Rivage: How to Get the Optimizer Achievement
To get the Optimizer achievement in Rivage, reach the standard ending within the 25-loop limit. The route below does it on loop 17, so a clean run leaves seven spare loops for mistakes.
The short version: a second playthrough lets you skip most of the slow work. Many passwords and codes were the same across playthroughs at the time of writing, so you type them straight in, and the Chronoservus password takes you into the Laboratory without the plant puzzles. What you cannot skip are the values the game shuffles per save, such as card barcodes, the Quantum Cell code, and the Regulator’s components and materials. Most loops do one job and end. The only timed part is BlackVector on loop 15, and the spare loops are there for it.
Spoiler warning: this route names every access level, the late-game rooms and how the standard ending is triggered. It is meant for a second playthrough, once you have finished Rivage on your own.
Before You Start
The loop counter starts at 0, so the run below covers loops 0 to 17. That makes it unclear whether the 25-loop limit means loop 25 or loop 24 on the counter. Play it safe and reach the ending by loop 24.
Some puzzles get only a short reminder below, because you have already solved them once. Each loop lists what to do and, where it matters, what you can skip and which values you have to find again.
Every password and terminal command below can be copied and pasted into the game with Ctrl+V. That helps most on terminals and during the timed loop.
What Carries Over and What Does Not
These were the same between playthroughs at the time of writing. Type them in without looking for the clues.
| Where | What to enter |
|---|---|
| Miranda’s computer | Stardust |
| Miranda’s safe, first step | /000/ |
| Dock System kiosk | The pattern in Loop 0 |
| Lobby computer | igorpetrov |
| Amaan’s computer | Cosmik! |
| Pod Bay vending machine CP codes | CP379087, CP208674, CP687575 |
| Pod Bay vending machine slot | 024 |
| Laboratory door | Chronoservus |
| Rafael’s room computer | Miranda |
These can change from one save to the next, so read them again in the current playthrough:
- Amaan’s card Identifier and barcode
- The six-signal sequence on the audio controller pad
- The Quantum Cell code
- The Laboratory switch panel total, the two drawings for the capsule, and where the last two fingerprint pieces are
- Jahi’s card Identifier and barcode
- The blue symbols in the map.pic password on Rafael’s laptop
- The four Regulator components and its three materials
Route Overview
| Loop | Goal |
|---|---|
| 0 | Pod Bay Access card |
| 1 | Access 2 (Amaan’s card) |
| 2 | K9 update in the Lobby |
| 3 | HV lens and the Multi-Pass |
| 4 | Horizon Probe symbol |
| 5 | Quantum Cell code |
| 6 | Jonny’s full fingerprint in the Laboratory |
| 7 | Front of Jahi’s I.D. card |
| 8 | Back of Jahi’s I.D. card |
| 9 | Access 3 and Railway Access |
| 10 | Data Disk onto the duplicator plate |
| 11 | map.pic and the Security card |
| 12 | Permanent Unit-01 access and the spare gear |
| 13 | Unit-01 repair and Access 4 |
| 14 | Greenhouse chest, Jahi’s room and the Regulator components |
| 15 | BlackVector and Blueprint.pic (timed) |
| 16 | The Regulator and Access 5 |
| 17 | Pod 01 and the ending |
Loop 0: Pod Bay Access
- Log into Miranda’s computer with Stardust.
- Find the safe date in the mail and screenshot it.
- At the safe by the door, enter /000/, then the date. Take Miranda’s card, turn it over and scan it.
- Go to the Kitchen and take the first battery from the counter below the equations board.
- Skip the hologram. Its answer does not change, so draw the pattern (below) straight onto the Dock System kiosk.
- Switch the dock to Robot Area, go in, and put the first battery in the Emergency Pharmacy dispenser.
- Take the second battery in the Robot Area and put it in the same dispenser.
- Switch the dock to Cultivation and take the third battery.
- Switch back to Robot Area and put in the third battery.
- Print the Pod Bay Access card and scan it. End the loop.
Dock System Kiosk Pattern
Number the nine dots left to right, top to bottom: the top row is 1, 2, 3, the middle row is 4, 5, 6 and the bottom row is 7, 8, 9. Draw them in the order 1, 2, 3, 4, 7, 5, 6, 8, 9 as one line.
Loop 1: Access 2
- In the Pod Bay, open Miranda’s locker and take the key.
