The Code III: The End - A minecraft challenge map


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  1. The Code III: The End - A minecraft challenge map
  2. Walkthrough version 1.0
  3. Versions
  4. 0.1 - Initial walk through after having solved things a few times
  5. 0.2 - add headings, reorder the walk through so codes are solved first, and
  6. rename items, so that concepts are more easily understood
  7. 1.0 - refine headings and content, and reorder again so that half the codes
  8. are solved first for a more efficient experience, and add a TOC
  9. TODO
  10. - the coloured dials might be more effectively solved in rainbow order
  11. - and the purple code is a simple one and should be solved earlier
  12. - The coloured beams section could be done earlier
  13. Table of Contents
  14. =================
  15. 1. Introduction
  16. 2. The Starting Room
  17. 3. Yellow Dial Indicator
  18. 4. Shears Dispenser Challenge
  19. 5. The Colours Room
  20. 6. Block Puzzle Challenge
  21. 7. Green Code Room
  22. 8. Force Field Challenge
  23. 9. Beneath the Force Field Room
  24. 10. The Escher Cube
  25. 11. Colour Dial Settings
  26. 12. Dog-shaped Symbol
  27. 13. Purple Dial Selector
  28. 14. Parkour Pillars
  29. 15. World Flip Chamber
  30. 16. Jump-boost Dispenser
  31. 17. Time Travel Chamber
  32. 18. The Crumbled Passage
  33. 19. Upside-down Parkour Pillars
  34. 20. Upside-down Chest
  35. 21. The Sapling Chamber
  36. 22. Papers Please Challenge
  37. 23. Red Dial Selector
  38. 24. Frozen Fountain Challenge
  39. 25. Green Dial Selector
  40. 26. Yellow Code Room
  41. 27. Yellow Dial Selector
  42. 28. Red Code Room
  43. 29. Multiplayer Colours
  44. 30. A New Code
  45. 31. Shrinking Potion
  46. 32. Red Code Room
  47. 33. Shears for Escher
  48. 34. Green Code Room
  49. 35. Red Wool
  50. 36. Cross-shaped Symbol
  51. 37. Green Wool
  52. 38. Yellow Wool
  53. 39. Collapsed Code Room
  54. 40. Blue Code Room
  55. 41. Coloured Beam Challenge
  56. 42. Orange Dial Selector
  57. 43. Orange Code Room
  58. 44. Purple Code Room
  59. 45. Blue Wool
  60. 46. Purple Wool
  61. 47. The End
  62. Reference Material
  63. 48. Dial Locations
  64. 49. Dial Settings
  65. 50. Symbols
  66. 51. Code Rooms
  67. 52. Map
  68. 1. Introduction
  69. ===============
  70. The Code begins with you holding a piece of paper with the code 35792.
  71. You approach an anvil down a long black corridor, and when you arrive there
  72. you will find behind you that it is the same corridor from The Code I. They
  73. aren't used in this challenge map, but it's a very nice callback to the
  74. earlier maps.
  75. Put the paper in the hopper, and a saddle appears. Get on the saddle and you
  76. will be taken through an introduction to the challenge.
  77. 2. The Starting Room
  78. ====================
  79. You arrive in an alcove of the starting room, with a button in front of you.
  80. Push the button to be taken to the map room. There are map room buttons at
  81. many places throughout, which can be useful to to help you orient yourself.
  82. In the map room select the map in your hotbar, to allow the maps to update.
  83. You cannot take the maps with you though when you leave.
  84. The only way to leave here is to kill yourself in lava, and you return back to
  85. the starting room. The lava kill is the most common technique used throughout
  86. the map for you to return to a previous locations.
  87. In the starting room, there is an empty alcove across from the button. Go
  88. around the corridor in a clockwise direction to the back and there is an
  89. alcove with a block of dirt in it. Carry on around clockwise to the front
  90. alcove and it has changed to have a dispenser in there. Carry on around
  91. clockwise to the back and there is now a block of wood at the top of the back
  92. alcove. Come back clockwise again to the front and you find that it's an empty
  93. alcove.
  94. The Code III consists of many non-euclidian puzzles where the rooms change
  95. based on where you move. Circle the starting room until the front alcove has
  96. the dispenser. Get the shovel from the dispenser and head back the way you
  97. came to the back alcove and use it on the dirt. When you break the dirt and
  98. carry on anti-clockwise to the front alcove, it now has a hole heading to a
  99. room below.
  100. That lower room has a dispenser with an axe, and a wool-covered entrance. Take
  101. the axe and use the jump boost that the lower room gives you to head back up
  102. and break the wood in the back alcove. Come back around to the front and the
  103. alcove now has an upper passage too.
  104. 3. Yellow Dial Indicator
  105. ========================
  106. Go down the alcove again and jump up two levels, and you will find a room with
  107. a ladder and a button on yellow clay. Press that button and an indicator
  108. appears. Pressing the button results in the indicator moving clockwise around
  109. the dial. This is the yellow dial, and you need to have the indicator in
  110. correct position on the dial.
  111. There are six colour dials in all, and when all of them are set correctly they
  112. will grant you access to a colour code room.
  113. 4. Shears Dispenser Challenge
  114. =============================
  115. Go up the ladder and you'll find that it has an inaccessible dispenser, and
  116. the room above it has an anvil and directly above the dispenser, some lava.
  117. Head back down and circle around clockwise and you'll find that it's the same
  118. room with lava and a blocked off ladder heading down. Turn around and you'll
  119. find the anvil, and the way you came in is blocked off. You can use the lava
  120. to return back to the starting room.
  121. Press the button for the map room and select the map, and it updates to show
  122. the new rooms that you've found. Rooms with a coloured dot in the corner are
  123. where you'll find the colour dials. Green dots are for correctly set dials,
  124. and red dots are where you still need to give the dial the right setting.
  125. The one that you currently see on this map is for the yellow dial. While it is
  126. possible to set the dials by trial and error, another area lets us have the
  127. correct settings for them.
  128. Head back to anvil room with the lava, and reach down through the lava it to
  129. the dispenser beneath. If you just click on the shears they will invariably
  130. fall in to the lava, so shift-click on them instead to move them to your
  131. inventory. You'll also find that a rapidly changing strange character appears
  132. in your talk history. That is for a puzzle that we'll come to later.
  133. The next room clockwise from the lava has a ladder that goes up to a view of
  134. giant cube, and access to a dispenser. This is a location that we'll keep in
  135. mind for later an it will become quite useful.
