Finding Arlecchino: How to Solve All Riddles Lies of P Without Losing Your Mind

Finding Arlecchino: How to Solve All Riddles Lies of P Without Losing Your Mind

You’re walking through the rain-slicked, blood-stained streets of Krat, minding your own business, when a random payphone starts ringing. It’s unsettling. In a city where puppets are tearing people limb from limb, a ringing phone feels like a trap. Honestly, it kind of is. This is your introduction to Arlecchino, the King of Riddles, and if you want the best gear—or that elusive Platinum trophy—you’re going to have to play his little games. Solving all riddles Lies of P throws at you isn't just about being smart; it’s about understanding the twisted logic of a serial killer puppet who thinks he’s a philosopher.

Most players trip up because they overthink it. They expect deep, cryptic lore puzzles, but Arlecchino is more of a traditionalist. He wants to see if you’re paying attention to the world around you. If you miss a phone, you miss a Trinity Key. If you miss a key, you miss the Trinity Sanctums. And if you miss those, you’re missing out on some of the best defensive gear and lore drops in the entire game.

The First Ring: Venigni Works

The first time you encounter the King of Riddles is usually near the entrance to the Venigni Works. You’ll hear that distinct, piercing ring. Pick it up. He’s going to ask you about a monster created by a glassblower.

The answer is Human.

It’s a bit of a classic trope, right? The idea that humans are the real monsters. Once you answer correctly, you get your first Trinity Key. This opens the door in the workshop area, tucked away near the red pipes where the furnace puppet hangs out. Inside, you’ll find the Blue Blood’s Tailcoat. It looks sharp, but the real prize is the realization that you’re now officially on Arlecchino's radar.

Malum District and the Cold Truth

By the time you hit the Malum District, the vibe shifts. The game gets harder, the enemies get faster, and the riddles get a bit more... existential. You’ll find the next phone near the courtyard filled with decay-spewing monsters. This time, he asks about something that is tall when it's young and short when it's old.

It’s a Candle.

Simple? Yeah. But if you’re panicking because a giant carcass is chasing you, it’s easy to blank. Don't. Just breathe. Grab the key. This one leads to a sanctum in the Cathedral. You remember that giant elevator that leads down to the depths? The door is hidden in the wall during the descent. It’s easy to miss if you’re just staring at the floor waiting for the ride to end.

Why the Trinity Keys Actually Matter

You might be wondering if it’s worth the backtrack. It is. Lies of P is a game of incremental advantages. A 2% increase in physical damage reduction might not sound like much, but when a boss like Laxasia is hitting you with a fifteen-hit combo, you’ll wish you had every scrap of defense possible. Plus, these rooms contain Quartz. You need Quartz for the P-Organ system. Without it, you’re playing the game on hard mode for no reason.

The Grand Exhibition and the First Trick

This is where Arlecchino starts getting cheeky. In the Grand Exhibition, he doesn't just give you a key. He gives you a hint and a riddle about "cold toes."

The answer is Egg.

But wait. He doesn't just hand over the key. He tells you to check the statues. This is a physical puzzle. You’ll find two statues nearby—one of a woman and one of a man. You need to rotate the statue of the woman so she’s facing the man, mimicking a specific pose found in the lore notes nearby. Do it right, and a secret compartment opens. It’s a clever break from the "pick a dialogue option" format and shows that Neowiz wanted to keep players on their toes.

Central Station and the Moral Dilemma

The fourth riddle is found near the Krat Central Station (after the world state changes). This one is a bit more pointed. He asks if a lie can be a virtue. Since the whole game is built on the "Lie or Die" mechanic, this should be a layup for you.

The answer is Candle... wait, no. I’m kidding. The answer is Ergo.

Actually, let's look at the nuance here. Arlecchino is testing your humanity. In Lies of P, lying makes you more human. It’s the core paradox of the game. By answering his riddles, you’re participating in a human ritual of wit. It’s why your springs react when you get these right. You aren't just a machine processing logic; you're an entity interpreting metaphor.

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The Final Encounter: The King Revealed

The final riddle isn't a riddle at all. It’s a confession. Once you’ve opened most of the sanctums, you’ll find the final phone near the Arche Abbey. Arlecchino asks you point-blank: "Are you a puppet or a human?"

There is no "wrong" answer here in terms of getting the final key, but there is a "correct" answer for your ending. If you’ve been lying consistently to become human, tell him you’re a human. If you’re doing a truth run, tell him you’re a puppet.

This leads you to the final Trinity Sanctum at the very bottom of the Arche Abbey. This isn't just a room with a chest. Arlecchino himself is there. He’s a broken, decaying puppet strapped to a chair, surrounded by the corpses of his "friends."

The Cape and the Truth

Talking to him here is chilling. He’s the one who killed Venigni’s parents. If you’ve been following the side quest for Venigni, you’ll have a transmission to play for Arlecchino. It’s a heavy moment. You realize that while you’ve been chasing all riddles Lies of P offered, you’ve actually been tracing the history of Krat’s first "awakened" puppet—and he’s a psychopath.

He’ll give you the Alchemist's Cape. It’s one of the coolest cosmetic items in the game, but the lore payoff is the real reward. You learn that the "Great Covenant" wasn't just a set of rules; it was a cage that some puppets, like Arlecchino, broke out of in the worst way possible.

Technical Snafus: What if I missed a phone?

I've seen a lot of people panic because they missed the ringing phone in an earlier area. Don't sweat it. If you miss a phone in, say, the Malum District, the next phone you find—even if it's in the Exhibition—will play the riddle you missed. The game is surprisingly forgiving about the order in which you answer them. However, you cannot "double up" at one phone. You have to find the next physical location to get the next riddle.

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If the phone is just ringing and ringing and you can't interact with it, check your inventory. You might already have a riddle hint you haven't "solved" yet (like the statue puzzle).

Actionable Steps for Completionists

If you want to wrap this up in one go, follow this flow:

  1. Venigni Works: Answer "Human" and open the door near the control room.
  2. St. Frangelico Cathedral: After answering the "Candle" riddle in the Malum District, go back to the elevator room before the boss.
  3. Estella Opera House: The door is right under the swinging flaming chandelier. You'll need the key from the Grand Exhibition statue puzzle.
  4. Krat Central Station: Once the station is "corrupted," find the phone and answer "Ergo." The door is right there in the station lobby.
  5. Arche Abbey: This is the big one. Solve the final "Human/Puppet" question, take the elevator to the very bottom of the outer wall, and meet the King himself.

Don't forget to talk to Venigni after meeting Arlecchino. There’s a specific dialogue trigger that completes his personal arc and gives you a much clearer picture of why the puppet frenzy started in the first place.

Solving these isn't just about the loot. It's about seeing the dark mirror of your own journey. P is a puppet trying to become a man through kindness and lies; Arlecchino is a puppet who became "human" through malice and truth. It’s a brilliant bit of writing that makes the Trinity Sanctums more than just a checklist.

Make sure you have at least one Bright Red Apple in your inventory before you get to the end of the game too—you’ll need it for a specific statue encounter related to these riddles near the Opera House. If you sold it to Polendina, you might be out of luck until New Game Plus. Be careful with your quest items. Krat is an unforgiving place, and Arlecchino is always listening.