Gizeh - Map Markers Summary
Maps x4, Signposts x5, Disguises x3, Adventure Quests x2, Chapter Notes x9, Chapter Photos x23, Fieldwork x3, Fieldwork Notes x18, Fieldwork Photos x7, Discoveries x7, Field Notes x34, Field Photos x38, Gizeh Stelae x10, Adventure Books x24, Radio Frequencies x4, Medicine Bottles x25, Ancient Relics x15, Lost Artifacts x5, Mystery Quests x6, Mystery Notes x13, Mystery Photo x1, Puzzles x5, Key Items & Objects x18, Switches x25, Locked Container x1, Keys x5, Locked Passages x40, Shops x3, NPCs x7, Ammunition Boxes x21, Repair Kits x39, Bandages x69, Currency / Egyptian Pounds x80, Bread x52, Fruit x49, Map Transitions x8, Transitions x70
The following legend of Gizeh interactive game map defines the points of interest / markers displayed on the map. Each marker corresponds to a specific element to facilitate efficient navigation and interaction with the map.
Maps of the locations we visit. Some of them you have to find, and some, for the dungeons, etc. you get automatically when you reach a certain place.
Ancient Caves Map
Gizeh Map
On the table in the Nawal's tent. Taking it is an objective of the "The Race is On" quest.
A detailed map of Gizeh and the Nazi excavations.
Khafre Excavation Site
Signposts allow you to fast travel between them. In order to be able to select a specific signpost as a destination, you must first unlock it by reaching it on foot.
Gizeh Village
Great Sphinx
Khafre Excavation
Khentkawes Excavation
Workers' Area
Disguises allow you to hide from enemies and enter restricted areas without being noticed.
Digsite Outfit
One of the possible locations. On Nawal's desk, if you follow the main storyline to help Nawal find the four steles and smuggle them by placing them in a box with a double bottom.
Digsite Outfit
One of the possible locations.
Wehrmacht Uniform
Adventures are the main story quests where your objective is to solve the mystery of the Great Circle.
The Race is On
Previous adventure: The Stolen Cat Mummy.
Objectives:
Exit the Airship - The airship is about to land in Gizeh. There should be a service hatch in the back of the gondola.
-= continued in full description =-
Next adventure: The Idol of Ra.
The Idol of Ra
Previous adventure: The Race is On.
Objectives:
Get to the Village Market - The Nazis are stealing stone stelae from Gizeh and shipping to Berlin. Nawal needs help smuggling them to a contact from the Cario Museum who in return will procure work passes to the Nazi Compound. There's a market in the village where they sell supplies that might come in handy.
Talk to Asmaa and buy the Lighter.
-= continued in full description =-
Next adventure: A Harsh Climb.
Chapter Notes, Gizeh. Chapter notes are documents or photos related to the adventure you must complete to uncover the mystery of the Great Circle. They contain all sorts of related interesting info. Collecting each of them is not mandatory but is worthwhile as it provides additional adventure points.
Second Stelae List
Note. You can find it after escaping the northern compound during the "The Idol of Ra" adventure. Related adventure: The Idol of Ra.
Chapter Notes, Gizeh. Chapter notes are documents or photos related to the adventure you must complete to uncover the mystery of the Great Circle. They contain all sorts of related interesting info. Collecting each of them is not mandatory but is worthwhile as it provides additional adventure points.
Voss Arriving
You can take this picture after examining all the five clues in Voss' office.
Related adventure: The Idol of Ra.
Fieldwork, Gizeh. Fieldwork are local activities / side quests that are of greater importance and may or may not be related to the main adventure.
A Savage Predicament
How to start: Talk to Professor Savage.
Reward: 525 Adventure Points + Construction Stele
Objectives:
Search the Detention Center - Professor Savage said that Sidney's likely held at the detention center in the Nazi Compound.
-= continued in full description =-
Sanctuary of the Guardians
How to start: Talk to Gina once you complete the "The Race is On" adventure.
Reward: 400 Adventure Points
Objectives:
Explore the Sphinx Dig - Voss men are digging by the Sphinx, searching for the "Sanctuary of the Guardians". It seemed to be of particular importance to him.
-= continued in full description =-
Secret of the Queen Mother
How to start: Talk to Professor Omar.