  136. The rest of the passageway we'll come back to later on when we can do
  137. something more useful with it.
  138. Head back to the lava and use it to get to the starting room, and go down in
  139. the alcove and use the shears on the white wool. They reveal a passageway
  140. which has a red tile on the ground. Passing over that red tile gives you a
  141. jump potion, that will be useful later on to access another challenge too.
  142. 5. The Colours Room
  143. ==================
  144. After you pass over the red tile on the ground, there is a block puzzle room,
  145. but first - turn around and head back the way you came. You'll find that the
  146. passageway no takes you instead to a room with six clay colours on the wall,
  147. and lava in the middle of the floor that you can use to get back to the lower
  148. alcove.
  149. In this colour room it's useful to take note that these are the six colours
  150. that are primarily used for the challenges. It can be easy to mistake some of
  151. the colours for others, so the reminders in this room are very useful.
  152. Beyond the colours room is a frozen fountain challenge that we'll come to
  153. later on when we can do more past there, so head on back through the corridor
  154. that you just came from.
  155. 6. Block Puzzle Challenge
  156. =========================
  157. In the block puzzle room you'll find a red dial selector to your right, a
  158. block puzzle challenge on the wall across from you, and three passages across
  159. the room. One in the top-left corner, one on the ground, and another high up
  160. beside the block puzzle.
  161. On the ground of the room is a design that can be used like gamepad arrows,
  162. letting you move a block on the puzzle wall. In this block puzzle the block
  163. keeps moving in the same direction until it comes to another block, similar to
  164. a puzzle game called Orbox (check it out, it's great).
  165. Take the exit that's opposite from the red dial selector, and at the red mark
  166. on the ground take the passage to your right. You'll find yourself high up
  167. beside the puzzle looking down on the large room that you just came from, and
  168. further progress is blocked by a two-high wall.
  169. If the block can exit out the gap in the side of the puzzle, it can then help
  170. you get up to the next room.
  171. You can use the markings on the ground of the block puzzle room to move the
  172. block. Stand at an appropriate position and the block moves in that direction.
  173. If the block is moved to an unrecoverable position, it gets reset back to its
  174. starting position.
  175. From the block's starting position you want to move it right, up, then left,
  176. so that it's resting with just one block between it and the exit, and from
  177. there down, left, up, and you can then move it left out of the puzzle.
  178. .--------------------.
  179. | [] [] |
  180. | [] [] |
  181. | [] [] |
  182. <----^ []<- ^ |
  183. | | | | |
  184. | {}+---+-->[] |
  185. | []<---v [] |
  186. | [] |
  187. | [] |
  188. `--------------------'
  189. Once the block has successfully left the puzzle, the floor markings have no
  190. further effect.
  191. You can now go from the passageway to where the block ended up, which lets you
  192. now step up in to the red dial setting room.
  193. 7. Green Code Room
  194. ==================
  195. Before going further in to the colour dial settings room though, head on back
  196. to the passageway, which goes past a map button and a paper dispenser, and the
  197. end of the hallway exits to a force field challenge. Before that if you loop
  198. around to the left you'll find that the hallway has a strange property where
  199. one side of it is shorter than the other, with the green code room being on
  200. the short side of the passageway.
  201. The colour code rooms are where you enter the codes to help you complete the
  202. map. The green code room has symbols with the following codes:
  203. . .---. . .
  204. | | | | |
  205. . . .---. .---+--- |---+--- |---|
  206. | | | | | | | | | |
  207. `---' `---' ` ' `---' `---'
  208. These symbols and the numbers for them are found throughout the map. There are
  209. nine symbols in all, and from the colours room we were in earlier we can tell
  210. that there are 6 colour code rooms.
  211. We don't know enough yet about the symbols though to give a correct answer to
  212. it.
  213. If you go to the other side of the corridor to the map button, you'll see that
  214. a solid ring of colour is used to indicate the location of the green code
  215. room.
  216. Use the lava to get back, and head to the end of the corridor for the force
  217. field room.
  218. 8. Force Field Challenge
  219. ========================
  220. At the end of the corridor from the block puzzle challenge is the force field
  221. room, with the number 8 on the wall. This is the number for one of the
  222. symbols, which is at the other end of the force field room. The force fields
  223. currently stop us from being able to get there too.
  224. Pressure plates on the ground change whether some of the force fields are
  225. active or not. A partial solution can give you access to the symbol on the
  226. other side of the room, but a full solution turns off all of the force fields
  227. completely, giving you access to the central hole which leads to the final
  228. challenge.
  229. Of the four pressure plates, they can be numbered from the entrance in a
  230. clockwise direction with the first being at the entrance, and after you step
  231. on it the next pressure plate you can get to would be number 4.
  232. .-------.
  233. | 3 4 |
  234. | + |
  235. | 2 1 |
  236. `----- -'
  237. | |
  238. A correct solution for the force fields when all four sections are blocked
  239. off, is 1, 4, 1, 2, 3, 4. Which effectively means that you step on pressure
  240. plates as you enter the room and carry on through to the other plate, and then
  241. circle clockwise around the room stepping on pressure plates as you come to
  242. them.
  243. The symbol at the back of the room looks like an old wind-up toy key.
  244. .---.
  245. | |
  246. |---|--- This wind-up key symbol in the force field room is number 8
  247. | |
  248. `---'
  249. There are code rooms throughout the map, one for each colour, that use these
  250. symbols for the codes. Other symbols with their corresponding number will be
  251. found as we progress throughout the map too.
  252. When all force fields have stopped, you now have access to the exit in the
  253. centre of the room.
  254. 9. Beneath the Force Field Room
  255. ===============================
  256. Dropping down the middle of the room there is another symbol answer, in the
  257. shape of a lower case u:
  258. . .
  259. | | This lower case u beneath the force field room is number 5
  260. `---'
  261. This means that we now have two numbers for the green code room, 5__8_.
  262. Going in the direction of the number 5 sign takes you back to the green
  263. corridor. Go back in to the force field room down the centre, now in the
  264. direction of the symbol sign and you are taken to the Escher cube challenge.
  265. 10. The Escher Cube
  266. ===================
  267. This is the final challenge of the map where you have to think in four
  268. dimensions in an Escher-like manner to complete the map, but you have plenty
  269. more to do before you can solve this one. Each face of the cube is for each of
  270. the six colour code rooms. When a code room is solved, you will be able to
  271. take the the wool block of that colour from the centre of this cube.
