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FAQ/Walkthrough by nomercyrider

Version: 4.8 | Updated: 07/24/15

Version History

  • 1.0 - December 11, 2014. First release explaining gameplay mechanics, strategies and puzzle solutions for World A (star solutions to be added later)
  • 2.0 - December 13, 2014. Added World B puzzle solutions (star locations to be added).
  • 3.0 - December 15, 2014. Added World C puzzle solutions (star locations to be added).
  • 4.0 - December 16, 2014. Added Messenger, Star, and block puzzle solutions (Achievements list also complete).
  • 4.1 - December 17, 2014. Fixed mistakes, added more Sigils of Elohim unlock information, and Easter Egg locations.
  • 4.2 - December 22, 2014. Added newly discovered easter egg and additional credits.
  • 4.3 - January 17, 2015. Made ending names more clear, added messenger hints, added a few helpful hints submitted by readers, and a description for a "No Shepherd Tower Run".
  • 4.4 - January 24, 2015. Added four newly discovered easter eggs and added a few photos for easter egg help.
  • 4.5 - February 21, 2015. Fixed formatting issues, puzzle solutions, and added Advanced Controls tips in Strategies section.
  • 4.6 - June 6, 2015. Fixed a few minor errors and made a few puzzle solutions easier based on community suggestions.
  • 4.7 - July 24, 2015. Changed the star solution to A4 after an update changed the solution.
  • 4.8 - October 24, 2015. Updated Star solution to A4 and a few minor puzzle updates.


Copyright 2014 NoMercy_Rider (Anthony Davies).

This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

The following sources have explicit permission to publish this guide:

  • GameFAQs
  • NeoSeeker
  • Steam Guide


I would like to personally thank the following people for helping make this guide a possibility:

  • Croteam for making The Talos Principle a reality. This game shows that their skills aren't limited to a mindless run-n-gun shooter.
  • Viper45 for helping with some puzzle solutions and providing a list of all Terminal locations.
  • Evil_Vasile for helping with some puzzle solutions.
  • MasterEvilAce for helping with some puzzle solutions, creating an outline of Recorder mechanics, and helping with easter eggs.
  • Meatballsoup for helping with a couple missing achievements.
  • [CPC] Algent for putting all of the easter egg discoveries from a Steam discussion into a single, cohesive guide. While I used his guide as a starting point, I discovered many easter eggs during the beta testing and all descriptions are in my own words.
  • segfaultsamurai for the "No Shephered Tower Run" video.
  • Tengu Drop for discovering the final easter egg locations.
  • The following people have provided helpful tips to improve the guide: kimoss90, Eselter, whiplikeflagela, D L, Mitch, Morris Maduro, Matt Kellner, Colin Haywood, Emanuel9840, madanmarcia, Matt Dayton, Cristi S, DannyDaDawg, Ron Lewis, Brad Gallaway


Feel free to email me with any questions, suggestions, or to seek permission to use this guide elsewhere. I hope this guide has been helpful to you and that you have enjoyed The Talos Principle as much as I have!


Also, now that GameFAQs allows PayPal donations to contributors, if you enjoyed this guide feel free to donate to the time and effort I have spent creating this guide. Of course, there is no pressure or obligation, but this is your way of saying thanks! You can find the donation link at the top of the page.


Welcome to the Talos Principle Guide! This game comes from the great creators of the intense first person shooter series, Serious Sam. Taking a more laid back approach, the Talos Principle drops you in a mysterious world occupied by a powerful disembodied voice named Elohim and you find fragments of our world through interactions with terminals. As the game progresses, you slowly find out who you are, what happened to our world, and why you are in this world. On the surface, Talos Principle is a great puzzle game similar to titles like Portal and Antichamber. But if you take the time to absorb the backstory through terminals, you unlock a very deep world with very complex philosophical issues. The world is open for you to explore any way you choose. Unlike other puzzle games in this genre, you are given an open world to solve puzzles in any order that you like.

While this guide could definitely be used for beginning to end play, I intended this guide to help folks that are struggling on a few puzzles and need some guidance to the correct solution. I will be providing solutions to every single puzzle, star location, and tetris puzzle, but my wish is that you try to solve these puzzles on your own. The sense of accomplishment when you finally figure out the trick to a puzzle is wonderful. The developers force you to break the rules in some cases or try to misdirect you, so try to think outside of the box. I have also paid close attention to spelling out puzzle names exactly as they appear, so you can also search for specific puzzles that way.

The game dumps you in a world with very little information other than context sensitive clues. Therefore, I am also including information regarding all the items in the world, their function, and general strategies for each item (if applicable).

Regarding star locations, I have set apart star location solutions within a box so that you can quickly find them, but I understand you may not be sure where you are missing stars. I have tagged all star locations with [STRLOC] so that you may quickly scroll through all the locations.

I have conglomerated all block puzzle solutions in one location at the end of the guide. I have organized the puzzles into the same color (e.g. green, yellow, red) and in the general order a player would expect to unlock the puzzles if completing the game in a chronological fashion.

I understand that some of the puzzles can be very obtuse and very difficult to explain in text-only format. Especially in the latter puzzles that require juggling many items simultaneously. I have tried to explain puzzle solutions in simple terms, but there is always room for improvement. If you have suggestions on ways to make the guide easier to follow, or even have a more efficient puzzle solution than myself, please let me know. I will give you credit.

