Indiana Jones and the Great Circle The Blessed Pearl Walkthrough

Jun 26 2025

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The Blessed Pearl is a main quest in Indiana Jones and the Great Circle. This walkthrough will guide you through all objectives of The Blessed Pearl main mission.Gained in Trouble in Paradise:Discover

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

Gained in Trouble in Paradise:

  • Discovery Note #1: Tales of Dread #4 (50 AP)
  • Discovery Note #2: Rebel Flyer (50 AP)
  • Discovery Note #3: Tom Yum Goong Recipe (50 AP)
  • Discovery Note #4: Sukhothai Article (50 AP)
  • Discovery Note #5: Flood Article (50 AP)
  • Discovery Note #6: Rebel Article (50 AP)
  • Discovery Note #7: Forgotten Page (50 AP)
  • Adventure Book #1: Slug Boy II (Requires 950 AP)
  • Adventure Book #2: Fast Hands (Requires 650AP)

Join Gina

The morning after Sunan told his tale, Indy and Gina make ready to search for the temple. Before you meet her, there are some collectibles to grab here in the village. From where you start, immediately look to your left to find a Sukhothai Map on the nearby table.

Go down the stairs and down another set that leads to the water. In the water is a bottle.

 

Smash the bottle to get a note that begins the Mystery Child’s Play.

Mystery Note #1: First Bottle Message (50 AP)

 

Suggested Detour: Child’s Play 

Link to Child’s Play Walkthrough.

Gained in Child’s Play:

  • Mystery Note #2:  Second Bottle Message (50 AP)
  • Mystery Note #3:  Third Bottle Message (50 AP)
  • Mystery Note #4: Phra Ruang Statuette
  • Discovery Note #8: Prayer Grove (70 AP)
  • Discovery Note #9: Rice Farmers (65 AP)
  • Adventure Book #3: Jumbo Shove (Requires 700 AP)

From the end of Child’s Play go back across the bridge, and this time on the other side go down the stairs. There will be a man who wants to have his picture taken.

Discovery Note #10: Villager Portrait (20 AP)

After taking his picture, aim at his table and give him the picture to earn an additional 20 AP plus a money pouch (10฿). Then go back upstairs and head north along the walkway. A few houses down, you’ll find an open room with a bunch of people sitting on the ground listening to a story teller. Take a photo of him.

Discovery Note #11: Storyteller (70 AP)

Keep going north back to the bridge to Indy’s hut. Go down the stairs again, but this time go up the stairs to the west. In the first house to the north there will be a note.

Discovery Note #12: Pla Pao Recipe (50 AP)

In the next hut to the west is the local Doctor. Take a photo of him.

Discovery Note #13: Village Doctor (70 AP)

The doctor will also trade Medicine Bottles for the remaining Adventure Books that you haven’t purchased from Doctors in other regions. If you’ve been following this guide, there should only be two guides left which you will purchase here in Sukhothai. There are 20 Medicine Bottles in Sukhothai, and you still have 10 bottles left over from Gizeh, giving you enough to buy both when you are done.

Adventure Book #4: Shaping Up III (Trade for 15 Medicine Bottles, Requires 1200 AP)

Adventure Book #5: Moxie III (Trade for 15 Medicine Bottles, Requires, 950 AP)

Go west through the second floor of the next hut until you come out on a little balcony. Take a photo of the village market below.

Discovery Note #14: Village Market (70 AP)

Leave this hut then go to the middle of the bridge to the south, then face east and take a photo of the village.

Discovery Note #15: Village View (70 AP)

Outside Sunan’s hut is a letter from Voss.

Adventure Note #1: Warning Letter (50 AP)

Go into Sunan’s hut to find a note.

Discovery Note #16: Sukhothai Research Notes (50 AP)

 

West of Sunan’s hut is a couple playing Mak-Yek. Take a photo of them.

Discovery Note #17: Mak-Yek (50 AP)

Go out their west door, then turn left and go down the stairs to the north then into the building straight ahead of you. Take a photo of the people cooking.

Discovery Note #18: Cooking (70 AP)

Go outside, and move around to the south side of the building.

Discovery Note #19: Coconut Graters (70 AP)

Go southwest from the graters to find some fishermen to photograph.

Discovery Note #20: Village Fishermen (65 AP)

Now we can head to Gina and start exploring Sukhothai.

Get in the Boat

Climb into the boat, then watch the cinematic where Gina reveals that she can’t swim. When this cinematic ends, you will automatically get a note about Sunan

Discovery Note #21: Sunan

Speak to Tongdang

Head up the river and dock at Tongdang’s store. Go inside and speak with him about the breathing device. The good news is that he has one, the bad news is that it’s 798฿ and right now you don’t even have half that amount. Tongdang says he’ll hold it for you, but you’re going to have to scrounge up the Thai Baht to buy it.

Buy the Breathing Device

At least you can take a picture of Tongdang for now. He also sells two books at the moment, but more will be available later.

Discovery Note #22: Tongdang (70 AP)

Indy muses to himself that Voss must have a stash of gold for bribing the generals, and that it would more than pay for the rebreather. This begins the Fieldwork Voss’s Gold Stash, which you should undertake immediately. Before you do though, check out the ruins in the middle of the river just south of Tongdang’s Hut. In the ruin, underwater is a gold bar worth 500฿.

Suggested Detour: Voss’s Gold Stash 

Link to Voss’s Gold Stash Walkthrough.

