The Talos Principle

The Talos Principle

Year:  2014

Genre:  Puzzle

Links:  Moby Games, Steam, Adventure Gamers

The Talos Principle is a science-fiction puzzle game, which can be played from a first-person or third-person perspective. You awaken as a robot guided by an unseen voice as you explore your worlds and solve increasingly complex puzzles. There are 36 Steam Achievements, all documented in the walkthrough below. The game was expanded with the The Talos Principle: Road To Gehenna DLC.

Logic Check

Go through the purple doorway. Pick up the yellow jammer from the left and aim it at the blue door to disable it. Go through another purple doorway. Pick up another jammer and point it at the mine to disable it. Grab the next jammer and point it at the turret Logic check... OK. Now follow the path until you reach an open area with signs leading off in various directions. This is Level A1, in World A.

The signs you will see have colored symbols which indicate sigils you must collect by solving puzzles. They can be obtained in many different orders, but the remainder of the guide is a suggested order.

World A Sigils

Level A1

Only the Two of Us (Green)

Pick up the jammer from the far left and use it to deactivate the first door. Find a second jammer and use it on the first door from the other side, then grab the first jammer and use it on the second door. Pick up the second jammer once more and use it on the turret. Now pick up the sigil. Use the jammers to get back out and leave this area.

A Switch Out of Reach (Green)

Go left and find a jammer, then use this to disable the turret. Go close to the turret and up the stairs until you find a switch - use this to disable the turret permanently. Now you can pick up the jammer and use it on the mine. Run past and grab the sigil, then retrace your steps to exit.

Outnumbered (Green)

Stay left and pick up the jammer. Use this to disable the door, then quickly pick it up again to trap the mine on this side. Now use the jammer to disable the turret, so you can safely collect the sigil and leave again.

Now you can solve the puzzle gate in the hub area of this level using your 3 green sigils:

Go through and use the terminal, then keep going through the purple doorway ahead. Step into the light up on the platform to reach Elohim's Temple Halls of His Temple. From this section of the temple, you can enter the other levels within World A, and you can see your progress both on the signs next to the doors and on a larger sign at the end of the hall. For now, it is best just to continue with Level A1 by going through the doorway labeled 1.

Striding the Beaten Path (Green)

Go straight ahead, then duck into the first right area when you can, avoiding the mine. Pick up the jammer and run across to the other side of the first passage. Use the jammer to deactivate the first door, then pick it up again to trap the second mine on the far side. Use the jammer on the second door, then head through and collect the sigil. Avoid the first mine as you leave.

Peephole (Yellow)

Use the first jammer to target the already deactivated door you can see through the window. Go and pick up the other jammer and remove it from the small room. Go back to the first jammer and now use it to target one of the mines. Pick up the second jammer again and use it on the other mine. Now you are free to collect the sigil and leave again.

Poking a Sleeping Lion (Green)

Stay right and pick up the jammer, then use this on the already deactivated mine (from far away). Now go around and collect the other jammer, aiming it at the turret. Pick up the first jammer again and redirect it to the door. Now head through and get the sigil, before leaving the same way.

Trio Bombasticus (Yellow)

Find the jammer and go back near the entrance. Use the jammer on each of the 3 side doors to free the mines, then block them each out of the side corridor. Now you can safely use the jammer to disable the final door. Pick up the sigil and leave again.

Level A2

Hall of Windows (Green)

Go through the purple doorway on the left and use the jammer in here to aim through the window and deactivate the first door. Go through and use the second jammer on the same door. Return to the first jammer and aim it through the other window to deactivate the second door. Use the other one on the next door, then you should be able to retrieve the sigil. You can return by following the side path from here.

The Guards Must be Crazy (Green)

Avoid the first mine and grab the jammer beyond it, then return past it again. Use this jammer on the second mine. Run past it and use the far jammer on it as well, then go back to retrieve the first jammer. Now use one jammer on the first door on the left, and the other on the far door. Avoid the mines and run through to get the sigil. Keep following this path to reach the exit.

Suicide Mission (Yellow)

Find the jammer on the far left and use it to target the already disabled turret. Now turn on the switch in front of the blue door. Move your jammer to deactivate the door, and the mine and turret will take each other out. Now collect the sigil before leaving.

Level A3

Stashed for Later (Green)

Go straight ahead past the deactivated mine. Head around to the left then the right (avoiding a patrolling mine) to find some keys. Come back past the patrolling mine and use the keys on a locked gate. Pick up the jammer inside and aim it at the deactivated mine from a distance, then take the other jammer and use it to jam one of the turrets. Grab the other jammer and use it on the other turret. Now run through and grab the sigil. A gate nearby will descend so you can take a shortcut out to the exit.

Locked Me Up, Swallowed the Key (Yellow)

Go forward and explore the area to the right to find a jammer. Pick this up and use it to deactivate the door on the left of the entrance. Go through and search the area on the left to find some keys. Come back and collect your jammer, then use the keys to unlock the nearby gate so you can continue through. Use your jammer on the turret ahead, then go past and pick up another jammer. Use this on the door to the right, then collect your first jammer and use this on the same door from the other side. Get the other jammer and use it on the next turret, then use the first jammer on the next door. Now you can pick up the sigil. Climb the ladder here to reach the exit.

A Bit Tied Up (Yellow)

Pick up the free jammer and use it on the deactivated mine. Pick up the jammer that was pointing at the mine and bring it out to the entrance area, then aim it at the deactivated turret. Now pick up the jammer that was pointing at the turret and bring it out to the entrance area, then aim it at the door. Pick up the jammer that is currently jamming the mine, and use it to deactivate the next turret (beyond the door you just opened). Pick up the jammer that is currently jamming the first turret and aim it at the final one. Now you can collect the sigil.

An Escalating Problem (Red)

Go around to the right and pick up the jammer, then come back near the entrance and use it on the door. Wait until the mine goes through to the left, then pick up the jammer again to trap the mine there. Now use the jammer on the other door, making sure to place it on the small slightly elevated platform to do so. Go through the door and around to the right, where you should be able to still pick up the jammer from the ledge above. Use the jammer on the next door. Now just run through the next area, avoiding the 2 mines, to get the keys in the middle. Use these keys to open the locked gate. Finally, use your jammer to gradually deactivate the 3 doors blocking the path of the first mine, so it destroys the turret at the end. Pick up the sigil and leave.

Back in the temple, you can now use your first set of 3 yellow sigils to unlock a new device:

Continue with the challenges ahead in Level A4.

Level A4

Above All That (Yellow)

Pick up the red connector and carry it up to the raised platform on the right. Now point it at the red transmitter and receiver to link them, without colliding with the blue laser. Go through the open door and collect the sigil Make Connections.

Don't Cross the Streams! (Yellow)

Pick up the blue connector and carry it to the right so you can point it at the blue transmitter and receiver from the other side of the large building, without colliding with the red laser. Go through the open door and collect the sigil.

Branch it Out (Yellow)

Pick up the blue connector. Link it to the transmitter and 2 receivers here, as well as to another connector up high in the distance. Now you can go and get the sigil.

Push it Further (Yellow)

Walk around to find 2 connectors in a small courtyard. Pick up one and link it to the blue receiver, placing it on a corner of the main path. Pick up the other and link it to the blue transmitter and to the other connect. Go through the door that opens to get the sigil.

Back in the temple, you can use your next set of yellow sigils to unlock another new device:

Continue with the challenges ahead in Level A5.

Level A5

One Little Buzzer (Green)

Head forward and turn right to find a beam blocker patrolling backwards and forwards. Pick up the hexahedron in the small area to the left, and use it to block the path of the beam blocker. Now pick up the connector and use it to link the red transmitter and receiver. Assuming you have blocked the beam blocker's path appropriately, you can go through the door to get the sigil Not a Cube.

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

Use a connector to link the red transmitter and receiver in a straight line. Go through the open door and bring the hexahedron out to the main area. Now use the other connector to link the blue transmitter and receiver, making sure to place the connector on top of the hexahedron. You should now be able to collect the sigil before leaving again.

Going Over the Fence (Green)

Find a connector on top of a hexahedron. Pick up the hexahedron and carry it around towards the blue transmitter - stop when you find another low gate where you can also see the blue receiver, and drop the hexahedron here. Go and collect the connector, and use it to link the blue transmitter and receiver. Now head through the open door to collect the sigil.

Things To Do With Two Boxes (Green)

Go around to the left to find 2 hexahedra. Pick one up and carry it to the red pressure plate to open the door. Grab the other hexahedron and carry it through the door, then drop it in front of one of the mines so they get out of sync. Pick it up again and carry it carefully between the mines. Place it in front of the low brick wall, then climb on to it and over the wall to get the sigil. Turn right and climb the ladder to exit.

Friendly Crossfire (Red)

Pick up the jammer, then keep going forward and turn around, using it to deactivate the right door. Wait and a mine will come out and destroy the middle turret. Now redirect the jammer to disable the right turret. Pick up the hexahedron and drop it out of the way somewhere, then go and pick up the jammer again. Wait and the mine will destroy the right turret. Use your jammer on the left turret. Place the hexahedron on the pressure plate, then collect the sigil.

Level A6

Mobile Mindfield (Green)

Go forward and watch out for the patrolling mine and then a stationary mine so that you can pick up a jammer. Use this on the nearest door and wait until the mine passes through, then move the jammer to trap it there. Use the jammer on the other door, then go through to get some keys. Pick up the jammer again, and use your keys on the locked gate around the corner. Jam the turret through here, then carefully continue around the corner and use the switch to turn it off. Retrieve the jammer and use it on the next turret, then go past it to find the sigil.

Deception (Red)

Find the first connector and use it to link the red transmitter and receiver, which will open a door - make sure you place this on the raised platform so that you don't collide with the blue lasers later on. Go through the door and find a second connector, then link that to the first one and to another red receiver, opening another door. Repeat this once more, linking a new connector to the previous one and to another red receiver. Go through here to pick up your 4th connector. Carry this back to near the second red connector and use it to link to the blue transmitter. You can now pick up the 3rd connector and link this to the blue connector and the blue receiver. Go through the open door and grab the sigil.

Bichromatic Entanglement (Red)

Pick up the connector on the right and use it to target the blue transmitter and the blue receiver that you can see through the door (do this from as far back as possible, and don't worry that it doesn't work yet). Use the connector on the left to link the first connector and the same blue receiver so that the door opens. Go through to find another connector, which you should use to link the red transmitter and both red receivers. You should now find that the 2nd connector is not needed, so pick this up and put it on the pressure plate. Collect your sigil.

A Door Too Far (Red)

Go around to the right to find a connector, and use this to link the red transmitter and receiver. Go through the door that opens, then use the jammer in here to deactivate the next door. Pick up the hexahedron on the left, then carry it around to the right and use it to trap the beam blocker. Go back and collect the jammer again, and use it to deactivate the very first door from the inside. Pick up the first connector and now use it to link the red transmitter and the red receiver at the second door (through the window). Make your way around to the beam blocker again and collect a second connector. Use this to link the first connector and the red receiver next to the door. Run back and collect the jammer, then use this on the final door so you can get the sigil. Use the shortcut that opens up to leave this puzzle.

