Indiana Jones and the Temple of Doom(Arcade game) FAQ version 2.0.0 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my permission. It required a good deal of effort, and I do not look to profit off my work. However, if you ask me nicely, mentioning my name and this specific game, I will hopefully be un-lazy enough to reply to you. ** AD SPACE ** My home page: http://www.geocities.com/SoHo/Exhibit/2762 ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. OTHER BASICS 3-1. GAME LAYOUT 3-2. GAME SCORING 3-3. THE INTRO SCENE 4. ENEMIES AND OBSTACLES 5. ALTAR ROOMS: THE ONE PART THAT WON'T CHANGE 6. WALKTHROUGH: EASY 7. WALKTHROUGH: MEDIUM 8. WALKTHROUGH: HARD 9. THE FINALE 10. THE BONUS SCENARIO 11. VERSIONS 12. CREDITS ================================ 1. INTRODUCTION Indiana Jones and the Temple of Doom is an exciting game that is almost three-in-one. The object is to take out Mola Ram, but first you'll have three waves of sub-scenes roughly corresponding to movie scenes: rescuing kids from an underground den with ladders and lava pits, running a mine cart through a maze, and rescuing the Sankara Stone from the altar. None is quite as detailed as the movie, but with Thuggees chasing you all over and how YOU get to play and try again, it's quite fun and even has a few Jones-esque sound clips. Once you rescue the third Sankara Stone, you have one more wave of sub-scenes but the altar scene becomes the Rope Bridge finale where Indy finally kills Mola Ram. After that is a challenge level that will sting you, but it doesn't last long enough to ruin things. For me it was well worth chucking a couple of quarters to get seven lives to play a bit further, and it's exciting enough that the game psyches you up and makes you want to run to the next part, and this in turn leads to a lot of quick deaths. The main problem you will have is slowing down and learning when to whip, or when to move, especially in the mine scenes. There are also some questions of fully completing the underground den as you don't have to rescue the kids at first. This guide aims to map out a decent solution in Easy mode and elucidate on Medium and Hard with maps at least. Oh yeah, it's also got the cool soundtrack. 2. CONTROLS Psst...if you're playing on an emulator, the left control key will let you start with seven lives. Indiana Jones can travel in any of eight directions. He whips in the direction he faces and although you can whip to the side or in back as you run, you'll probably want to whip stuff in your way. If something's behind you, turn around well in advance, but don't whip serially unless, say, Mola Ram is close by. If you are on a ledge and whip down, you may eventually inch over and fall off. You can shift left-right on a ladder but moving diagonally to feel for a stair doesn't work--when Indy hits an obstacle he runs into it hard. Indy can however move laterally when on a stair, which is cool. Scene 1 specifics: When Indy is rescuing kids, he can fall down one level and survive. This can make things quick, and he can also push down when solidly on a ledge to fake out one of the two Thuggees that appear. Indy can also whip across a small distance, and sometimes when he is right next to a cage he can whip diagonally but not straight in order to open the cage. There are also posts for Indy to whip so he can swing across a gap. When he whips them, anything in his jumping range is destroyed. Watch for the stairs and be sure to climb them diagonally. They can be tricky, and you may want to whip Thuggees before getting in there. Just pull out and go back up the stairs if you get stuck--they can be tricky! On later levels ladders are also dangerous--be prepared to whip Thuggees coming down especially from very tall ladders, or better yet have them cleared out beforehand. On later levels you'll have to deal with spikes(wait to cross) or bridges(not much wiggle room to the side,) or conveyor belts that make for very slow progress indeed if you run against them. You also have chutes which are interesting but treacherous. You can push up to pause your progress down, or you can move down quickly. You will stop each time there is land to the left or right. But you need to keep track of Thuggees behind you. They run faster than you and fall faster, too. Scene 2 specifics: First, going faster isn't necessarily better. Watch for dead ends and note how the tracks come together and split. That determines the default way you'll go for a fork, but you can push the other way, of course. Here you can tilt the mine cart you're riding to left or right. Pushing the opposite direction you're traveling(and it must be at an angle) makes it go slower, and down makes it go faster--here you have a 45 degree window to go faster. You can also whip in four directions but beware: down is forward. Not the diagonal. You can also whip once and not specify a direction the next time and the game will 'remember.' The mine cart goes along the track you'd expect it too(when they merge it may shift depending how the rails set up) and at an intersection, moving left/right changes lanes. You may also need to lean against a rail in the very hard modes to get by a particularly broken track with lava under, or you may need to go speedily to jump a gap. You can knock off bad guys ahead of you by running over them, but you'll need to watch as they come from behind. Scene 3 specifics: the mechanics are like scene 1, but a bit simpler. There are a few problems when moving diagonally would be quickest and doesn't quite work. 3. OTHER BASICS 3-1. GAME LAYOUT You go through twelve mini scenes with the finale being where Indy takes out Mola. The different difficulties give rise to genuinely different maps and along the way you'll alternate rescuing kids on a latticework of ladders and later lava pools and conveyor belts with a run through mines in your mine cart(there are disconnects in later scenes) and then a sadly staid altar room. But it's still quite exciting even if the challenging stage seems just to be an excuse to make a successful player feel stumped. 