FEZ: A Guide for the Dimensionally Challenged. (V 0.21)
Version History.
I will list the most recent version of this guide first. I will try to update it as frequently as I can.
V 0.21 Completed Unsolved Mysteries Part 1 and 2.
V 0.20 Made a multitude of fixes and touch-ups, such as replacing every mention of 45º-head turning with 90º-head turning and clarifying the game's QR codes. Also began work on Unsolved Mysteries, which had to be split into multiple sections.
V 0.19 Added the foundation for an Unsolved Mysteries and Odds and Ends section.
V 0.18 Added some pictures for various sections. I think I'm pretty much 100% done with the walkthrough at this point, and by extension, almost completely done with the guide. I think I'll do a chapter for Unsolved Mysteries and then call it finished.
V 0.17 Finished New Game+.
V 0.16 Went back and added some pictures. Added Ancient Polis, Nu Zu, Nu Zu Secrets, Zu, Zu Secrets, Beyond, and New Game+'s intro, first part, second part, and third part.
V 0.15 Once again changed the guide's structure. I've removed all information that would require sequence-breaking to understand, hopefully giving the guide a more organic flow and allowing the player to make more decisions on their own. This required a lot of editing past portions of the guide. I also stitched some parts together. Lastly, finished writing out the Zu Ruins section.
V 0.14 Began work on the Zu Ruins, including the Hub Area and the Clock Tower. Added pictures for those areas and some areas within the Cemetery.
V 0.13 Completed the Ancients' Cemetery (the Owl Effigy, Glade of Skulls, and Mausoleum Yard), and added pictures for the Cemetery and Owl Effigy.
V 0.12 Completed the Sewers, added pictures to Geyser Alley, added and completed the Gateway, Gateway Spoilers, and Redwood Road. Tentatively added the Cemetery.
V 0.11 Added The Sewers and Geyser Alley.
V 0.10 Added the Pipeline.
V 0.9 Changed the whole structure of the guide. "Dimensions" are now "Parts", and Hubs get their own Part so they're not lumped together with their own branches. Finished the Incline and Windmill Towers. Removed the sections I haven't worked on yet, as they don't need to be there.
V 0.8 Added Dimension Six. It'll probably need to be split into THREE parts, oh boy...
V 0.7 Edited something in Dimension Four, added/finished Dimension Five.
V 0.6 Changed some pictures, re-worded a lot of stuff, added/finished Dimension Four. Also added a picture that details the Zuish language.
V 0.5 After going on a long hiatus, I've begun to rework this guide. I'm adding some things and switching them around. For starters, there are no more Spoiler Centers, but I will include some spoilers in separate chapters due to character limitations. I'll work on Dimension Four soon.
V 0.4.1 After not updating for a while, redid some codes that I got wrong. Whoops.
V. 0.4 Finished all of Dimension Three.
V. 0.3.3 Added Dimension Three Spoilers. Removed Herobrine.
V. 0.3.2 Started extensive work on Dimension Three's spoiler center. Added Herobrine.
V. 0.3.1 Added in pictures for Dimension Three.
V. 0.3 Finished Dimension Two and Dimension Two Spoilers. Beginning Dimension Three.
V. 0.2 Updated Welcome to FEZ. Fixed some typos, and continued work on Dimension Two. Added Dimension Two Spoilers, due to there not being enough space to fit it in one section.
V. 0.1 Published the guide. Finished Welcome to FEZ, Dimensionally Inclined Controls, Cubic Collectibles, and Dimensions Zero and One of the Walkthrough. Dimension Two in progress.
Welcome to FEZ!
So, let's get right into it. This game is represented two-dimensionally, so you only see two dimensions of the world at any given time. However, the game is actually set in a three-dimensional environment. The crux of the game is navigating a 3D world in the confines of 2D, and that's where the titular fez comes in. You, a two-dimensional thing named Gomez, have acquired a fez and can use it to "flip", if you will, between four 2D perspectives that comprise the 3D world.
The goal of the game is to collect shiny golden cubes that have been scattered all around the world. If you don't, well, let's just say bad things will happen to you and your environment. To collect these cubes, you're going to need your trusty fez. You'll use this fez to access previously unreachable platforms, or to reveal hidden nooks with cubes.
Right now, I must warn you that this is a guide devoted to exposing the secrets of FEZ to the dimensionally challenged (you). However, if you are a person who wants to solve the secrets for themselves, that is good, because I have arranged this guide as such for you. The answers to hidden puzzles and secret rooms will be spoilered in black text! You will only be able to see them if you move your cursor over them. Refer to these if you want quick and easy answers.
Keep in mind that you can access any of the areas detailed in this guide in any order, except for the first few areas and the last one. That's just the type of game FEZ is. The way I have the rooms ordered in this guide is just how I play through FEZ. If you like the guide or have some criticism, feel free to comment below.
Without further ado, let's get right into FEZ! First, we'll be looking at the controls.
Dimensionally Inclined Controls.
FEZ's controls are fairly simple, but they can be remapped to any key you want if you decide you don't like how they're laid out. I'll list the controls as they are in the start of the game without any remappings.
Walking: Press the Left or Right keys at the right end of the keyboard to make Gomez walk either right or left.
Jumping: Press the Space key to make Gomez leap skyward. Tapping the key will result in Gomez doing a short hop. Holding the key will make him jump higher.
Looking Around: Press I to make Gomez look up and have the camera move up as well. Press J to make Gomez look to the left and the camera will move in the same way. K will do that with down, and L will do that with right. You can do this to look around the area you're in, but your viewing area is limited. Tap Right Shift to snap the camera back to Gomez.
Flipping: Press A to make Gomez flip his perspective one notch to the left. Press D to flip it to the right. You only gain this ability after acquiring the fez. This is crucial to navigating the world and solving puzzles.
Talk to People: Press the Left Shift button near someone who can talk and they will talk to you. When Dot flies out and stays in a spot and Left Shift appears near it, Dot usually has something to say. Sometimes it's useful, and sometimes... not so much.
Interact: Press the Left Control button near an object which can be tinkered with to, well, tinker with it. For example, pressing it near a Crate will let you pick it up, and grabbing a Pivot will turn the Pivot around. The Left Control key is kind of hard to reach, so remapping it may help you. (I remapped it to F.)
Inventory: Press Tab to call up your inventory. This will show all of the collectibles you have. There are four sides to your inventory, and you can manage them by pressing A or D. To examine one of your collectibles, simply press Space, and use A or D to look around the collectible.
Pause: Press the Enter key to stop the game and pull up the Pause Menu. From here, you can use the arrow keys and the onscreen prompts to navigate the Menu, or exit back to the game.
World Map: Press the Escape Key to pull up the World Map, the convoluted map of all the areas in FEZ, stretching through space and time. From there, look at the onscreen prompts to navigate the Map. If an area on the World Map has a ?, then there are still secrets you haven't found there. If it has an icon of four gold cubes, there are still Cube Bits there. If there's an icon of a whole cube, there's a whole Cube there. If the area is golden, you've found everything there.
Cubic Collectibles.
This section will serve as a list of all the items you'll find in the world of FEZ. Since FEZ is a huge game and there are so many areas, there's going to be a lot you'll need to collect. The game's entire point is collecting items, after all. Here's a list of FEZ's collectibles.
Cube Bits.
Golden Cubes.
Anticubes.
Small Keys.
Treasure Maps.
Artifacts.
Heart Cubes.
Walkthrough, Part Zero: Prologue.
Section Zero: Villageville.
Gomez, as any sane video game protagonist would do, begins his adventure by sleeping. After a second or two, Gomez will wake up inside of his own house. Notice how everything is 2D, from the lights strung around the house to the shelves to his Legend of Zelda poster. Follow the onscreen prompt to walk out the door.
Once you've read the mail, use the onscreen prompts to familiarize yourself with moving Gomez if you haven't already. You can talk to the villagers if you want, but you don't have to. Note that they all seem to know of a third dimension, but they just refuse to believe it actually exists. You can go through the doors as well, even though there's nothing in the rooms of value. Not yet, anyway.
Eventually, you should make your way up to the top of the village. Listen to what Geezer says and then... Wait a minute... Is that the outline of a... cube?
The Hexahedron speaks in a language I will call Zuish. You'll see why later. This is not the last time you will see this language. For the sake of clarification, I have included what the Hexahedron says here in spoiler text. If you want to know what it says right now, go ahead and look. If you don't, don't worry. You'll figure out the language in due time.
"Hi there! How are you? I will be your Hexahedron today. So, this is just a routine procedure, but I do need someone here just in case something goes wrong. If something does go wrong, you are going to have to clean up the mess. Hey, wait a minute! Can you even understand what I am saying? And what is wrong with your head? Oh well, you are here now. Might as well do this thing! Prepare to have your mind blown!"
"All right. Welcome to the club. Enjoy your free hat! I kind of thought maybe this would not work because of your weird head, but everything looks A-OK from over here. Thanks for the hand. You can go home now. It was very nice to meet you!"
With that, the Hexahedron departs and you are granted the fez from a long line of light. Behold! You can now flip between perspectives using the A and D keys. Try it out now! Hey, wait a minute.
Is something wrong with your computer?
...
Uh-oh.
Walkthrough, Part One: Villageville, Reflection Tower, and the Vertex.
Alright, don't panic. That stuff back there was just the set-up for the story of the game. Let the game "crash" and "reboot". When you come back to the now-glitching title screen, start up the game again. You will be back in Gomez's room, and you might almost dismiss what happened earlier as a dream, if it wasn't for the fact that Gomez still has his fez. Exit the room once Gomez wakes up.
