The Code III: The End - A minecraft challenge map Walkthrough version 1.0 Versions 0.1 - Initial walk through after having solved things a few times 0.2 - add headings, reorder the walk through so codes are solved first, and rename items, so that concepts are more easily understood 1.0 - refine headings and content, and reorder again so that half the codes are solved first for a more efficient experience, and add a TOC TODO - the coloured dials might be more effectively solved in rainbow order - and the purple code is a simple one and should be solved earlier - The coloured beams section could be done earlier Table of Contents ================= 1. Introduction 2. The Starting Room 3. Yellow Dial Indicator 4. Shears Dispenser Challenge 5. The Colours Room 6. Block Puzzle Challenge 7. Green Code Room 8. Force Field Challenge 9. Beneath the Force Field Room 10. The Escher Cube 11. Colour Dial Settings 12. Dog-shaped Symbol 13. Purple Dial Selector 14. Parkour Pillars 15. World Flip Chamber 16. Jump-boost Dispenser 17. Time Travel Chamber 18. The Crumbled Passage 19. Upside-down Parkour Pillars 20. Upside-down Chest 21. The Sapling Chamber 22. Papers Please Challenge 23. Red Dial Selector 24. Frozen Fountain Challenge 25. Green Dial Selector 26. Yellow Code Room 27. Yellow Dial Selector 28. Red Code Room 29. Multiplayer Colours 30. A New Code 31. Shrinking Potion 32. Red Code Room 33. Shears for Escher 34. Green Code Room 35. Red Wool 36. Cross-shaped Symbol 37. Green Wool 38. Yellow Wool 39. Collapsed Code Room 40. Blue Code Room 41. Coloured Beam Challenge 42. Orange Dial Selector 43. Orange Code Room 44. Purple Code Room 45. Blue Wool 46. Purple Wool 47. The End Reference Material 48. Dial Locations 49. Dial Settings 50. Symbols 51. Code Rooms 52. Map 1. Introduction =============== The Code begins with you holding a piece of paper with the code 35792. You approach an anvil down a long black corridor, and when you arrive there you will find behind you that it is the same corridor from The Code I. They aren't used in this challenge map, but it's a very nice callback to the earlier maps. Put the paper in the hopper, and a saddle appears. Get on the saddle and you will be taken through an introduction to the challenge. 2. The Starting Room ==================== You arrive in an alcove of the starting room, with a button in front of you. Push the button to be taken to the map room. There are map room buttons at many places throughout, which can be useful to to help you orient yourself. In the map room select the map in your hotbar, to allow the maps to update. You cannot take the maps with you though when you leave. The only way to leave here is to kill yourself in lava, and you return back to the starting room. The lava kill is the most common technique used throughout the map for you to return to a previous locations. In the starting room, there is an empty alcove across from the button. Go around the corridor in a clockwise direction to the back and there is an alcove with a block of dirt in it. Carry on around clockwise to the front alcove and it has changed to have a dispenser in there. Carry on around clockwise to the back and there is now a block of wood at the top of the back alcove. Come back clockwise again to the front and you find that it's an empty alcove. The Code III consists of many non-euclidian puzzles where the rooms change based on where you move. Circle the starting room until the front alcove has the dispenser. Get the shovel from the dispenser and head back the way you came to the back alcove and use it on the dirt. When you break the dirt and carry on anti-clockwise to the front alcove, it now has a hole heading to a room below. That lower room has a dispenser with an axe, and a wool-covered entrance. Take the axe and use the jump boost that the lower room gives you to head back up and break the wood in the back alcove. Come back around to the front and the alcove now has an upper passage too. 3. Yellow Dial Indicator ======================== Go down the alcove again and jump up two levels, and you will find a room with a ladder and a button on yellow clay. Press that button and an indicator appears. Pressing the button results in the indicator moving clockwise around the dial. This is the yellow dial, and you need to have the indicator in correct position on the dial. There are six colour dials in all, and when all of them are set correctly they will grant you access to a colour code room. 4. Shears Dispenser Challenge ============================= Go up the ladder and you'll find that it has an inaccessible dispenser, and the room above it has an anvil and directly above the dispenser, some lava. Head back down and circle around clockwise and you'll find that it's the same room with lava and a blocked off ladder heading down. Turn around and you'll find the anvil, and the way you came in is blocked off. You can use the lava to return back to the starting room. Press the button for the map room and select the map, and it updates to show the new rooms that you've found. Rooms with a coloured dot in the corner are where you'll find the colour dials. Green dots are for correctly set dials, and red dots are where you still need to give the dial the right setting. The one that you currently see on this map is for the yellow dial. While it is possible to set the dials by trial and error, another area lets us have the correct settings for them. Head back to anvil room with the lava, and reach down through the lava it to the dispenser beneath. If you just click on the shears they will invariably fall in to the lava, so shift-click on them instead to move them to your inventory. You'll also find that a rapidly changing strange character appears in your talk history. That is for a puzzle that we'll come to later. The next room clockwise from the lava has a ladder that goes up to a view of giant cube, and access to a dispenser. This is a location that we'll keep in mind for later an it will become quite useful. The rest of the passageway we'll come back to later on when we can