Level A7

Trapped Inside (Green)

Pick up the spare connector and use that to link the blue transmitter with the first blue receiver (you can aim at the transmitter through the door that is currently open). Now pick up the connector that was being used at the start. Use it to link the other connector and the second transmitter. Go through the new door to collect the sigil.

Locked from Inside (Green)

Take the first connector and use it to link the red transmitter and the first red receiver (around the outside of the level). Go through the door and find a second connector, then link this to the first connector and the second red receiver. Go through the next door, pick up a third connector and bring it back out so you can link the second connector with the next red receiver. Go through there to find a fourth connector, and head to the blue area. Use your current connector to link the blue transmitter and receiver. Pick up the third connector and now use it to link the blue connector with the other blue receiver - this opens a door near the start of the level. Move the first connector so that it still links the red transmitter and the same red receiver, but around the other side of the brick structure, so that the connector is near the door you last opened. Finally, grab the second connector and link it to the first connector and the final red receiver. Grab the sigil and leave through the shortcut.

Two Pesky Little Buzzers (Red)

Pick up the connector and use it to link the red transmitter and receiver - do this in a way so that the connector itself blocks the path of the second beam blocker. Go through the open door and pick up the hexahedron, then use it to block the path of the other beam blocker. Pick up the first connector again and move it so that it links the red transmitter and the same red receiver, but along the main corridor - it will get interrupted occasionally but will be stable enough to open the door. Use the second connector beyond the door to link to the first one and to the next receiver. Go through and grab the sigil, then climb the nearby ladder to exit.

Pinhole Windows (Red)

Grab the active red connector and use it to link the same red transmitter and red receiver, as well as a far red receiver just visible through several windows. Go and pick up each of the next connectors beyond the far door, and bring them out to the main area. Use one of these to link the blue transmitter and receiver by standing back near the QR code at the entrance to the puzzle. Pick up the red connector and use it to link the red transmitter and the red receiver that is behind the closed door, again by standing back near the puzzle entrance. Now pick up the spare connector and use it to link the active red connector with the other red receiver, making sure the beam with the connector is behind the blue connector. If this is all lined up, you can go and collect your sigil.

Windows into a Labyrinth (Red)

Go to the far right and pick up the connector, then use it to link the red transmitter and only red receiver you can see. Go through the door and explore until you find another connector. Link this to the first connector, then through a window to another red receiver. Go around through the door you just opened, and pick up the jammer. Use this to deactivate the next door. Now go and move the second connector so that it still links to the first connector, but also through a window in the other direction to another red receiver. Head through the new door to get another connector. Go to the far corner of the puzzle to find another red receiver. Use your current connector to link to this, from the very corner of the area. Pick up the jammer again and use it to deactivate the very first door from the inside. Move the first connector so that it links the red transmitter with the third connector that you placed in the corner. Move the jammer back again to deactivate the same door you did the first time. Move the second connector so that it links the third connector and the red receiver for the jammed door. Pick up the jammer again and use it to target the same door from the other side. Move the second connector once more, using it to link the corner connector and the next receiver. Finally, pick up the jammer and use it on the last door. Collect your sigil, then use the shortcut to reach the exit.

You should have now solved all of the puzzles in World A. There will be a star gate opened in this hall, but you don't have enough sigils yet to solve the puzzle beyond. There is also a boarded-up portal that you can't access yet. Go to the end of the hall and open the gate with a set of 4 green sigils:

Go through and enter the elevator, pressing button 0 Into The Unknown. Leave Building A and enter Building B. Open the gate in here with the next set of green sigils:

Proceed into the elevator and go down to level -1 The Land of Death. Now you can start on the next set of levels.

World B Sigils

Level B1

Window through a Door (Yellow)

Pick up the connector and link it to the red transmitter, so that it is on the ground in line with the right wall of the corridor with the beam blocker ahead. Find another connector in a side corridor to the left, then use this to link to the first connector and to the red receiver - the beam blocker will occasionally interfere with this, but you should still have enough time to go through the door and get the next connector. Come back outside the small room and use this third connector to link to the first one and to the receiver. Now you can pick up the second connector and go to the far corner of the puzzle. From here, link your connector to the previous connector and to the next receiver. Go through and climb the ladder to retrieve the sigil. Go through the shortcut to leave.

Third Wheel (Yellow)

Pick up the connector from the left and use it to link the red transmitter and receiver (from as far back as possible). Use another connector to link the blue transmitter and receiver. Grab the 3rd connector and place it on the pressure plate so that you can take the sigil.

Road of Death (Yellow)

Pick up the jammer and use it to deactivate the mine. Pick up the hexahedron and place it on the mine. Pick up the jammer again, then wait until the mine is at the far end, past the turrets, before deactivating it once more. Now climb up the ladder and go to the far end. Grab the hexahedron again and place it on the pressure plate, then go through the door and get the sigil. Climb over the ladder here to exit easily.

Over the Fence (Yellow)

Pick up the hexahedron that is blocking the mine, then wait until the mine and turret destroy each other. Place your current hexahedron on this side of the small fence, then grab the other one and jump over. Drop the hexahedron here, pick up the jammer and jump back over again. Deactivate the door with the jammer, then pick up the sigil.

Something About a Star (Yellow)

Grab the connector. Stand in front of the red receiver and go back and left slightly. Use the connector to link the blue transmitter and receiver from here. The left beam blocker will cut the beam every now and then, but you should still be able to run through the door to get the sigil, then wait and run back out again.

Back in the temple, you can use your next set of yellow sigils to unlock another new device:

Continue with the challenges ahead in Level B2.

Level B2

The Tomb (Yellow)

Go through the deactivated door and pick up the jammer. Use the jammer on the next door, then go through and collect a connector. Use this to link the red transmitter and the red receiver next to the door that is currently disabled. Pick up the jammer and use it on the next door, then go through to find another connector. Link this to the first connector and to the next red receiver. Pick up the jammer once more and use it on the final door, so that you can collect the sigil. Go through the opened gate to return to the puzzle entrance.

Man On The Moon (Yellow)

Pick up one of the fans and place it on the fan holder. Pick up the other fan and place it on the associated pressure plate to turn on the first fan. Now pick up the hexahedron and jump in front of the fan to be sent over the fence. Drop the hexahedron on the pressure plate here, then grab the sigil Uplifted. Climb back over the fence using a ladder, then leave.

Moonshot (Yellow)

Go around and take the hexahedron from the pressure plate, dropping it on top of the fan. Next pick up the connector from near the entrance and link it to the red transmitter and receiver, placing it on top of the hexahedron. Don't worry that it cannot see either of these targets yet. Pick up the other hexahedron and drop it on the pressure plate. Now head through the opened door to collect the sigil.

Higher Ground (Red)

Climb up the stairs to the right and use the jammer up here to disable one of the mines so they get out of sync with each other. Now use this jammer to deactivate the door just to the left of the jammer that is within the central area. Grab the other jammer near the entrance and carry it up to the high platform near the entrance, then use it to deactivate the door next to the keys. You should now be able to head into the central area, get the keys, and come back out again. Now use the top right jammer to deactivate the door to the right of the jammer that is within the central area. Go inside again and take the jammer, then go to the back area, through the door you just opened. Use the jammer to disable one of the mines so they get out of sync with each other. Deposit this jammer back on its high central platform again.

Next use the top left jammer on the far back left door. Use the top right jammer to deactivate the door just to the left of the central jammer. Return inside and pick up the jammer again. Go through the first opened door and jam it from the other side. Return outside and aim the top right jammer at the door to the far right. Go inside, pick up the jammer in here, and use your keys to open the locked gate. Use the jammer on the next door. Assuming you jammed the mines appropriately before, you can now safely run between both pairs of them to get to the sigil. Use the shortcut to leave the puzzle.

Level B3

Sunshot (Yellow)

Stack both hexahedra in front of the fan, then step on the pressure plate to send them over the fence. Use the ladder to climb over yourself. At the next fan, place one hexahedron on the pressure plate, then pick up the other and stand in front of the fan to carry it over the second fence. Deposit this hexahedron on the next pressure plate, then grab the sigil. Climb over the ladder here to leave.

Blown Away (Yellow)

Pick up the connector and use it to link the blue transmitter and the blue receiver straight ahead. Step on the pressure plate, then the hexahedron should get sent over to you. Place this on the pressure plate, then move the connector so you can link it to the blue transmitter and the other blue receiver. Take the sigil and leave again.

Eagle's Nest (Red)

Pick up a hexahedron and head around to the fan. Step on it, then drop the hexahedron while you are in the air, so it ends up in the middle region. Repeat this with the second hexahedron, then use the ladder to climb in as well. Stack these 2 hexahedra in the small passage leading towards the fan, then jump on top to block the beam. When the fan turns off, run towards it and around to the right to collect the sigil. Use the nearby steps to leave the puzzle.

Whoosh! (Red)

Turn right from the entrance and take the first fan you find, then insert it on the wall behind you. Continue around these corridors past another fan, then take the next one you find. Put it on the wall along the corridor you just went through, and it will blow a hexahedron out into the open area. Take this fan back again, and place it on the fan holder in the ground directly beneath the red beam in the open area. Jump on to the fan and you will end up blocking the red beam, disabling another fan near the corner. Quickly run over and grab this fan before it turns back on. Put this fan in the older beneath the blue transmitter. Next move the fan from the floor holder to the other floor holder right next to it. Stack the two hexahedra on the ground next to the floor fan, and beneath the blue beam. Jump on to the fan, then end up standing on top of the hexahedra, blocking the blue beam. Drop down in front of the nearby wall fan - if everything is set up correctly, you will be blown around in front of a temporarily disabled fan. Quickly run to it and turn left to find the sigil.

Back in the temple, you can use your next set of yellow sigils to unlock another new device:

Continue with the challenges ahead in Level B4.

Level B4

Self-Help Tutorial (Green)

Use the recorder and head over to stand on the pressure plate for a few seconds, then return and stop the recorder again. Now while your ghost is standing on the pressure plate, head through the door. Use the switch on the wall to keep this door open. Use the recorder and head to the second pressure plate for a few seconds, then stop the recorder again. Now go through the second door while your ghost is on the pressure plate. Climb up the ladder and grab the sigil See Double, then leave the puzzle.

Double Plate (Green)

Use the recorder and stand on the left pressure plate for a few seconds, then the right one for a few seconds, then stop the recorder. Head through the 2 doors as they open. Pick up the sigil, then leave through the shortcut that is revealed.

Wrap Around the Corner (Red)

Use the recorder. Pick up the connector and link it to the blue transmitter, placing it on the ground in the same place. Wait here for a few seconds, then stop the recorder. Now pick up the connector and carry it to the right, linking it to the blue receiver and to the ghost's version of the connector. Head through the door and grab the sigil before leaving the puzzle.

Redundant Power Supply (Red)

Use the recorder and stand on the pressure plate in front of the hexahedron for a few seconds, then stop the recorder. While your ghost is on the pressure plate, quickly pick up the hexahedron and bring it out to the main area. Place this on the ground in front of one of the 2 notches in the wall that the blue beams are passing through. Start the recorder, then pick up the hexahedron, move it to the other notch, jump on it and stand there blocking the beam for a few seconds. Jump down and stand on the other pressure plate for a few seconds, then stop the recorder. Now jump on the hexahedron to block the beam at the same time as your ghost blocks the other one - this will stop the fan temporarily. While your ghost stands on the pressure plate, run through the open door. Pick up the sigil and leave through the shortcut.