3-2. GAME SCORING Intro screen: --100 for skeletons --100 for snakes --5000 for completion (5700 total) Level 1: --50 for first kid rescued, +50 for each subsequent, reset at death --completion bonus = 5000/10000/15000 --100/150/200 for snakes --Y for bad guys, etc. Level 2: --200 points for first thuggee whipped in a row, +50 up to 500, then 1000 then 1500 continually. For Medium it's 250-1750, Hard has 300-2000. --10 points for each part of distance you travel --50/100/150 points for dynamite --250/300/350 points for big thuggee --250/300/350 points for whipping a cart to the side(this slows them down.) --500/750/1000 points for overturned carts --you get points for turned over carts you can't see --score flashes when you're within 2000 of the next extra guy Sankara Stone/Altar Room: --1000, 2000, 3000 on Easy(10000 completion) --4000, 5000, 6000 on Medium(15000 completion) --7000, 8000, 9000 on Hard(20000 completion) Extra men at 30K, 80K, 130K, 180K, 280K. If you get a bonus(30K for medium and 75K for hard) then the game makes 'next extra life' jump accordingly. Challenge stage: For each trophy, 10000 + 5000K per statue easy, moved to 15000 and 20000 for hard. 20000 for each you get quickly. This is usually more due to luck and so the easier ones get you the bonus. Original high scores: PTR 112300 BIF 89950 PUD 84100 SOD 62100 FIG 57250 RAT 34650 COW 28500 ANT 10750 DOG 9400 ARF 6850 (current listed score) 3-3. THE INTRO SCENE +---------------------+ | !H! | | . M!| | .....~......| |!E! ~ .| |.....S...............| |. | |.....S..I | +---------------------+ This is not particularly tough if you want to get to the hard level and get the completion bonus. Your main problem would be whipping the skeletons without entering the easy area(always move diagonally to face the side of the doors.) There are also a few snakes to whip and a gap to go across(use the whip there, slightly above the middle of the path) but it shouldn't be too hard. If you want the completion bonus and a shot at easy, go below the bend in the river and whip the post to get back. You won't make it to the 'easy' exit unless you move perfectly but you'll get close enough that the game will give you the benefit of the doubt. 4. ENEMIES, OBSTACLES AND POINTERS --THUGGEES are present in all scenes but variably dangerous. ** scene 1 hints ** The Thuggees aren't too tough to deal with by themselves. They are slightly faster than you, so you need to watch out there, but they are also rather stupid. They'll impale themselves on spikes or run into flaming gas cans. You can deal with Thuggees in several ways: 1) whip them 2) have them follow you onto spikes 3) open up a gas can when they're nearby 4) get them to chase you down a conveyor belt 5) drop on them from the ledge just above 6) whip one of the posts while they're around, and you'll stun them on landing Thuggees can also be killed or completely removed from the area. Notice each time you whip them, they go down a bit. Repeated whipping causes a Thuggee to fall off his current ledge, and if you are at the bottom of the scene, they'll "fall" to the top. Also when you are walking over lava they are easy to kill, too ** scene 2 hints ** Thuggees on the ground don't do much here. Often they show the easier way through and in fact it's only the giant Thuggees that are dangerous. If you drive right by them without killing them, they get you. It's the thuggees in the carts that are annoying. One thing you must do is recognize where the end is(there'll be a room to the left) and whip the last gas can before then to cut off the bad guys behind. You can slow down and whip up to knock off potential challengers, or you can tilt and whip to the side. Adjust your speed if you seem to be on a collision course. I don't recommend slowing down with another cart around, as they can do that too. But speeding up for too long just increases chances of being hit by a bat or running into a dead end. There's no penalty for just going slowly except in some places where you must jump over faulty rails(and you'll recognize those) so don't feel guilty about it. However if you want to whip the rocks on the left you'll need to go a bit faster. ** scene 3 hints ** You'll want to watch out for Thuggees if they are hanging out near the post where you whip across to get to the Sankara stone. They and Mola Ram may also conspire to block you from getting to the Sankara Stone so once you're by the altar you'll want to whip the Thuggees into the lava if possible. If you're outside then you'll want to just stun them. Watch them carefully for when they pick themselves up. If you wish to get the clearing bonus it's best to bring them on a long chase and turn around and smack them a couple of times. [note: No points for whipping a guard as he gets up. Although you get stun and kill points if he runs into a gas can.] --DYNAMITE(mine scene) can explode and cost a life