If you are looking for guides for the DLC, Road to Gehenna, check out my other recently published GameFAQs guide at http://www.gamefaqs.com/pc/805905-the-talos-principle/faqs/72058.

Alright, now that all the semantics are out of the way, let's get this guide rolling!

Keyboard Controls

Most of the controls in The Talos Principle are pretty straightforward and you should discover them in normal play of the game. However, there are some "Advanced" controls that are not mapped by default, but may be helpful to play the game. Below is a table describing all controls, along with suggested key mappings to controls that are not enabled by default. You can view the controls by going to Menu -> Options -> Keyboard and Mouse -> Configure Keys.

NameDefault KeySuggested KeyDescription
MoveW/S/A/D---Moves the player around the world.
LookMouse---Causes the first person camera to look around.
JumpSpace---Causes the player to jump.
UseLeft Click---Pick up and interact with objects in the world.
Alternative UseN/ARight ClickIf a connector has been placed with objects targetted. Use this key to pick up the connector without losing any of the prior targets.
SprintShift---Causes the player to run faster.
Toggle SprintN/ACaps LockAllows the player to sprint without holding down Shift.
Third Person ViewH---Switches the camera to third person. Allowing you to see the character and get a better view of the surroundings.
ResetX---If you get stuck in a puzzle with nowhere to go, hold this button to reset the puzzle to the beginning state.
JournalTab---Opens the journal and allows you to read discovered terminal texts and listen to discovered audio logs.
Fast ForwardN/AFCauses the entire game to go into fast forward mode. This is extremely helpful for long wait times with the recorder, wait times in the elevator, or for travelling long distances.
ZoomN/AZZooms the camera lens. Useful for looking at objects far away.

Item Guide

Below you will find a description of all the items located within The Talos Principle. Items that are utilized in puzzle solutions will have applicable strategies.

Unlockable Items

ItemUnlock LocationDescriptionStrategies
ConnectorWorld AThe connector is the heart and soul of so many puzzles in Talos. Quite simply, the connector is used to connect beams from a transmitter and send that beam to a receiver. Connectors can be used in long strings in order to direct a beam around complex geometry.There is no limit (or at least any I have encountered) to the number of targets a connector can link to. Use this strategy to unlock multiple energy gates with a single connector. However, only a single color beam can go through a single connector.
While targeting objects, but before placing the connectors, small icons will show up at the bottom of the HUD for each object. If the icon is gray, the connector does not have direct LoS to the target. If the icon is white, the connector does have LoS. Use these indicators to place the connector in an optimum location to reach multiple targets effectively.
HexahedronWorld AThe hexahedron is a box. I think that about covers it. To avoid confusion, I will refer to this item as a "box" everywhere else in the guide. The hexahedron can be used to reach shorter ledges, placed on pressure switches, or other practical uses.Can be placed on mines and beam blockers to provide an alternate mode of transportation.
When using a box to reach a higher ledge, be sure to turn around and pick the box up again. You never know if it will be needed again later in the puzzle.
With three or more boxes, you can create complex staircases to reach much taller heights.
Fan / Fan ReceiverWorld BThe fan blows air around, what else needs to be said? Okay, maybe a bit more than that. The fan can be used to blow items upward to reach new heights, or even help you traverse a puzzle quicker. The fan receiver looks like a big square with a bunch of moving gears inside. Certain fans can be enabled/disabled via receivers or pressure plates.Most fans can be picked up and used as a heavy object to weigh down a pressure switch. If you find a puzzle that seems like you don't have enough items, try using the fan as a weight. It just might be the answer to your problem.
While the fan is inactive, place a box on top of the fan and place a connector on top of the box. When the fan is turned back on, it will blow the box and connector to a new height, allowing the connector a much better line of sight.
RecorderWorld BThe recorder is used to create a duplicate copy of yourself in order to solve solutions. Hit the recorder to start the recording. At this time, you may do anything you like (pick up objects, hit switches, etc). Once complete, return to the recorder to stop. A replay will start immediately of all the things you did. You can use this replay to open doors for you, add connectors, and jump on platforms.See Recorder Nuances to find strategies and gameplay mechanics related to the recorder.
AxeWorld CThe axe is used on very few occasions. The most important function of the axe is used to break down the wood barriers in order to unlock the island levels in Worlds A, B, and C.-
PlatformWorld CThe platform is used in conjunction with the recorder to provide new heights to the puzzle. While holding a platform during a recording, you allow yourself (during replay mode) to stack items, or yourself on top of the platform. Very useful for getting to hard to reach places.-
MessengerWorlds A,B,CThese are mysterious characters found within the world. By awakening a Messenger, they can provide a clue for any hard ranked puzzle. However, there are only three Messengers in the world and they can only help you once, so use them sparingly. The Messengers are located behind the wooden barricades contained within each world hub. You must first retrieve the axe in World C before reaching the Messengers.-

