The Long Gate

The Long Gate

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The Long Gate - Puzzle Mechanics and Solutions
By astronuno
Welcome to my puzzle walkthrough for The Long Gate!!

When I first saw this game, namely the combination of technology and nature elements, I knew I had to play it! It also reminded me of a work I did for high school, but that’s not the point. The objective of this guide is to help new players understand the mechanics of the game. I enjoyed the game very much, but at first I didn’t understand how to play it. Now, 46 hours and 3 playthroughs later, this is the result!

Anyway, this is not supposed to be a detailed guide, for some parts! And know that I don’t want you to use it to just solve the puzzles. That’s why there will be parts that explain how to solve the puzzles. But if you’re still stuck, by all means, check the solution itself!

Without further ado, here is the Guide!
   
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PART 0: THE DEVICE
SIDENOTE 1: pressing Shift makes you run faster. There is no tutorial whatsoever for the controls, I found out about it just because I wanted to see if it worked. And it did!

At some point, a pedestal will rise and inside it there’s the Device for you to pick up. To open the big door, use the Device by double-clicking on the Terminal.

The Device is a key component in the game, and you use it on the Terminal in many ways!

Use the Device on the Terminal inside the room. There is a door below with 3 symbols and a Terminal nearby. After acquiring the 3 Keys, use the Device in that Terminal. To get the first Key, fall through the blue tunnel at the bottom of the room.
PART 1: DIGITAL KEY (LOBBIES 1 TO 4)
In the next four Lobbies, you will be taught about 3 functions necessary to solve the upcoming puzzles.

Lobby 1: NOT
This is the NOT function and nodule.


The function indicates that if the power Input if on (aka 1), the power Output is off (aka 0), and vice-versa. In other words, you can say the NOT function reverses the Input and Output values.


There is Switch when you enter. On the floor there’s a power line. The Switch controls if the power is 0 or 1 depending if it's pressed or not.

Solution: turn off the Switch to turn the power off, so the NOT function gives a 1 output (power on).

Lobby 2: OR
This is the OR function and nodule.


This function states that if both Inputs are 0, the Output is 0. But if one Input of both are 1, the Output is 1.


Solution: turn on one or both Switches.

Lobby 3: AND
This is the AND function and nodule.


This function states that if one both Inputs are 0, the Output is 0. But if both Inputs are 1, the Output is 1.


Solution: turn on both Switches.

Lobby 4: Connector and OR
This room has two switches and two puzzles on the wall.


Solution: turn on both Switches. On the left puzzle, use the Connector to connect the Input and Output. On the Right side use the OR function.
PART 1: DIGITAL KEY (FLOORS 0 TO 2)
FLOOR 0 PART 1
This is quite possibly my favorite room in the game! Solve the four puzzles to proceed.

Solution: use the AND function.


Solution: use the AND and NOT functions in this order.


Solution: use both NOT nodules.


Solution: use the AND function.


The Lamp has lit up, which will bring up the elevator. The goal of each floor is to lit up its Lamp.


FLOOR 0 PART 2
This is the first of 8 Floors.

There is a power line coming out of the Lamp and going up. The first power input is already on.


SIDENOTE 2: I like to backtrack each power input that goes to the Lamp. I would like you to explore each floor before you check the solutions of this guide.

SIDENOTE 3: I’m not going to explore the mechanics of all points of each floor, I will skip directly to the solutions. The mechanics I’m confident you know how they work by now.

This is the Start area. Usually, the power lines get their power from this central pillar.


Solution: use one NOT nodule for the left power line and two NOT nodules for the right power line.


Solution: use the NOT nodule on the left power line and the AND nodule to combine the power lines.


Go to the Lamp.

Solution: combine the AND nodules.


The Elevator can be used in two ways: using the Terminal or sliding the box on the panel. The former gets you to floor right above you. The latter can take you to the Floor where the white box is position (example, to travel to Floor 0 to Floor 7, drag the box from 0 to 7 and use the Device in the Terminal; the Elevator will take you to Floor 7, without you having to use the Device 7 times on the Terminal).


FLOOR 1
Go to the central pillar and activate the left power line.


