over or roll under. )inally. time your steps through a narro/ passage of /hirling sa/ blades before reaching a s/itch /hich stops the traps. 0o right. up some stairs. to find a fountain /hich you may need to use. Bead back out into the main room and s/ing across as you did before. No/ that the gate is open. you can pull the s/itch. releasing t/o more Na9is from a large door do/n the stairs. 5ho/ !em ho/ /e ,mericans fight and pass through the door/ay they ust exited.

Bere!s a tricky area. Kou must ump and then /hip to s/ing across the chasm. then creep along the left /all to reach a lever. (ulling it lo/ers a cage /hich. after a fe/ moments. falls. leaving you a chain to running ump to. 'limb up and at the top s/ing off to/ards the ledge belo/ the open /indo/. 1nce inside. three more Na9is sho/ up. all packing "ugers. There!s a s/itch you can pull on the t/o openings do/n on the right. Turn around and enter the first cell on your left to find a medkit. Bead back do/n the hall/ay and turn right do/n some stairs. Kou!ll come to a large rat infested dungeon /hich for some reason has a /ater fountain...hmmm. +ump up to the small ledge in the middle of the room and pull the right lever. Turn around and ump up to the s/inging chain. 5/ing to the next chain and then climb up it to find another lever. (ull it and then return to the middle platform to pull the left lever. This lo/ers another chain and gives you s/inging access to the large door /ith the portcullis. (ull the s/itch on the right /all and exit the level. (rague : The 'ourtyard , big posse of Na9is is /aiting for you in this courtyard. Try to sneak to the left side of the courtyard to the truck sho/n in the opening cinema. 0rab the C(:;@ from the crate and the demo charge from the flatbed of the truck. No/ fight off the Na9is by any means necessary. There are three /andering around at first. but more pour out of the /aiting trucks as you finish others off. 3hen you!ve killed them all. about 46 Na9is total. 'limb on top of the /ell sitting bet/een the trucks the Na9is came out of and set your demo charge. 2un for cover and ump inside the /ell /hen the lid!s blo/n. 5/im along the passage/ay until you can surface underneath some /aterfalls. 'limb out and pull a lever to open a nearby gate. (ull a s/itch to exit the level via a s/iveling /all. (rague : The 0reat Ball Kou enter into a nicely decorated room /here a friendly Na9i tour guide tries to sho/ you the decor. 3ell. not really. 3hen he!s toast. exit through the door/ay and head do/n some stairs to a large door flanked by t/o suits of armor. Bide behind a pillar and /ait for the sentry to pass by before giving him the old one:t/o. 'limb up the stairs from /hence he came and continue up/ards and along the passage/ay until you come to a /hip icon. *f you need health. fight the Na9i do/n the stairs and visit the /ater fountain. *f not. /hip up to the overhanging ledge and then ump and /hip to s/ing from the chandelier. , cutscene ensues /here a Na9i summit meets belo/. *ndy /ill notice a lever connected to a chandelier hanging above them. 5link along the /all to the right and /alk slo/ly along the parapet to the lever. (ull it and /atch the 0ermans get theirs. 3hip across from the hook in the ceiling and grab onto the chain. 'limb do/n to pick up a lot of ammo and a thro/ing knife. 3hen you!ve looted the corpses. turn around and climb up the ladder to /here the lever controlling the chandelier is. 5/ing onto the chain. 3ithout moving up or do/n. turn right and began to s/ing. 5ince a lot of people have some trouble here. *!ll be very specific. 0et *ndy to s/ing so that he goes back three times then ump off /hile holding for/ard so that you can grab the ledge. 0rab a

liLuor bottle by the fire. Kou!ll need it. 1pen the door to your left and prepare to take on four Na9i goons. None of them are armed. but they!ll gang up on you pretty nicely. There!s another liLuor bottle in here and some chairs if you /ant to Luickly even the odds &or ust shoot themD- 1ne of the bookcases next to the pool table holds a thro/ing knife and some "uger ammo. 3hen you!ve beaten the baddies. grab the library key off of the blue table near the /indo/ and leave the /ay you came from. 'ross the room to the other large door and follo/ the carpet to a door half/ay do/n the stairs. %xit the level through here. (rague : The "ibrary 5ave yourself the trouble it /ill cause later by dealing /ith sentry goons no/. 1n the level you enter. one patrols near the red curtained alcove. #o/n the stairs and behind a door to the left is a /ater fountain guarded by a Na9i /ho /aits farther do/n the passage/ay. Eefore heading back up the stairs. take out the last sentry in the bottom floor area that rests belo/ the floor /here you entered. 'limb back up the stairs and spin around. /alking around the railing to reach a large organ:type block. +ump up and climb over it until you see a /hip icon. 3hip *ndy over to the 7rd floor. Take out the Na9i up here. 'limb the ladder in front of you to reach the ;th floor. To your left is another Na9i and an alcove /ith a lever. (ull it to lo/er the chandelier. +ump and /hip across to the other side of the library. Bead left to/ards the central bookshelf and /all sneak around it to reach another ladder. 'limb it and pull the s/itch at the summit of the library. 'limb back do/n to the 6nd floor and fend off the t/o Na9is /ho ust arrived to crash the party. 0o to/ards the room you ust revealed to find a book on a small table. 'limb up the organ and s/ing onto the 7rd floor again. 2un into an alcove on the left and pull a lever to lo/er the chandelier. +ump and /hip across the gap to see a small room /ith a bookshelf. There!s a gap in the stacks and * /onder /hat goes thereM (ut the book in the shelf &press K- and *ndy enters a secret room. 0rab the map on the table near the /indo/ and head out the /ay you came in. , pair of pistol packing goons appears on the bottom floor from a secret passage/ay. Bead on do/n and deal /ith them. exiting the level from /hence the Na9is came. Eefore you leave. though. make sure to stop on the 7rd floor. 3all sneak around the central bookshelf /ith the red curtains to find a secret room has opened containing another artifact. the Eook of "ibuse. (rague : The ,strologer!s 'lock. part 4 0rab the cro/n from the pedestal and immediately run for/ard and roll under the closing door. 'ontinue for/ard until you see t/o death statues. (ull the lever to find another statue. 0ive it the cro/n &press K in front of itand another series of levers /ill emerge. To solve this pu99le. select the bull as your 9odiac sign and then place the moon hand at *? and the sun hand at **. 0o back and to the right to enter the next level.

(rague : The ,rmory 2un for/ard and kick open the rightmost crate to get a medkit. 'limb the t/o ladders to reach the roof /here a cutscene /ill ensue. 3ho!s that nin aM 1h. /ell. no time to guess &though it!s pretty obviousD-. Bead for/ard and slink along the /all. Bop up on the railing and turn left to climb a lattice up the castle to/er. Turn right and ump to a chain hanging from a gargoyle. 'limb do/n until *ndy is only holding on /ith his hands and then s/ing and ump through the stain:glassed /indo/. *mmediately get ready to fit a Na9i /ith a "uger. 1pen the door to your right and climb the ladder in front of you. Bop up through the /indo/ to find another pistol:packing Na9i. Note the 9ip line for later use. 'limb out the /indo/ across from /here you entered the to/er and drop do/n. There /ill be a skylight in front of you. 2un around the ceiling to find some ammo. 5mash the skylight /ith your pistol and drop do/n on an unsuspecting guard. 5mash the display case and take the s/ord. *mmediately turn around and run up the stairs and out the door to your right. , cutscene ensues /here some machine gun:toting baddies appear. *gnore them &unless you /ant a fight- and ust turn around and ump up the ladder. ,t the top. climb through the /indo/ and use the 9ipline to get back to the roof from /here you started the level. 'limb do/n the t/o ladders. /ary of another machine gunner /ho enters. and exit the level the /ay you entered. (rague : The ,strologer!s 'lock. part 6 (ull the lever next to the t/o #eath statues and hand the s/ord to the demon statue. ,gain a set of levers emerges. 2oll the astrology symbol to the scorpion &not the crab; the scorpion has a long tail-. the sun hand to I** and the moon hand to ***. 2un back and to the left to exit the level. (rague : The 1bservatory 2un out the double doors. turn left. and run to an open arch/ay /ith stairs. *mmediately turn around and run and climb up on a small ledge on the building in front of you &the building you entered the level from-. 3all sneak around the building until you see a small room across a gap on a to/er. *t looks too far but *ndy can easily ump it if you line him up right. 1n a table is your next artifact. the 5tochov )ragment. Cake your /ay back to the /all and sneak around it to reach the small arch/ay. 'limb the stairs and continue past the first double door. , Na9i exits from the second one so take care of him. Turn right to go through the sLuare doors to find another Na9i taking a cigarette break. Toss his rear off a cliff and then turn right and ump and climb up a chain. 5/ing to a small ledge on your right and then make your /ay around the castle roof. , cutscene /here t/o Na9is on guard duty talk about booby traps ensues. *gnore them and climb the ladder in front of you. Turn right onto the to/er roof for an C(:;@ 5C0. #rop do/n to the grassy area to the right of the to/er and run along it to find a medkit. #rop do/n again and continue for/ard. you should see a set of stairs /ith one of the sentries guarding it. To the left of the stairs is a small ledge. 3alk along it until the /hip icon

appears. 5/ing across the gap to reach the observatory. The entrance is to your right. *nside. a cinema /ill sho/ you that a lever is missing a handle. 2un up the stairs to find it lying in plain sight on a table. 0rab it and place it /here it belongs &press K- then pull the lever. The large telescope shifts. opening to the sky. and a secret panel is revealed. 2un upstairs and press the large angel panel &press K- to reveal ?ega!s Canifesto. Na9is /ill no/ attempt to break do/n the door and unless you /ant to deal /ith three. all packing machine guns. climb up the ladder and run along the telescope to exit to the roof. Bead do/n the 9ipline. ready to deal /ith a Na9i thug. 3hen he!s toasted exit through the door from /hich he entered and run do/n the stairs to find a nice /ater fountain and another Na9i. 'ontinue do/n the stairs and through the door to the left. ignoring the sentry. 3alk do/n the ramp to find the building from /hich you entered the level. "eave the same /ay. (rague : The ,strologer!s 'lock. part 7 5ame deal here: pull the lever. give the demon statue the scroll. and manipulate the clock. Kou!ve got to use the 0emini symbol &the t/in peopleand place the sun at ?* and the moon at I*. %xit through the door in front of *ndy to the left. (rague : ?ega!s To/er 0rab the medkit from the table to your right and exit the room. Turn right and ump to the chain; s/ing across ready for combat. 'limb the spiral staircase slo/ly so as to sneakily hurl a Na9i from a ledge. +ump across the gap and pull yourself up on the ledge. ,im slightly left as *ndy /ill sometimes miss if you get too close to the large pillar. 'ontinue along the ledge /ith a /all sneak to find some Na9is /axing philosophically about strudels. *t!s easiest to shoot them as fighting them /ill drop the frame rate to unplayable levels. 3hen they!re done turn right and deal /ith another Na9i. They al/ays choose the hard /ayD 2un up the stairs and ump across another gap to a circular ledge. 2un around it and /hip across to another circular ledge. ,round the corner are t/o chains /hich you must climb to reach yet another corner. 5/ing and ump carefully so as not to miss and plummet to your deathD ,nother chain rests in front of you. 'limb it and ump through an arch/ay to reach the clock to/er. There is an elevator to your right and a fallen bell to your left. Note the hole in the floor. 'limb do/n it to find a small room /ith your next artifact. the 'istergian Cask. Turn around and climb up and out the /indo/. +ump and climb up another chain to return to the clock to/er. Use the elevator &press K- to reach the top floor. (ull the lever behind *ndy to open the clock face to reveal a "eonardo #a?inci flying machine. Bey. this isn!t *talyD 'limb the ladder and pull the lever to send *ndy on a /acky surfing ride. That *ndy. 3hat a cra9y guy. The flying machine drops you onto a ledge. (ull up and enter the room. 0rab the 5oul 'rystal and immediately turn around and climb the bookshelf behind the toppled bookshelf. +ump to the balcony on your left and /hip across to break through a /indo/ and escape the trap. Kou probably /on!t even notice the gas if you do this Luickly. 'limb do/n the chain and continue left to