Gained in Voss’s Gold Stash:

  • Adventure Note #2: Fascist’s Journal (50 AP)
  • Fieldwork Note #1: Code Instructions (50 AP)
  • Fieldwork Note #2: Bribe Letter (50 AP)
  • Mystery Note #5: Voss’s Letter
  • Discovery Note #23: Voss’s Camp Entrance (80 AP)
  • Discovery Note #24: Anti-Comintern Article (50 AP)
  • Discovery Note #25: Tales of Dread #5 (50 AP)
  • Discovery Note #26: Ganesha Statue
  • Discovery Note #27: Bergmann’s Letter (50 AP)
  • Discovery Note #28: Voss’s Camp (70 AP)
  • Adventure Book #6: Bear Hands (Requires 1400 AP)
  • Adventure Book #7: Sukhothai Frequencies
  • Adventure Book #8: Lucky Hat II (Requires 500 AP)
  • Adventure Book #9: Jumbo Throttle (Requires 650 AP)
  • Adventure Book #10: Kummetz Guide
  • Medicine Bottle #1: Voss’s Camp Barracks
  • Medicine Bottle #2: Voss’s Camp Storage
  • Medicine Bottle #3: Voss’s Office
  • Radio Frequency #1: Voss’s Camp (90 AP)
  • Royal Army Uniform

By Completing A Game of Wits Mystery during this Fieldwork you would also gain:

  • Mystery Note #6: Lorenzo’s Challenge (50 AP)
  • Mystery Note #7: Mak-Yek Rules (50 AP)

While still in the area of Voss’s Camp, also complete Elephant in the Room on the northwest side of the camp.

Suggested Detour: Elephant in the Room

Link to Elephant in the Room Walkthrough.

Gained in Elephant in the Room:

  • Mystery Note #8: Buddhist Shrine (80 AP)
  • Mystery Note #9: Rebel Journal (60 AP)
  • Mystery Note #10: King’s Elephant Shrine (80 AP)
  • Discovery Note #29: Elephant Statue (70 AP)
  • Adventure Book #11: Sukhothai Relics

At the end of this Fieldwork, head back to the entrance to Voss’s Camp. There’s a medicine near the construction site that we can grab on our way out, along with a money pouch (25฿).

Medicine Bottle #4: Construction Camp

Afterward, head back to Tongdang’s store. Buy the rebreather for 798฿. Afterwards, you are now able to buy his other stock.

Adventure Book #12: Sukhothai Books (450฿)

Adventure Book #13: Sukhothai Mysteries (450฿)

 

Find the Yeak

On the way to the Yeak, land the boat near a structure at the mouth of the river. There’s a stone path that has broken away leaving two separate stone platforms.

Whip swing across the gap and inside the building will be a relic.

Ancient Relic #1: Pyramid Approach

Head for the search zone in the northwest corner of the map. As you approach Gina will point out the statue at the edge of the water, the Yeak. Take a photo.

Discovery Note #30: Yeak Statue (70 AP)

Now hop in the water and look for an underwater tunnel heading downward. This is a good time to mention that the rebreather doesn’t equip automatically. You’ll be prompted to press / to equip it though, in case you forget. The rebreather isn’t limitless either. Its usually more than enough to get where you’re going but remember to stop for air when you’ve been under for too long.

Swim all the way down to the bottom of the hole, until you reach a beam that you will have to lift out of the way to proceed. Keep going and you’ll see a shaft of light coming down from above. Rise up to the surface to recharge the rebreather, then submerge again and continue. Keep going and eventually you will reach an enclosed room with many gears and two levers on either side of the pool.

Fix the Gear Trains

Take photos of the two sets of gear mechanisms. They have some cogs in place that can be used, there are also empty slots where loose cogs can be placed. To solve the puzzles, you have to ensure that the motion is transferred from one side to the other in order to activate the mechanism. You can see what cogs are currently in place will do by pulling the lever. In order to place missing cogs, pull it again to stop.

Adventure Note #3: Left Gear Train (80 AP)

Adventure Note #4: Right Gear Train (80 AP)

Looking at the floor around you, there are a number of loose gears of different sizes lying around that you can pick up. An important thing to note is that the small cogwheels can be put in your inventory. Never leave small cogwheels behind. They will all be necessary to solve puzzles in other locations.

REMEMBER: Once you solve a puzzle, always make sure to take the small cogwheels and put them back in your inventory.

Small Cogwheel #1/10

Small Cogwheel #2/10

Starting out, the Left Gear Train has no power, and the Right Gear Train will need more cogwheels to solve. Time to search this place more thoroughly. Let’s start with the Left Gear Train. On the right side of the puzzle there is a gap near the floor that you can crawl through.

Looks like the water wheel isn’t turning, so you’re not getting any power. Jump to the other side of the gearshaft, and climb up on the platform.

Then jump up to the top to find another gear.

Small Cogwheel #3/10

Next whip yank the ring on the other side of the room to start the water flowing onto the wheel.

As you head back, you will see the wheel turning the gearshaft and hear the creaking of the ancient mechanism. Now with three small cogwheels you have enough to solve both puzzles. To solve cogwheel puzzles efficiently, you will need to make use of both large and small cogwheels. Large cogwheels, the ones that have to be carried with two hands, are only used in the area in which they are found, and can only be placed in the puzzle where they will fit. Looking at the puzzle like a grid, large cogwheels have a diameter of 3 spaces, where small cogwheels have a diameter of 1 space. Gears will have to interlock in order for them to move another gear, so some diagonal placements may not work like you expect. These two puzzles are a good primer for the more difficult ones to come. Let’s look at the solutions.

First the Left Gear Train. Place two large and three small gears like this:

Then pull the lever to start the mechanism. The two carved posts on either side of the Gear Train will lower into the ground and then the entire mechanism will lock. Remove the small gears and put them back into your inventory. You will also get an Adventure Note for finding the solution to the puzzle.

Adventure Note #5: Left Cogwheel Layout

Now the Right Gear Train. Place one large and three small gears like this:

Pull the lever and the Gear Train will activate and lock just like the other one did. As before, you’ll also get an Adventure Note for finding the solution to the puzzle.

