ij - emperors tomb
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CheatsDisable AI
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"vars.cfg" file in the "\lucasarts\indiana ones and the emperor!s
tomb" folder. ocate the "ai#isabled" line and change itto "ai#isabled$false".
No Target Mode/Disable enemy AI
ocate your %mperor!s Tomb folder &example path ':\(rogram )iles\ucasarts\*ndiana +ones ,nd The
%mperor!s Tomb-
)rom there open the game data folder follo/ed by the folder marked indy. )inally open up the file vars.')0
and at the top of the file change ai#isabled so it reads as: ai#isabled$true. 1nce this is done save the file and
enter the game your enemies are no/ oblivious to your presence and /ill no longer attack you
Art gallery
'ollect all artifacts in the game to unlock an art gallery.
Play two levels not found in the console version of the game
*f you navigate to the default install directory of the game there is a folder that holds every level of the game. *n
this folder are t/o files called 2opetest and 3hipgym. 2un either of these files to play on a level not present in
the console version of the game.
Cheat mode
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text
editor to edit the "default.cfg" file in the "\lucasarts\indiana ones and the emperor!s tomb\gamedata\indy"
folder. ,dd the follo/ing line to the file:
cheats:4
This unlocks unlimited air /hen s/imming unlimited ammunition and unlimited health. These options do no
seem to be individually selectable.
Saved ame! "cindy#onesem"erorstomb$%i"
, saved game file allo/s you to access features that are not usually available until the game is completed or
some other condition is met. The file may either be ust a file copied from a game!s save folder or a file that has
been edited in some manner to unlock various bonuses. Using a saved file that /as not created by your game is
not supported by the game!s developer or 0ame3inners.com. ,s /ith any file you install take basic
precautions such as running a virus checker. 2arely game companies may change the format of saves from a
particular game /ith each ne/ patch or version of that title or bet/een /orld regions. This is the most common
reason /hy a do/nloaded saved game file may fail to /ork in your installation of the game.
5tep 4: #o/nload the file to a temporary folder on your ('. This is a compressed archive containing the savedgame as /ell as additional comments if available.
5tep 6: 'opy your existing saved game file&s- to a safe location in the event you need to restore them later.
%xtract the saved game file to the folder that your game uses to store saves. ook at the file extension of
your do/nloaded file in order to use the correct program to extract the files.
5tep 7: ook for files /ith the .nfo or .txt file extensions that may have been included /ith the archive. Use a
text editor such as Note (ad or 3ord(ad to read them. They may contain additional information about
using the files as /ell as reveal /hat exactly the save /ill do in your game. ,lso the archive may
contain a file8id.di9 text file that provides a summary of /hat is included in the archive.
ame Trainer! i#onesem"cht$%i"
, trainer is an executable program /ritten by a third party that runs at the same time as a (' game and allo/s
you to access features or cheats that are normally not available. The trainer /orks by altering memory locations
/hile you are playing the game. *t is not supported by the game!s developer or 0ame3inners.com. ,s /ith any
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executable program you install take basic precautions such as running a virus checker and making sure you can
reinstall your original game if needed.
5tep 4: #o/nload the file to a temporary folder on your ('. This is a compressed archive containing various
files including specific instructions on ho/ to install and run the trainer.
5tep 6: %xtract the trainer files so that they can be vie/ed and used. ook at the file extension of your
do/nloaded file in order to use the correct program to extract the files.5tep 7: ook for files /ith the .nfo or .txt file extensions that /ere included /ith the archive. Use a text editor
such as Note (ad or 3ord(ad to read them. They may contain installation and usage instructions for the
trainer provided from the individual or group that created it. Note: 2arely a trainer archive may ust
include the program itself. *n such cases basic instructions /ill appear /hen you run the program. ,lso
the archive may contain a file8id.di9 text file that provides a summary of /hat is included /ith the
trainer.
5tep : Trainers must be running simultaneously /ith its intended game. 5tart the game and begin game play.
(ress
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,rro/ 2ight Next *tem to 2ight in *nventoryG2otate on 2ope 2ight
,rro/ eft Next *tem to eft in *nventoryG2otate on 2ope eft
,rro/ #o/n (ut a/ay *nventory
according to the %N*,' the (' version does not allo/ *ndy to s/ing on
chains after he has lost his for/ard momentum. *f anyone else can confirm
this it /ould help to solve a lot of problems people have emailed me about
chain s/inging pu99les
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
*?. 'ombat 5trategies
,nyone /ith a good strategy not posted here to send them to me. 3hether
general fighting or shooting tips or good plans for specific enemies email
themD
strategy submitted by +esse #onnelly
"3hen your close enough to enemies grab !em. Bit I once to slap em t/ice and
then push the control stick to/ard the nearest /all. This /ill shove the guy
into the /all making him da9ed. 3hile he!s da9ed you could easily keep
hitting him by repeatedly pressing the , button. Jeep hitting him until he!s
dead. ,lso /hen your approaching an enemy and you!re by a cliff or ledge
grab the guy and simply push the control stick in the direction of the ledge
to thro/ him off killing him. They usually leave their /eapons behind as an
added bonus."
strategy submitted by 'liff 'hen ¶phrased from an email-
"3hen using a blade start your attack /ith the secondary attack button since
the primary attack /ill often get blocked"
strategy from medalofhonor464Aaol.com
"*f you are facing an armed enemy and aren!t armed yourself try to get as
close to them as possible &s/erve left and right a little to avoid their
bullets as you run at them-. That /ay they /on!t be able to shoot. Then knock
them do/n &* prefer using a /eapon that is out of ammo because it knocks do/n
the enemy in one hit using the x button-. They /ill drop their /eapon no/ you
can pick it up and use it on them"
strategy submitted by 2ob (arry'ru/ys
",nother /ay to get close to enemies /ith guns is to roll at them. They
usually /on!t be able to shoot you before you get to close. The only problemis that it!s very easy to overshoot /ith a roll. 5till it can /ork in a
clutch."
strategy submitted by 5pace,pe
"3hen you /ant to shoot an enemy around a corner do a /all hug. *f you get
close enough to the edge and hold &IE1I- *ndy /ill pop out and you can shoot
the bad guy. 2elease and you go back to the /all hug. ,lso 3hen fighting
the ninas in Jong Tien it is common kno/ledge that they /ill charge you.
Bold do/n and ump out of the /ay pressing E and left thumbstick. This /ill
bring you ust out of reach and /hile they!re accomplishing their po/erful
punch you can ust punch them from the side."
another strategy submitted by 5pace,pe
", tip /hen facing blue ghosts and Cei King &it might help /ith yello/ ghosts
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3aiters #espite the fact that these guys are /aiters they!ll fight *ndy
ust as /ell as the NinasD *f they!re not going handtohand these bad boys
carry Causers or shotguns.
Under/ater 5oldiers Jeep s/imming until these cho/derheads have fired their
spear guns &they!ll miss as long as you don!t stand still- then retaliate:
t/o direct hits sink these guys.
Na9i )irebugs These soldiers only appear on (eng ai *sland and only if an
alarm is pulled. Though easy to kill /ith a firearm it!s suicide to try to
fight these flamethro/er armed Na9is /ith your fists. Eest strategy: don!t
let anyone pull an alarmD
'rocodiles 1nly seen in 'eylon these annoying critters of the deep /ill
take a bite out of *ndy if he!s not careful /hen s/imming. uckily they!ll
often give up chase if *ndy s/ims from side to side or gets them to run into
something. ,lso if *ndy hacks at these critters /ith his machete they /ill
often stop and take the damage until they die. NiftyD
5harks +ust like crocs sharks are nasty enemies. )ound in (eng ai agoon.
+ust as killable as the crocs.
Temple 0uards Cuch like the ninas though often carrying either deadly
crossbo/s or spears these guys /ill really test your fighting skills. 3atch
out for their spinning spear move /hich is unblockable and really thro/s off
*ndy!s timing &and it hurts tooD-. Bappily they are stupid and /hen
attacking in groups /ill hit each other as often as they hit you.
Hombie Ninas the first time you meet these guys you!ll be dodging their
glo/ing charges a lot and getting flipped by their umping grabs almostconstantly. uckily they!re not too hard to beat especially /hen you get
the (a'heng.
Kello/ 0hosts 1nce you receive the (a'heng these guys /ill go do/n easily
/ith t/o Luick hits. 3atch out though they!re fast and can fly right through
you as /ell as possess corpses and terra cotta statues.
Terra 'otta 5tatues (ossessed by the yello/ ghosts these soldiers reLuire a
good five to six hits to destroy and to free the yello/ ghost. Though it!s
easy to get a fe/ hits in once they only have their legs left their constant
kicking make finishing them off a bit tricky.
Elue 0hosts %asy to kill /ith the (a'heng. 1nly difficult part is their
tendency to toss out yello/ ghosts. They appear on one level in the
Nether/orld.
,lbino 'rocodile ,s *ndy comments "5omebody!s been feeding the fish". This
albino croc is immense and /ill s/ollo/ *ndy /hole. #odge like cra9y or
better yet avoid altogether.
The Conster The boss of (rague this TerminatoresLue creature can do some
real damage /ith his proectile /eapons or his massive fists. , dose of acid
plus some serious beating /ith a stick can easily finish this lunkhead off.
Jraken , mythical beast of the deep the Jraken can not be defeated by *ndy
only subdued. 5pears to his many eyes might help. *ndy best be a/are of his
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ellyfish subects /ho /ill drag our brave adventurer straight to the Jraken!s
gaping ma/.
