I N D I A N A J O N E S I I I ____________________________________________________________ INDIANA JONES AND THE LAST CRUSADE: THE GRAPHIC ADVENTURE. In this graphic adventure, you become the swash-buckling archaeologist,Indiana Jones, in his search for the Holy Grail. You must travel from your school in New York to Venice and search misty Roman catacombs; then, to Brunwald Castle on the Austrian-German border, where your long-lost father, who was recently kidnapped, awaits your rescue! If you play your cards correctly, you will soon find yourself in Berlin. From Berlin, you must catch a Zeppelin flight to Iskanderun, where the Holy Grail is located.... Please note: This walkthru contains all the information to solve this game. However, there are hundereds of multiple solutions that you might come acrossas you play. If you find yourself in a different situation, it does not necessarily mean you did something wrong. Another problem with writing a walk thru for this game is the randomness factor. Many rooms, objects, and locations change from game to game. I have done my best to "generalize" the random elements. ABOUT THE COMMANDS There are certain things you should know before reading this walk thru. When Imention WALKING to someplace, it means you should use the WALK TO command. Also, remember that the words GET, PICK UP, TAKE, and GRAB all refer to clickingon the PICK UP command. Although most things you'll read herein contain the EXACT commands and moves, some will use synonyms and phrases. BARNETT COLLEGE, 1938 You have just retuned to your school after recovering the Cross of Coronado. Marcus Brody, your good friend, meets you in the hallway. He gives you a nice warm welcome, then asks you for some "translations" he gave you. You open up your note book and give them to him. Marcus says thanks, then continues to take inventory on some valuble artifacts. The first thing you must do is go to the school's locker room, where you can change out of your damp clothes. When you exit, you'll automatically bewearing a nice suit. After taking a quick look at the gym, return to the lockerroom. This time, when you exit the room, you will be wearing a nifty boxing suit. You will automatically enter the school boxing ring and converse with the muscular coach. You will be given three options of what to say to the coach. If you want a rather easy fight, choose TAKE IT EASY ON ME from the menu ofreplies. If you want a moderate fight, select the next reply. And if you want to be ready for the real world of adventure, select the phrase GIVE ME ALL YOU GOT. After you can easily defeat the coach, tell the him you can't fight anymore, and maybe next time. You will walk back into the locker room and put your suit back on. Now, walkinto your outer office. It is located up and tot he left of the gym. You will notice the room is filled with angry students. Tell them you are sure you can work something out. Then, allow them to relax. Next, you should tell your kind secretary, Irene, to take all the kids names down on a list, and that you will see everyone in order. Because of your charming remarks, the students will allow you to pass. You should now be in your quiet, private office. Walk over to your cluttered desk and keep picking up all the objects on it until you see a package. Pick up the package and open it. As you know, you can't leave the way you came in, so you should walk over to the window on the right and open it. Now, climb outside. When you get outside, two men will greet you. Don't worry, you should go with them. They will take you to New York City, where Donovan, a wealty art-collector, will explain the Grail story to you. If you would like to skip this entire scene, you can push ESC or the right mouse button. After the