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Home » Game Guides » Indiana Jones and the Great Circle » Indiana Jones and the Great Circle The Stolen Cat Mummy Walkthrough

Indiana Jones and the Great Circle The Stolen Cat Mummy Walkthrough

June 26, 2025 by Jack McBastard Leave a Comment

The Stolen Cat Mummy is a main story quest in Indiana Jones and the Great Circle. This walkthrough will guide you through all objectives of The Stolen Cat Mummy main story mission.

Enter Castel Sant’Angelo

Indy sent a telegram ahead to his friend Antonio who will meet you at the village steps. To meet him you’ll have to get through Castel Sant’Angelo and past a fair number of Blackshirts. Such as the one leaning on the nearby truck. Knock him out and then climb onto the low roof nearby. Look up to see a whip point that you can use to climb the wall.

Keep an eye out for these going forward, as you will often see places you can climb or attach your whip to marked with white paint, or with a white cloth hanging from them. Once on top of Bastione San Luca, there are two Blackshirts talking. You can toss the nearby bottles to create a diversion and sneak past them, or if you wait for them to stop talking they will split up and you can take them out one at a time by using the bottle as an improvised weapon. Anything that you can pick up can be used in this way. Crouch and sneak behind an enemy until Indy pulls his arm back ready to strike, then hit :r2: / :rt: to smash them with the object. These takedowns will attract less attention than entering combat with an enemy, and will usually render them unconscious instantly. Some stronger enemies can survive a takedown, so be ready to hit them again if they start to get back up.

Head inside the nearby building labeled Cappela Dei Condannati (Chapel of the Condemned) and just inside the door will be a collectible.

Discovery Note #1: Pope Article (15 AP)

At the end of the building, go down the stairs and through the door to a walkway overlooking a lower room. Climb down and you’ll be in the church office.

Get to the Inner Courtyard

On the far wall, there will be a map of the area on top of a lectern.

Turn around and you’ll see a Rampart Key hanging on a hook.

KEY: Rampart Key

Go into the chapel to the east and look at the low table against the south wall.

Adventure Note #1: Caruso’s Letter (15 AP)

On the other end of the chapel, crouch and head out the door into the courtyard.

Reach the Top of the Castello

If you don’t already have an improvised weapon, there’s a prybar on the nearby box. Take out the Blackshirt straight ahead of you, then pick up the body and dump it in the chapel. Heading south along the wall, you’ll see another Blackshirt on the other side of a fence.

There is a small platform next to the fence. Climb up, jump to the ledge across from you, then sneak past the Blackshirts below.

Wait till the patrolling Captain is past you, then follow the path down several platforms until you reach the Guard House. You can’t get in yet, but the key is nearby.

When the coast is clear, keep heading around the outside of the Castel until you see a Captain inside a door to the southwest.

Knock them out, then move them to the back of the room. Grab a pouch of lira from the desk (20₤), then a couple of collectibles here in this room. 

Adventure Book #1: Punch Out I (Requires 25 AP)
Your first adventure book is on the crate by the file cabinets, which you should activate right away for only 25 AP.
 

Discovery Note #2: Valeria’s Letter (15 AP)
At the back of the room, a desk lamp highlights this note.

Finally the Guard House key hangs on a hook on the northeast wall.

KEY: Guard House Key

Head back the way you came to the Guard House. Unlock the door and head up the stairs inside. In the first room you come to are more collectibles, starting with the table to your right (north).

Adventure Note #2: De Vito’s Letter (15 AP)

Open the drawer in the desk for some bullets and money, and another stack of bills on the northwest desk (90₤ total). Go upstairs to the second floor, and then up a ladder to the top floor. You can jump out the window to the north and run to unlock the gate back to Bastione San Luca, but the way to the top of the Castello is through the door to the southeast. Unlock the door with the Guard House key, and head down the path. Once around the corner, head west and watch for a patrolling guard.

At the end of the path, look up and you’ll see a whip attachment. Climb your whip up to the scaffolding, then up again to a roof above. From there, look up to the side of the Castillo and you’ll see an open window. Climb on the small wooden platform, and then jump up to the window and pull yourself in.

Inside the Chapel of Pope Leo X there’s more money (80₤), then crouch and head upstairs to a brightly lit room with two open windows.

Get to Passetto di Borgo

You’ll overhear a conversation between two nearby guards. After they finish one guard goes back to patrolling in the courtyard with his dog, and the other resumes his work. Stay crouched to avoid being seen, then keep moving through the room and up another set of stairs. When you come around the corner, the path will split into two. The right path will lead to the courtyard where the guard with the dog is patrolling, but instead take the left path which leads to a storage area.

Knock out the Blackshirt in the storage room when he reached the furthest point away from the street, then quickly hide his body in the side passage where he won’t be seen. In this storage area is a red foot locker with some money inside (10₤), some fruit and a comic on a nearby table.

Discovery Note #3: Tales of Dread #1 (15 AP)

When the coast is clear, head into the next room. Staying crouched, head up the stairs quietly to see a Blackshirt manning a spotlight directly over the stairwell. He rarely looks in the direction of the stairwell, but its enough to make going the long way around worthwhile.

Grab a hammer from a nearby bench and head back along the wall to the southeast, to find a guard looking out over the wall. Pass by him for now and head through the doorway under the stairs to the east to find some money (20₤) in a foot locker, but nothing else in this direction of note. Head back to the guard looking out over the wall and quietly take him out, then head into the room to the north of you and take him out too. No need to move these bodies, as no one will find them.

 

Head into the next room and find money (20₤) on a cabinet on the north wall, more money (20₤) on a table, and a collectible on one of the bunkbeds.

Discovery Note #4: Gizah Postcard (15 AP)

Head out the door to the north to find a side storage room with another foot locker that has money (20₤) and revolver bullets in it. Quietly continue north and take out the guard on the spotlight. On a crate right next to the spotlight is a fly swatter. This is a good opportunity to earn Pest Control :bronze: by using it on the Captain in the next room. Sneak into the Captain’s quarters to the east and silently take him down as well. Now that no one is left in the vicinity, it is relatively safe to break open the locked box on the Captain’s desk to get a substantial amount of money (120₤). Use a hammer or similar heavy object to smash the lock. This is never covered in any tutorial but anytime you see a locked box like this, it is always worth breaking open to get the money inside.

On the north wall, grab the Captain’s Key from the hook, and an Adventure Book from the side table. This book gives the Lucky Hat ability that will come in handy if you ever stir up more trouble than you can handle. You should currently have 215 AP, so definitely unlock this ability right away.

KEY – Captain’s Key

Adventure Book #2: Lucky Hat I (Requires 125 AP)

With that accomplished, peek over the railing to get a sense of where the patrolling soldier and dog are in the courtyard below. When it’s safe to do so, head down the stairs and cross the courtyard heading for the gate to the north. On the left side of the gate is a note attached to the wall.

