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Walkthrough for Indiana Jones and the Last Crusade: The Graphic Adventure

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

                               FAQ/Walkthrough for
                        INDIANA JONES AND THE LAST CRUSADE

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


GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   PC
Updated:  19th June, 2008
Version:  1.1


CONTENTS
--------

1. Introduction
2. Walkthrough
     2.1. New York
     2.2. Venice
     2.3. Brunwald Castle
     2.4. Journey to the Grail Temple
     2.5. Grail Temple
3. Item List
4. Credits
5. Copyright Information


VERSION HISTORY
---------------

1.1:  19th June, 2008  (Format update)
1.0:  2nd April, 2008  (First version)


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

1.                                Introduction

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


Made in 1989, Indiana Jones and the Last Crusade is a point and click adventure
from LucasArts. It follows a similar plot to the film, with Indy trying to find
the location of the Holy Grail. On the way, he must find a way out of the
catacombs in Venice, and save his Father from the Nazis in Brunwald Castle.
Most adventure games have little replay value as they only offer one way of
getting through the game, but in the Last Crusade there are many different
routes to find, and you may not even see all of the available locations, items
and characters on one playthrough. This adds a lot of depth to the game. The
puzzles are fun to figure out, the mazes aren't too frustrating, and the game
keeps a good humour throughout. This is a great early adventure from Lucasarts.


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

2.                                Walkthrough

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


-------------------------------------------------------------------------------
2.1.                               New York
-------------------------------------------------------------------------------


BARNETT COLLEGE
---------------

The game starts in the college gym. Although you don't have to do anything in
here, you can let Indy practice boxing by walking into the locker room. It is
useful to do this now as there are some fights later on in the game which can
be quite difficult if you haven't had any practice with the fighting system.
When the boxing coach asks Indy if he'd like to spar, select one of the top
three speech options to begin the fight. The keys 3, 6 and 9 are used for the
three types of punches (low, middle and high), 2, 5 and 8 for the blocks (low,
middle and high), and 1, 4 and 7 to back away. This applies when Indy is facing
right, so the keys would switch if Indy faces left. Take note of the punch
power, which raises in power if Indy rests for a short time.

After you've had enough boxing practice, walk west through the doorway to the
hall. Open the right door in the hall and enter the classroom, where a crowd of
students have gathered. Talk to the students and say "Just a moment, folks. I'm
sure we can work something out.". Say "Please relax. I have a solution that is
fair for everyone.". Say "Irene, take down names and I will see everyone in
order.". In the office, pick up the junk mail, the letters and the papers to
reveal a package. Pick up the package and Indy will drop the junk back on the
desk. Open the package to find the grail diary. Open the right window and go
outside. After the cutscene where Donovan talks to Indy about the Holy Grail,
the travel option will appear on the menu. Travel to Henry's House.


HENRY'S HOUSE
-------------

Pull the bookcase at the right side of the room and it will fall over. Pick up
the sticky tape on the back of the book case. Walk to the right room and pick
up the painting on the wall. Exit the house to return to the college.


BARNETT COLLEGE
---------------

Walk to the left window. In the office, use the sticky tape on the jar on the
middle shelf to find a small key. Go outside and travel to Henry's house.


HENRY'S HOUSE
-------------

Pick up the plant on the table and then pull the table cloth to see the chest.
Use the small key in the chest and pick up the old book. Exit the house to
return to the college. There is nothing else to do here, so travel to Venice.


-------------------------------------------------------------------------------
2.2.                                Venice
-------------------------------------------------------------------------------


SURFACE
-------

Exit the library and walk to the left side of the area to see a couple sitting
at a table. Look at the wine bottle and Indy will mention that it was made in a
bad year. Pick up the wine bottle. Walk back to the right side of the area and
use the wine bottle on the fountain. Enter the library.

Go through the bottom-left exit to the stacks. Use the "what is" command on the
green books on the left shelf until "books" changes to "book". Pick up the book
to get the manual. Walk west to the next room and take the bottom-left exit to
the stacks. Pick up the leaning red book on the right bookcase to get Mein
Kampf. Walk west to the next room and take the bottom-left exit to the stacks.
Use the "what is" command on the books on the second shelf from the bottom on
the right bookcase to find the book. Pick up the book to get the book of maps.

