21 June 2026

Indiana Jones: The critters and bugs of each film

Film Lore · The Indiana Jones Saga

One Horde Per Indy Film

The Indiana Jones swarm, catalogued. Every film in the saga hands one set piece to a crawling, indifferent multitude that the hero cannot punch, shoot, outrun, or out-think. It is the only enemy he never defeats. He only ever survives it.

Snakes, insects, rats, ants, eels: the franchise's standing appointment with the dark.

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Chapter One

The Rule Nobody Names

There is one enemy Indiana Jones never beats. Not the Nazis, not the Soviets, not the cultists or the rival archaeologists, all of whom he out-thinks, out-runs, or out-punches before the credits. The thing that defeats him, in every single film, is small, mindless, and arrives in its thousands. He reads the dead language. He throws the whip. He takes the punch and makes the leap. And then the floor moves, and the cleverest adventurer in cinema becomes a frightened man in the dark with his hands over his face.

Watch the five films back to back and the pattern is unmistakable, and unbroken. Each adventure hands exactly one set piece to a crawling, biting, indifferent multitude. Snakes in Raiders. Insects in Temple of Doom. Rats in The Last Crusade. Army ants in Crystal Skull. Eels in Dial of Destiny. One horde per film, no more and no less, as reliable as the fedora and the whip. He never wins these encounters. He only survives them. Nobody talks about it, and once you have seen it you cannot stop seeing it. So here is the catalogue.

Chapter Two

The Catalogue

Indiana Jones above the snake-covered floor of the Well of Souls in Raiders of the Lost Ark

The Well of Souls: a living floor of asps, and the only horde that is also Indy's own phobia.

I · Raiders of the Lost Ark · 1981
The Snakes

The original, and the only swarm in the saga that is also a personal phobia. Indy and Sallah lever open the Well of Souls and lower a torch, and the floor moves: a living carpet of asps with a cobra rearing in the middle of it. "Snakes. Why'd it have to be snakes?" The film loaded the gun an hour earlier, in Jock's seaplane with a boa coiled across the seat, "I hate snakes, Jock, I hate 'em," so when Sallah peers over the edge and delivers the franchise's driest line, "Asps. Very dangerous. You go first," the horror is specifically Indy's. He burns a path with torches and lamp oil, tips a statue to bridge the floor, and climbs out over the writhing mass. At no point does he win. He endures. Raiders sets the template by weaponising the hero's own fear, and every sequel will generalise it.

Willie Scott covered in insects reaching for the release lever in Indiana Jones and the Temple of Doom

Pankot Palace: Willie plunges her bare arm into the insect-packed recess to stop the spikes.

II · Indiana Jones and the Temple of Doom · 1984
The Insects

The darkest film delivers the most tactile horror. Fleeing through the bowels of Pankot Palace, the trio crawl down a low tunnel seething with beetles and cockroaches that pour over their bodies in the dark, and then the ceiling itself turns into a wall of descending spikes, sealing Indy and Short Round in. The only release lever sits inside a recess packed solid with crawling insects, and Willie, the least heroic member of the party, has to plunge her bare arm into the worst of it to save them. It is the most physical use of the horde in the franchise: disgust as set design, the creatures not a barrier to get past but a thing you must push your hand into. There is no clever solution on offer here, only the will to reach into the squirming dark.

Indiana Jones and Elsa among the rats in the Venetian catacombs in Indiana Jones and the Last Crusade

The Venetian catacombs: rats first, then the petrol-fire that chases them through the tunnels.

III · Indiana Jones and the Last Crusade · 1989
The Rats

Venice, in the catacombs beneath the converted library, where a Crusader knight was laid to rest above the clue Indy needs. He and Elsa wade through chambers boiling with rats to reach the tomb and its inscription, and here the swarm is married to fire: petroleum spreading across the floodwater catches light, and the rats and the flames surge together through the tunnels while the two of them race a wall of burning water to a grate and the open harbour. It is the franchise's most elegant horde, because the rats are not quite the danger themselves. They are the medium the real danger travels through. The swarm sets the stage; the fire collects the bill.

Giant siafu army ants swarming on the approach to Akator in Indiana Jones and the Kingdom of the Crystal Skull

The approach to Akator: the siafu column, the only horde in the saga that actually kills.

IV · Kingdom of the Crystal Skull · 2008
The Siafu

The most lethal horde in the saga, and the most openly monstrous. On the jungle approach to Akator, a column of giant siafu army ants boils up out of the ground, bridging the gaps between roots in living ropes of bodies, swarming vehicles and combatants alike, and finally dragging a full-grown Soviet down into the seething mass and hauling him off whole. Where the earlier swarms menace and revolt, the ants simply kill, and they do it with a horrible collective intelligence, forming structures, redirecting, consuming. This is the swarm at its least personal and most elemental. Not Indy's phobia, not a test of nerve, but nature deciding who walks out of the trees.

Indiana Jones diving among giant eels in the Aegean sea-cave in Indiana Jones and the Dial of Destiny

The Aegean wreck dive: the eels erupt from the rock, the saga's final infestation.

V · Indiana Jones and the Dial of Destiny · 2023
The Eels

The final entry honours the rule on the way out. Diving to a sunken Roman wreck in the Aegean to recover a piece of the Antikythera mechanism, the party drops into a flooded sea-cave that turns out to be a nest of vast eels, which erupt from the rock in a single thrashing mass and cost a life before the survivors are clear of the water. By 2023 the formula is so deeply set that the film reaches for it almost dutifully, the obligatory horde checked off between one dive and the next. It is the least surprising swarm in the saga, which is itself the proof of the rule: even a film made forty-two years after Raiders cannot proceed without its one infestation.

Chapter Three

The Phobia That Became A Convention

It is worth marking what changed across the saga and what did not. Only snakes are Indy's named, personal terror, planted in Raiders and paid off on the floor of the Well of Souls. The sequels never give him a new phobia. They give the audience new revulsions instead, and let Indy stand in for all of us: no longer afraid of one specific thing so much as conscripted, film after film, into the franchise's standing appointment with the crawling dark. The personal fear became a genre convention. The phobia became a structure. That, in miniature, is the whole story of the swarm.

The Saga's Standing Horde
Film The Horde The Scene What It Strips Away
Raiders
1981
Asps and a cobra The floor of the Well of Souls His own named phobia; competence replaced by dread
Temple of Doom
1984
Beetles and cockroaches The bug tunnel and the spike-room lever Nerve; the bare hand plunged into the worst of it
Last Crusade
1989
Rats The Venetian catacombs, with petrol-fire Control; the horde becomes the path the fire travels
Crystal Skull
2008
Siafu army ants The jungle approach to Akator Life itself; the only horde that actually kills
Dial of Destiny
2023
Eels The Aegean wreck dive Surprise; the rule honoured out of pure obligation

Five films, five hordes, one law that the saga never states and never breaks.

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The Astromech · Long-form film analysis since 2009.

Jimmy Jangles

Founder & Editor @JimmyJangles @the_astromech

Jimmy Jangles explores thoughts, reviews, and guides on everything from Transformers and video games to A.I. adventures and Bacon and Egg Pie on The Optimus Prime Experiment. He also runs The Astromech and How to Home Brew Beers.

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