Guides Archive

1

Awesomenauts Guide – Froggy G

Abilities Breakdown

Special 1: Whirlpool – Whirlpool deals constant damage to anyone next to Froggy G for as long as Whirlwind lasts. Without any upgrades, however, Froggy is slower than usual while using Whirlpool. Froggy can’t do anything else while using Whirlpool. Whirlpool is ideal for damage, chasing and escaping depending on how it’s upgraded. By default, use Whirlpool to deal massive damage to enemies as they’re all bunched up. It’s important not to waste this ability due to its lengthy cooldown. As such, key times including dissuading a major push, defending an ally or just damaging the tower if you’re safe to do so. Special 2: Splash Dash- Froggy’s dash is his main tool through which he accomplishes most of his goals. The dash can be performed in any of the eight directions, Froggy is invincible during it, and it stuns any and all enemies he connects with during the dash; so… it’s pretty damn good. Using it to enter combat is a great idea since often you’ll be able to use it to escape if you need to after due to a low cooldown. When in doubt, upgrade the Splash Dash.

Builds

Level 2 Build

The level 1 build for Froggy is surprisingly full of options. For the most part, however, you get to pick from playing Froggy bursty, or as a sustained AoE damage dealer. You can play one way or the other no matter what, but since you have to choose between one thing or the other, pick the one you like most. However, we feel like the AoE damage route is the best application of Froggy at level 2, so if you can’t decide, go with this: Here’s what you don’tpick:

  • Dash damage
  • Whirlpool movement speed
  • Attack range
  • Boots

We’ve got the ground pound to give you that extra damage boost on entry for one but also to ensure that you’re hitting everyone around your main target. If you’re not good at hitting the ground with Froggy’s dash, don’t take ground pound no matter what. Since you’ll be in the middle of fights dealing damage, you don’t need to chase or run away with whirlpool on, just sit in fights and hurt everyone; leave the catching to your team. Typically, you’ll want to stay in the lane with the most people in it, but go where fights happen. This build should usually build the whirlpool shield first, maximum health, some regen and stun duration on splash, then focus as needed.

When you’re losing…

If you’re being pushed out or can’t stay alive in fights, build your maximum health up and get the whirlpool shield. Don’t use your splash to enter fights, just jump in from above and whirlpool, then dash out to safety. If you can afford it, get at least one level of health regeneration as well so you don’t have to go back after each encounter. It’s important to keep Froggy’s escape options open if you’re losing, so max the cooldowns on splash if you keep getting caught by your enemies. Remember, just because you’re losing doesn’t mean it’s time to give up, dissuade pushes and ganks by using whirlpool on characters with less health or escape power.

Our Build

With Froggy G we take stun, ground pound and cooldown reduction on the splash. The ground pound isn’t as omnifunctional as straight damage, but it’s a great item if taken at the beginning of the game. This makes Froggy’s splash deal 50 damage, which is a lot that early on, and clears droid waves almost instantly. Take the ground pound for early game harass and farm if your team doesn’t already have a lot of push power. This build doesn’t focus on dash as Froggy’s primary killing function, but rather his whole kit. His splash is utility (mixed with some damage) and should be used to stun, catch and escape. Note: if you don’t like the ground pound, switch it for the damage and go with the cooldown reduction first.

The whirlpool is the other early game option. Get your whirlpool’s shield, and then up the movement speed by one. Take health and cooldown on your splash early so you can function properly as a disruptor, entering fights, damaging everyone and then escaping. This path works very well when you are facing tanky, or support-heavy teams. This also helps when your team mates have a lot of range or require someone to take the focus of the enemy off of them. Ideally, this build wins long fights if you focus on both abilities. Stun your enemies, pack on the damage, slowly regenerating health while your enemy is waiting (either while stunned, or while your shield is up) and all the while pushing towers. Ultimately you’re not going to rack up a million kills this way. Unless…

You focus on your basic attack. If you join any game late (such that you’re in the mid-teens for level) definitely build this way! Max your additional attacks first, then speed, then damage, building health and regeneration as necessary. This path is tough to take if your enemies are going after you, but if you can pick up kills and farm freely, you should be able to finish it well before the game is even close to finshed. At max attack upgrades you’re dealing 27 damage per shot, cutting down enemies at an alarming pace. This build can win games in one push if you’re allowed to fight each enemy on their own. Build splash cooldown and whirlpool speed to create escape/initiation attempts so you can safely get in and out to deal damage.

When you’re losing…

If you’re losing, avoid your basic attack upgrades unless you’re already well into purchasing them. If you can finish them all you could turn the tide of the battle, but they’re very expensive so doing so from scratch won’t win you anything. Full regen and health are incredibly helpful on Froggy and allow him to stay around longer. Without any range, he has to get into the thick of things where he’s going to take a lot of abuse, so play defensively. There’s no benefit to assassinating characters if you’re the only one who can defend your towers. Use the splash dash to get behind enemies, then whirlpool the weaker or more important characters and chase them off. As long as you can end your attacks in a safe place, Froggy can hold off advances for a long time. You won’t need ground pound at all if you’re losing (unless you already have it) so avoid it, but max move speed on your whirlpool sends you flying across the map if you’re having problems escaping.

Variants

Hit Hop Get it, because he’s a rapper? Anyways, this variant takes calls for double cooldown upgrades and stun duration on the splash dash. Dive in and dive out, don’t even bother with basic attacks. Chip away at your enemies or create opportunities for your team mates to get kills. Take the shield and movement speed on whirlpool to add some damage and extra escape power. Hydropump More jokes! Take both damage upgrades and the ground pound on the splash for this insane build. With all the upgrades you’ll be dealing 80 damage if you hit the ground pound, 55 without it and that’s quite a bit. Take ground pound early for the harass power, then splash away! This variant is great for playing an assassin Froggy. Take boots, health regen and whirlpool speed and duration to ensure you can escape.

Back to Guide Hub

0

Awesomenauts Guide – Sheriff Lonestar

Abilities Breakdown

Special 1: Holo-bull - Lonestar’s holo-bull runs in a straight line (even if used in the air) and knocks back enemies. While its primary function is to knock people away from Lonestar, the holo-bull has many applications. When ambushing enemies as they advance towards your tower, use the bull to knock them into the towers. If you’re safely behind your towers, use the bull to take out incoming waves of droids. When using the bull to defend your towers, build damage or the wave will just come back larger and larger. Lastly, one of the most difficult yet useful applications of the bull is pinning targets like Yuri, Voltar and Clunk (they can float) to the map to thwart escape plans.

Special 2: Dynamite - Lonestar’s dynamite are a very unique ability. Well… most of them are. But the dynamite are one of the only abilities that don’t have a damage upgrade. However, you can add two more, so you’ll always take that. There’s no reason not to. The key to dynamite success is the aim- you can’t just throw them! Until they’ve got explode on contact (bounce/proximity) it’s important to aim for ground-based targets. Use dynamite to farm droids or harass turrets. From there, once you’ve got some upgrades you can use dynamite to hit moving or airborne targets because they’ll trigger on contact. Lonestar doesn’t always need his dynamite, but ultimately until you’ve got the two dynamite upgrades (so you’re throwing three) they won’t be useful enough.