speech, you will be returned to the front of your school. Upon arriving at Barnett, you should go to your father's house (click TRAVEL, then select HENRY'S HOUSE). When you get there, you will notice the entire room has been ransacked! Something awful has happend to your father and you want to know what! Run into the small bed room of the house and take the picture of a cup off the north wall. Now, go to the book case nearest the bed-room and pull it down. (Hey, the house is already a mess.) You should see a small piece of tape on the back of the case. Pick it up. At this time, you return to your loving students back at the college. Climb back into your room window and walk to the shelves on the left of it. Open the jar of solvent. Use WHAT IS to locate it on the shelf. Now, place the sticky tape you found in your dad's home into the liquid. Again, you should avoid the annoying children and climb out the window! Now you can travel to your father's home again. When you arrive, you should walk to the table with the plant on top to, the left of the door. Pick up the plant and put it on the floor. Next, pick up the table cloth and examine the chest below it. Use the small key that was in the tape to open the chest. Look inside it and get the old book. Now you are ready to TRAVEL to Venice and search for the second marker Donovanmentioned! AH, VENICE! Welcome to Venice! The first thing you should do in Venice is go to the library. When you are there, you should search for three books: "Mein Kampf", "How to Fly a Biplane", and "Secrets of the Roman Catacombs.". Use the WHAT IS-command to scan all the books, if it write BOOK and not BOOKS you have found somthing! Now that you have obtained the three objects, look in the Grail Diary. The Grail Diary will show a picture of a stained-glass window. Walk to the same window in the library. Make sure to get the red cordon and metal post before going to the next step. Now, read the Grail Diary one more time. Note the statement that is shown. It will say something like "The First on the Left". The diary is referring to the inscriptions on the pillars behind you. If the dairy mentions LEFT, go to the left pillar; if it mentions RIGHT, walk to the inscription on the right pillar. Now look at the inscription. There will be three Roman numerals on the inscription. If your Grail Diary said FIRST, note the first Roman numeral. If the dairy said SECOND, remember the second Roman numeral. And, if the Grail Diary said THIRD, then remember the third number. Now, walk over to the slab on the floor that has the same Roman numeral as the one you just figured out. ROMAN CATACOMBS Use the metal post with the slab. You should be in a room with three exits. If not, climb back up and redo the last step. Take this time to look at the Roman Catacomb book. You will notice there are maps above and below the wording. You will know where you are on the map after walking around for a few minutes. Exit through one of the doors and walk until you come across a room with two skeletons on the east wall. Look at the skeleton on the right. Now, get the hook on his arm. Keep walking around to the east until you enter a sewer room with a manhole cover. You should have passed a room with a torch and a room with a slab on the ground. Climb through the manhole cover. Walk over to the two people called "lovers", they are on your left, and look at the wine bottle on the table. Take the wine. You should go back in the manhole now. Note: You may want to fill the wine bottle it the fountain. If you do, you can skip the next sentence. When you are back in the catacombs, walk to the board that is filled with water and fill the bottle. Next, go to the screen with the torch on the wall. Use the wine bottle withthe torch and you