LEGO Indiana Jones 2: The Adventure Continues Creator Guide Nintendo Wii (but info should apply to PS3 and 360 versions also) Authored by brent6980 Version 1.1 Purpose: The purpose of this guide is to provide a quicker reference (as opposed to waiting for load times) of what is contained in each theme in the Level Builder of LEGO Indiana Jones 2, while providing info on how each object is used. I also briefly cover the Build Your Own Adventure area. How To Use This Guide: Each section in the contents is assigned a tag (#XXXX). Use the find command (Ctrl+F on most PC browsers) and enter the tag. For example, to go directly to Raiders Of The Lost Ark theme, type in #RAID. There are several instances where two or more objects are contained in the same selection, cycling through the choices. In these cases, they are listed together, without a double space. Other times multiple colors of objects are available. These choices are listed in parentheses, as part of the name or at the beginning of the description. When I use the term, enemies, I am referring to the choices found on the Characters menu, except when referring to the title of Mola Ram's menu title. Other instructions are given as needed. Contents I. Intro/Info.................................(#INFO) II. Basic Menu Design..........................(#MENU) A. Construction Worker (Objects) B. UFO (Landscaping) C. Mola Ram (Enemies) D. Enemy Boxer (Baseplates) III. Commons (Objects And Info For All Themes)..(#COMM) IV. Items By Theme A. Raiders Of The Lost Ark.................(#RAID) B. Temple Of Doom..........................(#TEMP) C. The Last Crusade........................(#CRUS) D. Kingdom Of The Crystal Skull - Part 1..(#KING1) E. Kingdom Of The Crystal Skull - Part 2..(#KING2) F. Kingdom Of The Crystal Skull - Part 3..(#KING3) G. Bonus..................................(#BONUS) V. Locations.................................(#LOCAT) VI. Glitches/Limitations......................(#LIMIT) VII. Build Your Own Adventure..................(#ADVEN) VIII. Tips/Tricks................................(#TIPS) IX. Legal/Acknowledgements....................(#LEGAL) #INFO I. Intro/Info Intro: This is my first guide to be available to the public. I have written several things down in similar form about different games over the years for my own personal use. Any comments or questions are welcome, just please use the instructions to contact me under Section IX. Note: This guide was created using the Nintendo Wii version of the game. While most of the info should apply to the PlayStation 3 and Xbox 360 versions, there may be a glitch or limitation that is present here and not in those, or vice versa. Info, Part 1: Below, I've listed some abbreviations that I have used throughout this guide: CW: Construction Worker POOA: permanently on, once activated (GS): Green Socket (RS): Red Socket (CR): Crate (item can be hidden in certain objects or to be dropped by a defeated enemy, these items are listed in Section III.) (DG): Can be set to be required to dig (BD): Can be set to be required to build Info, Part 2: Version History - 1.1 Added the missed items Cooking Pot & Cart Wheel under Temple Of Doom theme, removed unused abbreviations, and added Version History 1.0 Mostly complete Info, Part 3: The heart and soul of custom levels (besides your own ideas) will be created puzzles to solve. As Newton's third law says, "To every action there is always an equal and opposite reaction." The Level Builder accomplishes this through the use of Green Sockets and Red Sockets, explained in detail below. Green Sockets: Objects with a (GS), usually a switch, activate a Red Socket object. (e.g. A lever's (GS) is attached to (by stacking on top of) the (RS) of a gate. Flipping the lever opens the gate.) Leaving a (GS) unattached to a (RS) won't do anything, but that could be used for "dummy" switches. Red Sockets: Objects with a (RS), such as a gate or hazard, can be set so a (GS) is needed to activate it. Oftentimes, leaving a (RS) unattached will result in the object being always active. (e.g. In the example above, leaving the gate's (RS) unattached to a (GS) would result in the gate starting out open and remaining that way.) There are some (RS) objects that require a (GS) object to activate it, and I've tried to note which objects those are. Leaving a hazard's (RS) unattached would be useful, if you wanted it always active. Time delay on (GS) and (RS): A time delay can be set on each type of socket from 0:00 to 10:00 (that's minutes and seconds). The (GS) delay is the time from activating the object until the socket is active. The (RS) delay is the time from the socket's activation until the object is active. The times add, also. Examples: • A lever's (GS) is set at 0:03. It's connected to a gate with a (RS) set at 0:00. The gate will open 3 seconds after the lever is flipped. • A lever's (GS) is set at 0:00. It's connected to a gate with a (RS) set at 0:02. The gate will open 2 seconds after the lever is flipped. • A lever's (GS) is set at 0:03. It's connected to a gate with a (RS) set at 0:02. The gate will open 5 seconds after the lever is flipped. (3 from the (GS), 2 from the (RS)) More about (GS) and (RS) usage: A single (GS) could be attached to more than one (RS) to trigger multiple events. (e.g. A lever's (GS) could be attached to the (RS)s of a gate and a saw trap. Flipping the lever would open the gate and activate the saw trap.) Similarly, more than one (GS) could be attached to a single (RS), requiring all to be tripped before the (RS) activates. (e.g. Two levers' (GS)s are attached to the (RS) of a gate. Both levers would have to be pulled, in order for the gate to open.) Lastly, multiple (GS)s can be attached to multiple (RS)s, requiring all of the (GS)s to be triggered to cause all the (RS) items to activate. They can be stacked in any order, and they'll work the same. There may be a limit to the number of sockets that can be stacked, but I haven't found it. Tip: If you are working on a particular section where a (RS) object would be active by the time the player gets there, leave the (RS) beside the (GS). This saves you from having to trip it, plus the (GS) object may be far away or inaccessible. Note: Look for (GS) or (RS) after each object name throughout this guide to find each kind of socket object easily. #MENU II. Basic Menu Design: The main menus are arranged as 8 circles around a main center circle. Under each main heading, I list the choices starting at the top and working clockwise. Those choices are usually listed in rows when selected. A. Construction Worker - Objects (switches, traps, props, etc.) 1. Options (on all main menus) - explained in Section III. 2. Switches - mostly (GS) objects - listed in Section III. 3. Adventure - ladders, ledges, and such 4. Props - mostly cosmetic 5. Special - starting points, exits, etc. - listed in Section III. 6. Bricks - LEGO bricks 7. Fun - bring a little LEGO humor to your level 8. Hazards - mostly (RS) objects B. UFO - Landscaping (create slopes, cliffs, and walls) 1. Options 2. Redo - redo the last undone action 3. Smooth (4 shapes) - create rolling hills and rounded depressions 4. Random Hills - hills of all shapes and sizes, using more than once in a row makes hills on top of hills 5. Flatten - resets landscape back to default 6. Random Cliffs - cliffs of all shapes and sized, using more than once in a row makes cliffs on top of cliffs 7. Cliffs (4 shapes) - create squared off raised and lowered sections, can also be used to make walls 8. Undo - undo the last action (see note in Section III.) C. Mola Ram - Enemies (and also creatures and vehicles) 1. Options 2. Redo - redo the last undone action 3. Vehicles - automobiles and such 4. Characters - enemies to place throughout your level 5. Creatures - attacking and rideable 6. Undo - undo the last action (see note in Section III.) D. Enemy Boxer - Baseplates (large square LEGO plates) 1. Options 2. Redo - redo the last undone action 3. Road Baseplates - one man road crew 4. Complex Baseplates - baseplates preloaded with objects 5. Blank Baseplates - just the large square LEGO plate 6. Undo - undo the last action (see note in Section III.) Note: Baseplates require a flat area of land as large as the baseplate itself. They will not bend to hills you've made, and in fact, will flatten the land automatically upon setting them down. Note: I am not covering the complex baseplates. Personally, I don't use them. #COMM III. Commons: This section is devoted to objects and menus that are common among all themes. A. Options (Gears) Test Level - starts the level from the beginning, to validate (more on that in Section VII.) the level you must complete it using this option Redo - redo the last undone action Player 2 - choose who Player 2 is, the selection varies from theme to theme Camera - choose the camera angle used throughout your level, working on certain sections may require you to change it to get a better view, just remember to change it back to your preferred angle when you're done, the choices are top, upper, plain, or lower in each left, middle, and right (top left, top middle, top right, upper left, and so on) Save Level - saves the level as is, I have found this will not save validation a/o level name, use the Save and Exit from the Exit Builder option on the Pause menu Level Name - name your level using Alpha/Numerics, up to 20 spaces (see Save Level above) Player 1 - choose who Player 1 is, I've included a Players section under each theme in Section IV.
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