Indiana Jones and the Great Circle The Idol of Ra Walkthrough

Jun 26 2025

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The Idol of Ra is a main quest in Indiana Jones and the Great Circle. This walkthrough will guide you through all objectives of The Idol of Ra main mission.Get to the Village MarketAfter completing Th

The Idol of Ra is a main quest in Indiana Jones and the Great Circle. This walkthrough will guide you through all objectives of The Idol of Ra main mission.

Get to the Village Market

After completing The Race is On, you will begin The Idol of Ra with Gina and Indy in Nawal’s tent hearing about the Nazi activities in the area. Before we get started on the main mission, there are some collectibles in Nawal’s tent, and some more in the Gizeh Workers’ Area nearby.

Discovery Note #5: Geomantic Analysis (25 AP)

In Nawal’s tent on the low table in her seating area. 

Discovery Note #6: Margaret Portrait (25 AP)

On Nawal’s desk to her left.

The next tent to the north of Nawal’s tent has a note pinned to the wooden frame that begins the Mystery Fortune’s Reach. 

Suggested Detour: Fortune’s Reach 

Link to Fortune’s Reach Walkthrough.

Gained in Fortune’s Reach:

  • Mystery Note #1: Wanted poster (25 AP)
  • Mystery Note #2: Trail of Red Paint (25 AP)
  • Mystery Note #3: Grave Robbing Plan (25 AP)
  • Adventure Book #2: True Grit (Requires 450 AP)

Straight out of Nawal’s tent, west down the road is a worker’s tent with an open flap on the north side of the road.

Discovery Note #7: Thieves Article (25 AP)

On a trunk by the front of the tent.

Adventure Book #3: Bread Basket (Requires 400 AP)

On a table in the middle of the tent.

A little south of there is the mess tent where there is a photo opportunity.

Discovery Note #8: Field Kitchen

Discovery Note #9: Fattah Recipe

On a table next to the field kitchen, easy to miss since it’s in the sun.

Southwest of Nawal’s tent is the worker’s field hospital where you’ll find Dr. Kafour, as well as the Adventure Books that he’d be willing to trade for Medicine Bottles. Coincidentally he has exactly the same stock as Valeria had, minus whatever books you’d already bought from her. You’ll find that’s the case later in Sukothai as well, so the bottom line is that it doesn’t matter to whom you turn in your Medicine Bottles, you’ll get the same books everywhere.

Discovery Note #10: Dr. Kafour

Adventure Book #4: Moxie II (Trade for 10 Medicine Bottles, Requires 500 AP)

Adventure Book #5: Shaping Up II (Trade for 10 Medicine Bottles, Requires 600 AP)

Head to the west side of the Workers’ Camp where the Nazis tents are. Inside are a number of notes and a book. There’s also a pouch of money, lockbox and roll of bills (185₤)

Adventure Book #6: Street Scrapper II (Requires 750 AP)

In the Gizeh Workers’ Camp, on a bed in the Nazi tent outside the fence.

Discovery Note #11: Horror Tales #1 (25 AP)

In the Gizeh Workers’ Camp, on a table in the Nazi tent outside the fence.

Discovery Note #12: Voss Article (25 AP)

In the Gizeh Workers’ Camp, on a table in the Nazi tent outside the fence.

Go into the fenced Nazi camp, and enter the first tent on the left. Inside is a pouch of money (20£), a medicine bottle, and a note.

Medicine Bottle #1: Workers’ Camp Nazi Tent

Adventure Note #2: Meier’s Letter (25 AP)

 

In the second tent, you’ll find a locked box with a lot of money in it (200£) and more collectibles which will trigger a Mystery, The Haunting.

Suggested Detour: The Haunting 

Link to The Haunting Walkthrough.

Gained in The Haunting:

  • Mystery Note #4: Tomb Photograph (25 AP)
  • Mystery Note #5: Hauntings Report (25 AP)
  • Mystery Note #6: Spy’s Note (25 AP)
  • Ancient Relic #1: The Haunting (80 AP)

Outside of The Haunting, head south and follow the road to the west, go out the gate and then go south up the hill

Once at the top of the hill, head to the ruined structure in the corner to the south.

Hop over the ruined wall to find a note.

Discovery Note #13: Omega Book Page  (25 AP)

Climb over the wall and head south around the wall, and follow the path between the two walls. On the east side near the ground is a crawlspace that is full of debris. Burn it to clear the way, and crawl in.

Inside you’ll find a skeleton sitting next to an artifact.

Discovery Note #14: Nok Sculpture (60 AP)

North of The Haunting, head north out the gate then turn west, then look to the south and climb the stone wall towards the flag. Then look to the west to see a ruined structure. Head towards it and climb the wall.

On top of the wall is a table and chairs with a stack of crates next to them. On the crates is a book.

Adventure Book #7: Pep II (Requires 575 AP)

Head to Gizeh Village. On the way, take a photo of the Sphinx.

Discovery Note #15: Great Sphinx (45 AP)

Next to the Sphinx, climb up to the lookout tower and take a photo of Gizeh Village. There is also a money pouch inside (10£).

Discovery Note #16:  Gizeh Village (25 AP)

Across the street take a photo of a bulldozer that has fallen off a bridge and crashed into a pit.

Discovery Note #17: Crashed Bulldozer (25 AP)

Directly across from the bulldozer is a gap in the stones that you can crawl through. Head inside and you will find an artifact and a pouch of coins (20£).

Discovery Note #18: Ivory Mask (60 AP)

Once you reach the market, you’ll speak to Asmaa and her monkey, who will offer to sell you a unique lighter from Vienna that she can hardly stand to part with.

