INDIANA JONES AND THE LAST CRUSADE
                             Complete Walkthrough
                 Copyright 2003 Johnny "ThunderPeel2001" Walker
                          E-mail: indyguide@mixnmojo.com

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                               File Information
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Version : 1.0 (November 2003) First ever text only version created.

LATEST VERSION (and HTML version) ALWAYS AVAILABLE AT:

http://indyguide.mixnmojo.com

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                               Game Information
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Title    : Indiana Jones and the Last Crusade
Platform : PC (DOS) / Amiga / Mac
Year     : 1990
Company  : Lucasarts Entertainment Company

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                                 Introduction
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This has been a labor of love for many many years. Sometime in 98, I think, I
decided to finally get to the bottom of this old game I'd been playing for so
long, Indiana Jones and the Last Crusade. What I discovered was just how rich
this game was in detail and personality. Sure it has it's flaws (the interface
is annoying, the fighting is tough (but better than Fate of Atlantis's fighting
in many ways) and the dialogue for escaping fights is 99% luck) but it also is
brimming with charm, which I think most people miss.

It may not have invented the "Indy Quotient" system (an old 8-bit Indy game 
claims that title) but it was still incredibly original and was the outcome of
three amazing minds being forced to create an adventure game under duress.

Ron Gilbert   (Maniac Mansion, Zak McKraken, The Secret of Monkey Island, 
              Monkey Island 2)
Noah Falstein (The Secret of Monkey Island, Fate of Atlantis)

David Fox     (Maniac Mansion, Zak McKracken and the Alien Mindbenders,
              Secret Weapons of the Luftwaffe)

I hope this guide can make let you appreciate Indiana Jones and the Last
Crusade in a whole new way.

Thanks!

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                               TABLE OF CONTENTS
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1-0. I.Q. Points - An Explanation
1-1. Fighting Tips

2-0. Barnett College
2-1. Indy's Office
2-1. Donovan's Pad
2-2. Henry's House

3-0. Venice
3-1. Catacombs

4-0. Brunwald Castle
4-1. First Floor
4-2. Second Floor
4-3. Extra Stuff
4-4. Third Floor
4-5. Berlin

5-0. The Airport
5-1. Zeppelin Route
5-2. Bi-Plane Route
5-3. Roadblocks

6-0. Escape from Germany

7-0. The Grail Temple

8-0. Credits, Copyrights and Thanks

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1-0. I.Q. Points - An Explanation
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I.Q. Points (aka "Indy Quotient" Points) are a way that the designers added
lengevity to Last Crusade. They left many different ways to solve puzzles in 
the game and in order to achieve all 800 IQ Points you have to go back and 
solve the puzzles in all the different ways. (Don't worry, all possible ways
are revealed in this guide.)

You have two scores (which can be viewed in-game by pressing F5), Episode and
Series.

Your Series score is the easiest to understand: It's simply how many points
you've accumilated everytime you've played Last Crusade. This is the score that
can reach 800. To get 800 you must play parts of the game over again and solve
previous solved puzzles in different ways. (So you CANNOT just keep doing the
same puzzle over and over until you reach 800 ;)

So for example, you played Last Crusade once before. When you faced Hitler you
gave him the Grail Diary for his autograph (just like Indy did in the movie).
That got you a certain amount of I.Q. points. Now you load the game up just
before that scene and you decide to do something different, you give him the
"pass" you found to sign. He signs it and you successfully complete the scene.
The new way will give you more IQ points to add to your Series score, but if
you'd done it the same way you had before (giving him the Grail Diary) then
nothing would have been added to your Series score.

The Episode score is what you've achieved from the current game you're playing.
(So, when you start a new game, your Episode score will always be zero and your 
series score will be what you left it at.)

Solving a puzzle you've already done the last time you played Last Crusade in
same manner will add points to your Episode score, but NOT to your Series score
(because you've already solved that puzzle). If you complete a puzzle using a 
different method than when you previous played then IQ points will be added to
BOTH your Episode score and your Series score.

Got that? No? Tough :)

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1-1. Fighting Tips
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A few people have emailed me asking for help in defeating the evil Nazis that 
plague this game, so here is my complete guide to kicking Nazi ass!

Step One - Attacking The first thing you need to understand is the fighting 
system itself. It's rather weird and confusing, but it's really important that 
you fully comprehend it to be any good.

The right hand column on the numeric pad is LOW, MID and HIGH attack (that's 
keys [3],[6] and [9] respectively) right? It's all well and good trying to 
punch HIGH when the guards block LOW, but you've also got to keep and eye on 
the RED BAR on the lower right hand corner of the screen. This is Indy's Punch
Power and it goes down every time you use it. It recharges quickly, but it 
means that if you miss the first couple of times, that when you do eventually 
connect it'll only do a tiny bit of damage. You've got to time it so that you 
punch when it's full or it isn't worth punching at all.
Step Two - Basic Defence The next step is to start using those defence keys! 
([7],[4],[1]) You may start off trying to use the middle row to BLOCK the 
enemy's attacks. Sod that. Just use the RETREAT keys, they are MUCH easier 
and it'll improve you chances of winning by at least 50%. The basic pattern 
is to ATTACK and then quickly RETREAT. This way when you punch the Nazi your 
punch energy will be full because you'll be hitting him sporadically. He'll 
then take a step towards you, quickly ATTACK him and RETREAT again. It doesn't
matter if he blocks a few because the ones that connect will do a lot of 
damage.
Keep doing this as long as you can.

You will come to a point however when you can retreat no more! You'll hit the 
left edge of the screen and you'll just have to block as best you can until you
win. By this time however, if you did the above right you'll still have full 
energy while the Nazi only has half! Using these tactics GREATLY increases your
chances of winning! The energy you lose to the rest of the fight will be mostly
the Yellow recoverable kind that goes back up after a fight, not bad eh?

Step Three - Advanced Defence The problem with Step Two is that eventually your
energy will get worn down, and although you can replenish it halfway through 
the game at Castle Brunwald, it isn't ideal. This is where the centre row 
([8],[5],[2]) comes in.

Don't get me wrong, you CAN complete the game semi-easily using Step Two, but 
if you want to be able to take on the Security Guy in Brunwald or the Ticket 
Taker on the Zeppelin you'll need to be proficient in blocking. I won't lie to 
you, it's bastard hard! The first thing you need to do is start to look 
carefully at what the guards are doing. The graphics in Indy Lc aren't the 
greatest so it's not immediately obvious if the baddies fists are HIGH, LOW or
whatever. You need to be able to tell before you can block it!

The next step is pretty straight forward and obvious, so I'll keep it short. 
Wait for the baddie to punch you and then attack him. You can retreat after 
this if you want or just try your hand at blocking again. It's up to you what 
you do, there isn't any short-cut around it. It's just pure skill and a LOT of 
practice. 

Good luck!

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2-0. Barnett College
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Indiana begins his adventure in Barnett College NY, where he teaches 
archaeology in between his outlandish adventures. It is 1938, a few short 
months before the invasion of Poland and the beginning of World War II. This 
doesn't mean there aren't any sneaky Nazis hanging around though, far from it 
in fact, they're everywhere. (Well in Germany mostly.)

As we begin the game Indy has just reclaimed an ancient artifact, the Cross of 
Coronado. Finding this long lost item was a personal quest for Indy that 
spanned his entire adult life. His strong belief that it 'belonged in a museum'
led him to risk his life and make many enemies along the way. Now he finally
has it, over twenty years later... he goes and leaves it in the college
gym changing rooms. Doh!

