The Talos Principle Guide and Walkthrough by nomercyrider

Version 4.8, Last Updated 2015-07-24

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

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

Thanks

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

Contact

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!

talos.walkthrough@gmail.com

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.

Introduction

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

ItemDescriptionStrategies
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

ItemDescription
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).

Strategies

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.

Juggling

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]

LEGEND:
[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.

Star [STRLOC]

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.

Star [STRLOC]

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.

Star [STRLOC]

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.

Star [STRLOC]

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.

Pinhole Windows (Red)

MESSENGER HINT: There's only one way to connect the blue. Work the red around it.

Pick up the connector currently targeting the red transmitter. From this same spot, you should be able to target the same transmitter/receiver, and an additional FAR red receiver through two windows. With the energy gate unlocked, pick up both of the connectors and bring them outside. Using one connector, backtrack through the puzzle to nearby the counsel board. Using the middle window, you should be able to target both the blue transmitter and the blue receiver. Now pick up the the first connector and use the left window to target both the red transmitter and red receiver behind the locked energy gate protected by the blue receiver (this LoS can get tricky). Finally, use the third connector with the right window to target the red connector and red receiver on the far right. Be sure that the beam goes BEHIND the blue connector. Everything should slowly unlock, revealing a path to the Sigil.

Windows Into a Labyrinth (Red)

MESSENGER HINT: Red backwards through the window to get the jammer to the end.

Find the connector (A) near the red transmitter on the right side. Walk near the counsel board and connect the transmitter/receiver at this location. In this next area, search around until you find the next connector (B). Target connector A and through a window to a receiver protecting a jammer. Pick up the jammer and disable the next energy gate. Go back and pick up connector B, bring it closer to A, target A and a red receiver through another window in this corridor. Walk through the unlocked gate to pick up connector C. Take the connector down the long hallway (past the jammed gate) until you find another protected energy gate. Target the red receiver and place the connector in the far corner. Go through the jammed gate, pick up the jammer, and jam the first energy gate in the puzzle from the INSIDE. Pick up connector A and walk towards the red transmitter. You will find a window that allows you to target the transmitter and connector C. Go through the jammed gate, pick up the jammer, and disable the next energy gate. Pick up connector B, target connector C and the receiver for the jammed gate. Pick up the jammer and target the gate from the OPPOSITE side of the gate. Pick up connector B, walk through the gate unlocked by C, and target the next receiver to unlock the second gate protecting the Sigil. Finally, pick up the jammer and use it to disable the final gate.

Star [STRLOC]

You will need to follow the instructions used in the puzzle, "Locked from Inside". Basically, once the puzzle is solved, you can use the four connectors to bring a blue beam to the puzzle entrance by directing them through the lowered iron gate. Once that is done, go across the way to the puzzle, "Two Pesky Little Buzzers". You will need to bring both connectors to the front of the puzzle. Once you have both connectors, use one of them to target the blue connector across the way through the purple gates. Place this so you can get LoS down the hallway to the left. Pick up the second connector and target the first connector and the blue receiver to unlock the star.

Window Through a Door (Yellow)

When you come to the first connector (A), pick it up and bring it close to the right-hand wall of the beam blocker hallway. Target the transmitter and place the connector such that it lines up with the right-hand wall, while also having a good LoS through the narrow window and energy gate beyond. Down the beam blocker hallway, take a left to pick up connector B. Connect it to connector A and the receiver for the energy gate. If done correctly, you should have a few second window to enter the gate before a beam blocker stops the transmission. When you have an opening, go into the small room and pick up connector C and leave again. Staying as close to the open energy gate as possible, target the receiver and connector A through the window. You should now be able to pick up connector B without shutting down the gate. With connector B in hand, continue through the puzzle until you come to another hallway with a receiver. If you positioned connector C correctly, you should get LoS to both connector C and the red receiver. Connect them now and collect the yellow Sigil on the other side.

Third Wheel (Yellow)

Pick up one connector and target the red transmitter and receiver, place the connector as close to the far wall as possible. With the gate open, pick up the next connector and target the blue transmitter and receiver. If the first connector was placed correctly, you should be able to place this second connector anywhere without beams crossing due to an elevation difference. Once the blue gate is opened, pick up the final connector and place it on the pressure switch to collect the Sigil.

Road of Death (Yellow)

Alright, this one can be tricky if you don't know the box stacking mechanic. First, pick up the jammer and disable the mine. While the mine is disabled, pick up the box (cautiously avoid the turrets) and walk over to the mine. You should see a box ghost shape on top of the mine. Drop the box to place it on top of the mine. With that out of the way, un-jam the mine and watch the mine carry the box through the battlefield. When it reaches the other side of the turrets, jam it one more time to lock it in place. Now go up the ladder on the left side to walk past all the turrets. When you get to the other side, pick up the box off the mine and place it on the pressure switch to unlock the Sigil.

Over the Fence (Yellow)

Really simple puzzle. Pick up one box and place it on one side of the fence protecting the jammer. Pick up the other box and with it in hand, jump onto the first box and jump over the fence. Now place this second box on the other side of the fence (to help you get yourself back out). Now pick up the jammer, hop over the fence, and jam the energy gate to get the Sigil.

Something About a Star (Yellow)

This one requires critical connector placement. Pick up the connector and target the blue transmitter and receiver. Walk towards the energy gate protecting the star. You should place the connector such that the beam travelling to the receiver just barely misses the left-hand pillar. If done correctly, the beam blocker will cross the path only once in its patrol and you will be given a 1 second window to run through the gate. Pick up the Sigil while you still can.

Star [STRLOC]

You probably already saw the star in Something About a Star, but we need to go to the puzzle directly across from it Window through a Door. Pick up a connector in this puzzle and target the red transmitter. Place the connector such that it has direct LoS through the purple puzzle gate and into the puzzle across the courtyard. Now go to the puzzle, "Something About a Star", pick up the connector, target the other connector through the puzzle gate and connect to the red receiver. Voila! The star is yours.

Moonshot (Yellow)

When you reach the fan and the box on the pressure switch, pick up the box and place it on top of the fan. Now pick up the connector, target both the red transmitter and receiver (you may have to walk around the puzzle to get both targeted), and place the connector on top of the box. Now walk towards the energy gate and pick up the second box, place this on the pressure switch. The connector should establish LoS and unlock the gate to the Sigil.

The Tomb (Yellow)

Walk through the disabled energy gate, pick up the jammer, and disable the next energy gate. Find the connector in the next room and use it to "officially" unlock the jammed energy gate by connecting the transmitter and receiver. Pick up the jammer and disable the next energy gate. You will find another connector in the following room. Repeat the same process as before to free the jammer. Use the jammer to disable the final energy gate and collect the Sigil.

To expedite the process of collecting the star later on, working backwards, bring the two connectors and the jammer to the puzzle entrance. You will need to connect to the first energy gate (it was jammed when you walked into the puzzle) and then jam from the opposite side to fully bring all objects to the entrance.

Man On The Moon (Yellow)

Pick up one of the fans and place it in either fan receptor (both work the same). Place the box right in front of the fan and step on the associated pressure switch to send the box flying to the other side of the wall. Now pick up the other fan and place it on the same pressure switch to activate the fan permanently. Stand in front of the fan to send yourself flying to the other side. Once on the other side, place the box on the pressure switch to unlock the Sigil.

Higher Ground (Red)

MESSENGER HINT: The central jammer can go with you.

Alright, this puzzle will require some tricky juggling of three different jammers, with two of them being blocked at the front end of the puzzle by the purple gate. First, pick up the jammer located on the elevated platform near the entrance. See the two mines on the far right patrolling synchronously? Disable one of the mines until they become fairly distant apart. This will come in handy later. Once that is done, target the energy gate slightly to the left of the jammer within the puzzle itself. Next, pick up the other entry jammer and position it on the other elevated platform and disable the energy gate protecting the keys. Now walk into the puzzle and pick up the keys. Go back to the first jammer and disable the energy gate slightly to the right of the jammer within the puzzle. Now go into the puzzle, pick up the jammer and walk through the recently disabled gate.

Using the narrow window inside, throw off the synchronicity of the two mines within this hallway. Bring the jammer back to the main area and drop it for now. Go back to the entrance and use the two jammers to disable the two energy gates along the left side of the puzzle that are nearby one another. Go back inside the puzzle pick up the third jammer, and jam the second disabled gate from the INSIDE to make that jammer redundant. Return to the entrance, pick up the redundant jammer and now target the energy gate on the far right of the puzzle near the two mines. Go back into the puzzle, pick up the jammer, open the locked gate, and disable the next energy gate. All that follows is avoiding the two pairs of mines and the Sigil will be at the end of the hallway.

Star [STRLOC]

In order to collect the star, there must be a connector afloat in Moonshot and you must have the two connectors and jammer at the entrance of The Tomb. If you aren't at that point, read the walkthrough for both puzzles to reach this point. Okay, while inside "The Tomb", look at the puzzle entrance. See the two sitting statues? Walk along the wall to the left statue and you will find a cleverly hidden passageway. Pick up the jammer and disable the energy gate. Now pick up one connector, walk through the energy gate, and then take a right to head outside. While still on the upper ledge, you can target the afloat connector in "Moonshot". Once that is done, pick up the second connector, head to the opposite side of the narrow hallway, and link the connector to the red receiver. The star is yours.

Sunshot (Yellow)

Place one box in front of the fan and then step on the pressure plate to send it over the wall. Repeat with the second box and then climb up the ladder to the other side. In the next area, place only ONE box in front of the fan and send it over the following wall. Place the second box on the pressure switch to permanently turn on the fan. Then step in front of the fan to send yourself over the wall. Place the box on the pressure switch to unlock the Sigil.

Blown Away (Yellow)

Pick up the connector from the pressure switch, target the transmitter and the receiver located below the box and fan. Step on the pressure switch yourself to deactivate the energy gate and wait until the receiver fills up and blows the box down from the ledge. Pick up the box and place it on the pressure plate. Now use the connector to target the receiver guarding the Sigil and pick it up.

Eagle's Nest (Red)

MESSENGER HINT: Drop them from above.

Pick up one box and walk on the other side to the fan. While still holding the box, walk in front of the fan to be blown airborne. While soaring over the enclosed area, drop the box into the area below. Repeat this process for the second box. Once that's complete, climb the ladder into this inner area. See the small gap between two stairs? Stack the two boxes, one on top of the other in this small gap. When that is complete, use the stairs to jump onto the second box. If done correctly, you should block the beam to the fan. When the fan gets disabled, quickly rush down the hallway before the fan reactivates. Pick up the Sigil and move onwards.

Whoosh! (Red)

MESSENGER HINT: Use the fan to jump on two boxes to block blue ray.

Take a right at the puzzle entrance and pick up the first fan you encounter. Turn around and place the fan in the receiver on the opposite wall. Continue down the hallway and you will find a box trapped in a small room. Go a bit further around a corner and you will find a fan. Detach the fan from this location. Attach the fan to the receiver right next to the trapped box and the box will blow out. Pick the fan back up and go to the main area. Place the fan on the receiver on the ground right below the red beam. Jump into the fan and you should block the beam. When the fan turns off, quickly run down the hallway and pick up the fan before it turns back on. Place this fan on the corner wall near the blue transmitter. Pick up the fan from the floor and move it to the other floor receiver. Take the two boxes and stack them right next to the floor fan such that they are directly under the blue beam. Jump into the fan and then jump onto the top of the boxes. You should be blocking the blue beam. When the fan shuts down, jump into the fan tucked in the corner. If done correctly, you should be propelled through the puzzle to the entrance of the disabled fan. Quickly run down the hallway before the fan reactivates and retrieve the Sigil.

Star [STRLOC]

Go into the puzzle Whoosh! and make sure you have both boxes handy. Place a fan in the floor receiver nearest the blue beam. Stack the boxes one on top of the other at the short wall close to the floor fan. Jump into the fan and slowly move towards the two boxes. When the two shoe prints appear, hit jump to land on top of them. Jump again onto the top of the ledge. Before jumping down, pick up the top box to take with you. Go around the corner and place the box onto the pressure switch to raise the red connector into the air. Exit the puzzle and enter the neighboring puzzle, Blown Away. Pick up the connector and target the red beam in the neighboring puzzle and the red receiver next to the puzzle entrance (to help get appropriate LoS, you may want to use the box and place the connector on top of it). A gate will slowly lower, revealing the star.

Self-Help Tutorial (Green)

Hit the recorder to start the recording. Walk over to the pressure plate and stand on it for several seconds. When you feel like you've given yourself adequate time, return to the recorder and stop the recording. While the recording is replaying, run through the energy gate while your ghost is standing on the pressure switch and hit the wall switch to permanently disable the energy gate. Repeat the process for the second pressure switch / energy gate to reach the Sigil.

Double Plate (Green)

Hit the recorder and stand on the left switch for a few seconds, then move over and stand on the right switch for a few seconds. Go back to the recorder and stop the recording. While your ghost is moving through the replay, you may move through the energy gates as he opens them for you. The Sigil is at the end of the double gates.

Wrap Around the Corner (Red)

MESSENGER HINT: You can connect to the recorded one.

Start the recording and pick up the connector, target the transmitter, and place the connector in the same spot it was. Wait several seconds to give the replay ample time, then go back and stop the recording. While the recording is playing, pick up the connector, walk towards the energy gate, and target the blue receiver and the ghost connector to open the gate to the Sigil.