will loosen the hard, dry mud. Pull the torch and hang on! When you land, the wine bottle will break. Walk to the east. You should come across a room with a cork and dripping water. Go one more screen to the eastand read the inscriptions on the wall. Write them down; they will help laterin the game. Now, walk out and use the hook in the cork. Next, use your trusty whip with the hook. At this time, climb up the ladder and return to the screen where you filled your bottle. Walk to the door on the right. You will find a strange machine in one of the rooms. Use the red cordon to "fix" the machine. Then turn on the machine by using the wheel on the right. Again, explore the area until you run into a room with three gold statues neara door. Look at your dad's Grail Diary and read what it tells you. Push the statues until they are in the correct order and the door will automatically open for you. Walk in the door. Soon, you will see a narrow stone bridge. This bridge will be up if you did not turn on the machine. Cross the bridge and enter the tunnel on the otherside of it. After walking around the catacombs some more, you should find a room with a bunch of skulls on a "table." When you do, look at the Grail Diary. In order toopen the door, you must push the skulls in the correct order. The door will open a small amount if you perform this in the wrong sequence. Each skull is adifferent note from your father's diary. Remember that you are Indy, and his left is your RIGHT. Walk in the door and down the flight of stone steps. You will eventually findyou are Indy, and his let he room with the knight's casket. Open the casket and look at it. Now, walk to the grating on the right of the screen and pull the rusty lock that is hanging on it. Climb out out the manhole cover, again. Now, it is off to Brunwald Castle where you must find your long-lost father! BRUNWALD CASTLE (THE GERMAN BORDER) Enter the Castle and tell the butler that your are Lord Robert McFalfa, and you are here to inspect the tape stries. Then, ask him: THIS CASTLE DO HAETAPESTRIES, DO YE NOT? Then, you knock him out. There are other possiblesolutions at this point. Walk off the screen to the right. Now, go down and into the storage room. Get the servant uniform. When you exit, there will be a guard outside. Tell him you are here to talk with the prisoner. Then, tell him you are Dietrich's successor. Finally, tell him he is leaking information. Now go to the north. Tell the Nazi near the steps that you are selling jacketsand you obtained authorization. Then, sell him the jacket for 15 Marks. Walk upthe steps and find a room with a chest in it. Open the chest and get the 50 Marks. Wear the servant uniform and talk to the first Nazi guard on the secondfloor. Give the guard your painting. Walk to the east and go in another room with a small chest. Look inside thechest and get the uniform. Look at the uniform. Continue down the hall. You will run into another Nazi guard. This time you must avoid him or fight. If you do fight, don't worry; there is a first aid kit in a room to the south. After fighting, return to the castle entrance. Remember to put your Indy Wear on before going to the first floor. Walk to the hall and locate a room with a drunk Nazi. Allow him to give you the empty stein. Now, go to the kitchen, a room near where you are currently located. Fill the stein with the spigot or keg. Walk to the hot coals on the roast boar. Pour the ale on the hot coals. When the hot steam clears, take the roast boar with you. Now, refill the stein and return to the storage room. In the storage room you should use the key you found in the uniform with the clothes lock. Get the grey uniform. Now, walk to the third floor. Wear the grey uniform and talk to the Nazi guard on