Puzzle Items

Beam BlockerThese look very similar to the mine, but are a light gray in color and emit small electrical bolts. These are harmless to the player (will knock you back a few feet if you bump into one), but can get in the way of puzzle solutions. If it crosses a beam along its patrol route, the beam blocker will stop the beam transmission, causing any receivers to completely reset.Boxes may be placed on top of a beam blocker to assist in solutions.
You can use beams from two different angles to target a single receiver. This way the beam blocker can't stop both beams at the same time and maintain a connection to the receiver.
Counsel BoardThese small boards are located at the beginning of red Sigil (hard) puzzles and are used to provide hints for puzzle solutions. You must unlock Messengers before you can utilize the counsel board in a puzzle (unlocked after reaching World C). However, Messengers are limited, so use hints sparingly.-
Energy GateThese physical barriers prevent the player, beams, or items from passing through. Energy gates can be disabled by using a jammer, activating a nearby receiver, or activating a linked pressure switch.-
JammerThis item can be used to disable a wide variety of objects. Beam blockers, mines, energy gates, fans, and turrets can all be targeted to become disabled.The jammer can be placed on a pressure switch while simultaneously jamming another item in the puzzle, effectively disabling two items at the same time.
If more than two jammers are in your possession, or have a connector and a jammer, you can juggle items through the puzzle so that you don't lose anything. See Juggling for more information.
Keys / Locked GateThis is pretty self explanatory. In certain puzzles, you will find a locked gate. The appearance consists of vertical iron bars with a black and yellow striped center area. By picking up the keys, you can unlock the gate and proceed further into the puzzle.-
MineThese floating black orbs of death emit a shrill siren that will haunt your dreams. They emit lasers in all directions that indicate approximately how far their proximity detection extends. As you get closer, the siren increases in intensity. When it becomes a single note, you are already dead. Best to keep as much distance between yourself and the mine as possible.You may disable a mine with a jammer and place a box on top of it. You may hop onto the box, even when the mine is active, and stay safe from its evil clutches.
Pressure SwitchThese small switches on the floor are used to deactivate/activate energy gates and fans. Cubes, connectors, jammers, fans, or yourself may be placed on the switch to activate it.-
Puzzle GateThese purple gates at the entrance to puzzles allows yourself to pass through the gate but very little else. Connectors, jammers, fans, etc all get dropped if you try to pass through a puzzle gate while holding one. However, beams can pass through the gate, and you can jam a target through a gate. Also, you can carry paint buckets through a puzzle gate. Sometimes puzzle gates can be placed within a puzzle to restrict the movement of items. As a result, I will frequently refer to these as "purple gates" to avoid any potential confusion.-
Puzzle MapThere are two types of maps, one is located next to the entrance to a level, and a larger one near the elevator within each hub world. The level map shows what Sigils and stars are located within the level. Any of the ones you have previously collected will be crossed out. The world map shows the Sigils for the entire world and ones you have already collected will be grayed out. NOTE: The global map does NOT show stars.-
SwitchThese flipped switches can be used to activate/deactivate energy gates, turrets, or fans. These are frequently used in combination with a jammer. The jammer is used first to temporarily disable the object, then the switch is flipped to permanently disable the object and free up the jammer again.-
Transmitter / ReceiverThese two objects are at the core of most of the puzzles in Talos. The transmitter is used to emit a beam to one or more connectors. When a receiver collects a beam of the matching color, it can enable toggleable objects in the puzzle such as energy gates and fans.-
TurretAnother deadly weapon in the world of Talos. These are typically mounted high on the wall and scan the area ahead of them for threats. The red lasers give you a general idea of their "kill range." If you start to hear the turret rev up, quickly back away or you will be dead. Use jammers, switches, or mines to disable the threat.-

Collectible Items

Audio LogsFound in various levels throughout the Talos universe, these floating blue data-streams play an audio recording by a mysterious woman. Each audio log provides a piece of information pertaining to the Talos storyline.
Paint BucketsThese small items allow you to make your mark on the world by painting your own QR code on the walls. The messages you leave can be seen by any other player that is on your friends list, so make things interesting by hiding them in obscure areas. Of note, the paint bucket is the only item in the world that can pass through the purple puzzle gates.
QR CodesYou will find these scattered amongst the walls of the various worlds that you visit. These messages have been left behind by others in this world and by friends who have visited the place before you. Using the paint bucket, you can leave messages of your own for friends to discover. Some messages tell a story, others are random ramblings, while others hint at deeper secrets within the world you are exploring.
SigilsThese are the bones of the game, allowing you to unlock new objects and worlds to explore. There are four different types of Sigils within the world.
GREEN - Located within easy difficulty puzzles, used to unlock other worlds.
YELLOW - Located within medium difficulty puzzles, used to unlock objects.
RED - Located within hard difficulty puzzles, used to unlock floors in The Tower.
GRAY - Found within the star level puzzles, their purpose is a mystery *wink wink*
StarsSuper rare and hard objects to collect and hidden throughout the world. Often the solution requires you to think "outside the box". Every ten stars you collect is used to unlock the star levels (one located in each world).
TerminalsYou will find these computer terminals scattered throughout the levels and within the Nexus hub world itself. The terminals allow you to access archived documents and reveal the underlying events within these documents. Further into the game, the terminal is used to communicate with the Milton Library Assistant (MLA).


Below you will find strategies for solving many of the puzzles and exploring the world within The Talos Principle. Some of these strategies will be redundant from various item strategies, but wanted to also lump all strategies in a single place. This section will also explain some of the nuances of the game that aren't made abundantly clear.