  272. This room contains a huge cube in the centre of the room, with a differently
  273. coloured section on each side. The centre of each cube contains wool which you
  274. must remove, but are only allowed to do so once you have solved the
  275. appropriately coloured code room.
  276. To the left of the entrance is a pressure plate that adds a section of
  277. walkway, and when you step off of it the section goes away in an explosion.
  278. Beside that pressure plate is a passage that is currently blocked off by
  279. another piece of walkway.
  280. Carrying on past the pressure plate you find your self winding around and
  281. back, to a rotated view of the room. The pressure plate you stood on before
  282. can be seen below you. Going around to the other pressure plate that you see
  283. in that area, it removes the piece of walkway that was getting in your way
  284. before, but it's your only way out of the area. As soon as you get off the
  285. pressure place it comes back.
  286. What is needed is for that first pressure plate to be triggered, while you
  287. head to the second pressure plate to activate that one.
  288. You can drop items on to the pressure plates, but you have nothing on you
  289. because the challenge is careful to remove any items from you before you come
  290. to the cube.
  291. What can be done is to go right back to the beginning, where at the top of a
  292. ladder is a dispenser and a view in to the large cube room.
  293. If you head back to where you came from you'll find that the orange exit winds
  294. around past some lava and down to a rotated view of the cube with orange
  295. facing up. Head back to the lava, and then in the direction of the 5 back to
  296. the corridor where the green code room is.
  297. Go through the red dial chamber to get to the colours room, and use that lava
  298. to get back to the start.
  299. 11. Colour Dial Settings
  300. =======================
  301. Head back up to the red dial setting room (beside the block puzzle) and you'll
  302. see that is has two exits, one to the left and right. There are a series of
  303. dial setting rooms below, but for each one only one of the two exits gets you
  304. to the next room. The wrong exit brings you back to the corridor between the
  305. colours room and the block puzzle room.
  306. The way down from the red dial setting room is left, right, left, left, right,
  307. right.
  308. x
  309. .- ----. .---.
  310. |Purple|- Gre x
  311. `- ----' |een|
  312. | | |
  313. ^ .---. `---'
  314. | | | |
  315. .- ----. |Yel| .- ----. .---.
  316. |Orange|- low x |Blue |- Red x
  317. `- - --' `---' `- ----' | |
  318. x x | |
  319. `- -'
  320. ^
  321. |
  322. The red dial setting room shows that the red dial needs to be set to the
  323. bottom left.
  324. | |
  325. | |
  326. | |
  327. ------+------+------
  328. | Red |
  329. | |
  330. | Dial |
  331. ------+------+------
  332. oooo | |
  333. o o | |
  334. oooo | |
  335. From the red dial setting room head left to the blue dial setting, where the
  336. blue dial needs to be set at the top right.
  337. oooo | |
  338. o o | |
  339. oooo | |
  340. ------+------+------
  341. | Blue |
  342. | |
  343. | Dial |
  344. ------+------+------
  345. | |
  346. | |
  347. | |
  348. From the blue dial setting go right to the green dial setting where the green
  349. dial needs to be set to the left.
  350. | |
  351. | |
  352. | |
  353. ------+------+------
  354. oooo | Green|
  355. o o | |
  356. oooo | Dial |
  357. ------+------+------
  358. | |
  359. | |
  360. | |
  361. From the green dial setting go left to the purple dial setting where the
  362. purple dial needs to be set straight up.
  363. | oooo |
  364. | o o |
  365. | oooo |
  366. ------+------+------
  367. |Purple|
  368. | |
  369. | Dial |
  370. ------+------+------
  371. | |
  372. | |
  373. | |
  374. From the purple dial setting go left again to the yellow dial setting where
  375. the yellow dial needs to be set at the top right.
  376. | | oooo
  377. | | o o
  378. | | oooo
  379. ------+------+------
  380. |Yellow|
  381. | |
  382. | Dial |
  383. ------+------+------
  384. | |
  385. | |
  386. | |
  387. And lastly from the yellow dial setting you go right to the orange dial
  388. setting where the orange dial needs to be set at the bottom left, the same as
  389. for the red dial.
  390. | |
  391. | |
  392. | |
  393. ------+------+------
  394. |Orange|
  395. | |
  396. | Dial |
  397. ------+------+------
  398. oooo | |
  399. o o | |
  400. oooo | |
  401. Here is a summary of all of the correct dial indicator positions:
  402. Blue |Purple|Yellow
  403. | |
  404. ------+------+------
  405. Green| .--. |
  406. | `--' |
  407. ------+------+------
  408. Red | |
  409. Orange| |
  410. 12. Dog-shaped Symbol
  411. =====================
  412. In the orange dial setting room you will see in the left exit a dog-shaped
  413. symbol, and in the right exit the number 6.
  414. |
  415. .---+--- This dog-shaped symbol is number 6
  416. | |
  417. ` '
  418. We now have three numbers for the green code room, 5_68_.
  419. Drop down the right exit with the number 6 sign, and you will find yourself at
  420. the start of a new puzzle section. To the left is a parkour pillars room, to
  421. the right is a switch that's embedded deep and high on the wall, and and ahead
  422. is a passageway with an exit that is currently blocked off and beyond it, a
  423. dispenser.
  424. 13. Purple Dial Selector
  425. ========================
  426. The parkour pillars room has a map button directly across from the entrance, a
  427. lava exit beside it that goes back to the red dial setting area, and the
  428. centre of the room has a series of pillars.
  429. To the right of the entrance is the purple dial selector. Set the purple dial
  430. to it's correct setting in the up position.
  431. | oooo |
  432. | o o |
  433. | oooo |
  434. ------+------+------
  435. |Purple|
  436. | |
  437. | Dial |
  438. ------+------+------
  439. | |
  440. | |
  441. | |
  442. Exit the map room and you'll be back at the parkour pillars.
  443. 14. Parkour Pillars
  444. ===================
  445. When you attempt to parkour your way to the top of the pillars you'll find
  446. that there's another number and symbol that can be seen, but they're too far
  447. away to be seen. The jump to them cannot be made either, so it looks like a
  448. cleverer solution is needed here.
  449. If you look to the ceiling you will see some steps up there, which would be
  450. useful if the room was upside down.
  451. Head out of the puzzle room, and to the right is a new chamber with a 6 on the
  452. wall. It's odd that this should be a 6 too, because we already have 6 from up
  453. in the orange dial setting room.