These are the Registers. They will be pretty common in the upper Floors.


In this case, as well as with any pair or trio of Registers you encounter, the Out must send a value equal to the In.

Solution: turn on the Switch. The same applies with the Registers with the value 0.

This time you will combine Registers and nodules.


Solution: remove the Connector, use the NOT nodule and turn on the Switch.

Solution: turn on the Switch nearby.


Go to the central pillar and power up the other power line to solve the next puzzles.

Once again, combine Registers and nodules. The Outs are 1101 and 1011. The In is 1001. You need a function that states that 0 and 1 is 0.

Solution: use the AND nodule and Connectors for each Register.


The Outs are also 1101 and 1001. The In is 1111. You need a function that states that 1 and 0 is 1.

Solution: use the OR nodule and Connectors of each Register.


The Outs are 1101 and 1011. The In is 0100.

Solution: use a NOT nodule on the second Register and a AND nodule to combine the Registers (1011 + NOT = 0100; 1101 + AND + 0100 = 0100)


FLOOR 2
A new puzzle presents itself: Registers with Terminals.


(For some reason, some Registers will give wrong outputs, even if the solution is right; keep turning on the Switches until the Input matches)

Go to the room behind the elevator. There is a Grid in the back.


This grid will also be important to solve future puzzles. To input the sequence, you left click the arms and right click at the corresponding square. In this case, drag the bottommost arm from 1 to 6 and activate the path 6. Drag the other arms and activate the right squares (ON = 1; OFF = 0) to create the 01010101.

VERY IMPORTANT: The Registers read the sequence from right to left and the Grid starts from the bottom.

After that, use the Device on the Terminal to store the values in the Device.

SIDENOTE 4: the Switch and Registers inside this room are only for you to experiment.

Solution: use the Device with the stored value from the Grid on the Register and press the Switch.

The 4th power input for the Lamp is on, let’s activate the 3rd. Backtrack it to solve the puzzle.


Solution: there is a power line nearby that will be on and off on regular periods of time (you will hear a specific noise). Turn the Switch on and off while said power line is on.

Solution explanation: by analyzing the nodules, this is how the 3rd power line is activated.
The AND nodule on the left gives a value of 0, the NOT nodule turns that 0 value to a 1 value. This 1 value is inputted to the nodule group on the right, this group is connected to the Switch. By turning on the Switch, the AND nodule on the right gives a 1 value and the NOT nodule gives a 0 value that, in this case, is outputted as 1. This 1 value is then inputted on the nodule group on the left, thereby reversing its original value. So, the left nodule group now gives a 0 value. This 0 value combined with the 0 value created by turning off the Switch gives a 0 value on the right AND value and the NOT nodule creates a 1 value. This last value is what activates the 3rd power line.

It’s this explanation that you will use to power up the other power lines.

To better explain the solution, I’m diving the nodule groups in, well, groups and assigning them different names.

Group 1-2:


Group 1A:


Group 1B:


Group 2A:


Group 2B:


As you know, I like to backtrack to know how to proceed. I’m not going to be very specific, the group images serve as guides so you can understand the mechanics.

Solution: to activate power line 1, turn on the left Switch on 1A; to activate power line 2, turn of the left Switches of 1-2 and 2A, turn on the right Switch on 1-2 and turn off the left Switch of 1-2.
PART 1: DIGITAL KEY (FLOORS 3 TO 5)
FLOOR 3
Group 3A of nodule groups:


Group 3B of nodules groups, dependent of 3A:


Group 3C of nodule groups, dependent of 3B:


Solution: press both Switches of 3A. For the left side of 3C, press the Switch until the furthest Light is off, for the right side of 3C, press the Switch until the furthest Light is on.

Let’s start with the Registers.

The Register needs a sequence, combined with the NOT nodule to give 10100101.

Solution: input the sequence 01011010 from the Grid.


For the next Registers, you need to combine two sequences and the AND nodule to give 10100101.

Solution: the left Register is 11111111 and the right Register is 10100101


For the last Registers, you need to combine two sequences and the AND and NOT nodules to give 10100101.