do something more useful with it. Head back to the lava and use it to get to the starting room, and go down in the alcove and use the shears on the white wool. They reveal a passageway which has a red tile on the ground. Passing over that red tile gives you a jump potion, that will be useful later on to access another challenge too. 5. The Colours Room ================== After you pass over the red tile on the ground, there is a block puzzle room, but first - turn around and head back the way you came. You'll find that the passageway no takes you instead to a room with six clay colours on the wall, and lava in the middle of the floor that you can use to get back to the lower alcove. In this colour room it's useful to take note that these are the six colours that are primarily used for the challenges. It can be easy to mistake some of the colours for others, so the reminders in this room are very useful. Beyond the colours room is a frozen fountain challenge that we'll come to later on when we can do more past there, so head on back through the corridor that you just came from. 6. Block Puzzle Challenge ========================= In the block puzzle room you'll find a red dial selector to your right, a block puzzle challenge on the wall across from you, and three passages across the room. One in the top-left corner, one on the ground, and another high up beside the block puzzle. On the ground of the room is a design that can be used like gamepad arrows, letting you move a block on the puzzle wall. In this block puzzle the block keeps moving in the same direction until it comes to another block, similar to a puzzle game called Orbox (check it out, it's great). Take the exit that's opposite from the red dial selector, and at the red mark on the ground take the passage to your right. You'll find yourself high up beside the puzzle looking down on the large room that you just came from, and further progress is blocked by a two-high wall. If the block can exit out the gap in the side of the puzzle, it can then help you get up to the next room. You can use the markings on the ground of the block puzzle room to move the block. Stand at an appropriate position and the block moves in that direction. If the block is moved to an unrecoverable position, it gets reset back to its starting position. From the block's starting position you want to move it right, up, then left, so that it's resting with just one block between it and the exit, and from there down, left, up, and you can then move it left out of the puzzle. .--------------------. | [] [] | | [] [] | | [] [] | <----^ []<- ^ | | | | | | | {}+---+-->[] | | []<---v [] | | [] | | [] | `--------------------' Once the block has successfully left the puzzle, the floor markings have no further effect. You can now go from the passageway to where the block ended up, which lets you now step up in to the red dial setting room. 7. Green Code Room ================== Before going further in to the colour dial settings room though, head on back to the passageway, which goes past a map button and a paper dispenser, and the end of the hallway exits to a force field challenge. Before that if you loop around to the left you'll find that the hallway has a strange property where one side of it is shorter than the other, with the green code room being on the short side of the passageway. The colour code rooms are where you enter the codes to help you complete the map. The green code room has symbols with the following codes: . .---. . . | | | | | . . .---. .---+--- |---+--- |---| | | | | | | | | | | `---' `---' ` ' `---' `---' These symbols and the numbers for them are found throughout the map. There are nine symbols in all, and from the colours room we were in earlier we can tell that there are 6 colour code rooms. We don't know enough yet about the symbols though to give a correct answer to it. If you go to the other side of the corridor to the map button, you'll see that a solid ring of colour is used to indicate the location of the green code room. Use the lava to get back, and head to the end of the corridor for the force field room. 8. Force Field Challenge ======================== At the end of the corridor from the block puzzle challenge is the force field room, with the number 8 on the wall. This is the number for one of the symbols, which is at the other end of the force field room. The force fields currently stop us from being able to get there too. Pressure plates on the ground change whether some of the force fields are active or not. A partial solution can give you access to the symbol on the other side of the room, but a full solution turns off all of the force fields completely, giving you access to the central hole which leads to the final challenge. Of the four pressure plates, they can be numbered from the entrance in a clockwise direction with the first being at the entrance, and after you step on it the next pressure plate you can get to would be number 4. .-------. | 3 4 | | + | | 2 1 | `----- -' | | A correct solution for the force fields when all four sections are blocked off, is 1, 4, 1, 2, 3, 4. Which effectively means that you step on pressure plates as you enter the room and carry on through to the other plate, and then circle clockwise around the room stepping on pressure plates as you come to them. The symbol at the back of the room looks like an old wind-up toy key. .---. | | |---|--- This wind-up key symbol in the force field room is number 8 | | `---' There are code rooms throughout the map, one for each colour, that use these symbols for the codes. Other symbols with their corresponding number will be found as we progress throughout the map too. When all force fields have stopped, you now have access to the exit in the centre of the room. 9. Beneath the Force Field Room =============================== Dropping down the middle of the room there is another symbol answer, in the shape of a lower case u: . . | | This lower case u beneath the force field room is number 5 `---' This means that we now have two numbers for the green code room, 5__8_. Going in the direction of the number 5 sign takes you back to the green corridor. Go back in to the force field room down the centre, now in the direction of the symbol sign and you are taken to the Escher cube challenge. 