The Talos Principle: Road to Gehenna

The Talos Principle: Road to Gehenna

Year:  2015

Genre:  Puzzle

Links:  Moby Games, Steam, Adventure Gamers

The Talos Principle: Road to Gehenna is a science-fiction puzzle game, which can be played from a first-person or third-person perspective. This is a downloadable expansion for the original game, The Talos Principle. It increases the difficulty levels and expands some of the puzzle types from the original game. There are 4 Steam Achievements, all documented in the walkthrough below.

Logic Check

Head through the deserted garden area until you reach the portal, then head into the bright light to reach the hub of the game world. From here you can choose to enter any the 4 main zones. Use the terminal here and complete the scenario to receive your user profile Welcome to Gehenna.

Zone 1

The Swapper

Go up the stairs to a small ledge and collect the connector. Use this to link the blue transmitter and receiver. Head through the open door and take the hexahedron from the pressure plate, bringing it out to the main area. Now place the fan in its wall holder, and you will see the beam blocker get moved by the fan. Carry the hexahedron up the stairs, and place it on top of the beam blocker when it gets near enough. Get the connector again and link it to both the red and blue transmitters, the blue receiver, and all 3 connectors in the nearby towers. Place the connector on top of the hexahedron. Now collect the fan. Go through the first door when it opens, and put the fan on the pressure plate. Now just go through each of the other doors as they open. Flip the switch to free the prisoner at the end First!.

Star

Stay here in "The Swapper" and reset the puzzle. Pick up the connector and link it to the blue transmitter, blue receiver, and the right tower connector. Take the fan and carry it through the first open door. Place it on the pressure plate so that you can take the hexahedron, and carry it through the next 2 open doors. Place it on the ground next to the right gargoyle here. Jump on the hexahedron, then up to the gargoyle and pick up the hexahedron again, then jump up to the wall above. Head right and use the hexahedron to jump across to one of the large fence posts, then grab it again and keep jumping over the fence posts towards the connector in the tower. Place the hexahedron next to the connector, then jump on it and up to the wall above. Now keep jumping and you will eventually reach the star.

So Close, So Far

Pick up the connector and place it on the other pressure plate, then jump on to the fan. Start the recorder and stand on the pressure plate next to the fan for 60 seconds, then stop the recorder. Now quickly jump on to the fan to return to the starting room. Grab the connector and use it to link the blue transmitter and the blue receiver you can see through 2 windows, putting it on the other pressure plate. Jump on the fan here to return towards the ghost, and take the other connector that is now available, bringing it out towards the recorder. Jump in the fan again, pick up the other connector, and jump in the fan. Drop your connector here, so both should now be next to the recorder. You can reset the recorder if it is still going.

Remove the fan from its holder and put it on the pressure plate to open the door. Take one of the connectors through and place it on the path, linking it to the red transmitter. Link the second connector to the first, placing it in the fan room in line with the 2 windows.

Start the recorder and stand on the pressure plate next to the fan for 120 seconds. Stop the recorder, then pick up the fan and place it in the angled holder. Grab a connector and jump in the fan. Now use the connector to link the connector through the 2 windows and the nearby red receiver, placing it on the pressure plate. Go through the open door and flip the switch to free the prisoner.

Star

Stay here in "So Close, So Far" and reset the puzzle. Pick up the connector and place it on the other pressure plate, then jump on to the fan. Start the recorder and stand on the pressure plate next to the fan for 60 seconds, then stop the recorder. Now quickly jump on to the fan to return to the starting room. Grab the connector and use it to link the blue transmitter and the blue receiver you can see through 2 windows, putting it on the other pressure plate. Jump on the fan here to return towards the ghost, and take the other connector that is now available, bringing it out towards the recorder. Jump in the fan again, pick up the other connector, and jump in the fan. Drop your connector here, so both should now be next to the recorder. You can reset the recorder if it is still going.

Remove the fan from its holder and put it on the pressure plate to open the door. Use a connector to link to the red transmitter and place it in line with the 2 windows to the right of the transmitter. Link the second connector to the first, placing it in the fan room in line with the 2 windows here.

