Master Reboot

Master Reboot

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Text Walkthrough. No videos. No collectibles.
By Saga
This is going to be a straightforward walkthrough for Master Reboot. It'll be my first guide, so constructive criticism is welcome and encouraged!

I won't be including locations for collectibles, and going into specific achievements, as there are really good guides for these that exist already.

A video walkthrough already exists, but I found this game to be very unforgiving with alt+tabbing, and watching videos in Steam overlay is dubious at best. There is another walkthrough in progress, but it looks like it hasn't made any progress since last year.
   
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Introduction
Hello! Please note that this is my first guide, so constructive criticism is welcome and encouraged. This is a straightforward walkthrough with no collectibles, secrets or achievements. There are some really good achievements and collectibles guides already, so I see no need to include these, but I wouldn't mind including them if some people would prefer an all-inclusive guide :)

Enjoy!
Prologue.
Note: You cannot return to any of the following areas of the Prologue once you have left.

Trainwreck Beach.

Immediately you will see some sort of train wreck with a pink occult-looking symbol. To the right of the symbol, you will see what looks like a spread fan of crystals sticking out of the sand, with a cube on top with a glowing orb inside. Pick up the cube and you will see that you activated a portal. Enter the portal.

Wooded Shrine

You will see numerous fallen trees. Navigate the trees, jump and duck when instructed, then you will see 2 fallen trees that have a glowing digital print. To the right of these trees there will be an axe in a tree stump. Pick it up, then cut a path through the log on the left. As you pass through, turn right and walk past the torch and walk forward until you see a small shrine with a golden duck on top. Pick up the duck, and chop your way through the log on your right.

As you pass through the log, you'll see a lit torch next to some minecarts that are blocking the way. Interact with the minecart on the left to move it forward, then when you can't move the left one, move the right one and slip through the gap. Chop through the log in front of you and walk straight ahead, through the torches and up the steps.

On your right there will be a pedestal with a picture of a duck. Interact to place the golden duck. Turn around and enter the portal.

Office

Ahead of you, you will see a pole with a light. Interact to create a light bridge. Cross it and enter through the door. Turn right and pick up the video tape from the table, then interact with the TV. Once the video finishes, look through the door on the left to trigger a door to open behind you. Pass through and quickly run to the end.

Reception

Go through the doors and interact with the duck on the desk. Walk behind the desk and interact with the beam of light.
Hub
Interact with the huge glowing cube in the middle. This will open the first set of "memories".

Only 4 memories will be available. Once these 4 are complete, 4 more will unlock, and once those are complete, the final 3 will unlock. Locked memories have a red light, available memories will have a pale blue (white?) light, completed memories will have a green light.

As you complete these memories, you will populate this hub with objects that relate to those memories. The ending cutscene for each memory will also be available to watch by interacting with the pedestals surrounding the large broken cube in the center of the hub.

As you collect the collectible ducks throughout the memories, you will fill the books outside the memory entrances (except the driving memory, that has a radio due to there being no collectibles in that level) that you can read to piece together the story.

Exiting a memory at any time will bring you back to this hub.

You can return to each memory as many times as you like until you trigger the Warning section.
Childhood
Open the red chest to the right of the bedroom door and interact with the red cube. Interact with the mirror.

There are 3 keys in this 'mirror world'.

Key 1:
Straight ahead you will see 2 doll houses. In front of the doll house on the right you'll see a red chest, and 3 glowing blocks, blue green and red. To solve this, you need to find 3 cubes inside the doll houses and take note of the symbol on it, then rotate the chest cubes so that the appropriate symbol faces away from the chest.

The green cube is in the room behind the chest (right house, bottom right room), in the far right corner (diamond shape with a central dot.)

The red cube is on the top floor of the left house, on the right side. Interact with the cabinet to reveal it (Triangle with lower dot.)

The blue cube is inside the bath tub in the middle-left room of the right house. To get there, take a running jump from the 2nd or top floor of the left house (inverted cross.)

Arrange the cubes, and take the key when the chest opens.

Key 2:

Walk between the 2 doll houses and up the ramp. Stepping on the blue pad will trigger a jack-in-the-box launch pad, let it do its work. Repeat with the following launch pads until you see a torch. Open the chest to the right of the torch and take the key.

Key 3:

Jump down from key 2, and walk under the bed. Walk past the teddy bear and follow the trail of very healthy-looking milk. If you take a wrong turn in this labyrinth, you will meet a friendly bear that will be very concerned for your well-being and take you back to the safety of your bedroom. If you meet said bear, simply reenter the mirror and come back.

The correct path is RLLRRLLRLR.