but it's worth 50 points(and you buy some time) if you hit it. Watch the fuse closely and pull up or run past accordingly if you don't think you can whip it. --SPIKES rise up and disappear in the rescue scenes. If you do step on them they disappear for the rest of the level, but they're not hard to avoid. --LAVA AND BRIDGES(rescue, altar scenes) are great places to maroon Thuggees and whip them so they fall in. But they also force you to be a bit careful--whip diagonally on one too long and you'll fall off. --WALL POSTS(rescue, altar scenes) can be whipped. Indy will jump across, and any Thuggees in the way will get nailed. This won't work on flame hearts, though, and there's no insurance a Thuggee a bit farther away won't drop in and leave Indy no chacen. --ROCK CRATES(mine scene) are off to the left. You can whip them and bury enemies under them, but if you're going too slowly, you get buried too. --ENEMY CARTS(mine scene) come from side tunnels onto the main area. They seem to track you well when you're going slowly, and if they hit you from behind or the side(when your tracks merge) you're toast. They are serious distractions, but you can move away from them quickly and even whip them from the side to kill their drivers(250 each.) Killing them second-hand nets 500/750/1000. --SKELETONS are there for atmosphere in the rescue and altar scenes, but you can whip them for points. 100/150/200. --SNAKES in the rescue and altar scenes are lethal but stationary and require one hit to take out. 100/150/200. --BATS appear in the first two scenes. You can determine where they are by the noises you hear from them. They never directly travel straight at you--instead they go for a bit ahead or behind you. If you panic and move around they'll surely hit you. It's best to wait for them to move first. 200/250/300. --SMALL BATS appear in the challenging stage and have BATS' same annoying attributes but are actually a bit tougher to hit. Fortunately the game's generous, and these bats tend to circle around a good deal. --MOLA RAM appears in the rescue and altar scenes. Mola Ram will appear somewhere on the screen and wait before whipping a flaming heart at you. Then he disappears and comes back later. You can best counter this with a diagonal whip unless Mola Ram is on a line with you. The more Mola Ram hangs around, the faster the hearts go, but fortunately there are many ways to deal with him even before he's dangerous. 1) run at Mola Ram and whip the heart before he throws it. Mola Ram can't be killed, but you can neutralize him. 2) run so that Mola Ram disappears off the screen. In fact if he even disappears partially he is out of commission. 3) whip open a cell with a kid inside it, in the first part of the scene. Mola Ram says "I'll be back." When he appears in conjunction with Thuggees, run at and stun the Thuggees first, then go towards Mola Ram. One big mistake I made during my early days playing this game was just to focus on the flaming heart and whip 'til kingdom come(especially bad on the lava bridge where I would inch diagonally and...oops.) When the 'whoosh' starts, that's when Mola Ram throws something. If he's close in then try to hit him, but otherwise back up and get rid of the Thuggees so you can take care of one enemy at a time. --THE PRINCE OF PANKOT is an annoying little **** in the challenge scene who will stun you if you get close to him. This leaves you at the mercy of bats or thuggees finding you. You can't ever kill him. Avoid him at all costs. Gloat if you're lucky enough to see him crushed by the conveyor belts. GENERAL POINTERS for levels. --To open a cage, whip the lock. You can whip a cage from under if you're on a conveyor belt or from the right across a ledge, but not from any other way. --Go slowly in the mine cart scene, unless it breaks away to where you're at the top of the screen with just one rail. That means you need to speed up to jump a gap. --Thuggees come from nowhere in the rescue and altar scenes at the higher levels. Be especially careful on slides or on a conveyor belt. Spikes also appear and vanish faster, but you'll be safe with yor hat in them. --It's actually easier to plan a short drop down than to use a ladder. 5. ALTAR ROOMS: THE ONE PART THAT WON'T CHANGE The altar rooms are not tough as long as you are patient. They're laid out the same, and the main differences are: 1) how fast the Thuggee guards are 2) how soon Mola Ram comes in 3) the time you have to get the Sankara Stone. 4) where the exit doors are There is a completion bonus and given that the maps are all the same and it's a pretty straightforward level, you should try to get the bonus whenever you can. You'll probably be to one side of the Sankara stone-- go that way. Whip the piles, whip the bad guys, repeat, face the wall and whip the skeleton, swing over, move towards the lava, whip up, and then get the stone. This can be tricky especially if Mola Ram is in the mix. If you just want to get through, you can cross the bridge to get to the stone, but do so immediately as with Mola Ram hanging around later you may have to wait too long...and the bridge will eventually burn up. If Mola Ram goes too fast too soon it may not be worth it to wait for completion bonus(10k/15k/20k) --completion bonus for ez/med/hard = 5/10/15 + 5 * stones found --sankara bonus = 3000 for med 6000 for hard + 1k/level 6. WALKTHROUGH: EASY 6-1. THE FIRST STONE 6-1-1. /-\ | | ..........H... . H . * H . ====H==== . . H ... ...... H H H==== H