Redundant Power Supply (Red)

MESSENGER HINT: Two guys can block two rays.

Hit the recorder and then stand on the pressure switch guarding the box for several seconds, then stop the recording. During the replay, go through the energy gate and pick up the box. See the two notches in the short wall that the two blue beams pass through? Place the box in front of either one of these. Hit the recorder again, pick up the box and move it to the OTHER notch in the wall. Hop on the box and stand there for several seconds, blocking the blue beam. After that is done, go to the pressure switch in front of the fan and stand on the switch for several seconds. Once that is done, stop the recording. During the replay, hop onto the original box location. If done correctly, both versions of yourself will be blocking both beams. When the ghost rushes to stand on the pressure plate, follow him and run through the energy gate before the fan reactivates. The Sigil is yours to grab.

A Box Up High (Red)

MESSENGER HINT: The red can pull itself up.

Pick up the connector and target the blue transmitter and the two energy gate receivers simultaneously. Pick up the connector in the further courtyard and place it on the pressure switch near the blue transmitter. Pick up the third connector and then use the second and third connectors to bring a blue beam into the further hallway and then up into the blue receiver powering the fan. Place one of the connectors back onto the pressure switch and then put the box on top of the dead fan on the ground. Pick up the other unoccupied connector and target the red transmitter and the receiver powering the floor fan. Place the connector on top of the box and watch it rise above the puzzle. Pick up the connector on the pressure plate, return to the furthest courtyard, and target the elevated connector and the receiver protecting the Sigil. Puzzle complete.

The Right Angle (Red)

MESSENGER HINT: Synchronize the mines.

Pick up the connector and bring it to the left side of the counsel board and target the transmitter/receiver to completely bypass the beam blocker. Head through to the next area, pick up the box, and return to the first beam blocker. Use the box to trap the beam blocker in a tight location. With that done, relocate the first connector (targetting the same transmitter/receiver) to the other side of the obstacle. You want to place the connector as far as you can to get adequate LoS into the dual beam blocker area. Pick up the second connector and face the energy gate, hug the wall to your right, near the path of the first beam blocker. If you positioned the first connector correctly, you should be able to target the first connector and the receiver to the Sigil gate. You will notice that the first beam blocker doesn't even cross the beam's path, so you only have to worry about the second beam blocker. You should have a narrow gap to dash through the opened gate to collect the Sigil.

Star 1 & 2 [STRLOC]

The two stars happen sequentially, so just follow these instructions. After solving the puzzle The Right Angle there will be a hidden second box on a pressure plate near the Sigil location. Pick up the box and bring it to the first area with the single beam blocker. Block the beam blocker with the box as close to the palm tree as possible. With that complete, pick up the second box, jump on top of the first box, and place this box on top of the beam blocker. With that complete, pick up a connector and jump on the first block, then the second block, then the ledge near the beam blocker. You will find yourself in a small courtyard with the first star. Pick it up and then jump in the fan to launch yourself and the connector into the main area of the level.

For the second star, perhaps you noticed the Uriel message at the base of the Sphinx? Now that you have a connector, point at the peak of the pyramid to find a secret transmitter. Next, aim at the chest of the Sphinx to find a hidden receiver. Connect the two and you will find a door open at the base of the sphinx, revealing the second star. (In hindsight, if you knew about this hidden transmitter earlier, some of the puzzles become MUCH easier. But I didn't want to ruin the fun! :D)

Slightly Elevated Sigil (Green)

Pick up the connector and use it on the transmitter and receiver to unlock the second connector behind the energy gate. Place the unlocked connector on the pressure switch, pick up the box inside, and place it on the fan on the floor. Pick up the second connector, target the transmitter and the receiver right by the fan, then place the connector on top of the box. Now pick up the first connector and power up the fan using the blue receiver. Once the fan is powered up, pick up the connector on the ground, walk to the sigil, and target the connector in the air and the final receiver to unlock the Sigil.

Me, Myself and Our Two Jammers (Red)

MESSENGER HINT: Jam the first turret from the second plate.

Pick up the jammer and disable the turret from over the fence. Now start the recording and stand on the pressure switch for several seconds. Go back to the jammer pick it up and stand on the pressure switch again, while the energy gate is disabled, jam the turret in the far distance. Leave the turret jammed for plenty of time, then stop the recording. During the replay, pick up the jammer (a ghost will remain that keeps the turret jammed) and walk through the first energy gate when the ghost opens it. Place the jammer on the second pressure switch and walk through the second energy gate. Wait for the ghost to jam the second turret and rush down the hallway to collect the Sigil.

The Four Chambers Of Flying (Red)

MESSENGER HINT: Forget the connector.

Pick up the box and place it on the left fan and step on the pressure switch to send the box flying. Go to the far right and climb the ladder and place the box on the pressure switch to unlock the jammer. Remover the jammer, place the box on the other pressure switch, jam the energy gate from the other side, and bring the box back to the main area. Now place the box on the right fan, then place the jammer on top of the box. Step on the pressure switch to send them both flying. Climb the ladder behind the left fan, pick up the jammer, and disable the last energy gate to collect the Sigil.

ALTERNATE SOLUTION: Once you have the jammer, you can disable the tall energy gate protecting the Sigil by aiming above the metal fence. At this point, you simply have to climb the ladder into the final courtyard to grab the Sigil.

Behind the Iron Curtain (Red)

MESSENGER HINT: The plate by the red source is a bit higher.

Pick up the connector and place it on the pressure switch to the right and place the box on the nearby pressure switch. Use the connector to unlock the second box and bring everything back to the main area. Place the connector on the other switch in the main area, then place one box on the dead fan on the floor and the other right next to it. Pick up the connector, target the red transmitter and the receiver powering the fan. Using the ghost image, place the connector on the same pressure switch. Quickly run over, pick up the second box, and jump on the box before the fan powers on, then jump onto the higher ledge and pick up the box behind you. Bring both boxes down into the courtyard below and place them on each pressure switch.Pick up the third box and place on either one to create a stairstep. Pick up the connector and climb the stairsteps onto the ledge. Grab the high box behind you and bring both to the main area. Now that it is no longer needed, pick up the fan and place it on the right pressure switch. Bring a connector and target the red transmitter behind the energy gate and the red receiver right across from it, place the connector on the pressure switch directly in front of the transmitter. Pick up the last connector, target the blue transmitter and receiver, and place it on the remaining pressure switch to unlock the Sigil.

Alley of the Pressure Plates (Red)

MESSENGER HINT: Is the fan holding a plate?

First thing to do, pick up the connector and immediately place it back on the pressure switch to break the beam connection for now. Turn on the recorder and don't do anything for plenty of time (you will need this window of time during the replay). Then pick up the fan and place it on the next sequential pressure switch after the box. Pick up the connector and place it on the following switch. Finally, stand on the last pressure switch yourself and remain there for multiple seconds. Return to the recorder and stop the recording. During playback, pick up the box and place it on top of the dead fan. Next, pick up the connector, target the blue transmitter and the two receivers (one powering the fan and another protecting the Sigil) and place it on top of the box. Now wait for your ghost to open all the energy gates and enter the final area. The energy gate to the Sigil should now be unlocked.

Star [STRLOC]

You have probably already noticed the star at the top of the obelisk in the middle arena mocking you. You probably have also already deducted that you need to bring at least one connector and one fan into the area. Let's get started with the fan. Go to the puzzle, Behind the Iron Curtain. The goal is to bring the two boxes up to the upper ledge and have the fan blowing. If you have previously solved this puzzle, reset to put all objects in their original location. Place the connector on the switch to the right, go through the gate, pick up the box, and place it on the switch that the connector occupied. Now use the connector on the red transmitter and receiver in this room and place it on the switch. Pull out the second box from this area and bring it to the main courtyard. Pick up the connector and walk out to the main area, target the red transmitter here and the receiver powering the fan, place it on the pressure switch. Now pick up both boxes, jump in the fan and drop them on the higher ledge.

While standing on the upper ledge, pick up one box and drop it in the fan to get it airborne. Now pick up the other box and drop it near the edge of the fan. Jump on the box, and you should be able to jump on the airborne box. From the airborne box, jump onto the nearby wall. You should see a courtyard hidden below with two fans. Pick up the fan on the ground and use the other fan to lift you out. Place this fan in the base of the obelisk.

Okay, now for that connector. Go to the puzzle, Slightly Elevated Sigil. Pick up the connector, target the blue transmitter, the receiver directly across, and place it on the pressure switch. Grab the box and place it on top of the dead fan. Pick up either connector, target the blue transmitter and receiver that powers the fan with direct LoS. Pick up the other connector and block the beam to disable the fan temporarily. In the short window, rush and jump onto the box while holding the connector before the fan reactivates. While you are up in the air on the box, you can jump onto the nearby ledge. From up on this ledge, you can connect to the blue transmitter and the blue receiver at the base of the obelisk. Now all you have to do is walk into the fan and you will get blown into the star.

Just Doors and Windows (Yellow)

Walk completely straight ahead until you reach a connector (A). Pick it up and use LoS to target the transmitter and the only visible receiver. Place the connector as close to the receiver as possible. In the unlocked area, pick up the connector (B), target the previous connector (A) and nearby receiver. Pick up connector C and walk close to the receiver powered by A. Target connector A and the currently unused receiver in this courtyard. Pick up connector B and walk through the unlocked energy gate. Using the nearby window to maintain LoS, go as far backwards and target connector C. Pick up the final connector and walk to the window near the final receiver. If you've lined everything up correctly, you should be able to target the previous connector and the Sigil protecting receiver.

Crisscross Conundrum (Yellow)

Use connector (A) to unlock the red energy gate. In the following area, pick up connector B, target (A) and the next energy gate. Do this again with connector C in the following area. Pick up connector D and bring it back to the main area. Working backwards, repeat this with B and C. Use any connector to target the blue transmitter and receiver. This will be the most direct beam. Using the three other connectors, direct the red beam AROUND the column that the blue transmitter is mounted on. Using efficient LoS, it is easily achievable with three connectors. Once the third target connects to the red receiver, the Sigil will be unlocked.

Egyptian Arcade (Red)

MESSENGER HINT: Wits, patience and timing are worth more than plain hastiness.

Alright, this puzzle requires really tricky timing and maneuvering. First pick up the jammer to the left. When you reach the hallway with two mines, you need to wait until the first mine clears into the larger area and jam the second mine. But the jammer needs to be placed in the path of the first mine. Go down the hallway, pick up the second jammer and bring it back to the energy gate. The hallway past the energy gate is too narrow to avoid a mine. Have both jammers at the ready.

Open the energy gate with a jammer (place the jammer close to the gate). When the mine clears the door, quickly enter and jam it from the other side. Pick up both jammers quickly to shut yourself into the hallway before the mine returns. Now that this part is done, use one jammer to open the next gate and the other jammer to disable the next mine. Go through and pick up the keys. Pick up the jammer targeting the gate to keep the mine locked in there. Use the same process you used to get in the hallway to get back out. Bringing both jammers out and trapping the mine back in the hallway by juggling the two jammers. Open the locked gate and use the jammers to disable the two turrets directly across from you. Then carefully hug the wall to your left and sneak under the third turret. Round a couple corners and you will find an on/off switch. Flip it and collect the Sigil without risking your life.

Bouncing Side by Side (Yellow)

Pick up the connector and connect to the energy door on the right to unlock the second connector. The trick for this puzzle is to have both connectors target the receiver being blocked by the two mines. Pick up one connector, target the receiver, and place it in the hallway such that it blocks the path of one of the mines. Pick up the other connector and target the previous connector, transmitter, and receiver. Place it such that it has LoS to all three targets. With luck, you will have one mine that wont bother the beams and one that will occasionally shut the gate. When the gate is fully opened and mines are not nearby, pick up the connector in the hallway and quickly run through the gate. Place the connector on the pressure plate to unlock the Sigil.

Big Lump of Mine (Yellow)

Pick up one box and place it next to the ledge on the right. Pick up the other box and staircase jump onto the ledge. You should see one mine come pretty close to the ledge, drop the box on top of the mine when it comes close. Turn around and pick up the other box from the ground. Jump on the mine and enjoy the ride, you will notice another mine come close to you and then make its way to an elevated platform. Drop the box on this mine and then jump onto it. Before moving onward, pick up the box from the previous mine, and then jump onto the platform. Place the box on the pressure switch, and while standing on the platform, pick up the box from the mine. Place the box before the final ledge to reach the Sigil.

BEFORE LEAVING! It is more convenient to provide instructions for a star now. Once again, place a box on the mine that gets close to the platform, pick up the other box, and then jump onto the mine. Notice that stationary mine tucked in the corner? Place the box on that mine and jump onto it. Now turn around and pick up the other box. Facing the ledge, you will see that you can jump out of the puzzle with the box. Once that is done, run towards the large pyramid and the structure in front of it. You will find a pressure activated fan. Place the box on the switch and hop on for a ride to the star.

Whole Lotta Jamming (Red)

MESSENGER HINT: Don't forget the first jammer.