Adventure Note #6: Right Cogwheel Layout

Now, to finish the puzzle, there’s one last thing to do, and that’s to go to the east side of the room and turn the wheel to open the gates.

The entire room begins to shift, pulling apart to reveal a channel to a lake beyond. You now have access to the hidden pyramid by boat, which is great aside from the discovery that it is guarded by a gigantic water snake. You barely get a glimpse of it as it plunges into the water, but it’s enough to get a sense of its truly horrific size.

Get to the Pyramid

As soon as you enter the lake, you’ll get a prompt for a photo opportunity.

Discovery Note #31: Sukhothai Pyramid (180 AP)

As you approach the pyramid, there doesn’t appear to be a way to get up onto the platform from the boat. Remembering Sunan’s story, you know that there is supposed to be an underwater tunnel, but it won’t be accessible while that snake is in the water. Gina wonders aloud if there might be a way to get in through one of the sunken towers. Before you start searching though, head to the northeastern tower. You can climb up from the north side, and on top of the rubble is a relic.

Ancient Relic #2: Sunken Tower (180 AP)

Now head to the southeastern tower, where on its south side there is a place low enough to reach from your boat.

Put on your rebreather, jump into the pool inside, and head downward. There is a hole near the bottom that you’ll have to shift a beam out of the way in order to pass. Once you clear it, you’ll get an entirely too close look at the snake that’s circling the area.

Swim straight across to a hole in the tower directly in front of you. To make the trip as swift as possible, you’ll have to use your  / button to swim faster, especially on the longer stretches. You’re going to notice that while in the open water, you’ll start to see your reticle flash red, and hear an almost Predator-like clicking that gets faster as the snake gets closer. You have to get to safety before it’s too late.

 

Get some air from the small space below the ceiling of the second tower, then go back down and through a different hole to the third tower.

Don’t stop here! There is no place to surface for air in the third tower so you have to immediately dash across to the next hole before your air supply runs out, then head for the surface inside.

Now recharged for the last stretch, head back down and find the next hole. Now on this one, the waypoint is pointing you out into open water, which is suicide. Instead look down and to the left for the remains of the fourth tower. Swim through that rubble first and you will stay safe from the snake.

There’s a little tunnel here, follow it to the next hole.

From this hole, the waypoint lines up perfectly with a space between large roots that twist through the water. Swim through the gap and follow the tunnel.

At the end of the tunnel there will be a beam that you’ll have to shift, and you manage to do it and wedge yourself inside just in time to escape a snakey death. 

By this point you will be running low on air, and probably be starting to drown. Make for the light as fast as you can and you will be able to reach the surface. Now the first thing you want to do here is head to the south where there’s a less obvious path. Climb up and enter this area and keep going south until you’re back in the water.

Swim south and climb up into a small alcove where you’ll find a relic.

Ancient Relic #3: Pyramid Entrance (180 AP)

Now follow the more obvious path forward to the west. Climbing up the muddy rocks towards the light, you’ll come out looking out over a deep chasm.

Jump across to the platform below and to the right. From there, turn around and you’ll see a branch you can whip to. Climb all the way down to the end of the whip then let go to drop safely to the platform below.

Then you can drop to the bottom of the shaft, and head forward into another cave which leads to the tower.

Explore the Pyramid

There’s a photo opportunity here as soon as you emerge from the tunnel.

Discovery Note #32: Pyramid Tower (80 AP)

Next, drop down to the path directly in front of you, then swing from a branch to the next platform.

Then face the outer wall (north), and you’ll see an Adamic word carved there. Take a photo.

Adventure Note #7: “The Servants” (80 AP)

Head back to the entrance, and this time climb up the north wall to reach a higher platform. At the end of the platform, jump across the gap to the tower ledge.

There’s a shed snakeskin here which lets you know that just because you’re out of the water doesn’t mean you’re safe. Shimmy across the ledge under the roots to reach the other side. Here there will be a photo opportunity prompt. Take a photo of the fungal growth directly across from you.

Discovery Note #33: Giant Mushroom (65 AP)

As you go around the corner and start to move south, a rock fall destroys the bridge to the other side. You’ll have to jump for it, but not before you make yourself a path forward. Here at the edge of the cliff is another giant mushroom with a spear stuck into it. Looks like the spear will lodge into the giant mushrooms and hold fast, allowing you to swing on it with your whip. Grab the spear and hold / to aim it at the mushroom, then press / to throw it.

Jump across to the other side, and whip swing across to the next platform, then climb up into a hole on the left.

As you enter the Lost Archive, you catch another glimpse of the snake disappearing into the water below. So no recreational swimming just yet. Instead take a photo here from the top of the platform.

Discovery Note #34: Stone Library (80 AP)

Head down the stone platform, looking to the right. There is a line of the platforms leading to the north.

Jump from one to the next until you reach a relic.

Ancient Relic #4: Stone Library

Head back to the first platform and look across the water to the west. Run and jump for the rocks. If you don’t quite make the distance, climb out of the water as fast as you can to avoid premature snaking. Afterward, head south and jump to the large square block.

Climb up and take a running jump at the next rocks. Climb up to the top of the center rock, and you’ll see a skeleton and spears on the platform near the wall. Jump across to it.

Grab a spear and toss it at the mushroom across the room, making sure to aim a bit higher to account for the spear’s trajectory.

Jump back to the square platform to the right of the mushroom, then swing across to the top of the next platform. Run and jump to grab the edge of the platform in front of you, and pull yourself up. The next platform is quite a distance away, and you’ll have to swim to reach it. Run and jump so you have as little time in the water as possible. Climb onto the ledge, then up to the top of the platform.

 

Jump to the stone ahead, then to the large rectangular stone jutting out of the wall. From there, jump to the south wall and grab the edge, shimmying all the way left until you can see a beam above that you can whip. Swing from there to a stone platform just above the water.

