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Lego Indiana Jones 2 Walkthrough 11: The Last Crusade, 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!)
You will start off on a ship, and then have Indy use the whip knob in front of him. This will open a door that will take Indy above the ship, and he can then enter the first level.
In this level, Indy has to stop this character in a White Hat from stopping him. He has three hearts, and must be taken out three times.
You will notice one are where there is a big box with dynamite in front of it. There are some crates you can smash as well as a whip hook to a crate the must be seized, and from there you can start to make something. However, the shooter will usually stop you before you can do it. You should probably throw a table at him to stun him. You should also take out the four or so henchmen that like to swarm about. These henchmen will replace themselves so build quickly. Eventually, you will have a machine that is activated by simultaneous switches that will take out one heart on the shooter.
Before you do the next one, you might want to go to the closet and use the whip-hook. Some parts will fall out, and you will find this tuba of a tube in them. Don’t mess with that now. Instead, destroy some green barrels on the left side, located just below the shooter. You can use the destroy to build a place to put that tube. Go ahead and grab the tube, and put it in place. Yes, you will have to stun the shooter and take out the guards.
Now it gets somewhat difficult. The shooter goes to the top of a big box and throws dynamite instead of shooting. He is much more deadlier. However, he can still be stunned with a table. You will notice more crates have appeared, and if you smash them, you can assemble a machine. You will also notice a toolbox, but you will have to build a pad for it. When the machine is assembled, you will need to turn the key in it to move some whip hooks in position. You should stun the shooter first, and then take the whip hooks. Once you reach him, the level will automatically end.
Back to the Hub
Elsa will now be established as a character. To get to the next level, you will need to follow the studs across the body of water and let Elsa jump up to get a bar. This bar will extend a platform, which is a way that the characters can get out of the water.
Follow the studs up a path to a castle, and Elsa needs to jump up again to get to another bar. Indy needs to use his whip on a whip-hook, which will open the gates. From there, use the pair of simultaneous switches to reveal a whip-hook. Use the whip on this whip-hook, and the drawbridge will come down. Go on and use the drawbridge and get to the next level.
You’ll start off tied up at first, but once you break out, Indy will need to use the whip hooks on the chandelier to get out of this flaming area.
Indy will then need to use some nearby waterbottles to extinguish the flames around Henry. This will award you with a few coins. You can then get some coins here by wrecking stuff. You can even get a few by destroying and rebuilding bookcases so it reads the word “INDY”. You can also grab one of the weapons (axe, sword, etc.) and use it on a banner above. You can also wind up the player piano and watch a suit of armor dance to it.
Of course, the goal is to leave this fire, right? There is a suit of armor in a corner, and it needs to be destroyed. It’s debris will leave a bar that has to be built, and then used. The weight of a character on it will cause a wall to come up, and a character can go in and around to the other side.
There is a weight on a rope there that must be cut. Find a sharp tool nearby (there are many) and hurl it there. This will reveal a crank that must be turned. Now the other character can come in with you.
You will notice three buttons that, you guessed it, have to be pushed simultaneously. However, there is only two of you. Go ahead and use the waterbottles on a nearby table to stop a fire on a bookcase in the corner. After three splashes, this will reveal a bookcase that you can use on a green pad nearby. You will then need to make a ladder, and go to the top of the bookcase to push a suit of armor off. You will then have to rebuild the suit of armor, and it will be on the button. Go ahead and stand on the other two buttons.
This will open up a secret passageway that will lead you out, but you should go into the right-hand corner and use the bookcase to get you an extra blue stud before you leave.
Back to the Hub
Now, you will definitely need to buy the Bike n’Side for 5,000 studs when you leave. Follow the path to the gate, and you should be able to burst right through it. You can then go up a path to a fortress of a place, and put the bike on the orange pressure pad. You can then go forward and face the next level.
This is another one of those levels where you have to take out a certain number of people before going any further. You should probably start by getting as much studs as possible while avoiding the five enemies at the beginning.
Once you defeat the five enemies, it will shift to give enemies and two with machine guns. I found that the machine gun guys could only be taken out by using the whip on them and punching them when they were all tied up.
Then comes another round of two machine gunners and snipers. The machine gunners can be taken out like before, but the snipers have to be taken out with the whip hooks below them. There are a lot of studs to be gotten here.
From here, you have to take out four snipers and four troopers to travel on machine gun go-carts, for lack of a better word. Go ahead and take out the snipers, and you will notice that they have some specially made rocket launchers. These are heat seekers, and if you use them, then you can target the four-wheeled vehicles and take them out.
Eventually, you will be able to leave this level.
Back to the Hub
It’s pretty easy to get to the next level. Just switch to Sallah, and have him use his shovel on the area that the tank has crashed into. His digging will free the tank and the entrance to the next level.
This is another one of those levels that requires you to go about and crash into vehicles just to score points. It starts with two jeeps, so you might want to lose the horses and go to other four-wheeled modes of transport.
This will free up another area, and you will have to take out two jeeps and two trucks. You might want to switch to another better form of transport, like the six-wheeled car at this point.
From there, it will be about taking out three metal trucks and three ordinary trucks. You remember how to take out the metal ones, right? Just bash them up against something. It always works.
You will then have to do another round, and then it is on to face the big tank. In order to take this guy out, you will need to get into a small vehicle that has tiny treads. You must then drop a land mine in front of the tank so it will run over it as it goes by. It’s tough to avoid being hit, but it is possible. Do it about five times, and the level ends.
Back to the Hub
To get to the next level, go around a corner and have Sallah dig at some pillars. This will open up to the next area. Go ahead and switch to Henry and have him use his book to open up the runes to the next level.
Trial and Terror
Start by running and making sure that you don’t get cut by that first set of buzzsaws. You can easily time the jump to make it, as you can the next buzzsaw.
Eventually you will come to an area that needs a key. Indy can get the key with his whip, but it has to be timed within the buzzsaws. Using the key on the lock will cause a bridge to extend, and stop the buzzsaws.
Sallah can walk up to a ramp area and dig, and the ramp will fall flat, creating a bridge to another area.
This one area will have Donovan trying to shoot at you, so take him out. You will have to use the whip-hooks underneath him, which will cause spikes to come up. You will then have to repeat this when he comes to the other side.
You will soon notice that some spikes go down by a whip-hook, and statues come up. You need to use the whip-hook, which will cause some tiles to come down. This can be used to build a path, and you can push a statue on it. Do the same with the other statue.
Once the statues are in place, this will open up the floor. You have to step on certain panels, and the proper code is given on the pillars across the way. I wish I could tell you the code, but it’s sort of in symbols. It is crossed swords, skull, eagle and grail. Step on only those tiles, and you will be on the other side safely with an open door.
In the next room, you should cross over into an area with ropes hang on lions. There are some statues of lions here. This sort of hearkens to the movie about the “leap from a lion’s head”. You must jump on one rope of one lion, and switch characters to jump on the other rope. Some sand will be sprayed to reveal a bridge. You have to cross this invisible bridge for the final obstacle.
In this challenge, Donovan drinks the wrong grail, which doesn’t kill him, but it does make him become a dust creature. You have to defeat him.
Start by avoiding his dust. Use the whip hooks to get some metal items to the floor, and the living tornado will suck them up. You will also need to have Sallah dig up a few of these metal boxes as well. Use one of those rocket launchers to shoot these items while they are in him. Eventually, you will hit him five or so time, and the level will end.
Back to the Hub
I’m sure you want to go on to the Treasure Chest Levels, which you can access here.