10. The Escher Cube =================== This is the final challenge of the map where you have to think in four dimensions in an Escher-like manner to complete the map, but you have plenty more to do before you can solve this one. Each face of the cube is for each of the six colour code rooms. When a code room is solved, you will be able to take the the wool block of that colour from the centre of this cube. This room contains a huge cube in the centre of the room, with a differently coloured section on each side. The centre of each cube contains wool which you must remove, but are only allowed to do so once you have solved the appropriately coloured code room. To the left of the entrance is a pressure plate that adds a section of walkway, and when you step off of it the section goes away in an explosion. Beside that pressure plate is a passage that is currently blocked off by another piece of walkway. Carrying on past the pressure plate you find your self winding around and back, to a rotated view of the room. The pressure plate you stood on before can be seen below you. Going around to the other pressure plate that you see in that area, it removes the piece of walkway that was getting in your way before, but it's your only way out of the area. As soon as you get off the pressure place it comes back. What is needed is for that first pressure plate to be triggered, while you head to the second pressure plate to activate that one. You can drop items on to the pressure plates, but you have nothing on you because the challenge is careful to remove any items from you before you come to the cube. What can be done is to go right back to the beginning, where at the top of a ladder is a dispenser and a view in to the large cube room. If you head back to where you came from you'll find that the orange exit winds around past some lava and down to a rotated view of the cube with orange facing up. Head back to the lava, and then in the direction of the 5 back to the corridor where the green code room is. Go through the red dial chamber to get to the colours room, and use that lava to get back to the start. 11. Colour Dial Settings ======================= Head back up to the red dial setting room (beside the block puzzle) and you'll see that is has two exits, one to the left and right. There are a series of dial setting rooms below, but for each one only one of the two exits gets you to the next room. The wrong exit brings you back to the corridor between the colours room and the block puzzle room. The way down from the red dial setting room is left, right, left, left, right, right. x .- ----. .---. |Purple|- Gre x `- ----' |een| | | | ^ .---. `---' | | | | .- ----. |Yel| .- ----. .---. |Orange|- low x |Blue |- Red x `- - --' `---' `- ----' | | x x | | `- -' ^ | The red dial setting room shows that the red dial needs to be set to the bottom left. | | | | | | ------+------+------ | Red | | | | Dial | ------+------+------ oooo | | o o | | oooo | | From the red dial setting room head left to the blue dial setting, where the blue dial needs to be set at the top right. oooo | | o o | | oooo | | ------+------+------ | Blue | | | | Dial | ------+------+------ | | | | | | From the blue dial setting go right to the green dial setting where the green dial needs to be set to the left. | | | | | | ------+------+------ oooo | Green| o o | | oooo | Dial | ------+------+------ | | | | | | From the green dial setting go left to the purple dial setting where the purple dial needs to be set straight up. | oooo | | o o | | oooo | ------+------+------ |Purple| | | | Dial | ------+------+------ | | | | | | From the purple dial setting go left again to the yellow dial setting where the yellow dial needs to be set at the top right. | | oooo | | o o | | oooo ------+------+------ |Yellow| | | | Dial | ------+------+------ | | | | | | And lastly from the yellow dial setting you go right to the orange dial setting where the orange dial needs to be set at the bottom left, the same as for the red dial. | | | | | | ------+------+------ |Orange| | | | Dial | ------+------+------ oooo | | o o | | oooo | | Here is a summary of all of the correct dial indicator positions: Blue |Purple|Yellow | | ------+------+------ Green| .--. | | `--' | ------+------+------ Red | | Orange| | 12. Dog-shaped Symbol ===================== In the orange dial setting room you will see in the left exit a dog-shaped symbol, and in the right exit the number 6. | .---+--- This dog-shaped symbol is number 6 | | ` ' We now have three numbers for the green code room, 5_68_. Drop down the right exit with the number 6 sign, and you will find yourself at the start of a new puzzle section. To the left is a parkour pillars room, to the right is a switch that's embedded deep and high on the wall, and and ahead is a passageway with an exit that is currently blocked off and beyond it, a dispenser. 13. Purple Dial Selector ======================== The parkour pillars room has a map button directly across from the entrance, a lava exit beside it that goes back to the red dial setting area, and the centre of the room has a series of pillars. To the right of the entrance is the purple dial selector. Set the purple dial to it's correct setting in the up position. | oooo | | o o | | oooo | ------+------+------ |Purple| | | | Dial | ------+------+------ | | | | | | Exit the map room and you'll be back at the parkour pillars. 