Reward: 375 Adventure Points
Objectives:
Find the Queen Mother's Tomb - Omar showed an ostracan saying there is a secret in the tomb of Queen Mother Khentkawes. The Nazis have been excavating the tomb but it's on hold right now, presenting a great opportunity to try finding the secret before the Nazis do.
-= continued in full description =-
Fieldwork Notes. Notes and photographs that are related to fieldwork tasks.
Fieldwork Notes. Notes and photographs that are related to fieldwork tasks.
Discoveries, Gizeh. Discoveries are activities that span over greater sections, some of them throughout the entire game. To complete one of these you will have to explore the world to find something that relates to the discovery.
A Remedy for All (Gizeh)
How to start: Talk to Dr. Kafour.
Objectives:
Find Medicine Bottles in Gizeh x 25 - The local medical worker is in dire need of medicine and all recovered bottles should be brought there.
Summary: All the medicine bottles have been returned to the local medical workers.
A World of Knowledge (Gizeh)
How to start: Buy the "Gizeh Books" from Asmaa for 350 Pounds.
Objectives:
Find Adventure Books in Gizeh x 27 - These have been discovered in Gizeh.
Summary: All the Adventure Books and Map Guides have been discovered.
Belongs in a Museum
How to start: Progress the "The Idol of Ra" adventure through the northern Nazi Compound and approach the Nawal's Spy.
Reward: Ancient Relic
Objectives:
Talk to the Delivery Boy - Nawal's delivery boy is back from his delivery. Any remaining stone stelae in Gizeh should be taken to him, so he can transport them back to the Cairo Museum.
Find Stelae x 10 - Bring the remaining stelae to Nawal's delivery boy.
Deliver the Stelae - Bring the final stone stele to Nawal's delivery boy.
Summary: Found all the lost stelae in Gizeh and gave them back to the Cairo Museum.
Knuckle Duster Den
How to start: Try to enter the Knuckle Duster Den.
Reward: 300 Adventure Points
Objectives:
Find Disguise - Only Nazi uniforms are welcome at this refined establishment.
Enter Boxing Den - The boxing den is Nazi only. Should be possible to get in wearing a disguise.
Enter Ring - A Nazi off-duty boxing ring. They seem to run prize money bare-knuckle boxing matches. An opportunity to fight Nazis for some cash.
Defeat the Fighter - First Nazi fighter does not look much to the world.
Get Prize Money - First Nazi knocked down. Let's pick up the prize money the organizer got over at his table. (75 Pounds)
Enter Ring - Another Nazi fighter is waiting in the ring, eager to get knocked down.
Defeat the Fighter - This Nazi has more meat on his bones. Let's see if he can keep up.
Get Prize Money - Second Nazi down. Better collect the reward over at the organizer's table. (150 Pounds)
Enter Ring - The final fighter is waiting in the ring.
Defeat the Fighter - This final guy actually looks pretty intimidating.
Get Prize Money - All the fighters knocked down. The final reward is waiting on the organizer's table. (300 Pounds)
Summary: All Nazi boxers defeated. There's no more prize money to win here.
Lost Artifacts of Africa
How to start: Find one of the lost artifacts located in Gizeh.
Objectives:
Find Lost Artifacts x 5 - Artifacts from different parts of Africa. They should be returned to the right museum.
Aduno Koro
Ba'al Statuette
Ivory Mask
Jambiya Dagger
Nok Sculpture
Summary: Found all the lost artifacts in Gizeh. They'll be returned to their rightful home.
Riddles of the Ancients (Gizeh)
Objectives:
Find Ancient Relics in Gizeh x 15
Summary: All the Ancient Relics have been added to the collection. Maybe they were once part of a greater mystery?
Wehrmacht Transmissions
How to start: Find and read the first of the radio frequencies.
Reward: 150 Adventure Points
Objectives:
Find Radio Frequencies x 4 - Take the radio frequency to Gina. She might be able to use it for spying on the Nazis.
Give Radio Frequency to Gina - All the radio frequencies have been found. Return to Gina and talk to her.
Take Gina's Article
Summary: All the radio frequencies in Gizeh have been found and handed over to Gina.
Field Notes, Gizeh. Interesting notes and photographs gathered while out on the field. 58 such notes and photographs can be found in The Vatican.
Airship Document
Document. An alternative place where you can find this document if you did not collect it on board the airship.
Airship Document
Document.
Assignment Letter
Letter.
Code Letter
Letter.
Code Note
Code Note
Mystery Note.
