Finding Every Trinity Door in Lies of P and Why the Arlecchino Twist Actually Matters

Finding Every Trinity Door in Lies of P and Why the Arlecchino Twist Actually Matters

You’re walking through a rain-slicked street in Krat, puppets are screaming, and suddenly you see it. A bright green door with a weird triangular symbol. If you’ve spent more than an hour in Lies of P, you know the drill. These are the Trinity Doors. They’re basically the game’s version of secret vaults, tucked away behind riddles and a very persistent ringing telephone.

Honestly, the first time I heard that phone ringing in Elysion Boulevard, I thought it was just world-building fluff. It wasn’t. It was Arlecchino, the self-proclaimed King of Riddles, and he’s the only reason you’re getting into those rooms.

Most people just want the loot. I get it. The Blue Dragon Armor and the various amulets are top-tier. But if you aren't paying attention to what Arlecchino is actually saying, you’re missing the darkest subtext of the entire game. These doors aren't just gameplay mechanics; they are the literal manifestation of a serial killer’s ego.

The First Riddle and Your First Trinity Key

Getting started is simple enough, but missing that first phone is a huge mistake. You’ll find it near the Chasm in Area III. Arlecchino asks a pretty basic riddle about a "Human" or a "Monster." If you answer correctly—and let’s be real, the answers are usually intuitive if you think like a poet or a cynic—you get your first Trinity Key.

Take that key back to the Workshop Union Entrance. You’ve probably seen the door already; it’s near the area where the giant red pipe is leaking. Inside, you’ll find the Orizon's Radiance Workshop Uniform and a Quartz. Quartz is the lifeblood of your P-Organ upgrades, so even if you hate the fashion, you need the materials.

The game doesn't hold your hand here. If you miss a phone call, you have to wait for the next one, but the locations are fixed. It’s a very "Souls-like" approach to side content where exploration is rewarded more than raw combat skill. You have to listen for that ringing. It’s distinct. It’s jarring against the orchestral soundtrack of Krat.

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Location Scouting: Where the Rest of the Trinity Doors Are Hiding

You can’t just stumble into these rooms. You need the keys.

After the Workshop Union, your next stop is usually St. Frangelico Cathedral. This one is annoying. You have to climb up to the rafters where the giant swinging electrified balls are. There’s a door tucked away in a side corridor at the bottom of a ladder. It’s easy to miss because you’re usually too busy trying not to get flattened by a boulder. Inside? The Black Cat’s Amulet. It’s okay, but the real prize is the lore note tucked in the corner.

The third door is in the Estella Opera House. Right before you get to the boss, there’s a giant swinging chandelier on fire. Drop down. Look for the green glow. This room is a bit more generous, offering the Fancy Venigni Collection and some high-end upgrade materials.

Then things get weird.

By the time you reach the Krat Central Station (the second visit), the riddles start getting more personal. Arlecchino isn't just asking about riddles anymore; he's asking about you. He’s testing whether you’re a puppet or a boy. Or something in between.

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The Final Sanctum and the Arlecchino Reveal

The last door is the big one. It’s in the Arche Abbey, right near the end of the game. You need the Chosen One’s Trinity Key for this. Unlike the others, this isn't just a closet with a chest. It’s a room where Arlecchino himself is waiting. Well, his body is.

He’s a puppet, but he’s "awakened."

Meeting him is one of the most chilling moments in Lies of P. He’s sitting there, broken and smug. He admits to the murders. He admits to the chaos. This is where your "Lie" or "Truth" choices carry the most weight. If you’ve been lying the whole time to become human, your interaction with him feels like looking into a dark mirror.

He gives you the Alchemist's Cape if you play your cards right. But the real reward is the clarity. You realize the Trinity Doors weren't just a scavenger hunt; they were Arlecchino’s way of grooming a successor. He wants to see if P is capable of the same "freedom" he found through violence.

What Most Players Miss About the Riddles

People think the riddles are just a pass/fail mechanic. They aren't.

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If you fail a riddle, Arlecchino doesn't just lock you out. He gives you a "hint" which usually involves performing an action in the world or finding a specific item. It’s a failsafe. Round8 Studio clearly wanted players to find these rooms because they contain the Quartz necessary to survive the late-game bosses like Simon Manus or the Nameless Puppet.

Also, the "King of Riddles" isn't just a title. In the lore notes found in the later Trinity rooms, it’s revealed that Arlecchino was the one who murdered Venigni’s parents. That green door in the Opera House? That’s not just a secret room. It’s a crime scene. It’s where Venigni’s trauma started. When you bring the final reveal back to Venigni at the Hotel, the dialogue change is heartbreaking.

Practical Steps for Your Completionist Run

If you’re trying to wrap this up in one go, keep these things in mind:

  1. Check the Lamps: Whenever you teleport to a Stargazer, look at the icon. If there’s a little speech bubble or a ringing phone icon, it means there’s an active event. This is how you know a riddle is waiting for you.
  2. The "Lie" Balance: Don't just answer the riddles randomly. If you're going for the "Rise of P" ending, you generally want to answer in ways that show human emotion or the ability to deceive.
  3. Don't Forget the Statue: For one of the mid-game riddles, you have to rotate a statue of a woman near the Grand Exhibition. If you don't do this, the door won't unlock even if you have the key. It’s a physical puzzle layered on top of a verbal one.
  4. The Red Apple: There’s a specific side quest involving a red apple and a statue in the Opera House. While not strictly a Trinity Door, it’s connected to the same "riddle" logic that Arlecchino loves.

The loot in the final room—the Moon World Amulet—is fine, but the real "Endgame" is the story completion. You need to talk to Arlecchino until his dialogue loops. Only then will you get the trophy and the full picture of what happened to the city of Krat.

The Trinity Doors are the heart of Lies of P's mystery. They turn a standard action game into a psychological thriller. Just remember: when the phone rings, answer it. Even if you hate riddles. Especially if you hate them.

To finish your collection, go back to the Hotel after finding the final room and talk to Venigni. Use the "Deciphered Message" you found in the final room. This triggers the final bit of dialogue that closes the loop on Arlecchino’s story. If you miss this, you’ve basically done all the work without getting the narrative payoff. Make sure you've also checked your inventory for any "Cryptic Vessels" you picked up along the way, as these often point you toward the same general areas where the phones are located.