A Box Up High (Red)

Grab the connector and link it to the blue transmitter and both blue receivers. Take the connector from the large courtyard and place it on the pressure plate in the smaller area. Take the 3rd connector, then use both of the new connectors to link the blue beam to the receiver up high in the large courtyard. Use one of the connectors on the pressure plate again. Move the hexahedron to the fan on the ground in the small area. Link the spare connector to the red transmitter and receiver, and place it on top of the hexahedron so that it rises in the air. Take the connector from the pressure plate and carry it to the large courtyard, where you can link the red connector in the air and the red receiver near the sigil. Go through the open door to get the sigil, then leave.

The Right Angle (Red)

Pick up the connector and carry it left, linking to the red transmitter and receiver and avoiding the beam blocker. Go through the door and collect a hexahedron, then bring it back to the first area and use it to trap the beam blocker. Now move the connect around the other side of the first area, still targeting the same red transmitter and receiver, but so that it can be seen from the second area. Link the connector in the second area to the first connector and the next receiver. Position it near the far end of the room, and there should be enough of a gap to be able to run quickly through the door to get the sigil. Leave via the shortcut.

Level B5

Slightly Elevated Sigil (Green)

Pick up the connector and use it on the blue transmitter and the receiver next to the door. Take the second connector and place it on the pressure plate, then take the hexahedron from inside and place it on the inactive floor fan. Pick up the second connector and link it to the blue transmitter, the other connector, and the fan receiver, then place it on the hexahedron and it will rise into the air but remain active. Grab the other connector and head around and up the stairs near the sigil. Link this to the high connector and the receiver here, then take the sigil.

Me, Myself and Our Two Jammers (Red)

Pick up the hammer and disable the turret in the next area. Now use the recorder and stand on the pressure plate for a few seconds. Go back and get the jammer, stand on the pressure plate, and jam the second turret from here. Wait here for quite a long time, then stop the recording.

Now quickly grab the jammer and run through the door while your ghost is on the pressure plate the first time. Drop the jammer on the second pressure plate. Wait until your ghost is jamming the second turret, then run forward past it and grab the sigil. Use the shortcut to exit.

The Four Chambers Of Flying (Red)

Pick up the hexahedron and place it on the platform in front of the left fan, then step on the pressure plate to send it to the right. Climb over the right ladder and put the hexahedron on the second pressure plate so you can collect the jammer. Move the hexahedron on to the other pressure plate, so you can bring the jammer back out to the start. From here, use it on the tall door in front of the sigil. Climb over the ladder ahead and get the sigil.

Behind the Iron Curtain (Red)

Take the connector and put it on the pressure plate to the right. Go through and get the hexahedron, placing it on the other pressure plate to keep the door open. Bring the connector through and link it to the red transmitter and receiver, placing it on the higher pressure plate. This will open a nearby door, where you can find another hexahedron. Bring both hexahedra and the connector back to the starting area.

Place the connector on the other pressure plate, linking it to the red transmitter and to the red receiver next to the fan. Pick up a hexahedron and step on the fan, dropping it at the top. Repeat with the other hexahedron, then carry them both down to the next area. Place 2 hexahedra on one pressure plate, and 1 on the other one. Carry the new connector here, jumping up the crates and up to the ledge above, then down to the starting area.

Now get both connectors through to the side area. Use the first to link the red transmitter and receiver, placing it on the higher pressure plate. Use the second to link the blue transmitter and receiver, placing it on the pressure plate to keep the door open. You can now go and collect the sigil.

Alley of the Pressure Plates (Red)

Start by picking up the blue connector and putting it back down on the pressure plate (so there is no active beam). Use the recorder, then do nothing for 20 seconds. Pick up the fan and place it on the first empty pressure plate. Pick up the connector and pl ace it on the next empty pressure plate. Go and stand on the next empty pressure plate, and wait for another 10 seconds. Go and stop the recording.

Now quickly pick up the hexahedron and put it on top of the deactivated fan. Pick up the connector and jump on top of the hexahedron. Link the connector to the blue transmitter and both blue receivers, then put it on top of the hexahedron. Now you should be able to follow your ghost and collect the sigil at the end.

Level B6

Just Doors and Windows (Yellow)

Pick up the connector near the back and link it to the red transmitter and the red receiver back near the entrance. Go through the door you opened to find another connector. You should be able to link this to the first one and to the red receiver in here, so that you can get another connector. Link this back to the first connector and the next receiver, placing it on the ground near the first receiver. Pick up the second connector and head through the door you just opened. Go to the far corner, then turn around and link back to the third connector, aiming through the window here. Grab the final connector and head over towards the other window. Turn around and link back to the connector you just placed in the corner, and through the next window to the final receiver. Go through and collect the sigil, then leave via the shortcut and ladder.

Crisscross Conundrum (Yellow)

Go to the left and find a connector, then use this to link th red transmitter and receiver. Go through the door to find another connector, then link this to the first connector and the next receiver. Repeat this with another red connector and receiver. Go through to collect a 4th connector. Bring them all back to the starting area. Now use 3 connectors to create a path from the red transmitter, around the back of the blue transmitter, to the first red receiver. Use the final connector to link the blue transmitter and receiver.

Egyptian Arcade (Red)

Pick up a jammer from the left. Go over towards the corridor on the right with 2 mines. You need to use the jammer to deactivate the far mine, dropping it in line with the path of the near mine (to stop it going along the corridor). Now go and pick up the second jammer, and bring both back towards the entrance. Now use one jammer on the door. Grab the other jammer and run through, jamming the door from the other side. Wait until it is safe, then quickly go back and grab the first jammer. Bring the second jammer into the space between the 2 doors. Next use one jammer on the second door, and the other on the mine, so you can safely take the keys. Make your way back out to the entrance area with both jammers again.

Unlock the gate with the keys. Use your 2 jammers on the 2 far turrets. Hug the left wall to sneak beneath the 3rd turret, eventually finding a switch to disable it. Now you can safely grab the sigil before leaving.

Level B7

Bouncing Side by Side (Yellow)

Pick up the connector, then use it to link the blue transmitter and the blue receiver to the right. Take a second connector, and use it to link the blue transmitter and the other receiver. Since the mines will break this beam, block the path of the far mine with your second connector. Run through the door when it is safe, then duck back to retrieve the second connector. Use this on the pressure plate, then collect the sigil. Leave via the shortcut that appears.

Big Lump of Mine (Yellow)

Pick up one hexahedron and place it near the ledge on the right. Pick up the other hexahedron and carry it up on to the ledge, then place it on a mine that comes alongside the ledge. Go back and pick up the second hexahedron, then jump on to the hexahedron that is on the mine. When you come next to another mine that is going to another raised ledge, place the hexahedron on it, then jump on to it. Turn around and pick up the first hexahedron, then get off at the far ledge and go and drop this on the pressure plate. Go back up to the ledge and grab the other hexahedron, then place it in front of the wall near the pressure plate. Jump on this, then up to the ledge, and collect the sigil.

Whole Lotta Jamming (Red)

Go straight to the end, then left and around to the right to find a jammer. Come back to a door just left of the entrance and jam it so that you can collect the keys. Now find a corridor ahead with two patrolling mines. Use your jammer on one of the mines to split them up, then jam the doorway leading to them and run past them, turning left at the end. Unlock the gate with your keys. Now you need to dodge past the next mine and get past the jammer at the other end of the hall. When the mine turns around, grab the jammer and run past it back to the gate. Carry the jammer back to the 2 mines, and jam the deactivated door at the other end from this end of the hallway. Now go and collect the other jammer and bring it here. Use your 2 jammers to get through 2 doors here, then go in and collect a 3rd jammer.

Make your way back to the entrance area with all 3 jammers. Use 1 on the door you haven't explored yet, and a second to jam it from the other side, then get all 3 jammers inside here. Use 1 of them on the next door and the other 2 of them on the 2 turrets, then collect the sigil and leave again.

A Fan Across Forever (Red)

Go right and pick up the jammer. Place it on the pressure plate, then jump on the fan and on to the ledge to the left. Go down the stairs here and pick up a connector. Return to the fan and remove the jammer from the pressure plate. Use the connector to link the red transmitter and red receiver, and place it on the pressure plate. Pick up the jammer and return around to where you got the connector. Use the jammer on the door so you can pick up the hexahedron. Drop this down near the fan, then bring the jammer back here as well.

Take the jammer to the other side of the door ahead and jam it from the other side. Now take the connector through the door and use it to link the blue transmitter and blue receiver (currently blocked by a door). Move the jammer to target the next door, and the blue beam will complete. Run through and grab another connector from here. Take this connector to the red receiver at the end of this passage and link to it for now, placing it on the pile of rocks in the courtyard here. Carry everything else back out to the fan, where you should now have a jammer, 2 hexahedra and a connector.

Put one hexahedron on the fan. Use the connector to link the red transmitter, the red receiver, and the other connector near the final door, then put the second hexahedron on the pressure plate. You should now be able to run through to the sigil, only using the jammer to get through 1 closed door along the way.

You should have now solved all of the puzzles in World B. There will be a star gate opened in this hall, which you can come back to later. There is also a boarded-up portal that you can't access yet. Return to the elevator and press button 0. Leave Building B and enter Building C. Open the gate in there with a set of green sigils:

Proceed into the elevator and go down to level -1 The Land of Faith. You should already be able to use your next set of yellow sigils to unlock another new device:

Now you can start on the next set of levels.

World C Sigils

Level C1

Labyrinth (Red)

Make your way along the main path until you can pick up a jammer. Backtrack until you reach a door, then use the jammer on it. Wait until the mine goes left, then quickly run past it to the right. Dodge the next mine so you can take the keys, then go back past the first mine and unlock the gate near the start of its path. Carry the jammer around and through the unlocked gate. Avoid the patrolling mine again and use the jammer on the next door, then go through. Avoid the 3 mines in here, grab the second jammer, and return. Get both jammers back to the entrance area. Explore to the right, and use both jammers to get through 2 doors. Pick up a 3rd jammer, then bring them all around to the turret area. Target the 2 turrets and the door so you can get the sigil. Leave the same way you came in.

The Conservatory (Red)

Pick up the connector from near the pool and use it to link the red transmitter and both red receivers. Go around to find another connector near a blue transmitter. Pick up the connector and link it to the blue transmitter, putting it back where you found it. Collect the 3rd connector from near the sigil down a side passage. Bring this back towards the entrance, where you should be able to use it to link the blue receiver with the blue connector. Now adjust the red connector so that it only links the red transmitter and the far receiver. You should now be able to collect the sigil.

Blowback (Red)

Pick up the hexahedron and place it in front of the low fence to the left, then jump on it and jump over the fence. Grab the jammer here and use it on the door, then take the next hexahedron and place it on the other side of that low fence. Now take the jammer and carry it back over the fence. Also bring the second hexahedron over to the starting side of the fence. Use the jammer on the door to the far left of the starting courtyard, and take the connector from behind it. Use the connector to link the red transmitter and receiver to hold this door open. Use the jammer to disable the fan down the hall, then go and remove the fan from its holder, placing it on the ground.