Watch as a floating hypercube spirals down your village. Huh, your home really is three-dimensional! Let the hypercube work its way down the village, eventually stopping at you. The hypercube's name is Dot. Listen to what Dot has to say. It will explain what mess you've gotten yourself into, and what you can do to fix it.
Section One: Villageville.
The Picture Room.
However, that is not all you can do in this room. There is still a hidden collectible you can get that requires looking at a certain picture. See if you can figure it out. If not, here's a hint: it involves the picture with the villagers in fezzes. If you're still stumped, read below.
Walk out of the room. Make your way up to the house directly above this house. This house's door is locked, but you have a Key! Use it and enter the room.
The Boiler Room.
A giant boiler dominates most of the room. There are also many notes taped to the wall. Investigate the center of the room to pick up your very first Treasure Map! [1/9 Maps.] Achievement Get: Cryptographer. Like the previous room, there is still a hidden secret here. However, this requires knowledge of two codes that we won't find the answers to until much later in the game. Leave this room alone for now.
Exit the room. Climb up the village and flip to the right twice to reveal another Cube Bit hidden in a nook. Grab it. [2/8 Cube Bits.] Then, jump up, grab the ledge, and make your way up to a house. Enter into an abandoned room. Grab the sole Cube Bit in there and head out. [3/8 Cube Bits.]
Make your way back to the top of Villageville, where Geezer was. There is another Cube Bit up there. [5/8 Cube Bits.] Pocket it and drop down to the door below you. You will arrive in the Kitchen. At the top of the room is the sixth Cube Bit. [6/8.] Head out, flip to the right, and enter another abandoned room. Another Cube Bit lies in here. Only one more to go! [7/8.] Finally, get out, flip to the left, and enter the last closed door on the mainland, the Classroom. The final Cube Bit is in here.
The Bits form one Golden Cube! [1/32 Golden Cubes.] You can now unlock the door, and you also get your first achievement! Achievement Get: Get a cube. While we're on the subject, perhaps you should check out the achievements? Before you exit the area, make sure you've visited every room in the village. Doing so will count towards your percentage cleared.
After that's done, head down to the bottom of the village, climb down the vines, and stand in front of the door to unseal it. Head through.
Section Two: Reflection Tower.
At the top of the tower are four floating stone-heads and another door. This one requires two Cubes to open, but since you're up here, you should have collected all eight Cube Bits on the way, forming your second Golden Cube! [2/32 Golden Cubes.] Unseal the door and enter.
Section Three: The Vertex.
We'll come back to this area at the end of our adventure, so that we can cover the entire area in one go. Make your way to the top of the room by flipping and jumping on platforms. A door that requires no cubes to enter awaits you at the top of the area.
Enter.
Walkthrough, Hub One: Seaside Pillars.
Hub One: Seaside Pillars.
Anyway, it's time to pick a door to enter. We'll start with the Waterfalls. The Waterfalls' door is the boarded-up one on the left pillar, visible in this picture. Walk and flip towards it, and then open it.
Walkthrough, Part Two: The Waterfalls and Incendiary Caves.
Section Four: The Waterfalls.
By now, I'm sure you've noticed the strange marking on the obelisk. It looks like a long scratch, branching off in various odds and ends! What on earth could it mean...? Make a mental note of this weird structure, and then jump off of the starting platform onto the mainland.
Infinite Cliffs.
...By now you should realize why I've called this place the Infinite Cliffs. It endlessly repeats, and for good reason. Because in the very level itself lies a puzzle, and an answer as well. This requires one of the game's secret codes to solve, so we won't figure it out until later.
Now, head back to the Waterfalls, and make your way to the top of the giant stone face. There should be a giant tree there, and if you flip around, you will find a doorway carved into it. Go through the door to enter a new area.
Rosetta Grove.
This area holds a huge secret involving one of the game's codes. If you want to solve it, keep in mind the actions of the animals in this area... And if you're still stumped, you might want to look up what a pangram is. You can see the answer in the next chapter.
Now, exit the area and climb down the waterfall. Head to the back of the waterfall to see a large sealed-off door. As we demonstrated by bombing the Infinite Cliffs open, this door can be broken by a bomb! Bring the bomb off its pedestal and throw at the door to enter a new area.
Section Five: Incendiary Caves.
Head back to the bomb. Grab it and fall down to the platform with the crate to the right. Flip to the right and throw the bomb at the small loose wall. Grab the new Cube Bit and then enter the door. [7/8 Cube Bits.]
Incendiary Mines.
Now, flip twice to reveal the backside of the column. A section of loose wall starts right at the ground. Grab the bomb and place it there. At this point, things get tricky. When the explosion has uncovered all of the loose wall, you must flip to the right to reveal a new section of loose wall. Continue this until all of the loose wall is gone and another Bit can be seen. Grab it and head up. [1/8 Cube Bits.]
Up here are two blue columns and another bomb. First, grab the bomb and flip to the left to reveal a door of loose wall. Let the bomb explode, but don't enter the door just yet. Instead, flip to the right again, back where you were. Now, repeat what you did earlier with the flipping explosion, just on a bigger scale. Let the explosion go off, and continually flip so the explosion can travel up.
Go up the new path to find another full Cube and a Little Gate! [5/32 Golden Cubes.] However, don't use the Gate. Head back down to the uncovered door. Enter it now.
Incendiary Formations.
Now, climb up the ladders to open the Treasure Chest, which contains a Small Key. Head back, exit through the Little Gate, and head back to the Waterfalls again.
Walkthrough, Part Two Secrets.
These "secrets" sections will call attention to aspects of levels that are very mysterious. If the solution is able to be found at the point in the game at which you first see the puzzle, then we'll cover the solution here. If not, we'll merely discuss the puzzle and return to its solution later, once you're able to properly utilize it. Any new areas found in these sections won't be spoilered, but how you get to them and any puzzles you may find in them will be.
As we've already noticed, the purple obelisk near the entrance to the Waterfalls contains some pattern of runes on it. These correspond to a code that won't be discovered until much later in the game. What you might have also noticed is that there seems to be a door behind the waterfall, but if you try to access it, it won't budge!
You've also probably noticed that the Waterfalls change quite a bit at night. For starters, an owl always enters the area at nightfall and leaves at dawn. Sure, animals are everywhere in this game, but this owl's behavior is consistent, and that's worth noting. Second, a series of golden patterns appears on the side of the Waterfalls' main stone structure at night, and fades at dawn. The golden patterns seem to resemble the patterns on the obelisk if you look closely. What could these possibly mean?
Unfortuantely, we can't figure these out right now. But what we can attempt to decipher is Rosetta Grove's big secret. Read on to discover it.
As it turns out, there are a lazy dog and a quick fox jumping over said dog in this very area! Furthermore, the obelisk reads that very sentence in Zuish! You can read it by tilting your head 90 degrees to the right so the message can be read from left-to-right rather than top-to-bottom. The obelisk reads "the quick brown fox" on two sides, and "jumps over the lazy dog" on the other two! With this in mind, you can dechiper the entire Zuish language!
Walkthrough, Part Three: The Belltower.
Section Six: The Belltower.
Adore Island.
You'll collect two Cube Bits as you head up until you reach the Bell. [4/8 Cube Bits.] Hey, you can ring it! The bell makes a different sound on each side you ring it, and each side has a different symbol on it. Have you seen those symbols before? Jump up the platforms and through the door at the top to enter a new area.
Forgotten Shapes.
Symbolism Puzzle.
Keep in mind that you can move the purple cubes around. The puzzle in this room, if you haven't figured it out yet, involves this. If you're still stumped, try moving the blocks together. The answer to this puzzle will be covered next chapter. Head back outside and climb to the top of the platform. Up here, jump up and climb up the vines to the very top. Hop off and flip to the left to reveal a platform with a bomb and a section of loose wall. Look familiar?
Grab the bomb and let it explode next to the loose wall. This will reveal another Cube Bit. [6/8 Cube Bits.] Grab it and head through the doorway to appear on the other side of the structure. Jump across the platforms in your way until you reach the end of the road. Flip to the right to reveal a Cube Bit in an alcove. [7/8 Cube Bits.] Flip to the right again to appear back at the section with the bomb.
Jump across, head up the vines, and head through the door to enter yet another new area.
Forgotten Ring.
Climb up the vines right next to the door. They may seem to lead to nowhere, but if you flip to the right, your vines will connect with the other vines at the other side of the wall, allowing you to climb onto them! Amazing! Use this to make your way onto the other side of the ring Flip right again, and you should be able to touch down into the middle of the ring and grab another Cube Bit. [1/8 Cube Bits.]
Now, flip twice and climb up the vines until they stop. Flip to the left and continue up the vines so that they join another set of vines leading up to the top of the ring From here, flip twice to open a Treasure Chest containing a Small Key! Now you can head back down and go through the door.
Forgotten Alcoves.
Jump up the platforms, then jump across to the doorway. Enter it, then jump up the remaining platforms to land on the top of the area! A whole Golden Cube and a Little Gate can be found up here. [7/32 Golden Cubes.] But don't leave just yet. There's another door...
Totem Sanctuary.
Walkthrough, Part Three Secrets.
If you pay attention to the World Map, you'll notice that the Belltower's initial area - the one with the actual bell - still has unexplored secrets. Unfortunately, we can't decipher the bell's code right now. The only thing I can say is to pay attention to the symbols on each of the bell's sides.
