The Code III: The End – challenge map Walkthrough

challenge map walkthrough by Paul Wilkins (plaintext) version 1.2

Table of Contents

1. Introduction
2. The Starting Room
3. Yellow Dial Indicator
4. Shears Dispenser Challenge
5. The Colours Room
6. Fireworks Puzzle Challenge
7. Red Dial Selector
8. Strange Corridors
9. Green Code Room
10. Force Field Challenge
11. Under the Force Field
12. The Escher Cube
13. Colour Dial Settings
14. Dog-shaped Symbol
15. Purple Dial Selector
16. Parkour Pillars
17. World Flip Chamber
18. Upside-down Pillars
19. Mystery Letters Dispenser
20. The Sapling Chamber
21. The Mystery Chest
22. Jump-boost Dispenser
23. Time Travel Chamber
24. The Crumbled Passage
25. Aged Sapling Room
26. The Sapling Challenge
27. Papers Please Challenge
28. Mirror Room Challenge
29. Green Dial Selector
30. Yellow Code Room
31. Coloured Beam Challenge
32. Orange Dial Selector
32. Yellow Dial Selector
34. Narrow Hallway
35. Shrinking Potion Challenge
36. Red Code Room
37. Shears for Escher
38. Green Code Room
39. Red Wool
40. Cross-shaped Symbol
41. Green Wool
42. Yellow Wool
43. Orange Code Room
44. Checking The Dials
45. Purple Code Room
46. Collapsed Code Room
47. Blue Code Room
48. Blue Wool
49. Orange Wool
50. Purple Wool
51. The End

Reference Material

52. Dial Locations
53. Dial Settings
54. Symbols
55. Code Rooms
56. Map

1. Introduction

The Code III completes the exciting trilogy of The Code challenge maps. You start this challenge 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 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 the empty alcove that you started from.

The Code III consists of many non-euclidean 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 a part of the challenge involved setting different coloured dials to their correct place.

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 partway up it that there is an inaccessible dispenser, the room above has an anvil, and directly above the dispenser is 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 tells us what the correct settings are for these dials.

Head back to anvil room with the lava, and reach down through the lava 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. This is for a puzzle that we’ll come back 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 as 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, then go down in the alcove so that you can use the shears on the white wool. They reveal a passageway that has a red tile on the ground, and passing over that red tile gives you a jump potion. This will be useful later on to access another challenge area.

5. The Colours Room

Pass over the red tile on the ground there is a fireworks puzzle room but first – turn around and head back the way you came. You’ll find that the passageway now 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 note that red green and purple colours on the left can be grouped together as Christmas tree colours, and on the right is blue yellow and orange which is a favoured split-complementary colour palette that people commonly use to decorate their home.

These are the six colours that are primarily used for the challenges, and the wall that each colour is on represents a certain direction that you will need to take later on in the map. Coming up with an easy way to remember which is what, such a left for Christmas and right for home decor, can make them easier to remember.

Beyond the colours room is a mirror room 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 to the fireworks puzzle room.

6. Fireworks Puzzle Challenge

In the fireworks puzzle room you’ll find a red dial selector to your right, a fireworks 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 fireworks 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 fireworks 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 fireworks puzzle room to move the block. Use the ground markings to move the block in the puzzle. If the firework block hits a wall it explodes, and a new one appears back at 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, from where you can then move it left out of the puzzle.

fireworks puzzle solution

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 step on up in to the red dial setting room.

7. Red Dial Selector

Up in the red dial setting room (beside the fireworks puzzle) you’ll see that there is a wall similar to the red dial selector in the fireworks puzzle room. This wall shows you the correct setting for the red dial, which is to the bottom left.

      |      |
      |      |
      |      |
------+------+------
      | Red  |
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

Head back down to the red dial selector and set it to its correct position at the lower left. The red dial setting room now shows a light in that position, to tell you that it is set correctly.

There’s plenty more to explore in the passages from here, but for now let’s see what else there is down below.

