Indiana Jones and the Great Circle: Complete Walkthrough & Boss Guide

By ParryStack Editorial·Updated May 2026·🗺️ 7 steps · ⚔️ 4 bosses

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📋 In This Guide
  1. Main Story Walkthrough (7 steps)
  2. Boss Guides (4)

🗺️ Main Story Walkthrough

Tick off each step as you go — your progress saves locally, no account needed.

Step 1 of 7
Marshall College: The Break-In and the Golden Idol

Indiana Jones and the Great Circle opens at Marshall College in 1937, where Indy is assaulted by an intruder stealing a valuable artifact. This prologue establishes the game s first-person perspective, the whip mechanics, and the combination of stealth and improvised combat that defines the experience. You cannot use guns early on; rely on melee weapons picked up from the environment — brooms, shovels, vases — to incapacitate guards. The college section teaches crouch movement, vault interactions, and the importance of environmental disguise. Following the break-in, Indy pursues the thief s connection to the Vatican, beginning the Great Circle investigation.

Step 2 of 7
Vatican City: Infiltrating the Holy See

Vatican City is the first large sandbox area and introduces the full stealth toolkit. Indy must infiltrate the archives and the underground catacombs while avoiding Swiss Guards and Nazi intelligence operatives. Disguises are crucial here: stealing a guard uniform from a laundry room allows free movement through restricted zones. The main objective involves recovering a stolen artefact from a secret chamber beneath the Sistine Chapel. Explore every side room for Adventure Journal entries that develop the Great Circle lore, and solve the Compass Mystery in the Vatican gardens for a significant stat upgrade. The Locus boss is first encountered here in the Vatican storage room.

Step 3 of 7
Egypt — Gizeh: The Idol of Ra and the Blind Giant

Gizeh is the most expansive sandbox area in the game, set amid the pyramids and desert camps. Indy must locate the Idol of Ra, a key artefact in the Great Circle sequence. The area emphasizes navigating Mongol-allied Nazi dig camps, weight-based environmental puzzles inside pyramid shafts, and stamina management during extended climbing sequences. The highlight is the Cave of Darkness, a pitch-black subterranean area where Indy uses a lighter for vision and must defeat the Blind Giant guardian using only sound-based combat and improvised weapons in the dark. Solve the Three-Eyed Gate puzzle before descending into the cave.

Step 4 of 7
Shanghai: The Blessed Pearl

Shanghai provides the game s most urban, crowded environment. Indy navigates the French Concession and the waterfront in search of the Blessed Pearl artefact, pursued by both the Nazis and local criminal organisations. This section rewards social stealth — blending into crowds, using vendor disguises, and eavesdropping on conversations to gather Intel markers on Nazi officers. The Shanghai chapter also introduces Gina Lombardi, an Italian journalist and Indy s main ally for the rest of the game, who assists in several puzzle sequences and provides a crucial assist during the final boss fight. The Temple of the Blessed Pearl involves a multi-floor pillar puzzle that is the most visually complex in the game.

Step 5 of 7
Sukhothai, Thailand: Royal Temple and Jungle Camps

Sukhothai is a jungle-temple environment with heavy Mongol-force occupation. Indy infiltrates the Royal Army camp using a combination of disguise and timed patrol avoidance, then navigates the temple ruins with Gina. This chapter features the second encounter with Locus, now more aggressive and mobile than in Vatican City. Sukhothai also holds the game s densest concentration of Fieldwork side-quest objectives: solve all three temple mysteries during your first visit rather than returning later, as the chapter becomes inaccessible after the story advances past the third act.

Step 6 of 7
Secret Monastery — Himalayas: The Final Artefact

The Himalayan monastery is the most linear chapter in the game, emphasizing climbing, environmental storytelling, and the convergence of all Great Circle artefacts. Indy must scale the monastery exterior during a snowstorm with limited visibility, then penetrate the interior to reach the vault where the final artefact is held. This chapter reveals the true purpose of the Great Circle and Emmerich Voss s plan. Combat here is unavoidable in several sections; the game recommends your highest-damage improvised weapons, particularly the large tools found in the monastery workshop. The chapter ends with the confrontation with Voss that leads into the two-phase final boss.

Step 7 of 7
Final Act: The Great Circle Ritual Site and Emmerich Voss

The endgame takes Indy to Iraq and the activation site for the Great Circle, where Voss intends to complete the ritual. This sequence is predominantly combat-driven, with waves of Nazi soldiers requiring improvised weapon management and whip traversal across crumbling terrain. Gina s role becomes critical in the final boss sequence — she provides weapons mid-fight and ultimately the means to end the confrontation. Ensure Indy s health is full before the Voss fight begins; there is no opportunity to heal between the approach corridor and the two-phase final encounter.