Just like in the film, Indy has quite a bit of trouble getting into his office
without being attacked by students. Instead of securing their academic future,
he can come up with a cunning plan to get past them. There are two ways of 
doing this:

Cunning Plan No.1 (Earns 5 IQ points)
Walk into Irene's office and talk to the Students. Select the lines [3/3/3].
This is what Indy does in the movie (also like in the film you'll be forced to
leave Indy's office through the window, lest you face those angy students
again!)

Cunning Plan No.2 (10 IQ points)
This is a little extra for the true adventurer/archaeologist/Nazi killer. Talk
to Marcus first and select the lines [3/1], filling Indy's 'data banks' with 
information on the existence of Professor John Reid. Next head for your office
and talk to the students selecting the new lines [4/4/4] telling the students 
to go and harrass him instead! (Ho ho ho, very fiendish.)

Secret Cunning Plan No.3
It is infact possible to use both methods and get all 15 IQ points! To do this,
just use Plan No.1 and then jump out your window. When you eventually get back
to Barnett College go in the main entrance and use Plan No.2!

Well, take your pick and I'll meet you in Indy's Office.

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2-1. Indy's Office
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You can't actually earn any IQ points in Indy's office as there aren't any 
puzzles here. However there is plenty to look at (especially for the discerning
LucasFan).

Here's a diagram of all the things you can look at...

http://indyguide.mixnmojo.com/graphics/office.gif 

1) A totem pole of Sam and Max! and a stone tablet at its base that
warns about aliens in disguises (A reference to Zak McKraken)
2) An African shamens Mask from near Kinshasa (Zak McKracken)
3) A crystal shard from Zak McKracken
4) A statue of a thousand-year-old falcon (Star Wars -- geddit?)
5) The Sankara Stones from The Temple of Doom
6) The map drawn in crayons from Zak McKracken
7) A fragment of a meteor oozing purple slime from Maniac Mansion

Oh, and the Indian Statue and Skull on the lower right hand
part of the screen were re-used in Fate of Atlantis!
 
Now that you've had a good chortle head for the pile of Junk Mail on your desk.
Pick them all up and then pick up the Letters beneath them. Finally pick up the
Papers underneath that lot and you'll reveal a Package. Grab this and Indy will
dump the rest (only the Package is important).

Open the package to reveal: ta da! your fathers Grail Diary.

Next up, time to get out of this place. If you used Cunning Plan No.2 you can
walk leisurely out of your office door and head outside. If you didn't then 
you're relegated to climbing out the window I'm afraid. Either way, as soon as 
you hit outside you'll be molested by two burly stooges and bundled into the 
back of a car, destination unknown...

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2-2. Donovan's Pad
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You'll actually wind up here, at the lush pad of socialite, antique collector 
and weekday partier(!), Walter Donovan. After he introduces himself, he'll go 
on to explain the situation the game (and the film) is based on*. 

* (Before he does this though, he'll ask you to translate an ancient stone 
tablet. This is all done automatically, but the outcome could be different in 
the old floppy disk versions: Originally (before the invention of the CD) you 
had to translate something for Marcus as part of the Copy Protection at the 
beginning of the game. If you got it wrong three times the game would default 
to 'demo mode'. This meant you could still play as normal until you got to this
point. But when Donovan asked Indy to translate the stone tablet, Indy would 
mistranslate it hilariously and get chucked out, thus leaving you stranded in 
Barnett College with nothing to do and ending your advenutre prematurely!
Ho ho!)

After this friendly banter Indy will find himself outside Barnett College 
again, but with a new option: TRAVEL. Click on it and you will be given two 
choices, Venice or Henry's House. Tempting as it is to skip Henry's House and 
go straight to Venice (ah Venice!) the game is impossible to complete (well, 
unless you are incredibly lucky at picking out real Holy Grails from phoney 
ones) without at least a flying visit.

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2-3. Henry's House
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No IQ points to be had here either, despite the lengthy puzzle you can solve. 
There are two objects here that you can collect. One is the painting on the 
bedroom wall. The other (and this is the lengthy bit) is a fake grail diary 
(aka old book). As you might imagine (possibly), a fake grail diary could well 
come in handy for tricking unsuspecting Nazis (they are looking for it 
afterall: that's why they've trashed Henry's place (or is it just a typical 
bachelor pad?)). Anyway, the painting is essential so best pick it up.

The book isn't necessary, but it opens a few different paths to you. Getting 
it takes longer but it is worthwhile, it gives you the opportunity to do 
different things (gaining (30) IQ points being one of them) and you don't have
to use it if you don't want to.

More trivia: The plant you can say 'Hi' to is indeed Chuck the Plant from 
Maniac Mansion and later Day of the Tentacle. (Confusingly though, in an early
demo, Indy says 'Hi LeChuck' to the mysterious plant, changing it from a 
Maniac Mansion reference to a Monkey Island one. Weird eh?) Also trying 
opening the refrigerator to reveal another Zak McKraken reference.

Getting the Old Book: (zero IQ points!)
First things first. Pull the Bookshelf onto the floor. Next you need to find 
the lump of tape on the back (nigh on impossible in the 16 colour version!) 
use the WHAT IS command if you get stuck. Once you've found it, pull it off. 
Now we need to open it and get what's inside it out. To do this go back to 
Barnett College and Indy's office (if you were forced to leave through the 
window you'll have to go back in the same way too). Once inside look for the 
Jar of solvent on his shelves, (it's next to he Sankara Stones) and use it 
with the Sticky Tape. You'll get the small key. Go back to Henry's and pick 
up the Plant off the Table by the door. Indy will set it down on the floor. 
Now pick up the Table Cloth to reveal a locked Chest. Open the Chest with the 
small key and voila! one Fake Grail Diary aka (old book).

That's all there is to do here, onto Venice!

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3-0. Venice
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You'll meet your contact, Dr. Schneider, here and after seemingly getting along
rather well, will bizzarely find yourself stranded alone in an old church cum
library. This bit is just like in the film, except not quite as easy. The 
church itself is divided into 12 sections and is circular. Walk around it and 
you will see there is a screen of books followed by a screen with a stained 
glass window followed by a screen of books and so on, until you find yourself 
at the entrance again. There are 6 sections of books and 5 sections of windows
(plus the entrance makes 12 see?).

Every screen of books has two rows. You can access them from the adjacent 
window screens (you'll see). Look at the plaques at the end of each row for 
tons (and tons) of references and jokes (with everything from George Lucas to
the Marx Brothers). The books are not especially important, but there are three
here you can pick up. Each of them makes the game easier. One shows you maps of
the section beneath the library (which is where you are heading). One shows you
how to fly a bi-plane, thus allowing you to bypass the entire Zeppelin section
later on! While the last is a copy of Mein Kampf which you can give to a tough
guard instead of fighting him or use it get past a particular road block. (As
usual even after you have picked them up you still have a choice wether to use
them or not, which is pretty handy, so you may as well get them.)

How to find the books: (zero IQ points, but can gain a potiential 25 from using
them later) Each row of books is divided into 4 columns. On a row with a 
collectable book, one of the columns will be different from the rest (ie... the
first 3 columns are books on Snakes and the column could be entitled "Maps of 
Ancient Italy"). Having identified the different column you then have to scan 
each book with the WHAT IS command until 'books' is replaced by 'book'. This is
a book you can pick up.

Remember, there are three to find.

One with a Green Cover (how to fy a Bi-Plane aka Manual), one with a Red Cover 
(Hitlers Mein Kampf) and one with a Brown Cover (Book of Maps).

To progress though, you'll have to find the catacombs under the library. In the 
film it was simply a matter of finding a big 'X' on the floor and smashing it. 
In the game however things are never that easy. Through the five window screens 
(each with 9 Roman numeral slabs on the floor) you have to find the one right 
slab to smash.