Adventure Note #3: Mario’s Note (15 AP)

Quietly sneak into the room to the east. There are three halls linked north to south. In the north and south halls there’s a sleeping Blackshirt, and there’s a third that walks back and forth between all three halls on patrol. Take out the patrolling guard first and then you can take out the sleeping guards without worry, just don’t lose track of the Captain and his dog outside. For the Blackshirt in the north hall, move the body behind the desk out of view before you start looting the room.

Starting with the north room, Sale di Clemente, there’s money (20₤) on the desk, and a couple of collectibles which are the triggers for The Bulls of Blood. 

Suggested Detour: The Bulls of Blood 

Link to The Bulls of Blood Walkthrough.

Gained in Bulls of Blood:

  • Mystery Note #1: The Bulls of Blood (15 AP)
  • Mystery Note #2: Angel Courtyard Map (15 AP)
  • Mystery Note #3: Russo’s Note (15 AP)
  • Mystery Note #4: Cesare Borgia’s Letter (15 AP)

If you’ve completed The Bulls of Blood, you can head up the stairs and open a foot locker for some money (80₤). Otherwise unlock the gate and head up the stairs, then southwest as far as you can go to find a zip line.

Zip down to Bastione San Marco. First head east until you reach a gate to unlock the gate back to Bastione San Luca, then hop through the window on the side of the building to unlock the interior door. There is a foot locker here with some revolver bullets and money (30₤). Head back to Bastione San Marco and go down the circular staircase. Continue through the room and take out a nearby Blackshirt while keeping an eye out for another that patrols this area. When you can, grab the nearby Adventure Book.

Adventure Book #3: Brawler I (Requires 200 AP)

Continue through the room and out the door to reach Passetto di Borgo.

Get to Antonio

Go straight ahead to your goal. Along the way, you’ll have to take out one more Blackshirt before you meet up with Antonio.

Eavesdrop on Conversation

After a cinematic, you’ll listen to some fascists talk to Father Ventura.

Enter the Vatican

Antonio will unlock the door for you, and you’ll head into a tunnel. Opening the next gate will trigger another cinematic.

Talk to Antonio

After the cinematic you will wake up, having slept overnight, and a new note will be added to your journal.

Adventure Note #4: Father Antonio

Indy will talk to Antonio about the Cat Mummy and the Giant who stole it. When Antonio asks, you’ll be prompted to show him the Giant’s Pendant. Show it to him and he will tell you that the symbol is like that of the Vatican secret archives, and also about the 16th century writings of a Father Crescenzo who had seen messages about giants in hidden places in The Vatican.

Put on Disguise

In order to blend in Antonio will give you the Clerical Suit, which will let you avoid notice in areas controlled by the church. You will be prompted if you try to enter an area that requires you to wear the Clerical Suit, and give you the option for a quick switch.

 

Search for the Symbol

Before you start exploring, head over to the table by the window in Antonio’s office. In the basket are cornettos, the pastry kind not the ice cream. Pick one up and eat one to quickly nab the Little Horn :bronze: trophy.

As soon as you leave Antonio’s office, you will automatically get a hand-drawn map of the Apostolic Library.

Head downstairs and search the study tables for a collectible.

Discovery Note #5: Briscola Flyer (15 AP)
 

Go into the curator’s office where you will see an impression on the wall that seems to fit the Giant’s Pendant. Use it to cause a secret passage to appear.

Explore the Secret Passage

Startlingly, Antonio will show up behind you the moment the door opens, and will accompany you down into the passage. Grab the candle off the curator’s desk and head down the stairs lighting braziers as you go. At the bottom of the stairs, you’ll see a gate that blocks your way and a bunch of broken shelves that have fallen into each other. Crouch under the shelves and you’ll find a hole in the floor filled with water.

Dive in and follow the tunnel till it emerges on the other side of the wall. Climb out and there will be a ring next to the gate that you can whip pull to open it.

Next to you on the table will be the first relic, next to some copper lab equipment.

Ancient Relic #1: Beneath the Library (40 AP)
 

Once Antonio lights a brazier further into the room you’ll see a skeleton lying over a desk, on which will be a note and a map.

Adventure Note #5: Mad Scribbles (15 AP)

Adventure Note #6: Crescenzo’s Map (15 AP)
 

Talk to Antonio

After theorizing that the map shows the locations of the inscriptions that Father Crescenzo was talking about, Antonio offers to do some research if Indy can bring him photos of the inscriptions. He points you in the direction of Ernesto who can sell you a camera to use. Antonio then gives you the Clerical Key, granting you entrance to those doors with stained glass crucifixes on them.

KEY: Clerical Key

While Antonio arranges for Crescenzo’s long delayed funeral, you’re on to your next objective.

Get to the Post Office

Go back upstairs to the Library. On the main floor, there will now be a nun who’s trying to reach a book. You can help her for an easy 10 AP. Then head downstairs to the street.

Just before you exit the building, there is a map of The Vatican on the top of a cabinet by the door.

Head east to the Post Office to get a camera before you get pulled into side quests and mysteries. Often there are photo opportunities you will encounter as you progress through missions, and its easier to pick them up as you go. When such an opportunity is available, there will be a shutter sound as an audio prompt, and the camera icon will appear in the upper left corner.

Unfortunately it won’t be so simple to get to the Post Office, since the Blackshirts have closed off the road. Instead head down the alley to the north. Use your whip to climb up to the top, then jump up to the level above.

 

Once on the roof, use the zipline to land on the roof across the street from the Post Office.

Watch below for the patrol to pass, then jump down and climb through the window.

 

In this back hallway of the Post Office, there’s a letter on a table.

Discovery Note #6: Risotto ai Funghi Recipe (15 AP)

After picking it up, unlock the Clerical Door and head into the entry hall of the Post Office.

 

Inside the Post Office, make your way to Ernesto’s office and buy the camera for 379₤.

 

Now that you have the camera, go ahead and take a picture of Ernesto for the note as well as the Ecco! :bronze: trophy.

Discovery Note #7: Ernesto (15 AP)

Leave Ernesto’s office and you’ll see a mailman looking for a letter. You can find it in the back hallway on a table. Bring it back to the mail sorter and interact with it for a 10 AP reward.



On the desk outside Ernesto’s office, is another letter to pick up. This will enable the Fieldwork activity The Mad Priest.

Suggested Detour: The Mad Priest 

At the end of The Mad Priest, there is a link to return to this spot in The Stolen Cat Mummy so that you can continue exactly where you left off.

Link to The Mad Priest Walkthrough.

