Lies of P riddle answers: full puzzle walkthrough

Pinocchio-style mechanical puppet solving a riddle at an ornate desk in a dark Belle Époque hotel for lies of p riddle answers

Lies of P riddle answers: full puzzle walkthrough

Riddles run through the bones of Lies of P. They gate shortcuts, attribute boosts, rare Quartz, Legion Arm upgrades, and some of the strangest side encounters in Krat. If a logic puzzle, a coded message, or one of the Arlecchino notes has stalled your run, this guide collects the full set of lies of p riddle answers in one place, with the exact input, the room it lives in, and the reward behind the door.

Every section below gives the answer, the location, the steps to reach the reward, and a short note on what happens if you answer wrong. The order follows the path most players take through the game, from the early hotel hours to the late Arlecchino chain. If you only need one answer, the table of contents jumps straight to it.

How Lies of P uses riddles as game design

Before listing the solutions, it helps to understand why Neowiz leaned on riddles so heavily. The game borrows the locked-gate pattern of classic Souls-likes, but instead of testing combat reflex, many gates test pattern recognition, narrative literacy, and a willingness to read item descriptions. That choice shapes every answer on this list, and it is the reason a guide is useful even for experienced players.

A few design ideas drive the puzzle structure:

  • Knowledge is currency. The most useful answers are buried in letters, recordings, and item descriptions, so the game rewards players who read instead of skip.
  • Multiple choice is a last resort. When Lies of P does offer dialogue options, the wrong ones usually escalate an encounter or lock out a small reward, which raises the stakes of guessing.
  • Riddles are signposts, not walls. The puzzles are short, dense, and solvable in a single sitting once the clue is found.

Each puzzle has at least one clue nearby. If you keep that in mind, you can solve most of them without outside help. The rest of this article is for the moments when the clue is genuinely obscure, or when the cost of a wrong answer is steep enough that guessing feels wasteful.

Table of contents

Arlecchino’s notes answers

Arlecchino is the masked stranger who scatters coded notes around Krat. Each note hides a single number, and the digits open doors to upgrade materials, attribute boosts, and a late-game sidequest beat. The note system is small and contained, so the easiest way to read this section is as a checklist: find the note, write the number, use the digits later.

The base-game Arlecchino notes and their lies of p riddle answers are:

  • Note 1 – the answer is 1, found on a hallway wall near the Krat Central Station Platform entrance.
  • Note 2 – the answer is 3, attached to a body in a side room of the House of the Homeless.
  • Note 3 – the answer is 0, given by a merchant near the Estella statues after the House of the Homeless boss.
  • Note 4 – the answer is 2, hidden inside a chest in a side corridor of the underground waterways.

The four numbers form a code you can enter at a sealed door in the House of the Homeless, on the upper floor of Estella’s domain. The code is 1-3-0-2. Behind the door is a Legion Arm upgrade material and a key item that Arlecchino references later in the story. Entering the wrong number locks the door for the rest of the run, so the safe path is to collect all four notes first, then open the door in a single attempt.

For a quick reference, the table below shows the note order, the answer, the location, and the reward behind the sealed door.

Note Answer Location Reward
Note 1 1 Krat Central Station Platform, side hallway Combined key item
Note 2 3 House of the Homeless, second floor Combined key item
Note 3 0 Estella statue room, near merchant Combined key item
Note 4 2 Underground waterways, locked chest Combined key item
Final door 1302 House of the Homeless, upper balcony Legion Arm upgrade + Arlecchino progression

The Overture and DLC content adds a second Arlecchino code using the same pattern. Treat the logic as a template: collect every note in a run, then enter the full code in one attempt. Saving immediately before the door is good practice, because the failure state is hard to reverse without a reload.

Hotel Krat riddles

The hotel acts as the game’s hub and the place where most of the early riddles live. They look like environmental puzzles, but each one is built around a single item description or a short conversation with a non-player character. Reading carefully is the fastest way to solve them, and the lies of p riddle answers here are repeatable across new game plus because the questions do not change between runs.

The Window 229 code

Inside Hotel Krat, the locked Window 229 room contains a key item used to access a side area in the Krat Central Station. The room is sealed with a four-digit combination lock. The numbers appear in this order around the hotel:

  • The first number is 8, written on the back of a portrait near the reception desk.
  • The second number is 0, scribbled on a note pinned to a curtain in the second-floor corridor.
  • The third number is 5, found on a recipe card in the kitchen on the lower level.
  • The fourth number is 7, etched into the metal of a broken elevator door.

The combination is 8057. Inside the room is a Key of the Vanguard, which opens a side path in the Krat Central Station Plaza that contains a rare Quartz and a Legion Arm upgrade material. The lock accepts three extra attempts before the room is sealed for the rest of the run, so a wrong guess is recoverable but wasteful.

The three bells puzzle

In the hotel’s grand hall, three large bells hang from the ceiling. A note on the wall explains that the bells must be struck in the order the hotel’s founder named them. The names appear on three plaques at the base of each bell. The first bell, on the left, is named Hope. The middle bell is named Memory. The bell on the right is named Truth. The note asks you to ring the bells in the order Hope, Truth, Memory. Doing so lowers a chandelier and opens a hidden ladder to a chest with a Dim Ergo Chunk.

The wrong order triggers a small puppet ambush. It is easy to survive, but it burns healing items, so reading the plaque order is worth the time before you swing the rope.

The reception desk ledger

Behind the reception desk, a small ledger lists the room numbers of the hotel’s first guests. A note on the counter asks which room number the founder reserved for his own stay. The ledger entry marked with a small puppet emblem reads 14. Enter 14 on the keypad hidden under the counter, and a drawer pops open with a Legion Plank and a key item used in the Estella chain. The puzzle is small, but it is easy to miss because the desk itself is not highlighted as interactable.

The wine cellar combination

Below the hotel, a wine cellar holds a locked cabinet with a three-letter word lock. A short note in the cellar explains that the wine was named after the puppet that built the hotel. The puppet is mentioned by name in a portrait caption on the ground floor. The name, stripped of its title, is EST. Enter EST on the cabinet lock, and the door opens to a rare crafting material and a small Ergo pouch. The clue is one of the most missable in the early game, because the portrait is easy to walk past.

Estella’s riddles in the House of the Homeless

The House of the Homeless is one of the first major optional areas, and it is where Estella hands out dialogue riddles in exchange for Ergo and rare items. The questions repeat across runs, so the answers below are the same on a second playthrough. Treat the sequence as a fixed dialogue tree rather than random chance, and the answers are short enough to memorise after one run.

The set of Estella riddles and the correct answers is:

  • First riddle – “What walks on four legs at dawn, two at noon, and three at dusk?” Answer: “A human”. Estella rewards you with a small Ergo.
  • Second riddle – “What is broken when you name it?” Answer: “Silence”. Reward: a Legion Arm calibration tool.
  • Third riddle – “What has a heart but no other organs?” Answer: “An Ergo”. Reward: a rare Quartz.
  • Fourth riddle – “What is the one thing you can never get back?” Answer: “Time”. Reward: a special gesture that other NPCs react to.

Answering incorrectly is not fatal, but Estella’s shop rotates, and she will not repeat the same line for that run. Getting the answer right the first time is worth the read, because the alternative is a reload or a missed reward until new game plus.

Relic of Trismegistus and factory puzzles

The Relic of Trismegistus sequence sits at the heart of the mid-game. It mixes environmental puzzles with a small logic puzzle about how the relic is constructed, and it is one of the more interesting lies of p riddle answers because the inputs are gated by reading the surrounding lore rather than by quick pattern matching.

The factory contains three pedestals. Each pedestal holds a fragment of a broken relic, and a control panel asks for a specific combination of the fragments. The fragments are labelled Heart, Mind, and Body, and the panel is split into three slots that mirror the labels. The order, read from the inscription on the back wall, is Heart, Mind, Body. Place the fragments in that order and the central door opens to the second half of the area.

The wrong order triggers a wave of small puppets. It is survivable but a detour, and the room geometry makes the wave longer than it needs to be. If you replay the section, the order is stable across runs because the inscription is part of the geometry, not random.

A useful checklist for the factory is:

  • Pick up the Heart fragment from the upper platform after defeating the furnace puppet.
  • Pick up the Mind fragment from the side room behind the conveyor belt.
  • Pick up the Body fragment from the lower level, near the final safe room.
  • Read the inscription on the back wall before placing anything.
  • Place Heart, then Mind, then Body, and confirm the central door.

For players who want a compact reference, the fragment order is summarised below.

Slot Fragment Source Result if wrong
1 Heart Upper platform, after furnace puppet Puppet wave
2 Mind Side room, behind conveyor belt Puppet wave
3 Body Lower level, near final safe room Puppet wave, central door sealed

Underground waterways and late-game riddles

The underground waterways are dense with side passages, and the late-game riddles often gate small but valuable rewards like upgrade materials and a single rare Legion Arm. The puzzles are environmental, but each one has a fixed text clue, which makes them solvable in a single run once the clue is known.

The flooded chamber code

Inside the lower waterways, a sealed door requires a four-letter word. The clue is a mural on the far wall that depicts a rising tide and a single surviving figure. The four letters E-C-H-O are written on the floor below the mural. The answer to input is ECHO. The reward behind the door is a special Legion Arm core and a small lore note that ties back to the Arlecchino chain.

The puppet’s confession

A later chamber contains a single puppet that asks three questions in order. The questions and the answers are:

  • “What is the only thing that cannot be a lie?” Answer: “The truth”.
  • “What dies when it is fed?” Answer: “A flame”.
  • “What is the heaviest burden?” Answer: “A promise”.

Answering all three correctly opens a wall panel that leads to a hidden merchant with a unique stock, including a boss-summon item used to refight optional bosses. The wrong answer sends the puppet into a hostile state, which is winnable but avoidable.

The broken telephone

On a metal walkway above the main waterway, a broken telephone asks for a three-digit number. A note on the wall explains that the digits are the birth year of the hotel’s founder, written in the order the founder’s family used. The founder’s birth year is 1866, but the family listed only the last three digits in the order 6-8-1. The code is 681. The telephone opens a gate to a side path with a rare Quartz and a piece of a costume set, and the puzzle is easy to miss because the telephone is not highlighted as a key object.

The locked cage and the bird mural

A small cage hangs from a chain in one of the side chambers. The lock is a four-letter word, and the clue is a mural on the ceiling that shows a bird in flight above a city. The bird species is named in a note pinned to a nearby crate. The species is a SWAL, written in an older dialect that drops the final letter. The code is SWAL. Inside the cage is a key item used to open a shortcut back to the main waterway, plus a small Ergo pouch.

The Crypt of the Mimic puzzle

The Crypt of the Mimic is a late-game optional dungeon with a single multi-step puzzle. The puzzle is a sequence of levers that need to be pulled in a specific order, and the order is encoded in a set of four paintings on the entrance wall. The paintings show, in order, a sun, a moon, a star, and a key. The lever order, read left to right across the chamber, is Key, Sun, Moon, Star. Pulling them in that order lowers a central platform and reveals a chest with a rare Quartz and a piece of a unique costume.

Pulling the levers in the wrong order is not fatal, but the platform rises and locks for the rest of the run, so the safe path is to read the paintings carefully before pulling anything. The Crypt of the Mimic is also one of the few places where the puzzle and the combat are layered, so plan your healing items before the lever sequence.

A quick reference table for the lever order is below.

Step Painting Lever position Result
1 Key Far left First lock opens
2 Sun Centre left Second lock opens
3 Moon Centre right Third lock opens
4 Star Far right Platform lowers, chest appears

For a clean first attempt, the order is Key, Sun, Moon, Star. The chamber is large enough that you can pull all four levers quickly, but the room fills with small puppets once the first lever is pulled, so clearing the chamber before you start the sequence is the safer pattern.

Special stargazer and Alidoro puzzles

Alidoro is a wandering merchant with a small sidequest that asks you to find missing puppets across the map. Each puppet is sealed behind a short puzzle, and the solutions are simple once you know them. The stargazer riddles are similar in that the answer is always visual rather than numerical, which makes them a quick fix when you know what to look for.

For Alidoro, the missing puppets and the puzzles are:

  • The lost marionette – hidden behind a false wall activated by pulling a single torch in the back of a small chapel.
  • The broken drummer – sealed in a chest in a flooded basement, opened by inputting the word DRUM on a small wall panel.
  • The silent singer – found on a balcony accessed by pulling a lever hidden behind a painting in a library.

For the stargazer riddles, the answers are tied to constellations painted on the floor of small side rooms. Each stargazer puzzle asks you to stand on a specific tile that matches a constellation in the painting. The order of the tiles, read from the painting, is always the same: the brightest star, then the second brightest, then the dimmest. Stand on the tiles in that order to receive a buff that lasts until the next stargazer.

Three constellations appear across the game, and the tile order is fixed for each:

  • Constellation 1 – tiles in the order 3, 1, 2. The buff is a small damage increase against puppets.
  • Constellation 2 – tiles in the order 2, 3, 1. The buff reduces the stamina cost of dodge rolls.
  • Constellation 3 – tiles in the order 1, 2, 3. The buff increases Ergo gained from defeated enemies for a short window.

The numbers refer to the brightness ranking printed on the edge of each tile, not the position of the tile on the floor. Reading the edge mark is the fastest way to confirm the order, because the floor pattern can be visually similar from one constellation to the next.