H * H * H * =========H==== ====H==== H H * H H /-\ ===H H | | H ....... .... . ........H.. . . . . . ........................... This is straightforward without any real obstacles although you will have to go up the near ladder sequence(remember to take brief diversions so you rescue the two prisoners) and then go left at the top and back down if you want the bonus. Mola Ram shouldn't be a factor here as it's hard to get lost. 6-1-2. x/ / / /| / | |/ / / / / /x | / |/ / x /-/ /-/ / | /x/ / |/ / /-/ /x x/\ /- | /x | / / / /-- x/ / /-- / / | */ / The first trip through the tunnel shouldn't be too bad. There are no dead ends, and if you go fast enough the bad guys shouldn't get close enough to push into your cart. The main concern is that you manage to whip the gas can at the end, so you aren't rear-ended when you leave the cart. 6-2. THE SECOND STONE 6-2-1. /-\ | | * * .................... /==== H * . . H o ===H ........ H H H H * ==== ====H H==== H o H H H ==== ====H H H H===== H ! ! H * ==================== H H o H * H * H ===H==== ==== H H H H ==========H H * H /-\ ======\ H | | The map is still pretty straightforward here. In fact it's linear except you may miss the very first hostage. He's at the bottom, and you'll want to go to the left to get him before taking the ladder. On the second platform, go left and then swing right. As long as you're facing right and near the whip-hold, you'll swing across. You can go back the same way. Up, right, whip the cage, nail the skeletons if you want, and then up two more ladders. Whip the next cage open and you can fall left. Swing across, and at the top of the ladder is #6. Drop down and swing left. You can whip left across the gap to get the one kid, and you have to climb a small stair to get to the other. But dispose of any thuggee guards first as the short stairs can be tough to climb. 6-3. THE THIRD STONE 6-3-1. /-\ .....| |..\ | H=========\ | H \ / H * ......./ ===H=== H o o o H ======== ===== ===H=== ========== H * H * ======H==\ ===H=== / H \ H / H \ H / H====== X H ====== H / \ H / H / \ H / ========== ======= === / * / ======H=== H /-\ H .| |. H=== ...... . o H . . H . . H============== . . H . . H . .H. ===H . ...... H H . . H H * . . * =============== . . === H . . H .... . ...H.. . . . . . ............ Here you are introduced to diagonal paths, but it is not so bad. Most of the prisoners are clearly on the way to the exit, or with brief detours. You just have to figure where to go. The best pattern is to go down and left to release the first kid, wait for the spikes and run to the second. Back left and up the stairs and you can use the post to get past the spikes. Up/right and at the top go left for the third prisoner. Here's where you begin moving diagonally, and you'll want to stay on the upper part of the path if possible to avoid falling. You can go right or up/right, avoiding the stairs, until you get to a 3-way intersection. Then go down-right and there's a ladder to the side that goes up a way. Two prisoners are on ledges. Go to the top and now you can swing either way until you reach the next ladder up. A prisoner is to the right. Then left, up and time the spikes(whip any Thuggees around first so they fall down) and up/right into the mine cart. 6-3-2. / dynamite ---- > /-/ | | dead end and /-/ 'preview' here -> |/ /| / / | / / / /-/ /-/ / /| / / / /| |/ / / / /-/ / / /-/ / | / |/-/ / / / / |/ / / For this first part I like going to the right and taking out the soldiers. Then I'm sure to tilt right so I miss the first dead end. Now there will be enemies coming from the chute to the left. Slow down to try to get behind them but if they're slow too, fake them out by speeding up. To play it safe you can hook to the right to see where the new bad guys are coming(there's another chute ahead after you can go to the far right) and sepeed up/slow down comparatively. Generally keeping right tells you where the enemy carts will appear and gives a chance to react. Keeping in the center also helps you whip all the guards that may appear. -/ / | | / / / |/ / b/-- r/-/ / / / | / / /|/-/ / / / /| /|/ / / / /-/ /-/ /| / / /|/ / / /|/ / / |/ / / / /-/| / / | / /-/ / For this part, note that after you're forced to the far right there's a big bad guy ready to beat you up. Whip to the left and if you can still make it right, you can pick off some easy bad guys and have smooth sailing. After the dead end you'll be forced left but then you can swerve right and the enemy carts will be left. Accelerate if you need to, and then after the next loop there's the gas can you can tip over to block bad guys from coming in from behind. 6-4. ESCAPE TO THE ROPE BRIDGE 6-4-1. [exit to ul] [scrolls horizontally] .H. . H . ......... H ......... H /-\ H | | * H =========H=======H==== H==== /========= H H H / ~ ~ H / ~ ~ ====H==== ~ ~ H ~ ~ H ~ ~ ========= ~ ~ H H =============H========~~~~~~~~~~~~~~~~~~~~~~~~ H H =====H ====H====~~~~~~~~~~~~~~~~~~~~~~~~ H /-\ ! H H | | H ========H H H H H H ~~~~~~~~====== H H===H====~~~~~~~~ H H H H * H H H==== ====H ========H o /-\ H H H | | H * H H ============H ====H ====H===H======== H /-\ H H H H | | H H H ================H H H oH H H * H H H * ====H========== ============H==== H H H * * H =========H ====H======= ====H==== H H H H H H H H H * H H H ====H H ===H H H======== H H H H H H H H H H * H===H===H H===H==== H H H H==== H H H H H H H H H H H H H H H H H H =====H======== H H ====H H H==== H H H H H H H H H H H H H ====H ===H H H=======H H H H