FRACT OSC

FRACT OSC

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Fract OSC Walkthrough
By pmw57
Many have said that a walkthrough for this game is not possible. I beg to differ. This walkthrough seeks to explain not just what the solutions are, but how solutions are arrived at in the first place.
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Intro
In Fract OSC you are rebuilding the machinery of a forgotten world, discovering its secrets and solving puzzles to bring the world back to life.

The intro section has a studio, which you will unlock different features for as you play the game. There’s an excellent manual to the studio too.

The intro and world tutorial guides you through the interface controls. From where you start in the game, follow the path down to the bottom area where a display shows you how to enable interact mode.

In interact mode a switch appears, and the display instructions show you how to interact with that switch. Click the switch to open up the entry to the world.
The World
The in-game tutorial for the World is where you activate three towers, one for each type of instrument (red for lead, blue for bass, and green for pads), using a different interaction to enable each one.

Each of these colors is presented in the game using neon-colored versions of pink, cyan and lime. Throughout this tutorial instead of saying them, I’ll use red, blue and green instead as that’s consistent with how the game names them too.

Activate Towers
Walk up to the three towers that you see in the distance. Each tower has an arched passage in its base. Through each archway you can see a platform with a large hooped cable behind it. It can be disorienting which tower is for what color, but when you walk up to a platform you'll get clear color cues for them.

Pan to activate Red Tower
Through the red tower arched passage you can see a large mound of ground to the left, with a ramp leading up to the platform. A dias appears with with red-colored controllers, that instructs you how to pan while in interact mode. Pan around following the purple line and click a button at each end of the line, to activate the red tower.

Dial to activate Blue Tower
Head back to the center of the three towers, and go clockwise from the red activated tower to the next tower. Through this archway you'll see that some land has detatched and is floating upwards. Behind that is a ramp that leads up to a platform with blue controllers. Follow the instructions shown there to interact with the dial and increase it to full strength. That activates the blue tower.

Slider to activate Green Tower
Navigate over the to the third and last ramp and platform, which shows green controllers. Use interact mode to control the slider, and at the top of its range it activates the green tower.

Entry to the main sections
With all three towers activated a beam of light shoots up. Head back to the central core where you will be lifted up to the end of the tutorial.

Walk up one of the glowing ramps to the platform, and you are lifted up to the central core that connects to the three main sections of the game.

Sections
The world has three main sections, each a different color to represent a different type of instrument. The red section is for the lead synthesizer, the green section is for the bass synthesizer, and the blue section is for the pad synthesizer.

Each section has four areas to be unlocked, and a tuning area where you use information from each of the unlocked areas to tune the synthesizer.

Areas
Each section has common symbols for each area as you progress through them. The symbols used to indicate different areas are Line (-), Caret (^), Triangle (△), Diamond (◇), and Pentagon. The tuning area is indicated by a dotted circle (⭗).

Each area also has a hidden code showing tuning information that you will need. Those will be used in the tuning area at the end of each section.

Stations
Throughout the game are round structures called stations that act like navigation waypoints. When you approach a station it activates, shining a beam of light upwards. Go inside and in activate mode, you’ll see a map of different locations. Your current location has a white border around it, and other stations that you've activated light up, letting you navigate to them.

The large white central structure shown at the bottom of the map takes you back to the central core that connects to each of the main sections.
Lead Section (Red)
From the central core, the red section is for the lead instruments. There are two parts to each of the lead synthesizer puzzles. A lower part where you move blocks to activate pathways and green target areas, which activate an elevator to the upper part with consoles where you enter musical patterns to activate each console.

Follow the path through the red tower, to get started on the red section of the game.
Lead: Area 1 (-)
Station
From the main foyer where pathways to all three sections are available, take the red pathway where you'll find red dots along the pathway. Follow that pathway towards a building crossed with horizontal red lines, until you get to a circular structure with a red line above its three walls. This is the area 1 station.

Inside the station, activate mode shows you the map, with a white ring around your current location. Feel free to activate the large white structure at the center to be transported back to the central core. From there, you can use the station map to head back to the area 1 station.

Puzzle
Close to the area 1 station is a larger structure with red horizontal lines running along the upper walls, and a ramp leading up to it. Here you’ll find a red ramp leading up to a yellow platform. The room contains a yellow cube, a green cube, some empty cube outlines colored red and green.

When a cube is in a red section, that activates a pathway for you. When all cubes are in the green outlines, that solves the puzzle in this room.

Walk up the ramps to the yellow platform, and stand close to the yellow edge facing the cubes. Use activate mode to interact with the cubes.

Legend:
[Y] Yellow cube
r Red cube outline
g Green cube outline
■ Impassable
. Empty

Here’s how the yellow cube puzzle starts:

. ■ . . g ■ r . ■ . g . ■ [Y] .

Beside the yellow cube are lit regions that you use to move the cube. Move the cube right once, then up twice so that it gets to the top right green-outline location, and you’ll hear the music change.

. ■ . . [Y] ■ r . ■ ↑ g . ■ .→ ↑

Move the cube further along left, left, down, then left, so that it reaches the red bordered location, and a pathway is created.

. ■ ↓ ← ←g ■ [Y]←. ■ . g . ■ . .

Leave activate mode and walk along the pathways to get to the green platform, and stand at the green edge facing the cubes. Use activate mode to control the green cube.

Here’s how the green cube puzzle starts:

. . . . . . ■ ■ . . [G] ■ g . .

Move the green cube up twice, right three times, down twice, and left once to get it to the green-outlined location.

→ → → ↓ . ↑ ■ ■ ↓ . ↑ ■ [G] ← .

Head back to the yellow platform and use interact mode on the cubes, and you’ll find that the green cube is now in place at the bottom left of the puzzle.

. ■ . . g ■ [Y] . ■ . G . ■ . .

You just need to move the yellow cube to the other green-outlined location. Move the yellow cube right, up, and right twice.

. ■ → → [Y] ■ → ↑ ■ . G . ■ . .

When completed, you are taken out of activate mode and several parts of the room activate, with a center location in the room now available to let you ascend to the top half of the puzzle.

Walk to the green circle in the center of the room, to the elevator. It is safe to walk through the beams of light on your way there. When the elevator activates, use interact mode to activate the up button. You will be taken up to the upper part of the puzzle where you will configure the consoles.

Consoles
Up here go to the far edge of the rim, and a pathway appears. Head around the pathway to the consoles.

The left console is inactive until you configure the right console. When you approach the right console, it opens up letting you interact with it. This one I'll call console one, and the other further clockwise around the path console two.

Console 1
When you set cells on the console track, the display area shows levels for the tone being played based on the track that you’ve programmed. You are attempting to configure which parts of the track are active or not, attempting to make the levels on the display as powerful as possible.

With console one, the track shows four red lines left of the track, with several dots above and below those lines, and some grey locations on the track. The red lines are the number of cells that you can activate, to configure the track.

Enable the first grey cell of the track, and you’ll see that you have three lines left to use, and the display shows the sound as it occurs.

■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Notice how the sound moves down towards the centre of the display with a red line that rebounds back to the top. You need to time the next note for when that red line gets back to the top. If you time it too early you don't get enough power, and if too late you lose the power that's been built up.

Now enable the second grey cell of the track and you’ll see that the displayed sound goes even further down towards the centre of the display.

■ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _

Keep on enabling cells evenly spaced apart, until you successfully solve this console. The solution for this console is:

■ _ _ ■ _ _ ■ _ _ ■ _ _ _ _ _ _

You can now move along the pathway to configure console 2.

Console 2
The track at console two works the same as for console one, showing you two grey cells to help get you started. Select those two grey cells of the track.

_ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

If you just repeat that pattern though, that disrupts the tone as it occurs too early, before the red line on the display had reached the top.

_ ■ _ ■ _ ■ _ ■ _ _ _ _ _ _ _ _ ■ _ ■ _ ■ _ ■ _ _ _ _ _ _ _ _ _

Not enough power ends up getting through, because it's being activated before the red line has made it closer to the top.

With only the first three selected, you can see from the display what’s going on.

_ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _

As the line on the display returns up to the top (indicating sustain), the third note occurs while the line is only halfway back. A bit of a delay is needed, so add a space between the notes.

_ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _

You can now complete the pattern to activate the second console.

_ ■ _ _ ■ _ _ ■ _ _ ■ _ _ _ _ _ ■ _ _ ■ _ _ ■ _ _ ■ _ _ _ _ _ _

And you’re given the message: “Lead Step Sequencer Unlocked”. That means that back at the studio, an area has become unlocked for you.

Studio Unlock
When you head back to the studio, completing lead area 1 lets you unlock the lead step synthesizer, and to its right the tone and vol controls.

Other patterns on the lead synthesizer can be used, but you don’t have any way yet to play those other patterns. The Bass and Pad step synthesizers can also be opened, but they’re locked from you for the moment.

Return back to the world and up the puzzle elevator to the pathway over the rim.

Code
From console one you can now travel towards a red-lined building. Before we get there though we need to find a hidden code. Head to the green lit octahedron, and to the right of that towards a blue octahedron light.

Follow the red dots on the ground in that direction, and you’ll come to a green-lit platform. Stand on that platform, and you’ll see that parts in the sky line up to form a grid. Switch to activate mode to find that the coordinates for area 1 are (3, 3).

