3 in Three
3 in Three
There is another version of this guide which has no extra white space. If you want to
print the guide out, print that version instead.
Only the first and last lift puzzles have solutions in this guide. The others are too com-
plex to be worth writing down. Just keep at it, and you’ll get there.
All the mesh puzzles can be solved with relative ease by starting with the center of the
puzzle and working outward. (This sometimes involves lots of clicking on the 3 to keep
in mind what the end result is meant to look like.)
None of the “Pick” puzzles have solutions in this guide, because the objects move
around at random. Just keep staring at the screen. (You may find that switching to black
and white mode helps, or switching to color if you were already in black and white. Don’t
forget to take a break every so often to avoid eyestrain!)
Table of Contents
Prologue
This isn’t a puzzle. This section exists so that the Table of Contents will match the
menus in the game.
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3 in Three: Puzzle Solutions
4
The letters will ask the same questions in the same order every time. If you answer a
question incorrectly, it will be moved to the end of the list and asked again when you
have completed the other remaining questions.
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No Business Doing
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Each row can be corrected in three clicks. Using the built-in column headings, the
cells to click are:
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Meltdown
Each row contains the initial letters of integers in sequence. The first row is just inte-
gers counting upwards from one, the second is even integers starting with two, and
the third is multiples of three starting with three. Therefore the solution is:
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3 in Three: Puzzle Solutions
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Outside In
Each of the twelve clickable doors controls exactly one of the 12 non-clickable
doors. Therefore the shortest solution has to involve clicking each door once. There
is more than one possible solution to the puzzle. (In fact, there are 63686 12-step
solutions, out of a possible 479001600 ways of clicking on each of the doors once.)
One solution is shown in the diagram below.
9 5 1 2
3 4 11 6
7 10 8 12
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Safety in Numbers
Since there are nine doors, and each time you click on a door, three doors change
state (between open and closed), the number of clicks in a solution must be an odd
number. There are 4024 nine-step solutions in which each door is clicked once. An
example is 1 2 5 6 7 3 4 8 9.
Interestingly, there are also shorter solutions. Some of these involve clicking the
same door twice, but not all do. There are 246 solutions of 5 moves (of which
1 2 4 8 5 is one), and 19546 solutions of 7 moves (of which 1 4 9 3 8 6 5 is one).
(There are also, of course, lots of solutions in 9 moves derived from the 5-move so-
lutions; for example, 9 9 9 9 1 2 4 8 5 is a solution, even though the first four moves
cancel out.)
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Level Two
The words all have the number 2 substituted for the homophonic syllable at the be-
ginning. Thus the solutions are, in order:
2TOR
2LIP
2GETHER
2NIGHT
2MOR
2NIC
2SDAY
2MORROW
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Level Four
The words all have the number 4 substituted for the homophonic syllable at the be-
ginning. Thus the solutions are, in order:
4CAST
4HEAD
4EVER
4GIVE
4HAND
4GET
4MULA
4WORD
4CLOSE
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Level Eight
The words all have the number 8 substituted for the homophonic syllable at the end.
Thus the solutions are, in order:
LUBRIC8
ELIMIN8
FABRIC8
GENER8
ANIM8
INFL8
EXAGGER8
FRUSTR8
ILLUMIN8
RENOV8
DECOR8
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Mind’s Eye
Eye #1’s word is spelled using the initial letters of his sentence: DISCOVERY
Eye #2’s word is spelled using the final letters of his sentence: AWARENESS
Eye #3’s word is spelled by taking letter 1 of word 1, letter 2 of word 2, letter 3 of
word 3, and so on: COMMUNITY
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The Lift
All the lifts can be moved to the same height as the one on which the 3 starts. Start-
ing with the rightmost lift, keep clicking on each lift until they are all at the same
height, and the 3 will move directly across the screen.
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Dove Owls
The items in this puzzle are selected at random. In alphabetical order by clue, the
answers are:
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The words are RED, BLUE, and GREEN. The key to solving the puzzle is to use the
top row and the lower right corner square to set up columns in which two of the let-
ters are the same, and then use the bottom row to swap letters through the columns.
This allows you to swap out individual letters at will and reorder them.
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Trust in Us
Numbering the lifts 1 through 5 from left to right, you must click on 1 3 3.
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The Mesh
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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The letters are apparently selected at random, so there is no solution which can be
followed directly, but the key to the game is the scoring. The individual letter scores
are as follows:
1 2 3 4 5 6 7 8 9
A B C D E F G H I
J K L M N O P Q R
S T U V W X Y Z
When you select a letter, its score is added to yours. If your score goes above nine,
then the digits are added together. (For example, if you have 7 points, and choose a
W worth 5, the sum is 12; since 12 is greater than nine, your score will be the sum of
the digits, or 3.)
