Indiana Jones and the Great Circle - Systems

The systems of Indiana Jones and the Great Circle all push the player away from a straight fight: disguises decide who can see you, Adventure Points decide how capable you are when a fight happens anyway, and the per-region mystery chains decide how much of the map opens up. Layered on top are the s...
of 11 entries · updated 2026-09-15
Name Type Description Source Stats
Disguise and Suspicion Stealth System Indy can take the uniform of a faction working a site, which makes patrolling guards neutral until something gives him away. Introduced in the Vatican, expanded in Giza and Sukhothai —
Adventure Points and Manuals Progression System There is no conventional level bar. Adventure Points are earned from discoveries, photographs, main story beats and side content, then spent at books and manuals scattered through the world, each of which teaches a specific ability or upgrades an existing one. Available from the first region onward —
Stealth, Takedowns and Bodies Combat System Enemies track vision cones, sound and the state of their patrol routes, and a takedown from behind or above removes a guard silently. Applies across every region —
Whip Traversal and Climbing Movement System The whip anchors to overhead beams, rings and hooks for swings, and it can also pull crates, levers and distant objects into reach. Core traversal from the opening chapter —
Puzzles and Ancient Mechanisms Puzzle System Set pieces and optional mysteries are built from physical mechanisms: rotating rings, weight plates, light and shadow alignments, symbol matching and hidden doorways opened by manipulating a space rather than by finding a key. Present in every region, with optional chains per hub —
Combat and Health Combat System Fighting is stamina-light and positional: fists and improvised weapons stagger, grapples shove enemies into walls or off ledges, and firearms end fights quickly at the cost of noise. Applies across every region —
Field Work and Collectibles Collection System Each region hides its own collectible set, from field notes and photographs to ancient relics, lost artifacts and medicine bottles, and the journal tracks them per area. Tracked in the journal per region —
Regional Hub Structure World Structure The campaign is split into semi-open hubs rather than one continuous world: Marshall College frames the prologue, the Vatican and its surroundings carry the first full hub, Gizeh and the pyramids the second, and Sukhothai's river network the third, with the Himalayas and Shanghai appearing as story-set chapters. Campaign structure across all three acts Structure: Semi-open hubs with self-contained collectibles and mysteries Hubs: Marshall College, Vatican, Gizeh, Sukhothai, plus story chapters
Mystery Chains and Fieldwork Quest System Every hub carries an optional mystery chain: a multi-step investigation of a local legend that starts from a rumour or a note, sends Indy to specific sites in a set order, and ends in a hidden chamber with a unique reward and a journal entry. Journal, per-region mysteries Steps: Three to five stages per chain Reward: Unique relic plus a completed journal entry
Camera and Photographs Investigation System Indy's camera is an active tool rather than a collectible: photographing a clue, inscription or suspicious object registers it in the journal, supplies evidence for a mystery step, and in several puzzles provides the pattern the player needs to reproduce on a mechanism. Starting equipment, upgraded with film found in the field Rewards: Adventure Points plus journal evidence Used By: Mystery chains and inscription puzzles
Injury, Health Segments and Medicine Survival System Health is drawn as segments rather than a single bar, and serious hits darken the segments instead of removing them outright. Universal; supplies scattered per region Health Model: Segmented, with darkened segments recovering over time Consumables: Medicine bottles and bandages restore segments
No matching entries
Try a different search term.