■ ■ | ■ ■ ■ ■ | ■ ■ ------------- ■ ■ | ■ ■ ■ ■ | ■ ■

That matches up with the unlocked tone controls in the studio, which means that the area 1 code that we found is for tone.

(-) Tone: 3,3

Area 1 is now complete.
Lead: Area 2 (^)
Station
Head towards the red lined building where counterclockwise of the building is a large slab letting you get up tot he building. In here is the puzzle, but before starting on that we need to find the area 2 station. Walk through the building and under the green platform to find a blue-lit exit. To the right of that exit you'll see the area 2 station, showing a caret symbol above it. Walk towards it to activate the area 2 station.

Code
The area 2 coordinates are quite close to the area 2 station. Walk counterclockwise around the building following the red dots on the ground towards the fallen blocks, and follow the red dots away from the building to find a green-lit platform. Stand on there, and you’ll see pieces in the sky line up to form a grid. Switch to activate mode, and you’ll find that the area 2 coordinates are (4, 2).

■ ■ ■ | ■ ---------^--- ■ ■ ■ | ■ ■ ■ ■ | ■ ■ ■ ■ | ■

Beside tone in the studio is grit, which is a fair bet for what this one is named.

We now have two codes:

(-) Tone: 3,3
(^) Grit: 4,2

There's an easy to access ramp leading up to the puzzle room.

Puzzle
In the area 2 puzzle room you’ll find yellow, green, and blue cubes that all need to be positioned correctly. Get up to the yellow platform and while standing near the yellow edge looking towards the cubes, use activate mode to start working on them. Here’s how they begin:

[Y] . . ■ . ■ . . r g ■ . . . ■

We need to get the yellow cube to the red outline to activate a walkway, with a final intention of having a cube in the green outline area. Move the yellow cube so that gets to the red outline, with: right, right, down, and right.

→ → ↓ ■ . ■ . → [Y] g ■ . . . ■

That activates a pathway letting us get to the green platform, where when you use activate mode you’ll see that the green cube is moved in a horizontal grid instead, starting off looking like this:

. . . . [G] . . . . . g ■ . . ■ g . . . . . . . . .

We can use the green cube to help us get over to the blue platform, by moving the green cube to the closer of the two green-outline areas, by moving it left, left, left, left, down, and down.

↓ ← ← ← ← ↓ . . . . [G] ■ . . ■ g . . . . . . . . .

We can now head over to the blue platform to move the blue cube to the green outline area. Here’s how the blue grid looks when we begin:


. [B] ■ . .
. . . . .
. . . . .
. . . . .
g . ■ . .

Move the blue cube to the green outline area with left, down, down, down, and down.


↓ ← ■ . .
↓ . . . .
↓ . . . .
↓ . . . .
[B] . ■ . .

Head back to the green platform, the green cube is currently where the yellow cube wants to go, so move the green cube down one to the other green outline area.

. . . . . . . . . . ↓ ■ . . ■ [G] . . . . . . . . .

We can now head back to the yellow platform to move the yellow cube one step right, to its target location.

. . . ■ . ■ . . → [Y] ■ . . . ■

This solves the area 2 puzzle, and we can take the center elevator up to work on the consoles.

Consoles
Going over to the pathway and working our way around, there are two consoles that we can use to configure the consoles. Console 1 on the right has a 2x16 grid of cells, and Console 2 on the left has a 4x16 grid of cells.

Console 1
At console one with the 2x16 grid, there are two tones.

_ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

The lower tone only needs one note to reach halfway on the display, but decays quickly, while the higher tone needs at least three notes to reach halfway and has a slower decay.

Starting things off with several high followed by a low, helps to get things going:

■ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _

After that we leave a gap, and repeat on a single basis for each note:

■ ■ ■ _ _ ■ _ _ ■ _ _ ■ _ _ _ _ _ _ _ ■ _ _ ■ _ _ ■ _ _ ■ _ _ _

And console 1 is now activated.

Once a console has been activated you can play around and reconfigure the notes to be anything that you want.

Console 2
Console two has a 4x6 grid. Here we see that each note behaves about the same, so a simple run of notes looks to be effective:

_ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

But, repeating that isn’t quite enough to activate things:

_ _ _ ■ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ ■ _ _ _ ■ _ _ _ _ _ _ ■ _ _ _ ■ _ _ _ ■ _ _ _ _ _ _ _

Instead, a slight delay is needed between each group:

_ _ _ ■ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ ■ _ _ _ _ _

And console two is now activated. We are told “Lead Modulation 2 Unlocked”.

Studio Unlock
When we go back to the studio we find that the grit section is unlocked, which matches up with our code assumption.

(-) Tone: 3,3
(^) Grit: 4,2

This also means that of the remaining haste and shimmy, that haste is likely to be for the next area 3 code.
Lead: Area 3 (△)
From the area 2 consoles pathway, we can now make our way along it to the newly available area, to find area 3 station.

Station
The area 3 station can be seen from the pathway around the top of area 2, but we need to step off on to the blue purple area, following the red dots on the ground around to the area 3 station, which has a triangle above three walls, and get close to activate the station.

Code
From the area 3 station, head counterclockwise around the building and under the fallen block, following the red dots until you find the green lit platform for the area 3 coordinates. Stand on the platform and you’ll see pieces in the sky line up to form a grid. Switch to activate mode, and you’ll find the coordinates for area 3 are (2, 4).

■ | ■ ■ ■ ■ | ■ ■ ■ ■ | ■ ■ ■ ---△--------- ■ | ■ ■ ■

The codes we now have are:

(-) Tone: 3,3
(^) Grit: 4,2
(△) Haste: 2,4

Puzzle
From the area 3 station, head clockwise around the building and use a fallen block as a ramp to get up beside the building. Work your way around to the rear of the building where you’ll find a collapsed section of wall letting you gain entrance.

Go up a ramp to the yellow platform, where you’ll find the yellow puzzle looks like this:

x . . . x x . . . x r g [Y] . r

There are two red outline areas that give different pathways. First take a look at the left red outline pathway by moving the yellow cube two steps to the left.

x . . . x x . . . x [Y]←g ←. . r

You’ll see that it creates a pathway to an upper section, that’s currently blocked by a green cube. Move the yellow cube to the far right red outline, by moving it right four times:

x . . . x x . . . x r→ g→ .→ .→[Y]

This reveals a pathway up to the green platform, where you’ll see the green puzzle starts like this:

gB . . x [G] . . . . . . . . . .

The green cube cannot make it to to the green outline, because the blue cube is currently there.. We need to move the green cube down one to bridge a gap in the pathway, letting us use yellow to activate the other pathway.

gB . . x ↓ . . . . [G] . . . . .

From here we head back to the yellow platform (you can drop forward from the green platform to get there) and move the yellow cube four steps to the left to the left red outline:

x . . . x x . . . x [Y]←g . . r

This activates a pathway letting us cross the green cube, and up to the blue platform.

At the blue platform we find the following horizontal grid:


x . . . x
x g . x x
x . . . x
x . . . x
[B] . . x .

Move the blue cube to the green outline area with left, up, up, and up.


x . . . x
x [B] . x x
x ↑ . . x
x ↑ . . x
.→ . . x .

We now want to move the green cube to the green outline that the blue cube was occupying, which is easily achieved by falling off the left side of the blue platform, down to the green platform area.

From the green platform, we can now move the green cube four steps left, and up, to get the cube to the green outline area.

[G] . . x . ↑ ←. ←. ←. ←. . . . . .

Lastly, we need to go to the yellow platform and move the yellow cube one step right to the green outline, and the puzzle is solved.

x . . . x x . . . x r→[Y] . . r

We now have access to the center elevator.

Console
Area 3 has only one console as compared with the other areas, and is fairly easy with 3x16 cells.

Starting with three initial notes, we can see that the third note decays very rapidly.

_ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

To remedy that, we can add more notes on to it so that it sustains itself.

_ _ ■ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

And surprisingly, we can use the third note for the rest of them too, letting us unlock this synth.

_ _ ■ ■ ■ ■ ■ ■ ■ ■ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

We are then told “Lead Modulation 3 Unlocked” and area 3 is complete.

Studio Unlock
Back at the studio, we find that haste can be unlocked, along with an echo slider.
Lead: Area 4 (◇)
Station
From the top of the area 3 building, go around the pathway until you can head through a purple arch. Follow the red dots through and past some glowing crystals, until you get to the area 4 station. Approach the station to activate it.

Puzzle
This is the most complex of the area 4 puzzles. Get on to the yellow platform where you’ll see that the yellow box grid starts off as follows:

. g . [Y] . ■ ■ ■ ■ . r . . . r

The lower-right red outline is for one path, and the lower-left red outline is for a higher path. We’ll start with the first path by moving the yellow cube right, down, and down to the lower-right red outline.

. g . .→ ↓ ■ ■ ■ ■ ↓ r . . . [Y]

That reveals a pathway, and when travelling along it it’s easy to see that we’ll need to later on move the yellow cube to the to fill in a space beside the pathway.

Head over to the greens platform, where the green cube grid starts off looking like this:

. . . [G] . . ■ ■ ■ . r . g . r

The bottom-left red outline is currently blocked, filled by the yellow cube, so we move the green cube right and down twice to the bottom-right outline area.

. . . .→ ↓ . ■ ■ ■ ↓ r . g . [G]

That reveals a pathway up to the blue platform, which also has you circling around so many times that it’s easy to get disoriented.

