Lorenzo's Challenge Indiana Jones: The A Game of Wits Solution Most People Miss

Lorenzo's Challenge Indiana Jones: The A Game of Wits Solution Most People Miss

So, you’ve made it to the Sukhothai region in Indiana Jones and the Great Circle. You’ve dodged some patrols, maybe whipped a few Nazis, and now you’re standing in Voss’s camp staring at a board game that looks like checkers but isn't. It’s called Mak-Yek. Honestly, if you’re like me, your first instinct was probably just to start clicking things and hope for the best. But Lorenzo's challenge isn't just a mini-game; it's a "A Game of Wits" mystery that guards some seriously useful loot.

The thing is, the game doesn't actually let you move the pieces. You have to solve it in your head. It’s a visualization puzzle, which is why so many players end up stuck, staring at a static board and a cryptic note from a soldier named Lorenzo.

What is Lorenzo's Challenge?

Basically, Lorenzo left a note for another soldier (probably to pass the time while guarding a jungle outpost) challenging him to solve a Mak-Yek board in exactly four moves. If you can figure out those four moves to capture all the red pieces using only four blue pieces, the row numbers where those pieces land will give you the code to the safe sitting right behind the table.

It’s a classic Indy "research the environment" moment. You’ll find two documents on the table: the Mak-Yek rules and the specific challenge note.

The Rules of Mak-Yek (The Quick Version)

Don't overthink this. It’s way simpler than it looks:

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  • Movement: You move horizontally or vertically. No diagonals. You move until you hit an obstacle or the edge.
  • Capturing: You "sandwich" an enemy piece between two of yours.
  • The "Between" Rule: If you move your piece into a gap between two enemy pieces, you capture both. This is the part everyone forgets, and it’s the key to the whole thing.

Solving Lorenzo's Challenge in Indiana Jones and the Great Circle

The board is a grid, and if you look closely, it has letters and numbers. We’re going to use those to track the moves. You need to move four blue tokens to wipe the red ones off the board mentally.

Move 1: The Center Break
Find the blue piece at F1. Move it up to F3. By landing there, you’ve just put yourself between two red pieces at E3 and G3. Boom. They’re gone.

  • Row number: 3

Move 2: The Left Flank
Next, look at the blue piece sitting all the way over at H1. Slide it left across the bottom row to D1. This move captures the red piece at C1 because it’s now sandwiched between your pieces at B1 and D1.

  • Row number: 1

Move 3: The Top Sweep
This is the big one. Take the blue piece at B1 and send it all the way to the top of the board to B8. This captures a whole line of red pieces across the top (A8, C8, D8, and E8) because they are now caught between your pieces.

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  • Row number: 8

Move 4: The Cleanup
Finally, grab the piece at F8 and pull it down to F6. This sandwiches the last two red pieces at F5 and F4.

  • Row number: 6

The Safe Code and Rewards

Once you’ve done the mental gymnastics, you just string those row numbers together. The code for the safe in Voss's camp is 3186.

Inside, you’re going to find about 195 Baht and a nice chunk of 250 Adventure Points. If you haven't bought the rebreather yet, this cash is basically mandatory. The rebreather is a total game-changer for exploration in the Thai jungle, so don't skip this puzzle just because it feels like homework.

Why People Get This Wrong

The most common mistake? Players try to use the starting row numbers. Or they count the number of spaces moved. The note specifically says the code is derived from the rows the pieces move to.

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Another thing—some players get confused because they try to "interact" with the board like a physical mini-game. You can't. Indy just looks at it. You have to read the notes, do the math, and then physically turn around and put the numbers into the safe dial.

Actionable Tips for Sukhothai

If you’re still in the camp and haven't solved this yet, here is what you should actually do:

  1. Get the Uniform: Don't try to solve this while guards are shooting at you. There is a Royal Army uniform in the laundry area to the left of the main building. Put it on. It makes the "A Game of Wits" quest much less stressful.
  2. Check the Back of the Note: In true Great Circle fashion, sometimes the best clues are on the flip side of the papers you pick up.
  3. Spend the Baht immediately: There’s a vendor nearby who sells the breathing apparatus. Get it. You'll need it for the underwater sections of the ruins later in the level.

Solving Lorenzo's challenge is one of those satisfying moments where the game actually treats you like an archaeologist instead of just a guy with a gun. It’s about observation.

Once you’ve cracked the safe and grabbed the cash, your next priority should be heading toward the Great Workshop area. The Adventure Points from this puzzle are usually enough to unlock a new combat or stealth skill in your journal, so check your upgrades before you leave the camp.