Disappearance Report
Document. (Clue)
Dr. Kafour
Dunes
Climb to the roof of the temple and then photograph the dunes from its lower part at the back.
Engel's Report
Document.
Excavation Orders
Document.
Excavation Plans
Sketch.
Fattah Recipe
Recipe.
Ful Medames Recipe
Recipe.
Geomantic Analysis
Journal Page. On a small table in Nawal's tent.
Gun Approval Document
Document.
Hamam Mashi Recipe
Recipe.
Horror Tales #1
Horror Tales #2
Comic Book.
Klebér's Letter
Letter.
Kozra Letter
Letter.
Margaret Portrait
Sketch. On Nawal's desk. Spawns after completing the "The Race is On" adventure.
Marya's Letter
Letter.
Meroë Page
Journal Page.
Nawal Article
News Article.
Numeral Basics
Old Research Journal
Journal Page.
Old Scholar's Diary
Journal Page.
Omega Book Page
Journal Page.
Peru Postcard
Postcard.
Scary Stories #1
Comic Book.
Scary Stories #2
Comic Book.
Thieves Article
Voss Article
Field Notes, Gizeh. Interesting notes and photographs gathered while out on the field. 58 such notes and photographs can be found in The Vatican.
Asmaa
Camels
Carpet Merchant
Conveyor Belt View
Crashed Bulldozer
Date Harvesting
Field Kitchen
Funerary Temple Dig
Take a picture from the top of the watchtower.
Funerary Temple Tunnel
Gizeh Story Teller
Gizeh Village
Take a picture of the village from the top of the watch tower.
Gizeh Vista
Field Photo.
Goat
Great Sphinx
Khafre's Pyramid
Khentkawes Mural
Khufu's Pyramid
Menkaure's Pyramid
Nazi Cinema
Nazi Compound
Osiris
Field Photo.
Oud Master
Parked Car
Pipeline Construction
Poker Tent
Professor Omar
Savage and Sidney
You will be able to take this picture when you rescue Sidney, which is an objective of the "A Savage Predicament" fieldwork.
Senet Players
Snake Charmer
Tea House
Temple Entrance
The Blue Tent
Field Photo. Take a picture of a blue tent in the village from the hill.
The Bridge Cavern
Train
Take a photo of the train while standing at the top of the entrance to the underground.
Village Dog
Weather Station
Winning Hand
Harvest Stele
Lock combination is: 0805. You can find it in the Code Letter.
Light Stele
Protector Stele
Ra Stele
Sebek Stele
Victory Stele
Inside the underground tomb accessed via the Underground Entrance. Use the Lighter to burn the hay covering the crawl space in the first chamber.
Adventure Books allow you to learn new Abilities to tackle harder challenges. Adventure Books are divided into a few categories depending on which kind of Ability you can learn from it: Survival, Fitness, Packing, Brawling, and Combat. You can also collect Map Guides which are listed under the Exploration category. These will unlock important information about the locations that you visit and place markers on maps.
Block Head
Category: Brawling
Description: Enemy melee weapon attacks can be efficiently blocked.
Adventure Points To Unlock: 400
Brawler III
Category: Brawling
Description: Deal increased damage in armed and hand-to-hand melee combat.
Adventure Points To Unlock: 700
Bread Basket
Category: Packing
Description: Carry twice the amount of bread.
Adventure Points To Unlock: 400
Button Man I
Category: Combat
Description: One-handed firearms deal more damage.
Adventure Points To Unlock: 500
Climbing Ace II
Category: Fitness
Description: Drains less stamina and enables faster movement by using [L Shift] while ledge climbing.
Adventure Points To Unlock: 150
Cutman II
Here you can find the book if you didn't pick it up aboard an airship.
Category: Fitness
Description: Improved health bar regeneration efficiency.
Adventure Points To Unlock: 550
Cutman II
Category: Fitness
Description: Improved health bar regeneration efficiency.
Adventure Points To Unlock: 550
Gizeh Artifacts
You can buy it for 350 Pounds from Asmaa.
Category: Exploration
Description: A guidebook with information on the possible locations of lost artifacts in Gizeh.
Gizeh Books
You can buy it for 350 Pounds from Asmaa.
Category: Exploration
Description: A literature compendium of all the adventure books to be found in Gizeh.
Gizeh Frequencies
Category: Exploration
Description: Secret military intelligence concerning the radio frequencies present in Gizeh.