another ledge and another chain. 2epeat this until you see an opening to your left. 5/ing into it and head do/n the spiral staircase to end the level. (rague : The ,ncient!s 'lock. part ; "ather. rinse. repeat. though this time /ith the 5oul 'rystal. 5olve the pu99le by using the astrological sign of the balance &the scales of ustice looking thing- and both the moon and the sun on the I. 2un through the door to your right to finish /ith (rague. (rague : The "aboratory &boss fight)or some reason the Na9is have created a TerminatorG)rankenstein creature and it!s up to you to bring it do/n. The first stage of this fight is pretty easy: as long as you keep moving around the monster /ill miss you /ith its glo/ing pro ectiles. 1n either side of the back /all is a machine /hich pours chemicals into small beakers. 0rab one and /ait for the beast to toss a pro ectile then through the chemical at the monster. #on!t stand too close or the smoke from the beaker /ill hurt *ndy. 2epeat this five times until the monster!s skin melts off and he goes berserk. breaking a machine on the last /all. 0rab the metal pipe /hich breaks free from the /all and /ait for the monster to glo/ red and charge at you. Be!s easy to dodge. Bit him three times /ith the pipe and then back off and /ait for him to charge again. 2esist the urge to combo him as he!ll ust smash you do/n. knocking the pipe out of your hands. 2epeat this four to five times to finish him off. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: *stanbul : *stanbul Ereakout ,fter /atching the introductory cinema. *ndy escapes. but you better be prepared for the t/o guards /ho rush into his cell. Unlike the Na9is in the last level. these ,rab guards can really fight; they!re a bit faster block more freLuently. Try to get them up against a /all to unleash a nonstop combo of punches. ,fter escaping the cell. another guard appears carrying a Turkish knife. 0et it out of his hands as Luickly as possible. The knife is only good for deflecting other guards blo/s; *ndy!s fists are a bit more effective as a main /eapon. Bead left and do/n the stairs to find a patrolling guard /alking underneath an arch/ay. 3hen he!s been dealt /ith pass under the first arch and tilt left to find some grenades. Toss one for/ard to deal /ith the next guard and then head back to grab another one. (ass through the arch/ay and turn left to face the next guard. 3ait for the thro/ bar to cycle t/ice and then toss the grenade; it should kill the guard /ithout leaving him enough time to toss it back at you. 0rab the C(:;@ from the cot past the arch/ays and ump up to the ledge. 0rab the C(:;@ ammo from on top of the crate and head do/n the stairs. preferably /ith grenade in hand. 3ait until the patrolling guard has his back turned to take him out. Next to the stair/ay is another box of grenades. 0rab one and head do/n the hall/ay. tossing the grenade after /alking slightly past the red:striped arch/ay. *f you are successful. you should kill another guard. *f not. be ready for a firefight /ith t/o more guards. both packing machine guns. 3hen they!ve both died continue do/n the hall/ay to find your satchel. a medkit. and C(:;@ ammo. "eave the hall/ay they /ay you came in. 1ut on the ledge /hip across the gap; don!t forget to grab the ammo that the

dead guard dropped earlier. "eap do/n to the ground to face t/o knife:/ielding guards. Bead fo/ard. veering slightly left. ,nother guard /ill main a turret in front of you. Kou can attempt to thro/ a grenade at him but may be more successful rolling to cover and then to the /all before he gets a chance to get a bead on you. 3hen he!s dead. t/o more guards run at you from the left. 0ive them a taste of their o/n medecine /ith the turret. Bead do/n the stairs. a/are of a guard in a small /indo/ ready to blo/ you a/ay /ith a /ell placed grenade. 2un past him and do/n the stairs to the left. Three guards /ill converge on *ndy but Cei King /ill appear to help you out. Though she can!t hurt you. she /ill hit you if you get in her /ay. Jill the knife:/ielding guards. ready for a fourth one to appear once the initial three are dealt /ith. 2un through the small door/ay and climb the scaffolding to a chain; from there s/ing to the upper balcony. 1utside. /all sneak left to the opposite corner of the building and ump to the scaffolding across the gap. Cake your /ay around this area carefully. reaching a landing /ith a platform /ith t/o boxes. (ush the larger one off &press K- to rise up to a 9ipline. 'limb do/n the scaffolding to the ground. T/o more guards /ill begin pursuit; you can ignore them or take them out. +ump to another scaffolding and climb up to the higher building. 1ne final guard appears on the next level. )inish him off and stop to grab a medkit in a small crate. Up one more flight is the end of the level. Eefore exiting. fall off the ledge to the left of the exit onto a small outcropping. )ollo/ it around to reach another building /hich contains a /ater fountain and the (iri 2eib manuscript. an artifact. 3ith treasure in to/. return they /ay you came and exit the level. *stanbul : The 5ecret of the CosLue. part 4 2un left to the room /ith the bro/n tile. 3hip across a gap and turn right to ump and /hip across another. 5lide do/n a ramp. ready to ump and s/ing to safety. Turn right and run along to /all to find a medkit near a skeleton. 3alk back to the end of the ramp and go back into the large chamber. T/o soldiers a/ait *ndy and are easily pushed to their deaths. 3all sneak around to find another ,rab guard /ith a knife; /atch your back as t/o soldiers. both packing Causers. /ill sneak up on you. Jill them and continue past the columns. grabbing an C(:;@ and some ammo on a cot against the right /all. #o/n another ramp. t/o more Turks /ill ump out from behind some rubble. 5hoot them and run do/n another ramp. *n the large room /ith broken floor pieces. s/ing across a gap. triggering t/o more Turks. 3hip across another gap. *f you are running lo/ on health. /alk along the right side of the nearest column and make your /ay around the room to the /ater fountain opposite *ndy. Ee careful of falling though; a hungry croc /aits belo/. )rom the fountain. ump off the ledge into the /ater to your left to reach a spot /here *ndy can climb out and return to the start of this room. 3hen you get back to the crossroads. climb do/n onto lo/ered portion of the floor and ump:/hip across the /ater. *mmediately. t/o soldiers /ith Causers /ill take potshots at *ndy from the corridor to his right. 'ontinuing do/n the hall/ay /ill reveal three more soldiers. one /ith a machine gun. Use the crates to roll for cover and gun them do/n. 1n the left side of the room is another cot /ith C(:;@ ammo; on the right side is a large crate /ith a grenade inside &/hich you can no/ put in your satchel for later use- and another cot /ith a medkit and a demo charge. 2eturn to the fork in the hall/ay and turn right to set the demo charge and to end the level.

*stanbul : The 5ecret of the CosLue. part 6 #irectly in front of *ndy is a small crack in the /all. 2emember this. , Na9i soldier /ith a machine gun and an ,rab guard /ith a Turkish knife /ait to kill your intrepid adventurer. Bead into the large room on the left to deal /ith them before they get the chance. No/ head back to the crack in the /all and roll under it to find the next artifact. the 1ttoman seal. 2eturn to the large room and climb up the scaffolding on *ndy!s left. Cake your /ay around the room until *ndy reaches a small door. 'limb up the short ledge to your left and shimmy along the outcropping to another door. +ump the gap and climb up another ledge to reach a /indo/. +ump and /hip s/ing to a small passage/ay before safety dropping into another large room. T/o patrolling soldiers. each /ith a machine gun pro/l the grounds. #eal /ith them any /ay you can and then run for/ard to the steaming fountain. ,nother soldiers /ith a machine gun /aits to your left; /hen he!s dead t/o more soldiers attack from the elevator. 0un them do/n before they react. Though it appears ornamental. the steaming fountain can be used to heal *ndy; /hen he!s at full strength pull the lever inside the elevator to ascend. 2un for/ard to the crane; head up the stairs to use the controls. 0rab the sculpture head /ith the crane and pull it back to/ards the right to position it over the hole. 3hen it is reached. t/o soldiers /ill begin climbing a ladder behind *ndy. *f you!re fast. you can beat up one of them /hile he!s still climbing do/nD Eoth pack Causers so be careful. 3hen finished. climb the ladder and turn around to make your /ay along the arm of the crane. +ump and /hip to have *ndy land on the statue head. *t!s a long /ay do/n... *stanbul : The 5unken (alace *ndy lands safely in a pool of /ater. Turn around and s/im to/ards the lo/ ledge. 'limb out to find an 16 tank and a medkit. 'ontinue for/ard to/ards the sloping ceiling and dive do/n to pass through an arch/ay. , shark /ill appear. though if you keep s/imming to the left and shifting up and do/n. he /on!t get a bite. 'ontinue on until *ndy can climb up onto land. Cake your /ay to/ards the small shack. /ary of the pistol:packing soldier. 0o into the shack to find a map of the sunken city. some C(:;@ ammo. a speargun. and some spears. 0o out the back door and break some crates to reveal a crack in the /all; roll under it to find a /ater fountain. "eave the shack and ump into the pool to your left. 5/im straight do/n to find a skeleton /ith a machete. ,im to/ards the t/o divers /ith your " trigger to kill them /ith t/o /ell:placed spears. 5/im to their bodies to loot their ammo and to find t/o demo charges. 5/im into the small circular temple to find a fe/ more spears. 5urface and head back left. past the shark &another one /ill pop out as you s/im along-. and back into the large chamber you first entered. To *ndy!s left is a cracked pillar. +ump onto it and place the demo charge. creating an impromptu bridge. 'limb the toppled pillar but. instead of umping to the metal platform. turn left and ump to the nearby pillars. Cake your /ay along. double /hipping across a large gap; continue on from here to another hook. Though the /hip icon doesn!t appear. you can ump and /hip on it to

reach a suspended box. 'ut the rope /ith your machete to reveal the #elian (roclamation tablet. 'ontinue on into the crane cabin. (ick up the submerged sculpted head and s/ing it to your right to smash open a damaged /all. Cake your /ay around the crane and run along the platform to reach the ne/ly formed opening. #rop do/n and run for/ard and up a flight of stairs. ,t the top continue right to the edge of the platform and turn right to ump:/hip across the gap. Cake a large ump &/ait until you reach the very edge to press the E button- to find the exit. *stanbul : The 0ates of Neptune This is one of the longer levels in the game so try not to die to avoid severe backtracking. 5tart by diving into the body of /ater. s/imming under t/o arches before surfacing. 'ontinue for/ard to a ledge lo/ enough for *ndy to climb out. Turn around and climb a pillar to let *ndy /hip across the /ater. 3all sneak around a pillar and drop do/n on the other side &you should ust manage to keep from falling back into the /ater-. +ump fo/ard. aiming *ndy slightly left to nail the landing. 3all sneak to the right and ump the gap to another ledge. 'limb up to reach a staircase; leap across another gap to find a patrolling ,rab guard. 'ontinue do/n the path/ay to find yet another knife: /ielding baddie. )inish him off and pick up your pri9e. some spears and the 3ine 'oin. Bead back to the large opening and ump into the /ater to *ndy!s right. 5/im for/ard. /ary of shark attack. past a fe/ columns. 3hen you hit a /all. turn right and s/im up a set of stairs. ,t the summit /alk out onto a platform and continue for/ard. umping and /hipping as necessary. 2eaching a drop into another body of /ater. turn right and climb up a protruding ledge to find some grenades. 0et as many as you need before diving back into the pool. 5/im for/ard until you reach the far back /all; s/im around to the rear of the column. noting the large crack in it. 'limb out and make your /ay around to/ards the small campfire in the distance. T/o more ,rab guards appear to halt your progress; /hen they!re done /ith. grab t/o demo charges from the right side of the door/ay and climb back up the column. Turn right. climbing up a small bump in the path/ay and making your /ay to/ards the large raised /all /ith huge crack in it. 2un do/n the toppled pillar and set a charge to find the Trident 'oin. +ump off into the /ater and head right to/ards the pillar from /hich you climbed out &the one /ith the crack-. 5et a demo charge there to find the 5eahorse 'oin. 'limb back to the campfire. grabbing the last charge before passing through the door. (ast the excavation lamp. turn left and leap over a small gap to reach another section of cracked /all. Elo/ it up to find a &by no/. probably much needed- /ater fountain. "eave the fountain area and turn right to find a rope. 'limb it and run to/ards the arched /alk/ay. Three grenades rest here if you feel like thro/ing them at the t/o patrolling guards: one /aits near the box. the other around the corner &/atch out for the second as he!ll often through his o/n boomstick at youD-. +ump across the gap to reach another columned /alk/ay. 0et plenty of room for a very large ump to the cave opening in front of *ndy.../ait to ump until the last minute or risk climbing back up here all over again. Through the cave rests another set of broken pillars. #ive into the /ater and s/im straight don/n to find the Jraken 'oin; Luickly s/im back up to avoid the shark. (ull