The strategy which seems to work best is to spend the first two rounds trying to pick
a letter with a value of 3, 2, or 4 (in that order of preference), and then use the last
round to fill in the gaps. No strategy will work 100% of the time.
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Another Mesh
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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! “
% ; *
& , - .
: + ?
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Roaming Numerals
IV IX XIII V
XIV X III VI
XV VII XI II
I VIII XII XVI
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Half a Notion
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Lift Off
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Half A Mind
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Why Pick on Me
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Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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On Speaking Terms
ICY
OWE
SEE
EXCESS
IVY
EASY
EMPTY
EYE
ENVY
DECAY
BEE
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The words are YES, NO, and MAYBE. The key to the puzzle is creating columns
along the edge in which the same letter appears twice, allowing you to remove the
other letter with ease.
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Meshed Up
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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A Sole Soul
The items in this puzzle are selected at random. In alphabetical order by clue, the
answers are:
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Pick A Fight
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By Virtue Of
The three words are FAITH, HOPE, and CHARITY. One strategy is to arrange the
word FAITH first using any method possible. Then use the multiple Hs to swap let-
ters into the center space to spell HOPE. Move HOPE around until it spells OPEH,
and use the two Hs along the right edge to rearrange the letters at the bottom. (Note
that the middle and bottom rows can be rotated independently of the rest of the puz-
zle.)
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Mesh About
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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Numbering the lifts 1 through 5 from left to right, you must click on 2 4 4.
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Lift Up
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Race Ahead
Numbering the lifts 1 through 5 from left to right, you must click on 3 4 3.
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Mesh Around
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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Whale of a Time
The three words are YESTERDAY, TODAY, and TOMORROW. This is the hardest of
the rotating letters puzzles, having no columns. But you can take advantage of the
fact that each pair of words has at least one letter in common. (Y, D, and A between
the first two, T and O between the second two, and R between the first and third.)
After getting a word mostly in position, shift it so that the letter which will be shared
with the next word will be one the two have in common.
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Pick on You
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Half-Hearted
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Third Degree
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Foreign Objects
∏ ∑
Ø ß Æ
¶ Œ Ç ¥
Ω £ §
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What a Mesh
Sorry, there is no easy solution to this puzzle. One strategy is to start in the middle,
and work outward, using the wrap-around properties of the puzzle to swap tiles in
and out.
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The top section has multiple possible solutions, including a few which are shorter
than the number suggested in the description in the puzzle menu. It has 14 solutions
in 5 moves, although all of them involve clicking on the leftmost door of the second
row twice. A representative solution would be the following:
3
1 2 4 5
There are 898 possible solutions in six moves, although only 242 of these do not in-
volve clicking on the same door twice. One representative solution is:
1 2 3 4 6
5
As for the lower section: there are 560 possible solutions in 7 moves, although they
all involve the same doors. (The order is not complete arbitrary; there are 5040 pos-
sible sequences involving those doors.) A representative solution would be the fol-
lowing:
3 1
4 7 2
5 6
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Lift a Finger
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Finale
This isn’t a puzzle. This section exists so that the Table of Contents will match the
menus in the game.
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Finders Keepers
The first six grids are smaller but more difficult than the last one. In the first six, there
are usually interlocking paths which require that the letters be allowed in and out in
particular order. (For example, the I and the O in the sixth grid will activate each
other if allowed to continue moving.) The best general strategy is to stop all the let-
ters, and then move the critical letters into place. In the first six grids, the critical let-
ter is generally the one on the middle row, although the I in LIE is more difficult to
deal with than the K in SKI in the third grid.
J A W
E
T R Y
Z A P
E
T U G
S H Y
K
L I E
F R Y
I
B U M
3 R D
O
T A X
C O B
I
3 R D
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On the seventh grid, there is a definite strategy: solve the two left-hand corners first,
then the top right corner, then the center, then the bottom right. That order will help
stop vowels from bumping into each other and activating everything.