Jump across two more platforms then jump up to the top of the rock there.

Take a photo of the elephant skeleton that you see here, hanging from roots and vines.

Discovery Note #35: Elephant Skeleton (80 AP)

From this platform, there is a point to whip to but the moment you try to swing on it the attachment gives way and you plunge into the water. Swim for the elephant platform and get out of the water fast!

Defeat the Snake

The snake isn’t willing to just let you go this time. Look on the ground and in the elephant corpse for spears. When the snake rises out of the water, you will have to throw the spear at it, but you have to hit it in its open mouth or the spear will just bounce off its rubbery skin. Once it opens its mouth though, it will strike you in seconds so you have to throw accurately to avoid being bitten.

It will swim around under the water, and you can follow its wake and the splashes it makes. Just before it rises out of the water, it will go dive and go silent. It will pop up on your left or your right in a few seconds. Listen for the splashes to the left or right, turn and throw the spear into its open mouth before it strikes! On Action Experience: Light, you will need to land four spears successfully before it retreats, crashing through a wall into the next area.

Reach the Top of the Pyramid

Go through the hole that the snake has just opened in the wall, and climb up the stone steps to the right. Near the top is another spear which you can throw at the mushroom in front of you. Better to back up a bit down the path to give yourself a good angle on the mushroom.

Use your whip to swing across, then look across the gap to the next platform. It’s clearly too high to reach by jumping, and there’s no sign of a giant mushroom to help. There’s no tutorial for this and the game never communicates this to you directly, but the white paint highlight seems to suggest that you should jump for the long white vine with white flowers growing on it. And that’s exactly what you have to do. Jump to the vine, then climb up to the top.

Jump across to the next platform, then look up to find a whip point. Climb up to the ledge then shimmy left along the ledge, then keep going left around the corner until you can drop safely to the platform beneath you. Follow the path and you’ll see a skeleton and spears here on the corner. Ignore that for now and go around the corner. There’s another attachment point that you can whip to and climb.

At the top turn to the west to photograph another Nephilim carving.

Adventure Note #8: “The Retribution” (80 AP)

Jump across the gap, then turn right, and jump across to another root.

Climb up, and at the top you’ll find another relic.

Ancient Relic #5: Climbing the Tower (180 AP)

Go back the way you came until you reach the skeleton on the corner. Grab one of the spears and lodge it in the giant mushroom across the gap. Then jump across the gap from the platform with the snake skin, and use the spear to swing across to the next platform. From here, its another climb up a vine to another tunnel. Follow the tunnel to the end, then squeeze through a narrow gap between the walls. On the other side, whip to a root above you and climb up.  Crawl through the hole in the wall to get back to the tower area.

Jump to the platform to the east, then keep going east across a ledge till you reach the corner. Jump up to the ledge to the north. From here look down at the tower and you’ll see another skeleton with spears. Toss one at the giant mushroom to the north so you can keep going in that direction. Jump back to the platform, and swing across to the next ledge.

Whip climb the platform in front of you, then follow it around the corner till it ends. Look across the gap to the south, and that will be the edge you’ll have to run, jump and grab. Its a bit of a reach, so be careful how you jump. Climb up to the platform, ignore the circular handle on the wall, and jump across to the bridge that leads back to the east.

Meet up with Gina

As you head that way, you’ll see another Nephilim carving in the wall ahead of you that you should photograph.

Adventure Note #9: “The Fall” (80 AP)

Just the other side of the carving is a staircase down to where Gina is waiting for you to pull her up.

Open the Gate

Gina will stand near the closer handle, so you will have to jump back across the gap to the handle you passed on the way in. You will turn both handles at the same time, causing the door to the inner chamber to open.

Win the Game

In the Game Room, you will have a board of game pieces and a statue. First take a photo of the board.

Adventure Note #10: Game Board (180 AP)

To the south will be an alcove with 2 additional game pieces.

On the right a closed panel, and something you can interact with.

 

Have a look at that wall, and you’ll undercover a message in Adamic. “The game reveals the secret”. Interesting. So first let’s look at the board. All of the towers jutting out of the board have a “nose” that points in a specific direction. What does that mean? Well right now all four towers are facing east, the direction of the door to the room. If you take out the one piece that’s in the board, the two towers that were adjacent to it rotate clockwise and the door to the east closes, trapping you inside.

Putting it back in the same position causes them to rotate counterclockwise back to the east and the door opens. From this we can gather that placing a game piece in the board causes the towers adjacent to the piece to rotate counterclockwise. Also, that when all four towers are pointed in the same direction, it causes an effect in that direction. If you place it next to the two towers that are adjacent to each other instead, you’ll notice that only one of them moves which means that diagonally adjacency doesn’t count, only orthogonally adjacent towers will rotate.

With the two more pieces from the south alcove, we can cause all four towers to point north, using the pattern below:

The panel will open and reveal our reward for that work: three more game pieces, bringing us to a total of 6.

This time we want the four towers to point to the north. The correct placement for the game pieces is:

Solving the puzzle will automatically give us an Adventure Note:

Adventure Note #11: Nephilim Game Piece Placement

The statue will slowly slide over to reveal a map of Sukhothai, showing the way to the stone. Photograph the map.

Adventure Note #12: Nephilim Map (180 AP)

Just as you take the photo, the door grinds open to reveal Locus, full of dire warnings about the dangers of knowledge. Gina and Indy try to fight him, but suddenly the floor gives way dropping you and Locus back into the Stone Library.

Defeat Locus

You must fight the giant again, but this time there is a twist. Block and counterpunch as before, and when Locus eventually goes down to one knee, hit him with one last finishing blow. Except he catches your fist, hoists you into the air effortlessly, and is about to brain you when the snake decides to make a comeback.