Bring the jammer back out to the starting courtyard. Pick up the connector and carry it near the first door, then link it to the red transmitter and 2 red receivers (one through the door). Carry both hexahedra through the second door and stack them both on the platform in front of the fan. Use the jammer to deactivate the first door from the outside. Now take the connector into the courtyard and link the blue transmitter and receiver - this will enable the fan to blow both hexahedra over the wall. Grab the jammer again and use it on the door to the far left of the starting courtyard again. Go through the purple doorway at the end, and put one of the hexahedra on the pressure plate so that you can take the sigil.

Multiply Impossible Ascension (Red)

Detach the fan from the floor holder and put it on the pressure plate to the left. Bring the connector and hexahedron out to the main courtyard. Put the fan back in its floor holder. Carry the hexahedron to the far right corner and use it to get up on the platforms to retrieve a second hexahedron. Now place one hexahedron on the fan, and the other on the pressure plate. Use the connector to link the red transmitter and a rec receiver in the far left corner of the main area. Go to the door you just opened to find a third hexahedron - bring this back to the main courtyard. Now use the connector to link the red transmitter, the far red receiver beyond the gate, and the red receiver above the fan, then place it on the hexahedron on top of the fan. It will lift up into the air, but still not high enough to reach the far transmitter, so put each of the other 2 hexahedra on to the fan to gradually lift it higher. Now you can go and get the sigil.

Level C2

Cemetery (Red)

Head around the level until you each 3 beam blockers. Go to the right to find a hexahedron, then place this on the ground between the 2nd and 3rd beam blockers, in view of the red transmitter. Pick up the connector and link it to the red transmitter and red receiver, placing it on the hexahedron. Go through the door and find another connector, linking this to the first connector and the next red receiver. Now head through and get the sigil, continuing ahead throughout the shortcut to leave.

Rapunzel (Red)

Climb up the ladder ahead, then drop down through the gap to the back part of the puzzle. Bring both hexahedra out through the door using the 2 pressure plates. Put one of the hexahedra on the next pressure plate, then use the recorder. Pick up the other hexahedron and put it on the ground in front of the ladder. Next pick up the platform from the ground in front of the recorder and carry it up the short set of stairs to the right, then fall off the ledge and stand right next to it for 30 seconds. Now walk over to the hexahedron in front of the ladder and jump on to it. Jump up and down on top of the hexahedron repeatedly for another 30 seconds. Go back and stop the recording.

Quickly bring both hexahedra up the stairs and place them on your ghost's platform. Now climb up the ladder to the top. When your ghost starts jumping up and down, grab the hexahedra and use them on the 2 pressure plates up the top. You can now grab the sigil On Top of Things.

The Short Wall (Red)

Go straight ahead and use the recorder. Pick up the platform and go through the half opened gate, standing next to the platform ahead. Wait here for a few seconds, then turn around and stand next to the low wall to either side of the gate. Wait here for a few seconds, then go around to the other side of the same wall. Wait here for another few seconds, then go to the low wall on either side of the blue door. Now go and stop the recording.

Run through the half opened gate and up the steps on to the platform. Jump on your ghost's platform when it arrives. Get off at the wall, then back on again, then off once more so you can drop down to get the sigil.

A Ditch and a Fence (Red)

Go through a second purple doorway. Use the recorder. Pick up the hexahedron and drop it in front of the wall with the high gate, in line with the blue transmitter behind it. Now pick up the platform and go down to the bottom of the stairs. Wait here for 20 seconds, then climb back up the stairs and stand on the hexahedron for 20 seconds. Drop the platform and stop the recording.

Now pick up the hexahedron and place it on your ghost's platform when he is at the bottom of the stairs. Pick up the connector and use it to link the blue transmitter and blue receiver, placing it on top of the hexahedron. Wait until your ghost is on top of the hexahedron, then the door will open so you can collect the sigil.

Level C3

Big Stairs, Little Stairs (Red)

Detach the fan from its holder near the entrance and place it on a pressure plate just right from the entrance. Take the hexahedron from behind the door here and take it through to the rear courtyard. Place it near the low platform on the right, so you can jump on it to retrieve a second hexahedron. Bring both hexahedra back to the start of the puzzle. Place the fan in the second floor holder, near a high platform. Place one hexahedron on the fan, and pick up the other one. Jump on the hexahedron on the fan, then drop the other on to the pressure plate. Jump up to the ledge and grab the connector, then return to the ground.

Carry a hexahedron to the rear courtyard and place it on the pressure plate in front of the blue transmitter. Use the connector to link the blue transmitter with the blue receiver back in the front courtyard. Go through the door here and take another hexahedron. Put this on the inactive fan near the passage between the courtyards. Use the connector to link the red transmitter and receiver (both in the front courtyard), then place the connector on the hexahedron you just put on the fan. Move the other fan back to where you first picked it up. Put one hexahedron on the pressure plate next to it to activate, then pick up the other free hexahedron and step on the fan so you get up to the ledge. Put this hexahedron on the pressure plate up here to activate the fan holding the connector, but it still isn't high enough. Grab the hexahedron from the pressure plate and put it on the active fan to bump the connector high enough to become active. Now you can collect one more hexahedron.

Bring all 4 hexahedra to the rear courtyard. Place one on the pressure plate to the left, and use the other 3 to make a small set of stairs reaching the platform. Turn around and pick up the top hexahedron, and use this to reach the top level, where you can get a 5th hexahedron. Bring them all back to the front courtyard again. Place one of the hexahedra on the inactive fan near the passage between courtyards. Use the connector to link the red transmitter and the receiver guarding the sigil in the rear courtyard, then place it on the hexahedron you just put on the fan. Use 3 more hexahedra to create a small set of stairs reaching the ledge with the pressure plate controlling this fan. Pick up the other fan from the floor holder and use this on the pressure plate. Now put each of your spare 4 hexahedra on to the active fan to push the connector high up into the air. You can now collect your sigil.

Jammer Quarantine (Red)

Head around to the left through the second purple doorway. Use the jammer on the blue door to the far right, then bring the hexahedron out to the main area. Next use the jammer on the middle blue door, and bring the connector out to the main area. Place the hexahedron on the pressure plate to the left, then use the jammer on the door beyond it, so you can bring a second connector out to the main area. Place the hexahedron on the floor fan near the tower. Use a connector to link the blue transmitter, the blue receiver for the gate currently targeted by the jammer, and the 3 other blue receivers in the main area, then place it on the hexahedron. Flip the switch to turn on the fan and lift the hexahedron up into the air. Use the jammer on the closed blue door. Take the other connector around to the far corner of the area next to the sigil and use it to link the first connector and the final blue receiver. Now you can take the sigil.

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

Take the fan from the floor holder to the right, and place it on the pressure plate. Use the first connector to link the red transmitter and red receiver. Go through the door and use the next connector to link to the first connector, the nearby red receiver, and the next red receiver through the window - this will open 2 more doors. Keep following the passages and use the third connector to link to the second connector and the next red receiver around the corner. Use the jammer here on the next door to reveal a hexahedron. Bring both hexahedra out to the start of the level, but leave the jammer where it is for now. Place the fan back on its holder, one hexahedron on the pressure plate, and the other on the fan.

Pick up the 3rd connector and link it to each of the red receivers as you carry it back to the entrance, including the one over the fan, as well as the red transmitter, and place it on the hexahedron that is on the fan. Pick up the 2nd connector and link it to the red transmitter and the fan receiver, to send the 3rd connector up into the air.

Use one of the 2 spare connectors to link to the high connector and then to the receiver at the first locked door. Use the other to target the same receiver through a window so you can free up the first one. Grab the first spare connector and use it to link to the high connector and the next receiver at a locked door, then use the jammer to get through the last door and take the sigil.

Weathertop (Red)

Go through the purple doorway in the far right corner, and use the jammer here on the blue door diagonally from this enclosure. Pick up the connector from behind that door and put this on the pressure plate opposite so you can bring a hexahedron out to the main area. Use the jammer to target the other visible blue door. Put the hexahedron on the platform in front of the fan on the left, then step on the pressure plate to send it forward. Climb over the ladder. Put the connector here on top of the hexahedron, then step on the pressure plate to send the hexahedron and connector backward. Move the connector out to the main area.

Put the hexahedron on the platform in front of the other fan now, and step on the pressure plate to send it over the purple doorway. Go there and move the hexahedron next to the low gate. Pick up the jammer, jump on the hexahedron, and drop the jammer over the fence. Use the jammer on the blue door nearest to the puzzle entrance, and bring another hexahedron out to the main area. Use this next to the short fence to grab the other hexahedron as well. Use the connector to link the blue transmitter and the receiver controlling the door to the fan area. Place a hexahedron and the jammer on the fan platform on the left, then step on the pressure plate to send them both forward. Climb over the ladder and use the jammer on the next door, then go around to get the sigil. Leave through the open shortcut.

Level C4

Stables (Red)

Go to the right to find a jammer, then bring it back towards the start and use it on the door straight ahead. Take the connector here and link it to the red transmitter and the red receiver to open another door. Take the connector behind here and bring it back to the puzzle entrance. Head over to near where you found the jammer, and use the connector to link the red transmitter with a receiver through a window. Use the other connector to link the red transmitter and the first receiver so that you can move the jammer, disabling the same door from the far side. Pick up the connector and carry it through to the next area. Move the jammer so that you can use it on the next door. Carry the connector through and link it to the other connector and to the receiver in the far corner of the level.

Armory (Red)

Use one connector to link the blue transmitter to the blue receiver. Pick up the other connector and link to the first one and the next blue receiver. Grab the jammer from the next room, then go back and use it to disable the mine. Take the hexahedron from on top of the mine and place it on the ground beneath the red beam. Take the second connector and link it to the blue transmitter, then place it on the hexahedron, so that it blocks the red beam.

Grab the jammer and use it to block the first door from the far side, then take the connector with you. Move the jammer so that it blocks the next door near the rear of the puzzle. Now link your connector to the other blue connector and to the last blue receiver. Go through the door to get the sigil.

Throne Room (Red)

Go to the end of the path and grab a connector, then bring it back to the puzzle entrance and link it to the red transmitter and a red receiver you can just see through 2 windows. Go to the room you just opened and take a hexahedron from inside. Now go to the multi-level platform along the right side of the puzzle. Carry the connector and use the hexahedron to get to the top level. Place the hexahedron immediately behind the left pillar. Use the connector to link the red transmitter to another connector through a window, and place it on the hexahedron.

Jump down and go into the new room. Block the blue beam, then quickly take the fan from the wall. Go down the corridor it was in and place the fan in the floor holder. Jump on the fan to get up high again, and drop the hexahedron and connector back down to ground level. Carry the hexahedron down the fan corridor and place it on the ground in line with box the blue transmitter and receiver. Pick up the connector and link it to the blue transmitter and receiver, placing it on the hexahedron. Take the other connector back around to the puzzle entrance and use it to link the red transmitter with 2 red receivers on the left (one through a closed door for now). Now run around and pick up the fan, carrying it to the final door that you can open by putting the fan on the pressure plate. Take the sigil, then leave via the stairs.