Gained in The Mad Priest:

  • Fieldwork Note #1: Catherine’s Letter
  • Fieldwork Note #2: Ventura’s Letter (15 AP)
  • Fieldwork Note #3: Contraband List (15 AP)
  • Fieldwork Note #4: Confiscation Manifest (15 AP)
  • Fieldwork Note #5: Crescenzo’s Diary (15 AP)
  • Fieldwork Note #6: Ipeo Card (15 AP)
  • Discovery Note #8: Window Cleaning (15 AP)
  • Discovery Note #9: Sister Catherine (15 AP)
  • Discovery Note #10: Sistine Chapel Ceiling (15 AP)
  • Discovery Note #11: Antonio (15 AP)
  • Discovery Note #12: Vatican Apostolic Library (15 AP)
  • Discovery Note #13: Study Group (15 AP)
  • Discovery Note #14: Fixture Work (15 AP)
  • Discovery Note #15: Adjusting Painting (15 AP)
  • Discovery Note #16: Great Tower Hall (15 AP)
  • Discovery Note #17: Sewer Bridge
  • Discovery Note #18: Bronze Mirror (20 AP)
  • Discovery Note #19: Stolen Artifacts (25 AP)
  • Discovery Note #20: Vatican Seal (15 AP)
  • Discovery Note #21: Dragon Statue (15 AP)
  • Adventure Book #4: Iron Grip I (Requires 225 AP)
  • Medicine Bottle #1: Sewers
  • Medicine Bottle #2: Apostolic Palace Office

If you’ve been following the guide, you would also have completed A Snake in the Garden during the fieldwork.

Gained in A Snake in the Garden:

  • Mystery Note #5: Bookcase Note
  • Mystery Note #6: Mussolini’s Letter

Head back to Belvedere Courtyard. There are a few collectibles here to grab. In the tent due north there are money pouches (30₤) that you can grab, as long as you are not being observed by Blackshirts. Look next to your character picture in the lower left corner of the screen. As long as there isn’t an eye icon to the right of that picture, you are not being observed by someone who would be potentially hostile if you were to break your cover by stealing. Wait till the coast is clear before taking anything.

Suggested Detour: A Savage Discovery 

In the first tent is a note that will begin the fieldwork activity A Savage Discovery.

Link to A Savage Discovery Walkthrough

Gained in A Savage Discovery:

  • Fieldwork Note #7: Theft Report (15 AP)
  • Fieldwork Note #8: Sidney’s Letter (15 AP)
  • Fieldwork Note #9: Fool Card (15 AP)
  • Fieldwork Note #10: Dig Site Schedule (15 AP)
  • Discovery Note #22: St. Peter Postcard (15 AP)
  • Discovery Note #23: Tales of Dread #3 (15 AP)
  • Discovery Note #24: Swiss Guard Postcard (15 AP)
  • Discovery Note #25: Lockbox Note (15 AP)
  • Discovery Note #26: Teacher and Apprentice (15 AP)
  • Adventure Book #5: Street Scrapper I (Requires 250 AP)
  • Medicine Bottle #3: Borgia Courtyards Break Area
  • Medicine Bottle #4: Vatican Gardens Security Barracks
  • Medicine Bottle #5: Borgia Courtyard Rooftop
  • Medicine Bottle #6: Excavation Site

By completing the fieldwork missions in sequence you should have enough inscriptions, so head back to Antonio to complete your objective. On your way back, stop by the Library and check the table Professor Savage is at to find a map of Marshall College. You’ve already picked up all of the collectibles in The Break-In but, the map itself counts as a book.

Adventure Book #6: Marshall College Guide
 

Return to Antonio

Place the photos on Antonio’s desk when prompted, then pick up the magnifying glass and examine each one in turn. Each image has a different item that will cause Indy to comment, so move the glass around to look at each part of the image until you get the interaction prompt. After that you will have to look at one of the images again, this time focusing on the latin phrase carved into it. There will be a cinematic, then Antonio will single out a single image to examine. The end result will be a translation that you decipher as a description of a “gate to the underworld” under the Tower of Nicholas V which will be your next objective. Antonio blesses a bottle of wine to act as the “Blood of Christ” which will be needed in the tasks ahead.

Enter the Tower of Nicholas V

Head back to the tower, again avoiding the Captain on patrol at the nearby checkpoint. If you don’t like stealth to make things easier on yourself you can get on the roof of the Apostolic Palace and take that all the way to a third floor entrance to the tower via the scaffolding and some planks

Find the Underworld Gate

Inside, instead of the sewers, this time your goal is a small chapel on the west side of the tower. Once you find it, you should first take a photograph of the mural behind the altar.

Adventure Note #7: Strange Mural

At the altar you will be prompted to pour the wine into the basin, causing a circular part of the mural to extend out of the wall.

Turn the center of the mural clockwise so that the angel is above the demon and the secret door will open.

Explore the Underworld

Inside you’ll find a spiral staircase which is broken in various places. Before you follow the waypoint down, head up the stairs to the top. There are a couple of dicey jumps, but it is possible if you sprint. Luckily you have just hit a waypoint so if you fall to your death you can just try again.

Discovery Note #27: Parade Helmet (20 AP)

Now, head down to the very bottom of the stairs and you will automatically get the map. Follow the corridor until you reach an unlocked gate. Inside, take a photo of the mural of Jesus.

Adventure Note #8: Sacred Wounds Mural (25 AP)

Afterward, pour wine into the basin in front of the mural as well. Five levers will appear, each marked with numbers 1-4 in roman numerals. To the north and south of the room will be additional murals and basins that will tell you the settings for each lever. Start with the other two murals in the room. The mural on the left has an antique bust covering the basin. Pick it up and put it aside for later.

Adventure Note #9: Holy Chalice (25 AP)

In the mural, there is a gold circle around Jesus’s left hand. Pouring wine into the basin reveals the number II.

Adventure Note #10: Walking on Water (25 AP)

In the mural, there is a gold circle around Jesus’s right foot. Pouring wine into the basin reveals the number III.

Squeeze through the gap in the wall to the north.

Adventure Note #11: Annointment of Jesus (25 AP)

In the mural, there is a gold circle around Jesus’s left foot. Pouring wine into the basin reveals the number IV.

Entering the room to the south will drop the gate behind you. Take a photo of the mural.

Adventure Note #12: Body of Christ (25 AP)

In the mural, there is a gold circle around Jesus’s right hand. Pouring wine into the basin reveals the number II.

Go through the doorway to the east and instead of a mural, this time it’s a statue of Longinus. Take another photo.

Adventure Note #13: Body of Christ (25 AP)

In the mural, there is a gold circle around Longinus’s spear, which was used to pierce the side of Jesus when he was crucified. Pouring wine into the basin reveals the number III.

Pick up one of the candlesticks leaning against the wall, and use it to smash through the wall’s weak spot to get back into the main room. You can also use a chain on the outside of the gate to raise it again if you need access to the room again for some reason.

Now that you’ve collected the five numbers, set the levers for each body part to match the numbers associated with them.

Right Hand: II
Left Hand: II
Right Foot: III
Left Foot: IV

Side: III

Setting each of the five levers correctly will cause the mural to spin, revealing a secret tunnel behind it.

