Indiana Jones and the Great Circle - Weapons
Indy carries a deliberately small kit. The whip and his fists handle most situations quietly, improvised objects extend his melee reach, and the revolver or a dropped enemy firearm is the loud answer that pulls every guard in the area. Because ammunition is scarce and carrying a shouldered weapon ma...
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of 6 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Bullwhip | Melee / Traversal Tool | Indy's signature tool and the closest thing the game has to a permanent weapon. | Damage: Low Range: Medium Speed: Fast Role: Stagger, disarm and traversal Noise: Quiet | Starting equipment |
| Indy's Revolver | Firearm (Handgun) | A six-shot revolver carried from the start. | Damage: High Range: Medium to long Capacity: Six rounds, reloaded in place Role: Emergency ranged damage Noise: Very loud | Starting equipment |
| Fists and Grappling | Unarmed | The default way to solve a fight without alerting the map. | Damage: Low to medium Range: Short Speed: Fast Role: Silent takedowns Noise: Quiet | Available from the start, upgraded through Adventure Books |
| Improvised Melee Weapons | Melee (Improvised) | Shovels, wrenches, bottles, tools and whatever else is within reach can be picked up and swung. | Damage: Medium Range: Short to medium Durability: Breaks after several hits Role: Bridging melee damage and distraction Noise: Quiet to moderate | Found throughout every region |
| Picked-Up Enemy Firearms | Firearm (Rifle, Submachine Gun) | Guards drop rifles and submachine guns that Indy can shoulder and use. | Damage: Medium to high Range: Medium to long Role: Sustained fire in open combat Noise: Very loud Penalty: Breaks disguise while carried | Dropped by defeated soldiers in restricted areas |
| Noise and Ammunition Economy | Combat Approach | Not a weapon, but the rule the arsenal is built around: quiet tools first, improvised melee when a guard notices, and firearms only once stealth has already failed. | Role: Resource management Focus: Sequencing stealth, melee and firearms by alert level | Applies across the whole campaign |
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