Dive straight into the mysteries hidden aboard this sauceboat .

3D Escape Room Detective Story provides a variety of mind - boggle puzzles that show - and - penetrate enigma game fans like myself will enjoy . Some of the puzzles can be very complex , so I ’ve bring home the bacon solutions to all of them in this 3D Escape Room Detective Story Chapter 3 walkthrough to help you enjoy the game to its total .

This templet has been separate into five parts , one for each chapter of the game . If you need avail with a puzzle in one of the other chapter , I ’ve linked them all below .

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Chapter 3 begin with a 3 am earphone call from Sheriff Claude regarding Pete , who used to work under you . He was involved in a shot but escape onto a gravy boat . Upon further review , a stranger ’s physical structure was found on the ship while Pete was nowhere to be found . This chapter sends you off to the boat to look into the verity of what hap .

3D Escape Room Detective Story Chapter 3 guide

On the gravy holder , the first things you see are a steering wheel with a uniquely shaped hole and lots of wine bottle scattered about .

Tap on the grouping of wine bottle to the right of the wheel . Touching the bottleful on the level will get it to undulate away , revealing the code " ASMT " . drop a line this down for a next puzzle .

White box puzzle

bend your aid to the white box in the back veracious corner of the elbow room .

push the top right field and in-between left blue triangle to remove the four center bars and reveal a puzzle at the top .

To work out this mystifier , you require to spin the anchor ring to produce an range of a function of an anchor . The easy way to do so is by pose the outer ring first , then the inner ring , and finishing the puzzle with the centre ring .

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Completing the keystone gives you a Small Handle and unlock a bird puzzle . get out the bird alone for now and manoeuvre into the back way .

Upon entering the sailing room , you ’ll first notice the globe .

Focus on the top of the orb . Take the alloy shuttle plume from the left side and move down to look at the pegleg .

The leg has a gear with a bent of dark-green dots on either side .

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Rotate the paraphernalia until the immature superman on the gear wheel align with the dark-green dot on the pegleg to get the Globe Fragment C.

switch from the earth to the bookcase on the left .

Focus on the pottery on the lower two shelves .

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Rotate them to reveal a 5 - figure computer code . Keep in mind that the numbers on the pots are backward , so the code will be " 37597 " .

With the canonical hint out of the way , turn toward the desk on the left field .

The draftsman at the pith can be attract out immediately .

The puzzle can not be completed yet , but the bird ’s second feather slice can be catch .

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Move to the next drawer over , which has a keyhole reminiscent of an old - school geartrain teddy .

Insert the small handle into the center of the hole .

impress the grip between the different division will spread out the taboo doughnut either clockwise or counterclockwise . To fill in the teaser , the stunned rim needs to cover the green diamond at the top .

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Completing this puzzle reveals a 2d puzzle hold back two sliders . Each Pseudemys scripta needs to be placed between the gullible lights in their column .

advertise both sliders to the top and then side one of them down two spaces to discharge this puzzle .

This will give you a paint .

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lead over to the top of the desk . Lift the third Bible from the left wing to reveal a keyhole .

Inserting the key from the previous puzzle opens up a puzzle with a four - missive sequence .

Input the four - letter of the alphabet sequence from the wine spill in the first way .

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This will unlock a 5 - digit number lock chamber .

Put the 5 - finger’s breadth computer code from the clayware shelf into the lock to acquire a Strange Locked Core .

Head to the solidifying of knickers on the right side of the desk . You ’ll mark that the exercise set of books beside it has an interesting diamond pattern . To solve the mystifier , you ’ll need to use the books as a pathfinder for pulling each drawer out .

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The placement of the filled - in baseball field depicts which drawer the book symbolise , while the book ’s order in the serial publication represent how far each drawer require to be pulled out .

Ordering the knickers properly will unlock the lower right desk draftsman , which hold a Double - Layer Gear .

This gold boxful can be found to the left wing of the desk . To solve the puzzle , you necessitate to connect the gap in the ruddy , green , and blue layers to make a clear itinerary from the gold center to the top .

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Use the right switch to move the circles so that the initiative in the blue is at the top , and the red and green openings align on the correct side .

Rotate the flushed and unripe dress circle to reserve the lever tumbler to fall . Spinning it will open up the box , give you Globe Fragment B.

Bird puzzle

Before come back to the bird puzzle , you ’ll want to take musical note of the poster in the first elbow room . Save the image to bear on back to it during the puzzle .

Now head over to the bird . There are two omit slots , one on the left wing and one on the rightfulness . Insert the two pieces from the piloting room to start the puzzle .

Once the wing piece are tote up , the top six pieces from each extension will twirl around until they ’re randomly facing forrard , back , and horizontally . Rotating the clock in any way will have three of the feathers on each wing to move . The poster explains four movements that move unlike set of feather , so keep it close while go around the feathers to make them all face forward .

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Once all of the feathers are facing forward , a puzzler featuring the hiss ’s headland will commence .

You ’ll take to tilt the bird ’s head either forget or veracious to complete a multi - part sequence . When you select the correct direction , a plume will surface on the headspring . choose the wrong guidance will restart the succession . The chronological succession in my plot was correct , leave , left over , left , right , right .

Completing the head puzzler will give you a Ruby and start the last hoot teaser . Take note of the fact that both clock hand are place to the " 12 " before the puzzle begin .

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To clear this , you ’ll need to matter how many minute off each hired hand is from its original start place . The blue hired man is 10 minutes away from the 12 while the yellow handwriting is 25 minutes away .

Inputting the code " 1025 " gives you a Bookend Metal Piece .

Steering wheel

Before solving the first direction wheel puzzle , cluck on the Strange Lock Core in your inventory to take in it .

spread out the gear on its side to turn it into a Deformed Lock Core .

Now lead over to the steering wheel . The end of the Deformed Lock Core matches the hole at the center of the cycle .

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Insert the Deformed Lock Core and rotate it to obtain a Circular Badge . There is a keyhole in the wheel , but that will be saved for afterward .

Open up the Circular Badge in your inventory .

The destination of this puzzle is to stretch out point out from each push on the Mexican valium . Only elevated buttons can be pressed , and pressing a push button will affect the elevation of the neighboring buttons as well as the point coming out of them . Solving will metamorphose the Circular Badge into a Star - mold Badge .

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Locked drawer

To complete the desk , head over to the locked draftsman on the left .

Place the Metal Bookend Piece into the slot like a key . unlock the drawer gives you the Globe Fragment A.

Globe puzzle

Return to the globe to place the three fragments . This hole is for the fragment labeled " A " .

Place Globe Fragment A into the pickle to fill in the space .

This hole is for the fragment labeled " B " .

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Place Globe Fragment B into the maw .

This cakehole is for the fragment labeled " nose candy " .

Place Globe Fragment C into the hole to finish piece up the globe .

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Take a moment away from the globe to face at the single-valued function above it .

The first cherry-red blob on the right represents the button on the world that you ’ll necessitate to press first . later , you ’ll press the next close button as you locomote to the west across the globe .

Once every button is pressed in the correct order , a raw constituent of the globe will put out from the top .

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Look over to the bottom of the young destiny of the globe . Take the Key out of the bottom , leave just a star - shape crack .

Place the Star - mould Badge into the gap .

Placing the Star - form Badge will create a coop on the bottom , which we ’ll return to shortly .

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Steering wheel keyhole

Return to the steering wheel and insert the Key from the orb . turn out the wheel to unlock the ruby puzzle .

Ruby puzzles

This puzzle consists of multiple rotating train , although only one will be active during the ruby section .

send the Ruby into the centre of the machine .

utilize the mechanics on the bottom to move the heart ring left and correct , and the mechanisms on the right and get out to splay the Ruby .

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Once the Ruby is complete , the tintinnabulation will shrink back and it can be taken .

You will also get Clue Paper A.

take back to the metal cage on the Earth rack and post the Ruby on top of it . You ’ll postulate to recreate the track on Clue Paper A by spread out the cage and sliding the Ruby up and down .

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spread out the John Milton Cage Jr. until it looks like this .

Drag the Ruby down to the bottom of the John Milton Cage Jr. .

deform the cage clockwise twice .

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Slide the Ruby up two spaces .

Rotate the cage clockwise two more times .

Slide the Ruby down once .

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Slide the cage clockwise two more sentence .

Slide the Ruby up one space to complete the path .

complete the nerve pathway causes a routine to appear on the small digital screen above .

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To move the rings , you ’ll need to first pitch the phonograph needle from horizontal to upright to fit in the gap it rest on .

The gold piece will slide to the front , allowing the anchor ring to be spin .

To complete the first number , whirl the first halo to " VI " and the 2d ring to " III " . This will cause a novel number to appear to the leftfield of the previous one .

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To complete the second number , twist the first ring to " II " and the second anchor ring to " IX " . You ’ll be rewarded with a Key after completing it .

Oxygen tank model

calculate over to the oxygen armored combat vehicle example on the bookshelf .

Flip the circular piece at its base to reveal a keyhole .

tuck the Key to get a Submarine Model .

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Submarine Model

reach the Submarine Model from your inventory .

Slide the top flipper to the opposite side to bring out a four - digit lock on each side of the model .

To crack the codification , you want to count the number of triangles in the shapes above each dactyl . When the poor boy is facing the left , the code is " 3185 " .

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When the submarine faced the right , the computer code is " 5268 " .

Solving the locks releases the propeller , which can be spin to bring out an Emerald hidden in the front of the submarine .

Related : Cube Escape Seasons walkthrough

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Emerald puzzles

This puzzle is like the ruby puzzle , but with added difficultness . The left ring rotate the four remaining part of the Emerald , the ripe ring rotates the four right contribution , and the essence ring rotates the bottom four parts . position the Emerald into the center to begin .

When the Emerald is finish , the ring will retract and it will be left floating in the eye of the machine .

The report clew for this teaser can be launch in the central dial on this panel .

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move the sliders will open up the telephone dial , giving the player Paper Clue B.

Head back to the batting cage and localize the Emerald on top .

splay the John Milton Cage Jr. so that you begin with this layout .

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skid the Emerald down once .

revolve the cage clockwise once .

Move the Emerald down once .

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Rotate the John Milton Cage Jr. clockwise three times .

Move the Emerald slider up two time to activate the second part of the puzzle .

To nail the first coordinate , spin the first pack to " III " and the second mob to " I " .

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For the second co-ordinate , adjust the rings so that the first reads " XI " and the second reads " VIII " to get the Special Key A.

Levers and meters puzzle

Go to the ink bottle on the left over quoin of the bookshelf .

bear on the Special Key A into the ink feeding bottle .

This will allow you to push the book with the recording label onto the shelf , revealing a Wooden Piece and a Metal Frame .

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Go to the middle draftsman and set the Wooden Piece in the maw .

Then add the Metal Frame on top .

await at the calendar to determine the position of the Metal Frame . The circled " 5 " is two numbers right-hand and three number above the corner .

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Using the calendar as a guideline , line the frame up with the 3 on the upright row and the 2 on the horizontal rowing .

implement the layout depicted in the draftsman to the three - by - four grid of levers in the first way . This will give you the Strange Key B.

Medieval archway puzzle

Return to the ink bottle and place the Strange Key B on top of it .

This will reveal a model of an archway with several colored lights .

number the number of squares of each color and move the respective sliders down that amount . The base place of the slider is 1 , with the bottom of the luger being 5 . There are five 5 red lights , so the scarlet slider goes to the bottom . There are 3 yellowed light , placing the yellow slider in the eye .

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Green has 4 light and blue has 2 , forget their sliders at the first and third quarter of the tower . Putting all four sliders into position will grant you a Sapphire .

Sapphire puzzles

The Sapphire can be placed into the same machine as the Ruby and Emerald .

The goal of the puzzler is to spread out the foursquare around the Sapphire using the gears until they all fit in a particular position . You ’ll be able to tell when a square is in the ripe location because a brilliant blue line matching its arrangement will appear on the Sapphire .

The puzzle to unlock the theme clue is more difficult for this one . It contain eight sections which must be added together to make a cube in the center .

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Each of the piece must be attach in a particular order .

unlock this telephone dial will give you Paper Clue C.

Head to the batting cage for the final time and place the Sapphire on top .

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Rotate the batting cage to look like this .

slew the Sapphire down one space .

Move the cage clockwise two space .

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Move the Sapphire down one space .

Move the cage clockwise one time .

Move the cage counterclockwise one space .

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Move the Sapphire clockwise three space .

Slide the cerulean up two distance .

Move the Sapphire clockwise one space .

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Move the Sapphire down one quad to fill in the way of life and unlock the first coordinate , N15 .

slue the first ring to " I " and the second ring to " pentad " to finish this coordinate .

work out the coordinate W92 by turn the first band to " IX " and the second ring to " II " .

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The last puzzle allow to solve is the navigation table .

Place the Double - Layer Gear on the unexpended rowlock to activate a handle to spin around .

Spinning the handle will unlock a slider at the bottom , which move the larger central gear to the left and right .

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Add the second gear wheel to the correct thole .

The sailing table will exchange to have three slider , two spinning pegs , and a revolve puzzler at the top .

The slider alter which role of the teaser the gear mechanism switch when spun .

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To solve the teaser , line up the piece of the teaser so that there is an empty second power at the top .

This will bring out a note reading " Memory is an unceasing life " .

Looking for a more cartoonish escape room game?Check out ourMust Escape Dinosaur Land walkthroughhere on Pro Game Guides .

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