out on a lo/ ledge near /here you first dived in. +ump across the gap and head to/ards the closed gate. Bere. you must place each coin in the proper column to seal them. Though the pictures of the proper coin reLuired rest on the columns. *!ll give you the order here: The first column on the left reLuires the 3ine 'oin. the second. the Trident 'oin; on the right side. place the 5eahorse 'oin in the first column and the Jraken coin in the second. Turn the /heels bet/een each set of columns to unbar the door and to end the level. *stanbul : The )all of the 5ea Jing *ndy notes a crack in the floor /hich he could only open if the statue of Neptune /ould collapse. "ooks like more demo charges are needed. #ive into the /ater and s/im straight do/n to find a small arch/ay /hich leads to a torchlit stair/ell. 'limb the stairs to find a reservoir; turning a /heel next to a large set of gears stops up the /aterspouts blocking a /hip point. ,s you attempt to leave the room. t/o guards appear. Jill them or run back to the main chamber. 5/im to/ards the statue of Neptune. speargun dra/n. T/o undersea soldiers /ill emerge from a demolished /all and begin to fire at *ndy. ,gain. aim at them using the " trigger and puncture their suits /ith t/o /ell placed spears. 5/im into the small cave they created to find the t/o demo charges you /ill need. 5pin around and set the first on Neptune!s right foot. 'limb up the narro/ columns to return to the start point of the level. 2un along the ledge to your left. /hipping across the gargoyle head previously covered /ith a /aterfall. +ump over the cracked flooring to avoid a nasty tumble and then ump:/hip on Neptune!s trident to reach the other side of the /alk/ay. 'ontinue along until *ndy is directly behind the statue; drop to the small gray platform and place the second charge. 'limb onto the damaged pillar sho/n in the brief cutscene and ump to *ndy!s right to reach a higher ledge. 'limb the vines to your right and continue on to the back of the statue. +ump and /hip from the lamp to kick it over and to allo/ *ndy passage to the Jraken!s lair. *stanbul : The Jraken!s "air , lot of people seem to have trouble fighting the Jraken. but a Luick look at *ndy!s surroundings should make the trick to beating him clear. )irst things first: surface and climb out of the /ater to *ndy!s left. Bere you /ill find four demo charges &grab t/o-. spears. an 16 tank &if you need it- and a super speargunD +ump back into the /ater and enter targeting mode &" trigger- aim for the Jraken!s many eyes and fire a/ay; shoot any ellyfish that approach as /ell. ,fter a fe/ shots to the eye. the Jraken /ill pull back into its cave. Take this opportunity to place t/o demo charges on each column. *f you!re fast. you should be able to use both charges before the Jraken returns. 2eturn to the dry ledge to grab another pair of charges. 2epeat the procedure. this time setting the explosives on the next pair of columns. 5etting these last t/o charges may reLuire another dose of spear to the Jraken. 5hould any of the Jraken!s ellyfish latch on to *ndy. immediately begin

s/imming in a circular pattern a/ay from the Jraken!s mouth; the ellyfish /ill attempt to pull *ndy into it!s ma/D ,s long as you keep moving. the ellyfish can!t latch on and any that do /ill explode. leaving *ndy unharmed. *f *ndy runs out of spears. three sets of them rest on the second level of the circular structure that lies behind *ndy on the ledges nearest the Jraken. ,fter the columns topple. the Jraken returns to its under/ater resting place and the /ater level subsides. leaving only *ndy to retrieve his pri9e. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bong Jong : The 0olden "otus. part 4 5adly. *ndy!s Luiet dinner /ith Cei King is interrupted by Carshall Jai and his gang of nin as. 3hile Cei King does battle behind the backdrop. *ndy is left to fend for himself. The nin a!s are Luite hard to hit; they are usually tossing a flurry of punches your /ay or dodging &and /atch out for their unblockable charge punch-. The easiest /ay to deal /ith them no/ is to grab a chair or table leg and bust it over their headsD Three nin as attack *ndy to start the level; /hen they!re finished. another t/o oin the fray. follo/ed by a final t/o. 3hen the *ndiana +ones theme starts playing. you kno/ they!re finished. 0rab a table leg or bottle ust to be safe in later combat. )ace the stage and head through the door to the right of it; remember this lever for later. 2un around the corner and do/n the stairs Luickly as t/o /aiters are raring to attack and are very difficult to beat up on the uneven stairs. The /aiters appear ust as hard as the nin as so /atch out. 3hen they!re finished. continue for/ard and up the ladder. Jick the boxes at the top of the ledge to find a medkit. 'limb up another ladder and turn around and enter a door to come face to face /ith a nin a. Jick the middle box for an iron skin potion &a boost to *ndy!s defense-. )urther on. t/o more nin as /ill strike. each /ith a s/ord. ,fter giving them a taste of their o/n medecine pull the lever in the next room. Through the grey door and do/n a set of stairs is the second floor of the club. %nter the second set of balcony seats to find a s/ord: /ielding nin a and the Tai:Tsu Cask. The next set of seats hosts another nin a that needs to see some 2%," s/ordsmanship. )urther do/n the corridor. another nin a guards a door/ay. Jill him to cause t/o more nin as to rush after their fallen comrade; do the same to them as you did to their friend. 0o through the door and do/n a flight of stairs to reach a beautiful health:giving fountain. +ust /atch out for the nin a trying to surprise *ndy from the door on his right. %xit left to return to the main floor. (ull the lever to the right of the stage to move the backdrop. 5adly. Cei King is no/here to be found. but a pistol:packing /aiter is more than happy to entertain you. #odge his bullets as best you can and get him off the stage. T/o breakable crates rest on the right side of the stage /ith Causer ammo and a medkit inside; resting next to a bottle on the left side of the stage is more Causer ammo. 'limb the ladder to reach the balcony and s/ing across t/o hanging ropes to exit the level. Bong Jong : The 0olden "otus. part 6 ,t the start of the level a shotgun:toting /aiter hides behind the second set

of crates; beat him up before he gets a chance to fire the po/erful gun at you. No/. before you enter the next room. make sure your health is at full and drink the iron skin potion to boost your defense. No/ get your Causer out of the holster. 2eadyM "et!s goD 2un through the door on the right prepared to face t/o /aiters /ith Causers hiding one behind each crate. +ump out and surprise them /ith a flurry of bullets. 'ontinue do/n the stairs /here t/o more /aiters. one /ith a shotgun. attempt to find cover. ,nother /aiter /ith a Causer enters from a side passage /hen the first /aiter gets dropped. ,fter dealing /ith the second one /ay in the back of the hall. a fourth one enters from a rear door. 0et the drop on him. 2un back to/ards the small hall/ay /ith the open door &the dressing room-. *nside /aits the "ongshian *dol and a medkit. 0rab them both before heading back do/n the hall/ay and do/n the left corridor to the exit. Bong Jong : The 5treets of Bong Jong. part 4 Bere!s a nice little shooting level featuring a minor character from *ndiana +ones and the Temple of #oom. Kou!re on your o/n for most of this. Bere are some tips: reload /hen the screen clears; spray the gun left and right to stun each gunman; shoot the motorcycle driver as fast as possible to cause the bike to crash; al/ays be /ary of cars or motorcycles coming from corners and getting in a fe/ shots before you reali9e that they!re there. )or those of you /ho need your hand held. here!s an exact breakdo/n of your attackers as /ell as the direction they drive into the screen from. *!m not sure /hether this list /ill change depending on ho/ fast you can destroy your enemies but *!m pretty sure that this is the basic pattern Jai!s men follo/: The level starts /ith a motorcycle directly behind you; a car s/erves in from your left soon after. ,t the next corner. a motorcycle appears from the left follo/ed by another motorcycle at the next turn. , car attacks from the left t/o turns later /ith another motorcycle appearing as the carriage straightens out. , car then pulls up from the left almost parallel to *ndy /ith another motorcycle follo/ing close behind. Three more motorcycle appear seLuentially during the next three turns. the first from the left. the second from the right. and the third from the left at *ndy!s next turn. No/. here!s /here the artifact is located: after the last motorcycle appears. a breakable box /ill appear on a raised ledge on *ndy!s left. 5hoot at it to receive your next artifact. The next part of the level begins /ith a car on your tail; a motorcycle Luickly converges on *ndy from the left /ith another car appearing on your right at the next turn. , motorcycle appears on the left during the successive straighta/ay. Eoth a car and a motorcycle appear during the next turn. but don!t /orry too much about them as the level is almost over. follo/s this last car seconds before the level ends. the next turn Bong Jong : The 5treets of Bong Jong. part 6 ,nother shooting level. 5heeshD , car Luickly follo/s after *ndy /ith both a motorcycle and a car appearing

ust around the next turn. ,nother motorcycle appears at the next turn /ith another hot on its tail in the successive straighta/ay. , car appears from the right at the next turn /ith an accompanying motorcycle one turn later. 5till another car appears from the right /hen *ndy turns next /ith a motorcycle giving chase in the straighta/ay and a car merging from the right at the next turn. , motorcycle and a car open fire during a straighta/ay after the next turn /ith another motorcycle to follo/ the destruction of the first. *ndy /ill drive through a small sLuare /ith a large fountain signaling the pursuit of a motorcycle from the left side of the screen and your friend the gangsters in cars at the next turn. ,nother motorcycle appears during the next turn /ith a car and another motorcycle oining in soon after. )inally. /hen it seems the /orst is over. *ndy turns to face both a car and a motorcycle s/ooping in from behind him as he turns left. "uckily. those are the last t/o enemies. 3he/D Bo/ does 3u Ban run so fastM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: (eng "ai "agoon : The 5ecret of (eng "ai "agoon. part 4 *ndy starts this level under/ater. *mmediately surface and turn right to find a ladder leading up to the docks. Jick open the three crates to find an 16 tank. a speargun and some spears. #ive into the /ater and head for the sunken U:boat /reckage. avoiding the Na9i diver and the t/o pro/ling sharks. 5/im into the hull from the left and grab the demo charge lying in the middle of the ship!s skeleton. 'ontinue for/ard and. once you!ve cleared the /reckage. start up/ards. turning left to take aim and fire at the diver situated near the cracked /all. 1nce he!s dead. set the charges and surface. Take a deep breath and head on through the /hole you ust made. *n the under/ater cave dodge the first shark /hile heading do/n and to the left; head up/ards through the opening and veer left to/ards dry land. a/are that another shark s/ims here as /ell &four sharks in one lagoonD-. Jick open the box here for a medkit. Turn around and climb up the vine. making sure to climb pretty high before s/inging on the ledge; for some reason *ndy /on!t grab this ledge. Turn right and make a long ump to the next ledge before chain /hipping across the gap to/ards the t/o pistol:packing soldiers. 3ait for them to climb do/n to fight *ndy as they /ill be able to pick you off easily if you try to climb up to them. 1nce they!re done for. ump up the ledge and enter the door/ay to end the level. (eng "ai "agoon : The 5ecret of (eng "ai "agoon. part 6 5tart the level by running straight for/ard into the small alcove; turn right and notice a small demo charge lying in the corner. "eaving the alcove. turn right and set the explosives on a crack in the /all. *nside is a (an9ershreck &a ba9ooka-. some ammo. and the next artifact. the 5andai (late. 'ontinue do/n the hall/ay to a gun turret; time to shoot some Na9isD *mmediately shoot the one on the ground before he has a chance to huck a grenade your /ay; turn to the upper left corner to find another soldier taking potshots at you. ,nytime you hear a Na9i scream something. turn to this corner to deal /ith this guy. There are a total of ten soldiers here &Note: this number may change depending on the speed /ith /hich you kill them- so keep alert until the *ndy triumph

music begins. 3hen the men are dead. head do/n the hall/ay &sorry. no ammo from the corpsesuntil a cutscene begins. 2un to your right and do/n some ledges to the beach. , soldier patrols the scaffolding /ith a Causer so be careful. 3hen he!s done /ith check the cabin for C(:;@ ammo. 2eturn to the scaffolding to find an elevator. %ither take out or ignore the Na9i at the top. )rom the elevator. turn left and run around the structure to a ladder; climb it to find a 9ipline. )rom the roof you land on. drop do/n to take care of another soldier; /atch out for a second exiting from the shack you originally landed on. 3hen they!re done for. run a/ay from the crane to/ards a large garage door to find a crate /ith a medkit. No/. enter the crane and use the arm to lift the floating platform into the air &remember. once you!ve grabbed it. to push up to lift it as high as it /ill go. 5/ing the platform over to the right to rest next to the cliff fortress. 'limb up the crane!s internal ladder and run out onto the arm; ump:/hip s/ing to the hanging platform. "ine up your ump so that you hit the edge of the cliff fortress perfectly straight. other/ise. you /ill fall. 5hould you fall. a small elevator next to the crane /ill lift you back up to the docks. though you!ll have to climb up the crane again. 1nce in the cliff fortress. pull the s/itch to call the elevator. (eng "ai "agoon : *ron 'ross The key to the next three levels is not to allo/ the Na9is to see you; if that fails. make sure to kill them before they can pull one of the many alarms situated throughout the level. 5hould they get out a cry for help. get ready to shoot at Na9i )irebugs before they can get their flamethro/er trained on you or you!re toast...literally &apologies abound for the punD-. ,nd remember to pull an alarm that!s ringing to silence it ,5,( to prevent more Na9is from appearing. 5tart by heading do/n the corridor to trigger a cutscene sho/ing you the layout of the base. +ump into the /ater to your left and climb up a small ladder to your right to find a box /ith C(:;@ ammo. 2eturn to your starting point and run up the stairs. ducking into an office if you need to. 0rab your pistol or a table leg for protection and venture out. /ary of t/o guards /hich may have spotted you already. 3hen the first t/o are done /ith. /alk up some more stairs to a stack of three boxes. 'limb these and ump to a ledge behind *ndy /ith a crate containing a medkit. #rop back do/n and run for/ard; turn right at an alarm. Bead slo/ly up a flight of stairs to find a Na9i standing patiently next to an alarm. #1N!T T155 B*C 1UT TB% 3*N#13. This /ill undoubtedly tip off one of the guards still patrolling belo/ and you!ll have flamethro/ers on you very Luickly. 5ilently kill him. remembering to grab the 5ima Fian 5hi i scroll. 0et back to the alarm you passed and continue for/ard do/n some stairs to another office. complete /ith a machine gun resting on a filing cabinet. )ill this under C... for CU2#%2D "eave the office and head do/n the opposite set of stairs. ready to deal /ith /ith last surviving patrolman. Turn left to open a set of double doors. Fuickly climb the stairs in front and shoot the guard at the top of the landing; try to shoot the soldier that comes to his aid Luickly as /ell. ,t a certain point. another guard enters and pulls the alarm. Jill /hoever is left on the landing and then turn around to turn off the alarm. )inish off the last