  454. 15. World Flip Chamber
  455. ======================
  456. Go to the recessed high lever, and pull it. A block moves up at the pillar
  457. room, and one also comes down from the entrance to the passageway.
  458. Go in to the chamber and down the hole, and behind you there is a trident
  459. symbol that is rotating. No, the entire room is rotating too, until everything
  460. is upside down. When we drop down, we find that it wasn't a 6 on the wall
  461. after all, but is actually a 9.
  462. ---.
  463. |
  464. ---+--- This trident symbol in the world-flip chamber is number 9
  465. |
  466. ---'
  467. The lava in the chamber will return you back to the right-way-up world.
  468. 16. Jump-boost Dispenser
  469. ========================
  470. Now you can head up and out to the passage where you are stopped by a 3-high
  471. wall, which has a dispenser with a jumping potion in it labelled as the number
  472. 8. It's not enough to get over the 3-high wall though, so take the jumping
  473. potion and go back and in to the lava to turn things right-way up again, and
  474. you'll find that in the passageway at the 2-high wall that your potion allows
  475. you to jump over to get past it.
  476. 17. Time Travel Chamber
  477. =======================
  478. At the end of the passage you'll find yourself in the time-travel chamber,
  479. with a very clever presentation of time passing quickly with wind blowing,
  480. trees growing, blocks crumbling, etc.
  481. Back down the passage from where you came a wall has crumbled away resulting
  482. in a side-passage to the right.
  483. 18. The Crumbled Passage
  484. ========================
  485. In the crumbled passage you will find the blue dial selector, which needs to
  486. be set at the top left.
  487. oooo | |
  488. o o | |
  489. oooo | |
  490. ------+------+------
  491. | Blue |
  492. | |
  493. | Dial |
  494. ------+------+------
  495. | |
  496. | |
  497. | |
  498. Just left of the blue dial is a dispenser, with a book from the author that
  499. gives thanks to several people.
  500. Above that dispenser is another symbol and number answer on a tree. You can
  501. get up there from the side of the tree that's closest to the entrance, and
  502. jump your way to a side-ledge, across to another tree, around it to a ledge,
  503. and from there you can jump over to some of the foliage to get to the symbol.
  504. | |
  505. |---|--- This partial hash symbol in the crumbled passage is number 7
  506. | |
  507. `---'---
  508. Staying up off the ground you can make your way across to a ledge, past the
  509. blue dial, and in to the next chamber. The room has a non-working dispenser in
  510. the floor with grass around it, and and the symbol and number are not there.
  511. In one corner is a jump-potion dispenser, but that doesn't help you to get
  512. quite high enough to make it up to an exit in the ceiling.
  513. A corner though has crumbled away revealing another dispenser with a jump
  514. potion labelled as "_" an underscore. Above a light in the wall there is a
  515. cracked area along the ceiling that you might be able to get to, but even with
  516. the jump potion you can't quite jump high enough. You can tell though that
  517. there is another code room in there.
  518. We'll have to head back for now. Use the lava to return back to the blue dial,
  519. out of that room back to the passageway to the stairs, and drop in to the
  520. void, which returns you to just outside the parkour pillars room.
  521. Flip the recessed switch to grant access to the parkour pillars again, and go
  522. in to the world flip chamber.
  523. 19. Upside-down Parkour Pillars
  524. ===============================
  525. When you leave the chamber the parkour pillars are now upside down on your
  526. right, and you now have access areas with the symbol and the number. The
  527. symbol in this room a small square.
  528. .---.
  529. | | This small square symbol above the parkour pillars is number 1
  530. `---'
  531. The other side of the chamber room shows that the small square is the number
  532. 1. We now have four numbers for the green code room, 5168_.
  533. 20. Upside-down Chest
  534. =====================
  535. The area with number 1 also contains a dispenser that has 5 papers, with R, H,
  536. J, Y, and U in a X-shaped pattern.
  537. R H
  538. J
  539. Y U
  540. You cannot take those papers out of the dropper though. Any attempt to results
  541. in the dropper being reset back to that configuration.
  542. Above you though is an upside-down chest and a lever. The lever opens a door
  543. to the chest which will be useful when things are right-way up again, and
  544. looking in the chest results in papers with those same letter dropping out.
  545. Now that the pillars room is upside down, there is also a passage way leading
  546. out, but when you get further down the passage your items disappear. We can
  547. collect those papers from the chest when we go back to the room.
  548. 21. The Sapling Chamber
  549. =======================
  550. The end of the corridor has with a map button and the number 2. Inside the
  551. chamber is a sapling dispenser, some dirt blocks around it, and at the end of
  552. the chamber a symbol that looks like an upside-down A.
  553. . .
  554. | |
  555. |---| This upside down A in the sapling chamber is number 2
  556. | |
  557. `---'
  558. We now know all of the numbers for the green code symbols, 51682.
  559. When you take a sapling from the dispenser it can only be placed on one of the
  560. dirt areas. Any attempt to place a second sapling results in all of the
  561. saplings being removed. Only one sapling is allowed.
  562. This sapling chamber is the same one that we came to at the end of the
  563. crumbled passage. If we plant a sapling in the right place, it can help us in
  564. the time travel area to get up to the ceiling exit.
  565. We will hold off though on returning back to the time travel area until after
  566. we have more symbols.
  567. Plant a sapling on the right dirt block from the entrance, and return back to
  568. upside-down parkour pillars.
  569. 22. Papers Please Challenge
  570. ===========================
  571. Head back to the pillars room and get the papers from the upside-down chest,
  572. make sure that the lever has opened the door, and then in to the lava exit
  573. back to a right-way up world again.
  574. Take those papers back in to the pillars room, up the stairs along the back
  575. wall, and to the entrance that the lever you used before opened up.
  576. You aren't allowed to take any papers from this chest, so it's good that you
  577. have the papers that fell out of it from when the room was upside down.
  578. Put the papers that you have on you in to the dispenser above you, in the same
  579. pattern that they were in before.
  580. R H
  581. J
  582. Y U
  583. An entrance now opens up to a room with an upside down R symbol, and a sign
  584. saying it's the number 4.
  585. . .
  586. | .
  587. |---. This upside down R from the papers please chamber is number 4
  588. | |
  589. `---'
  590. We've done about all that we can usefully do here for now, so use the lava to
  591. get back to the above the block puzzle room.
  592. 23. Red Dial Selector
  593. =====================
  594. Go back down to the red dial selector and set it in its correct position, at
  595. the lower left.