As it turns out, Dot was right about the Totem Sanctuary. The totem's big secret is that it can be turned. By pressing the Interact button at the totem's base and pressing A or D, you can turn the totem and, in doing so, rotate the entire level. Doing this will let you grab two more Cube Bits that you couldn't earlier, as well as a new area. [7/8 Cube Bits.] Head through the newly revealed door.
Patternism Puzzle.
Below are the answers to the Symbolism and Patternism puzzles.
If you've been collecting Golden Cubes and Anticubes, by this time you should have 8 total cubes. That means that you can access two of the doors in The Vertex! However, we'll go back there once we've explored every other area.
Walkthrough, Part Four: Broken Arches.
Section Seven: Broken Arches.
Don't head through the door just yet. Flip to the right so that you can jump to the other island. In doing so, you'll see that this area is, quite literally, a broken arch. Flip twice and climb up the network of vines on the arch. Flip when necessary, and you'll eventually be positioned above a Cube Bit in an alcove. Drop down and fill up another Golden Cube! [8/32 Golden Cubes.]
Tetromino Hideout.
Impressionism Puzzle.
Broken Pillars.
The Pyramidion.
Move through the gateway and then climb up the island, to the actual pillars. You'll see a Warp Door that leads to the Belltower. Climb up the vines on the pillar, and then when you run out of room, jump to the next pillar. Continue this until you see an alcove with a Cube Bit. [5/8 Cube Bits.] Jump across to find another alcove with another Bit! [6/8 Cube Bits.]
Walkthrough, Part Four Secrets.
The Broken Arches only has one major secret, and that's the Treasure Chest floating off to the side in its initial area. To get to it, you'll need something you don't quite have right now - a Treasure Map that will show you the way. Although you don't have this Map now, you'll come into possession of it soon enough. Once you're sure you've found the object you need, and only then, head back here and see if you can figure out the puzzle. (Don't worry, it won't be very long from now!) If you're stumped, read below.
The Treasure Map we need is in the Lighthouse Cabin, an area within the next segment of Seaside Pillars. It tells us the location of two invisible platforms that, if jumped on, will get you to the island with the Chest. You'll need to get there in a specific way, though. Jump onto the large tree at the top of the arch, then flip so you're seeing the left side of the chest on the island. Jump to the first platform, then jump again, flipping twice while doing so, to get to the second platform. From there, jump to the Chest. Open it to find an Anticube! [5/32 Anticubes.]
That's all for this area. It's time to move on to the next one! Onwards!
Walkthrough, Part Five: Lighthouse Harbor.
Section Eight: Lighthouse Harbor.
Hop over to the main island and explore a little. You should see a small island to your right with a purple obelisk on it. It doesn't resemble the other one we saw with scratches on it... What could this one mean? (Leave this alone for now. It will have relevance after we've beaten the game.) Flip twice and you should see a house built into the lighthouse with a locked door. Since you should have a surplus of Small Keys, you can open it.
Lighthouse Cabin.
In addition, you'll also uncover a metal door. Let's go through it.
The Ladderworks.
Brick-and-Mortar Way.
This place is made up of a white stone pillar, a plated cubic structure, and a tall brick spire. Right now you're inside of the cubic structure. Drop down to the ground and examine the structure, which is controlled by a pivot. You can turn the pivot by pressing F on either handle, which will turn the pivot (and the structure) in a corresponding direction.
Head through the gateway to enter the other side of the spire. Climb up the ladder to make it to the top, which contains a wooden house. Enter it.
The Station.
Flip to the left again to see a Warp Door! This one takes you to the Vertex. Interesting! If you've been diligent in your Golden Cube and Anticube collecting, you can now access all three doors here! But don't head down to them just yet. We'll be saving those areas for last. Also worth noting is that, if you check the World Map, there's supposedly a Treasure Chest in this area, even though you can't see one... Regardless, head through the door to enter a new Hub!
Walkthrough, Part Five Secrets.
Examining the World Map will show that there's still a secret within Lighthouse Harbor's initial area, and that there's an area connected to Brick-and-Mortar Way that we haven't yet gone to! In fact, looking across Seaside Pillars, it seems that there's a lot of areas that we haven't been to... What gives? Make a note of this oddity for later.
Now take a look at the Treasure Map you just found. If you're particularly eagle-eyed, you should be able to see that it depicts Broken Arches! More importantly, it tells you how to find the Treasure Chest that was previously inaccessible! Head to the Part Four Secrets section of the walkthrough for more details.
As such, this area can't really be completed without this key information. But once we find it (and we will find it not that long from now), come back here. The Map will show you that there's a series of invisible platforms leading right to the chest. You'll have to flip to match the Map's orientation, and then jump to the right to land on a platform! Jump to the left slightly to land on another, and then jump to the right slightly to land on another! Repeat this until you've made it to the top! Jump to the platform and open the Treasure Chest to find an Anticube. [6/32 Anticubes.]
Unfortunately, that's all we can do in this area until we find more about the game's hidden codes and collect thirty-two Golden Cubes. Let's move on.
Walkthrough, Hub Two: Industrial District Five.
Hub Two: Industrial District Five.
Flip twice to notice another door on the other side of the wall. Walk to the right and drop down to enter it. Behind the door is a metal room. Watch out for black holes and grab its sole Cube Bit. [6/8 Cube Bits.] Flip to the left and you'll see an inactive Warp Door in the wall! This means we haven't found the area on the other side yet... Leave the room.
Drop down to the platform with the orange tree on it. Built into this platform's plating is another Warp Door! This one's unactivated too, but once we've found the area that accompanies it, it'll be a nice shortcut! Flip twice to find an actual door built into the platform that leads to a new area. Head through.
Walkthrough, Part Six: The Incline.
Section Nine: The Incline.
Jump across a moving platform to make it to a new stable platform with a new type of moving platform, moving cubes! They rotate vertically, not horizontally. This means that if you're caught on one and it moves, you'll be pushed off and fall! When one of them is about to move, jump up so you're not pushed off.
Jump and flip across the cubes to make it to a new platform, which has two bigger versions of the moving cubes. Jump up them and flip to the right to find a new type of moving platforms, moving rectangles! They rotate vertically and have four orientations: up, left, down, and right. Whenever they switch orientations, you'll be pushed off! Jump up the rectangles.
Flip and jump up some more moving platforms to make it to a new device, a Nut-and-Bolt. The Nut can be stood on, and it acts like a pivot in that you can hold its handle with F. From there, you can use A or D to twist the Nut up the Bolt either left or right respectively. Doing this will flip your perspective accordingly. Twist the Nut up until you can jump to a nearby platform with a Treasure Chest. Do so and open the Chest to find another Treasure Map! [5/9 Maps.] This one looks familiar, too... Is it of an area we've already been to? Hold on, of course! The Station, we were just there!
Twist the Nut all the way up the Bolt and grab a Cube Bit. [1/8 Cube Bits.] From here, jump up to a new Nut-and-Bolt and twist it all the way up. Jump onto the final platform. It has a door. Head through.
Incline's End.
Walkthrough, Part Seven: Windmill Towers.
Back at the Hub, flip to the right to reveal a new door constructed roughly in the middle of the Hub. Head down to the door and open it to enter a new area.
Section Ten: Windmill Towers.
There's a pivot on this platform. Turn it to the right by standing at its right side and pressing Left Control. Now climb up the vines on the platform and walk across it, jumping to a floating platform with a Cube Bit. Grab the Bit and move back to mainland. [3/8 Cube Bits.] Flip the pivot back to its main position and jump across the moving platform to the left to head to another set of stable platforms.
Now head to the locked door and open it with a Small Key. Head through.
Windmill Interior.
Windmill Metalworks.
Flip to the left to reveal a metal door built into the bottom of the windmill's island. Drop down and head through it to enter another new area.
Windmill Contraptions.
Now head through the gateway to end up on the other platform. Climb up its ladder and then flip to the left, grabbing the Cube Bit at the top. [7/8 Cube Bits.] Lastly, jump across the tops of the platforms to grab another Cube Bit at the far-left, creating another whole Golden Cube! [15/32 Golden Cubes.]
Jump across the tops of all the platforms now, heading to the far-right platform. Flip to the right to reveal that the platform contains a door. Open it and head through.
Brick Construction.
Flip to the left to reveal a golden door constructed into the main platform of the area. Open it and head through.
Rotation Rotunda.
Rotunda Metalworks.
You'll end up on top of Rotation Rotunda! Grab the Golden Cube and take the Little Gate back to the Industrial Hub. [16/32 Golden Cubes.] Hey, you have 16 Golden Cubes! That means that unless you can head through every door in the Vertex now! But don't worry about that too much - we'll be investigating those areas at the end of the walkthrough.
Walkthrough, Part Seven Spoilers.
Walkthrough, Part Eight: The Pipeline.
Section Eleven: The Pipeline.
Jump to your left and hop onto another elevator, jumping to the next metal column. Flip to the left and jump up to another elevator. Then flip to the right so its path merges with another path, allowing it to climb further upwards. Flip left when it climbs up to the top so it merges with yet another top, and flip right when that's done to jump further up the metal column.
Pipeline Metalworks.
The Corkscrew.
This area's just a long upwards climb. Flip to the left and climb up the vines, then twist the Nut and Bolt all the way up to head up to the next segment of the area, with rectangular platforms and moving platforms. Flip and move around to find a Cube Bit hidden in an alcove. [4/8 Cube Bits.]
The Well.