The blue cube grid starts off looking like this, with a purple cube also in there, and three red-outline areas:


r . . . r
. . . ■ .
. [B] . . .
. . . ■ .
g P . . r

The top-right red outline area is currently filled with a yellow cube, and the bottom-right red outline area is currently filled with a green cube.

Move the blue box up twice, and left once to get it to the top-left red outline area:


[B]←. . . r
. ↑ . ■ .
. ↑ . . .
. . . ■ .
g P . . r

This reveals a pathway to the purple platform. When try to get to that pathway through there is a corner cube that needs to be placed above the yellow cube, to let you get to the purple platform. We can move the yellow cube up to achieve that, but then we’ll lose the pathway that’s given by the yellow cube. Before doing that, we need to fill the gap beside pathway that the yellow cube activated. We can use the blue cube to achieve that.

So, move the blue cube one step to the right of the top-left red outline area. That fills the gap in the pathway.


r→[B] . . r
. . . ■ .
. . . . .
. . . ■ .
g P . . r

Then fall off the blue platform down to the yellow platform and move the yellow cube up one, above the bottom-right red outline area:


. g . . .
■ ■ ■ ■ [Y]
r B . . ↑

We can now make our way over the blue cube around to the green platform, and back up to the blue platform to move the blue cube back to the top-left red outline area:


[B]←. . . r
. . . ■ .
. . . . .
. . . ■ .
g P . . r

and a pathway to the purple platform is now available. Make your way over the yellow box to the purple platform.

The purple box grid starts off looking like this:

. g . ■ . . . . ■ . g

. . r [/code]

The bottom-left green outline can be filled using the blue cube, so move the purple cube up twice to the upper green outline area.

.

. ■ .
. ↑ . ■ .
g ↑ . . r [/code]

Now head to the blue platform, and move the blue cube down four times to the green outline area:


↓ . . . r
↓ . . ■ .
↓ . . . .
↓ . . ■ .
[B] . . . r

We can now go to the green platform to move the green cube to the green outline area:

. . . . . . ■ ■ ■ . r . [G]←. ←r

And lastly get to the yellow platform from the ground by going up the ramp, to move the yellow cube up, and left four times to its green outline area.

. [Y]←. ←. ←. ■ ■ ■ ■ ↑ r B . . .

That solves the area 4 puzzle and the center elevator is now available. Take the elevator up to the top of the building, to configure the console.

Console
Head over the rim to the pathway and around to the console, where we find that this one has 5x16 cells. Let's start with a sample of each tone:

_ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Here we find that the first and fourth tones have a really rapid decay, so we’ll start with the second, third, and fifth tones. Doing them as pairs helps them reach a good sustain:

_ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Adding in pairs for the first and fourth tones gives us a bass line, confirming that we’re on the right path:

_ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _

Looking at the display,. The 4th tone is the first to lose sustain, so we’ll add that one in again. We can then just keep on adding in the tones that that lose sustain.

_ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ ■ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ ■ _ _ _ _ _

As the first tone once again loses sustain, we add that final note to successfully unlock the area 4 console.

_ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ ■ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ ■ _ _ ■ _ _

We are told “Lead Modulation 4 Unlocked”

Code
From up at the console pathway we can look down to the purple lit coordinates platform. Drop down to it, and there you'll find in activate mode that that the coordinates for area 4 is (3,5)

■ ■ | ■ ■ ■ ■ | ■ ■ ■ ■ | ■ ■ ■ ■ | ■ ■ ------◇------

The codes we now have are:

(-) Tone: 3,3
(^) Grit: 4,2
(△) Haste: 2,4
(◇) Shimmy 3,5

We can now make our way from here to the tuning area, which is found from the area one station.

Studio Unlock
Back at the studio, we can now unlock the Shimmy modulation, and at the bottom load and save can be unlocked.

Lead: Tuning Area (⭗)
Station
From the area 1 station, make your way counterclockwise around the music building, towards some octagonal pillars hanging in the sky. When you move towards them they drop down a platform for you to stand on. From there you can also see the tuning area station, designated with a dotted circle above its walls.

Make your way over the dropped platforms to the tuning area station to activate it.

Console
From the tuning area station head back towards the octagonal pillars, then head right to a long bridge. At the end drop down and make your way around to the tuning console.

Here you’ll see the coordinates grid for each of the four areas, and below them are 8 panels on which you can set the patterns that you configured in the other consoles. Scroll each panel to set each panel to one of the six synths that you have configured. It doesn’t matter which ones they are set to, but I find the following sequence to be quite pleasing: 1, 2, 3, 4, 1, 2, 5, 6

Then set the coordinates on each grid:

(-) Tone: 3,3
(^) Grit: 4,2
(△) Haste: 2,4
(◇) Shimmy 3,5

■ ■ | ■ ■ ■ ■ ■ | ■ ■ ■ | ■ ■ ---------^--- ------------- ■ ■ ■ | ■ ■ ■ | ■ ■ ■ ■ ■ | ■ ■ ■ | ■ ■ ■ ■ ■ | ■ ■ | ■ ■ ■ ■ ■ | ■ ■ ■ | ■ ■ ■ ■ ■ | ■ ■ ■ | ■ ■ ■ ■ ■ | ■ ■ ---△--------- ■ ■ | ■ ■ ■ | ■ ■ ■ ------◇------

When all coordinates are entered, a display bar appears and fills up as the music plays. When it fills up completely we are rewarded with this area activating, and are told “Lead Pattern Sequencer Unlocked” and the red lead section is now complete.

If you try to use the menu to return to the last station, you won't end up at a station and are instead returned back to this tuning area. This place is a waypoint, that's not accessible using the stations.

Head around the outer ring and up the ramp. You can use the tuning area station up there to get back to the central core, when you are ready to embark on your journey through the other two sections.

Studio Unlock
In the studio we can now unlock the pattern sequencer, letting us easily enter and hear the different patterns.
Bass Section (Blue)
The blue section is for the bass instruments. There two parts to each of the bass synthesizer puzzles. A lower part consists of guiding beams to input locations, and an upper part where you enter musical patterns on the console to open sliding doors.

The area is solved when you get through those doors without being crushed.

From the starting central area, follow the path through the blue tower to get started on the bass section.
Bass: Area 1 (-)
Station
From the central core, follow the blue pathway down until you come to the circular structure with a blue line above each of its walls. This is the area 1 station. Approach it to activate it.
Bass: Area 2 (^)
Station
From the area 2 station, walk up the pathway, past some blue glowing pools of water and huge equipment, past a noisy blue beam shooting upwards, to find the area 2 station with a caret symbol above each of its walls. Walk up to the station to activate it.

Code
Beside the area 2 station is a pillar with markings on it. Use activate mode to find the caret symbol on it, and a lit up section above it.

[X] [ ] ^ [ ] [ ] [ ]

(^): Up

Puzzle
From the area 2 station, head back to the noisy blue beam and up a walkway into the nearby structure, which has a blue beam firing along down a center channel of the room.

Cross under the beam to the other side of the room, and here you'll find a panel where we are to get a signal to all five red inputs.

The panel is split in two, with the sections starting off as follows:

Right Panel
Legend: B Beam, (...) Interactable, O Input

.----------│-----│----. |(╩) ╗ (╗) │ O │ | | ╝ ╚─────╬──B | | (╦)(╣) O (║)─┘ | `---------------------’

The bottom right vertical bar must go horizontal for the beam to continue.
The upper angle is the only way a beam can get to the input, so turn it counterclockwise so that it faces right.
The bottom T-junctions need to face up, to get the beam to useful places.
And, the upper left T-junction must face down.

That gives us the following for the right panel:

.----------│-----│----. ─(╦)─╗ (╔)─┼──O │ | ──╝ │ │ ╚─────╬──B | ────(╩)(╩)─O─(═)─┘ | `---------------------’

Left Panel
The left panel start off looking like this:

.------------------. | ╔ ╦ (╔) O (╔)─ | O (╔) (╔)─ | O ╝ ╚ (║)─┼── `----------------│-’

The bottom vertical bar must go horizontal.
The top center angle must face left.
The middle center angle must face left and up.
The middle right angle must face up.
And, the top right angle must face left.

That gives us:

.------------------. | ╔──╦─(╗)─O─(╗)─ | O──┼──┼─(╝) (╚)─ | O──╝ ╚────(═)──── `------------------’

That completes this puzzle, opening up a passageway that takes us through to the area 2 console.

Console
At the console we see a 2x8 grid of cells, with the first three low ones marked in grey. Select those three and you'll see the doors start to open up as the music plays.

_ _ _ _ _ _ _ _ ■ ■ ■ _ _ _ _ _

The low tones affect the left two beams going to the doors, and the high tones affect the right two beams going to the doors. We just need some high tones to get the rest of the door open.

_ _ _ ■ ■ ■ ■ _ ■ ■ ■ _ _ _ _ _

We aren't given any clear feedback that we've succeeded with this. Instead, we just have to head down to the doors and attempt to get through without being squashed.

When through the doors, and down the pathway towards the circular structure to activate the beam, where we're told "Bass Modulation 1 Unlocked".

Follow the beam to find the tuning area station, and a curved series of aerial paths become available to us.