Locus throws you aside and the snake shoots by you while you flounder in the water. When you come up for breath you snag one of the spears out of the snake’s body. Locus is wrestling the beast, and is holding it steady for you to make the killing blow. With the snake beaten the two of you, weary and beaten, appear ready to continue the fight until Gina shouts some sense into you both. And just as it seems that logic will prevail, Indy clobbers the poor bastard and knocks him out. Oh well.

Speak to Sunan

You’ll automatically go back to your boat. The next goal is to head back to Khaimuk Saksit Village and tell Sunan what happened, but first have a look at the map. Leading to the pyramid area there is a T junction where going south takes you back to the rest of the map. Instead keep going east to the dead end to get a photo of a waterfall.

Discovery Note #36: Waterfall Tributary (65 AP)

 

Like any good waterfall in a video game, there is a secret behind it: a narrow passage you can squeeze through that has another of those Ancient Relic puzzles.

This one can be solved in 7 relics.

L
R
L L
L L
R

 

When you complete the puzzle a door will open up to reveal an Ancient Relic.

Ancient Relic #6: Waterfall Puzzle (180 AP)

Head back to the village to talk to Sunan. Just before you sit down with him, take a photo of him fishing.

Discovery Note #37: Uncle Sunan (70 AP)

Once you speak with him, Sunan will look at the photo and identify it as a map of Sukhothai as it used to be in ancient times. He tells you that according to the map, the Blessed Pearl will be in the ruins of Wat Mahathat. Proceeding with that stage of the request should be saved until you’ve done everything in Sukhothai that you can, so let’s begin a little cleanup.

Before you do anything else, speak to Sunan again to be told a story about a girl who met a demon in a cave near Wat Sa Si. This will begin the Lost in the Past fieldwork, but it will also give you the Fried Egg note.

Discovery Note #38: Fried Egg

Just after you left the pyramid, you’ll have gotten the Fieldwork message for A Study in Fear. At some point when travelling Gina will also tell you about a villager that has gone missing, starting a completely different Fieldwork mission, The Kid Who Vanished.

Don’t forget about Tongdang! After you leave the pyramid, he will have three new books to sell, which really help the collectible gathering.

Adventure Book #14: Sukhothai Notes (950฿)

Adventure Book #15: Sukhothai Artifacts (450฿)

Adventure Book #16: Sukhothai Cogwheels (700฿)

If you’re a little short on funds, let’s deal with that right now. Just north of the village is a dock in front of a tented wooded structure. Put on the Royal Army uniform and knock on the door to find Sukhothai’s fight club, the Jungle-Bruiser Pit. Defeat all your opponents for a fat stack of cash (875฿), and if you’ve been following the guide that will also earn you Tour de Force (defeat all boxing champions).

Also, while you’re here take a photograph of the fight master.

Discovery Note #39: Jungle Bruiser (70 AP)

The Jungle-Bruiser Pit store has two books to buy:

Adventure Book #17: Hardboiled III (1200฿, Requires 2100 AP)

Adventure Book #18: Sawbones III (700฿, Requires 950 AP)

 

Time to start dealing with the remaining side quests.

Suggested Detour: The Serpent’s Chest 

Link to The Serpent’s Chest Walkthrough.

Gained in The Serpent’s Chest:

  • Ancient Relic #7: Serpent’s Chest 

 

Suggested Detour: The Kid Who Vanished 

Link to The Kid Who Vanished Walkthrough.

Gained in The Kid Who Vanished:

  • Fieldwork Note #3: Aran Photograph (50 AP)
  • Fieldwork Note #4: Hidden Map (50 AP)
  • Fieldwork Note #5: Pipe Slot (80 AP)
  • Fieldwork Note #6: Giant Cogwheels (120 AP)
  • Fieldwork Note #7: Platform Pipeworks Placement
  • Fieldwork Note #8: Bridge With a Statue (80 AP)
  • Fieldwork Note #9: Khmer Pipeworks Placement
  • Discovery Note #40: Tree House (70 AP)
  • Discovery Note #41: Thot Man Pla Recipe (50 AP)
  • Discovery Note #42: Delivery Note (50 AP)
  • Discovery Note #43: Wat Si Sawai (70 AP)

  • Discovery Note #44: Naga (80 AP)
  • Discovery Note #45: Jōmon Mask (60 AP)
  • Discovery Note #46: Shiva (80 AP)
  • Adventure book #19: Handyman (Requires 800 AP)
  • Ancient Relic #8: Wat Si Sawai (180 AP)
  • Ancient Relic #9: Pipeworks (180 AP)
  • Ancient Relic #10: Shiva Shrine (180 AP)
  • Medicine Bottle #5: Treehouse Base Camp

If you are following the guide, then you will have also completed the Mystery Path of Tigers.

Gained in Path of Tigers:

  • Mystery Note #11: Rebels Photograph (50 AP)
  • Mystery Note #12: Painted Message (70 AP)
  • Mystery Note #13: Pailin’s Message (50AP)
  • Adventure Book #20: Jumbo Grip (Requires 500 AP)

 

Suggested Detour: A Study in Fear 

Link to A Study in Fear Walkthrough.

Gained in A Study in Fear:

  • Fieldwork Note #10: Demolition Request
  • Fieldwork Note #11: Devil Card (50 AP)
  • Fieldwork Note #12: Excavation Orders (50 AP)
  • Fieldwork Note #13: Dream Journal (50 AP)
  • Fieldwork Note #14: Symbol Pedestal (80 AP)
  • Fieldwork Note #15: Another Symbols Pedestal (80 AP)
  • Fieldwork Note #16: Demon’s Head (120 AP)
  • Fieldwork Note #17: Bird’s Nest Key
  • Fieldwork Note #18: Yaksha
  • Fieldwork Note #19: Annika’s Research (50 AP)
  • Discovery Note #47: Exploded Opening (80 AP)
  • Discovery Note #48: Khmer Water Mill (80 AP)
  • Discovery Note #49: Jade Humanoid (60 AP)
  • Ancient Relic #11: Secret Khmer Vault (180 AP)
  • Ancient Relic #12: Khmer Water Mill (180 AP)
  • Ancient Relic #13: Khmer Burial Chamber (180 AP)

 

Suggested Detour: Lost in the Past 

Link to Lost in the Past Walkthrough.