  596. | |
  597. | |
  598. | |
  599. ------+------+------
  600. | Red |
  601. | |
  602. | Dial |
  603. ------+------+------
  604. oooo | |
  605. o o | |
  606. oooo | |
  607. Now is a good time to head through the colours room to the frozen fountain
  608. challenge.
  609. 24. Frozen Fountain Challenge
  610. =============================
  611. Beyond the colours room is a frozen fountain, with 8 turned off lights in a
  612. row on the far wall. There are some differences that can be spotted between
  613. the reflection in the lake and what you actually see. You can punch at those
  614. differences to fix things back up.
  615. Left of the row of lights the reflection shows a lit lamp on the wall. Punch
  616. the empty spot on the wall and the light appears, and the row of lights now
  617. has a light lit too.
  618. Across the room from light that you punched, there is another light that the
  619. reflection shows, so punch that area on the wall to reveal it.
  620. Turning to look at the row of lights, the reflection shows that a light on the
  621. row is missing from up above. Punch that blank spot to reveal it.
  622. Just right of the entrance to the colours room, is a decorative area that's
  623. missing two lower steps we can see in the reflection. Punch those areas to
  624. bring them back.
  625. Just to the right of that is another decorative area, that is missing a
  626. central decoration. Punch that to bring it back.
  627. Left of the colours room entrance is another decorative spot that's missing
  628. too, so punch that to reveal it.
  629. The wall of lights now shows that only two more are needed, and these are on
  630. the central statues.
  631. On the statue closest to the colours room, there's a half slab that needs to
  632. instead be an upside down stair. Punch at the area on the column where the
  633. stair should be, and it reveals itself.
  634. The last statue by the row of lights can be trickiest one to do. Look at the
  635. reflection and you'll see that one of the stairs on top of the statue doesn't
  636. match. Stand up on the statue and punch the centre column where the stair
  637. should be, and that last piece is now fixed.
  638. Something has now changed about the room, but what?
  639. 25. Green Dial Selector
  640. =======================
  641. Examine the reflection of the row of lights, and you'll see that it now has an
  642. entrance. Go up to the row of lights where that entrance should be, and you'll
  643. pass on through to the green dial selector.
  644. Set the green dial to it's correct position, set to the left.
  645. | |
  646. | |
  647. | |
  648. ------+------+------
  649. oooo | Green|
  650. o o | |
  651. oooo | Dial |
  652. ------+------+------
  653. | |
  654. | |
  655. | |
  656. 26. Yellow Code Room
  657. ====================
  658. Take a sheet above you from the paper dispenser, and head on through to the
  659. yellow code room.
  660. In the yellow code room you'll find the following code:
  661. . . . . .
  662. | | . | |
  663. .---+--- |---. .---. . . |---+---
  664. | | | | | | | | | |
  665. ` ' `---' `---' `---' `---'---
  666. We have all the symbols that we need to solve the yellow code room. We know
  667. that it is 64157.
  668. Use the anvil to put the code 64157 on the paper, and then put that paper in
  669. the hopper.
  670. An achievement now shows itself on the right side of the screen for the yellow
  671. code, with a 1 beside it to indicate that there's still something we need to
  672. do, which is to get the green wool from the Escher cube.
  673. 27. Yellow Dial Selector
  674. ========================
  675. Head back out through the frozen fountains and use the colours room lava to
  676. get to the lower starting chamber.
  677. Jump straight up to the yellow dial selector and set it to be in it's correct
  678. position, at the top right.
  679. | | oooo
  680. | | o o
  681. | | oooo
  682. ------+------+------
  683. |Yellow|
  684. | |
  685. | Dial |
  686. ------+------+------
  687. | |
  688. | |
  689. | |
  690. We can now explore further up here, because we have everything that we need
  691. for this area.
  692. 28. Red Code Room
  693. =================
  694. The red code room is accessed from above the starting alcove. If you walk
  695. clockwise around the passageways up there, you will eventually come to a
  696. narrowed ending of the hallway that's too small to fit through.
  697. 29. Multiplayer Colours
  698. ======================
  699. Come back to the lava and reach into it lava for the shears. When you take
  700. them a rapidly changing strange character appears in your message area.
  701. Press T for your message history, and hovering on the strange character you'll
  702. find a tool-tip that says:
  703. e__ __l____a___ _o____
  704. Carry on around clockwise to the next room, and you'll find a ladder to the
  705. left that goes up to the dispenser and a view of the Escher cube room.
  706. Carry on moving around clockwise to different rooms. One has a pressure pad in
  707. the corner which gives another strange character with a different tool tip:
  708. _s_ ___t____y__ __l___
  709. When you find two more of these codes, they will spell out a message.
  710. Go clockwise for two more rooms and there is a hole in the ceiling that you
  711. can jump through. Jump up there and press one of the buttons you find there,
  712. which gives a character with the following tool tip:
  713. __c ____i____e_ ___o__
  714. Carry on moving clockwise to the next room and there's a paper dispenser in
  715. the ceiling that you need later on. The next room clockwise has a gap in the
  716. wall with another button, which gives another strange character with this tool
  717. tip:
  718. ___ m____p____r ____r_
  719. Carry on around clockwise for two more rooms, and there in the ceiling is an
  720. upside down pressure pad that you can jump against, for one last strange
  721. character with a tool tip of:
  722. ___ _u____l____ c____s
  723. Put them all together and you have a message that says:
  724. esc multiplayer colours
  725. Minecraft has a default setting where multiplayer colours are turned on by
  726. default, so this message is telling you to turn that setting off.
  727. In your game options, go to Multiplayer Settings and change the Colours
  728. setting to Off. This will let you solve the next puzzle.
  729. 30. A New Code
  730. ==============
  731. Head anticlockwise back around to the lava where you got the shears. Getting
  732. shears again results in a number this time. The number 9. The other places
  733. that triggered strange characters last time will also provide numbers now.
  734. Go around the rooms clockwise again to the pressure pad for the number 3, the
  735. jump buttons, for the number 6, gap in the wall button for the number 2, and
  736. the ceiling pressure pad for the number 3. Put these all together and you have
  737. the code 93623, which will grant you access to a shrinking potion.
  738. Now that you have the code, you won't need Multiplayer Colours to be turned
  739. off any more, so you can set it back to the default setting of On for the rest
  740. of the map.
  741. Head back to the paper dispenser in the room between the gap in the wall and
  742. the jump buttons, and take a sheet from it to the anvil. Use the anvil to put
  743. code 93623 on the paper, and put the paper in the hopper.