the third floor. Keep insulting him until he lets you pass. Walk into the room of the head Nazi, Vogel, one of the first doors on the third floor. Give the roast boar to the dog. Next open the drawer and get the pass. Before you go, take the trophy. Before doing anything else, go back to the kitchen and fill the trophy with what's in the stein and go to the second floor. On the second floor, find the alarm room and enter it. Give the Nazi guard "Mein Kampf". Now walk to the security system and use the stein with the grating. Leave the room and go to the art room. It is near the place where you gave the guard your painting. Walk to the giant paint-by-number Mona Lisa and push it. Open the safe. Take a good look at the picture in the safe. It may help you choose the correct Grail. Now, return to the third floor. Walk up to Biff the Nazi and offer him the trophy which is now full of ale. Give him one good punch and pat your self on the back. Search all of the rooms on the third floor until you locate one with a blue couch and candelabra. It should be a room on the right side of the floor. Walk to the candelabra and get the silver key hanging on it. Now, find a room with an alarm system on it there are wires on top. Unlock the door with your silver key and enter the room. If the room has a cabinet init, open it and get the 75 Marks. If not, look in the room to the right or left. Leave the room and Vogel will capture you. Give him the "real" Grail Diary. When you are tied up, you can move by PUSHing or PULLing the chairs you aretied on. Keep pushing the chairs until you are under the blade of the suit ofarmor. When you think you are lined up properly, push the suit and hope the axecuts the ropes...not you. Get up and push the left statue on the fireplace. Now, walk out the fireplace. You should be outside. Walk over to the motorcycle, with the sidecar, and get in. BERLIN Almost all of Berlin is automatic. However, you must give Hitler your unsigned pass when you "bump into" him. AIRPORT When you enter the airport, you will soon realize you don't have the the fundsto ride a Zeppelin. To overcome this, you should have Henry walk over to the man in the airport and ask him about his children while Indy steals the ticket sin his pocket. Leave the airport and board the Zep. Note: If you want to skipthis part, you can board the biplane at this point. To fly the biplane, readthe manual. You can also skip the Zeppelin section. ZEPPELIN Give the tickets to the man. Now, have Henry walk over to the piano player, while Indy waits by the locked door, near the entrance. Let Henry give the coins to the piano player. When the music starts and the Nazi comes out of the room, have Indy walk inside, open the locker, and steal the wrench. Quickly, walk out of the room. Now, use the wrench in the hole, near the locked door, and turn the wrench. Climb up the ladder. You may want to save the game before you continue. You will appear on the Zeppelin catwalks. Keep walking until you arrive at the biplane under the Zeppelin. This section takes practice. After flying in the biplane, you "will" get shot down. When you land, you will be on a farm. Walk over to the car on your left and use it. For the borderguards, show them the pass you had signed by Hitler. You are now on your way to Iskanderun, where the final resting place of the Holy Grail is located! THE GRAIL TEMPLE When you enter the Grail temple, you will be unable to save or load the game. Be sure to save it before you enter. THE FIRST CHALLENGE: ONLY THE PENTINENT MAN WILL PASS To get past the first challenge, look in your "real" Grail Diary, the one that came in the game and find the picture with the "X" in it. Click the cursor onthe same place as the "X" in the game. THE SECOND CHALLENGE: THE FOOTSTEPS OF GOD Look at the top of the screen and note the way GOD is spelled. You can onlywalk on the letters that appear in the word. For example, if you see JEHOBA on the screen you can walk on J, E, H, O, B, and A. THE THIRD CHALLENGE: LEAP FROM THE LION'S HEAD You must click on a certain point on the opposite side of the giant chasm. Experiment until you find a place that works for you. THE KNIGHT AND THE GRAIL When you have made it to the knight, it is time to choose a Grail. Use the information from earlier in the game to pick the correct one. When you choose the Grail you think is the "real" one, bring it over to the holy water and fill it. After you have saved your father, you can do a few things. First, you can get the Grail and give it back to the knight. Second, you can let Elsa take the Grail, then get the Grail and return it to the knight. Or, you can take the Grail and try to leave. The first choice is the best of the three. Congratulations on solving INDY! FIGHTING HINTS Each person can develop a good way to fight. I have found a method that seems to work quite often: Push a punch button very quickly, about four times, then back up two times. Keep repeating this procedure until the Nazi is dead. Indiana Jones and the Last Crusade Mouse Control Use your mouse to move the cursor around. You may select any of the verbs or inventory items below by clicking on them with your left mouse button. You may use your right mouse button to override cut-scenes while playing the game. Keyboard Controls All of the verbs used in the game can also be selected by using keyboard commands. Each key corresponds to one verb. Pressing the appropriate key once is equivalent to moving the cursor over the verb and pushing the mouse button; pressing the key twice is the same as double-clicking on the verb. The keys are mapped according to the layout of the verbs on the screen: Q W E R T Push Open Walk to Use Talk A S D F G Pull Close Pick up Turn on Travel Z X C V B Give Look What is Turn off To Henry/To Indy The verbs on the far right, are not always available on the screen. See the game manual for more infor- mation about them. You can also select inventory items from the keyboard. On the screen you will see six items at most in the inventory list. Use the following keys to select one: Y U O Upper left item Upper right item Scroll list up H J L Middle left item Middle right item Scroll list down N M Lower left item Lower right item Function and Command Keys: Save or Load a Game F5 (Only when the verbs are available) Bypass a Cut-Scene ESC or second mouse button Restart a Game F8 Pause the Game Space bar Message Line Speed: Faster > Slower < Sounds Off/On ALT s Exit Game ALT x ________________________________________________________________ Fighting Controls Use these keys to control Indy in a fight. See your game manual for further instruction. Indy is on the left 7 8 9 Step back Block high Punch high 4 5 6 Step back Block middle Punch middle 1 2 3 Step back Block low Punch low Indy is on the right 7 8 9 Punch high Block high Step back 4 5 6 Punch middle Block middle Step back 1 2 3 Punch low Block low Step back Biplane Controls Indy escapes from Germany in a biplane after he has found Henry, his father. In the game you will control Indy as he flies the plane, while Henry tries to shoot down the enemy planes. Maneuver to keep away from the enemy to give Henry time to line up his shot. See your game manual for further instruc- tions. 