Indiana Jones and the Last Crusade - Lucasfilm - 2nd part Sent in by John R. Barnsley @~Continued from the last issue of SynTax where Indy had just @~arrived at Castle Brunwald...... SECTION FOUR: CASTLE BRUNWALD NOTE: You will need to thoroughly explore the Castle to familiarise yourself with its layout, before attempting to solve all its problems! On arrival, enter the Castle and bluff your way past the Butler to gain more points than if you fight. To save time, I have used a series of numbers corresponding with the lines of dialogue available, so for the Butler, select choices 2, 1 and then 2. (2.1.2.). The Butler will now leave the Castle. Take the top exit to the North Wing and locate the room with the Drunken Guard in it. Talk to the drunk and ask him every question except the one accusing him of being drunk on duty. You should now be carrying his stein. Exit this room and locate the Kitchen. Walk to the keg and fill the stein with ale and then walk over to the fireplace and extinguish the hot coals with the ale. Wait a few moments for the steam to disperse then take the roast boar and head for the Castle Entrance. Walk past the swastika emblem and enter the ground floor Hallway. Head Southwards where you will meet a Guard. Use the dialogue lines: 3.2.1 then head for the Laundry Room. Here steal the Servant's uniform, then leave this room and walk towards the top of the screen in the direction of the staircase. Just before you get to the stairs you will bump into another Guard. Use the dialogue lines: 1.2.2. and ascend the stairs. At the top of the stairs quickly nip into the first room on the right (LEFT ON SCREEN!). Change into the Servant's uniform and leave the room, follow the corridor down the screen until you meet another Guard at the T-Junction. Offer this one the PAINTING and then move right across the screen and along the corridor and up to the door on your left. Enter this room and open the chest that you find there. Take the Uniform and examine it to find a Small Brass Key. Now return to the room at the top of the stairs - where you last changed clothes - and change back into your original Indy clothes. Go back down to the Laundry room and you can now operate the key on the lock on the clothing rack. Take the Grey Uniform and go back upstairs to your 'changing' room. Change into this uniform. Leave this room and follow the corridor around past the room where you found the last chest, and left and upwards on your screen to the next door on your left. Enter this room and use dialogue line: 3 with the Guard and leave. Go up the screen and then right at the T-Junction and enter the room at the extreme right end of this next corridor. Talk to this Guard using the dialogue lines: 2.2.3. Leave this room and walk to the extreme left end of this corridor to enter the Castle Security Centre. Here, offer the Guard your copy of Mein Kampf - which you should have obtained from the Library in Venice - and he will leave you alone here. It is possible to deactivate the security system by pouring some ale through that grating, but for the purposes of this solution, we're gonna get captured!! Now, simply leave this room. From your current screen position in the corridor, walk to the right then down the screen, then across to the extreme right of your screen to the base of another staircase - DO NOT go upstairs just yet! Instead move down the screen to meet yet another Guard. Talk to him using the dialogue lines: 3.1.2.1. then go into the room behind him and take the First Aid Kit. Leave this room and go up the screen and ascend those stairs to the upper floor. Here you will meet another Guard where you should challenge him by using the dialogue lines: 1.2.1. Vogul's Office is the FIRST door you see from the head of the stairs so when you have dealt with the Guard, enter it. Approach the dog and give it the roast boar that you lifted from the Kitchen. Take the Trophy and the Pass from the filing cabinet, leave the room and find your way back downstairs to the head of the lower staircase where you changed your clothes earlier, enter the room and change back into your Indy gear. Now leave this room and go back to the Kitchen to fill your newly possessed TROPHY with ale. Go back to your 'changing' room and change into your uniform, then go up to the Upper Floor. Proceed down past Vogul's Office and walk towards the left of the screen where you will bump into 'Biff the Nazi'!!! Words mean little to this creep! Offer him your trophy full of ale and he'll quickly swig it down before preparing himself to knock your block off......however, the ale will affect his performance and, provided you have maintained your fitness, one swift punch from you will send him to tweety-land!! Right, just one more Guard to deal with. After dealing with Biff proceed downwards and along the left of the bottom corridor. When you meet the Guard, use the dialogue lines: 3.2.3. Go back towards the right of your screen, then up to the top and left along the top corridor to the last door. Enter this to locate Henry!! Pull the wires above the door to activate the alarm and you will both now be tied up downstairs in front of a statue of armour. [SAVE GAME HERE!!] Saving is particularly important here as you must be positioned EXACTLY in order for the axe to cut through your bonds! Pull the chair until your bonds are exactly in line with the axe above then KICK the armour and the axe will - hopefully - cut the ropes! Now PUSH the statue on the LEFT of the Fireplace and an opening will be revealed. Proceed through this opening, take that convenient motorcycle combination waiting outside and head for Berlin! SECTION FIVE: BERLIN NOTE: There are several methods of completing this particular section so what follows is a guide as to the order of business as opposed to step-by-step instructions. Arriving