Alternate Use & Zoom Keys (PC Only)

These custom controls are easily missed, since they don't have key bindings by default. These two controls can be configured in the options menu. Alternate use (I set to right mouse button) allows you to pick up a connector without losing previous targets. Zoom (I set to 'z') allows you to zoom into far away objects.

Line-Of-Sight (LoS)

Like the name implies, line of sight means that you have a direct sight line to the target. This is crucial in Talos, since you need beams to go across large expanses without hitting any obstacles. The line of sight indicator in the HUD works wonderfully for placing connectors in the perfect spot. For the rest of the walkthrough, I will be abbreviating this as LoS.


The art of juggling is essential for countless puzzles in this game. All it requires is at least two items that can interact with a single object (energy gate, turret, mine, etc). At first glance, it may seem that one item will be tied up with disabling the object, but you can use two items to "juggle" your way out of the predicament and still hold onto both items. Instead of giving tedious instructions every single time you need to juggle, I will just use this phrase and you should know what to do. Here is a visual description of the process.

STEP 1) [A]  [B]<  |D|              Disable gate with [B]
STEP 2)      [B]<  |D|  >[A]        Bring [A] through gate and disable gate from other side
STEP 3)            |D|  >[A]  [B]   Bring [B] through gate
STEP 4)            |E|   [A]  [B]   Continue through puzzle with both [A] & [B]

[A] [B] - Items A & B
< - Targetting object
|D| |E| - Object (gate, turret, etc) "D"isabled and "E"nabled

Use Third Person Mode

This is especially handy when trying to locate stars. Going into third person mode and looking down while jumping can afford you new views over walls, potentially revealing a well hidden star.

Recorder Nuances

While the recorder is a very useful tool for solving puzzles, it has quite a few quirks regarding the ghost objects and player left behind during replay. Here is a list of various nuances (feel free to send me any other additions to the list):

  • Player will NOT collide with ghost objects placed during the recording.
  • Player can target ghost connectors to transmit beams. This effectively doubles the available connectors in a puzzle.
  • Any activated fans placed during the recording WILL blow the player around.
  • Most objects in the world (fans, doors) will not impede the ghost player movement during playback. Mines and turrets CAN destroy the ghost player.
  • Ghost boxes may not be interacted with in any way. You can not jump on top of ghost objects and you can't stack boxes on ghost boxes.
  • Ghost platforms can be interacted with by placing items on top of it, including the player.

Box + Mine = Free Ride

While not painfully obvious, you can stack boxes on top of mines and beam blockers. With mines, you will need to approach them from above or disable them first before stacking a box (otherwise you will die, obviously). This allows you some free transportation and get you to hard to reach areas.

Pressure Plates

Any object in the world that can be picked up (aside from the paint bucket and axe) can be placed on a pressure switch to activate it. This includes fans, which are easy to overlook. There are a few puzzles that at appear to have too few objects at first glance. A detached fan just might be the answer.

Lock Yourself In

Don't ever be afraid to close an energy gate behind you to progress further into the puzzle. It may be uneasy to lock yourself in, but it might be essential to free up an extra item to solve the puzzle.

Think Vertically

It might be easy to think of the world from the ground level only. But in latter levels, especially ones with multiple beam colors, you may need to think vertically to avoid beam conflicts or obtain LoS.

Put Yourself In The Receiver's Shoes

Sometimes it can be really tricky to figure out the optimal place to put a connector. In these situations, try walking to the connector and stand in front of it. From this new vantage point, you can see all the areas that have direct LoS to the receiver. Thus allowing you to have a better idea where to place that connector.

Red Herrings

There are a few puzzles that have some nasty red herrings thrown in to distract you, particularly in the latter puzzles. There may be a beam receiver that never gets utilized or an energy gate that never gets opened. If you are stuck in a puzzle, try to take a discretionary look at all items and objects to determine whether or not they are essential to the puzzle solution. They might just be a distraction.

Jammers and Pressure Switches, Oh My!

In certain puzzles, there is a series of gates activated by pressure switches. If you have a jammer handy, you can effectively disable two gates with one item. Stand on the pressure switch with jammer in hand, aim at the next energy gate, and look down until an outlined jammer shows up on the pressure switch. Drop the jammer and, if done correctly, the jammer should have the pressure switch activated, while also disabling the next gate (or turret, or whatever).

Who Is Uriel_4?

During the course of gameplay, you may have noticed some recurring authors to the various QR Codes. One name to carefully look for is Uriel_4. Whenever you see a QR Code from him, there is a star nearby. Often times, the words that he writes are a direct hint for the steps required to obtain the star.

Block Puzzles

These Tetris-like puzzles in the game can be the most aggravating challenges or the most inconsequentially easy challenges, depending on your luck. There is really no solid strategy other than "throw crap at the wall" and hope it sticks. With these puzzles, especially the larger ones, there are often multiple solutions. The best word of advice I can give is pick a random block and place it in any of the four corners. From there, try to work your way outward to the opposite corner. If things aren't fitting, try backtracking, only resetting if you know it won't work with the first block placement. You may find yourself with one block remaining, but the only void is in a different shape. You may be tempted to reset the puzzle at this point. I suggest trying to swap out various blocks to see what works, you may just uncover the necessary void in a different spot and solve the puzzle.