This thing's exactly like a Warp Pipe from Super Mario Bros.! And in that game, if you find a Warp Pipe, you stand on it and press down to go down it... That's what you need to do here! Stand on top of the well and you'll progress to a brand-new area!
Walkthrough, Hub Three: The Sewers, the Qube, Acid Walkway, and the Gateway.
Sewers Entrance.
Hub Three: The Sewers.
Flip around until you see a Locked Door built into a column at the top of the screen. Jump over and unlock the door with your remaining Small Key. Head through to enter... this place.
The Qube.
This area is simple, containing a Treasure Chest and a floating platform suspended on a geyser. Use the floating platform to get to the Chest and then open it. Inside, you'll find a Small Key! Once again, head back to the Hub. There's one more small area we can get to from here.
Acid Walkway.
To get to the Treasure Chest, you're going to need to find a way to manipulate both the valve and the piston so you can jump from the main platform to the floating platform below you to the floating column above you. Lower the water level by three notches so you can access the piston below you. Then, push the piston to the right so the platform it controls extends to the right.
Raise the water level back up and then lower it back down. If you do this right, the floating platform will be stuck on the piston's platform, unable to move! Now, push the piston's platform so it extends directly under the floating column. (You may want to flip yourself so you're looking at the entrance to this area for convenience.)
Back in the Hub, raise the water level back up and look for a door directly below the Warp Gate. Don't go through it just yet, though - head to the platform to your right and flip around until you see a door. Head through it to enter another small area.
The Gateway.
Go back to the Hub, returning to the door directly below the Warp Gate. Head through to enter the only real branch of levels within the Sewers.
Walkthrough, Hub Three Spoilers.
If you scan the QR Code on the block within the "Qube" area, you'll recieve the following message: RT RT LT RT RT RT LT LT RT LT LT LT RT LT RT LT. These correspond to the controls of the game's XBOX version, where RT had the same function as D, and LT had the same function as A. With that in mind, changing these to PC controls gives D D A D D D A A D A A A D A D A. Inputting this will give you an Anticube.
Keep in mind that this is intended as an alternate solution to another puzzle that is found later in the game, and scanning this QR Code is entirely optional. With that in mind, the prize recieved from this QR Code will not be counted in this guide's running count - it will be counted once the actual puzzle is completed.
As for the thing that's in the Gateway, if you pay close attention, you'll see that it resembles the runes present in the Waterfalls - which means you don't have the tools to solve it yet. But still, keep this in mind for later, when you inevitably return.
Walkthrough, Part Nine: Geyser Alley.
Section Twelve: Geyser Alley.
There's a door available to you, but if you flip to the left, the right pillar will reappear and you'll see another Cube Bit on top of it. Grab it. [3/8 Cube Bits.] Now head back and go through the door.
Sewer Pillars.
The right pillar has netting on it in place of vines. Climb them and head to the top of the pillar, which has a valve. Turn the valve so the water level reaches its highest point and then flip to the right, jumping across the floating platform to the middle pillar.
Flip to the left so the floating platform lines up with the middle and left pillars, jumping across both. Flip to the right to reveal a Cube Bit in an alcove. [6/8 Cube Bits.] Then flip twice to reveal a door. Head through it.
Jump back to the middle pillar and flip to the right to reveal some netting. Climb it to the top and you'll see another valve on top of this pillar. Turn it to make the water level go to its new maximum and then flip to the right, jumping to the left pillar and climbing up its netting.
Now turn the valve all the way up, heading back to the top of the right pillar. You'll find a door. Open it up and head through.
Sewer Pillar's End.
Walkthrough, Part Nine Spoilers.
Remember that weird obelisk we just saw? Here's the answer to its riddle.
Keep these obelisks in mind! They appear quite frequently throughout the game's world, and once you know how to solve one of them, you can solve all of them.
Walkthrough, Part Ten: Redwood Road.
Section Thirteen: Redwood Road.
The Nature Hideout.
Crumbling Trees.
Walkthrough, Part Ten Secrets.
There's also a white obelisk in this level that you can't interact with, so make a note of it and move on. (Curiously, it resembles a purple obelisk that you saw in Lighthouse Harbor. Maybe they're connected?)
Last but not least is the big secret of this area - the cabin. In fact, this isn't as much a secret as it is essential to progressing in the game. But yes, the cabin does hold a secret, so let's enter it.
The Cabin in the Woods.
Walkthrough, Hub Four: Ancients' Cemetery, the Owl Effigy, and the Glade of Skulls.
Cemetery Entrance.
Flip to the right to reveal some vines and a door on the platform to your left. Jump to it and climb up the vines to snag a Cube Bit. [1/8 Cube Bits.] Then, flip twice to reveal another Cube Bit in an alcove below you! [2/8 Cube Bits.] Now, head through the door to enter the Hub of this brave new world.
Hub Four: Ancients' Cemetery.
The Owl Effigy.
If you go up to the Owl Effigy, Dot has some choice words to say: "Owls creep me out." Yeah, they're starting to creep me out too. Regardless of the creepiness, flip twice to reveal a Cube Bit in the underside of the area. [2/8 Cube Bits.] Even though the World Map says there's a secret here, this is really all you can do in this area... unless you think creatively elsewhere.
Glade of Skulls.
If you try it out, you'll find that Dot's theory is correct! You can rotate the tombstones, bar the big one. Now what do you do with this knowledge? If you can't figure out the puzzle on your own, the answer lies just up ahead...
Walkthrough, Hub Four Spoilers.
The big secret to the Owl Effigy is found elsewhere in the game, and it's unlikely that you're going to figure it out on your own unless you're really paying attention to it. It relies on other things stationed around other parts of the world of FEZ that only appear at certain times, and although the game gives you hints as to how to solve this puzzle, you haven't even found all the necessary components to complete the puzzle yet anyway!
However, that doesn't mean you can't start solving the puzzle. The only hints I can offer you are to think back to the owls you've seen throughout the game, and that those owls aren't just for decoration. If you're completely stuck, then read on.
You should have noticed that I've made a point of mentioning the locations of owls spread throughout the game - and there's a good reason. There are four owls in the game, and they're all crucial to solving the Owl Effigy. You can talk to each of the owls as you would Dot or a Villager, and they'll give you a message before flying away to the Owl Effigy itself. Of course, as you no doubt remember, the owls only spawn at night, and they leave in the morning. You'll have to make sure you're in the right spot, and at the right time!
We've already seen three of the four owls - one of them is in the Waterfalls, on top of the starting platform. Another is on top of Windmill Tower, on an orange tree next to the actual windmill. The third is right next to the cabin in the Nature Hideout. Go to each of those places at night and talk to those owls, and when you do, you'll be almost done with the puzzle! There will be one more to find, and you'll know it when you see it.
For reference, the owls you've seen so far have said: "A POINT OF ORIGIN. AFTER AND BEYOND," "THE MANY ARE ONE. THE ONE IS MANY," and "HEXAHEDRON. OCTAHEDRON. DODECAHEDRON. HER SACRED GEOMETRY."
There's not much else you can do with the Owl Effigy, so let's move on to the Glade of Skulls' mystery.
So, we know that we can rotate the tombstones just like we can any other tool, and we know that there's a puzzle to solve, probably involving the tombstones. But how do you solve it? Well, since the big tombstone is permanently following you around, perhaps you should make it so that all of the smaller tombstones are facing in the same direction the big one is - towards you.
Use the tombstone next to you as a template, and then set all of the other tombstones in the area to its perspective. When you do this, all of the tombstones - and the big skull - will be facing the same way, and you'll have completed the puzzle! When you're done, the large skull will stop moving, and you can flip twice to access a door built into it.
Climb up this new area to find an Anticube! [8/32 Anticubes.] Head back to the Hub via Little Gate.
Walkthrough, Part Eleven: Mausoleum Yard.
Section Fourteen: Mausoleum Yard.
From here, climb up onto the tree, then flip around and jump across all the trees in the area, flipping when you run out of room, and collecting three Cube Bits along the way, forming a whole Golden Cube! [23/32 Golden Cubes.] [1/8 Cube Bits.] Flip to the right to jump to the platform on your left once more. If you pay attention, you can see that lightning doesn't only reveal hidden platforms - it also reveals ghosts! There's one next to you! Feel free to talk to it if you wish, then continue onwards.
Floating Graves.
Graveyard Tower.
If you've been busy with your Anticube collecting, you should now have over 32 total cubes! Dot said you needed 32 cubes to reach the end of your journey, but since it's now apparently obvious that there are 64 cubes, one has to wonder if Dot knows what it's talking about... Nevertheless, you're halfway there, and that's worth commending!
Walkthrough, Part Twelve: Road to Enlightenment.
Section Fifteen: Road to Enlightenment.
The Throne of God.
Polyhedronism Puzzle.
Inside the Throne.
Walkthrough, Part Twelve Secrets.
Opening the Chest earns you a Treasure Map! [7/9 Maps.] This one contains another QR Code, which is completely optional, just like the other QR Codes in the game. Scanning it gives you the code D D D A D D D A, spawning an Anticube. The prize earned from scanning the Code won't be counted.
Walkthrough, Hub Five: Zu Ruins.
Hub Five: Zu Ruins.
The Throne Room.
Flip to the right to find another small door. This one contains a QR Code, the second one you've seen - the first was in the Sewers. Ultimately, it isn't really that important. This QR Code is meant as an alternative solution to a puzzle that can be solved elsewhere in the game, so only scan it if you'd like to avoid that puzzle. Scanning the QR Code gives you RT RT LT RT LT LT LT RT, or D D A D A A A D when converted into PC controls, which will spawn an Anticube. However, if you've been following along with this guide, then you'll have found what this code gives you already! This code is identical to the one that the fez-wearing people in Villageville's Picture Room gave you - the very first Anticube you acquired in the game! As such, this QR Code won't count in the guide. Head back out.