14. Parkour Pillars =================== When you attempt to parkour your way to the top of the pillars you'll find that there's another number and symbol that can be seen, but they're too far away to be seen. The jump to them cannot be made either, so it looks like a cleverer solution is needed here. If you look to the ceiling you will see some steps up there, which would be useful if the room was upside down. Head out of the puzzle room, and to the right is a new chamber with a 6 on the wall. It's odd that this should be a 6 too, because we already have 6 from up in the orange dial setting room. 15. World Flip Chamber ====================== Go to the recessed high lever, and pull it. A block moves up at the pillar room, and one also comes down from the entrance to the passageway. Go in to the chamber and down the hole, and behind you there is a trident symbol that is rotating. No, the entire room is rotating too, until everything is upside down. When we drop down, we find that it wasn't a 6 on the wall after all, but is actually a 9. ---. | ---+--- This trident symbol in the world-flip chamber is number 9 | ---' The lava in the chamber will return you back to the right-way-up world. 16. Jump-boost Dispenser ======================== Now you can head up and out to the passage where you are stopped by a 3-high wall, which has a dispenser with a jumping potion in it labelled as the number 8. It's not enough to get over the 3-high wall though, so take the jumping potion and go back and in to the lava to turn things right-way up again, and you'll find that in the passageway at the 2-high wall that your potion allows you to jump over to get past it. 17. Time Travel Chamber ======================= At the end of the passage you'll find yourself in the time-travel chamber, with a very clever presentation of time passing quickly with wind blowing, trees growing, blocks crumbling, etc. Back down the passage from where you came a wall has crumbled away resulting in a side-passage to the right. 18. The Crumbled Passage ======================== In the crumbled passage you will find the blue dial selector, which needs to be set at the top left. oooo | | o o | | oooo | | ------+------+------ | Blue | | | | Dial | ------+------+------ | | | | | | Just left of the blue dial is a dispenser, with a book from the author that gives thanks to several people. Above that dispenser is another symbol and number answer on a tree. You can get up there from the side of the tree that's closest to the entrance, and jump your way to a side-ledge, across to another tree, around it to a ledge, and from there you can jump over to some of the foliage to get to the symbol. | | |---|--- This partial hash symbol in the crumbled passage is number 7 | | `---'--- Staying up off the ground you can make your way across to a ledge, past the blue dial, and in to the next chamber. The room has a non-working dispenser in the floor with grass around it, and and the symbol and number are not there. In one corner is a jump-potion dispenser, but that doesn't help you to get quite high enough to make it up to an exit in the ceiling. A corner though has crumbled away revealing another dispenser with a jump potion labelled as "_" an underscore. Above a light in the wall there is a cracked area along the ceiling that you might be able to get to, but even with the jump potion you can't quite jump high enough. You can tell though that there is another code room in there. We'll have to head back for now. Use the lava to return back to the blue dial, out of that room back to the passageway to the stairs, and drop in to the void, which returns you to just outside the parkour pillars room. Flip the recessed switch to grant access to the parkour pillars again, and go in to the world flip chamber. 19. Upside-down Parkour Pillars =============================== When you leave the chamber the parkour pillars are now upside down on your right, and you now have access areas with the symbol and the number. The symbol in this room a small square. .---. | | This small square symbol above the parkour pillars is number 1 `---' The other side of the chamber room shows that the small square is the number 1. We now have four numbers for the green code room, 5168_. 20. Upside-down Chest ===================== The area with number 1 also contains a dispenser that has 5 papers, with R, H, J, Y, and U in a X-shaped pattern. R H J Y U You cannot take those papers out of the dropper though. Any attempt to results in the dropper being reset back to that configuration. Above you though is an upside-down chest and a lever. The lever opens a door to the chest which will be useful when things are right-way up again, and looking in the chest results in papers with those same letter dropping out. Now that the pillars room is upside down, there is also a passage way leading out, but when you get further down the passage your items disappear. We can collect those papers from the chest when we go back to the room. 21. The Sapling Chamber ======================= The end of the corridor has with a map button and the number 2. Inside the chamber is a sapling dispenser, some dirt blocks around it, and at the end of the chamber a symbol that looks like an upside-down A. . . | | |---| This upside down A in the sapling chamber is number 2 | | `---' We now know all of the numbers for the green code symbols, 51682. When you take a sapling from the dispenser it can only be placed on one of the dirt areas. Any attempt to place a second sapling results in all of the saplings being removed. Only one sapling is allowed. This sapling chamber is the same one that we came to at the end of the crumbled passage. If we plant a sapling in the right place, it can help us in the time travel area to get up to the ceiling exit. We will hold off though on returning back to the time travel area until after we have more symbols. Plant a sapling on the right dirt block from the entrance, and return back to upside-down parkour pillars. 