Sigil Colors

While not made obviously clear, the different sigil colors serve different purposes and are associated with different puzzle difficulties. See below:

  • GREEN - Located within easy difficulty puzzles, used to unlock other worlds.
  • YELLOW - Located within medium difficulty puzzles, used to unlock objects.
  • RED - Located within hard difficulty puzzles, used to unlock floors in The Tower.
  • GRAY - Found within the star level puzzles, their purpose is a mystery *wink wink*

Three Endings

Yes, you heard that right, there are three separate endings in Talos. In order of difficulty, from easiest to hardest, the endings are Eternalize (Basic), Transcend (Tower), and Transform (Messenger). When you see the credits roll by and a new game begin, you may think you will have to play the entire game to view the other endings. That is not so. You can unlock all endings on a single profile by simply loading a backup save that was prior to activating the final ending.

A Switch Out of Reach (Green)

Avoid the path with the turret and continue to the left until you find a jammer. Pick up the jammer and disable the turret. Walk down the open path and go left until you find the switch to shut down the turret. Hit the switch, return to the jammer and pick it up. Go to the right and use the jammer to block the mine you encounter. The sigil is yours.

Outnumbered (Green)

Stay to the left and you will find a jammer. Use the jammer to disable the energy gate temporarily. Once the mine has passed through the gate, remove the jammer and immediately shut down the turret. The pathway to the Sigil should now be trap-free.

Striding the Beaten Path (Green)

Proceed down the hallway and take a right at the first opportunity, trying to avoid the mine at the same time. Once you have the jammer, get to a vantage point where you can see the energy gate that the second mine keeps bumping into. Jam the gate, letting the mine pass through, and immediately pick up the jammer again to trap the mine. Target the energy gate to the left and you should be able to pick up the Sigil with relative ease.

Only the Two of Us (Green)

Proceed down the left path and pick up the jammer and jam the first energy gate. Use the two jammers to juggle through the two energy gates. Once through, use one of the jammers to shut down the turret and pick up the Sigil. Simply retrace your steps to return to the entrance.

Poking a Sleeping Lion (Green)

Stick to the far right until you find a jammer, use it to target the disabled mine (from a far distance!) and pick up the other freed jammer. Use this jammer to disable the turret and the other jammer to open the energy gate, keeping your distance from the live mine. The Sigil is yours.

Peephole (Yellow)

Use the first jammer you encounter to target the jammed energy gate through the narrow window. Now walk through the purple gate and pick up the other jammer and drag it out of the small room. Return to the first jammer and now use it to shutdown the mine travelling down the hallway. Picking up the second jammer, use it on the second mine to clear a path to the Sigil.

Trio Bombasticus (Yellow)

Go to the left and pick up the jammer. Keeping your distance, disable the energy gates one by one to "free" the mines and reactivating the gates. Once the main path is cleared, use the jammer to disable the final energy gate to access the Sigil.


Head back to where the game begins, when you reach the hallway with the turret at the end, immediately head left when you get within the turret's range. You should find a cleverly hidden ladder to mount the wall. Once over the wall, pick up the jammer and disable the mine, use the second jammer to also disable the mine, freeing up the first jammer, which can now be used to disable the turret. Pick up the jammer targeting the mine and bring it to the main courtyard. While facing the block puzzle, enter the smaller courtyard to the right and immediately turn right. Walk through the bushes and you will find a cleverly hidden nook along the wall hiding a switch. Flip the switch to lower the gate in the small courtyard, enter the courtyard and you should see a energy gate guarding the star. Use the jammer and the star is all yours!

Hall of Windows (Green)

Head through the purple gate and pick up the jammer. Using the right window, target the nearest energy gate. Walk through the open gate, pick up the next jammer and target the same energy gate from the inside. Now that the energy gate is fully open, go back to the first jammer, walk to the left window and target the energy gate in the distance protecting the Sigil. Now walk back to the second jammer and target the final energy gate to finally pick up the Sigil.

The Guards Must Be Crazy (Green)

Go to your left where the mine is floating back and forth. See the little nook on the right? Enter there and hug the wall to allow the mine to pass by. Once it passes quickly grab the jammer and return to that same nook. Once the way is clear, keep walking until you come across a second mine, target the mine to disable it, then juggle with the second jammer to bring both jammers to the far side. Once you pass the mine, make a note of a wrought iron gate nearby, it will come in handy later. Use the two jammers to disable the two energy gates, making sure to avoid the path of the two moving mines. You can now reach the Sigil and exit the puzzle.

Suicide Mission (Yellow)

Go to the far left and pick up the jammer and target the disabled turret. Go to the switch and flip it on, thereby activating the turret. Pick up the jammer and target the energy gate from a distance. A mine should come out and head towards the turret, blowing up and destroying both traps. The Sigil is now clear.


Remember the gate I said to remember in "The Guards Must Be Crazy"? Return to that location after the puzzle has been solved. You will find the gate is open, walk through, turn left, and you will find a set of keys. Pick them up and go to the other half of the corridor, where you will find a hidden ladder, use it to return to the main area of the level. While standing on the platform with the portal, face away from the ampitheater and walk to the small walls in front of you. You should find a locked gate, use the keys to open the gate and you will find a jammer. With the jammer in hand, walk to the area between the two green level puzzles (to your right as leaving the gate). You should see some small bushes, walk through the bushes and immediately turn around and you will find an energy gate guarding the star. Use the jammer and voila! The star is yours.