at Berlin you will first retrieve the Grail Diary from Dr. Schneider. Having turned around you will come face to face with the Fuhrer himself. Give him the Pass and, thinking that you are a fan wanting his autograph, he will sign it. You now have a pass authorised by the Fuhrer himself! You now get back on your motorcycle for a tour of Nazi Germany! From time to time you'll be stopped by German sentries. Simply show them the pass in order to continue. Eventually you should arrive at the Aerodrome. Get HENRY to ask the man with the newspaper about his grandchildren. While they are engaged in conversation, you should carefully rifle his pockets and steal his TICKETS. Now head outside to the waiting Zeppelin airship. Climb aboard and give your tickets to the Steward. Once the airship is airborne send Henry to the left, towards the piano player. Get him to place his coins in the pianist's bowl and ask when the Zeppelin is due to land. Meanwhile, the craft's Radio Operator will hear music and leave his post. You must quickly duck inside his cabin and OPEN the CABINET. Taking the wrench you must then smash the Radio and then leave. (You may be confronted by the Radio Operator if you're not quick enough, in which case you will have to fight!). HINT ... If you still can't do the radio-smashing in the time allocated, simply SWITCH to Henry and ask him to request another song, then SWITCH back again as the Operator leaves again! It is possible!! Now, insert the wrench into the hole near the Radio Operator's cabin and TURN it. A Ladder will appear from the Roof and you should climb into the Zeppelin's upper reaches. Avoiding the Guards you must negotiate the maze of catwalks and locate the exit at the bottom left. There is a biplane below you here! Climb into the biplane. FLYING HINTS ..... Indy does the FLYING and Henry does the SHOOTING. The more fighters you can shoot down, the farther out of Germany you will get, and the more Checkpoints you will fly over. Eventually, if you shoot down all the enemy planes - 18 of them - you will run out of fuel and crash-land! There is no SIMPLE winning strategy but the following may help: Always try to start with your plane centred in the screen. The first time this is easy because you automatically start here! Later, you'll find that you'll have to hurry to reposition yourself after shooting down an enemy. When the enemy plane appears, watch the cross-hair move towards it. This represents Henry's aiming point for his machine gun. Just BEFORE the cross-hair and the enemy plane come together, hit the key to send your biplane AWAY from the enemy, in as near a straight line as you can manage. This will often result in Henry successfully shooting him down. If the enemy plane is still there when your plane reaches the edge of the screen, move your plane along the edge by making a right-angle turn, then back towards the centre to try again. If the enemy first comes in from the LEFT side of the screen, wait until the cross-hair is almost centred upon it then move YOUR plane to the RIGHT. When your plane reaches the RIGHT edge, move it up or down until it reaches the corner of the screen. Then move DIAGONALLY back to the centre. Remember .... PRACTICE MAKES PERFECT!! Eventually you and Henry will crash-land ......... how far you've travelled will depend on how many enemy planes you downed. Now take the BLUE car and get on your way - with Henry - towards Iskenderun. Show your 'Hitler-signed' pass at any Checkpoint to proceed. SECTION SIX: ISKENDERUN Upon arrival at the Temple, Donovan will take a shot at Henry! Proceed to the North direction to face your first test. You should refer to the PRINTED Grail Diary that came with your game now. Page 56 shows a picture of some rocks, a mechanism and a 'X'. The 'X' marks the spot in the graphic that you have to walk to. Your character will automatically kneel when he reaches this spot on the screen. Now wait and you have passed your first test - the Breath of God. You must now face your second test - the WORD of God. Here you must simply step ONLY on the lettered stones that are in the NAME OF GOD, i.e, J-E-H-O-V-A. This name will be repeated as you cross. You can back up and move diagonally as long as you don't step on the WRONG letters! Once you are safely across you will have completed your second test. The third and final test is the PATH of God. This is so simple it's almost unreal!! But real it is and just BELIEVE that it is possible and it will be!! As soon as the chasm screen appears quickly click on the RIGHT side and walk straight across ........ thin air ....... if you pause for thought you'll blow it - have faith! Having completed the three tests successfully you will now meet the last remaining Knight who has been guarding the Grail for 700 years! He will ask you to choose a Cup from many others that are on display along the wall. If you remember the inscriptions in the Catacombs of Venice which refer to your PRINTED Grail Diary you will know whether the real Grail GLOWS. Pick up the Grail that fits the CORRECT description. Now, use the Grail with the Holy Water. This will tell you if you have made the correct choice. With the correct Grail in your possession, return to the Temple's entrance to help your father. Meanwhile, Dr. Schneider will grab the cup and try to make good her escape. As she does this, so the floor will open up and she'll fall with the Grail. Well, you cannot save the Doctor but you DO have a chance to save the Grail. You must quickly USE your WHIP on the GRAIL to save it. You can leave now, but the noble thing to do is to give the Grail back to the Knight to complete the game!!! As I've hinted at throughout this solution, there are various OTHER ways of tackling some of the puzzles and more than one route to its successful conclusion! ....... have fun finding out!!!