Walk west through the library until you see the red cordon in the room with the
roman numerals. Pick up the cordon barrier and the metal post. Look at the
Grail Diary to see an image of a window along with a clue below it. Walk
through the library until you find the window that matches the window from the
Grail Diary. When you think you've found it, look at the window. Indy will say
"It looks JUST like the picture in the diary!" if it is the correct window.
Now that you have found the room, you now have to find the correct slab.

To find the correct slab, refer to the clue from the Grail Diary. It may say
"If he would enter, follow the first on the right." or something similar, as
the clue changes with each game. There are inscriptions on the two pillars in
the room, and there are three numerals on each inscription. The "first on the
right" clue means that the correct numeral is the first number on the right
inscription. Now use the metal post on the correct slab to enter the catacombs.


CATACOMBS
---------

Look at the book of maps to see two maps. The top map is based on the current
floor of the catacombs. Go through the left tunnel to enter the maze. Note that
all directions in the maze are given from Indy's perspective, so if you have
to go left, make sure that you turn to Indy's left. To start with, follow the
path without going left or right to arrive in a room with two skeletons. Pick
up the arm of the right skeleton to get the hook. Go east through the tunnel to
return to the maze. Go right at the junction and take the next right to enter
the torch room. Use the wine bottle with the torch to loosen the mud. Pull the
torch and Indy will fall down to the lower floor of the catacombs.

Follow the path right. Go right at the first junction and left at the second
junction to enter the wooden plug room. Cross the bridge and continue east to
the tunnel. Look at the inscriptions and write down the two accounts of the
Grail, as it is essential to know them later on in the game. Walk back through
the tunnel. Use the hook on the wooden plug and then use the whip on the hook
to pull the plug. Go west to the maze. Walk left at the junction to enter a
room with a ladder. Climb up the ladder to return to the top floor.

Walk east through the tunnel to enter the maze. Take the first right to enter a
room that was previously full of water, but was drained when the wooden plug
was pulled. Go through the tunnel at the right side of the room. Take the first
left to enter the machine room. Use the red cordon from the library on the
machine, then use the wheel to lower a bridge in a different room. Exit the
room. Go left at both junctions and follow the path to the statue room.

Look at the Grail Diary. The aim here is to pull the statues so that they match
the correct configuration shown in the Grail Diary. Each statue has four images
on it. Things are not quite as easy as they first seem however, as pulling the
first statue will also switch the middle statue once, and pulling the right
statue will switch the left statue twice. Try and get the image on the right
statue correct first, then the left statue, and finally the middle statue.

If the statues match the Certain Death configuration shown in the Grail Diary,
Indy will end up in a room with a sewage pipe. To return to the room with the
statues, go through the left tunnel, follow the lower path and take the first
path on Indy's left to return to the empty room. Go through the tunnel at the
right side of the room, take the middle path, go left at the junction and keep
following the path to arrive back at the room with the statues.

After putting the statues in the correct configuration, the door will open. Go
down the staircase to the next section of the catacombs. Follow the path and
take the first right. Continue left at the junction to enter a room with a
bridge, which will be lowered if you put the red cordon on the wheel and used
the machine earlier on. Cross the bridge and go through the tunnel. Walk up to
the corner and then follow the path left to a room with skeletons. Walk west
through the tunnel to exit the room. Take the top path at the junction, then
continue left along the path to enter a room with lots of skulls.

Look at the Grail Diary to see a series of five notes. The notes represent the
skulls on the table in this room. The highest note is the left skull, while the
lowest note is the right skull, with all of the other skulls taking the place
of the notes in between. So start with the first note. If it is placed on the
top bar of the staff in the Grail Diary, then you would push the first skull.
If it is placed on the second bar from the top, push the second skull, and so
on. Push the correct skulls for all of the notes in the Grail Diary and the
door will open. Go through the doorway to the final section of the catacombs.

Walk down to the next screen. Take the first path left, second path right,
third path left, second path right and right at the junction. Follow the path
to the room with the casket. Open the casket and then look in the casket. Walk
to the right side of the room and pull the old rusty lock on the grating. Walk
to the sewage pipe. Open the manhole cover and then go up to the surface.	