Stashed for Later (Green)

Proceed directly ahead and walk past the disabled mine and continue down the hallway. You will come across a fork, be careful since a mine patrols this hallway. When the coast is clear, take a left and stay close to the wall and you will find a set of keys, pick them up. Come back the way you came, taking a right at the hallway, and you will find a locked door, use the key and pick up the jammer inside. Go back to the disabled mine earlier in the level and use the second jammer to target the mine from a distance. Now pick up the first jammer and proceed to the fork in the road. Avoid the mines, head into the big courtyard and disable one of the two turrets. Now go back to the second jammer and do the same thing to target the second turret. You should be able to pick up the Sigil in relative safety.

Locked Me Up, Swallowed the Key (Yellow)

Go forward and take a right at the fork and you will find a jammer tucked away in a corner, pick it up and disable the energy gate on the left side of the fork. Continue forward and take the first left you come to and pick up a set of keys. Go back to the disabled energy gate and use the keys to unlock the door to the right. Circle around, pick up the jammer, and proceed back where you came from. Use the jammer to target the turret directly in front of you and pick up the second jammer it was guarding. Use the two jammers to juggle through the energy gate near the turret. Then use the two jammers to disable the second turret and a final energy gate protecting the Sigil.

A Bit Tied Up (Yellow)

Proceed through the puzzle until you come across three jammers: one targeting a turret, one targeting a mine, and one that is free. This is a bit complicated, but use all three to juggle them out. Use the free one to target the mine from a distance, now pick up the other jammer targeting the mine and bring it out of the hallway and target the turret. Now pick up the first jammer targeting the turret and bring it safely out of the hallway. Lastly, pick up the final jammer targeting the mine to set it free, if done correctly it will move down the hallway and blow up the turret. Now that you have all three jammers, target the energy gate. You will be using the juggling technique to target the two turrets, ensuring that you always have one freed jammer. This is hard to explain step by step, but should be fairly straightforward. Once you make it past the two turrets with one freed jammer, you will find an energy gate guarding a star. Go ahead and target the gate and pick it up now. The Sigil is also yours to collect.

An Escalating Problem (Red)

MESSENGER HINT: You can take objects from a higher ground.

Pick up the first jammer you come to and target the energy gate right next to it. A mine will come by and go through the gate, pick up the jammer and close the gate to trap the mine. Continue down the hallway until you see the next energy gate, see that ledge to the right? Target the energy gate to disable it, but place the jammer right next to the ledge. Walk through the gate and circle around to the right and go up the stairs, you should be able to pick up the jammer from up top of the ledge. Continue up the stairs beyond the energy gate and you will find two mines going in two concentric circles. Be careful to avoid them and make your way to the center, target the energy gate, pick up the keys, and walk back out with the jammer. Unlock the gate at the top of the stairs and now use the jammer to slowly unlock each of the three energy gates in the mine's path, being careful to keep a safe distance. Once you unlock the final energy gate at the top of the stairs, the mine will move forward and blow up the turret. You can now safely get the Sigil.

Star 1 [STRLOC]

See solution to "A Bit Tied Up"

Star 2 [STRLOC]

Okay, this is by far the hardest star in the game to get. I am hesitant to just give the answer away, since the journey to the solution is extremely rewarding. It will test your internet sleuth techniques to the limits. I am sure, if you've taken your time searching around the level, you've found the mysterious numbered pillars around the courtyard with the switches. You probably figured there was a secret combination and you would be correct. I will give a series of hints, ultimately with the final solution. But try to figure this one out yourself.

HINT 1: Only two switches need to be pressed.

HINT 2: Look for a Uriel_4 QR code, this message is the key to the solution. If you are still stuck, explore A2 for another Uriel_4 message that may help point you in the right direction. This QR code is a bit 'different' than all others in the game.

HINT 3: Did you find the QR Code that doesn't show a message? The game isn't broken, but perhaps there is another way to read the message.

HINT 4: Use a QR scanner to decipher the message.

HINT 5: The message says: THE EAGLE HAS LANDED 31 39 36 39 2f 30 37 2f 32 30 20 32 30 3a 31 38 Now is the time of tranquillity, and I shall rest and observe the Earth. -- Uriel4

HINT 6: The key is the jibberish currently in the middle of the message. There must be a way to translate it.

HINT 7: Translate the jibberish from Hex to ASCII, use this website: https://www.branah.com/ascii-converter

HINT 8: The text translated is as follows "1969/07/20 20:18". Perhaps the combination has to do with a combination of these numbers.

FINAL SOLUTION: Okay, if you are still having trouble, here is the final solution. The switches are tied to the date of the moon landing, July 20th or 7/20. So hit switches VII (7) and XX (20) to reveal a hidden staircase in the center to the star.

Level A-4

Most of these puzzle solutions will be really simple, but they are created to help introduce all the connector mechanics.

Above All That (Yellow)

Ready for a really simple solution? You need to stop the two beams from crossing paths. Simply walk over to the blue connector and pick it up. Now walk on top of the elevated platform and target both the blue transmitter and receiver and drop it on the platform. There ya go, the Sigil is yours.