Builds

Level 2 Build

Lonestar is fairly straightforward to build when you haven’t unlocked anything yet. The different builds center around two decisions: either you’re going to chase people down with your gun (go boots, all three bullet upgrades and blind on the dynamite) or you’re going to do just about anything else you want (bring the greater explosion size instead of the blind on the dynamite). Either way, you don’t need the speed on the bull (ever) so bring everything else. Lonestar is great at farming no matter what you build, so if you plan to farm ditch the solar tree. However, if it’s going to be an issue, bring boots if you want to focus on offense and aggression, or regeneration if you want to play it steady and push to victory.

Early game Lonestar is where the magic happens, either go for dynamite, bull or gun- not all three. In fact, if you don’t level his attack in the beginning, there isn’t much reason to do it ever, just focus on his abilities. If you’re facing a heavy push team, it’s a good idea to take the bull and max his pushing ability. Instead of pushing enemies away from the tower (since you don’t have damage yet), slam your enemies into the tower so you and your team mates can lay on the pain. If you’re getting at least some degree of peace or want to play aggressively, go dynamites first. It’s important to focus on getting the extra dynamites, then the bounce. Build health so you can stay in fights longer, same with your regeneration. Taking your basic attack upgrades works with this build if you’re chasing people a lot.

When you’re losing…

If you’re losing, no matter why, you don’t need your basic attack. If you’re getting assassinated a lot, focus on playing defensive; take the cooldown reduction on your bull if you haven’t. The bull is Lonestar’s saving grace, the more you lose, the more you should upgrade it. Just because Lonestar is ranged doesn’t mean he doesn’t get hurt, so tank up if you need to! Which you do, especially if you’re defending your towers.

Our Build

Lonestar is a man of focus, as such you play him one way, another way, or the other way and that’s about it. We speak of course of picking a row and maxing it first with complete ignorance of the other ones (except the general one of course). Each row helps Lonestar do a different thing, complete a different goal and counter different strategies (or create his own). Let’s break it down.

Aggressive Hombre

When focusing on the dynamite your goal is to stay out of trouble while raining it down on your enemies. Constant harass damage is the key here, you won’t pick up any runners early on but they’ll lose just about every fight while you live to tell the tale and farm droids. The key is to start off with double dynamite so you have a better chance of laying on the pain. This allows you to stay even further away from your enemies while still dealing damage. If things are getting a bit close for comfort, take the proximity mines before getting to three dynamite just to guarantee hits and create defensive minefields. Either way you’ll want to stay in the lanes and push towers, only dealing with enemies when they’re there; don’t chase unless you bought the bull for some reason in the interest of saving your bacon. The lifesteal on Lonestar’s dynamite is pretty potent, but you won’t need it early on most likely; might as well just heal off of the neutral critters. You’ll want your health relatively early with this build, but you can save the boots for mid-game after the enemy’s outer towers have fallen. Second focus with this build is bull and damage if it’s a push war, or both missiles if you just need some extra bang to your kaboom.

Roudy Wrangler

This includes going all-in with the bull, and is incredibly annoying for the enemy team. Take the bull and damage early so you can properly defend your towers. For the record, this strategy is the way to go on AI Station 404 because you only have to defend one tower. Ideally you’ll pick this build when there’s an enemy Clunk, Voltar or Lonestar (at least two of the three means you almost have two) to stop the heavy pushing power. As the game progresses finish up the damage so you can start clearing entire droid waves with each bull, then take cooldown. You shouldn’t need the bigger bull until towers start falling, but if people are getting around the bull (like if the enemy team is very jumpy) go ahead and get the size earlier. Late game you’ll want to max dynamite to complement your boots and health upgrades. Get the proximity upgrade as soon as possible so you can have that added damage. Remember to throw the dynamite before you bull, no use throwing dynamite at a target that’s no longer in range. This strategy can win games that go on too long with relative ease, but it’s not worth dying in their base if you don’t win for it, you’re too valuable to be dead.

Dastardly Desperado 

The Desperado focus is, of course, on the gun. Now we take missiles for this build for their early game dominance. When you take this build you’re going to be skirting battles, taking out weaker enemies from outside the thick of the battle. Take your boots early so you can give chase because the missiles don’t travel all that quickly. Ideally you’ll hide in bushes (on levels that have them) or descend from above onto unsuspecting enemies to lay on the hurt. Don’t worry about farming as much, try to level off of kills. Getting both missiles is relatively inexpensive, so if you find you need some more sustain, take dynamite with the lifesteal upgrade. If you’re having trouble finishing off targets, take the bull with the size upgrade so you can push enemies away from their escape routes, giving you extra time to lay on the hurt. You’ll finish up this row pretty quick, so if you’re having fun just chasing and killing, max your dynamite next; if the enemy is grouping up more due to your dastardly deeds, take the ride the bull straight into the enemy base!

When you’re losing…

Bull is always the way to go when you’re losing. It’s really that simple, go bull, go damage, go everything bull! Beyond that if you’re losing fights take proximity upgrades and lifesteal on your dynamite and pick up health from stray enemies, droids and neutral monsters while being chased. Or of course you can throw it back at your enemy’s face. Lonestar is great at escaping, especially with boots, so make sure you have them if you’re getting caught out there.

Variants

Tankstar – Tanking with Lonestar is strange, yes, but do-able! Build max health, regeneration, lifesteal dynamite with extra explosion size, and damage bull with the slow and increased size. This build is super annoying, just… Tankstar never dies! Knock enemies off you, heal off droids around you and waltz right into their base! It’s a good idea to build your health and regeneration first, so play defensively and farm up while you make enough money to get your bull and damage. From there, activate survivalist mode and win the game!

Back to Guide Hub

2

Awesomenauts Guide – How to succeed in Awesomenauts

Awesomenauts is a MOBA game, first and foremost, and a 2D Brawler second. However, while we can explain strategy, tactics, and even all the way down to how to control your character, there’s no accounting for your ability to react, target and survive. Here’s the disclaimer: reflexes are a huge part of this game and we cannot teach them, knowledge only takes you so far.

Welcome to our tutorial on Awesomenauts. The game includes a tutorial, which you should play, but we’re going to cover that material anyways. Because ours is more awesome.

The Objective - The goal in Awesomenauts’ only mode is to destroy the other team’s Solar Drill. Depending on the map, each drill is defended by a number of towers. These towers have a lot of health and dish out a lot of damage to the enemy closest to it. Destroying towers is the only way to get to the enemy’s Solar Drill. Note that not all towers need to be destroyed in order to attack the solar drill, just the ones directly in front of it.

Your character - Awesomenauts has several heroes with their own unique abilities and upgrades. Different heroes accomplish different things and can be built in many different ways. It’s important to understand the capabilities of each character (see below) both for your own use, for supporting your team mates, and for defeating your enemies.

