The Prison map in Detective Duck is one of those cases that looks simple on the surface but slowly reveals how carefully everything is connected. Every item placement, every note, and even where characters are standing plays a role in solving the mystery. If you rush it, you’ll miss details. If you follow the clues properly, the solution feels very satisfying.
This guide walks you through the entire Prison investigation, covering all puzzles, codes, item locations, and the correct suspect, explained step by step so nothing feels confusing or out of place.
Starting the Investigation – Finding the First Tool
Begin by heading upstairs as soon as the map loads. You’ll notice a cake sitting there. Interact with it, and hidden underneath is a grinding tool. This is not optional, as it’s required to progress further into the prison.
Use the grinding tool on the nearby locked door to break it open and gain access to the next area.
Arrow Poster Puzzle and Keypad Code
Behind the door, you’ll find a poster with arrow directions. Write these down in order:
Down → Right → Down → Right → Right → Down
Now equip your magnifying glass and inspect the marked wall nearby. This wall tells you how directions translate into numbers:
Down equals 1
Right equals 8
Convert the arrow sequence into numbers using that logic. The final result is:
181881
Enter this code on the A3 access keypad to unlock the prison cell.
Plunger, Toilet, and Keycard
Inside the unlocked cell, you’ll need a plunger, but it isn’t inside the room yet.
Go back upstairs again, this time heading to the left side, where you’ll find the plunger. Pick it up, return to the cell, and use it on the toilet. This reveals a keycard.
Use the keycard to unlock the cafeteria.
Acidic Tomato Puzzle in the Cafeteria
Once inside the cafeteria, collect four acidic tomatoes scattered around the room. Make sure you collect all four before moving on.
After that, return upstairs to the blender area on the right side. Place all four tomatoes into the blender and turn it on. After a short wait, you’ll receive acidic juice.
Take the acidic juice back to the cafeteria and pour it onto the rusted iron bars, melting them away.
Cutting the Wires
Behind the melted bars, you’ll see four colored wires blocking progress. To cut them, you’ll need scissors.
The scissors are located at the back of the cafeteria. Pick them up, return to the wires, and cut all four:
Green
Blue
Yellow
Red
Once all wires are cut, the next area opens.
A3 Key and Color Grid Puzzle
In the newly opened section, collect the A3 key, which unlocks the detention area.
Inside, you’ll encounter a color grid puzzle. This puzzle shows a pattern where specific tiles are green. The goal is to replicate the exact green pattern on the keypad panel nearby.
It helps to take a screenshot or carefully memorize the pattern. Once every correct tile is marked green, the door will open.
Computer Password and Inbox Message
Inside the room, interact with the computer and select “I forgot my password.” The system tells you to check your inbox.
Go to the inbox room and open the new email. The password shown here is different for every player, so make sure you use the one from your own game.
Return to the computer, enter the password, and submit it to unlock the final door.
You can now end the investigation.
Who Is the Real Culprit?
Before voting, review the case facts carefully:
- 20 inmates vanished
- No alarms were triggered
- No guards were attacked
This immediately confirms it was an inside job.
A note claims that a granny brought a suspicious cake, but the cake contained a grinding tool, meaning someone planted evidence to frame her.
Now think logically:
- The janitor would not be stationed at reception
- The cook would remain in the kitchen
- The tech guard would stay in the control area
Only one person had both access and opportunity to assist the escape and shift blame onto someone else.
✅ Correct Suspect: The Receptionist
Vote for the receptionist to successfully solve the case.
The Prison map rewards careful thinking more than speed. Every clue lines up once you slow down and observe who had access, motive, and positioning. If you enjoyed this case, you’ll notice future Detective Duck maps follow the same logical structure, just with different twists.