  744. 31. Shrinking Potion
  745. ====================
  746. When you look back in the hopper there will be a blue potion, with a strange
  747. name that shows two white squares with an arrow between them. Currently the
  748. potion has no effect, but when you are closer to the narrowed end of the
  749. passageway, it will change so that you can then use it.
  750. Head clockwise around the rooms and take a sheet from the paper dispenser,
  751. then keep on going until you are near the narrowed end. The blue potion
  752. changes to a lavender potion with a large white square and arrow leading to a
  753. small white square. This is a shrinking potion that will let you get through
  754. the narrowed end of the hallway. Drink the shrinking potion and you can get
  755. through to the red code room.
  756. 32. Red Code Room
  757. =================
  758. The red code room has five symbols on the wall.
  759. . . ---. . . . .
  760. | | | | | | |
  761. |---| ---+--- |---| |---+--- | |
  762. | | | | | | | | |
  763. `---' ---' `---' `---'--- `---'
  764. We have all the symbols we need to solve this code, which is 29275.
  765. Use the sheet of paper on the anvil, give the paper a code of 29275, and put
  766. it in the hopper.
  767. Because you are shrunk down in size, it may be tricky to get the paper in the
  768. hopper. Aim the paper high up in the air and use your drop button, to toss the
  769. paper to the hopper.
  770. Head back anti-clockwise to the lava, but don't use it yet.
  771. 33. Shears for Escher
  772. =====================
  773. The shears in the dispenser will also be useful for the Escher cube, so get at
  774. least 3 shears from the shears dispenser beneath the lava. Go to the top of
  775. the ladder where you can see the cube room and put all the the shears into the
  776. dispenser. You'll then be able to pick them up when you are on the cube side.
  777. 34. Green Code Room
  778. ===================
  779. Take the lava back to the lower chamber and through the block puzzle room to
  780. the corridor with the paper dispenser. We know the green code is 51682 so take
  781. a sheet to the green code room, and use the anvil to put the code 51682 on the
  782. paper and in to the hopper.
  783. We now have three achievements, and this is a good time to head in to the
  784. Escher cube.
  785. 35. Red Wool
  786. ============
  787. Head on back through the corridor to the force field puzzle room, down the
  788. hole in the middle, and follow the path in the direction of the symbol.
  789. When you enter the cube room, there is a notched-out area in the path towards
  790. the cube. Step down there and you'll find that you can drop to a passageway
  791. below, with access to the blue underside of the cube.
  792. Following the path back to the wall, there's the ladder and dispenser that you
  793. were on the other side of earlier, and the dispenser contains the items that
  794. you put in there. Take out the items and carry on down the pathway, avoid the
  795. lava, and you'll be back at the entrance.
  796. Now you can drop one of your items on to the pressure plate. You can now carry
  797. on through to the other pressure plate where you can drop something else on
  798. it, and have a pathway back. Come back to the first pressure plate and pick up
  799. the item that you left on there.
  800. Now you can take the path at that first pressure plate towards the red side of
  801. the cube, and use the shears to take your reward of the red wool. Some nice
  802. fireworks occur to celebrate your achievement.
  803. The red achievement on the right side of your screen now changes from a 1 to a
  804. 0, showing that you have finished the red part of the challenge.
  805. If you attempt to carry on past the red side of the cube you'll find the way
  806. blocked by a two-block high section, but above it is a pressure pad and some
  807. blocks that will become useful.
  808. 36. Cross-shaped Symbol
  809. =======================
  810. So instead, follow the path away from the red side, and there you will find
  811. the last symbol, a cross for the number 3.
  812. |
  813. ---+--- This cross-shaped symbol across from the red wool is number 3
  814. |
  815. The cross-shaped symbol lets us solve the blue and the orange codes when we
  816. find their rooms.
  817. 37. Green Wool
  818. ==============
  819. Now head away from the red side through to the cross-shaped symbol and around
  820. the path, and activate the pressure plate. This causes some blocks to drop.
  821. That's a block that will help us to go left from the red side of the cube and
  822. get past the two-high wall, so leave an item on the pressure plate and head
  823. back to the red side of the cube.
  824. Because you left an item on the pressure plate, you can now head left from the
  825. red side of the cube around to the green side, and use the shears on the green
  826. wool.
  827. You can now use the shears to remove the green wool for another celebratory
  828. explosion.
  829. 38. Yellow Wool
  830. ===============
  831. Carry on down past the green side of the cube, and you will end up at a path
  832. that goes to the yellow side of the cube. The first exit won't be quite close
  833. enough, but the next exit along the path comes in upside down to the yellow
  834. side, where you can get close enough to use the sheers on the yellow wool.
  835. The last three colour code room will be easy to deal with from here, but
  836. before leaving the code room make sure to to put your shears away below the
  837. entrance, in the dispenser. Then take the passage to the lava and we're ready
  838. for the last lot to occur.
  839. 39. Collapsed Code Room
  840. =======================
  841. Take the passage in the direction of the number 5 sign back to the block
  842. puzzle room, and up to the red code solution room. You'll see that it now
  843. shows a light, indicating that it has been set correctly.
  844. Head down through the different setting rooms to the orange room, checking on
  845. your way that you have the correct setting for all of the others. As a
  846. reminder, the pathway through these rooms is left right left left right.
  847. They should all be correct, all that is except for the orange dial. We'll come
  848. back to that when we return. Now head right to go down to the parkour pillars
  849. and we'll advance time again to finish off this area.
  850. Flip the recessed switch, go in to the flip the world, grab a potion, return
  851. back to the lava, then out the corridor to the 2-high wall and use the jump-
  852. boost potion to get over. Use the time travel chamber to go forward in time,
  853. and back down the passage to the crumbled wall,and through to blue dial room
  854. and parkour across to the chamber beyond it.
  855. There you will find that the sapling has grown in to a tree, and we can use
  856. the potion dispenser in the crumbled corner to jump up to its leaves.
  857. This gets you up to a colour code chamber, but it's seen better days. When you
  858. enter the floor under you crumbles away.
  859. 40. Blue Code Room
  860. ==================
  861. Climb up the vines to the broken corner, where you will find some lava and a
  862. sheet dispenser. Get a sheet from the paper dispenser and head down in to the
  863. water.
  864. Underneath the water you will find an entrance to the blue code room.
  865. The blue code room has the following code:
  866. . . ---. .---. . .
