back to Babylon, the team is greeted by Volodnikov, who is curious to find out if they encountered God on the other side, which Jones denies. In the ensuing conversation, the Soviet doctor turns out less extremist than assumed, and the three wander off into the sunrise in search of a good bottle of vodka. A bonus level sees Jones return to the Peruvian temple from the opening of the film Raiders of the Lost Ark, discovering another golden idol in a secret room. Development Infernal Machine project leader, designer and writer Hal Barwood always thought of Indiana Jones as an action hero. Based on this notion, he decided for the game to be an action-adventure, as he was particularly fond of the genre and its use of 3D worlds. Barwood also considered the Nazis to be overused as villains in the series and so instead set the title in the Cold War era with Russians as the antagonists. Originally, UFOs were planned to be used as a plot device, though George Lucas vetoed the idea, still reserving it for a then undeveloped fourth installment. In lieu thereof, Barwood became interested in ancient technology like the Antikythera mechanism, conceived the Infernal Machine as the MacGuffin, and placed it in the biblical Tower of Babel, which is believed to be identical with the Etemenanki, a temple dedicated to the god Marduk. Developed for Windows 95 and 98, the game uses a modified version of the Sith engine adapted for a third-person view by lead programmer Paul LeFevre. Eventually, lighting, collision, rendering and tools underwent drastic rewrites to the point that the code was renamed the Jones engine. The levels were principally designed by Steven Chen, and later conceptualized with illustrations by lead artist William Tiller. Multiplayer support was planned at the beginning of the development, but ultimately dropped because it turned out to be too complex to adequately test. Instead, more emphasis was put on the design of the single-player campaign with its puzzles and exploring aspect. The team implemented a hint system to lead players in the right direction. Additionally, the score system from previous Indiana Jones games, the Indy Quotient, makes a return. Apart from John Williams' "Raiders March", the soundtrack was newly composed by Clint Bajakian and consists of about 130 original pieces. Dubbed European language versions of the fully voice-acted game were released by THQ in Germany,