Solution: the left Register is 11111111 and the right Register is 01011010


This is the final puzzle:


Solution: place a Connector between the left output of the 3 nodule and the input of the last nodule.


FLOOR 4
This Floor presents Panel outputs. The value shown right below the 8-digit sequence must be equal to the value below.


Explanation: the power lines for this Panel will power up and down in a countdown fashion. Each power line gives a certain number. The first one is 1, the second one is 2, the third one is 4 and the fourth one is 8 (always the double of the previous number). And by combines these values, you can get all numbers from 1 (1+0+0+0) to 15 (1+2+4+8).

Solution: use the AND nodule and the Connectors to combine the first and fourth power lines. These two lines give a value of 9 (1+0+0+8)

This new Panel works in a similar way, but the numbers go from 1 to 15.


Solution: use an AND nodule on the 3rd and 4th power lines to give a value of 12 (0+0+4+8). Combine value of 12 with Connectors and an AND nodule to give a value of 13 (1+0+4+8).

This next puzzle is a bit tricky, but I eventually found the solution. As you can see, you need to give 2 values of 12.


The controls are a bit to the back.


Solution: turn on the Switch 12 times to give the value 12 on the right Panel. To give the value 12 on the left, use the Connector behind the third nodule to link with the left Input.


FLOOR 5
Start with the Panels on the left.


You need to input a sequence that gives the value 28. (You don’t need to worry about the other value)

The left Register receives the sequence, the right Register resets the Panel to 0.


Solution: Input the sequence 01111111 and turn on the Switch 4 times.

Solution explanation: In binary code, 28 is 00011100. But this Register doesn’t work this way. Instead of giving the intended value, each 1 value corresponds to one unit from 1 upwards. The sequence 01111111 means that the first value will be 7. 7 times 4 equals 28, so that is why you input “7” and turn on the Switch 4 times.

This next puzzle is a bit tricky, but you can solve it.


First, activate this Switch:


The power lines will activate in sequence. Let’s start with the 14 Panel.

Explanation: you will notice 3 out of 4 power lines are activated. In binary code, they correspond to 00001110, or 0+2+4+8, or 14.

Solution: Use AND nodules and Connectors on the Inputs 2 to 4 to give a value of 14 and press the left Switch to lock the power lines.


This next part will cause a bit of confusion.

Explanation: when the left Panel reaches 3, the central Panel gives 227. You could use the nodules and Connectors to turn 1 to 3, but that won’t work.

Solution: first, used the NOT and AND nodules and Connector to turn the Input 1 into a value of 3 (this won’t actually give 3; the left Panel will register 1, but the central Panel will register 225) then lock the sequence. Then substitute the NOT nodule with a Connector. The value 225 will be stored and the value 3 will complete the puzzle.
PART 1: DIGITAL KEY (FLOORS 6 TO TOP)
FLOOR 6
This Floor couldn’t be simpler. This Registers must receive each a specific sequence created by turning on and off the Switches (ON = 1; OFF = 0)

Theses Switches solve the first Register:


Solution: there is a faster and longest solution. I will skip the longest. First of all, the pressing of the Switch needs to be “timed”. Like I said, you need to turn on and off the Switch (in the case, the one on the left) so the value 0 or 1 is sent. The first sequence is 10011001.

The above solution is applied to the sequences 00110010, 11101101, 11110000 and 11000111.

To first solve the sequence 11110000, you need to turn on two Switches.


These two sequences are a bit tricky to solve: 10001000 and 11001100


Solution: The same principle of turning on and off the Switches applies, but for the left sequence, you need to wait for the first 0 to be inputted, then you turn on and off the left Switch to give just one value of 1 and when the 5th digit, 0, in inputted you repeat the process to give another value of 1 to finish sequence. For the right sequence, once again, it’s also just turning on and off the Switch.

FLOOR 7
Here you are, on the last floor! But look! There is your objective:


Cool, right? Time to solve the last puzzle.

These are the control Registers. You use them to, of course, input the right sequence.


These are the power lines for each Panel:


First, press the Switch and go to the first Panel. You can see a value of 6. But BOTH Registers had a value of binary code for 3.