- Back at the Kitchen, switch the dock to Cultivation and climb to the locked box.
- Set the key’s notches to fit and take Amaan’s broken card.
- Take it to the Card Builder in the Pod Bay.
- Enter the Identifier from the front of the card in this save and copy its barcode. Fill in the missing barcode parts from Miranda’s card.
- Print the level 2 card and scan it. End the loop.
Loop 2: The Lobby Computer and K9 Update
Go straight to the Lobby. You already know the Lobby password, so skip the clues that led to it: the 12V power charges and the search for the probe creator’s name.
- Log into the Lobby computer with igorpetrov.
- Run the K9 update and scan the QR code. The other level 2 doors now open for you.
- End the loop. Nothing else is needed here.
Loop 3: The HV Lens and the Multi-Pass
- Log into Amaan’s computer with Cosmik!
- Open the terminal and enter
BUILD hyperviolet.qb. Wait for the build to finish. - Enter
COPY flashlight.exe MIRANDA.V. Your flashlight now has the HV lens. - In the Pod Bay, use the HV lens on the vending machine to reveal the Stock Manager pattern, then trace it.
- Enter the three CP codes from the table above. You do not need to find the soda can, the chips or the Mr. Lime Bar again.
- Press + next to Credits to add credit, then key in 024 on the vending machine.
- Take the Multi-Pass and scan it. End the loop.
Loop 4: The Horizon Probe Symbol
- Go through the Pod Bay into the Garage with the Multi-Pass.
- Fit the Orbital Scout’s parts and launch it. Route it on the Stellarmap until you get the Unknown Particle Waves recording.
- Climb down to the Garage floor. Next to the coloured-button safe is the audio controller pad. Take it and work out the order of its six signals.
- Go back to the Lobby, stand at the Horizon Probe and play the sequence on the pad.
- The probe shows a symbol. Screenshot it. End the loop.
The six-signal order is shuffled for each save, so the order from your first playthrough will not work. If the sounds are hard to tell apart, watch the dots instead. Four dots lighting one after another make one signal. The next four make the second, and so on until you have all six.
Loop 5: The Quantum Cell Code
- Go to the Garage and climb up to the computer.
- Enter the symbol from the Horizon Probe.
- Find the Quantum Cell code on the computer. It is random for each save.
- Back in the Kitchen, enter the code on the Quantum Cell box. The box opens, and the game remembers the code for every later loop.
- Leave the Quantum Cell where it is and end the loop.
Taking the cell now is wasted effort. You end the loop straight away and the cell disappears when it resets.
Loop 6: Laboratory and Jonny’s Fingerprint
- Take the Quantum Cell from the open box in the Kitchen and put it in the Kitchen power relay for an extra energy block.
- Walk straight through the Lobby and the Connector hallway to the Laboratory. Do not stop anywhere on the way.
- Enter Chronoservus on the Laboratory door.
- Collect all four pieces of Jonny’s fingerprint (table below).
- Once your K9 has put together the full fingerprint, end the loop.
Knowing Chronoservus already skips the Planta Center and Aion’s Sequencing loops. The lights go out as soon as the door opens. That is expected, and the dark makes fingerprints easier to spot with the HV lens.
| Piece | How you get it |
|---|---|
| 1 | Always from the switch panel |
| 2 | Always from the large white capsule |
| 3 and 4 | On small objects around the Lab |
Laboratory: Switch Panel
The panel has many slots and only four switches. Every slot is worth a number, and the panel shows the total you need. Place the four switches so their values add up to that total. The total and the right layout can change between saves, so work from the total your panel shows.
Laboratory: The Capsule
The large white capsule opens with two drawings. Each has a small pattern in its bottom-left corner. The first drawing’s pattern goes in the top field of the capsule lock, and the second drawing’s pattern goes in the bottom field. The patterns and where the drawings lie can change between playthroughs.
Laboratory: The Last Two Pieces
The remaining two pieces can turn up on different objects in each save. They can be on a valve, the microscope, a bottle, a syringe in a cabinet or another small item. Sweep the whole Lab with the HV lens, cabinets and tables included.
Loop 7: Front of Jahi’s I.D. Card
- Take the Quantum Cell and put it in the Kitchen power relay for the extra block.
- Go through the Lobby and the Connector hallway to the Observatory.
- On the regular computer, open the front of Jahi’s I.D. card and press Download. A screenshot of the screen is not enough.