Finding the Warrior Giant’s Tomb

Before you head into the tunnel, pick up the antique bust that was in the Holy Chalice basin and take it with you. At the T-junction, take the right path and follow it around the corner. At the end of the path, there will be an empty pedestal. Place the bust on the pedestal and it will cause the nearby gate to open.

 

Head into the now accessible room to find a collectible.

Adventure Note #14: Trapped Account (15 AP)

Now go down the west corridor on the T, and there’s a room to the north that has a tunnel high in the west wall.

Climb up and crawl into the tunnel. At the end of the tunnel you’ll emerge in a locked cell with a note on the floor. Afterwards, you can whip pull a ring next to the gate to cause it to open.

Adventure Note #15: Explorer’s Journal (15 AP)

Outside the gate, there’s a skeleton with a key in its hand.

KEY: Burial Chamber Key

You’ll notice the skeleton is leaning on a low wall around a pit below. Head down the stairs to the east to find the lower half of the circular chamber. On the west side of the pit, there’s a photo opportunity to grab. Head back upstairs when you’re done.

Discovery Note #28: Jerusalem Cross (25 AP)

It’s worth mentioning that there is a puzzle in the room to the north that is tied to the inscriptions left by Father Crescenzo around the Vatican. It’s not tied to a quest or a trophy, and the reward is not really worth the effort. With that said, if you want to know the solution, see The Secret of Giants Walkthrough for details.

Head south while looking to the west. The first passage will lead back to where you crawled through the tunnel. The second will slope downward and lead to another collectible.

Adventure Note #16: Paranoid Writing (15 AP)

Go back up the stairs and head south this time, and when the path turns east and a beam with a whip point appears over an area with fog, its pretty obvious that there’s a pit there you can’t see. If you’re carrying a torch, throw it to the other side of the pit before swinging across. If you don’t have one, you might want to go back and get one, because you’ll need it shortly.

On the other side of the pit, look south and you’ll see a door blocked by straw or some other fibrous material that happens to burn easily when you light it with the torch.

Inside is a photo opportunity, but you’re going to have to use your torch to light the brazier before you can take the photo.

Discovery Note #29: Tomb Fresco (25 AP)

Continue to follow the passage until you reach a gate, which you will unlock with your burial chamber key. Inside, head straight for the tomb at the far side of the room.

When you are close enough you’ll get a notification for a photo opportunity.

Discovery Note #30: Tomb of the Warrior Giant (80 AP)

The lid of the tomb is too heavy for Indy to shift, so there has to be some other way to open it.

Search the Tomb

Looking up and to the southeast, you can see a set of stairs leading to a conspicuous hole in the wall. Stick your hand in the hole when prompted, then rotate the mechanism inside. This will cause the mechanism on the other side to activate, allowing you to remove the shield from the carving. Once exposed, you can reach in and rotate the mechanism on this side as well. Suddenly the whole room starts rumbling and debris begins to rain down on Indy.

As more cracks appear, rocks fall and smashes open the tomb allowing Indy to loot a parchment that was inside. More collapsing ceiling comes down, and it’s revealed that the cave in was being caused by a nazi bulldozer that was excavating the area. Indy barely escapes the collapse using his whip, but now he must find his way out of the area before they can catch up with him.

Adventure Note #17: Warrior Giant’s Parchment
 

Find a Way Out

With no way back, the only way to go is forward. Go through the tunnels until you reach a beam to swing over with a grate blocking the way forward. Look down into the pit, and you’ll see water at the bottom. What’s a little harder to see is a tunnel part way down the pit.

Whip the beam, and lower yourself down as far as you can go, then swing till you have momentum and then drop to the tunnel mouth. Immediately you will see a collectible in the distance.

Ancient Relic #2: Underworld (40 AP)

Drop into the water, and continue down the tunnel diving underwater when necessary to keep progressing. When you reach a larger room with two pillars in the middle of the water, climb out onto the nearby platform and take a photo of the carving to the north.

Discovery Note #31: Oceanus (80 AP)

Continue east through a crack in the wall, then get out of the water and squeeze through another gap into the tunnel beyond. Keep going through the dark tunnels until you see torchlight coming from the rooms ahead. Two fascists will be searching the area, and they can see you even in significant darkness so be cautious. Take them out one at a time. Once you’re safe, find the gap in the wall that has water running down into it. If you try to carry a lit torch through the gap, the water will douse it.

Instead go around until you see a hole high in the wall that leads into the room on the other side of the watery gap. Toss your torch through the hole, then go back to the gap and squeeze through into the room on the other side.

Pick up the torch you threw in, and burn the wall to get into the next room. Inside is another relic.

Ancient Relic #3: Underworld (40 AP)

Whip pull a ring to open the nearby gate. Continue on until you find a ramp down into a pit. At the bottom is a hole that leads back into a large chamber, which is now overrun with Blackshirts

Exit the Necropolis

There are five in the area right outside the hole, four more on the upper level, and one more down below on a lower level by the water. There’s enough cover to take most of the guards out silently, but you only really have to worry about the two that are in the eastern room on the second floor. There are two antique busts on the floor and two weight activated pedestals. The door to the west leads further into the tomb, while the north room has an ancient relic.

Ancient Relic #4: Underworld (40 AP)

Exit the Catacombs

Go west into the next room and then into a room to the south through a hole in the wall. Inside take a photo of the carving on the wall.

Discovery Note #32: Lovers’ Tomb

Continue down the hallway to the west. At the end of the hallway, whip the beam above and climb up.

Instead of going through the passage to the north, look up and you’ll see another beam higher up. Whip that beam and climb up into the chamber beyond, where there’s a photo opportunity.

Discovery Note #33: Nike Statue

Look to the northwest to find a room that has another relic in it.

 

Ancient Relic #5: Underworld (40 AP)
 

Head down the stairs then use the chain to open the gate. This passage leads back to the hole you would have entered from the beam you climbed up to. Continue to the north and crawl through a hole. In the passage beyond is a weight activated pedestal and two rooms. The first has a closed gate, the second is open and has another pedestal inside with an antique bust, with a second bust somewhat hidden at the back of the room.

There’s also a weak point in the south wall to break into the locked room. Pick up the second bust and use it to activate the pedestal outside. Once inside, pick up one of the candlesticks on the ground and use it to break the wall.

Now grab the bust off the pedestal, causing the door to close. Go back through the hole in the wall and place the statue on the pedestal in this room to open the door at the back.

Inside will be another ancient relic.

Ancient Relic #6: Underworld

Keep going to the passage to the north which will slope downwards into a watery room. There is a gate in the east wall that can be opened with the nearby whip ring, however there is also a beam above that you can climb up to reach a platform above. Then swing from the chandelier across to the far balcony. Use the whip ring here to open the gate.

Climb up the Hole

You will be back in the Tomb of the Warrior Giant, with four Blackshirts patrolling the area below you and three more on the landing beside the bulldozer00. Sneak past them or take them out, then climb on top of the bulldozer to see a whip point above you.