Take a left directly beyond the counsel board and continue down the hallway. You will find a jammer in a courtyard to your right. Pick up the jammer, return to the counsel board, and jam the energy gate nearby to pick up some keys. See the two mines patrolling a hallway and a window nearby? Jam one of the mines to throw their synchronicity off. Then jam the nearby energy gate to gain access to the hallway. Carefully make your way past the mines and take the left. Unlock the door and walk through, now comes the really tricky part. A mine will patrol down the hallway into the open area and go back. When the mine is in the open area, quickly rush down the hallway, pick up the jammer, and return to the open area before the mine has a chance to get back. You can place the jammer in the mine's path to give yourself some extra buffer time. This may take several tries. Whew!

With jammer in hand, head back to the double mine hallway and jamb the disabled energy gate from the other side. Head down the hallway, avoiding the mines, pick up the other jammer, and return to the other side. Use the two jammers to juggle through the two energy gates near the double mine hallway to unlock a THIRD jammer. Okay, now use the three jammers to juggle past the single mine in the narrow hallway, through the double energy gates, and return to the starting area. There is an energy gate to the right of the Counsel Board. Juggle through this energy gate and the gate immediately after it. You should have two free jammers to disable the two turrets in the courtyard and grab the Sigil.

A Fan Across Forever (Red)

MESSENGER HINT: When in doubt jam it.

Head right, pick up the jammer, and place it on the pressure switch to activate the fan. Jump in the fan and jump onto the opposite ledge. Head down the stairs, pick up the connector, and return to the fan. Remove the jammer from the pressure switch. With connector in hand, target the red transmitter/receiver and place it on the pressure switch to kill two birds with one stone. Pick up the jammer and head back to the area where the connector was located. Jam the energy gate and pick up the box and return to the main area with both the box and jammer. Take the jammer through the unlocked energy gate and jam it from the opposite side. Pick up the connector, head through the gate, then target the blue transmitter and blue receiver (through a currently locked energy gate). Pick up the jammer and disable this gate to complete the blue beam and unlock a second connector.

Bring the second connector to the end of the puzzle, target the red receiver, and place it here for now. Go back and bring the second box to the main area, along with the first connector (you will need to re-jam the first energy gate from the inside to gain access). Place one of the boxes on the dead fan. Pick up the first connector, target the red transmitter, red receiver, and the second connector, then place it on top of the box. Place the second box on the pressure plate and the beams will all connect to unveil the Sigil (you will need to utilize the jammer to get back and may need to readjust the second connector).

Before leaving the puzzle, pick up the hidden third box (right beside the Sigil) and bring it to the main area, along with the jammer. These will be useful in acquiring the second star.

Star 1 [STRLOC]

See solution for Big Lump of Mine.

Star 2 [STRLOC]

Hopefully you still have a floating connector from solving A Fan Across Forever. If not, go back and follow the instructions. You should have a connector on top of a box, with two extra boxes and a jammer. Place the jammer on the pressure switch to activate the fan. While the fan is airborne, pick up the second and third box and place them within the fan to increase the overall connector height. With that complete, exit the puzzle and enter the puzzle across the way, Bouncing Side by Side. Use the available connector to unlock the blue energy gate at the entrance. With the extra connector in the tiny courtyard, you can just BARELY get LoS to the airborne connector. Connect it to the red receiver here to unlock the star.

Labyrinth (Red)

MESSENGER HINT: The third jammer is on the right side.

Walk down the path past the counsel board and down the many turns until you come to an opening with two turrets. Pick up the jammer and head back the way you came. At the first energy gate you reach, disable it and wait patiently for the mine to pass and rush through the door. Avoid the next mine and pick up the set of keys, and then unlock the door near the first mine. Now bring the jammer through the door and disable the next energy gate. Carefully work your way past the patrolling mine and sneak between the two mines to grab a second jammer. Bring the two jammers to the main area and use the two of them to juggle through the energy gate to the right of the counsel board. Disable the next energy gate and pick up the third jammer. Bring all three jammers to the turret area to disable the two turrets and the energy gate to reach the Sigil.

The Conservatory (Red)

MESSENGER HINT: Don't keep the door open, if you don't need it anymore.

Pick up the connector, target the red transmitter and two receivers (you should be able to target one through the window) to unlock all the energy gates. Walk through until you see the blue transmitter, pick up the nearby connector, target the transmitter, and place it in the same spot. Go backwards until you see the red Sigil behind a gate, pick up the third connector here and bring it to the blue receiver. If placed correctly, you should be able to target the blue connector and blue receiver through two windows. Now pick up the first connector and this time only target the red transmitter and the red receiver through the window. The Sigil should unlock before your eyes.

Blowback (Red)

MESSENGER HINT: Jam the fan.

Pick up the box in front of the energy gate, bring it to the low fence on the left, and hop over. Use the jammer to disable the energy gate in the following courtyard. Grab the next box and bring it to the other side of the fence. Bring the jammer over the fence, then turn around and also bring the box to the other side. Use the jammer to disable the energy gate on the far right and pick up the connector. With the connector, use the red transmitter/receiver to disable the same energy gate the jammer is targeting. Now pick up the jammer and disable the fan, go through the hallway and take it off the receptor and drop it on the ground. Pick up the connector and stand in front of the energy gate nearest the transmitter.

From this vantage point, you should be able to target the red transmitter/receiver nearby, and another receiver through the energy gate. Doing so will unlock two energy gates simultaneously. Pick up the two boxes and stack them vertically in front of the fan in the small room. Now pick up the jammer and disable the main energy gate (powered by the connector). Pick up the connector, bring it into the large courtyard, and target the blue transmitter and receiver through the window. The two boxes should be sent flying over the wall. Go back and jam the right energy gate (where you removed the fan earlier) and walk through the purple gate. Place one of the boxes on the pressure plate to reach the Sigil.

Multiply Impossible Ascension (Red)

MESSENGER HINT: Put all three boxes underneath one another.

Pick up the fan off the floor and place it on the pressure switch to the left and bring out the connector and box. Use the box on the stair step ledge to reach the second box and bring it down. Put the fan back into its receptor, place one box on top of the fan, and the other box onto the pressure switch. With connector in hand walk backwards as far as you can while maintaining sight to the red transmitter. You should be able to connect to the receiver guarding a third box. Do that now and bring the box to the fan area. Pick up the connector, target the red transmitter, the receiver powering the fan, and the receiver guarding the Sigil. Once that is complete, place the connector on top of the box on the fan. The connector should now be airborne, but won't be high enough. Pick up the third box and place it in the fan to lift it up higher. Now you can pick up the final box off the pressure switch without worry and add it to the airborne tower. The Sigil is yours to collect.

Star [STRLOC]

Enter The Conservatory and unlock both red energy gates by using the windows for LoS. Pick up a connector, target the blue transmitter, and place it at the 90 degree turn. There are two windows along this wall, look out both of them. Pick up the remaining connector, target the blue connector, and place it in front of the window that has a view to another window out in the field about 100 feet away.

Now go into Labyrinth, bring a jammer to the narrow hallway with the mine (look at the solution if you need help). From here, you should be able to target the turret over the wall and located outside the puzzle (you can also jam the turret in other areas, but this was easiest to explain). Run outside the puzzle and head to the turret, pick up the connector and follow the dirt path around the back of the puzzle. You will eventually come across a blue receiver protecting the star. Target the receiver and the blue connector through the two windows. The Star is yours.

Cemetery (Red)

MESSENGER HINT: You only need to block one mine at a time, until you get two boxes.

Head through the puzzle until you come across two adjacent beam blockers. Dive to your right and pick up the box. Place the box approximately halfway between the two beam blockers, but still within LoS of the red transmitter. Pick up the nearby connector, target the red transmitter/receiver, and place it on top of the box. In the following courtyard, pick up the second connector, target the previous connector, and the receiver to unlock the following gate. Head through to grab the Sigil.

Rapunzel (Red)

MESSENGER HINT: Bring yourself a box, by standing on a box.

Climb up the ladder and at the top, drop down to your right on the other side of the gate. Use the two boxes and two pressure plates to juggle the boxes and yourself out of the courtyard. Place one of the boxes on the next pressure switch, enter the gate and pick up the platform exit the gate and replace the box with the platform. Now take both boxes up onto the ledge using the stairs provided. Now start the recorder, exit the gate and pick up the platform and stand in front of the ledge for about 10 seconds. Then go over to the ladder and wait about 5 second then jump up and down about 5 times. Go back to the gate and place the platform onto the gate switch again, enter and stop the recording.

During the playback, go up the stairs to the ledge and place both boxes onto the ghost platform when he arrives. Then jump off the ledge and quickly climb the ladder. When the ghost arrives at the ladder, pick up each of the two boxes and use them on the upper pressure plates to unlock the Sigil.

The Short Wall (Red)

MESSENGER HINT: One goes under, the other one over.

Start the recording and pick up the platform. Walk through the gate and stand in front of the short ledge for a few seconds, then walk to either side of the gate (short walls here) and stand for a couple seconds. Then walk through the gate and stand at the other side of the wall. Then walk to the energy gate and stand in front of the short wall on either side. Drop the platform and stop the recording. During playback, run through the gate and run up the stairs, jump on the ghost platform. When it reaches the short wall, jump onto the wall, then back on the platform when it circles around. When it reaches the far wall, jump off and pick up the Sigil.

A Ditch and a Fence (Red)

MESSENGER HINT: One box under, one box on top. By the fence.

Start the recording, pick up the box, and place it in front of the wall with the blue transmitter. Pick up the platform, walk down the stairs to nowhere, and stand there for 15 seconds or so. Then walk around and jump onto the box and stand there for 10 seconds or so. Drop the platform and stop the recording. During playback, pick up the box, then place it on the ghost platform while he is waiting in the ditch. Then pick up the connector, target the blue transmitter/receiver, and place it on top of the box. When the ghost player jumps onto the box, the connector will achieve LoS and unlock the Sigil.

Star [STRLOC]

Located within A Ditch and a Fence and requires a nearly identical solution. Instead of placing the connector on the box during the recording playback, jump on the box yourself. When the ghost player circles around, you can jump over the fence and follow the pathway to find the star.

Big Stairs, Little Stairs (Red)

MESSENGER HINT: To get four boxes under the connector, you have to stack them from underneath.

Okay, this one is tricky, since a lot is going on. I will be given directions based on if you are standing at the entrance and facing the rear of the puzzle. There are two courtyards, first courtyard (which is closer) and second courtyard. To start things off, pick up the fan in the receptor near the short ledge and place it on the pressure switch on the right side to expose a box. Bring the box to the second courtyard and use it to jump onto a small ledge to pick up a second box. Bring both boxes to the first courtyard. Pick up the fan from the pressure switch and place it in the receptor at the base of the tall ledge.

Place one box on top of the dead fan, then pick up the other, jump on the box, and drop it on the pressure switch to launch yourself into the air. Jump up onto the ledge and bring the connector down. Pick up either box and place it on the pressure switch in front of the blue transmitter in the second courtyard. Use the connector to open the energy gate on the left side of the first courtyard and bring out the box from within. Place a box on the fan on the ground near the door between courtyards. Pick up the connector and target the red transmitter and receiver in the first courtyard and place it on top of the box. Move the other fan to the other receptor at the base of the short ledge. Place a box on the associated pressure switch, and bring a box up to the ledge. Put the box on the pressure plate, drop down, pick up the box on the lower pressure plate, and push it into the active fan to push the connector up. Pick up the unlocked box and use it to activate the short ledge fan again and retrieve the box up above.

Working backwards, bring all four boxes to the second courtyard. Use one box on the pressure switch to the left to deactivate the energy gate. Use the other three boxes to create a small staircase to reach the first ledge. Then pick up the top box behind you and use it to reach the final ledge and grab the FIFTH box. Whew!

Repeating earlier steps, place a box on the dead fan, pick up the connector, target the red transmitter and the red receiver in the second courtyard (guarding the Sigil), and place it on the box. Use three boxes to create a staircase up to the smaller ledge in the first courtyard. Pick up the nearby fan and place it on the pressure switch to activate the tall fan. Use all boxes to throw them under the fan and slowly raise the connector. After four boxes have been inserted into the fan, the beams should connect and unlock the Sigil.

Jammer Quarantine (Red)

MESSENGER HINT: All doors but the very last can be reached with the jammer.

Go to the left of the counsel board and through the purple gate. Pick up the jammer and disable the energy gates protecting the connector and box one by one and bring them to the courtyard. Use either the connector or box on the pressure plate and use the jammer to disable the next energy gate. Pick up this connector and bring it to the main courtyard. Place the box on top of the dead fan. Pick up a connector, target the transmitter, the receiver powering the fan, the receiver powering the second energy gate (currently disabled by the jammer), and place it on the box. Flip the switch to turn on the fan and the airborne connector should open the second energy gate at the same time. Use the jammer to disable the pressure switch energy gate. Pick up the ground connector, walk to the Sigil, and use the airborne connector to unlock the gate.

Three Little Connectors... and a Fan (Red)

MESSENGER HINT: Get the jammer before the connector flies.

Pick up the fan from the receptor and place it on the pressure plate. Pick up the connector (A), walk through the gate, and use it to unlock the next gate. Pick up the following connector (B), and using the window for LoS (place it as close to the window as possible), unlock two gates simultaneously. Use the final connector C to unlock another gate. Use the jammer on the nearby gate, now bring both boxes to the puzzle entrance. Put the fan back in the receptor, one box on the pressure switch, and the other box on top of the fan. Go back and pick up connector C and start walking back to the entrance. On your way, target all the receivers you come across, target the fan powering receiver, the transmitter, and place it on the box on the fan. Bring connector B to the entrance and use it to target the fan to send connector C airborne, which will now become self sustaining. Pick up connector B and use it to unlock the first locked energy gate you reach (you can use connector C for the vantage point). Pick up A, target the same energy gate as B, but from the other side through the window. You can now free up B and continue through the puzzle, using it to unlock the next gate. Use A to unlock the gate next to the jammer, and finally use the jammer to disable the final gate. Whew!

