If you’ve made it to the Jail map in Bring Back The Sun, you’re in for one of the more creative puzzle stages in the game. Nothing here is especially difficult once you know what each clue means, but a couple of puzzles can definitely leave you wandering around wondering what you missed.
I got stuck on a few of these the first time too, especially the gemstone puzzle and the final cube code. The game actually gives you every answer you need, but it hides the clues well enough that they’re easy to overlook.
This walkthrough takes you from the very beginning of the Jail map all the way to the exit, explaining why you’re doing each step instead of simply listing solutions.
Bring Back The Sun Jail Walkthrough – Puzzle, Solutions
The first objective is simply getting out of your prison cell.
Look around the room until you find a rock. Pick it up and throw it onto the nearby floor button. Since the button needs weight to stay pressed, the rock will hold it down and unlock the way forward.
Once the path opens, continue into the next room.
Solve the Gemstone Color Puzzle
You’ll immediately notice five colored gemstones along with five matching slots.
At first glance it looks confusing, but the room already gives you enough information.
Here’s how the colors should be placed:
- Left slot: Green
- Second slot: Green
- Right slot: Blue
Now only the two center gemstones remain.
The position of the blue gemstone shows that the pattern is inverted compared to what you might expect. Using that clue:
- Middle left: Red
- Middle right: Yellow
After placing every gemstone correctly, the nearby door opens automatically.
Feed the Fish
The next puzzle is all about creating fish food.
Step 1: Collect a Bone
Take the bone from the skeleton nearby.
Step 2: Crush the Bone
Carry the bone to the mortar and grind it into powder.
Step 3: Grow the Plant
Use the crushed bone on the small plant.
The plant instantly grows and gives you a Tasty Plant item.
Step 4: Feed the Fish
Give the Tasty Plant to the fish.
Instead of giving you an item, the fish gives you an important clue:
The wardrobe code equals the number of books multiplied by 10.
Wardrobe Code Solution
Count every book lying on the floor.
There are:
18 books
Multiply that by 10:
18 × 10 = 180
Wardrobe Code
180
Open the wardrobe and collect:
- Yellow Key
- Magic Wand
Both are required later.
Open the Yellow Door
Use the Yellow Key on the locked door.
A short cutscene plays.
Once it’s finished, you gain access to the next section of the Jail map.
Read the Wizard Book
Inside the new room you’ll find a book with two pages.
Read the left page first.
It says:
Green torches reveal text the bare eyes can’t see.
That sentence is your clue for the next puzzle.
Find the Hidden Magic Word
Pick up the Green Torch.
Return to the nearby wall and use the torch.
Invisible writing now appears.
The hidden message reveals the magic word:
Hayfly
Open your Magic Wand and cast the spell:
Hayfly
As soon as the spell works, the hay begins floating away, revealing a Door Handle.
Don’t leave yet though.
There’s also a Green Key hidden underneath the computer in the same area. Pick that up before moving on.
Unlock the Next Room
Attach the Door Handle to the door missing its knob.
Then use the Green Key to unlock it.
You’ll now enter the crafting room.
Read the Second Book Clue
Before interacting with anything else, return to the book and read the right page.
It tells you exactly what you’ll need:
- 4 Coal
- 2 Steel Pieces
Now it’s time to collect every material.
Find All Four Coal
Two pieces of coal are sitting out in the open.
The remaining two require using the axe found inside the room.
Use the axe to break the required objects and collect the last coal pieces.
Once you’ve gathered all four, place them into the furnace.
Find Both Steel Pieces
The first Steel Piece is easy to spot inside the room.
The second one is hidden much better.
Look up toward the ceiling where you’ll see a rock attached overhead.
Break it using the axe to reveal the hidden Steel Piece.
If you’re having trouble reaching it, climbing onto the nearby safe makes collecting it much easier.
Place both Steel Pieces into the furnace after collecting them.
Craft the Cube
With all materials inside the furnace:
- 4 Coal
- 2 Steel Pieces
The furnace creates a Crafted Cube.
Take the cube and place it beneath the lamp.
Numbers become visible on its sides.
Cube Code Puzzle Explained
Nearby you’ll find another clue saying:
Front, Left, Back, Right
This isn’t random dialogue.
It’s actually the order you’re supposed to read the numbers on the cube.
Reading the cube correctly gives:
- Front = 1
- Left = 9
- Back = 3
- Right = 6
Safe Code
1936
Enter 1936 into the safe.
Inside you’ll receive the Door Crystal.
Finish the Jail Map
Take the Door Crystal to the final socket near the exit.
Insert it into the holder.
The puzzle completes immediately, and you’ve officially cleared the Jail map.
Full Puzzle Answers
| Puzzle | Solution |
|---|---|
| Wardrobe Code | 180 |
| Magic Spell | Hayfly |
| Furnace Materials | 4 Coal + 2 Steel Pieces |
| Cube Reading Order | Front → Left → Back → Right |
| Safe Code | 1936 |
Tips Before You Leave
A few things can save you some time if you’re replaying the Jail level:
- Read every book before solving puzzles, since almost every answer is hidden in the notes.
- Grab the Green Key while you’re picking up the Door Handle so you don’t need to backtrack.
- Use the axe whenever you think an object looks breakable—hidden materials are often tucked behind rocks.
- If you can’t reach the Steel Piece on the ceiling, stand on the safe first instead of jumping repeatedly.
- The cube doesn’t need guessing. Simply follow the Front → Left → Back → Right instruction exactly as written.
The Jail map does a great job of mixing observation with puzzle-solving instead of relying on random trial and error. Once you understand how each clue connects to the next, the whole level flows smoothly, making it one of the more enjoyable stages in Bring Back The Sun.