H H H H H * H H H H H H ===H H H H==== H /-\ H H H /-\ H H H | | H H H | | H H ============================================= I hope this map did not intimidate you. There's no super-slick way through, but there are enough shortcuts that if you know the way it is not too bad. From the entrance go left two ladders. You'll see a prisoner up/left so release him. Then go back up the ladder ann the way. Off to the left is one prisoner; drop down and go right for the second. Then drop off to the right for the third. Climb down, right, up and there's number three. Fall down, go right to the second ladder and fall down again to get prisoner #4. Now you'll have to do some climbing--left, down, left, up the center stair on the platform, right, up, and release the prisoner to the right. Go left until there is a gap, then up the stairs and left. At the first stairs go up to the top, free the kid, fall and free the kid, and fall again. Go up the ladder to the left, then up the ladder to the right, and then back up the left one. Take the right of the two bridges up across the lava, and be prepared to whip a bat. Move right once across, and free the kid for a nice bonus. Then back left, down the path and up the ladder once you get to an edge. Another ladder up and you're at the entrance lobby to the mines, so to speak. Go up/right and then keep pacing right until you see the cart. 6-4-2. The course zigs and zags here and so it's important to have an idea of what's going on ahead of time. Don't expect to be able to go too fast, either. / /-/ / /x / | | / /-/ !/ x/-/ / | / / / |/-/ x/ / /-/ / | /|/ / / / / / /-/ /x/ / |/ / /-/ / /x Go off to the right first for some easy points and then accelerate past the dynamite. Enemies should appear so hit the gas can to the left to neutralize them and quickly swerve right. Now you can take out the thuggee while avoiding his big 'cousin.' You can swerve left after to take the next one out. It's pretty plain sailing for a bit but then carts will appear from the left. Go slowly at first but accelerate and go left once you see a turn. Then you'll have to push right twice as there are two dead ends right after that. You can't just hold the controls that way, either. For more points you can speed off to the left and whip two thuggees(watch the dynamite) and back in the center a bat will appear. You can whip to the right and then left and move right quickly if the bat's not blocking you. After this the course will turn down and then right. The middle part is where to get more points but here you can keep on the outside(left) and just speed away to be safe. Then the course will turn back down left and you just have to hold left and bust the gas after the path splits and comes back together. / | / / / / /-/ / / /-/ / / /| / / /| / /-/ x/-/ / !/ / x/ / / / | / /-/ /x |/g/ / / / /| |/|/ /-/ / /-/ / / / /| / / / / / / | | | \ \ \ \ \ \ \-\x\| \ \|\ \ \x\ \ \| \-\ \ \ | | | |/ / /-/ /-/ / | /-/ / /| / / / x| | / g/-/ / 7. WALKTHROUGH: MEDIUM 7-1. THE FIRST STONE 7-1-1. /-\ ......| |..... . . . . . . . . . . |oH............H | | H H | | H =====H| |oH H| | H H| | H=======~~~~~~~~~==| | H o | | H * * | |======= =====H=~~~~~| | H | | H | | H /-\ | | H | | *| | H================| | H | |* H * | |======= | There really aren't that many pitfalls here. The map is probably the simplest of all you'll see playing through the game. Go right(1,) left, down, get the two kids, climb up twice, and go left. You might want to whip down for the two kids here with your proximity to the post, but then you just have two more stairs to the left before you're at the main top area. 7-2. THE SECOND STONE 7-2-1. /-\ ......... ....| |.. . * * . . . .===\ /===. . . . . ....H.... . ... H ............. H ===H o H * H ===H==== ======H H H H H ^>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>X ^ o ^ ^ ^ * =^ H=======H =====# ^ == ^ H H # ^ ^ H H * # ^ <^ H ==== # <<<< ^ H # ^ * H # ^ =======H # ^ H /-\ # ^ H | | # ^ ==#======# # ^ # # # ^ * # # # =====H=== # # # H # # # H # # # X<<<<<<<X H>>>>>>>>H>>>>>>>>> H H ......H........H...... . . . .... . . . . . .H..... .* . . H ... .===H . . H . .. H . . ===H . .H. . H .... . * H . . =========H ..H.... -\ H H | H H ===# X<<<<<<<<<<<<<<<<^ # ^ # * ^ # H=====# ===^ # H # ^ # H * # ^ # H==H=== # ^ # H H # ^ # * H H # ^ # ===H ===H # ^ # H OH # ^ # H H # ^ # ===== ===H==# ^ # # H # ^ # # H # ^ # # ^=====H ==== # # ^ H # # ^ H * # # ^ ==== # # ^ # # ^ # # <<<<<<<<<<<<^ # # ^ # # ^ ==== ^ # ^ # ^ # H>>>>>>>>>>>>>>>>X # H # H * ======:=== For the first part, you have no chouce but to slide all the way down. Just keepright. At the very bottom, go past the spikes to release the first prisoner(jump from the conveyor if you mistrust your timing) and now when on the conveyor go right and up. Here if you move to the top as you go left and whip up, you may save time getting one of the prisoners. Once you follow the conveyor, then, you'll either fall right to get the prisoner and come back, or you'll go up. Next order is to whip the post and go up/left for one prisoner then right/up/right for a second. Fall down twice and use the chute to get to the bottom. Right and up. There's a ledge to the left with #5. Back on the conveyor, take the first ladder. Continue up and in the small area there you'll find another prisoner at the top of the stairs. Climb back down and circle around to the left. There'll be a ladder there. Drop down it to release another kid and then go back up and right. Get on the conveyor