Gained in Lost in the Past:

  • Fieldwork Note #20: Poisoning Report (50 AP)
  • Fieldwork Note #21: Moon Card (50 AP)
  • Fieldwork Note #22: Bangkok Postcard (50 AP)
  • Fieldwork Note #23: Ghost Report (50 AP)
  • Fieldwork Note #24: Large Skeleton (180 AP)
  • Fieldwork Note #25: Nephilim Stone Construction (180 AP)
  • Fieldwork Note #26: “Heh-zam-eesh” (180 AP)
  • Fieldwork Note #27: “Gira’ahn-matu” (50 AP)
  • Fieldwork Note #28: “Heh’k-dashu” (180 AP)
  • Discovery Note #50: Wat Sa Si (70 AP)
  • Discovery Note #51: Old Ruins (70 AP)
  • Discovery Note #52: Capsized Barges (70 AP)

  • Ancient Relic #14: Wat Sa Si Prayer Wheel
  • Radio Frequency #2: Wat Sa Si (90 AP)
  • Medicine Bottle #6: Wat Sa Si

 

Suggested Detour: Monkey Business 

Link to Monkey Business Walkthrough.

Gained in Monkey Business:

  • Mystery Note #14: Monkey Warning (50 AP)
  • Mystery Note #15: Francesco’s Note (50 AP)
  • Mystery Note #16: Keyring Note (50 AP)
  • Discovery Note #53: Fascist Armory (70 AP)
  • Discovery Note #54: Thieving Monkeys (65 AP)
  • Adventure Book #21: Punch Out II (Requires 600 AP)
  • Adventure Book #22: Slugger II (Requires 900 AP)
  • Ancient Relic #15: Secret Armory (180 AP)
  • Medicine Bottle #7: Secret Armory Barracks
  • Medicine Bottle #8: Secret Armory Staging Area
  • Medicine Bottle #9: Secret Armory Shipping

There are a couple other pickups in the area when you’re done. Just south of the dock is an abandoned boat near a hidden path.

Head down the path until you find a small ruin, then look on the left to find a bowl of fire pots.

On the top of the ruin is a debris covered whip point. So light the fire pot and burn that debris away. Climb up the wall and you’ll see an artifact there on the ground inside.

 

Discovery Note #55: Bronze Jue (60 AP)

Just east of there is a stone ruin in the middle of the water. On top of the ruin is a note.

Discovery Note #56: Ruins Research (50 AP)

 

Eastward still around to the other side of the island, find a ruined wall that has a small gap near the waterline. Jump in the water and swim through the hole. On the other side you’ll see two buildings, the left one has a straw door. Burn it and head inside.

The only thing inside is a pool in the smashed floor. Dive in and swim down a tunnel, using your rebreather, and move a beam blocking your path.

 

At the end of the tunnel, climb out and you’ll find an artifact. This will also award you your Repatriation trophy (return all lost artifacts).

Discovery Note #57: Belt Buckle (60 AP)

On the southwest tip of the island is a wrecked boat with a guitar on it. Take a picture.

Discovery Note #58: Wreckage (65 AP)

 

Suggested Detour: Timely Arrival 

Link to Timely Arrival Walkthrough.

Gained in Timely Arrival:

  • Mystery Note #17: Shipment Paper (50 AP)
  • Mystery Note #18: Code Lookup Table (50 AP)
  • Discovery Note #59: Tales of Dread #6 (50 AP)
  • Discovery Note #60: Wat Chana Songkhram (70 AP)
  • Adventure Book #23: Iron Grip (Requires 475 AP)
  • Adventure Book #24: Sukhothai Medicine
  • Medicine Bottle #10: Wat Chana Songkhram
  • Medicine Bottle #11: Wat Chana Songkhram Guard Post
  • Radio Frequency #3: Wat Chana Songkhram (90 AP)

Discovery Note #61: Overgrown Statue (70 AP)

Just behind the overgrown statue is a path that leads to a small camp.

Adventure Book #25: Shanghai Guide

 

 

Past the table and chairs is another path, follow it all the way to the end to find an enemy camp. You’ll see a dock on the water, with some crates piled up. On top is a Medicine Bottle.

Medicine Bottle #12: West Across From Wat Mahathat

There are six Khmer Cogwheel Puzzles. You need a certain amount of small cogwheels with you to solve each one. First is the Waterfall Ruins puzzle. Head west up the river and get off your boat on the north side before the rapids. There you will find a statue in the distance that marks the entrance to the puzzle room. Take a photo of the pillar at the entrance.

 

Discovery Note #62: Waterfall Ruins Cogwheel Pillar (70 AP)

In the puzzle room are two small cogwheels, one on the ground and one already in the puzzle.

Small Cogwheel #4/10

Small Cogwheel #5/10

With the three cogwheels you already have, you can open this puzzle in no time. Rearrange the large gears and add small gears as shown below.

Puzzle Solution:

Inside the cell is a relic.

Ancient Relic #16: Waterfall Ruins (180 AP)

Northwest of the puzzle room is a hidden camp that has a note nearby.

Adventure Note #13: Camp Notes (50 AP)

Next is the puzzle just south of Khaimuk Saksit Village. Head south until you see this wall.

You will have to dive in, put on your rebreather and move a beam out of the way of the crack in the wall before you swim through. On the other side, you’ll swim to shore and find the entrance to the puzzle room near another statue.