What Lies, Broken.
Walkthrough, Part Thirteen: The Clock Tower.
Section Sixteen: The Clock Tower.
Knowledge's Pantheon.
Pantheon Entrance.
The Pantheon Library.
Alcove of Tomes.
Head out of the Alcove of Tomes and exit the Pantheon, returning back to the Zu Ruins. We're done here.
Walkthrough, Part Thirteen Spoilers.
As you probably expected, the clock at the Clock Tower's summit contains a stupefying secret. The odds are pretty good that as you were investigating the clock, at least one Anticube appeared at one of the platforms surrounding it. If you saw this happen, then you probably know the solution to the puzzle.
Trying this out, you should get "FOOTRMUO." But that's just more gibberish! It looks like there's a specific order to the pages that you need to flip to in order to decode the Tome - going straight front-to-back won't cut it. But how do you determine the order? If I were you, I'd look for a word that you're pretty sure would be in the Tome and then unscramble that word. How about HEXAHEDRON for a candidate? Once you do this, you should figure out that the correct order is 1, 5, 2, 6, 3, 7, 4, 8. And from this, you're able to decode the Tome. For reference, that earlier passage should now read "FROMOUTO", which is a lot closer to proper English, don't you think? (No, I don't know what the huge letters have to do with this.)
Here are the completed haikus of the Tome. (Well, the last one isn't a haiku. But whatever.)
FROM OUT OF NOWHERE / IMPOSSIBLE VISITORS / OUR BENEFACTORS
WATCHING OVER US / IN THE HIDDEN FOLDS OF SPACE / IN FRONT OF BEHIND
GIVE THE GOLDEN GIFT / A DEEP REVELATION / OUR EYES WIDE OPEN
SHAPES TO TESSELLATE / WITH SACRED GEOMETRY / AN EMPIRE TO BUILD
A NEW PERSPECTIVE / THINGS UNSEENS BUT ALWAYS THERE / A NEW DIRECTION
THE HEXAHEDRON / THE SIXTY FOUR BIT NAME OF GOD / THE POINT OF ORIGIN
A PATTERN A CODE / A DEEP UNDERSTANDING / A GATE TO THE STARS
ALL OF TIME AND SPACE / AND THE SPACE OUTSIDE OF SPACE / WHERE DOES IT END
"A golden gift..." "A new perspective, a new direction..." "The Hexahedron..." What does this all mean? Could it be that these people got the same gift that you did? That they gained awareness of a third dimension through the Hexahedron and their own fezzes? You did see people with fezzes back there, after all. But who are the "impossible visitors?" And the "gate to the stars..." Comprehend it or not, this book is a pretty key component to the game's lore - a lore that still isn't yet fully understood. But it's still something to think about.
Walkthrough, Part Fourteen: The Observatory.
Section Seventeen: The Observatory.
Now we're able to enter the Observatory proper, but first, grab the Golden Cube hovering above the Little Gate next to it. [29/32 Golden Cubes.] Don't head through that Little Gate just yet, though. Head into the Observatory first.
Observatory Interior.
The Observatory's interior seems to be a lot like the library we went into earlier - full of wood and bookshelves - but at the top of the area lies a massive golden telescope. Jump up the floating pillars to make it to the telescope itself. According to Dot, you can turn the telescope by interacting with its base, and you can look through the telescope by jumping to its eyepiece and interacting with it. Neat! Let's try it out.
Head back to the door you passed by earlier and open it to enter a new area.
The Temple Cosmic.
The Cosmos.
Temple's Core.
Head back out and flip to the right, revealing an open door within the pink tree's trunk. Head through it to enter a puzzling area.
The Tetrominomicon.
What could this mean? These symbols... do they look familiar to you at all? Have you seen them at any point in the game? Take great care to note this room - it's important. If you think you can solve its greater puzzle, even though we haven't yet found the final clue, then do so. If not, head out and use the Little Gate to return to the Zu Ruins.
Walkthrough, Part Fourteen Secrets.
It seems that the Observatory still has secrets, according to the World Map. But what could they be? The only thing you can mess with is the telescope, and turning it any number of times doesn't reveal any hidden passages. So what is it? Something in the stars? A pattern, a code? Something you've seen before...?
The Counting Cube's solution is decidedly more obvious - if the Writing Cube contained letters, then the Counting Cube must contain numbers! Indeed, the world of FEZ has a number system as well. But unlike the alphabet, where you had an easily obtainable key containing every letter, such a key isn't as readily apparent here. Sure, there are the sets of symbols on the walls, but those aren't as obvious... Or are they? Stop me if you've heard this before. A group of numbers arranged together, followed by two lines parallel to each other, followed by another number. Could these be math equations? But you still don't know how to read them...
The weird set of symbols you just found in the Tetrominomicon are "tetrominoes." They're weird geometric shapes most known for their usage in Tetris. Their inclusion in that level was no mere one-off gag, though - these tetrominoes are the key to the game's third encrypted code! You still aren't fully equipped to solve a large amount of the puzzles surrounding them, but there is one you can solve right now, and that's the Observatory! Head back to it once night falls.
As it turns out, there's one glaring place where you've definitely seen tetrominoes before - the constellations! And since the only place in the game where you can clearly observe the sky's constellations is the observatory, perhaps the constellations you can see in there mean something! Your goal is to go across the sky's four quadrants, mapping the constellations into their respective button presses.
Walkthrough, Part Fifteen: Ancient Polis.
At this point in the game, you should have pretty much been to just about every room, and collected almost every Cube Bit. Looking around the World Map will tell you that there are still plenty of secrets to be found - and there are! Just not right now. The only major areas we have left to explore are the three other rooms in the Vertex.
Section Eighteen: Ancient Polis.
We've done all we can in this slow, aging area. Leave the way you came. It's time to move on.
Walkthrough, Part Sixteen: Nu Zu.
Section Nineteen: Nu Zu.
Flip twice and run for the nearby ladder, climbing up to a door. Head through it to enter what looks like a washroom containing a single Cube Bit. Grab it and head out. [2/8 Cube Bits.] Then, flip to the right, climbing up another ladder and entering another door.
Just one more door to head through! Flip to the left and drop down to a door to your southwest. Open it to find a boiler room much like the one in Villageville... with nothing else inside. That's all for this area - unless you've figured out its secret. Head on out.
Walkthrough, Part Sixteen Secrets.
The classroom of Nu Zu contains the final piece in the tetromino code's puzzle. In the Tetrominomicon, you figured out that button presses could be mapped to tetrominoes, and since the Waterfalls, you knew about long scratches on obelisks. But now, this area has shown you that those long scratches are tetromino codes - and it tells you how to read them, too!
You now have the power to go back and solve all the puzzles involving tetromino obelisks that you couldn't do earlier! However, since that would involve a lot of backtracking and we're already so close to the game's final level, the guide will cover all these puzzles afterwards. But don't forget the tetromino code! It's vital to your success.
Walkthrough, Part Seventeen: Zu.
Section Twenty: Zu.
Trying to talk with all these bigheaded villagers will result in a startling surprise - they all speak Zuish! If you know the ins and outs of the language, you should be able to decode their speech fairly easily. Everything the villagers say will be included here, in spoiler text, for reference. Keep in mind that a few villagers say the same thing.
"How do you do?" "What is wrong with your head?" "He wears the fez." "Ha ha ha, check out Mr. Rectangle-Head over here!" "I think it is nice to have a visitor for once." "Woah! How did you get in here?" "Nice to meet you!" "Hello! ...Can you understand any of this?" "Where did you get that hat?" "Welcome to Zu." "Where did you come from?"
The Throne Room.
Zuish Effigy.
Zuish Classroom.
Flipping to the right reveals a series of diagrams. Each contains a number, and then some kind of geometric shape. A dot, a line, a square, and then... two squares? Weird. The next wall contains some math equations, all of which are equal to the same number. The final wall contains some numbers arranged in a net, as well as another series of numbers next to it.
Just like the classroom of Nu Zu gave you the keys to a tetromino code, this classroom is meant to give you the keys to the game's number system once and for all! But how do you process all this information? See if you can figure it out. If not, read on for the answer...
Now... it's time for Zu's final door.
Walkthrough, Part Seventeen Secrets.
But first, it's time to crack this game's number code. The first clue to understanding the number system can be found in the series of four documents with drawings. Point, line, square, two squares, all accompanied with varying numbers. What's the deal with these? Well, they represent the different spatial dimensions. A dot is zero-dimensional, a line is one-dimensional, a square is two-dimensional, and the two squares are indicative of three dimensions - we've seen that same glyph used in Warp Doors, artifacts that "fold space" and let you pass between areas! As a result, it's not a stretch to assume that the blank square is 0, the square with a line pointing up is 1, the square with a line pointing right is 2, and the square with lines pointing both ways is 3.
But that's not all we can figure out from this room. Flipping to the wall that shows that two numbers are equal to each other, this shows that there are two ways to write the number "3" - as a square with lines pointing up and right and a square with just a line pointing down. From that, we can assume that there are multiple ways to write every number - or at least, some of them. That can also be used to assume that the tentacled being is carrying the number 3 beneath it... Interesting.
WARNING: MATH AHEAD.