- End the loop.
Downloading saves the image with this save’s Identifier to your K9. You cannot get both sides of the card in one loop, which is why the back has a loop of its own.
Loop 8: Observatory and the Back of Jahi’s I.D. Card
- Take the Quantum Cell, and this time keep it. Do not use the Kitchen relay.
- Go straight through the Lobby and the Connector hallway to the Observatory. Opening it uses up your normal energy, which is expected.
- Put the Quantum Cell in the Observatory generator and scan Jonny’s full fingerprint.
- Set the light beams, then carry the power across the floor pieces to the last pillar.
- Once it works, climb up and open the shutter.
- The sunlight powers the computer upstairs. Open Stereoscope.pic and press Download.
- End the loop.
You now have the back of Jahi’s card with this save’s barcode.
Loop 9: Access 3 and Railway Access
- In the Pod Bay, take the key from Miranda’s locker.
- In the Kitchen, switch the dock to Cultivation, open the locked box and take Amaan’s broken card again.
- At the Card Builder, use Jahi’s Identifier and barcode from the last two loops. Both are shuffled, so do not reuse your first playthrough’s.
- Print the level 3 card and scan it.
- Open Jahi’s locker in the Pod Bay and take the Railway System card.
- Scan the chip on that card. End the loop.
Loop 10: The Data Disk
- Take the Quantum Cell.
- Go to the Garage, climb up to the train and put the cell in the train’s power relay.
- Start the train and ride to the Laboratory’s top level.
- Take the Data Disk.
- Back on the train, put the Data Disk on the duplicator plate. End the loop.
Anything left on the duplicator plate is still there after the loop resets. Loops 10 to 13 use it to carry the Data Disk, the Security card and a gear forward.
Loop 11: Rafael’s Laptop and map.pic
- Take the Quantum Cell, power the train and take the copy of the Data Disk off the duplicator plate.
- Ride to the balcony above the Lobby and put the Data Disk in Rafael’s laptop.
- The children’s drawing nearby gives the password for map.pic. Its blue symbols are shuffled for each save, so read your own.
- Open .metadata and fill in the red bytes, then press Reconstruct.
- Open map.pic and screenshot the colour grid.
- Take the Security card from Rafael’s desk, carry it to the train and put it on the duplicator plate.
- End the loop.
.metadata Bytes
These parts of .metadata were the same between playthroughs at the time of writing:
| Missing codes | Line |
|---|---|
| 61 6D 61 70 | datadisk/map.pic |
| 65 63 | filetype:picture |
| 3A 61 6C 65 61 | id:rafaelalmeida |
| 74 74 69 6F 6E | site:aresstation |
On the password line, the first missing byte is 73, the letter s in “password”. The rest are the characters of your own map.pic password, turned into hex with the table on the screen.
The colour grid already opens the Garage safe that holds the Cubik’s Cube. Leave the cube for now. It would disappear at the end of the loop anyway.
Loop 12: Unit-01 Access and the Spare Gear
- Take the Quantum Cell, power the train and take the Security card off the duplicator plate.
- Ride to the Laboratory and go to the terminal in the middle.
- Put the Security card in first, then download permanent access to your K9. After this you never carry the Security card again.
- Only then release Unit-01.
- Climb down to the mechanism and open the gear panel.
- End the loop with a working gear on the duplicator plate, as below.
Right under the panel, on the railing, lies a broken gear with four notches. You cannot pick it up. It is there to show the shape you need. Find a whole gear of exactly that shape inside the mechanism, carry it back to the train and put it on the duplicator plate.
Loop 13: Unit-01 Repair, Cubik’s Cube and Access 4
- Take the Quantum Cell, power the train and take the copied gear off the duplicator plate.
- Ride to the Laboratory and release Unit-01 from the terminal again.
- Climb down, fit the missing gear and set the mechanism to the right layout.
- Once it passes, go back up and open Unit-01.
- Open the 2/2 note in the orange box and take a screenshot of it with the in-game screenshot key.
- Go back to the Garage and open the safe with the colour grid from map.pic.
- Take the Cubik’s Cube now, since you use it this loop.
- Follow the 2/2 note on the cube to reach Rafael’s Shed.
- Take Rafael’s ID and scan it for Access 4. End the loop.
At the time of writing, you no longer need to stand in a particular anomaly spot to use the cube.