Oubliette (Red)

Use the recorder and pick up the hexahedron from the right, then drop it in front of the platform on the left. Pick up the platform, then wait near the small platform where you got the hexahedron for 5 seconds. Next jump on the hexahedron and wait there for 10 seconds. Go back to the small platform for 5 seconds, then jump on the hexahedron for another 10 seconds. Put down the platform and stop the recording.

Quickly pick up the connector and come to the small platform. Jump on your ghost's platform, then up on to the high platform when he is on the hexahedron. Put the connector on the pressure plate up here. Pick up the hexahedron and drop it down to the next area, then move it to block the path of the beam blocker, leaving room for the beam to eventually go through. Climb back up the ladder and pick up the connector, returning to the main area with it. Use this to link the blue transmitter and receiver. Pick up the platform and put it on the pressure plate so you can collect the sigil.

Level C5

Time Crawls (Red)

Use the recorder. Put the hexahedron on the pressure plate to the right, then pick up the connector and carry it through the open door. Turn around and use it to connect to the blue transmitter behind you, placing it far against the back wall and as far left as you can. Now stand on the next pressure plate for at least 20 seconds. Run back and stop the recorder. Put the hexahedron on the pressure plate to the left. Pick up the connector and carry it all the way past the ghost standing on the pressure plate. Go to the right and use your connect to link the first connector with the blue receiver in here. Collect the sigil and leave again (there is a ladder to escape if you don't make it back out in time).

Time Flies (Red)

Put the hexahedron on the pressure plate to the right. Go through and grab the connector, bringing it back to the main area. Now move the hexahedron to the fan and use the recorder. Go and stand on the right pressure plate for 20 seconds. Pick up the connector and use it to link the red transmitter and the high red receiver, placing it on the left pressure plate. Go back and stand on the right pressure plate for another 20 seconds, then stop the recorder. Pick up the connector and run through the door opened by your ghost, using the connector to target the far red receiver. Keep carrying it back to the main area and link to the red transmitter and the high red receiver, placing it on the hexahedron. Run back to the far receiver and wait for the door to open so you can collect the sigil.

Up Close and Jammed (Red)

Stack the 2 hexahedra on the ground between the jammer and the small ledge. Jump from the ledge on to the hexahedra, then safely grab the jammer from next to the mine. Use the jammer on the door, then carry both hexahedra through to the next area. Stand on the central ledge here and place both hexahedra on top of the patrolling mine. Now grab the connector and link it to the blue transmitter through the fence, placing it on the hexahedra. Take the other connector and carry it towards the next door. Link it to the first connector and the blue receiver, then run through the door and get the sigil when the door briefly opens. Leave through the shortcut or back the same way.

Dumbwaiter (Red)

Go up the stairs on the left and use the connector here to link the blue transmitter and the blue receiver next to the first door. Go through the door and pick up one hexahedron to place on the inactive fan, and the other hexahedron to place on the pressure plate. Now use the connector to link the blue transmitter with the fan's blue receiver. Go through the purple door that is accessible to the right, and up the stairs. Grab the hexahedron that is floating above the fan, and place it on the platform in front of the wall fan up here. Go back towards the puzzle entrance. Pick up the hexahedron and carry it to the top of the stairs near the entrance. Pick up the connector and link it to the blue transmitter and the blue receiver next to the wall fan, placing it on the hexahedron. This will blow the other hexahedron forwards and then down on to another pressure plate.

Level C6

The Seven Doors of Recording (Red)

Pick up the connector and use it to link the red transmitter and first red receiver. Pick up the jammer and stand on the first pressure plate, then use it to jam the 3rd door, placing it on the first pressure plate. Go back and use the recorder. Stand on the second pressure plate for 20 seconds, then stop the recorder. Quickly pick up the connector, follow your ghost and place the connector on the third pressure plate. Pick up the jammer and go past the connector, turning around to jam the currently last open gate. Pick up the connector and bring it through, then use the jammer on the next gate. Put the connector on the final pressure plate so you can get the sigil.

Circumlocution (Red)

Grab the first connector and put it on the pressure plate, then take the jammer in the next area and use it on the same door from the other side. Now use the connector to link the blue transmitter and the blue receiver in the next room. Go through to the next room and link the connector in here with the first connector and the next blue receiver. Pick up the hexahedron from the new room, and put this on the pressure plate right back at the beginning, then pick up the jammer and use it on the most recently opened blue door, from the other side. Pick up the second connector and move it into the next room, using it to link the first connector and the next blue receiver. Take the jammer and use it on the next currently closed door, then go through and grab a third connector. Bring this back next to the currently closed door, then grab the jammer and use it to open this door. Pick up the third connector again and link it to the first connector, the receiver for the currently jammed door, and the door in front of the mine (where you first retrieved the third connector) - place this in the doorway nearest the first connector.

Pick up the jammer and carry it forward through one door, turning around to jam this one (the door closest to the rear of the map). Pick up the second connector and carry it forward through the map, so you are just past the jammer, and find a position to link it to the third connector and the receiver for the currently closed door. Pick up the jammer and use it on the other side of the door you just opened. Pick up the second connector again and bring it through this door, then drop it. Grab the jammer and now use it on the mine in the next room. Take the second connector one last time and link it to the third connector and the final blue receiver - the positioning of this last one is difficult, and may require you to go back and adjust the third connector a few times. Grab the sigil and leave through the shortcut.

Two Way Street (Red)

Explore the area around to the left to find a jammer, then carry it back and use it on the door near the puzzle entrance. Carefully avoid the 2 mines here, going through to find a second jammer. Use this on the same door from the other side, so that you can get both jammers in front of the next door. Use one to disable it from this side, then the other from the other side, so you can bring both through. Use the 2 jammers on the 2 turrets ahead, then flip the switch you can can grab the first jammer again and use it on the next door. Take the keys from here, then backtrack to the 2 mines again, bringing both jammers with you. Use your keys on the gate here, then use the 2 jammers on the turret and the final door. Take the sigil, then leave via the shortcut.

Level C7

If you have been collecting all of the stars along the way and have made it to this point, you will start an important conversation when you use the next terminal, which will lead to one of 3 possible achievements. The achievement you receive depends upon your selections during the conversation:

  • What holes? There are no holes.
  • No, I stand by everything I've said. These matters are beyond doubt.
  • (finish the conversation) Silence The Serpent

You should now stop the game and restore from a recent checkpoint using the game's Restore Backup option Last Stable Version. Play through the conversation again with this options:

  • I accept that some of my beliefs face difficult challenges.
  • I equated personhood with humanity, which was a mistake.
  • There's nothing else I'm prepared to doubt quite yet.
  • I am unique.
  • So long as I might have chosen otherwise I can make a difference.
  • Does the path being predetermined mean it isn't worth taking?
  • Do you think there can be no new ideas? Nothing better?
  • If there's no point in anything, why are you talking to me?
  • Are you avoiding the question?
  • (finish the conversation) Press The Serpent

Once again, stop the game and restore from a recent checkpoint, then come back to the terminal a third time. You should choose this conversation last, as you need this achievement to be active to get another one later on:

  • I accept that some of my beliefs face difficult challenges.
  • I equated personhood with humanity, which was a mistake.
  • I claimed to have knowledge about the world that I simply can't confirm.
  • No, I see now everything I've argued was flawed.
  • I refuse to trust anyone, including myself.
  • We do. Deal With The Deceiver

Now continue collecting the sigils in this level.

Crisscross Conundrum Advanced (Red)

Pick up the blue connector and link it to the red transmitter, placing it on the ground just in front of the transmitter. Now use the recorder. Pick up the other connector and carry it to the back corner, behind the blue transmitter, then link it to the first connector. Wait here for 30 seconds, then go and get the first connector and link it to the red transmitter and the red receiver, so you can go and stop the recorder.

Now quick pick up one connector and use it to link the blue transmitter and the blue receiver beyond the gate, placing it in the middle of the blue door. Grab the other connector and use it to link the ghost's corner connector and the red receiver. Both doors should open so you can collect the sigil. Go around the shortcut to exit.

Carrier Pigeons (Red)

Take the hexahedron from the pressure switch in the large open area. Carry it up the stairs at the back and place it on top of the beam blocker. Pick up another hexahedron from the ground nearby, then climb the stairs again. Jump on to beam blocker and off to the opposite platform. Place the hexahedron you are carrying on the second beam blocker. Ride this one to the next platform so you can pick up a third hexahedron. Carry this back to the middle platform. Now stack all 3 hexahedra on the second beam blocker. Go and stand on the pressure plate to temporarily block the blue beam with your stack of hexahedra, then quickly run through the opening to the right while the other fan is disabled. Grab the sigil before leaving again.

Prisonbreak (Red)

Pick up the 2 fans and place them on the 2 pressure plates in the large courtyard. Explore the maze until you find a connector, then bring it back towards the courtyard. Use it to link the blue transmitter and a blue receiver so that you can collect a hexahedron. Take this back to the pressure plate furthest from the blue transmitter, then take the fan from here. Place the fan on the angled holder just around the corner from the active connector. Pick up the connector and jump in front of the fan to be blown over the wall ahead. Link your current connector to the blue transmitter, placing it in line with the wide doorway. Grab the second connector and link to the first connector and to the blue receiver to open the next door. Pick up the third connector in the next area and link it to the second connector and the next receiver. Go and pick up the angled fan, and place it on the pressure plate where you just pick up the third connector.

Move the third connector, linking it back to the same receiver, the new blue transmitter and the second connector. Now you can go back and collect the first connector, as it is no longer required here. You should be able to bring this through the last door you opened, and now link it to the third connector and a new receiver, so that you can pick up yet another connector. Bring these two connectors all the way back to the starting courtyard with the 2 fan holders.

Move the fan from the nearby pressure plate on to one of the fan holders. Go and collect the hexahedron from the pr essure plate near the angled fan, and place it on the fan you just put in the holder. Use one of your spare connectors to target the fan receiver high on the wall, the blue transmitter behind the blue door here, and another blue receiver next to a blue door that you can see a long way down the hall through a gate, then place it on the hexahedron. Use the other spare connector to link the blue transmitter and the fan receiver high on the wall, and place it on the pressure plate - the connector on the hexahedron will rise up and become self-powering. Bring the spare connector through the door you just opened, and use it to link the airborne connector and the next blue receiver. There is now only one door until you can reach the sigil.

Go and find the connector that is currently linked to the second transmitter, and pick it up - this will seal off the other one for good. Link it to the airborne connector and the blue receiver. You can now pick up the fan from the pressure plate here. Carry it to the sigil door and drop it on the pressure plate, so you can collect the sigil. Leave via the shortcut.

Dead Man's Switch (Red)

Pick up the first connector at the start and carry it around the edge of the puzzle to the left, placing it down in the far corner and targeting both red receivers. Grab a second connector and place it at the other end of the long corridor, linking to the first one. Take the third connector and find a position so you can link to the second one and to the active red connector behind a blue window. Step on the pressure plate and all the connectors will activate, which will blow a hexahedron down to the ground. Go and pick this up, and place it on the pressure plate. Head around and into the room with the red transmitter. Pick up the fourth connector here and link it back to the transmitter and to the receiver in this room to open the door. Use the first connector to link to the red transmitter and to the receiver on the outside of the door to keep it open. Now the fourth connector is free to use. Link this to the blue transmitter and the second connector, placing it down in the corner where the first connector used to be. Pick up the first connector and carry it back out to the courtyard. Link it to the third connector and to the receiver leading to the sigil.