Climb up and you’ll find scaffolding that you can use to get out of the hole. Whip up to the first platform, then jump across to a ladder.

Climb up to the next platform to reach the top and trigger another cinematic. Indy watches a nun picking the lock on the door near the excavation site and sneaking into the Apostolic Palace.

Adventure Note #18: Lockpicking Nun
 

Follow the Nun

Climb up the ladder directly in front of you and then head towards the door that the nun bloke into. On the right side of the door is a book on top of the base of a pillar’s base.

Adventure Book #7: Open Season (Requires 600 AP)

Now go through the door that the nun broke into. In the room beyond, check out a standing toolbox on the south side of the room.

Discovery Note #34: Shanghai Article (15 AP)

Climb up the stairs and unlock the Clerical Door at the top. From there head out to the balcony to the west to meet Gina and hear her story. Together you will witness the arrival of Emmerich Voss and his meeting with Ventura. She tells Indy about her missing sister and about how she disappeared while working with Voss. They strike a deal to share information and try to figure out what is really going on.

Adventure Note #19: Laura Photograph

Bring the Parchment to Antonio

After Gina leaves, take a photo of the airship.

Discovery Note #35: Anchored Airship (15 AP)

Then step back into the small chapel and take a photo of the altar.

Discovery Note #36: Chapel Altar (25 AP)

Also, check the first pew for a card.

Adventure Note #20: Priestess Card

Beside the Clerical Door you unlocked to enter the chapel, is a second Clerical Door. Unlock that one, and the door to the next room and you’ll be back in the Apostolic Palace. Crouch and take out the Blackshirt on the other side of the door, then hide his body in the room you just left. Then jump out the open window that was across from him.

Discovery Note #37: Vatican Excavation (15 AP)

Head back inside, then go down the stairs and through the door that is on the landing. Take a photo of the statue to the north.

Discovery Note #38: Marble Statue (15 AP)

Now head back to Antonio and show him the parchment.

Your next goal is the Fountain of Confession, but to solve that puzzle you’re going to need another pair of hands. Head outside the library and you will get a new Fieldwork notice for A Nun in Trouble. Head to the Sistine Chape. Before you get involved in another Fieldwork mission though, there’s a simple mystery you can knock out quickly while you’re here.  Head to the office at the back of the chapel for the Secret of Secrets Mystery.

Suggested Detour: Secret of Secrets 

Link to Secret of Secrets Walkthrough.

Gained in Secret of Secrets:

  • Mystery Note #7: Nicoletti’s Letter (15 AP)
  • Mystery Note #8: Planetary Chart (15 AP)
  • Mystery Note #9: Hidden Note
  • Adventure Book #8: Cutman (Requires 200 AP)

Now leave the office and go talk to Gina to start A Nun in Trouble. 

Suggested Detour: A Nun in Trouble 

Link to A Nun in Trouble Walkthrough.

Gained in A Nun in Trouble:

  • Fieldwork Note #11: Mother-in-Law’s Letter (15 AP)
  • Fieldwork Note #12: Museum Wing Inscription
  • Fieldwork Note #13: Handprint (15 AP)
  • Fieldwork Note #14: Gina’s Note (15 AP)
  • Fieldwork Note #15: Piece of Cloth (15 AP)
  • Fieldwork Note #16: Identification Card (15 AP)
  • Fieldwork Note #17: Castello Photograph (15 AP)
  • Fieldwork Note #18: Footprints (15 AP)
  • Fieldwork Note #19: Blood (10 AP)
  • Fieldwork Note #20: Ring (10 AP)
  • Fieldwork Note #21: Tower Card (15 AP)
  • Fieldwork Note #22: Giuliana’s Information
  • Fieldwork Note #23: Interrogation Note (15 AP)
  • Medicine Bottle #7: Apostolic Palace Entrance
  • Discovery Note #39: Roman Murals (15 AP)
  • Discovery Note #40: Drinking Horn (20 AP)
  • Discovery Note #41: Cacio e Pepe Recipe (15 AP)
  • Discovery Note #42: Secret Room (25 AP)
  • Discovery Note #43: Venus Figurine (20 AP)

If you have been following the walkthrough, you will also have completed the House of God Mystery.

Gained in House of God:

  • Mystery Note #10: Cleaning Note (15 AP)
  • Adventure Book #9: Vatican Relics

Immediately after finishing A Nun in Trouble, since you’re already in Borgia Tower, you should take care of the Father and Son Mystery before you leave.

Suggested Detour: Father and Son 

Link to Father and Son Walkthrough.

Gained in Father and Son:

  • Mystery Note #11: Italian Poem (15 AP)
  • Mystery Note #12: Polybius Square Diagram (15 AP)
  • Mystery Note #13: Siwa Photograph (15 AP)
  • Mystery Note #14: Junior Report (15 AP)
  • Mystery Note #15: Senior Report (15 AP)
  • Mystery Note #16: Office Photograph (15 AP)
  • Medicine Bottle #8: VSA Office Balcony
  • Adventure Book #10: Throttle (Requires 200 AP)

What hasn’t been communicated is that showing Antonio the inscriptions has also given you the Fieldwork The Secret of Giants, which registers the four inscriptions that you’ve received so far as Fieldwork Notes when before they weren’t being tracked.

Suggested Detour: The Secret of Giants 

Link to The Secret of Giants Walkthrough

Gained in The Secret of Giants:

  • Fieldwork Note #12: Museum Wing Inscription (Found Previously)
  • Fieldwork Note #24: Sewers Inscription (Found Previously)
  • Fieldwork Note #25: Apostolic Palace Inscription (Found Previously)
  • Fieldwork Note #26: Post Office Cellar Inscription (Found Previously)
  • Fieldwork Note #27: Belvedere Courtyard Inscription
  • Fieldwork Note #28: Belvedere Courtyard Balcony Inscription
  • Fieldwork Note #29: Fountain of Confession Inscription
  • Fieldwork Note #30: Museum Garden Inscription
  • Fieldwork Note #31: Laundry Area Inscription
  • Fieldwork Note #32: Excavation Site Inscription

Turning in all of the inscriptions to Antonio earns you a relic.

  • Ancient Relic #7: Antonio’s Relic

Now that we’ve gotten this far in the plot, it’s time to make your life easier. If you haven’t done so already it’s time to check out the Underground Boxing Ring. Head to the Vatican Gardens and go down the stairs in this non-descript side passage.

At the bottom, knock on the door and you’ll start the Underground Boxing Ring discovery, and the location of a Blackshirt disguise will be marked on your map. Follow the waypoint to the Laundry Area to find a few Blackshirts waiting for the spin cycle. Take them down, then search the area to find the disguise.

Once you’ve gotten that, keep searching to find a money pouch and a locked cash box (150₤), a medicine bottle, and a photo opportunity.