22. Papers Please Challenge =========================== Head back to the pillars room and get the papers from the upside-down chest, make sure that the lever has opened the door, and then in to the lava exit back to a right-way up world again. Take those papers back in to the pillars room, up the stairs along the back wall, and to the entrance that the lever you used before opened up. You aren't allowed to take any papers from this chest, so it's good that you have the papers that fell out of it from when the room was upside down. Put the papers that you have on you in to the dispenser above you, in the same pattern that they were in before. R H J Y U An entrance now opens up to a room with an upside down R symbol, and a sign saying it's the number 4. . . | . |---. This upside down R from the papers please chamber is number 4 | | `---' We've done about all that we can usefully do here for now, so use the lava to get back to the above the block puzzle room. 23. Red Dial Selector ===================== Go back down to the red dial selector and set it in its correct position, at the lower left. | | | | | | ------+------+------ | Red | | | | Dial | ------+------+------ oooo | | o o | | oooo | | Now is a good time to head through the colours room to the frozen fountain challenge. 24. Frozen Fountain Challenge ============================= Beyond the colours room is a frozen fountain, with 8 turned off lights in a row on the far wall. There are some differences that can be spotted between the reflection in the lake and what you actually see. You can punch at those differences to fix things back up. Left of the row of lights the reflection shows a lit lamp on the wall. Punch the empty spot on the wall and the light appears, and the row of lights now has a light lit too. Across the room from light that you punched, there is another light that the reflection shows, so punch that area on the wall to reveal it. Turning to look at the row of lights, the reflection shows that a light on the row is missing from up above. Punch that blank spot to reveal it. Just right of the entrance to the colours room, is a decorative area that's missing two lower steps we can see in the reflection. Punch those areas to bring them back. Just to the right of that is another decorative area, that is missing a central decoration. Punch that to bring it back. Left of the colours room entrance is another decorative spot that's missing too, so punch that to reveal it. The wall of lights now shows that only two more are needed, and these are on the central statues. On the statue closest to the colours room, there's a half slab that needs to instead be an upside down stair. Punch at the area on the column where the stair should be, and it reveals itself. The last statue by the row of lights can be trickiest one to do. Look at the reflection and you'll see that one of the stairs on top of the statue doesn't match. Stand up on the statue and punch the centre column where the stair should be, and that last piece is now fixed. Something has now changed about the room, but what? 25. Green Dial Selector ======================= Examine the reflection of the row of lights, and you'll see that it now has an entrance. Go up to the row of lights where that entrance should be, and you'll pass on through to the green dial selector. Set the green dial to it's correct position, set to the left. | | | | | | ------+------+------ oooo | Green| o o | | oooo | Dial | ------+------+------ | | | | | | 26. Yellow Code Room ==================== Take a sheet above you from the paper dispenser, and head on through to the yellow code room. In the yellow code room you'll find the following code: . . . . . | | . | | .---+--- |---. .---. . . |---+--- | | | | | | | | | | ` ' `---' `---' `---' `---'--- We have all the symbols that we need to solve the yellow code room. We know that it is 64157. Use the anvil to put the code 64157 on the paper, and then put that paper in the hopper. An achievement now shows itself on the right side of the screen for the yellow code, with a 1 beside it to indicate that there's still something we need to do, which is to get the green wool from the Escher cube. 27. Yellow Dial Selector ======================== Head back out through the frozen fountains and use the colours room lava to get to the lower starting chamber. Jump straight up to the yellow dial selector and set it to be in it's correct position, at the top right. | | oooo | | o o | | oooo ------+------+------ |Yellow| | | | Dial | ------+------+------ | | | | | | We can now explore further up here, because we have everything that we need for this area. 28. Red Code Room ================= The red code room is accessed from above the starting alcove. If you walk clockwise around the passageways up there, you will eventually come to a narrowed ending of the hallway that's too small to fit through. 29. Multiplayer Colours ====================== Come back to the lava and reach into it lava for the shears. When you take them a rapidly changing strange character appears in your message area. Press T for your message history, and hovering on the strange character you'll find a tool-tip that says: e__ __l____a___ _o____ Carry on around clockwise to the next room, and you'll find a ladder to the left that goes up to the dispenser and a view of the Escher cube room. Carry on moving around clockwise to different rooms. One has a pressure pad in the corner which gives another strange character with a different tool tip: _s_ ___t____y__ __l___ When you find two more of these codes, they will spell out a message. Go clockwise for two more rooms and there is a hole in the ceiling that you can jump through. Jump up there and press one of the buttons you find there, which gives a character with the following tool tip: __c ____i____e_ ___o__ Carry on moving clockwise to the next room and there's a paper dispenser in the ceiling that you need later on. The next room clockwise has a gap in the wall with another button, which gives another strange character with this tool tip: ___ m____p____r ____r_ Carry on around clockwise for two more rooms, and there in the ceiling is an upside down pressure pad that you can jump against, for one last strange character with a tool tip of: ___ _u____l____ c____s Put them all together and you have a message that says: esc multiplayer colours Minecraft has a default setting where multiplayer colours are turned on by default, so this message is telling you to turn that setting off. In your game options, go to Multiplayer Settings and change the Colours setting to Off. This will let you solve the next puzzle. 