8. Strange Corridors

Head back out and down to the corridor, and you’ll find that it has some strange properties. It goes down past a map button and a paper dispenser, and at the end of the hallway it loops around to the left where it is dramatically shorter on that side than the other.

The other end of the corridor from the fireworks puzzle room has a force field challenge within which we’ll get to shortly, and the short side of the corridor has the first code room that we’ve found, the green code room.

9. Green Code Room

The green code room is found on the short side of the strange corridors.

The colour code rooms are where you enter the codes to help you complete the map.

Inside the green code room there are symbols on the wall, with the following codes:

                      .       .---.       .   .
                      |       |   |       |   |
.   .    .---.    .---+---    |---+---    |---|
|   |    |   |    |   |       |   |       |   |
`---'    `---'    `   '       `---'       `---'

These symbols and the numbers for which they represent 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 going to be 6 colour code rooms.

We don’t know enough yet about the symbols though to give a correct answer to this code, so go to the other side of the corridor to the map button, and on the map 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 we’ll get the force field room sorted out.

10. Force Field Challenge

At the end of the corridor from the fireworks puzzle challenge is the force field room, which has the number 8 on the wall. This is the number for one of the symbols, which we can see at the other end of the force field room. The force fields currently stop us from being able to get to it.

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 it takes a complete solution with all of them completely turned off, to give you access to the central hole.

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 each pressure plate 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 symbols throughout the map that are use for the code rooms. 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.

11. Under the Force Field

Dropping down the middle of the room there is a cup symbol, with a sign saying that it’s the number 5:

.   .
|   | This cup symbol 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, and now take the path in the direction of the symbol sign to be taken to the Escher cube challenge.

12. 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 there is plenty more to do before this one can be solved.

This room contains a huge cube in the centre of the room, with a differently coloured section on each side. Each face of the cube is for each of the six colour code rooms. 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 it the section goes away in an explosion. Beside that pressure plate is a passage towards the red side of the cube that is currently blocked off by another piece of walkway.

Carrying on past the pressure plate you will find yourself winding around and back to a rotated view of the room. The pressure plate that you stood on before can be seen below you. Carrying on to the pressure plate that you see in this area, it removes the piece of walkway that was getting in your way before, but currently it’s your only way out of the area. As soon as you get off the pressure plate it comes back.

What is needed here 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 this challenge removes any items from you before you come to the cube.

What can be done though is make use of the dispenser that is above the starting room, where at the top of a ladder you can put things in that dispenser to be retrieved from the giant cube room.

Head back to to the orange face entrance and there you’ll find that the edge of the pathway steps down. You can fall down there to the path below, which is where you’ll find the that dispenser. Follow the path back past some lava and you’ll find yourself back at the orange entrance.

Head back to the lava, and then in the direction of the 5 back to the strange corridors and through the passage to above the fireworks puzzle room.

13. Colour Dial Settings

In the red dial setting room you’ll see that it has two exits, one to the left and right. There are a series of dial setting rooms below, but for each room 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 fireworks puzzle room.

Clues for the way down comes from the colours room, where the wall that each colour is on determines the direction that you should take. Left for the Christmas green red & purple colours, and right for the home decor colours of blue yellow & orange colours.

            x
          .- ----. .---.
          |Purple|- Gre x
          `- ----' |een|
            |      |   |
   ^      .---.    `---'
   |      |   |      |
 .- ----. |Yel|    .- ----. .---.
 |Orange|- low x   |Blue  |- Red x
 `- ----' `---'    `- ----' |   |
   x                 x      |   |
                            `- -'
                              ^
                              |

Here is a summary for all of the dial setting rooms:

Setting room Dial Position Exit
------------ ------------- ----
Red          Bottom left   Left
Blue         Top left      Right
Green        Left          Left
Purple       Top           Left
Yellow       Top right     Right
Orange       Bottom left   Right

And here’s a chart of the position to where each one need to be set:

 Blue |Purple|Yellow
      |      |
------+------+------
 Green| .--. |
      | `--' |
------+------+------
  Red |      |
Orange|      |

14. Dog-shaped Symbol

Work your way down to 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.