Weathertop (Red)

MESSENGER HINT: Blow the box in, to get the jammer out. The rest is easy.

Go through the purple gate, pick up the jammer, and use it disable the gate diagonally from this courtyard. Pick up the connector, place it on the pressure plate across from it, and bring out the box. Now use the jammer to disable the gate directly in front of the courtyard. Pick up the box and place it on the fan pointing further into the puzzle, step on the pressure switch to send if over the wall. Climb the ladder, place the box on the fan, the connector on the box, and push the switch to send it back over. Bring the connector to the main area and put the box on the fan pointing towards the jammer courtyard. Send it over there with the switch. Enter the purple gate, place the box near the short fence, and use it to bring the jammer out of the courtyard. Use the jammer to unlock the other box. Place this box next to the short fence to pull the other box into the main courtyard. Use a connector to unlock the energy gate protecting the two fans. Place a box on top of the fan pointing to the back of the puzzle. Place a jammer on the box and send it deeper into the puzzle, then use the jammer to disable the gate. The Sigil is there.

Star [STRLOC]

This star requires all puzzles to be solved, but also a reset, unfortunately. First, go to Jammer Quarantine and solve the puzzle to the point where you get a blue connector airborne. Now go across the way to Three Little Connectors... and a Fan. You don't need to solve the whole puzzle, just get two connectors and a box to the fan area. Place the box on the fan, then pick up a connector, target the blue connector in the previous puzzle through the trees, and place it on the box. Simply use the other connector to power the fan, and you are all set. Head up to Weathertop and use the solution to bring two boxes, two connectors, and the jammer to the main area. From here on out it is smooth sailing. Bring one connector to the Sigil courtyard, and move backwards as far as you can while aiming at the blue connector in the previous puzzle. Connect to the blue beam through the purple gate. Use the second connector to turn the blue beam around the corner to unlock the energy gate. Pick up the jammer to disable a following gate protecting a third box, bring it to the main area. There is a shorter wall to the left of the Sigil courtyard, use the three boxes as a staircase to reach the top of the wall and reveal the star.

Stables (Red)

MESSENGER HINT: For the last door, use the shortcut.

Go to the right, pick up the jammer, and use it on the gate. Use the connector to unlock the next gate, then bring the second connector to the start. Go to the right (near the original jammer location), and place it in front of the window, targeting both the transmitter and the receiver (through the window). Bring the other connector to the start and use it on the jammed door receiver. Now jam the door from the other side and bring the connector through. Jam the next door and proceed through with the connector. Using the windows for LoS, target the other connector and the locked energy gate. Walk through and to your right to find the Sigil.

Armory (Red)

MESSENGER HINT: Blue ray's fortune is red ray's misfortune.

Use a connector to unlock the energy gate, then the other one to unlock the next gate protecting the Jammer. Use the jammer to disable the mine and pick up the box. Place the box in the path of the red beam. Now pick up the connector further into the puzzle and place it on the box. The connector should block the red beam and shut down the fan. Grab the jammer and walk through the puzzle and jam the next energy gate. Walk to the fan and take it off the receptor and drop it on the ground. Pick up the jammer, walk back towards the front, and jam the energy gate targeted by the connector, from the INSIDE. In the same area as the red beam, pick up the connector, target the blue transmitter, and place it in front of the window. Pick up the other connector and make your way to the fan hallway, using the jammer to assist you. Target the blue connector through the windows and the energy gate protecting the Sigil.

Throne Room (Red)

MESSENGER HINT: Red from outside, blue through above.

Pick up the connector and bring it back to the entrance. With a tricky LoS, you should be able to narrowly view a red receiver through two windows. Connect to it with the transmitter to unlock the gate. Enter the room to find a box. Pick up the box and head to the two level ledge in the back (there's a fan receptor nearby). Using the box with bunny hop techniques, bring the box and connector to the very top. Place the box behind the far left pillar. Pick up the connector, target the red transmitter and another connector through a window, and place it on top of the box. This should unlock another energy gate. Walk through the open energy gate and stand in front of the blue beam to shut down the fan. Quickly pull the disabled fan from the wall and place it in the floor receptor. Use the upward lift fan to pick up the box and connector and bring them to ground level. Take the box down the fan hallway and place it about five feet in front of the blue transmitter. Pick up the connector, target the blue transmitter/receiver and place it on top of the box. Go back to the entrance with the other connector. Use it to target the two receivers through the window (one is protecting the double locked gate, the other right past the locked gate) and the red transmitter. All but one energy gate should unlock. Pick up the fan and place it on the pressure switch to reach the Sigil.

Oubliette (Red)

MESSENGER HINT: Put the connector inside.

Hit the recorder, pick up the box, and place it in front of the short wall to the left. Pick up the platform and stand in front of the tiny ledge for several seconds. Walk back to the box, jump on top of it, and stand there for a few seconds. Run back to the tiny ledge and stand there for another several seconds, run back on top of the box, and rest here for another few seconds. Stop the recording. During playback, pick up the connector, wait for the ghost to show up at the ledge and jump on, when he jumps on the box, jump onto the upper wall and place the connector on the pressure switch. Drop back down, pick up the box, jump on the ghost platform a second time, and back onto the upper wall as the ghost makes its motions. Drop down into the tiny room and place the box to stop the beam blocker's path. Head up the ladder and bring the connector back down. Use the connector to unlock the energy gate.Record yourself and walk through the open energy gate and step on the pressure plate for several seconds. Stop the recording and run through the open energy gate during playback to retrieve the Sigil.

Star 1 [STRLOC]

You may have already noticed it while on the upper ledge in Throne Room. To start off, place the fan in the receptor on the floor to start the upward air stream. Pick up the box and jump into the air stream to reach the upper ledge. Once you've jumped to the upper ledge, turn around and place the box into the airstream. Jump onto the box, and look down and to your right. You should see footprints that allow you to jump onto the far ledge. From here it is just a short jump to the star.

Star 2 [STRLOC]

You may have noticed the mysterious red receiver after solving Oubliette. Ignore it! This is a red herring! Though it is the path to the star. In this puzzle, start the recording, then pick up the box and place it in front of this energy gate. Walk back, pick up the platform, and stand near the tiny ledge for a few seconds. Run back, jump on the box and sit here for a few seconds. Run back and stop the recording. During playback, pick up the box and patiently wait for the ghost player at the tiny ledge. Jump on the platform, then when the ghost reaches the energy gate, jump OVER it into the courtyard. Use the box on the pressure switch to deactivate the energy gate and obtain the star.

Time Crawls (Red)

MESSENGER HINT: Put each thing at its place. In the future, as well as in the past.

Start the recording, place the box on the right pressure plate, pick up the connector, and walk through the energy gate. Target the transmitter through the locked energy gate, and place the connector as far against the wall and "deeper" into the puzzle as you can manage. Step on the next pressure plate and stand there for a good fifteen seconds or so. Return to the recorder and stop it. During playback, put the box on the pressure plate in front of the blue transmitter. Pick up the connector, and when the ghost player stands on the pressure plate, run through. Use the narrow window to target the ghost connector and unlock the energy gate guarding the Sigil.

Time Flies (Red)

MESSENGER HINT: What's recorded as flying, plays as flying.

Place the box on the right pressure switch, walk through, and bring the connector to the main area. Now place the box on top of the dead fan and start the recorder. During the recording, step on the right pressure plate for about fifteen seconds, then pick up the connector, target the transmitter and airborne receiver and place it anywhere that has LoS. Step on the left pressure plate for a few seconds to activate the beam. Then stand on the other pressure plate for a few seconds and stop the recording. During playback, pick up the connector. When the ghost activates the energy gate, run through and target the receiver at the end of the puzzle and run back in with the connector. Now target the red transmitter and the airborne receiver, then place it on top of the box. When the ghost powers up the fan, the connector will power up all the receivers and you just have to run to the end and collect the Sigil. WAIT! Before exiting the puzzle, lets get the next star. When you reach the top of the stairs past the Sigil, walk along the top of the wall towards the fan. You will find a small courtyard with a star, so go pick it up.

Up Close and Jammed (Red)

MESSENGER HINT: The mine doesn't see you when you are above it.

Stack the two boxes on top of each other between the ledge and the jammer. Use the ledge to jump on top of the boxes and pick up the jammer safely without getting blown up. Use the jammer to open the energy gate and bring both boxes inside. Using the platform as a vantage point, stack both boxes on top of the mine. Pick up the connector, target the blue transmitter through the fence, and place it on top of the boxes. Grab the other connector and walk to the Sigil energy gate. Target the connector and receiver and place it here. You should get a window of opportunity to go through the gate when the mine passes the tall wall. Done.

Dumbwaiter (Red)

MESSENGER HINT: Blow it up, then blow it over.

Pick up the connector and use it to open the energy gate closest to the entrance. Pick up both boxes, place one on top of the fan (next to a purple gate guarded pressure switch) and the other on top of the pressure switch directly across. Now use the connector to power up the fan. Go through the gate unlocked by the pressure switch, through the purple gate and up the stairs. Pick up the box from the blowing fan and place it in front of the wall fan. Walk back to the entrance. Pick up the box off the pressure plate and place it on the top of the stairs near the entrance. Pick up the connector, target the transmitter and the receiver next to the wall fan, and place it on top of the box. The connector should establish a narrow LoS through the fence and push the box onto the final pressure plate. The Sigil is yours to grab.

Star 1 [STRLOC]

Located within Time Flies, see solution to puzzle for star location.

Star 2 [STRLOC]

This is within Up Close and Jammed, use the solution to get to the point where you start stacking the boxes on the mine. This time, instead of placing the connector, jump on the boxes yourself. As you head towards the turret, you should see a hidden courtyard to your left. Jump into it before you get within range of the turret to collect the second star.

Star 3 [STRLOC]

If the red connector in, Time Flies, is not currently airborne, go to that solution and solve the puzzle up to that point.

Go the the puzzle, Up Close and Jammed, and use the two boxes to retrieve the jammer and get through the next area. Go up the platform and pick up the connector. You should get LoS to the airborne connector in the previous puzzle, and a red receiver at the rear of the adjacent puzzle Dumbwaiter. Connect the two and enter the puzzle. Pick up the connector and place it on the pressure switch, go to the back of the puzzle, and jump on the opened ledge to reach the star.

The Seven Doors of Recording (Red)

MESSENGER HINT: The blue power is a lie.

Pick up the connector and use it to unlock the first energy gate. Pick up the jammer, stand on the pressure plate (unlocking energy gate two), and target the third energy gate. The jammer should be dropped on the pressure plate so that it deactivates gates two and three at once (this can be tricky to position correctly). Start the recording and stand on the following pressure plate to unlock energy gate four. Stand here for about 15 seconds and then stop the recording. During playback, pick up the connector, follow the ghost, and place it on the following switch to unlock gate five. Pick up the jammer and use it to deactivate gate five from the opposite side so you can bring the connector through. Use the jammer to unlock gate six, and the connector on the pressure plate to unlock gate seven and reach the Sigil.

Circumlocution (Red)

MESSENGER HINT: Isn't it obvious that in the final position, two connectors and a jammer are at the end?

This one requires tricky placement. Place the connector (A) on the pressure switch. Go through, pick up the jammer, and use it on the same gate from the other side to free the connector. Use the connector to open the next gate, placing the connector such that it has good LoS through the window left of the blue receiver and past the locked energy gate. This will come in handy later. In the following room, pick up the connector (B), target (A) and the two receivers (one through a narrow window) to open two energy gates. Pick up the box, go back to the pressure switch at the beginning of the puzzle and place it there to free the jammer. Use the jammer to unlock the next locked gate you reach and walk through two gates to find connector C. Using this connector, find LoS to (A) and the two receivers that (B) is targeting. Target all of these and place the connector, thereby freeing (B). Go back and pick it up and bring it near the jammer. Target C through the door and the nearby receiver, and juggle the jammer and connector through the energy gate. Jam the energy gate targeted by C from the inside and bring connectors B and C through the gate. Use either connector to target A through the window and unlock the following gate. Use the jammer to disable the mine, and the last connector to unlock the final energy gate to retrieve the Sigil.

PRO-TIP: After collecting the star in this level (see description below), you can use the jammer to disable one of the energy gates in this puzzle by using the nearby window. This makes the puzzle solution slightly easier to solve.

Two Way Street (Red)

MESSENGER HINT: Push both jammers forward to get the key.

Walk down the path past the counsel board to eventually find a jammer. Pick it up, walk back to the front, and jam the energy gate by the entrance. Carefully avoid the two mines and find another jammer. Use this jammer on the same energy gate to bring the previous jammer through. Use the two jammers to juggle through the energy gate and then use them to disable both turrets. Turn the corner and flip the switch to shut down the first turret. Pick up the unnecessary jammer and disable the energy gate to find the keys. Work backwards to get both jammers back to the mine hallway. Unlock the gate, then use the two jammers to disable the turret and energy gate to unlock the Sigil.