7 8 9 Fly to upper left Fly upwards Fly to upper right 4 5 6 Fly to left Fly straight Fly to right 1 2 3 Fly to lower left Fly down Fly to lower right Save/Load Instructions If you are playing from floppy disks, you will need to prepare a blank, formatted disk BEFORE you start to play. The disk will become your save/load disk. Hard disk players will have their games saved in the directory with the game files. Press F5 when you want to check your current Indy Quotient or save or load a game. If you are playing from floppy disks, you will be asked to insert your save/load game disk. Once the save/load game screen is displayed, you can move the cursor and click on either SAVE, LOAD, or PLAY. The SAVE option will not be available druing the opening sequence or after Indy has failed in his quest. To SAVE: Click on the SAVE option. The current list of saved games will be displayed in slots along the left side of the screen. Select a slot by pointing the cursor at it and clicking. Now you will be able to type a new name for that slot or use the backspace key to change the existing name. Pressing ENTER will reactivate the cursor. Click the cursor on OK to save the game, or CANCEL if you have changed your mind and do not wish to save it. To LOAD: Click on the LOAD option. The current list of saved games will be displayed in slots along the left side of the screen. Select a slot by pointing the cursor to it and clicking. Move the cursor to OK to load the game, or CANCEL if you have changed your mind and do not wish to load it. Series IQ points will be updated each time you save or load a game. If you are playing from floppy disks, you can transfer Series points from one save/load gamed disk to another by loading a game from one floppy and saving it on a new one. To start fresh with a new set of Series points: If you are playing from a hard disk you must delete all savegame files (all files named savegame with different extensions). If you are playing from a floppy. OK, folks, here are the codes to Indiana Jones - The Adventure Game. SECTION 1 1 2 3 4 5 6 7 A AEXX K/KN KOXN HTKB KHNI NXDI BKEK A B AXDN EIEB AKDB IHEI OA/K ONTA EAHO B C ANTI OAHK NOTK DBHA BOIO ADXX KEKN C D DBXA BOKO TEXO X/KX DTNN AIDN /AEB D E AEXB BHKI VOXI KDKK THVA DXDA VKEO E F BHDI VKEK VHDK AVEA OAIO BBTX VEKI F G AVTA OAHO HOTO DIHX EEIV ADXB VEKI G H OIXV TEKB TBXB XOKI DDVK VKDK BXEA H I AIDB VXEI AVDI KAEK TVIA IATO VBHX I J KATK TVHA VBTA /OHO IDIX OEKV TDKB J K EBXO DOKX AEXX K/KV OEVB EVDB VAEI K L BKDX AVEV AIDV EAEB HB/I BOTK IBHA L M HVTB OAHI VOTI XDHK BOIA HDXO KEKX M N EOXK /TKA IDXA DEKO O/VX VHDX /IEV N O TXDA EKEO EHDO DIEX BX/V TBTB OHHI O P DATX BBHV /KTV OOHB XHII VEXK DDKA P Q BBXB AOKI AHXI DIKK VEVA BVDA DAEO Q R HHDI EVEK EIDK BAEA HB/O IITX EDHV R S EVTA TAHO DOTO AIHX AEIV EDXB HEKI S T BOXX VDKV E/XV AEKB V/VI IHDI OIEK T U IVDV AKEB BHDB AIEI KXIK DBTA BOHO U V AATI KBHK OKTK VOHA /DIO IEXX O/KV V W TBXA EOKO BEXO AIKX KTVV DIDV AAEK W X AKDO BVEX BIDX VXEV EBIB HOTI BDHK X Y VBTV DAHB AOTB VDHI XEIK BDXA HEKO Y Z KOXI EDKK BIXK /EKA DIVO IHDO VIEX Z 1 2 3 4 5 6 7 ABODE/ THIXKV D - looks like a pyramid on the screen (capital Delta) V - looks like an inverted captial V (/\) on the screen T - looks like an upside-down,reversed capital L (capital Tau, I think) O - looks like a box / - looks like a capital I with a small o in middle (Iota) The rest of the letters look like themselves (A,B,X,K,E,H) SECTION 2 1 2 3 4 5 6 7 A XWII DDXK DALK EEXA WHKW BTLX KIDX A B EELA TLDA SSLW EXDW DKEX BLHL HKTB B C EXHW DKTX IAHX WBTL TASB XBII DWXK C D WBIL DHXB DWIB WDXI AEKK EDLA TKDA D E HWIA DDXW DAIW WBXX AWKL BTLB TIDB E F LTLX IIDX HELL ALDL DKEB WLHI EATK F G ALHL DKTB EAHB BSTI BWSK HBIA DWXW G H LDIK DWXA AEIA THXW LIKX DSLL AXDL H I THLW DSDW XDLX LKDX HLEL AKHB ALTI I J LKHX HLTL KBHL WATB BBSI LWIK DBXA J K TEIB XHXI XWII DDXK LWKA HDLW SKDW K L LSLK EXDK DDLA HKDA BLEW KAHX EBTL L M EXHA AKTW DAHW WBTX AWSL EBIB SWXI M N BAIX LBXL EDIL AWXB LDKI XELK BLDK N O ETLB BIDB SELI BLDI LAEK LLHA BATW O P AKHI WLTK DBHK