Studio Unlock
In the studio we can now unlock the bass step sequencer, and bend and vol are available from the bend modulation panel. That helps to give us names for the codes that we’ll be finding, which are bend, pinch, kick, and shake.

The bend modulation ranges from 0 to 5, so I'll use the range that we're allowed for the code. That gives us:

(^) Bend: 2-3
Bass: Area 3 (△)
Station
Up on the pathway there are two red rings. One close to the tuning area station, and another on the other side of the room. Go through the red ring that's close to the tuning area station, and at the junction take the left branch. The right branch is how you return from area 3.

Follow the path clockwise around, and over a land bridge to find the area 3 station. Approach it to active the station.

Code
Close to the area 3 station is a pillar that when in activate mode, gives us information we’ll need to know for the last area. In this case, it's indicating the top right section for area 3.

[ ] [ ] △ [X] [ ] [ ]

We now have two codes for the Bass section:

(^) Bend: 2-3
(△) Pinch: 3-4

Puzzle
From the area 3 station, go up the ramp into the puzzle room. There are two panels in here.

Panel 1
The first panel looks like this:

.---------------------------------. | (╔) O ╗ ╗ (╔) O | |(b) O (╔) O ╔ (╠) ╗ | | (╔) ╩ ╝ ╚ ╝ | `---------------------------------’

Turn on the power button.
That leads to an angle, which can't go up so it must go down.
The lower angle must direct the beam to the right. That enables access to the other side.
Staying with this panel temporarily, the T-junction must also point up.

.---------------------------------. | (╔) O ╗─────╗ (╔)────O | | B─────O─(╗) O ╔──┼─(╩)─╗ | | (╚)─╩─────╝ ╚─────╝ | `---------------------------------’

We can now go to the other side to complete the puzzle. In activate mode you'll see that the way across has a power button. Activate that and a bridge appears, taking you across to the other panel.

Panel 2
Here's how the other panel looks when you first approach it, with an awful lot of controllable bends here.

.------------------------------------------------. | O (╝)(╔)(╔) O (╔) ╔──O | | ╚ (╔) (╣) (╝)───(╗) (╠)─────── | O (╗)(╔) O (╔) (╔) ╩ (╚)───(╝) ╗ | `------------------------------------------------’

There's a lot of bends here, but it all hinges on the bottom row T-junction.
If the power goes down to the T-junction and splits left, nothing can be done to get power to the top-left input. Instead, power must enter left into T-junction.

Turn the middle-right T-junction so that it sends power left.
(Optional) Have angle below that T-junction send power to the right.
The angle left of the T-junction must send power down.
The angle to the right of the bottom-row T-junction must send power left.

.------------------------------------------------. | O (╝)(╔)(╔) O (╔) ╔──O | | ╚ (╔) (╣) (╝) (╔)───(╣) | | O (╗)(╔) O (╔) (╔)────╩────(╝) (╚)────╗ | `----------------------------------------------│-’

Left of the bottom row T-junction, send the beam up.
And the top row angle above it, have it send the beam left.
That powers one of the top row inputs.
Left of the middle row left T-junction, the angle needs to send the beam left.
There is now power to both of the top inputs.

.------------------------------------------------. | O (╝)(╔)(╔)────O────(╗) ╔──O | | ╚───────(╝) (╣) │ (╝) (╔)───(╣) | | O (╗)(╔) O (╔) (╚)────╩────(╝) (╚)────╗ | `----------------------------------------------│-’

We just need to power the bottom row inputs now.
The angle above the bottom T-junction is where we’ll start. Have it send the beam left.
The middle left T-junction must send the beam down.
And the angle below that T-junction needs to send the beam left, through one of the inputs.

.------------------------------------------------. | O (╝)(╔)(╔)────O────(╗) ╔──O | | ╚───────(╝) (╠)────┼────(╗) (╔)───(╣) | | O (╗)(╔)────O─(╝) (╚)────╩────(╝) (╚)────╗ | `-------│--------------------------------------│-’

We now just need to send the beam up to the top row, and back down to the bottom.
Turn the angle left of the bottom row input so that it sends the beam up.
Above that angle, turn the top row angle above it to send the beam left.
Left of that angle, send the beam down.
And the bottom left angle, send the beam to the left.

.------------------------------------------------. | O (╔)(╗)(╔)────O────(╗) ╔──O | | ╚──┼──┼─(╝) (╠)────┼────(╗) (╔)───(╣) | | O─(╝)(╚)────O─(╝) (╚)────╩────(╝) (╚)────╗ | `----------------------------------------------│-’

A doorway now opens giving us access to the area 3 bass console.

Console
The area 3 bass console has a 4x8 grid pattern, where each note controls a different door.
Door one is note two, door two is note four, door three is note one, and door four is note three.

We can use the following pattern to get us through the doors:

_ _ ■ _ _ _ _ _ _ _ _ _ _ ■ _ _ ■ ■ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _

When we pass through the doors and towards the circular structure, we're told "Bass 2 Modulation Unlocked", and we find ourselves exiting the junction that we first came to when making our way to the area 3 station.

Studio Unlock
In the studio we can now unlock the kick on the modulation panel.
Bass: Area 4 (◇)
Station
From the tuning area station, up on the curved aerial pathway there are two red rings. One close to the area 4 station, and another on the other side of the room. Go to the red ring that's further away from the tuning area station, which leads us through a path with white beams. Head down a path with pylons, curving around the puzzle room to the area 4 station.

Puzzle
The puzzle entrance is right beside the area 4 station. Inside of the puzzle building, there are two control panels to wire up.

Panel 1
The control panel on the left as you enter starts off looking like this:

Legend:
(...) You can interact with this
(0) A dial you can turn
\ A power meter
O Output

The dials have different images on them too, so I'll use the real-world names for those dials to help distinguish between them. In this room there are a low-pass-filter dials on one panel, and the other panel has sustain, attack, and release dials.

.------------------------------------------------. | ╔───────(║) \ (╔) ╗ ╔ \ O | ──╬──═─(║) \ (║) O (0) \ (╠)(0) ╬ \ O | | ╚─(║) \ O ═ ╝ ╚ ═ \ | `------------------------------------------------’

All four vertical lines need to be turned so that they're horizontal.
The Low-Pass-Filter dials control how much power flows, which you must regulate so that the volume meters remain in their red marked areas.
Set the left dial to three quarters and turn the T-junction up, which sends power to the other side, and further to the right.

That gets power to some of the inputs, but not all of them.

.------------------------------------------------. | ╔───────(═)─\─(╗)─────────────╗ ╔──/ O | ──╬──═─(═)─\─────┼─(═)─O─(/)─\─(╩)(0)─╬─────/──O | | ╚─(═)─\ O──═──╝ ╚──═─────/ | `------------------------------------------------’

We need to tweak the second dial by setting it to half. Now all of the inputs on this side receive power.

.------------------------------------------------. | ╔───────(═)─\─(╗)─────────────╗ ╔──/──O | ──╬──═─(═)─\─────┼─(═)─O─(/)─\─(╩)(|)─╬─────/──O | | ╚─(═)─\ O──═──╝ ╚──═─────/ | `------------------------------------------------’

We can now activate a pathway letting us cross the middle, by clicking on the hexagons in the middle. This can be tricky as you need to move while in activate mode, and click the hexagons as you go to make a path over to the other side.

Panel 2
Here's how the other control panel looks when you first get to it:

.---------------------------------------. | O \ ╗ ──────/──╗ | | ╔ \─(0)────╦──\─(0)─╗ │ | | O \ ╝ ╚ \────(0)─O──╝ ╚──╝ | `---------------------------------------’

The right-most sustain dial needs to be increased to three-quarters volume (/)
Leave the attack dial in the middle at zero (0). and set the release dial below it to full (F) which gets power up to the top input.

.---------------------------------------. | O──\──╗ >─────/──╗ | | ╔──┼─────\─(0)────╦──\─(0)─╗ │ | | O──\──╝ ╚──\────(0)─O──╝ ╚──╝ | `---------------------------------------’

That completes the area 4 puzzle, and we can take the lift up and out of the room.

Code
On the way to the area 4 console, we can see from the elevated pathway a pillar that in activate mode shows us the code for area 4, which is the bottom left symbol.

[ ] [ ] ◇ [ ] [X] [ ]

We now have three codes for the Bass section:

(^) Bend: 2-3
(△) Pinch: 3-4
(◇) Kick: 0-1

Carry on down the elevated pathway to the console.

Console
This console has a 3x8 pattern grid.

On this one there are four doors. One low tone opens door 4, while two low tones also opens door 1. Two high tones are needed to open door 2.

_ _ ■ ■ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ _ _ _ _ _ _

With door 3, it seems that one middle tone is enough for it, but it closes rather rapidly so two middle tones for that, and we can then finish with a low tone to get door 4 open as well.

_ _ ■ ■ _ _ _ _ _ _ _ _ ■ ■ _ _ ■ ■ _ _ _ _ ■ _

Walk through the doors towards the circular structure, to activate it. That completes area 4 and we're told "Bass Modulation 3 Unlocked"

Head back to the console and to the right we can make our way back to the area 4 station.

Studio Unlock
Back at the studio, we find that we can now unlock Kick on the bass modulation panel, along with an echo slider.
Bass: Area 5 (⬠)
Code
In a station, we can see that the bass tuning area station is active, but its symbol underneath isn't yet lit up. We need to head there to tune the bass synth.

