In Lies of P, there are many secret places and items. Among these are the Triune Keys and the corresponding shrines. While obtaining the keys is relatively simple, finding the places where they can be used requires some searching. In this guide, we will detail how to obtain all the Triune Keys, where the Trinity shrines are located, and what rewards you will receive.
You can find such an artifact for the first time in front of the Venini factory entrance. The keys are given by Harlequin, or as he calls himself, the King of Riddles. During the adventure, Pi will sometimes find phone booths that start ringing as you approach. By answering, you will hear a riddle and also get the opportunity to solve it. Making a mistake is quite difficult, as there are only two options to choose from.
Any Triune Key fits any shrine, which only those accustomed to inspecting every nook and cranny will find. Identifying a Trinity shrine is easy — it's the green iron doors with a white triangle and circle in the center. Inside the shrines, a chest with valuable rewards or interesting clothing always awaits you.
The phone booths through which the King of Riddles communicates are unevenly scattered throughout the game's chapters. Some are quite easy to notice, others will require some searching. Listen carefully to what Harlequin says, as you will have limited time to respond, and making mistakes is not advisable. There are a total of five Triune Keys. Sometimes you will find a shrine before the key. In this case, the main thing is not to forget where you need to return later.
As mentioned above, the first key awaits you in front of the Venini factory in Chapter 2. The gates are blocked by a bridge, where several aggressive puppets await Pi. You should go right, not crossing the bridge.
In Chapter 5, you will enter Krat's bandit district — Malum. Look for a square with a bonfire in the center. There will be a large monster and several shooting blights on the rooftops. You need to pass through the square to continue with the story. After killing the infected that broke through the ceiling in the building, go up the stairs and you will immediately see the booth.
In Chapter 7, you will enter a large building hosting the exhibition. Finding the booth here is not straightforward. Use the place where you meet Belle as a reference point.
From the location, head towards the big sign that reads The Grand Exhibition, then to the end of the corridor, turn right and then left up the stairs. Move straight, then turn left. After reaching the end of the corridor, on your left, you will see a metal structure you can cross to the other side. There, turn right and immediately into a door on the left. Stick to the right side to find a large staircase down. Descend, go straight through the big doors to the end, and on the right, another staircase. At the top, reach the metal railing and turn left. You will almost immediately hear the ringing. After giving the correct answer, you won't receive the key yet.
From the booth, go right to the end of the corridor. Turn left and then right immediately. Descending the stairs, you'll enter a hall with two statues. Turn the right one the same way as the left, after which you can pick up the key.
In Chapter 9, you'll find yourself back on Krat Central Station Street. This is where your adventure began, and this location led to the very first boss. You probably already saw the phone booth when you first passed through the level. Back then, it could broadcast a radio message about the city's situation. It's located on the street along the cliff's edge, right at the beginning. This is where you first encountered the elite puppet — the milkman.
After opening the four Trinity shrines, return to the same phone booth where you found the 4th key. There will be no riddle here, just a straightforward question. Choose the answer that matches your playthrough. The key is yours.
Upon reaching the waterworks at the location, you will see several paths. One leads into a large pipe — face it, and to the right, you can proceed into a corridor — that's where you need to go. Walk to the end, but be cautious, as a fireball periodically rolls through. In the corridor, turn right and ascend against the direction of the ball, sticking to the right side.
Turn into the second passage and walk to the end. You will enter a large hall, where you'll first encounter the hunters — Cat and Fox. Again, stick to the right, pass the place where the hunters stood, and go straight through the gates. At the end of the corridor, turn right, then left. Continue for a while, and you will see green gates with a triangle. Here, you will receive the Blue Blood Phrax and Quartz.
In the cathedral, from the location, head to the left side, where the plot leads you. Ahead, the floor is broken; carefully descend on the sloped slab and turn right, then go down the stairs. You will enter a chapel with wooden beams and mechanisms.
If you have been here before — the corrupted water is destroyed by the brazier, so head to the far end of the room to the stairs. If you have already completed the cathedral and defeated the Archbishop, a mechanism on the right can lift you up, which is much safer and faster, but let's consider the standard path.
Upstairs, move along the wooden bridges to the left to another staircase. Upon ascending, immediately turn around and walk across the wooden beam so that the rotating mechanism is on your right. Then, time your move to slip under the gear and continue along the beams to the left side of the room. Slip under another gear and stick to the right side of the platform to find a staircase.
Descending, go all the way until you see rails. An electric ball rolls along them. Keeping to the right side, go against the direction of the ball. You will see a ladder going up. There are more rails there, with the same ball rolling along them. This time, keep to the left side and again go against its movement. You will immediately come to the shrine doors. Here you will receive the Black Cat Amulet and the Monstrous Trash Collector's Garb.
In Chapter 6, go to the theater straight down the red carpet. In the room with the swinging fiery chandelier, where there was a boss and the floor is broken, jump down into the hole. Immediately turn around — to the left are the shrine gates. Here you will receive an upgraded radiation converter from Belford and Quartz.
In Chapter 9, near the landmark, look at the gates leading forward from the station. Approach them and turn left. You will almost immediately find the marked doors. Here you will receive the Master's Work Clothes and the +1 Carrying Amulet.
In Chapter 11, near the landmark, look at the wall, then turn left and climb the stairs. Go right along the steps by the wall until you reach the very top. There, climb another staircase. Turn right again, and at the fork, go left. Keep to the right side and go down. To the left will be a wooden beam. Cross it to the opposite side and immediately go down the staircase on the left. Facing the staircase, turn right. Jump down and turn around — the shrine is in front of you.
Inside, Harlequin himself awaits. He will ask Pi about who he is. Tell the truth or lie. Choose the option that matches your playthrough. Regardless of the decision made, you will receive the Alchemist's Cloak and Quartz. The game will also award the End of Mysteries achievement.