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Combat is usually a last resort in Indiana Jones And The Great Circle, but sometimes there's no avoiding a scuffle. Dr. Jones may be an action hero, but you need to fight smart or else you'll be overwhelmed by foes who are stronger or more numerous than you.
Winning fights in The Great Circle is about quick thinking, improvisation, and using every advantage at your disposal. These tips will help you be the last one standing when fists start flying, but remember - the best fight in this game is the one you can avoid altogether.
It should come as no surprise that Indy's signature weapon is one of your best assets in a fight. The whip doesn't do any real damage, but it has two main uses in combat that give you a huge advantage, especially in one-on-one brawls:
The whip also has a considerably long range, more than enough for most fights. All in all, it's your biggest consistent advantage over your foes - use it!
Trying to grab heavy enemies with the whip will cause them to pull you instead.
Revolver bullets are among the rarest resources in the entire game. When you do find any extras, they will be in very small quantities, usually two. This means you need to save your ammo for when you really need it.
The best time to break out the revolver is against bosses, who can take a lot of damage no matter the source. Filling them with a few slugs will help put the momentum of the fight in your favor, which you'll need; most bosses only need to get a couple good hits to take you out.
The other time to use bullets is at the end of a prolonged fight where you don't want to risk restarting the whole encounter. If wasting a shot or two means the last foe doesn't send you back to a checkpoint, it's usually worth it.
If an enemy drops a gun, you can always use that one instead of using up your own bullets.
Archeology is hungry work, especially when it involves dramatic fist-fights in exotic locales. Food boosts Indy's stats above their normal maximum, so you should munch on anything you find, especially if you're in a heavily-guarded area.
Each food item is a one-time boost, so once the benefit is exhausted you'll need to eat again to get it back.
Until you get some upgrades via Adventure Books, your carrying capacity for both food types is very limited. If you find food that would put you over your limit, eat what you already have to make room. The only reason not to do this is if you're fully maxed out on Health or Stamina, which is a very rare occurrence.
If you're playing Indiana Jones And The Great Circle on PC, do yourself a favor and switch to a controller instead of using the mouse and keyboard setup. The game's fistfighting mechanics were built with controllers in mind, and using a mouse is going to trip you up in a way that changing the keybinds won't fix.
As per the usual setup, RMB is for aiming and LMB is for throwing and shooting. So far, so normal. The trouble, though, is that in melee combat, RMB throws a punch with Indy's left hand, and LMB throws a punch with his right. This makes countering after a block hard to manage, as you're more likely to push your opponent away than to sock him if you go with your split-second reaction.
Switching to a controller, where the left and right shoulder buttons are mapped to the corresponding hands, fixes the problem.
Many of the secure areas you'll be infiltrating have guard dogs in addition to human guards. Dogs can grapple Indy for several seconds, dealing damage as you struggle to get them off of you; it's best to remove them from the picture first.
Don't worry, you don't have to shoot the dogs. They're frightened by loud noises, so a whip crack or gunshot near them is usually enough to get them to leave. At that point, you can turn your attention to the humans.
Since the game is in first-person, it can be tough to keep track of everything that's going on around you. That's doubly true in combat, especially if there are multiple enemies to contend with. Even if you think you have a fight well-in-hand, all it takes is for one bad guy to sneak up behind you for things to go south.
If you can, fight with your back to a wall, but away from a corner. This prevents an enemy from getting the drop on you, but still leaves you with an opening to dodge to the left or right as needed. If you have to fight in the open, keep moving and dodging so that you can look around, and keep track of how many enemies are still standing.
Until there are just one or two foes that can be easily accounted for, stick to quick one-two jabs to wear enemies down, rather than prolonged combos that can leave you in one place and therefore vulnerable.
Most areas have several melee weapons strewn about for you to pick up and use. They won't last more than a few strikes, but they deal incredible damage compared to your fists. Grabbing one mid-fight is a sure way to gain the upper hand.
If a particular battle is giving you trouble, make note of any weapons that you can use on your next attempt. Going straight for them and using them to thin enemy numbers quickly goes a long way toward turning a losing fight into a winning one.
Except for bosses and a few scripted encounters, nearly every fight in the game is completely optional. Throwing items to distract guards, picking bad guys off one by one, or just sneaking on past without anybody noticing will all save you the trouble and the resources of committing to a fight.
By the same token, there's no shame in running away if your health gets low. If a fight is stacked against you, there's no reason to stick around if fleeing is an option; you won't get any extra reward for single-handedly taking down a full squad, besides bragging rights.
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