Gizeh Medicine
Lock combination is: 0609.
Category: Exploration
Description: A guidebook with information on the medicine bottles located in Gizeh.
Gizeh Mysteries
You can buy it for 350 Pounds from Asmaa.
Category: Exploration
Description: A collection of curious mysteries that can be discovered in Gizeh.
Gizeh Notes
You can buy it for 700 Pounds from Asmaa.
Category: Exploration
Description: A handy guidebook to all of notes that can be gathered in Gizeh.
Gizeh Relics
Category: Exploration
Description: An esoteric research journal concerning the locations of rumored ancient relics in Gizeh.
Hardboiled II
You can buy it for 850 Pounds from the Shady Vendor (Gizeh).
Category: Survival
Description: Harden protection by merging two health bars into one.
Adventure Points To Unlock: 1000
Jumbo Lasso
Category: Combat
Description: Heavyweight enemies can be whip-pulled into a grab.
Adventure Points To Unlock: 325
Patch Up
Category: Survival
Description: Improves the amount of health that is restored when applying bandages.
Adventure Points To Unlock: 550
Pep II
Category: Fitness
Description: Add a boost to stamina recovery speed.
Adventure Points To Unlock: 575
Pitcher
Category: Combat
Description: Throw items farther and deal more damage.
Adventure Points To Unlock: 375
Sawbones II
You can buy it for 550 Pounds from the Shady Vendor (Gizeh).
Category: Packing
Description: Bandage inventory capacity is increased by one.
Adventure Points To Unlock: 500
Slug Boy I
Category: Packing
Description: Increase handgun ammunition capacity by a half-dozen bullets.
Adventure Points To Unlock: 500
Slugger I
Category: Brawling
Description: Increases damage from charged-up attacks.
Adventure Points To Unlock: 450
Street Scrapper II
Category: Combat
Description: Deal increased damage with one and two handed melee weapons.
Adventure Points To Unlock: 750
True Grit
Category: Survival
Description: Take less damage when down to the last bar of health.
Adventure Points To Unlock: 450
Radio Frequencies that are needed to complete the "Wehrmacht Transmissions" discovery. These are small notes that can be found in areas occupied by enemy soldiers. Mostly they are located right next to radio sets.
Gizeh, Khafre Excavation
Inside a locker standing in a large military tent. Related discovery: Wehrmacht Transmissions.
Gizeh, Meteorological Station
In the weather station building, on a desk with a radio. Related discovery: Wehrmacht Transmissions.
Gizeh, Nazi Compound
On the second floor of the building, on a desk with radios standing against the north wall. Related discovery: Wehrmacht Transmissions.
Gizeh, Nazi Recreational Area
I a military tent, on the table with radios. Related discovery: Wehrmacht Transmissions.
Medicine Bottles can be exchanged for Adventure Books that either raise your HP or stamina bar permanently.
Medicine Bottle
In a small bedroom adjacent to Voss office.
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
On the cargo bed of a truck standing next to the road.
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
At the very top of the elevator shaft. To get here, call the elevator to the top and hop on top of it as it goes up.
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Medicine Bottle
Finding all the ancient relics is the objective of the "Riddles of the Ancients (Gizeh)" discovery.
Ancient Relic (Ancient Caves #1)
Ancient Relic (Ancient Caves #2)
Ancient Relic (Ancient Caves #3)
Ancient Relic (Ancient Caves #4)
Ancient Relic (Belongs in a Museum)
It's a reward for completing the "Belongs in a Museum" discovery.
Ancient Relic (Gizeh Tomb)
Ancient Relic (Khentkawes Excavation)
Ancient Relic (Nazi Compound #1)
Safe combination: 40926. You can find the code on the Code Note.
Ancient Relic (Nazi Compound #2)
Ancient Relic (Sanctuary #1)
Ancient Relic (Sanctuary #2)
Ancient Relic (Sanctuary #3)
Ancient Relic (Seat of Eternity)
Ancient Relic (Secret Stash)
In a locked crate at the back of the barracks, accessible from the outside through a window. Code 3262. The code can be discovered by combining clues from the Numeral Basics and from the Egyptian Numeral Code.
Finding all the lost artifacts is the objective of the "Lost Artifacts of Africa" discovery.
Aduno Koro
Ba'al Statuette
Ivory Mask
Jambiya Dagger
Nok Sculpture
In the underground tomb accessed via the Crawl Hole.