survivor and head do/n the stairs. +ump into the /ater to find Causer ammo under the docked speedboat. %xit the level through the double doors next to the alarm. (eng "ai "agoon : The U:Eoat Ease. part 4 ,fter the cinema in /hich Jai and ?on Eeck prove to be in cahoots. *ndy must prepare for another stealthy level in his Luest to reach the mountains. Turn right and open the door. slo/ly climbing up a set of stairs to avoid tipping off a soldier of your presence. Jill him Luietly. Bead into the left corner of the building to find a door/ay behind /hich /ait t/o una/ares guards; plug !em full of holes and remember to snatch the C(:;@ and ammo off the table. %xit the room and continue through the large double doors. ,nother set of stairs /ith a machine:gun packing fool at the top. )inish him before he gets a shot off and enter the door on your right. (repare for another gunnery stage. 5adly. an officer pulls an alarm; shoot him /ith the turret to the right of your entrance point then Luickly pull the alarm to shut it off. No/ run back to the turret and /ait. Cost guards /ill no/ attempt to pull the alarm again. leaving themselves /ide open for *ndy. 5oldiers /ill enter the screen from the door/ay to the right and from the roof to your left. 5hoot them before they shoot you. ,fter about ten men are killed. an eleventh /ill enter from some gates in front of *ndy. Jill him before abandoning the turret. %nter the bunker &the door on the right- to find a grenade in a crate in the back right corner. 2eturn to the main area and run through the gate that the last solider exited. Bead around the truck to the left hand corner to find another crate /ith ammo then climb into the truck to find a crate /ith a medkit. Bead to/ards the ladder on the /all and ump onto the truck and then through the skylight into the small control room. (ull the s/itch to open the ventilation system. "eave the control room ready to deal /ith a pistol:toting Na9i hiding behind the truck. 3hen he!s finished climb the ladder to enter the air vent and to end the level. (eng "ai "agoon : The U:Eoat Ease. part 6 2un do/n the vent. past the ladder and turn right to find a medkit. ammo. and a liLuor bottle. Eacktrack to the ladder and climb up it to start a cutscene depicting the entire dock. +ump do/n from the vent and follo/ the guard to the right into the control room. Jill him before he can set off the alarm then pass through the room and along the cat/alk to reach a lever. (ull it to reposition the overhanging girder. 2un to the other side of the cat/alk. stopping to deal /ith an officer peeking his head through a door to your left. 3hen you!ve reached the ne/ position of the girder. safe drop do/n from the part of the cat/alk /hich uts slightly out. Kou!ll land safely near an open garage. Ereak open the t/o crates to your left to reveal t/o clips of ammo. No/. run into the garage to find t/o more crates behind the metal ones: these contain a medkit and the Tablet of "ong ian. your ne/ artifact. "eave the garage and ump into the /ater. s/imming left to find a ladder /hich leads to a platform belo/ the cat/alk. Ereak the t/o crates in front of *ndy to reveal another medkit. 'limb the stairs. taking the branch to the right. to reach the overhang. 'hain /hip across to the other side of the pen.

)rom here go into the door on your left prepared to shoot a soldier appearing from the stairs to *ndy!s left. Bead right from the entrance to find a security pass lying on the floor. 0o back do/n the stairs to enter a locker room /here *ndy /ill be able to change into a Na9i soldier disguise. 'ontinue do/n the hall/ay; a cutscene begins sho/ing you the exit. %ither kill all three guards or. better yet. use your disguise to /alk calmly by them. The only /ay they!ll catch on to your ruse is if you attack them; don!t do that unless you can take them out fast. "eave the sub pens and (eng "ai "agoon. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: (eng "ai Countains : The Bigh 2oad to (eng "ai *ndy arrives at the base of (eng "ai Countain still /earing his officer disguise. 5adly. his sneakiness /on!t last much longer. 3ait for the soldier in front of you to get close to the truck. then smash his head into the door and pummel him Luickly. *f you!re fast you!ll get rid of him before the other t/o Na9is leave their office. 5hoot them both to save some health and then head into the office to pull a s/itch. opening the middle garage door. Eefore entering. grab the medkit in the crate in the rear of the truck. 'limb up the crates in the middle garage bay then turn right to enter a crack in the /all. 'limb up another ro/ of crates to reach the top floor of the facility. 2un to the right to/ards the upper office. Eefore heading in. drop do/n into an opening to enter the last garage bay &the one on the far left from the vantage point of the level!s beginning-. Ereak open a crate to find an artifact. the Hhao Co 2hyton. 'limb back up to the roof and enter the office. 1pen the first door on *ndy!s right to find a s/itch /hich turns off the fan in the air vent. Ee careful of a Na9i officer entering from the opposite door; he packs a mean ab making a counterattack very difficult. %xit from the front to find a lever; pull it to move the overhead hanging. No/ climb up a short stack of crates and chain s/ing across to the ventilation system. 2oll under the stopped fan and continue along the vent. 2oll under the slo/ly moving fans. ready to slide do/n a ramp after the second: ump at the last minute to grab onto a ledge and to save *ndy from certain death. (ull up and turn left then roll right the pit. Kou!ll find a skeleton /ith a medkit and C(:;@ ammo. Bo/ he died in the vetilations system of a Na9i base is beyond me. 0et back to the large pit and ump across. )arther do/n the passage you!ll notice a strong air current blo/ing from your left &*ndy /ill remark that he has a bad feeling about it-. 2un straight for/ard and continue pushing for/ard against the /all; the air flo/ /ill knock *ndy into the proper passage. 5afety drop do/n at the next pit. 'ontinue left until *ndy can safety drop out of the ventilation system. 0rab a medkit in a crate in the room!s corner then exit through the farthest set of double doors to end the level. (eng "ai Countains : The *nfiltration * absolutely hate this level but. once you!ve figured it out. it!s not Luite as bad as * remembered. Bopefully it /on!t bother you much /ith this guide as your.../ell...guide. Bead through the double doors in front of *ndy ready to do battle /ith both a soldier and an officer. 5hoot them to avoid chancing one of them reaching an

alarm. Kep. the alarms calling Na9i )irebugs are backD 3hen the first t/o goons are finished. climb do/n the ladder to *ndy!s left. 3atch out for a patrolling soldier do/n belo/ as /ell as any other )irebugs or machine gunners summoned by the alarm. Underneath the first room of the level is a small bay filled /ith crates: the small light bro/nish one holds a medkit. 'ontinue past the crate room and around the side of the building to find another breakable crate in a corner. 2esting inside. the 0ui +ian scroll. 2un to the other side of the cavern. through the gondola. and into the building. ,nother breakable crate /ith a medkit lies to your left. Bead up the stairs. through the upper level door. and turn left to pull a lever. 'limb up another flight of stairs to a cat/alk. ,t the end of the line. climb up a crate and ump to a s/inging chain to reach a hanging platform. Turn right and /hip across to another ventilation duct. (ass through here to reach another cat/alk; /hip across to reach it. 2un do/n the cat/alk. /ary of a machine gunner patrolling. Kou should be able to thro/ him off /ithout his getting off a shot. ,t the end of the cat/alk. chain /hip to the other side of the room. 2un along this next cat/alk and do/n a ramp to reach the generator floor. , patrolling machine gunner should be /alking /ith his back to you...easy pickin!s. 3alk through the door and continue on to enter the control room. (ull the lever here to turn on the plant!s electricity. Turn around and run for/ard to find a stair/ay leading back to the generator floor. ready to deal /ith a Na9i officer /hile still running do/n. *n the next room break a crate on the right /all for a medkit. No/. get your best gun ready and make sure your health is at full before exiting this room. 1nce back on the generator floor. make sure to stay clear of the beams of electricity /hich can make short /ork of our hero. 'ontinue do/n the middle of the ro/s of transformers to remain clear of a shocking death. T/o soldiers /ill be taking pot shots at *ndy a fe/ transformers do/n. Unfortunately. the large ob ects do not protect *ndy from gunfire so don!t bother trying to peek out from behind them to keep *ndy safe: ust shoot them before they shoot you. 3hen the first t/o soldiers are dead. another pair appear farther do/n the line. 2epeat the above method and run for/ard do/n the middle until you reach a lever. *t!s easy to miss so keep looking at *ndy!s left to find it; pulling it opens a path/ay through the electricity. 2un back/ards and the opening /ill be on *ndy!s right. (ass through here and make your /ay along the other side of the transformers. 1nce clear. the door back to the main chamber /ill be to the right. Jeep going to return to the first control room. *ndy /ill no/ be able to pull the lever in here to release the gondola!s break. ,s you leave the room. prepare to fight another soldier. 3hen he!s dead a final enemy appears from the ladder. 3he/D %verything!s taken care of here so get on the gondola to end this level. (eng "ai Countains : Terror at 6@@@ )eet )inally. *ndy changes back to his tried and true duds; too bad it!s ust in time to be shot at. 5tay on the gondola roof until it converges /ith the gondola to your right. +ump onto the second gondola. prepared to deal /ith t/o Na9is /ho /ill be trying to pop you in midair. #on!t get shot offD ,fter killing them. man the turret on the rear of the gondola and get ready for a firefightD (lanes /ill s/oop in to strafe you so try to shoot them do/n before they can. , fe/ /ell:placed shots should deter them from firing but they /ill

oftentimes turn back to try again. Jill them ,5,(. The gondola ride is pretty long and it is often hard to hear or see /here the planes are strafing from. +ust keep an eye on the large bro/n mountain &your destination- and the green mountain chain &your starting point-. The gondola /ill probably take a lot of damage. but. if you keep checking for enemies. you!ll make it /ith some energy to spare. (eng "ai Countains : The ,irbase UghD * totally hate this level as /ell. though it!s more due to some annoying bugs than anything else. +ust t/o more levels and *ndy /ill finally reach the Elack #ragon )ortress. Jeep in mind that pausing the game /hen the music begins stuttering &it!s probably already been happening by no/- can reset it. ,lso. some of the more intense firefights /ill cause some C,55*?% slo/do/n complete /ith frame drops. *!ll point them out so you can decide /hether you!d rather shoot the enemies to save time and your eyes from the sloppy programming. 5tart the level by exiting the gondola to the right; head into the small arched alcove and kick open some boxes to pick up an C(:;@ and ammo. ,s you leave here. keep in mind that one soldier /aits on each side of the room. *f you can. shoot them Luickly /ith your Causer to keep them from pulling an alarm and making a bad situation /orse. 3hen they!re dead. climb up the large red block on the right side of the room to find a platform /ith a medkit and some ammo. Beal up and head to/ards the large door. T/o more Na9is. both carrying machine guns. /ill emerge and reLuire your attention. 0o into the left arched alcove for cover. 3alking around the corner reveals a breakable crate /ith a grenade. useful for evening up the odds should the machine gunners hide behind any of the crate blockades in the room. T/o more Na9is /ait behind the large doors. hiding behind a long line of crates. Take cover and deal /ith them one at a time &or huck a grenade in their hidey:holes-. , green s/itch at the other end of the room /ill light up; before pulling it. open a small door in the middle of the hall/ay to the left to pick up another medkit. No/. pull the s/itch to enter the next chamber. Kou!ll pass next to a large stair/ay /ith Na9is barging do/n to plug a fe/ holes into you. Bere!s /here the frame rate really begins to stutter. They!ve only got Causers and shouldn!t be too much trouble. )rom /here you entered. breakable crates /ith a medkit and C(:;@ ammo rest on the left and right sides of the room. respectively. 0rab them and charge up the stairs /ith your machine gun ready: a Na9i gunner plays hide:and:seek among the columns on the landing. 5ome C(:;@ ammo in a crate makes an appearance for/ard and to the left of the top of the stairs. ,nother machine gunner /ill appear to take his buddy!s place. 0ive him the same medecine and continue for/ard. , small stair/ay of crates leads to the roof of a storage room. ,nother guard /ill enter no/. but ignore him and drop through the skylight. (ull out a grenade and open the door. 'ontinue do/n the hall/ay to a room filled /ith three angry Na9is &one may start in the hall/ay but /ill oin his friends in the next room. "eave them an explosive present to Luickly clear the office. 1pen the door on the left side of the next room to emerge on a cat/alk. Turn left immediately to find your next artifact. the 'hangan 5tone. , lone guard sits bet/een you and the exit at the other end of the cat/alk.