Now, to the math equations. Based on what we know, all these equations equal the same number - a square with lines pointing in all four directions. So, 1 + 2 + w = x, 2 + 3 + y = x, and 1 + z + y = x, where w, x, y, and z are all different numbers (hypothetically; there might be some repeats since one number can be represented by multiple symbols, as we just saw). Well - bear with me here - we're going to use actual math to figure this out. Set 2 + 3 + y and 1 + z + y equal to each other, since they're both equal to x. This adds up to 5 + y = 1 + z + y, which turns into 4 + y = z + y (by subtracting 1 on both sides of the equation). Then, you can turn that into 4 = z (by subtracting y on both sides of the equation). This means that the square with a line pointing to the right is equal to 4. And it makes sense, after all - 1 through 3 have just been single lines, so it's easy to assume that 4 also fits into this pattern.
Our revised equations are now 3 + w = x, 5 + y = x, and another 5 + y = x, which leaves us with the mystery of what y is. Well, we know that 3 can be represented by a line going up and to the right - in other words, an addition of 1 and 2's symbols. (And 1 + 2 = 3, doesn't it?) Well, y is represented by a line going up and to the left - in other words, an addition of 1 and 4's symbols. (And 1 + 4 = 5, doesn't it?) Therefore, y is 5, and since 5 + 5 = x, x is 10. This also makes sense - of course a number represented by a full grid is the biggest number in the Base10 system. And hey, 10 is represented by lines in every direction - and 1 + 2 + 3 + 4 = 10.
From this, you can then figure out that w is 7, meaning that just through deduction and math equations, we've figured out 0, 1, 2, 3, 4, 5, 7, and 10 in this game's math system. Nice! But something that I touched upon just a little while ago is probably the biggest component of this game's math system - if any amount of numbers are added together, the resulting number's symbol will be the symbols of the numbers used to create it combined together. This doesn't work if the numbers being added share lines in their symbols - so 1 + 3 won't work, as they both have lines pointing up. However, if you use the other symbol of 3, a line pointing down, then you'll create a straight vertical line, which would make that the other symbol of 4.
With this principle in mind, you can now figure out the rest of the game's number system by combining these symbols together. The whole number system will be listed here.
0 (blank.)
1 (line pointing up.)
2 (line pointing right.)
3 (line pointing down; lines pointing up and right.)
4 (line pointing left; vertical line.)
5 (lines pointing up and left; lines pointing right and down.)
6 (lines pointing up, right, and down; horizontal line.)
7 (lines pointing down and left; lines pointing up, left, and right.)
8 (lines pointing up, down, and left.)
9 (lines pointing right, down, and left.)
10 (grid.)
And voila! You now know FEZ's number system. That... that was a lot of work, and I probably overcomplicated it. Hell, you don't even really need the number system for many puzzles within the game itself! But it was still pretty fun to derive - or very needlesly confusing, depending on your point of view. No matter your opinion of that number system, the fact is that it's the last code in the game, and the last puzzle we can do before the game's end.
Flip to the right and drop down to come face to face with a door that requires 32 cubes to open. Since you've found every single Golden Cube at the game at this point, the door will slide open for you. Head through to enter your destiny.
What Lies Beyond.
Walkthrough, Part Eighteen: Beyond.
Section Negative One: Beyond.
The first thing you'll notice in this area is that you're a lot... floatier. Wherever you are, gravity has much less of an effect on you, meaning it'll take longer for you to walk and to change your perspective, and your jumps will go both farther and for longer. Keep this in mind as you navigate the awe-inspiring structures in this new land.
Walkthrough, New Game +.
Once you regain proper control of Gomez in Villageville, you'll be able to start New Game + proper! With knowledge of all three of the game's codes and first-person view, you now have the tools to solve every puzzle in the game and truly get 100% completion! One other thing worth mentioning - by pressing the Up key three times in quick succession and then holding down Space, you'll be able to make Gomez fly. This is meant to be a shortcutting tool to cut down on backtrack times. Plus, it also looks pretty funny!
Alright, there's no time to waste! Get ready to solve the game's remaining puzzles...
Walkthrough, Part One+: Villageville Revisited.
The only secret we haven't yet found in Villageville is the Boiler Room's puzzle. A quick look around doesn't reveal any obvious hidden passageways or puzzles, so perhaps a closer look is required. Notice any familiar symbols? Any patterns? If you do, then you should understand how to solve this puzzle. If not, read the spoilered text for guidance.
This puzzle makes use of the game's tetromino and number codes. There are several tetrominoes on papers throughout the room, and each is accompanied with a number, representing the order in the sequence that said tetromino goes! With that in mind, the number/tetromino matches you should find are 1/Up, 2/D, 3/Left, 4/Space, 5/Right, 6/A, and 7/Down, making the code Up D Left Space Right A Down. But if you try out the code, it doesn't work... What could you be missing?
Walkthrough, Part Two+: Waterfalls Revisited.
The Valve.
CMYKave.
It's time to solve the puzzle of the Infinite Cliffs, since you now have the means to do so. Perhaps going through the entire level will help the answer resonate in your head. And if that doesn't work, then taking a step back and looking at it from far away might do the trick. If you're stumped and can't figure it out on your own, then read on.
You may have noticed that a new door has appeared within the Waterfalls thanks to the water level being lowered. Leave it alone for now - we'll come back to it later.
Walkthrough, Part Three+: Belltower Revisited.
The Matrix.
The catch, as you've no doubt already figured out, is that you have to do it while a sea of incorrigible pixels have invaded most of your field of vision. Thus, some of this is probably going to be reduced to trial and error. Just try and see where you can jump next, and if you can't jump, flip. The end is marked by a red Little Gate and an Anticube. [21/32 Anticubes.] Take the Little Gate out of the area, then return to the Belltower.
Checking the World Map reveals that even though you've uncovered the Matrix, there's still a secret in this area - the Bell! Head up to the Bell, ringing it again as your mind is refreshed with codes and perspective changes. Notice anything familiar about it now? Anything that might help you solve the puzzle? If not, keep reading for the solution, as always.
Walkthrough, Part Four+: Lighthouse Harbor Revisited.
The Lighthouse Harbor still contains a secret - and considering that there's a peculiar purple obelisk in the area that Dot happens to know nothing about, it's a safe bet that said obelisk is involved somehow! But how? It has no letters, numbers, or tetrominoes, and nothing changes to the object at night... Perhaps you'll have to look elsewhere. If you're stumped on how to proceed, read on to solve the mystery of these peculiar obelisks.
Now progress through the lighthouse and enter the next area, Brick-and-Mortar Way. Turns out lowering the water level's changed this area too, revealing another puzzle door.
Beyond the Mortar.
Walkthrough, Part Five+: Redwood Road Revisited.
Now head through the Cabin in the Woods to enter the Ancients' Cemetery. We have unfinished business with the dead.
Walkthrough, Part Six+: Mausoleum Yard Revisited.
The Labyrinth.
If you follow this sequence correctly, you'll end up in an entirely new area...
Golgotha.
...Let's get the hell out of here.
Walkthrough, Part Seven+: Sewers Gateway Revisited.
Section Twenty-One: Hell.
Head out of that area now. It's time to tackle Hell's real challenge. As you can see, the base platform of Hell is very large and contains a valve on it. Two sets of mechanical pistons are pushing up and down at random intervals. Jump on them and make your way to the top of the main platform. Make sure that you're prepared when you turn that valve.
When you finish the entire course, the lava will stop and you'll be able to head through a door. Go through it.
The Cranium.
Walkthrough, Part Eight+: Road to Enlightenment Revisited.
Take the Warp Gate back to Seaside Pillars, climbing up Redwood Road to re-enter the Road to Enlightenment. This area has a couple of puzzles that we have yet to solve, so let's get right into it! In this section's very first area, there's a peculiar obelisk much like the other two we just saw. You know what to do here. Activating First-Person Perspective reveals a tetromino code written on the ground.
Now, head through the Throne of God and go Inside the Throne, which also contains an unsolved puzzle. Sure enough, this area has a peculiar obelisk as well! Standing on top of the obelisk and activating First-Person Perspective will allow you to see the tetromino code written on one of the area's platforms. It's pretty hard to see it if you don't stand on that obelisk.
Walkthrough, Part Nine+. Zu Ruins Revisited.
Zu Ruins contains a few secrets - there's even one sitting in the Hub area! Make your way across the abandoned city until you reach the Throne Room. Head inside. As you may remember, this area had runes on the walls that you couldn't really see, since they were obscured by the throne, and were only visible while changing perspective. Well, you now have the keys to solving this puzzle.
Investigating the World Map reveals that there are only a few rooms left containing secrets - the Observatory, the Tetrominomicon (which we'll deal with shortly), Adore Island (because of its 64-cube door), the QR Code in the Sewers, and, curiously, Zu's Throne Room. Of course! The second piece of the puzzle must be over there! It can't be that it's the same code for both rooms, otherwise you would have actually gotten an Anticube from inputting D D D A A A A A! We'll save backtracking all the way to Zu for last.
Regardless, head back to the Tetronomicon, which still contains a secret in the form of a tetromino obelisk. You're now able to solve this puzzle quite easily by cracking its code. Input Up Space D A Space Down A D. Doing this will spawn your penultimate Anticube! [31/32 Anticubes.]
Input this code in either Throne Room to recieve your thirty-second and final Anticube! (This will nullify the Sewer QR Code - it was meant to help you solve this puzzle.) 32/32 Anticubes! Achievement get: Hexahedronaut. Congratulations! You've collected all sixty-four cubes, meaning the Hexahedron has been fully restored! Dot tells you to go check out the Stargate, and since you're in the neighborhood, go do so.