Take the key and you will appear back underneath the bed (the entrance to the labyrinth will now be blocked, complete or leave the memory to refresh). Return through the mirror and interact with the wardrobe with the 3 locks on it. Interact with the cube to begin the first 'Zero level'. (I saw someone else call these Zero levels in another guide.)

Zero:

Every memory has one of these at the end. They don't contain any collectibles, but one or two can trigger specific achievements.

Run from the bear until your way is blocked. You need to 'collect' all the messages to make the wall drop. You can mouse click or press E/Enter. (Sometimes the messages can be visible even after collecting them, just look for the interact symbol when you're mousing over them.)

Interact with the cube at the end and you'll be back in the hub. This memory will now be lit up green and the collectible book will be available outside the door.
Street
Fastest and easiest memory.

The oncoming cars will be in 1 of 4 positions (1:left, 2:middle-left, 3:middle-right, 4:right.)

Your car's hitbox is strangely small. If there is any space between a car and the edge of the road, then they are in position 2 or 3, and you can fit through. In positions 1 and 4, there is quite obviously no room at all.

You can retry as many times as you like. If you get through without crashing, you'll net yourself an achievement.

Zero:

Walk up the lit stairs and interact with the cube in front of the gravestone.
School
You need to solve 3 puzzles to unlock the exit at the end of the memory.

Leave the classroom and turn left. Keep walking until the first set of doors to the music room and enter (they are wonky and open).
---------------------
Puzzle 1:
Listen to the tune that plays, and play the corresponding keys on the keyboard. Only the 5 white keys are playable.

If you mess it up, interact with the refresh key behind the keyboard.

|1| |2| |3| |4| |5|

The correct sequence is 3 1 3 5.

One of the exit locks will visibly unlock.
---------------------

Leave the music room and turn right. Walk down the corridor, all the way to the final set of lockers, and enter the door to the art room on the left.

---------------------
Puzzle 2:
As you enter, turn around and look at the 2 complete paintings on the same wall as the door. You need to rotate the columns to recreate these pictures, and the complete picture must be facing at an angle towards the painting you chose. I found it easiest to concentrate on the left picture due to the easily identifiable outside circle(ish).

Once you have successfully aligned the columns, you will unlock another exit lock.
---------------------

Leave the art room, turn left, go up the stairs and enter the first door on the left.

---------------------
Puzzle 3:
Note: To easily get the Astronomical achievement, and just generally solve the puzzle with the least hassle, take a printscreen of the solution on the blackboard.

Interact with the solar system model to begin. You can exit back to the classroom to check the board at any time, but doing so nullifies eligibility for the achievement. Interact with the pedestals to cycle through the different planets.

Once you are done, the final lock will unlock and you will be back in the classroom.
---------------------

Leave the classroom and turn left. Follow the corridor until you see the exit cube and the final door on your left. Enter the door, and pull the lever that's in front of the 3 lit cubes. Return to the portal.

Zero:
Turn around and walk up to the top of the stairs to see 4 pedestals. They correspond to the jumble of 4 shapes that are supposed to show the Mysteri logo.

Arrange the shapes so that the logo is complete. If it is upside-down or sideways, just press each button once until it's the right way up.

Once you are done, walk down onto the stage and grab the cube.


- In the end, it should look like this.



Park
This one can take a while to figure out.

You need to solve 'puzzles' to be rewarded with a total of 6 segments that are placed on the roundabout. To solve the puzzles, you need to find the coloured 'keys' (shapes), which are located at various places around the park. There are 5 keys, the 6th segment doesn't need one.

For reference, the spawn point is outside the park, facing the open gate to the park, with the green cube on the left.

First let's gather 5 the keys.

- Pyramid: From the spawn point, turn left. It's behind the tree that's now in front of you.
- Sphere: From spawn point, turn right and it should be in view, against a tree.
- Wheel: From the spawn point, move behind the tree where you found the pyramid and note the level boundary on your left. Walk forward, keeping the boundary to your left, until you reach the far left corner of the level. The bright green wheel should be visible on your right.
- Plank: From the position where you spotted the wheel, keeping the boundary on your left, continue clockwise around the edge and you should see this Blue plank propped up against a tree.
- Cube: From the spawn point, enter the park, turn right, and walk foward past the first bench until you see two benches together. The red cube is on one of the benches.

Now let's trigger the 'puzzles'.