Explanation: the values of both Registers are added.

There are four Panels: 14, 96, 224 and 172.

Solution: for each Panel, power up the corresponding power line. The, go to the Grid and input half of the Panel values: 7, 48, 112 and 86.

TOP FLOOR
After going through the newly opened door, you will reach a lone tree. There are two handles on the tree’s pot. Keep turning them to open the three doors.

Right door: brace yourself for what’s behind this door! I hope you’ll be as surprised as I was!

Central door: something “un”expected will be behind it. Please, don’t panic like I did… There is a very important clue in this area.

Left door: with your reach a new Mechanism. You can jump down and proceed to get the Analog Key, or activate the Mechanism to take you to the first Mechanism.
PART 2: ANALOG KEY (INTRO AND LEFT AREA)
This area is divided in 3 parts: the left area, the right area and the central area. The central area requires active power lines coming from the left and right areas. I’ll start with the left area.


Left Area
LOBBY 1: AMP, HPF and LPF
This Lobby presents you the mechanics for the next puzzles.

The AMP (Amplifier) controls the amplitude of the wave given by the Wave Source (up or down).

Solution: adjust the slider on the AMP nodule to match the Wave Source with the Wave Receiver.


The HPF (High Pass Filter) lowers the left side of the wave.

Solution: adjust the slider on the HPF nodule to match the Wave Source with the Wave Receiver.


The LPF (Low Pass Filter) lowers the right side of the wave.

Solution: adjust the slider on the LPF nodule to match the Wave Source with the Wave Receiver.


LOBBY 2: PRE-DEFINED NODULES
In this Lobby you start to experiment with nodules combinations.

Solution: adjust the sliders on the nodules to match the Wave Source with the Wave Receiver.




For the last one, left-click the AMP nodule to select it and right-click to turn the slider and screen to you.

LOBBY 3: WAVE SOURCE, WAVE ADDER AND NODULE COMBINATION
You can now move the Wave Source. And a new nodule is introduced: the Wave Adder. In this Lobby, you get to apply the functions learned in the previous Lobbies.

Solution: combine a Wave Source with a Wave Adder (the output goes to both inputs), combine the Wave Adder and the other Wave Source with the other Wave Adder.


Explanation: usually, it’s best to save the AMP for last. The HPF and LPF are placed between Wave Source and Adder.

Solution: combine the nodules and adjust the sliders to match the Wave Source with the Wave Receiver.


Solution explanation: the HPF lowers the wave start, the LPF lowers the wave end. The AMP amplifies the wave peak.

Solution: combine the nodules and adjust the sliders to match the Wave Source with the Wave Receiver.


Solution explanation: the first HPF lowers the left part of the Wave, the second HPF turns the remaining part of the wave into a line. The AMP raises the end of the wave.

WATERMILL WAVES
This room has 11 puzzles: 6 on the left, 5 on the right. I’ll start with the left puzzles, closest to the door.

Note that the puzzles 4 and 5 of each side require an extra slider (near the Watermills by the bridge) to input part of the Wave.

SIDENOTE 5: the sliders are sensitive, a bit to side can prevent the Wave to reach the desired pattern.

Solution:














PART 2: ANALOG KEY (RIGHT AREA - LOBBIES)
LOBBY 1: SINGLE POWER LINE
The Switches are back.

Solution: turn on each Switch.


LOBBY 2: “OR FUNCTION” POWER LINE
Solution: in this case, turn on one or both Switches in pairs.


LOBBY 3: BUFFER 1
You already encountered the Buffer on the Floors. But this time they will play a much more vital role.


Solution: turn on both Switches.

Solution explanation: to fully activate a Buffer, it needs to receive two power inputs.

As you can see, there are 3 Buffers with one power input, and you can also see some metal bars lit up inside them. Only one Buffer is completely off. By turning on the first Switch, the power lines coming from it will do two things, activate the left Buffer and activate the first on the right. It will also activate the second Buffer on the right, because it will receive two power inputs from the two Buffers I mentioned first. This 3rd Buffer will send one power input to the last Buffer. This last Buffer only needs the power input from the other Switch, so you just have to turn it on.