Star [STRLOC]

This star is located within The Seven Doors of Recording and requires the puzzle to be previously solved. Start the recording and use the side alley to take both the jammer and connector to the back of the puzzle. Use the jammer to disable the first energy gate and the connector on the pressure switch to disable the second energy gate. Run back and stop the recording. During playback, pick up the jammer at the back of the puzzle and disable the third and final gate to collect the star.

Crisscross Conundrum Advanced (Red)

MESSENGER HINT: Red in the past, blue now.

Pick up the blue connector, target the red transmitter, and place it about five feet in front of the transmitter. Run to the recording and start the process. Pick up the connector currently targeting the energy gate and go to the back corner behind the blue transmitter and target the other connector. Now just wait for around 30 seconds or so to give the playback plenty of time. When you are satisfied, pick up the connector in front of the red transmitter and use it to unlock the red energy gate so you can access the recorder and stop. During playback, pick up either connector, target the blue transmitter/receiver, and place the connector near the middle of the energy gate. Pick up the other connector, head near the red receiver, target the red receiver and the ghost connector in the nearby corner. Both energy gates should open and the Sigil is yours.

Carrier Pigeons (Red)

MESSENGER HINT: Stack it as high as you can.

Pick up the box from the pressure switch, walk up the stairs, and place it on the beam blocker. Pick up the nearby box, hop onto the beam blocker, and place the box on the following beam blocker. Hop on this beam blocker to go across the fan and to the box on the other side. Pick up the box and ride the beam blocker back to the previous platform. Place the box you are holding on the long path beam blocker. Then pick up the box off from the short path beam blocker and also place it on the long path beam blocker. If done correctly, there should be a stack of three boxes on top of the beam blocker that patrols in front of the fan. Stand on the pressure switch and the fan will blow the beam blocker into the path of the blue beam high above. When the fan shuts off, quickly run through the opening before the blue beam recharges to collect the Sigil.

Prison Break (Red)

MESSENGER HINT: Sometimes you must temporarily sacrifice the only thing you have left to regain everything.

Welcome to the puzzle that probably gave me the most amount of trouble. Pick up both fans off the floor and place them on both pressure switches in the first courtyard. Make your way through the puzzle until you come across connector A. Pick it up and bring it back to the main courtyard. Using the blue transmitter, connect to the energy gate protecting a box. Pick up the box, and have it switch places with the fan furthest from the blue transmitter on the pressure plate. With the fan in hand, place it on the receptor that is at a slight angle (near where connector A is currently located). Pick up connector A and hop in the fan for a ride. From this inner courtyard, target the transmitter through the narrow window and place it such that you get good LoS through the doorway. Pick up connector B and use connector A to unlock the nearby energy gate. Pick up connector C off the pressure switch, target connector B and the nearby receiver to unlock the gate. Pick up the angled fan and place it on the pressure switch previously occupied by connector C.

With that complete, pick up connector C again, target B, the same receiver, and now the unlocked transmitter. This frees up connector A, so pick it up and walk through the energy gate. Use connector A to target C and a receiver protecting the final connector D. With that done, bring both connectors A and D to the first courtyard with two fan receptors. Place the fan currently on a nearby pressure switch in either fan receptor. Go back and grab the box powering the empty angled fan receptor, and place it on top of this fan. Pick up connector A (either works), target the transmitter, the fan powering receiver, and another receiver down a long hallway (look through the nearby iron gate to target it). Place connector A on the box. Use connector D to target the transmitter, the fan powering receiver, and place it on the unoccupied pressure switch. The fan should power on and connector A will become airborne and self powering. Bring connector D through the energy gate that A unlocked. Target A and the nearby receiver to unlock the next energy gate. The Sigil is so close now.

Go all the way back to connector C, pick it up (this will trap connector B forever, but that's okay). Instead of targeting the transmitter, target A and unlock the energy gate. This frees up the nearby fan on the pressure switch, so pick it up and walk to the end of the puzzle. Place it on the final pressure switch and the Sigil is finally yours!

Dead Man's Switch (Red)

MESSENGER HINT: Once the box takes your place on the plate, you can get into that room.

Pick up a connector (A), then make your way around the long path in the back, and target the two red receivers (one high, one low) and place it at the 90 degree corner. Pick up another connector (B), target the previous one, and place it on the other end of the long corridor, as close to the wall as possible. Pick up the third connector (C), and backing up towards the puzzle entrance, you should find a LoS to the trapped connector (D) through the window and the previous connector you placed. Step on the pressure switch to start up the red beams and start the fan. Pick up the box that fell down and place it on the pressure switch. Make your way into the unlocked courtyard, pick up (D) and use it to unlock the energy gate from the inside. Pick up (A), use it to unlock the gate from the other side (targeting the transmitter directly, not connector D), thereby freeing connector D. Pick up D, target the blue transmitter, and place it near the (previously locked) courtyard and having some LoS through the narrow window. You may need to adjust placement to avoid conflict with the red beams. Pick up B, walk to the puzzle entrance, and target D through the narrow window. Pick up C and target B to bring a beam to the receiver guarding the final Sigil nearby.

Star [STRLOC]

This star is in Dead Man's Switch. Follow the directions until the very end. However, you can use the last connector to bring a beam to the other blue receiver to unlock the star. This might take some readjustment of the blue connectors to get adequate LoS.

Messengers

You may be wondering who these messengers are and how to unlock them. These are Elohim's most treasured servants and they remain behind to help you in need. To reach their world, you need to grab the axe located in the hub area of World C. With axe in hand, you can ride all the elevators to reach each world.

In each hub world, you will see a doorway blocked by a wooden barricade. Use the axe on each barricade to unlock the portal to each Messenger Island World. Each Messenger world consists of a series of block puzzles and a pretty simple solution. At which point you play the final block puzzle to awaken the messenger. (See Block Puzzle Solutions to see all block puzzles solved).

Island A

Block Puzzle 1 - Connector Down the first set of stairs on your right.

Block Puzzle 2 - Red Transmitter Down the first set of stairs on your left.

Block Puzzle 3 - Box Down the second set of stairs on your left.

Block Puzzle 4 - Fan Down the second set of stairs on your left.

Use the connector to target the unlocked red transmitter and the receiver waaaay in the distance on the floating island at the front of the fortress. Pick up the box and place it on the pressure switch in front of the floating island. Place the fan in the receptor near the box and hop on for a ride to the other island. Enter the inner chamber and solve the final puzzle.

Block Puzzle 5 - Messenger

Island B

Block Puzzle 1 - Red Transmitter Down the first path on your right.

Block Puzzle 2 - Blue Transmitter Slightly further down the first path on your left.

Block Puzzle 3 - Connector A Behind the fortress on your left.

Block Puzzle 4 - Connector B Behind the fortress on your right.

Bring both connectors to the front of the fortress, then use each one to target a transmitter and its respective receiver to unlock the fortress. Enter the inner chamber and solve the final puzzle.

Block Puzzle 5 - Messenger

Island C

Block Puzzle 1 - Connector A Immediately left of the portal.

Block Puzzle 2 - Connector B Immediately right of the portal.

Block Puzzle 3 - Blue Transmitter Further down the right path on the right.

Block Puzzle 4 - Red Transmitter Even further down the right path on the right.

Bring both connectors to the front of the fortress, then use each one to target a transmitter and its respective receiver to unlock the fortress. Enter the inner chamber and solve the final puzzle.

Block Puzzle 5 - Messenger

Star [STRLOC]

Head to the red transmitter and you should see a narrow pathway on the right side of the large rock formation. Head down the pathway and you will come across a statue on an isolated island and a bust of a man. There is a Uriel message stating that love overcomes all obstacles. While standing in front of the bust, walk straight for the statue. You will discover that there is an invisible path leading to the island. Circle around behind the statue and pick up the star.

Floor 1

Once you exit the elevator, go ahead and solve the block puzzle to head through. Enjoy the view, then enter the next room and go through the purple puzzle gate. Grab the connector on the left, target the transmitter and receiver through the two narrow windows. Place the connector as far left and forward as you can go while maintaining LoS between the two targets. Pick up the next connector and target the previous connector and the receiver. Place this one as far right as it will go. If done correctly, a constant beam should go through and open the energy gate to the terminal.

Go into the terminal, head into the device manager, and then hit floor access control. Hit #2 to unlock the next floor. Exit the terminal.

Star [STRLOC]

See the column right next to the blue receiver? Look around it and you will see a hidden pathway that heads outside the puzzle. Pick up both connectors one-by-one, utilize this hidden bypass, and take them to the elevator. Now take the elevator down to floor 0. Leave the connectors in the elevator for now and head down to world C. Grab the Axe and head back up to the ground floor. Circle around the left side of the tower until you find a blue transmitter behind a wooden barrier. Use the axe to break it down.

Pick up a connector, head outside, target the transmitter, and place it a fair distance away in the snow. Return to the elevator, pick up the other connector, and head out back to a small building behind the tower. You will find an energy gate protecting the star. Head through the doorway, target the other connector and the receiver to unlock the gate.

Floor 2

Head back into the elevator and go up to Floor 2. Solve the block puzzle to proceed through to the next area. Enter the purple puzzle gate to complete the next obstacle. Place one box on the fan on the right side (there is a box above). Then place the other box in front of the fan. You can now stair step up these boxes to bring the third box down. Now pick up the fan and place it on the wall receptor. Pick up a box and jump into the fan, at the peak, you should be able to place it on a nearby ledge. Drop back down, pick up another box, and jump back into the fan. Drop the box into the wall fan air stream and the box should rise up and lift you higher. Pick up the box from the ledge and place it on the even higher ledge. Drop back down. Pick up the third box and jump back on the fan (this should knock the second box back to the ground). Now place this box on the lower ledge. Okay, drop back down for one last time and pick up the final box. Jump into the fan to rise up. Systematically drop each box into the wall fan to slowly lift yourself up. Picking up each box on the ledge as you go. With all three boxes under you, jump onto the top ledge and head down the ladder.

Access the terminal and then the device manager. Go to unlock Floor 3. It is asking for a code, what could it be? How about that convenient sticky note attached to the monitor? Type in that code and the next floor should be unlocked.

Floor 3

Head up the elevator to the next floor and solve the block puzzle to gain access to the next area. Enter the purple puzzle gate, start the recording, and jam the first energy gate. Let the recording go for a few more seconds and then stop. During playback, pick up the jammer, walk through the disabled energy gate, and disable it from the other side. Hit the recorder again, pick up the jammer and disable the second energy gate. Give yourself a few seconds, then jam the first gate again so you can go back through and stop the recording. During playback, pick up the jammer when the ghost player goes through, and use it to jam the third and final energy gate.

Access the terminal, then open "OsirisPassword.txt". There is a three digit code within this document, remember it and head into the device manager. Use the code to unlock Floor 4, then return to the elevator.

Floor 4

As usual, head up the elevator and solve the block puzzle to gain access. Walk through the purple puzzle gate, go up the tall ladder, and bring the box down. Place the box in front of the middle elevated platform and start the recording. During recording, pick up the box and place it under the keys (there is a yellow square painted on the floor to help you. Pick up the platform and stand next to the elevated platform for several seconds. Walk to the box, jump on top of it, and then jump in a stationary position a few times. Head back and stop the recording.

During playback, jump on the box and then up onto the elevated platform. Pick up the box behind you. When the ghost player comes around, place the box on the platform, then jump onto the platform yourself. The ghost player will jump onto the box, and while he is jumping, reach for the keys to pick them up. Use the keys to open the locked door.

Access the terminal and open "SacredNumbers.txt". Remember the three digit code in this document. Open the device manager and use the code to unlock Floor 5. Head back to the elevator.

Floor 5

One more time, solve the block puzzle to access the new area. But before tackling the puzzle, there is one minor task to complete.

Star [STRLOC]

You may have noticed the Uriel QR Code lying on the floor before entering the puzzle area.

HINTS: Like the one in A-3, try scanning it with a REAL QR scanner. Doing some research, you should find out that these two phrases are attributed to a particularly popular video game franchise. Once you figure that out, try to determine a popular gameplay mechanic of that franchise and see if it relates to the scenery around you.

SOLUTION: Give up? Walk to the window close by and look out. See the narrow ledges located along the wall? Hop out and jump onto the top ledge. Slowly make your way down to the lower ledge. Turn back towards the tower and you should see some pigeons nestling. Walk towards them, and then out onto the outcropping. Simply walk off the edge of the outcropping and you will be sent hurdling hundreds of feet to your death... ... ... oh wait. You got hurdled into a secret room with the star! Pick it up, make your way back to the elevator, and go back to Floor 5.

Puzzle Area

Okay, time for a pretty challenging puzzle. Pick up the fan from the floor and place it on the pressure switch to unlock the gate. Stand back while the mine moves through the doorway. Quickly bring the box and the jammer out from the room. When the mine goes back into the room, remove the fan to lock it inside (for now). Place the fan back in the receptor and place the box on top of the fan. Grab the jammer and disable the fan directly above on the second floor. Walk up the ladder, pull the fan off from the nearby wall, and place it on the pressure switch.

Walk through the door, take the jammed fan off the wall and place it on the floor temporarily. Drop down the hole and remove the jammer. Now go back up, pick up the fan off the floor, and place it back in the receptor such that you don't get blown with it (use the narrow walkway on the left side). You will see a pressure switch to the left of the wall fan on the first floor. Drop down on top of it and watch the box rise up to the second floor. Circle around and use a fan to lift yourself back up to the second floor. Pick the fan off the wall (again), and bring it to the next room, placing it in the receptor facing the turret.

