Indiana begins his adventure in
Barnett College NY, where he teaches
archaeology inbetween his outlandish adventures. It is 1938,
a few short months before the invasion of Poland and the
beginning of World War II. This doesn't mean there aren't any
sneaky Nazis hanging around though, far from it in fact, they're
eveywhere. (Well in Germany mostly.)
As we begin the game Indy has just reclaimed
an ancient artifact, the Cross of Coronado. Finding this long
lost item was a personal quest for Indy that spanned his
entire adult life. His strong belief that it 'belonged in a
museum' led him to risk his life and make many enemies along
the way. Now he finally has it, over twenty years later...
he goes and leaves it in the college gym
changing rooms. Doh!
Just like in the film, Indy has quite a bit of
trouble getting into his office without being attacked by
students. Instead of securing their academic future, he can come
up with a cunning plan to get past them. There are two ways of
doing this:
Cunning Plan No.1 (Earns 5 IQ
points)
Walk into Irene's office and talk to the Students. Select the
lines [3/3/3]. This is what Indy does in the
movie (also like in the film you'll be forced to leave Indy's
office through the window, lest you face those angy students
again!)
Cunning Plan No.2 (10 IQ points)
This is a little extra for the true adventurer/archaeologist/Nazi
killer. Talk to Marcus first and select the lines [3/1],
filling Indy's 'data banks' with information on the existence of
Professor John Reid. Next head for your office and talk to the
students selecting the new lines [4/4/4] telling
the students to go and harrass him instead! (Ho ho ho,
very fiendish.)
Secret Cunning Plan No.3
It is infact possible to use both methods and get all 15
IQ points! To do this, just use Plan No.1 and then jump out your
window. When you eventually get back to Barnett College go in the
main entrance and use Plan No.2!
Well, take your pick and I'll meet you in Indy's
Office.
You can't actually earn any IQ points in Indy's
office as there aren't any puzzles here. However there is plenty
to look at (especially for the discerning LucasFan).
Here's a diagram of all the things you can look at...
|
1) A totem pole of Sam and Max! and a stone tablet at its
base that
warns about aliens in disguises (A reference to Zak
McKraken)
2) An African shamens Mask from near Kinshasa (Zak
McKracken)
3) A crystal shard from Zak McKracken
4) A statue of a thousand-year-old falcon (Star Wars -- geddit?)
5) The Sankara Stones from The Temple of Doom
6) The map drawn in crayons from Zak McKracken
7) A fragment of a meteor oozing purple slime from Maniac
Mansion
Oh, and the Indian Statue and Skull on the lower right hand part
of the screen were re-used in Fate of Atlantis!
|
Now that you've had a good chortle head for the
pile of Junk Mail on your desk. Pick them all up and then pick up
the Letters beneath them. Finally pick up the Papers underneath
that lot and you'll reveal a Package. Grab this and Indy will
dump the rest (only the Package is important).
Open the package to reveal: ta da! your fathers Grail
Diary.
Next up, time to get out of this place. If you
used Cunning Plan No.2 you can walk leisurely out of
your office door and head outside. If you didn't then you're
relegated to climbing out the window I'm afraid. Either way, as
soon as you hit outside you'll be molested by two burly stooges
and bundled into the back of a car, destination unknown...
"Actually I'm more
alarmed at being awake so early"
You'll actually wind up here, at the lush pad of
socialite, antique collector and weekday partier(!), Walter
Donovan. After he introduces himself, he'll go on to explain the
situation the game (and the film) is based on*.
* (Before he does this though, he'll ask you
to translate an ancient stone tablet. This is all done
automatically, but the outcome could be different in the old
floppy disk versions: Originally (before the invention of the
CD) you had to translate something for Marcus as part of the
Copy Protection at the beginning of the game. If you got it
wrong three times the game would default to 'demo mode'. This
meant you could still play as normal until you got to this
point. But when Donovan asked Indy to translate the stone
tablet, Indy would mistranslate it hilariously and get
chucked out, thus leaving you stranded in Barnett College
with nothing to do and ending your advenutre prematurely! Ho
ho!)
After this friendly banter Indy will find himself outside
Barnett College again, but with a new option: TRAVEL. Click on it
and you will be given two choices, Venice or Henry's House.
Tempting as it is to skip Henry's House and go straight to Venice
(ah Venice!) the game is impossible to complete (well, unless you
are incredibly lucky at picking out real Holy Grails
from phoney ones) without at least a flying visit.
Face it Indy, your Dad is
just a slob
No IQ points to be had here either, despite the
lengthy puzzle you can solve. There are two objects here that you
can collect. One is the painting on the bedroom
wall. The other (and this is the lengthy bit) is a fake grail
diary (aka old book). As you might imagine (possibly),
a fake grail diary could well come in handy for tricking
unsuspecting Nazis (they are looking for it afterall: that's why
they've trashed Henry's place (or is it just a typical bachelor
pad?)). Anyway, the painting is essential so best pick
it up.
The book isn't necessary, but it opens a few
different paths to you. Getting it takes longer but it is
worthwhile, it gives you the opportunity to do different things (gaining
(30) IQ points being one of them) and you don't have to use it if
you don't want to.
More trivia: The plant you can say 'Hi' to is
indeed Chuck the Plant from Maniac Mansion and later
Day of the Tentacle. (Confusingly though, in an
early demo, Indy says 'Hi LeChuck' to the mysterious plant,
changing it from a Maniac Mansion reference to a Monkey
Island one. Weird eh?) Also trying opening the
refrigerator to reveal another Zak McKraken
reference.
Getting the Old Book: (zero
IQ points!)
First things first. Pull the Bookshelf onto the floor. Next you
need to find the lump of tape on the back (nigh
on impossible in the 16 colour version!) use the WHAT IS command
if you get stuck. Once you've found it, pull it off. Now we need
to open it and get what's inside it out. To do this go back to
Barnett College and Indy's office (if you were forced to leave
through the window you'll have to go back in the same way too).
Once inside look for the Jar of solvent on his shelves, (it's
next to he Sankara Stones) and use it with the Sticky Tape. You'll
get the small key. Go back to Henry's and pick
up the Plant off the Table by the door. Indy will set it down on
the floor. Now pick up the Table Cloth to reveal a locked Chest.
Open the Chest with the small key and voila! one
Fake Grail Diary aka (old book).
That's all there is to do here, onto Venice!