Not every great Indiana Jones moment involves a sacred relic or a global conspiracy. Sometimes, it’s the weird side jobs – the ones you almost skip – that sneak up and steal the show. And thankfullyIndiana Jones and the Great Circledoesn’t just toss you one giant main quest and call it a day; it scatters fascinating detours across its maps, from secret vaults in the jungle to hidden chambers beneath the Vatican.
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What’s great is how naturally these side quests fit with Indy’s world. He’s always stumbling onto things, following hunches and getting in over his head. These moments let you see that side of him without the pressure of saving the world. You’re still solving puzzles and exploring ruins, but it feels more grounded. It’s less about spectacle and more about curiosity.

10The Secret of Giants – Fieldwork
Location: The Vatican
The Secret of Giants Fieldwork sends you to Vatican City, where Father Antonio needs help with some strange inscriptions he found on fountains. These aren’t just any random markings – they show two figures and a big golden one holding a sword, suggesting something ancient is hidden. Your task is to photograph all ten inscriptions spread out across various locations like the Belvedere Courtyard and Fountain of Confession.
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Once all the pictures are taken, the trail leads him beneath the Tower of Nicholas V to a hidden tomb. Here, you will face a puzzle involving skeleton statues and a fire circle. You’ve got to line things up just right to unlock the tomb. Solving it rewards you with an Ancient Relic.

The Mad Priest quest begins when you encounter Sister Catherine in the Sistine Chapel, who mentions that Antonio was supposed to send her a diary via a delivery boy, who has gone missing. You’ll volunteer to find the diary, which leads you to the Vatican’s sewers. That’s where things get interesting.
With a key in hand, Indy slips past a snoozing guard and into the damp tunnels. There’s a cracked wall you’re able to bust open with a sledgehammer, and – surprise –an artifact waiting at the bottom of a well. Along the way, you’ll uncover odd notes, a hidden sword behind a flipped painting and earn 225 Adventure Points.

8A Game of Wits – Mystery
Location: Sukhothai
A Game of Witsis a Mystery tucked inside Voss’ Camp, which is part of the Sukhothai region. If you’ve already been poking around Wat Chana Songkhram, you’ll probably know where that is. The camp is locked down tight, though, so don’t just stroll in like it’s a tourist site. You’re better off sneaking along the perimeter from the dock, dropping down near the bridge and sticking close to the outer wall. If anyone spots you, diving into the water is the fastest way to lose them.
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On the second floor, you’ll find notes about an old Thai board game called Mak-Yek and a puzzle called “Lorenzo’s Challenge.” The idea is simple: figure out how to move four blue pieces to take out all the red ones. You don’t actually move anything; just study the setup and think it through. Each move gives you a number and together they form a code: 3186. Use that to unlock a nearby safe and pocket some cash and adventure points. It’s short, low-pressure and mostly about using your brain. If you plan on sticking around the camp, you can also pick up a Royal Army disguise to make life easier.

7The Serpent’s Chest – Discovery
Location: Gizeh, The Vatican, and Sukhothai
You come across a quiet tent in Voss’ Camp. Nothing flashy, just a letter from Voss that hints at a locked chest and a trail that’s going to take you far from camp. That’s the heart ofThe Serpent’s Chestside quest. The chest needs three ancient keys and they’re not exactly sitting around. To even begin, you’ll need the Rebreather Device, which you can only buy after finishing the “Voss’ Gold Stash” quest.
Your first stop is the Vatican’s underground maze, where you dig up an Ancient Vatican Key. Then it’s off to Gizeh where you avoid the usual elevator route and instead dive into a flooded upper chamber to find another key. There’s a third key hidden in Shanghai, but it takes some exploring to track it down. Once you’ve got all three, head back to camp. In the southeast corner is a locked chest that finally opens. You’ll get an Ancient Relic and 250 points for your sweat.