,irplanes 1nly encountered on the gondola ride up to the Elack #ragoon
)ortress these strafing Na9i pilots can be shot do/n /ith great ease
provided *ndy!s safely behind a turret.
)eng T/ins Carshall Jai!s faithful and sexy servants these t/o girls cangang up on *ndy much like the former nina enemies. 5adly these t/o don!t
die Luite as easily. 3atch out for their unblockable cyclone kick /hich
sadly gives very little /arning. *ndy!s best bet is to dodge and stab /ith
a s/ord.
Cei King The possessed body of Cei King /ill send energy balls yello/
ghosts and a beam of lighting so po/erful it can crush stone at our man in
the bro/n fedora. uckily using the (aching /hen she lets her guard do/n can
Luickly smash the three dragon orbs allo/ing the demon to control poor Cei
King!s body.
Carshall Jai *ndy!s benefactor...or is heM No he!s not. Be!s actually a
po/ermad sorcerer and *ndy!s final challenge. Using the po/er of the
elements the (acheng can penetrate his energy shield giving *ndy a chance to
steal back the Beart of the #ragon. That is if *ndy can dodge his ground
pound energy attack and the invicible dragon at Jai!s command.
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?. 3alkthrough &IE1I-
&N1T%: This /alkthrough covers the Ibox version of the game on "Normal" mode; the
only differences bet/een modes is the increased or decreased damage enemies can
cause *ndy.-
'eylon 0ates of the ost 'ity
Kou start your Luest in *ndia. Bead for/ard up the small ledges follo/ing
the "tips" to ump to the top of the hill. ,t the summit you should see a
/aterfall to your right. 'limb do/n into the running stream and turn right
to /alk under the /aterfall into a secret cave. Bere is you /ill find your
first artifact: the *dol of 2amba ?ihara.
0o back through the /aterfall and turn right to pass under a large arch.
+ump the big pit /ith a running ump and continue for/ard into a large
clearing. Turn left to find a /ater fountain. ,3,K5 )* U( 1N 3,T%2DD
*t!s the best /ay to replenish your energy and they come fe/ and far bet/een
in the later levels so hydrate yourself no/. ,fter filling your canteen
turn right and climb the t/o ledges. Turn right and climb a fe/ more ledges
before taking a running ump across a huge break in the path.
%nter the small chamber and pick up the machete next to the skeleton.
Turn right and leave the chamber. , tip should appear on your screen
telling you ho/ to lo/er yourself to the ground by holding the 2 trigger
/hile /alking off a ledge. 5afe drop off the ledge in front of you and land
on a toppled pillar. 3alk slo/ly do/n it and turn right moving to/ards the
overgro/n door of the temple. 'ut through the vines /ith the machete and turn
left. 5/ing acroos the chasm /ith your /hip then turn left and cut open the
door/ay to end the level.
'eylon The Bunter!s 'amp
'ut through the door/ay in fron of you and /atch a short cut scene /here *ndy
notices some rival adventurers. Turn right and enter a large room /ith an
unobservant hunter. Eeat him senseless. 0et out your machete and cut the
rope holding up the large block. +ump do/n into the hole the block makes
getting ready to fight another hunter. 3alk along the corridor kicking the
middle box for some revolver ammo. 'ontinue along to a large courtyard.
To your left a shovel sits on a table in a small alcove. 0rab it if you
/ant a /eapon and continue to/ards the t/o hunters chatting around the
campfire. Jnock these t/o clo/ns out.
3hen you!re done head up the nearby stairs. There!s an overgro/n door up a
ledge to your left /ith a spring in it; make sure you!re at full health before
continuing on the path/ay. 5/ing across the gap and then /all hug around the
large pillar &press K > control stick against the /all-. 5/ing across the
next pit and stop in front of the stack of crates. *f you smash the large
box /ith your fist the beam /ill fall smashing a hanging crate and revealing
another artifact: the Cahavatu Cask. Bead back to the stack of crates.
'ontinue through the large arches slo/ly until you come to a hanging alligator
head above a cracked floor. 3hip across the floor before it crumbles then
continue on s/inging over another pit to kick over a large stone arch/ay.'limb do/n and ump into the pool in front of you. 5/im for/ard to a lo/
ledge to climb out. There!s another /ater fountain in an alcove to your right
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if you need it. )rom the fountain head for/ard to the edge of the ledge;
ump slightly left to a ledge across the pool. +ump and climb up some blocks.
,fter the short cinema ump and s/ing across the ledge /ith the vine then
cut your /ay inside the door. 3atch out for a thug /ith a shotgunD
(ilfer the firearm /hen you!re done /ith him and head out to the small balcony.
+ump slightly to the left to land on a lo/er platform before umping and
/hipping to another alligator head. 'ontinue do/n the hall/ay until the floorcollapses leaving you stuck in a large pool. 5/im for/ard and then turn left
to reach a lo/ ledge /here you can climb out. 'limb up a fe/ more blocks and
turn left umping and climbing up t/o more blocks.
Bead back/ards and to the right to a s/itch. (ulling it opens a door letting
in t/o heavily armed hunters. Bave a nice little shootout /ith them
remembering to take their ammo. 0o through the door they ust entered to end
the level.
'eylon The (aths of the ,ncients
3hip across the hole and head do/n the passage /ay turning right to take out
a goon. Turn left up some stairs and left again into a small room /here you
can pick up a shovel. +ump do/n into the grassy area to deal /ith another
hunter. 3hen you!re done beating up on him there!s a fountain up some stairs
to the right. 'ontinue back to the grassy area and /alk for/ard and then
right. ,fter a fe/ arches head through a small door to your right. 'limb the
ladder in here and brain the una/ares hunter. Take his shotgun and pull the
s/itch on the front /all. Bead back do/n the ladder and back to/ards the
fountain. 'ontinue back to the room /ith the shovel and go for/ard and left
to the door/ay you ust opened. *nside are t/o large crates /ith some
shotgun ammo and a medkit.
eave this room and take a running ump across the pit. Jeep going for/ard
/hipping across another pit until you come to a dead end. +ump up and shimmy
to the left. 3alk to/ards the cluster of temples /here you!ll meet another
rival adventurer. 3atch out for his macheteD 3hen he!s finished /alk up the
stairs /here *ndy /ill tell you he needs explosives. T/o guys /ill exit one
of the small shrines you ust passed one packing heat. #eal /ith these
clo/ns and enter the shrine to find your explosives. ,fter picking them up
another thug /ill exit out of a shrine behind you also /ith a gun. 3hen
he!s finished take the shotgun ammo in one of the crates and return to the
damaged /all. 5et the explosives and run a/ay like heckD )inish the level by
/alking through the blo/n entrance.
'eylon The (alace of )orgotten Jings
(ull the s/itch to the right of the door to gain entrance to another large
courtyard. T/o hunters /ander around one /ith a shotgun. ,fter you beat
them do/n a third thug /ith a gun /ill emerge and come do/n to kill you.
Try to return the favor. To the left of /here you entered is a small
building /ith a /ater fountain. )ill up your canteen before turning around
and heading across and to the left of the courtyard. 'limb a small ledge and
turn right. 'ontinue climbing up to the top of the columns. +ump across the
t/o pillars and turn right umping to a rooftop. 3hip across another ledge
and enter the door /here the last goon exited. 3alk left through the broken/all and teach another hunter a lesson. )ollo/ing along the path/ay you!ll
come to another break in the /all. +ump do/n and hack through some more vines
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to your left &you can also head right and pull a s/itch to enter the first
courtyard in case you need some /ater.
Turn left immediately after entering the door/ay and climb up a small stone.
+ump up and across to a small room /here you /ill find your third artifact:
the (ort Negombo 2elic. +ump back do/n and fact the large /all. These vines
are made for climbing so head right on up. Turn right. *f you head into the
small room on your right you!ll find another /ater fountain. Tough guys stayhydratedD Bead left do/n another corridor /atching for a dark shade of
flooring /hich /ill fall out from under you. +ump across these and continue
on/ards. 2oll under the darts &left trigger- and then roll under another set
farther do/n the corridor remembering to ump over another set of loose
bricks. Kou!ll come to a large pit /here you must consecutively /hip across
t/o alligator heads. #o it and hack through another door/ay to end the level.
'eylon 2iver of )angs
3alk for/ard and you!ll enter "adventure mode" a stupid excuse for an
"adventure". +ust roll for/ard /hen the spikes recede and under the darts to
pass this section. #on!t /orry if you get hit a fe/ times it!s pretty hard
to dodge spikes /hen even the steam they sho/ before popping out can hurt youD
Bead up the stairs to a large room /here three goons one /ith a pistol /ill
try to stop you. Take !em out stopping for /ater on the left /all bet/een
t/o columns if you need it. (ull the s/itch on the far /all to open a large
set of doors to your left. Bead out the doors to the hunter campground. #eal
/ith the thug on the right first &the other probably /on!t notice you-
stopping in his tent to find revolver ammo. No/ take out the goon on the left
&/atch out he!s armedD- 0rab the canteen extension in the rightmost of the
tents. Bead to the bridge and make three small umps across the boards.
,fter the cinema Luickly s/im to the left and climb out. 0rab a skull fromsmall grassy area and toss it into the /ater to get the crocodile!s attention
so you can s/im for/ard to the next ledge. 2epeat this process three times
a/are that at the second ledge another croc /ill appear &as long as the croc
isn!t /aiting right next to you you should be able to outs/im them both-.
