Inscryption Act 3 Cabinet Puzzle
Hey at that place, card gamers. If y'all've followed our guides (Beginner's Guide, Cabin Puzzle Guide, RPG Puzzle Guide) then you lot should be through the retro RPG part and now in the sci-fi themed Robotopia section of the horror card game, Inscryption. Substantially, this is the final proper stretch of the game and in that location is a lot to unpack. New mechanics to get the hang of, new bosses to face, and of course new puzzles to solve. This guide is to help y'all become past most of the bizarre headaches of the Robotopia section and get the most out of every footling hidden hole-and-corner nosotros've discovered so far.
Inscryption Robotopia Puzzle Guide - What is New?
Well apparently the starting time big change is that everything has adopted a sci-fi robot theme. Furthermore, the slowly charging bombardment mechanic used past P03'southward deck in the RPG section is now the norm. Finally, there are now five lanes instead of iv to deal with.
Finally, the roguelite elements have been replaced with a more than soulslike system. Whenever you exercise overkill impairment, the spare points are converted into robobucks. If yous lose a battle, you are taken dorsum to the concluding checkpoint you activated with your robobucks left behind and all encounters reset. You want to get your cash back, you'll have to go the hard way. Alternatively, whatever consumable items you employ will be replenished when you reach a checkpoint likewise.
It is something y'all're going to go used to very apace since you have to play through a good chunk of Robotopia's new sci-fi hologram inspired map before you lot can go up and freely explore the factory y'all're stuck in.
Inscryption Robotopia Puzzle Guide - Optional and Helpful Puzzles
But in one case you are able to become up from the table, there are some puzzles you tin can correct away, they include the following:
The Notch Lockers
Good things come in threes, and in the instance of Inscryption, even P03 can't deny the brainteasers of the notch cabinets. You'll desire to solve these immediately since they contain some really dainty items.
Nosotros'll beginning with the locker on the left side. The idea behind this puzzle is that information technology utilizes 2 of Robotopia's new abilities. The first is flop, which instantly deals ten damage to every creature in front end of it and to its left and right sides when it dies. The 2d is shield which protects the card once from a single hit.
With that in mind, the solution is straightforward. Your attacking row should be the following from left to right: ane|1 flop, ane|2 shield, i|2 shield, 4|1 notch. The defending row should be the following: one|1 bomb, two|1 notch, 1|1 bomb, 2|1 notch. The bombs become off, but the shields protect your attackers letting yous get the crucial hits in. Solving this puzzle gives you a bomb remote, a consumable particular that allows y'all to instantly fill the lath with i|1 bomb creatures. Fair alert, this tin be potent when used properly, but unless you have shielded creatures on manus, this can hands open yous upwards to hurting.
The second locker puzzle is frustrating The gems are back once once again and there is a new power attached every bit well called Gem Detonator. Basically destroying a gem with a gem detonator creature nearby will crusade it to act like a flop. It'due south vaguely worded in the game's manual so the solution here isn't exactly easy.
However, I practice accept the solution for you. The assail row from left to right should be the post-obit: nothing, nothing, i|2 detonator, 5|5 notch. The defending row should be this: 0|1 jewel, i|ii detonator, 0|1 jewel, 3|2 notch. The staggering of the defending row gives the precious stone the bomb effect, your attack sets information technology off, leaving your 5|5 to become through for the win.
In this locker you'll get the Lonely Wizard card. Recall the wizard in Magnificus' belfry that was trapped in the dark? Well at present he's in your deck and he's nevertheless super clingy.
Leshy'southward Cuckoo Clock
If yous get to the left side of the holo table and look at the wall. The game should glitch out before revealing a familiar sight on the wall: Leshy'southward cuckoo clock. P03 tells you to ignore the cuckoo clock, but there are some secrets to find hither.
Outset, a flake of a caput'due south upward. Technically y'all can just get the solution to this by buying what looks similar a red-tipped alarm in a store for 25 robobucks. Just since yous will exist needing that greenbacks elsewhere, this is a spot where yous can sequence break past only putting the solution in.
Much similar in the Motel sections, the cuckoo clock has ii rewards. First, set the second and infinitesimal hands to 12, then motion the hr hand to 4. This will pop open up the lesser compartment revealing the Ouroboros card. Go on turning the hour mitt to eleven and the top compartment will open revealing a symbol. We'll get that symbol afterwards.
Ouroboros might not seem that good at first. It costs way too much energy and is just a 1|one with undying. However, if yous've used the card before throughout the game, yous'll know that everytime undying on it activates, it returns to your manus with its attack and defense increased. At present it's back in your deck. Enjoy your overkill.
As for continuing the story, that should exist straightforward. Go to each console and reply their questions. Each 1 is some variation on those anti-bot security questions you get from time to fourth dimension. Once you solve those, get to the compartment at the stop of the room, open it, and take the bombardment.
Before yous leave, notwithstanding, go to the door on the left side and then plough to the crate sitting nearby. You can open this and get The Angler equally a card.