30. A New Code ============== Head anticlockwise back around to the lava where you got the shears. Getting shears again results in a number this time. The number 9. The other places that triggered strange characters last time will also provide numbers now. Go around the rooms clockwise again to the pressure pad for the number 3, the jump buttons, for the number 6, gap in the wall button for the number 2, and the ceiling pressure pad for the number 3. Put these all together and you have the code 93623, which will grant you access to a shrinking potion. Now that you have the code, you won't need Multiplayer Colours to be turned off any more, so you can set it back to the default setting of On for the rest of the map. Head back to the paper dispenser in the room between the gap in the wall and the jump buttons, and take a sheet from it to the anvil. Use the anvil to put code 93623 on the paper, and put the paper in the hopper. 31. Shrinking Potion ==================== When you look back in the hopper there will be a blue potion, with a strange name that shows two white squares with an arrow between them. Currently the potion has no effect, but when you are closer to the narrowed end of the passageway, it will change so that you can then use it. Head clockwise around the rooms and take a sheet from the paper dispenser, then keep on going until you are near the narrowed end. The blue potion changes to a lavender potion with a large white square and arrow leading to a small white square. This is a shrinking potion that will let you get through the narrowed end of the hallway. Drink the shrinking potion and you can get through to the red code room. 32. Red Code Room ================= The red code room has five symbols on the wall. . . ---. . . . . | | | | | | | |---| ---+--- |---| |---+--- | | | | | | | | | | | `---' ---' `---' `---'--- `---' We have all the symbols we need to solve this code, which is 29275. Use the sheet of paper on the anvil, give the paper a code of 29275, and put it in the hopper. Because you are shrunk down in size, it may be tricky to get the paper in the hopper. Aim the paper high up in the air and use your drop button, to toss the paper to the hopper. Head back anti-clockwise to the lava, but don't use it yet. 33. Shears for Escher ===================== The shears in the dispenser will also be useful for the Escher cube, so get at least 3 shears from the shears dispenser beneath the lava. Go to the top of the ladder where you can see the cube room and put all the the shears into the dispenser. You'll then be able to pick them up when you are on the cube side. 34. Green Code Room =================== Take the lava back to the lower chamber and through the block puzzle room to the corridor with the paper dispenser. We know the green code is 51682 so take a sheet to the green code room, and use the anvil to put the code 51682 on the paper and in to the hopper. We now have three achievements, and this is a good time to head in to the Escher cube. 35. Red Wool ============ Head on back through the corridor to the force field puzzle room, down the hole in the middle, and follow the path in the direction of the symbol. When you enter the cube room, there is a notched-out area in the path towards the cube. Step down there and you'll find that you can drop to a passageway below, with access to the blue underside of the cube. Following the path back to the wall, there's the ladder and dispenser that you were on the other side of earlier, and the dispenser contains the items that you put in there. Take out the items and carry on down the pathway, avoid the lava, and you'll be back at the entrance. Now you can drop one of your items on to the pressure plate. You can now carry on through to the other pressure plate where you can drop something else on it, and have a pathway back. Come back to the first pressure plate and pick up the item that you left on there. Now you can take the path at that first pressure plate towards the red side of the cube, and use the shears to take your reward of the red wool. Some nice fireworks occur to celebrate your achievement. The red achievement on the right side of your screen now changes from a 1 to a 0, showing that you have finished the red part of the challenge. If you attempt to carry on past the red side of the cube you'll find the way blocked by a two-block high section, but above it is a pressure pad and some blocks that will become useful. 36. Cross-shaped Symbol ======================= So instead, follow the path away from the red side, and there you will find the last symbol, a cross for the number 3. | ---+--- This cross-shaped symbol across from the red wool is number 3 | The cross-shaped symbol lets us solve the blue and the orange codes when we find their rooms. 37. Green Wool ============== Now head away from the red side through to the cross-shaped symbol and around the path, and activate the pressure plate. This causes some blocks to drop. That's a block that will help us to go left from the red side of the cube and get past the two-high wall, so leave an item on the pressure plate and head back to the red side of the cube. Because you left an item on the pressure plate, you can now head left from the red side of the cube around to the green side, and use the shears on the green wool. You can now use the shears to remove the green wool for another celebratory explosion. 38. Yellow Wool =============== Carry on down past the green side of the cube, and you will end up at a path that goes to the yellow side of the cube. The first exit won't be quite close enough, but the next exit along the path comes in upside down to the yellow side, where you can get close enough to use the sheers on the yellow wool. The last three colour code room will be easy to deal with from here, but before leaving the code room make sure to to put your shears away below the entrance, in the dispenser. Then take the passage to the lava and we're ready for the last lot to occur. 