⚔️ Boss Guides

⚔️

Locus (Vatican City — Storage Room)

Weakness
Attack maximum twice before he counters; walk backward in circles to bait his lunge attack, then strike during recovery
Recommended Gear
No specific gear needed; this fight is unarmed combat; Gina is present and throws items that can be used as improvised weapons

Attack Patterns

Locus is a physically imposing enemy encountered in the Vatican storage room. He moves toward Indy steadily and lunges forward to grab or punch when Indy is within his extended reach, which is deceptively longer than his silhouette suggests. He can chain three-hit combos if Indy stays too close after striking, and his grab attack deals heavy stamina damage. He does not use weapons.

Strategy

Strike Locus a maximum of two times per exchange and then create distance immediately — a third hit in sequence always triggers his counter combo. Walk backward around the perimeter of the storage room rather than sprinting; he matches sprint speed but walking lets you stay just ahead of his reach while waiting for his lunge. When he lunges, dodge backward to clear the reach, then step in for exactly two strikes. Gina periodically throws items toward Indy mid-fight; catching and using these improvised weapons deals bonus damage and can interrupt Locus s attack animations. The fight is longer than it appears — patience with the two-strike limit makes it consistently manageable.

⚔️

Blind Giant (Cave of Darkness — Gizeh)

Weakness
Blind: sound and movement-based; crouch-walking makes Indy nearly undetectable; must be struck with environmental weapons when in melee range
Recommended Gear
Lighter for navigation, any large weapon from the cave floor (clubs, stone tools), crouch movement

Attack Patterns

The Blind Giant cannot see Indy but reacts instantly to footstep noise, breath sounds during running, and weapon-swing audio. He sweeps his arms in a wide arc when he hears movement, dealing massive damage if he connects. He periodically stops and listens, turning his head to track ambient sounds. If alerted, he moves rapidly toward the last heard noise and sweeps repeatedly until the sound stops.

Strategy

Crouch-walk exclusively in this encounter; running causes audible footsteps that alert the giant immediately. Use the lighter sparingly to find the giant s position and the weapons scattered across the cave floor, then pocket the lighter before approaching for an attack — you cannot hold the lighter and a weapon simultaneously. Approach from his rear or side, wait for him to stop and listen (head tilting), then commit to a two-strike attack and immediately crouch-walk away. Do not sprint away after striking; the sprint noise causes more alerts than the original approach. Once his health is depleted, a final scripted strike ends the encounter. The darker sections of the cave contain the heaviest weapons, which end the fight in fewer hits.

⚔️

Locus (Sukhothai — Second Encounter)

Weakness
Same two-hit strike limit applies; now in a wider arena with pillars that can be used for line-of-sight breaks
Recommended Gear
Temple staff weapons found in the Sukhothai ruins deal more damage than improvised items from earlier chapters

Attack Patterns

Locus returns in Sukhothai with increased aggression and a new running lunge that covers more distance than his Vatican version. He also adds a two-hit combo variant after his lunge if Indy does not create enough separation after the dodge. The pillar-lined arena creates opportunities to break line of sight, but Locus will sweep pillars during his search pattern to flush Indy out.

Strategy

The two-hit maximum rule remains the core discipline of this fight. The wider arena allows more comfortable backing-up distance but the running lunge is faster than his Vatican lunge — dodge sideways rather than backward to avoid the extended range. Use the stone pillars to reset his aggression: after striking twice, duck behind a pillar and wait for him to recalibrate his approach angle before re-engaging. Temple staff weapons deal enough damage to significantly shorten this fight compared to relying on found items — locate one in the adjacent preparation room before the encounter begins. Gina is not present for this fight, so there are no thrown improvised weapons to use.

⚔️

Emmerich Voss (Final Boss — Two Phases)

Weakness
Phase 1: counterattack after successfully blocking karate chops only, not kicks; Phase 2: block and punch normally but interact with Gina when she appears above to end the fight
Recommended Gear
Full health before the encounter; no weapons are available — this is an unarmed final confrontation

Attack Patterns

Emmerich Voss, the lead Nazi archaeologist, fights Indy unarmed. In phase one he uses karate chops (blockable and followable with a counter), front kicks (must be dodged only — blocking costs heavy health), and whip pulls using Indy s own captured whip: he grabs Indy from distance and reels him in, dealing stamina damage, then becomes briefly vulnerable to a counter punch at close range. In phase two Indy is locked in a confined space with no movement; combat is limited to blocking and counterattacking Voss s hand strikes and enduring his unblockable kicks.

Strategy

In phase one, only counterattack after successfully blocking a karate chop — responding to kicks wastes your counter window and costs health. The whip-pull mechanic is a reliable health-recovery tool: walk away from Voss to stretch the whip, triggering the pull; your health bar regenerates one segment during the pull, and the close-quarters vulnerability after arrival allows three counter punches. Repeat this pattern to bank health while dealing damage. In phase two, block Voss s hand attacks and punch back, but do not attempt to block his kicks — simply absorb them and immediately counter the follow-up hand strike. Between Voss s attacks, look upward periodically for Gina reaching down from above; pressing the interact button when she extends her hand ends the fight immediately and triggers the ending cutscene. Do not miss the window — Voss will interrupt the grab if you wait too long between his attacks.

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