Puzzles & routes
Late keypads: follow the maze, not a seven-digit code
The late keypads are path puzzles. Trace a connected route from the starting symbol to a tile whose path leaves the board. Blank tiles can connect in four directions, but you cannot press two blank tiles in a row.
The access elevator’s seven stars do not establish a seven-input limit. Do not stop a valid route just because you have entered seven tiles.
Route note
Trace a path. Ignore the stars.
- 01Start symbol → connected path
- 02Blank tile → four possible directions
- 03Blank → blank is invalid
- 04Finish where the path exits the board
On this page
Read a familiar keypad first
This reveals the keypad system, including late-game panels. If you prefer to discover the rule yourself, stop before the next section.
Look at a panel you already know how to open. Identify the recurring starting symbol and the final tile whose printed path runs off the edge. The input describes a route through the panel, rather than a number you must find elsewhere.
Trace the route before entering it
- Locate the starting symbol on this panel.
- Follow the connected path marks from tile to tile.
- At a blank tile, consider its four possible directions.
- Reject any branch that needs two consecutive blank tiles.
- Continue until the path exits the board. Then enter the complete route.
At the Tower of Proving, test each branch
The Tower thread highlights a separate mistake within the same keypad rule: a tile can branch. If the next mark seems blocked, return to the last input and inspect its other path. Rule out a dead end rather than assuming the first branch is the only route.
Continue until the connected path leaves the keypad. The thread does not establish a fixed universal code, and a different Reddit player’s ten-symbol result is not the length of every panel.
A blank tile is a connector
Marculus explains that the blank tiles act as four-way tiles. Their restriction is adjacency in your input: one blank can link the route, while two blank inputs in succession cannot.
A mostly blank board therefore does not call for trying every possible seven-key permutation. Use the route rule to eliminate invalid branches. This guide does not supply a panel-specific button sequence without the panel layout.
Seven stars are not proof of seven inputs
In the long-code thread, mel was limiting attempts to seven keys because the access-elevator display showed seven stars. They reported solving the puzzle after dropping that assumption.
If a route is failing, check its starting tile, continuity, blank-to-blank transitions and exit tile. Do not shorten it solely to match the display.
Separate a failed route from the attempt counter
The same player later saw the attempt count return to 100 on a new loop. The developer said a reset fix had not reached every platform. That report does not create an additional maze rule or prove all versions reset in exactly the same way.
If your counter remains stuck, note the platform and installed version and compare the released patch notes. Keep troubleshooting the route separately; do not erase your save to test a counter.
Sources & version
Attributed community instructions and player reports, checked October 12, 2026. Successful player replies are distinguished from developer statements and unresolved reports. We do not claim our own gameplay test; button labels and platform patches may differ.
- Help with long code — CosmicOdeum #1, Marculus #3, developer #4 and mel’s successful #5
- Tower of Proving - branch hint #3, path leaves panel #4 and dead-end elimination #5
Released developer notes: latest visible 1.0.0.61, October 9. Plans in replies are not treated as installed changes.