,t the fifth ledge you can ump up to a higher rock column. T/o more umps
/ill get you to a stone door/ay. Cake sure to line up these umps perfectly
as *ndy /on!t al/ays grab on /hen at an angle. Through the door/ay is another
set of hunters chatting about ho/ "?on Eeck" /ants your head. 3ho is that
guyM Kou /on!t find out ust yet because these losers /ill be too unconscious
to tell you. The leftmost tent holds a medkit in one of its crates. (ull the
s/itches on the right and left /alls and ump into the pool to finish the
level.
'eylon Temple of the 2iver 0oddess
5/im along the tunnel until you can ump out on a small ledge. 5ame as in the
last level toss a skull to confuse the crocs and s/im for/ard to/ards the
giant head. Jick the crate for some revolver ammo then turn around and flip
the s/itch to lo/er the cages. 'limb the stairs ready to go toe to toe /ith
a baddie. There!s a medkit in one of the crates to the left of the giant
head; get it no/ or save it for later. Bead back do/n the stairs and to the
left to ump on the lo/ered cages. Bop across it to get to an opening in the
/all. 0rab some /ater if *ndy is thirsty.
)ollo/ the corridor to get to another "adventure mode" screen. #odge the
spikes and darts to get to a lever /hich opens the exit. %ither take a
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running ump to/ards the face to grab a vine or toss another skull in the
/ater and dive to safety. %ither /ay make your /ay back to the large head
to end the level.
'eylon *nto the 5acred 'averns
3alk around the /aterfall and continue into up and into the caverns. 3hen youreach small room go through the door on your left. #oesn!t this place look
a bit like the temple in 2aiders of the ost ,rkM 5imilar rules apply: there!s
a deadly trap hereD 3alk slo/ly up the stairs until *ndy remarks "* think
someone ust stepped on my grave." Notice the skeleton on the strange floor
texturesM 2oll past the strange floor to trigger a spiked trap to drop from
the ceiling &alternatively step onto the floor and then Luickly step
back/ards-. ,fter it misses you climb onto it and let it take you up. Turn
around and hop do/n the hole to get past the gate.
, cinema /ill ensue in /hich *ndy falls do/n a sloped pit. +ump over the small
break and then ump again at the edge to reach a ledge. 3hip across the gap
and veer left; you!ll see a ladder /hich you should climb up. T/o hunters
one packing a shotgun /ait up here &you should be able to kill one /ithout
his noticing you-. 3alk into the vertical shaft and climb up a stone to reach
a vine /all. Turn around at the top and climb up a single vine. 5/ing to the
nearby ledge and run for/ard to another /ater fountain.
Turn around until you come to a deep pit. To your left is a lever /hich lo/ers
a cage; after the cage stops at your level pull the lever again and book it
to the cage. *t /ill ascend /ith you on top. Three minions /ait at the top
thankfully unarmed. 5ho/ !em a little onet/o action before pulling the lever
on one side of the circular hall. %xit the level through the large door.
'eylon The 5ilent 0uardians
2un for/ard into the large red cave. Note the bat statues on the ceiling.
These are the 5ilent 0uardians /ho /ill shoot a volley of darts to/ards any
noise. 3alk along the grassy floor to evade the first one. *n the next
cavern you!ll need to shimmy along a small outcropping of /all to keep from
making any noise. (ick up a skull and toss it to/ards the statue; run under
it /hen it takes the bait. 2epeat to exit this room.
No/ you!ll see another room /ith a large /aterfall. 0o up the stairs prepared
to deal /ith a hunter packing a shotgun. 3hy don!t you take that a/ay fromhim. )arther on another goon /ill test you. )inish him off stopping to
refill your canteen on the right /all!s fountain. 'ontinue to another large
room filled /ith 5ilent 0uardians. The trick here is to make sure that the
skull lands close enough to all of the 0uardians in your path/ay so that it
triggers them all. ightly toss the first skull right do/n the center to
trick the t/o statues.
,t the next grassy patch lightly toss another one slightly to your right.
Next toss a skull bet/een the t/o statues in front of you. No/ toss one
back/ards so that you can safely head up the stairs. 1nce you!re directly
behind the 0uardian at the top of the stairs thro/ another skull directly
do/n the middle; if your aim is good all three should fire and you can umpacross the pit and reach the next patch /ithout incident. )inally thro/ a
skull as close as possible to set off the statues one last time so that you
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can exit this annoying trap and end the level.
'eylon The *dol of Jouru 3atu
This part gave me Luite a bit of trouble my first time through though once
you kno/ /here to go it!s not that bad. )irst off run to/ards the artifact.
1f course it /asn!t going to be easy. Unlike the other crocs this albinobeast can kill you in one bite so don!t give it a chance to chomp. Bead to
the left side of the ledge to find a skull. Try to get it in the /ater as far
to the right as you can; once you see the croc on the right side of the pool
dive in and s/im to/ards the large opening in the left. 1nce you!ve s/um under
the arch/ay turn left and hop out of the /ater. 0o through the arch/ay to the
right and follo/ along hopping across the break in the bridge to a lever.
%ventually the albino croc /ill s/im to/ards the gate. 3hen this happens hop
into the /ater to act as live bait; once he!s fallen for it run back to the
lever and pull it to close the gate and seal him up. 3he/D
&,lternatively grab a skull from the path/ay near the lever in the alcove
/here you /ant to trap the croc. Tossing it into the /ater /ill dra/ its
attention over /ithout the hassle of using *ndy as critter bait. No/ trap him
and return to the regular /alkthrough. Thanks to #avid 3hite for the great
strategyD-
Bere!s another strategy you can use courtesy of ?incent 3hite:
"The secret is to /ait a fe/ seconds and let the croc s/im behind the island
then ump in and s/im under/ater to the *5,N#. 3alk around the island till
your opposite the 0ate /ay. +ump in and s/im under/ater to the ledge inside
the gate. Never been caught by the 'roc yetD"
'ross back to the other side of this room and head up some stairs. (ulling as/itch here lo/ers some cages and opens a gate in the room. )rom here ump
into the /ater. 5/im do/n next to the central pillar /ith your machete dra/n
and cut through some thick vines no/ if you /ish to save yourself time later.
No/ s/im up and climb onto the lo/est cage. +ump up and climb onto the roof
of the cage. +ump across onto the nearby cage &you should land on the side-
and then climb onto the cage roof. 2un for/ard and ump onto a chain. Turn
left and s/ing onto the next chain. Bit ump /hile still s/inging on *ndy!s
initial momentum to drop into the alcove. (ull the second s/itch turn around
and ump onto the nearest chain. Turn left and s/ing to/ards the next cage.
(ull up onto the roof and then ump to another cage &you should ust barely
make it-. (ull up onto the roof and then run and ump to/ards the rightmost
chain. This is a hard ump. Kou must ump at the last moment and even thenyou!ll ust grab the chain tip.
Turn left and s/ing to the next chain before s/inging into the alcove and pulling
the s/itch. 2un and ump to the chain you ust abadoned. 'limb up about
t/othirds of the /ay before t/isting left and s/inging onto the cage roof. 2un
and ump to another nearby cage &you!ll land on the roof- then to another &you!ll
ust barely grab the ledge-. Turn left and run and ump to the final chain.
5/ing into the alcove to reach the final s/itch. Jey on this level &and on any
level /ith hard umps- is to keep holding for/ard /hile *ndy is in the air.
Be!ll often grab onto ledges ust barely surviving if you hold for/ard. *f
not he!ll fall. ,lso make sure to line up your umps precisely or *ndy may
"slip".
)inally after pulling the fourth s/itch the large seal covering the artifact
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/ill release. This s/itch /ill also open another alcove to the right of /here
you entered this level; there!s a fountain in here but you don!t really need it
at this point. +ust ump into the /ater and s/im to/ards the island in the
middle to claim your pri9e. (ull out your machete before grabbing the idol.
Ee ready to either s/im up to a small air patch in the ceiling or to s/im do/n
to either one of the t/o openings in the island &you!ll have to cut through
t/o layers of vines so be Luick or you!ll dro/nD-. 5/im back to/ards theexit &either to the right or left depending on /hether you exit the under/ater
area through the left or right openings respectively-. Cove Luickly since the
albino croc /ill escape. 1nce you!ve almost surfaced near the exit a cut
scene /ill start sho/ing you the man /ho is behind some of your troubles.
uckily he gets his ust desserts.
(rague The 'astle 0ates
2un for/ard and take out the Na9i suit /ith a uger. Note the fountain.
Jeep going for/ard to find another Na9i. ,fter you!ve dealt /ith him climb
up on the planter and ump across to the lo/ column. (ull up on to the
balcony and fend off another goon. 'ontinue along the path/ay heading up
some stairs to reach a balcony /here a Na9i is practicing his !5ho/ me your
papersD! spiel. Buck him off the edge and climb do/n the chain to your left.
0rab the dead Na9i!s ammo and run to/ards the parked truck. Ereak the box
inside for a medkit. Eeat up the Na9i near the gate for more ammo then head to
the other side of the castle &to the right of the castle- for more. 2un back
to the chain you ust climbed do/n.
Turn left and head do/n some stairs. ,t the bottom turn around and head to/ards
the bridge. +ump to the hori9ontal pipe and shimmy along it until you reachground. 3hip across the next ledge. Bead along the cliff to your left to
pick up a uger and some ammo then continue for/ard and through the small door
to end the level.
(rague The #ungeon
2un for/ard until the /hip icon appears. 5/ing across the ledge and climb
do/n the ladder. 2un do/n the large stair/ay stopping to snipe t/o
conversing Na9is &alternatively continue do/n the stairs and beat them
senseless-. There!s a s/itch /hich opens one of the ail cells but * don!t
kno/ /hat it does.
Bead do/n the narro/ passage timing your run to avoid the s/inging blades.