How to get under the Library: (10 IQ points)
The first thing you need is the metal post (if you don't already have it). Keep 
walking from screen to screen until you see the metal post with a red cordon 
attatched to it. Pick up the cordon and then grab the post. Next thing to do is 
make sure you're on the right screen. Click on USE grail diary to see what your 
Dad has written about it. You'll be shown a picture of a stained glass window 
and a quotation. Ignore the quote and look at the window. You need to find the 
screen with that exact window in it. They may look the same, but make sure the 
angels are facing the right way and the image above the sheild is right (not a 
grail instead of a sword etc).

After you think you've found it -- double check! They all look pretty alike. 
Now look at the quotation it should be something like "The Third On The Left". 
If you look at the screen there are two pillars either side of the window. Each
has a plaque on it with three Roman numerals. "The Third On The Left" would 
mean you should look at the Third Roman Numeral on the Left Column. Got that? 
After you think you have the right number, locate it on the floor and smash it 
with the metal post.

If pick the right slab you get yourself (10) IQ points and a rather scary 
looking room. (If you didn't keep trying until you do!)

This is the entrance to the Catacombs!

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3-1. Catacombs
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Ok, you've got yourself three doors, lots of skulls and some scary music... 
what do you do? Well this bit purely down to luck... the correct door changes 
from game to game. One door will lead to victory (and the rest of your 
adventure), while the other two lead to instant death and the automatic 
deletion of all your Indy save game files and any stored IQ points.

Not really.

Pick anyone you like (you'll find yourself in virtually the same spot). Before 
you go though take a peek at the Book of Maps (should you have picked it up).

From now on it's a top down view through the maze like catacombs. You'll 
eventually come across different rooms. If you want to do this (lengthy) part 
of the game yourself just take note that each room is important in some way 
(either for an object there or a hidden entrance or whatever), it may not be 
immediately obvious what you have to do in each room, but scan each one 
carefully and remember what you see. Another good hint is, when you're lost in
the catacombs, keep and eye out for different coloured walls. These are nearly
always coloured because of light coming from the rooms. (Note: this only works
for the 256 colour people, not on any 16 colour versions (sorry Amiga 
owners!).)

Ok, the rest of you lazy cheaters read this bit: The first room you come across 
marked (1) on the map above has some dead pirates in it. Remember what I said 
about each room being important? Well in this one you get the pirates hook aka 
(hook). Pick it up and move on. The second room (2) has a torch in it. If you 
try pulling it you'll discover it's caked in dried mud (hmmm). The third room 
(3) has a useless (for the time being) stone slab in it. The next room (4) is 
filled with water. Note the plug at the bottom. Keep going and you'll find a 
fifth room (5). Head towards the grating and you can see the tomb you're 
heading for, but you won't be able to get there just yet. There's also a 
manhole cover in the ceiling. Open this and head outside. You'll find yourself
in the resturant where you began. Have a look around (there are a few jokes to
be seen*). Go over to the lovers on the left and make the guy look like an 
idiot by trying to pick up the bottle of wine on the table, looking at the 
label and trying to pick it up again... ho ho ho!

*More Trivia: Apparently the original Lucas crew were big dog lovers, and 
Indiana really was named after a dog, (George Lucas's to be precise) and so was 
Chewbacca from Star Wars! Note the line when Indy looks at the cat: "Why would 
anyone want a cat when they could have a dog?". This debate is also continued 
in Full Throttle's (massive) end credits sequence!

Now you've got the wine bottle go to the fountain near the library and fill it 
up with water (you can also use the room filled with water (4) in the catacombs 
if you want to be a little different). Head back down the manhole and to the 
room with the torch in it (2). Pour the water from the bottle over the torch to 
loosen the mud and then pull the torch... whoops!

You're now in the lower level of the catacombs (marked with the yellow 'X' on 
the map above). Follow the path and you'll soon come to a fork close to the 
sixth room (6) on the left. Miss this and go right for room seven (7). Note the 
plug and dripping water... hmmm! Where could this be linked to? Don't mess with 
the plug just yet, or you could mess your game up big time! Instead head over 
the bridge and into the cave and have a look at those inscriptions. These are 
your first clue as to what the Grail actually looks like. Write these down 
somewhere! There will be the two names of two different accounts of the grail. 
You have to cross check these with the Grail Diary that came with the game. One 
of these is the correct account of the Grail, (but you won't know which one 
until you get to Castle Brunwald), and you'll have to use it to pick the right 
grail from a load phoney's at the end of the game. Needless to say these 
accounts change from game to game.

Now you've written down the names of the accounts (you have haven't you??) head 
back to the room with the dripping plug (7). We are going to drain the room 
with water in it. Push the hook into the plug and then use your whip on it. 
Indy will pull the plug, releasing the water and destroying the bridge in the 
process (like I said you have written those accounts down haven't you?). You'll
get (5) IQ points for pulling the plug.

Now we need to get back to the water room (4). To do this go to room (6) (the 
one you missed a second ago) and climb up the ladder. You'll pop up in the room 
with the (until now) useless stone slab (3). Head right for the water room. Ta 
da! It's all been drained. Tumble down those rocks and through the exit on the 
right side of the screen.

Head left to room (8). In this room is some dormant machinery. You can pull the 
wheel but none of the machinery moves. You need to tie the red cordon to wheel 
and then try again. This time the whole machine will come to life and lower a 
draw bridge in room (10). It saves having to come back if you do it now. Now 
that's done get going to room (9). In here is another puzzle for you. Look in 
your fathers Grail Diary and you'll be shown a screen with two diagrams on it. 
One that shows the correct combination, and another combination labled 'Certain 
Death'. (In fact 'Certain Death' here means being dropped through a hole in the 
floor into the manhole room (5), so not too bad then.) 

In order to get the right pictures up there's a very simple process you can go 
through to guarantee you won't have to walk all the way back from room (5). You 
see, if you push the first plaque it will flip the second one as it goes, and 
it 
you push the third plaque it will flick the first one twice. This means 
sometimes you can iadvertantly cause the bad combination to pop up. In order to 
make sure this doesn't happen, just follow the steps below:

1) Push plaque two until it has anything other than the bad picture on it. 
   (This will guard against accidental 'Certain Death' while you push the other 
   two.)
2) Push the third plaque until it is right, (don't worry what this does to the 
   other plaques).
3) Push the first plaque until it's correct.
4) Push the second plaque until it is right and - voila! The door should open.

For a little extra help, here the order in which they spin:

     KING      CASTLE      HORNED DRAGON 
     ANGEL     SWORD       HORSE 
     KNIGHT    CATAPULT    DRAGON 
     SAINT     FLAG GOAT   BEAST 

That should be enough for you to figure it out. You'll get (5) IQ Points for 
getting it right. Onto the drawbridge room (10). If you put the cordon on the 
machinery in room (8) you can just stroll over the bridge if not you'll have to 
go back and do it in order to lower the bridge. In this next bit of catacombs 
just keep heading left ignoring the passages heading down (they're all dead 
ends) and make your way to room (11). Yet another little puzzles for you here. 
Again look at the Grail Diary, but this time you'll be shown a tune that you'll 
have to play out on the skulls(!). Here's how the bars correspond with the 
skulls:

Skulls are numbered from LEFT. Each number corresponds with a Note on the 
musical scale...

(1) =============
(2) -------------
(3) -------------
(4) -------------
(5) =============
(6) - - - - - - -


So if you got the following piece of music in the Grail Diary:

(1) =============
(2) --o----------
(3) ----------o--
(4) ------o------
(5) =============
(6) - - o - o - -

You'd push the 2nd skull (from the Left), followed by the 6th, 4th, 6th and 
3rd.