1) From the spawn point, enter the park, walk through to the far right corner and exit through the only other exit. As you leave, turn right and follow the edge of the map with the boundary on your left. The 1st tree will have a virus symbol, the 2nd will have a bright triangular symbol. Interact with the triangular symbol to insert the pyramid key, which will destroy the barrier, revealing the first segment.
2) Inside the park, climb the ramp to the top of the curved slide and interact with it. This will roll the sphere down the slide. It will emerge at the bottom as a segment. Because Logic.
3) On the side of the swings, there is a green pole. Interact with this to attach the wheel, which lowers the swings. Interact with the swings to get on and start swinging. Interact with the segment at the right time to jump off and grab it.
4) Face the ladder of the slide, note that it has a blue rung missing. Interact to add the plank-that-was-never-a-plank. Climb the ladder, pick up the segment and then slide down.
5) Interact with the lower end of the seesaw to place the cube down. Then quickly interact with each of the 3 red-eyed rocking horses, (if you take too long, just wait for them to stop and then try again.) which causes some serious, legit science.
6) For the final segment, simply jump up into the blue monkey bars and climb across to grab the last segment. Crouch to drop down.

Interact with the roundabout to begin the..

Zero:
This is a timed level. The water is rising fast, so you need to keep going up, fast. Interact with the glowing jump pads to get launched to a higher platform.

There's not much I can say, except give some tips:
- As you're in mid-air, pay attention to where you are travelling, and make note of the launch pads as you are travelling to minimise fumbling and getting lost.
- Sprint as soon as you land.
- Sometimes there will be more than one launch pad on a platform. I don't think there is a wrong choice, maybe there is, but I always just choose the left one and then gets me to the end just fine. If anyone had the patience to find an optimal route, feel free to share.

Hit the final pad, and you'll be taken up to the exit cube. Interact and go back to the hub. 4 new memories will now be available.
Flying
A lot of people seem to have had trouble on this one, I found it quite simple.

The virus will be walking up and down the middle of the plane. She will not spot you if you are behind her, even if you are running. If she is facing you, she will see you and there is nothing you can do except wait for her to get you.

Tips:
To hide from her, just simply get out of her line of sight, and in between the rows of chairs. Some people seem to be saying that "only the rows with the flashing lights will hide you from her". I am typing this while stood in a row that has a non-blinking light, so it's a tried and tested myth. I have tested every row to be sure. They're all safe. Just remember this isn't MGS. If you poke your head around the corner and she is looking in your direction, she will see you and chase you down. If you want to check where she is, stand firmly in between two rows of seats and just jump. She can't hear you or see you when you jump check.

The goal is to collect the 3 keys to unlock the door at the end of the plane.

There are 24 rows. I will name the rows 1-24 L/R.

Key 1: 1L
Key 2: 10L
Key 3: 18R

Once the door is unlocked, make your way to the back of the plane, pass through the unlocked door and enter the toilet on the left.

Now comes the fun part. Crouch down and enter the vent. Drop down, and imagine she's in there with you. Spoiler alert, she is. (Note: You're technically not 'crouched' here, so you can sprint if you want.)

At the first fork, take the right. Right at the next fork. Then you will trigger an animation of her crawling in front of you. Take the left (yes, the way that she went.) As you round the corner, you'll see her again through the vent, crawling right. This is another triggered animation. Keep taking a left-right zig-zag until you pass a fan vent with a bright light coming from it. Passing this will trigger the real pursuit. From here, you have a certain amount of time before she catches up with you. There are no forks from here on, so just sprint and go up the ladder.

(Note: There will be a bug where she is sometimes on the ladder. There isn't anything you can do about it except collide with her and start fresh.)

Now you're in the cockpit. Look through the small window of the door, and once the animation is over, exit and pick up the cube on the left. Go back into the cockpit and place the cube on the red button.

Zero:
This is pretty straightforward. You have a time limit before the plane crashes into you. Sprint to the end, jumping over/ducking under falling/fallen pillars. Reach the end, grab the cube, back to the hub.

Fairground
As you can see from the close-up of the ferris wheel, there are 6 unlit lights on it, which need to be lit for you to complete the memory. To light them, you need to complete some challenges.

4/6 of the challenges require a pop gun, so lets get that first.

Directly in front of you when you spawn is a fountain. A section of the fountain is broken, allowing you to walk in. Pick up the coin on the floor of the fountain. Then walk over to the ferris wheel and then take a right and walk forward until you see 'The Magnificent Seren' on your left. Pay the nutter, and take her gun. Now we're good to go.

1) From the spawn point, walk just past the fountain and look to the left. You should see a neon pink sign. This is the first challenge. It's purely based on luck. You control the top horse, and you need to keep pulling the lever on the middle slot machine. Every time you score a horse symbol, the horse will move forward a set amount. The other horses move at a steady set pace. I've always wanted to know what happens if you get 3 Seren symbols but I never did get it, if anyone knows please comment!

2) From the horse racing, turn left and you'll see the dodgems. It's simple enough, push the dodgems into their corresponding colour-coded areas.