Mysteries, Gizeh. Mysteries are shorter and sometimes quite challenging activities, and will give you adventure points when they have been completed, in addition to a variety of different smaller rewards.
A Thief's Promise
How to start: Read the Desertion Report.
Find the Missing Nazi - A Nazi seems to have disappeared mysteriously near the Khentkawes digsite.
Summary: The missing Nazi turned out to be dead. He'd been betrayed by one of his comrades and immured inside an old tomb.
Bright Future
How to start: Read the Pohl's Letter.
Reward: 225 Adventure Points
Search Bunk - One of the Nazis has been caught stealing equipment to sell on the black market. There could be more information at his bunk bed.
Find the Stolen Goods - One of the Nazis has been stealing equipment to sell on the black market. Maybe he has a stash of useful items somewhere?
Summary: Seems like the Nazi thief's associate wanted him dead. The stash of stolen goods turned out to be a trap - it was filled with dynamite that ignited when the box was opened.
Cloud Atlas
How to start: Read the Cloud Atlas Page or Cloud Status Logbook or try to open the chest.
Open Lockbox - There's a building in the middle of Gizeh where the Nazis are tracking the weather. There's also lockbox with a combination lock inside.
Solution:
13.10 - Cirrus - 0
09.10 - Stratus - 6
16.10 - Cirrus - 0
14.10 - Cumulonimbus - 9
So lock combination is: 0609.
Fortune's Reach
How to start: Read the Wanted Poster.
Reward: 225 Adventure Points
Track the Thieves - A couple of thieves are stealing artifacts from the excavation. They're likely still around. Take a photo of the Trail of Red Paint.
Follow the Red Footsteps - The thieves managed to step in paint. Should be easy enough to follow the tracks and see where they went. Follow it to the Underground Entrance.
Pick up the Graverobbing Plan.
Summary: The thieves were found dead in a collapsed excavation tunnel. Seems like they didn't know what they were doing.
Seat of Eternity
How to start: Enter the tomb and read the Tomb Journal.
Reward: 225 Adventure Points
Open the Sarcophagus - There's a sarcophagus in the ruins just west of the village. Would be a miracle if it hasn't been plundered.
Solution:
Place the canopic jars in the following order from left to right:
Human
Falcon
Jackal
Baboon
Collect the Ancient Relic.
Summary: Placing the canopic jars on their proper places opened the tomb, revealing a strange artifact inside.
The Haunting
How to start: Read the Hauntings Report.
Reward: 225 Adventure Points
Investigate Tomb - There are rumors about a "haunted tomb" in Gizeh. Sounds like superstition, but there could be more to it.
Solution:
Take the Tomb Photograph and the Haunted Tomb Key.
Unlock the Haunted Tomb entrance.
Pick up the Spy's Note.
Summary: The "haunting\ was actually caused one of Nawal's spies. They played on the Nazis' superstitions in order to keep them away from a recently discovered artifact.
Notes that are related to the mysteries.
Photographs that are related to the mysteries.
Puzzles and riddles that need to be solved to push the game storyline forward, gain access to new places, etc.
Statue of Light
Solution:
Move the Mirror #B1 to light the Mirror #B2 located above the right side door.
The door won't open, so help Gina enter the room through the hole in the wall. Gina will provide a brass mirror.
Move the Mirror #B1 to light the Mirror #B3 located above the left side door.
Use the brass mirror provided by Gina to fix the Mirror #B4.
Move the Mirror #B1 to light the mirror Gina is holding.
The Resonance Chamber
Solution:
Take photos of three tablets in the main room: "Leneph", "Hat sha-Athon", and "Vuha".
Get through the crawl hole and take photos of two more tablets: "Eo-shohd", and "Lezeem".
Pick up the Tablet Piece, use it to fix the "Al haht sheram" tablet, and take photo of it.
Approach the central statue and spread out six photos you took. Use them in the following order:
"Heed"
"The Lord's"
"Oath"
"Protect"
"The Secret"
"Of the name"
Once the puzzle is solved, you'll fall into an underground tunnel.
Three Eyed Gate
Solution:
Move the Mirror #C1 so the ray iluminates the symbol in the upper right corner of the door, which will open the door on the left side of the room.
Head through the door that opened and move the Mirror #C2 so that the ray passes through the gap and illuminates the Mirror #C3.