Building your character – There are myriad ways to play each hero as they all have different capabilities. As you level up your actual account (to a max of 45) you unlock new upgrades with which to customize your loadout for each character. These loadouts consist of three upgrades for each ability, three for the basic attack and three general upgrades. Depending on the upgrades you bring into battle, your character’s role can change drastically, but here’s the gist of each character:

  • Froggy GFroggy G has ample methods for entering a fight. His splash dash makes him invulnerable for a short period of time so he can enter and escape combat effectively. His whirlpool does high damage over time, but he cannot shoot or use other abilities during other than jumping. His basic attack is average, but he has the highest single jump of any character in the game. Froggy G is a staple character who fits into most teams, and is great for general offense.
  • Sheriff Lonestar – Sheriff Lonestar’s dynamite and bull abilities make him a deadly ranged hero. His dynamite does big damage in an area and are relatively spam-able due to a low cooldown. His bull can be used to either defend locations by pushing enemies away, or disrupt formations by launching enemies toward a tower (or other ambush of some sort). His basic attack makes him a great chaser, but with a fully upgraded bull Lonestar can stonewall an entire team if he must!
  • Leon Chameleon – Leon Chameleon does some of the most damage in the game and is kitted out to be an assassin. Leon’s tongue pull allows him to snatch the closest enemy hero from quite some distance, even out of the air. His other ability places a clone of him on the battlefield while he wanders around invisibly. While invisible, droids/towers will not target him, but he can still receive damage from any source. Leon’s basic attack hits everyone in range for big damage, so watch out for him.
  • Clunk – Clunk is the “tank” of Awesomenauts, and is designed to push and defend by getting into the fray. His vacuum bite ability does damage and heals Clunk as well if he successfully hits any enemy or neutral monster. His second ability is a massive explosion which deals incredibly area-of-effect (AoE) damage, but also deals damage to Clunk, which can kill him. His basic attack hurts quite a bit, but is very slow. Instead of a jump, he has a booster, which he can use to steadily rise until it runs out.
  • Voltar, the OmniscientVoltar is typically a supportive role character with most of his functions centered around healing. Since his basic attack is a healing wave, Voltar can spawn drones that shoot enemies, towers, and stop incoming projectiles until they die. His other ability places a healing bot on the ground which heals anything allied (including droids) in an area. Voltar can be played many ways, but usually requires a second character to survive and remain effective.
  • Yuri - Yuri is the most difficult hero to play for many reasons. Yuri can drop incredibly powerful mines while floating around with his jetpack (which never runs out of power) but that’s the only thing he can do while moving. His second ability activates a field which applies a slow debuff to enemies, but he must stop to turn it on. While active, he can continue to move. Lastly his laser, which he cannot move and use at the same time, does constant damage to anything it touches, but takes a second to build up to max damage. Yuri’s jetpack can get turned off mid-use if he gets knocked back or stunned, so be careful! Playing him defensively, offensively, or as a support are all equally viable, but it’s Yuri requires a team to take advantage of Yuri’s strengths and protects his weaknesses.
Staying alive – While two of the heroes in Awesomenauts can heal their team mates (Yuri and Voltar) and everyone but Froggy G can modify their abilities to heal themselves, it’s important to stay healthy as much as possible. Every map features neutral monsters, and every neutral monster you kill gives you 30 health back. These monsters respawn fairly often and usually in contested areas, so kill them often to stay at peek condition.
Dying is almost never worth it!
Consider the math: two deaths to one enemy puts them a full level above you on bonus cash alone; four deaths means the entire enemy team has earned at least a level above of you. Don’t die if you can help it. Dying to get three enemies killed is worth it; dying just to do a little damage to an enemy turret is not.

Solar (Currency) – In Awesomenauts, money is incredibly important because there is no experience; only cash. Your hero’s “level” is the sum of its acquired money divided by 100 and rounded down. I.e. if you’ve acquired 354 solar so far into one particular game, you are level 3. Leveling has no inherent benefits, only spending money on upgrades affects your character.

Acquiring solar – Solar is obtained in many ways, mostly involving killing things.

  • Dropping down from the launch ship can net up to a maximum of 40 solar if you can fly down the right path. Each map has the same pattern every time, but red and blue sides have mirrored paths.
  • Silver solar cubes scattered around the map always spawn in the same spot and are worth 1 solar each. They respawn quickly, and can add up in a short amount of time.
  • Enemy droids drop 5 solar; if you deal the killing blow, the money goes straight to you, elsewise it is dropped on the floor. Super minions (the one with big bazookas) and towers are worth 25 solar each.
  • Killing neutral monsters in the jungle nets you an additional 4 solar per kill.
  • The Solar Boss specific to the Ribbit IV level is worth 30 solar, but is very difficult to kill at early levels.
  • Killing an enemy hero nets your whole team 25 solar, regardless of whether or not they helped. The player who did the killing gains an additional 25 solar. If a turret or droid kills a player, the 25 solar bonus is dropped on the floor and is fair game for either team.

Gameplay Tips

There’s a lot to do in Awesomenauts, so we’ve made a nifty chart of things to be perpetually aware of:

When you’re pushing…

  • It’s important to be dealing damage to a tower whenever possible.
  • Watch the map for ganks (or ambushes), if everyone dies while attacking the enemy base your base will take more damage in retaliation.
  • Clear out the enemy’s neutral monsters so you can get the health before they do.
  • Use AoE attacks to hit heroes hiding behind the tower.
  • Be conscious of the enemy’s heroes; can they hold you in place, heal themselves, or deal massive AoE damage to you?
  • Kill droids on the way to the enemy, don’t just run at it.

When they’re pushing…

  • Don’t run out to their base by yourself if all three of them are hitting your tower, or even two of them without good reason.
  • Use AoE and knockback to buy time if your team mates are respawning.
  • Kill enemy droids first and foremost; if they’re dead, the tower will shoot the enemy heroes.
  • Be mindful of Voltar‘s healing bots, Leon‘s clones and Lonestar‘s bull, they can all be used to tank the tower.
  • Above all, don’t die. It gives them money, you can’t defend your base, it’s all bad. If you’re on low health go heal up, or return to base, which ever is faster, but don’t throw yourself into the enemy team’s wallet.

When you’re fighting…

  • There’s no random damage, everything always hurts the same (unless it’s upgraded), take that into account during prolonged fights.
  • Even if you have more health than your opponent, always grab health pickups when fighting near them so your enemy doesn’t get them.
  • When you use your basic attack, you slow down (Note: Leon is not affected by this), so don’t chase and fire if you’re already out of range.
  • Sometimes the best way to escape is through the middle of the map.
  • Jumping counts for something, it may be annoying, but it’s a good way to confuse your enemies.
  • When jumping down to a tower from above, players must always land just in front of their tower; at this moment, they are still vulnerable for a split second.
  • There’s no reason not to help your team mates out, if they get a kill you get money still.

When you’re dead…

  • You can shop while you wait if your respawn timer is over 5 seconds, so do this. Sometimes you’ll need the cash from deploying though, so sometimes you have to wait regardless.
  • Pressing Back brings up the scoreboard. Here any and all items purchased by ANY player (including enemies) can be viewed. If you just got destroyed, you should see what upgrades your killer has.
  • Observe your level compared to your enemies and team mates, if you’re behind on levels it’s time to play defense. “Farm” (or focus on killing) enemy droids and pick up all stray solar you see. If there’s an empty lane, go there rather than wasting time being ineffective elsewhere.
  • Consider your build; if you keep getting caught, it might be time to buy boots, more health, or reduce cooldowns on escape skills. 
0

Awesomenauts Guide – Map Strategies

So far there are three maps in Awesomenauts but there may be more. We will add to this guide as they are added to the game.