Purchase Lighter

Highway robbery perhaps, but you do need a lighter so buy one for 75£. You also have the opportunity to buy two exploration books now, if you have enough money for them. Also, don’t forget to take a photo of Asmaa.

Adventure Book #8: Gizeh Mysteries

Adventure Book #9: Gizeh Books

Discovery Note #19: Asmaa

After getting the lighter, there are a number of collectibles in the area that you should grab while you’re here. As you are wandering through Gizeh Village, its worth mentioning that any time you hear someone call you over because they work for Nawal, you should go and talk with them as it will usually unlock a mystery or other fieldwork. That will happen in Gizeh Village with a man telling you about an abandoned camp in the west surrounded by wild dogs, beginning the Seat of Eternity Mystery in your log. We’ll come back to this one.

In Gizeh Village, straight north of the fast travel signpost on the other side of the fence is a table under a wood and grass shelter.

Discovery Note #20: Hamam Mashi Recipe (25 AP)

Go west of the fast travel signpost to see a parked car under a canopy and take a photo.

Discovery Note #21: Parked Car (25 AP)

Next to the parked car is a truck that is being worked on. Look in the back of the truck to find a foot locker under a banana crate. Open the lockbox and take the artifact inside.

Discovery Note #22: Ba’al Statuette (60 AP)

North of the truck is a two-story red building, with stairs going up one side. Climb up the stairs to the second floor and head inside.

In the house is a book, and in addition you can pick up a senet piece from the coffee table inside and bring it to the two men by the senet board outside for 15 AP.

Adventure Book #10: Patch Up (Requires 550 AP)

In the alley just outside the door, there’s a note on the bench.

Discovery Note #23: Nawal Article (25 AP)

In front of the red house, take a photo of the woman telling stories.

Discovery Note #24: Gizeh Story Teller (35 AP)

 

Head east across the street to the outdoor tea house under the water tower. On one of the tables is a note.

Discovery Note #25: Ful Medames Recipe (25 AP)

Through the arch to the southeast there is a photo opportunity.

Discovery Note #26: Tea House (35 AP)

In the marketplace, take a photo of the snake charmer.

Discovery Note #27: Snake Charmer (35 AP)

Go north down the stairs, then east up another set of stairs to take a photo of the Senet players.

Discovery Note #28: Senet Players (35 AP)

Head west down the stairs and then go west until you see a man playing the Oud, then take a photo of him.

Discovery Note #29: Oud Master (35 AP)

Just south of the Oud Master, take a photo of the carpet merchant.

Discovery Note #30: Carpet Merchant (35 AP)

Then a little further south, take a photo of the dog sitting by the road.

Discovery Note #31: Village Dog (25 AP)

Collect Stelae for Nawal (4)

Your initial map has five approximate Stelae locations. Let’s start with the one to the northeast of the Sphinx Temple Ruins.

Once inside, you’ll find a crawlspace to the north that you must burn away with your lighter. Crawl through, and you’ll see the Giant Stele right in front of you. Crawl back the way you came, then whip the winch to get out.

Stelae: 1/10

Now there are four left on your map roughly in a square. Next will be the northeast site, and there are some collectibles and items to grab along the way. First head to this small house north of the Sphinx. Inside is a man who seems to be locked inside. Climb up on top of the roof to find the key to the door in a birds nest.

Unlock the door and open the foot locker to find a couple of rolls of bills (150£). On the west side of the house, take a photo of the camel.

Discovery Note #32: Camels (25 AP)

Head north up the road between the fields, then turn west and take a photo of the man up in the tree.

Discovery Note #33: Date Harvesting (35 AP)

Head west a little more and take a photo of the goat.

Discovery Note #34: Goat (25 AP)

Just east of the northeast stele site, there is a tent surrounded by dogs. Use your whip to scare the dogs into submission. This is the abandoned campsite that Nawal’s spy was referring to, and a good start for Seat of Eternity. 

Suggested Detour: Seat of Eternity

Link to Seat of Eternity Walkthrough.

Gained in Seat of Eternity:

  • Mystery Note #7: Tomb Journal (25 AP)
  • Mystery Note #8: Canopic Jar
  • Adventure Book #11: Gizeh Relics
  • Ancient Relic #2: Seat of Eternity (80 AP)

Keep heading to the northeast stele site. Before you enter, stand on top of the entrance and take a photo of the train stopped at the Nazi camp to the north.

Discovery Note #35: Train (25 AP)

Now you can head inside. There will be two sledgehammers lying by the entrance. Grab one and head in to be immediately be confronted with a brick wall. Sledge it down. Down some more stairs and you’ll find a room with a door blocked with straw.

Burn it down to pass through to a large pit full of spikes with a gate on the opposite side and a beam to swing from. Whip the beam, but instead of swinging across, lower yourself down and turn around to face the direction you just came from. There’s a lower platform to swing to that has a switch to open the gate.

Climb back up and swing across to the other side, and you’ll find the Sebek Stele in the next room.

Stelae: 2/10

 

Next head to the northwest site. This one is right on the edge of the Nazi Vehicle Garage, so you have to be careful not to cause an alarm or you’ll be swarmed with Nazis.

Head inside and neutralize any Nazis in the tent. There are two locked boxes here (200£) inside, and a note to read which has the code to the foot locker in the back of the nearby truck.

Discovery Note #36: Code Letter

Open it up for the Harvest Stele.

Stelae: 3/10

 

For the fourth one, circle around to the southwest site. The southeast site will need you to go through a whole dig site with no disguises to get the stele, making things a little dicey. Reaching the fourth site, grab a torch from the pot inside the door and light it up. Head down the stairs and you’ll find a chamber crawling with scorpions. Luckily they don’t like fire, so swing your torch to keep them at bay.

