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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.
INSCRYPTION CLOCK PUZZLE ACT 3 MANUAL
It's vaguely worded in the game's manual so the solution here isn't exactly easy.įirst, a bit of a head's up. 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.
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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. We'll start with the locker on the left side. You'll want to solve these immediately since they contain some really nice items. Good things come in threes, and in the case of Inscryption, even P03 can't deny the brainteasers of the notch cabinets.