Once you've got this right you'll get (5) IQ Points and an open doorway to the 
next section of catacombs. This bit is just a little maze, there's no puzzles 
to do. Just follow the map below and head for the (K). This is the Knights 
Tomb itself (gulp!).

You've made it! Now all you need to do is open the casket and take a peek 
inside for another (5) IQ Points. Ummm... I'll meet you outside. Just pull the
rusted lock on the grating and head up through the manhole when your done. 
(Yikes!)

Phew! Now you'll be greeted with a short animated sequence and then it's on to 
Brunwald Castle!

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4-0. Castle Brunwald
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Welcome to lengthiest part of the game. It'll usually take quite a while to 
sneak your way around the entire castle successfully. When you enter you'll be 
met by a butler* (just like in the movieTM). You can either punch his lights 
out for a measly (1) IQ point (he only takes one hit) or you can be really 
clever and out-smart him for (5) IQ Points. To do this just select the lines 
[2,1,2] and watch him scarper.

* Although in the game Indy claims to be 'Lord Robert McFalfa' and not 'Lord 
Clarence MacDonald' as he does in the movie. The significance? 'Bob Falfa' was 
the name of Harrison Ford's character in George Lucas's American Graffitti! 
This seems to be a running joke in the game about making references to Harrison
Ford movies.

This simple choice is pretty much the same for every Nazi encounter you'll have 
in the game (although the Nazi soldiers you meet are generally much tougher): 
You can either talk or fight your way out of a situation, the latter typically 
offering less IQ Points than the first. You'll probably want to use your wits 
rather than the tougher fists option (you can easily die from losing a fight), 
but sometimes it seems like it's totally unavoidable.

In actual fact, you can go through the entire game without fighting a single 
person if you know what to say to them, and luckily for you, I do!

                                      ---

This entire section of the game returns to the top-down look of the catacombs. 
You'll soon discover, you can't see around corners, and Nazi guards can't 
either... and this leads to all kinds of stealthy endevours (ooh, it's just 
like Metal Gear Solid. Well sort of.). You do have plenty of puzzles to solve 
while you're here, but they're all hindered by the patroling guards. To help 
you with this I've put all the dialogue options you'll need below (each 
soldiers number corrensponding with the maps) so you can get past them all 
without worry, or at least know what you stand to win if you do fight them.

Usually, if a soldier if carrying any Marks, the only way to get them is by 
fighting him and then going through his pockets while he's unconsious. 
Obviously this can be a little dangerous. Luckily, sometimes you can talk them
into handing over the dough. This is indicated by the appropriate dialogue, 
along with how many IQ Points you'll get. You'll also need to take note what 
disguise Indy is wearing, if any. Sometimes, especially on the upper floors, 
Indy can only talk to guards if he's wearing a certain disguise. If there is 
no lines for 'Indy' in the dialogue box, this means he cannot approach them 
without the disguise listed. Sometimes Indy can be chased by guards just by 
being seen in the wrong set of clothes! So be careful... Here's a few 
important notes to remember whilst wandering around:

Although it is possible to talk your way through the entire castle without a 
single fight, if you do get into a fight at some point, the other guards will 
be more aware of an intruder and, after a few encounters ending in fights, it
may not be possible to talk to any of them at all. In fact when the guards 
have been alerted like this, they can sometimes come running for you even if 
you haven't even seen them yet! (You get a little warning from the 'Halt, 
Halt!' they scream at you when they start running. They also get 
progressively tougher with each one you defeat, so be careful (unless you're
feeling cocky). See the fighting tips section for more help on the art of 
Nazi bashing.

Some guards will also go straight into a fight if you are not disguised 
properly and sometimes may even run after you if they see you without the 
right disguise. The further through the castle, the better Indy's disguise 
must be. There are only three sets of clothes in the game and the general rule
of thumb is...

First Floor: Indy WearTM
Second Floor: Servants Clothes
Third Floor: Officers Uniform. 

There are a few exceptions to this, and they're listed in the dialogue options
below.

Also be careful of coming into contact with a soldier you've already spoken to 
in one set of clothes whilst wearing another! The soldier will recognise you 
for the intruder you are if you're dressed differently and attack straight away.
So try to remember!

If you are being chased through the corridors, pop through a door quickly. When 
you come back out the guard will have resumed his normal post. This is a handy 
to trick to remember.

Ok, here's all the info you'll ever need on these suckers...

http://indyguide.mixnmojo.com/graphics/brunwaldmap1new.gif

FIRST AND SECOND FLOORS

    (S)   Butler
            Indy - [2,1,2]               5 Pts 
            Fighting                     1 Pt 
    (D)*  Drunk Guy 
            Indy - [1,3,1]               Helps to beat (7)
            Indy - [3,2] (Get Stein)     2 Pts 
            Fighting (Get Stein)         1 Pt 
    (2)   Indy - [3,2,1]                 5 Pts 
          Servant - [1,2,1]              5 Pts 
          Fighting                       3 Pts 
    (3)   Indy - [1,2,2]                 5 Pts, 15 Marks
          Servant - [1,1,3,2]            5 Pts
          Fighting                       3 Pts, 15 Marks 
    (4)*  Art Guy 
            Indy - [2,2,1,1]             5 Pts 
            Servant/Officer (Give Painting)
            Fighting                     3 Pts 
    (5)   Officer - [3]                  7 Pts 
          Fighting                       5 Pts, 20 Marks
    (6)   Servant - [3,1]                8 Pts 
          Officer - [2,2,3]              8 Pts, Helps beat (11) 
          Fighting                       5 Pts, 20 Marks
    (7)   Officer - [2,1,2,1]            8 Pts (See (1))
          Fighting                       5 Pts 
    (8)*  Security Officer 
          Officer (Give Mein Kampf)      15 Pts 
          Fighting                       10 Pts, 70 Marks

*These guys are special in some way. Check the walkthrough for more info.

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4-1. First Floor
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http://indyguide.mixnmojo.com/graphics/brunwaldmap1new.gif

Right. Check the map above and head for the first soldier (D), who is drunk 
(unfortunately this isn't typical of the rest of the Nazis you're going to 
meet). He may not seem much, but he can be very helpful and give you a few 
clues 
if you know how to probe him correctly (oo-er). Firstly, if you select the 
dialogue lines [1,3,1] you'll get a piece of info that will allow Indy to get 
past a tough guard later without having to fight. Any other information this 
drunk soldier gives you is only for your own benefit (like the hint at a text 
book Nazi upstairs -- a clue y'see?). The only other thing this guy gives you 
is 
the (vitally important) stein. To get it you can either do the 'gentlemanly' 
thing for (2) IQ Points (by selecting the lines [3,2]) or just punch his lights 
out for an easy (1) IQ Point*.

* Note: It's actually possible to do both and get all (3) IQ Points in one go. 
To do this just offer to get him a drink (the lines [3,2] as above) for the (2) 
IQ Points. Go to the kitchen and fill up the stein with ale, and then give it 
back to him. Now just give a him quick punch and you'll get the stein back and 
an additional IQ Point! You little rascal, you.

Now you have the Stein, the soldier has outlived his usefullness, I'll leave it 
up to you as to what you do with him. Head for the Kitchen (on the map above) 
and fill up that stein from the big keg. (Note: You can actually drain the keg 
completely by leaving the spigot open. Doing this will leave you completely 
buggered later on, so don't be tempted!) Poor the full stein onto the hot coals 
with the roast boar rotating above it. Wait for the steam to clear and pick up 
the roast boar. Next, fill up that stein again... Doing all this will save a 
lot 
of messing around later on!

