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LEGO Indiana Jones 2: The Adventure Continues (Nintendo DS)

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Title Screen

LEGO Indiana Jones 2:
The Adventure Continues

Developer: TT Fusion
Publishers: LucasArts
Platform: Nintendo DS
Released in US: November 17, 2009
Released in EU: November 20, 2009
Released in AU: November 25, 2009

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.

After Indiana Jones' first LEGO Adventure it was decided to make a sequel called LEGO Indiana Jones 2: The Adventure Continues which was released on several platforms including the Nintendo DS.

Debug Menu

Use the following Action Replay code and press Start + Select on the title screen to load another menu which allows you to access the debug menus. This works in all versions of the game.

94000130 FFF30000
B200C1D4 00000000
00000002 00010000
D2000000 00000000

LEGOIndy2DS debug1.png

After pressing Start + Select, this menu appears.

Debug sub-menu:

Screenshot Options Function
LEGOIndy2DS debug2.png
Episodes 1...3 Brings up a level select screen for the main levels.
Bonus Levels Same function as the previous option, but is for the bonus levels instead.
Customisation Takes you to the character customization screen.
Test Levels Goes to a menu to select test levels, none work.
Cheats Brings up a menu to activate various cheats.
4K Card Starts a new game, possibly designed for a different sized card during development.
64k Card This too starts a new game.
Show Debug: On This option is Off by default but is shown as On causing that the first change actually turns it on. It seems like the option itself doesn't change anything.
Back Goes back to the title screen.

Test Levels

LEGOIndy2DS debug3.png

A bunch of test levels. Different than in other LEGO games for the Nintendo DS most of them can be played without getting the error that the cartridge was removed. Because the maps have names in their title it's likely that some programmers had their own test maps.


A test map for different kinds of event triggers like switches, levers and pushable boxes. There is also a non-working teleporter entrance and a boss enemy test. Loading the boss enemy can cause crashes rarely.

The map layout is copied for almost all other test maps.


A map which can't be loaded via the debug menu. Loading it causes the game to crash with the error "The DS Card has been removed."

This could have been the test map of Richard Smith, one of the programmers of the game.


This map copies many objects from LVL_TESTPLAYGROUND, some objects however were replaced with others. Objects the player can interact with were added including traps and destroyable objects. Entering the left side of the level causes the game to open a nonexistent menu which can't be closed.

This could have been the test map of Paul Marshall, the lead programmer.


Another map which can't be loaded via the debug menu. Loading it also causes the game to crash with the error "The DS Card has been removed."

It's unknown who's test map this could have been. It's possible that VEH is just the abbreviation of vehicle and this was just another map to test them.


A map for testing more interactable objects including objects to test abilities of skull-characters, whip-characters and climbing. Furthermore, a text trigger can be found, two pushable teleporters which allows you to teleport within the map and several different types of levers which instantly deactivate themselves after activating.

This could have been the test map of Chris Russell, one of the programmers of the game.


A pretty empty map compared to the previous ones. This map includes an enemy spawner which can be activated and deactivated and a bunch of collectibles. The map has a teleporter right at the start with the info "This way to M02". It teleports to LVL_TESTPLAYGROUND_GUY02 allowing the player to keep their collectibles they collected within the map.

It's unknown who's map this could have been. Based on the credits no person called Guy was working on the game.


This map seems like a small testing area for vehicles. The player starts in a jeb with Indiana Jones as the character. The vehicle can't be moved at all and it's not possible to exit the car with Jones. However, changing the character will cause falling out of the car and makes walking around possible. Changing back to Indiana Jones doesn't allow to control him, he can't be moved at all and also has no gravity causing him to float when changing to him in air. The camera is stuck so exploring is not really possible.

This could have been the test map of Craig Richardson, one of the programmers of the game.


A copy of LVL_TESTPLAYGROUND_GUY, however some collectibles were removed. The teleporter of this map has the info "This way to M03" and teleports the player to LVL_TESTPLAYGROUND_GUY03 without losing the collected collectibles.


Another copy of LVL_TESTPLAYGROUND_GUY, the same collectibles were removed as in the previous map, however an additional artifacts piece was added to allow collecting all 10. The teleporter is labeled with "This way to exit M". When using it the game shows the result screen as when a normal level was beaten. Afterwards the player can either continue the story which sends them to the first level or they can exit back to the island.

Cheats Menu

Cheats takes you to this screen where most of the cheats are self-explanatory. "LOADSAMONEY" gives you 100,000,000 studs, and "Skip Activation" disables the minigames for the Activation panels, allowing you to activate them instantly.

Screenshot Options Function
LEGOIndy2DS debug4.png All Characters Unlocks all the characters in the game.
All Levels Unlocks all the levels in the game.
All Extras Unlocks all the extras in the game.
All Minikits Gives you all minikits in the game.
Loadsamoney Gives the player 100,000,000 studs.
Skip Activation Disables the minigames on activation panels, making them activate instantly when used.

Unuseable Menu Cheats

Like some other LEGO Nintendo DS games this one has button combination cheats as well which were supposed to be useable in the main menu. However, for some reason the game does not keep track of buttons pressed in the main menu which makes inputting them impossible. Using them would have affected the save loaded afterwards. Codes and their effects are taken from the game memory itself.

Input Effect
Up, Down, Left, Right, L, L, R, R, Down, Down, R, R, L, L, Select All characters unlocked (same as Debug)
R, R, L, L, Right, Right, Left, Left, Up, Down, R, L, L, R, Select All levels unlocked (same as Debug)
Up, Up, Up, Up, Down, Up, L, R, R, L, D, D, L, R, Select All extras unlocked (same as Debug)
Down, Down, Up, Up, Down, Down, L, L, L, L, Right, Right, Left, Right, Select All minikits collected (same as Debug)
Up, Up, Left, Left, Right, Right, Right, Down, L, R, L, R, Up, Up, Select Increase total studs by 1.000.000
Down, Down, Right, Right, Up, Up, L, R, L, R, L, L, R, R, Select Increase total studs by 3.000.000
(Source: SporyTike)