Indiana Jones Fortune's Reach Explained (Simply): How to Find the Thieves

Indiana Jones Fortune's Reach Explained (Simply): How to Find the Thieves

You're wandering through the Gizeh Workers' Area, sand in your boots and the Egyptian sun beating down on your digital fedora, when you spot a crumpled piece of paper pinned to a wooden shack. Most players probably sprint right past it. I almost did. But if you stop, you'll find the start of Indiana Jones Fortune's Reach, one of the earliest "Mysteries" you can tackle in Indiana Jones and the Great Circle.

Honestly? It's a short one.

It isn't some grand, multi-hour epic that takes you across three continents. It’s a tight, environmental puzzle that rewards you for actually paying attention to the world MachineGames built. Basically, two French-speaking thieves thought they could pull a fast one on a Nazi-controlled dig site. Spoilers: things didn't go great for them.

Tracking the Red Paint Trail

The quest description is pretty straightforward. You're looking for two guys disguised as diggers who have been seen breaking into excavations to steal artifacts. To kick things off, you need to find that Wanted Poster. It’s located just south of Nawal’s blue tent in the Gizeh Workers' Area.

Once you snag the note, Indy mentions something about a trail.

Look down. See that bright red splatter on the ground? Someone was clumsy with a paint can. You’ll want to pull out your camera and snap a photo of the Trail of Red Paint. This is a core mechanic in The Great Circle—taking photos isn't just for the digital scrapbook; it's how you document evidence and earn Adventure Points (AP).

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Follow those red footprints.

They lead you out of the main camp, across a dusty road, and down a sloping path to the south. If you’re like me and get easily distracted by every shiny object in the sand, just stick to the red markings. They’re fairly vibrant against the beige landscape, so they’re hard to lose unless you're really trying.

What Really Happened in the Cave?

The trail ends at a small, unassuming cave entrance. You'll have to crouch to get inside. It’s dark, cramped, and smells like failure. At the end of the tunnel, you’ll find what’s left of our two "master" thieves.

They didn't make it.

The cave seemingly collapsed or they got trapped, leaving them buried in the sand. It’s a grim little reminder that the world of Indiana Jones isn't just about swinging on whips and punching villains; the environment itself is often the deadliest enemy. On the ground next to the remains, you’ll find the Graverobbing Plan note. Picking this up officially completes the Indiana Jones Fortune's Reach Mystery.

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Rewards and the True Grit Book

Completing the quest nets you 225 Adventure Points. That’s a decent chunk for about five minutes of walking. But the real prize is sitting right there next to the note.

Don't leave without the Adventure Book: True Grit.

In The Great Circle, Adventure Books are how you actually get stronger. You don't just "level up" by killing enemies. You find these books and spend your AP to unlock perks. True Grit is a lifesaver—literally. It makes Indy take significantly less damage when he's down to his last bar of health.

If you're playing on "Grandmaster" difficulty or just suck at stealth like I sometimes do, this perk is non-negotiable. It’s the difference between a "Game Over" screen and having just enough health to whip a Nazi in the face and escape.

Why Small Mysteries Like This Matter

Some people might call this "filler content." I disagree.

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The Indiana Jones Fortune's Reach quest serves a very specific purpose in the game’s design. It teaches you how to use the camera, how to track environmental clues, and how to navigate the more open-ended hub areas like Gizeh. It's world-building. It shows that there are other people in this world trying (and failing) to find fortune and glory, not just Indy and the various fascist regimes chasing him.

MachineGames, the folks behind the modern Wolfenstein series, clearly wanted to move away from the "corridor shooter" vibe. They’ve gone for something more akin to an "Immersive Sim Lite." You're encouraged to poke around. To read the notes. To look for red paint on the floor.

Practical Tips for Gizeh Explorers

If you're just starting your run in Gizeh, here’s how to handle these early Mysteries efficiently:

  1. Camera First: Always have your camera ready. If Indy makes a comment about something looking "interesting," photograph it immediately.
  2. Adventure Point Hoarding: Don't spend your AP on the first perk you see. Save up for the ones that suit your playstyle. If you prefer sneaking, look for noise-reduction perks. If you’re a brawler, True Grit from the Fortune's Reach quest is your best friend.
  3. Check Your Journal: The journal in this game is actually useful. It’s not just a quest log; it contains sketches and hints that can help if you lose a trail.
  4. Look Up: A lot of the best relics and notes in Gizeh are tucked away on scaffolds or inside half-buried ruins that require a bit of parkour.

The whole Indiana Jones Fortune's Reach side mission is basically a tutorial disguised as a tragedy. It’s quick, it’s easy, and it gives you one of the most important survival tools in the game. Just make sure you actually pick up the book before you leave the cave—I’ve talked to a few people who grabbed the note, saw the "Quest Complete" pop-up, and walked right past the True Grit manual.

Don't be that guy.

Once you’ve finished this, you’re in a much better spot to handle the much more complex puzzles waiting for you deeper in the Great Circle. Gizeh is huge, and this is just the tip of the iceberg.

To make the most of your time in Gizeh, head back to Nawal's tent after finding the thieves; there are often other small clues or dialogue shifts that occur once you've cleared certain "Mysteries" in the local area.