Next, you need to go the Closet (as on the map), when you get approached by the 
guard outside it (2), use the dialogue table above to select the correct lines, 
or if you feel like it, get into a fight (you won't get anything extra though -
- 
well apart from one less Nazi to worry about). One inside the closet, pick up 
the servant uniform you'll find inside. Although you may be tempted to put it 
on, be careful if you have already spoken to the guard outside... if you meet 
him again dressed differently he'll know you're the intruder!

Whatever you decide to do (select the appropriate lines above if you're dressed 
as the servant or Indy) cross over the corridor to the big room with the secret 
exit (as on the map). You can make life a little easier for yourself here if 
you 
walk over to the far side of the room and PUSH the Suit of Armour by the 
fireplace. His weapon will fall and leave a mark on the carpet. Trust me, you 
appreciate later if you do this now!

Now it's time to head up stairs to the second floor. (Ok, ok, technically it's 
the First Floor, but it sounds confusing.)

Again, just follow the dialogue above for the guard you'll have to pass on your 
way to the stairs (3).


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4-2. Second Floor
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http://indyguide.mixnmojo.com/graphics/brunwaldmap2new.gif

You'll see a little cut scene involving soldier (4) and Colonel Vogel. This is 
a big hint as to what you should do with the painting you picked up in Henry's 
House.

I recommend going into the first door on the left when you get upstairs. This 
is an utterly useless room, but I suggest you save the game (if you haven't 
done so already) and change into the Servant Uniform while you're there. This 
is because the soldier you meet next (4) will not let you give him the painting
without a fight if you're dressed as Indy. (Note: It is possible to talk your
way out of a fight with him as Indy (see table above), although I wouldn't 
recommend it because giving (4) the painting is a major part of discovering 
what the Grail looks like.)

Walk back outside when you're done and take the first door on Indy's left. In 
here is a chest... open it and you'll get 50 Marks! Don't go through the other 
door just yet, this leads to guard (5) and he won't be fooled by a servant 
uniform (you'll need something better to get past him).

Go back out and follow the corridor down to soldier (4) (you must be dressed as 
the servant!). He'll hopefully inform you of his station guarding the art 
collection. This a big hint to give him the painting. He'll take it straight to 
Vogel's office for another cut-scene and then promptly disappear off the 
planet. Weird eh? In the cut-scene you'll see Vogel writing down the 
combination to the vault (see the map for its location) on a piece of paper and
file it away. You need this piece of paper.

Even though you can't get into the vault just yet, you can still browse the 
castles art collection by going left into the room at the end of the corridor. 
There are a few in-jokes to be seen here:

http://indyguide.mixnmojo.com/graphics/artcollalt.gif

1) This is actually a screenshot from Loom (turn your head 90o to the left!) 
   Mark Ferrari was Loom's gfx artist!
2) "Return to the Louve, Postage Paid" -- I think! This exact same statue was 
   also in Maniac Mansion
3) Why, it's a picture of Castle Brunwald!
4) This is a screenshot from this game! You'll see it when you crash land your 
   bi-plane later on!
5) "Fred and Edna's Wedding"? Would that be Dr Fred from Maniac Mansion? Yup!

The few other paintings are real, although I have my suspicions about that 
DaVinci!

(Note the lack of a picture of the grail. This is because it is stored in the 
vault behind the paint-by-numbers Mona Lisa(!) and you'll need the combination 
to open it.)

After you've had a good chortle, go back into the corridors follow the one 
you're in until it turns left. There is a room on the left here (marked Key on 
the map) with another chest in it. Open this chest and pull out the uniform 
that's inside it. Although it is an officers uniform, it is too small for Indy, 
so instead LOOK at it to find the key in its pocket (aka brass key). This is 
the key to uniform that was locked up in the closet on the bottom floor.

Head back downstairs (remembering to get changed back into Indy's clothes on 
the way -- unless you spoke to the guards wearing the servants uniform the 
first time of course) and back into the closet. Unlock the grey uniform and 
pick it up. Hurrah! Indy can now disguise himself as an Officer and enter the 
upper echolons of Nazi society (well at least the third floor without getting 
attacked). You are now free to wander around the rest of the castle without 
fear.

Go back upstairs and get changed into the officers uniform (saving the game as 
you go). You are now free to wander around floor two, you've got the top 
disguise and you have all the dialogue you need to get past any guards you come 
across.

Before you start to wander around proper go to the room with guard (6) in. You 
need to talk to him to get information that will let you talk your way out of a 
confrontation with soldier (11) (the toughest one!) on the third floor. Just 
select the lines [2,2,3] dressed as the officer. That's all the really 
important stuff done here, but there are a few extra things you can do...

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4-3. Extra Stuff
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You can now do a number of extra things while you're here, although none of 
them really affects the outcome, you'll get different IQ Points depending on 
what you do. The main aim is to get upstairs to Henry and sneak a peek at the 
painting of the Grail while we're at it. Along the way though, you can do extra
stuff like disabling the alarm to Henry's door (35 or 40 Points depending on 
how you defeat the guard there) or sneaking outside onto the window ledge and 
across to Henry's room! (although this is fun it will only earn you (5) Points 
and not much else as (a) his door is locked and (b) he won't follow you outside 
-- although you CAN pick up 75 Marks along the way, you can get them later on 
as well). Here's how to do both:

Disabling the Alarm: Remember that stein of ale I told you to get? Well here's 
where is comes in handy. Pouring the contents into the grating behind the 
security console in the room marked Alarm on the map will completely knacker 
the alarm system (and give you a tasty (25) IQ Points). But first you've got to
beat that annoying guard (8). As you can see from the table you only have two 
options. One is to give him your copy of Mein Kampf ((15) IQ Points), the other 
is to fight him (you'll get (10) IQ Points and the contents of his pockets: 70 
Marks!). 70 Marks is surely tempting, be warned though, he can be darn tough 
sometimes so you'd better make sure you have near full energy if you plan to 
fight him (to refill your energy use the First Aid Kit found in the room marked 
(+) on the map). Another point to consider is that if you do fight him, it 
leaves you with a copy of Mein Kampf, which can later earn you (10) IQ Points 
if you hand it to Hitler to sign in Berlin. Once it is signed you can bribe 
Roadblock number (6) when escaping from Germany (much) later on.

Another point to consider, a pretty important point in fact, is that disabling 
the alarm will not get you anything unless you plan to make a run for it with 
Henry when you open his door. And the only way you can do this is if you've 
beaten yourself a clear pathway, devoid of guards, all the way back to the room 
with the suit of armour in. If you manage to escape without getting caught 
you'll get (25) IQ Points though, so not bad. (Note: To escape the suit of 
armour room and indeed, the castle itself, push the stone statue on the left 
side of the Fireplace -- you can't walk through the front door because it's 
surrounded by Nazi's.)

Sneaking into Henry's Room: If you look at the map you'll see three rooms at 
the top with a ledge outside them. You can climb outside onto the ledge and 
gain access to the Third Floor and your Dad this way. If you go into the middle
room with a window ledge, you can open the window and climb outside. (Note: 
Although the rooms either side of this one both have window ledges, the one to 
the left is locked from the inside and the one to the right has a guard (6) 
in it who won't be very impressed with you climbing in and out of the 
windows!).

Once outside, get Indy to shuffle along to the far right window (outside the 
left ledge room on the map) and you'll notice a lattice to the right he can't 
quite reach. Get Indy to open the window and climb in. Now, if you look 
carefully above the window, you'll see a brick sticking out. Tell Indy to PUSH 
this brick and head back outside. Indy can now use his whip with the newly 
revealed brick to heroically swing onto the lattice and get (5) IQ Points.