Go to the other side of the room and crouch to have your torch burn up all the debris blocking the passage. Crawl in, and when you emerge in the next passage the Victory Stele will be on the ground in front of you.

Stelae: 4/10

 

Just outside the tomb, there’s a small shack with a Medicine Bottle inside.

Medicine Bottle #2: Victory Stele Dig

Bring the Stelae to Nawal

Head back to Nawal’s tent. On her desk is a wooden crate where you have to place the four stelae to continue.

Cover the Crate

In the back of the room, pick up the false bottom and place it on top of the stelae crate.

Bring the Crate to Delivery Boy

Pick up the crate and take it south to where the delivery boy waits. He will direct you to load the crate on a truck, and then will place the work passes Nawal wanted on nearby crate.

Bring Work Passes to Nawal

Pick them up and head back to Nawal. Put the passes on the end of the desk where indicated, and you can now pick up your first disguise so you won’t attract as much Nazi attention as you have been so far. You will now get a cinematic where Nawal shows you plans for an underground dig that will lead straight into the Nazi compound. You transition straight from her explanation of the plan to the beginning of the infiltration, so when you are back in control you’re already inside the dig site.

Find the Tunnel Entrance

Nawal said her contact marked the correct tunnel entrance to take with red paint. Head north into the dig area until you see the tunnel above you and to the east. Now head up the ramp and over to the tunnel entrance. Notice the sledgehammer and pick axe by the entrance, which is usually a sign that you’ll need to destroy a breakable wall. So pick one up and smash the wall leading into the tunnel. Bring out your lighter and head deeper.

Go Through the Tunnels

Go right at the sarcophagi and then squeeze into a gap in the wall where a number of mummies line the walls as you pass. Eventually you will reach a room with a closed gate and a pressure plate that will need something heavy placed on top to activate. As you’re looking for the right object, you will trigger a trap and a second gate will block the door you just entered through. Go to the far end of the room and pick up a Canopic Jar. This will trigger a swarm of scorpions to start moving towards you. Luckily there’s a torch on the wall that you can grab and light, but before you do toss the jar as far as you can safely do so without running into scorpions. Then run back and grab the torch and clear a path to the jar.

Keep alternating between torch and jar tossing to get back to Gina and pass her the jar through the gate. When she places the jar on the pedestal, both gates will open allowing you to progress. Follow the now open passage until you’re back above ground, and find yourself in the Nazi compound.

Take down the Flag

Inside the compound, your disguise isn’t going to keep you safe. Try to avoid being seen or take out any Nazis that see you before they sound the alarm. Approach the flagpole, then whip yank the ring to pull it down. Taking down the flag is the signal for Nawal to cause a diversion, which she does spectacularly.

Find Voss’s Office

Once the alarms start going off and the guards rush towards the explosion, head towards the central structure. There are many Nazi soldiers inside, and you will likely have to take some of them out in order to get to where you’re going on the third floor. There are several collectibles inside the HQ. You can get them now, or wait until you have the Wermacht disguise later in the mission.

There is one collectible on the first floor.

Discovery Note #37: Assignment Letter (25 AP)

 

There is a safe in the back laundry area, but the combination is in a note on the second floor.

Discovery Note #38: Code Note (25 AP)

 

Open the safe back on the first floor with the code from the note (40926) to find a gun, gold bar (250£) and an Ancient Relic.

Ancient Relic #3: Laundry Room Safe (80 AP)

On the second floor:

Radio Frequency #1: Voss’s Headquarters (40 AP)

Adventure Book #12: Slug Boy (Requires 500 AP)

Adventure Note #3: Mural Observation (25 AP)

There’s also a locked box with cash inside (100£), and a pouch (10£) in the next room.

Discovery Note #39: Excavation Orders (25 AP)

Discovery Note #40: Engel’s Report (25 AP)

Voss’s office is on the top floor, and his door is locked. Once you grab the handle and see that its locked, Gina will unlock the door for you.

Search Voss’s Office

Inside, she will keep watch while you search the office and grab several collectibles and some money (50£).

Medicine Bottle #3: Voss’s Office

Adventure Note #4: Affirmation Letter (25 AP)

Search Voss’s Office to find 5 items.

KEY: Detention Center Key

Discovery Note #41: Disappearance Report (25 AP)

 

Adventure Note #5: Genesis Chapter (25 AP)

Adventure Note #6: Symbols Rubbing (25 AP)

Once you have all 5, Gina will call you over to the window.

Adventure Note #7: Voss Arriving (25 AP)

Follow Voss

In order to reach Voss, you have to go through the warehouse next door. The easiest way to get there is to lower down to the third floor balcony from the crane on the fourth floor. From there use the zip line straight to a building just north of the main road.

Cross the road, then sneak to the staircase and climb up the ladder to the window out to the roof.

Climb out and you can use the zip line to the next building. Then use the Detention Center Key to get in. Then once inside, there is a plank you can pry up so you can see Voss.

Then once inside, there is a plank you can pry up so you can see Voss. You will watch a lengthy cinematic.

Examine the Dead Giant

Pick up the Pendant to have an interaction with Voss with some cutting insight. Take off the giant’s blindfold to see that the giants ritually blind themselves. Then pull back the blanket to see the tattoos on the giant’s chest. Take a photo of it to continue.

Adventure Note #8: Giant’s Tattoo (120 AP)

On examining the tattoo, Indy argues with Voss and then suddenly identifies the language as Adamic, the subject of Laura Lombardi’s research. As Voss and Indy talk, a fight ensues. After several reversals, Nawal’s escape plan is revealed and Indy and Gina run for their lives.