39. Collapsed Code Room ======================= Take the passage in the direction of the number 5 sign back to the block puzzle room, and up to the red code solution room. You'll see that it now shows a light, indicating that it has been set correctly. Head down through the different setting rooms to the orange room, checking on your way that you have the correct setting for all of the others. As a reminder, the pathway through these rooms is left right left left right. They should all be correct, all that is except for the orange dial. We'll come back to that when we return. Now head right to go down to the parkour pillars and we'll advance time again to finish off this area. Flip the recessed switch, go in to the flip the world, grab a potion, return back to the lava, then out the corridor to the 2-high wall and use the jump- boost potion to get over. Use the time travel chamber to go forward in time, and back down the passage to the crumbled wall,and through to blue dial room and parkour across to the chamber beyond it. There you will find that the sapling has grown in to a tree, and we can use the potion dispenser in the crumbled corner to jump up to its leaves. This gets you up to a colour code chamber, but it's seen better days. When you enter the floor under you crumbles away. 40. Blue Code Room ================== Climb up the vines to the broken corner, where you will find some lava and a sheet dispenser. Get a sheet from the paper dispenser and head down in to the water. Underneath the water you will find an entrance to the blue code room. The blue code room has the following code: . . ---. .---. . . | . | | | | | | |---' ---+--- |---+--- |---+--- ---+--- | | | | | | | | `---' ---' `---' `---'--- The code for the blue room is 49873, so use the anvil to put it on the paper and give it to the hopper. Head back up to the lava, in to the sapling chamber lava, our of the collapsed corridor in to the void, then flip the recessed switch so that you can take the parkour pillar lava out of there. 41. Coloured Beam Challenge ========================== The orange code room is the last one to do, which is up at the coloured beam challenge. Use the corridor between the block puzzle room and the colours room, to gain a potion effect then run back to the block puzzle room and leap up the hole in the corner of the ceiling. The ceiling hole has two exits, a lower one to where you can set up the solution to a puzzle, and an upper one to the orange code room and when the puzzle is solved to the orange dial. Go up through the lower ceiling hole, and in the puzzle room you have to chart an appropriate path from one end of the room to the other. There are several beams in the room, and a switch determines where that beam is placed. The ceiling has a guide to help you out, and you are to ensure that you can get from one end of the room to the other using all differently coloured beams. From the entrance, that would be green, yellow, purple, then red. The green and red purple are already correctly placed. The switch for the yellow beam is beside the entrance, and the switch for the purple beam is where the two purple beams intersect. After checking that you have a continuous path from one end to the other, head down to get another jump potion and jump up to the higher exit. 42. Orange Dial Selector ======================== At the orange dial you will find a paper dispenser which can be used later on. Set the orange dial indicator to its correct position at the bottom left. | | | | | | ------+------+------ |Orange| | | | Dial | ------+------+------ oooo | | o o | | oooo | | Now that the last coloured dial has been set, access to the purple code room will become available for you. 43. Orange Code Room ==================== Take a sheet of paper from the orange dial paper dispenser, and head across to the orange code room to see that the code there is: . . . . . ---. ---. | | . | | | | ---+--- |---. |---.--- ---+--- ---+--- | | | | | | | ' `---' `---'--- ---' ---' The orange code is 34799 so put that on the paper and give it to the hopper. Press the map button to find out where the orange dial and code rooms are, and you'll see that there is only one place on the map that we haven't visited. We weren't able to visit it until all six of the colour dials were correct. Head back down to the large red dial room and we'll make our way to the purple code room. 44. Purple Code Room ==================== Go back above the red dial chamber to the colour dial settings area, and work your way down to the orange setting room, which is left, right, left, left, right. The wall in the orange dial setting room has broken away to reveal a paper dispenser and the purple code room. The purple code room has the following code: . . . . .---. . . . . | | | . | | | . | | |---| |---| |---|--- |---| |---| | | | | | | | | | | `---' `---' `---' `---' `---' The code for the purple code room is 24842. Enter the code that we now know for the purple code room, and every single code room has been solved. We only need now to collect the last of the coloured wool from the Escher cube. 45. Blue Wool ============= From the orange dial solution room, take the wrong path, that beingmarked with the symbol, so that you end up by the block puzzle room. Head through to the force field room, drop down and then in the direction of the symbol to the cube room. Go down and take some shears from the dispenser and we can now remove the last of the wool from the centre of the cube. Since you are at the dispenser, you have easy access to the blue underside of the cube. Follow the path back and around to the orange side, and do you see the corkscrew path aimed at the orange side? Well head back out away from the orange side of the cube out the way you came, and and you are now on that corkscrew path. Go down the spiral staircase and use the shears to take the orange wool. 46. Purple Wool =============== Take the path back to the orange entrance, and around to the red side corridor where the cross-shaped symbol is found. Carry on past the pressure pad to where you