Take a photo of the pillar.

Discovery Note #63: Village Cogwheel Pillar (70 AP)

Inside will be one new cogwheel and a puzzle that needs five.

Small Cogwheel #6/10

Notice that on this puzzle that there are two wheels marked with an M or W shape (depending on the direction). These wheels are linked. Turning one will turn the other, saving you a lot of gears b using them.

Puzzle Solution:

Inside the cell is a relic.

Ancient Relic #17: Village Cogwheel Puzzle (180 AP)

Get back to the boat and go a bit further south to find a Medicine Bottle just sitting on the shore.

Medicine Bottle #13: Treehouse Shoreline

Go south around the island to the west until you reach a small Royal Army camp. There is another Medicine Bottle here at the shoreline.

Medicine Bottle #14: Royal Army Camp

Further west is a statue in the middle of the river, and another photo opportunity.

Discovery Note #64: River Buddha (70 AP)

From the river buddha, northwest is a broken wall. Go through the wall, then head west up the hill to find another Khmer Cog Puzzle. Take a photo of the pillar.

Discovery Note #65: Wat Mahathat Cogwheel Pillar (70 AP)

Head into the hole to the puzzle room. You’ll get two more small cogwheels here.

Small Cogwheel #7/10

Small Cogwheel #8/10

Puzzle Solution:

In the cell is a relic.

Ancient Relic #18: Wat Mahathat Puzzle (180 AP)

North up the river there is another island camp that has a Medicine Bottle.

Medicine Bottle #15: Island Watch

Head west under the bridge and you’ll see another camp. Land and check the tent for another Medicine Bottle.

Medicine Bottle #16: Bridge Camp

From the dock north of Wat Si Sawai, head south into the shallow water towards a large rock in the distance. Go to the left of the rock under the tree that is lying across it. Once under the tree, look to the left to see a hidden path.

 

Head down the path to find a Khmer Cogwheel Pillar. Take a photo.

Discovery Note #66: Wat Si Sawai Cogwheel Pillar (70 AP)

Go inside to find the puzzle room, and one new small cogwheel. You will need six small cogwheels to solve this puzzle.

Small Cogwheel #9/10

Puzzle Solution:

In the cell is a relic.

Ancient Relic #19: Wat Si Sawai Puzzle

The next puzzle is north of the Jungle Bruiser Pit, south of Voss’s Camp, and east of Wat Chana Songkhram. Again there is a wall with a small hole at the waterline. Jump in the water and put on your rebreather. Move the beam and go through the hole. Surface and then follow the path up the hill.

At the end of the path is the hole to the puzzle room.

Take a photo of the pillar.

Discovery Note #67: Hidden Platform Cogwheel Pillar  (70 AP)

Head into the puzzle room. Inside is your last small cogswheel. You will need 7 to solve the puzzle.

Small Cogwheel #10/10

Puzzle Solution:

In the cell is a relic.

Ancient Relic #20: Hidden Platform Puzzle (180 AP)

The last puzzle is in the river west of Voss’s Camp. Look for an area you can beach, with a trail leading away. At the top of the trail is the puzzle pillar.

Take its photo.

Discovery Note #68: River Bank Cogwheel Pillar

Head down into the puzzle room. You will need all 10 small cogwheels to solve this puzzle. Puzzle solution:

Inside the cell is a relic.

Ancient Relic #21: River Bank (180 AP)

Taking the last relic from the puzzle rooms will earn you the Gear Head trophy (solve the Cogwheel puzzle in Sukhothai).

Now all that’s left is in Wat Mahathat, but before we advance the plot, there’s a ton of collectibles in this small area. Put on your Royal Army disguise and head to the East Wat Mahathat dock, then loot the camp.

Discovery Note #69: Wat Mahathat (70 AP)

On the west side of the excavation is a dig tent with a Medicine Bottle sitting on one of the tables.

Medicine Bottle #17: Wat Mahathat West Dig Tent

On the south side of the excavation is a large tent next to a bulldozer. Inside on the west wall is a Medicine Bottle.

Medicine Bottle #18: Wat Mahathat Camp Storage

On the center table is a locked box with money inside (125฿)

Adventure Note #14: Wat Mahathat Report (50 AP)

On the east wall there’s a foot locker that will start the mystery Counting Letters, as well as a note.

Mystery Note #19: Bartolomeo’s Challenge (50 AP)

 

The Bartolomeo’s Challenge note contains the code key JHHS. None of the nearby code wheels have an S on them, and since the code key has two H’s we have the result B-E-I-? or B-I-E-? So the answer could be BEIL, BEIM, BEIN, or BIER. So the answer is either 3995, 7044, 0648, or 4134. By process of elimination you’ll get there eventually, but the correct combination is 4134.

Inside the foot locker is a book.

Adventure Book #26: Street Scrapper III (Requires 1500 AP)

 

East of the storage tent is another shelter with a note, a Medicine Bottle, and a card on the table.

Medicine Bottle #19: Wat Mahathat East Dig Tent

Adventure Note #15: Archaeologist’s Notes (50 AP)

Adventure Note #16: Rome Postcard (50 AP)

Go north around the statue base to find the radio tent, where there is the last radio frequency.

Radio Frequency #4: Wat Mahathat (90 AP)

Climbing the central platform in the dig will yield another Medicine Bottle.

Medicine Bottle #20: Wat Mahathat Scaffolding

On the north side of the central structure on the ledge around the base of the ruin is another note.

Discovery Note #70: Monument Research (50 AP)

On the northwest corner of the central ruins look for boards marked with the tiger symbol of the resistance, and look in the basket for a book.

Adventure Book #27: Seeing Red (Requires 900 AP)

Find the Entrance

When you are done with all of that, follow your waypoint to the entrance, and Gina will kneel by an Adamic word carved into a stone slab. Interact with it to get a cinematic and open the way.