Meet Up With Nawal

Gina will pick the lock to get out just as the alarm starts going off, forcing you to jump over a railing and run while being strafed with automatic fire from above. Nawal will be waiting for you at the mouth of a tunnel that she promptly collapses with you all inside.

Exit the Tunnel

When you regain control you will be trapped in a confined space and have to turn to find a clear spot to crawl through. You will shortly meet up with Nawal, but Gina is trapped in another part of the tunnel closer to the exit. Indy and Nawal will have to find a different path to the exit. Keep following Nawal as you head towards the waypoint. Eventually you will emerge to the surface, but will have to go through another stretch of tunnel to escape. Take a photo of the new tunnel entrance.

Discovery Note #42: Temple Entrance(45 AP)

Now open the door for a cinematic, revealing that the Nephilim order also worked with the ancient Egyptians, thousands of years before Christianity. Indy learns that the key to the Dream Stele is the tattoos on the giants’ chests. They learn that the Sphinx is the location of the stele, and with the tattoo they can decrypt it.

When you regain control, look to the North, and find the corner between two wooden platforms. Find the one with the two crates stacked up and climb on top of them, then jump up to the platform above. From here, jump across to the other platform.

Discovery Note #43: Jambiya Dagger (60 AP)

Exit the Temple Dig

Follow the tunnel until you reach a weak wall, which you can knock down with the nearby sledgehammers or pickaxes. Crawl through and you’ll have an encounter with a Nazi before you and Nawal part ways after talking for a bit about Laura Lombardi.

Inspect the Dream Stele

Your next goal is a ways off, but your immediate goal should be the tower immediately to your south. Go around to the back of the building and whip the bar above you to climb up.

Once you reach the bar, shimmy across the ledge around to the front of the building where there is an open window. Wait for the Nazi inside to be moving away from you, then climb up and sneak over to him, knocking him out before he knows you are there.

Then climb down the ladder and grab the Wehrmacht Uniform from the table, as well as some money (50£) from the drawer.

This will make scavenging in Nazi camps much easier from now on. Use your newly acquired Wermacht Key to unlock the door and leave the building. As you start heading south, one of the Gizeh workers will ask for you to come over to talk about Nawal’s delivery boy. He will accept any other stelae you find for transport to the Cairo Museum, starting the Belongs in a Museum discovery task. You’ll encounter multiple remaining stelae through your journeys, and they will be covered in the walkthrough so it isn’t something you’ll need to go out of your way to do. Right now, you should head back to Gizeh Village and put your new Wermacht uniform to good use. Head to the Knuckle Duster Den at the location below.

Again, defeat three competitors to receive money (525£) and the next stage of your Tour de Force trophy. If you haven’t already, this is also a good place to try to get Offensive Defense (knock out an enemy using only counters) and A Slippery Customer  (dodge a power punch).

In the Knuckle Duster Den store, the following books are available:

Adventure Book #13: Hardboiled II (850£, Requires 1000 AP)

Adventure Book #14: Sawbones II (550£, Requires 500 AP)

Asmaa will also have new books for sale at her store now.

Adventure Book #15: Gizeh Notes (700£)

Adventure Book #16: Gizeh Artifacts (350£)

When you eventually return to Nawal’s tent, there will be a fresh note on her desk to take. Also she will mention a confused English archaeologist wandering in Gizeh village who might be a friend of Indy. If your mind went to Professor Savage, you would be correct.

Adventure Note #9: Second Stelae List (25 AP)

In the middle of Gizeh Village, you’ll find Professor Savage trying to solicit support from passersby. Speak with him to begin the Fieldwork assignment A Savage Predicament.

Suggested Detour: A Savage Predicament 

Link to A Savage Predicament Walkthrough.

Gained in A Savage Predicament:

  • Fieldwork Note #2: Hanged Man Card (25 AP)
  • Fieldwork Note #3: Savage’s Letter (25 AP)

  • Fieldwork Note #4: Gantz’s Orders (25 AP)
  • Fieldwork Note #5: Sidney’s Letter (25 AP)
  • Fieldwork Note #6: Gantz’s Journal (25 AP)
  • Discovery Note #44: Excavation Plans
  • Discovery Note #45: Old Research Journal
  • Discovery Note #46: Adamic Tablet (45 AP)
  • Discovery Note #47: Funerary Temple Dig (45 AP)
  • Discovery Note #48: Khafre’s Pyramid (45 AP)
  • Discovery Note #49: Funerary Temple Tunnel (45 AP)
  • Discovery Note #50: Conveyor Belt View (35 AP)
  • Discovery Note #51: Savage and Sidney (35 AP)
  • Adventure Book #17: Brawler III (Requires 700 AP)
  • Medicine Bottle #4: Nazi Detention Center
  • Medicine Bottle #5: Khafre Excavation Site Barracks
  • Medicine Bottle #6: Khafre Excavation Site Tunnel A2
  • Medicine Bottle #7: Khafre’s Pyramid
  • Radio Frequency #2: Khafre Excavation Site
  • Stele 5/10
  • Stele 6/10

Heading back to the Nazi Compound is a perfect time to pick up any collectibles you may have missed in the HQ during your first visit, but there are also a number in the rest of the Compound that were skipped over at the beginning of the infiltration. With your Wehrmacht uniform, it will be much easier to sweep through and get everything at once. All you have to watch out for are Captains who will see through your disguise.

Head back to the Nazi Compound entering from the front gate. Follow the road until you reach the building secured by Wehrmacht doors on the north side of the road. Inside is a book and a locked box with money inside (100£).

Adventure Book #18: Pitcher (Requires 325 AP)

Across the street to the east, check out the tent marked schlafquarter (sleeping quarters). Inside is a comic, and a money pouch with (10£).