(eng "ai Countains : ,scent to ,dventure 1pen the door and turn left onto a cat/alk. *mmediately pull out the 5C0 and take care of the t/o Na9is. Through the arch/ay turn left for a crate /ith revolver ammo. Bead through the next door to /itness the launching of the (eng "ai airforce. Time for some paybackD 2un Luickly to the turret at the end of the landing to shoot do/n the planes before they can take off. *t!s a lot like shooting fish in a barrel. though be Luick or the first one /ill get a/ay and can easily thro/ off your timing. There /ill be four planes; no/ head back the /ay you came. ready to battle /ith t/o ne/ gun:/ielding Na9is. Eefore heading back inside. turn left and climb to a small ledge. +ump and chain /hip to the other side of the base and turn left to run to another turret. , soldier and a )irebug /ill enter from the door behind *ndy so turn the turret around and mo/ them do/n. %nter the base. paying mind to grab the C(:;@ ammo in a crate in the corner. and continue to an elevator. #escend and immediately exit to face a )irebug and t/o soldier. one /ith a Causer and the other /ith a machine gun. *f you don!t leave the safety of the elevator. a Na9i /ill toss a grenade in /ith you to coax you outD Jick the crates on the right side of the room &if *ndy is facing the open air- to find a medkit. 1n the left side of the room. another crate holds a grenade. 2un to the edge of the platform in the center of the room and pull the lever to call the gondola. ,s soon as the cutscene ends. three Na9is /ill surprise *ndy from behind. Toss the grenade to deal /ith them Luickly and then /ait a moment /hile the gondola parks before embarking on the rest of your ourney. ,nother cutscene finds *ndy on top of the gondola; man the turret and prepare for four more airplanes making strafing runs. *t!s a bit easier here to discern their position from the propeller noises so you should be able to take them out /ithout their firing a shot. )inally...you!ve reached the summit of (eng "ai CountainD ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Elack #ragon )ortress : The Elack #ragon )ortress "ooks like *ndy /ill have to "sneak" into Carshall Jai!s fortress. ,nd by "sneak". * mean kill every guard you come upon. This ain!t no Cetal 0earD 5tart by heading for/ard. climbing onto the roof. 3hen you reach the red pagoda:looking area. climb do/n a scaffolding to your right &you can ust ump do/n. but it!ll hurt a bit-. Ee ready to deal /ith a staff:/ielding guard. Try to back a/ay from guards in case they use their deadly t/irl attack. hitting you four or five timesD 3ait to knock them do/n; grabbing and pummeling them /ith their o/n spears /orks /onders. especially later /hen you must fight t/o or three guards at a time. 'ontinue along the bridge to the far double doors. *nside. climb the bamboo ladder and turn around to push the heavy crate &K button-. 'limb back do/n the ladder and safety drop into the hole you ust made. 5afety drop again to face the underside of the )ortress bridge. 3hip s/ing three times in a ro/ to reach the other side. Ee Luick /ith your /hips or you!ll fall. Bead through the opening to the right to /hip s/ing on the overhanging torch. Note the ivy slightly out of *ndy!s grasp; you!ll be back. 'ontinue along the path/ay. coming to dead end. 'limb the vines to a higher level of /alk/ay. )arther along. you!ll notice a /all that looks breakable;

/hip s/ing to kick it a/ay and to enter the fortress. Ee ready to fight t/o guards. remembering the /ide arc of the spear. ,fter killing the guards. turn to face outside through the hole you ust created. Notice the ivy to your leftM ,ngle *ndy so he!s umping diagonally into the /all; t/ist his body to the left in midair and you should grab on to the side of the fortress. 'limb up and follo/ the path/ay to reach a bright room; run to the opposite side of the display case to find the Cask of 'ambaluc. an artifact. 5adly. you!ll have to backtrack outside. dropping do/n from the ivy and then making your /ay back to the room /here the t/o guards /ere. To your left is a lo/ scaffolding ledge. 'limb it and make your /ay up and around to reach another door. Though it!s locked. turning *ndy around reveals another lantern to s/ing from to exit back outside. To *ndy!s left is more ivy. 'limb it to reach the )ortresses! top floor. 0et rid of the guard /ith a spear as Luickly as possible as another guard /ith a crossbo/ /ill soon oin the fray. Eeat them both and head to/ards the large torch:lit alcove. %nter the door on the left to find a /onderful /ater fountainD Jick the crates in this room open to find a canteen &/hich increases your life-. a thro/ing knife. a tiger strength potion &boosts your attack po/er-. and crossbo/ ammo. 1pening the next door allo/s t/o more spear: /ielding guards access to *ndy. Kou should be /ell trained in killing these guys by no/. 2emember to fill up on /ater if they do you any damage. 0oing through the door in the next room leads *ndy back outside to the top floor. Bead for/ard and to the left to descend a ramp; continue do/n to find another pair of guards. 3hen they!ve met their match. keep follo/ing the ramp to the next landing /here *ndy can open the double doors to enter a small room /ith another guard. 1n the right /all of this room is a lever /hich opens the exit to this level as /ell as opening a locked room at the bottom of the ramp path/ay. 0o to the room you ust unlocked; ignore the guards belo/ and kick the crates to reveal t/o Luivers of crossbo/ ammo. t/o thro/ing knifes. and a tiger skin potion &boosts your defense-. 2un do/n the /ooden stairs to fight the bad guys or else lure them up to your level; ust try not to fight on the stairs. 3hen they!re no longer a problem. pull the lone lever in the room to stop the flo/ing /ater. #on!t forget a crate under the balcony /ith crossbo/ bolts. Bead back to the fountain if you!re running lo/ on energy. 3hen you!re ready to leave this level. head to the left from the last room. past the ramp. and s/ing across a gap on a lantern to reach the se/er entrance. a perfect means into the main courtyard. Elack #ragon )ortress : 'all to Eattle Trudge your /ay through the /ater heading either left or right &they both go to the same place-. 1nce you!ve climbed out of the /ater. a short cutscene ensues. 3hen it!s over pull out your crossbo/ and kill the patrolling guard. Jeep an eye out for another guard /alking around the large stairs; shoot him /ith the crossbo/ as /ell. The trick to this level is dealing /ith these t/o goons ,5,( before they have a chance to bang the gong to summon reinforcements. 5hould the guards sound the alarm. enemies /ill continue to appear intermittently as long as you remain in the main courtyard. making life a bit more difficult &and infinately more annoying-. 3hether or not you keep the guards from calling an alarm. run to the gong.

No/. turn around and /alk do/n the stairs; directly in front of you /ill be an easily missed pedestal. 5mash the glass to snatch up your next artifact. the Fi Carble 5tela. )rom here. run up the stairs to the right to find a small room /ith a guard and a demo charge. 0rab the explosives. as /ell as a health potion. four Luivers of crossbo/ ammo. and a thro/ing knife. 2un to the other set of stairs across the courtyard. *n the small room to your left is a probably much needed /ater fountain. %xit the room /ith the fountain and face left to find a scaffolding *ndy can climb to reach the )ortress roof. 2unning along the roof. be /ary of a crossbo/ sniper; ump onto his perch Luickly. keeping in mind that knocking him do/n to the courtyard may alert the guards. if they!re not already a/are of your presence. 3hip chain t/ice across the gap to another scaffolding. 'limb do/n to face another crossbo/ guard. 'limb onto the small ledge and ump up to another piece of scaffolding. "ine up the ump /ell and /ait to ump until the last moment to reach this very high ledge. )rom here. corner the )ortress and set the charges. 2un ?%2K far a/ay. possibly around the corner. as the resulting explosion has killed me a fe/ times from /hat * assumed /as a safe distance a/ay. %nter the ne/ hole to end the level. Elack #ragon )ortress : The To/er of 5torms Jick the crates to grab another tiger strength potion and Luiver of arro/. No/ head outside /here you!ll need to double chain /hip across a gap. )or some reason. the /hip icon /on!t appear unless *ndy stands facing the beams /hile standing near the /all. 3all sneak around the corner to reach another double chain /hip gap s/inging *ndy to a dangling rope. 'limb the rope and s/ing onto the landing. reading to pull out your crossbo/. +ump to a higher ledge and snipe the t/o guards patrolling around the corner. (repare to deal /ith a third as your approach their bodies. *f he doesn!t appear. ust continue along the /alk/ay to find him. ,round the corner is a small scaffolding ledge. +ump up to it and push of the stones &K button-. The /eight decrease allo/s the ledge to lift up. Turn around and you!ll notice a small indentation in the shaft up. (ush for/ard to fall off the lift onto another ledge. Jick the crates to reveal the Kuan Iiang artifact and a canteen &if you picked up the other canteen po/er:up in first level of the Elack #ragon )ortress. this ne/ one /on!t do anything-. +ump across the shaft to reach a narro/ outcropping. 'limb up to the next outcropping and up again to reach the next floor of the )ortress. Ee /ary of the three guards. one packing a crossbo/. /ho /ill try to climb do/n to fight you. 1ften they!ll ust plummet do/n the shaft to their deaths; be ready to get rough if they don!t. 1ne direction is blocked so head around the corner in the other direction to reach a large gap. +ump to the small platform and /ait for it to descend. 5ince it is on a pully. the platform in front of *ndy /ill rise; ump to it /hen the t/o are level. 3hip s/ing to reach safety. ,round the next corner /ait t/o guards diligently standing.../ell. guard. 2elieve them of duty. remembering to fill your canteen at the fountain on the right /all. before entering the double doors to end the level. Elack #ragon )ortress : The 2escue *ndy!s rescue turns sour as the deadly )eng t/ins /ait in ambush. Though my

first time through. this pair gave me Luite a rumble. the second time * reali9ed ho/ easy they /ere to defeat. The trick: used both the tiger strength and iron skin potions that you!ve been saving up. No/ their attacks /ill do little damage to you /hile yours /ill knock them flat. The potions take a second to kick in &keep the , button held do/n until you see the gauge appear in the lo/er left:hand corner of the screen- so run around the room. staying clear of the t/ins! deadly fans. until they do. Eet/een the columns of this small room are four /eapons racks /here *ndy can grab a s/ord; though the s/ords have a large /indup /hich leaves *ndy open to attacks for longer. * found a sharp ob ect made me feel more confident. so you might as /ell go and grab one. 3ith the iron skin potion coursing through your veins. the intense combos of the )eng t/ins /ill barely fa9e you. This is a good thing as both can thro/ long chains of kicks /hich are very hard to block as /ell as attack /ith a spinning uppercut /hich knocks *ndy flat. ,fter /aiting for an opening. s/ing a/ay. focusing on one t/in at a time. * killed Cei Cei &in the red dress- in seven hits /ith the s/ord so t/o Luick s/ord combos and one final stab should leave this boss fight mano:e:mano. Kour s/ord /ill probably have broken by no/ and your tiger strength potion run out so grab and drink another if you like. ,lone. the final )eng t/in is more susceptible to your fists. +ust keep pounding a/ay at her::luckily your iron skin potion should still be /orking. making her attacks ineffectual::and she!ll die in no time. +ust /hen you think you!ll finally save Cei King.../ell. ust /atch the cutscene. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Temple of Jong Tien : #escent into #arkness KayD *t!s a super:fun happy slide...of deathD This entire level consists of *ndy sliding do/n a ramp dodging bet/een dark bro/n:ringed tiles to avoid nasty dart traps. Though you can survive Luite a fe/ hits. you!ll need to dodge more than half of these if you /ant to survive the trip do/n. * /on!t go into detail of /hich /ays to push *ndy as there are often multiple solutions. including umping over them. The tiles are easy to spot as rigged so ust /atch out for them as you head do/n. Bo/ever. there are a fe/ tricky spots in this level that *!ll point out here. )irst off. get your /hip out and ump /hip to safety before the end of the first ramp. *n an alcove to your left is a /ater fountain if you need it. 'ontinue for/ard. umping over the breaks in the floor and /hipping across the final gap. (ull your /hip out then head do/n another part of the slide. Try to fall from one slide portion to the other so that *ndy lands at the highest portion of the ne/ slide. other/ise. you!ll take some extra fall damage. +ust slide off the ramp at either the far right or left. depending on /hich /ay the next slide goes. and you!ll be fine. ,fter transferring t/ice &so you!ll be on the third slide do/n. not counting the first slide at the beginning of the level-. get ready to ump and /hip on a lamp at the bottom of the slide to crash into a hidden room. 5urpriseD 1ne of the crates has a Kuyao (anD 5afety drop back do/n to the slides prepared to ump /hip on another lantern after the next slide transfer. Kou!ll be in another alcove /ith a /ater fountain; get your health back up before safety dropping to the slide again. Kou!ll have to avoid some ne/ fire stream traps