-------------------------------------------------------------------------------
2.3.                           Brunwald Castle
-------------------------------------------------------------------------------


FIRST FLOOR
-----------

Go through the doorway to enter the castle. The butler meets Indy at the door
and starts talking to him. Say "Are you the one with the relatives in town?".
Say "No, he's fine, but you must go to him immediately.". Say "I can prove that
I know Otto.", and the butler will leave. Go north through the top doorway to
enter the maze. Go down to the corner, right to the junction, down and open the
door on the right to enter a room with a drunk soldier. Say "What are you doing
here?". Say "I didn't expect to find a philosopher here!". Say "How is your
commanding officer?". Talk to the soldier again and say "Hello, and how are
you?". Say "May I get you another drink?" to get the stein. Exit the room.

Walk up and open the first door on the right to enter the kitchen. Use the
stein on the spigot on the keg, then use the stein on the hot coals below the
roast boar. Wait for the steam to disappear and then pick up the roast boar.
Go through the left doorway. Walk down, go left at the junction and up at the
corner to return to the entrance room. Go through the right doorway to the room
with the green carpet. Open the door and go through the doorway to the maze.

Walk down to talk to the guard. Say "Where is the prisoner? I've come to
interrogate him.". Say "Gestapo. Special investigations. I'm Dietrich's
successor.". Say "How do you know about that? Are you leaking information?".
The guard will now ignore Indy. Walk down and go through the first door on the
left. Use the suit of armour at the right side of the room. The axe falls on
the floor and leaves a mark that will be important later on. Exit the room.

Go through the door on the right to enter the closet. Get the servant uniform
on the shelf at the left side of the room. Go through the doorway to the maze.
Walk up to the junction, left to the corner and up to meet another guard. Say
"Hi! I'm selling fine leather jackets like the one I'm wearing.". Say "I've
got authorization. How else would I get here?". Say "15 Marks. Just the thing
for guard duty on cold nights.". Walk up, then left. Go upstairs.


SECOND FLOOR
------------

Go through the first door on the left. Use the servant uniform to wear it. Exit
the room to return to the maze. Walk down to the corner and open the door on
the right to enter a room with a chest. Open the chest and look at it to get 50
marks. Go through the right doorway to return to the maze. Walk down to the
carpet and wait for the guard to approach Indy. Offer an item and select the
painting from the inventory. The guard will leave and a cutscene will be shown
a few seconds later. After the cutscene, go right to the corner, then go up and
open the first door on the left to enter another room with a chest.

Open the chest and look at it to get the uniform. Go through the doorway to
return to the maze. Go down to the corner, left to the junction, up to the
corner, left to the corner and open the door on the left near the stairs to
return to the empty room. Use the IndyWear and Indy will return to his normal
clothes. Exit the room and go down the stairs to return to the first floor.


FIRST FLOOR
-----------

Walk right to the corner, down to the corner and continue down at the junction.
Open the first door on the right to enter the closet. Look at the uniform in
the inventory to discover a brass key. Use the brass key on the grey uniform
and then pick up the grey uniform. Go through the doorway to return to the
maze. Walk up to the junction, left, up and left. Go up the stairs.


SECOND FLOOR
------------

Walk down, right, down to the junction and open the first door on the right to
enter an empty room. Use the grey uniform to wear it. Go through the right
doorway to the room with the guard. Say "I'm on official business. May I
pass?". Open the left door and go through the doorway to return to the maze.
Walk up to see three doors. Open the right door to meet another guard. Say
"Greetings my friend. How is sentry duty today?". Say "No, I was transferred
here today. New orders.". Say "Certainly! You do have top secret clearance?"
and he will mention Sigfried. Go through the doorway on the right.

Go down at the junction and right at the corner to meet a guard. Say "Greetings,
my friend. How is sentry duty today?". Say "What! You don't remember me?". Say
"Soldier! Is that any way to speak to a superior officer!". Say "Colonel Vogel
knows of me. Please call him right away.". Walk down and open the door on the
left to enter a room with a first aid kit room. If Indy has fought any of the
guards in the castle, use the first aid kit to heal him. You can save in this
room, and change into the grey uniform if you haven't already done so. Exit the
room to return to the maze. Walk up and go upstairs to the third floor.