Magnificus' Gem Podium Puzzle
Next upwards, we take a curious puzzle to accept care of. Fair alert, this is a very involved puzzle so there will exist some hopping around. First, you'll discover this gem podium once you've beaten two of the bosses on this new map. Generally speaking, the map is still laid out like it was in the RPG section, then this will assume you've beaten the Photographer and the Archivist boss fights respectively.
First, you'll discover the gem stand up every bit you wander through the recently opened section of the factory. Information technology's a dead ringer for the puzzles you solved in Magnificus' tower earlier on in the game. But where in the world will you get the symbols to solve it?
Well, the acme most symbol is already available to you lot through Leshy's cuckoo clock. The second symbol is going to take some reflexes and a bit of patience. Go back to the room where you start got the battery and yous should see the floating camera drone from the Photographer boss fight. If you click on the left or right sides of the drone, you'll rotate information technology in a full circle. Click on it dead in the center and it volition accept a movie. You'll need to spin the drone and so have a picture while it'southward facing away from you. This will illuminate several objects including the door to Leshy's cabin, some other of Magnificus' precious stone podiums, and a gravestone. Attempt to time the flashes until you tin clearly see the gravestone. Etched on it is the middle symbol you demand.
The 3rd symbol is where things will get complicated. Go back to the left side of the holo table where Leshy's cuckoo clock is at and check the corner. You should see a printing device followed by the image of what appears to be a beast menu. Memorize this card down to each item. The energy cost, attack and defence values, abilities, even its appearance. This is important because if you head back to where P03'due south manufacturing plant was in the upper leftmost office of the map, you lot'll come across encounters where P03 will enquire you lot to create your ain creature card by sacrificing one of your own. The symbols for this event are marked by a pair of crossed wrenches.
You lot'll demand a value of at least 3 SP to get this creature right and then cede accordingly. One time the created bill of fare is in your deck, become upwards and go dorsum to the display. The bottom virtually symbol should be flashing scarlet on the brandish.
If for whatever reason the 3rd symbol doesn't show on the display screen, you can figure out the 3rd symbol through trial and error. Go to the gem podium and put in the first two symbols. And so on the third symbol, just modify the symbol, and so step away. If the gem doesn't glow and teleport y'all to the new location, get back, modify it, then footstep away again. Repeat this process until yous get a reaction.
Once all of that is done, go back to the podium and put the symbols in. In one case that is done, step away from the podium. If you did everything right, the precious stone will glow and yous'll be teleported somewhere else where you'll learn something interesting about the green slime you've been seeing throughout the game. Y'all can freely come and get from this spot as you please.
The Trader and The Holopelts
Now for probably the most sinister puzzle in Inscryption. First, y'all'll need at least 22 robobucks. Caput dorsum to the shop found nearly the starting area in the centre of the map. At that place should be a holopelt in the shop for that much money. Purchase information technology immediately.
Adjacent, you'll need to observe iv more holopelts Ii of these can be found in rooms in boss areas. I is in the Archivist'southward tomb, the other is hidden abroad in the robot mill. The other ii are in in Leshy's woods and in the magic gem area in the lower leftmost part of the map. Equally you lot are going through these areas, run your cursor over all four cardinal directions. Somewhen, an arrow will announced, showing a secret passage. More often than not, this leads to shortcuts or even bonus robobucks. Only information technology will also assist you detect the other two locations.
You'll know you're in the right spot when y'all run across a rabbit hopping over a beartrap. Click to close it shut when the rabbit hops over the trap and collect your pelt. Once you have five, you tin move on to the next step.
Next, get to P03's robot factory and defeat Golly. Later that, go to the leftmost chamber and click on the giant lock icon, it should unlock. From there, get upwards from the table and look to the door on the left side. It should be open.
Inside is a hologram of the Trader. Give the Trader all five of your holopelts and she'll reveal five tarot cards. Along with that she'll divulge cryptic information about the real secrets backside the game and its creation....
Inscryption Robotopia Puzzle Guide - Getting to the End
Once you lot've beaten all four of Robotopia's bosses, P03 will try to rush yous into going back to the beginning for The Great Transcendence. Instead, become back to the leftmost part of the map and look out for several sattelite dishes. These should be identical to the ones you used to access the Golly dominate fight in the robot factory. Once you found all of them, your screen should glow blue, signifying that something has inverse.
From here, become dorsum into the actress rooms of the mill until you find a panel flashing with the message "waiting for network...". Click on it and you exist given a prompt asking if y'all are a robot. Click no and an elevator will actuate, leading you to some help confronting P03.
Once y'all are returned to the surface, retrace your steps dorsum to the starting location on the map and encounter P03 one last time. Simply before a boss fight can break out, help arrives.
Congratulations, you lot are at present in the final section of Inscryption. Enjoy the existential terrors that await you going into the credits.
Inscryption Act 3 Cabinet Puzzle,
Source: https://techraptor.net/gaming/guides/inscryption-robotopia-puzzle-guide
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