Getting locked up wasn’t exactly on my checklist when I launched Bring Back the Sun, but here we are. The Jail map looks fairly small at first, yet it’s packed with clever puzzles that build on one another. Almost every object you pick up ends up being useful later, and missing a single clue can leave you wandering around wondering what you forgot.
The good news is that none of the puzzles are random. Once you know what each clue means, the entire escape flows together really nicely. This guide walks through every puzzle in order, explains why you’re doing each step, and includes all of the important codes so you can escape without getting stuck.
BRING BACK THE SUN Jail Walkthrough – Escape Guide
Your adventure begins inside a prison cell.
Look around and pick up the Rock lying on the floor.
Throw the Rock onto the nearby button. Hitting the button unlocks the next section of the prison and lets you continue.
Solve the Gem Color Puzzle
The first real puzzle has five colored gemstones.
Instead of guessing, pay attention to the gemstones displayed around the room.
Set the colors like this:
- Left Gem – Green
- Second Gem – Green
- Middle Gem – Red
- Fourth Gem – Cyan
- Right Gem – Blue
One thing that confuses many players is the middle pair. The blue gemstone shown in the clue is positioned differently, meaning those center colors need to be swapped compared to what you might expect.
Once every gem is the correct color, the nearby door opens automatically.
Feed the Wise Fish
Inside the next room you’ll meet a fish that refuses to reveal the wardrobe code until you bring it food.
Luckily, making fish food only takes a few steps.
Pick Up the Bone
Search the skeleton nearby and collect the Bone.
Crush the Bone
Take the Bone to the mortar and pestle.
Grinding it creates bone meal.
Grow the Plant
Use the crushed bone on the small plant.
The plant immediately grows into a Tasty Plant.
Give the Tasty Plant to the fish.
Wardrobe Code
After being fed, the fish gives you this clue:
Count the books on the floor near the wardrobe, then multiply the total by 10.
There are:
18 books
Calculation:
18 × 10 = 180
Wardrobe Code
180
Open the wardrobe using the code.
Inside you’ll receive:
- Yellow Key
- Magic Wand
Collect both before leaving.
Unlock the Yellow Door
Use the Yellow Key on the nearby locked door.
A short cutscene will play.
Once it’s finished, you’re free to explore the next section of the prison.
Read the Prison Book
There’s a book inside the new area that contains two important hints.
The first page explains:
- Green Torches reveal hidden writing.
- Invisible clues exist throughout the prison.
This information becomes important almost immediately.
Find the Green Torch
Pick up the Green Torch.
Walk over to the wall with hidden writing and use the torch.
The invisible message becomes visible and reads:
You’ll never find out what the word “HayFly” is.
This isn’t just flavor text.
It’s the spell you’ll need next.
Cast the HayFly Spell
Take out the Magic Wand.
Type the spell:
HayFly
Cast it.
The nearby hay begins floating, revealing a hidden Door Handle.
Be sure to pick it up before moving on.
Collect the Green Key
Before leaving this room, check underneath the nearby computer desk.
A Green Key is hidden there and is very easy to miss.
Without it you’ll have to backtrack later.
Repair the Door
Find the door that’s missing its handle.
Use the Door Handle to repair it.
Then use the Green Key to unlock the next room.
Read the Second Book Hint
Before solving the next puzzle, read the right page of the same book.
It tells you the crafting recipe you’ll eventually need:
- 4 Coal
- 2 Steel
Remember those numbers.
Collect Four Coal
Two pieces of Coal can be picked up directly inside the room.
For the remaining Coal, grab the Pickaxe and begin mining the nearby rocks.
After breaking enough rocks you’ll have all 4 Coal.
Place all four into the furnace.
Find Two Steel Pieces
The first Steel piece is easy to spot inside the room.
The second one is hidden much better.
Mine the rock attached to the ceiling.
Once it’s broken, collect the Steel hidden inside.
A small tip here—standing on top of the nearby safe makes grabbing the ceiling Steel much easier.
Once you’ve found both Steel pieces, place them into the furnace.
Craft the Mysterious Cube
With:
- 4 Coal
- 2 Steel
inside the furnace, you’ll receive a Crafted Cube.
This cube contains the code needed for the prison safe.
Reveal the Safe Code
Place the Crafted Cube beneath the inspection lamp.
You’ll notice numbers on each side of the cube.
Earlier in the prison you probably saw this clue:
Front, Left, Back, Right
Follow those directions when reading the cube.
The numbers become:
- Front = 1
- Left = 9
- Back = 3
- Right = 6
Safe Code
1936
Enter the code into the safe.
Inside you’ll find the Door Crystal.
Complete the Jail Map
Take the Door Crystal to the large crystal slot near the exit.
Insert it into the door.
The magical barrier disappears, opening the exit and completing the Jail chapter.
Congratulations—you’ve officially escaped.
All Puzzle Answers
| Puzzle | Solution |
|---|---|
| Wardrobe Code | 180 |
| Books Count | 18 |
| Magic Spell | HayFly |
| Furnace Recipe | 4 Coal + 2 Steel |
| Safe Code | 1936 |
Important Items Checklist
Before reaching the exit, you should have collected:
- Rock
- Bone
- Tasty Plant
- Yellow Key
- Magic Wand
- Green Torch
- Door Handle
- Green Key
- Pickaxe
- 4 Coal
- 2 Steel
- Crafted Cube
- Door Crystal
If you’re unable to progress, checking this list is usually the fastest way to figure out what you’ve missed.
The Jail map does a great job of mixing exploration with puzzle-solving. Instead of simply searching for keys, you’re asked to pay attention to hidden messages, NPC dialogue, crafting recipes, and environmental clues. Nothing feels unfair once you understand how the puzzles connect, and it’s satisfying when those earlier hints—like HayFly or Front, Left, Back, Right—finally make sense.
If you’re working through every Bring Back the Sun map, this chapter is definitely one of the most memorable so far. It introduces more creative puzzle mechanics than the earlier levels, so take your time, inspect every room, and don’t ignore any notes you come across—they usually become important later.