Ribbit IV

Ribbit IV is the smallest map and the only one with two towers in both lanes. The jungle here is plentiful and has two Solar Bosses, making this the easiest map to level one. Close quarters throughout the game mean you’ll want to take advantage of crowd control or “CC” abilities. This includes slows, snares, stuns and pulls/knockback. Anything that stops people from getting away is useful to prevent death or secure a kill. Along with that, the jungle is copious go there often. Any neutral monsters you leave alive can be taken by the enemy and that’s just more health for you to grind through, you’re better off grabbing it yourself. Lastly, the Solar Boss is 30 Solar for your whole team if you can kill it, but if you die to it it’s as if an enemy turret killed you, so be careful; there’s nothing wrong with triple-teaming the Solar Boss, especially when the enemy team is all dead.

Sorona

Sorona’s early game is the longest of the three maps due to the massive distance between the opposing teams. Sustain (health), regeneration, range and speed are all priorities. Being able to chase or escape is crucial, and dealing massive damage to turrets for as long as possible can make or break the early moments of the game. Since pushing is a longer process here, healing the droids will be of definite help. On top of that, to facilitate their passage or to halt that of your opponents’, controlling the middle bush creates an extended zone of influence that helps mitigate the enemy team’s ability to escape. This is largely due to the placement of the jump boosts which can result in premature escape from even a well-organized gank. Since the jungle is so small (there are only four neutral creep on the whole map and they’re very much in protected territory) it’s important to get health or regeneration early. Last but not least, the worm is an instant kill, so devising strategies to get easy kills by combining knockback and stealth is a great way to setup long pushes.

AI Station 404

AI Station 404 has only one front-most turret, creating easily the most intense early game combat situations in the whole game. Range on AI Station 404 is the most important thing of all time, as winning the first tower war can result in quite a level imbalance by mid-game. Beyond that, defensive or pushing capability is tremendous, so AoE damage is second on the list; combining the two into fighting power is how you win on this stage, the strange path droids take means relying on them makes for a long game. Never let the flying bots sit in their cage, always release them, especially when you’re winning a push. On top of that once the first turret goes down fight hard for the super droid. Either keep it alive or kill it depending on which side of the push you’re on because free damage against your turret is way too painful on this level.

0

Fez Cube Guide – The Village

This area will serve as an introduction to the rest of the guide. You’ll note you probably don’t need the myriad pictures and instructions for this easy of an area, but they’re here!

That is, for the early part of the game, not everything is at it seems here.

The Village includes all things attached to the starting area including all locations leading up to the big central hub. You’ll know it when you see it.

Key – The chest in the main village area, which the game all but directs you to, next to the fellow with the monocle.

Treasure Chest - Enter the locked door to find the boiler room.

Key – Just below Treasure is the second key! This time you won’t be needing to use it two seconds later. Also, your first puzzle! Yaaay! Simple stuff here, and be prepared for much of this throughout the game. When you enter the room, you’ll see an empty fireplace. Stand in front of it, then rotate the world 180*. Then, just walk out the other side! Genius, right? Pick up the chest for the key.

Cube - This cube is your first set of bits, all accumulated within the Village.

After collecting all the bits, you should be done with the Village. Head out the bottom of the map through the door and off to the next area!

Outer Village

Cube – This place is easy pants! Just climb the tower, get the bits, get a cube!

You’re done here, won’t be back for quite some time. Move on over to the Main Hub guide.

- To Main Hub

Back to Guide Hub

!! SPOILER ZONE !!

Welcome to your first SPOILER ZONE! Every area has a spoiler zone, beyond which you will very likely not be able to solve each puzzle without knowledge acquired later in the game. We welcome you to read on and solve every place as you enter it, but some of the magic of Fez is figuring it out yourself. If you cannot, however, we have solutions. With that, enjoy this SPOILER ZONE alert, prepared by Gomez himself.

3D Anti-Cube – In the boiler room you’ll note the Shift Cipher drawn on several sheets of paper along with number codes. The order seems to be up, shift right, left, jump, right, shift left, down, but you’ll note that does not work.

This area must be completed with the 3D Glasses, as there is one more note hiding behind the actual boiler itself. Hop into first person mode and you’ll see an 8th note (with the number 8 on it) and the code for shift right. Thus:

Code: Up – Shift Right – Left – Jump – Right – Shift Left – Down – Shift Right

Back to Guide Hub

0

Fez Cube Guide – Main Hub

Let’s be clear about something: the Central Hub and the Main Hub are two different places. The bulk of Fez occurs in on gigantic area which can be accessed for free through a door at the top of the Central Hub. The Central Hub has doors requiring 4, 8 and 16 cubes to enter. The Main Hub is the area that is accessed through the the open door at the top of this area.  When you arrive here at the Central Hub Dot will tell you a whole bunch of nifty things. Note that you can’t afford to enter any of the doors that are pointed out to you. They don’t matter right now. Make your way to the area above you and enter the door there, and… welcome to the Main Hub. The world is yours to solve! There are puzzles to solve here and we’ll get to that shortly, however as stated before, the whole game branches out from here (for the most part). There are four directions you can go in, and each have their own sub-area guide. These ares are…

- The Lighthouse

- The Bell Tower

- The Waterfall

- The Ruins

Beyond some of those areas are even BIGGER areas, which we’ll refer to as Major Areas. Those areas also get their own guide pages. We played the game one way, but you may play another, so know that most anything in any area which requires something to be done in another area will be under the SPOILER ZONE cutoff. There is no real, ideal way to go from the Main Hub, so explore as you please!

That said, there’s exploring to be done right here, in fact. There are plenty of bits around, so collect all those. Again, since everyone goes in different directions, we’re no longer going to include cubes acquired by bits.

Moving on, there’s only three areas we consider to be still inside the Main Hub area, and those are found through the door above the warp gate. If you’re sticking around on this page (or have come back to it) head on up. There’s a lot to find up there.

Here we have some very minuscule bits. Collect ‘em all, then head up again to the place that really matters: Tree 2.

There are three ways to go here. Two of them are very important, so remember this location. However, before we get into that, there are things to accomplish here! Chiefly, there’s an owl!!

Owl – There’s a tree right next to the cabin where the owl lands. Hop onto the bounce-shroom, then use it to land on top of the cabin and make your way to the owl.

Moving on, the last piece of Main Hub material is on that lonely door under the white pillar that Dot can’t seem to identify. We’ll come back to this pillar later, for now, check that door! You should have a key to spare to unlock the door.

Treasure Map - This place is a fun, traditional platforming style test. Jump on platforms and rotate as quick as you can before they crumble to pieces. Simple, yes? So get to it. The treasure map is at the top.

Once you’re done here, head on back to Tree 2.

From here you can either continue up to the Observatory, or you can head through the cabin to the Mausoleum. Exploration mode, activate!