NOTE: If for whatever reason Gina is not kneeling down at the entrance (which can happen if she initiates the animation but then you travel to a different area for example), save your game by going to a fast travel location, then reset your game. That should cause her to examine the slab properly.

Jump down into the opening, and follow Gina down into the temple.

Explore the Temple

At the bottom of the stairs, Gina will notice a high ledge and will get you to give her a boost. Then she will ask you for a torch, so grab a torch from the jar by the door and light it, then toss it up to her. She will burn the debris that is obscuring the branch so you can now whip to climb up. You’ll both go through a short tunnel then drop down into a bigger room on the other side. As you and Gina examine the carvings on the floor, she has a revelation that the markings on the floor replicate the Nephilim game from the Hidden Pyramid. So large now, that you will use people from the village as game pieces.

But first take a photo of the gameroom from the top of the stairs.

Adventure Note #17: Game Room

Interact with any of the villagers and then interact with a space to cause the villager to stand on that spot. All of the same rules apply from the smaller version of the game. Stand villagers on the spots to cause towers that are adjacent (orthagonally) to rotate counterclockwise. Place the villagers in the pattern shown below, then you can stand on the last spot to make the towers all face the front. When you solve the puzzle, you will get a note with the solution.

Adventure Note #18: The Great Game Piece Placements

The door will open onto a substantial drop into a long room. Whip the roots above you and lower yourself until you drop into the water. Right were you enter the water, turn around and look on the ground to find a relic.

Ancient Relic #22: Wat Mahathat Underwater (180 AP)

Now continue forward until you reach a large statue that has desiccated giant corpses sitting around it. Take a photo of the statue.

Adventure Note #19: Messenger Statue (80 AP)

On the reverse side of the Messenger Statue, take a photo of the Adamic word on the back.

Adventure Note #20: Messenger Statue Symbol (80 AP)

Continue north down the staircase, but don’t go through the door yet. Near the bottom of the stairs, look to the east to see a swing point. Whip swing across, then jump across to the platform with a relic.

 

Ancient Relic #23: Messenger Statue

Keep going into the next room, which is a series of platforms with water filled with leeches. Turn left and then jump across two platforms.

 

Then swing to the next one, and whip climb to a root you can grab onto.

Shimmy to the right until you can whip to a root and swing to the central platform. Instead of going left, jump to the platforms to the east until you find a relic on the last platform.

Ancient Relic #24: Leech Lake (180 AP)

Now jump back to the central platform. Walk out on the long spar that is stretching to the northeast, then look up and you’ll find a root to swing from across to the platform against the wall. Then from the platform swing to the exit platform.

Crawl through the low passage to the north. You’ll emerge at the top of a ridiculously deep pit. Walk along the ramps around the outside, swinging on branches where needed to maneuver across. At the very bottom will be the Inner Sanctum. Go down the stairs then jump across to the platform in the middle, where you will finally get the Blessed Pearl. Finally Indy doesn’t just grab it, like he does every other statue. He instead translates the Adamic writing around the outside of the platform, and then does the stupid thing anyway. Run!

The whole area is collapsing while the leech filled water is rising.

Climb up the ramps around the outside until you come to a white painted dead end. Look up and whip to climb up the wall.

Then at the top, jump up and grab a ledge on the white painted wall beside you and shimmy all the way left.

As soon as you move around the corner, pull yourself up and continue to run to the left. As you’re running one of the beams you’re about to get on is knocked down leaving you nowhere to go. Follow it anyway, then at the bottom, jump across to the platform ahead. Look up and whip climb the next wall which will deposit you right by the entrance. Crawl under the partially opened doors.

In the leech filled next room, the collapsing beams will actually help you, creating bridges across to the central platform. Run then jump across, then run straight towards the entrance and jump again to land on a second set of fallen beams.

Climb the huge set of stairs into the next room where fallen beams allow you to whip across to the far wall and then shimmy to the right until you can whip across to the south wall and climb out.

When you finally reach the game room, the flooding will catch up with you and completely fill the room with water. Put on your rebreather and keep swimming for the entrance. The entrance will be blocked, so swim to the tunnel above the entrance that had previously been inaccessible. Then swim over to the ladder on the left to find the exit. Outside you will watch another cinematic where both Locus and Voss catch up with you in an epic skirmish.

Escape Sukhothai

When you regain control after the cinematic turn around and make a mad dash for the exit. Another cinematic will play, and then you will have to defend your boat while you make a speedy getaway. You will have five machine guns to fend off Nazis while you make your escape. Try to aim for fuel barrels to maximize your ammo’s effectiveness. In the end you will have to abandon ship, and swim for it. You will have a fraction of a second to interact with a branch to avoid going over the waterfalls, then another cinematic will play.

Get to Gina

When you regain control again, swim for the shore and stealthily try to sneak past the Royal Army soldiers in the area. If you find yourself cornered, try subduing you enemy quickly and keep moving, otherwise if you attract attention, you’ll have to deal with four soldiers before you can advance. Keep following the path until you have to drop down into some water, and then again onto a dry path as you listen to Voss giving orders very near to you. Keep sneaking through a tunnel while you listen to Voss threatening Gina. Finally squeeze through a narrow passageway just in time to meet up with Locus. Looks like you’ve reached an understanding. Indy gets on a plane for Iraq and the next adventure!

But actually turn around and head back to Sukhothai, there’s one last thing you have to do.

In Sukhothai, aim at the spot next to any radio at fast travel locations to get the prompt to give Gina the radio frequencies. Give her the four radio frequencies you have to get the Tuned In trophy, as well as a discovery note for her article.

Discovery Note #71: Gizeh Article Draft (50 AP)

This finishes The Blessed Pearl main quest in Indiana Jones and the Great Circle.

Next Up: Atonements

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

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