Discovery Note #44: Washing Tent (15 AP)

Medicine Bottle #9: Laundry Area

On your way out of the area, after you climb back up the wall check the patio tables here for a book on the westmost one.

Adventure Book #11: Fruit Bag (Requires 250 AP)

Once that’s done, go back to the Underground Boxing Ring, and win three matches for a bunch of money (440₤) and 150 AP for completing the discovery. This is the first of three boxing rings that you will have to conquer, for the Tour de Force :bronze: trophy.

Also, don’t forget to take a photo of the Boxing Ring when you’re done.

Discovery Note #45: Boxing Ring (15 AP)
 

There is also a shop here that sells two Adventure Books. Unless you have a total of 2,320₤ don’t buy them yet, but remember they’re here if you have the money later.

Adventure Book #12: Sawbones (400₤, Requires 250 AP)


Adventure Book #13: Hardboiled I (720₤, Requires 350 AP)

Instead with the money you have, you should be able to buy out the remaining books in Ernesto’s stock which will make collectible hunting much easier for you.

Adventure Book #14: Vatican Books (300₤)
Adventure Book #15: Vatican Mysteries (300₤)
Adventure Book #16: Vatican Artifacts (300₤)
Adventure Book #17: Vatican Notes (300₤)

Now that you have the Blackshirt disguise and all of the exploration books, it’s time to clear out the remainder of The Vatican’s mysteries, discoveries, books, artifacts, medicine, and relics.

First, stop by the Pharmacy. Grab the Shaping Up I book for 5 medicine bottles, and take a photo of Valeria while you’re there.

Adventure Book #18: Shaping Up I (Trade for 5 Medicine Bottles, Requires 300 AP)

Discovery Note #46:  Valeria (15 AP)

Next, head to the bulletin board across from the Tower of Nicholas V. Look at the flyer for the lost cat.

This will begin the mystery A Free Spirit. You’ll be taking cat photos to finish that one, something you can do while grabbing the remaining pickups. Head south for some additional pickups.

Discovery Note #47:  Angry Note (15 AP)

Medicine Bottle #10: Below Pasetto di Borgo
South of the Tower of Nicholas V on the staircase landing.
 

Then look up, and whip up to the Passeto di Borgo. Head east and unlock the gate, then take the money in the foot locker (80₤). Head back to Castel Sant’Angelo. Now that you have the Blackshirt disguise, you will also have the Blackshirt key. Keep going till you can hop through the window, go down the stairs and drop down to the ground floor. Head through the chapel, then head west and unlock the Blackshirt Door. Next to the wall you’ll find a stack of wooden crates with a note on top. Also be sure to break open the locked box for some money (120₤).

Discovery Note #48: Propaganda Flyer (15 AP)

Head back to the Vatican. and stop at the checkpoint by the Tower of Nicholas V. Take a photo of the men doing roadwork.

Discovery Note #49: Cobblestone Workers (10 AP)

On the street east of the Post Office, there is a medicine bottle on a table near the corner.

Medicine Bottle #11: Post Office Street

In the street behind the Post Office, climb the stack of crates onto the roof, then turn around and take a photo of the men painting the Post Office.

Discovery Note #50: Facade Painting (15 AP)

Head west, around a truck and into a storage area. Use your whip to climb up and over the wall, then take a photo of the guy drinking coffee.

Discovery Note #51: Coffee Break (15 AP)

Now turn around and find a barrel on top the stairs with an Adventure Book on it.

Adventure Book #19: Climbing Ace I (Requires 100 AP)

Drop down and head to the Pharmacy to buy the only other Adventure Book you can afford.

Adventure Book #20: Moxie I  (Trade for 5 Medicine Bottles, Requires 250 AP)

Go into the Museum Gardens and photo the priest feeding the pigeons.

Discovery Note #52: Bird Feeding (15 AP)

Climb up the scaffolding ladder in the Museum Gardens, and you’ll find a cat to photograph on a seat suspended on ropes.

Mystery Note #17: Brown Cat

Continue up the scaffolding in the Museum Gardens, and head to the roof on the west side to find a black cat to photograph.

Mystery Note #18: Black Cat
 

Just before the tunnel to the Belvedere Courtyard, find a note on a bench by the wall.

Discovery Note #53: Saltimbocca alla Romana Recipe (15 AP)

On the south side of the street, there’s a gate to a service area for the Apostolic Palace. On the north side of that area is a table with a medicine bottle.

Medicine Bottle #12: Apostolic Palace Service Area

Climb up to the roof to the west, and you’ll see a cat to photograph ahead of you.

Mystery Note #19: Orange Cat (10 AP)

Head east across the rooftops towards three chimneys with a wooden platform leaning against them. There is a white cat to photograph here.

Mystery Note #20: White Cat (10 AP)

Finally, head to the small park behind the Pharmacy to find the last cat.

Mystery Note #21: Black and White Cat (10 AP)

Then return to the bulletin board across from the Tower of Nicholas V, and place a photo of Signor Smushki on the board next to the posting to complete A Free Spirit and earn 100 AP.

In the second tent, open the desk drawer for a clue to open the nearby foot locker. 
Discovery Note #54:
  Ticket Stub (15 AP)

If you examine the note you’ll see that has the number 38, with a hole in front of the number, and an arrow pointing at the back. If you flip it over while examining it, you’ll see the number 52 and it’s printed in such a way that the hole is after the number on this side.

Examine the foot locker and dial in 5238 into the combination. Inside you’ll find some money (80₤) and another Adventure Book.

Adventure Book #21: Splinter Smash (Requires 300 AP)

North of the fast travel signpost is another tent with three money pouches (70₤ total) and a medicine bottle. Just make sure that you are not observed when you take them, which can be a challenge with the guard post just to your south.

Medicine Bottle #13: Belvedere Courtyard

Wearing the Blackshirt disguise, head into the secure area in front of the Museum. On the north wall of the area, take a photo of the carvings on the door there.

Discovery Note #55: Ornate Door

In the barracks tent just south of there, there’s two money pouches and a roll of bills, (150₤). In the southeast tent, there is a comic to pick up, and a locked box with money inside (120₤).

Discovery Note #56: Tales of Dread #2

In the south tent, there is a medicine bottle

Medicine Bottle #14: Belvedere Courtyard Secure Area

And in the tent in the southwest corner of the secure area, there’s money (100₤) in a drawer, and a book to grab.

Adventure Book #22: Brawler II (Requires 400 AP)
 

Suggested Detour: A Date to Remember 

Also in the southwest tent is the Shipment Report, which doesn’t count as a note but will launch the A Date to Remember Mystery. Since we’re near the Museum Wing anyhow, we might as well take a trip over there to finish off this mystery before we proceed.

 

Link to A Date to Remember Walkthrough.