THIRD FLOOR
-----------

Walk left to talk to the guard. Say "Soldier! Your pants are wrinkled!". Say
"And no time to remove the stain on your jacket?". Say "Sauce? You buffoon! You
waste my time, stand aside!". Go through the first door on the left to enter
the office. Walk over to the left side of the office and give the roast boar to
the dog. Pick up the trophy on top of the file cabinet. Open the file cabinet
and pick up the pass from the drawer. Exit the room and go downstairs.


SECOND FLOOR
------------

Walk left, down at the junction and left at the corner. Continue left and open
the door at the end of the hall to enter the art gallery. Walk to the left side
of the room and push the large painting to reveal a vault door. Indy knows the
combination to the vault as it was written on the pass, so open the vault door
and then walk inside the vault to see the small picture that Indy gave to the
guard earlier on. The important object in this room is the big painting of the
Grail on the wall, as you can now find out which is the correct Grail.

To find the correct Grail, refer to the notes you (hopefully) made when you
read the inscriptions in the Venice catacombs. When I last played the game, the
inscriptions in the catacombs listed the Persian manuscript as one choice for
the Grail and the letter from Staubig as another choice, although the choices
vary and may not be the same on your game. Once you know the two choices for
the Grail, refer to the Grail Diary that was included in the game box.

Taking the names I had as an example, the Grail Diary page about the Persian
manuscript mentions that the Grail is a shallow bowl of pewter engraved with a
design and seemed to glow. The letter from Staubig mentions that the grail is a
chalice of pewter with words etched in Aramic, with no mention of the chalice
glowing. No matter which Grail choices you were given, one description will say
that the Grail glows, and the other description won't mention any glow.

Up until this point, it would have been impossible to know which out of the two
choices was the correct one. This is where the big painting of the Grail in the
vault room becomes useful. It changes with each game, but the painting in the
room will either show the Grail with a glow or without a glow. If the Grail in
the painting glows, the description in the diary which mentioned the glow is
the correct one, while if it doesn't glow, the other description was correct.

Before leaving the vault room, make a note of the correct Grail (on my version
for example, I looked up Staubig in the Grail Diary and saw that it mentions
the Grail as a shallow bowl of pewter etched with a design), as this will help
in the Grail temple later on. Walk to the doorway and continue right through
the art gallery to return to the maze. Walk right to the junction, up to the
corner, left to the corner and up. Open the door on the left to return to the
empty room. Use the IndyWear. Exit the room and go downstairs.


FIRST FLOOR
-----------

Walk right, down to the corner and right through the doorway to return to the
entrance room. Go through the doorway at the top-left corner of the room to
return to the maze. Walk down to the corner, right to the junction and up.
Open the first door on the right to return to the kitchen. Use the trophy on
the spigot on the keg to fill it. Exit the kitchen. Go down to the junction,
left to the corner and up. Go through the doorway to the entrance room, then
go through the top-right doorway to the maze. Walk left to the corner, up to
the corner and left to the stairs. Go upstairs to the second floor.


SECOND FLOOR
------------

Go through the first door on the left to enter the empty room. Use the grey
uniform to wear it. Go through the doorway to return to the maze. Walk down to
the corner, right to the corner, down to the junction, right to the corner, up
to the junction and right to the stairs. Go upstairs to the third floor.


THIRD FLOOR
-----------

Walk left to the corner, down to the junction and left to meet Biff. Offer an
item and select the trophy. With Biff now drunk, punch him once and he will
fall over. Walk left to the junction, down to the corner and left to meet the
guard. Say "I'm on official business. May I pass?". Say "No, I was transferred
here today. New orders.". Say "Certainly! You do have top secret clearance?".
Indy mentions the name Sigfried and the guard lets him go. Walk left to the
corner and then go up. Open the door to enter the room with the blue couch.

Get the silver key hanging below the left candle. Exit the room to return to
the maze. Walk down to the corner, right to the corner, up to the corner and
left to see three doors. Walk toward the doors to see a closer view. One of
the doors will have red wires leading through the top of it, while the other
two won't have wires. Approach the door with the red wires and unlock it using
the silver key. An alarm will be set off and Vogel will appear.