If you have been following along with the walkthrough, you should now receive an achievement for not climbing the tower until getting all 49 red sigils Hedging My Bets, and another for not using any of the Messenger altars Solipsist.

Stars

There are a total of 30 stars scattered throughout the game. These are usually hidden in some way and can be collected as you play each world or afterwards as a separate challenge. You will receive an achievement the first time you collect a star Sigils Are Not Enough.

World A

Level A1

Go back to the Logic Check area. To get past the turret, climb over a ladder to the left. Now use both jammers on the mine, pick up one the first jammer again and use it to disable the turret, then grab the second jammer and leave this area. Carry the jammer to the entrance to "Only the Two of Us". Use a switch hidden to the right of the gate next to the entrance to this puzzle to reveal the star.

Level A2

Go back to "The Guards Must Be Crazy" and find a small passage to the left at the end of the corridor with the second mine. Pick up the keys in here, then explore this side area a bit more to find a ladder to exit the puzzle (you cannot carry the keys through the purple doorway). Use the keys to open a locked gate directly behind the spawn point, and go through to get the star.

Level A3 (2 Stars)

Notice the columns around the spawn point, and decode the QR code behind the terminal manually using your mobile phone to work out the message "THE EAGLE HAS LANDED 1969/07/20 20:18". Now press the buttons on the columns numbered 7 and 20 (VII and XX), then go down the stars to find the first star.

Go back to "A Bit Tied Up". Pick up the jammer aimed at a door and take it around to the right area near where you collect the sigil. Aim it at the other blue door, then go through and get the second star.

Level A4

Standing outside the entrance to "Push it Further", spot a red connector high up on top of a column. Use one of the connectors in this puzzle to link this red connector on the column to the red receiver tucked away in the corner of the puzzle. Now go to "Above All That" and use a connector to link the red transmitter to the red connector on the column. Return to "Push it Further" and go through the new open door to get the star.

Level A5 (2 Stars)

Turn left after entering "Things to Do With Two Boxes" and press the switch to open a secret wall and reveal a red receiver. Explore to the right past this to find a connector. Pick this up and use it to connect the red transmitter from all the way over the in the opposite puzzle "One Little Buzzer" to the new receiver here. Now go through the door and get the first star.

Return to "Friendly Crossfire" Use your jammer to disable the right door and head through to get the second star.

Level A6

Go and pick up the hexahedron from behind some rubble in the far right corner (outside the entrance to "Bichromatic Entanglement"). Bring it in front of the low wall on the other side (to the right of "Mobile Mindfield"). Jump on it and then over the wall to find the star.

Level A7

Make sure that a blue connector is visible through the entrance to "Locked From Inside". Go to "Two Pesky Little Buzzers" and use one connector to link to the blue connector from "Locked From Inside", then use the other connector to link from the first one around to the blue receiver. Go through the open door to find the star.

World B

Level B1

Go to "Window through a Door" and use a connector to link to the red transmitter, placing the connector on the ground so that it is visible through the puzzle entrance. Now head over to "Something About a Star". Pick up the connector here and link the red connector from the other puzzle to the receiver in here. Now you can take the star.

Level B2

Make sure the floating red connector is activated as per the solution to "Moonshot", then go and enter "The Tomb". Use the jammer to bring the 2 connectors out to the entrance area of the level. Now carry the jammer behind the statue near the entrance up a narrow secret passage, and use it to deactivate the door. Carry one of the connectors up this secret passage out to the front of the level and link it to the floating red connector from "Moonshot". Carry the other connector up and link it to the first, and to the red receiver at the other end of the secret passage. Go through the door to collect your star.

Level B3

Return to "Blown Away". Collect the hexahedron as you did in the main level. Place this on the ground just in the sunlight in front of the pillar next to the blue transmitter. Grab the connector and jump on to the hexahedron, and you should be able to link it to the red connector from "Whoosh!" (look just over the right side of the door in this level to see it in the distance) and the red receiver to your left. Place the connector on top of the hexahedron. If you have done it correctly, the only blockage will be from the door, so go and stand on the pressure plate until the way is opened to the star.

Level B4 (2 Stars)

In "The Right Angle" use the first hexahedron to block the path of the beam blocker near the back wall (next to a tree). Find a second hexahedron in a small alcove next to where you collected the sigil. Jump on the first hexahedron and place the second on to the beam blocker. Pick up a connector. Now jump on to the second hexahedron, then over the small wall to the side of the tree, and down to collect the first star. Stand in front of the fan to leave the puzzle, still holding your connector.

Link the blue transmitter at the top of the huge pyramid with the blue receiver on the chest of the huge sphinx. Go through the doorway that opens at the base of the sphinx to find the second star.

Level B5

Enter "The Four Chambers of Flying" Pick up the hexahedron and put it on one of the fan platforms. Take the fan, jump on the hexahedron, then jump up on to the wall. Make your way along the walls out of the puzzle. Carry the fan and insert it in the floor holder in front of the tall obelisk in the middle of the level. Next go to "Slightly Elevated Sigil" and collect both connectors and the hexahedron. Put the hexahedron on the inactive fan, and one of the connectors on the ground next to it. Now use the other connector to link to the blue transmitter and the fan's receiver, placing this connector close to the other one. Block the beam with your body, while you pick up the spare connector and jump on to the hexahedron before it rises into the air. Now jump up to the wall above and get to a position where you can see the blue transmitter here and the blue receiver on the large obelisk - link them with your connector. Go to the base of the obelisk and jump on the fan to reach the star.

Level B7 (2 Stars)

Go to "A Fan Across Forever" and take the jammer up the stairs on the right. Stand to the right of the pillar up here and look across to "Bouncing Side by Side" to find a door you can deactivate, just left of the purple entrance. Now go over to "Bouncing Side by Side". Use the connector to get through the first door, then go through the deactivated door to collect the star.

Enter "Big Lump of Mine" and proceed with the normal level instructions until you are standing on the first mine and holding the second hexahedron. Place this on to the stationary mine, then jump on it, grab the first hexahedron, and jump up to the wall to leave the puzzle. Go over to the fan at the base of the massive pyramid. Place the hexahedron on the pressure plate, then jump on the fan to get to the second star.

World C

Level C1

Enter "Labyrinth" and find a jammer, then bring it to the entrance of the puzzle. Facing the entrance, turn right to see a turret outside the puzzle and use your jammer on it. Now leave the puzzle and follow a path to the right until you reach the disabled turret. Pick up the connector on the ground in front of it. Leave this small ruins by continuing along the same path and you will head around the edge of the island. Search until you find a door with a blue receiver - the star is behind here. With your back to this door, head forwards and turn left to see a wide window - place your connector here, linked to the blue receiver. Next go to "The Conservatory". Move the connectors around so that one links the red transmitter and the 2 red receivers controlling the doors. Use one connector to link to the blue transmitter, and the other to link to the first one and to link to the connector you set up near the star outside. Now you can go and collect the star.

Level C2

Enter "A Ditch and a Fence". Use the recorder. Pick up the hexahedron and drop it in front of the wall with the high gate, in line with the blue transmitter behind it. Now pick up the platform and go down to the bottom of the stairs. Wait here for 20 seconds, then climb back up the stairs and stand on the hexahedron for 20 seconds. Drop the platform and stop the recording. Now pick up the hexahedron and place it on your ghost's platform when he is at the bottom of the stairs. Jump on to the hexahedron. Wait until your ghost is on top of the other hexahedron, then jump over the high gate and go around to get the star.

Level C3

Go to "Weathertop" and stack 2 hexahedra on the platform of the fan facing towards the purple doorway. Grab the jammer and use it around the back of the level to target a blue door. Pick up a connector and jump on top of the fan, then on the stack hexahedra, and finally up to the nearby wall. Use the connector up here to link the blue transmitter to the door receiver leading to a 3rd hexahedron. Carry this past your jammer out to the main courtyard. Now use all 3 hexahedra to create a small set of stairs to reach a boarded area just left of the entrance. Climb in here to retrieve the star.

Level C4 (2 Stars)

Go back to "Throne Room". Place the fan on the floor holder on the right. Grab a hexahedron and jump on the fan to get up to the platform. Turn around and drop the hexahedron on to the fan, so it floats in front of you. Jump on to the nearby pillar, then on to the hexahedron, and finally over to a ledge to the right. Head along this and jump over to get the first star.

After finishing "Oubliette", reset the puzzle but the far gate will remain open. Go around and place the hexahedron on the ground next to the fence around the back of the star area. Now start a recording, pick up the platform and stand near the small platform for 5 seconds. Run around and jump on the hexahedron. Start jumping up and down a few times. Run back and stop the recorder. Quickly jump on the small platform, then on to your ghost's platform. When your ghost starts jumping up and down, jump over the fence and collect the second star. You will need to reset again to escape.

Level C5 (3 Stars)

Straight after finishing "Time Flies", go up the stairs from the sigil and walk along the walls, dropping down to the right to collect the first star.

After finishing "Up Close and Jammed", remove the connector from the top of the patrolling mine and jump on to the hexahedra, then quickly jump left over a fence into a small bricked area with a fan to find the second star. Step on the fan to escape again.

Go to "Dumbwaiter" and reset the puzzle. Go up the stairs on the left and use the connector here to link the blue transmitter and the blue receiver next to the first door. Go through the door and pick up one hexahedron to place on the inactive fan, and the other hexahedron to place on the pressure plate. Now use the connector to link the blue transmitter with the fan's blue receiver. Go through the purple door that is accessible to the right, and up the stairs. Grab the hexahedron that is floating above the fan, and place it on the platform in front of the wall fan up here. Jump on the hexahedron, then on to the edge of the fan. Pick up the hexahedron and balance it next to you, then jump on it before jumping up to the wall above. Walk around the wall and look down the other side until you see the third star, then jump down to get it. You will need to reset again to escape.

Level C6

After finishing "The Seven Doors of Recording", carry the jammer around the side passage and use it on the door next to the blue receiver. Put the connector on the pressure plate behind it to open the next door. Go back and use the recorder. Just stand around for 30 seconds, then stop the recorder. Now quickly go and pick up the jammer and use it on the final door to be able to collect the star.

Level C7

After finishing "Dead Man's Switch" just position the last connector to target the blue receiver guarding the star instead of the sigil.

Extras

Messenger Island C

Go around the right side of the island and you will see a small floating island. Go to the statue on the main island and read the message, then turn around and head straight at the statue on the floating island to cross over using an invisible path. Collect the star.

Behind The Tower

After solving the puzzle in Tower Level 1, carry both of the connectors through a gap in the puzzle boundary to the level of the door in front of the terminal. Take them back to the elevator and down to level 0, then carry them both outside. Go and get the axe from the World C Temple and bring it out to the elevator building. Around the outside of the building, at the level of the elevator, use the axe on a boarded up doorway to reveal a blue transmitter. Use your two connectors to link from this to a receiver in a small building behind the tower. In here you will find the star.