Pick up the fan from the pressure plate, and place it in the receptor that blows into the previously placed fan's airstream. Put the box on the pressure plate. Start the recording, then drop to the area with the pressure plate used to lift the box up to the second floor. Stand on the pressure plate a good 30 seconds, then ride the fan back up and stop the recording. During playback, take off each fan from the wall mount and place them on the receptor closest to the pressure switch and the one through the unlocked gate. If done correctly, all four receptors on the second floor should have regular/ghost fans. Drop down to the first floor and use the jammer to unlock the energy gate and free the mine. If done correctly, the mine will be flung up onto the second floor and blown through all the fans into the turret, destroying them both. Before the ghost player steps off the pressure switch, pick up the jammer and ride the fan up to the second floor.

Drop the jammer near the recorder for now and pick up any fan and head to the turret hallway. Place the fan in the floor receptor, then place the box on the pressure switch. Start the recording, pick up the jammer and head up the fan. Jam the first energy gate at the top and let it sit there for several seconds. Head back down and stop the recording. During playback, pick up the jammer and head up the fan as well, this time jamming the second energy gate. Head on through and you will find freedom. Head up the stairs outside to begin the final ascension.

The Tower

Alright, done climbing the countless stairs? Now begins the rather cool cooperative/uncooperative puzzle solving to ascend the final areas. Head through the purple gate, pick up the connector, and use it to connect the blue transmitter/receiver through the narrow window. This will free The Shepherd, who will unlock the energy gate for you. Stand on the pressure switch to bring a platform to him, then step off to send him to the other side. He will place a red connector nearby. Hop on the pressure switch again to send him back. Pick up the connector and target the red connector and receiver through the windows to unlock the next area. Take the elevator to the next level.

Up here you will find Samsara, who will continually try to block your progress. Pick up the connector and target the blue transmitter/receiver (by the fan) to send The Shepherd to the other side. He will lower a walkway for you to cross. Pick up the connector and follow him and then jump into the fan he activates. Drop the connector here for now, climb the ladder and cross to the other side. Pick up the box, place it in front of the fan, and step on the switch to send it flying. Go back to the connector and place the box on the switch. Pick up the connector and jump into the fan. Use the connector to target the red transmitter/receiver to unlock the energy gate. Pick up the jammer and target the gate near the Shepherd to let him through. He will jam the gate next to you, allowing you to disable the final gate. Ride the elevator up to another level.

Pick up the box, place it on the platform, then step on the pressure switch to deliver it to The Shepherd. He will use it to unlock the nearby connectors and place one back on the platform. Step off the switch to bring it to you, pick it up, and target the red connector/receiver to continue onward. Head up to the next level.

Pick up the jammer and target the energy gate near Samsara. Pick up the connector and target the blue transmitter and all three receivers. Samsara will try to stop you, but the fan will blow her into the room. When she gets pushed into the room, remove the jammer to trap her for good. Use the jammer to disable the nearby floor fan (place the jammer as close as possible to the fan), and then place the box on top of the fan. Jump on the box, then pick up the jammer to send yourself skyward. Use the jammer to unlock the following energy gate and head up to the next level (almost there).

Use the jammer on the energy gate to head through. Hit the switch to send the elevator down to the previous level, then hit it again to bring The Shepherd up. When he gets off, send the elevator back down (this will be needed later). Follow him down until he stands on the pressure switch, freeing the jammer. Pick up the jammer and disable the energy gate from the other side to let The Shepherd through. Now use the jammer on the next energy gate to let him through. Now circle around the back and you should be able to target the next energy gate with the jammer (the elevator was previously in the way). Finally, jam the energy gate in front of the red transmitter, allowing The Shepherd to power up the fan nearby. Jump on in and enjoy the ending!

Gray Sigil Solutions (Stars)

A few notes before we begin, the star worlds are located within each world hub. You will know the entrance by the open gate with a star emblem. For each portal, you need ten stars to solve the block puzzle. You will notice in each world a sign with a random number on it. Pay close attention to each number of the three worlds, it will be used later.

Dumb Dumb Mine (Gray)

Before we get into the nitty gritty of this puzzle, we must first bring an axe and a jammer into the puzzle from the outside. Pick up the axe and walk into the central courtyard in the hub, you should see a set of stairs and a wooden barrier. Use the axe to break down the barrier to gain access to the jammer. Also within this courtyard, you should see an angled fan. One by one, use this fan to bring both the jammer and axe into the puzzle.

Use the jammer to disable the energy gate protecting the mine. Sneak past the mine and pick up the keys. Use the keys to unlock the gate, then bring the jammer through (keep the mine out in the open) and disable the next energy gate. You will notice that a tree blocks the mine's progress. Use the axe to chop it down. Chop down the next tree through the unlocked gate that impedes the mine's progress. Use the keys on the following locked gate and standby. The mine should make its patrol through the puzzle and destroy the turret beyond. The gray Sigil is yours.

Nerve-Wrecker (Gray)

Okay, this one is hard to explain in step-by-step instructions, so I will give general strategies. You will need to use the two jammers to juggle through energy gates, while also avoiding the mines. You can use jammers to throw off the synchronicity of the mine patrols, either by disabling them or placing the jammers in their path. As you make your way through, you can send the first courtyard mines to the entry area and close the gate behind them. That way you don't have to worry about them any more. You can also do this with the mines that patrol directly down the center. In the second to last courtyard, you need to jam one of the mines to safely walk through. Use the other jammer to throw off the synchronicity in the final courtyard mines and then make a run for the Sigil.

Jammed from Within (Gray)

Head through the puzzle until you come across a jammed energy gate. Wait for the mine to wander by, then run to the left and pick up the jammer. Disable the next energy gate and follow the mine closely through the gate and take a dive to the left when you have an opening. Climb the ladder and then pick up the following jammer. To the left is a long hallway with two mines. Use the jammer to first unlock the energy gate on the left, then unlock the one on the right to bring both mines into the righthand courtyard. When the long hallway is finally clear, head down there and pick up the keys. With that out of the way, reverse the process to send the mines back into the long hallway. Unlock the nearby locked gate and bring the jammer through to disable the next energy gate.

Carefully avoid the two zig-zag patrol mines and pick up the keys. Pick up the jammer and use it disable the righthand energy gate to return to the first courtyard area. Carefully avoid the mine and make your way back to the first jammer. Use the jammer to unlock the energy gate that was disabled at the start of the puzzle to head through to the puzzle entrance. Use the keys on the locked gate to retrieve the Sigil.

Peekaboo! (Gray)

Start the recording and stand on the pressure switch to the right for a few seconds, then step off and stop the recording. During playback, run through the opened energy gate, pick up the connector, and place it in front of the recorder. Hit the recorder again to start recording. Pick up the connector and target the blue transmitter/receiver. Place the connector halfway between the two windows, and as far in one direction you can go while still maintaining LoS. Step on the pressure switch and stay there for a good 15 seconds, then go back and stop the recording. During playback, pick up the connector, target the transmitter, receiver, and ghost connector. Place the connector as far back in the opposite direction as the ghost connector. If done, you should have two triangles that look something like this: <|>. When the ghost steps on the pressure switch, it should activate the blue beams and maintain a constant stream to the receiver, unlocking the Sigil.

Merry Go Round (Gray)

Pick up the connector and target the blue transmitter (through a window) and receiver to head through the first energy gate. Pick up the jammer, disable the same energy gate from the inside, and bring the connector through the other side. Use the connector to unlock the next energy gate and repeat the process with the jammer to bring both connector and jammer through the other side. Now target the red transmitter/receiver to unlock the following gate and bring the jammer to the end of the hallway. Disable the following energy gate and pick up the unlocked connector. Work backwards, utilizing the jammer as necessary, to bring this second connector to the blue transmitter area.

Head past the blue transmitter and you should be able to place the connector such that it unlocks the energy gate opposite the courtyard (the energy gate that was previously protecting the connector). Make your way to the red connector and jam the targeted energy gate to bring both items through to the other side. Utilizing the blue connector through the narrow windows, use the next connector to unlock the following energy gate. Pick up the jammer and use it to disable the final energy gate protecting the Sigil.

Cat's Cradle (Gray)

This one requires really tricky LoS and juggling, hope my text walkthrough helps you out. Walk through the red receiver unlocked energy gate to pick up the connector. With connector in hand target the blue transmitter and a receiver that can be seen "through" the nearby energy gate (the receiver protecting the red transmitter). A beam won't connect, but will be used later. Pick up the other connector, target the previous connector and the same receiver and use LoS to unlock the energy gate. Pick up the third connector, target the red transmitter, the receiver at the nearby energy gate, and the red transmitter way in the distance that was protecting the very first connector we picked up. Pick up the second connector (that is now useless) to stop the beam conflict and set it aside. This allows us to walk through the gate and pick up the box and bring it to the main courtyard. This also eliminated the annoying crisscrossing beams at the dual locked gate.

Pick up the blue connector (which will reactivate the energy gate), target the same entities, but also the blue receiver at the dual lock gate and place it in the same spot. Repeat the process with the second connector to unlock the red transmitter gate. Pick up the red connector, target the same targets, but also the dual lock red receiver, and place it accordingly. Move the second connector out of the way to stop the beam conflict and the dual lock energy gate should open. Bring the box through and place it on the pressure switch to retrieve the Sigil. Whew!

Unreachable Garden (Gray)

Take the platform off the pedestal and start the recording. Pick up the connector, target the blue transmitter and both nearby blue receivers and place it on the pedestal. Pick up the platform and stand next to the ledge (this ledge has a ladder on the other side if you cant figure out where it is located). Run to the recorder and stop the recording. During playback, pick up the connector and target the ghost connector and blue transmitter. Place the connector so that it has LoS to both targets to open the two energy gates. Once the gates are open, pick up the connector again and head through the second gate. Again target the ghost connector and the receiver for the third energy gate. Pick up the box from within and place it next to the ghost player and platform. Pick up the connector one more time, jump on the box, on the platform, and finally on to the upper ledge. Target the ghost connector and the blue receiver at the end of the puzzle to unlock the Sigil.

Nexus (Gray)

This is a multi-chambered level that is actually quite fun and relaxing. Pick up the connector and target the blue transmitter/receiver to unlock the energy gate. Use the next connector on the red transmitter/receiver to unlock the following energy gate. You may need to readjust the connectors to avoid beam conflicts. I placed the red connector immediately in front of the transmitter. Climb the ladder to head to the next area. Use the two connectors to trace a beam from the blue transmitter to the receiver in the narrow window to unlock the gate. Climb the ladder and place the following box on the pressure plate. Use two connectors to bring the blue beam previously used to the next receiver. Use the third connector to target the red transmitter/receiver and place it on the box to avoid beam crossing.

Climb the ladder in the next area and use the jammer to disable the first energy gate. Place the nearby connector on the following pressure switch to bring out a second connector. Use the two connectors to bring a blue beam from the transmitter to the receiver near the jammer. Use the jammer on the following energy gate and climb the ladder. Pick up the connector, target the receiver, and place it next to the narrow window. Climb the next ladder, use the two connectors to form a chain, always placing them in front of the narrow windows you encounter. Climb into the final chamber and use the last connector to complete the chain. Backtrack and you will find the energy gate protecting the Sigil is unlocked.


The real solution to this puzzle, with laser beams emphasized.

Cobweb (Gray)

Okay, upon first entering this puzzle, all the beam blockers can be overwhelming. Lets deconstruct the puzzle one by one. Pick up a connector, head to the right window, and connect to the transmitter and receiver on the right side. Place this connector as far right as you can go, right in front of the window. Pick up the next connector and walk right down the middle of the puzzle, maintaining view of the blue transmitter through the middle window. At a narrow location, you should be able to get LoS of the other connector in the gap in the wall. Target the transmitter, the same receiver, and the other connector and place it here.

If done correctly, the energy gate should stay open, go ahead and bring the other connector and box out. With this connector, do the exact same thing with the first connector, except with the left window and left receiver. Pick up the middle connector again, do the same thing, but this time also target the connector and receiver on the left side. The two energy gates should remain open. Place the box immediately behind the left energy gate and pick up the fourth and final connector. Target the red transmitter/receiver and place it on top of the box. You should get a brief window to grab the Sigil.


Cobweb puzzle solution sketch.

Final Challenge

Okay, you now have all the gray Sigils, now what? Well, during the tower ascension ending, you may have noticed that you never unlocked Floor 6. It's about time we do that now. Head up to the tower and access any terminal within the tower (Floor 1 puzzle is the easiest to gain access). You remember how I told you to remember the number on each sign for each Star world? That is the combination used to unlock Floor 6. The order of the combination is World A, B, C. I can't just give you the code, since it is randomly generated for each playthrough.

Access the terminal, enter the device manager, and input the code for Floor 6. Voila! The floor is yours to conquer! Head back to the elevator and pick 6. Solve the final block puzzle and the last ending is yours! Congrats! If you are lucky, you just may show up as a messenger in one of your friends playthroughs.

Three Endings (No Spoilers)

While I won't give away the endings, this section outlines the requirements for unlocking each ending. Keep in mind, that once you select an ending, you will automatically restart the game. However, you can still view the other two endings within the same profile by simply reverting to a previous checkpoint.