the path goes under the cube to access the purple side underside of the cube. There's a path blocking your way to the purple side though. Turning right you can make your way through to where the green side is up, and travel along the top. Near the end of the path you'll find a switch which removes a section of the path. This is the section that you need to remove to get to the purple side, but it also prevents you from getting back. Put the switch back to restore the path, and you now know about the switch that you need to find. Head back to where the purple side is underneath, and by the blocked path is an inset part of the path that lets you drop down below. When you follow the path through though it ends at a dead end. Head back out and the room has turned upside down, giving you access to the switch that you need to flip. Go back in to the dead end and when you reach the end of it, the room once again turns right-side up. You can jump back up to the path that you came down from, and access the purple underside of the cube. Use the sheers to remove the purple wool from underneath the cube, and that is the end. 47. The End =========== Enjoy the final explosive moments, and make your way to the exit for a view of the workings behind the map, and a return back to the beginning. 48. Dial locations ================== There are 6 dial selectors in the map. Red dial - in the block puzzle room Orange dial - at the coloured bridge Yellow dial - above the starting chamber Green dial - beyond the frozen fountain Blue dial - in the crumbled passageway Purple dial - in the parkour room 49. Dial settings ================= Blue |Purple|Yellow | | ------+------+------ Green| .--. | | `--' | ------+------+------ Red | | Orange| | 50. Symbols =========== .---. | | |---|--- This wind-up key symbol in the force field room is number 8 | | `---' . . | | This lower case u beneath the force field room is number 5 `---' | .---+--- This dog-shaped symbol at the orange dial setting is number 6 | | ` ' ---. | ---+--- This trident symbol in the world-flip chamber is number 9 | ---' | | |---|--- This partial hash symbol in the crumbled passage is number 7 | | `---'--- .---. | | This small square symbol above the parkour pillars is number 1 `---' . . | | |---| This upside down A in the sapling chamber is number 2 | | `---' . . | . |---. This upside down R from the papers please chamber is number 4 | | `---' | ---+--- This cross-shaped symbol across from the red wool is number 3 | 51. Code Rooms ============== The purple code is found beyond the orange dial setting room. . . . . .---. . . . . | | | . | | | . | | |---| |---| |---|--- |---| |---| | | | | | | | | | | `---' `---' `---' `---' `---' The symbols are found in: - the sapling chamber - beyond the pillars chest - the forcefield room to get the code 24842. The Green code is found between the red dial and the forcefield rooms. . .---. . . | | | | | . . .---. .---+--- |---+--- |---| | | | | | | | | | | `---' `---' ` ' `---' `---' The symbols are found in: - beneath the forcefield room - the upside down parkour pillars - the orange dial setting room - the forcefield room - the sapling chamber to get the code 51682. The Red code is found beyond the crumbled passage. . . ---. . . . . | | | | | | | |---| ---+--- |---| |---+--- | | | | | | | | | | | `---' ---' `---' `---'--- `---' The symbols are found in: - the sapling chamber - the world-flip chamber - the crumbled passageway - beneath the forcefield room to get the code 29275. The Yellow code is found beyond the frozen fountain. . . . . . | | . | | .---+--- |---. .---. . . |---+--- | | | | | | | | | | ` ' `---' `---' `---' `---'--- The symbols are found in: - the orange dial setting room - beyond the pillars room chest - the upside down parkour pillars - beneath the forcefield room - the crumbled passageway to get the code 64157. The Orange code is found above the red dial chamber. . . . . . ---. ---. | | . | | | | ---+--- |---. |---.--- ---+--- ---+--- | | | | | | | ' `---' `---'--- ---' ---' The symbols are found in: - the large cube red passageway - beyond the papers please challenge - the crumbled passageway - the world-flip chamber to get the code 34799. The Blue code is found below the collapsed code room. . . ---. .---. . . | . | | | | | | |---' ---+--- |---+--- |---+--- ---+--- | | | | | | | | `---' ---' `---' `---'--- The symbols are found in: - beyond the papers please chest - the upside down chamber - the force field room - the crumbled passageway - the large cube red passageway to get the code 49873. 52. Map ======= .===. |RCR| `===' | .---. .---. .---------:SPC: :URS: .===. | `---' `---' |BCR| | | | `===' | .---. .---. .===. .---. | | |ASR| |CBC|-----|OCR| :PPC: .---. | `---' `---' | `===' `---' .-:SDC: | | | | | `---' | \ .---. | .===. .---. | | | ---->--:TSR: | |PCR| |PPR|-' .---. | / `---' | `===' `---' |CCT| | | | | | `---' | | \ .---. .---. .---. | .---. | `------->-----|BPC|-:CDS:-:WFC:---------:TTR: | / | `---' `---' `---' `---' | | | | | .---. .---. | | :FFR:------:BFF: | .===. .---. .---. | `---' `---' | |YCR|-|SLE|-:FFC:--' | | .=======. | `===' `---' `---' | / | â•‘ .===. â•‘ | |----<-----------â•‘ â•‘ECCâ•‘ â•‘ | | \ â•‘ `===' â•‘ | .===. `======= | |GCR| | | `===' | | | `------------------------------------------------' LEGEND .---. .---. .===. .===. : : A Room | | Dial room | | Code Room â•‘ â•‘ End Room `---' `---' `===' `===' RCR - Red Code Room BPC - Block Puzzle Challenge SPC - Shrinking Potion Challenge CDS - Colour Dial Settings URS - Upside-down R Symbol WFC - World Flip Chamber BCR - Blue Code Room TTR - Time Travel Room ASR - Yellow Dial Selector FFR - Force Field Challenge CBC - Coloured Bridge Challenge BFF - Beneath Force Field OCR - Orange Code Room YCR - Yellow Code Room PPC - Papers Please Challenge FFC - Frozen Fountain Challenge SDC - Sapling Dispenser Chamber SLE - Secret Light Entry TSR - The Starting Room FFC - Frozen Fountain Challenge PCR - Purple Code Room ECC - Escher Cube Challenge PPR - Parkour Pillars Room GCR - Green Code Room CCT - Collapsed Corridor Traverse