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Fieldwork, Sukhothai Indiana Jones and the Great Circle Point of interest

Fieldwork are local activities that are of greater importance and may or may not be related to the main adventure. Performing Fieldwork will yield great rewards, both in adventure points that can be spent to unlock abilities, and local currency that can be used to buy items and books.

Index

All known locations on the map Sukhothai

FieldworkA Study in Fear▶ show the map ◀

How to start: Explore the hidden pyramid, find the Nephilim Map and leave the area heading to Sunan.

Reward: 650 Adventure Points

Objectives:

  • Speak to Pailin - Might be worth stopping by Pailin before talking to Sunan. No one has better insight into the Fascist activity in the area than she does.

-= continued in full description =-

A Study in Fear

Objectives (continued):

  • Investigate the Explosions - There is an excavation site to the southwest where a team of Fascists seem to be blasting their way into the site with explosives. Pailin is asking for help investigating what's going on.
  • Investigate the Temple Grounds - This temple must be from where the explosions were heard. But why are the Fascist using demolition material?
  • Explore the Temple - The Fascists have blasted their way into the temple, risking that the whole place will collapse. What are they searching for?
  • Escape the Trap Room - Deadly spikes beneath a trap-door - typical. Luckily, some Fascist soldiers had already tried the spikes.
  • Explore the Temple - The key Annika found fit the rotating pedestal. Lining up the symbols on the pedestal rings opened a door leading further into the temple.
  • Stop the Cogwheels - The spinning cogwheels are blocking the way out of this cave.
  • Unlock the Second Pedestal / Use the Camera for Hints - A second Khmer pedestal with a keyhole in the center. However, the wheels on this one are not rotating. It needs some source of power.
  • Find the Demon's Tomb - The second pedestal unlocked passage even deeper into the temple. Annika is certain that the Demon's Tomb can be found somewhere downe here.
  • Open the Sarcophagus - This certainly looks like a tomb, sarcophagus and all. Someone, or something, is buried here. Maybe it is this "giant demon" Annika is talking about?
  • Escape the Sarcophagus Trap - The sarcophagus was a decoy. Opening it triggered a trap.
  • Find the Real Demon's Tomb - The sarcophagus trap must have been built to prevent intruders from finding the real tomb.
  • Solve the Demon's Tomb Puzzle - The centerpiece of this impressive chamber is a huge demon's head carved in stone. There are also several pedestal keys here. This must be the real Demon's Tomb.
  • Pull the Lever - Solving the three pedestal locks revealed a lever. It has to be part of some unlocking mechanism.
  • Inspect the Tomb - The demon head statue opened and revealed a tomb - the real Demon's Tomb.
  • Exit the Tomb - Annika found what she was looking for in the Demon's Tomb - the Idol of Yaksha. Now it's time to get out of here.
  • Find an Exit - Annika lied about her involvement with Voss and now she's trying to get away with the Idol of Yaksha.
  • Take the Idol to Pailin - Annika got caught in a trap on her way out. She had to leave behind not just the Idol of Yaksha, but one of her hands as well.

Summary: The Fascists were using explosives to get into an ancient Khmer tomb. Annika, a Swedish archaeologist, turned out to be working with Voss. She tried to get out with the prize from the tomb - the beautiful Idol of Yaksha. But she failed terribly and now the idol is safe with Pailin.

Fieldwork Notes (x10):

  1. Annika's Research
  2. Another Symbols Pedestal
  3. Bird's Nest Key
  4. Devil Card
  5. Demolition Request
  6. Demon's Head
  7. Dream Journal
  8. Excavation Orders
  9. Symbol Pedestal
  10. Yaksha

FieldworkLost in the Past▶ show the map ◀

How to start: Progress the main adventure and speak to Sunan on the dock when possible.

Reward: 800 Adventure Points

Objectives:

  • Talk to Sunan - Sunan has another story to tell. Could be something useful to learn from it.
  • Find the Cave - Sunan told a story about a girl who met a demon in a cave. She helped the demon and got a golden fishing hook in return. If there is truth to the story, the cave should be located near Wat Sa Si.