6A Nun in Trouble – Fieldwork
The goal of the “A Nun in Trouble" quest is to track down and rescue a nun who’s found some shady info about the Vatican’s interest in you. You start by meeting Gina, who explains the nun’s findings. Your first stop is the Sistine Chapel, where you’ll find a note and an ID card that give you some clues about what’s going on.
As you dig deeper, you’ll uncover a hidden room with a photograph tied to Castello, helping to piece together the mystery. The real task is finding Giuliana who’s been captured by the Blackshirts. Once you rescue her, you wrap up the quest and earn 350 Adventure Points.
5Sanctuary of the Guardians – Fieldwork
Location: Gizeh
This quest takes you to Gizeh, where you will have a chat with Gina in Nawal’s tent. She’ll hand you an old photograph of the Sphinx, which is where the trail starts. Turns out, the Nazis are hiding something underneath it – and it’s not just another dig site. To get in, you need a gold medallion. That means slipping into a Nazi recreational camp disguised in a Digsite Outfit, listening in on a card game and bribing an officer with a bottle to grab the medallion from his locker.
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Once you’ve got it, the sanctuary door opens. Inside the sanctuary, it’s all stone silence and buried puzzles. You’ll need to line up mirrors, adjust statues and make it through a tunnel crawling with scorpions. Eventually, you and Gina manage to redirect enough light to unlock the way forward. Completing the quest gets you a Protector Stele and 400 Adventure Points.
4A Savage Predicament – Fieldwork
A Savage Predicament brings you back into contact with Professor Savage, this time in Gizeh Village. After escaping the Nazi compound and returning to Nawal’s tent, you will learn that Savage is in town and needs help again. His assistant, Sidney, has been captured by the Nazis – again – and it’s up to you to rescue him. You start the quest by finding Savage in the village, and if you poke around by the fountain, you’ll find a Hanged Man card, which basically confirms Sidney’s been taken.
To get anywhere near rescuing him, you’ll want to grab a Wehrmacht uniform. That outfit makes sneaking back into the Nazi compound way easier. You should then head back to the large wooden building where Voss once held court. Downstairs, there’s Sidney’s empty cell, and a couple notes explaining he’s been transferred to a dig site. There’s a key upstairs if you’re in uniform, which gets you some medicine. The real reward, though, is the Construction Stele and a solid chunk of Adventure Points.
3The Kid Who Vanished – Fieldwork
The Kid Who Vanished quest kicks off when Indy and Gina learn that Aran, the nephew of Uncle Sunan, has gone missing. Last seen near a treehouse, Aran left behind a photo and a map hinting that he might’ve headed to Wat Si Sawai. Once you get there, the real work begins: solving a couple of tricky pipe puzzles to get the water flowing just right.
These puzzles open up mechanisms that help you move through the temple. Eventually, you find Aran behind a locked door. With a little help from Gina, you unlock it and find him in a hidden chamber. After a quick chat, it’s back to Sunan to wrap things up and you walk away with 600 Adventure Points.
2A Study in Fear – Fieldwork
A Study in Fear quietly throws you into the ruins south of Khaimuk Saksit Village. You’re fresh out of the pyramid, just catching your breath, when Pailin brings up some odd explosions nearby. She will hand you a demolition notice, and just like that, you’re off to the Khmer Vault to figure out what’s going on.
When you get there, it’s quiet. No guards, no patrols – just a few documents scattered around. One of them is a Devil Card, which gives the quest its Fieldwork tag. You’ll also find excavation orders and a dream journal that hint at things going sideways. Then Annika shows up. She’s one of Indy’s old students, now clearly caught up in something deeper with Voss. She will pass you the Circle Key, and from there, you’ll find yourself solving symbol puzzles, redirecting water with your whip and hunting down keys stashed in odd places like a bird’s nest. This whole thing wraps with you having 650 Adventure Points in your pocket.
1Lost in the Past – Fieldwork
The Lost in the Past quest starts after rescuing Aran. Sunan will talk to you about a golden fishhook that’s been lost in a cave near Wat Sa Si. So you have to head out to the northeastern dock on the island, avoid the main camp and use your whip to climb a wall. Once you’re in, crawl through a stone hole and enter the ruins, where you’ll find a note on a crate. Keep going, break down a bricked-up door with a sledgehammer and you’ll find yourself at a Nephilim shrine.
Take a quick photo of a giant skeleton, then squeeze through a tight spot to reach the Prayer Wheel room. Following the right path leads you to an Ancient Relic, and touching the Prayer Wheel teleports you back to Marshall College. You’ll get up to 800 Adventure Points for your troubles.
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