Gained in A Date to Remember:

  • Mystery Note #22: Secret Delivery Letter (15 AP)
  • Mystery Note #23: Calendar Page (15 AP)
  • Mystery Note #24: Code Lookup Table (15 AP)
  • Mystery Note #25: Giovanni’s Letter (15 AP)
  • Adventure Book #23: Vatican Medicine

Back in Belvedere Courtyard, head to the tent by the stage in the south. Inside is a money pouch and a book.

Adventure Book #24: Pep I

Head out in front of the stage for a photo opportunity.

Discovery Note #57: Stage Construction (15 AP)

Also, if you go onto the stage, there is a locked box with money in it (120₤). After that, climb back up to the balcony above the stage and go all the way to the west for a photo opportunity.

Discovery Note #58: Belvedere Courtyard

Head to the Sistine Chapel for one last Mystery.

Suggested Detour: Signs of Trouble 

Link to Signs of Trouble Mystery Walkthrough.

Gained in Signs of Trouble:

  • Mystery Note #26: Gina’s Request
  • Mystery Note #27: Contact’s Message

On your way out of the Sistine Chapel, stop by the passage between the office and Borgia Courtyards. On one of the walls is a painting that is upside down. Interact with it when you get close enough to it to get a prompt.

 

Rotate it until it is upright, then it will slide aside to reveal a hidden compartment with an artifact inside.

Discovery Note #59: Golden Xiphos (20 AP)

One last thing before you go to the fountain. Head to the Blackshirt Barracks in the north portion of Vatican Gardens, and use the Blackshirt Key to open the secure storage area. Inside you’ll find the last medicine bottle

Medicine Bottle #15: Blackshirt Barracks

Finally after all that, we’re ready to finish The Vatican and move on. Head to the Fountain of Confession.

Investigate the Fountain

Start by taking a photo of the fountain.

Adventure Note #21: Fountain of Confession (25 AP)

Also photograph the inscriptions on the left and right column.

Adventure Note #22: Left Tower Inscription

Adventure Note #23: Right Tower Inscription

Head north to look at the stone benches to find a card.

Adventure Note #24: Chariot Card (15 AP)

Next head a little to the west to open a foot locker that has the key to the fountain that you’ll need.

KEY: Fountain Gate Key

Go through the gate and whip up to the next floor. Then turn around and whip to the beam in the ceiling and swing across to the other side. Go through the window onto the scaffolding. From here, drop down to the turret where the light dragon statue is. Notice that it’s missing one of its claws, then look down to the lower level of the scaffolding where you can see the claw you need below. Safely drop down to the lower level, then go straight ahead to find a book.

Adventure Book #25: Sleight of Hand (Requires 800 AP)

Just as you pick up the Dragon Claw, Gina makes a timely appearance so that you can collaborate on opening the door to the fountain.

Head back inside and climb up to the dragons again. Approach the light dragon and attach its claw when prompted, then rotate it and a rod will hinge out from the side. Grab it and turn the dragon to face the dark dragon.

Next, whip from the beam and swing across to the dark dragon. Again, rotate the claw, and use the bar to rotate it until its looking at the light dragon. This will cause the dragon at ground level to turn and face the wall, revealing a whip ring. Whip yank it and it will cause the entire inside structure to rotate. Take a photo of the three statues.

Adventure Note #25: Fountain Gate (25 AP)

A bar has appeared below the level of the platform. Drop down and rotate it all the way to the left.

The inside cube has turned, with a new side facing outwards. Take a photo of it.

Adventure Note #26: The Baptism (25 AP)

Grab the statue of the child and shove them all the way to the right. Then whip pull the ring to dump water into the priest’s bucket.

Finally push the priest’s statue all the way to the left to cause the bucket to turn over and spill down on the child being baptised. The structure will shudder and rotate back to the gate side, and one of the figures blocking the path will retreat and the arm holding the spear will pull back.

Next climb back down and push the bar in the other direction to make the structure rotate in the other direction. Then take a photo of the new puzzle that has appeared.

Adventure Note #27: The Ark of Bullrushes (25 AP)
 

This one is a bit trickier, because you will have to slide two wooden slats out of the way of a carved representation of Noah trying to cross the river. There are rings to pull with your whip to cause the carving to move forward or back, otherwise there are stone handles that can be used to rotate one of the three rings that make up the whole carving.

Here are the steps:

  1. Rotate the inner ring once counterclockwise. This will cause the wooden slat at the 12 o’clock position to drop down to span the first and second ring.
  2. Rotate the inner ring again counterclockwise. This will cause the first wooden slat to drop all the way to the bottom.
  3. Rotate the inner ring  clockwise. This will cause the second wooden slat to drop all the way to the bottom, spanning the third and second ring.
  4. Rotate the inner ring clockwise.
  5. Rotate the middle ring counterclockwise. This will cause the middle and outer ring to rotate together, moving the second wooden slat to the 3 o’clock position and open a channel for the statue to move at the 9 o’clock position.
  6. Whip yank the right ring, and Noah will sail right until it hits the wooden slat.
  7. Rotate the middle ring 180 degrees clockwise, moving the wooden slat to the 9 o’clock position and leaving 3 o’clock open.
  8. Whip yank the right ring, and Noah will complete his journey.

You will then gain a note about the solution to the puzzle.

Adventure Note #28: Ark of Bullrushes Rotations

This time the statue on the left will withdraw, and the arm blocking the gate will retract. Now push the statue back, and it will slide slowly, opening the gate and causing a staircase down to appear. At the bottom of the stairs, you’ll be in a dark room with a switch. Throw the switch to light up the room and open the door to the next room. Before you advance, take a photo of the statues and the inscription on it.

Adventure Note #29: Trials of Augur (25 AP)
 

Explore the Underground

Go into the next room and almost immediately you’ll fall through a trap door into a lower area. Follow the path until you reach the Path of Tribulations. Climb back up to meet with Gina and look south for a photo opportunity.

Discovery Note #60: Pendulum Trap (25 AP)

Jump across the platforms, avoiding the pendulums of course. When you’re halfway across and on a strip of ground that goes from wall to wall, drop to the water on the other side. There is an Ancient Relic on a broken pillar on the south side of the room. Grab the artifact then make your way all the way back to the beginning and jump all the way across this time.

Ancient Relic #8: Path of Tribulations (40 AP)

Proceed into the Monastery Courtyard. There are multiple photo opportunities here. First take a picture of the gate, then go up the stairs on the north side of the room and take a photo of the stone inscription.

Discovery Note #61: Ornamented Gate (25 AP)

Adventure Note #30: Courtyard Plaque (25 AP)

Complete the Challenges

Near the plaque are two switches that will control the left and right dragon statues, giving you access to the silver and gold trials. There’s no benefit of doing one first over the other, so pull the switch on the left first to start with the silver path. Doing so will cause the shield on the statue’s chest will rotate out of the way, revealing a tunnel in the statue to the next area.

Explore the Silver Dragon Path

Keep following the path until you reach a plaque in the middle of the path. Take a photo of it.