- To Mausoleum
- To Observatory

Back to Guide Hub

!! – SPOILER WARNING – !!

The next bit requires New Game +, so if you don’t have it, go ahead and back up. If you do though, what must do here is probably obvious to you.

3D Anti-Cube – It’s a 3D stone puzzle! This one is just as easy as the others. Jump on the pillar then look towards the small platform closest to you. Here’s the code:

Right, Shift Right, Left, Shift Left, Left, Up, Down, Jump

Easy rewards for beating the game are always nice.

It’s finally time for the Black Monolith puzzle. While we’d love to say we’d figured this out, we didn’t. We’re not sure how the code is supposed to be solved, but the community at large of Fez enthusiasts managed to brute force the code. Several threads across the internet are rooted in this solution, so we give them all credit, we’re just posting the answer here for all to see.

Hop in the door that’s below the Main Hub platform after the water is lowered.

Red Cube - The first half of this puzzle we did indeed solve. You’ll need the treasure map fragment with the red markings on it. It’s two sided, one side indicated what to look for, and the other side indicating what to do and where.

First, make your way onto the platform. Enter first person mode to see the huge infinity symbol. On one end there’s an empty square, and on the other end there’s a different symbol. Stand on the empty square.

As indicated by the flip side of the map, there’s a Shift Cipher to enter here. Here’s the code:

Up, Shift Right, Up, Jump, Down, Shift Left, Up, Down

After entering that code a massive black rectangular prism will show up, hence the whole “black monolith” name. Go back into first person mode and make your way over to the opposite symbol.

This is the part found by the community. This code was brute forced by most, but it’s very, very likely that there’s a way to find the code within the game and we just have no idea. When we know, we’ll let you know, but for now, here’s the code to enter while standing on that symbol:

Down, Down, Shift Left, Shift Right, Shift Right, Jump, Up

Once you do, the red cube will show up and it’s yours to have forever and ever.

Back to Guide Hub

4

Fez Cube Guide – Main Hub – Waterfall Area

Welcome to the Waterfall area! This area of Fez is a big deal, not just because it’s pretty, but because there are tons of secrets locked away here. Well… most of the game is like that, but here it goes double! There are puzzles, there are bits, but most of all, there’s an owl!

Owl – On the tree right above the entrance to the Waterfall area next to the stone pillar with the markings on it will be an owl! Hit B next to an owl to talk to it. Yes, these are important. Remember, owls only come out at night.
Getting into Waterfall: Mine- Well, there’s a bomb, and there’s a rocky looking wall near the bomb, so what do you think we should do? Grab the bomb, drop down to the front of the mine and leave the bomb there. It goes off on a short fuse so be quick.

Let’s solve some puzzles!

Bit – There’s a bit hidden behind a bit of crumbly wall we’ll have to blow up, and it’s easy to miss if you’re not looking for the bit lines. It’s a simple puzzle, fortunately. Grab a bomb, drop down one level and rotate 90* right, then place the bomb next to the wall! Magic, huh?

Do this again (with a 180* turn this time) on the same level to find a large hidden door! Proceed through it.

The ante is now upped as go deeper into the mine. One huge facet of Fez dynamics is the attachment of things as they rotate 90*. For instance, surely by now you’ve had a chance to climb vines, then rotated 90* to find that they still continue along the side of the wall. Well, many things in Fez behave that way, and one such thing is bombs.

Bit - Bomb explosions cause chain reactions, destroying wall fragments piece by piece. These chain reactions can occur around corners, but if you turn too late the explosions fizzle out before destroying the whole area, the pieces come back. It’s important to turn the moment the side you’re on is cleared.

Cube – Next up is getting to the top. There’s a door at mid-height you should open before moving on, so do that real quick. Now, this one’s a little tricky. Place the bomb at the foot of the tower, and let it explode like the last puzzle we did. Now, in 3/4 perspectives you’ll note there’s a floating tower with a cube on top of it. However, as the explosive chain reaction approaches the tower it lines up perfectly with the base. Let the explosion cross over to the tower before rotating, as seen below, then continue as per the usual. If you mess up here, there’s a bit of a checkpoint where a new bomb will spawn inside the base itself. Once you’ve successfully blown everything up, climb to the top for the cube sitting there waiting for you.

There’s a small one-way warp gate at the top which takes you back to the Main Hub. Before you do that, check out the door back at the base of the spire you just climbed.

Key – This is a fun puzzle! First off we’re going to pick up the bomb (because why wouldn’t we?) and throw it at the cracked bits. Make sure you’re throwing it along the plane where there’s complete platform coverage under the cracks. Then, when the bomb goes off, rotate 90* left.

The destroyed wall exposes a ladder which you can jump on to. Once on, rotate 90* right and climb to the very top of the ladder. When you’re there, switch back 90* left and jump off for a chest with a key in it.

Once you’re done here, assuming you snagged that bit at the bottom there, head on back to Mine 2.

Now that you’re done in the Mine, you can either take the warp back to the Main Hub and go places from there, or come back to the Waterfall Area. If you want to stay, stay on this page.

- Back to Main Hub

More doors here in Waterfall area for us to go through, so let’s get to it. You’ll note there’s a door nested just next to the waterfall, head on in there to grab some bits. There’s more to do there, but that won’t be until much later. Head to the SPOILER ZONE for some insight.

You’ll note this place is infinitely cycling. That’s a thing, no need to test it. Get your bits and move on.

There are several doors in the Waterfall area, and somehow many of them seem to hide away rather significant secrets. One such secret is hiding in the door on top of the waterfall itself. Make your way to the top and enter the door in the tree.

Now, again, we thoroughly encourage you to try and figure this out on your own. Unlike some other codes in this game, all you need is right here in the room with you. That said, again, we do have the answer, so you’re welcome to stick around and find it out.

There’s a bit in this room, so let’s go get it. A simple bounce-climb to the top reveals a stone slab with several markings on it. You may notice these from the very beginning of the game when the big cube said a bunch of random symbols at you. There’s also a fox jumping over a dog.

Writing Cube – Moving on, make your way to the chest and open it to find the Writing Cube. Fantastic right? It’ll show you sooo many things!

Nope. But it does give you a clue that something bigger is going on in this area, and indeed something is.

Alphabet Cipher – Time is up, put down your pens and turn in your vocabulary tests! Many languages have things known as “pangrams”, these sentences contain every letter in the language. In English, the shortest pangram is “the quick brown fox jumped over the lazy dog”. MY GOODNESS! Isn’t there a brown fox jumping over a presumably lazy dog right here? Yes. Yes there is.

Now, we know that pangram means something, but what? This slab doesn’t seem to fit those words if you read it like English, but they must fit! Well, it’s not read like English. The Fezzian language, as I’m hereforth referring to it as, is read from top to bottom, right to left; like Japanese. You’ll note, then, that “the quick brown fox jumps over the lazy dog” fits in perfectly. Enjoy your newly acquired language!

To accompany your understanding of Fezzian is a beautiful cheat sheet we’ve cooked up so you don’t have to! Note that Q and K are the same, as are U and V.

Well then. You’ve yourself many things to go read! Back to Waterfall you go.