LOBBY 4: BUFFER 2
Apply the same principle of Buffer activation in this Lobby.


Solution: turn on the left Switch, turn on the right Switch and turn off the left Switch.

Solution explanation: this one is a bit trickier because there are so many junctions. After turning on the left Switch, the left Buffer will be turned off. I know I said Buffers need two power inputs, but it’s not always like this. As you can see on the left Buffer, the power lower is already activated. By turning on the left Switch, you are sending a “signal” to stop the Buffer from sending the power. The middle Buffer will be fully activated because the power lines divide in two, thereby giving two power inputs. This Buffer will power up the other Switch but it won’t activate the right Buffer because this Buffer needs a power input from the power line on the right.

To sum it up so far, left Switch turned on, left Buffer off, middle and right Buffer off.

Now turn on the other Switch. This Switch will send power to the last Buffer and to the right Buffer. You may not see it, but the right Buffer now powers up the right Switch. Now turn off the left Switch. What happens is that the left Buffer is once again activated, the middle Buffer is off and the right Buffer is on, powering up the right Switch and the last Buffer, which is now activated because the left Buffer is activated.

SIDENOTE 6: my apologies if the explanations are a bit confusing, I tried to walk you through the process by each step so you really get how it works, because the next room…
PART 2: ANALOG KEY (RIGHT AREA - SWITCHES AND BUFFERS)
SWITCHES AND BUFFERS
This room is divided by floors. To proceed, you need to solve each floor to demagnetize the door.

Floor 0
Solution: turn on Switches 3 and 4 to reverse the locations and then the first Switch.


Floor -1
This is part 1 of the left puzzle.


Solution with explanation: The two Switches on the right activate the machine. Turn them on first. After a power line is activated on the left for some Buffers, turn off the left Switch on the right. Another power line will be activated. Press the Switch on the left. You don’t need to use the Switch in front of this one. Part 2 will become accessible.

This is part 2 of the left puzzle.


Explanation: use the Buffers, you need to send power to the Switch on the bottom. To do that, you need to press the left and right Switches to power up the correct power lines.

Solution: turn on the left Switch and turn it off when it reaches F on the left ring. Turn on the right Switch and turn it off when it reaches B on the right ring.

This is the middle puzzle.


Explanation: basically, it’s the same as given for Lobbies 3 and 4.

Solution: After a (really) long time, and some drawings, this is the sequence. The Switch on the bottom is #1 and the one on top is #6.

Switch 6: 7
Switch 5: 6
Switch 4: 5
Switch 3: 4
Switch 2: 2 - 8
Switch 1: 1 - 3

This is part 1 of the right puzzle. Once again, you need to switch the locations of the Black Disks.


There are 5 Switches on the top left side (1 and 2 to 5), one Switch on the bottom left side (6), two on the center (7 and 8) and two on the right (9 and 10).

Solution: press Switches 9, 6, 5 and 8.

This is part 2 of the right puzzle.


Explanation: this puzzle is a sequence. You need to drop Disks, rotate the landing platform, power up the Disks and collect them (one powered up Disk equals a value of 1, and you need 8).

Solution: turn on the left Switch on the right side. Turn on the Switches near the machine. Turn on the right Switch on the right side. This will rotate the platform with the Disk and lower another one. As soon as you turn on this Switch, turn on the right Switch on the left side to power up the Disk. Finally, as soon as the very first Disk has rotated 3 times, press the left Switch on the left side to pick it up. The process is automatic, so you just have to way until 8 Disks are picked up.

Floor -2
This is Part 1 of the left puzzle.


Explanation: on the left and right sides of the machine, there are two sequences: 1110 and 1011. You need to press the Switches in a sequence so that the right power lines are powered up.

This is a “scheme” of the Switches:
_1________
__2_______
_______8__
3________9
___5__6___
__4____7__


_____B____
____A_____

The Switch 1 controls which sequence you are working on.