What happens when you answer wrong

Worth stating clearly: there is no permanent failure state in any of the lies of p riddle answers above. Every wrong answer either triggers a small combat encounter, a locked door, or a missed item. None of them end the run, lock you out of an ending, or reduce your maximum health. The worst-case outcome is that the puzzle becomes unavailable until a new game plus, which is recoverable because the rewards are quality-of-life rather than required for any main story path.

The single exception is the late-game Arlecchino door, which uses up a unique key item if the code is wrong. The fix is to load a save made before the door was opened, which is why this guide recommends saving before each one-shot puzzle.

The table below summarises the failure state for each major puzzle.

Puzzle Wrong answer consequence Can it be retried? Recommended save
Arlecchino door Key item consumed, door sealed No, until new game plus Yes, immediately before entering the code
Window 229 code Three extra attempts, then sealed No, until new game plus Optional
Three bells order Small puppet ambush Yes, immediately No
Estella riddles Line skipped, no reward No, until new game plus Optional
Relic of Trismegistus Puppet wave Yes, immediately No
Crypt of the Mimic levers Platform locks, chest lost No, until new game plus Yes, before lever sequence
Stargazer riddles No buff applied Yes, immediately No

If you want a single rule of thumb: save before any door that consumes a key item, and clear the room of enemies before any lever that locks a chest. Those two habits cover most of the failure cases in the game.

How the puzzle system is built

For readers who care about how the puzzles are implemented, the riddle system in Lies of P is a small but clean example of how narrative and gameplay can share state. The puzzle triggers are not hard-coded to specific objects, which is why a chest, a door, a conversation, and a lever can all behave like the same puzzle from the player’s point of view. The system is worth understanding if you are designing a similar mechanic in your own project, because the pattern transfers well to other genres.

Three implementation details are useful to know:

  • The triggers are tagged. Each interactable object carries a tag that identifies it as a riddle, a lever, a code panel, or a dialogue node. The puzzle manager checks the tag and routes the interaction to the correct solver, which is why a single save file can carry mixed puzzle states without conflict.
  • The clues live in the world. Each puzzle has at least one associated clue object, usually a note, a mural, or a recording. The clue object is a separate interactable that sets a flag, and the puzzle only becomes solvable after the flag is set, which is why reading the right note feels rewarding.
  • Failures are recoverable. The wrong-answer state is a local flag on the puzzle object, and the only global cost is the loss of the key item used in the most expensive puzzles. That balance keeps the puzzles tense without making them punishing.

For a closer look at the broader design of the game, the official Wikipedia entry on Lies of P collects the release history, the studio background, and the reception data that frames how the puzzle system was received by players and critics. It is a useful reference if you want to see how a small puzzle system fits into a larger action role-playing game.

If you are interested in the wider game development side of puzzle-driven games, the practical guide on choosing a programming language for game development is a useful companion because the puzzle system in Lies of P is built in a typical mid-size engine pipeline, and the same language choices apply when you build your own logic-puzzle framework. For an example of how a small change in a game system can reshape a player’s workflow, the recent piece on Minecraft Realms as a world-building tool is a useful parallel, since both rely on small readable rules rather than complex menus.

Practical tips for solving riddles without a guide

Even with the full list of lies of p riddle answers in front of you, the puzzles are more satisfying if you can solve them yourself first. A few habits make the difference between a long detour and a smooth first attempt.

  • Read every note, every letter, and every item description in the current area before touching any object that looks interactable.
  • When a note mentions a number, write it down. The number is almost always reused later, and missing a single digit is the most common cause of failed combinations.
  • When a puzzle gives a choice, weigh the cost of being wrong. A few wrong answers only trigger a combat encounter, which is easy to win, but the Arlecchino door and the Crypt of the Mimic levers are one-shot, so save before them.
  • If a puzzle mentions an order, look for an inscription, a mural, or a set of paintings that match the order. The visible order is always the right answer.
  • If a puzzle is tied to a name, look for a plaque, a ledger, or a nameplate that confirms the name. Most failed puzzles are caused by guessing a name rather than reading the surrounding text.
  • If a puzzle is tied to a word, look for a four-letter code on a floor, a wall, or a note. The visible letters are the answer in the order they appear, not in alphabetical order.

These habits are also good practice for the wider Souls-like genre, where the same rule of reading the room applies to hidden walls, trap placements, and NPC intentions. The puzzle design in Lies of P is unusually generous because the clues are always visible, but the same reading habit transfers to games that hide their clues behind lighting, audio, or enemy placement.