Start the recorder and stand on the pressure plate next to the fan for 180 seconds. Stop the recorder, then pick up the fan and place it in the angled holder. Grab one of the connectors and jump on the fan, then drop it on the fan pressure plate here. Jump on the fan, grab the other connector, and jump on the fan so that both connectors are back near the puzzle entrance. Use one of the connectors to link the red receiver here with the red connector through the 2 windows, and place it on the pressure plate. Take the other connector through the open door and the open gate behind it, then turn around and link it to the blue transmitter and 2 nearby blue receivers, as well as another blue receiver behind you (and behind a closed door for now). Now take the red connector and bring it to this room, linking it to the red receiver and the red connector through the other 2 windows. Take the fan and place it on the pressure plate here to keep the door open. Pick up the red connector and carry it around until you reach another pressure plate. Link it to the red receiver and the ghost red connector, and place it on the pressure plate. Now you can collect the star.

Open Field

Look ahead to the right to find a blue connector between blue and red transmitters. Pick up the connector and link it to the blue transmitter and walk past the red connector until you find a blue receiver off to the side that you can also link to. Go through the door you opened to get a second connector, then go and find an area with 2 opposite angled fans. Link your second connector to a red receiver off in the distance behind the blue receiver, and place it on the path between the 2 fans. Return to the first connector and link it to the second one and to the red transmitter. Now go and retrieve the hexahedron from the room you just opened, and place it on the fan platform in front of the blue receiver.

Pick up the nearby red connector and carry it to where you got the hexahedron, then turn right and link it to the red receiver you can see through some fencing here, then carry it back to the fans. Also link it to the red receiver here, and the red transmitter, and place it on top of the hexahedron (don't worry that it cannot connect properly yet). Go and get the other connector and link it to the blue transmitter and to the blue receiver above the fan, aiming through a nearby window. The hexahedron and red connector will end up flying through the air. Go over to the door you just opened on the far end of the puzzle, and flip the switch to free another prisoner.

Star

Go to "So Close, So Far" and reset the puzzle. Pick up the connector and place it on the other pressure plate, then jump on to the fan. Start the recorder and stand on the pressure plate next to the fan for 60 seconds, then stop the recorder. Now quickly jump on to the fan to return to the starting room. Grab the connector and use it to link the blue transmitter and the blue receiver you can see through 2 windows, putting it on the other pressure plate. Jump on the fan here to return towards the ghost, and take the other connector that is now available Jump on the fan and let go of the connector while you are in the air, so it drops into the middle courtyard. Pick up the other connector, jump on the fan and drop this one into the same courtyard. Jump on this fan and leave the puzzle.

Now head to "Open Field". Head around to the left and look for a wall with some fencing at the top. Jump over this using two high steps, and bring both connectors outside - place them between the 2 fans for now. Go and find the active blue connector between the blue and red transmitters. Pick up the connector and link it to the blue transmitter and walk past the red connector until you find a blue receiver off to the side that you can also link to. Go through the door you opened to get a second connector, then go and find an area with 2 opposite angled fans. Link your second connector to a red receiver off in the distance behind the blue receiver, as well as the red fan receiver, and place it on the path between the 2 fans. Return to the first connector and link it to the second one and to the red transmitter. Now go and retrieve the hexahedron from the room you just opened, and place it on the fan platform in front of the blue receiver.

Pick up a spare connector and link it to the blue fan receiver and the blue transmitter, then place it on the hexahedron. Use the other spare connector to link the blue transmitter with the blue fan receiver and the blue transmitter. Once the hexahedron and blue connector are in the air, you can pick up the last connector you used and carry it with you. Go back to where you climbed over the wall to get these connectors and look further to the right to find a destroyed building. Jump up the platforms on its side and link your connector to the airborne blue connector and the one inside this building. Now jump on the active fan here and you will end up with the star.

Through A Window

Pick up the first connector and link it to the red receiver here, as well as the red transmitter and receiver you can see through the window. Go through the first door and pick up the second connector, then carry it through the second door. Turn around and use this to link the red transmitter through the window with the receiver here, to keep this door open from both sides. Follow the path until you find a third connector, then bring it back towards the second one - go to the other side of the window down the far end of its corridor and find a position to link it to the second connector and the first red receiver. This will free up the first connector, so go and collect this now. Carry it through the maze until you find the next locked door. Link it to this door's receiver, and place it on the ground along the path just inside the entrance to the room. Now pick up the third connector again and carry it back towards the transmitter you are using. You should be able to find a little niche where you can link it to the transmitter, the receiver for the door leading to the transmitter, and the first connector.

The second connector is now free to collect, so carry it through the newly opened door. Go to the very side of the map and you should see the transmitter through 2 windows. Link the second connector to the transmitter and to the receiver for the last door you opened, placing it far into the corner. This will keep the door open from the other side, so you can bring the other two connectors to this room. Take one of the connectors along the long corridor and place it on the far corner of the path, linked to the red receiver through the second window. Pick up the active connector - this will lock the door - and link it to the transmitter and to the connector you just placed (through the closed door). Use the spare connector to link the other 2 together around the edge of the map. After the door opens, pick this straight back up again and carry it to the very end, where you can use it to link to the final door. Flip the switch to free the prisoner at the end.

Star

Go to "Open Field" and reset the puzzle. Look ahead to the right to find a blue connector between blue and red transmitters. Pick up the connector and link it to the blue transmitter and walk past the red connector until you find a blue receiver off to the side that you can also link to. Go through the door you opened to get a second connector, then go and find an area with 2 opposite angled fans. Link your second connector to a red receiver off in the distance behind the blue receiver, and place it on the path between the 2 fans. Return to the first connector and link it to the second one and to the red transmitter. Now go and retrieve the hexahedron from the room you just opened. Carry it back towards the purple entrance and place it at the top of the stairs on the left. Jump on to it and then up to the wall above, then turn around and pick it up. Use it to get up to the higher area and take it with you again, then jump over to the gap in the wall and outside the puzzle to the central hub area.

Carry the hexahedron towards the entrance of "Through A Window", then turn left to see some stone blocks next to a wall. Use the hexahedron to get up to the top of the wall here, bringing it with you again. Use it next to get to a thin ledge and pick it up once more. Jump over to the next thin wall and walk near to the star. Use the hexahedron to get over the final hurdle so you can get the star.

Zone 2

Haircut

Pick up the first connector and use it to link the blue transmitter and any one of the blue receivers. Grab the other connector and wait for the fans to turn on, then jump on them to be blown up to the 2nd level. Jump on to the active fan here to reach the 3rd level. Now use your connector to link to the other connector, in such a way that you block the red beam. Wait for the platform to lower, then grab the connector and quickly jump on the platform to ride it up. Take the keys from the middle and use these to open the gate back on the ground level. Now flip the switch to free a prisoner.

Bunny Hop

Pick up the hexahedron blocking the red beam, and put it on the ground near the red connector, then jump on it and up to the connector. Take the connector and link it to the blue transmitter and receiver, placing it on the hexahedron currently blocking the blue beam - it will become airborne. Jump on the other fan and take the connector back - the hexahedron will remain airborne. Return the connector back to where you got it, linking it to the red transmitter and red receiver. Put the hexahedron back on the red fan, then go and stand so you are blocking both red beams. Quickly run and jump on the hexahedron before it flies up into the air. Jump over the other hexahedron to the far platform and flip the switch to free another prisoner.

Cube Driver

Go through the purple doorway. Pick up a connector and place it on the hexahedron. Take the other connector and use it to link the blue transmitter and blue receiver - the hexahedron and connector should end up on top of the beam blocker. Head through the next purple doorway, and around up the stairs to the left. Take the connector from on top of the beam blocker when it comes close to you. Repeat this whole process twice more, so that you have 3 connectors in the second half of the puzzle. Go back and get the hexahedron, and use it to block the path of the beam blocker so that it doesn't go in front of the red transmitter. Use the remaining connector here to link to the red transmitter and to a red receiver you can see through the purple doorway.

Go through the purple doorway and use a connector to link to the active red connector and the red receiver here. Use another connector to link to the blue transmitter and blue receiver. Put the third connector on the pressure plate, then flip the switch to free the prisoner.

Star

Stay here in "Cube Driver" and reset the puzzle. Go through the purple doorway. Pick up a connector and place it on the hexahedron. Take the other connector and use it to link the blue transmitter and blue receiver - the hexahedron and connector should end up on top of the beam blocker. Head through the next purple doorway, and around up the stairs to the left. Take the connector from on top of the beam blocker when it comes close to you. Also take the hexahedron. Carry this hexahedron up a fallen column in the corner of this area, then jump on to the wall, up another fallen column and over a beam back in the direction of the puzzle entrance. Place the hexahedron down on the pillar at the end of this beam.

Go and grab the connector and carry it over the same path. Stand on the hexahedron and you will be able to jump across to the opposite wall. From up here, use the connector to link the blue transmitter and the blue receiver next to the fan. Jump down to the fan and you will end up collecting the star.

Static Vexer

Pick up a connector and go through the jammed door ahead. Use it to link to the blue transmitter (through the closed door) and place it in the plant in front of the window. Now pick up the jammer and look through the window to target the door in front of the transmitter. Use the other connector to link to the first one and to the receiver here to open the door again, then go through and get a second jammer, using it on this door from the other side. Bring the other jammer and connector into the central area.

Use one jammer on the door in front of the transmitter, and the other jammer on the other door you haven't opened yet. Carry a connector through here and use it to link the blue transmitter and both blue receivers. Take the other connector and link it to the first one and to the other blue receiver through a window at the end of the corridor. Now pick up one jammer and use it on the mine. Use the other jammer also on the mine, but from over near the next door. Now grab the first jammer and use it on that door by looking through the window. Go and safely take the jammer near the mine and use it on the last door. Now flip the switch to free the prisoner.

Star

Go to "Cube Driver" and reset the puzzle. Pick up the hexahedron and place it back down to trap the beam blocker on its other side, so the red beam won't be blocked. Leave the first red connector where it is, and place another one in front of the other window, in near the beam blocker, so it can be seen from the puzzle entrance. Link this to the first red connector.

Now head to "Static Vexer". Use a connector in the entrance here to link to the red connector over in "Cube Driver". Use the second connector to bring the red beam around to the side of the puzzle and link to a red receiver in the back corner - this will permanently lower a gate. Now solve the puzzle exactly the same way as you did earlier. Towards the end, you will just need to keep using the jammers together to get through the last few doors so that both are available to target the 2 mines. You can then take the star.

Crater

This is a very large puzzle at the bottom of the zone, and can be split in half based on the color of the transmitter, blue or red. Go and get the jammer, then look for a connector in the blue part of the puzzle. Use the jammer through the purple doorways to target 2 separate doors and gradually move the connector to be near the blue transmitter. Now use the connector to link to the blue transmitter and to the connector high up in the middle of the puzzle (the beam will be blocked by a fence for now).

Now take the jammer over towards the red part of the puzzle. Target the door closest to the red transmitter. Go and get the connector from in here and link it to the red transmitter. Go to the next area and link a connector here back to the first one, and to the red receiver. Go to the next room and link a connector here back to the previous one, to half of a double receiver door, and to the red receiver in the middle of the puzzle area - this will raise the hexahedron and connector high into the air, along with an active blue beam. Use the spare connector here to link to the blue connector in the sky and to the other half of the double receiver door, so you can retrieve a fan from behind it. Put the fan into the angled holder in the previous room. Bring the blue connector into this room and use it to link to the blue connector in the sky and to the blue fan receiver. Jump on the fan and you will end up collecting the keys. Use these on the locked gate, then flip the switch to free the prisoner.

Star 1

Stay here in "Crater". Go back to the red part of the puzzle and jump in the fan again, this time grabbing the blue connector in the sky as you fly past. Head over to the red part again, and stand near the red transmitter. Pick up the red connector here and use it to link to the blue connector you can see across the puzzle through 2 purple doorways, and to the blue receiver here. Use another connector to link to this first one and to the blue fan receiver in the next room. Now use this active fan to be able to bring 2 spare connectors over to the blue part of the puzzle.

Go back to the red part of the puzzle and disconnect the 2 blue connectors. Use one connector to link to the red transmitter, and place it in line with the purple doorway. Return to the blue part of the puzzle and use a connector here to link to the red one opposite, and to the red receiver here. Bring the jammer across to target the other closed door in the blue part of the puzzle. Now you just need to use your 3 spare connectors here to get red and blue beams around to the double door so you can collect the star.

Star 2

Stay here in "Crater". Take the fan from where you just collected the previous star, and place it on the angled holder in the blue part of the puzzle. Use the second red connector here to link to the fan receiver. Pick up a blue receiver and jump on the fan, carrying it across to the red part of the puzzle. Bring the jammer across to target the closed door nearest to the red transmitter. Use the 2 spare connectors here to bring a red beam to the far room and then out to the red receiver in the middle of the puzzle, to lift the hexahedron up in the air again.

Go over to the blue part of the puzzle. Jump on the fan and grab the hexahedron in the sky as you fly past. Place the hexahedron in front of the low fence near the red transmitter. Go and take the red connector from the far room, jump on the hexahedron and out to the middle of the puzzle. Place it on the platform where you originally retrieved the jammer. Pick up the blue connector from the blue part of the puzzle and use it to link the blue transmitter with the connector out on the jammer platform.

Return to the red part of the puzzle and pick up the connector not directly linked to the red transmitter. Link it to the blue connector on the jammer platform and to the blue fan receiver. Now that both fans are active, pick up the hexahedron and drop it on to the blue fan. Wait until it has almost reached the other side, then jump into the fan. You will collide with the hexahedron and fall down. Collect the star.

Zone 3

BFF

Use the jammer on the turret. Place one connector near the back corner of the area, in view of the red transmitter but nearly as far away as possible, so it can link to the red transmitter, the red receiver and can be seen through the middle doorway. Place the other connect so that it can link to the first one, as well as to the high red receiver and the other one down the hall from the turret.

Go through the open door and place a hexahedron on the pressure plate, then take the fan and the hexahedron back towards the puzzle entrance. Use the hexahedron to help you install the fan in the high wall holder. Now use a hexahedron to reverse the direction of the mine. Pick up the jammer to re-enable the turret. If both fans are active, the mine will be blown across to destroy the turret.

Disable the first connector. Place a hexahedron on the floor fan, then place the second connector on the hexahedron, linking the red transmitter and the nearby red receiver for the fan. Enable the first connector again, linking the red transmitter and the fan's red receiver, then the second one will rise into the air and stay active. Now take the other connector over past the destroyed turret and find a position where you can link to the airborne connector and 2 red receivers through a window. Use the spare hexahedron to collect the high fan from the wall holder. Use the jammer on the first door on the right in the corridor past the destroyed turret. Carry the fan through and place it on the pressure plate, then reposition the jammer to target the following door by looking through a window back near the ground connector. Put the hexahedron on the remaining pressure plate, then head through and flip the switch to free the prisoner.

Harmony

Bring both hexahedra to the small raised platform near the entrance, then use them to get to the next higher level, bringing both with you. Drop both hexahedra down into the room with 2 pressure plates, putting one on the far plate, and one on the plate behind the next door. Now place the jammer on the next pressure plate, using it to target the door behind that, so that the blue receiver should be revealed. Use the connector to link the blue transmitter and receiver, placing it on the only remaining pressure plate. Now go and jump on the floor fan and retrieve the high wall fan. Now gradually bring everything from this corridor back out to the main area.

Use your jammer on the beam blockers so that both pairs move in sync with each other. Now use the jammer to target the door blocking the red transmitter. Now head through the purple doorway here and pick up the connector, using it to link to the red connector and placing it in line with 2 small windows. Climb back over the wall using the ladder. Put a hexahedron on the first pressure plate here, then use the connector to link to the previous red connector, the red transmitter through the window, and to the red receiver ahead, placing it on the next pressure plate. Put the fan in the floor holder ahead, then jump on it. Reach the platform and flip the switch to free the prisoner.

Star

Stay here in "Harmony". Pick up the spare hexahedron and jump on to the floor fan again. Turn around and jump to the opposite wall, then drop the hexahedron down into the back area. Adjust the jammer to target the other closed door in the back area, then go through the purple doorway. Use the hexahedron and the connector on the 2 pressure plates, then collect the star.

Ray Trivia

Take the connector and link it to the red transmitter and both central red receivers. Now take the new connector and link it to both blue transmitters and the blue receiver to free a 3rd connector. Use this one to link the red transmitter and the nearest red receiver. Pick up the first red connector and use it to link the accessible blue transmitter and the nearest blue receiver. Pick up the other blue connector and head away from the blue transmitter to the far wall. Turn around and use the connector to link the blue transmitter, the blue receiver right next to it, and another blue receiver on the far right wall. Now you should be able to take the other blue connector again. Use this to link to the red connector and the red receiver on the right wall. Go through the open door, flip the switch and free the prisoner.

Star

Stay here in "Ray Trivia" and set up an active red connector in the far right corner. Leave the puzzle and follow the path up to the left, then come back so you are going along the top of the bridge over the aqueduct. Keep going until you find some purple doorways. Use the connector here to link back to the red connector in the puzzle, and to the nearby red receiver. Now jump into the fan to reach the star.

Pendulum

Pick up the 2 hexahedra and place them on top of the two parallel beam blockers. Pick up a connector, link it to the blue transmitter, and place it on the hexahedron closest to the transmitter. Pick up the other connector, link it to the first one and to the blue receiver, and p lace it on the other hexahedron. The blue beam will be continually interrupted, so use the jammer on the nearest beam blocker until it is completely out of sync with the other one, and you will end up with a stable beam. Now use the jammer on the side door, and flip the switch to free the prisoner.

Star 1

Stay here in "Pendulum" and reset the puzzle. Place one hexahedron on the 3rd beam blocker (that you didn't use previously). Pick up the other hexahedron, jump on the first, and jump on to a ledge at the end of the beam blocker's path. Turn around and put your hexahedron on top of the other one, then jump on top. Jump to the wall at the other side. Jump down only one level on the other side of the wall, and follow this path around to the right. Drop down into a small courtyard to collect the star.

Star 2

Stay here in "Pendulum". Stack the 2 hexahedra just to the right of the rear entrance (the one nearest to the blue transmitter). Place a connector on the ground next to them. Leave the puzzle via this entrance and follow the path up to the left. Jump down on to the ledge inside the puzzle, then over on to the hexahedra. Pick up the connector from here and jump over to the next ledge, dropping it here. Turn around and also pick up the top hexahedron. Place this at the end of this ledge, then pick up the connector, stand on the hexahedron and jump across. Go to the end of this platform and use the connector to link to 2 blue receivers through the left window (one is behind a closed blue door). Drop down and use the other connector to link the blue transmitter to the high connector. Now use the jammer to get through one more door so you can retrieve the star.

Zone 4

Press and Jam

Start the recorder and just wait for 10 seconds, then stop it again. Now quickly pick up the jammer and use it to jam the next door.

Pick up the connector and put it on the pressure plate, so you can bring the jammer through. Move the connector off the pressure plate again, then pick up the jammer. Stand on the pressure plate and face the first door, using the jammer on it and placing on the pressure plate (to keep both the first and second doors open). Now bring the connector out to the front. Link it to the red transmitter and place it in line with the corridor of doors.

Start the recorder and pick up the jammer, using it to target the 3rd door. Go through and stand on the next pressure plate to open the 4th door. Wait here for 60 seconds, then turn around and use the jammer to get back through the first 2 doors like you did earlier. Stop the recording. Now quickly go through and pick up the jammer, using it on the final door when it becomes available. Go through and pick up the second jammer. Carry this back to the first pressure plate, using the jammer on the first door and placing it on the pressure plate here. Pick up the connector, run through all 5 doors, and link the connector back to the ghost connector and to the red receiver at the end. Jump on to the fan, then on to the ledge. Flip the switch to free the prisoner.

Star

Stay here in "Press and Jam" and gradually bring the connector and both jammers out to the starting area of the puzzle. Start the recorder and carry the connector up the set of wooden stairs. Jump on to the rocks, then the fence and up to the rocks behind. Find the highest point and link the connector to the red transmitter. Wait for another 90 seconds, then stop the recorder. Now use the 2 jammers to help you get the connector through all 5 doors. Use the connector to link back to the high ghost connector, and to the receiver in the prisoner's room, placing it on the rock in the room. Move the fan from its current floor holder around to the one you have just powered up, then jump on it. Head around the top of the wall to get the star.

Goliath

Pick up the hexahedron and take it to the low fence near the jammer. Jump on it to get over the fence. Move the hexahedron in here over to the other side of the fence, and use these to get both hexahedra, the connector and the jammer out to the main area. Carry one of the hexahedra over to the beam blockers and place it in the entrance corridor, in line with the small window. Now use your connect to link the blue transmitter down the end of the long corridor with a fixed blue connector through a side window, placing it on top of the hexahedron you just put down. Watch the path of the blue beam and aim your jammer at the door that blocks it.

After the door opens, go through and look at the active blue connector. Pick it up, then link it back to the same 2 blue receivers as well as the other one you can see from the same location. Collect the jammer from behind the new open door. Use this jammer and the other jammer to gradually bring both jammers and both connectors out to the starting area. Use one of the jammers to help you retrieve 2 fans from a locked room in the right corner of the puzzle. Place both of these fans in the floor holders in the corridor with the red transmitter.

Use the 2 connectors to link the fixed blue connector to the 2 blue receivers high in the red transmitter corridor, as well as the blue receiver behind the door down the corridor. Use a jammer on the door, then put the hexahedron on the pressure plate. Get the other jammer and carry it around the corner. Stand on the pressure plate, use the jammer on the following door, and place it on the pressure plate. Now you can go through the purple doorway. Flip the switch to free another prisoner.

Star

Stay here in "Goliath". Grab the second hexahedron so that both are near the start of the puzzle. Remove the connector from off the other one, then jump on to it and put the second hexahedron on top of the beam blocker. Jump up on to it, then on to the low side wall. Turn around and grab the hexahedron and carry it with you up to the higher wall and over to the left. Keep using the box to get higher, up on to an angled roof, then on to a parapet wall. Head along here and look down to the right, dropping down slightly to get the star.

Colliding Beams

Grab the connector and use it to link the blue transmitter and blue receiver, placing it to block the red beam. Take the second connector and search until you find a red receiver that is protecting the next connector. Link to this and place the connector near the purple doorway. Go back and grab the first connector, then find a position to link the active red beam to the second connector; also link to a blue receiver that you should be able to see through a small window. Grab the third connector from the newly opened room and carry it back to the blue transmitter.

Link the third connector to the blue transmitter and to one of the fixed connectors, placing it to block the red beam (which will now turn blue). Go back and pick up the second connector. Link this back to the first connector, targeting the same blue receiver as it currently targets, but aiming through the other window to the right. Between these two, you should now have a stable connection to the blue receiver. Now head through the purple doorway. Flip the switch to free the prisoner.

Star

Stay here in "Colliding Beams". Leave the puzzle and head around to the left. Find a hexahedron hidden behind a broken wall. Continue heading around to the left until you find a shorter wall. Jump up here and keep jumping up to end up inside the puzzle. Now go and find a pressure plate hidden in an area near the shallow pool of water. Place the hexahedron on the pressure plate. Head around to collect the star.

Air Delivery

Grab the jammer and look through the second purple doorway at an angle to be able to target the blue door in front of a hexahedron. Now go through this purple doorway. Take the left fan and place it on the right pressure plate, then jump on the right fan. Take the hexahedron and put it on the fan, then step on the pressure plate to send it through the air. Climb over the ladder to return to the previous room. Put the fan back in its angled holder, then put the hexahedron on the left fan and step on the pressure plate to send it through the air again.

Take the jammer and use it to target the next door. Pick up the hexahedron and put it on the nearby fan. Pick up the jammer and use it to target the same door, but place it on the hexahedron. Now step on the pressure plate, and both the hexahedron and jammer will end up flying. Stand on the next pressure plate and use the jammer to target the 3rd door, placing it on the pressure plate to also keep the 2nd one open. Use the hexahedron on the final pressure plate, then jump on the last fan. Flip the switch to free the prisoner.

Star

Go to "Colliding Beams" and reset the puzzle. Leave the puzzle and head around to the left. Find a hexahedron hidden behind a broken wall. Pick this up, then use the fans to carry it back to the hub island. Climb up the pile of rocks to the right, using the hexahedron to help you get over the wall, making sure to bring it with you. Now jump up on the rocks to the left of the doorway leading to "Goliath". Jump up to the wall, then next to the statue, and across to the arches in the middle of the hub island.

Jump across towards the doorway leading to "Air Delivery", then jump over the wall and down to use the fan. Head past the entrance to the puzzle to find a pressure plate. Place the hexahedron here, then step on the fan to collect the star.

Secret Zone

Head behind the Zone 4 building and jump down to a lower island. Now use a series of fans to make your way around the smaller islands. If you cannot find a fan, look for a lower island to jump down to. You will eventually reach a sigil puzzle that requires you to have collected at least 10 stars:

Head through the portal to discover a new hub zone.

Temporal Solution

Take a connector around to the right window and link it to the red transmitter and red receiver. Take another connector around to the left window and link it to the blue transmitter and blue receiver. Pick up the third connector and stand in front of the blue door. Use this connector to link to the blue transmitter. When the door opens, pick up the connector and walk forward. Now use it to link to the red transmitter. Go inside and get the sigil.

Binary

Use one connector to link the blue transmitter and receiver, and the other to link the red transmitter and receiver. Run down the hallway and retrieve the jammer, then bring it out and use it on the door. Pick up one connector in here and use it to target both receivers, placing it in the corner. Use the other connector to link to the first one, placing it in the next corner, so it can be seen from the entrance area. Now move the 2 connectors in the entrance area so that they each connect one transmitter to the connector in the nearest corner. They should be placed so that they are both intermittently blocked by the passage of the beam blocker. Now go around to the final doors and run through when they briefly open. Take the sigil.

Double Trouble

Start by bringing both jammers out near the entrance. Use one to target the nearest blue door, and the other to then target the furthest blue door. Pick up the first jammer again and walk around to the other side. Use this to target the same door again, but through a window on the front. Now head around the back to get the sigil.

Small Space Big Solution

Take the first connector and use it to link the blue transmitter and the blue receiver directly opposite, placing it in the middle. Go through and get a second connector, then link it to the first connector and the blue transmitter, aiming it through the side window. Go back and adjust the first connector, now linking the second connector, the blue receiver and the red receiver through the adjacent window. Go forward and adjust the second connector, now linking the red transmitter and the first connector, to open the next door. Use the third connector to directly link the red transmitter and red receiver.

Adjust the second connector again, linking the blue transmitter and first connector. Adjust the first connector again, linking the blue transmitter and both blue receivers. Now pick up the second connector. Carry it around so that you can link the third connector and the final red receiver, placing it in line with the blue beam. Collect the sigil.

Transfer

Grab a connector and use it to link the blue transmitter with the blue receiver directly opposite. Grab another connector and use it to link the red transmitter, red receiver, first connector, and blue receiver through a window. Pick up the third connector and carry it around to the other side of the windows. Use this to target the blue connector. If everything is positioned correctly, the door will open so you can collect the sigil.

Cut It Out

Pick up the left connector and carry it around to the next corridor. Look back and use it to target the blue transmitter, so that the new beam intersects again and disables the power. Now continue until you find a switch you can flip that will disable a fan. Pick up the connector again and carry it towards the end of the puzzle. Link it to both transmitters (one from the beginning of the puzzle, one from the end) and place it near the end transmitter to cut its beam. Now you can take the sigil.

Ray Mania

Use the jammer to open each of the 4 central doors in turn, bringing the 4 connectors out to the middle. Now use the jammer on the door with the blue receiver, which is hiding a red transmitter. Use a connector to link both red transmitters, and both red receivers that are part of double receiver doors, placing it right in the middle. Use 2 more connectors to direct a red beam from the accessible red transmitter, behind the inaccessible red transmitter, to the red receiver protecting a blue transmitter. Use the final connector to link both blue transmitters and both blue receivers.

You now should only need to keep the 2 central connectors active, so pick up the other two and use them to guide red and blue beams to the other door. Pick up the jammer and use it to reach the sigil.

Once you have all 7 sigils, use the portal to return to the hub world. Turn around and go down the stairs behind you, then solve this sigil puzzle:

Open the door and head inside Free Admin. Now go back up to the platform and use the terminal here Ascension.