The Talos Principle

The Talos Principle

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The Talos Principle World A Puzzle Guide (text only, no stars)
By NoMercy Rider
Need some help on that pesky puzzle in World A but don't want to sit through a 30 minute video? Here is a text only guide that will give you enough information to solve all puzzles, but you will still need to figure out a few things by yourself.
   
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Introduction
I have officially released all planned text walkthroughs for The Talos Principle. If you have recommendations for future guides, I would love to hear it! As always, if you find a particular description that is confusing, let me know in the comments. I am always looking for ways to improve these guides.

Lots of folks like to watch video walkthroughs, but I prefer text-only guides to quickly search through and also allow me to figure out some parts for myself. I hope there are others like me out there. In later revisions, I may come back and take screenshots of the completed puzzles for particularly difficult challenges.

Final Guide List:

http://steamcommunity.com/sharedfiles/filedetails/?id=354777976
http://steamcommunity.com/sharedfiles/filedetails/?id=355116461
http://steamcommunity.com/sharedfiles/filedetails/?id=355579339
http://steamcommunity.com/sharedfiles/filedetails/?id=356434276
http://steamcommunity.com/sharedfiles/filedetails/?id=356944004
Level A-1
A Switch Out of Reach (Green)

Avoid the path with the turret and continue to the left until you find a jammer. Pick up the jammer and disable the turret. Walk down the open path and go left until you find the switch to shut down the turret. Hit the switch, return to the jammer and pick it up. Go to the right and use the jammer to block the mine you encounter. The sigil is yours.

Outnumbered (Green)

Stay to the left and you will find a jammer. Use the jammer to disable the energy gate temporarily. Once the mine has passed through the gate, remove the jammer and immediately shut down the turret. The pathway to the Sigil should now be trap-free.

Striding the Beaten Path (Green)

Proceed down the hallway and take a right at the first opportunity, trying to avoid the mine at the same time. Once you have the jammer, get to a vantage point where you can see the energy gate that the second mine keeps bumping into. Jam the gate, letting the mine pass through, and immediately pick up the jammer again to trap the mine. Target the energy gate to the left and you should be able to pick up the Sigil with relative ease.

Only the Two of Us (Green)

Proceed down the left path and pick up the jammer and jam the first energy gate. Use the two jammers to juggle through the two energy gates. Once through, use one of the jammers to shut down the turret and pick up the Sigil. Simply retrace your steps to return to the entrance.

Poking a Sleeping Lion (Green)

Stick to the far right until you find a jammer, use it to target the disabled mine (from a far distance!) and pick up the other freed jammer. Use this jammer to disable the turret and the other jammer to open the energy gate, keeping your distance from the live mine. The Sigil is yours.

Peephole (Yellow)

Use the first jammer you encounter to target the jammed energy gate through the narrow window. Now walk through the purple gate and pick up the other jammer and drag it out of the small room. Return to the first jammer and now use it to shutdown the mine travelling down the hallway. Picking up the second jammer, use it on the second mine to clear a path to the Sigil.

Trio Bombasticus (Yellow)

Go to the left and pick up the jammer. Keeping your distance, disable the energy gates one by one to "free" the mines and reactivating the gates. Once the main path is cleared, use the jammer to disable the final energy gate to access the Sigil.
Level A-2
Hall of Windows (Green)

Head through the purple gate and pick up the jammer. Using the right window, target the nearest energy gate. Walk through the open gate, pick up the next jammer and target the same energy gate from the inside. Now that the energy gate is fully open, go back to the first jammer, walk to the left window and target the energy gate in the distance protecting the Sigil. Now walk back to the second jammer and target the final energy gate to finally pick up the Sigil.

The Guards Must Be Crazy (Green)

Go to your left where the mine is floating back and forth. See the little nook on the right? Enter there and hug the wall to allow the mine to pass by. Once it passes quickly grab the jammer and return to that same nook. Once the way is clear, keep walking until you come across a second mine, target the mine to disable it, then juggle with the second jammer to bring both jammers to the far side. Once you pass the mine, make a note of a wrought iron gate nearby, it will come in handy later. Use the two jammers to disable the two energy gates, making sure to avoid the path of the two moving mines. You can now reach the Sigil and exit the puzzle.

Suicide Mission (Yellow)

Go to the far left and pick up the jammer and target the disabled turret. Go to the switch and flip it on, thereby activating the turret. Pick up the jammer and target the energy gate from a distance. A mine should come out and head towards the turret, blowing up and destroying both traps. The Sigil is now clear.
Level A-3
Stashed for Later (Green)

Proceed directly ahead and walk past the disabled mine and continue down the hallway. You will come across a fork, be careful since a mine patrols this hallway. When the coast is clear, take a left and stay close to the wall and you will find a set of keys, pick them up. Come back the way you came, taking a right at the hallway, and you will find a locked door, use the key and pick up the jammer inside. Go back to the disabled mine earlier in the level and use the second jammer to target the mine from a distance. Now pick up the first jammer and proceed to the fork in the road. Avoid the mines, head into the big courtyard and disable one of the two turrets. Now go back to the second jammer and do the same thing to target the second turret. You should be able to pick up the Sigil in relative safety.

Locked Me Up, Swallowed the Key (Yellow)

Go forward and take a right at the fork and you will find a jammer tucked away in a corner, pick it up and disable the energy gate on the left side of the fork. Continue forward and take the first left you come to and pick up a set of keys. Go back to the disabled energy gate and use the keys to unlock the door to the right. Circle around, pick up the jammer, and proceed back where you came from. Use the jammer to target the turret directly in front of you and pick up the second jammer it was guarding. Use the two jammers to juggle through the energy gate near the turret. Then use the two jammers to disable the second turret and a final energy gate protecting the Sigil.

A Bit Tied Up (Yellow)

Proceed through the puzzle until you come across three jammers: one targeting a turret, one targeting a mine, and one that is free. This is a bit complicated, but use all three to juggle them out. Use the free one to target the mine from a distance, now pick up the other jammer targeting the mine and bring it out of the hallway and target the turret. Now pick up the first jammer targeting the turret and bring it safely out of the hallway. Lastly, pick up the final jammer targeting the mine to set it free, if done correctly it will move down the hallway and blow up the turret. Now that you have all three jammers, target the energy gate. You will be using the juggling technique to target the two turrets, ensuring that you always have one freed jammer. This is hard to explain step by step, but should be fairly straightforward. Once you make it past the two turrets with one freed jammer, you will find an energy gate guarding a star. Go ahead and target the gate and pick it up now. The Sigil is also yours to collect.

An Escalating Problem (Red)

MESSENGER HINT: You can take objects from a higher ground.

Pick up the first jammer you come to and target the energy gate right next to it. A mine will come by and go through the gate, pick up the jammer and close the gate to trap the mine. Continue down the hallway until you see the next energy gate, see that ledge to the right? Target the energy gate to disable it, but place the jammer right next to the ledge. Walk through the gate and circle around to the right and go up the stairs, you should be able to pick up the jammer from up top of the ledge. Continue up the stairs beyond the energy gate and you will find two mines going in two concentric circles. Be careful to avoid them and make your way to the center, target the energy gate, pick up the keys, and walk back out with the jammer. Unlock the gate at the top of the stairs and now use the jammer to slowly unlock each of the three energy gates in the mine's path, being careful to keep a safe distance. Once you unlock the final energy gate at the top of the stairs, the mine will move forward and blow up the turret. You can now safely get the Sigil.
Level A-4
Above All That (Yellow)

Ready for a really simple solution? You need to stop the two beams from crossing paths. Simply walk over to the blue connector and pick it up. Now walk on top of the elevated platform and target both the blue transmitter and receiver and drop it on the platform. There ya go, the Sigil is yours.

Don't Cross the Streams! (Yellow)

Simple solution. Pick up the connector that is targeting the blue transmitter. Now walk behind the central wall (that the red transmitter is mounted on) until you get clear LoS of both the blue transmitter and receiver and then connect them to get the Sigil.

Branch it Out (Yellow)

Pick up the connector currently connected to the transmitter and two receivers. Target the same two receivers and transmitter, and also target the other connector located on an elevated platform. Place the connector and the pathway to the Sigil will be complete.

Push it Further (Yellow)

Alright, walk through the puzzle until you find two connectors in a small courtyard. Pick up one connector and target the transmitter, then place the connector in a place that you get good LoS down the long hallway to the Sigil energy gate. Now pick up the second connector, walk down the long hallway until you get LoS to both the first connector and the receiver. Target both and place the connector to unlock the Sigil.
Level A-5
One Little Buzzer (Green)

Proceed forward and turn right. You will see an energy gate protecting the Sigil, a red receiver, and a beam blocker patrolling back and forth. Go through the small opening along the left wall and you should find a box. Pick up the box and place it in the beam blocker's path when it reaches the wall. If done correctly, the beam blocker should now be trapped and cannot move. Return to the previous area and pick up the connector. Target the red transmitter and receiver and connect the two. The Sigil is unlocked.

You Know You Mustn't Cross the Streams (Green)

When you first walk in, you will be teased with the Sigil located right in front of you, ignore that for now. Pick up one of the two connectors, target the red transmitter and connector, and connect them to unlock the gate. Pick up the box in the unlocked room and place it near the second connector. Pick up the other connector and target the blue transmitter and receiver, but don't connect the two quite yet. Instead, hover over the box until you see a ghost shape of the connector, place it there to avoid beam conflicts. Unlocking the Sigil in the process.

Going Over the Fence (Green)

Proceed through the puzzle until you see a connector mounted on top of a box. Pick up the box, walk to the left and take a right to head towards the blue transmitter. When you reach another short fence, place the box right in front of it. Now go back to the connector and pick it up and return to the box. You should now have direct LoS to both the blue transmitter and receiver. Target both and place the connector on top of the box. Puzzle solved.

Things To Do With Two Boxes (Green)

Head to your left. where you will find two boxes, pick up the first and place it on the pressure plate to unlock the energy gate. Now pick up the second box and proceed through the level until you find two patrolling mines. The goal here is to use the box to throw off the synchronicity of the two patrols. So throw a box into one of their paths. Once their paths are separated by a good distance, go ahead and pick the box back up. Using the difference in their patrol paths, carefully snake past them. Once you get past the mines, you will find a small ledge, place the box in front of the ledge, jump on the box and onto the ledge to reach the Sigil. You might notice a star located behind the Sigil, we will get to that later.

Friendly Crossfire (Red)

MESSENGER HINT: Do you see the second mine?

Go to the left and pick up the Jammer, then continue past the counsel board, hugging the wall to your left. Turn around and jam the right energy gate. A mine should emerge from the gate and blow up the middle turret. Now pick up the jammer and disable the rightmost turret. While disabled, move the box out of the mine's way, re-enable the right turret so that the mine will blow it up. Okay, two of three turrets disabled. While you are at this point, jam the right energy gate again and walk through, you should find the second star in a small courtyard. With that out of the way, disable the last surviving turret and place the box on the pressure switch to unlock the Sigil.
Level A-6
Mobile Mindfield (Green)

Cautiously move forward to avoid the patrolling mine and take the first left. Be careful to avoid the stationary mine and move into the next room to pick up the jammer. Return from where you came from and jam the energy gate from the other side. When the mine passes through, enable the gate again to trap the mine. Go down the hallway the mine patrolled, jam the energy gate, and pick up the keys. Pick the jammer back up, walk back toward the stationary mine, and unlock the nearby door. Carefully walk to through the door and immediately jam the turret down the hallway to your left. Turn the corner and flip the switch to the right to permanently disable the turret. Go back to the jammer and pick it up, then jam the second turret to reach the Sigil.

Deception (Red)

MESSENGER HINT: The blue shortcut is a lie.

Walk through the puzzle until you find an energy gate with a red receiver, walk to the left of this gate to find your first connector (A). Walk onto the elevated platform to get direct LoS to both the red transmitter and receiver and connect them to unlock the first energy gate. In the second courtyard, pick up the second connector (B) on an elevated platform and connect to both connector A and the next red receiver to unlock the second energy gate. In the third courtyard, pick up the next connector (C), target connector B and next energy gate to unlock the final courtyard. Pick up the fourth and final connector (D) and backtrack to the second courtyard and connect to the blue transmitter from the far wall. Now go back and pick up the third connector (C) (that unlocked energy gate is no longer needed) and walk to the first courtyard. Use the connector to target connector (D) receiving the blue beam and the blue receiver to unlock the Sigil.

Bichromatic Entanglement (Red)

MESSENGER HINT: Blue must go through the shortcut.

Pick up the rightmost connector and target the blue transmitter and blue receiver visible through the energy gate (this will come in handy later). Walk back as far as you can while maintaining LoS to both targets and place the connector. Pick up the leftmost connector and target both the previous connector and blue receiver to unlock the energy gate. Pick up the next connector (beyond the unlocked energy gate) and target the red transmitter and both receivers. With that side energy gate active, the second connector becomes redundant and no longer needed. Go ahead and pick it up and place it on the pressure switch to unlock the Sigil.

A Door Too Far (Red)

MESSENGER HINT: Jam the last door.

Go to the right of the counsel board, pick up the first connector, target the red transmitter and receiver, and connect to unlock the first energy gate. Walk through the gate, pick up the jammer on the left, and jam the next energy gate you reach. Take a temporary detour to the left, pick up the box, and proceed to through the puzzle until you reach a beam blocker. Place the box in the beam blocker's path to stop it. Now go back and pick up the jammer and walk towards the front of the puzzle. Jam the first energy gate (currently opened with the connector) from the INSIDE of the puzzle. Now pick up the connector and walk down the hallway with the two windows. If you position yourself correctly, you can target the red transmitter and the red receiver FAR away at the second energy gate, go ahead and do that now. Now proceed to the location of the beam blocker, pick up the second connector and find a LoS that allows you to target the first connector and the red receiver along the nearby wall. Once the energy gate is opened, go back and pick up the jammer, proceed to the end of the puzzle, and jam the final gate to reach the Sigil.
Level A-7
Trapped Inside (Green)

Pick up the unused connector and position yourself near the unlocked energy gate. If you stand correctly, you can get direct LoS to the transmitter through the narrow window and the blue receiver. Go ahead and connect the two, allowing the other connector to be freed. Pick up this connector and walk towards the end of the level, target the first connector and the final receiver to unlock the Sigil.

Locked from Inside (Green)

This one is a bit tricky so I will be labelling connectors (A,B,C,D). Go through the level until you reach the first connector (A), use this to connect the transmitter to the nearby receiver on the LEFT side of the obstacle (near all the pillars). Walk through the energy gate and pick up connector B, find a LoS that targets connector A and the next red receiver (the one protecting the blue transmitter). Go through, pick up connector C, and walk to the previous courtyard. Target connector B and the other red transmitter to unlock connector D. Use connector D to target the blue transmitter/receiver in the same courtyard. Pick up connector C, walk to the unlocked courtyard, and target connector D and the next blue transmitter. Walk back, pick up connector B, and target the red transmitter that gives you good LoS through the newly unlocked energy gate. Finally, pick up connector A, walk down the hallway through the unlocked energy gate, and target connector B and the receiver protecting the Sigil. Whew!

Two Pesky Little Buzzers (Red)

MESSENGER HINT: Connect from the left first to get more resources.

Take a left at the puzzle entrance to pick up a connector. You may be tempted to connect the transmitter to the receiver through the hallway containing two beam blockers, but that won't work. Instead, go to the right of that hallway and you should find an opening that allows you to target the transmitter/receiver. One of the beam blockers may hit the beam's path, but you should have enough time to make it through the unlocked gate. Once through the energy gate, take a left and pick up the box, use the box to block the beam blocker that has the SHORTER patrol path. With that complete, NOW you can target the red receiver down the long hallway, go ahead and do that now with the first connector. With that done, go through the energy gate, pick up the second connector, and connect to the previous connector and the red receiver protecting the Sigil.

Pinhole Windows (Red)

MESSENGER HINT: There's only one way to connect the blue. Work the red around it.

Pick up the connector currently targeting the red transmitter. From this same spot, you should be able to target the same transmitter/receiver, and an additional FAR red receiver through two windows. With the energy gate unlocked, pick up both of the connectors and bring them outside. Using one connector, backtrack through the puzzle to nearby the counsel board. Using the middle window, you should be able to target both the blue transmitter and the blue receiver. Now pick up the the first connector and use the left window to target both the red transmitter and red receiver behind the locked energy gate protected by the blue receiver (this LoS can get tricky). Finally, use the third connector with the right window to target the red connector and red receiver on the far right. Be sure that the beam goes BEHIND the blue connector. Everything should slowly unlock, revealing a path to the Sigil.

Windows Into a Labryinth (Red)

MESSENGER HINT: Red backwards through the window to get the jammer to the end.

Find the connector (A) near the red transmitter on the right side. Walk near the counsel board and connect the transmitter/receiver at this location. In this next area, search around until you find the next connector (B). Target connector A and through a window to a receiver protecting a jammer. Pick up the jammer and disable the next energy gate. Go back and pick up connector B, bring it closer to A, target A and a red receiver through another window in this corridor. Walk through the unlocked gate to pick up connector C. Take the connector down the long hallway (past the jammed gate) until you find another protected energy gate. Target the red receiver and place the connector in the far corner. Go through the jammed gate, pick up the jammer, and jam the first energy gate in the puzzle from the INSIDE. Pick up connector A and walk towards the red transmitter. You will find a window that allows you to target the transmitter and connector C. Go through the jammed gate, pick up the jammer, and disable the next energy gate. Pick up connector B, target connector C and the receiver for the jammed gate. Pick up the jammer and target the gate from the OPPOSITE side of the gate. Pick up connector B, walk through the gate unlocked by C, and target the next receiver to unlock the second gate protecting the Sigil. Finally, pick up the jammer and use it to disable the final gate.
16 Comments
Devilstro Apr 28, 2023 @ 12:06pm 
The jammer is in the little room up the stairs when you first enter the puzzle 'An Escalating problem' afaik @Adventure Annie
Adventure Annie Apr 7, 2023 @ 3:30pm 
On An Escalating Problem, for me there is no jammer available except the one on the ledge. I have unlocked the box. Is that why? All walkthroughs show a jammer available when you first walk in. If its because I have the box, then how do I use it?
0x57A1CFA117 Jan 1, 2023 @ 4:03pm 
I would like to add, (since I can't seem to edit, maybe it's because the game is on my other Steam account -- one I made for mostly just VR stuff), that I too prefer text based (images are fine as long as it's primarily explained via text) walkthroughs. Videos are lazy and the people ramble WAY too much. Unless it's the only walkthrough that exist and I really REALLY need it, I'll just skip it and continue to struggle until I make it through it.
0x57A1CFA117 Jan 1, 2023 @ 3:39pm 
Like @jenny ondioline, I don't like looking up walkthroughs for puzzle-based types of games, but some of the puzzles get REALLY hard. Like deceptively hard. ( I smoked through about the first 6 sets of levels in A pretty quick with maybe only 1 level I couldn't figure out. Granted, I had only gotten two starts at that point but I wasn't really looking for them figuring I would go back and look for them harder afterwards. ) So thanks for the guide!
Garbo8000 Dec 11, 2022 @ 9:24am 
Thank you so much. I can grow some hair back on my head now.
Oakley Apr 11, 2020 @ 3:28pm 
Where is level Deception A-7?
LeftPaw Aug 7, 2019 @ 4:23am 
How to get the star in push it further? It's behind a red connector with no red laser.
Guardianofsunshinee Jan 2, 2018 @ 5:12pm 
what about the unlockable crystal guide thing or the box? Where do you go for those
jenny ondioline Oct 8, 2016 @ 8:22am 
this game IS difficult but oh so engrossing. i don't like to look up walkthroughs but when i'm stuck, this is so great. thanks.
Hamakei May 30, 2016 @ 4:30am 
I can't get "Deception" to work as the final blue connector crosses over the red stream no matter where I put it :(