Rivage: Complete Walkthrough and Both Endings

This walkthrough takes you through all seven parts of Rivage, from the first password in Miranda’s room to both endings. You win by raising your clearance one access level at a time until you reach level 5, then unlocking Pod 01 for the standard ending, or collecting all seven Tarot Cards and beating the arcade machine for the secret ending.

The short version: every access level comes from a card whose barcode you scan once and keep forever, while energy resets every time you loop at the arcade machine. Access 1 is in Miranda’s safe, Pod Bay Access comes from the Emergency Pharmacy, Access 2 is Amaan’s rebuilt card, the Multi-Pass is in the Pod Bay vending machine, Access 3 is Jahi’s rebuilt card, Access 4 is Rafael’s ID in the Shed, and Access 5 is in the Fusion Core. The Quantum Cell and the train’s duplicator plate are the two tools that let you do more in a single loop.

Spoiler warning: the Part 7 sections name the final events of the story and how each ending is triggered.

How Loops and Energy Work

Every door, dock switch and printer costs energy blocks, and you only get a few per loop. When you run out, walk to the arcade machine in the storage room off the Kitchen and interact with its screen. The storage room door only opens once your energy has run out. You wake in Miranda’s room with full energy. Access cards you have scanned, and everything saved in your K9, stay with you. Items you are carrying are reset, unless you left them on the train’s duplicator plate.

The game only saves when a loop completes. If you quit and continue, you start a fresh loop. That matters for one missable achievement, Optimizer, which asks you to finish the whole game in 25 loops or fewer. Quitting often eats into that budget, and a new game is the only way to retry it.

Controls

These are the keyboard and mouse defaults. Controller is supported too, and everything can be rebound in the Options menu.

ActionKey
Walk, or rotate an item you are inspectingWASD
InteractLeft mouse (M1)
Pick upQ
Flashlight (press twice for the HV lens once you have it)F
Take a screenshotHold R
Zoom into a saved screenshotE

Your K9 panel stays open on the left of the screen, with tabs for upgrades, images, passwords, audios, videos, memories and screenshots. The screenshot folder is the one you will use most. Almost every code in the game is shown once and needed later, so hold R whenever you see a number, a date or a pattern.

Rivage's controls menu with the keyboard and mouse bindings on the left and the controller layout on the right

Tarot Cards and the Arcade Coin

There are seven Tarot Cards hidden on the ship, plus the Arcade Coin locked in a safe. The secret ending needs every card. The card symbols and names differ between players and playthroughs, so the table lists cards by where you find them.

CardWhere it isEarliest accessSection
Amaan’s locker cardCabinet inside Amaan’s locker, Pod BayRailway Access (the train)Tarot Card: Amaan’s Locker Cabinet
Cubik’s Cube cardBench on a hidden Garage balconyRailway Access and the cubeTarot Card: Solving the Cubik’s Cube
Microwave cardRafael’s bedside, enlarged in the Lab microwaveAccess 4Tarot Card: Rafael’s Tiny Card and the Microwave
Xylophone cardHorizon Probe arm, LobbyAccess 4Tarot Card: the Lobby Xylophone
Chess cardChess board drawer, GreenhouseAccess 4Tarot Card: the Greenhouse Chess Board
Record player cardRecord player drawer, Miranda’s RoomAccess 4 and Jahi’s door handleTarot Card: Jahi’s Safe and the Vinyl
Recipe cardGarage manufacturing machineAccess 5Tarot Card: the Hidden HV Letters
Arcade CoinSafe in the storage room off the KitchenAll seven cardsThe Storage Room Safe

Part 1: Access 1 and Pod Bay Access

Miranda’s Room: Computer Password

You start every loop in Miranda’s room. There is no rush on the first loop, so look around freely.

At the computer, choose “Forgot password”. The hint points to the title of Miranda’s published book, which sits on the desk beside the keyboard. The password is Stardust.

Press the blue arrow at the bottom of the desktop to open the mail. The Optima Vault email mentions a date tied to the safe, which is Miranda’s birthday: 10/09/2435. Hold R to screenshot it.

Miranda's inbox with the Optima Vault email open and the safe date highlighted

On the other desk there is a CD player on top of a set of small wooden drawers. The CD is in the third drawer down. Put it in the player to add a recording to your K9. It is optional story.

Miranda’s Room: Safe

The safe is on the right as you face the bedroom doorway. Before you can use the date, you need the instructions. Step into the hall, grab the floating memory cube, then open the crate to the left of the floor map. Undo both buckles and move both handles, and read the pamphlet inside the crate about opening the safe.

The yellow crate beside the hallway floor map, with the prompt to unlatch its buckle

At the safe keypad, type /000/ first. The display switches to a DD/MM/YYYY birthday field, where you enter 10/09/2435. Slide the glowing green ring on the right of the safe to open it.

Miranda's safe keypad asking for a birthday, with 10/09/2435 entered

Pick up the I.D. card in front of the cabinets, turn it over, and hold M1 on the barcode on the back to scan it. That is level 1 access. Keep this card in mind, because its barcode numbers are needed in Part 2.

The back of Miranda's Level 01 access card showing its barcode and the numbers under it

Kitchen: Dock System Clue and Hologram Puzzle

Turn left in the hall and press Open on the Kitchen door. That costs 1 energy block.

On the desk to the left inside, pick up the Dock System clue card. It tells you three batteries are spread across three areas of the dock.

The Dock System reminder card on the Kitchen desk, showing three battery slots

At the booth and table on the left, press the green button on the golden disc to start the hologram. Rotate the pieces until every line connects on all sides. Once it is solved, look straight up and screenshot the glowing mark it projects onto the ceiling. That mark is the dock pattern.