- To Main Hub

Back to Guide Hub

!! – SPOILER ZONE – !!

Ahh, so you’ve cracked the Shift Cipher have you? Good stuff. You’re about to open several areas within areas you’ve already visited! Amazing, right? Assuming you properly understand the code, you’ll note that when seen standing vertically, all Shift Ciphers must be rotated counter-clockwise. Chiefly, those ciphers seen on the large stones all need to be rotated. That said, let’s get down to business.

Shift Cipher – Right when you enter the Waterfall, and likely since you’ve first laid eyes on it, you’ll see a Shift Cipher stone. For those of you who haven’t decoded it, the code is:

Left, Shift Left, Right, Shift Right, Up, Jump, Down, Shift Right, Shift Right

Enter here to find the water valve. This valve controls the height of the water throughout the entire Main Hub. There’s no reason not to lower the water all the way, so go ahead and do that.

Lo and behold there’s now a door you can go through. Surprise! This is going to happen often. Head through this newly appeared and likely soggy door.

Treasure Map - Hop in the door, climb up the faces, open the chest and you get… most of a treasure map! What it means, we’ll never know. Well. We will, but not at the moment.

For now, let’s head back to Waterfall and check out what new doors we have available! Or, door, anyways.

Red-Cube – Ahh… Fun. It’s a riddle. If you can’t read any of this, go back to earlier parts in the Waterfall area as you should indeed be able to read all this by this point. The large block says:

“Please answer this security question: What ‘s my name?”

“Security question hint: My first half is what it is, my second half is half of what made it.”

If you can figure this riddle out on your own, more power to you. For the record, I could not, and had to have a fellow staff member help me out. If you’d like to try your own hand at this, go for it, we won’t stop you, but we do have the answer, and there’s more to it than just the answer.

You’ll note each of these blocks is neatly laid out in front of you, and you’ll be tempted to spell the answer out like you would in English. However, this is Fezzian, and since we can’t stack the blocks 8-high, we’re going to stack them 8… horizontal. The right-most block will be the top (while facing the entrance door) and the left most will be the bottom. The answer needs to be rotated 90* clockwise to reflect writing vertically.

Skipping ahead a bit, the answer is “METATRON”. Where “META” comes from I have no idea, I couldn’t figure it out, but that apparently “is what it is”. The second half is “TRON”, which is half of “POLYTRON”, which makes perfect sense. In fact I figured that part out on my own, and you may have as well.

As far as spelling that out is concerned, each block has its different rotations on its other sides. Rotate until you find the rightIt’s important to face the door when aligning the word blocks, but the key is to make sure you pick up the block in the correct dimension (it should be the correct letter rotated 90* clockwise) then put it down in the right spot in the dimension facing the entrance.

So, it’ll read, “HILNGNXS” if you lay it out as though it were left to right before rotating it. Hopefully that helps visualize it, but it’s really quite simple after that.

You get a red cube for finishing this. Yes, you have it, no it won’t show up in your inventory. You’ll know what this is later.

Once you’ve done that, revisit every Main Hub location.

Here’s some fast links:

- To Main Hub
- To Lighthouse
- To Bell Tower
- To Ruins

Remember, now that you’ve got the Shift Cipher you’re going to be looking for these in the SPOILER ZONE. The “Lower Water Level” puzzles will be noted as such.

But wait, there’s more! You may have noticed by now that things change here at the Waterfall during the night. For one, there’s an owl, which you should have gotten by now, but chiefly there’s another Shift Cipher to complete. If you check 90* right of the actual waterfall you’ll notice a large rectangle. This is a door. Surprise.

Waterfall Secret – At night, you’ll see a special glowing symbol show up. Do this cipher before night time passes, write it down, or just go ahead and look at the code, which we’ve written down below:

Left, Shift Left, Left, Right, Shift Right, Down, Up, Shift Left

That done, enter your new door.

Anti-Cube – TRIPPY! This place is amazingly silly. Now, the path to the top is the one you’re supposed to take. No matter what’s going on, always go up to get there. Eventually you’ll make it to the top door and enter it, it’s all skill and timing, nothing puzzling here. At least not yet.

Once you’re through the top door, time some more amazing jumps and grab the cube. Once you do, a warp gate will pop up. Go through it, but then come back here to the beginning of the area.

This time through the Night Door, we’re here on a mission. A mission to find the secret door in the trippy room. We’ll show you where it is this time, don’t worry. Luckily it’s not too complicated, and is really just something that’s easy to miss.

Proceed as usual (if anything here is usual) by climbing on top of the entrance platform. Then, make your way up to the second platform above you. You can tell you’re at the right area because of the square tile-esque textures on the wall. You’ll note that depending on how you got here, the door is tough to notice and easy to pass by on your way to the top of the room. Rotate around this platform until you see the door, then go in it.

Anti-Cube - I love these puzzles, for whatever reason. You’ll note the massive tuning stone here. If you have rumble on your controller turned off, turn it on. A shift code is sent via rumble to the left and right sides of your controller. It can be difficult to tell when the code starts and stops, but here’s what we put in to get the trigger:

RT, LT, LT, LT, RT, LT, LT, RT

Now that we’re done with everyth- oh wait, no we’re not. We’re forgetting the infinite level! Well let’s get on that then!

Anti-Cube - First of all, isn’t it great to finally be almost done with Waterfall? This place is so huge. All kinds of Shift Ciphers up in this. Speaking of which, it’s time to do another one. Now, you may ask, “Where is it? I don’t see a stone anywhere?”. Well there isn’t one, but look around. You’re IN the cipher! Amazing, right? The whole area, when looking at the entrance, is a cipher. Here’s the code:

Right, Shift Left, Right, Jump, Shift Right, Down, Jump, Up

So that’s cool, right? Blows your mind a bit. Blew ours anyways. You’re done here now, so you’re welcome to leave. FOREVER!!

- To Main Hub

Back to Guide Hub

1

Fez Cube Guide – Main Hub – Bell Tower Area

Ahh, the Bell Tower, what wondrous mysteries are stored here! Let’s find out. In the actual Bell Tower area, there really isn’t much to do. There’s some bits, grab those, but then there’s this huge bell! Don’t worry about that bell, though you’re welcome to ring it all you’d like. The solution to the bell comes with an understanding of the Numeric System, so once you know that, come back here. Or just head to the SPOILER ZONE.

Believe it or not, the only other door you can enter at the moment is also entirely useless to you. You’ll be back here later. Way later.

Once you’re at the top of the bell tower, head through the door there.

And… there’s nothing of value here! Well, that’s a lie, there’s some bits, but most importantly there’s a door! Through that door will be your first incredibly difficult puzzle. Give it a try, it’s a fun find to figure out, but below is the answer should you require it. This puzzle is all you, no ciphers required. If you want to pass on this puzzle for now, there’s an opportunity to get Anti-Cubes all over the place, including here in Bell Tower, so don’t worry if you skip this one for now.

Anti-Cube – Alright. Here we have a small platform and four blocks. On each side of the platform is a required formation from that perspective. You’ll note that if you just throw all four blocks on to meet one perspective, you’ll only be able to satisfy the opposite perspective. That is, by default, you cannot solve this puzzle if you only work in one perspective.