Discovery Note #52: Scary Stories #2 (25 AP)

There’s a train stopped outside the receiving warehouse. Climb into the train car with the open door.

Adventure Book #19: Gizeh Frequencies

On the second floor of the receiving warehouse, there’s a note on the table.

Discovery Note #53: Old Scholar’s Diary (25 AP)

On the second floor of the Nazi Headquarters, open the Wehrmacht Door at the back of the building. Inside is a stele, medicine, a money pouch (10£)

Stele 7/10

Medicine Bottle #8: Wehrmacht Door

Discovery Note #54: Marya’s Letter (25 AP)

Out on the balcony of the 4th floor, take a photo of the compound.

Discovery Note #55: Nazi Compound (35 AP)

On the far east side of the 4th floor, there is a relic inside an open crate tucked into the corner.

Ancient Relic #4: Nazi Compound (80 AP)

 

The building east of the Nazi Headquarters has a note, a medicine bottle and a money pouch (5£)

Discovery Note #56: Gun Approval Document (25 AP)

 

Medicine Bottle #9: Nazi Compound Storage Room

Head to the Nazi vehicle garage. There is a money pouch in the tower (20£). Head to the picnic table near the southern gate where there is a comic.

Discovery Note #57: Scary Stories #1 (25 AP)

In the tent to the east labeled Wohnräume (Living Spaces) there is a stack of bills on the desk, a roll of bills on the radio, a locked box with cash inside and a coin pouch on the tables near the bunk beds (235£). In the foot locker on the west wall there is a book, and a medicine bottle near the sinks to the north.

Adventure Book #20: Block Head (Requires 400 AP)

Medicine Bottle #10: Nazi Vehicle Garage

Go through the tent door labeled Kantine (canteen) where you will find a card on one of the tables, and a locked box with money inside (100£).

Discovery Note #58: Peru Postcard (25 AP)

 

Out the back door to the west, there’s a ladder leading up to the roundabout at the end of the conveyor belt. To the north of the roundabout is a shack with a Wehrmacht Door. Inside is a note that leads to a puzzle that will give you the combination to open the foot locker.

Discovery Note #59: Code Note (25 AP)

The note suggests a connection to the card game, so go ahead and take a photo of the cards.

Discovery Note #60: Winning Hand (25 AP)

Looking at the table, the cards read A-3-2-A-8 (the last card is partially obscured, but the pattern is that of the 8 of hearts). Dial 13218 into the combination, and you’ll find 100£ in the foot locker. Head back to the Nazi Vehicle Garage area and go to the Kommunikationszentrale (Communication Station) near the south entrance. There are radio frequencies and a note on the table. The note will begin the Bright Future Mystery. There is also money in two pouches and a roll of bills in the footlocker (105£).

Radio Frequency #3: Nazi Vehicle Garage (60 AP)

 

Suggested Detour: Bright Future 

Link to Bright Future Walkthrough.

Gained in Bright Future:

  • Mystery Note #9: Pohl’s Letter (25 AP)
  • Mystery Note #10: Nazi Note (25 AP)

Immediately southeast of the Bright Future footlocker, there’s a stack of crates with a canopy over them. On top of the crates is a medicine bottle.

Medicine Bottle #11: Bright Future

North of the Bright Future footlocker is a broken down truck. Check out the bed of the truck to find a medicine bottle.

Medicine Bottle #12: Broken Down Truck

South of the compound is the Nazi Recreational Area.  Head first to the schalquartier (sleeping quarters) on the east side. Inside are two money pouches (25£), and a book. There’s also a guitar here if you still need The Right Note .

Adventure Book #21: Slugger I (Requires 450 AP)

The table by the stage has a medicine bottle.  The stage itself is also a photo opportunity.

Medicine Bottle #13: Nazi Recreational Camp

Discovery Note #61: Nazi Cinema (35 AP)

West of the stage is a table with cash (50£),  in the tent west of stage is a money pouch and a foot locker with cash (55£), and finally in the Kommunikationszentrale / Lager (Communications Center / Warehouse) there is a money pouch and a roll of bills (95£)

East from the Nazi Recreational Area there is a photo opportunity halfway to the Sphinx.

Discovery Note #62: Khufu’s Pyramid (35 AP)

Before we continue to the Sphinx, divert a bit to the south to check out the Meteorological Station.

Suggested Detour: Cloud Atlas 

Link to Cloud Atlas Walkthrough.

Gained in Cloud Atlas:

  • Discovery Note #63: Weather Station
  • Radio Frequency #4: Meterological Station (60 AP)
  • Mystery Note #11: Cloud Status Logbook (25 AP)
  • Mystery Note #12: Cloud Atlas Page (25 AP)
  • Adventure Book #22: Gizeh Medicine

West of the Meteorological Station is a wooden ramp leading to the top of a wall. It’s actually not a wall, but an ancient road! Keep going west along the road until you see a wooden platform with a zipline down. On the platform will be a medicine bottle.

Medicine Bottle #14: Ancient Road

Keep heading west until the road surface dips down, and then ends in a gap reinforced by wood. Drop down to the ground and you’ll find another medicine bottle here next to a sleeping guard.

Medicine Bottle #15: Pipeline

Move a bit south and take a photo of the pipeline construction.

Discovery Note #64: Pipeline Construction (25 AP)

Head south to the building that is at the bottom of the previous zipline. Inside will be a book and a footlocker with money inside (100£).

Adventure Book #23: Jumbo Lasso (Requires 325 AP)

Go outside and around to the south side of the building, then jump through the westmost window to enter a sealed off portion of the building. Inside you’ll find a note, and a footlocker with a combination of 3262 according to the clipboard on the shelf.

Discovery Note #65: Numeral Basics (25 AP)

Inside the footlocker will be an Ancient Relic and some cash (50£).