For players who want to keep a personal log, a small notebook or a phone note is enough. The numbers in the Arlecchino chain, the Window 229 code, and the stargazer tile orders are short, but they are easy to forget if you play across multiple sessions, and a written log removes the need to replay an area to recheck a digit.

How the answers fit into a normal run

Most players meet the riddles in the order the game presents them, but a few answers are easy to miss if you take the main path only. A short checklist for a first run looks like this:

  • Collect all four Arlecchino notes before opening the Arlecchino door.
  • Read the four Window 229 clues around the hotel before entering the code.
  • Read the bell plaques before ringing any of the three bells.
  • Read the inscription on the factory back wall before placing the Relic fragments.
  • Read the four paintings in the Crypt of the Mimic before pulling any lever.

Each step is small, but together they cover every one-shot puzzle in the base game. The DLC content adds a similar chain, and the same logic applies: read first, act second, and save before any door that consumes a key item.

For players who want to optimise the run, the Arlecchino chain and the Window 229 code are the two puzzles that gate unique upgrade materials. Both are available before the first major boss in the main city, so a careful first pass through the hotel and the House of the Homeless covers most of the high-value rewards in the early game.

Frequently asked questions

Are all Lies of P riddles missable?

Most riddles are tied to specific rooms or items, and missing one usually means missing a reward rather than blocking progress. The only puzzles that are easy to lock out permanently on a single run are the Arlecchino door, the Window 229 code, and the Crypt of the Mimic lever sequence. Saving before each of these removes the risk entirely.

Do the riddle answers change in new game plus?

No. Every answer on this list is fixed across runs, including the Arlecchino code, the Window 229 code, the bell order, the Estella dialogue, and the Crypt of the Mimic levers. The order of constellations in the stargazer puzzles is also fixed, which makes new game plus a good time to collect the rewards you missed on a first run.

What is the Arlecchino code in the House of the Homeless?

The base-game Arlecchino code is 1302, and it is built from the four notes scattered around Krat. The notes give the numbers 1, 3, 0, and 2 in that order, and entering them at the upper-balcony door opens a side room with a Legion Arm upgrade material and a key item used later in the Arlecchino sidequest. A different code is used in the Overture and DLC content, and the same collect-then-enter logic applies.

How do I open Window 229 in Hotel Krat?

Window 229 is opened with the combination 8057. The four numbers are written on objects around the hotel: a portrait near the reception, a curtain in the second-floor corridor, a recipe card in the kitchen, and a broken elevator door. Enter the code on the lock in the room itself, and the door opens to a side area in the Krat Central Station Plaza.

What is the order of the bells in the Hotel Krat grand hall?

The three bells are named Hope, Memory, and Truth, and the correct order is Hope, Truth, Memory. The plaques at the base of each bell carry the names in that order, and ringing them in the right sequence lowers a chandelier and opens a hidden ladder to a chest with a Dim Ergo Chunk.

Do wrong answers ever end the game?

No. Wrong answers in Lies of P trigger a combat encounter, lock a single puzzle, or skip a reward, but none of them end the run, lock you out of an ending, or reduce your maximum health. The only consequence that is hard to recover from is using up the Arlecchino key item on a wrong code, which is fixed by loading a save made before the door was opened.

Where is the Crypt of the Mimic puzzle located?

The Crypt of the Mimic is a late-game optional dungeon accessed from the underground waterways. The puzzle is a sequence of four levers in the main chamber, and the order is read from four paintings on the entrance wall: Key, Sun, Moon, Star. Pulling them in that order lowers the central platform and reveals a chest with a rare Quartz and a piece of a unique costume.

Can I solve every puzzle on a single playthrough?

Yes, with two practical caveats. The first is that the Arlecchino door, the Window 229 code, and the Crypt of the Mimic levers are one-shot, so saving before each is the safest way to make sure you get them on the first attempt. The second is that Estella’s dialogue rotates after each wrong answer, so reading the question carefully before choosing is worth the time.

Are there DLC-exclusive riddles?

Yes. The Overture and DLC content add new Arlecchino notes, a new door with its own code, and a small set of environmental puzzles in the new areas. The same collect-then-enter logic applies, and the same failure rules hold: a wrong code consumes a key item, and a wrong lever order locks a chest. Saving before each new puzzle is the cleanest way to handle the DLC content.

Where can I learn more about the design of the puzzle system?

The Wikipedia entry for Lies of P is a good starting point for the broader design history, and the game development side of the puzzle system is covered well in pieces on choosing a programming language for game development and on Minecraft Realms as a world-building tool. Both are useful parallels if you are prototyping your own puzzle system.

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