So we will work in three of them.

As a warning, sometimes block shift when shifting dimensions, so DO NOT SHIFT MORE THAN ONCE AT A TIME. If you do that, there’s a chance the blocks will jump to their default perspectives. Now let’s get down to business.

Since this is all rendered in 3D, we know that the platform in fact has a full square on top of it. By rotating, you’ll note that the glowing spots form a 3 x 3 grid on top of the surface. The blocks will magnetize to a grid spot, but it can be difficult to tell which grid spot the blocks are in.

Rule #1 – The key here is to throw the blocks in from specific perspectives. The perspective you throw the block from dictates where it is in the 3×3 space. A block will always land on the part of the platform closest to the perspective which you are in. So when you rotate 90* right, the block will be farthest to the right of the platform, and farthest left when you rotate 90* left.

Rule #2 – Blocks move in lines. You do not move in a 3D path while moving in Fez, so if you pick a block up in a certain area, that grounds you along the same plane as the block.

Such forms the trick. Throw a block in from one perspective to put it on the right axis, then pick it from another to ensure it moves along the correct axis. Here’s what we want everything to look like when we’re done, with each small square on the platform representing a cube.

Incoming solution…

While on C-side (the side you’re facing when you enter the room), push the right-most block into the center. This sets up a block at A-center and one at C-left/B-right. Do a full 360* turn to make sure everything is as it should be. We’ll do these after every major move because somehow Fez gets confused by itself at times, so you may have to walk in and out to reset everything.

Next, on A-side, pick up the left most block (actually doesn’t matter) and, while holding it, move to the center. This has you perfectly aligned below A-center. Rotate 90* right (facing B-side now) and throw the block up, jump up then put it on top without rotating at all. Everything should stay where it belongs. Do another rotate check, if the two-stack isn’t at A-center, reset.

Lastly, take the final block and walk to the center of D-side. Stay aligned with the center, rotate 90* to the right (facing A-side now) then throw it up. It will magnetize to its blocky brethren and you’ll get an Anti-Cube!

Moving on! Let’s go back to Tower 2 and proceed to the next area. That means climb to the top, enter the door and off we go.

Here we are in Tower 3! This area features a fun vine climbing puzzle to get around, and is like that of many vine puzzles you’ll see throughout.

Bit – You’ll want to jump on the vine hanging over the door. Then, rotate 90* to the right and climb over to the right side. Climb up to the top of the vine on the side, then rotate 90* right again to find yourself way on the other side! Pretty cool huh? Grab the bit and carry on.

Key – Continuing from where we left off, stay in the small opening in the center of the tower and rotate it 180*, then begin climbing the vine on the other side. After some maneuvering similar to what we just did, you’ll find yourself at the top of Tower 3, one key richer!

We’re done here, so let’s move on to Tower 4 via the door in the middle of the map.

As you can see here, there’s a cube to get in this location. Woot. This area is pretty basic, but it’s a lot of fun.

Cube – Make your way through the various platforms. This place is all jumping and rotating, nothing tricky, secret or unseen before here. Just remember that going through this 180* shift doors puts you on the other side of them, allowing you to cross what would normally be empty space. Once you reach the top, get the cube! Don’t go through the warp portal just yet though, there’s more fun to be had here in the Bell Tower Area.

Ooh, this place is cool! There are several areas within Fez with very blatant gimmicks. Sometimes Dot tells you, sometimes it’s pretty difficult to miss otherwise (you’ll see what we mean later). Here, we have a case of the “no shift” blues.

Bit – You’ll want to orient the area by moving the massive center totem. Since there’s no compass in Fez, refer to the picture below to see which way you’ll want everything to be shifted in the interest of picking up the bits here.

Tilt the totem just 90* right to find a door which leads to a straight-up puzzle. No platforming involved. This one shouldn’t be too tough, but as with every puzzle, this is where you decide if you’d like it solved for you or not.  Try it out, it’s not too tough. For everyone else, here’s the solution:

Anti-Cube - This is a great introduction to puzzles in Fez. Squares and cubes, if you haven’t figured it out already, are kind of a big deal around here. In this puzzle, we have one large cube with lines on it, and four smaller cubes around it, also with lines on them. Each hole in the large cube needs to be filled with the proper small cube.

All you have to do to solve this is match the small cube’s lines with that of the large cube’s. There’s really not much to it once you figure out the gimmick. Fill the three slots with the cubes next to the large block. The last block is way on the ground floor and will require some finessing. Grab the cube then jump on the smallest pedestal around the periphery of the area. Then, rotate and jump one by one until you’re as high as you can get. Then, jump and throw the block to the main platform. Without throwing the block, it won’t make it.

Put the block in then proceed through the newly created entrance. Once inside, make your way to the top of the trees for an Anti-Cube.

Well look at you, making such progress! You’re already done with the Bell Tower area! Well, at least for now, you’ll be back soon enough. Go through the warp gate to teleport back to the Main Hub.

- To Main Hub

Back to Guide Hub

!! – SPOILER ZONE – !!

There’s something to accomplish in every area after lowering the water level in Waterfall. Since that requires the Shift Cipher, we’ll go ahead and assume you’ve completed that by now. There is even more to find once you’ve  progressed even further in the game, and that content will be even further down the SPOILER ZONE. If it’s not up here, you can’t do anything with it until later.

Specifically, we mean the island with the tree.

You will come back here later, but for now just note that there’s a door here requiring 64 cubes. Yes, that’s all of them. Yes, it will be a while before you get back here.

Once you’ve lowered the water, there’s a new door here for you to check out.

Now now, I wonder what is in here…

Well. This place is crazy. This is going to be a very difficult bit of platforming, so we’ll do our best to guide your way through here. Really it only gets tough near the end, but man does it get difficult to see where to go. Let’s hop to it.

Anti-Cube - We’re going to keep this simple. Instead telling you every single jump, we’re going to start from the point where things get difficult to spot. If you have more trouble earlier on, let us know.

Once you come to the large square with the red block on top of it and hop on, things get tough. Rotate right to see a whole bridge of different platforms with grass platforms on the end. Rotate 180*, then jump on those. Rotate another right to see some very thin ledges to jump on. Hop on all of those until you get to the sandstone colored pillar with the purple ledge above it, just out of reach. Rotate 90* right, then jump onto the grass covered stone platform on the right. Hop to the right to see a grass covered clay (?) platform, and jump on that. With a leap of faith, jump even further to the right to find a minecart rail platform. Further still to the right is a small ledge platform with a purple block on top of it. Hop on that, then rotate right. Above is a basic grass platform, get on that then rotate left. On top of that is a crumbling platform. Jump on that, quickly rotate right and jump up slightly to the right. Rotate another right, hop up to the clay grass platform and rotate left. Get on the next platform above you and rotate left, jump twice left, rotate right, jump twice right, then yay you’re done!

Phew! What a trip. Save yourself a major headache and take the warp gate back home.

Anti-Cube – The bell tower bell is super duper simple once you’ve mastered the Number System. All you have to do is ring the bell the shown amount of times. The order doesn’t matter, but you might as well go from highest to lowest. Just check the picture below for the answers!