You can either give the Grail Diary or the old book to Vogel, but there are
advantages and disadvantages. If you give the Grail Diary to him, there is a
short Berlin section to get through first before reaching the airport, although
Indy can get the useful signed pass item this way which helps on the roadblocks
later on. On the other hand, if you give the old book to him, you will skip the
Berlin section completely but have more trouble at the roadblocks. Offer one of
the items to Vogel, and Indy and Henry will be taken to the first floor.


FIRST FLOOR
-----------

Indy and Henry will be tied up to a chair in the armour room. Pull the chairs
to move right over to the mark on the floor made by the axe earlier on. It can
take a while, as the chair needs to be pulled 55 times before reaching the
correct spot. Stop moving when the back of both chairs is resting on the mark.
Use the suit of armour and the axe will cut the ropes. Push the statue at the
left side of the fireplace to reveal a hidden door. Go through the doorway to
exit the castle. Walk right and use the motorbike. If you gave the Grail Diary
to Vogel, Indy and James will travel to Berlin. If you gave the old book to
Vogel, Indy and James will skip the Berlin section and arrive at the airport.


BERLIN
------

At the roadblock, say "My authorization? You insult me!". Say "You talk this
way to a senior officer?". Say "I am operating undercover. It's classified.".
Say "It's top secret. I have no ID." to pass the roadblock. When Hitler
approaches Indy, offer an item to him and select the pass. If you don't have
the pass, select Mein Kampf instead. Indy will now travel to the airport.


-------------------------------------------------------------------------------
2.4.                      Journey to the Grail Temple
-------------------------------------------------------------------------------


There are two routes that can be taken here: The first route involves taking
off in the biplane from the airport by following a series of instructions, and
the second route involves a short section on the zeppelin before boarding the
biplane. The biplane route is the quickest and easiest route to take. The
zeppelin route is fun to try, but is longer than the biplane route and also
has a difficult maze section in it. 


BIPLANE ROUTE
-------------

Exit the airport. Look at the manual in the inventory to see the steps that are
necessary to take off in the biplane. Walk to the biplane to board it, then
follow the steps that were shown in the manual to take off. If you didn't take
the manual from the library, then these are the steps that are needed:

1: On the six switches at the bottom-right corner of the panel, flick the
   middle-left switch.
2: Pull and then push the handle at the left side of the steering wheel three
   times.
3: On the six switches at the bottom-right corner of the panel, flick the
   bottom-right switch.
4: Lower the switch near the word 'Petrol' at the top-right corner of the
   panel.
5: Move the switch twice at the right side of the steering wheel so that it
   points toward the letter 'B'.
6: Pull the throttle at the bottom-left corner of the panel.
7: On the six switches at the bottom-right corner of the panel, flick the
   top-right switch.
8: Wait for the display at the top-left corner of the panel to reach 3, then
   press the red ignition button at the top-left corner of the six switches.


ZEPPELIN ROUTE
--------------

Switch to Henry, have him walk to the right side of the man and then talk to
him. Say "Tell me about your grandchildren.". Switch to Indy. While the man is
talking, quickly pick up the tickets from his pocket. Exit the airport. Walk
over to the right side of the area and go up the stairs to the zeppelin.

Offer the tickets to the ticket taker. Switch to Henry. Have him walk into the
room on the left, walk to the left side of the room and use the coins in the
bowl on top of the piano. Select any speech option when the piano player asks
what Henry would like to hear. The guard leaves the radio room and walks to
the piano to hear the song. Switch to Indy. Open the door and enter the radio
room. Open the locker. Pick up the wrench and use the wrench on the short-wave
radio. Exit the room and use the wrench on the hole. Push the wrench to lower
a ladder from the ceiling. Climb up the ladder to enter the maze.

The maze contains a number of guards, and as Indy can talk or offer an item to
them, the only option is to fight them. From the start of the first maze, walk 
up and climb up the ladder. Walk right and take the first path down. Go right
at the corner, then take the first path up (if there are guards in this area,
you can avoid them by walking around the small loop). Climb up the ladder.

In the second maze, walk left to the corner, down to the corner, left to the
corner, down to the junction and right. Take the second path that leads up.
Climb up both of the ladders to reach the third maze.

In the third maze, walk down to the junction, right and take the first path up.
Climb up the ladder, walk right and climb down the ladder. Walk down, right and
then up. Climb up the ladder to get onto the red platform. Walk left and take
the first path down. Go left at the corner. Take the first path down, then
follow the path right. Take the first path down, then follow the red platform
around to the ladder. Climb down the ladder, walk left and go down the ladder.