by pushing *ndy to the far right or left side of the slide &or ust plo/ through them as they don!t hurt much- as /ell as dodging the arro/ traps. +ust hang on for a fe/ more slide sections before the level ends. Temple of Jong Tien : The 'atacombs 2un for/ard through the large break in the /all. ignoring the yello/ ghost /ho you can!t fight yet. *nside the /all crack is a spear; pick it up and get back into the open area Luickly. Ey no/. the ghost /ill have possessed the corpse of Jai!s nin a /arriors creating a very freaky 9ombie nin a. Though these things cra/l on the ceilings. use strange red aura attacks. and can flip *ndy /ith their feet. they get killed 2%,""K easily. Cust be the decomposed flesh or something. Eeat the first one /ith your spear from a distance; give the next one the same treatment. +ump and climb out of the large pit to face another 9ombie nin a. Ey no/ your spear /ill have broken. *f you /ant a s/ord. one lies in each broken sarcophagus. * find the s/ords too slo/ against these 9ombies so often ignore them in favor of *ndy!s fists. 5end another 9ombie nin a back to his grave before continuing do/n the hall/ay. 5top in the second broken grave on your left to find a tiger strength potion. ,t the end of the hall/ay. replenish your health before pulling the s/itch to your left and entering the next room. #on!t let the 9ombie on the ceiling scare you; he!s easy to kill. as are the three other nin as /ho rise from their grave as you pass through the hall/ay. 0rab more s/ords in each of the broken graves if you need them. (ull the s/itch at the end of the hall/ay and enter the door to face three more 9ombies to your right. ,fter the gruesome battle. head to your left to find a /ater fountain. a statue /ith a spear you can take. and an unlit lantern. 3eirdD Beading do/n the stairs into the main chamber. you should notice a gong to your right and the exit to your left. )arther along. do/n the opposite hall/ay is an unresponsive door. another unlit lantern. and t/o more statues /ith spears. 0o to the gong and pick up the mallet resting on the ground to the right of it. Use the mallet to ring the gong &, button-; a trap /ill open up under *ndy so be ready to ump to safety at the last minute. ,fter leaping the firey pit. grab the blue torch hanging on the left /all and light the torch on the right /all &K button-. %nter the no/ open door. *n this chamber rests the *. 'hing pu99le. #espite many complaints. it!s really not too hard to solve. especially if you!re reading this. Easically. to get the pu99le under/ay. *ndy must light eight torches to illuminate eight 'hinese symbols /hich reveal the key to receiving the (a'heng. 0ot itM "et!s start by pulling the s/itch to the door in front of *ndy as sho/n in the cutscene and entering the hall/ay. (ull the next s/itch to reach another nin a burial area. T/o 9ombies burst out to party. not reckoning on dealing /ith such a ma or:league asskicker as yourself. 3hen they!re dust. climb into the rightmost broken grave to find an artifact. the "iaoning Cian in. and into the leftmost broken grave to find a health potion. Beading up the ramp leads *ndy to a /ater fountain. )arther up is the second floor of the burial chamber. "ight the t/o lanterns at either side of the room to open the large stone doors. Bead through the opening. keeping the torch handy. Using the magical light of the blue torch. avoid the red. glo/ing tiles or face a nasty electrical trap that Luickly saps *ndy!s health &you can barely make out these tiles /ithout the torch as they are a darker shade of bro/n but

use the torch for ease of traversal-. (ull the s/itch to enter the large hall/ay /ith the gong again. )ight off the ne/ 9ombie menace before lighting the t/o lanterns at each end of the hall. ,fter lighting both lanterns. another 9ombie pair /ill appear to slo/ your progress. 2efill your canteen if you!re getting lo/ on health. 2eturn to the door you ust exited from and make your /ay back do/n the booby:trapped ramp. +umping over the tiles seems easier than /alking around them on the /ay do/n. 1nce in the sLuare grave area. another Luartet of 9ombies /ill emerge. t/o on the second floor and t/o on the bottom. 5ince the only language these things understand is pain. give them a "lecture" they /on!t soon forget. )ill up on /ater again if you!re hurt before continuing do/n the ramp to the exit. * kno/ this is ust the door that leads back to the *. 'hing pu99le so don!t /orry. Kou!re supposed to backtrack. Temple of Jong Tien : The #ragon!s 'la/ Eack in the *. 'hing room. a door to *ndy!s left slides open. )ollo/ it to reach a narro/ bridge. 'ross the bridge and pull out your torch to light t/o more lanterns. 1nce this is done. the bridge /ill revolve to reveal its underside. Using the torch to light your /ay. each sLuare of the bridge /ill glo/ either a safe blue or a deadly red. 'ross the bridge. only stepping on blue circles and umping over red ones. *n detail. *ndy must /alk over the first sLuare. ump over the second. ump over the fourth. and ump over the sixth. ,fter a Luick cutscene. *ndy!s /ay for/ard /ill be blocked. 1nly one /ay to go no/: back/ards. 3alk back to/ards the lanterns. leaping over any red circles you find. until you reach another blue circle. 5tep on it to produce another short cutscene. No/. continue a/ay from the lanterns. leaping over a red circle. and stepping on a blue one about half/ay along the bridge. ,nother cutscene ensues in /hich the red circle you ust umped over flips. 3alk back to this flipped sLuare to find another blue circle. 5tep on it an continue for/ard. leaping over a red circle to reach a final blue circle near the exit. No/. for a trickD Eacktrack to/ards the lanterns. umping over a red circle. to find another blue circle. 5tep on it to smash open a grave near the end of the level. Kou!ll be glad you did later. That done. cross the bridge and exit back to the *. 'hing room. 5orry if the description of solving the bridge pu99le is a bit confusing. +ust keep /alking back and forth on the bridge. stepping on any blue circles you come across until you can both cross the bridge safely and you break open the grave. 5imple. rightM ,nother door to *ndy!s left no/ magically slides open. Cight as /ell enter it. 2ipping off a scene from *ndiana +ones and the "ast 'rusade. you must use your blue torch to light the /inding path/ay across the seemingly uncrossable pit. 3alk slo/ly so that you keep the glo/ing red /alk/ay illuminated; the path t/ists a fe/ times as /ell so keep your /its about you. ,fter crossing. have *ndy light the last t/o lanterns. 5adly. as you try to make your /ay back. you!ll notice that the platforms have started to move up and do/n. 3alk back ust as you entered. though be /ary of timing as you hop from bridge section to bridge section. 5ome of the sections can move pretty Luickly. but if *ndy runs for/ard as soon as they touch. you!ll usually cross safely &*!d take my time if * /ere you though-.

No/. /ith the characters glo/ing. it!s time to solve the pu99le. (ress the K button near the *. 'hing to get it started. The key here is to use the I button to s/itch vie/s; using this bird!s eye vie/. you should see the grey outlines on the floor next to the altar. *ndy must rotate the three rings of the altar to match these patterns. To save you some trouble. *!ll list the proper order here. though don!t blame me if the order changes from game to game &/hich * doubt it does-. "Eroken" here refers to blocks /ith a line in the middle of them; solid is solid. 1uter ring. starting from the left &N o!clock- : solid. broken. solid. solid. broken. solid. broken. broken. Ciddle ring. starting from the left &N o!clock- : broken. solid. solid. solid. solid. broken. broken. broken. *nner ring. starting from the left &N o!clock- : solid. solid. solid. broken. broken. broken. broken. solid. ?oilaD (u99le solved. exit open and the (a'heng is yoursD Turn to *ndy!s right and exit the chamber. running do/n the hall/ay back to the sLuare grave /here t/o 9ombies /ait for you. No/. /hen you kill the corpses. the yello/ ghosts possessing them /ill appear. *f you kill them Luickly enough. they /on!t be able to possess more bodies. 5adly here. you must fight at four 9ombies and the t/o ghosts before the large stone doors from above /ill open. Jeep in mind that *ndy can hurl the (a'heng /ith the , button. useful for nailing those hard to reach ghosts. 'ontinue up the ramp &get some /ater if you /ant it-. through the stone doors. up the booby:trapped ramp &blue torch. anyoneM-. and through the door back into the main hall/ay. T/o more 9ombie nin as are all that stands bet/een you and the boss so hurry it upD Eefore heading through the large doors bet/een the 'hinese dog statues. look to your left at the no/ open grave &remember the extra running around the bridgeM * told you it /as /orth it-. (ick up the Benan Eei and head into another large cavern lined /ith graves. , huge battle no/ commences /ith five 9ombie nin as and the ghosts that possess them flying out of the /ood/ork. Kou should have no problem /ith your handy. dandy (a'heng though. Jill !em all and exit through the last open grave on your right. Temple of Jong Tien : The 5hado/ of Jong Tien The good ne/s: you!ve finally saved Cei King and retrieved the Cirror. The bad ne/s: Cei King is possessed by a demon set on killing you in a very very painful manner. The key to exorcising Jong Tien is to destroy the three glo/ing orbs held aloft by the dragon statues. To do this. you must first defeat the four yello/ ghosts Cei King sends at you /hile dodging the electric balls right on your ass. 3hen they!re dealt /ith. a cutscene begins /here Cei King shoots a beam of electricity at you. destroying a pillar. ,fter using so much energy. she is susceptible to a strike from the (a'heng. Toss it at her /ith the , button to confuse her; no/. toss the (a'heng again to smash one of the three orbs. 2epeat this process t/ice more. remembering that after dealing /ith the ghosts and electric balls. you must move *ndy behind the shelter of a pillar &each pillar takes t/o hits to be completely destroyed so you can scre/ up a fe/ times before you!re completely toast-. 2est behind a pillar to take a health potion or to drink some /ater if necessary. 1nce the orbs are smashed. Jong Tien is banished back to the Nether/orld and *ndy and Cei King can )*N,""K escape (eng "ai *sland. "5ee. that /asn!t so badD" says our hero. Keah.

/hatever. *ndyD ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The %mperor!s Tomb : Tomb of the )irst %mperor )inally. the tomb in the titleD 2un straight for/ard do/n a long hall/ay to reach a large scroll/ork cylinder. 5pin it to open one of the tomb!s circular doors. 5adly. this also drops you into a pit /ith spikes utting out from the /alls. , small spike block comes out from the lo/er left corner so be ready to dodge it and then immediately climb onto it. 3ait here until a large spike block appears in the center of the /all; Luickly ump and pull up /hen it has passed. ,fter the ad acent spikes shoot out. run either to the left or right /all and /ait. ,nother spike ro/ /ill come out in the middle at the level of *ndy!s head. +ump and grab onto this ro/ fast before *ndy gets impaled. )rom here. ump and pull out of the pit. 2un back do/n the hall/ay to/ards the entrance. stopping to enter the door to your left that you ust /ent to all that trouble to open. *t appears that *ndy must make his /ay through this room past spurting fire ets. 0reat. 3ait until the first pair of ets turns off and then immediately ump and /hip across the chasm; you should vault over the flame et on the other side. *mmediately turn left and ump and double chain:/hip across another pit. Kou!ll s/ing through a vertical flame spurt. but it /on!t hurt too much. Turn left and /ait for the next et to cease before umping and s/inging across the last gap. (ull the s/itch to your right and stop to drink some /ater to your left. 3atch out for the double vertical flame ets as you exit the room. 2un back to/ards the entrance again. this time going right through the circular door. 2emember ho/ much you hated those 5ilent 0uardians /ay back in 'eylonM 3ell. this part is a tad /orse. Kou must use skulls to distract the glo/ing orbs electrical attack except the chance are that if they hit you. you!ll be dead before you can react. 5tart by tossing a skull do/n the hall/ay; right after the orbs stop discharging. run for/ard to the pit. There!s a health potion on the ground that you can grab /ithout getting shocked. (ick up and toss another skull over the pit. 1nce the orbs stop ump diagonally to your left across the pit and around the corner &make sure to leave yourself enough room by starting the ump near the left end of the screen or else you!ll hit the orb and fall into the pit-. ,lmost there no/D 5afety drop into the pit in front of *ndy to find a small room lodged inside the drop. (ick up the next artifact. the 5hang 5tatuette. and ump across the pit to a narro/ ledge. 'limb out from here. ,cross another pit and around another corner lies the hardest test in the level. *ndy must climb into a small alcove to the left of the pit to pull a s/itch /hich opens the exit. 5tart by tossing a skull over the pit to/ards the ledge to your left &try to get it to land there-. +ump diagonally left to follo/ the skull. *f you move slo/ly here. the orbs /on!t kill you. 'limb up into the alcove to reach the s/itch. No/. the hard part. Toss another skull before dropping back do/n out of the alcove. 5lo/ly /ork your /ay to the skull you tossed here. )acing the pit. /all sneak to/ards the right side of the ledge. 5taying flush against the /all through the skull. *mmediately after the orbs stop. ump diagonally left to reach safety &this is a tricky ump that takes a little time to set up; don!t /orry if the orbs start up again /hile you!re in mid air as they probably /on!t kill you-. ,lternatively. you could toss the skull and then ump straight