Adventure Note #31: Silver Path Plaque (25 AP)

Follow Gina until you find a door you can’t open, then head west to find a tablet on the floor. Backtrack to the previous room with the altar like structure in the middle of the room that has a suspiciously tablet shaped hole in the top. Place the tablet there, and the exits to the room will close and the fire will start to crank up.

Escape the Fire Trap

Doors have opened in the east and west sides of this room, first you want to head east.  Whip the beam overhead to swing across the flaming grating to avoid damage, and you’ll find an altar with a tablet on it. Grab the tablet take it to Gina, then pass it to her through the bars.

Then whip to the west side of the room and wait for her to stroll over there to give it back to you. With the tablet back in hand, put it in the second altar nearby. This will open the door to the north again. Whip back to the central platform and head north to meet up with Gina and complete the silver trial.

Start the Silver Forge

Follow the path to a giant forge. Take a photo of it.

Adventure Note #32: Silver Path Forge (25 AP)

Climb the stairs, then pull down the chain until the forge is operating.

Finish Forging the Silver Key

Go through the newly opened door to the key molds. Above it is a whip ring to pull that will dump water on the key to cool it. Grab the key and head to the door on the far end of the room.

Explore the Gold Dragon Path

Next pull the second lever to open the path to the gold trial. Follow the path to the end where there’s a gate. Go east from there, and through a low hole in the wall. Inside will be a closed room with an antique bust and a platform to place it upon. Do that, and the gate in the previous room will open. Crawl through the hole again and enter the next room to get a relic.

Ancient Relic #9: Gold Trial (40 AP)

Head back out and climb the stairs to the west. In the next room open the door by pulling on the chain. Inside, just inside the door is a photo opportunity.

Adventure Note #33: Gold Path Plaque (25 AP)

Solve the Gold Path Puzzle

Head to the far side of the room, but don’t pull the switch yet. Go into the west door, and you’ll find two chains here to control the hanging pillars in the next room. Pull on the chain until the pillar is in the correct position, which will cause a bright flare up underneath to alert you its in the right place.

The only problem is that there’s no way into the east side of the room without using the pillars themselves as a conveyance. Whip the beam on the west side of the grated room, then swing to the north and grab onto the pillar. Gina will winch you across, allowing you to whip to the beam on the other side. When you get off the pillar, she will winch the pillar back to its original position.

Drop down through a hole in the floor then winch the door open. Now there are two more chains to control the other two pillars. Move them into position in the same way.

With all four pillars in position, return to the switch by the door and throw it. If all of your pillars are in the right place, the door will open.

Follow the path to the gold forge, and take a photo of it.

Adventure Note #34: Gold Path Forge (25 AP)

Start The Gold Forge

Again, pull the chain to activate the forge. Proceed through the newly opened door back to the key mold area.

Finish Forging the Gold Key

Whip the ring above the mold to cool the key, then pick it up and take it over to the door.

Open the Monastery Gates

When both keys are on the door, they will uncross and the door will open to the next room.

Search the Monastery for Clues

First thing to do is to take a photo of the giant angel statue in the room. Then whip swing from the upper level across to the other side to find a note.

Discovery Note #62: Metatron Statue (25 AP)

Adventure Note #35: Atonement Prayer (15 AP)
 

After that, return to the east side of the upper level and follow the path south to find a locked door that Gina will open for you. Search the room for multiple pickups.

Adventure Note #36: Laetus’ Letter (15 AP)

Adventure Note #37: Strange Writing Page (15 AP)

Adventure Note #38: Biblia Sacra Cover (15 AP)

Adventure Note #39: Vatican Secrets (15 AP)

Now that you’ve found all three clues, Gina will coincidentally find a secret door that she needs your help with. You will wrestle the door open just in time to hear someone coming and duck inside before they can find you.

Find the Treasury

You seem to be in a dead end, but Gina finds a symbol on a wall that looks familiar. When you dust it off, it’s the symbol from the Giant’s Pendant. Use it to open a door, and you will emerge in the Vatican’s treasury of artifacts.

Search for Cat Mummy

Ignore Gina’s directions for now, and instead take a photo of the artifacts to get your last Discovery Note in the Vatican.

Then heal yourself back to full health. No reason. Just think it’s something you should do. Like now.

Discovery Note #63: Treasure Chamber (25 AP)

Then go over to her and grab the cat mummy from the shelf. After you admire it for a moment, Locus will arrive, and you will have to fight him again.

Defeat Locus

Keep blocking then counterattacking. If he grabs you by the neck keep hammering :l2: / :lt: and :r2: / :rt: until you are thrown free. Get up and keep at it until he drops to his knees. Then give him one more heavy blow to knock him out.

Check on Locus

Move over to the body and interact with him to make sure you didn’t kill the big lug. Just then Ventura comes in with none other than Benito Mussolini and Voss to steal the artifacts. You have to watch helplessly as Voss destroys multiple artifacts and reveals many strange stones within them. He slides them into a case and gets ready to depart via his zeppelin off to the next destination.

Get to the Airship

As soon as the cinematic ends, follow Gina to the locked door, go through and to the west side of the room for some notes, then go to the southeast corner of the room for the last few collectibles.

Adventure Note #40: Ziggurat Dig Repot (15 AP)

Adventure Note #41: Rossi’s Letter (15 AP)

Ancient Relic #10:  Vatican Treasury (40 AP)

Adventure Note #42: Artifacts List (15 AP)

That’s officially all the collectibles in the Vatican. Checking your Travels tab in the journal should now show the following:

Now give in to Gina’s constant nagging and open the door with the Giant’s Pendant.

Catch the Airship

After a cinematic when you have control again, swing forward onto the platform then jump across to the ledge of the building. Keep following the path around the building, jumping over the gap, then swing from the crane over to the roof of the elevator shaft. Then whip over to the scaffolding and climb up, then shimmy to the right till you can climb up. Turn right and climb up onto the higher platform, then whip to the beam above the window. Climb up the whip and into the building. Inside, go right until the path dead-ends, then climb up some scaffolding. From there jump across to the stone arch and pull yourself up. Be wary of the nazi captain patrolling the area, he will aggro on you the second he sees you. The other soldiers will ignore you though, so keep climbing up. When you get to the top, open the door and another cinematic will play of Ventura confronting “Father Gallagher”, and just as things look bad, Locus comes in to even up the teams. He is last seen fighting a huge group of Nazis while Indy does something incredibly stupid. Holding on for dear life, climb up the whip to the zeppelin, then shimmy right until you reach the door. Inside, Gina offers you her hand, and you almost get it. Try again, this time use your whip to latch on to the door handle then climb up. This time you manage to reach her hand and pull yourself up. Enjoy the view, Indy. You’re on your way to Gizeh.

This finishes The Stolen Cat Mummy main quest in Indiana Jones and the Great Circle.

Next Up: The Race is On

For all other quests refer to Indiana Jones and the Great Circle Walkthrough.

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