Ancient Relic #5: Numeral Puzzle (80 AP)

Now head west down the road, and across to the top of a hill where there is a photo opportunity.

Discovery Note #66: Menkaure’s Pyramid (35 AP)

It is finally time to see Omar at his tent, just east of the Kentkawes Dig. He will give you a map of the dig and start the Fieldwork assignment Secret of the Queen Mother.

 

Suggested Detour: Secret of the Queen Mother 

Link to Secret of the Queen Mother Walkthrough.

Gained in Secret of the Queen Mother:

  • Fieldwork Note #7: Ostracar Shard (25 AP)
  • Fieldwork Note #8: Khentkawes Ruins (45 AP)
  • Fieldwork Note #9: Nightshift Diary (25 AP)
  • Fieldwork Note #10: Jurgen’s Note (25 AP)
  • Fieldwork Note #11: Shutdown Notice (25 AP)
  • Fieldwork Note #12: Malfunction Notice (25 AP)
  • Fieldwork Note #13: Radiogram Transcript (25 AP)
  • Fieldwork Note #14: Dig Report (25 AP)
  • Fieldwork Note #15: Mural Puzzle (45 AP)
  • Fieldwork Note #16: Hidden Chamber (45 AP)
  • Discovery Note #67: Professor Omar (35 AP)

  • Discovery Note #68: Kleber’s Letter (25 AP)
  • Discovery Note #69: Horror Tales #2 (25 AP)
  • Discovery Note #70: Dunes (35 AP)
  • Discovery Note #71: Kozra Letter (25 AP)
  • Discovery Note #72: Aduno Koro (60 AP)
  • Discovery Note #73: Khentkawes Mural (45 AP)
  • Mystery Note #13: Desertion Report (25 AP) 
  • Adventure Book #24: Climbing Ace II (Requires 150 AP)
  • Adventure Book #25: Button Man I (Requires 500 AP)
  • Medicine Bottle #16: Zelte
  • Medicine Bottle #17: Khentkawes West Platform
  • Medicine Bottle #18: Cliffside Chamber
  • Medicine Bottle #19: Dig Table
  • Medicine Bottle #20: Flooded Chamber
  • Medicine Bottle #21: Khentkawes Elevator Roof
  • Ancient Relic #6: Flooded Chamber (80 AP)
  • Stele 8/10

Before you go any further, you should finish off the last mystery, A Thief’s Promise. 

Suggested Detour: A Thief’s Promise 

Link to A Thief’s Promise Walkthrough.

Gained in A Thief’s Promise:

  • Mystery Note #14: Dead Nazi’s Note (25 AP)

With that taken care of, head to the main quest waypoint at the Sphinx to examine the Dream Stele. Between the Sphinx’s paws, take a photograph of it.

Adventure Note #10: Dream Stele (45 AP)

 

Move closer to the stele to photograph the four symbols that stand out on the stone.

Adventure Note #11: Guardian Symbol (45 AP)

Adventure Note #12: Sphinx Symbol (45 AP)

Adventure Note #13: Queen’s Pyramid Symbol (45 AP)

Adventure Note #14: Great Pyramid Symbol (45 AP)

 

 

Investigate the Location

Before you continue with the main quest, since you’re at the Sphinx, you might as well complete Sanctuary of the Guardians. 

Suggested Detour: Sanctuary of the Guardians 

Link to Sanctuary of the Guardians Walkthrough.

Gained in Sanctuary of the Guardians:

  • Fieldwork Note #17: Fortune Card (25 AP)
  • Fieldwork Note #18: Logbook Entry (25 AP)
  • Fieldwork Note #19: Golden Medallion
  • Fieldwork Note #20: Jack Card (25 AP)
  • Fieldwork Note #21: King Card (25 AP)
  • Fieldwork Note #22: Guardian Mural (45 AP)
  • Fieldwork Note #23: Gold Mask (45 AP)
  • Fieldwork Note #24: Gina Holding the Mask (35 AP)
  • Fieldwork Note #25: Mirror Statue (45 AP)
  • Discovery Note #74: Meroë Page (25 AP)
  • Discovery Note #75: Poker Tent (35 AP)
  • Medicine Bottle #22: Sphinx Paw
  • Medicine Bottle #23: West Sphinx Ruins
  • Medicine Bottle #24: Sphinx Scaffolding
  • Ancient Relic #7: West Sphinx Ruins (80 AP)
  • Ancient Relic #8: Sphinx (80 AP)
  • Ancient Relic #9: Sanctuary of the Guardians (80 AP)

  • Ancient Relic #10: Hidden Sphinx Passage (80 AP)
  • Stele 9/10

A little east of the Sphinx, look for the medicine bottle in the temple ruins.

Medicine Bottle #25: Sphinx Temple Ruins

From the last medicine bottle, head east into the ruins, down the stairs, and then burn the debris blocking the low hole to the north. Crawl through and you’ll be on the edge of a long pit, with two beams stretched across the width of the room.

You will have to whip swing from the first beam, build enough momentum, then release the whip while at the height of your swing and whip to the next beam while in mid-air. On the other side of the pit you’ll find the Death Stele.

Stelae: 10/10

Detour to the Gizeh Workers’ Area to deliver your stelae and radio frequencies. Delivering the radio frequencies to Gina will cause her to give you a copy of her article.

Discovery Note #76: Vatican Article Draft (25 AP)

Now head to the delivery boy and pack up the stelae. When they are all delivered, he will give you an Ancient Relic.