across the pit to reach another alcove. this one /ith a /ater fountain. To get out of here. simply reverse the above directions. Toss another skull over another pit. follo/ it. and head through the exit to your left. The %mperor!s Tomb : The (ath of the Unseen (eril 0et either the (a'heng or your fists ready for a bra/l. 2un for/ard and around the /all in front of you to find three Elack #ragon nin as. Cei King /ill probably deal /ith one of them leaving you /ith the other t/o. , good strategy here is to try to knock them into the pits on either side of the platform. 1ther/ise. ust beat them up as you /ould any other enemy. though be/are the strength of these guys. ,fter you!ve mopped them up. t/o yello/ ghosts appear to possess their bodies. Bit the ghosts /ith the (a'heng before they animate the corpses if you can. *f not. ust take out the 9ombies and their hosts as you normally /ould. There!s a /ater fountain bet/een the 'hinese dog statues if you need it. 3hen you!re ready to continue. pull out the Cirror of #reams &as if *ndy!s flashback to Jai!s speech didn!t tip you off-. Cuch like the blue torch. the Cirror /ill reveal secret areas. The first such "secret" are the huge sliding blocks trying to crush you. (ush against them /hen they!re closed and *ndy should safely rush past /hen they open. 5top Luickly though for a bed of spikes. These /on!t kill you but /hy take the damageM 3atch the spikes until you have their timing then step onto the first ro/ /hen they descend. 3hen you think you!re ready &about 7 seconds- ump for/ard to the no/ clear third ro/. +ump again &another 7 seconds- to clear the trap. No/. you!ll be faced /ith t/o smooshing slab traps. (ush against the first set /hen they!re closed and you!ll rush through to the second; push against it and you!ll pass through unscathed /hen it released. 1h noD , giant pit. or is itM Using the Cirror. notice the platform on the left edge of the pit. 'limb onto it and then ump across to another platform on the other side. )rom here. make your /ay do/n &remember to safety drop- and /all sneak along the sides of the pit to reach another safe platform. *ndy notices an invisible beam sticking out of the /all. (ull out the /hip::it!s a bit nerve /racking to see *ndy floating in mid air; if * didn!t kno/ any better *!d say it /as another Ibox bug::and s/ing across. 'limb do/n to a slightly lo/er platform before umping across a small gap to reach a staircase. ,scend very slo/ly as there are no guardrails here. ,t the top. pull up bet/een t/o columns to find a s/itch that deactivates the traps and seals up the pit. 1nce Cei King oins you. head through the circular door ready to deal /ith t/o s/ord carrying Elack #ragons. 3hen they!re toast. a short cutscene ensues in /hich reinforcements arrive. T/o come in from the right /hile one drops do/n from the left /ith a s/ord. 1nce they!re dead. three yello/ ghosts oin in to possess the bodies. 2emember to kill the ghosts once the host dies or else they!ll ust possess another corpse. "eave once 9ombie remaining if you /ant to find the artifact in this level. )acing the exit door &as featured in the last cutscene-. head to the right /all in the large chamber. Kou should see t/o arches on each side of the room from /here the second /ave of enemies emerged. 5tand under the closest one to the exit door. (ull up to reach a small ledge. +ump up again to pull into a secret area /here you!ll find a tiger strength potion and the Fin "a/book. Jill the last ghost and the level ends. Kou can actually get the artifact at any time. but it!s better to leave less enemies for Cei King to have to fight alone.

The %mperor!s Tomb : The Eells of the #ead %ven after all that fighting you!ve still got to start the level faced /ith t/o 9ombie nin asD 1nce they!re dead. the exit door opens. (ass through it and head do/n a steep ramp to reach another door. *n the next room *ndy must cross a large bridge; sadly. on the other side are t/o Terra 'otta 5oldiers. one of /hom /ill become animated /hen possessed by a ghost. The best /ay to kill these guys is to hit them Luickly three times /ith the (a'heng to dismember them. Their s/ord is unblockable so once they lose their arms. you!ll only have to /orry about their feet. 2emember to kill the ghost /hich escapes from the /reckage as Luickly as possible or it!ll possess another statue. (ull out the Cirror of #reams and run through the large /ooden doors *CC%#*,T%"K turning left. ,gainst the column next to the door /ill be an invisible ladder made visible by the Cirror. 'limb up to find the +ade "iubo Eoard. 'limb back do/n and go through the circular door to reach the (u99le of the Eells. 1nce in the room. the bells atop the centerpiece /ill ring in a precise order. *t!s up to you to copy this tune using the sets of bells in each corner of the room. 2un for/ard. Cirror still in *ndy!s hand. under the primary bells until you see a path/ay to your right. )ollo/ it slo/ly to reach the first set of bells. Kou can al/ays pull the s/itch next to the bells if you /ish to repeat the melody you must copy. (ress the K button in front of the bells to play them. The first tune is: small bell. middle bell. large bell. 3alk back along the path and head back under the primary bells to find another path to the right &diagonal from the last set of bells-. The second tune is: second smallest bell. second largest bell. largest bell. smallest bell. 'ross the invisible path and keep going over the solid /alk/ay to the third set of bells. The third tune is: second smallest bell. second largest bell. middle bell. largest bell. smallest bell. No/ make your /ay to the set of bells diagonally from you &left of the exit- for the final tune. )ourth tune: middle bell. second smallest bell. smallest bell. largest bell. second largest bell. 0o through the circular door to end the level. The %mperor!s Tomb : ?on Eeck!s 2evenge 0et your /hip ready and prepare to keep ?on Eeck from getting his revenge &to be fair. he /as the one /ho tried to kill you first-. +ump and /hip across the pit to trigger a cutscene /here ?on Eeck appears /ith a giant drill tank. No/. before beginning. let me /arn you that this level is very very hard. %ven kno/ing /hat to expect. * still die on it occasionally. %ven though this /alkthrough /ill map out /here to ump and give you some tips on timing. even the slightest misstep /ill spell doom for our hero. Jeep at it. memori9e the order of /hat occurs in this level. and *!m sure you can get through. )irst thing!s first: start running for/ard. +ump over t/o small gaps and then /hip$ ump across a large pit. No/. another gap then another /hip: ump. T/o more gaps then /hip: ump. )inally another gap and another /hip: ump. ,fter landing here. the path/ay begins to curve. 2un hugging the left /all to dodge a fe/ small holes that are ust as deadly as the other pits. 1nce the path/ay straightens again. immediately ump a gap and ump:/hip a pit. ,nother gap follo/ed by t/o pits /hich reLuire ump:/hipping.

Bere!s /here the tricky part begins. 2ight after t/o small gaps and before /hat appears to be another ump:/hip. the floor collapses. The floor becomes pretty unstable from here on out. 2emember to keep an eye out for collapsing floors; sometimes they!ll fall far a/ay but your reaction /ill be to ump immediately. sending *ndy right into the pit. 1ther times. it!ll fall so fast you /on!t think it possible to ump in time. Jeep your cool and follo/ these instructions. No/. after the small gap. the first tiles collapse. 2un to the edge and ump: /hip the pit; you must let go of the /hip slightly early and then immediately ump and /hip again. *f you let *ndy get the maximum distance from his ump. he!ll land on tiles that /ill have already started falling and you /on!t have time to ump again. The path /ill curve again; hug the right /all to stay out of harm!s /ay. ,fter another small gap. the tiles in front of *ndy crumble but are so far a/ay you have a moment more to run before ump:/hipping the pit. "et go of the /hip early again so you!re ready to ump:/hip again right as you land. ,nother t/o small gaps &one suddenly appears but you can ust ump itand one ump:/hip. ,fter the next small gap. the tiles in front of *ndy collapse; keep running as you have another moment before you reach the edge. 'ut this next ump:/hip short to prepare for another immediate ump:/hip. Kou!re done /ith the hard part. No/ ust run for/ard until *ndy begins sliding do/n a ramp. +ump and s/ing to safety before he slides right off into a large pit. Kou!ll barely make it; pull up and turn around to see that the same can!t be said for ?on Eeck. 0o through the circular door and make your /ay left through another room. Cove carefully as there are a lot of breaks in the floor /hich can sneak up on *ndy. Nothing!s more annoying than dying after all that fancy foot/orkD 3alk *ndy through the s/irling portal to enter the Nether/orld. The Nether/orld : The (illars of the Under/orld * really really hate this level. *t consists of t/o things: annoying battles against ghosts and difficult umping. 5tart off /ith your (a'heng out and make sure to get *ndy as close to full health as you can. )ollo/ along the path/ay until a blue ghost appears. Elue ghosts make your life difficult by sending out yello/ ghosts. /ho proceed to possess the terra cotta soldiers. and by shooting balls of electricity at you. Try to toss the (a'heng to hit it Luickly and to possibly kill one of the yello/ ghosts. 3hatever the case. you must smash the terra cotta soldiers if they are possessed and must kill the blue ghost by thro/ing the (a'heng at it t/ice. 1nce all paranormal activity ceases. you can turn to the three pillars at the edge of the /alk/ay. The trick throughout this level is that /hen *ndy sets each column spinning. a ledge rises up to create a bridge. 1nce the column stops spinning &the red sparkles making a ring around it reach the bottom of it-. the ground falls a/ay to leave you scre/ed. *ndy must spin the columns in the correct order so that the chunk of /alk/ay farthest a/ay has the longest amount of time left before it collapses. *!ll tell you the right order to spin the columns in. but getting across them Luickly enough is up to you. )inal tip: al/ays get your /hip out before spinning the columns because there!s nothing /orse than having to fish it out of your pouch /hile the path falls out from under you. )or the first columns. spin them in order from right to left. Kou!ve got to make a /hip: ump bet/een the second and third chunks. then ump left to reach

the /alk/ay. , blue ghost immediately materiali9es and. unless you kill them fast. another pair of terra cotta statues /ill oin in the attack. Jeep in mind that even if only one ghost remains. he /ill continue to animate the statues until there are no more left. Kou can smash inanimate statues to keep them from coming alive. though it!s ust as easy to kill the ghosts before they can act. ,t the next set of columns. spin them in this order: second pillar from the left. the pillar on the far right. the pillar on the far left. and the second pillar from the right. 2emember to /hip s/ing bet/een the first and second then third and fourth platforms. 1nce you reach the /alk/ay again. another blue ghost appears. #odging his pro ectiles. kill him Luickly /ith t/o hits from the (a'heng. 'hances are he!ll get at least a ghost out and you!ll have to deal /ith the terra cotta soldiers. There are four standing guard so you might have to kill all of them. ,t the next set of pillars. spin the right. then the left ones. +ump and pull up at each platform; you might /orry that you /on!t have time to get past. but you should. ,nother blue ghost /ill appear surrounded by three terra cotta soldiers. ,gain. try to keep as fe/ of them as possible from coming to life. No/. instead of heading to/ards the next set of pillars. face a/ay from them. Kou!ll notice another lone platform off in the distance. *ndy must ump and then triple /hip:s/ing across a chasm to reach it. 2emember to press the , button to /hip again right after letting it go; *ndy looks like he doesn!t have enough time to make the motion but he does. 1nce on the solitary island pillar. prepare to deal /ith a blue ghost and possibly t/o terra cotta soldiers. The path here is very narro/ so make sure you don!t get knocked off. (ick up the 0ao Eurial Cask from the skeleton lying here and then &carefullymake your /ay back across the chasm. 1nce *ndy lands. /alk slo/ly to/ard the edge of the /alk/ay on your left. 'limb over the the railing and safety drop to land on a hidden ledge /here you!ll find the Balberd (late. No/. /alk to the pillars and spin them in the follo/ing order: middle pillar. far right pillar. second from right pillar. far left pillar. and the second pillar from the left. Kou have to ump:/hip bet/een almost every platform &except for bet/een the third and fourth- before reaching the Elack (agoda. The Nether/orld : The Beart of the #ragon 2un for/ard until you come to a narro/ bridge flanked by dragon statues. 1nce you ump on the first ornately decorated block. the trap begins. *ndy must /atch for the block that is a different color than the rest and ump to that one Luickly. *f he reaches the block. /hen the floor fades a/ay. he!ll be left standing; if not. he falls. #on!t /orry too much about the dragons shooting electricity. *f you keep moving for/ard as Luickly as the blocks allo/. you!ll be fine. This pu99le is really easy and *!m sure you can all get through it by no/. 1nly the last set really tries to fool you by forcing *ndy to backtrack a fe/ times before a solid block appears that he can cross the chasm /ith. 1nce you!ve reached the end. /alk up the stairs past the red columns. *f you head right. you!ll find the game!s final artifact. the 5hi Buangdi 'ong. resting on a small end table. *f you head left. you!ll find a /ater fountain. Cake sure you!ve filled your canteen and health meters for the boss fight coming up. No/. ust /alk to/ards the throne and a cutscene ensues in /hich *ndy finally gets his pri9e. 5adly. he doesn!t keep it for long. 3hen the scene ends. get ready to tangle /ith four terra cotta soldiers. Cei King /ill