Oh, and this place?

This is where you view your red cubes. What else it does, if anything, we’re not sure.

Back to Guide Hub

0

Fez Cube Guide – Main Hub – Lighthouse

Something about the Lighthouse is tricky, though really it shouldn’t be. Let’s grab all the bits we can before going inside, then let’s find the rest!

Treasure Map - At the base of the lighthouse is a locked door. Bust out a key and enter to find the chest sitting there waiting for you! There’s more to do in this room, though, so let’s continue.

To get to the top of the lighthouse, you’ll need to proceed through the door in the Treasure Map room. Rotate 180* to find the door, head up through the rotating ladders and enter the door at the top there.

The ladders are a pretty simple trick, but if they’re giving you trouble, the idea is to get on one, then climb up when they align. Get off at the top. Simple as that.

Collect that last bit up there above the Lighthouse then jump off to the right to find the door leading to the Industrial Zone. Sounds intense, right? Well it is.

Neat, the journey to a new area is always fun.

The first puzzle here involves these nifty rotating dimensional boxes. The box faces one way and acts as a 180* flip portal. We’ve seen them before in walls, but now it’s on a swivel! Intense.

Rotate the room 90* to the right, then climb over the top via the vines and hang over the side of the porta-door room. Then, switch 90* back to the left and walk through the door! Magic sure is magical.

Once we’re done there, climb up through the next porta-door room and go through the door in the water tower.

Once inside, to make your way up to the top and get that bit you’ll have to do some rotations. Line up the tower’s ladder so you can make it to the top and you’ll be done here.

Sort of. There’s a reason to come back, but it’ll be in the SPOILER ZONE once you’ve found the map you need. If you have the treasure map that looks like this place, well… that’s because it is for this place!

When you’re done here, go through the door and click on over to the Industrial Area.

- To Industrial Area

Back to Guide Hub

!! – SPOILER ZONE – !!

Anti-Cube - Match up the major platform with the treasure map. To do this, simply face the Teleporter Door (the one with the two squares on it) and have the lower, extended platform jutting out to the left. Then, jump to the invisible platforms as indicated on the treasure map to claim your chest at the top of it all.

Like every other area attached to the Main Hub, once you lower the water level you’ve got a new door to open and solve puzzles within. Head below the main platform for a new puzzle to solve!

Rumble Anti-Cube – Make sure the rumble on your controller is on. Whenever you see that huge tuning fork, it means they’re sending code through your controller. Match left and right vibrations to find the code. Here’s what we put in:

LT, RT, RT, LT, LT, LT, RT, RT, RT, RT

Once you’re done here, head on back to the Lighthouse.

There’s another anti-cube to be found in a door revealed by the water level dropping. Back in Climb 1, we can investigate a door there, but we’re not sure what the purpose of that would be. Doesn’t seem to have any relevance, so don’t worry about it.

Next up is something that’s probably been bugging you for a while, and that’s that strange colored pillar out there on that island by itself. Well, time to find a solution for it.

3D Anti-Cube – That pillar is a 3D stone! That means it’s time to use your New Game + given powers to view the world in first-person. Stand on the pillar then look down at the dock for a Shift Cipher. You’ll probably have to get up close to it to see it better. If you haven’t figured that code out yet, there’s nothing you can do here, but if you have, the solution is just below this so you’d best get out of the SPOILER ZONE if you haven’t already. As we said before, the NG+ powers are useless without the Shift Cipher.

You’ll not the code is viewed from the perspective of the 3D stone, if you ever move around, as being vertical. As such, here’s the code:

Up, Shift Left, Shift Right, Up, Shift Left, Up, Shift Right, Up

Sweet, sweet end-game anti-cube candy. Note that you can’t do these while in first person view.

Back to Guide Hub

0

Fez Cube Guide – Main Hub – Ruins Area

Welcome to the Ruins, called as such because there’s really no other distinguishing feature about them. Oh well. Let’s have at them, shall we?

First off, let’s go climb some things and get some stuff! The Ruins area is very, very basic. Somehow you were supposed to realize this when you chose to come here, hopefully first, but it’s a pretty walk-in-the-(ruins)park area.

Make your way up to the first door with the box on top and the strange switch next to it. This here’s a pretty simply weight-switch puzzle, which we’re going to come back to after we collect all the bits. Caper your way across the vines and over the middle to drop down to the middle-bit which initially looks out of reach.

After you’ve grabbed everything off the top, climb back down the vines and onto the roof with the crate on it. Pick up the crate and toss it onto the purple switch. Doing this will open a door off to the side, which we’ll go through now.

Once inside, make your way to the main platform where you’ll notice another weight-switch. That must mean there’s a crate nearby! Well there is. Hop over to the crate and pick it up. Unlike the last puzzle we can’t just throw it all the way to the switch. On top of that, this crate is heavy, so Gomez can’t jump as high with as he normally could. As such, jump onto the first platform when it’s level with the other one. Then, wait for it to go up above the second platform, then jump onto the second platform. Once level, you should be able to toss the crate onto the main platform, pick up the crate and jump on the switch.

Cube – Doing this opens a door, going through which nets you a cube, but not before yet another weight switch puzzle. This one’s super easy though. Just grab the crate from behind the entrance then hop on one small pillar to the next and finally onto the switch. Head through the new door for a cube and a warp gate back to the Main Hub.

However, we’re not done in the Ruins, so we’re going to head back there. This time, we’ll go through the wooden door that was under the crate.

Through here we’ve got another place to climb all over and another door to go through.

Treasure Map - Before finishing up the area, just head through that door for an easy chest with a Treasure Map in it.

Back to the main area we’ve got a cube to get. Much like most of the Ruins, this place is all vines. Use your cunning and platforming skills to make it up here, you shouldn’t have much trouble. The trick to this place is all the 180* doors, but, as with any door, you just go through them and problem solved. Grab the cube at the top and call it a day. Take the warp gate back to the Main Hub, you’re done here for now.

- To the Main Hub

Back to Guide Hub

!! – SPOILER ZONE – !!

Now that you’re at the top, perhaps you might notice the shape of this place looks a bit familiar, yes? Well if you haven’t looked at your treasure maps then no, it won’t look familiar. But if you have, you’ll note that the second treasure map corresponds to this place!

Anti-Cube Treasure - Not every treasure map is super cryptic, this one doesn’t have any symbols we have to decipher, so we can get straight into this. Get to the top of Ruins, and rotate the world to match the second treasure map. You can tell where it should be oriented by where the treasure chest’s island is. Note that the map is two sided, both of which have red marks in different spaces.

Each of these red marks is an invisible platform. Bum bum bummm! One is closer to the main island and one is closer to the treasure island. Let’s get started.

To make it to the treasure island, rotate the world such that the island is on the right. Get on top of the tree, then jump to the right as far as possible. You should land on the invisible platform. From this platform, you have to jump right again, but the immediately rotate 180*. Continue your jump in your new direction and you should land on the second invisible platform. Lastly, make it to the treasure chest for an anti-cube.

Back to Guide Hub

Page 2 of 2412345...1020...Last »
Proudly Hosted on the Caro Cloud Hosting