Now you're onto the Third Floor ledge, the first window you come to has a chest 
in it containing 75 Marks! Nip in and get it. The other two windows are where 
your Dad is being kept (it changes per game). Pop in and say hello, as that's 
pretty much all you can do. Although Henry's door is alarmed, you cannot open 
it (or any of the others doors in these three rooms) without the silver key 
(marked on the (K) Third Floor Map below, if you don't know where it is), and 
Henry won't follow you outside. Hmmm, pretty pointless really isn't it? Well, 
that's how Indy met his Dad in the film, so you can't complain. (Note: When 
you want to get back down, just head outside again and point to the lower 
level, Indy will then jump onto the Second Floor ledge. But! Be careful that 
you don't go back in the lower left window because that room contains guard (6)
and he won't be very pleased to see you! Especially in your Indy WearTM!)

Making a run for it: Rather than being caught by Donovan after springing your 
Dad you can make a break for it instead. To do this you'll firstly need to 
disable the alarm (see above). Secondly, you need to clear a path back down to 
the room marked Secret Exit on the bottom floor map. You can duck in and out of 
rooms with your Dad in tow, but it is probably better to empty all the 
corridors of guards by fighting them (except for guard (4) which if you give 
the painting to dressed as the servant, will disapear anyway (and also let you 
continue the game normally -- allowing you to see the Grail Painting -- but 
that's a different story)).

This is best because after a few fights all the guards become aware that there 
in an intruder. This means they can come running long before you've seen them 
and thus makes them more difficult to avoid. The guards in the rooms however 
will not ever run after you, so you don't have to worry about them (although 
they may fight you straight away, without giving you a chance to explain your 
presence, if you enter the room they guard).

It can be a tough process picking off the guards as they seem to get tougher 
with each one you fight. (See Fighting Tips for more help on improving your 
skills.) To help you there is a First Aid Kit on the second floor (marked (+) 
on 
the map) that will completely restore Indy's health. (Remember, the yellow bar 
will refill, but the green one will not, and once reduced will stay reduced 
until the first aid kit is applied.)

After you've completely emptied the corridors of Nazi guards go up to the third 
floor and open Henry's door using the silver key, making sure the alarm is 
buggered before you do! (Note: the silver key is in the room marked key on the 
top floor map.) Next, make your way down to the bottom floor and to the room 
marked secret exit. Walk over to far right side of the room and PUSH the Statue 
on the Left side of the fireplace -- voila! -- your means of escape.

You've just earned yourself a tasty (25) IQ Points for escaping (plus you 
earned (21) IQ Points for fighting the necessary guards, (25) Points for 
knackering the alarm and (5) Points for unlocking Henry's door along the way 
too!). Phew! Not bad eh?

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4-4. Third Floor
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

http://indyguide.mixnmojo.com/graphics/brunwaldmap3new.gif

Note: Henry's room changes each game

     (9)   Officer - [1,2,1]        8 Pts 
           Fighting                 5 Pts
     (B)*  Biff Give Biff the Trophy full of ale, and then punch him.   15 Pts 
     (11)  Officer - [3,2,3]        8 Pts (See (6))
           Fighting                 5 Pts 

You won't be able to get past Biff (B) just yet, before that you need to visit 
Col. Vogels office (Vogels Office on the map). Remember that piece of paper 
with the combination on? Well we need to get it (and that trophy on top of the 
filling cabinet) but there's a nasty mutt blocking the way. Give him the roast 
boar you picked up in the kitchen and he'll move out your way. Open the drawer 
and pick up the paper with the combination on (aka pass) and you'll discover 
it's actually an unsigned pass. Grab the trophy atop the cabinet (you'll need 
this to defeat Biff -- an impossibly tough guard blocking your access to the 
rest of the floor or (B) on the map). Now we have the combination head back 
down to the art collection (on the second floor) and PULL the paint-by-numbers
Mona Lisa on the far left to reveal the vault. Open the vault and earn 
yourself (10) IQ Points by walking inside and Looking at the painting.

Now, here's an important bit: Remember the inscriptions you found inside the 
cave under the catacombs? The ones I said you should right down? Well if you 
flick through the Grail Diary that came with the game and find the two 
descriptions of the grail mentioned, you'll discover one the account claims the 
grail glows while the other says it doesn't. You weren't sure which one was 
correct, until now that is. If the Grail in the painting is glowing then you 
know which account is true (even if the account reckons it looks like a bowl 
and the one in the painting clearly looks like a cup!) and vise versa: You 
should now have all the information you need to pick the true Holy Grail from
a big bunch of carefully constructed Phoneys! Huzzah!

(Ahem) Next stop, the Kitchen. Remember to change into the appropriate clothes 
before walking past those guards on the First Floor! Once in the Kitchen fill 
up the trophy with ale from the keg. It'll take a while, but once it's done, 
head straight back upstairs to Biff (B) on the third floor, pausing only to 
change into your Officers uniform (and possibly saving the game at the same 
time).

Once you've approached Biff, don't bother trying to talk to him... there 
nothing you can say to get past him. Just hand him the trophy full of ale and 
punch him once... easy! Next head south to the guard (11) and the key to 
Henry's door (Key on the map). It's actually possible to duck and dive into 
these doors and avoid the Captain altogether, (unless you've been in a few 
fights in which case he'll probably come running anyway). Whatever you do, just
take a look at the table for what to say and head to the room with the Key when
you're done. Once there, grab the key from the candlbra (aka silver key) and 
look out the windows while you're there to see what happened to Elsa.

Next up, just head around north and to the door furthest on the left. No, this 
isn't the room with your father in, but it has got a chest with 75 Marks in! 
(Unless, of course, you already picked it up from the ledge outside!) After 
that try the other two doors (marked Henry's Room on the map), it changes each 
game which one it is, but you'll always see wiring going into the top of the 
door (the alarm y'see?) when you get close. and unlock it... The alarm will ring
and you'll get caught (unless you disabled the alarm before, in which case 
you'll get (5) IQ Points and the chance to nip inside, get your Dad and make a 
run for it. See Disabling the Alarm above for more info).

You'll find yourself facing a machine gun and Donovan asking you for the Grail 
Diary. If you insult him you'll die, and if you stall by giving him a useless 
item, he'll just take the real Grail Diary. You actually have two choices 
though, you can give him the real Grail Diary or (and this is the cunning bit) 
the fake Grail Diary you picked up at Henry's (aka old book)and get (30) IQ 
Points! By giving him the fake diary you won't need to go to Berlin and steal 
the real Diary back. Although this may sound good (and it is!), Berlin is 
definately worth checking out at some point: You'll run into Hitler there (just 
like the movie) and he'll sign something of yours. There are a few different 
things you can give him each with their own benefits. For instance, if you get 
him to sign the pass you'll never be bothered by another road block again. Take 
your pick, and either way you'll end up tied to a chair in the suit of armour 
room.

http://indyguide.mixnmojo.com/graphics/armour2.gif

Remember that mark you left on the carpet by pushing the suit of armour? Well, 
you need to PULL or PUSH the chairs over to that side of the room. Yes, I know, 
it takes ages. To speed things up you could try and incorporate the [Q] and [A] 
keys in some sort of clever sequence with the mouse. But aside from that your 
gonna just have to be patient. Phew! Made it? Good. Now position the chairs 
over the mark (or if you didn't leave a mark -- get the suit of armours hand 
directly above Indy's head, as seen on the right here) and SAVE! Yes, best to 
save it here, because one false move and it's bye-bye Indy. Now that you're 
safe PUSH the statue. Swipe! If you made it ok, you'll get (15) IQ Points. If 
you didn't just try again until you don't die.

Right! -- Time to escape. Push the stone statue on the left hand side of the 
fireplace to reveal a hidden exit... You've made it out of Brunwald! Hurrah!