Move the Mirror #C3 so the ray iluminates the top left symbol on the door and move the Mirror #C1 so that ray illuminates the middle right symbol on the door, which will open the door on the right side of the room.
Head through the right door and grab the Brass Mirror. Use it to fix the Mirror #C4. It will illuminate the Mirror #C5.
Use three mirrors to unlock one by one the three symbols in the middle of the door. You will unlock each of them by illuminating such three symbols located on the sides which, when overlapped, form the symbol in the middle.
Various other items that are useful during the adventure.
Baboon Canopic Jar
Brass Mirror
Canopic Jar
Egyptian Numeral Code
Falcon Canopic Jar
Guardian Pendant
Heavy Weapon
Human Canopic Jar
Jackal Canopic Jar
Laura's Journal
Lighter
You can buy it from Asmaa for 75 Pounds.
Pendant
Stone Glyph (Bird)
Stone Glyph (Fish)
Stone Glyph (Snake)
Tablet Piece
Torch
Various types of switches, levers, pressure plates and other items that can be switched, shifted, etc.
Blue Cable Power Switch
One of the switches that must be toggled to restore power to the elevator.
Elevator Lever
Flag
Mirror #A1
Mirror #A2
Mirror #A3
Mirror #A4
Mirror #A5
Mirror #A6
Mirror #B1
Mirror #B2
Mirror #B3
Mirror #B4
Mirror #C1
Mirror #C2
Mirror #C3
Mirror #C5
Power Switch
When you toggle this switch, the enemies in the adjacent room will be electrocuted.
Pressure Plate #A1
Pressure Plate #B1
Pressure Plate #B2
Pressure Plate #B3
Red Cable Power Switch
One of the switches that must be toggled to restore power to the elevator.
Statue
Keys you can use to open some locked doors, gates, etc.
Detention Center Key
(Clue).
Opens the attic of the Nazi detention and interrogation center.
dete
Discarded Key
A key to the locked building where a man is calling for help.
Haunted Tomb Key
A key to a tomb that the Nazis have locked down.
Related locked passage: Haunted Tomb.
Wehrmacht Key
This key allows access to areas only available to soldiers of the Wehrmacht.
Various locked or blocked passages. Some of them can be opened with the right key. Some can only be unlocked from a certain side. Others can be unblocked by, for example, using a large hammer or setting them on fire.
Breakable Wall
Breakable Wall
Breakable Wall
Breakable Wall
Breakable Wall
Use the hammer to destroy it after completing the Mural Puzzle.
Breakable Wall
Breakable Wall
Burnable Wall
Crawl Hole
To get inside you must buy a Lighter, which you use to burn the hay blocking the entrance.
Crawl Hole
Crawl Hole
To get inside you must buy a Lighter, which you use to burn the hay blocking the entrance.
Crawl Space
Great Pyramid Excavation Gate
Knuckle Duster Den
Left Locked Door
Locked Door
Locked Door
Locked Door
Locked Door
Locked Door
Locked Gate
Locked Gate
The lever is in the secret room where the ancient relic is.
Locked Gate
Locked Gate
It can be unlocked from the south side.
Locked Gate
It can be unlocked from the east side.
Locked Gate
Locked Gate
It can be unlocked from the east side.
Locked Gate
It can be unlocked from the south side.
Locked Gate
Mirror Gate
Movable Wall
Right Locked Door
Watchtower Wehrmacht Door
They can be opened from the inside with the Wehrmacht Key. You can enter the watchtower using the grappling point at the back of the tower.
Places where you can buy various items, such as adventure books or tools.
Other NPC's.
Delivery Boy
Female Villager
Give her a photo of the Goat. Reward: 15 Adventure Points.
Gina
Inside Nawal's tent.
Nawal
Nawal's Spy
Professor Omar
Professor Savage
Additional ammunition for the handgun. One box contains two bullets. This can be ammunition for Indy's revolver or the P08 pistol while wearing the Wehrmacht uniform.
With a repair kit you can repair broken weapons in your satchel.
Using bandages restores your health.
Places where you can find local currency.
Eating bread, such as cornetti, donuts, crackers and others boosts your total health temporarily.
Eating fruit such as apples, oranges, lemons, figs and others gives you an additional stamina boost.
Transitions between different sections of the map.
Ladder
Ladder
Sanctuary Entrance
Service Hatch
Starting Point
This is where you start your adventure after leaving the airship.