The glowing zigzag mark projected onto the Kitchen ceiling after the hologram puzzle

While you are here, the Kitchen vending machine takes any slot code on its keypad. Using it once unlocks the Take a Break achievement.

Kitchen: The First Battery

Walk to the lounge by the fish tank. The first battery sits on the counter right below the equations board.

The first battery outlined in red on the lounge counter below the equations board

Step up onto the kitchen platform (the island, fridge and counters) for another floating memory cube.

Dock System Pattern

The dock system kiosk is on your right at the edge of the kitchen platform. Draw the ceiling mark on its dot grid as one continuous line, in this order.

  1. From the top-left dot straight across to the top-right dot.
  2. Diagonally down to the left end of the middle row.
  3. Straight down to the bottom-left dot.
  4. Diagonally up to the centre dot.
  5. Right to the middle-right dot.
  6. Diagonally down to the bottom-middle dot, then right to the bottom-right dot.

The finished shape on the dock system kiosk matches the ceiling mark, as the zoomed screenshot in the corner shows.

The Dock System kiosk with the unlock pattern drawn, beside a zoomed screenshot of the ceiling mark

Robot Area: Emergency Pharmacy Batteries

On the unlocked dock, press Robot Area (1 energy). The Emergency Pharmacy dispenser is on the wall to your right. Slot the first battery in under its handle.

The Emergency Pharmacy dispenser in the Robot Area with its battery slots under the handle

The second battery is on the workbench to the left of the laptop in the Robot Area. Put it in the dispenser too.

The second battery outlined on the Robot Area workbench among scattered tools

Go back to the dock and choose Cultivation (1 energy). Climb the steps and take the third battery lying beside the locked green box.

The third battery outlined next to the locked green box in the Cultivation area

Switch the dock back to Robot Area with your last energy. Insert the third battery, pull the dispenser handle, and pick Pod Bay Access on its screen. Scan the barcode on the back of the printed card so it stays with you through every loop. This earns Escape Artist.

The Arcade Machine

You are out of energy now. From the kitchen platform, take the door on the left into the storage room and use the arcade machine’s screen to loop. Your first loop earns Trickster.

The kitchen platform with a red arrow pointing to the storage room door

Part 2: Access 2 and the Multi-Pass

Pod Bay: Miranda’s Locker

After the loop, go through the Kitchen and straight ahead to the Pod Bay Access door. The vending machine on your left in the Pod Bay holds the Multi-Pass, but you cannot open it yet.

The Pod Bay Access door straight ahead from the Kitchen

Go ahead and right towards the pods. At the bottom of the steps grab the floating memory, then open Miranda’s locker on the right. It is the only one that opens. Take the key resting on the red box and read the pamphlet about repairing broken access cards.

Miranda's open locker with the red box and the key outlined

Cultivation: The Locked Box Key

Back at the Kitchen dock, switch to Cultivation (1 energy) and climb to the locked box. Press Q to hold the key and line up its notches with the lock:

The locker key held over the locked box in Cultivation, ready for its notches to be turned

  • Turn the key so its round head faces you.
  • Turn the first notch straight up.
  • Turn the middle and last notches straight down.

Inside the box is Amaan’s broken keycard.

Card Builder: Amaan’s Level 2 Card

The Card Builder terminal is straight ahead in the Pod Bay. Screenshot the front and back of Amaan’s broken card first, so you can read its numbers and barcode without holding it, then insert it into the slot on the front of the terminal.

The Card Builder terminal in the Pod Bay with its card slot outlined

Type Amaan’s Identifier, printed on the card’s face: 2-5-6-0-1-3-6. Next, copy the barcode by toggling the dark and light bars. Three of its numbers are missing, and you fill them from the back of Miranda’s level 1 card in her safe: 3, 8, 6.

The Access Card Builder barcode screen with the bars set and the Print button below

Press Print once the barcode matches (1 energy). Take the level 2 card and scan its back. Printing your first card earns Multi-Pass, the achievement, not the item. You will need to loop again after this.

Lobby Computer Password

After looping, go through the Kitchen, turn right past the lounge, and open the Lobby with level 2 access. Walk past the anomaly zone to the computer and press “Forgot Password”. It wants the first and last name of the Horizon Probe’s creator.

The Lobby door past the fish tank lounge

On your left, press Play Audio on the probe model display. The recording gives the first name: Igor.

The Horizon Probe model display in the Lobby with its Play Audio button outlined

Horizon Probe Displays: Power Charges

The second display, a floating rock, has no power. Go around the back, pull the yellow handles to open it, and seat the power charges so the board reaches 12V. Each slot changes the voltage a charge gives out:

The open back of the floating rock display with the coloured power charges seated on its circuit board

SlotCharge
Top leftBlue
Top left, under the blue oneRed
Top rightPink
Bottom leftGreen
Bottom rightYellow

Its audio plays far too fast to follow. Stand inside the anomaly zone while it plays and the speed evens out enough to hear the surname: Petrov.

The yellow ring of the anomaly zone on the Lobby floor

Log into the Lobby computer with igorpetrov. Press the wifi symbol at the bottom, choose “Update K9”, and hold M1 on the QR code. Logging in earns Slow Motion. Until now only the Lobby door accepted the level 2 card; after the K9 update the other level 2 doors open too. Remember this QR code, as it matters for a Tarot Card in Part 6.

The Lobby computer's update screen with the Update K9 button outlined

Connector Hallway: Amaan’s Workstation

The Connector hallway door is right off the Lobby. Walk through it and pick up the memory cube on the way.

The Connector door with its level 2 card reader

Keep going to the hole in the hull. On the left-hand table is Amaan’s journal, plus a soda can. Screenshot both sides of the can, since the back has its barcode. The right-hand table has an audio recording to play.