)urther along you can either run past or roll under another blade trap.
1nly the penitent man /ill passD ,nother series of traps reLuires you to
ump over then roll under a pair of blades. 2oll under the last set to reach
another trap a rolling spiked bar /hich is simple to hop over or roll under.
)inally time your steps through a narro/ passage of /hirling sa/ blades
before reaching a s/itch /hich stops the traps.
0o right up some stairs to find a fountain /hich you may need to use. Bead
back out into the main room and s/ing across as you did before. No/ that the
gate is open you can pull the s/itch releasing t/o more Na9is from a largedoor do/n the stairs. 5ho/ !em ho/ /e ,mericans fight and pass through the
door/ay they ust exited.
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Bere!s a tricky area. Kou must ump and then /hip to s/ing across the chasm
then creep along the left /all to reach a lever. (ulling it lo/ers a cage
/hich after a fe/ moments falls leaving you a chain to running ump to.
'limb up and at the top s/ing off to/ards the ledge belo/ the open /indo/.
1nce inside three more Na9is sho/ up all packing ugers. There!s a s/itch you
can pull on the t/o openings do/n on the right. Turn around and enter the
first cell on your left to find a medkit.
Bead back do/n the hall/ay and turn right do/n some stairs. Kou!ll come to a
large rat infested dungeon /hich for some reason has a /ater fountain...hmmm.
+ump up to the small ledge in the middle of the room and pull the right lever.
Turn around and ump up to the s/inging chain. 5/ing to the next chain and
then climb up it to find another lever. (ull it and then return to the middle
platform to pull the left lever. This lo/ers another chain and gives you
s/inging access to the large door /ith the portcullis. (ull the s/itch on the
right /all and exit the level.
(rague The 'ourtyard
, big posse of Na9is is /aiting for you in this courtyard. Try to sneak to
the left side of the courtyard to the truck sho/n in the opening cinema. 0rab
the C(@ from the crate and the demo charge from the flatbed of the truck.
No/ fight off the Na9is by any means necessary. There are three /andering
around at first but more pour out of the /aiting trucks as you finish others
off. 3hen you!ve killed them all about 46 Na9is total.
'limb on top of the /ell sitting bet/een the trucks the Na9is came out of and
set your demo charge. 2un for cover and ump inside the /ell /hen the lid!s
blo/n. 5/im along the passage/ay until you can surface underneath some/aterfalls. 'limb out and pull a lever to open a nearby gate. (ull a s/itch
to exit the level via a s/iveling /all.
(rague The 0reat Ball
Kou enter into a nicely decorated room /here a friendly Na9i tour guide tries
to sho/ you the decor. 3ell not really. 3hen he!s toast exit through the
door/ay and head do/n some stairs to a large door flanked by t/o suits of
armor. Bide behind a pillar and /ait for the sentry to pass by before giving
him the old onet/o. 'limb up the stairs from /hence he came and continue
up/ards and along the passage/ay until you come to a /hip icon. *f you needhealth fight the Na9i do/n the stairs and visit the /ater fountain. *f not
/hip up to the overhanging ledge and then ump and /hip to s/ing from the
chandelier.
, cutscene ensues /here a Na9i summit meets belo/. *ndy /ill notice a lever
connected to a chandelier hanging above them. 5link along the /all to the
right and /alk slo/ly along the parapet to the lever. (ull it and /atch the
0ermans get theirs. 3hip across from the hook in the ceiling and grab onto
the chain. 'limb do/n to pick up a lot of ammo and a thro/ing knife. 3hen
you!ve looted the corpses turn around and climb up the ladder to /here the
lever controlling the chandelier is. 5/ing onto the chain. 3ithout moving up or
do/n turn right and began to s/ing. 5ince a lot of people have some troublehere *!ll be very specific. 0et *ndy to s/ing so that he goes back three times
then ump off /hile holding for/ard so that you can grab the ledge. 0rab a
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liLuor bottle by the fire. Kou!ll need it.
1pen the door to your left and prepare to take on four Na9i goons. None of
them are armed but they!ll gang up on you pretty nicely. There!s another
liLuor bottle in here and some chairs if you /ant to Luickly even the odds
&or ust shoot themD- 1ne of the bookcases next to the pool table holds a
thro/ing knife and some uger ammo. 3hen you!ve beaten the baddies grab
the library key off of the blue table near the /indo/ and leave the /ay youcame from. 'ross the room to the other large door and follo/ the carpet to
a door half/ay do/n the stairs. %xit the level through here.
(rague The ibrary
5ave yourself the trouble it /ill cause later by dealing /ith sentry goons no/.
1n the level you enter one patrols near the red curtained alcove. #o/n the
stairs and behind a door to the left is a /ater fountain guarded by a Na9i /ho
/aits farther do/n the passage/ay. Eefore heading back up the stairs take
out the last sentry in the bottom floor area that rests belo/ the floor /here
you entered.
'limb back up the stairs and spin around /alking around the railing to reach
a large organtype block. +ump up and climb over it until you see a /hip
icon. 3hip *ndy over to the 7rd floor. Take out the Na9i up here. 'limb the
ladder in front of you to reach the th floor. To your left is another Na9i
and an alcove /ith a lever. (ull it to lo/er the chandelier. +ump and /hip
across to the other side of the library. Bead left to/ards the central
bookshelf and /all sneak around it to reach another ladder. 'limb it and pull
the s/itch at the summit of the library.
'limb back do/n to the 6nd floor and fend off the t/o Na9is /ho ust arrivedto crash the party. 0o to/ards the room you ust revealed to find a book on
a small table. 'limb up the organ and s/ing onto the 7rd floor again. 2un
into an alcove on the left and pull a lever to lo/er the chandelier. +ump
and /hip across the gap to see a small room /ith a bookshelf. There!s a gap
in the stacks and * /onder /hat goes thereM (ut the book in the shelf &press
K- and *ndy enters a secret room. 0rab the map on the table near the /indo/
and head out the /ay you came in.
, pair of pistol packing goons appears on the bottom floor from a secret
passage/ay. Bead on do/n and deal /ith them exiting the level from /hence
the Na9is came. Eefore you leave though make sure to stop on the 7rd floor.
3all sneak around the central bookshelf /ith the red curtains to find asecret room has opened containing another artifact the Eook of ibuse.
(rague The ,strologer!s 'lock part 4
0rab the cro/n from the pedestal and immediately run for/ard and roll under
the closing door. 'ontinue for/ard until you see t/o death statues. (ull
the lever to find another statue. 0ive it the cro/n &press K in front of it-
and another series of levers /ill emerge.
To solve this pu99le select the bull as your 9odiac sign and then place the
moon hand at *? and the sun hand at **. 0o back and to the right to enterthe next level.
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(rague The ,rmory
2un for/ard and kick open the rightmost crate to get a medkit. 'limb the t/o
ladders to reach the roof /here a cutscene /ill ensue. 3ho!s that ninaM 1h
/ell no time to guess &though it!s pretty obviousD-. Bead for/ard and slink
along the /all. Bop up on the railing and turn left to climb a lattice up
the castle to/er. Turn right and ump to a chain hanging from a gargoyle.'limb do/n until *ndy is only holding on /ith his hands and then s/ing and
ump through the stainglassed /indo/. *mmediately get ready to fit a Na9i
/ith a uger.
1pen the door to your right and climb the ladder in front of you. Bop up
through the /indo/ to find another pistolpacking Na9i. Note the 9ip line
for later use. 'limb out the /indo/ across from /here you entered the to/er
and drop do/n. There /ill be a skylight in front of you. 2un around the
ceiling to find some ammo. 5mash the skylight /ith your pistol and drop do/n
on an unsuspecting guard. 5mash the display case and take the s/ord.
*mmediately turn around and run up the stairs and out the door to your right.
, cutscene ensues /here some machine guntoting baddies appear. *gnore them
&unless you /ant a fight- and ust turn around and ump up the ladder. ,t
the top climb through the /indo/ and use the 9ipline to get back to the roof
from /here you started the level. 'limb do/n the t/o ladders /ary of another
machine gunner /ho enters and exit the level the /ay you entered.
(rague The ,strologer!s 'lock part 6
(ull the lever next to the t/o #eath statues and hand the s/ord to the demon
statue. ,gain a set of levers emerges. 2oll the astrology symbol to thescorpion ¬ the crab; the scorpion has a long tail- the sun hand to I** and
the moon hand to ***. 2un back and to the left to exit the level.
(rague The 1bservatory
2un out the double doors turn left and run to an open arch/ay /ith stairs.
*mmediately turn around and run and climb up on a small ledge on the building
in front of you &the building you entered the level from-. 3all sneak around
the building until you see a small room across a gap on a to/er. *t looks too
far but *ndy can easily ump it if you line him up right. 1n a table is your
next artifact the 5tochov )ragment. Cake your /ay back to the /all and sneakaround it to reach the small arch/ay.
'limb the stairs and continue past the first double door. , Na9i exits from
the second one so take care of him. Turn right to go through the sLuare doors
to find another Na9i taking a cigarette break. Toss his rear off a cliff and
then turn right and ump and climb up a chain. 5/ing to a small ledge on your
right and then make your /ay around the castle roof. , cutscene /here t/o
Na9is on guard duty talk about booby traps ensues. *gnore them and climb the
ladder in front of you. Turn right onto the to/er roof for an C(@ 5C0.
#rop do/n to the grassy area to the right of the to/er and run along it to
find a medkit. #rop do/n again and continue for/ard you should see a set of
stairs /ith one of the sentries guarding it.