Back in the second maze, walk down and take the first path right. Go down the
ladder to the red platform. Follow the path right to the corner, then go up and
climb down the ladder to return to the first section of the maze.

Back in the first maze, walk left to the corner, down and take the first path
right. Climb down the ladder. Walk right to the corner, up to the corner, left
to the corner, down and take the first path left. Climb down the ladder.


FLYING THE BIPLANE
------------------

While in the air, use the numeric keypad to fly near the enemy planes so that
Henry can try to shoot them. Eventually, the biplane will be hit and will crash
land on a farm. Walk to the right side of the farm and use the blue car.


ROADBLOCKS
----------

Indy will soon be stopped at a roadblock. There are seven roadblocks in this
section, although if you did well in the biplane section, you may have passed
over a few of the roadblocks. If you have the signed pass from Berlin, show it
to the guards to skip the roadblocks. If you don't have the pass, you will need
to talk or fight your way through the various roadblocks. Refer to the text
below, and look at the colour of the guard's text to see where you are.

1: Blue
   Say "But of course, how silly of me.". Say "I am but a lowly worm.". Say "I
   bet you could have me shot!". Alternatively, the guard can be bribed with
   150 marks.

2: Pink
   Offer him marks. Say "Let me see how much I have.". Say "Here is 50 Marks.".

3: Light green
   Say "But of course, how silly of me.". Say "Of course, I'm sorry. You must
   be a busy, important man!". Say "Am I that obvious?". Say "You're just too
   perceptive.".

4: Red
   Say "My authorization? You insult me!". Say "You talk this way to a senior
   officer?". Say "Soldier, let me pass, IMMEDIATELY!".

5: Dark green
   Say "That is out of the question.". Say "Keep it down! This man with me is
   Gestapo!". Say "You have my word of honor. Trust me!". Say "That is your
   final word?". Say "Perhaps you'd better break it to him.".

6: Purple
   Offer him the signed pass, the signed Mein Kampf or 150 marks. If you don't
   have any of these items, the only alternative is to fight here.

7: Grey
   Say "That is out of the question.". Say "Keep it down! This man with me is
   Gestapo!". Say "You have my word of honor. Trust me!". Say "You spurn my
   trust? An insult!". Say "Soldier! Do you realize you are out of uniform?".
   Say "New orders have come through concerning uniforms.". Say "If you want to
   argue with Captain Kleist, you can..." to pass the final roadblock.


-------------------------------------------------------------------------------
2.5.                              Grail Temple
-------------------------------------------------------------------------------


There is no way of saving once in the temple, so save the game first of all.
Enter the temple and walk right to see Donovan. In the cutscene, Donovan shoots
Henry and Indy agrees to try and find the grail. Walk gradually to the right
until the screen moves. Don't go any further into the room yet, as there is
a trap here that can kill Indy. There is a very small light dot on the floor
near the middle of the room. Click on the dot and Indy will avoid the traps.

In the second room, there are a series of tiles on the floor with letters on
them. Indy will keep mentioning a word, although the word will be different
with each you play. One example of the word is "IEHOVA". If that is the word,
the aim is to only jump on the tiles with the letters I, E, H, O, V and A. Use
this pattern to cross over to the other side of the room.

In the third room, Indy needs to cross a thin invisible bridge over the chasm.
To do this can be quite tricky, as you need to select the exact spot for Indy
to walk to or he will fall into the chasm. Move the mouse crosshairs to the
point of the right ledge that sticks out the most and select it. If all goes
well, Indy will walk across the thin bridge and complete the third trial.

Indy now enters the grail room. Walk left to meet the guardian that has been
keeping the Grail safe for seven hundred years. Indy is then asked to choose
the correct Grail from the different items in the room. A detailed explanation
on how to find the correct grail can be found in the Brunwald castle section of
this walkthough, but to summarise: Back in the Venice catacombs, there were
inscriptions which gave two possible places where the Grail could be found.
Look up these descriptions in the Grail Diary that came in the game box, and
notice that one description says that the grail glows, while the other doesn't
mention anything at all about a glow. If the painting in Brunwald castle had a
glowing grail in it, the description which mentioned the glowing grail is
correct. If there was no glowing grail, the other grail is correct.