J U G A I M
O I
Y E E L X
N
A 3 R D I
S V
H U E I C Y
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Inside Track
E G O
I N D E P E N D E N T
A L O N E
C O O P E R A T I O N
F E L L O W S H I P
R E S P O N S I B I L I T Y
O P T I M I S M
E N T H U S I A S M
E X P E R I E N C E
E M O T I O N
D E S I R E
U N I F Y
C O E X I S T E N C E
C O M M U N I T Y
S E R V I C E
F R E E D O M
O P P O R T U N I T Y
D I S C O V E R Y
A D V E N T U R E
E S T A B L I S H
I N V E S T
E X P L O I T
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U N D E R S T A N D I N G
A W A R E N E S S
D I V I N E
K N O W L E D G E
I N S I G H T
S C I E N T I F I C
A N A L Y T I C A L
L O G I C A L
M E T H O D I C A L
P R A C T I C A L
I N T U I T I V E
A R T I S T I C
I M A G I N A T I V E
C R E A T I V E
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The columns must be filled with the three-letter groups which the letters in For Letter
or Worse yell at each other after that puzzle has been solved. The order is such that
the leftmost column spells “FRIEND” when read downwards:
F U T
R I T
I N O
E E M
N I K
D A Q
As for the clues: the clues lead to words which must be entered into Inside Track.
The words themselves are listed under that heading. But as for the explanation of
the clues:
Three are on the level - one word each is in Level Two, Level Four, and Level
Eight
Three are halfway there - one word each is scrambled in Half a Notion, Half A
Mind, and Half-Hearted
Three are from 9 equal parts - the parts can be found in Show Your Colors,
B’s in her Bonnet, and Mind your P’s and Q’s (use one part from each puzzle
in each word)
Three are from 9 unequal parts - the parts can be found in Dove Owls, A Sole
Soul, and Birds of a Feather (each word uses one size of clue only, so there
is a 3-letter word, a 6-letter word, and a 9-letter word)
Three need uplifting recognition - in The Lift, Lift Up, and Lift a Finger, clicking
on some of the lifts will cause the letters on their bases to disappear. Remove
all the letters of this type, and then note the remaining letters (left to right);
type them into Character Recognition for three more words
Three lack that certain something - three words appear without vowels in By
Virtue Of, Whale of a Time, and This, That, and the Other
One is a mesh - each of the Mesh puzzles provides a letter for a (scrambled)
word
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One is binary - the scrambled letters of a word appear amongst the binary
numbers of Central Processing Unit
One is a legal symbol - in The Letter Legislature, some symbols have occu-
pied the chambers; note their order and click on them in that order in Crash of
the Symbols for a word
One is an objective account - note the order of the characters in the word bal-
loon coming out of the hole in Account for Yourself; click on those characters
in that order in Foreign Objects for a word
One roams down - in Meltdown, some of the numbers are replaced with Ro-
man numerals; note their order and click on them in that order in Roaming
Numerals for a word
Nine are in safety having learned their ABC’s - each row in Safety in Numbers
contains a word encoded using the scheme from Learn your ABC’s; this takes
some work to decode since each number can stand for two or three letters
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The correct order is (in a serif font to help distinguish upper-case from lower-case
letters):
E N D J v
A S P a k l
I L K f y d F
O R B c i t h w
z T o g X W u Z
U r n x e q Q m V
s G b C M j p H Y
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Birds of a Feather
The items in this puzzle are selected at random. In alphabetical order by clue, the
answers are:
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N TH NCK F TM RCH FR TH SK
in the nick of time reach for the sky
NTHNG T SNZ T RD BTWN TH LNS
nothing to sneeze at read between the lines
NTHNG T WRT HM BT S CM S G
nothing to write home about easy come, easy go
PCKD LK SRDNS SGHT FR SR S
packed like sardines sight for sore eyes
PL CT ND MS SGN N TH DTTD LN
play cat and mouse sign on the dotted line
PN CN F WRMS SPRT TH MN FRM TH BS
open a can of worms separate the men from the boys
PNT TH TWN RD T F CLR BL SK
paint the town red out of a clear blue sky
PTH F LST RSSTNC WHN LL S SD ND DN
path of least resistance when all is said and done
And the word containing all the vowels in order is FACETIOUSLY. (This is the short-
est English word with this property, but not the only one; ABSTEMIOUSLY also
works.)
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There is no easy answer for this puzzle, but here’s a strategy which works: start in
the upper left corner and work your way across. Each time you click, arrange things
so that the top or left box being altered is the leftmost one in the top line which has
any boxes left which need to be altered. If this cannot be done because there are not
enough spaces left, click in a corner so that only one number changes; the next time
you are unable to make a move you can click in that corner again.
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Character Recognition
SEAL
DEAL
AISLE
JAIL
VEAL
WHILE
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In order:
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Hang in There
Numbering the lifts 1 through 5 from left to right, you must click on 3 3 2.
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The words are ANIMAL, VEGETABLE, and MINERAL. Although there are no col-
umns which can be formed, the words have so many letters in common that this
puzzle is relatively easy. Try working from top to bottom.
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This is the only lift puzzle with a solution that can be written down easily. Without
clicking on anything else, click on the lift which is furthest to the right.
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