15. Purple Dial Selector

To the left is a parkour pillars room, to the right is a switch that’s embedded deep and high on the wall, and ahead is a passageway. We’ll get to the switch and passageway later on.

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 its 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.

16. 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. Afterall, there’s no place for parkour in a puzzle map.

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.

17. World Flip Chamber

It’s an odd thing that that there should be a 6 in this chamber too, for we already have a 6 up in the orange dial setting room. Let’s take a better look at it.

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, but don’t use the lava just yet.

18. Upside-down Pillars

When you leave the chamber, the corridor ahead of you can’t be accessed, and the parkour pillars are now upside down on your right. Drop down in there and you now have access to the areas in there with the symbol and the number. The symbol in this room a box.

.---.
|   | This box symbol above the parkour pillars is number 1
`---'

The other side of the chamber room shows that the box is the number 1. We now have four numbers for the green code room, 5168_.

19. Mystery Letter Dispenser

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, but you’re not allowed to remove those papers.

R H
 J
Y U

Any attempt to remove the papers 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.

20. The Sapling Chamber

Now that the pillars room is upside down, there is also a passage way leading out.

The end of the corridor has 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 room will be useful for us later on, so head back to the upside down parkour pillars and use the lava by the box symbol to get back to the right-way up world again.

21. The Mystery Chest

Go in to the parkour pillars room and up the stairs along the back wall, to the entrance that was opened by the chest lever.

The chest in there has the same papers as the dispenser, but any attempt to take them results in the papers being destroyed. The dispenser above is empty too. If we can get the papers we could try putting them up there in the dispenser.

That is something that we’ll do after finishing off the sapling room, but for now – let’s get down that other corridor.

16. Jump-boost Dispenser

Across from the world flip chamber is a corridor. When you head down it though you are blocked off by a two-high wall, and beyond it you can see a dispenser. There is above the wall though what look to be stairs, so we’re going to need to flip the world again to get past here.

At the entry area between the corridor and the world-flip chamber there’s a recessed switch. Flip the switch and you’ll notice that it blocks off the pillars room and brings down a block above the passage way. This block will be useful to help you get through when things are upside down.

Go in to the world-flip chamber to turn things around, and now you can head up and out through the passage and get past under (or is it over) the two-high wall. There is a 3-high wall just further on, and we can now access that dispenser that was seen before.

The jump-boost dispenser has potion in it labelled as number 8. It’s not enough of a potion to let you get over the 3-high wall though, so take it back with you in to the lava to turn things right-way up again, and you can take the potion at the 2-high wall to let you leap over it and beyond.

23. 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 tornados churning, wind blowing, trees growing, blocks crumbling, etc. Stand back and enjoy the show then head back down the passage from where you came.

The passage back is blocked off now but by the stairs is a hole that takes you back to the passage entry, and more intersting here is a wall that has crumbled away resulting in a side-passage to the right.

24. The Crumbled Passage

In the crumbled passage you will find the blue dial selector, which needs to be set to the top left.

 oooo |      |
 o  o |      |
 oooo |      |
------+------+------
      | Blue |
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

Left of the blue dial is also a dispenser that contains 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 other side of the tree, where you can 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 angelfish symbol in the crumbled passage is number 7
|   |
`---'---

25. Aged Sapling Room

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.

This room is an aged version of the sapling room, and there is something that we can do back in the sapling room that will help us out here.

A corner of the ground 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 jump quite high enough to get there. Thanks to the potion though you can tell that there is another code room through there.

If a tree was to grow under that cracked area we could use it to help us get up there, and from the blocked stairway that cracked area is to the right. So head back to the sapling chamber by using the lava to return to the blue dial, out of that room back to the passageway to the stairs, and drop in to the hole 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 the world flip chamber.

26. The Sapling Challenge

Head through the upside down pillars room and to the corridor to the sapling chamber, where we now know what to do.