Eternalize (Basic)

This ending is unlocked by solving all Sigil puzzles located within worlds A, B, and C. No stars or tower puzzles are needed. Once you finish the last puzzle, the Great Door in World C will open and you can cross the threshold to start the ending.

Transcend (Tower)

In order to acquire this ending, you need to have completed all puzzles on the five floors of the tower. Once you do that, you can ascend to the top of the tower and reach the ending sequence.

Transform (Messenger)

The final (and most difficult to obtain) ending of the game. In order to reach this ending, you need to collect all 30 stars and grab all nine gray sigils located in the star levels. Once that is finished, you need to solve one final riddle and solve one last block puzzle to reach the end.

Block Puzzle Solutions

Here are solutions to all block (Tetris) puzzles in the game. Keep in mind that there are many different solutions to the same puzzle (particularly with the larger grid sizes), but these offer just one way to solve the puzzle.


GREEN PUZZLE SOLUTIONS (UNLOCKS WORLDS)


Green puzzle solutions

YELLOW PUZZLE SOLUTIONS (UNLOCKS ITEMS)


Yellow puzzle solutions

RED PUZZLE SOLUTIONS (UNLOCKS TOWER FLOORS)


Red puzzle solutions

BLUE PUZZLE SOLUTIONS (ISLAND WORLD PUZZLES)


Blue puzzle solutions for Island World A

Blue puzzle solutions for Island World B

Blue puzzle solutions for Island World C

YELLOW PUZZLE SOLUTIONS (UNLOCKS STAR LEVELS)


Yellow puzzle solutions

GRAY PUZZLE SOLUTIONS (Unlocks Tower Floor 6)


Final puzzle solution

Achievements List

To be perfectly honest, I don't remember exactly how some of these were unlocked. So if you find one of the unlock criteria to be incorrect, please let me know and I will fix the error and give you credit. The list is also incomplete right now, so please feel free to add the missing unlock criterias as well. See Contact.

NameDescriptionUnlock Criteria
Logic Check... OKPass the initial checks.Unlocked after finishing the introductory sequence in A-1.
Halls of His TempleEnter Elohim's Temple.Unlocked after first entering the portal at the end of A-1 and entering hub world A.
Into the UnknownSearch for other lands.Unlocked after riding the elevator in world A for the first time and entering the Nexus hub world.
Make ConnectionsUse the connectors to win a prize!Unlocked after completing a puzzle that involves connectors.
Not a Cube...but let's be honest, it works the same.Unlocked after completing a puzzle that involves a hexahedron.
Sigils Are Not EnoughPick up a star.Unlocked after picking up your first star piece.
Off the RadarA little curiosity never killed the cat.Unlocked after entering the tower and ascending to floor 1. Note this will invalidate the achievement, "Hedging My Bets" unless you have already collected all red sigils.
Extreme Persistence DetectedTry, fail, try again, fail again, eventually succeed.Exact unlock criteria is unknown. But if you reset at least once in the puzzle, hear Elohim give advice, and wait in the puzzle for several minutes before collecting the sigil, the achievement should unlock.
The Land of DeathRun the sand through your robot hands.Unlocked after riding the elevator to hub world B (Egypt) for the first time.
UpliftedUse the power of air to your advantage.Unlocked after completing a puzzle that involves a fan blowing objects into the air.
The Land of FaithEnter the Land of Faith.Unlocked after riding the elevator to hub world C (Medieval) for the first time.
Break Down BarriersThat's what axes are for!Unlocked after using the axe to break down a wooden barrier in any hub world area.
Sacred GroundsFind a Messenger's abode.Unlocked after awakening your first messenger (may also unlock right after you unlock the inner courtyard, but before solving the final block puzzle).
See DoubleSuccessfully engage in co-op mode with yourself.Unlocked after solving a puzzle involving the Recorder mechanic.
On Top of ThingsStand on your own two shoulders.Unlocked after using a Recorder and holding a platform, then jumping on top of the platform during replay.
TransgressionDon't just peek. Do it.Ascend beyond the 2nd floor of the Tower.
LOLLaugh at the pointlessness of existence.Use one square-shaped and two L-shaped sigil pieces to spell out LOL on a block puzzle board. This can be done on a puzzle that is already solved. The best puzzle to get the achievement is the red block puzzle used to unlock Floor 2 of the tower.
Silence the SerpentDo not allow the serpent to fill you with doubt.At a certain point of the storyline, you are given the option to banish MLA. Do it to unlock the achievement.
Eternal LifeIt's not for everyone!Acquired after finishing the Eternalize (Basic) ending.
Last Stable VersionRestore a backup version of yourself.In the main menu, select a back up save file to get the achievement.
On the EdgeReach the top.Unlocked once you finish the puzzle in Tower Floor 5 and begin ascending the tower.
Free WillBring the end of your generations.Acquired after finishing the Transcend (Tower) ending.
Thorough ResearcherCollect all pieces of written information.Access all terminals and read every document within each one. See full list of terminal locations below.
A Good ListenerListen to all she has to say.Listen to all audio logs (22 total).
Blessed MessengerSolve every mystery in every land, that you might aid those who walk in your footsteps.Acquired after finishing the Transform (Messenger) ending.
Know Your LimitsAccept Elohim's wisdom.At some point, after struggling in a puzzle, Elohim will say something like "you can leave this puzzle and save it for a later time," Do what he says and leave the puzzle for the achievement. Easy to miss since he will only say this a few times in a single playthrough.
Leave Your MarkTell the others what you think.Unlocked after using a paint bucket to write a QR message for the first time.
Help From AboveReceive guidance from Elohim's messengers.Unlocked after using a messenger to help solve a puzzle (the puzzle must be unsolved to work).
Split PersonalityCommunicate with your double.Find the paintbuck in a level that has a recorder puzzle. Bring the paintbucket into the puzzle and start the recording. During this time, paint a QR code and then stop the recording. During playback, read the ghost QR code to obtain the achievement.
Dealing With the DeceiverStrike a deal.Based on conversations with MLA, you basically need to throw all sense of morality out the window and become MLA's friend. He will eventually try to make a deal.
Hedging My BetsDo as you're told (for now).Obtain all red sigils without setting foot in the Tower.
SolipsistGet everything on your own.Obtain all of the red sigils in the game without seeking help from a messenger.
QR ReaderSee what the others have to say.Read a lot of the QR codes within the world. The exact number is unknown, but it isn't every single one in the game. I'm also not sure if user-created QR codes contribute to the total. If you are diligent about exploring each level and reading each QR code, you should unlock the achievement.
Press the SerpentExpose the flaws in the code.During one of the last conversations with MLA, ask as many questions as you can to turn the tables and unlock the achievements.
Changed My MindIt is never too late to accept Elohim's forgiveness.Start the Tower Ascension ending by going up the stairs of the tower, past the gray clouds, until you reach the first landing. Wait until you hear Elohim say "I did not warn you out of malice or deceit, I warned you because you are my child!" At this point turn around, go to the bottom of the tower, into World C, and complete the Eternalize (Basic) ending.
Take It With YouInternalize the voice of doubtDepending on your interaction with the MLA, you have an option to take him with you at the end of Ascension. Choose that option to unlock the achievement.

Here is a list of all terminals (as shown in the journal), separated by world. The number of documents for each is shown in parentheses.

Terminal Locations
World AWorld BWorld CNexus Hub
A01 (3)B01 (3)C01 (3)Land A Elevator (2)
A02 (3)B01 Extra (2)C01 Extra (2)Land B Elevator (1)
A02 Extra (3)B02 (3)C02 (3)Land C Elevator (1)
A03 (3)B03 (3)C03 (3)Land C Elevator Hidden (2)
A04 (3)B03 Extra (2)C04 (2)Tower Floor 1 (3)
A05 (3)B04 (2)C05 (2)Tower Floor 2 (4)
A06 (3)B05 (3)C05 Extra (3)Tower Floor 3 (4)
A06 Extra (3)B05 Extra (4)C06 (3)Tower Floor 4 (4)
A06 Extra 2 (2)B06 (3)C07 (3)-
A07 (3)B07 (3)C08 (3)-
A08 (3)B07 Extra (3)--
-B08 (3)--
Developer / Beta Tester Island

In the hub world, look directly across from level 7 and you should see a blank wall where there "should" be a door. Head through it to find an invisible wall and a portal. Head through to discover the developer island, which has a bunch of developers doing whacky things. There is also a hall of beta testers, including yours truly :)

Infinite Monkey Theorem

Located behind the waterfall to the right of the entrance portal. You should be able to get a glimpse of the secret area if you head to the lower area and look at the back of the rock formation. Head to the right side of the rock formation and you can jump onto a couple small boulders and hug the wall to reach the area. It can be tricky to reach and may take a few tries. This is a reference to the Infinite Monkey Theorem. That if you put a group of monkeys in a locked room with typewriters, they will eventually recreate the entire works of Shakespeare.

Jokes in a Bottle

Located along the shoreline are bottles with parchment containing jokes. These are very cleverly hidden and easy to miss. Look for the orange cap to the bottle. One is located in a cluster of rocks to the left of the extra terminal in the level. Another is located behind the puzzle, "Hall of Windows".

Serious Sam 3:BFE Walkie-Talkie

Located in the cliffs is a walkie-talkie. If you hit USE a message plays Sam, have you reached the Sphinx yet? We've translated one of the lines, but we still don't have the solution. It says, "the true riddle of the Sphinx has many questions but only one answer." Clear reference to the events of Serious Sam 3: BFE.

To reach the walkie-talkie, from the starting point, head to the very back of the level. Take a path down the cliffs that follows to the right. You will come to a dead end, with a small ledge tucked about five feet away. You need to execute a well timed sprinting jump to reach the small ledge. The walkie-talkie is nestled in the rocks.


Location of the Walkie-Talkie.
Kittens on the Internet

Head up the road by the portal, then take a left. You should find a natural ramp leading to the top of the ruined walls. At the top of the wall, you should see a shingle roof with pillars to the left, that is where we want to head. Head to the right and carefully jump from wall to wall. This might take quite a few tries (using third person mode helps time jumps). When you reach the shingle roof, you should find a floppy disk on top of a column. Pick it up and head back to the terminal and you will find three kitten images.


Location of the Floppy Disk.
Easter Egg... Literally

Behind "Push it Further", drop down onto the cliff side. Scouring the pathways in this area, you should notice a small bush located by itself on a narrow ledge. If you jump onto the ledge, you will notice a small nest with a single easter egg nestled inside.


Location of the easter egg nest.
Rakovsky Letter Rocks

Head to "Mobile Minefield" (left of the level entrance), dodge the first mine, take a left, dodge a second stationary mine, then take a right. Follow the path to the right around a corner and you will come across scattered rocks behind a short tree. If you look closely, each rock has a letter inscribed into it. Using an online anagram solver, you come up with the name "Rakovsky." This name may refer to a German soccer player or perhaps a Bulgarian revolutionary.

SOS Message

From the entrance, take a right and head onto the beach, go right as far as you can go and look in the sand to find an SOS message.

Blue Screen of Death

From the starting point, head straight until you reach the beach. From here, take a left and follow the beach as far as you can go. You will eventually find a terminal within the rocks that displays the notorious Blue Screen of Death. (NOTE: This terminal is an easter egg and does not contribute to the achievement, Thorough Research, read all terminal texts)

Mirror

To the right of the entrance to "Jammed Within" is a small clump of trees. Head through the trees to find a hidden room with a mirror at the end.

The Swapper

From the entrance portal, head left to the river and follow it upstream. You will eventually enter an underwater cave, keep swimming forward and then hop out at the end. You will find a giant head and two nearby rocks. You can click USE on both rocks to see some dialog and a clear reference to The Swapper.

Serious Sam 3 Pilot Helmet

Head to "Road of Death" and send the box to the other side. Place the box in front of the third window and hop through. Carefully hug the wall to the left and turn the corner and follow the boundary of the map. When you reach the location of the puzzle "Window Through a Door", you will find the helmet in the sand near a palm tree.

Robot Dream Land

Head to "The Tomb" and go up the secret ramp to the star (need the jammer). Head outside at the top, and take a right. Jump over the gap at the puzzle entrance and you should find a hole in the floor. Drop down and you will find a bed. Click use on the bed to watch a short cutscene. Which answers the question, "do robots also dream of sheep?"

Portal 2 (Spaaaaace)

At the back of "Man on the Moon" there is a small key in stone to the right of the Sigil. Pick it up and head back to the puzzle entrance. Activate the fan that is closest to the wall and jump into it. This part is tricky. For a brief second you will land on a column. When this happens, spam the jump button and try to land on the walkway to the left. When you finally reach this walkway, continue down it to the back of the puzzle and to the right. There should be a telescope, go ahead and use it and look at the left side of the moon. You should be able to see a lonely connector hanging out there.

You can also target the connector with another connector. Go to Moonshot, pick up the connector, target the moon and the red transmitter. A short animation should play, where the moon slowly turns around, revealing the Aperture Science logo. If you go back to the telescope, you can zoom on the logo and you will see Wheatley (from Portal 2).

Psychadelic Tunnel and Minecraft

Immediately to the right of the entrance to the puzzle "Blown Away" is a secret passage nestled in the shadows. Walk down the long ramp and down the hallway to find a trippy passage. With a reference to Minecraft in the mix. When you reach the end you get teleported back to the puzzle entrance.

Pac-Man

Located in one of the back corners (opposite the extra terminal) is a clump of two palm trees. At the base of one of the trees is a 3D Pacman face.

Papers, Please + Serious Sam Screening

Immediately behind the teleporter, you can click USE on the wall and it will drop, but will show "Access Denied" (reference to Papers, Please). In "Wrap Around the Corner" you will find an approved stamp on the counsel board. Pick it up and now you should be able to head through the door. Head down for a special Serious Sam screening.

Dynamite

Head to the Sigil location in "Wrap Around the Corner". From this elevated platform, sprint-jump to the nearby wall. You should find dynamite nearby. USE it on the left side of the Sphinx to unlock the secret (reference to the events of Serious Sam 3: BFE).

Planet of the Apes

Behind "Alley of the Pressure Plates" is a partially submerged building. Head into the water and look for a small key tucked in a corner. With key in hand, jump up onto the building and use the telescope. If you look along the shoreline to the left, you will see the Statue of Liberty (reference to Planet of the Apes).

Pink Floyd

Use the same solution to get the star for the puzzle "Behind the Iron Curtain", but this time also bring a box with you into the small courtyard. If done correctly, you will get a box and a fan into the main area of the level. Near this spot is a submerged structure and small walls. Walk around and listen for the telltale sounds of a fan receptor cogs spinning. Place the box next to this wall then pick up the fan and hop on top. Put the fan in the receptor and hop in for a long ride to a teleporter. Head through and click on the prism for the easter egg (Pink Floyd reference).

Serious Sam's Entertainment Room

This requires some tricky platforming, so use third person view to land the jumps properly. At the starting point, jump onto the nearby block, then onto the nearby statue. From the head of the statue, jump to the wall, and then across the gap to the ledge. Follow the edge to the left all the way around, and jump to the partially collapsed column. Jump onto the next partially collapse column, up onto the block, and then onto the higher column. Finally jump towards the broken ledge to climb to the very top. A door will open, revealing Sam's private abode, you can turn on the TV to play a game.


Path to the secret location.
Kleer Skeleton Pile

Located behind "Bouncing Side by Side" on a small sand dune is a bunch of scattered Kleer skeleton bones from the Serious Sam series.

Coconut Tree

To the left of the pyramid you should see a leaning obelisk and a nearby palm tree. Head to the palm tree and look at the sign. Do exactly what it says... or else!

Half-Life + More

Left of the puzzle "Whole Lotta Jamming" is a bunch of rubble. Amid the rubble you should find a crowbar (Gordon Freeman's favorite weapon). With weapon in hand, head to the sunken statue between two obelisks. There are some wood planks to destroy. Inside you will find an homage to boxes from many different games (Portal, Serious Sam, Minecraft, etc). You can break one of the boxes for an extra special surprise! NOTE: If you free the cat, it will appear in the final cutscene for the Tower Ascension ending.

"Behind the Scenes" Secret Room

From the level entrance, head towards the castle over the bridge. When the area opens up to your left, head that direction to find a path. You should see a small square that continually glitches. Walk over it to drop into a "behind the scenes" room where Elohim will continuously speak. Head through the portal to go back to the entrance.

Gnaar Statue

Okay, this one is quite difficult to complete. When you first enter the level, immediately turn right and walk through the woods, you will eventually come across a lonely looking pedestal. This is where the Gnaar statue will be assembled. There are 10 pieces in total (two feet + two legs + 1 torso + 1 head + 2 arms + 2 hands) and are located amongst the rocks, where they blend in INCREDIBLY well. There are also two pieces located in the water, one near the pedestal, and another under the bridge. The one near the pedestal is RIGHT at the edge of the world boundary, so get this one first or risk all the pieces getting reset. (All pieces are on the main island, none on the castle island) Scour all the clumps of rocks in the level for the pieces and bring them to the pedestal. Once you have all pieces, you can slowly assemble the statue, from bottom to top. Once it is complete, a special action takes place with cool fireworks!

Time of Eve Reference

Head to "Multiply Impossible Ascension" and bring out both boxes locked behind both energy gates (you can use the connector to get tricky LoS to the second energy gate). With both boxes in hand, use leapfrog techniques to bring both them up to the third box on top of a short ledge. Use the three boxes to create a short staircase and jump onto the nearby wall. You will need to bring two boxes onto the nearby roof. You will need to stack the two boxes on top of each other about five feet from the wall.

Angled correctly, you can jump onto the boxes and then on top of the nearby roof. Turn around and pick up the top box. Use the box to jump onto the parapet and pick it up behind you. Follow the parapet until you reach the next tower. Use the box to jump onto the higher wall of the parapet, then pick it up behind you. Place the box on top of the parapet, hop on top of it, then use a running jump to reach the parapet on the other side of the tower. Look at the wall at the following tower and you will see the message "Are you enjoying the time of EL?" A reference to the Anime, Time of Eve, with the word EVE replaced by EL.


Path to secret location.
Raging Gnaar

In "Rapunzel" you need to bring a box and the platform to the very top of the ladder. You can use the solution to the puzzle to help you. During playback, hop on the two cubes with platform in hand to bring everything to the top. With that out of the way, look at the gargoyle immediately to the right of the ladder at the top. Pick up a key from the gargoyle. Record yourself, head to the top of the ladder, and pick up the platform. Wait for a few seconds, jump on top of the box, then jump a few times in place and stop the recording. During playback, race to the top of the ladder, jump on the box, onto the ghost platform, then onto the top of the castle. There is a telescope, use the key to see a gnaar pounding away at the top of the mountain.

Fork Parker

At the level entrance is a large church. Head through the pink/purple door at the front to find a secret passage. At the end you will find Fork Parker, the fictional financial officer of Devolver Digital, swimming in a pile of money.

Gnaar Gandalf

In "Weathertop" head to the purple area with the jammer and go left of this along the cliff side. Near the castle tower, you should see a hand hanging onto the cliff. Approach closer to reveal a gnaar holding on for dear life. Get close and he will say "Fly you fools!" (Lord of the Rings reference) and let go.

Serious Sam in Carbonite

Also in "Weathertop" head through the purple gate by the jammer and carefully drop down to the dead tree located below. If done correctly, you will land on a secret ledge. Head through a passageway and you will see Sam frozen in Carbonite (reference to Star Wars). Touch Sam to get teleported waaaay above the arena.

Jetpack!!!

In order to get this easter egg, you need to solve all four puzzles and collect the star (or else the gates will be locked). Head to the puzzle "Big Stairs, Little Stairs" and go to the two step ledge with a box in the back. See the large tree immediately behind it and down on a ledge? Work your way down to the base of that tree. Once you reach that, head down the passageway and drop down the hole to find a jetpack! With that unlocked, we can reach two more easter eggs.

Snowman

With jetpack in hand, head to "Jammer Quarantine" and fly up to the higher ledge behind the jammer. You will find a snowman statue. Pick up the button and place it on the snowman to reveal some nostalgic Serious Sam christmas music!

Frozen Gnaar

The entrance is located beneath the entrance to "Big Stairs, Little Stairs" below the bridge. You will need the jetpack to reach this location. Bring three jammers, one box, a fan, and a connector to the tunnel. It should be straightforward what is needed for all items. A red laser is needed in "Three Little Connectors and a Fan" to complete the puzzle. Just take a connector out to the small cluster of trees near the red transmitter and make sure you have LoS into the cave. With all the pieces, you should solve the puzzle pretty easily.

Croteam Photo Collage

To the left of the puzzle entrance, "Stable" is two gargoyles. Jump on either gargoyle's head and over the nearby wall to find a secret courtyard. Either climb the ladder, or go the "hardcore way" to reach the balcony. Up here you will see many pictures of Croteam developers and their works.

Minecraft + Antichamber

Head to the puzzle "Circumlocution" and go to the sigil location. Immediately to the left of the sigil is a clump of bushes hiding a secret path. Head through the path to find the Minecraft sword stuck in stone. Pull it out and head to the portal of this level. Walk behind the portal to see a QR Code covered with ivy. Use the sword to cut the ivy and reveal the QR code. Using a smartphone, the code reads "Vi niste ovdje" which is Croatian for "You are not here" (Antichamber tag line).

Snowman... AGAIN

Located in the puzzle, "Carrier Pigeons", bring all three boxes to the very last elevated platform (nearest the blue connector). Make a staircase pattern with the three boxes and use them to sprint jump to the connector platform. Behind the connector is a small courtyard with the snowman. But he appears to be missing a button?

Walkie-Talkie #2

Head to the elevator area that descends into World A. On the right side is a sizable room with pipes and platforms. At the back wall you will see a yellow etched "A" and an elevated platform with an outcropping, this is our intended destination and requires tricky platforming. Along the right wall you should see two shallow elbow pipes leading up to a generator. Use a running jump to leap onto the pipes then on top of the generator. Now use the two stairstep pipes to hop onto the rafters. Once you are on the rafters, simply follow them to the destination. You will need to utilize tricky jumping each time you reach a support. Once you go as far as you can, take a running jump onto the elevated platform. Press "USE" on the walkie-talkie to play a message (Serious Sam 3 reference):

"What's happening Sam? Come on, you're my eyes and ears here."


Path to secret location.
The Mentalist Reference

Head to the outdoor area between the elevator and the puzzle entrance. Carefully jump on the railing and look down to see a snowy roof. Cautiously jump down onto the roof and then head to your right. You should see an angled column supporting the puzzle room above. If you look carefully, you will see a small landing where the column meets the cliff face. Use a running jump to land on this outcropping (this may take several tries, just use Reset to return to Floor 3). Once you successfully land, carefully make your way around the back side of the column and you will see a red smiley face, a reference to Red John from The Mentalist.

Glitchy QR Code

Head out onto the pigeon outcropping used for the leap of faith in a star location (look at relevant section for instructions). But instead of facing forward, face directly left and walk off. You should land on the roof of floor 4. Carefully jump on the railing and look down (third person works best for this part), aim for the snowy roof next to the elevator shaft and walk off. This may take several attempts, since the game is picky about landing. If you get launched off, just reset to take you back to the floor 5 elevator. Once you have landed, head right and drop down into the lower walkway to reveal this strange QR code. If you scan it with a smartphone, the message reads the following:

"I %§& fall down here, %$$ch@§(# this area look very gl#tchy# *a%§%#p@t & secret/easte&$egg here%§#2014 07§29%14:40#58#CE$T*Build: 206690 n -- angel0%geel$-ext"

Serious Sam Poster

Use the previous easter egg instructions to land on the Floor 3 roof. Instead of dropping down to the lower walkway, jump to the neighboring roof. You can use a boulder outcropping to assist with the jump. Carefully make your way to the opposite edge and drop down on the roof of Floor 2. Look around the lower level to find a future Serious Sam poster.

Strange Purple Puzzle Gate

This one may not be an official "easter egg", but it is certainly unique. During normal playthrough, you may have come across the typical sound effect after trying to carry an item through a purple puzzle gate. Well this particular puzzle gate has a completely different sound effect. The location is at the very end of the puzzle on Floor 5. You will need to solve the puzzle all the way up to the double energy gate on the third level of the puzzle. Using the recorder, you can double the amount of jammers and juggle a single jammer to the other side of the energy gates. Try to carry the jammer through the gate and find this unusual sound effect.

Steins;Gate Reference

Head to the Tower Ascension Shepherd puzzle, but dont go through the purple puzzle gate. Instead, look down to the left of the gate and drop onto the pipe. Once you land on the pipe, turn around and follow the pipe network around the tower. You will need to carefully jump onto an adjacent pipe during the process. Right before reaching a dead end, you will see "Pipeline 1.048596" etched into the pipe. This is a reference to the Anime, Steins;Gate.

No Assistance Necessary

While not technically an "easter egg", it is possible to ascend to the top of the tower without any help from Shepherd. During this alternate solution, you will actually see one of the Croteam developers, so this ending is a bit special in its own way. This process requires quite a bit of steps and backtracking. It is best if you already have completed the tower the conventional way so you have an understanding of the puzzle layout.

My original plan was to include a step-by-step guide for this alternate solution, but the process is extremely convoluted. Therefore, I give full credit to segfaultsamurai and his Youtube video for the solution. Watch the video and try it yourself! Tome (the developer seen near the top) received feedback from one of the beta testers and decided to support this alternate solution. Note: The very first jump with the connector is by far the most difficult challenge, so don't get frustrated and try again!

YOUTUBE LINK: https://www.youtube.com/watch?v=Y-yB0wOljeU

Sigils of Elohim

Since the free promotional game, Sigils of Elohim, ties directly into The Talos Principle, I will briefly discuss what unlocks are available by playing Sigils of Elohim. However, I will not be providing solutions to the puzzles (However you can see This Section for general strategies). Sigils of Elohim can be downloaded from Steam, Google Play Store, or through iTunes App Store. Completing the puzzles unlocks the following items (redeemed through the main menu of The Talos Principle):

  • ROW 1 - QR Code. Gives you extra QR Code messages to pick from when painting on the wall.
  • ROW 2 - Epitaph. This gives you extra epitaph messages to pick from when you complete the Messenger ending.
  • ROW 3 - Hints. This gives you extra hints (up to 3) to use on red sigil puzzles.
  • ROW 4 - Stars. These give you up to three extra stars to use for the Messenger ending. Allowing you to miss a few stars in the game.