Ancient Relic #11: Stelae Delivery (80 AP)

If you haven’t done so yet, trade in 20 of your medicine bottles for the books Moxie II & Shaping Up II. This will leave you with 10 medicine bottles to use in Sukothai. From here it’s time to head to the main mission waypoint and bring Gizeh to a close. In the search area, what you’re looking for is the large green tree growing out of barren sand. Just beneath that tree is a crawlspace that leads into the pyramid. A breakable wall seals the entrance, so head to the tent to the east to grab a sledgehammer.

Before you break down the wall, take a photo of the Guardian symbol on the wall. Note that this will have a different name when it appears in your journal.

Adventure Note #15: Nephilim Symbol Marking (45 AP)

Now break down the wall, and head down the stairs.

Explore the Tunnels

Proceed through the tunnels until you reach a room with three statues, and take a photo of them.

Adventure Note #16: Chamber of Resonance (45 AP)

Search for Clues (6)

Then take a photo of the Adamic panels in the room. When you take the picture, they will be labeled as “Strange Symbol Tablet” at first but once Indy reads Dr. Lombardi’s journal he recognizes the symbols as Adamic. He is also able to translate the words and they will be relabeled in your journal with their translation.

Adventure Note #17: “Leneph” (45 AP)

Adventure Note #18: “Hat sha-Athon” (45 AP)

Adventure Note #19: “Vuha” (45 AP)

The fourth panel is incomplete with a piece missing. In the southeast wall, there’s a hole near the floor that you can crawl through. Once on the other side, follow the curved path, and light braziers with your lighter so that you can photograph additional Adamic tablets.

Adventure Note #20: “Eo-shohd” (45 AP)

Adventure Note #21: “Lezeem” (45 AP)

At the end of the hall you’ll find the missing piece of the tablet in the center room. Pick up the metal rod and smash the cracked wall to the northwest. Then pick up the tablet and take the tablet piece to the other half and put it together on the wall. Now take a photograph of the now completed tablet.

Adventure Note #22: “Al haht sheram” (45 AP)

Solve the Resonance Chamber

Go back to the statue in the center and approach the flat surface on its front. Indy will spread out the photos on the surface and you will have to speak the words in the correct order.

If you make a mistake, Indy will comment to let you know “that doesn’t make sense”. If you get the words correct, sand will start trickling out of the holes in the statue in front of you. Speak the words in the following order:

HEED / THE LORD’S / OATH / PROTECT / THE SECRET / OF THE NAME

Lezeem / Hat sha-Athon /  Vuha / Leneph / Eo-shold / Al haht sheram

This will also award you an Adventure Note in your journal.

Adventure Note #23: Secret Phrase

Suddenly the ground will start shaking and a trap door will open under you and you’ll slide down into a dark chamber. There’s only one direction to go, and that’s towards the light.

Explore the Caves

Up ahead there is a pot with torches inside, so grab one and light it up. Light the nearby brazier and take a photo of the Adamic mural on the wall.

Adventure Note #24: Destroyed Mural (45 AP)

Keep going down the tunnel. When you reach the chasm that you have to swing across, toss your torch across first then swing so you don’t lose it. Then take a photo of the next Adamic mural.

Adventure Note #25: Ageless Cave Mural (45 AP)

Continue onward until you find another mural. Light the brazier and take a photo.

Adventure Note #26: Gift of the Gods Mural (45 AP)

Keep going into the cavern, careful of the chasm on the left side of the cave. Proceed until you find a fourth mural on the right side of the cave. Light the brazier and take a photo.

Adventure Note #27: Khufu’s Command Mural (45 AP)

Keep going, light the brazier by the fifth mural, and take a photo.

Adventure Note #28: Eternal Rest Mural (45 AP)

Before you keep going, stand next to the mural and look to the southwest. There’s a path next to the wall here to follow, looping around to a jump across the chasm. Climb up the rocks to find an Ancient Relic on top.

Ancient Relic #12: Eternal Rest Mural (80 AP)

Run and jump back across. Keep going on the original path and you’ll find another light & mirror “puzzle”, but all you have to do is direct the beam to the dish on the right side of the door to cause it to open. In the following room is an actual mirror puzzle. First take a photo from just inside the room.

Adventure Note #29: Temple Entrance (45 AP)

Solve the Light Chamber

Before you tackle the puzzle, there’s an open door to the chamber on the left. Go inside and there’s another open door on the right side. On the ground in this room will be an Ancient Relic.

Ancient Relic #13: Light Chamber (80 AP)

Now go back to the main room and take a photo of the gate.

Adventure Note #30: Three Eyed Gate

There’s a nearby door that has a symbol on it that matches one of the dishes in the wall next to the gate. Aim the mirror at that dish and the door will open.

Go into that room, and follow the tunnel until you reach another mirror. Aim this one through the crack in the broken door to bounce it off one of the other reflectors in the gate room. Now head back to the gate room and have a look at the symbol on the door to the east. None of the six dishes next to the door match it perfectly, but a combination of two dishes will replicate the symbol. Aim the mirrors at the two dishes in the picture below and the door will open.

Go through the door and follow the tunnel until you reach another reflector. The collapse near the doorway prevents the beam from reaching the main chamber, so instead pick up the brass mirror and go back the way you came to the gate room. To the northeast is another open door, and there’s a mounting for a brass mirror. What luck! Place the mirror in the mount and it will reflect light directly onto the third reflector giving you a third light beam to work with.

NOTE: Due to the angle the third beam is reflecting, the rightmost reflector cannot be used to activate symbols on the right side of the gate. Plan accordingly.

Now we can start to open the gate. There are three locks, each lock having its own unique symbol. You need to recreate the symbol using the three light beams hitting the mirrors with the matching parts.

Lock 1:

Lock 2:

Lock 3:

Unlocking this gate will also earn you an Adventure Note in your Journal.