The stairs that we came down help us to orient ourself, so take a sapling from the dispenser and place it on the ground to the right of the stairs. The cracked ceiling area will be above it there.

When we return to the time travel area, that sapling will be of great help, but we don’t yet have enough information for other parts beyond it yet so return back to upside-down pillars.

27. Papers Please Challenge

In the upside down pillars room head back to the number 1 sign. Above you is the upside-down chest with papers in it. Use the upside down chest and the papers will fall out of it and float down to you, from where you can pick them up. Use the lava on the other side by the symbol to return back to the right-way up world and take those papers in to the pillars room, up the stairs along the back wall, and in to the room again.

Looking up you’ll see that there’s the empty dispenser. Open it and put the papers in, in the same order that they were in the upside down world.

R H
 J
Y U

An entrance now opens up to a room to give you the upside down R symbol, and that it’s for the number 4.

.     .
|    .
|---. This upside down R from the papers please chamber is number 4
|   |
`---'

We’ve done everything that we can do here now, so use the pillars lava to get back to the fireworks puzzle room.

28. Mirror Room Challenge

Now is a good time to head across through the colours room to the mirror room challenge.

Beyond the colours room is a mirror room, 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 glass and what you see above it.

By punching at those differences, you can make correction to the real world so that they match the mirrored one. There are nine of them in all.

  • Left of the row of lights the reflection shows a lit lamp on the wall. Hit 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 hit 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. Hit 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. Hit each of those two areas to reveal them.
  • Just to the right of that is another decorative area, that is missing a central decoration. Hit 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’s the last piece to be fixed.

Something has now changed about the room, but what?

29. 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.

In there you’ll find the green dial selector and beyond it the yellow code room.

Set the green dial to its correct position, set to the left.

      |      |
      |      |
      |      |
------+------+------
 oooo | Green|
 o  o |      |
 oooo | Dial |
------+------+------
      |      |
      |      |
      |      |

30. Yellow Code Room

Take a sheet from the paper dispenser above the green dial, and head 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, then put the paper in the hopper.

An achievement appears on the right side of the screen for the yellow code, with a 1 beside it to indicate that there’s something we need to do with it, which is to get the yellow wool from the Escher cube.

31. Coloured Beam Challenge

Head back through the colours room to the fireworks puzzle room. In the corner of the ceiling there is a missing block, through which you can jump when you have an active jump potion.

Use the corridor between the fireworks puzzle room and the colours room to gain the jump potion effect, and run back to the fireworks puzzle room to leap up the hole in the ceiling.

The ceiling hole has two exits, a lower one to where you can set up the solution to a coloured beam challenge, and an upper one to the orange code room and access when the puzzle is solved to the orange dial.

In the coloured beam puzzle room you have to chart an appropriate path from one end of the room to the other.

The room has several beams that are controlled by switches along the wall. Each switch determines where one of the coloured beams is located. The ceiling has a guide to help you out, which shows where any one coloured beam may be. The challenge is to arrange the beams so that you can get from one end of the room to the other, all on differently coloured beams.

Looking at the ceiling map, from the entrance those beams would be green, yellow, purple, then red. The green and red beams are already correctly placed, so it’s only two of them that you need to change. The switch for the yellow beam is beside the entrance, and the switch for the purple beam is along the middle of the far wall.

After confirming that you have a continuous path from one end to the other, head down to get another jump potion and come back up to the higher exit.

32. Orange Dial Selector

Across the beams at the orange dial you will find a paper dispenser that we’ll use later on. Set the orange dial indicator to its correct position at the bottom left.

      |      |
      |      |
      |      |
------+------+------
      |Orange|
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

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.

This is a good time now to get things at the start area finished off.

33. Yellow Dial Selector

Head down and back through the corridor to the colours room, and use the lava to get to the lower starting chamber.

Jump up to the yellow dial selector and set it to be in its correct position, at the top right.

      |      | oooo
      |      | o  o
      |      | oooo
------+------+------
      |Yellow|
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

Now that the last coloured dial has been set, access to the purple code room will become available. We will come to that though when we return back to the time travel chamber.

