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First, set the second and minute hands to 12, then move the hour hand to 4. Much like in the Cabin sections, the cuckoo clock has two rewards. But since you will be needing that cash elsewhere, this is a spot where you can sequence break by just putting the solution in. Technically you can just get the solution to this by buying what looks like a red-tipped alarm in a store for 25 robobucks. P03 tells you to ignore the cuckoo clock, but there are some secrets to find here.įirst, a bit of a head's up. The game should glitch out before revealing a familiar sight on the wall: Leshy's cuckoo clock. If you go to the left side of the holo table and look at the wall. Remember the wizard in Magnificus' tower that was trapped in the dark? Well now he's in your deck and he's still super clingy. In this locker you'll get the Lonely Wizard card. The staggering of the defending row gives the gem the bomb effect, your attack sets it off, leaving your 5|5 to go through for the win. The defending row should be this: 0|1 gem, 1|2 detonator, 0|1 gem, 3|2 notch. The attack row from left to right should be the following: nothing, nothing, 1|2 detonator, 5|5 notch.
Inscryption robot puzzle manual#
It's vaguely worded in the game's manual so the solution here isn't exactly easy.
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Basically destroying a gem with a gem detonator creature nearby will cause it to act like a bomb. The second locker puzzle is frustrating The gems are back once again and there is a new ability attached as well called Gem Detonator. I wish I had more tylenol for puzzling this out. Fair warning, this can be potent when used properly, but unless you have shielded creatures on hand, this can easily open you up to pain. Solving this puzzle gives you a bomb remote, a consumable item that allows you to instantly fill the board with 1|1 bomb creatures. The bombs go off, but the shields protect your attackers letting you get the crucial hits in. The defending row should be the following: 1|1 bomb, 2|1 notch, 1|1 bomb, 2|1 notch. Your attacking row should be the following from left to right: 1|1 bomb, 1|2 shield, 1|2 shield, 4|1 notch. With that in mind, the solution is straightforward. The second is shield which protects the card once from a single hit. The first is bomb, which instantly deals 10 damage to every creature in front of it and to its left and right sides when it dies. The idea behind this puzzle is that it utilizes two of Robotopia's new abilities. You can just click on each image (or right-click and open in a new tab) for a larger view.We'll start with the locker on the left side. Note: Our Inscryption Act 3 puzzles guide has several image galleries.
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In any case, you can refer to the pages below for the parts that you need help with: You’ll then receive additional information on what to do. It also bears mentioning that some of the factory puzzles in Act 3 of Inscryption require you to beat bosses and clear other zones first. He’ll remove your restraints, and you should be able to stand up. Once you reach this area, P03 will tell you that he needs a battery. This is called Botopia East (seen in the image below). You will need to progress further, at least until the second checkpoint that you come across. Inscryption Act 3 puzzles guide – All P03 factory puzzle solutionsįirst, we encourage you to learn a bit regarding the mechanics that you can expect in Botopia/Act 3 of Inscryption. Likewise, please be reminded that this guide contains spoilers. Note: For more information, check out our Inscryption guides and features hub. Here’s our Inscryption Act 3 factory puzzles guide to help you solve all the mysteries in this area. You can then explore the area at your leisure. Pretty soon, though, you should be able to stand up and leave the table. Oh, and it seems that P03 has tied you down with nowhere else to go. You’ve just reached Act 3 of Inscryption.
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