Now you know the correct Grail, use the "what is" command on the objects in the
room until you find the Grail. Pick up the Grail, walk to the right side of the
room and use the Grail on the holy water. If it was the correct Grail, Indy
will return to the main room to save his Dad. After the cutscene, the Knight
will appear. When this happens, you will gain control for a very short time, so
quickly pick up the Grail before Elsa gets to it and then give the Grail to the
Knight to complete the game. If Elsa got to the Grail first, she will try to
leave the temple and will fall down a hole. If this happens, look at the
cracked seal to see the Grail on a ledge. Use the whip on the Grail to get it,
and then give the Grail to the Knight to complete the game.


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

3.                                Item List

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


BOOK OF MAPS
  Found in the "Maps of Ancient Italy" book stack in the Venice library. It can
  be looked at to see maps of the catacombs in Venice.


BRASS KEY
  Found by looking at the uniform in the inventory. It is used to unlock the
  grey uniform in the closet on the first floor of Brunwald Castle.


COINS
  Available when playing as Henry. Henry can use the coins in the bowl on top
  of the piano on the zeppelin to distract the guard in the radio room.


GRAIL
  Found in the room with the Knight at the end of the Grail temple. It is used
  on the holy water in the room with the Knight to test if it is the correct
  Grail. Indy automatically uses the Grail to heal his father.


GRAIL DIARY
  Found by opening the package from Indy's office at Barnett College. The Grail
  can offer clues when looked at in different locations in the game. The hints
  include the Roman numerals puzzle in the Venice library, a picture of the
  mazes in the catacombs, the correct configuration of the panels in the
  catacombs and the correct notes to play on the skulls in the catacombs. It is
  one of two items that can be given to Vogel after Indy sets off the alarm on
  the third floor of Brunwald Castle, although if it is given away, Indy has to
  make a trip to Berlin in order to get it back from Elsa.


GREY UNIFORM
  Found in the closet on the first floor of Brunwald Castle. The brass key has
  to be used to unlock the grey uniform before it can be taken. After the
  painting has been given to the guard on the second floor of Brunwald Castle,
  the grey uniform should be worn while on the second and third floors.


HOOK
  In the room with the two skeletons in the Venice catacombs, the hook is found
  by taking the arm of the right skeleton. It is used on the wooden plug above
  the bridge in the Venice catacombs.


INDYWEAR BY LUCASFILM
  Available in Brunwald Castle whenever Indy changes into another costume. It
  should be worn while on the first floor of Brunwald Castle.


JUNK MAIL
  Found on the desk in Indy's office at Barnett College. It is not used. Indy
  drops the junk mail back on the desk after getting the package.


LETTERS
  Found under the junk mail in Indy's office at Barnett College. They are not
  used. Indy drops the letters back on the desk after getting the package.


MALLET
  Found at the edge of the boxing ring in Barnett College. It can be used on
  the bell at the edge of the ring, but nothing happens when the bell is rung.
  The mallet can't be taken away as it is chained to the bell.


MANUAL
  Found in the "How To..." book stack in the Venice library. It can be looked
  at to give instructions on how to fly the biplane.


MEIN KAMPF
  Found in the "Complete Works of Famous Dictators" book stack in the Venice
  library. It can be given to Hitler in Berlin. The signed Mein Kampf can be
  given to one of the guards at the roadblock after the airport to pass it.


METAL POST
  Found on the metal post in one of the rooms with the roman numerals on the
  floor in the Venice library. After the correct Roman numeral slab has been
  found by looking at the Grail Diary and checking the correct inscription,
  the metal post is used on the slab so that Indy can enter the catacombs.


MONEY
  Marks can be found by fighting some of the guards in Brunwald Castle and
  opening the chests and cabinets in some of the rooms. 15 marks can also be
  taken by selling a leather jacket to the guard on the first floor. 50 marks
  can be given to the guard at the second roadblock after the airport. If you
  don't have the signed pass or the signed Mein Kampf, 150 marks can be given
  to the guards at the first and sixth roadblocks after the airport.


OLD BOOK
  Found after opening the chest in Henry's house. It is one of two items that
  can be given to Vogel after Indy sets off the alarm on the third floor of
  Brunwald Castle. Giving the old book to Vogel instead of the Grail Diary
  means that Indy won't have to make the journey to Berlin.