belt here and eventually you'll get near a roller. Take the ladder just before it. Fall down the ladder. Take the first part of the chute(down left) and then go left for the final captive. Fall left, whit across the gap, and climb up. Left, up and right and you're near the exit. 7-4. ESCAPE TO THE ROPE BRIDGE H<<<<<<^ H ^ EXIT H ^ . . H<<<<<<^=====~ ~====== H ^ . . H * ^ .... H====== ^ H ^ H ^ X<<<<<<<<<<<<>>>>>>X # #==# # H ^ # # # # H ^ # # # # H ^ # #=== H ^ # # # H ^ # # # H ^ ===#=== # H=== ^ # # # H ^ # # # H ^ # # ===# H>>>>>^ # # # H ^ # # # H ^ # # # H ^ # # # H ^ # # # H ^ # # ^>>>>>>>>H>>> # # ^ H # # ^ * H * #=== ^ ===:==H=== # ^ H # ^ * H # ^ ===H # ^ H # ^ H < X<<<<<<<<<<<<<<<<< Go hard left as you fall. On the second ledge to the left you'll find the first captive. Then fall back right and go left at the crossroads of the chutes. Past the spikes is the second kid. Drop down and head leftish(the only way) and you'll go to the bottom where there's a conveyor belt. Go up aod rescue one kid to the left, and then go right- up-right for another. Past the spikes to the left is a third. Now go back up the stairs and go with the conveyor belt flow. Right, up, right. Up on the ladder before you get crushed and now right, up, right, up, left. Go right and just fall down. You'll clean up the two prisoners here easily. Back up, right, up. The first wide area. Directly up, you have two more kids waiting for rescue. Fall right and go up the next ladder you see to the right. Take the conveyor left, up and the first left. Fall down for the final kid and a nice bonus. My map's bad so there's probably a better way to the exit than runnin g back across the grain up and right. What was so hard about this again? It's the last puzzle. It shouldn't be. 8. WALKTHROUGH: HARD 8-1. THE FIRST STONE 8-1-1. * * #==#==# ===H=== #==^== # # # H O # ^ # # # H # ^ # # ======= ==# ^ # # # # ^ # # # .......... # ^ # # . . #==^ # # . . # ^ # # # ^ =======~ ~=== ^ . . ^ . . ^ H ...H... H======== H H H H H * H * * H ======= H=== === H H H H <<<<<>>>>>>>>>>>>>H ....H..... H .. . H * .... . ======H===. ....H..... H .. . H .....H. . * H . .H..... ======H . . H H . . H H . . ======H H . . H /-\ H . . H | | H ....... ========== Time the spikes and go right. Up, left, get the first prisoner, up the stairs you passed, and head left. Look for the stairs up. Go right for a prisoner and then back left and up two levels. Fly left on the conveyor belt, go up and left some more. On the ladder you can whip left to get the one tricky prisoner. After that just go to the ledge to the right for another and then climb up the stairs and fall onto the prisoner on the ledge you couldn't reach. Take the long conveyor belt up and the chute to the left. Whip the gap and climb up. Two prisoners above there. Now you can fall down the chute to the left. Go right to the exit area. If you weren't able to get the prisoner left of the ladder that you couldn't walk to, now you can. Take the ladder down and the final kid is right there. 8-2. THE SECOND STONE ....EXIT... . . . . . . #==#==^ .H. . #==# # # ^ H . . # # # # ^ H . . # # # # ^ ^=== ..H. # # # ^ ^ H # # # ^ ^ H # # # ^ >>>>>>>>>>>># # # ^ ^ O # # # # ^ ^ * # # # # ^ ^ ===# =======# # # ^ ^ # # # # * ^ ^ # # # ==== ^ ^ # #=== ==== ^ ^ # # * ^ ^ # # * ===H ^ ^==# # = H ^ ^ # # H ^ ^ # # >>>>>>^ ^ # H>>>>>> ^ ^ # H ^ ^ # H H>>>>>> ======= H>>>>>>>>H>>H H H H H H. ...H........H..H . . . . . . . . ..H.. . . . H . . . .* H *. ...H.O . .===H===... H . . H . H . ..H.. ^=== . . ^ ^ . . ^ ^ . . ^ ^ . . ^ ^ . . ^ ^ . . ^ ^ .H........H... ^ ^ H H ^ ^ H H ^ ^ X<<<<<<<<<<<<<<<<<>>>>>H>X . . H . . .. * H * . . ....... . ===H=== . . . . H . .. ....H.... . . . . ..H..... . .....H... H . .. H H . . H <<<<<>>>>>>>>>X ======= ^ /-\ ^ | | ^ #==#==#=====#==#==# ^ # # # # # # ^ # # # # # # ^ # # # # # # ^ # # # # # # ^ # # # # # # ^ # # # # # ^ # # # # # # ^ # # # # # # ^ # # # # ^ # # # # # * ^ # # # # # ======^ # # # ^ # # # # * ^ # # # # ===^ # #==:==# # ^ # # # # ^ # # # # ^=====# # # # ^ # # # # ^ * # # # # ^=== # #=== ^ # # ^ # # X<<<<<<<<<<<<<<<<<<<< Fall down either chute next to you. Push hard left. At the first ledge you go to, go left and drop down and free the first person. Back up the conveyor belt, up, and left to get #2. Right, up and left for #3. Then take a long ride up and the first stair to the right. Head left on the conveyor and drop down at the first prisoner. Release him and go left and get the other. Now head up/right. The first stairs you see will lead to the rest of the prisoners. There will be two on each side, with another on the next ledge up to the right. Fall left and go against the grain for a bit. Once you get to the stairs, go up and follow the conveyor to the next stairs. Go up and right to release the prisoner. Fall left. Go up the stairs at the end of the platform. Fall left onto the final prisoner and release him. Left, up, left to the exit area. 8-4. ESCAPE TO THE ROPE BRIDGE 8-4-1. # # # # # # * # # * # H=== # # ===H # # H # O # H # # H # # H # ======H===== ===H====== O H H H * H =====H====== ...... ===H=== O H .EXIT . H H H * == ======= ========== = ............ ............. .... . . . . H... ...H H /-\ H H | | H <<<<>>>>>>>>>>X ^ # # ^ ^ # # ^ X<<<
     H       # #       ^
     H      #   #      ^
>>H>>>     #     >>>>>>>>>>>>>
  H        #
  H        #  *     *  *     *
  ===H     #  ===H===  ===H===
O    H     #     H        H
     H     #     H        H
  ====     ==========  =======