Solution: turn on Switches 1 (let the pointer remain on 0), A, B, 2 to 5. All power lines on the left are on. Turn on Switches 6 to 8 and 1 (let the pointer remain on 1), then turn off Switch 8 and turn on Switch 1.

This is Part 2 of the left puzzle. Once again, it’s a matter of activating the Buffers with the right sequence.


Solution: turn on the left Switch and turn it off when it reaches F, turn on the right Switch and turn it off when it reaches 5. Turn on the third Switch.

This is Part 1 of the right puzzle.


Explanation: the 5 Switches control the rotation of the rings, Switch 5 controls rotation of rings 1 and 3, Switch 3 controls rotation of ring 1.

Solution: turn the Switches on and off, starting with #5, until the gaps face left. Turn on the Switch on the right to move the disk.

This is Part 2 of the right puzzle. Switches 1, 2 and L are of the left; Switches R and 3 are on the right.


Solution: turn on Switch R and turn it off on A, turn on Switch 3; turn on Switch L and turn it off on 7, turn on Switch 2, turn on Switch L and turn it off on A, turn on Switch 1.

Floor -3
This is the final puzzle, and it requires you to make commands.


The giant mechanism of the wall needs 4 values to be outputted: 90, 180, 270 and 360.

First of all, go to the left side of the floor (R1) and turn on the Switches on 5 - A. The left Switch increments in 16 and the right Switch increments in 1 (16 x 5 plus 1 x 10). R1 equals to 90.

Go to the right side of the floor (R2) and turn the Switches on B - 4 (16 x 11 plus 1 x 4). R2 equals to 180. You now have the basis for the commands. Go to the Command Station.

You need to save several commands on the Program Command List. First of all, you need to store the 4 values in the memory. Since you already have two values, you can start from here:
M1 = R1
M2 = R2

Know you need to generate the other values. You need to add some numbers and attribute them to the memory:
M1 + M2 (90 + 180 = 270)
M3 = RES (because 270 is stored in RES from the previous command)
M2 + M2 or M1 + M3 (180 + 180 or 90 + 270 = 360)
M4 = RES (because 360 is stored in RES from the previous command)

Finally, after you input the 4 values in the memory, you are going to output them:
OUT = M1
OUT = M2
OUT = M3
OUT = M4

After saving the 10 commands, click Run Program. When the Program reaches line 7, the giant mechanism on the wall will spin.
M1 = 90
M2 = 180
90 + 180
270 = RES
180 + 180 or 90 + 270
360 = RES
OUT = 90
OUT = 180
OUT = 270
OUT = 360
PART 2: ANALOG KEY (CENTRAL AREA)
You need to press the Switches in the right order. Near the end, you will see a small box with a Switch and a slider. Turn on the Switch. This box also needs a power input. After it does, move the slider slowly until you see a gauge starting to fill. With the gauge filled up, the Central Device will activate.

First, go down the stairs, then go up to get the Analog Key. Fall down the portal to reach the that first room referred on Part 0.
PART 3: QUANTUM KEY
To reach the Quantum Key Area, use the Device on the Terminal twice until a new portal is revealed and the bridge extends to that portal.

Lobby 1: 1 QBit Puzzle
The Quantum puzzles revolve around these functions.


Explanation: according to the nearby graph, the closer the Flux Bias (h) is to 1, the more likely the QBit (in this case, S1) is 1. Testing determined that for h = -1 and 0, S1 = 0; and for h = 1, S1 = 1.


Solution: applying the above, generate the correct values to match the ones on the Register.

Lobby 2: 2 Qbits Puzzle
This time, you have two QBits.


Explanation: according to the nearby graph, the closer the Coupler (J) is to -1, the more likely the QBits (QB1 and QB2) it couples together become the same (S1 and S2), and the closer it is to 1, the more likely the QBits get opposite values. In this case, a Coupler value of 0 seems to have the same effect as with a value of 1.


In this case, there is a screen that will show you some values to input and the desired outputs.

Solution:


Solution explanation: the Coupler of 0 means the values have a 50% of being the same. However, since the Coupler is 0, you need to move the sliders of the QBits. In this case, a value of -1 means that the chances of S1 being 1 are higher.