For now though we should carry on up here, because we have everything that we need to solve everything else up here.

34. Narrow Hallway

Head to the lava and reach into it 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 with a view of the Escher cube room.

Carry on moving around clockwise to different rooms. One has a pressure pad in the corner that 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 up 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, which we’ll come back to 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

If you carry on around the rooms you’ll find that you come to a hallway that narrows down until it’s too small to fit through.

Put all of those codes together and you have a message that says “esc multiplayer colors”.

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 Colors setting to Off. This will let you solve the next puzzle.

35. Shrinking Potion Challenge

Head anticlockwise back around to the lava where you got the shears. Getting shears again now results in you seeing the number 9 in your chat. The other places that triggered strange characters the last time will also provide numbers for you now too.

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. This code will grant you access to a shrinking potion that you can use to get past the narrowed end of the corridor.

Now that you have the code for the shrinking potion you won’t need Multiplayer Colors to be turned off any more, so you can set it back to the default setting of On.

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 set the code 93623 on the paper, and put the paper in the hopper.

When you look back in the hopper there will be a blue potion waiting for you, with a strange name that shows two squares with an arrow between them.

██ –> ██

Currently the potion has no effect on you, but when you are closer to the narrowed end of the passageway it will change in to a shrinking potion.

36. Red Code Room

Take the potion with you 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 square and arrow leading to a small 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.

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 is difficult to get the paper in the hopper. Aim the paper high up in the air and use your drop button to toss the paper up, and it will fall in to the hopper.

Head back anti-clockwise to the lava, but don’t use it just yet.

37. Shears for Escher

The shears in the dispenser will also be useful for the final Escher cube challenge, so get at least 4 shears and go to the next room where the ladder goes up. At the top of the ladder where you can see the giant cube room, put all the shears into the dispenser. You’ll then be able to pick them up later from the other side.

38. Green Code Room

Take the lava back to the lower chamber and through the fireworks 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, one for red, one for green, and one for yellow, so this is a good time to head in to the Escher cube.

39. 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 Escher cube room there is a notched-out area in the path towards the orange face. 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 cube entrance.

Now you can drop one of your items on to the pressure plate, and then carry on through the passage to the other pressure plate to drop something else on it, which removes the piece of path blocking access to the red side of the cube. You now also have a return pathway, and can come back to the first pressure plate to pick up the item that you left there.

Take the path at that first pressure plate to 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 completed 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.

40. 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 will let us solve the blue and the orange codes when we find their rooms.

41. 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 a block to drop to the plate. When we head back to where we were then gravity will cause that block to fall back up, which will help us to get past the two-high wall. Leave an item on the pressure plate and head back past the cross symbol 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, and then it’s off to find the yellow side of the cube.

42. Yellow Wool

Carry on down past the green side of the cube, and you will see on the yellow side of the cube that one end of the path is closer to the yellow side than the other.

Carry on down the path and first exit gets you to the yellow side but you’re too far away. The next exit along the path brings you upside down to the cube, so that you’re on the closer path to the yellow face. Now you are close enough to use the shears on the yellow wool.

The last three colour code room will be easy to deal with from here, but before leaving the giant cube room if you don’t have any shears left in the dispenser, put the ones that you currently have back in there.

Then take the passage to the lava and we’re ready to enter the codes in the last set of code rooms.

43. Orange Code Room

Take the passage in the direction of the number 5 sign back to the fireworks puzzle room, and in to the passage for the jump boost so you can get back up to the hole to the orange code room.

Cross the coloured beams to take a sheet of paper from the orange dial paper dispenser, and take it back 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.

Check in the map room and you’ll find that there are just a few more places to find. On the map there’s somewhere beneath the orange code room to be found which is between the red dial and the pillars entrance, and there’s somewhere connecting the sapling room with the blue dial room.

Head back down to the fireworks puzzle room and we’ll see what we can find.

44. Checking The Dials

Head up to the red code solution room and you’ll see that it shows a light indicating that it has been set correctly, which corresponds with the green dots on the map.

Work your way down through the different dial setting rooms checking on your way that they have the correct setting, and stop in the orange setting room. As a reminder the red green & purple paths are to the left, and the blue yellow & orange paths are to the right.

All of the dials should should be lit up now, indicating that they are correct. If any still need to be set then head to the appropriate room for that colour and set the dial to its correct setting.

45. Purple Code Room

When all colour dials have been correctly set the back wall of the orange dial setting room breaks away giving access to the purple code room.

The purple code room has the following code:

.   .    .     .   .---.       .     .   .   .
|   |    |    .    |   |       |    .    |   |
|---|    |---|     |---|---    |---|     |---|
|   |    |   |     |   |       |   |     |   |
`---'    `---'     `---'       `---'     `---'

Take a sheet from the paper dispenser just outside, and enter the code that we now know for the purple code room, that being 24842 and put it in the dispenser. and every single code room has been solved.

We only need now to collect the last of the coloured wool from the Escher cube.

46. Collapsed Code Room

Now head right to go down to the pillars entrance. Earlier we used the sapling room to put a sapling on the right of the entrance, so now when we advance time we should find that the sapling will help us out.

Flip the recessed switch to bring down the block over the passage, go down in to the world flip chamber, grab a potion from the passage, 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, head down the passage to the crumbled wall, and through to the blue dial room and clamber over to the aged sapling chamber.

There you will find that the sapling has grown in to a tree, and we can use the potion dispenser in the crumbled corner of the room to jump up to its leaves.

This gets you up to an old colour code chamber, but it’s seen better days. When you enter the room the floor under you breaks away, down to a flooded floor.

47. Blue Code Room

Under the water is access to the blue room, but first you need some paper. Climb up the vines of the flooded room to the broken corner where you will find some lava and a sheet dispenser. Get a sheet from the paper dispenser and head back 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 aged sapling chamber lava, out of the collapsed corridor, into the void by the stairs, then flip the recessed switch so that you can take the parkour pillars lava out of there.

48. Blue Wool

Head through to the force field room, drop down and then go in the direction of the symbol to the cube room.

Go down and take some shears from the dispenser and you have easy access to the blue underside of the cube to take the blue wool.

49. Orange Wool

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.

50. 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 past the walkway you were on just before. Near the end of the path you’ll find a switch that removes a section of the path, but it also prevents you from getting back.

There is though another pathway leading to the ceiling that if the room was rotated some other way, would lead to the switch. Put the switch back to restore the path, and you now know about the switch that you need to find and the path to it.

Head back along the path to where the purple side is underneath, and beside the blocked path is another step down to the path below. The place we need to get to is way above us.

When you follow the path through the wall though it ends at a dead-end. Step on to the carved stone at the end of the corridor, and when you head out back out you will be at that higher path you needed to find, and you now have access to the switch that you need to flip. Go back in to the dead-end and when you reach the end of it, you will come back out down below again.

You can jump back up to the path that you came down from, and access the purple underside of the cube. Use the shears to remove the purple wool from underneath the cube.

51. The End

Enjoy the final explosive moments as the cube explodes, and make your way to the exit for a view of the workings behind the map, and a return back to the beginning.

52. Dial Locations

There are 6 dial selectors in the map.

Red dial – in the fireworks puzzle room
Orange dial – at the coloured bridge
Yellow dial – above the starting chamber
Green dial – beyond the mirror room
Blue dial – in the crumbled passageway
Purple dial – in the parkour room

53. Dial settings

 Blue |Purple|Yellow
      |      |
------+------+------
 Green| .--. |
      | `--' |
------+------+------
  Red |      |
Orange|      |

54. Symbols

.---.
|   | This box symbol above the parkour pillars is number 1
`---'

.   .
|   |
|---| This upside down A in the sapling chamber is number 2
|   |
`---'

    | 
 ---+--- This cross-shaped symbol across from the red wool is number 3
    |

.     .
|    .
|---.   This upside down R from the papers please chamber is number 4
|   |
`---'

.   .
|   | This cup symbol beneath the force field room is number 5
`---'

    |
.---+--- This dog-shaped symbol at the orange dial setting is number 6
|   |
`   '

|   |
|---|--- This angelfish symbol in the crumbled passage is number 7
|   |
`---'---

.---.
|   |
|---|--- This wind-up key symbol in the force field room is number 8
|   |
`---'

---.
   |
---+--- This trident symbol in the world-flip chamber is number 9
   |
---'

55. 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 force field room
to get the code 24842.

The Green code is found between the red dial and the force field rooms.

                      .       .---.       .   .
                      |       |   |       |   |
.   .    .---.    .---+---    |---+---    |---|
|   |    |   |    |   |       |   |       |   |
`---'    `---'    `   '       `---'       `---'

The symbols are found in:
– beneath the force field room
– the upside down parkour pillars
– the orange dial setting room
– the force field 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 force field room
to get the code 29275.

The Yellow code is found beyond the mirror room.

    .       .     .                    .   .
    |       |    .                     |   |
.---+---    |---.    .---.    .   .    |---+---
|   |       |   |    |   |    |   |    | |
`   '       `---'    `---'    `---'    `---'---

The symbols are found in:
– the orange dial setting room
– beyond the pillars room chest
– the upside down parkour pillars
– beneath the force field 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.

56. Maps

The fully complete map.

map - completed

  • the coloured rooms are the colour code rooms
  • the rooms with a green square in the corner have a colour dial
  • the large one at the bottom right is the Escher cube challenge

This map shows the section numbers that relate to each area.

map - numbered 1.2

This map provides the names for each area of the map.

          .===.
          |RCR|
          `==='
            |
          .---.                      .---.
.---------:SPC:                      :URS:    .===.
|         `---'                      `---'    |BCR|
|           |                          |      `==='
|         .---.      .---.     .===. .---.      |
|         |YDS|      |CBC|-----|OCR| :PPC:    .---.
|         `---'      `---'  |  `===' `---'  .-:SDC:
|           |               |           |   | `---'
|     \   .---.             |   .===. .---. |   |
|  ---->--:TSR:             |   |PCR| |PPR|-' .---.
|     /   `---'             |   `===' `---'   |CCT|
|           |               |     |     |     `---'
|           |      \      .---. .---. .---.     |   .---.
|           `------->-----|FPC|-:CDS:-:WFC:---------:TTR:
|                  /   |  `---' `---' `---'         `---'
|                      |    |
|                      |  .---.      .---.
|                      |  :SC :------:FFC:
|   .===. .---. .---.  |  `---'      `---'
|   |YCR|-|SLE|-:MRC:--'    |          |     .=======.
|   `===' `---' `---'       |     /    |      .===. 
|                           |----<-----------║ ECC 
|                           |     \          ║ `===' 
|                         .===.              `======='
|                         |GCR|                  |
|                         `==='                  |
|                                                |
`------------------------------------------------'
LEGEND
 .---.         .---.            .===.            .===.
 :   : A Room  |   | Dial room  |   | Code Room  ║   ║ Giant Cube
 `---'         `---'            `==='            `==='
RCR - Red Code Room               CCT - Collapsed Corridor Traverse
SPC - Shrinking Potion Challenge  FPC - Fireworks Puzzle Challenge
URS - Upside-down R Symbol        CDS - Colour Dial Settings
BCR - Blue Code Room              WFC - World Flip Chamber
YDS - Yellow Dial Selector        TTR - Time Travel Room
CBC - Coloured Bridge Challenge   SC - Strange Corridor
OCR - Orange Code Room            FFC - Force Field Challenge
PPC - Papers Please Challenge     YCR - Yellow Code Room
SDC - Sapling Dispenser Chamber   SLE - Secret Light Entry
TSR - The Starting Room           MRC - Mirror Room Challenge
PCR - Purple Code Room            ECC - Escher Cube Challenge
PPR - Parkour Pillars Room        GCR - Green Code Room
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