Lock's Quest Wiki
For the Siege day, see Day 3 (Siege).

Day 3 is the third day in Seacrest Shores, as well as the third day in Lock's Quest.

Overview[]

The game introduces Clockwork Archers as enemies, which are capable from attacking from a distance, sometimes beyond the range of turrets, which makes the battles slightly more difficult. Likewise, Lock's objective remains the same, protecting the Source Well from the Clockworks. If enough Scrap Pieces have been collected, there is a likely chance that Lock is able to build the Goo Launcher, a turret that can shoot purple goo to slow down multiple enemies for short period of time.

Just like Day 2, the waves of Clockworks become larger in the last 90 seconds.

Changes in Lock's Quest (2017)[]

Clockwork Knights are introduced on this day, and build and battle timers are reduced to two minutes just like the previous day. Lock also automatically gets to build Goo Launchers on this day.

Strategies and guides[]

Building strategies[]

DS

Consider further reinforcing your defenses. With the Source you've collected, you can include a couple more Basic Turrets. If you feel like you need to monitor your defenses more better and closely, then consider building a small U-shaped fortress with a total of 6 Basic Turrets.

How you can lay this out is by putting two Basic Turrets to the southeast chokepoint with a 1x1 wall inbetween, then cutting off with a corner piece, and building three extra turrets with one 2x1 wall and 1x1 wall inbetween, then cut off another corner with just one Basic Turret, and either a 1x1 or 2x1 wall, so Lock can get out.

If you're able to build the Goo Launcher, then do consider using it. It would be best recommended to replace it with the turret just left of the center, that way if Clockworks come up from the southwest and up from the towers, they'll be hit by two Basic Turrets, slowed down by the Goo Launcher, as well as Clockworks being targeted from up northeast.

2017

Besides the addition of Clockwork Knights, nothing is new, so in total, your seven turrets (4 guarding the Source Well and 3 holding off the ones coming up from the southwest and taking a left) should be enough to hold off the enemies.

Battle strategies[]

DS

D3SoldierandArcher

Day 3 in action

One problem with Archers is that sometimes, they can pick off turrets out of range. If this happens, you can either hit them to lure them closer within range, or just destroy them yourselves. You will, however, need to keep this strategy further into the game anytime you fight off Archers.

Gallery[]

To view the gallery for Day 3, click here.

Lock's Quest Days
Seacrest Shores: Day 1Day 2Day 3Day 4Day 5Day 6
Northshore Fort: Day 7Day 8Day 9Day 10Day 11Day 12
Antonia West Siege: Day 1Day 2Day 3Day 4Day 5
Antonia North Siege: Day 6Day 7Day 8Day 9Day 10
Foothill Cliffs: Day 13Day 14Day 15Day 16Day 17
Nomad Settlement: Day 18Day 19Day 20Day 21Day 22Day 23Day 24
Deception Pass: Day 25Day 26Day 27Day 28Day 29Day 30Day 31
Iceflo Taiga: Day 32Day 33Day 34Day 35Day 36
Antonia East Siege: Day 11Day 12Day 14Day 15
Warren Forest: Day 37Day 38Day 39Day 40Day 41
Well Cluster: Day 42Day 43Day 44Day 45Day 46
The Fallen Crypt: Day 47Day 48Day 49Day 50Day 51Day 52Day 53
Ironfist Quarry: Day 54Day 55Day 56Day 57Day 58Day 59Day 60
Shellrock Cape: Day 61Day 62Day 63Day 64Day 65
Antonia South Siege: Day 16Day 17Day 18Day 19Day 20
Marshe Lowlands: Day 66Day 67Day 68Day 69Day 70Day 71
Tarn Highlands: Day 72Day 73Day 74Day 75Day 76
Eastar Fields: Day 77Day 78Day 79Day 80Day 81
Dark Ridge: Day 82Day 83Day 84Day 85Day 86Day 87
Desecrated Road: Day 88Day 89Day 90Day 91Day 92
Antonia Gates: Day 93Day 94Day 95Day 96Day 97Day 98Day 99Day 100