help you. but don!t count on much. 3hen all four are rubble. the level /ill end. The Nether/orld : 2ise of the Elack %mperor ,h. finally. Kou get to beat up Carshall Jai for all the trouble he!s given you. 5adly. he!s got a friendly dragon to help him out. "uckily. this fight is very very easy. Kou!ll only need to hit Jai six times to /inD Jai!s ma or attacks are a flamethro/er burst. /hich you can roll under. and a ground Luake. /hich you can ump over. The dragon is a bit tougher to dodge. /ith his fireballs and charging attacks. but if you /ork fast. you /on!t have to /orry about him. The trick to beating Jai lies in the four corners of the level. )rom the central hub are five branching paths. ,t the end of each one is a glo/ing symbol &* think it!s supposed to represent the elements or something-. 3hen you reach it. you!ll be transported back to the center /ith you (a'heng charged /ith magical energy. Thro/ it at Jai to hurt him. 2epeat. dodging either one of his attacks &usually the ground Luake-. ,fter three hits. Cei King /ill be free and get attacked by Jai. ,t this point. you!ve only got one more element to reach. 0et to it and hit Jai. No/. Jai lands and allo/s you to hit him once more /ith the (a'heng forcing him to drop the Beart of the #ragon. Kou can pick it up if you!re Luick enough. but * don!t think it does anything. ,n easy tip to beating Jai is to start at either the leftmost or rightmost paths and then to /ork your /ay across. This /ay. you /on!t forget /here you need to go. ,lso. keep in mind that you /ill need to /hip ump across a fe/ of the paths. +ust be /ary of Jai or the dragon sneaking up and hitting you as you make your /ay to the elements. #on!t /orry. you!ll be fine. %n oy the endingD $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ ?*. ,rtifact "ocations *f you follo/ed my /alkthrough. you should have found all 7@ artifacts. 7 for each level. *f you only need a Luick reference as to /here a select fe/ are located. ust check do/n hereD 4- *dol of 2amba ?ihara : this is located on the very first level of 'eylon. ,t the level!s start you!ll come upon a /aterfall. 5imply /alk under it to find a cave /ith your first artifact. 6- Cahavatu Cask : after you defeat the t/o hunters chatting by the campfire near the beginning of the second leve. you should notice a hanging box above you. Cake your /ay to the high ledge /here the level continues and you!ll see a stack of boxes. (unch the largest one and the hanging crate /ill fall. revealing your treasure. 7- (ort Negombo 2elic : this is found on 'eylon. the (alace of )orgotten Jings. 1nce you!ve cleared the courtyard and reached the /all /ith vines you must climb. stop. Turn around and notice a rock you can climb. +ump up to another and you!ll find a door/ay leading to a ne/ addition to your artifact collection.

;- Eook of "ibuse : this is found in (rague. the 0reat "ibrary. ,fter you!ve found the map and dealt /ith the Na9is /ho open the level!s exit. return to the 7rd floor and /all sneak along the central bookshelf &the one /ith red curtains-. , secret room /ill have opened /ith your pri9e in plain sight. O- 5tochov )ragment : this is found in (rague. the 1bservatory. ,t the start of the level. run out the double doors and turn left. 3alk around the building until you see a small ledge. 'limb up and /all sneak along it until you can see a glo/ing door on a to/er opposite the level!s entrance. +ump across to find your ne/ artifact. P- 'istergian Cask : this is found in (rague. ?ega!s To/er. 3hen you reach the clock to/er /ith the elevator. note the crashed bell on your left. There is a small crack in the floor /hich *ndy can climb do/n. *n this small room is yet another shiny trinket. Q- (iri 2eib manuscript : before exiting the first level of *stanbul. drop off the platform to a narro/ ledge to the left of the open door. 2un around it to reach another building containing the artifact. R- 1ttoman seal : at the start of *stanbul. the 5ecret of the CosLue. part 6. run and roll for/ard under a crack in the /all to find this artifact &Note: the select level screen incorrectly lists the 1ttoman seal as located on the previous level-. N- #elian (roclamation : in *stanbul. the 5unken (alace. turn left at the top of the toppled pillar and make your /ay around the room by umping and /hipping across the columns. ,t the end of the road there /ill be a hook. though no /hip icon appears. 5/ing across it to reach a box; if you picked up the machete under/ater near the circular temple /here the demo charges /ere located. you can cut the rope to reveal your pri9e. 4@- Tai:Tsu Cask : during the first level of Bong Jong. *ndy /ill reach the balcony level of the nightclub. %nter the second booth on his right to find a s/ord:/ielding nin a and the mask resting on a pedestal. 44- "ongshian *dol : after killing the four /aiters in the second part of the "otus 'lub level. run into the dressing room to your left &before the corridor ending the level- to find a medkit and the artifact. 46- Name Unkno/n : during the first 5treets of Bong Jong level. after the three motorcycles seLuentially attack *ndy. a crate /ill appear on a small ledge to *ndy!s left. 5hoot at it to get the next item &a "tip" /ill appear telling you that you!ve found an artifact-. The artifact appears right before the screen fades to black; if you miss it the first time through. ust try again later. a/are of /here it /ill be. 47- 5andai (late : at the beginning of the 5ecret of (eng "ai "agoon. part 6. run for/ard into a small alcove to find a demo charge to your right. tucked a/ay in the corner. Use the charge on the cracked /all to the right of this alcove as you leave it to uncover a (an9ershreck and the artifact. 4;- 5ima Fian 5hi i scroll : in the *ron 'ross level of (eng "ai "agoon. enter a door to the right of the alarm in the first area you enter. 'limb a flight of stairs to reach a room /ith a relaxing Na9i. The scroll lies on the table in this room.

4O- Tablet of "ong ian : in the final level of (eng "ai "agoon. the U:boat pen. from the cat/alk /here you can chain:s/ing across the pen to the opposite ledge. safety drop do/n and head into the small garage. Eehind a trio of metal crates are t/o breakable crates /ith a medkit and an artifact. 4P- Hhao Co 2hyton : in the first level of (eng "ai Countain. after *ndy has reached the roof opposite the ventilation shaft. climb through the skylight near the upstairs office. *n this garage bay. &the only one *ndy hasn!t yet entered- you!ll find your pri9e. 4Q- 0ui +ian scroll : during the (eng "ai Coutains *nfiltration level. run past the large door/ay underneath the control room at the start of the stage and around the /alk/ay to a crate in the corner. Ereak it for another artifact. 4R- 'hangan 5tone : at the start of the last room in the ,irbase level in (eng "ai Countains &the large cat/alk /ith the patrolling guard-. turn left to find a breakable crate. 3hy are so many ancient artifacts ust lying around this Na9i baseM 4N- Cask of 'ambaluc : during the first level of the Elack #ragon )ortress. after *ndy s/ings through the stone /all to enter a room /ith t/o guards /ith spears. face out/ards through the hole. Kou should see some ivy to his left. +ump diagonally to/ards the ivy. t/isting left in mid air to catch on. )ollo/ the ivy to reach a chamber /ith your pri9e. 6@- Fi Carble 5tela : at the start of the second Elack #ragon )ortress level. /alk so that *ndy is standing directly in front of the gong in the center of the courtyard. Turn around to see a small glass display case; smash it to find another artifact. 64- Kuan Iiang statue : in the third level of the Elack #ragon )ortress. /hen *ndy pushes the stones off of the ladder to allo/ his makeshift elevator to ascend. immediately turn around to find a small alcove. 3alk off the lifting platform to reach the crate /ith your treasure. ,lternatively. /hen you reach the second floor of the level. climb do/n into the shaft and then ump across to reach the secret. 66- Kuyao (an : /hile sliding do/n Jai!s trap. be ready to ump and /hip s/ing from a lantern on the third ramp do/n &ignoring the first ramp of the levelto smash into a secret room holding...a secret. 5urprising. 67- "iaoning Cian in : in the second level of the Temple of Jong Tien. after *ndy receives the blue torch and passes through the *. 'hing room. he!ll enter a sLuare catecomb. Jill the 9ombies here and enter the rightmost open grave to find this large ade plate. 6;- Benan Eei : after crossing the stone bridge to light t/o lanterns in the *. 'hing pu99le. *ndy must make his /ay back across /ith the blue lantern out to illuminate the safe stones to /alk on &the blue ones-. 'ontinue /alking back and forth on the bridge. stepping on blue circles and umping over red ones until you set off a cutscene /here one of the graves near the 'hinese dog statues across from the gong breaks open. 3hen you return to this area. enter the grave for another artifact. 6O- 5hang 5tatuette : after umping diagonally across the small pit flanked by the electric orbs. safety drop into the pit in front of *ndy &a/ay from the orbs- to land next to the artifact.

6P- Fin "a/book : in the (aths of the Unseen level. after completing the Trial of the Unseen. you!ll enter a large chamber /ith a chariot in the center and /ith t/o Elack #ragon nin as patrolling. 0o for/ard to/ard the circular exit door and left to rest against the /all. Note the t/o large arches higher up. )acing the arch closest to the door on the lefthand side of the room. pull up onto a small ledge and then ump up to enter a secret area /ith an artifact. 6Q- +ade "iubo Eoard : after defeating the terra cotta soldiers in the Eells of the #ead level. pull out the Cirror of #reams and pass through the large /ooden doors. immediately turning left to face the column nearest the door. The Cirror /ill reveal a hidden ladder you can climb to find another artifact. 6R- 0ao Eurial Cask : from the last set of pillars you must spin to reach the Elack (agoda. turn around and run back to/ards the edge. +ump and triple chain:/hip across a chasm to reach an island column. ,fter dealing /ith the enemies here. pick the artifact up from the skeleton resting here. 6N- Balberd (late : from the last set of pillars you must spin before reaching the Elack (agoda. run back. to/ards the location of the last blue ghost. 3hen you reach the edge /here three lanterns hang. leading to the 6Rth. artifact. turn right and climb onto and over the railing to land on a hidden ledge. 7@- 5hi Buangdi 'ong : after passing the chasm trap in the Elack (agoda. turn right and run for/ard to find an end table upon /hich the final artifact rests. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ ?**. 5ecrets and 'odes 'urrently. the only kno/n secret is that a picture gallery appears once you!ve collected all 7@ artifacts. 3hoopeeD )or those stuck on certain parts of the game. t/o *ndy trainers are available for the (' version of the game. #o/nload both at http:GG///.game/inners.com. ::trick submitted by #an 3. "* do have a "cheat" for the pc version. *t involves modifying the default.cfg file located under \&indy-\gamedata\indy. 1pen the file up using notepad. and add the /ord 'heats: 4. Cake sure to save a backup copy of your original so you can replace it after making through the harder levels. , complete look at the modified file is given belo/ pack:@ title:@ freescenedata:4 vsyncinterval:6 milessound:4 nocontrol:4 cheats:4 resmgrload:res.dat fullscreen:4 This gives you 01# mode. and unlimited /eapons. There are still places /here you can fall. and have *ndy crumple into a heap. The only /ay to

end these levels is to Luit and load the game again." ::trick submitted by ,ustin 'hapman by /ay of sth46R on the 0amefaLs message board: "Tired of running from the tank over and over againM )ed:up /ith *ndy!s screamingM Bere!s ho/ you can skip the tank level: Under the game!s dir. go to \0ame#ata\*ndy\"evels\ backup the file "C@N8Tomb8@;.5"5" &change the filename- No/ copy any one of the other files &except m@@shell and the t/o bonus levels- and rename it to "C@N8Tomb8@;.5"5". 5tart the game and play; no/ the tank level is replaced by /hichever level you chose. "5econd /ay of skipping the level: 0o to the game!s dir. under \0ame#ata\*ndy\0ame*nfo\ 1pen the file "Cission"ist.txt". )ind the line &near bottom- %I%' @ 4 "?on Eeck!s 2evenge" ...... (ut a "S" sign in front &/ithout the Luotation marks- and save. No/ the game skips the level /hen you play it. &Not fully tested yet so use at your o/n risk-"

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