Getting Past Those Act 3 Puzzles in Inscryption Without Losing Your Mind

Getting Past Those Act 3 Puzzles in Inscryption Without Losing Your Mind

You finally made it to Botopia. After the dark, claustrophobic woods of Leshy’s cabin and the pixelated grind of Act 2, P03’s sterile, metallic hellscape feels like a cold shower. It’s different. It's frustrating. Honestly, the act 3 puzzles in Inscryption are where a lot of people just sort of hit a wall because the rules you spent hours learning basically get tossed out the window for something much more technical.

P03 doesn't care about your feelings or the "soul" of the cards. He cares about logic, conduits, and making sure you feel like an idiot for not seeing a simple mathematical connection.

If you’re stuck on the sliding tile puzzles or wondering why that weird cuckoo clock is staring at you again, you aren’t alone. These puzzles aren't just filler; they are the gatekeepers to the best cards in the game. You need those cards. Without them, the later boss fights—especially the Golly fight—become a massive headache.

The Problem With the Sliding Toolboxes

Right there in the main room where P03 keeps you captive, there are two sliding tile puzzles on the cabinets. If you played Act 1, you recognize the format. But the mechanics here rely on the "Circuit" system, which is way more annoying than Leshy’s combat-based puzzles.

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Basically, you have to move tiles to create a completed power loop.

The first one is usually a breeze, but the second one? It’s a nightmare of gems and conduits. You’re trying to line up the Null Connduit so the energy flows through the attack sigils. If the line isn't glowing, it isn't working. It's binary. It's "yes" or "no." P03 loves that stuff.

Don't just move pieces randomly. Look at the flow. The energy starts at a source and has to hit every specific sigil before reaching the end. If you’ve got a "Gem" sigil in the way, you need a Mox card or a specific conduit to bridge that gap. Most players forget that the order of the tiles matters less than the continuity of the line. If you break the circuit, the puzzle resets its logic.

That Creepy Cuckoo Clock is Back

You’d think leaving the cabin meant leaving the clock behind. Nope. It’s sitting there in the corner of the factory, looking just as out of place as you feel.

If you want the Ourobot—which is essentially the Act 3 version of the game-breaking Ouroboros—you have to mess with the hands. Remember the time from Act 1? 11:00? Forget it. That's old news. In Act 3, you’re looking for a specific digital timestamp found elsewhere in the factory.

Actually, I'll just tell you: set it to 4:00.

Why? Because the printed notes scattered around the drone's workspace hint at it. Doing this opens the bottom compartment. But the real prize comes from setting it to the exact time displayed on the shop's neon sign. It’s a recursive loop. The game wants you to look at the environment, not just the board.

The Mystery of the Holo-Map and Hidden Paths

The map in Act 3 is a grid. It looks simple, but it’s full of "invisible" encounters.

You’ll be moving your little cursor along, and suddenly, a path opens up to the side. These aren't accidents. Many act 3 puzzles in Inscryption are actually navigation challenges. There’s a secret boss—the Mycologists from the previous acts have set up shop here too—and finding them requires you to double back on paths that look empty.

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Look for flickering pixels.

If a piece of the bridge looks like it's "glitching," try to walk onto it. Usually, this leads to a pelt or a secret upgrade. Speaking of pelts, don't ignore them. Even in a world of robots, the trader is still lurking in the data, and the cards he gives you for those digital pelts are some of the only ways to get "Touch of Death" or "Sniper" sigils onto your custom bots.

Why the Printer is Your Best Friend (and Worst Enemy)

Midway through the act, you get access to the card printer. This is technically a puzzle in itself because of the "cost" balance.

You want to build a card that wins the game instantly? Great. It’ll cost 6 energy. You’ll never get to play it. The puzzle here is efficiency. The most successful players I've seen focus on the "Bifurcated Strike" (the double arrow) on a low-cost, 1-energy bot.

If you mess up the printer logic, you're stuck with a deck of "bricks"—cards that look cool but can't be played. P03 mocks you for this. He actually has voiced lines (well, text lines) that trigger when you make a garbage card. It’s insulting. It's meant to be.

The Green Tank and the Pillar

There’s a massive green vat in the corner of one of the rooms. If you click it enough, a face appears. This is a callback to the Goo Mage (Goobert) from Act 2.

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The "puzzle" here involves the rotating pillars found in the world. You’ll see three pillars with symbols on them. You have to match these symbols to the ones hidden in the background of other rooms. One is hidden in the shop. One is tucked away in the "memory" of a discarded computer screen.

Matching them doesn't just give you a card; it provides lore that explains why P03 is such a jerk. It ties the whole "Great Transcendence" plot together. If you skip this, you’re basically playing a card game without a story. And nobody plays Inscryption just for the cards.

Common Mistakes People Make in Act 3

  1. Ignoring the Conduits: People try to play high-damage cards without building a circuit on the board. In Act 3, if your cards aren't within a powered circuit (marked by those blue lines on the table), half their abilities won't even trigger.
  2. Hoarding Robobolts: Spend your currency. The shop rotates. If you see a good sigil, buy it. There is no "final shop" that saves you.
  3. Forgetting the Hammer: You can hammer your own cards. If a card is blocking a slot where you need to put a Conduit to finish a circuit, kill your own unit. P03 doesn't care about sacrifice, he cares about output.
  4. Not Checking the Back of the Room: Every time you defeat a boss (the Archivist, the Photographer, etc.), walk around the room. The environment changes. New items appear on the shelves.

Solving the Archivist's File Puzzle

This is the one that freaks people out. The Archivist asks you to pick a file from your actual computer.

The puzzle isn't just "pick a big file." The game checks the age of the file. If you want to deal massive damage, pick an old .txt file from three years ago. If you pick a file and let the card die in battle, the game threatens to delete it.

Relax. In the 2026 version of the game and all previous patches, it doesn't actually delete your system files. It creates a "deleted" text file in the same folder as a joke. But the "puzzle" is the psychological pressure. To win that fight easily, just give him a massive video file or an old installer.

Actionable Steps for Completion

To wrap this up and get you through the factory, follow this specific order of operations:

  • Solve the two cabinet puzzles immediately. The cards inside (like the Mrs. Bomb Remote) make the random encounters much faster.
  • Go to the Cuckoo Clock. Set it to 4:00 to get the initial boost, then look at the shop clock for the second solution.
  • Find the Mycologists. They are hidden behind a "glitch" wall in the eastern zone (the area with the trees). You need to defeat them to fuse your cards, which is the only way to survive the endgame's high-HP enemies.
  • Prioritize Sniper Sigils. The Sniper sigil allows you to pick which opposing card you hit. It breaks the game's balance. Use it on a card with at least 3 attack.
  • Check your surroundings. If you're stuck on a combat encounter, leave the table. Walk around. The answer is usually a physical object in the room that P03 is trying to distract you from.

The factory is a grind, but once the logic clicks, it's the most rewarding part of the game. Just don't let the robot win the psychological war. Use his own math against him.