Soda cans and a journal on the table by the hole in the hull

Pod Bay: Amaan’s Locker

With about one energy block left, go to the Pod Bay and open Amaan’s locker next to Miranda’s. Screenshot Amaan’s birthday on the tablet inside and take the CD for Miranda’s player. Then loop.

Amaan Jindal's locker in the Pod Bay, next to Miranda's

Amaan’s Room: Computer Password and Terminal

After looping, Amaan’s bedroom door in the hallway will open. Read the three loose manual pages first, since each carries a line of terminal code. One is on the low green table across from the computer, one is on the floor to the right of that table, and one is on the desk by the computer.

A loose manual page outlined on the low green table in Amaan's room

The computer’s hint asks for Amaan’s favourite soda, which is the can from the Connector hallway: Cosmik! Read the emails and messages, then open the black terminal button and enter:

Amaan's terminal with the BUILD hyperviolet.qb command outlined

BUILD hyperviolet.qb
COPY flashlight.exe MIRANDA.V

Wait for the build to finish before typing the copy command. When the copy finishes, the Seer achievement pops and your flashlight gains the HV lens. Press F twice to switch to it. It is a blacklight that shows hidden writing, blood and fingerprints.

The terminal after the copy command, with COPY flashlight.exe MIRANDA.V outlined

Amaan’s Room: HV Clues

Sweep the room with the HV lens. On the whiteboard it reveals a chip bag with barcode numbers. Zoom in on them for a screenshot.

The HV lens revealing a chip bag drawn on the whiteboard in Amaan's room

In the bathroom, screenshot the pill bottle on the sink. The flower name on its label is needed in Part 4.

The pill bottle from Amaan's bathroom with the flower extract named on its label

Amaan’s Room: Safe

Amaan’s safe opens with his birthday from the tablet in his locker, which your K9 stores as 20/07/2406. Type /000/ first, then the date. What is inside is not covered on this page, and nothing later in this walkthrough needs it.

Pod Bay Vending Machine: The Multi-Pass

In the Pod Bay, shine the HV lens on the Stock Manager keypad of the left-hand vending machine. The pattern appears on the screen. Trace it to unlock.

The Stock Manager pattern revealed in purple by the HV lens on the Pod Bay vending machine

Press Manage Stock at the bottom. You have to restock three low items by entering their CP codes before the credits can be adjusted:

The Stock Manager screen with all three CP codes accepted

ItemWhere you saw itCP code
Cosmik! SodaCan in the Connector hallwayCP379087
Mr. Lime BarType 020 on the Kitchen vending machine to get oneCP208674
ChipsWhiteboard in Amaan’s roomCP687575

Press + next to Credits 0/3 as many times as you like, then key in 024 on the front of the vending machine. The Multi-Pass drops out. Scan its back to keep it and earn Promotor.

The Pod Bay vending machine with the Multi-Pass outlined in slot 024

Part 3: The Quantum Cell

Garage: The Orbital Scout

The Garage door is in the Pod Bay just past the vending machine, and the Multi-Pass opens it. There is a floating memory cube at the front of the room.

The Garage door in the Pod Bay with its Multi-Pass reader

Head left into the next room. The Orbital Scout is straight ahead, with a procedure note to its left listing what it is missing. Climb the steps in front of it, pull the yellow handle, then press the red button on the left of the frame to open it.

The Orbital Scout preliminary procedure note showing the four modules it needs

Fit these four parts into the frame:

PartWhere it is
Radioactive Cartography BoardOn the cart with the Orbital Scout instructions
Data Storage CollectorUpper level (ladder by the Garage entrance), next to the computer beside an audio recorder
Adaptive AI Navigation Suite3D printer room, left corner of the desk with the coloured-button safe
Wavelength SensorDesk with the journal, beyond the Orbital Scout frame

The screenshots below show the four parts where they lie, in table order.

The Radioactive Cartography Board glowing on the cart beside the Orbital Scout instructions

The Data Storage Collector outlined beside an audio recorder on the upper Garage desk

The triangular Adaptive AI Navigation Suite on the corner of a desk

The Wavelength Sensor on the desk beside a journal and a potted plant

Stellarmap Route

With all four parts in, climb the ladder again. The Stellarmap is at the far end of the balcony, just left of the computer, and opens from there.

The Stellarnet terminal on the upper Garage balcony with its Open Map button

You need to route the probe through all six data zones and back to A.R.E.S alive. Yellow zones hold data, green zones heal the scout, red zones damage it, and white zones do nothing. This route works:

StepFromTo
1A.R.E.SSCRP-01
2SCRP-01SCRP-02
3SCRP-02AST-AR1
4AST-AR1SDT-11
5SDT-11LUX-8
6LUX-8X-248
7X-248K-1066
8K-1066BTH-12
9BTH-12DATA-04 (data 1)
10DATA-04NNS-7
11NNS-7RE-005
12RE-005VAN-26
13VAN-26ARK-18
14ARK-18X-303
15X-303Y-1KFT
16Y-1KFTTIE-1
17TIE-1DATA-01 (data 2)
18DATA-01ORB-2
19ORB-2OA-9
20OA-9AQ-94
21AQ-94GW-11
22GW-11AW-13
23AW-13SHFT-1
24SHFT-1DATA-06 (data 3)
25DATA-06ATV-3
26ATV-3SA-X
27SA-XMVL-30
28MVL-30VR-M
29VR-MDATA-03 (data 4)
30DATA-03I2B-0
31I2B-0ORE-X
32ORE-XNH-9
33NH-9DATA-02 (data 5)
34DATA-02MPLM-1
35MPLM-1ZX-22
36ZX-22XM-R
37XM-RZX-2A
38ZX-2ADATA-05 (data 6)
39DATA-05SAS-11
40SAS-11MA-6
41MA-6MER-A
42MER-AAUOS
43AUOSRD-004
44RD-004A.R.E.S

Back at A.R.E.S with all six data, press Send Scout. The Voyager achievement unlocks and you get a new audio, Unknown Particle Waves. Press Play on it to save it to your K9.