Top of the Tower

After opening the red sigil door on Tower Level 5, go into the next building and look out the large window. Walk out to the narrow ledges. Once you are on the 3rd one, turn around and head back towards the pigeons, then out to the tip of the side branch. Walk off the end, and you will fall down into a secret part of Tower Level 3, containing the star.

Audio Logs

There are a total of 22 audio logs (also called time capsules) scattered throughout the game. These are normally very easy to find, but some are better hidden than others. You can see which ones you have found by viewing your journal. You will receive an achievement if you manage to find them all A Good Listener.

World A Levels

  • Level A2: Straight ahead from the spawn point (Time capsule 01)
  • Level A4: Straight ahead from the spawn point (Time capsule 02)
  • Level A5: Just forward and left of the spawn point, behind a wall (Time capsule 03)
  • Level A7: Right next to the spawn point (Time capsule 04)

World B Levels

  • Level B2: Directly behind the spawn point (Time capsule 05)
  • Level B4: Straight ahead from the spawn point (Time capsule 06)
  • Level B7: Just right of the entrance to "Big Lump of Mine" (Time capsule 07)
  • Level B7: Just left of the entrance to "Bouncing Side by Side" (Time capsule 08)

World C Levels

  • Level C1: Just left of the road heading towards the bridge (Time capsule 09)
  • Level C3: Right next to the spawn point (Time capsule 10)
  • Level C5: In the left side of the level in the open (Time capsule 11)
  • Level C6: In the right side of the level in the open (Time capsule 12)
  • Level C7: In the right side of the level in the open (Time capsule 13)
  • Level C7: Behind some walls in the rear left of the level (Time capsule 14)

Extras

  • Messenger Island C: In the open, between the red and blue transmitters (Time capsule 15)
  • Messenger Island A: Near the fan that sends you over towards the tomb (Time capsule 16)
  • Messenger Island B: Behind the building that contains the tomb (Time capsule 17)
  • Tower Floor 1: Just outside the elevator (Time capsule 18)
  • Tower Floor 2: To the left of the puzzle entrance (Time capsule 19)
  • Tower Floor 3: Between the elevator and the puzzle (Time capsule 20)
  • Tower Floor 4: To the left of the puzzle entrance (Time capsule 21)
  • Tower Floor 5: Between the elevator and the puzzle (Time capsule 22)

Terminals

There are a total of 41 terminals scattered throughout the game. These are normally very easy to find, but some are better hidden than others. You can see which ones you have found by viewing your journal. You will receive an achievement if you manage to find them all and read all documents available on all of them Thorough Researcher.

World A Levels

  • Level A1: Straight ahead from the first puzzle gate (Terminal A01)
  • Level A2: Right next to the spawn point (Terminal A02)
  • Level A2: Go straight towards the amphitheatre, then turn left in front of it and right at fork in the road (Terminal A02 Extra)
  • Level A3: Right next to the spawn point (Terminal A03)
  • Level A4: Right next to the spawn point (Terminal A04)
  • Level A5: Right next to the spawn point (Terminal A05)
  • Level A6: Right next to the spawn point (Terminal A06)
  • Level A6: Go straight to the far end of the area and turn left (Terminal A06 Extra)
  • Level A6: In the same hidden courtyard as the star, to the right of "Mobile Mindfield", reached by using the hidden hexahedron in the far right corner (Terminal A06 Extra 2)
  • Level A7: Right next to the spawn point (Terminal A07)

World B Levels

  • Level B1: Right next to the spawn point (Terminal B01)
  • Level B1: Go up the stairs on the right, then jump to the raised area to your left (Terminal B01 Extra)
  • Level B2: Right next to the spawn point (Terminal B02)
  • Level B3: Right next to the spawn point (Terminal B03)
  • Level B3: In the corner of the level, behind and to the right (Terminal B03 Extra)
  • Level B4: Right next to the spawn point (Terminal B04)
  • Level B5: Right next to the spawn point (Terminal B05)
  • Level B5: Go around the very edge of the area to find it in a building next to the water (Terminal B05 Extra)
  • Level B6: Right next to the spawn point (Terminal B06)
  • Level B7: Right next to the spawn point (Terminal B07)
  • Level B7: Turn right when facing the entrance to "Whole Lotta Jamming", go past the large wall and turn left (Terminal B07 Extra)

World C Levels

  • Level C1: Right next to the spawn point (Terminal C01)
  • Level C1: Go straight ahead to the bridge, then follow the coast to the right (Terminal C01 Extra)
  • Level C2: Right next to the spawn point (Terminal C02)
  • Level C3: Right next to the spawn point (Terminal C03)
  • Level C4: Right next to the spawn point (Terminal C04)
  • Level C5: Right next to the spawn point (Terminal C05)
  • Level C5: In the far right corner of the level (Terminal C05 Extra)
  • Level C6: Right next to the spawn point (Terminal C06)
  • Level C7: Right next to the spawn point (Terminal C07)

Extras

  • Building A: In the lobby of Building A (Land A Elevator)
  • Building B: In the lobby of Building B (Land B Elevator)
  • Building C: In the lobby of Building C (Land C Elevator)
  • Building C: On the ground behind Building C (Land C Elevator Hidden)
  • Tower Floor 1: At the conclusion of the puzzle (Tower Floor 1)
  • Tower Floor 2: At the conclusion of the puzzle (Tower Floor 2)
  • Tower Floor 3: At the conclusion of the puzzle (Tower Floor 3)
  • Tower Floor 4: At the conclusion of the puzzle (Tower Floor 4)
  • World A Star Gate: Right next to the spawn point (Terminal A08)
  • World B Star Gate: Right next to the spawn point (Terminal B08)
  • World C Star Gate: (Terminal C08)

Standard Endings

There are some more achievements in the game that you have probably already collected by now, but if not you may need to restore from a recent checkpoint and get these ones now:

  • Read lots of QR codes throughout the game QR Reader.
  • Listen out for Elohim suggesting that you should leave this puzzle for another time, then go and solve another puzzle instead of your current one Know Your Limits.
  • Pick up a paint can and use it to write a message on a wall Leave Your Mark.
  • Pick up a paint can and place it next to a recording device. Start recording, pick up the paint can and write a message on a wall. Wait for a few seconds, then stop the recording. Now quickly follow your ghost and read the message it leaves on the wall before it disappears Split Personality.
  • Take over 12 minutes of active playing to solve a puzzle Extreme Persistence Detected.
  • Solve one of the Messenger islands, then use one of the Messenger altars within a red sigil puzzle Help From Above.

Before continuing, you should aim to have done the following:

  • Collected all 49 red sigils
  • Found 27 out of the 30 stars
  • Found 14 out of the 22 audio logs
  • Found 30 out of the 41 terminals
  • Selected the "Deal With The Devil" achievement choices

The shortest way to end the game now is just to go through the glowing doorway at the end of the hall in the World C Temple, then continue up the stairs and use the terminal Eternal Life. After doing this, restore from a recent checkpoint. Now pick up the axe and use it on the boarded up doorway Break Down Barriers, then head through the portal Sacred Grounds.

Messenger Island C

Here you can find an audio log, and a series of puzzles to solve:

For the 4th puzzle, this is one location where you can get an extra achievement by placing 3 sigils in a particular configuration LOL, before solving it correctly:

Now use the 2 connectors to link the red and blue transmitters to the red and blue receivers respectively. Go through the open door and solve the puzzle on the tomb:

You will now meet your first Messenger, who will be able to answer questions if you ask them at the altars in the red sigil puzzles. There is also a star to collect on this island, before returning through the portal. Back in the temple, pick up the axe and take it to the World A Temple. Use it on the boarded up doorway here, then head through the portal.

Messenger Island A

There is another audio log to collect here, and a series of 4 puzzles to solve:

Insert the fan into the angled holder. Place the hexahedron on the pressure plate. Pick up the connector and jump on to the fan's platform to reach the other side. Go through the doorway and solve the puzzle on the tomb:

After meeting the second Messenger, go back to the World C Temple and grab the axe. Take this to the World B Temple and use it on the boarded up doorway here, then head through the portal.

Messenger Island B

There is one more audio log to collect on this island, and 4 more puzzles to solve:

Now use the 2 connectors to link the red and blue transmitters to the red and blue receivers respectively. Go through the open door and solve the puzzle on the tomb:

Now you will meet the third and final Messenger. Leave here and take the elevator up to the surface, then finally enter the Tower.

The Tower

Enter the elevator and head up to Floor 1 Off The Radar.

Tower Floor 1

Pick up an audio log and use the first of your red sigils:

Go through to the puzzle area. Pick up the 2 connectors. Link one to the blue transmitter and through the windows to the receiver. Link the second to the first connector and also to the blue receiver. If these are placed far enough apart, they will eventually create a constant signal despite the beam blocker's interference. Go through the door to access the terminal. Make sure you unlock Floor 2 access, then go back to the elevator and head up to Floor 2 Transgression.

Tower Floor 2

Solve another puzzle with a group of red sigils:

Go to the puzzle area, finding an audio log just to the left of the puzzle entrance. In the puzzle, place one hexahedron on to the fan on the right. Place the other one the ground near it, then jump up on the hexahedra so you can collect a third from the ledge above. Now place one in front of the wall fan holder, and a stack of 2 in front of that. Stand on top of the stack of hexahedra and insert the weaker floor fan into the wall holder - you should end up hovering on top of a stack of 3 hexahedra. Jump to the platform above, then drop down to reach the terminal. Unlock access to Floor 3, using the code on the sticky note on the computer. Return to the elevator and head up to Floor 3.

Tower Floor 3

Solve the next red sigil puzzle:

Collect the audio log, then enter the puzzle. Start the recorder, pick up the jammer and use it on the first door. Wait 10 seconds, then stop the recorder. Quickly pick up the jammer, wait for the first door to be jammed, then go through and jam the first door from the other side. Go and start the recorder again, pick up the jammer and use it on the second door. Wait 10 seconds, then use the jammer on the first door again so you can stop the recorder. Quickly pick up the jammer, wait for the second door to be jammed, then go through and jam the final door. Use the terminal and carefully read the OsirisPassword.txt file to see another 3-digit code. Use this to unlock access to Floor 4. Return to the elevator and head up to Floor 4.

Tower Floor 4

Solve the 4th red sigil puzzle:

Go to the puzzle area, finding an audio log just to the left of the puzzle entrance. Enter the puzzle and move the hexahedron so that it is next to the ledge behind the recorder. Start the recorder, then wait 10 seconds before picking up the hexahedron and moving it over to beneath the key. Pick up the platform and stand near the ledge, then wait another 10 seconds. Now go over and jump on to the hexahedron, and keep jumping up and down for another 10 seconds. Stop the recorder. Now quickly jump on the hexahedron and up to the ledge. Pick up the hexahedron. When the ghost's platform is reachable, put the hexahedron on it, then jump on yourself. Now when the ghost is jumping, jump as well to just be able to get the keys. Now use the keys to unlock the gate. Use the terminal and carefully read the SacredNumbers.txt file to see another 3-digit code. Use this to unlock access to Floor 5. Return to the elevator and head up to Floor 5.