To the left of the stairs is a small ledge. 3alk along it until the /hip icon
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appears. 5/ing across the gap to reach the observatory. The entrance is to
your right. *nside a cinema /ill sho/ you that a lever is missing a handle.
2un up the stairs to find it lying in plain sight on a table. 0rab it and
place it /here it belongs &press K- then pull the lever. The large telescope
shifts opening to the sky and a secret panel is revealed. 2un upstairs and
press the large angel panel &press K- to reveal ?ega!s Canifesto. Na9is /ill
no/ attempt to break do/n the door and unless you /ant to deal /ith three all
packing machine guns climb up the ladder and run along the telescope to exitto the roof.
Bead do/n the 9ipline ready to deal /ith a Na9i thug. 3hen he!s toasted exit
through the door from /hich he entered and run do/n the stairs to find a nice
/ater fountain and another Na9i. 'ontinue do/n the stairs and through the
door to the left ignoring the sentry. 3alk do/n the ramp to find the
building from /hich you entered the level. eave the same /ay.
(rague The ,strologer!s 'lock part 7
5ame deal here: pull the lever give the demon statue the scroll and
manipulate the clock. Kou!ve got to use the 0emini symbol &the t/in people-
and place the sun at ?* and the moon at I*. %xit through the door in front
of *ndy to the left.
(rague ?ega!s To/er
0rab the medkit from the table to your right and exit the room. Turn right
and ump to the chain; s/ing across ready for combat. 'limb the spiral
staircase slo/ly so as to sneakily hurl a Na9i from a ledge. +ump across the
gap and pull yourself up on the ledge. ,im slightly left as *ndy /illsometimes miss if you get too close to the large pillar. 'ontinue along the
ledge /ith a /all sneak to find some Na9is /axing philosophically about
strudels. *t!s easiest to shoot them as fighting them /ill drop the frame
rate to unplayable levels. 3hen they!re done turn right and deal /ith
another Na9i. They al/ays choose the hard /ayD
2un up the stairs and ump across another gap to a circular ledge. 2un around
it and /hip across to another circular ledge. ,round the corner are t/o
chains /hich you must climb to reach yet another corner. 5/ing and ump
carefully so as not to miss and plummet to your deathD ,nother chain rests in
front of you. 'limb it and ump through an arch/ay to reach the clock to/er.
There is an elevator to your right and a fallen bell to your left. Note thehole in the floor. 'limb do/n it to find a small room /ith your next
artifact the 'istergian Cask. Turn around and climb up and out the /indo/.
+ump and climb up another chain to return to the clock to/er.
Use the elevator &press K- to reach the top floor. (ull the lever behind *ndy
to open the clock face to reveal a eonardo #a?inci flying machine. Bey this
isn!t *talyD 'limb the ladder and pull the lever to send *ndy on a /acky
surfing ride. That *ndy. 3hat a cra9y guy.
The flying machine drops you onto a ledge. (ull up and enter the room. 0rab
the 5oul 'rystal and immediately turn around and climb the bookshelf behind
the toppled bookshelf. +ump to the balcony on your left and /hip across tobreak through a /indo/ and escape the trap. Kou probably /on!t even notice
the gas if you do this Luickly. 'limb do/n the chain and continue left to
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another ledge and another chain. 2epeat this until you see an opening to your
left. 5/ing into it and head do/n the spiral staircase to end the level.
(rague The ,ncient!s 'lock part
ather rinse repeat though this time /ith the 5oul 'rystal. 5olve the
pu99le by using the astrological sign of the balance &the scales of usticelooking thing- and both the moon and the sun on the I. 2un through the door
to your right to finish /ith (rague.
(rague The aboratory &boss fight-
)or some reason the Na9is have created a TerminatorG)rankenstein creature and
it!s up to you to bring it do/n. The first stage of this fight is pretty
easy: as long as you keep moving around the monster /ill miss you /ith its
glo/ing proectiles. 1n either side of the back /all is a machine /hich
pours chemicals into small beakers. 0rab one and /ait for the beast to toss
a proectile then through the chemical at the monster. #on!t stand too close
or the smoke from the beaker /ill hurt *ndy. 2epeat this five times until
the monster!s skin melts off and he goes berserk breaking a machine on the
last /all. 0rab the metal pipe /hich breaks free from the /all and /ait for
the monster to glo/ red and charge at you. Be!s easy to dodge. Bit him
three times /ith the pipe and then back off and /ait for him to charge again.
2esist the urge to combo him as he!ll ust smash you do/n knocking the pipe
out of your hands. 2epeat this four to five times to finish him off.
*stanbul *stanbul Ereakout
,fter /atching the introductory cinema *ndy escapes but you better beprepared for the t/o guards /ho rush into his cell. Unlike the Na9is in the
last level these ,rab guards can really fight; they!re a bit faster block
more freLuently. Try to get them up against a /all to unleash a nonstop combo
of punches. ,fter escaping the cell another guard appears carrying a Turkish
knife. 0et it out of his hands as Luickly as possible. The knife is only good
for deflecting other guards blo/s; *ndy!s fists are a bit more effective as a
main /eapon.
Bead left and do/n the stairs to find a patrolling guard /alking underneath an
arch/ay. 3hen he!s been dealt /ith pass under the first arch and tilt left to
find some grenades. Toss one for/ard to deal /ith the next guard and then head
back to grab another one. (ass through the arch/ay and turn left to face thenext guard. 3ait for the thro/ bar to cycle t/ice and then toss the grenade;
it should kill the guard /ithout leaving him enough time to toss it back at
you. 0rab the C(@ from the cot past the arch/ays and ump up to the ledge.
0rab the C(@ ammo from on top of the crate and head do/n the stairs
preferably /ith grenade in hand. 3ait until the patrolling guard has his back
turned to take him out. Next to the stair/ay is another box of grenades. 0rab
one and head do/n the hall/ay tossing the grenade after /alking slightly past
the redstriped arch/ay. *f you are successful you should kill another guard.
*f not be ready for a firefight /ith t/o more guards both packing machine
guns. 3hen they!ve both died continue do/n the hall/ay to find your satchel
a medkit and C(@ ammo. eave the hall/ay they /ay you came in.
1ut on the ledge /hip across the gap; don!t forget to grab the ammo that the
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dead guard dropped earlier. eap do/n to the ground to face t/o knife/ielding
guards. Bead fo/ard veering slightly left. ,nother guard /ill main a turret
in front of you. Kou can attempt to thro/ a grenade at him but may be more
successful rolling to cover and then to the /all before he gets a chance to
get a bead on you. 3hen he!s dead t/o more guards run at you from the left.
0ive them a taste of their o/n medecine /ith the turret. Bead do/n the stairs
a/are of a guard in a small /indo/ ready to blo/ you a/ay /ith a /ell placed
grenade. 2un past him and do/n the stairs to the left.
Three guards /ill converge on *ndy but Cei King /ill appear to help you out.
Though she can!t hurt you she /ill hit you if you get in her /ay. Jill the
knife/ielding guards ready for a fourth one to appear once the initial three
are dealt /ith. 2un through the small door/ay and climb the scaffolding to a
chain; from there s/ing to the upper balcony. 1utside /all sneak left to the
opposite corner of the building and ump to the scaffolding across the gap.
Cake your /ay around this area carefully reaching a landing /ith a platform
/ith t/o boxes. (ush the larger one off &press K- to rise up to a 9ipline.
'limb do/n the scaffolding to the ground. T/o more guards /ill begin pursuit;
you can ignore them or take them out. +ump to another scaffolding and climb
up to the higher building. 1ne final guard appears on the next level. )inish
him off and stop to grab a medkit in a small crate. Up one more flight is the
end of the level. Eefore exiting fall off the ledge to the left of the exit
onto a small outcropping. )ollo/ it around to reach another building /hich
contains a /ater fountain and the (iri 2eib manuscript an artifact. 3ith
treasure in to/ return they /ay you came and exit the level.
*stanbul The 5ecret of the CosLue part 4
2un left to the room /ith the bro/n tile. 3hip across a gap and turn right toump and /hip across another. 5lide do/n a ramp ready to ump and s/ing to
safety. Turn right and run along to /all to find a medkit near a skeleton.
3alk back to the end of the ramp and go back into the large chamber. T/o
soldiers a/ait *ndy and are easily pushed to their deaths. 3all sneak around
to find another ,rab guard /ith a knife; /atch your back as t/o soldiers both
packing Causers /ill sneak up on you. Jill them and continue past the
columns grabbing an C(@ and some ammo on a cot against the right /all.
#o/n another ramp t/o more Turks /ill ump out from behind some rubble. 5hoot
them and run do/n another ramp. *n the large room /ith broken floor pieces
s/ing across a gap triggering t/o more Turks. 3hip across another gap. *f
you are running lo/ on health /alk along the right side of the nearest columnand make your /ay around the room to the /ater fountain opposite *ndy. Ee
careful of falling though; a hungry croc /aits belo/. )rom the fountain ump
off the ledge into the /ater to your left to reach a spot /here *ndy can climb
out and return to the start of this room. 3hen you get back to the crossroads
climb do/n onto lo/ered portion of the floor and ump/hip across the /ater.
*mmediately t/o soldiers /ith Causers /ill take potshots at *ndy from the
corridor to his right. 'ontinuing do/n the hall/ay /ill reveal three more
soldiers one /ith a machine gun. Use the crates to roll for cover and gun
them do/n. 1n the left side of the room is another cot /ith C(@ ammo; on the
right side is a large crate /ith a grenade inside &/hich you can no/ put in
your satchel for later use- and another cot /ith a medkit and a demo charge.2eturn to the fork in the hall/ay and turn right to set the demo charge and to
end the level.