The Rivage stellarmap with all six data collected and the Send Scout button ready

Lobby: The Audio Controller Pad

Climb down the ladder to the Garage floor and take the audio controller pad from the desk with a computer on it. Carry it to the Horizon Probe model in the Lobby, play Unknown Particle Waves while standing in front of it, and copy the sounds on the pad in this order: 3, 2, 1, 4, 5, 6.

The audio controller pad lying on the desk under the flashlight beam

The probe then projects a circular symbol onto the wall to its right. Screenshot it.

The Horizon Probe projecting a circular symbol onto the Lobby wall

Garage Computer: The Circle Symbol

Return to the Garage, looping first if you are out of energy, and use the upper-level computer near the Stellarmap. Its lock screen shows a ring of circles. Fill in the ones that match the symbol from the probe.

The Garage computer lock screen with the ring of circles filled in to match the probe's symbol

Play the three audios on the home screen and read the mail. An email from Jahi to Jonny contains the password 780812.

Kitchen: The Quantum Cell

The orange and black box sits by the Kitchen’s entrance from the hall. Enter 7-8-0-8-1-2 on its keypad to take the Quantum Cell.

The orange and black box by the Kitchen entrance with its number keypad

The Quantum Cell works once per loop. Put it in the power relay next to the Kitchen door and pull the handle for one extra energy block, which earns Person of Power the first time. Other relays around the ship use it to power something specific instead, and later sections say which.

The Quantum Cell being inserted into the power relay by the Kitchen door

Part 4: Access 3 and Railway Access

Observatory: Clues for the Plant Sequencer

Go through the Lobby into the Connector hallway and turn right where the memory cube was. That door is the Observatory.

The Observatory door at the end of a dark Connector corridor

Inside, go left up to the platform with the vending machine for another floating memory cube, and read the laptop’s messages.

Down in the centre of the room is Amaan’s tablet about Aion’s Sequencing. Screenshot every flower slide on it.

Amaan's tablet in the Observatory open on its Aion's Sequencing title slide

Beside the tablet, screenshot the post-it on the medical file. It reads “Planta Center” with the code 5XLHE.

The medical file with a Planta Center post-it reading 5XLHE

The computer on the right lets you Download the front of Jahi’s I.D. card. Its messages between Jahi and Jonny explain that the shutter here opens with Jonny’s fingerprint.

The Observatory computer showing Jahi's I.D. card front with a Download button

Cultivation Computer: Plant Sequencer

Loop if you need to, then take the dock to Cultivation and log into the computer with 5-X-L-H-E. First pick the three plants from Amaan’s tablet. The plant diagram in the Kitchen doorway, the pill bottle in Amaan’s bathroom and the plant in the Lobby all point to the same three:

The plant sequencer with Fire Lily, Escargot and Mavors outlined

  • Fire Lily
  • Escargot
  • Mavors

Next, fit all three element combinations into one sequence by clicking the circles and hexagons to cycle their elements. Set Z in the left hexagon, P in the bottom hexagon and N in the top hexagon.

The element sequence screen with Z, P and N set in the hexagons

The solved sequence shows the Aion plant’s entry and earns Gardener. Screenshot its class name, Chronoservus.

Laboratory Door

Loop, then put the Quantum Cell in the Kitchen relay right away for the extra block. Go through the Lobby to the Connector hallway and follow it around to the left until you reach a computer by the Laboratory door. Enter Chronoservus and press Open. It costs two energy blocks, so you enter the Lab with none left.

The Laboratory door panel with Chronoservus saved and the Open button costing two energy

Inside the Lab, go left to the large hangar doorway for a floating memory cube. It replays a fight between Jonny and Jahi, and the objects it mentions are the ones carrying Jonny’s fingerprints.

A floating memory cube by the large hangar doorway in the Lab

Laboratory: Jonny’s Fingerprint

Switch to the HV lens, follow the blood, and scan the four fingerprint pieces:

PieceObjectWhere
1Small vialSecond fridge to the right of the memory cube spot
2PipeOn the floor in front of the computer to the right of the entrance
3LensesDispensed by the switch panel once it totals 29
4Item in the capsuleLocked capsule near the computer

Pieces 1 and 2, the small vial and the pipe, only need scanning. The other two need a puzzle each.

A fingerprint glowing under the HV lens on a small vial in the dark Lab

The HV lens showing a fingerprint on a pipe, with the Scan prompt

Laboratory: Switch Panel

The switch panel is in the corner to the right of the memory cube spot. Open it to see the empty slots, then find the four switches. You can only carry one at a time, so place each in the panel before fetching the next.

SwitchWhere it is
1Counter left of the hangar door
2Counter right of the hangar door, past the switch panel
3Cabinet under the locked capsule, near the computer
4Same counter as switch 1, in the cabinet a little further along

Arrange them so the panel reads exactly 29. The panel has two rows of three slots. Fill all three in the top row plus the left slot of the lower row. The panel then dispenses lenses. Scan the fingerprint on them.

The Lab switch panel reading 029 with four switches in place

Laboratory: The Capsule

The last piece is on the object locked in the capsule near the computer. Its lock uses Rafael’s drawings, and there are two in the room. One is on the counter left of the hangar door, and the other is further along the counter with the switch panel.

Each drawing has a small patterned block in its left corner. Copy those two patterns onto the top and bottom grids of the capsule, open it, and scan the fingerprint on the item inside.

The capsule's grid lock with a drawing's pattern copied in, under the HV lens

Observatory Light Puzzle

With the full fingerprint, loop and carry the Quantum Cell to the Observatory. The generator is on the front left, before the stairs. Slot the Quantum Cell into its relay and scan Jonny’s fingerprint.