If you've still got the real Grail Diary then you'll be heading straight for 
the Airport. If Donovan snatched it, you'll be going to Berlin...

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4-5. Berlin
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Berlin is an extremely short (and fun) section of the game. Before you get 
there though, you'll be faced with a road block. Just answer [3,3,1,1] to talk 
your way out of it for (5) IQ Points or fight your way through for (4) IQ 
Points.

Once in Berlin it's all automated until you're face to face with Hitler. You 
can either Punch him for (10) IQ Points and Instant Death (!), give him the 
Grail Diary to sign (just like in the movie) (Zero) IQ Points, give him the 
copy of Mein Kampf for (10) IQ Points and the chance to bribe your way through 
a road block later, give him either of the other books from the Library (manual
or book of maps) (Zero) IQ Points or hand him the pass for (40) IQ Points! and 
the ablilty to get through every road block with ease.

It's your choice. Once you're done, you'll find yourself at the airport.


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5-0. The Airport
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Phew! You've made it to the airport! Best to save it here as you have lots of 
options, and it's a good place to come back to when you've finished the game.

There are two ways to escape from Germany. One is by taking the Zeppelin the 
other is by stealing the Bi-Plane. The Bi-Plane route is much easier, but 
there's a lot of fun to be had on the zeppelin...

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5-1. Zeppelin Route
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Getting on the zeppelin is much easier if you have tickets. Luckily they're 
pretty easy to get your hands on, you can either buy them from the counter for 
220 Marks ((Zero) IQ Points) or you can steal them from the guy in the blue 
jacket for (5) IQ Points!

Stealing them is really easy, and considering you may need your money to bribe 
slippery government officials later on, it's probably best not to waste it now.

To swipe the tickets just get Indy (or Henry if you prefer) to talk to the man. 
Ask him about his grandchildren (anything else and he just answers 'No!') and 
he'll waffle on for ages. While he's doing this, get the other Jones to stand 
behind him and grab the tickets sticking out of his pocket. Easy huh?

Now make your way out of the airport and across the airfield to the zeppelin.

If stealing them doesn't take your fancy, you could try your chances at 
fighting the Ticket Taker on the zeppelin. You'll get (10) IQ Points if you 
beat him, but be warned; this is probably the toughest fight in the game! 
(Note: If you do try to get aboard without tickets there's nothing you can say
to talk yourself aboard without paying or fighting.)

Now you're safely aboard you'll see a short cut-scene showing Colonel Vogel 
sending someone to signal the zeppelin to turn around and come back. You're 
gonna have to act fast and get to the radio so the Nazis aboard the zeppelin 
don't find out. (Good old 'cut-scene' technology eh? Faster than conventional 
radio any day of the week!)

To do this, get Henry (it has to be Henry) to wander left into the other room 
over to the piano on the far left. Get him to use the coins with the bowl and 
the piano player with offer to play a tune. Pick any one (like 'The Theme from 
Star Wars' -- but it's written in German!) and you'll hear the same tune 
anyway. The radio operator will hear it and decide to go and listen, thus 
leaving his room unguarded! Quickly get Indy to dive into the room. (Notice 
the graphics inside the Radio Room when you open the door... looks like 
somebody forgot to update them from the 16 colour version during its 256 
colour make over!!)

Inside you'll see the Radio (which you can USE) and a Locker. Open the Locker 
and get the wrench from inside. Quickly use the wrench on the Radio to rip it 
apart and make a run for it before the music ends and the operator comes back*.

* Note: a little cheat you use to make the music last longer is to press F5 and 
  then click on Play to return to the game. The music will reset itself and 
  restart form the beginning, giving you bags more time. Silly huh?

If the music does end, quickly change to Henry again and pop another coin in 
the bowl.

If you do get caught by the operator in his room there isn't much you can do. 
You can offer him some money if you broke the radio, but if you choose anything 
else you'll have to fight him for (zero) IQ Points!

Either way he'll be forced to spend time fixing the radio, thus delaying the 
message and buying you some times to escape!

Once you've knackered the Radio use the wrench in the Socket outside the Radio 
Room. Give the wrench a PUSH and a ladder will lower itself from above. This 
leads into the balloon itself, and (ultimately) to the Bi-Plane that will allow 
you to escape to freedom. (Don't worry about your Dad, he'll catch you up later 
- although don't ask me how!) Just head up the ladder and follow the maps below 
through the three Nazi infested floors to the Bi-Plane (marked 'End' on the 
map).


The Third Floor
http://indyguide.mixnmojo.com/graphics/zeppelinsmall3.gif

Second Floor
http://indyguide.mixnmojo.com/graphics/zeppelinsmall2.gif

First Floor
http://indyguide.mixnmojo.com/graphics/zeppelinsmall1.gif

I'm not sure exactly how many Nazi's there are in the balloon section, but they 
get progessively tougher with each one you fight, so don't hang around -- get 
moving!

When you eventually get to the Bi-Plane you'll receive (10) IQ Points and find 
yourself flying out of Germany shooting Nazi planes down along the way. In fact
this section is exactly the same if you would have stolen the Bi-Plane straight 
from the airport. Oh well!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5-1. Bi-Plane Route
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
(If want to skip the above Zeppelin section and steal the Bi-Plane in the 
airport just Look at the manual you picked up in Venice. It has a complete list 
of instructions to get it going. It'll probably take you a few tries to get it 
right, so remember to save it before you get in the Plane!)

The Bi-Plane escape is another arcadey style section and it's actually quite 
tough. The more Nazi fighters you shoot down, the further out of Germany you'll 
get. Shoot somewhere in the region of twenty and you'll probably escape (I 
haven't done this yet though).

General Flying Tips
-------------------
You have to use the numeric keypad here to control the Bi-Plane while your Dad 
does his best to aim at the Nazi planes with the tail gun. He'll only be able 
to 
shoot properly if the Bi-Plane isn't moving too much (keep an eye on his aim) 
and the Nazi plane he's aiming for is pretty close to your tail.

My advice is to stay in the centre of the screen until a Nazi fighter appears 
then, at the last possible moment, move in the same direction as the fighter. 
You really do have to hold out till the last moment. If you do it right the 
Nazi 
plane should go up in smoke almost immediately. Your Dad should shoot the plane 
down just as you turn to avoid the fire. Keep trying with this and testing 
different tactics and turning times.

This table shows how many Nazi planes you have to shoot down to get to which 
Road Block (as shown on the map below)

       N# OF PLANES     ROADBLOCK REACHED 
            0                  (1) 
            1                  (2) 
            4                  (3) 
            7                  (4)
           10                  (5) 
           13                  (6) 
           16                  (7) 

You get (5) IQ Points when you Shoot 6, 11 and 16 planes down.

http://indyguide.mixnmojo.com/graphics/map.gif

In theory when you shoot down 19 planes you should be out of Germany, but I 
have never got this far. The most I have ever shot down is 16. If anyone can 
enlighten me here, I'd greatly appreciate it. Cheers!

However many you shoot down, you should still end up by an old German farm 
house (if you shoot all the planes down you will run out of gas and crash just 
before the final checkpoint anyway). There will be two cars, and unfortunately 
the one with Nazi plates will be out of gas.

In joke: In Maniac Mansion there was famously a chainsaw without any gas (and 
was therefore completely useless). In Zak McKraken they put in a completely 
useless tank of gas as a reference. In Last Crusade there's a car but it needs
that gas again!

Just take the blue car and hit the road. You're now going to have to talk, 
bribe and fight your way out of Germany through the remaining Roadblocks.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5-1. Roadblocks
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Like the rest of the game you can talk or bribe your way out of confrontations, 
so there's no need to fight anyone. If you have either, a) a signed pass, b) 
275 Marks or c) a signed copy of Mein Kampf and 50 Marks, you will be able to 
get through every single Roadblock without a fight. If not, you'll be able to 
get through five (maybe six) of the seven Roadblocks without scratching your 
knuckles. So not too bad eh?

First things first. If you have a signed pass you will be able to get through 
every Roadblock without worry. Just flash it at every guard and they'll let you 
through straight away.

If not, you can talk or bribe your way through a Roadblock for (5) IQ Points or 
fight your way through for (4) IQ Points. (Note: Only Roadblocks (2) and (6) 
can be bribed.) Follow the map and table below to know what to say.

http://indyguide.mixnmojo.com/graphics/map.gif

    (1) Blue             [2,3,1] 
    (2) Light Purple     (Bribe with 50 Marks) 
    (3) Turquoise        [2,1,1,1] 
    (4) Red              [3,3,2] 
    (5) Dark Turquoise   [1,2,2,3,1] 
    (6) Dark Purple      (Bribe with 225 Marks)
                         or (Offer signed Mein Kampf) 
    (7) Grey             [1,2,2,2,2,2,1] 

Eventually, you'll make it to the Canyon of the Crescent Moon and the Grail 
Temple... ooh!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
6-0. The Grail Temple
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
You've reached the finale of Indiana Jones and the Last Crusade and if you've 
read the rock outside the temple you'll know you can't save the game after 
you've entered -- so save now! The next section is pretty short, so don't worry 
about having to go through loads again if you mess up... in fact the game is 
pretty intelligent about it! (Obviously well play-tested till the end!)

So ye want to be a pirate? First ye must pass The Three Trials! (ahem)

Ok, your Dad lays dying at Donovans hands and the only thing that can save him 
is the Power of the GrailTM, better get cracking. The first trial is simply a 
matter of looking in the Grail Diary that came with the game and pointing your 
mouse where the 'X' is on the diagram. What's that you say? Lost your Grail 
Diary? When just click on the lighter coloured piece of dirt next to the big 
curved rock you might just live... for now anyway ;-}

The second test is simply a matter of making sure Indy only steps on the 
letters contained in the version of 'Jehova' he keeps saying. Be careful, and 
don't get too carried away, it's all too easy to miss click and send Indy to 
his doom (or at least back to the first trial).

The third trial is a little more annoying since the budget version of Indiana 
Jones and the Last Crusade supplies only a cut down version of the Grail Diary 
and cunningly manages to miss the drawing that helps you pass this trial. The 
only version of Indy LC available now is this budget version... whoops! Luckily 
I happen to have the help you need to pass this final test. Click your mouse 
over the centre of the most protruding rock on the other side of the gap or 
where the big yellow 'X' is on the diagram to the right. Hopefully Indy will 
make his way safely across to the other side, and then you've made it... 
almost.

The Knight that you find guarding the Grail will ask you to choose the correct 
Grail from a load of phoney's. This is where those Catacomb Inscriptions and 
that painting in Castle Brunwald come into use. By now (if you were paying 
attention and have your Grail Diary handy) you should know roughly what the 
real Grail looks like*.

* To find out which description of the Grail from the Grail Diary that came 
with the game is right, you must first look up the two descriptions provided 
by the game in the Catacombs under Venice. When you find the correct passages 
in the Diary make a note of what they say about the Grail i.e. 'Pewter Bowl' 
or 'Glowing Ceramic Cup'. One of them will always say the Grail glows, while 
the other will not.

Next, to find out which of these is the 100% correct, real, unlying, ultimate, 
true description of the Grail simply cross check it with the picture you saw in 
the safe in Castle Brunwald. The picture there showed if the Grail glowed or 
not (never mind what the actual Grail looked like in the picture). From this 
you should be able to confidently pick a real Holy Grail from some cleverly 
constructed fakes in no time.

Just click on 'WHAT IS' and scan them all for the closest description, and then 
use the one you think is right with the Holy Water.

If you choose wisely Indy will survive, if not..... yikes! (Incidently, this 
originally rather tense moment of waiting to see what happens to Indy is ruined 
on some modern machines due to the timing being off... now you don't have a
tense moment before something happens).

What's that you say? Haven't a clue which one to pick! Lost your grail 
diary/forgotten what the inscriptions said/never bought the game!? Well if your 
playing on an Amiga you might be pleased to know that the correct grail leaves 
behind a glowing ring mark after you've picked it up (the mark of all good 
Grails)... but if not you're totally and utterly buggered I'm afraid.

Better luck next time. (Buy the game!)

Right then! IQ points time! Unusually for a Lucas Arts game this one has 
multiple endings (okay okay, and so does Maniac Mansion -- sort of). There's 
really not all that much difference, it's simply a matter of Indy being alive, 
Elsa being alive and where the grail ends up. You get different IQ points for 
each out come... 

First of all, you score a heathly (90) IQ Points! for getting through the three 
trials (that's 30 points a trial!).

Next, if you are quick enough (on faster PC machines press [D] just to make 
sure you have enough time) Indy can Pick Up the Grail and decide its (and his 
own) fate. He can either make a break for the exit and die (no points -- 
unsurprisingly) or give it to the Knight and earn himself a rather wholesome 
(100) IQ Points! -- which is the maximum you can get.

Alternatively, you can either give Elsa the Grail or just let her grab it for 
herself, and watch her toddle off to her doom. This then leaves a little 
dilemma. If Indy looks into the gaping hole Elsa fell into he will see the 
Grail resting on a ledge just beyond his reach. Indy can now, sod it and just 
walk off (50 points), use his whip to grab the Grail and (a) give it back to 
the Knight (75 points) or (b) make a break for it himself and die sometimes*
in a rather amusing scene (no points). The choice is yours.

* Note: There's a 50% chance of getting a humorous ending. Ron Gilbert liked
  the jokes, Noah Faltstein thought it should be serious (and David Fox was
  happy with either). So they put a piece of code in that made it 50/50 as
  to what type of ending you'll get! Crazy, huh!

Here's a great little table that explains all...

           Elsa Alive -  YES   NO    NO    YES   NO 
           Indy Alive -  YES   YES   YES   NO    NO 
           Grail Safe -  YES   YES   NO    NO    NO 

           IQ Points  -  100   75    50    0     0 

And that's it. Your final Series Score (displayed after the credits sequence) 
is out of 800 points. A good Episode score is somewhere around 450 points 
although there must be a maximum you can get in one game, but I certainly 
don't know what it is! (I've done enough work here!) Anyways...

There you have it. The most comprehesive guide ever to a most certainly 
overlooked and underrated adventure game. Hope you've had fun, and give me an 
email if you manage to get all 800 points!

Thanks for reading and Don't Forget to LOAD a saved game to save your Series 
Score!

Adios Amigos! See you in the next guide!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
7-0. Credits, Copyrights and Thanks
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Everything written by John "ThunderPeel2001" Walker

Thanks to: Nicolas Salmoria (www.mame.net) for correcting a few items for me
and Bruce Shiroma for sending me some much needed information and being the
first person to claim they got all 800 IQ points! (Well done, Bruce!)

Also thanks for Marc "Darth Maul" Binda for his excellent Fate of Atlantis FAQ
(which layout I've copied here).

I hope you've enjoyed using this walkthrough and enjoyed reading it. If you
have any questions, comments or suggestions related to this FAQ, e-mail me at
the address shown at the top of this document.

This FAQ may be distributed, but not modified in any way without explicit
permission from the author. It may not used as a "buying incentive" or
published without express permission from the author. Nothing may be taken
from this FAQ and used without express permission from this author.

Copyright (C) 2003 John "ThunderPeel2001" Walker
Indiana Jones is a registered trademark of Lucasfilm Ltd.