Lego Indiana Jones 2 Walkthrough 5: Kingdom of the Crystal Skull, Part 3, The First Five Levels
Welcome to the Walkthrough for Lego Indiana Jones 2: The Adventure Continues.
This guide is in thirteen posts, with two posts for the six parts of the game, and then one more post for the Bonus Levels. If you need to jump to another post sometime, you can do so here.
For each level, I will first discuss the first five levels of the hub, and then discuss the Treasure Chest Levels of that Hub.
It is in the Treasure Chest level where you can learn the location of the Red Bricks, Blue Bricks, Green Bricks, plus all the Characters and Vehicles.
Creator Level not covered (yet!)
Go on and go through the gate and face Level 1.
Start out by smashing stuff as usual. Note how the palm trees don’t cease to give silver studs. You can practically get True Adventurer Status by studs on the floor alone. By the way, you can grab a water bottle near the vehicle and extinguish the campfire, and then destroy what is left of the fire for more coins. Don’t forget the purple stud located near the cage on a crane. Your goal is to fill the three green pads by the vehicle with tool boxes.
One can be obtained by shaking the palm tree until a banana falls. Go and get a rocket launcher and destroy the three silver rocks that he is standing on. Then grab the banana, and give it to the monkey, who will is up high. He will give you a key, which can be used on a lock on the bridge. The bridge will be extended, and you can get the toolbox there. You should also smash any and all obstacles before that. You should bring the toolbox to the green pads.
As for the second toolbox, go back and cross the bridge, and go to the vine in the back. Have Indy go to this rock, and use his whip for a whip knob that will make a bridge. Keep going forward, and Mutt will need to use his fixing talents on a crane that holds up a cage. Oxley then needs to go down and get the box, and put it on the green pad.
The third can be accomplished as Indy goes all the way to the right, and uses a whip knob to move some boulders. Oxley can then come in and make the rocks into stepping stones to a bar on a higher rock. The toolbox is up there, and can be put on the pad.
Nothing left to do but build the vehicle, which will end the level.
Back to the Hub
Nearby is the Car Boat, which can be purchased for just 5,000 studs, a real bargain. Nothing to do but drive the Car Boat into the steel boulders. This will begin Level 2.
This is another vehicle level where you have to make your rounds and take out bad guys. You start with four this time. I would collect as many studs as possible before taking out anyone.
Once the four are taken out, it will then send you five.
The last three are a little more difficult, as some of them are iron boat cars, and you have to get them while they are in the water. It is difficult, but not impossible. You actually have to get into a boat car and push on them.
Back to the Hub
Once that level is done, you will start off in a waterfall, just go off the edge and note the place where the green arrow is pointing at. Use Indy’s whip to open up the entrance, and climb the ladder to go right in.
This next level requires some doing to take out the bad guy. You will note the two headless skeletons right underneath him. You need to crown those guys. You can start by going left or right, so let’s just say left.
Watch out for the row of skulls, as standing on the darker tiles will fire a poison dart. This is just like the first Indy movie. Avoid them and try and get the studs. Marion will need to jump to a higher level, where she can turn a crank. This will cause some odd platform mechanism to spring up. Switch characters, put Indy on this thing, and then have Marion turn the crank to get him on the other side.
You will get to a point where there is some area with two cranks and a whip-knob. Let Indy free the whip-knob in the middle. From here, one of the characters needs to turn the crank so the roller above it matches the pattern that is above the roller. When all three match, Marion must jump up to the handle. When I did it, it took two cranks on the left-most one, one crank on the center one, and two cranks on the one all the way to the right.
Have Indy take the head thing, and then he can walk it back to the weird spinning platform. Marion can then spin him so he can walk to the first headless skeleton and crown him good. This will light up one of its eyes in flames.