The Observatory generator with the Quantum Cell slotted in beside Jonny Kim's fingerprint scanner

Two lights now shine onto a floor puzzle below. You need to carry light to the tall red-lit pillar on the right by turning the thick lit pillars towards the skinny ones, then rotating the floor pieces. It takes some trial and error, and there is more than one way to solve it.

Start by getting light into the far-left skinny pillar, which may already be lit, and into the skinny pillar right in front of the stairs.

The Observatory floor puzzle with the two skinny pillars outlined in red

Then turn those two pillars’ arrows. Point the one in front of the stairs away from the stairs and a little to the left. Point the one on the left side down, towards the stairs.

A close view of a skinny pillar, with red arrows showing which way it turns

Now rotate the floor pieces outward from both skinny pillars. A correct path glows yellow and a wrong one turns red.

When the tall pillar turns green, climb the stairs and pull the handle to open the shutter. This earns Newton for the puzzle and Dazzled for seeing the sun.

Observatory: Jahi’s Card Back

Turn around from the shutter handle. The computer behind you now runs on sunlight. Open Stereoscope.pic on its home screen and Download it to get the back of Jahi’s access card.

The sun-charged computer outlined in the Observatory once the shutter is open

Stereoscope.pic showing the back of Jahi's card, with its Download button

Card Builder: Jahi’s Level 3 Card

You now have both sides of Jahi’s I.D. Fetch Amaan’s broken card from the Cultivation box again with the key from Miranda’s locker, and take it to the Card Builder in the Pod Bay.

Insert the broken card and enter the Identifier from the front of Jahi’s I.D.: 3-1-6-8-4-0-1.

The Card Builder asking for a card identifier, with Jahi's I.D. screenshot in the corner

Copy the barcode from the Stereoscope picture of Jahi’s card back, print, and scan the new card. That is level 3 access.

The Card Builder barcode screen set to match the back of Jahi's card

Pod Bay: Jahi’s Locker

Open Jahi’s locker in the Pod Bay straight away. There is a CD for Miranda’s player inside.

Jahi Omondi's locker lit by the flashlight in the Pod Bay

The Railway System card is on the second shelf. Scan its back for Railway Access.

The green Railway System card outlined on the second shelf of Jahi's locker

Part 5: The Cubik’s Cube and Access 4

Miranda’s Room: Projector Connection

At the start of a loop, before leaving Miranda’s room, look at the projector screen on the right wall. It has no signal. Open the panel with the wifi symbol to its left.

The fix is to rearrange the square and circle sockets so each row makes one of the colour combinations shown above the grid. More than one layout works. These are the rows to build, one per line. Where the circle column says “no circle”, only the square colours are given for that row:

The projector's socket grid in Miranda's room, filled with coloured squares and circles

SquareCircle
Whiteno circle
Green, Blue, YellowCyan
Green, Blue, CyanBlue, Green
Blue, Red, PinkBlue, Red
Red, GreenRed, Green
Red, Blue, Greenno circle
Red, Cyan, CyanBlue, White
Pink, YellowRed, Yellow
Pink, RedRed, Blue

A video plays once the signal returns. Screenshot the list of sponsors at the end.

Garage: Powering the Train

Take the Quantum Cell from the Kitchen with you instead of using it. Go through the Pod Bay into the Garage, climb the ladder, put the cell in the train’s power relay and pull the handle. Railway Access opens the train.

The train's power relay in the Garage with its Insert prompt

Inside, on the left, is the duplicator plate with a note and an audio recording. Anything left on the plate survives the loop, and in effect you get a copy of it.

The duplicator plate inside the train, with a note lying on it

Laboratory Upper Balcony: The Data Disk

On the train’s control panel to the right, press Laboratory. You arrive on the Lab’s top balcony. Grab the floating memory cube, then the Data Disk just past it.

The disk is not used in the Lab. Put it on the train’s duplicator plate so it is waiting for you next loop. Your first duplication earns Doppelganger.

The Data Disk outlined on a table on the Lab's top balcony

Tarot Card: Amaan’s Locker Cabinet

With the train running, you can open the cabinet inside Amaan’s locker. It takes two keys. Take the key from Miranda’s locker, put it on the train’s duplicator plate and loop, so the next loop gives you the original from her locker plus the copy on the plate. Use both on the cabinet, turning the notches to fit as you did for the Cultivation box. The Tarot Card is inside.

Laboratory Computer: Ares’ Sponsor

Head right and lower the shortcut ladder to the Lab floor, which now has power. Under the upper level, next to the red microwave, the computer’s password hint asks for Ares’ sponsor. It is Vulcan Dynamics, from the sponsor list in the projector video.

The Lab computer logging in beside the red microwave, with the sponsor screenshot in the corner

The computer controls the microwave beside it, but you need the right item to put inside. That comes in Part 6.

Rafael’s Laptop: Hexadecimal Puzzle

Take the train back and loop. Next loop, power the train with the Quantum Cell again, take the Data Disk off the duplicator, and ride to the Lobby. Rafael’s desk is on the left of the balcony above the Lobby. Slot the Data Disk into his laptop.

Rafael's laptop on the Lobby balcony desk with its disk slot outlined

Read the anomaly documents and screenshot the one on the Microwave. Then open the .metadata terminal, which needs its corrupted hex bytes filled in before map.pic can be viewed. The rows above the red line show which byte stands for which character. The missing codes are:

The .metadata hex editor on Rafael's laptop with the Reconstruct button

LineMissing codes
datadisk/map.pic61, 6D, 61, 70
filetype:picture65, 63
id:rafaelalmeida3A, 61, 6C, 65, 61
site:aresstation74, 74, 69, 6F, 6E
password:gj4c5mt73, 67, 6A, 34, 63, 35, 6D, 74

The password line comes from the drawing of the desk on the wall behind you. Repairing all five earns Developer.