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*stanbul The 5ecret of the CosLue part 6
#irectly in front of *ndy is a small crack in the /all. 2emember this.
, Na9i soldier /ith a machine gun and an ,rab guard /ith a Turkish knife /ait
to kill your intrepid adventurer. Bead into the large room on the left to deal
/ith them before they get the chance. No/ head back to the crack in the /alland roll under it to find the next artifact the 1ttoman seal.
2eturn to the large room and climb up the scaffolding on *ndy!s left. Cake
your /ay around the room until *ndy reaches a small door. 'limb up the short
ledge to your left and shimmy along the outcropping to another door. +ump the
gap and climb up another ledge to reach a /indo/. +ump and /hip s/ing to a
small passage/ay before safety dropping into another large room. T/o
patrolling soldiers each /ith a machine gun pro/l the grounds. #eal /ith them
any /ay you can and then run for/ard to the steaming fountain.
,nother soldiers /ith a machine gun /aits to your left; /hen he!s dead t/o more
soldiers attack from the elevator. 0un them do/n before they react. Though
it appears ornamental the steaming fountain can be used to heal *ndy; /hen
he!s at full strength pull the lever inside the elevator to ascend.
2un for/ard to the crane; head up the stairs to use the controls. 0rab the
sculpture head /ith the crane and pull it back to/ards the right to position it
over the hole. 3hen it is reached t/o soldiers /ill begin climbing a ladder
behind *ndy. *f you!re fast you can beat up one of them /hile he!s still
climbing do/nD Eoth pack Causers so be careful. 3hen finished climb the
ladder and turn around to make your /ay along the arm of the crane. +ump and
/hip to have *ndy land on the statue head. *t!s a long /ay do/n...
*stanbul The 5unken (alace
*ndy lands safely in a pool of /ater. Turn around and s/im to/ards the lo/
ledge. 'limb out to find an 16 tank and a medkit. 'ontinue for/ard to/ards
the sloping ceiling and dive do/n to pass through an arch/ay. , shark /ill
appear though if you keep s/imming to the left and shifting up and do/n he
/on!t get a bite. 'ontinue on until *ndy can climb up onto land. Cake your
/ay to/ards the small shack /ary of the pistolpacking soldier. 0o into the
shack to find a map of the sunken city some C(@ ammo a speargun and some
spears. 0o out the back door and break some crates to reveal a crack in the
/all; roll under it to find a /ater fountain.
eave the shack and ump into the pool to your left. 5/im straight do/n to
find a skeleton /ith a machete. ,im to/ards the t/o divers /ith your trigger
to kill them /ith t/o /ellplaced spears. 5/im to their bodies to loot their
ammo and to find t/o demo charges. 5/im into the small circular temple to find
a fe/ more spears. 5urface and head back left past the shark &another one
/ill pop out as you s/im along- and back into the large chamber you first
entered.
To *ndy!s left is a cracked pillar. +ump onto it and place the demo charge
creating an impromptu bridge. 'limb the toppled pillar but instead of umping
to the metal platform turn left and ump to the nearby pillars. Cake your/ay along double /hipping across a large gap; continue on from here to another
hook. Though the /hip icon doesn!t appear you can ump and /hip on it to
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reach a suspended box. 'ut the rope /ith your machete to reveal the
#elian (roclamation tablet.
'ontinue on into the crane cabin. (ick up the submerged sculpted head and
s/ing it to your right to smash open a damaged /all. Cake your /ay around
the crane and run along the platform to reach the ne/ly formed opening. #rop
do/n and run for/ard and up a flight of stairs. ,t the top continue right to
the edge of the platform and turn right to ump/hip across the gap. Cake alarge ump &/ait until you reach the very edge to press the E button- to find
the exit.
*stanbul The 0ates of Neptune
This is one of the longer levels in the game so try not to die to avoid severe
backtracking. 5tart by diving into the body of /ater s/imming under t/o
arches before surfacing. 'ontinue for/ard to a ledge lo/ enough for *ndy to
climb out. Turn around and climb a pillar to let *ndy /hip across the /ater.
3all sneak around a pillar and drop do/n on the other side &you should ust
manage to keep from falling back into the /ater-. +ump fo/ard aiming *ndy
slightly left to nail the landing. 3all sneak to the right and ump the gap to
another ledge. 'limb up to reach a staircase; leap across another gap to find
a patrolling ,rab guard. 'ontinue do/n the path/ay to find yet another knife
/ielding baddie. )inish him off and pick up your pri9e some spears and the
3ine 'oin.
Bead back to the large opening and ump into the /ater to *ndy!s right. 5/im
for/ard /ary of shark attack past a fe/ columns. 3hen you hit a /all turn
right and s/im up a set of stairs. ,t the summit /alk out onto a platform
and continue for/ard umping and /hipping as necessary. 2eaching a drop into
another body of /ater turn right and climb up a protruding ledge to find somegrenades. 0et as many as you need before diving back into the pool. 5/im
for/ard until you reach the far back /all; s/im around to the rear of the
column noting the large crack in it. 'limb out and make your /ay around
to/ards the small campfire in the distance. T/o more ,rab guards appear to
halt your progress; /hen they!re done /ith grab t/o demo charges from the
right side of the door/ay and climb back up the column. Turn right climbing
up a small bump in the path/ay and making your /ay to/ards the large raised
/all /ith huge crack in it. 2un do/n the toppled pillar and set a charge to
find the Trident 'oin.
+ump off into the /ater and head right to/ards the pillar from /hich you
climbed out &the one /ith the crack-. 5et a demo charge there to find the5eahorse 'oin. 'limb back to the campfire grabbing the last charge before
passing through the door. (ast the excavation lamp turn left and leap over
a small gap to reach another section of cracked /all. Elo/ it up to find
a &by no/ probably much needed- /ater fountain. eave the fountain area and
turn right to find a rope. 'limb it and run to/ards the arched /alk/ay.
Three grenades rest here if you feel like thro/ing them at the t/o patrolling
guards: one /aits near the box the other around the corner &/atch out for the
second as he!ll often through his o/n boomstick at youD-.
+ump across the gap to reach another columned /alk/ay. 0et plenty of room for
a very large ump to the cave opening in front of *ndy.../ait to ump until the
last minute or risk climbing back up here all over again. Through the caverests another set of broken pillars. #ive into the /ater and s/im straight
don/n to find the Jraken 'oin; Luickly s/im back up to avoid the shark. (ull
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out on a lo/ ledge near /here you first dived in. +ump across the gap and head
to/ards the closed gate. Bere you must place each coin in the proper column
to seal them. Though the pictures of the proper coin reLuired rest on the
columns *!ll give you the order here:
The first column on the left reLuires the 3ine 'oin the second the Trident
'oin; on the right side place the 5eahorse 'oin in the first column and the
Jraken coin in the second. Turn the /heels bet/een each set of columns tounbar the door and to end the level.
*stanbul The )all of the 5ea Jing
*ndy notes a crack in the floor /hich he could only open if the statue of
Neptune /ould collapse. ooks like more demo charges are needed. #ive into
the /ater and s/im straight do/n to find a small arch/ay /hich leads to a
torchlit stair/ell. 'limb the stairs to find a reservoir; turning a /heel next
to a large set of gears stops up the /aterspouts blocking a /hip point. ,s you
attempt to leave the room t/o guards appear. Jill them or run back to the
main chamber.
5/im to/ards the statue of Neptune speargun dra/n. T/o undersea soldiers /ill
emerge from a demolished /all and begin to fire at *ndy. ,gain aim at them
using the trigger and puncture their suits /ith t/o /ell placed spears. 5/im
into the small cave they created to find the t/o demo charges you /ill need.
5pin around and set the first on Neptune!s right foot. 'limb up the narro/
columns to return to the start point of the level. 2un along the ledge to your
left /hipping across the gargoyle head previously covered /ith a /aterfall.
+ump over the cracked flooring to avoid a nasty tumble and then ump/hip on
Neptune!s trident to reach the other side of the /alk/ay. 'ontinue along until
*ndy is directly behind the statue; drop to the small gray platform and placethe second charge.
'limb onto the damaged pillar sho/n in the brief cutscene and ump to *ndy!s
right to reach a higher ledge. 'limb the vines to your right and continue on
to the back of the statue. +ump and /hip from the lamp to kick it over and to
allo/ *ndy passage to the Jraken!s lair.
*stanbul The Jraken!s air
, lot of people seem to have trouble fighting the Jraken but a Luick look at
*ndy!s surroundings should make the trick to beating him clear. )irst thingsfirst: surface and climb out of the /ater to *ndy!s left. Bere you /ill find
four demo charges &grab t/o- spears an 16 tank &if you need it- and a super
speargunD
+ump back into the /ater and enter targeting mode & trigger- aim for the
Jraken!s many eyes and fire a/ay; shoot any ellyfish that approach as /ell.
,fter a fe/ shots to the eye the Jraken /ill pull back into its cave. Take
this opportunity to place t/o demo charges on each column. *f you!re fast you
should be able to use both charges before the Jraken returns. 2eturn to the
dry ledge to grab another pair of charges. 2epeat the procedure this time
setting the explosives on the next pair of columns. 5etting these last t/o
charges may reLuire another dose of spear to the Jraken.
5hould any of the Jraken!s ellyfish latch on to *ndy immediately begin
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s/imming in a circular pattern a/ay from the Jraken!s mouth; the ellyfish /ill
attempt to pull *ndy into it!s ma/D ,s long as you keep moving the ellyfish
can!t latch on and any that do /ill explode leaving *ndy unharmed. *f *ndy
runs out of spears three sets of them rest on the second level of the
circular structure that lies behind *ndy on the ledges nearest the Jraken.