  You will have to loop around a bit for this one, but quite honestly it 
could be a lot worse. Drop down to the left and continue sliding down 
until you see a prisoner to the left. Rescue him and drop down the 
chutes to the right until you hit a conveyor belt. Drop down from there 
and rescue the four prisoners there, two on each platform. The spikes on 
top of the stairs are annoying, but avoid them a bit by falling after 
your rescues. Head right and zigzag up the ladders. After three, there 
will be a conveyor belt going up. Take it and then it's a long trek to 
the top area. When there's a ledge to the left, go that way and release 
a prisoner. Climb and go left and if you're clever you can whip left to 
unlock one cage. Don't sweat it too much if Thuggees are around. There's 
another prisoner on the next ledge up, to the right, and then up left a 
ledge leads back to the slide maze.

  Fall left on the slide. A prisoner is left at the first ledge. Drop 
down once you rescue him to get the next one below him. Get back on the 
slide and veer right. You can take another stab at the one prisoner here 
as you go back up, or you can just reenter the slides and steer right 
this time. In any case, taking the conveyor belt to leave the loop leads 
to the second part of the level. You do have to get one more guy before 
you leave--you can take the big long conveyor belt so you have to run 
right a bit less, but using the pattern to get the prisoners will still 
work if you are vigilant. You can fall onto the prisoner cell and open 
it.

  Go to the area just below the exit(right, take ladder.) Take a left at 
the rickety small stairs. Whip the gap to get one prisoner, come back, 
climb up and go right. Another prisoner is at the edge. Left-up-left-up 
to another ledge with a prisoner. Fall down and go right. Past the 
chutes you can't access, a ladder up and ledge left hold the final 
prisoner. You can fall down three times once you rescue him, and the 
exit will be right there.

  9. THE FINALE

  It's not tough to figure what to do here. There's a sort of small 
plateau where you'd do well to whip a few Thuggees quickly--the bridge 
is where it's at. Then start running right. When you hear a 'whoosh' a 
flame will be coming soon. Whip behind you if anyone's coming quickly--
once on the bridge the bad guys fall off easily although they do move 
quickly. The hearts come more quickly as you get closer, and near the 
end you may need to inch in slowly, whipping almost instantly. When you 
touch the gem, the final scene will play. Indy will cut the bridge and 
the bad guys will fall off.

  For the easy version you should only have to whip behind you a couple 
of times, and you can move in pretty quickly. For the medium 
walkthrough, by the time you get near to Mola Ram, you'll need to whip 
behind while he's in view, making your task rather more difficult. You 
may want to stop running forward and whip a few bad guys from behind and 
it may even be worth it to retreat if one comes into view from the left 
and you feel a heart is about to come from the right. The last part is 
excruciating and you'll want to be extra sure you've killed the bad guys 
off before you run right and the hearts come quicker and quicker. You'll 
need to whip more quickly, but you'll still want to make progress. It's 
tough to see the best way to inch and is more of a matter of intuition.

  What you need to do is simple and clear--move as fast as you can 
right, and near the end use split second timing to inch forward and take 
care of Mola Ram before bad guys reappear from the left. Warding off the 
guys behind gets progressively tougher as you move to medium and then 
hard.

  You'll want to, if possible, hit two bad guys with one whip on medium 
and hard. The more distracted you are with Thuggees, the faster Mola 
Ram's hearts come flying in. On a related note, don't try to milk points 
from this as Mola Ram's hearts keep coming faster and faster.

  If you do die, it's not the worst thing. You start on the bridge a bit 
closer to Mola Ram. Use the head start post haste. Push right as the 
screen fades in.

  10. THE BONUS SCENARIO

  After you've killed Mola Ram, you'll get this. There's a golden statue 
that will be hidden somewhere in the cave maws, and it's up to you to 
find it. Then it disappears and you have to go after it again. You get a 
nice bonus each time you do, but you're stuck here until you die. In 
addition, small bats fly after you. Getting a couple of idols is not a 
bad effort at all with everything else going on. The prince that runs 
around isn't exactly pleasant, and you can't kill him, but it is fun if 
you manage to see him get ground up by a machine. Most of the time 
though if you get close he will stun you, and someone else will be 
around to mop up.

  The bonus map is the same for all levels. If there's a gold pot by a 
cave that is where the small bat regenerates. It's best to stay put 
around the small bat and react to where it moves.

================================

  11. VERSIONS

2.0.0: submitted to GameFAQs 8/11/2003. All children rescue maps 
complete, more strategy.
1.0.0: submitted to GameFAQs 8/8/2003. Easy walkthrough is complete.

  12. CREDITS

Thanks to bloomer, daremo, falsehead, RetroFreak, Snow Dragon, etc. from 
GameFAQs on AIM.
Thanks to CJayC for, well, GameFAQs.
Thanks to mame.net for helping keep cool games like this alive.