Open map.pic and screenshot it. Before leaving, put the Security card from the desk on the train’s duplicator plate, then ride back to the Garage.

The Security card outlined on Rafael's desk

Garage: The Coloured Button Safe

The colour grid on map.pic opens the safe with coloured buttons in the Garage. This is the grid from one playthrough. Because the map.pic clues can differ between players, copy the grid on your own screenshot if it does not match:

The Garage safe with coloured buttons set to match the map.pic grid in the corner screenshot

RowLeftMiddleRight
TopGreenBlueYellow
MiddleGreenYellowWhite
BottomYellowRedWhite

Inside is the Cubik’s Cube. You do not have the instructions for it yet.

Tarot Card: Solving the Cubik’s Cube

This is separate from the Shed trip below. Solve every side the way you would a normal Rubik’s Cube. It teleports you to a different balcony in the Garage, and the Tarot Card is on the bench in front of you.

Laboratory: Unit-01 Gear Puzzle

Loop, power the train, take the Security card off the duplicator and ride to the Lab. The terminal in the middle of the balcony accepts the Security card. Download permanent access first, so you never need the card again, then press Release.

The Unit-01 terminal on the Lab balcony, still locked

Climb down to the panel on the front of the Unit. It holds a set of gears with one missing. Take the gear with four notches, which starts in the bottom-left position, and put it on the duplicator plate.

The Unit's gear panel with the four-notch gear outlined in the bottom-left position

Next loop, bring the duplicated gear back and put it in the panel. The gears shift with each sequence, so line their notches up with the shapes at the bottom and the first gear at the top:

SequenceShapes
1Square, Triangle, Circle
2Circle, Triangle
3Square, Triangle
4Square
5Square, Triangle, Circle
6Circle, Triangle

Repairing the Unit earns Lockpick Master. Back up on the terminal, press Open Unit-01. The orange box holds the 2/2 note. Screenshot it, as it explains how to use the cube to reach the Shed.

The note marked 2/2 from the Unit-01 box, with a row of pie diagrams

Using the Cubik’s Cube: Rafael’s Shed

Start a fresh loop for full energy and take the cube from the Garage safe. The clues are randomised per player, so your spot and your 2/2 diagram may differ from the example below, but the method is the same.

Where to stand comes from map.pic on Rafael’s laptop, the page marked 1/1. Next to its colour grid is a number with the words “here portal”. Only one number can be confirmed here: a 2 means the anomaly zone in the Lobby. The other spot known to come up is the yellow circle on the Garage floor, but which number points to it is not known. If your map.pic shows something other than 2, try the Garage circle.

The Lobby anomaly zone with a red arrow pointing to the small yellow sign

The 2/2 note from the Unit-01 box tells you how to turn the cube once you are standing in the right spot. Each pie is one corner of the cube, identified by the three colours around it. The filled slice tells you which black line on that corner to press. A pie split into two halves of one colour means the centre piece of that colour, and you press the arrow that matches.

An example diagram played out like this:

StepPiePress
1Pink top, green left, white rightLeft line on the pink top
2Blue top, pink left, white bottomLeft line on the white piece
3Two yellow halvesMatching arrow on the yellow centre
4Yellow top, red left, green rightRight line on the green side
5Two white halvesMatching arrow on the white centre
6Blue top, white left, red rightTop-left line on the white piece
7Pink top, green left, white rightTop-left line on the green piece

The two screenshots below show what a corner line and a centre arrow look like on the cube.

The Cubik's Cube with the line on its pink top face outlined for the first move

The cube's yellow centre square with its arrow outlined

Every correct press makes the cube glow gold. If it does not, that press was wrong. After the last one you are teleported to the Shed.

Take Rafael’s ID from the workbench and scan it for level 4 access. The audio recording to the right is optional. Nothing else is here, so open the cube and turn any piece to return to the Lobby.

Rafael's ID outlined on the Shed workbench

Pod Bay: Rafael’s Locker

Open Rafael’s locker in the Pod Bay with level 4. Hold M1 on the QR code to download the schedule to your K9, and take the CD. Play it in Miranda’s room, because it holds the hint for Rafael’s password. Then loop.

Rafael Almeida's locker in the Pod Bay, between Omondi's and Kim's

Part 6: Access 5

Tarot Card: Rafael’s Tiny Card and the Microwave

Rafael’s room is one door down from Miranda’s. The 1/100 scale Tarot Card is on his bedside drawers.

The tiny Tarot Card outlined on Rafael's bedside drawers

The Microwave document on the Data Disk has the settings to enlarge it. Put the tiny card in the Lab’s red microwave and run it with these settings:

The Lab's red microwave with 25 minutes and 450 set on its display

SettingValue
Time25 minutes
Temperature450
DefrostOn
ExpressOn

When the timer ends, take the full-size card out.

Tarot Card: the Lobby Xylophone

A drawing of coloured rectangles on the wall in Rafael’s room maps to the xylophone keys in the Lobby. Play the keys in the drawing’s order and the Horizon Probe lowers an arm holding the Tarot Card.

The rainbow xylophone on a Lobby desk

The Horizon Probe lowering an arm that holds a Tarot Card

Rafael’s Computer: BlackVector

Rafael’s password hint is “Maezinha”, his name for Miranda from the locker CD. The password is Miranda. Seek.TXT on the desktop explains that his BlackVector program can unlock the incinerator. Read the messages, then open BlackVector from the bottom-right icon.

Rafael's desktop with Seek.TXT open and the network program icon outlined

BlackVector runs two cycles. Each one asks you to steer the computer icon onto the key first, then onto the firewall icon. You get 10 moves per cycle, with extra moves from the green wrench tiles, and shields block a move against you.