A new elevated pathway is now available, with a red ring close to the area 4 red ring.

Head to the new red ring with blue lighting behind it. Down the corridor you'll find a pillar that shows a code for area 5, which is the upper left symbol.

[ ] [X] ⬠ [ ] [ ] [ ]

We now have all four codes for the Bass section:

(^) Bend: 2-3
△) Pinch: 3-4
(◇) Kick: 0-1
(⬠) Shake: 1-2

Station
Carrying on down the passage we come to the area 5 station. Approach it to activate the the area 5 station.

Puzzle
To gain access to the puzzle area, from the area 5 station make your way around to the back of the building until you find a fallen pillar. Climb along the top of that pillar to get into the building.

This room has two control panels, where the first accessible panel has dials that from the top are called resonance, high-and-low-pass filter, and modulation

Panel 1
The panel starts off looking like this:

.------------------------------------------------. |(b) \ ╗ ╔ ╗ (╝)(|) \ (╔)(╗) \ O | | (╔)(0) \ (╠) \ O (F) (╚) O (╗)| | ╚ \ O (╔)(╦) \ ╬ (\) \ ╝ | `------------------------------------------------’

Turn on the beam, and the left angle needs to face up and right.
Set the far left high-and-low-pass-filter dial to full power (F), and turn the middle row T-junction to face down.

That gives us access to a bridge to the control panel on the other side.

.------------------------------------------------. | B──\──╗ ╔ ╗ (╝)(|) \ (╔)(╗) \ O | | (╚)(F)─/─(╦)────/────────O─(F)───(╚) O (╗)| | ╚──/──O (╔)(╦) \ ╬ (\) \ ╝ | `------------------------------------------------’

In active mode, the middle of the room has a power button that activates the bridge over to the second control panel. Don't cross over there yet though, for we need to finish setting up the first control panel.

Now that the bridge is open, we can finish setting up the first control panel.

The middle row T-junction on the panel can now be turned so that it faces up. Power flows along the middle, through the gauge, through a horizontal power socket, and through another high-and-low-pass-filter dial. To the right of that dial is an angle that need to face left and up, and the angle just above it need to face right.

There's too much power from the dial though to let the beam through the gauge, so reduce the dial down until it's off, and the upper right input now has power.

.------------------------------------------------. | B──\──╗ ╔────────╗ (╝)(|) \ (╔)(╔)─|──O | | (╚)(F)─/─(╩)────/──┼────(0)──────(╝) O (╗)| | ╚ \ O (╔)(╦) \ ╬ (\) \ ╝ | `------------------------------------------------’

To get power to the last input, the angle on the bottom row must face right, and the T-junction it goes to must face up.
The angle above the T-junction must face right, and right of the resonance dial the angle after the gauge must face left and down.
The bottom right gauge is all that's stopping us from getting power the the input. We must reduce the bottom row modulation dial to zero.
That ends up being not enough power though, so increase the top row resonance dial to three quarters, and the panel is now fully working.

.------------------------------------------------. | B ─\─ ╗ ╔────────╗ (╔)(F)─/─(╗)(╔)─|──O | | (╚)(F)─/─(╩)────/──┼──┼──O─(0)─┼─(╝)─O─(╗)| | ╚ \ O (╚)(╩)────/──╬─(0)─\──╝ | `------------------------------------------------’

Panel 2
We can now cross the bridge to work on the second control panel, which starts off like this:

.---------------------------------------------.
|(╝) O \ ╗ ╔ \ (╗)(╔) \ (╦)(╗) ╗ ╔ \ [b]|
|(╚) \ (╝) ╚ (╠) ╗ (╚) ╝ ╝ ╚ (╔) |
| O ╔ (╣)(|) ╝ ╚ \ (0) O \ ╝ ╚ \ O |
`---------------------------------------------’

Turn on the beam. The rightwards middle row angle must face left and up.
The bottom row needs to get power, so the top right angle must face to the right.
The sustain dial to the left of the bottom middle input, must increase to full power, for the gauge on its left.
The middle row T-junction must face down, giving power to the top left input.

.---------------------------------------------. |(╝)─O──/──╗ ╔ \ (╗)(╔) \ (╦)(╔)─╗ ╔─────B | |(╚) \ (╝) ╚─(╦)─╗ (╚) ╝ ╝ ╚──┼─(╝) | | O ╔ (╣)(|)─╝ ╚──/─(F)─O──|─────╝ ╚ \ O | `---------------------------------------------’

We just need to now get power to the bottom left input.

The bottom row T-junction must face up.
The angle above the T-junction must face left.
And, the far let middle row angle must face down.
Finally, reduce the bottom left resonance dial to zero power, and everything's working.

.---------------------------------------------. |(╝)─O──/──╗ ╔ \ (╗)(╔) \ (╦)(╔)─╗ ╔──|──P | |(╔)─/─(╗) ╚─(╦)─╗ (╚) ╝ ╝ ╚──┼─(╝) | | O ╔─(╩)(0)─╝ ╚──/─(F)─O──|─────╝ ╚ \ O | `---------------------------------------------’

We can make our way up to the newly appeared doorway and around to the area 5 console.

Console
The area 5 console has a 4x8 grid. Of the four doors in this area, the troubling one is the last door, controlled by the bottom-most note. It takes several notes to open, but has a nice long sustain to it.

Doors one through three are controlled by notes three, four, and one respectively. This means that we can start with most of the door four notes to get things going:

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ■ ■ ■ _ _ _ _ _

We can then open the first three doors, then finish off with the last door to let us get through.

_ _ _ _ ■ _ _ _ _ _ _ _ _ ■ _ _ _ _ _ ■ _ _ _ _ ■ ■ ■ _ _ _ ■ _

Going through the doors and out the other end, we are told: "Bass Modulation 3 Unlocked"

Carrying on through takes us back through to the circular pathways, where a new pathway appears.

Studio Unlock
In the studio we can unlock shake, the last bass modulation, and also unlock the load save buttons at the bottom.
Bass: Tuning Area (⭗)
Console
Taking the new pathway to the tuning area console, lets us specify which of our 6 patterns to play in eight sections. I like to use 1, 1, 2, 2, 3, 3, 4, 4 for the patterns.

We can then enter the code that we found for each area.

The bass codes that we found are:
(^): Bend 2-3
(△): Pinch 3-4
(◇): Kick 0-1
(⬠): Shake 4-5

Set the volumes of each area according to the code that was found for them.
When the volumes are all correctly set a display bar appears, filling up while the music plays.

We are told "Bass Pattern Sequencer Unlocked" and the blue bass section is complete.

Studio Unlock
In the studio we can now unlock the bass pattern sequencer, letting us enter and try out more than one set of bass patterns.
Pad Section (Green)
The green section is for the pad instruments. There are two parts to each of the pad synthesizer puzzles. A lower part consists of rotating platforms to guide a beam to an exit doorway. When complete we gain access to the console upper part where you enter musical patterns on the console to power up different speakers.

The console area is solved when the speakers get enough power.

From the starting central area, follow the path through the green tower to get started on the pad section.
Pad: Tuning Station (⭗)
Station
From the central area, follow the way down the green path and the pathway takes you right to the tuning area station, which has a dotted circle icon ⭗ above each of its walls. Approach it to activate the station.
Pad: Area 1 (-)
Station
From the pad tuning area station, carry on following the path away from the central area, to find a transport pad. While on it use activate mode to interact with it, and it takes you across the chasm where you can go through the doors. Inside you'll find a circular structure with a green line above its three walls. This is the area 1 station.

Puzzle
Enter the door to access the puzzle, where you'll find that there are four turnable platforms, arranged in the following configuration:

Out 4 ← 3 ↑ 1 → 2 In


Step on to a platform to activate it, after which you can then move it from a distance. As you rotate a platform, that changes not only the direction of the platform but also the direction of an energy beam above your head.

The activate mode for an active platform is quite informative. It has white arrows pointing to the in and out nozzles for the energy beam, and each platform that you can interact with has a dial that you can set to any of the four compass directions.

Set the first platform to three quarters, and the beam travels over to the second platform.
The second platform already sends the beam to the third platform.
Set the third platform to half, and you’ll get music telling you that you’re close.
Set the last platform to a quarter, and you’ve solved the puzzle in this room.

Out (\)←(|) ↑ (/)→ . In

You are shown where the console is. Go through the door and up the ramp to the console section.

Console
The area 1 console is a 2x8 grid. It shows grey cells to indicate where you should start, but that’s not quite enough to complete it.

_ _ _ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _

The upper row is for the closer speaker, and the lower row is for the speaker that’s further away.
The closer speaker needs more energy, so we’ll give it more before activating the further one.

■ ■ ■ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _

And this console is complete.

We are told: “Pad Step Sequencer Unlocked”
And “Pad Modulation 1 Unlocked”

Off the right of the ramp is the exit doorway.

Studio Unlock
In the studio, we can unlock the pad step sequencer, and on the pad modulation displays we can unlock the gravity modulation which is a dial with 8 divisions, 4 left and 4 right. We can also unlock a volume setting. We also find out that the names for the different modulations are gravity, mass, velocity, and orbit, with sliders for vol and echo.
Pad: Area 2 (^)
Puzzle
We need to solve this puzzle first before we can gain access to the station. This room has double stacks of platforms, where they both move at the same time.

On the first platform, looking above the platform at the funnels, we need to rotate this platform to a half to line things up, and we’re told: “Pad Modulation 2 Unlocked”

That was easy. The trouble is that we must disturb things to get to the exit doorway, repairing things behind us as we go. Here's how the platforms are arranged:

Out 4 ← 3 ↑ 1 → 2 In

Set the third platform to one quarter, to let us progress further.

Out . ←(\) ↑ (|)→ . In

Go up the ramp and head back to the third platform, setting it to a half to let us get on. When on the third platform set it to three quarters, letting us get off it towards the door.

Out . ←(/) ↑ (|)→ . In

When at the door, set platform three back to zero, and the door opens up.

Out . ←(0) ↑ (|)→ . In

Station
When the area 2 puzzle is solved, we can get to the area 2 station. Approach it to active the station.

Console
From the area 2 station we can turn right at the grey wall and go up the ramp to the console. This time there are three speakers to control.

Using all three notes for each step, results in the top instrument taking a very long time to get started.

■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _ _ _ _

Adding more of the top instrument beforehand should be helpful.

■ ■ ■ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _

which results in success. Our attention is drawn to a doorway that lets us advance further.

Code
When we go through the exit door there is a pillar with six red stripes. In activate mode when we get closer to that pillar, the top stripe shows the area 2 symbol (^) with a highlighted region from West to Northwest. That is the left 2 setting on the gravity dial.

Pad (^): Gravity Left 2, Top stripe

Further progress from here is blocked though, but we can head back to the area 2 station to make further progress from there.

Studio Unlock
In the studio we can unlock the mass modulation controls on the pad modulation screens, which also has left and right settings ranging from 0 to 4.
Pad: Area 3 (△)
Puzzle
From the area 2 station, we can go left at the grey wall and towards a transporter pad, that doesn’t seem to be all that useful at this stage. Going up a ramp close to it though, lets us turn right at the top of the ramp and along the top of a wall, where we can see the area 3 station. We can’t get to it yet, until we solve the puzzle in this room.

There’s a familiar door here letting us in to the puzzle area. There are six platforms here.

Out 6 5 ← 4 ↑ 1 → 2 → 3 In

Looking at the funnel above the first pad, this one needs to be on a setting of zero for the beam to be active. Set the first platform dial to half so that you can get off the platform and onto the ramp.

Go up the ramp to find that the next platform has no controls. Make your way up the other ramp back to the top of the first platform, and onto the pathway towards platform two. Set the first platform back to zero.

Out . 5 ← 4 ↑ (0)→ 2 → 3 In

The second platform needs to be turned around to allow the beam to travel further. Set platform two to half and the beam makes it further along to platform three. Platform two is now correctly set., and Platform 3 doesn’t need changing either.

Out . 5 ← 4 ↑ (0)→(|)→ 3 In

While standing on platform two we can look over to platforms four, five, and six. From their funnels, we can see that platform four needs to be turned around by half. We can get down there to set the platform, but there doesn’t seem to be a safe return.

Make your way from platform two via platform one (setting platform one to half, travel over to the ramp, then set platform one back to zero) to platform six, and over to platform five. Jump down to the pathway to platform four, and set platform four to half. That completes the circuit.

We are told “Pad Modulation 3 Unlocked” and our attention is directed to the console area.

From platform four we must get to the top of platform five to get to the exit door. In interface mode we can see that platforms three and five don’t have a dial interface, and instead have something else.
We need to disrupt the music, setting platform four to three quarters so that we can get on to the ramp towards platform three.w

When interacting with platform three we can tell that it’s a different interface lets the platform move vertically to three different settings. While on platform three, raise the platform up to the top, and an upper pathway back to platform four becomes available. From that pathway drop platform thee back down to half way, and set platform four to one quarter.

Out . 5 ←(\) ↑ (0)→(|)→(-) In

You can now get on platform four, set it back to a half, letting you get off platform four and on to the pathway towards platform five. Drop platform five down so you can get on top of platform five, raise platform five back up to the top, and make your way through the exit door.

Out . (‾)←(|) ↑ (0)→(|)→(-) In

We can now get to the area 3 console.

Console
The area 3 console has a pattern grid that’s 3x8 for three different instruments. The second instrument takes the longest time to get ready, so we’ll start with that one.

_ _ _ _ _ _ _ _ ■ ■ ■ ■ ■ ■ _ _ _ _ _ _ _ _ _ _

With the other two instruments we can start from the end of the second instrument:

_ _ _ _ _ ■ _ _ ■ ■ ■ ■ ■ ■ _ _ _ _ _ _ _ ■ _ _

and add more to the left of them:

_ _ ■ ■ ■ ■ _ _ ■ ■ ■ ■ ■ ■ _ _ _ _ ■ ■ ■ ■ _ _

until we gain success. Our attention is now turned to the exit door, which is by the area 3 station.

Station
Now that the console is complete, make your way towards the exit door of the puzzle, and float down the area 3 station, and get close to activate it.

Studio Unlock
In the studio we can now unlock velocity and echo on the pad modulation area. Velocity is for the horizontal line that was on the Area 2 code, with 1 being at the bottom and 6 being the max at the top.

We now know that the code from pad area 2 is:

Pad (^): Gravity Left 2, Velocity Left 6

Code
Close to the area 3 station is the exit door for this area, and further to the right of that door is the bottom part of a pillar, with a bottom red stripe. The rest having been broken off.

In Activate mode we can see that the area 3 code has a highlighted region from Southwest to West, which is region 2 of the Mass dial. We now know three of the pad codes:

Pad (^): Gravity Left 2, Velocity Left 6
Pad (△): Mass Left 3

Pad: Area 4 (◇)
Station
Close to the area 3 station an exit doorway is now available, giving us access to the area 4 station. Approach the area 4 station to activate it.

Code
From the area 4 station, left of the area 3 exit doorway is a transport location, and behind that is a familiar pillar. Go to that pillar where activate mode shows you that the area 4 code has a highlighted region from Northwest to North, on stripe 2. We now know five pad codes:

Pad (^): Gravity Left 2, Velocity Left 6
Pad (△): Mass Left 3
Pad (◇): Orbit NW-N, Velocity Right 5

Puzzle
Activate the transport location to be taken up to the puzzle entrance. We must drop down to the platform below the top of platform one.

This puzzle has eight sets of platforms, with three different layers.

Out 7 ← 6 ← 5 ↓ ↑ 8 →Door 4 ↑ 1 → 2 → 3 In

When on platform one, turn it to three quarters to line up the funnel where we’re told “Pad 4 Modulation Unlocked”.

Studio Unlock
In the studio we can now unlock the orbit modulation area, where we learn that it differs from gravity and mass, and instead increases from zero up to a max of eight.

We now know that the codes are:

Pad (^): Gravity Left 2, Velocity Left 6
Pad (△): Mass Left 3
Pad (◇): Orbit 4, Velocity Right 5

All of the pads are now correctly aligned, but we need to get to the exit door and must disrupt things on our way there.

From platform one, drop down to the ramp and go to platform two.
From platform two, set it to half, and get to the lower part of platform three. We need to turn that platform so that we can use the ramp to get to the middle part of platform three, so set platform three to half, head back to platform two and get on the ramp up to the middle of platform three.

Out 7 ← 6 ← 5 ↓ ↑ 8 →Door 4 ↑ (/)→(|)→(|) In

From the ramp set platform two back to zero, and head up the ramp and on to platform three. We need to get to the top part of platform three, so go up the ramp to the top of platform two, and use the pathway to the top of platform three.

Stand on the ramp to platform four and set platform three back to zero. The beam reappears and we can head down to platform four.

Out 7 ← 6 ← 5 ↓ ↑ 8 →Door 4 ↑ (/)→(0)→(0) In

Platform four can adjust its height, so after activating platform four step back to the ramp, lower platform four, and get on top of platform four. From here there doesn’t seem to be anywhere else to go, but as we can set platforms from a distance, we can take a leap of faith. Raise platform four up to the top, float to platform five, and set platform four back to its middle setting.

From platform five go up the ramp to platform six. This platform can both turn and change height. While standing on the ramp, lower platform six so that you can get on its top platform, raise it up to the top, and set the dial to a half. Get on to the ramp towards platform seven and dial platform six back to zero and the beam should restore itself.

Out 7←(-0)← 5 ↓ ↑ 8 →Door(-) ↑ (/)→(0)→(0) In

Platform seven just needs to be turned to a quarter, letting you on the ramp to platform eight. When on the ramp dial platform seven back to zero.

Out (0)←(-0)←5 ↓ ↑ 8 →Door(-) ↑ (/)→(0)→(0) In

Take the ramp to platform eight to activate the platform, step back on to the ramp and lower platform eight down to the bottom. Dial platform eight to one quarter and step on platform eight. When on platform eight take it to the top, and set the dial to a half. This lets you get to the exit door.

Out (0)←(-0)←5 ↓ ↑ (‾\)→Door(-) ↑ (/)→(0)→(0) In

While at the door, dial platform eight back to zero, and lower it to a half. The exit door now activates letting you through.

Out (0)←(-0)←5 ↓ ↑ (-0)→Door(-) ↑ (/)→(0)→(0) In

Through the door there is a transport location, which when activated takes you to the console area, and elevated transport location here that cannot yet be used.

Console
Go on up to the console location to set up the console.

The area 4 console is a 4x8 pattern grid. The top line takes the longest for the instrument to be ready. Six cells are required for the top line. That means that we can end the others on the sixth bar

■ ■ ■ ■ ■ ■ ■ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ ■ _ _ _ _ _ _ _ ■ _

Lines two through to four can then add more cells to the left, until each instrument activates. We end up with success using this pattern:

■ ■ ■ ■ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _ _ _ _ _ ■ ■ ■ _

On success, our attention is turned to the other transport location, which takes us to the final area in this section to tune the pads.
Pad: Tuning Area (⭗)
The final area for tuning the pads can now be accessed, inside of which you find the console.

Console
The console has four places to set patterns for your music. After setting your patterns, configure the display using the information that we found in the previous areas:

Pad (^): Gravity 3
Pad (△): Mass 2
Pad (^): Velocity Left 6
Pad (◇): Velocity Right 5
Pad (◇): Orbit 4

A bar now appears and gradually fills up as the music swells and plays.

We are told: “Pad Pattern Sequencer Unlocked”, and we have completed solving the pads.

Turning away from the console we can see a path to the tuning area station, and when going there we should see that all three areas within it have now been solved.

When all three sections are solved the central area will also be bathed in brilliant white light.

Studio Unlock
In the studio the orbit pad modulation can be unlocked, along with the load and save interface below them. On the step sequencer we can unlock the pad sequence section, and when all three lead, bass, and pad sequences are unlocked, we can also unlock some accompaniment section sequences below them too.

There’s only the advanced section of the modulation panels to unlock now.
Final Section
With all three sections solved, the central area becomes an elevator that carries you up to the top.

At the top, go up one of the ramps where another elevator awaits, to take you up to the final puzzle.

This final section has a total of 12 red, green, and blue grids to configure, and 8 beacons to activate.

Even though I'm going to call locations things like red grid 4 and blue beacon 2, I've aimed to write this walkthrough so that you don't need to memorize what each of these locations are.

Also, while you can solve this final puzzle without doing much music, the end sounds a lot better when you've set up the grids as you work your way through the puzzle. Whenever a heading says "notes", such as "Blue Grid 3 notes" that's when we no longer need to travel over that grid anymore, and can set the notes for the grid.



Final: Green Triangle Beacon
Blue Beacon 1
Of the three grid areas that are easily visible from the start of the final puzzle area, we start with only having access to the red grid.

Red Grid 1
Start by going to the red grid puzzle. There is a chasm between you and it, so use the light blue connector to your right to cross over to the next platform.

The red grid has a series of blocks and activate mode shows a red grid. Turn on non-block cells to make a path for you to walk from the bottom to the top end of the grid. Horizontal active cells are not allowed, so you must step carefully between diagonal active cells instead.

With this first red grid I prefer to activate all the cells along column 4, using column three where needed to move around blocks in the way.

Later on the grid blocks do become useful to set the grids to play music, but not yet. Not while you need to travel over a grid.

Blue Beacon 1
At the top end there’s a pathway that leads to a blue beacon. Notice that underneath the beacon it is white. I call these beacons because when you die, you get returned back to the last beacon location that you were at.

As you approach the blue beacon, that activates some blue-edged platforms below you, that can now be moved. This lets you get to the green and blue grids.

I’ll create a map of the different places as we make process through this final section.

Center - Redgrid1 - Bluebeacon1 \ - Bluegrid1 ... \ - Greengrid1 ...

Each of these beacons that you activate adds another beam of light to the end area of the game, designated by a triangle in a circle. From blue beacon you can see it off in the distance, with a vertical blue line at that location to represent this beacon that we've activated.

After activating the beacon, you can see by going back around the pathway a bit that the blue beacon is now blue underneath. Looking for white beacons is an effective way to recognise ones still need to be activated.

Blue Beacon 2
Red Grid 1 notes
Make your way back to the start of the red grid.

As you make your way from the end of the grid to the start, you can experiment with changing the tones behind you. I prefer to set the tones to the ones marked by the blocks. Where there are multiple blocks, some choices sound better than others.

Here's the red grid pattern that change it to, working from the top end, down to the bottom.

Top ■ . . . □ . . . . . . □ ■ . . . ■ . . . . . . . ■ . . ■ . . □ . . . ■ . . . . . . . . ■ . . ■ . . . . ■ . . . . . . ■ . . . . . ■ . . ■ . . . . . . ■ . . . . ■ Bottom

We are now done with this red grid and can make our way to the blue grid.

I’ll use lowercase words on the diagram for areas that we've finished with. When we no longer need to travel over a grid, we can reassign the grid tones from a path to being musical notes. This makes the final end game a much more pleasant experience.

Center - redgrid1 - bluebeacon1 \ - Greengrid1 ... \ - Bluegrid1 ...

Green Grid 1 blocked
There's a platform blocking progress up green grid 1, so blue grid 1 is next.

Blue Grid 1 notes
There are four semicircular platforms. I number them from platform 1 on the very inside, to platform 4 on the very outside. Two of these platforms are currently active, platforms 1 and 3.

Make your way to platform 4, the outer of those two blue-edged platforms, so that you can move it over to blue grid 1. It can be confusing moving the platform while standing on it and looking at the center of rotation, so try to look outide of the center of rotation when doing so.

Use activate mode to move it to the bottom edge of the blue grid area.

Make your way up blue grid 1. Once again here column 4 is effective to letting you get up, using column 3 to help get around blocks.

Set the grid tones to the blocks behind you as you go.
Here's how I set blue grid 1, working my way from bottom to the top this time.

Bottom ■ . . . . . . . ■ . . . . . . . ■ . □ . ■ . . . . . . ■ . . . . . . . . . . . ■ Top

At the top of blue grid 1 you’ll find green grid 2.

Center - redgrid - bluebeacon \ - Greengrid | Blocked \ - bluegrid - Greengrid ...

Green Grid 2
Make your way up green grid 2, using column 5 for most of it, and column 4 for the last. On the green grids you can also activate multiple cells on the same row.

Blue Beacon 2
At the top end of green grid 2 turn left, to find blue beacon 1. This one activates more blue-edged platforms, one of which you will use to free up green grid 1. Activating blue beacon 1 also makes another blue beam appear at the final area.

From blue beacon 1 activate mode shows that there are four pairs of upper and lower movable platforms. We are now done with the lower semicircular platforms, so all references from now on about platforms are in regard to the upper platforms. For reference here I number platform 1 for the very inside of the circle, out to platform 4 for the outside of the circle.

Green Beacon 1
Blue grid 2 blocked
The pathway to blue beacon 1 also leads to blue grid2, but we can't successfully get past the end of it yet.

Green Grid 1 notes
From blue beacon 1 looking out towards the middle, to the right is blue-edged platform 4. Move it clockwise over to where you are at blue beacon 1. Step down to the blue-edged platform 4 and take it back counterclockwise over to green grid 1. Drop down on to one of the blocks in the grid.

From the middle of green grid 1, move the blue-edged platform clockwise out of the way of the grid and make your way up green grid 1.

Set the grid tones to those marked by the blocks as you as you go.
Bottom ■ ■ . . . . . ■ . ■ . . ■ . . . . . ■ . . ■ . . . . . ■ ■ ■ . . Top

We are now done with green grid 1.

Green Beacon 1
From the top of green grid 1, the pathway takes you to green beacon 1. This activates some green vertical rings and your attention is drawn to one of those green rings, which we'll get to. When the music ends, a green beam also turns on at the final area.

The map’s also going to get pretty long using longhand, so I’ll use a condensed shorthand for these locations, to help save space.

C - rg1 - bb1 \ - gg1 - gb1 \ - Bg1 - Gg2 - bb2 \ - Bg2 ...

Green Triangle Beacon
Green grid 2 notes
From green beacon 1, blue platform 4 should already be beside a small platform. Rotate blue platform 3 clockwise so that it is also beside that small platform, and cross from the outer platform 4 to platform 3. Rotate platform 3 clockwise so that it intersects with green grid 2, and get on to the grid pathway that you used there before.

Move the blue-edged platform 3 anticlockwise out of the way.

Here's how I set green grid 2, working my way from bottom to the top.

Bottom . ■ . . . . . ■ . . ■ . . . . . . ■ . . . . ■ . ■ . . . . . . . Top

Blue Grid 2 notes
At the top of green grid 2 turn right this time, to blue grid 2.

Unlike the other grids, the music for blue grid 2 starts from the end far away from you, and ends close to you. This is a clue that the direction that the music plays in is not directly related to the direction that you should travel on the grid.

From the start of blue grid 2 rotate the green cylinder clockwise to make a pathway at the end of blue grid 2.

We don't need to travel back through blue grid 2 either, so set the blocks behind you as you go through it.
Here's how I set blue grid 2, working my way from bottom to the top.

Bottom ■ . □ . □ . . . . . □ . . . ■ . ■ . . . . . . . ■ . . ■ . . . . . ■ . . ■ . □ . Top

Green Triangle Beacon
At the end of blue grid 2 stand on the green triangular beacon to activate it. This causes some white beams to appear in the final area.

This transparent pathway leads to red grid 2.
Final: Blue Triangle Beacon
Green Beacon 2
Red Grid 2 notes
From the green triangle beacon, the transparent pathway leads to red grid 2. Go up through red grid too, setting the blocks behind you as you work your way up. Here's how I set them:

Bottom . . . ■ . . . ■ . . . . . . ■ . ■ . . . ■ . . □ . . ■ . . . . . . . ■ . . ■ . . ■ . . . . . . . ■ . . . . . . . ■ . □ . . . . ■ . ■ . . □ . . . . . ■ . . . . . Top

Green Beacon 2
The top of red grid leads to green beacon 2, which activates yellow-edged platforms, and turns your attention towards them.
It also activates another green beam in the final area. There are now six beams in there, which are blue, white, green, and green, white, and blue.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ ...

Beyond green beacon 2 is a final goal area showing colored lines on the back wall for beacons that we’ve already activated.

Red Beacon 1
Red Grid 3 blocked
To the right of Green Beacon is a pathway up to red grid 3 and the final goal area, but our way is blocked there for now.

Blue Grid blocked
Below red grid is blue grid 3, don't drop down there yet. One of the ends is blocked so we'll need to come back to this one later.

Where do we go from here? Left of the yellow platforms is an unactivated red beacon so it's on to there.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ Rg3 | Blocked \ Rw1 ... \ Bg3 | Blocked

Red Beacon 1
When Green beacon activated it turned you around to look at the yellow platforms. These platform can move vertically. We now want to activate the red beacon left of the yellow platform.

Left of the yellow platform is a lower yellow platform. Go around the edge of the yellow platform so that you can drop down to the lower yellow platform. Above you is a pathway to red beacon 2. Move the yellow-edge platform up until it connects with the pathway, letting you get to red beacon 2.

Activate red beacon 2 to activate movable walls on the final area. Your attention is drawn to the red movable walls in the final area, and after the music a red beam is added to the final area too.

Blue Triangle Beacon
Red grid 3 is not blocked anymore, but we can't get to it now. We'll have to work on other things and come back around to it.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ - Rg3 ... \ rw1 \ - Bg3 ...

Blue Grid 3
From red beacon 1, rotate the green cylinder counterclockwise to make a transparent path. Drop down onto that path, letting you get to the movable walls at blue grid 3, which has red grid 3 above it. Inside blue grid 3 to the right is the blue triangle beacon as well.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ - Rg3 ... \ - rb1 \ - bg3 - btw \ ...

Blue Triangle Beacon
Half way along blue grid 3 you can get to blue triangle beacon. It’s trickier to navigate across blue grid 3 to get there, but with some back and forth it can be done. Activate blue triangle beacon, which after the music turns on two more beams of white light.
Final: Red Triangle Beacon
Red Beacon 2
Blue Grid 3 notes
From blue triangle beacon facing blue grid 3, move the right wall to make an exit and make a path along blue grid 3 to the exit.

We don't need to come here again so we can set it to the block marked notes as we exit. Here's how I set blue grid 3, working from the bottom (where the notes start) to the top.

Start ■ . . □ . . . . . ■ . . . . . . □ ■ . . . . . ■.□ ■ □ . . □ End

The pathway beyond the exit of blue grid 3 takes you to another yellow platform.

Blue Grid 4 notes
Get on that yellow platform and raise it up to the top. At the far end of the yellow platform you’ll find red grid 4 to the left and red grid 5 to the right. You can’t traverse either of these yet.

There is though an opening in the wall. From the red grid 4 and red grid 5 junction, the wall opening leads you through to blue grid 4.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ - Rg3 ... \ - rb1 \ - bg3 - btw \ - Bg4 ... \ - Rg4 | Blocked \ - Rg5 | Blocked

Cross over blue grid 4 to the end. Set the blue grid 4 blocks behind you as you go.

Here's how I set the blue grid, starting from the end and working towards the start:

End . . . . . . ■ □ . . ■ □ . . . . . . □ ■ . . . . . . ■ . . . . . . ■ □ . . . . .

Red Beacon 2
At the end of blue grid there's a yellow platform above your head. Drop down that yellow platform all the way down so that you can get on it. To your left is red beacon 2.

Take the yellow platform up to red beacon 2 on your left. This activates another set of movable walls, drawing your attention to them. The red grids are no longer blocked. After the music another red beam appears in the end area.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bb2 \ - bg2 - gtw \ - rg2 - gb2 \ - Rg3 ... \ - rb1 \ - bg3 - btw \ - bg4 - rb2 \ - Rg4 ... \ - Rg5 ...

Red Triangle Beacon
Red grid 4
From the yellow platform you can see the green triangle beacon, and a yellow platform between. Float down to the yellow platform, letting you get back around to red grid and red grid. When coming from the yellow path, red grid is left of the yellow platform that you use to get there.

Move the movable wall on red grid to the right so that you can make a path up red grid. At the end of red grid is a pathway that curves back, leading to green grid.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bg2 - gtw \ - rg2 - gb2 \ Rg3 ... \ - rb1 \ - bg3 - btw \ - bg4 - rb2 \ - Rg4 - Gg3 ... \ - Rg5 ...

Green Grid 3 notes
At the end of red grid 4 the path curves around to green grid 3. You’ll need to move a couple of movable walls to get through to the end of green grid 3.

You don’t need to go back through green grid 3 again though so as you move through it, set the blocks behind you.

Here's how I like to set green grid 3, working from the start to the end:

Start . ■ . . . ■ . . . . . ■ ■ ■ . . . . . . ■ . ■ . . . . ■ . ■ . . End

Red Triangle Beacon
At the right end of green grid 4 you can get to the red triangle beacon, providing the last beam of white light to the end area.

We just need to get back to red grid 3 now, setting the red grids as we go.
Final: Station and Tuning Area
Station
Red Grid 5 notes
Drop down off the red triangle beacon to red grid 5. Use activate mode to move the movable wall. It’s trickier to navigate through red grid 5 as you have to backtrack along its middle to get through.

We don't need to use red grid 5 after this, so set its notes as you go. Here's how I set the notes, as I make my way from the red triangle beacon end of the pattern towards the start:

End . . . . . . . . . . . ■ . . □ . . . . . ■ . . . . . ■ □ . . . . . ■ . ■ . . □ . . . . ■ . . ■ . . . . . ■ . . . □ . ■ □ . . . . . . . . . . ■ . . . . . . ■ . . Start

Red Grid 4 notes
When you move the wall at red grid 4, you will now see now that the final area is glowing brilliantly.

As you move through red grid 4, set the grid behind you to those indicated by the blocks.

Start ■ . . . . . . . . . . . . . ■ . . ■ . . . . . . . . . . . . . □ . ■ . . . . . . . . . . . □ . . . ■ . . ■ . . . . . . . . . . ■ . . . . . . . ■ . . . . . . . . End

We are now done with red grid 4.

From the end of red grid 4, go further to the end of the pathway towards the glowing end section, and drop down to the already activated green beacon 2. You can now take the path to red grid 3.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bg2 - gtw \ - rg2 - gb2 \ Rg3 ... \ - rb1 \ - bg3 - btw \ - bg4 - rb2 \ - rg4 - gg3 - rtw \ - rg5

We just need to get through red grid 3.

Red Grid 3 notes
To the right of green beacon 2 go up the path to red grid 3.

Move the wall entrance so that you can get through to red grid 3, make a pathway across it, and move the far wall hole so that you can exit.

Set the blocks for red grid 3 behind you. Here's how I set the pattern:

Start . . . . . . . . . . ■ . . . . . . ■ . . . . . . . . . . . ■ . □ . ■ . . . . . . . . . ■ . . ■ . . . . . . . ■ ■ . . . . . . ■ . . . . . ■ . . . . . . . . . . . End

Make sure that you activate a grid cell at the end of the grid to help you get off. If instead you just step on to the wall at the end of red grid, you can't move the wall up while you are on it so could be a very long way to get back here again.

Up the pathway you will activate the final station.

C - rg1 - bb1 \ - gg1 - gb1 \ - bg1 - gg2 - bg2 - gtw \ - rg2 - gb2 \ - rg3 - station \ - rb1 \ - bg3 - btw \ - bg4 - rb2 \ - rg4 - gg3 - rtw \ - rg5

Station
From the end of red grid 3, go up the pathway to approach the final station. The area for the final tuning console now opens up for you.

Tuning Area
Console
At the final tuning console you can set the synth, bass, and pad patterns.

I like to use the following patterns, for the grid codes that we've entered:

Lead: 1, 2, 1, 2, 3, 4, 3, 3, 5
Bass: 1, 1, 2, 2, 3, 3, 4, 4
Pads: 1, 2, 1, 3

The codes from each section need to be used to adjust the settings for each section.

Lead (-):Tone 3,3 (^):Grit 4,2 (△):Haste 2,4 (♢):Shimmy 3,5 Bass (^):Bend 2-3 (△):Pinch 3-4 (♢):Kick 0-1 (⬠):Shake 1-2 Pads (^):Gravity Left 2 (△):Mass Left 3 (^♢):Velocity 1,2 (♢):Orbit 4

The game is completed and we are told “Advanced Controls Unlocked”

Enjoy the tunes, you deserve it. Make your way to the exit, which returns you back to the studio for the credits and where you can unlock the final advanced settings in the studio.

Studio Unlock
In the studio each modulation section has an advanced layout that can now be unlocked.
1 Comments
phosfiend  [developer] Jan 29, 2020 @ 8:01am 
incredible, bravo