Our heros from Ikari Warriors are back! And this time, they're up against the most fearsome enemy of all -- the monstrous Stonehead and his army of bizarre, inhuman creatures! Make your way through a desolate landscape where hordes of bloodthirsty Green Gremlins, Winged Man Beasts, and enormous Wormsnakes threated to overwhelm you. Do you have the courage to travel the Victory Road?
Hack your way through the steaming tangled Mexican Jungle. Fight off the onrush of vertigo as you grope through the treacherous tunnel maze in the treasure-laden Tepotzteco Pyramid. Tighten your grip as you dangle from the wing of an airborne World War I DeHavilland. Whatever it takes, INDIANA JONES, you must stop the cruel Nazi, Piebinheim and his SS thugs from unleashing the power of the Mazatec Power Key against the world. Vicious bats, venemous snakes, marauding bandits -- even for the daring INDIANA JONES, this is going to be tough!
You are Captain Johnny Jimbo Baby McGibbits - The Infiltrator: Ace helicopter pilot, balistics expertm neurosurgeon, rock star, motocycle racer, and a devil may care all around good guy with a nifty haircut. Your mission is to fly into the country of the Mad Leader and carry out operations which will completely disable his plans for war. Ultimately, you are to eliminate the Mad Leader himself as surely the world doesnt need yet another man who spits when he speaks and starts all of his sentences with the word basically. This is a most dangerous and difficult assignment. You will be required to fly through the hostile enemy airspace in what has been disquised to look like a neutral hellicopter, reach several important target areas, and carry out specific missions to help destroy the Mad Leader's military force. There will be no time for acting or motorcycle racing this time. Or will there?
You must escape -- and yet the key to that escape exists only in your dreams! The Institute is an extremely complex adventure, an adventure of the mind, The scenario of the game is a psychological nightmare. Trapped in a mysterious Institute, you know that you are not mad, and yet many of your fellow inmates are. The Freudian solution to your entrapment becomes a series of vivid dreams, induced by a strange powder. Each of the dreams takes place in a different location, making the adventure actually five adventures in one. Each location contains objects and information that you must use in other places in order to escape. You may actually have to let yourself be killed in order to escape this dream, but will you awaken outside the Institute -- or just inside another convoluted dream?