From here, it is off to the right. After another are with tricky spike traps, Indy must use the whip knob to cross over to the other side. He can then wreck some things, and must use some tiles to build some smooth platforms. He then needs to push some blocks into the wall, which will cause some bird statues to appear. A trap door will open, and a key will be revealed. Indy can take the key and use it on the lock, and a bridge will be made that Marion can cross.
After going to a section of spike and dart traps, it is easy to miss a piece of golden mirror. One of the characters must grab it, and put it in its proper place. Then one of them can go to the end of the hall where a chain is hanging. Hang on the chain, and this will start a laser. Go to the wall and push the green and red triangle until the proper adjustment is made.
Go and get the head and put it in the proper place. The chieftan guy will attack you, but he is easily dispatched. What Indy needs to do is target him with his whip, and then drag him into the area to the right with the spring loaded spears. Put him on a tile, and this will take away one of his hearts. Keep doing this until he has none, and the level will end.
I tried very hard to make this on True Adventurer. I didn’t die once, and I thought I had found every stud. I finally had to use Score x2 to get it. Maybe you’ll have more luck.
Back to the Hub
Once that level is defeated, nothing left to do but follow the arrow into the skull’s mouth. You can then make a run for the top of the pyramid.
Another level where you must defeat people for no reason other than you can. There will be two waves of attacks of six natives each, and if you defeat them all, the pyramid steps will turn to something climable. Stay on the ground and get as much studs as possible by smashing everything, and you’ll make True Adventurer easily. Then brave the pyramid.
In this next level, some natives will attack you face-to-face while others will attack with spears from above. Some boulders will fall, and you will have to stay out of its way. You can defeat the natives easily, but the white-haired ones have to be taken out with spears. And the spears they throw do nicely.
From here, you will need to take out four guys, and do some things in the process. For example, go to the left side and use a whip knob. Marion needs to go over to the right side and pull a chain.
There are spears available, and the white-haired guy can be taken out easily. From there, it is as easy as climbing steps to end the level.
Back to the Hub
There is another odd thing with a skull on it, and, when punched, will reveal a key. Grab the key and walk over to a nearby lock. This pyramid, which once was on a slide, becomes stairs.
At the top of the stairs, there are several triggers. Indy must use his whip on the whip hooks there. The ones with spears must be jumped on, and the rock/plugs on the lower level can be smashed. There are two up on top that can be shot, and Mac can take care of that. When all taken out, the level will begin.
In this level, you really only have one chance to make it as True Adventurer. When Agent Spalko is hovering there, with her boulder things, you need to run around the room. There are two purple studs to your right, and then there are some blue and gold ones on the thrones throughout the room. Take those, with the ring of gold ones on the floor, and you should qualifly right away.
Defeating (name) at this level is easy. Just wait until she slams down a rock and jump on it, standing on one of the red switches until it turns green. Then, quickly switch to the other character and jump on the other switch until it is green. When you have done that, quickly jump off, as the rock thing will explode, taking some of the ground with it. It is very easy to die here.
It is also easy to die on this next level. What has to be done is that Marion will jump on a rock. Indy will then use his whip on a knob under a rock, but not the one that Marion is standing on. No, it will be a separate rock, but he will try and jump on the rock that Marion is standing on. When both red switches on the rock turn green at the same time, the rock explodes, and you have to get all of them. Sound hard? It is. Worse yet, the lady likes to use a beam to do lots of damage. Once you have dispatched the three rocks, Marion can jump on the last one, and Indy will be able to simply jump up and meet her.
But it is still not over. Now what happens is that (name) will fire a beam, and then she will throw a rock. The trick is to blow up her rocks. On either side of where you are places that hold rocket launchers. Just go up to them and grab one. Avoid the beam when you can, and then, when the rock is revealed, target it with the rocket launcher and destroy it. You will have to do this many times, and in all honesty, I lost count. Plus, it is hard to see when you actually hit the rock.
Back to the Hub
I’m sure you want to go on to the Treasure Chest Levels, which you can access here.
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