LATA HBSW IWIX WDXL P Q DEIA BHXW BWIW ADXX KEKL WDLB EKDB Q R XILX BXDX WHLL LSDL LLEB WSHI BBTK R S DLHL SKTB AAHB XSTI XWSK BBIA SWXW S T KAII EBXK BDIK HWXA DDKW WELX BIDX T U BTLD TIDA SELW LLDW IIEX WBHL TATB U V IKHW LLTX LIHX KWTL WBSB BWII LDXK V W HBIL THXB TWIB XDXI DEKK LDLA BKDA W X BSLI KXDI LHLK ESDK HLEA SAHW KBTX X Y ALHK EKTA HAHA DBTW WWSX ADIL EWXB Y Z WAIW BBXX KDIX EEXL ADKB LELI BLDI Z 1 2 3 4 5 6 7 ABWDEH TSIXKL A - looks like a small "a" tilted (sort-of) W - looks like a rounded W with a squiggle (lower-case omega) D - as above - like a triangle or tee-pee (upper case delta) H - looks like the number 4 or upside-down/reversed "h" T - as above - inverted/reversed capital L - capital Tau (?) S - looks like a backward S X - looks like a capital X but a line at bottom L - looks something like "-\" (bad drawing) - lowercase lambda SECTION 3 1 2 3 4 5 6 7 A BAHO ABIX OIHX DEIV HDXB KEKI E/VK A B DEKA HDVB EIKB IHVI AIDI KXEK DB/A B C OAEB BB/I XKEI DV/K VKTA /VHO AAIX C D DVHK ADIA AAHA TBIO XOXX DDKV EHVB D E EOHV ABIB /DHB IEII O/XK TEKA E/VO E F IEKI O/VK OOKK DTVA A/DA TXEO AK/X F G EXEK BB/A /KEA BVIO KATX EBHV AAIB G H IBHX OOIV VVHV DDIB XHXI AIKK EEVA H I DDKB OEVI VTKI XHVK OXDK TIEA EXIO I J IIEI OX/K BVEK DKIA VVTO IAHX OBIV J K DOHA BDIO BAHO ABIX KOXV HTKB KHVI K L I/KX OTVV ODKV DHVB VXDB VKEI VV/K L M DXEV ABIB EKEB VV/I XATK /VHA HAIO M N HDHI BEIK BBHK /AIA DBXO OOKX ADVV N O BEKA H/VO HOKO KDVX AKDX VVEA OK/B O P IIEO VX/X VVEX KA/V TVTB BAHI VBIK P Q BVHV TDIB TAHB XBII DOXK ETKA OHVO Q R HHKI VTVK VDKK AHVA /XDA DKEO OV/X R S AXEK /B/A BKEA HV/O DATX ABHV EAIB S T HDHO OIIX KBHX EOIV ABXB VOKI XDVK T U ATKV E/VB EOKB HDVI OHDI DVEK VK/A U V /IEB IX/I XHEI DA/K DVTA /AHO IBIX V W AVHK DDIA DAHA BBIO AOXX KDKV HHVB W X //KO ITVX IDKX OEVV BVDV VKEB DD/I X Y XXEX DK/V EAEV EV/B VATI XBHK BAIA Y Z EDHB HEII HBHI BOIK /BXA DOKO ODVX Z 1 2 3 4 5 6 7 ABODE/ THIXKV D - looks like a pyramid on the screen (capital Delta) V - looks like an inverted captial V (/\) on the screen T - looks like an upside-down,reversed capital L (capital Tau, I think) O - looks like a box / - looks like a capital I with a small o in middle (Iota) The rest of the letters look like themselves (A,B,X,K,E,H) SECTION 4 1 2 3 4 5 6 7 A WKTB BLSI ASTI AWSK EBIA WWXW BDKX A B AWXK BTKA BDXA SEKW KHLX DSDX BIEL B C DKDA LLEW BIDW AXEX LKHL DWTB WDSI C D LITX LDSL LATL SLSB WAII ABXK BHKA D E BATK BLSA WBTA IWSW LDIX HEXL BDKB E F IWXW LDKX LIXX WTKL THLB DSDB WIEI F G BSDX LIEL EKDL LXEB LKHI LLTK WDSA G H BLTI LASK EWTK ABSA TWIW XDXX DEKL H I ABXD TWKW DEXW WHKX ATLL HIDL WAEB I J HLDW AIEX LXDX WKEL TXHB XKTI DLSK J K WWTL TBSB WKTB BLSI DAIK EEXA WHKW K L BDXI LEKK LBXK AHKA TTLW DIDW WXEX L M ASDK BLEA BIDA SXEW KKHX ELIL BDSB M N SBTW KWSX WLTX EASL HEIB IHXI WTKK N O AEXL EDKB BHXB ATKI KSLK DXDK LIEA O P BLDB XAEI BXDI LKEK DXHA LKTW ALSX P Q LWTK DBSA LKTA HLSW AAIX KBXL SHKB Q R HDXW IEKX IBXX WWKL DTLB AIDB LXEI R S XSDX DIEL AKDL EXEB LKHI BLTK TDSA S T EBTB ASSI LLTI BASK WEIA IHXW BIKX T U XEXK BDKA THXA ETKW IILX AXDX LKEL U V LLDA BAEW HXDW LKEX WLHL TKTB BLSI V W WITX WDSL WATL BLSB XAII DBXK EHKD W X WDXB BEKI BBXI LWKK ATLA HIDA DXEW X Y WSDI AIEK LKDK BXEA SKHW BLTX AASL Y Z BBTA SWSW BLTW KASX EBIL HHXB ITKI Z ABWDEH TSIXKL A - looks like a small "a" tilted (sort-of) W - looks like a rounded W with a squiggle (lower-case omega) D - as above - like a triangle or tee-pee (upper case delta) H - looks like the number 4 or upside-down/reversed "h" T - as above - inverted/reversed capital L - capital Tau (?) S - looks like a backward S X - looks like a capital X but a line at bottom L - looks something like "-\" (bad drawing) - lowercase lambda ABWDEH TSIXKL A - looks like a small "a" tilted (sort-of) W