,fter the columns topple the Jraken returns to its under/ater resting place
and the /ater level subsides leaving only *ndy to retrieve his pri9e.
Bong Jong The 0olden otus part 4
5adly *ndy!s Luiet dinner /ith Cei King is interrupted by Carshall Jai and his
gang of ninas. 3hile Cei King does battle behind the backdrop *ndy is left
to fend for himself. The nina!s are Luite hard to hit; they are usually
tossing a flurry of punches your /ay or dodging &and /atch out for their
unblockable charge punch-. The easiest /ay to deal /ith them no/ is to grab
a chair or table leg and bust it over their headsD
Three ninas attack *ndy to start the level; /hen they!re finished another t/o
oin the fray follo/ed by a final t/o. 3hen the *ndiana +ones theme starts
playing you kno/ they!re finished. 0rab a table leg or bottle ust to be safe
in later combat. )ace the stage and head through the door to the right of it;
remember this lever for later.
2un around the corner and do/n the stairs Luickly as t/o /aiters are raring to
attack and are very difficult to beat up on the uneven stairs. The /aiters
appear ust as hard as the ninas so /atch out. 3hen they!re finished
continue for/ard and up the ladder. Jick the boxes at the top of the ledge to
find a medkit. 'limb up another ladder and turn around and enter a door tocome face to face /ith a nina. Jick the middle box for an iron skin potion
&a boost to *ndy!s defense-. )urther on t/o more ninas /ill strike each
/ith a s/ord. ,fter giving them a taste of their o/n medecine pull the lever
in the next room. Through the grey door and do/n a set of stairs is the second
floor of the club. %nter the second set of balcony seats to find a s/ord
/ielding nina and the TaiTsu Cask.
The next set of seats hosts another nina that needs to see some 2%,
s/ordsmanship. )urther do/n the corridor another nina guards a door/ay.
Jill him to cause t/o more ninas to rush after their fallen comrade; do the
same to them as you did to their friend. 0o through the door and do/n a flight
of stairs to reach a beautiful healthgiving fountain. +ust /atch out for thenina trying to surprise *ndy from the door on his right.
%xit left to return to the main floor. (ull the lever to the right of the
stage to move the backdrop. 5adly Cei King is no/here to be found but a
pistolpacking /aiter is more than happy to entertain you. #odge his bullets
as best you can and get him off the stage. T/o breakable crates rest on the
right side of the stage /ith Causer ammo and a medkit inside; resting next to
a bottle on the left side of the stage is more Causer ammo. 'limb the ladder
to reach the balcony and s/ing across t/o hanging ropes to exit the level.
Bong Jong The 0olden otus part 6
,t the start of the level a shotguntoting /aiter hides behind the second set
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of crates; beat him up before he gets a chance to fire the po/erful gun at you.
No/ before you enter the next room make sure your health is at full and drink
the iron skin potion to boost your defense. No/ get your Causer out of the
holster. 2eadyM et!s goD
2un through the door on the right prepared to face t/o /aiters /ith Causers
hiding one behind each crate. +ump out and surprise them /ith a flurry of
bullets. 'ontinue do/n the stairs /here t/o more /aiters one /ith a shotgunattempt to find cover. ,nother /aiter /ith a Causer enters from a side
passage /hen the first /aiter gets dropped. ,fter dealing /ith the second one
/ay in the back of the hall a fourth one enters from a rear door. 0et the
drop on him. 2un back to/ards the small hall/ay /ith the open door &the
dressing room-. *nside /aits the ongshian *dol and a medkit. 0rab them both
before heading back do/n the hall/ay and do/n the left corridor to the exit.
Bong Jong The 5treets of Bong Jong part 4
Bere!s a nice little shooting level featuring a minor character from *ndiana
+ones and the Temple of #oom. Kou!re on your o/n for most of this. Bere are
some tips: reload /hen the screen clears; spray the gun left and right
to stun each gunman; shoot the motorcycle driver as fast as possible to cause
the bike to crash; al/ays be /ary of cars or motorcycles coming from corners
and getting in a fe/ shots before you reali9e that they!re there.
)or those of you /ho need your hand held here!s an exact breakdo/n of your
attackers as /ell as the direction they drive into the screen from. *!m not
sure /hether this list /ill change depending on ho/ fast you can destroy your
enemies but *!m pretty sure that this is the basic pattern Jai!s men follo/:
The level starts /ith a motorcycle directly behind you; a car s/erves in fromyour left soon after. ,t the next corner a motorcycle appears from the left
follo/ed by another motorcycle at the next turn. , car attacks from the left
t/o turns later /ith another motorcycle appearing as the carriage straightens
out. , car then pulls up from the left almost parallel to *ndy /ith another
motorcycle follo/ing close behind. Three more motorcycle appear seLuentially
during the next three turns the first from the left the second from the
right and the third from the left at *ndy!s next turn.
No/ here!s /here the artifact is located: after the last motorcycle appears
a breakable box /ill appear on a raised ledge on *ndy!s left. 5hoot at it to
receive your next artifact.
The next part of the level begins /ith a car on your tail; a motorcycle Luickly
converges on *ndy from the left /ith another car appearing on your right at the
next turn. , motorcycle appears on the left during the successive
straighta/ay. Eoth a car and a motorcycle appear during the next turn but
don!t /orry too much about them as the level is almost over.
follo/s this last car seconds before the level ends.
the next turn
Bong Jong The 5treets of Bong Jong part 6
,nother shooting level. 5heeshD
, car Luickly follo/s after *ndy /ith both a motorcycle and a car appearing
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ust around the next turn. ,nother motorcycle appears at the next turn
/ith another hot on its tail in the successive straighta/ay. , car appears
from the right at the next turn /ith an accompanying motorcycle one turn later.
5till another car appears from the right /hen *ndy turns next /ith a
motorcycle giving chase in the straighta/ay and a car merging from the right at
the next turn. , motorcycle and a car open fire during a straighta/ay after
the next turn /ith another motorcycle to follo/ the destruction of the first.
*ndy /ill drive through a small sLuare /ith a large fountain signaling the
pursuit of a motorcycle from the left side of the screen and your friend the
gangsters in cars at the next turn. ,nother motorcycle appears during the next
turn /ith a car and another motorcycle oining in soon after. )inally /hen it
seems the /orst is over *ndy turns to face both a car and a motorcycle
s/ooping in from behind him as he turns left. uckily those are the last t/o
enemies.
3he/D Bo/ does 3u Ban run so fastM
(eng ai agoon The 5ecret of (eng ai agoon part 4
*ndy starts this level under/ater. *mmediately surface and turn right to find
a ladder leading up to the docks. Jick open the three crates to find an 16
tank a speargun and some spears. #ive into the /ater and head for the sunken
Uboat /reckage avoiding the Na9i diver and the t/o pro/ling sharks. 5/im
into the hull from the left and grab the demo charge lying in the middle of the
ship!s skeleton. 'ontinue for/ard and once you!ve cleared the /reckage start
up/ards turning left to take aim and fire at the diver situated near the
cracked /all. 1nce he!s dead set the charges and surface. Take a deep breath
and head on through the /hole you ust made.
*n the under/ater cave dodge the first shark /hile heading do/n and to the
left; head up/ards through the opening and veer left to/ards dry land a/are
that another shark s/ims here as /ell &four sharks in one lagoonD-. Jick open
the box here for a medkit. Turn around and climb up the vine making sure to
climb pretty high before s/inging on the ledge; for some reason *ndy /on!t grab
this ledge. Turn right and make a long ump to the next ledge before chain
/hipping across the gap to/ards the t/o pistolpacking soldiers.
3ait for them to climb do/n to fight *ndy as they /ill be able to pick you off
easily if you try to climb up to them. 1nce they!re done for ump up the
ledge and enter the door/ay to end the level.
(eng ai agoon The 5ecret of (eng ai agoon part 6
5tart the level by running straight for/ard into the small alcove; turn right
and notice a small demo charge lying in the corner. eaving the alcove turn
right and set the explosives on a crack in the /all. *nside is a (an9ershreck
&a ba9ooka- some ammo and the next artifact the 5andai (late. 'ontinue do/n
the hall/ay to a gun turret; time to shoot some Na9isD *mmediately shoot the
one on the ground before he has a chance to huck a grenade your /ay; turn to
the upper left corner to find another soldier taking potshots at you. ,nytime
you hear a Na9i scream something turn to this corner to deal /ith this guy.There are a total of ten soldiers here &Note: this number may change depending
on the speed /ith /hich you kill them- so keep alert until the *ndy triumph
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music begins.
3hen the men are dead head do/n the hall/ay &sorry no ammo from the corpses-
until a cutscene begins. 2un to your right and do/n some ledges to the beach.
, soldier patrols the scaffolding /ith a Causer so be careful. 3hen he!s done
/ith check the cabin for C(@ ammo. 2eturn to the scaffolding to find an
elevator. %ither take out or ignore the Na9i at the top. )rom the elevator
turn left and run around the structure to a ladder; climb it to find a 9ipline.
)rom the roof you land on drop do/n to take care of another soldier; /atch out
for a second exiting from the shack you originally landed on. 3hen they!re
done for run a/ay from the crane to/ards a large garage door to find a crate
/ith a medkit. No/ enter the crane and use the arm to lift the floating
platform into the air &remember once you!ve grabbed it to push up to lift it
as high as it /ill go. 5/ing the platform over to the right to rest next to
the cliff fortress. 'limb up the crane!s internal ladder and run out onto the
arm; ump/hip s/ing to the hanging platform. ine up your ump so that you
hit the edge of the cliff fortress perfectly straight other/ise you /ill
fall. 5hould you fall a small elevator next to the crane /ill lift you
back up to the docks though you!ll have to climb up the crane again. 1nce
in the cliff fortress pull the s/itch to call the elevator.