Don't Cross the Streams! (Yellow)

Simple solution. Pick up the connector that is targeting the blue transmitter. Now walk behind the central wall (that the red transmitter is mounted on) until you get clear LoS of both the blue transmitter and receiver and then connect them to get the Sigil.

Branch it Out (Yellow)

Pick up the connector currently connected to the transmitter and two receivers. Target the same two receivers and transmitter, and also target the other connector located on an elevated platform. Place the connector and the pathway to the Sigil will be complete.

Push it Further (Yellow)

Alright, walk through the puzzle until you find two connectors in a small courtyard. Pick up one connector and target the transmitter, then place the connector in a place that you get good LoS down the long hallway to the Sigil energy gate. Now pick up the second connector, walk down the long hallway until you get LoS to both the first connector and the receiver. Target both and place the connector to unlock the Sigil.


You may have already noticed the star locked behind a gate in "Push it Further" (it's hidden behind some thick bushes directly across from the blue transmitter), but it requires a red beam. How do you get a red beam to the receiver? Welcome to your first cross puzzle solution. For now, head out of the puzzle and look for a tall pillar directly outside the puzzle entrance. If you look at the top of the pillar, you will notice a stationary connector, this is the key to the solution.

Head back into the puzzle and pick up a connector. Target the receiver protecting the star, the connector on top of the pillar, and place it such that it has LoS to both targets. Now head to "Above All That" and pick up a connector. Standing near the puzzle entrance, you should be able to simultaneously connect to the red transmitter and the pillar connector. Do that now and head back to the previous puzzle to collect the star!

One Little Buzzer (Green)

Proceed forward and turn right. You will see an energy gate protecting the Sigil, a red receiver, and a beam blocker patrolling back and forth. Go through the small opening along the left wall and you should find a box. Pick up the box and place it in the beam blocker's path when it reaches the wall. If done correctly, the beam blocker should now be trapped and cannot move. Return to the previous area and pick up the connector. Target the red transmitter and receiver and connect the two. The Sigil is unlocked.

You Know You Mustn't Cross the Streams (Green)

When you first walk in, you will be teased with the Sigil located right in front of you, ignore that for now. Pick up one of the two connectors, target the red transmitter and connector, and connect them to unlock the gate. Pick up the box in the unlocked room and place it near the second connector. Pick up the other connector and target the blue transmitter and receiver, but don't connect the two quite yet. Instead, hover over the box until you see a ghost shape of the connector, place it there to avoid beam conflicts. Unlocking the Sigil in the process.

Going Over the Fence (Green)

Proceed through the puzzle until you see a connector mounted on top of a box. Pick up the box, walk to the left and take a right to head towards the blue transmitter. When you reach another short fence, place the box right in front of it. Now go back to the connector and pick it up and return to the box. You should now have direct LoS to both the blue transmitter and receiver. Target both and place the connector on top of the box. Puzzle solved.

Things To Do With Two Boxes (Green)

Head to your left. where you will find two boxes, pick up the first and place it on the pressure plate to unlock the energy gate. Now pick up the second box and proceed through the level until you find two patrolling mines. The goal here is to use the box to throw off the synchronicity of the two patrols. So throw a box into one of their paths. Once their paths are separated by a good distance, go ahead and pick the box back up. Using the difference in their patrol paths, carefully snake past them. Once you get past the mines, you will find a small ledge, place the box in front of the ledge, jump on the box and onto the ledge to reach the Sigil. You might notice a star located behind the Sigil, we will get to that later.

Friendly Crossfire (Red)

MESSENGER HINT: Do you see the second mine?

Go to the left and pick up the Jammer, then continue past the counsel board, hugging the wall to your left. Turn around and jam the right energy gate. A mine should emerge from the gate and blow up the middle turret. Now pick up the jammer and disable the rightmost turret. While disabled, move the box out of the mine's way, re-enable the right turret so that the mine will blow it up. Okay, two of three turrets disabled. While you are at this point, jam the right energy gate again and walk through, you should find the second star in a small courtyard. With that out of the way, disable the last surviving turret and place the box on the pressure switch to unlock the Sigil.

Star 1 [STRLOC]

Return to the puzzle "Things To Do With Boxes (Green)|Things To Do With Boxes". Once you reach the inside of the puzzle, turn around and walk into the small alcove to the right of the puzzle entrance. You should find a switch cleverly tucked behind some bushes. Go ahead and flip it. You will find that a wall has lowered, exposing the protective energy gate. Go to the right of the gate and you will find a lonely connector, pick it up and return to the puzzle entrance. Target the red receiver and if you look carefully, you can target the red transmitter in the puzzle across the courtyard, "One Little Buzzer". Go ahead and target both and drop the connector to unlock the Star.

Star 2 [STRLOC]

See solution to "Friendly Crossfire".

Mobile Mindfield (Green)

Cautiously move forward to avoid the patrolling mine and take the first left. Be careful to avoid the stationary mine and move into the next room to pick up the jammer. Return from where you came from and jam the energy gate from the other side. When the mine passes through, enable the gate again to trap the mine. Go down the hallway the mine patrolled, jam the energy gate, and pick up the keys. Pick the jammer back up, walk back toward the stationary mine, and unlock the nearby door. Carefully walk to through the door and immediately jam the turret down the hallway to your left. Turn the corner and flip the switch to the right to permanently disable the turret. Go back to the jammer and pick it up, then jam the second turret to reach the Sigil.