Walkthrough, Part Ten+: Kokoromi.
Well, you've done it. You've beaten the game twice, and collected every single Golden Cube and Anticube in the game. You've unlocked every locked door, you've collected every artifact, you've solved the game's three codes, and you've hunted down every chest and map. And yet there are still unsolved mysteries. Looking through the game, you should see that Adore Island is still unsolved (as you haven't yet unlocked its 64-cube door), as is the Observatory, and there are two doors within Seaside Pillars that you haven't even opened yet! The time has come to solve the game's last few challenges.
Kokoromi is a Japanese word roughly equating to "trial," if Google Translate is correct. And a "trial" is exactly what you're about to be going through. Buckle up.
From there, leave Villageville and head through the Vertex, entering Seaside Pillars and from there, entering the Waterfalls. There's a door right below you, one that I intentionally told you to skip earlier. Now is the time to enter it. Head through.
Trial One: Sixty-Four Bit Name.
So, you have to find whatever this... thing's name is. I'm not going to lie to you - this is a very hard puzzle. There aren't many ingame clues at all, and I can only offer you two hints. One is to think metaphysically. And the other is to think outside of the game's box - don't limit the solution to what can be found in the game. Think bigger. If you can solve this on your own without resorting to the following spoiler text, then you're a god among men in my opinion.
The answer to the question is METATRON. Its first half is what it is - that's a pretty self-referential idea. In other words, it's meta. Its second half is half of what made it - Polytron being the game studio that developed FEZ. Its second half - tron. Put these together and you get the 64-bit name of God.
Alright, so you have this being's name. But now what? Well, your goal is to arrange these blocks so that they spell out its name from left to right when your perspective is two notches away from the entrance. This will take a lot of repositioning and flipping around to accomplish, but keep at it (and frequently check the alphabet guide shown earlier in this walkthrough) and you'll earn your coveted prize.
Walkthrough, Part Eleven+: Kokoromi II.
Trial Two: A Pattern, A Code.
Our second trial takes us all the way to the Zu Ruins once more. It's time to crack the Observatory's ultimate puzzle. We've already used the constellations as the method to solving a puzzle, but there's something else written in the starts that's meant to draw our attention. I pointed it out earlier, but if you've forgotten, you can figure out what it is just by looking through this room!
If you pay close attention, you'll see that the observatory contains a chalkboard depicting a view of a certain section of space. As evidenced by the two tetrominoes, you can see this view through the telescope. What the chalkboard has also highlighted, however, are two small dots in the upper-left corner of the view. Interesting! Perhaps you should investigate these...?
These two dots are blinking in binary code! Whenever the dot to the lower-left is visible, it represents a "0" in the code. Whenever the dot to the upper-right is visible, it represents a "1" in the code. With that in mind, the entire code of the stars is 01010010 01010100 01001100 01010100 01001100 01010100 01010010 01010100 01010010 01010100 01001100 01010100. Running this through a binary translator yields the string RT LT LT RT RT LT, and converting this into PC controls gives you the code D A A D D A.
Walkthrough, Part Twelve+: Kokoromi III.
Trial Three: Outside Of Space.
This room consists of a raised platform strewn with candles, and not much else. There doesn't seem to be much you can do here - looking around doesn't reveal any codes, and nothing exactly jumps out at you. So what are you even supposed to do? Perhaps you'd benefit from a new perspective?
No one has an official solution to the second half of the Black Monolith's puzzle, because it isn't in the game. There are no overt references in any of its areas, and none hidden in its code. The community spent many long, hard hours trying to crack the Monolith's code until people resorted to brute-forcing every possible combination. It was only through this way that the answer was found. There are many theories as to how the true answer can be gleaned (a popular one was that it was tied to the game's release date) but in my opinion, none of them really seem accurate.
And now, there's only one thing left to do. Head on down to Adore Island. Its sixty-four cube door will slide open for you now. Walk through it to enter the game's final area.
Temple of Love.
Unsolved Mysteries, Part One.
So, that's that. By this point, you should have a score of 209.4% completion - FEZ's equivalent of 100%. I don't know how Zuish exchange rates work.
You've visited every room, unlocked every door, opened every chest, nabbed every Cube Bit, every Golden Cube, every Anticube, and the three coveted Heart Cubes. You've ventured deep underground, through the pits of hell, and the cosmos itself. But despite all of that... You haven't solved every puzzle. No one has. Although we've gone through enlightenment and back, FEZ still has a motherload of conundrums to... unconundrum.
In this section, we're going to be taking a look at these mysterious mysteries. Although it's been years since the game's release and they still haven't been solved, I'm not going to give up hope yet. Who knows? Maybe by looking through this text, you'll find some hidden connection that no one else has made. Even if you don't, I hope that it'll still be interesting to see just how deep the geometric rabbit hole goes...
The Black Monolith.
Let's talk about 2001: A Space Odyssey.
Throughout 2001, monoliths appear across the solar system, triggering with them a dramatic evolution of the species around them. In the film's climax, they bring its protagonist into a surreal kaleidoscopic stargate, multicolored lights and grids blaring across the screen.
Sound familiar? It should. The Black Monolith evokes many of FEZ's themes and scenes - the Hexahedron giving you the fez at the beginning of the game, the 32-Cube Bit ending, benefactors guiding a primitive race through extradimensional knowledge... The monolith is even tied to sacred geometry, its sides a perfect 1:4:9 ratio - some claim it's a metaphor for a cinema screen!
But this is beating around the bush. The real problem with the Monolith, as I've already outlined, is that it has no solution. To be clear, it does. But there's no logic behind it. Devoted groups scoured the game and the internet for any sort of clue, compiling their notes. Some sought a connection to the Tome (more on that later), but it was soon felt that there were no real leads.
Solace came in Trey Reyher, a game developer who had connections with FEZ's dev team and acquired the code. Through his insight - the code had seven total inputs and five unique inputs - the amount of possible solutions was dramatically lowered... from 2,097,152 to 78,125. Which is. Let's be clear. Still a lot to get through. But the community was up to the task, creating spreadsheet after spreadsheet that catalogued each incorrect solution.
The next big break came from Michel Billard, who created a site that automatically generated ten sequences at a time that hadn't been confirmed wrong, then allowed users to test them, confirm them, and generate more. Eighteen hours and 66,227 solutions later, a GameFAQs user, gregSTORM, got Down, Down, LT, RT, RT, Jump, Up... and that was that. The answer to FEZ's most challenging puzzle had been brute-forced.
Denied their "a-ha!" moment, the community went through an anticlimactic period. That was it? It was all over thanks to spreadsheets and algorithms?? Well... Perhaps not. The community had a lot of time to think about the Monolith after the dust cleared, with people creating retroactive explanations to the intended solution. Easily the most popular of them was the Release Date Theory, penned by FraustDogger.
It goes like this:
- FEZ was released on April 13, 2012 - 4/13/2012.
- Convert that to 4132012 - seven digits, five of them unique.
- The order the pages in the Tome are read is 1, 5, 2, 6, 3, 7, 4, 8.
- Rework the numbers to that model: 4011322.
- Rewrite those numbers vertically in FEZ's number system: left line, blank square, up line, up line, down line, right line, right line.
- Since the Tome has the game's symbol for four dimensions, it would cast a 3D shadow: the Monolith.
- Have the line cast a shadow, becoming up line, up line, right line, left line, left line, blank square, down line.
- If those lines are arrows, they become down arrow, down arrow, left arrow, right arrow, right arrow, no arrow, up arrow.
- Change those to Down, Down, A, D, D, Space, Up.
I've had problems with this theory. It ignores the Tome's eighth page, the Tome's symbol isn't associated with the fourth dimension, and the mutation of lines to arrows is dubious. No other puzzle does that, and there's no reason for a new code this late in the game. It felt like something that could only be created by working backwards from the answer.
Sure enough, I had reasons to be suspicious. Some time after I wrote this, Renaud Bedard, FEZ's lead programmer, broke Polytron's silence and debunked the Release Date Theory! He says the dev team didn't know FEZ's release date while creating the Monolith puzzle. You can read his post here. https://reddit.com/r/Fez/comments/aggf3z
I think the Monolith was never meant to have any answer, ingame or in real life. I think it was always intended to be a rallying cry for the game's community - to get people to band pool all their resources for one last effort, and to be ultimately disappointed, disbelieving, and confused.
I think that lack of clarity - the inability to understand the final step of the puzzle - is a crucial theme to FEZ. As we continue on, hopefully you can understand why.
Concentric Circles.
I know what you're thinking. "FEZ has circles?! FEZ doesn't have circles! Gomez is made of rectangles! You collect cubes! The terrain is made of cubes! Even the earth, the sun, the moon, and the alien planet are all cubes!" Okay, I'll concede that. They aren't circles. They're squares. But they're definitely concentric. And since they evoke alien "crop circles," the "circles" name stuck.
This imgur album, compiled by BrunoValads, does a good job of summing everything up. https://imgur.com/a/kgYiB6R
In essence, there are eight of these concentric circles scattered throughout FEZ's world, and they're only viewable by examining the room they're in through First-Person Mode. They'll be rendered pure white against the ground, speckled with dots. Although you can see where each circle is in the album, I'll go over it here.
The one-rung circle is at the top of Villageville.
The two-rung circle is at the top of the Broken Arches.