Solution explanation: switch the values of the QBits.



Solution explanation: the Coupler value of -1 and the expected output values of 0 for S1 and S2 mean that the QBits must be the same value, in this case, 0.



Solution explanation: the same as above, but the QBits values are -1.



Solution explanation: the same as above, but QBit 2 value is -0.5. QBit 1 can stay as 1, since -0,5 is closer to -1.




Solution explanation: because the Coupler value is 1, the QBits values will be different. Since S1 is 1, QBit 2 value is 1.





Main 4 Qbits Puzzle
You are ready for the final puzzle.


Now that you know how Couplers and QBits work, you can solve the final puzzle. Behind the Station with the sliders there is an Input and Output Panel. Use it to solve each sequence. After each input is correctly sent, the view will point you to a room. Go to each room and use the Device on the Terminal so that you can input the next sequence.

Solution:








After solving input #7, you can go to the room behind you. Then, go to the room inside Lobby 2 and use the Device on the Terminal to get the Quantum Key!
FINAL THOUGHTS
I hope you enjoy this walkthrough! Please, if you find any errors, or have a suggestion to improve it, tell me!

And any feedback or awards are welcomed and appreciated!

Enjoy the game!

(Guide reviewed by David Shaw, creator of the game)
12 Comments
Alcator Apr 25, 2023 @ 1:10pm 
There is something wrong with the "Complete Cycles" puzzle (Analog, Right side, last one on 2nd floor, the one you 'explain' as "Explanation: this puzzle is a sequence."

I'm not sure what the initial setup of the buttons was, I assume all were "off", but if that's the case, then your description of solution doesn't work.

There is a combination of switch positions which causes the dispenser plate to rotate automatically. A little more explanation on how the puzzle works and why sometimes it resets back to 0 would be appreciated.
Alcator Apr 23, 2023 @ 12:57am 
Hi, a bit late to the party...

The guide's name promises to explain the mechanics, but I can't find any part that would explain the "LATCH" mechanic, or the different split/merge circuitry wiring, or indeed anything about when exactly are the 'gates' evaluated.

Might be good to spend some time explaining these elements (and any others that come later).

I was able to breeze through Portal, The Talos Principle and The Entropy Center, but here, I'm struggling massively already on Floor 2 of the Digital section, no idea how Latches work.
htp34r Jul 10, 2022 @ 12:32pm 
thanks!
Cregan May 12, 2021 @ 2:09am 
Your picture that says 'Step 6' doesn't work for me, but if you change Coupler-4 to 1 it will work.

Your picture that says 'Step 7' doesn't work for me, but the solution below does work;

0 1 0.5
-1 -1
0 1 -1

Now I just need to find some hidden things :)
astronuno  [author] Mar 10, 2021 @ 8:11am 
You get the Analog Key by using the Device in the Terminal INSIDE the central device.
MarathonManErnst Mar 10, 2021 @ 7:55am 
How do I get the Analog key? I activated the central device and I can go through, but first went down the stairs and up with an elevator. Then a snake (?) observed me, but the analog key remains hidden in the round thing I think.
astronuno  [author] Mar 10, 2021 @ 7:40am 
Yay!!! :pkpsupersmile:
MarathonManErnst Mar 10, 2021 @ 7:22am 
It helped me through to the next part, thanks!!:steamhappy:
astronuno  [author] Mar 9, 2021 @ 11:18am 
I'm back! Let's see if it works. I count the Switches from left to right, from the door to the big device.

______S
______7
_5____6
12___34

I was a bit lost, but let's hope I did it right. Anyway, the purpose here is to send the power to the big device by activating the Switches in a certain order, which is:
1 + 2
3 + 4
5 + 1 or 2
6 + 3 or 4
7
The 1 or 2 you turned off
5 + the 3 or 4 you turned off
6
5

Let me know if it worked. And thnak you for the nice comments! :steamhappy:

Enjoy the rest of the game! :summer2019boost:
MarathonManErnst Mar 9, 2021 @ 10:46am 
No apologies necessary, it's not my native language either, we are all human after all. Just here to help make your guide better :steamthumbsup: