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  • Anti-Climax Boss: In the first game, the final bosses of their respective movies had "Hit and Run" or "Escape" strategies, so the fights were just running around hitting the boss. The sequel remedies this with the encounters mentioned on the page, by changing up the events of the films a bit.
  • Contested Sequel: The second game, The Adventure Continues is this to the first LEGO Indiana Jones game, and might just be the most polarizing LEGO game in general. Some see it as even better than the first game for Indy's improved whip controls, the introduction of a larger hub world, the experimental structure that averts It's the Same, Now It Sucks!, and the unique sequences that didn't make it into the first game (such as the boat escape opening and book burning scene from Last Crusade). Others see it as inferior to the first, criticizing the hub for being confusing to navigate, the levels for lacking any collectibles, and especially the fact that the controversial 4th film was given much more focus than the original trilogy, leading to several iconic sequences such as the lost temple in Raiders and mine cart chase in Temple being excluded entirely. Still, there’s those who like both games equally and see the 2nd outing as a nice step in the LEGO games series evolution, and if there's one thing everyone agrees on, it's that the level creator was a great addition.
  • Demonic Spiders: Bazooka troopers are the most aggravating enemy type in the first game due to being a long-distance Instakill Mook, which despite the Death Is a Slap on the Wrist nature of LEGO games still makes it easy to get in a Cycle of Hurting where you try to kill them and collect your dropped studs while repeatedly dying to the missiles. Finding and buying the "Disarm Enemies" extra is a good cheaper alternative to Invincibility specifically for this reason, as they render these enemies and other shooters harmless (because they aren't coded to punch if they can't shoot), leaving only the weaker and easily avoided punchers.
  • Game-Breaker: The "Disarm Enemies" Extra is at its strongest in the first game, due to how a big majority of the enemies use guns and Bazooka Troopers being considered Demonic Spiders for their Instakill Mook status, meaning finding and buying this extra makes stud-collecting and level-traversing immensely easier. It especially helps nullify the "Motorcycle Escape" level's status as That One Level, since the parcel for it is gotten in the previous level and the abilities necessary to get it can be unlocked through the previous two movie routes, both of which lack any levels as frustrating as this one.
  • Memetic Mutation: In my room I beat my (LEGO) blockExplanation 
  • Sequel Difficulty Spike: Compared to the previous LEGO Star Wars games, LEGO Indy is a bit less scrupulous with the difficultly. Firstly, the playable characters (at least in story mode) do not have any weapons by default and can only take enemies' guns which have limited ammo. Secondly, there is no way to block attacks, so if you get ganged up on you can be killed in seconds. Not to mention the existence of officers with grenades and rocket troopers.
  • That One Achievement: "Not as easy as it used to be" in the sequel, for beating the first Crystal Skull level in under 5 minutes. Downright suicidal to attempt without unlocking Fast Build first, and even then expect a lot of trial and error as you try to beat the clock.
  • That One Boss: Mola Ram's fight in the first game is somewhat well-known for being fairly buggy and luck-based. You have to take out his waves of enemies and steal their swords so that you can use them to break the bridge you're on, but there's always a chance that a dropped sword will just phase through the bridge forcing you to wait out for another wave dragging out the fight.
  • That One Level:
    • "Motorcycle Escape" is an absolute nightmare from start to finish. From the moment you leave the first area you're assaulted non-stop by enemies with guns that appear about 4-6 at a time and respawn after about 5 seconds. You can't attack from your motorcycle, so you have to constantly dismount (or stop the puzzle you're solving) to deal with them. And when you're not being assaulted by enemies, you have to navigate your motorcycle through one-hit kill mines, boulders, and finnicky ramps that barely work half the time. As if that's not bad enough, the last area of the level contains four turrets with one-hit kill rockets that are nearly impossible to avoid, and more infinitely respawning enemies that now have one-hit kill rocket launchers. Have fun!
    • LEGO Indiana Jones 2 has vehicle races within level hubs that are particularly frustrating due to twitchy controls and cumbersome terrain (especially if the screen is split in half by two-player mode).
    • "Crab Cake Confusion", the Treasure level in the wreckage of the Coronado in Indiana Jones 2. It's really only a scrappy level due to the way the game's jumping mechanics work (or don't) and the platform placement.
    • "Perilous Parking" in the Berlin stage requires you to jump a Jeep onto a fairly small platform, ride a badly-controlled motorcycle up a ramp, and jump a horse across several high columns to weigh down buttons.
  • That One Puzzle: The otherwise simple "Free The Slaves" has a segment where Indy has to use his whip to transfer an object across multiple distant platforms. You'll need to place said object right at the edge of a platform for you to be able to reach it with your whip, making it really easy to accidentally drop the object off a ledge or fall off yourself, forcing you to do the whole thing over again. And in Free Play, you need to do this again with the Red Parcel.

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