(eng ai agoon *ron 'ross
The key to the next three levels is not to allo/ the Na9is to see you; if that
fails make sure to kill them before they can pull one of the many alarms
situated throughout the level. 5hould they get out a cry for help get ready
to shoot at Na9i )irebugs before they can get their flamethro/er trained on you
or you!re toast...literally &apologies abound for the punD-. ,nd remember to
pull an alarm that!s ringing to silence it ,5,( to prevent more Na9is fromappearing.
5tart by heading do/n the corridor to trigger a cutscene sho/ing you the layout
of the base. +ump into the /ater to your left and climb up a small ladder to
your right to find a box /ith C(@ ammo. 2eturn to your starting point and
run up the stairs ducking into an office if you need to. 0rab your pistol or
a table leg for protection and venture out /ary of t/o guards /hich may have
spotted you already. 3hen the first t/o are done /ith /alk up some more
stairs to a stack of three boxes. 'limb these and ump to a ledge behind *ndy
/ith a crate containing a medkit.
#rop back do/n and run for/ard; turn right at an alarm. Bead slo/ly up aflight of stairs to find a Na9i standing patiently next to an alarm. #1N!T
T155 B*C 1UT TB% 3*N#13. This /ill undoubtedly tip off one of the guards still
patrolling belo/ and you!ll have flamethro/ers on you very Luickly. 5ilently
kill him remembering to grab the 5ima Fian 5hii scroll. 0et back to the
alarm you passed and continue for/ard do/n some stairs to another office
complete /ith a machine gun resting on a filing cabinet. )ill this under C...
for CU2#%2D
eave the office and head do/n the opposite set of stairs ready to deal /ith
/ith last surviving patrolman. Turn left to open a set of double doors.
Fuickly climb the stairs in front and shoot the guard at the top of the
landing; try to shoot the soldier that comes to his aid Luickly as /ell. ,t acertain point another guard enters and pulls the alarm. Jill /hoever is left
on the landing and then turn around to turn off the alarm. )inish off the last
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survivor and head do/n the stairs. +ump into the /ater to find Causer ammo
under the docked speedboat. %xit the level through the double doors next
to the alarm.
(eng ai agoon The UEoat Ease part 4
,fter the cinema in /hich Jai and ?on Eeck prove to be in cahoots *ndy mustprepare for another stealthy level in his Luest to reach the mountains. Turn
right and open the door slo/ly climbing up a set of stairs to avoid tipping
off a soldier of your presence. Jill him Luietly. Bead into the left corner
of the building to find a door/ay behind /hich /ait t/o una/ares guards; plug
!em full of holes and remember to snatch the C(@ and ammo off the table.
%xit the room and continue through the large double doors.
,nother set of stairs /ith a machinegun packing fool at the top. )inish him
before he gets a shot off and enter the door on your right. (repare for
another gunnery stage. 5adly an officer pulls an alarm; shoot him /ith the
turret to the right of your entrance point then Luickly pull the alarm to shut
it off. No/ run back to the turret and /ait. Cost guards /ill no/ attempt to
pull the alarm again leaving themselves /ide open for *ndy. 5oldiers /ill
enter the screen from the door/ay to the right and from the roof to your left.
5hoot them before they shoot you. ,fter about ten men are killed an eleventh
/ill enter from some gates in front of *ndy. Jill him before abandoning the
turret.
%nter the bunker &the door on the right- to find a grenade in a crate in the
back right corner. 2eturn to the main area and run through the gate that the
last solider exited. Bead around the truck to the left hand corner to find
another crate /ith ammo then climb into the truck to find a crate /ith a
medkit. Bead to/ards the ladder on the /all and ump onto the truck andthen through the skylight into the small control room. (ull the s/itch to
open the ventilation system. eave the control room ready to deal /ith a
pistoltoting Na9i hiding behind the truck. 3hen he!s finished climb the
ladder to enter the air vent and to end the level.
(eng ai agoon The UEoat Ease part 6
2un do/n the vent past the ladder and turn right to find a medkit ammo and
a liLuor bottle. Eacktrack to the ladder and climb up it to start a cutscene
depicting the entire dock. +ump do/n from the vent and follo/ the guard to
the right into the control room. Jill him before he can set off the alarm thenpass through the room and along the cat/alk to reach a lever. (ull it to
reposition the overhanging girder. 2un to the other side of the cat/alk
stopping to deal /ith an officer peeking his head through a door to your left.
3hen you!ve reached the ne/ position of the girder safe drop do/n from the
part of the cat/alk /hich uts slightly out. Kou!ll land safely near an open
garage. Ereak open the t/o crates to your left to reveal t/o clips of ammo.
No/ run into the garage to find t/o more crates behind the metal ones: these
contain a medkit and the Tablet of ongian your ne/ artifact. eave the
garage and ump into the /ater s/imming left to find a ladder /hich leads to
a platform belo/ the cat/alk. Ereak the t/o crates in front of *ndy to reveal
another medkit. 'limb the stairs taking the branch to the right to reachthe overhang. 'hain /hip across to the other side of the pen.
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)rom here go into the door on your left prepared to shoot a soldier appearing
from the stairs to *ndy!s left. Bead right from the entrance to find a
security pass lying on the floor. 0o back do/n the stairs to enter a locker
room /here *ndy /ill be able to change into a Na9i soldier disguise. 'ontinue
do/n the hall/ay; a cutscene begins sho/ing you the exit. %ither kill all
three guards or better yet use your disguise to /alk calmly by them. The
only /ay they!ll catch on to your ruse is if you attack them; don!t do that
unless you can take them out fast. eave the sub pens and (eng ai agoon.
(eng ai Countains The Bigh 2oad to (eng ai
*ndy arrives at the base of (eng ai Countain still /earing his officer
disguise. 5adly his sneakiness /on!t last much longer. 3ait for the soldier
in front of you to get close to the truck then smash his head into the door
and pummel him Luickly. *f you!re fast you!ll get rid of him before the other
t/o Na9is leave their office. 5hoot them both to save some health and then
head into the office to pull a s/itch opening the middle garage door. Eefore
entering grab the medkit in the crate in the rear of the truck. 'limb up the
crates in the middle garage bay then turn right to enter a crack in the /all.
'limb up another ro/ of crates to reach the top floor of the facility. 2un
to the right to/ards the upper office. Eefore heading in drop do/n into
an opening to enter the last garage bay &the one on the far left from the
vantage point of the level!s beginning-. Ereak open a crate to find an
artifact the Hhao Co 2hyton. 'limb back up to the roof and enter the office.
1pen the first door on *ndy!s right to find a s/itch /hich turns off the fan
in the air vent. Ee careful of a Na9i officer entering from the opposite door;
he packs a mean ab making a counterattack very difficult. %xit from the frontto find a lever; pull it to move the overhead hanging. No/ climb up a short
stack of crates and chain s/ing across to the ventilation system. 2oll under
the stopped fan and continue along the vent.
2oll under the slo/ly moving fans ready to slide do/n a ramp after the second:
ump at the last minute to grab onto a ledge and to save *ndy from certain
death. (ull up and turn left then roll right the pit. Kou!ll find a skeleton
/ith a medkit and C(@ ammo. Bo/ he died in the vetilations system of a Na9i
base is beyond me. 0et back to the large pit and ump across. )arther do/n
the passage you!ll notice a strong air current blo/ing from your left &*ndy
/ill remark that he has a bad feeling about it-. 2un straight for/ard and
continue pushing for/ard against the /all; the air flo/ /ill knock *ndy intothe proper passage. 5afety drop do/n at the next pit. 'ontinue left until
*ndy can safety drop out of the ventilation system. 0rab a medkit in a crate
in the room!s corner then exit through the farthest set of double doors to end
the level.
(eng ai Countains The *nfiltration
* absolutely hate this level but once you!ve figured it out it!s not Luite
as bad as * remembered. Bopefully it /on!t bother you much /ith this guide as
your.../ell...guide.
Bead through the double doors in front of *ndy ready to do battle /ith both a
soldier and an officer. 5hoot them to avoid chancing one of them reaching an
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alarm. Kep the alarms calling Na9i )irebugs are backD 3hen the first t/o
goons are finished climb do/n the ladder to *ndy!s left. 3atch out for a
patrolling soldier do/n belo/ as /ell as any other )irebugs or machine gunners
summoned by the alarm. Underneath the first room of the level is a small bay
filled /ith crates: the small light bro/nish one holds a medkit. 'ontinue past
the crate room and around the side of the building to find another breakable
crate in a corner. 2esting inside the 0ui +ian scroll.
2un to the other side of the cavern through the gondola and into the
building. ,nother breakable crate /ith a medkit lies to your left. Bead up
the stairs through the upper level door and turn left to pull a lever.
'limb up another flight of stairs to a cat/alk. ,t the end of the line climb
up a crate and ump to a s/inging chain to reach a hanging platform. Turn
right and /hip across to another ventilation duct. (ass through here to reach
another cat/alk; /hip across to reach it. 2un do/n the cat/alk /ary of a
machine gunner patrolling. Kou should be able to thro/ him off /ithout his
getting off a shot. ,t the end of the cat/alk chain /hip to the other side of
the room.
2un along this next cat/alk and do/n a ra
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