PACKAGE
  Found under the junk mail, letters and papers in Indy's office at Barnett
  College. It is opened in the inventory to find the Grail Diary.


PAINTING
  Found in the right room in Henry's house. It is given to the guard on the
  second floor of Brunwald Castle. After the painting has been given to the
  guard, Indy will be able to get the important pass item, and you can also
  figure out which is the correct Grail in the painting in the safe.


PAPERS
  Found under the letters in Indy's office at Barnett College. They are not
  used. Indy drops the papers back on the desk after getting the package.


PASS
  After the painting has been given to the guard on the second floor of
  Brunwald Castle, the pass can be found in the file cabinet in Vogel's office
  on the third floor of Brunwald Castle. Indy is able to open the vault door
  on the second floor of Brunwald Castle after he has the pass. It can be given
  to Hitler in Berlin. The roadblocks after the airport can be passed if the
  signed pass is shown to all of the guards at the roadblocks.


RED CORDON
  Found on the metal post in one of the rooms with the roman numerals on the
  floor in the Venice library. It is used on the machine in the catacombs.


ROAST BOAR
  After the stein of ale has been poured on the hot coals below the roast boar
  in the kitchen in Brunwald Castle, the roast boar can then be taken. It is
  given to the dog in Vogel's office on the third floor of Brunwald Castle.


SERVANT UNIFORM
  Found on the shelf in the closet on the first floor of Brunwald Castle.
  Before the painting has been given to the guard on the second floor of
  Brunwald Castle, the servant should be worn while on the second floor.


SILVER KEY
  Found in the room with the blue couch on the third floor of Brunwald Castle.
  It is used to unlock three doors on the third floor of Brunwald Castle.


SMALL KEY
  Found by using the sticky tape on the jar on the middle shelf in Indy's
  office at Barnett College. After Indy has pulled the tablecloth on the desk
  in Henry's house, the small key is used to unlock the chest.


STEIN
  Found by offering to get the drunk soldier a drink in Castle Brunwald. It is
  used on the spigot on the keg in the kitchen, and is then used on the hot
  coals below the roast boar in the kitchen.


STICKY TAPE
  After pulling the bookcase in Henry's house, the sticky tape is found on the
  back of the bookcase. It is used on the jar on the middle shelf in Indy's
  office at Barnett College to find the small key.


TICKETS
  Found when James asks the man at the airport about his grandchildren while
  Indy gets the tickets. They are given to the ticket taker on the zeppelin.


TROPHY
  Found on top of the file cabinet in Vogel's office on the third floor of
  Brunwald Castle. It is used on the spigot on the keg in the kitchen on the
  first floor of Brunwald Castle. It is given to Biff on the third floor of
  Brunwald Castle to make him very easy to defeat.


UNIFORM
  Found in a chest on the second floor of Brunwald Castle. When the uniform is
  looked at in the inventory, the brass key is found.


WHIP
  Available from the start of the Venice section. After the hook has been used
  on the wooden plug above the bridge in the catacombs, the whip is used on the
  hook to drain the water from a different room in the catacombs. If Elsa gets
  to the Grail first in the temple, the whip can be used to get the Grail from
  the cracked seal.


WINE BOTTLE
  After Indy looks at the wine bottle on the table at the left side of Venice,
  he can then pick up the wine bottle. It is filled from water at the fountain
  outside the library. It is used on the torch in the catacombs.


WRENCH
  Found in the locker in the radio room on the zeppelin. It is used on the
  short-wave radio. It is used on the hole outside the radio room. The wrench
  is then pushed to lower a ladder from the ceiling.


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

4.                                 Credits

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


Kimmo Hyvarinen: For corrections on the amount of marks needed to bribe the
                 guards at the roadblocks.


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

5.                          Copyright Information

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


This file is Copyright 2008 Tom Hayes. As it can be difficult to keep track of
websites that haven't posted the latest version of this file, please do not
distribute it without my permission. Send an e-mail to me if you would like to
post this file on your website and you will likely receive a positive response.
If you do post the file, please keep it in its original form with all of the
sections intact and credit the author (Tom Hayes) as the writer of the file.
 
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