-= continued in full description =-

Lost in the Past

Objectives (continued):

  • Explore the Cave - This should be the cave from Sunan's story. There are strange sounds in here - almost like whispers. But it's probably just the wind.
  • Find out What's Happening - These are the corridors of Marshall College - or at least that's what it looks like.
  • Solve the Prayer Wheel Puzzle - The large prayer wheel has three sections with Adamic symbols carved around them.
  • Give the Hook to Sunan - Aligning the pillar with the Adamic symbols in the correct order opened up a secret compartment holding a golden hook inside.

Summary: There was a Nephilim cave hidden in the jungle which contained a golden hook. Maybe Sunan will catch a really big fish with it?

Fieldwork Notes (x9):

  1. Bangkok Postcard
  2. Ghost Report
  3. "Gira'ahn-matu"
  4. "Heh'k-dashu"
  5. "Heh-zam-eesh"
  6. Large Skeleton
  7. Moon Card
  8. Nephilim Stone Construction
  9. Poisoning Report

FieldworkThe Kid Who Vanished▶ show the map ◀

How to start: Visit Tongdang and then return to the boat.

Reward: 600 Adventure Points

Objectives:

  • Find the Treehouse - Sunan's nephew has been missing for a while. Maybe there's some clues to be found in the old treehouse.

-= continued in full description =-

The Kid Who Vanished

Objectives (continued):

  • Search the Treehouse - It looks like Fascists have been rummaging through Sunan's nephew Aran's tree house. If they have taken Aran somewhere, there might be some clues left behind.
  • Get to Wat Si Sawai - It seems Aran made an interesting discovery in Wat Si Sawai. If he's missing that's the best place to start looking.
  • Enter the Temple - If Aran is here at Wat Si Sawai, he is most likely somewhere inside the temple.
  • Fid Aran - The Fascists are already here searching through the ruins. Things might heat up inside the temple.
  • Get to Aran - Aran is trapped inside an ancient secret Khmer temple. There has to be a way to get him out of here.
  • Raise the Platform / Use the Camera for Hints - There's a platform in this room. Raising it will allow Aran to get out of his trap and cross over to the other side.
  • Find a Way to Aran - Raising the platform got Aran out of the trap, but the kid's not out of the temple yet. Who knows what troubles await up ahead?
  • Solve the Pipe Puzzle / Use the Camera for Hints - Another water-driven construction, but the wheels ain't moving. Better try to get the machinery going.
  • Meet Up with Aran - The machinery that raised the large platform revealed a way forwards. Better find the way out and meet up with Aran.
  • Follow Aran - Aran is free and has made an interesting discovery - a hidden chamber in the temple. He wants to show it.
  • Talk to Aran - Aran is so excited about his discovery, he's probably not aware of how concerned Sunan is about his well-being.
  • Talk to Sunan - Aran is adamant about staying in the temple and study his discovery. Someone needs to tell Sunan that Aran is doing just fine where he is.

Summary: Aran, Sunan's nephew, is safe now. The young, aspiring archaeologist is in Wat Si Sawai, studying the hidden chamber he discovered.

Fieldwork Notes (x7):

  1. Aran Photograph
  2. Bridge With a Statue
  3. Giant Cogwheels
  4. Hidden Map
  5. Khmer Pipeworks Placement
  6. Pipe Slot
  7. Platform Pipeworks Placement

FieldworkVoss' Gold Stash▶ show the map ◀

How to start: Talk to Tongdang then leave his hut.

Reward: 50 Adventure Points

Objectives:

  • Steal Voss' Gold - Voss is bribing the local General with guns and gold to keep the excavations going. Which means there has to be gold in a stash somewhere in his base camp. Gold that can be used for buying a breathing device.

-= continued in full description =-

Voss' Gold Stash

Summary: The gold Voss kept in his safe to bribe the local General has now switched hands and will see better use.

Fieldwork Notes (x2):

  1. Bribe Letter
  2. Code Instructions

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