Loop 14: The Greenhouse, Jahi’s Room and the Regulator Components
- Take the Quantum Cell. With Access 4, the door next to the Quantum Cell box leads straight into the Garage.
- Go through it, climb to the train, put in the cell and ride to the Laboratory.
- Go from the Laboratory into the Greenhouse.
- Open the constellation chest and take the handle for Jahi’s door, as below.
- Go to the bedroom hallway and open Jahi’s door with the handle.
- Repair the clock and run the terminal commands, as below.
- Screenshot the four Regulator components. End the loop.
Greenhouse: Sun Box and Constellation Chest
At the sun controls, hold the big sun button until it is bright day. Watch the sun symbol above the box with the book. When it turns from red to green, the box opens. Open it before you switch to night, because the order matters. The book cannot be taken and stays in the box.
Switch to night and find the three coloured constellations. Go back to the open box and compare them with the book right there. Enter the three patterns in the large chest and take the handle.
Jahi’s Room: Clock Gears
The gear diagram is on the wall right behind you when you face the clock you are building. The gears you need are spread across the other clocks in the room, so check every one. Fit them to match the diagram and wind the clock backwards. The computer turns on.
Jahi’s Computer: Terminal
Open the terminal and enter these in order:
| Step | Command |
|---|---|
| 1 | ASROOT EXTRACT DataLensArchive.qpak |
| 2 | CAT Readme.note |
| 3 | BUILD DataLensInstaller.qb |
| 4 | DataLens.exe train_components_list.dtl |
Wait for the build in step 3 to finish and for DataLens.exe to appear before you run step 4.
The screen lists the four Regulator components for this save. They are shuffled, so screenshot or write them down.
Loop 15: BlackVector and Blueprint.pic
This is the one timed loop. The clock runs from the moment the loop starts: at the time of writing you have roughly 2 minutes 30 seconds to get through BlackVector, the tool, the USB stick and the Lobby computer.
- Copy the password Miranda to your clipboard before the loop starts. You wake in Miranda’s room.
- Go straight into the bedroom hallway and into Rafael’s room. You need the computer in his room, not his laptop on the Lobby balcony.
- Paste the password with Ctrl+V and open BlackVector at once.
- Clear both grids to take the security down.
- Run to the Kitchen, take the Quantum Cell and put it in the Kitchen power relay. You cannot finish this loop without the extra block.
- Take the Access 4 door next to the Quantum Cell box straight into the Garage.
- Open the incinerator and take the tool.
- Back in the Kitchen, use the tool on the garbage disposal and take the USB stick.
- Take the USB stick to the Lobby, plug it into the computer and cancel the update. From here on there is no rush.
- Walk back to the Kitchen and switch the dock to Robot Area. The lights will be out by now. That is expected, and the Robot Area computer still works.
- Open Blueprint.pic and screenshot or write down the three Regulator materials. They are shuffled for each save. Press Download too, so the image is saved to your K9.
- End the loop.
If BlackVector Fails
A failed BlackVector costs one loop and nothing else, so there is plenty of room before loop 24. Each loop lost earlier in the route takes one attempt off the free range. Loops 22 to 24 stay where they are.
| Loops | What they are for |
|---|---|
| 15 to 21 | Free for failed BlackVector attempts |
| 22 | Last loop where BlackVector has to succeed |
| 23 | The Regulator and Access 5 |
| 24 | Pod 01 and the ending |
Loop 16: The Regulator and Access 5
- Take the Quantum Cell and go through the Access 4 door into the Garage.
- Go straight to the train, put the cell in its power relay and start the train.
- Only now go to the 3D printer in the Garage. You cannot carry the Quantum Cell and the finished Regulator at the same time.
- At the printer, choose the four components from Jahi’s terminal.
- Put in the three materials from Blueprint.pic.
- Print the Regulator and take it.
- Carry it to the train, which is already running, and fit it.
- Ride to the Fusion Core and go through the Access 4 door.
- Jonny’s card is on the table to the left of the door you just came through. Take it and scan it for Access 5.
- End the loop.
Loop 17: Pod 01 and the Ending
- Go to Jonny’s door in the bedroom hallway and step through the portal.
- On the Fusion Core computer, open the pod controls and choose Pod 01.
- Unlock it and pull the lever to release the extra lock.
- Go back through the portal to the Pod Bay.
- Open Pod 01 to start the standard ending.
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Published September 28, 2026