Tower Floor 5

Solve the final red sigil puzzle:

Find what is probably your last audio log, then enter the puzzle. Pick up the fan and put it on the pressure plate, then avoid the mine while you retrieve the hexahedron and jammer, trapping the mine back behind the door when you have them both. Return the fan to its floor holder, place the hexahedron on top, and use the jammer to target the top fan, placing it on the hexahedron. Climb up the ladder, then detach the fan and put it on the pressure plate up here. Grab the second fan and drop it down on the pressure plate below. Now you can collect the jammer and hexahedron, which will be blown upwards. Remove the fan from the pressure plate here. Use the jammer on the turret, and place it on the pressure plate to keep the door open. Put the hexahedron on the pressure plate in front of the turret, and move the fan to the floor holder here.

Start the recorder. Pick up the jammer and put it straight back down, still targeting the turret. Wait here for 15 seconds. Stop the recorder, then quickly pick up the jammer and carry it down the end of the corridor in front of the turret, putting it down targeting the turret again.

Start the recorder again. Pick up the jammer and jump into the fan, then use it on the door above. Wait here for 15 seconds. Go back down with the jammer, targeting the turret once more. Stop the recorder, then quickly grab the jammer and jump into the fan again. Wait for your ghost to jam the first door, then jam the second one and head through. Head outside and climb up the long staircase to the platform above On The Edge.

Top of the Tower

Climb some more, then find a connector and use it to link the blue transmitter and receiver - another robot will come out of captivity and stand on a pressure plate to open a door for you. Go through and stand on the pressure plate to bring a platform to him, then get off again to transport him across to the next area. After he sets up the red connector, help him back over the gap, then use your connector to link his one with the red receiver. Go through and use the elevator button to go up further.

Grab the connector and link the blue transmitter and receiver, then when the bridge is lowered, pick up the connector and carry it with you. Jump on the fan after it is activated for you, then on your new platform link the red transmitter and receiver - the beam will be blocked. Climb over the ladder to the far area, where you can put a hexahedron on the fan platform and stand on the pressure plate to blow it back. Climb back over the ladder, then put the hexahedron on the pressure plate, pick up the connector and jump on the fan to carry it to the other side. From here, link the red transmitter and receiver. Go through the door you just opened and pick up the jammer, using it to open a door for the other robot that you can see through the window. After your door is opened, pick up the jammer and use it on the second door, then go through and use the elevator button to go up once more.

Pick up the hexahedron and place it on the platform to the left, then step on the pressure plate to send it over to the other robot. After he puts the connector on the platform, get off the pressure plate. Pick up the connector and link it to the red connector he has set up, and the red receiver. Now head through to the elevator to go up again.

Use the connector to link the blue transmitter with the receiver closest to it, and a hexahedron will be blown over to you. Use the connector to link the blue transmitter with the receiver right next to you. Carry the jammer towards the fan at the end and use it on the fan, placing it on the ground right next to it. Jump on the hexahedron, then pick up the jammer. At the top, jump to the platform above, then use the jammer on the door. Go through and use the elevator button to go up further.

Use the jammer here to get through the door. Use the switch at the top to send the elevator down, then use it again and your robot friend will arrive. After he steps on the pressure plate, pick up the jammer and use it on the door from the other side. After he comes through the door, pick it up again. Use the jammer on the next door blocking the robot, then lower the elevator and use the jammer on the next door to let your robot friend through. After he sets up the connector, use the jammer one last time on the door that is blocking the red transmitter. Go and stand on the fan. Go up the golden stairs ahead, then use the terminal. If you already received the "Deal With The Deceiver" achievement, you can select options to bring Milton with you Take It With You. Either way, finish the game here for another achievement Free Will.

Restore from a recent checkpoint to find yourself back at Tower Floor 5. Solve this puzzle again and head up the long spiral staircase to the platform above. Now turn around and go back down again. Collect the final 2 stars, so you should now have all 30 of them. Go through the glowing doorway at the end of the hall in the World C Temple, then continue up the stairs and use the terminal for another ending Changed My Mind.

Star Gate Ending

Star Gate A

Restore from a recent checkpoint and tackle the final few remaining challenges. Start by going to the World A Temple and solving the gold sigil puzzle:

Head through the portal beyond. Look at the sign near the portal to see the first digit of a 3-digit number that you will need to remember.

Jammed from Within (Silver)

Go through to an area with a patrolling mine. Sneak past this to get a jammer, then use this on the other door and get past the mine. Climb the ladder in the next area. Use the jammer here to gradually move the two mines from their current corridor through 2 doors into a small area, so that you can safely get the key. Use this on the gate here. Pick up the jammer and use it on the next door, then dodge 2 more mines as you head around to get another key. Make your way back to the entrance and use the key on the locked gate that protects the sigil.

Nerve-Wrecker (Silver)

Use the 2 jammers to carefully trap the 2 mines on the other side of the first door, bringing both jammers with you. Now use them to move the middle mine from the next section all the way out to the front. Repeat this again, bringing the middle mine from the third section all the way out to the front. Now make sure you stagger the paths of the paired mines in the second and third sections so you can then use the jammers to open the 2 final doors to get the sigil. Fortunately you can leave through a shortcut.

Dumb Dumb Mine (Silver)

Start by picking up the axe from just outside the level. Carry it into the middle building and climb the stairs in the corner, then break down the boards to reveal a jammer. Still carrying the axe, walk onto the angled fan platform to be launched into the puzzle. Drop the axe, then go back and pick up the jammer, standing on the platform to bring the jammer into the puzzle as well. Now use the jammer on the door and avoid the mine, running in to grab the keys. Use the keys on the locked gate. Next cut down the 2 trees that are along the mine's path. Use the jammer on the next door to allow the mine through. Use your keys on another gate, and then wait for the mine to take out the turret. Now you can head through to get the sigil.

Star Gate B

Next go to the World B Temple and solve another gold sigil puzzle:

Head through the portal beyond. Look at the sign near the portal to see the second digit of the 3-digit number.

Peekaboo! (Silver)

Start the recorder, then stand on the pressure plate for 10 seconds. Stop the recorder, then quickly go and collect the connector. Start the recorder again and pick up the connector. Link it to the blue transmitter, then place it in line with either end of the windows, so its path will not be blocked by the beam blockers, then go and stand on the pressure plate so that the link can be established. Wait on the pressure plate for 30 seconds. Stop the recorder, then pick up the connector. Go to the far end of the puzzle and link to the active connector when available, keeping to one end of the windows, and also link to the receiver. Grab the sigil.

Merry Go 'Round (Silver)

Use the connector to link the blue transmitter and first blue receiver. Go around and pick up the jammer, then use this on the same door from the other side. Now carry the connector through and use it to link the blue transmitter with the second blue receiver. Use the jammer on the other side of this door. Pick up the blue connector and carry it over to the far right window near the transmitter, using it to link the transmitter with a blue receiver you see through a far window.

Go and grab the jammer and use this to get through the next door with the red receiver. Continue forward through the other door you have currently opened with the blue connector, and you will find a second connector. Bring this back out past the red receiver door and use it to link the red transmitter and red receiver. Use the jammer on the same door from the other side, then pick up the red connector again. Carry this to the far corner of the puzzle and you should be able to use it to link the other connector and the next blue receiver. Now use the jammer to get through the last door and collect the sigil.

Cat's Cradle (Silver)

Collect the 2 connectors and use them to link the blue transmitter near the entrance with the nearby blue receiver. This will reveal a red transmitter and a third connector. Pick up this connector and go and put it on the pressure plate, so that you can bring the hexahedron out. Place this on the ground in front of the closed door with the 2 receivers (more towards its right side).

Take one spare connector, link it to the blue transmitter back near the entrance, and to both blue receivers, placing it on the hexahedron. Take the other spare connector, link it to the red transmitter and red receiver for the closed door - this one will currently cross one of the other blue beams. Take the other connector from the pressure plate, carry it through the open door and place it on the pressure plate here. Go through to get the sigil.

Star Gate C

Now head to the World C Temple and solve the final gold sigil puzzle:

Head through the portal beyond. This will hopefully be your final terminal, and you will also find the final digit of the 3-digit number.

Cobweb (Silver)

Start by opening the left blue receiver door - use one connector to block the path of the nearby beam blocker, and the other to link the transmitter to the receiver. Collect the extra connector from behind the door here when it opens briefly. Repeat this process with the right blue receiver door, and bring the extra connector and hexahedron out to the main area as well.

Now you have to set up a grid (cobweb) of blue connectors. Place one in front of the left window near the transmitter, and link it to the left receiver and the transmitter. Place the second in front of the right window near the transmitter, and link it to the right receiver and the transmitter. Place the third along the middle path from the entrance, near where the grass ends, and link it to both receivers, both connectors and the transmitter. If this is all set up correctly, both doors will remain open permanently. Put the hexahedron behind the left door where the path turns to the left. Put the final connector on top of it, linking to the red transmitter and red receiver. Head through the door to grab the sigil.

Nexus (Silver)

Use the first connector to link the blue transmitter and receiver. Use the second connector to link the red transmitter and receiver. Now climb over the ladder to the next area. Use the 2 connectors here to link the blue transmitter and receiver. Climb over the next ladder and move the hexahedron on to the pressure plate. Now use one of your spare connector to link the red transmitter and receiver, and the other to link the last blue connector with the next blue receiver. You should still have one connector spare to carry to the next area.

Use your spare connector and the other one here to link the blue transmitter and receiver, placing one of them on the pressure plate here as well. Climb over the ladder and use the jammer on the closed door behind, then climb over the ladder here. Link the connector here with the red receiver, placing it in line with the small window, then climb over the next ladder. Link the 2 connectors in this corridor, and one with the connector in the previous room, lining each up with one of the small windows, then climb over another ladder. Link the final connector here with the red transmitter and with the connector in the previous room. Climb back over the ladders to reach the sigil.

Unreachable Garden (Silver)

Start the recorder, then pick up the connector and link it to the blue receiver, placing it half way between the two areas of gate along the far wall. Leave it here for 20 seconds, then stop the recorder. Now pick up the connector and link it to the 2 blue receivers, as well as the ghost's connector and the blue transmitter (through the closed door). Once the ghost's connector disappears, this will still keep both doors open.

Start the recorder again, and just leave it running for 30 seconds, then stop it again. Now quickly pick up the connector and carry it forward through the open door. Link it to the ghost connector, both blue receivers here and the other blue transmitter (through the closed door). Again, after the ghost's connector disappears, this will keep this door open.

Pick up the hexahedron from near the second transmitter and bring it out to the winding path leading towards the sigil. Place it on the ground in line with the second transmitter, but behind the first metal fence. Start the recorder and pick up the platform, then go and stand next to this hexahedron. Wait here for 30 seconds, then jump on to the hexahedron. Wait here for another 30 seconds, then go and stop the recorder. Now quickly pick up the connector. Link it to the second transmitter, to the 2 blue receivers nearest to it, and to the blue receiver leading to the sigil. Stand on the hexahedron and place the connector on the ghost's platform. Now run around and collect the sigil.

The Tower

Return to the tower once more. Use the elevator to go to Floor 1. Solve the puzzle here as before and get to the terminal. Unlock access to Floor 6 using the 3-digit code you collected from the signs in the 3 Star Gate regions. Go back to the elevator and head to Floor 6. Solve the silver sigil puzzle:

Go through the portal, then use the terminal Blessed Messenger.