Walkthroughs

Forever Lost: Episode 3 walkthrough Part 5 - Getting the gems

The maze! Alice! The wizard! The projector!

Forever Lost: Episode 3 walkthrough Part 5 - Getting the gems

Forever Lost: Episode 3 is another spooky escape-the-room game about solving puzzles, looting objects, and uncovering mysteries. In this complete walkthrough, we'll tell you how to solve every conundrum.

Chapter 10 Forever Lost 3

We're now tracking down six gems. Inside the medical room, take the plaster from the cabinet. Then look at the six x-rays: head, foot, chest, hand, pelvis, and leg. They match the layout of the six symbols in this room.

We need to find symbols like that, next to the corresponding body parts. To get two of them, we need to solve a quick puzzle. Head back to the asylum and go towards the rear of the corridor.

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Go into the control room and mop up the blood using the toilet paper. Then look at the bottom of the window to see the following code.

While you're here, replicate the robot's code (Left, right, left, left, right) on the two buttons to unlock the doors in the torture chamber.

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Use the code from the window to enter the torture chamber.

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HEAD and CHEST: Inside, we get our first two symbols. The shelves holding up the brain and heart are the symbols we need to use on the locked door in the medical room.

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FOOT: The next symbol is part of a bootprint, made next to the temple in the forest.

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HAND: The hand symbol is on Charlie's finger painting picture, back in the cabine.

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LEG: This symbol is on the doll in the crib, in the old asylum.

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PELVIS: And, in the same room, you'll see a symbol on the robot's pelvis.

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In the medical room, spin the six dials to match these symbols as shown above. Inside is a yellow gem.

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Go back to the asylum and enter this room. Take the washing soda and then use the plaster on the laser button to keep it held down. Use the screwdriver on the metal grill to remove it.

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Go back to that room we opened earlier, with the four keys. Place the mirror on the rock at the centre of the room to bounce the laser into a receptor. This will reveal one tile. Pry it open with the crowbar to get a red gem. Two down!

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Go into the theatre and use the slides with the projector. Five symbols will flash up in quick succession. They are, with a 0 zero representing a white circle and a 1 representing a black circle:

0001
1010
0100
1000
0110

Look at the four buttons on the back of the projector and press them in that order, using two fingers to press two buttons at once for the second and fifth combinations. Get it right, and you'll get… more slides! If you take a look at these slides you'll see that they're about an "extra life". Take the slides and leave.

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Go to the magician's house. Upstairs, place the red slides into his bag. Then you can take his staff.

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Back in the manor, go to the right corridor and then use the staff to open the door that says "staff only". Get it? Inside, use the crowbar on the monitor twice and then take the document from inside. You'll see some squares on a grid pattern.

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Replicate this on the box in this room, as shown above, to get a red gem. Half way there.

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Go all the way back to the beginning of the game, and open the door next to the upturned table. Inside is an arcade machine. Use the glitch token on it to play a weird arcade game, based on Glitch Games's last adventure.

Pick up the breakfast, talk to Alice, give her the breakfast, and then go to the lab. Repeat this three times. On the fourth time you talk to Alice, she'll tell you to go see the manager. That was a weird puzzle.

Inside the room, take the green puzzle piece and then use the yellow bands on the four books to get a code for the combination safe. It's 2, 4, 1, 4. Take the red puzzle piece and the letters from inside.

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Downstairs, give the letter marked "Ken" to the jester to get his token. Talk to the manager and ask for the puzzle piece. He'll give you a quiz. The answers are: "She is my wife", "She killed herself", My oldest friend and most trusted colleague", and "I don't know". Take the puzzle piece from his pocket.

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Look at this puzzle box and solve it, like above. Take the puzzle piece from inside.

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In this room, use the token on the gumball machine to get the final puzzle piece. Return to your room.

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Use all the puzzle pieces on the safe to open it. Take the ID card. Now you can get the telegram from the manager downstairs.

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Back out from the conversation with Hugo. Take a photo of the snake. Go upstairs, and onto the mane stage. Look at the box on the table and then enter the following directions, based on the angles of the snake: S, N, E, S, E, N, W, N, E, S.

Take the two keys and place them into the locks on the guest room door.

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It says "tap the left key five times", but it's not talking about the door keys. It's refering to the piano keys downstairs. Go back upstairs and look at the letter on the table. This will finish the arcade game, and give you a blue gem. Two more to go!

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Use the star key from earlier to open the postbox next to the cabin. Inside is some film. Let's go develop it! Go to the right house, in the residence area next to the manor.

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Use the token on the box marked photo paper. Then move the symbols to match the markings scratched underneath the table, back at the start of the game, as shown above. Take the paper from inside.

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In the development room, place the film in the machine and the paper on the tray. Hold the button for five seconds to expose the photo, and then take it.

Place the vitimin C, instant coffee, baking soda, and distilled water in the tub marked "developer". Then place the paper in there. Pick up the map.

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This map shows us the correct path through the woods. Here's where to go:

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Take the middle path, as it's lit up with green.

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Place the flag on the pole. It's pointing right, so go that way.

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Go inside the shed. Look at the levers and pull them in this order (as if the levers are numbered 1 to 8, going left to right and top to bottom): 3, 7, 2, 6, 1, 8, 4, 5. This will open a secret passage. Go through.

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At the bottom of this path, go through the red, then yellow, then blue arches.

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Take the path that says "Not this way"

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Take the path up. Then go down the well. And take the path up again.

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Take the left path at the temple.

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Look at this tree stump, and then move the two dials and central disc to make the eye image from your map. I can barely input the code, let alone take a screenshot too, so you'll just have to do it yourself. An arrow will show you which path to take. It's probably pointing to the right.

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Do all that correctly, and you'll find an open cave. Head inside.

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Inside, use the lantern fluid and then lighter on the lantern. Open the chest with the golden key to get the star-shaped puzzle piece and the blue gem. Almost there.

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On your way back to the manor, use the king of hearts card on this stone to pull out the metal sword.

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Also, go to the temple and look at this grid. You want to enter the next logical pattern in the sequence (which is the same pattern, just shifted one grid square to the right each time). The answer is shown above. Inside is a ball game: make the three balls (which get smaller and smaller) roll into the right sections. You'll win a marble sword.

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Go to the kids' room at the manor and place the four shapes into the toy box. Grab the sword.

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Head to the magician's house and place the swords into the box. Matching the building blocks in the kids' room at the asylum, you should put them in in this order, from top to bottom: wooden, metal, cardboard, marble. Inside is our final gem.

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Go back to the old asylum and head to the room in the far back. Inside, you'll find three doors. And in there, you'll find these weird locks that contain one or two numbered levers. When you take out a lever, all the others are locked in place until you return it. And, finally, you can't put two levers together, if their shapes overlap.

With all that info, you can now start working out how to put levers 1 and 2 in the left chamber, 3 and 4 in the middle, and 5 in the right. It's tricky, but lever 1, which doesn't overlap with the others, is the key.

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This will make a trap door appear. Inside is a door with six slots, for six gems. Place them in, like above (which is based on the bed sheet from earlier).

Chapter 11 Forever Lost 3

Follow the path and use the engagement ring on the box. Inside, use the cassette tape in the machine and press play to finish the game.