Adventure Note #31: Three Eyed Gate Combinations

Explore the Tunnels

Head through the gate and follow the tunnel until you reach a cave in. Turn and look to the east to see a path to climb up and around the obstruction.

Climb up and into the next tunnel, and at the edge of the chasm will be a photo opportunity that will give you your last Discovery Note for Gizeh.

Discovery Note #77: The Bridge Cavern (35 AP)

Crouch and continue along the edge of the chasm, until you reach a drop back into the main path on the other side of the rocks.

Find a Way Across

Unfortunately it looks like the bridge is out, so you’re going to have to find a different way across. First, let’s go to the left of the bridge, where there’s a path downward to a jump.

Jump to the next ledge, then go around the corner where you can see a beam to whip to above you.

Swing from your whip across the cavern, then climb up to the right, and swing across again.

At the top you’ll see a final swing point to reach the other side. Instead turn around and look to the southwest. There’s a ledge here on the other side of the rocks you just passed, and on this ledge is another Ancient Relic.

Ancient Relic #14: The Bridge Cavern (80 AP)

There’s one more Ancient Relic in this cavern, so don’t use the last swing point. Instead look to the southwest. There’s a narrow gap here that you can jump across to reach what’s left of the bridge out in the middle of the cave.

Look off the southwest edge of the platform, and you’ll see a couple of lower levels you can drop down to relatively safely.  You’ll find yourself in front of an interesting puzzle, one that you’ll see again before the end of the game.

To solve this puzzle requires Ancient Relics, and by this point in the game you should have 24 of them. Move close to the puzzle and it will prompt you to bring out a relic, then you can aim at any of the slots to plug in the relic. Once in, you can twist it either to the left or right using the .

Turning it to the left causes the eight slots adjacent to the relic to pop out.

Turning it to the right causes all slots in a line vertically or horizontally from the relic to pop out.

The line will continue until there is an obstruction, meaning that the line will only continue if there are slots to support it.

If you turn the relic so it’s facing upward again, hitting / will remove the relic in case you want to put it in a different place, otherwise if you have turned it, it will release the relic allowing you to place additional ones in the puzzle.

The good news is that you can just brute force this since you have 24 relics and you’ll get them all back when the puzzle is solved, but you can solve it with a minimum of 4 relics if you want to challenge yourself. Here’s the solution.

R
L
R
R

Once the puzzle is solved, a stone door will open to your right, and the last Ancient Relic of Gizeh will be yours for the taking.

Ancient Relic #15: Relic Puzzle

Go back around the ledge until you can jump across to the northeast. Aim for the narrow point on the left which juts out more. Climb up onto the ledge, then look up to find a place you can whip to. Climb up until you grab the ledge, then shimmy right until you can pull yourself all the way up.

Circle around the edge of the cavern until you reach the stairs in the north that lead to the tunnel. Right as the tunnel starts, look to the right for a photo opportunity, and that should be your last collectible in Gizeh. All that remains now is to finish the mission.

Adventure Note #32: Dead Raider (45 AP)

Explore the Temple

Keep heading through the tunnel and up stairs until you reach a large room. Ahead of you, you’ll see a pressure plate to step on. Doing so will open a portal in the ceiling for the sun to shine in. There are stairs to the left and right, both will lead to similar pressure plates. Once all three portals are open, the statue in the east will become illuminated and a panel on its chest will slide down to reveal an Adamic word. Interact with the statue to continue.

In a cinematic Indy will read the word “lightbringer” causing all the ceiling portals to close, and a giant will attack! Now you will have to fight the giant, in the dark for now, but you can reopen the portals to make it easier on yourself. We’ve learned that the giants undergo ritual blinding, so they have excellent hearing. You will need to be extremely quiet to avoid their notice. Pull out your lighter and look around you. There are coins and debris all over the floor. So crouching helps you remain silent, but only walking where it is clear is also key.

Go back around to the three pressure plates and open up the portals to give yourself light, but be prepared for the giant to rush to the pressure plate when he hears it activate. He will run straight to you, so keep crouched and leave the area immediately. Once all three portals are open again, the area will be bright enough for you to be able to navigate without your lighter. Look throughout the area for metal rods that you can use for heavy attacks on the giant. Wind up, smash the giant, then run away and crouch until he loses you. Keep repeating this, replacing your metal rod when it breaks. When he finally dies, grab the Guardian Pendant from his body.

Return to the statue and place the Guardian Pendant in the matching slot in its chest, which will open the way to the Idol of Ra. Move ahead to the inner chamber, and take the idol. In the cinematic, Indy smashes the idol and gets a piece of the Great Circle. Now you must escape while things collapse around you. Again. Why does Indy keep falling for this trap?

Escape the Sandtrap

The area will begin to fill with sand, and it will bury you unless you keep pressing / to jump up on top of the sand. Look up and to the south, and you’ll see a passage high up in the wall that you’re rising towards. Once you can get into it, run as fast as you can down the corridor. Eventually you will escape, and everything will seem to be over until a massive tide of sand buries Indy, and leaving him helpless when Voss taunts him and takes the stone. Things look pretty grim, as you watch Voss and his cronies drive away and the scorpions start to draw near. Press / or / to blow at the scorpions to make them retreat. Wait until they start to raise their tail to strike before you do. Eventually you will see a truck pull up and Gina and Nawal will dig you out of the sand and save your life.

Gina tells Indy that Voss is headed to a specific spot in the Himalayas where a transmission was being sent from. The three of you head off on Nawal’s yacht, hoping to beat Voss there.

This finishes The Idol of Ra main quest in Indiana Jones and the Great Circle.

Next up: A Harsh Climb

Return to Indiana Jones and the Great Circle Trophy Guide & Roadmap

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