Indiana Jones and the Great Circle Lock Box Code: What Most People Get Wrong

Indiana Jones and the Great Circle Lock Box Code: What Most People Get Wrong

You’re crouched in a dimly lit cellar beneath a Vatican post office, heartbeat thumping, while a Nazi patrol stomps overhead. You’ve just knocked out a guard, and there it is: a heavy iron lock box. You know there’s an Adventure Book inside—one of those crucial upgrades that makes Indy actually feel like a world-class brawler—but the dials are staring back at you, blank and stubborn.

Finding an Indiana Jones and the Great Circle lock box code isn’t always about scouring the room for a lucky number written in blood on the wall. Sometimes, the game expects you to actually think like a history professor who’s had a very long, very stressful week.

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Honestly, the "A Savage Discovery" puzzle in Vatican City is the first real hurdle where players get stuck. You find a note on the guard you just flattened. It says the captain changed the code to "November of last year."

Simple, right? Not if you forgot what year it is.

The Vatican Cellar Lock Box: A Lesson in Chronology

Most people see "November of last year" and start trying to remember when the game was released or what today's date is. Big mistake. You have to look at the world through Indy’s eyes in 1937.

If the current year in the game is 1937, then "last year" is 1936. November is the 11th month. Put those together, and you get the code 1136.

It’s a tiny detail, but it sets the tone for how MachineGames handled these puzzles. They aren't just random number generators; they’re grounded in the setting. If you aren't paying attention to the documents you pick up, you’re going to be staring at those dials for a long time.

Inside that specific box, you’ll find the Street Scrapper I book. It’s worth the headache. It gives you a much-needed boost to your melee damage, which is basically essential given how often Indy ends up in a fistfight when a stealth run goes sideways.

Cracking the Gizeh and Sukhothai Safes

Once you leave Rome and head to the sands of Egypt or the jungles of Thailand, the lock boxes and safes get a lot weirder. You aren't just doing basic math anymore.

In Gizeh, you’ll run into the Cloud Atlas Mystery. There’s a safe in a weather station that requires you to cross-reference cloud types with specific dates. It’s one of the more "Professor Jones" moments in the game. You find a journal with weather observations and a chart showing numbers assigned to different cloud formations.

The code for the Cloud Atlas safe is 0609.

Then there’s the Sukhothai region, which is a massive difficulty spike for puzzle lovers. The "Counting Letters" mystery at Wat Mahathat is particularly devious. You get a cipher wheel and the letters "JHHS."

The catch? The wheel is a bit of a troll. J and S are on the same disc. You literally cannot spell the whole thing at once. You have to find the middle ground by spinning the wheels to see which letters align with the code table. If you're tired of spinning brass rings, the code for the Counting Letters safe is 4134.

Every Major Lock Box and Safe Code

If you’re just looking for the quick answer so you can get back to whipping Nazis, here is the breakdown of the most common codes you’ll need:

  • Vatican - Post Office Cellar: 1136 (Found during A Savage Discovery)
  • Vatican - Sistine Chapel: 4471 (Part of the Secret of Secrets mystery)
  • Vatican - Museum Wing: 6380 (The "A Date to Remember" quest)
  • Gizeh - Weather Station: 0609 (Cloud Atlas mystery)
  • Gizeh - Vehicle Garage: 0805 (Look for the note in the truck)
  • Gizeh - German Compound: 40926 (Found in the laundry room area)
  • Sukhothai - Submerged Hut: 2480 (Path of Tigers mystery)
  • Sukhothai - Voss’ Gold Stash: 5484 (Main story progression)
  • Himalayas - HMS Kummetz: 3666 (The "Blut" cipher door)

Why the "Search the Area" Prompt is Liar

Here is something the game doesn't explicitly tell you: sometimes the code isn't in the room.

In the Path of Tigers mystery in Sukhothai, you find a safe in a flooded hut. Your instinct is to tear the hut apart. Don't bother. The clue is actually a photograph that leads you to a completely different part of the map—specifically to the south near a set of statues. You have to travel there, find the code etched into the environment, and then trek back.

It’s a classic "Metroidvania" touch in an Indiana Jones skin. It forces you to actually explore the semi-open hubs instead of just sprinting from objective marker to objective marker.

Don't Forget the Camera

If you’re genuinely stumped and no guide seems to be helping, remember that Indy’s camera is a literal gameplay mechanic, not just a way to take pretty pictures of the Sphinx.

Snapping a photo of a locked box or a confusing mural often triggers a "thought" from Indy. He’ll mutter something like, "That symbol looks like the one from the post office..." or "I remember seeing those numbers in the captain's log." These hints are tiered. The first photo gives you a nudge. The second basically hands you the answer.

It’s a great system because it keeps the immersion. You aren't opening a menu; you're looking through the lens of a guy who actually knows what he’s looking at.


Next Steps for Your Playthrough

Before you head to the next dig site, make sure you've actually read the "Adventure Books" you find inside these lock boxes. Just picking them up isn't enough; you usually need to spend Adventure Points to activate the skills they unlock.

If you're currently in Gizeh, go find the Vehicle Garage near the German camp. The code is 0805, and the reward is a Stele that you'll need for the "Belongs in a Museum" side quest. It's an easy win that most people walk right past.