The BlackVector grid with the move counter, shields and wrench tiles

The Timed Run: Incinerator, Garbage Disposal and USB Stick

The Robot Area computer is stuck on an update, and the way to stop it is a USB stick hidden in the Kitchen garbage disposal. Opening the disposal needs a tool locked in the Garage incinerator, and the incinerator can only be opened with the security down. Once the firewall drops you have 2 minutes before the incinerator runs. The schedule you downloaded from Rafael’s locker shows the ship’s timings in your K9, so keep it open. Start a fresh loop and do this quickly:

  1. In Rafael’s room, beat both BlackVector firewall cycles to disable security.
  2. Run to the Kitchen and put the Quantum Cell in the power relay for the extra block.
  3. Take the large round door on the left of the Kitchen into the Garage, not the Pod Bay route. Press the red button on the incinerator screen near the ladder. Its capsule opens, and the tool inside is what opens the garbage disposal.
  4. Back in the Kitchen, use the tool on the garbage disposal next to the fridge and take the USB stick.
  5. Unlock the Lobby, plug the USB stick into the Lobby computer and cancel the Robot Area computer’s update from there.

Stopping the update earns Saboteur and ends the timed part.

Robot Area Computer: Blueprint

Take the dock to the Robot Area. Its computer now works. Download Blueprint.pic, which shows the Regulator and the three materials it is made from.

Greenhouse: Sun Box and Constellation Chest

Loop, carry the Quantum Cell through the Kitchen’s round door to the Garage, power the train and ride to the Lab. Level 4 opens the Greenhouse door. Inside are a chess board with a computer, a solar-powered box and a large chest, with a floating memory cube in front of the chess board.

At the sun controls, keep the left slider on the sun symbol and press the large sun rotation button until sunlight falls on the locked sun box beside the computer bench. The sun on the box turns green and it opens, giving you a book of constellations.

The Greenhouse sun controls, with a red line linking the dial to the locked sun box

Move the left slider down to the moon and press the large constellation button on the right. Three constellations appear in the sky, one green, one yellow and one blue.

A constellation traced in the Greenhouse night sky

Match each sky constellation to its page in the book. The bottom of each page has a pattern. Screenshot all three.

The constellation book open at Hercules, with its pattern outlined

At the large chest, enter the three patterns, each in its constellation’s colour. The chest gives you the handle for Jahi’s door and the Astronomer achievement.

The constellation chest with yellow, green and blue patterns entered

Tarot Card: the Greenhouse Chess Board

This card needs your phone. Scan the two QR codes in the game with a real phone camera, the K9 update on the Lobby computer and the schedule in Rafael’s locker, and note the URLs. The Greenhouse computer has two browser tabs. Type each URL in exactly, including http:// and every number and slash. They show two hex lists, one for the white pieces and one for the black. Screenshot both.

The Greenhouse computer with two browser tabs showing hex position lists

Bring the Data Disk to Rafael’s laptop again (lab balcony, duplicator plate, then the Lobby balcony) and use its hex dictionary to translate the lists into board positions. Positions change between players and playthroughs. Set the pieces on the chess board and its drawer opens with the Tarot Card.

The Greenhouse chess board with its drawer open and a Tarot Card inside

Bedroom Hallway: Jahi’s Door

In the bedroom hallway, fit the handle into the exposed panel by Jahi’s door. Turn it until the power meter is full, and the door opens.

Tarot Card: Jahi’s Safe and the Vinyl

The date for Jahi’s safe is on the pocket watch left of the wall diagram: 21/05/2426. Enter /000/ first, then the date. Take the Vinyl, play it on the record player in Miranda’s room, and a copy saves to your K9.

Jahi's open safe with the vinyl record outlined at the bottom

Stand in the anomaly zone in the Lobby and play it. It opens with Morse code. Decode the letters with the Morse poster in Jahi’s room, then press those lettered buttons on Miranda’s record player. A drawer opens with the Tarot Card.

The record player in Miranda's room with the lettered button drawer below it

Jahi’s Room: Clock Gears

The clock lying on the table at the back of Jahi’s room is missing gears. The diagram on the opposite wall shows which gear goes in each position.

The gear diagram on the wall of Jahi's room showing seven numbered positions

Every other clock in the room holds one gear with its number printed on it:

PositionGearWhere it is
1Clock Gear 12On the table with the broken clock
2Clock Gear 48/8Display at the bed’s head
3Clock Gear 60/8Clock left of the wall diagram
4Clock Gear 64/8Clock right of the bathroom doorway
5Clock Gear 60/15Clock right of the wall diagram
6Clock Gear 45/10Clock right of the closet
7Clock Gear 40Standing clock left of the bathroom doorway

With every gear in place, wind the clock counterclockwise. Time runs backwards and repairs the computer on Jahi’s desk. This earns Chronos.

Jahi's broken clock opened up, with gears fitted inside

Jahi’s Computer: Terminal

Press the Terminal button on Jahi’s computer. It works like Amaan’s, and the manual pages around the room give the commands. Extracting needs admin rights, so run these in order:

ASROOT EXTRACT DataLensArchive.qpak
CAT Readme.note
BUILD DataLensInstaller.qb
Datalens.exe DataLens train_components_list.dtl

The last command opens the components list for the train part, which the screen calls the Gravity Generator BX-4568. Screenshot it. Blueprint.pic from the Robot Area computer calls the same part the Regulator, and the rest of this guide uses that name.

Jahi's terminal listing Chip, Sensor, Power and Frame as the train components

Garage Printer: The Regulator

Open the access 4 printer in the Garage. On its screen, select the four components from Jahi’s list: Chip, Sensor, Power and Frame.

The Garage printer's Assembly Parts screen with all four components chosen

In the material slots under the screen, put the three materials from Blueprint.pic: Copper, Wood and Ammonia.

The printer's material slots with the regulator blueprint showing Copper, Wood and Ammonia

Press Assemble and take the Regulator from the right side of the machine. This earns Assembler.

Climb to the train and power it with the Quantum Cell. Put the Regulator in the slot above the duplicator plate, in the left corner. It stays fitted through every loop, and the train can now reach the Fusion Core.

The Regulator slot glowing inside the train

Fusion Core: Level 5 Access

Loop if needed, power the train and choose Fusion Core. One way leads out to a balcony above the Greenhouse, where you can lower a shortcut ladder and play the audio recording on the workbench beside it.

The Fusion Core balcony looking down over the Greenhouse

The other way leads through the far side of the train into a room with spacesuits on the left. Open the level 4 door to find a broken walkway leading to a control room. The level 5 access card is on your left. Scan its back.

The level 5 access card outlined on a dark desk

A floating memory cube waits at the very end of the broken walkway.

The broken walkway in the Fusion Core with a floating memory cube at its end

Pod Bay: Jonny’s Locker

Take the train back to the Garage, walk through to the Pod Bay and open Jonny’s locker. There is a document to read and a CD for Miranda’s player.

Loop to restore energy. Level 5 opens the last part of the game, and this is a good point to spend a few loops on any Tarot Cards you still need.

Part 7: How to Get Both Endings

Ending 1: Jonny’s Door and Pod 01

This is the standard ending, and it needs no collectibles. In the bedroom hallway, open Jonny’s door with level 5. It leads into a blue portal instead of his room. Stepping through earns Traveller.

The blue portal filling Jonny's doorway

You come out in the Fusion Core control room, on the far side of the broken walkway. The console needs energy, so arrive with at least one block left. Choose Pods, press Unlock on Pod 01, and pull down the yellow handle on the right.

The Fusion Core console's Pods screen with the Unlock button on Pod 01

Return through the portal and go to the Pod Bay. The first pod on the left is now unlocked. Press Open on its screen to play the final cutscene and earn Escape Room.

Pod 01 in the Pod Bay with the Open button on its screen

Ending 2: The Secret Ending

You need all seven Tarot Cards, with a screenshot of the symbol on each one. The last card only becomes available with level 5. The three steps below are the route to this ending, in order.

Tarot Card: the Hidden HV Letters

Seven numbered letters are painted on walls around the station, visible only with the HV lens:

  • Bedroom hallway
  • Upper Garage
  • Upper Lobby (from the train, or look up at the left corner of the balcony from the Lobby floor)
  • Observatory
  • Upper Greenhouse (from the Fusion Core by train)
  • Jahi’s bedroom
  • Fusion Core (through the portal in Jonny’s doorway)

Put the letters in number order to spell a seven-letter word. The letters change between players and playthroughs. That word is the name of a hidden .qpak file on Amaan’s computer.

On Amaan’s terminal, run EXTRACT WORD.qpak, replacing WORD with your seven letters, to get TarotRecipe.note. Then run CAT TarotRecipe.note. Unlike Jahi’s archive, this file extracts without the ASROOT prefix. The note lists components and ingredients. Take them to the manufacturing machine in the Garage, which needs level 4 clearance, and enter that recipe there to make the final Tarot Card.

Amaan's terminal showing TarotRecipe.note with its components and ingredients

The Garage manufacturing machine with its output tray outlined

The Storage Room Safe

Remember the storage room only opens once your energy has run out. Inside, find the safe with a note about the Arcade Coin. Its dial carries the same symbols as the Tarot Cards. Hold the centre knob to turn the arrow, and point it at each card’s symbol in turn, in the order of the cards. This page cannot tell you what sets that order, so check your card screenshots for anything printed on them, such as a number, and follow it. Take the Arcade Coin from the open safe.

The storage room safe dial ringed with Tarot symbols

The Arcade Minigame

Do not press the arcade machine’s screen, as that starts a new loop. Look down at the front of the machine and put the coin in the slot.

The arcade machine's high score table, with the coin slot outlined below the screen

The screen switches to a space shooter. Move with WASD and fire with M1. You need a score above 6,530, which means reaching the end and surviving the boss, and you only have three lives. Dodging matters more than shooting.

The arcade minigame boss firing a spread of shots at the player's ship

If the boss is too fast, capping your frame rate at 30 FPS slows the game down enough to make its fire easier to dodge. That works as of the launch build. Losing all three lives means trying again on another loop.

After setting the new high score, press the screen to loop. You wake into the secret ending cutscene and earn Back to the past.

Achievement Checklist

AchievementHow it unlocksPart
Take a BreakEnter any slot code on the Kitchen vending machine1
Escape ArtistPrint the Pod Bay Access card1
TricksterLoop at the arcade machine for the first time1
Multi-PassPrint Amaan’s card at the Card Builder2
Slow MotionLog into the Lobby computer2
SeerFinish the terminal commands in Amaan’s room2
PromotorGet the Multi-Pass from the Pod Bay vending machine2
VoyagerSend the scout home with all six data on the Stellarmap3
Person of PowerUse the Quantum Cell in any relay3
GardenerComplete the plant sequencer4
NewtonSolve the Observatory light puzzle4
DazzledOpen the Observatory shutter4
DoppelgangerSave an item on the duplicator plate5
DeveloperRepair the hex code on Rafael’s laptop5
Lockpick MasterRepair the Unit-01 gears5
SaboteurCancel the Robot Area computer’s update from the Lobby computer6
AstronomerOpen the Greenhouse constellation chest6
ChronosRewind the clock in Jahi’s room6
AssemblerBuild the Regulator6
TravellerStep through the portal in Jonny’s doorway7
Escape RoomReach the first ending7
Back to the pastReach the secret ending7
OptimizerFinish in 25 loops or fewerAny

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