The three-rung circle is at the top of the Belltower.
The five-rung circle is off to the side of the Ancient Polis.
The six-rung circle is at the top of the Waterfalls.
The seven-rung circle is at the top of Zu.
The eight-rung circle is at the top of the Zu Ruins. (One is also carved into the bottom of Beyond, along with four owls.)
Of course, there's one missing - the four-rung circle. Supposedly, it's located in the Totem Sanctuary. But since that room is one of the only areas in the game where you can't flip on command, you can't enter First-Person Mode either. Through hacks and noclip, people have found that it is definitely there, but as it stands, it's impossible to see normally ingame.
What purpose do the circles serve? Like the Monolith, many theories were proposed. Some say that they're functionally identical to tree rings, serving as a record of how much time has passed; the rungs in Zu and the Zu Ruins seem to confirm this. Some seemed to think that the seven visible ones were connected to the Monolith's solution. Others thought it could be a reference to crop circles - aliens are a part of FEZ!
But if I had to guess, I'd say it's another link to the "incompleteness" I mentioned earlier. Just like the Monolith, we're missing another crucial piece of the sequence - we have no way to see it in the game. And that very room has a "fractal cube" - a chunk torn out of the wall, revealing an infinitely repeating series of cubes, no end in sight.
And there's no end to the mysteries, either... Let's continue.
Unsolved Mysteries, Part Two.
The Skull's Rabbit Hole.
FEZ has four Artifacts. There's the Writing Cube, which has clues containing to the game's alphabet code, Zuish. Then, the Counting Cube, which similarly points towards the game's number system. The Tome has a set of three-dimensionally-read haikus outlining the game's lore. And then there's the Skull.
Look, it's from an alien. Which is probably obvious to you - you saw the carvings in Zu and the statues in Beyond. But it's worth noting that the skull is actually different from most other depictions of these aliens. Their heads have three eyes - two on one level and one above them - and then three tentacles. But this skull's eyes are all in a row, and its bottom - where its tentacles would be - has the two plus one pattern. So why the discrepancy? Are its "eye sockets" for its tentacles, and vice versa?
Well, maybe. But there is one place with a skull like that - Villageville's Boiler Room - a room with a Labryinth Treasure Map. A room containing secrets about the game's codes - tetromino and number codes alike, symbols of the third dimension, the letters "XYZ," and even a map of what looks like of the Hexahedron's faces. Never mind the Skull - what's Villageville's deal?
The place was inhabited by people who knew the third dimension. There are rooms in its other planes that are long abandoned, but have pictures of Zuish authority figures. So what happened? Why do they shun the third dimension? Why do they speak Engrish, not Zuish? I hesitate to put my theories too much into this, but I'll leave you with this...
What's Geezer's deal? His house has pictures of all four owls - owls that the "one-eyeds" worshipped, that ghosts learned to fear, that the Zuish built effigies of, even on the aliens' planet. When you talk to him after the game's intro, he has this to say: "It's been so long time. It's your turn now. I'm tired. Plus there's the eye thing." It seems that Geezer knows about the fez, the Hexahedron, the owls, and the aliens - he's been dealing with the third dimension, presumably keeping the universe stable, for a "long time," and is now passing it on to you, Gomez. But is he? Could he be passing it on to... himself?
A bug circulating after the game's release was that following any of the game's fake crashes, when the game is zooming back to Gomez's room, it displays infinite copies of his room arranged on a grid before finally settling on the center one. It evokes the 64-cube ending - infinite worlds with infinite Gomezzes, trapped in a cycle of restoring the Hexahedron. Geezer could be the end of that cycle - a future version of Gomez, restricted by age and a lack of depth perception, who must uphold the stable time loop.
Sounds a lot like a fractal, doesn't it? A series of concentric journeys, a puzzle with a piece missing. And all of this rambling from one alien skull - the heritage of the impossible visitors.
The Tome Letters.
If the Skull is a missing link to the game's lore, the Tome is all other links combined. Despite its inscrutable nature, the community's tireless efforts managed to yield its haikus, and with them, "a pattern, a code, a deep understanding" - at least this was one community goose chase that had proper resolution, right?
Well... not entirely so. One aspect of the Tome was a mystery from the outset - and has remained a mystery since. Opposite from each page with writing on it is a page with a single large letter on it, making eight letters in all. From front to back, they read "PAEAEB(U/V)B." In the intended order, "PEABE(U/V)AB."
And no one knows what they mean.
Like all of FEZ's big mysteries, many thought they were connected to the Black Monolith code. Indeed, it was a popular bandwagon while the Monolith hunt was ongoing (though bruteforcing was already in progress). There were also people connecting them to the Writing and Counting Cubes, trying feverishly to extract RT and LT codes from them. Still others attempted to find links to... well, I was about to jump the gun there.
Discussion sites for FEZ are still littered with people unable to make heads or tails of the eight-letter sequence, which is usually just denoted as "PEABEUAB," I guess since it's more easily-pronouncable? I make no claim to understand them - even though they're the most directly observable mystery the game has to offer. Here they are, lying smack-dab inside a book outlining the foundation of the universe, completely inscrutable.
Yet another missing link etched into all of time and space - and the space outside of space. Where does it end? Does it even end?
"Classroom Numbers."
Well, uh, no, as it turns out.
This is probably the most obtuse unsolved mystery, to be blunt. It doesn't have the same weight as an incomplete set of concentric circles, or an intergalactic monolith, or the Attack of the Infinite Gomezzes. But it's still a huge point of discussion across the community, and as such, I'll bring it up.
The classroom in Zu is one of the rare levels that gives you the key to deciphering a code - here, as you may remember through my extensive equations and symbology, it was the number system. One of its walls showed the two symbols for "3," and a visitor giving the Zuish people the third dimension. Another gave three math equations. A third showed the game's symbols for the zeroth, first, second, and third dimensions, with corresponding numbers. All of these are huge assets to figuring out the game's number system as a whole.
The fourth wall has a blackboard with a net - an unfolded model of a cube's six faces - of the Counting Cube. The middle faces are up line, vertical line, vertical plus right line, and up plus left line. The top face is a grid, and the bottom is blank. Nets have been shown throughout the game - the Nu Zu classroom has a net of the world, and there's an Anticube puzzle centered around the concept as well. Most likely, the net (and the corresponding Counting Cube) are meant to show every possible permutation of number symbols, with the Writing Cube doing the same for letters.
But the fourth wall has... stranger things. On a piece of paper next to the net is a set of numbers that appear to have no use. There's no equations or symbols. They're just... there, out of place. The sequence is as follows, with an "X" indicating empty space:
2 4
2 5
3 X
X 6
4 1
5 4
4 4
3 3
3 6
5 X
There's a lot of peculiarities about the sequence. One: all the numbers add up to 64 - quite a telling number. Two: different symbols for the same number are used interchangably - both of 3, 4, and 6's symbols are used, yet not both of 5's. Three: 7 through 10 (and 0) are absent entirely. Four: what's with the spaces? No other use of numbers in the game have them (not that there are many others). Five: why is it here? There's nothing teachable about it - it's just a set of numbers, listed as though they were scribbled in a margin.
Fans tried to place the numbers in all sorts of contexts, using them as Polybius Square ciphers (or, in line with the Tome, "Polybius Cubes"), linking them to a cafe in Montreal, or pairing them with... ah, almost got ahead of myself again. Still, like every mystery before it, nothing seems to add up.
There is one theory I'd like to note, though. A user named PsyMar2 thought to rotate the sequence by 90º so it reads like a tetromino code or Zuish code would, creating an entirely new sequence in the process:
33 746324
112 633553
Jumping from the idea that the numbers were coordinates, the user ran through various coordinate permutations. When they got to 33.746324, -112.633556, they found... well, something: the exact center of a huge triangle in the middle of nowhere, Arizona. Someone even visited the place, despite discouragement from the dev team, and found, unfortunately, nothing of note.
"The numbers, Mason... What do they mean?"
We may never know.
Unsolved Mysteries, Part Three.
Heartbreak.
...
The Soundtrack.
...
Odds and Ends.
This section will consist, true to its words, of various odds and ends throughout FEZ's universe that I just didn't put into the walkthrough itself. They'll range from shortcuts to codes, and perhaps other things in between, too. There isn't much else to say here, so let's get right to it.
List of Warp Doors.
You've seen Warp Doors around, even if you didn't make much use of them. Etched into the walls of specific areas are tiny doors with a peculiar symbol on them - two squares, the lower-right point of one matching with the upper-left point of the other, so that they interlock. This is the game's symbol for three-dimensional shape, and, true to this symbol, heading through one door will take you through another, corresponding door.
This section will list every Warp Door pair in the game. If you're looking for shortcuts throughout the world and don't want to rely on the Hub Warp Gates, this is a good place to check!
List of Zuish Codes.
Although FEZ has its own alphabet, it's not really utilized in a puzzle sense. Only one puzzle in the game, the Security Question, actually requires the use of the alphabet - everything else is just for flavor text, like the Hexahedron and the Zu Villagers. That's why I didn't go over the game's snippets of alphabet code that much. However, if you're interested in seeing what everything says, and don't feel like decoding it for yourself, then that's what this section's for.
List of Dialogue.
This one's pretty self-explanatory - it's a list of every piece of dialogue in the game. And since the world's so open and empty, there isn't a whole lot of it. Dot's definitely the most talkative character, but the Villagers have stuff to say too! And, interestingly, the ghosts in Ancient's Cemetary are willing to share a few words to anyone that finds them...
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