  867. | . | | | | | |
  868. |---' ---+--- |---+--- |---+--- ---+---
  869. | | | | | | | |
  870. `---' ---' `---' `---'---
  871. The code for the blue room is 49873, so use the anvil to put it on the paper
  872. and give it to the hopper.
  873. Head back up to the lava, in to the sapling chamber lava, our of the collapsed
  874. corridor in to the void, then flip the recessed switch so that you can take
  875. the parkour pillar lava out of there.
  876. 41. Coloured Beam Challenge
  877. ==========================
  878. The orange code room is the last one to do, which is up at the coloured beam
  879. challenge.
  880. Use the corridor between the block puzzle room and the colours room, to gain a
  881. potion effect then run back to the block puzzle room and leap up the hole in
  882. the corner of the ceiling.
  883. The ceiling hole has two exits, a lower one to where you can set up the
  884. solution to a puzzle, and an upper one to the orange code room and when the
  885. puzzle is solved to the orange dial.
  886. Go up through the lower ceiling hole, and in the puzzle room you have to chart
  887. an appropriate path from one end of the room to the other.
  888. There are several beams in the room, and a switch determines where that beam
  889. is placed. The ceiling has a guide to help you out, and you are to ensure that
  890. you can get from one end of the room to the other using all differently
  891. coloured beams.
  892. From the entrance, that would be green, yellow, purple, then red. The green
  893. and red purple are already correctly placed. The switch for the yellow beam is
  894. beside the entrance, and the switch for the purple beam is where the two
  895. purple beams intersect.
  896. After checking that you have a continuous path from one end to the other, head
  897. down to get another jump potion and jump up to the higher exit.
  898. 42. Orange Dial Selector
  899. ========================
  900. At the orange dial you will find a paper dispenser which can be used later on.
  901. Set the orange dial indicator to its correct position at the bottom left.
  902. | |
  903. | |
  904. | |
  905. ------+------+------
  906. |Orange|
  907. | |
  908. | Dial |
  909. ------+------+------
  910. oooo | |
  911. o o | |
  912. oooo | |
  913. Now that the last coloured dial has been set, access to the purple code room
  914. will become available for you.
  915. 43. Orange Code Room
  916. ====================
  917. Take a sheet of paper from the orange dial paper dispenser, and head across to
  918. the orange code room to see that the code there is:
  919. . . . . . ---. ---.
  920. | | . | | | |
  921. ---+--- |---. |---.--- ---+--- ---+---
  922. | | | | | | |
  923. ' `---' `---'--- ---' ---'
  924. The orange code is 34799 so put that on the paper and give it to the hopper.
  925. Press the map button to find out where the orange dial and code rooms are, and
  926. you'll see that there is only one place on the map that we haven't visited. We
  927. weren't able to visit it until all six of the colour dials were correct.
  928. Head back down to the large red dial room and we'll make our way to the purple
  929. code room.
  930. 44. Purple Code Room
  931. ====================
  932. Go back above the red dial chamber to the colour dial settings area, and work
  933. your way down to the orange setting room, which is left, right, left, left,
  934. right. The wall in the orange dial setting room has broken away to reveal a
  935. paper dispenser and the purple code room.
  936. The purple code room has the following code:
  937. . . . . .---. . . . .
  938. | | | . | | | . | |
  939. |---| |---| |---|--- |---| |---|
  940. | | | | | | | | | |
  941. `---' `---' `---' `---' `---'
  942. The code for the purple code room is 24842. Enter the code that we now know
  943. for the purple code room, and every single code room has been solved.
  944. We only need now to collect the last of the coloured wool from the Escher
  945. cube.
  946. 45. Blue Wool
  947. =============
  948. From the orange dial solution room, take the wrong path, that beingmarked with
  949. the symbol, so that you end up by the block puzzle room. Head through to the
  950. force field room, drop down and then in the direction of the symbol to the
  951. cube room.
  952. Go down and take some shears from the dispenser and we can now remove the
  953. last of the wool from the centre of the cube.
  954. Since you are at the dispenser, you have easy access to the blue underside of
  955. the cube.
  956. Follow the path back and around to the orange side, and do you see the
  957. corkscrew path aimed at the orange side? Well head back out away from the
  958. orange side of the cube out the way you came, and and you are now on that
  959. corkscrew path. Go down the spiral staircase and use the shears to take the
  960. orange wool.
  961. 46. Purple Wool
  962. ===============
  963. Take the path back to the orange entrance, and around to the red side corridor
  964. where the cross-shaped symbol is found. Carry on past the pressure pad to
  965. where you the path goes under the cube to access the purple side underside of
  966. the cube. There's a path blocking your way to the purple side though.
  967. Turning right you can make your way through to where the green side is up, and
  968. travel along the top. Near the end of the path you'll find a switch which
  969. removes a section of the path. This is the section that you need to remove to
  970. get to the purple side, but it also prevents you from getting back. Put the
  971. switch back to restore the path, and you now know about the switch that you
  972. need to find.
  973. Head back to where the purple side is underneath, and by the blocked path is
  974. an inset part of the path that lets you drop down below. When you follow the
  975. path through though it ends at a dead end.
  976. Head back out and the room has turned upside down, giving you access to the
  977. switch that you need to flip. Go back in to the dead end and when you reach
  978. the end of it, the room once again turns right-side up.
  979. You can jump back up to the path that you came down from, and access the
  980. purple underside of the cube. Use the sheers to remove the purple wool from
  981. underneath the cube, and that is the end.
  982. 47. The End
  983. ===========
  984. Enjoy the final explosive moments, and make your way to the exit for a view of
  985. the workings behind the map, and a return back to the beginning.
  986. 48. Dial locations
  987. ==================
  988. There are 6 dial selectors in the map.
  989. Red dial - in the block puzzle room
  990. Orange dial - at the coloured bridge
  991. Yellow dial - above the starting chamber
  992. Green dial - beyond the frozen fountain
  993. Blue dial - in the crumbled passageway
  994. Purple dial - in the parkour room
  995. 49. Dial settings
  996. =================
  997. Blue |Purple|Yellow
  998. | |
  999. ------+------+------
  1000. Green| .--. |
  1001. | `--' |
  1002. ------+------+------
  1003. Red | |
  1004. Orange| |
  1005. 50. Symbols
  1006. ===========
  1007. .---.
  1008. | |
  1009. |---|--- This wind-up key symbol in the force field room is number 8
  1010. | |
  1011. `---'
  1012. . .
  1013. | | This lower case u beneath the force field room is number 5
  1014. `---'
  1015. |
  1016. .---+--- This dog-shaped symbol at the orange dial setting is number 6
  1017. | |
  1018. ` '
  1019. ---.
  1020. |
  1021. ---+--- This trident symbol in the world-flip chamber is number 9
  1022. |
  1023. ---'
  1024. | |
  1025. |---|--- This partial hash symbol in the crumbled passage is number 7
  1026. | |
  1027. `---'---
  1028. .---.
  1029. | | This small square symbol above the parkour pillars is number 1
  1030. `---'
  1031. . .
  1032. | |
  1033. |---| This upside down A in the sapling chamber is number 2
  1034. | |
  1035. `---'
  1036. . .
  1037. | .
  1038. |---. This upside down R from the papers please chamber is number 4
  1039. | |
  1040. `---'
  1041. |
  1042. ---+--- This cross-shaped symbol across from the red wool is number 3
  1043. |
  1044. 51. Code Rooms
  1045. ==============
  1046. The purple code is found beyond the orange dial setting room.
  1047. . . . . .---. . . . .
  1048. | | | . | | | . | |
  1049. |---| |---| |---|--- |---| |---|
  1050. | | | | | | | | | |
  1051. `---' `---' `---' `---' `---'
  1052. The symbols are found in:
  1053. - the sapling chamber
  1054. - beyond the pillars chest
  1055. - the forcefield room
  1056. to get the code 24842.
  1057. The Green code is found between the red dial and the forcefield rooms.
  1058. . .---. . .
  1059. | | | | |
  1060. . . .---. .---+--- |---+--- |---|
  1061. | | | | | | | | | |
  1062. `---' `---' ` ' `---' `---'
  1063. The symbols are found in:
  1064. - beneath the forcefield room
  1065. - the upside down parkour pillars
  1066. - the orange dial setting room
  1067. - the forcefield room
  1068. - the sapling chamber
  1069. to get the code 51682.
  1070. The Red code is found beyond the crumbled passage.
  1071. . . ---. . . . .
  1072. | | | | | | |
  1073. |---| ---+--- |---| |---+--- | |
  1074. | | | | | | | | |
  1075. `---' ---' `---' `---'--- `---'
  1076. The symbols are found in:
  1077. - the sapling chamber
  1078. - the world-flip chamber
  1079. - the crumbled passageway
  1080. - beneath the forcefield room
  1081. to get the code 29275.
  1082. The Yellow code is found beyond the frozen fountain.
  1083. . . . . .
  1084. | | . | |
  1085. .---+--- |---. .---. . . |---+---
  1086. | | | | | | | | | |
  1087. ` ' `---' `---' `---' `---'---
  1088. The symbols are found in:
  1089. - the orange dial setting room
  1090. - beyond the pillars room chest
  1091. - the upside down parkour pillars
  1092. - beneath the forcefield room
  1093. - the crumbled passageway
  1094. to get the code 64157.
  1095. The Orange code is found above the red dial chamber.
  1096. . . . . . ---. ---.
  1097. | | . | | | |
  1098. ---+--- |---. |---.--- ---+--- ---+---
  1099. | | | | | | |
  1100. ' `---' `---'--- ---' ---'
  1101. The symbols are found in:
  1102. - the large cube red passageway
  1103. - beyond the papers please challenge
  1104. - the crumbled passageway
  1105. - the world-flip chamber
  1106. to get the code 34799.
  1107. The Blue code is found below the collapsed code room.
  1108. . . ---. .---. . .
  1109. | . | | | | | |
  1110. |---' ---+--- |---+--- |---+--- ---+---
  1111. | | | | | | | |
  1112. `---' ---' `---' `---'---
  1113. The symbols are found in:
  1114. - beyond the papers please chest
  1115. - the upside down chamber
  1116. - the force field room
  1117. - the crumbled passageway
  1118. - the large cube red passageway
  1119. to get the code 49873.
  1120. 52. Map
  1121. =======
  1122. .===.
  1123. |RCR|
  1124. `==='
  1125. |
  1126. .---. .---.
  1127. .---------:SPC: :URS: .===.
  1128. | `---' `---' |BCR|
  1129. | | | `==='
  1130. | .---. .---. .===. .---. |
  1131. | |ASR| |CBC|-----|OCR| :PPC: .---.
  1132. | `---' `---' | `===' `---' .-:SDC:
  1133. | | | | | `---'
  1134. | \ .---. | .===. .---. | |
  1135. | ---->--:TSR: | |PCR| |PPR|-' .---.
  1136. | / `---' | `===' `---' |CCT|
  1137. | | | | | `---'
  1138. | | \ .---. .---. .---. | .---.
  1139. | `------->-----|BPC|-:CDS:-:WFC:---------:TTR:
  1140. | / | `---' `---' `---' `---'
  1141. | | |
  1142. | | .---. .---.
  1143. | | :FFR:------:BFF:
  1144. | .===. .---. .---. | `---' `---'
  1145. | |YCR|-|SLE|-:FFC:--' | | .=======.
  1146. | `===' `---' `---' | / | â•‘ .===. â•‘
  1147. | |----<-----------â•‘ â•‘ECCâ•‘ â•‘
  1148. | | \ â•‘ `===' â•‘
  1149. | .===. `=======
  1150. | |GCR| |
  1151. | `===' |
  1152. | |
  1153. `------------------------------------------------'
  1154. LEGEND
  1155. .---. .---. .===. .===.
  1156. : : A Room | | Dial room | | Code Room â•‘ â•‘ End Room
  1157. `---' `---' `===' `==='
  1158. RCR - Red Code Room BPC - Block Puzzle Challenge
  1159. SPC - Shrinking Potion Challenge CDS - Colour Dial Settings
  1160. URS - Upside-down R Symbol WFC - World Flip Chamber
  1161. BCR - Blue Code Room TTR - Time Travel Room
  1162. ASR - Yellow Dial Selector FFR - Force Field Challenge
  1163. CBC - Coloured Bridge Challenge BFF - Beneath Force Field
  1164. OCR - Orange Code Room YCR - Yellow Code Room
  1165. PPC - Papers Please Challenge FFC - Frozen Fountain Challenge
  1166. SDC - Sapling Dispenser Chamber SLE - Secret Light Entry
  1167. TSR - The Starting Room FFC - Frozen Fountain Challenge
  1168. PCR - Purple Code Room ECC - Escher Cube Challenge
  1169. PPR - Parkour Pillars Room GCR - Green Code Room
  1170. CCT - Collapsed Corridor Traverse

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