Deception (Red)

MESSENGER HINT: The blue shortcut is a lie.

Walk through the puzzle until you find an energy gate with a red receiver, walk to the left of this gate to find your first connector (A). Walk onto the elevated platform to get direct LoS to both the red transmitter and receiver and connect them to unlock the first energy gate. In the second courtyard, pick up the second connector (B) on an elevated platform and connect to both connector A and the next red receiver to unlock the second energy gate. In the third courtyard, pick up the next connector (C), target connector B and next energy gate to unlock the final courtyard. Pick up the fourth and final connector (D) and backtrack to the second courtyard and connect to the blue transmitter from the far wall. Now go back and pick up the third connector (C) (that unlocked energy gate is no longer needed) and walk to the first courtyard. Use the connector to target connector (D) receiving the blue beam and the blue receiver to unlock the Sigil.

Bichromatic Entanglement (Red)

MESSENGER HINT: Blue must go through the shortcut.

Pick up the rightmost connector and target the blue transmitter and blue receiver visible through the energy gate (this will come in handy later). Walk back as far as you can while maintaining LoS to both targets and place the connector. Pick up the leftmost connector and target both the previous connector and blue receiver to unlock the energy gate. Pick up the next connector (beyond the unlocked energy gate) and target the red transmitter and both receivers. With that side energy gate active, the second connector becomes redundant and no longer needed. Go ahead and pick it up and place it on the pressure switch to unlock the Sigil.

A Door Too Far (Red)

MESSENGER HINT: Jam the last door.

Go to the right of the counsel board, pick up the first connector, target the red transmitter and receiver, and connect to unlock the first energy gate. Walk through the gate, pick up the jammer on the left, and jam the next energy gate you reach. Take a temporary detour to the left, pick up the box, and proceed to through the puzzle until you reach a beam blocker. Place the box in the beam blocker's path to stop it. Now go back and pick up the jammer and walk towards the front of the puzzle. Jam the first energy gate (currently opened with the connector) from the INSIDE of the puzzle. Now pick up the connector and walk down the hallway with the two windows. If you position yourself correctly, you can target the red transmitter and the red receiver FAR away at the second energy gate, go ahead and do that now. Now proceed to the location of the beam blocker, pick up the second connector and find a LoS that allows you to target the first connector and the red receiver along the nearby wall. Once the energy gate is opened, go back and pick up the jammer, proceed to the end of the puzzle, and jam the final gate to reach the Sigil.


Standing at the level portal and looking towards all the puzzle entrances, walk to the furthest wall on the right hand corner. Amidst the rubble you should find a box tucked away in a corner. Pick it up and walk along the lefthand wall of the courtyard until you find a short wall jutting out from a slightly taller wall (between two large rock formations). Place the box in front of the wall and you should be able to jump up onto the wall to retrieve the star.

Trapped Inside (Green)

Pick up the unused connector and position yourself near the unlocked energy gate. If you stand correctly, you can get direct LoS to the transmitter through the narrow window and the blue receiver. Go ahead and connect the two, allowing the other connector to be freed. Pick up this connector and walk towards the end of the level, target the first connector and the final receiver to unlock the Sigil.

Locked from Inside (Green)

This one is a bit tricky so I will be labelling connectors (A,B,C,D). Go through the level until you reach the first connector (A), use this to connect the transmitter to the nearby receiver on the LEFT side of the obstacle (near all the pillars). Walk through the energy gate and pick up connector B, find a LoS that targets connector A and the next red receiver (the one protecting the blue transmitter). Go through, pick up connector C, and walk to the previous courtyard. Target connector B and the other red transmitter to unlock connector D. Use connector D to target the blue transmitter/receiver in the same courtyard. Pick up connector C, walk to the unlocked courtyard, and target connector D and the next blue transmitter. Walk back, pick up connector B, and target the red transmitter that gives you good LoS through the newly unlocked energy gate. Finally, pick up connector A, walk down the hallway through the unlocked energy gate, and target connector B and the receiver protecting the Sigil. Whew!

Before leaving the puzzle, use as many connectors as necessary to bring a blue beam to the purple puzzle entrance. This will be needed for the star solution. I won't need to help with this part. Just use the lowered gate after solving the puzzle to create a shortcut through the puzzle to the entrance.

Two Pesky Little Buzzers (Red)

MESSENGER HINT: Connect from the left first to get more resources.

Take a left at the puzzle entrance to pick up a connector. You may be tempted to connect the transmitter to the receiver through the hallway containing two beam blockers, but that won't work. Instead, go to the right of that hallway and you should find an opening that allows you to target the transmitter/receiver. One of the beam blockers may hit the beam's path, but you should have enough time to make it through the unlocked gate. Once through the energy gate, take a left and pick up the box, use the box to block the beam blocker that has the SHORTER patrol path. With that complete, NOW you can target the red receiver down the long hallway, go ahead and do that now with the first connector. With that done, go through the energy gate, pick up the second connector, and connect to the previous connector and the red receiver protecting the Sigil.