3) From the spawn point, walk past the right side of the fountain, and on your right you'll see the 'Target Hunt' stall. Shoot all the Serens.

4) From the Target Hunt stall, turn right and you'll see Duck Shooter. Shoot the targets.

5) From the spawn point, turn right and you'll see a large slide. Make your way to the top. From here, look towards the far right corner and you'll see a large green target. Shoot it.
(If you look to the left of the spawn point from here, on the roof of the Bumper Madness, you can see the tip of a red target, which is the last challenge. Hit it if you can and skip number 6.)

6) In the far left corner of the map you'll see a Helter Skelter/Spiral slide. Climb to the top and turn around. You'll see a big red target on the roof of Bumper Madness. Shoot it.

Now you're done with the challenges, return to the front of the fountain and pull the lever. The game takes over from here.

Zero:
Simple enough, just follow the white lines until you hit a fork in the road. Take the first right to get the Unlucky Duckling achievement or take a left to continue the right way. Take a right at the next path, walk through the rude duck and interact with the duck cube in the bath and you're done here.



Beach
From where you spawn, look left, past the umbrellas, and you'll see a bar building. Walk over and take the map from the counter. For the map to make sense, remember that the bar is on the left of the map and the sun is at the bottom. Walk to the campfire.

Interact with the campfire, your map will change, 2 X's will appear and a chest will open with a metal detector inside, take it. Now for some treasure hunting.

From the campfire, keep walking along the beach towards the X close by, in the top right of the map. Keep an eye on the grass on the right, and when you reach the cornermost clump of grass, the detector should be beeping fast. The X is just slightly behind this clump. Interact and get the first ring.

Go back to the bar. Put your back to the part of the bar that says "l'été canard" and look at the umbrellas. Move towards the 2nd umbrella from the right, keeping the lowest side of the umbrella to your left. Follow the curve of the umbrella to the left slightly and it should beep really fast and you should see the X. Interact and that's the 2nd ring.

Now go to the big red cube and interact with the 2 pedestals to place the rings. Walk to the pier and wait for the boat, then get on.

Zero:
Now you're underwater. Swim towards the pillar of light and it'll take you further down. When you're at the bottom, look around and you'll see a man-made pointy structure. At the bottom is the portal cube.

Hospital
Look to your left, Seren. Look to your right, Seren. Yay.

On the overturned bed in front of you, next to the duck that does nothing bu oggle you, is a torch. Take it (Unless you're going for the Scared of the Dark achievement, in which case, make sure you've done this memory at least once to familiarise yourself with the layout.)

To unlock the exit, you need to find 4 ECG (EKG for Americans? Really?) heart monitors.

1) From the spawn point, turn right and enter the room full of irate beds. Turn left, and the first button is on the left wall.

2) From button 1, continue out the other exit of the bed room and you'll be in a room full of irate chairs. Take the exit on the right, and just as you exit, the 2nd button is on the left.

3) From button 2, turn right and keep walking until you reach the far wall, and then turn left. Walk forward and you'll see the 3rd button in front of you.

4) From the spawn point, walk all the way down to the exit door (only 1 light should be red now). Turn right from here, walk forward a bit and then turn right again. Walk down the corridor and you'll see a locker with a red cube on top. Open the locker, it has a cute puppy inside. After you petted the cute pupper, activate the final button and make your way to the exit.

Zero:
This is a colour-coded emitter-receiver puzzle. There are 4 'discs' with emitters/receiver, and a pedestal that controls each one below it. Walk past the tree in the center and you'll see a blue receiver in the distance. This disc can't be rotated, so it must receive a blue laser.

Rotate the center disc once. This messes up the original positions, but we can change these.

Go back to the disc at the entrance and turn it once.

Go to the disc on the right, past all the chairs, and turn it twice.

Go to the last disc by the hospital bed and turn it once.

Cross the bridge and exit via the cube. The final 3 memories will now be unlocked.


Circus
It's easy to get lost in this one, even with reference points. You need to find 3 orbs to unlock the circus tent.

The first orb (blue) is just about visible, directly in front of you when you spawn, sitting at the base of a tree.

Keep walking forward until you see a large red glow. This is the circus tent. Behind the tent is the 2nd orb (green).

From the 2nd orb, take a right and keep walking straight. You should hear the music change, and you may see the 3rd orb moving. Look around for a carousel. The 3rd orb is on the edge of the carousel, rotating around with it.

Return to the tent, enter, and enter the portal.

Zero:
This is pretty self-explanatory. All in the timing.

With a well-timed sprint-jump, you can skip some rings, if you feel like the risk.
Graveyard
I thought this one was pretty fun. Go straight up to the big house, pick up the corked glass bottle. You'll notice it looks like it has fireflies inside. You need to run around and collect 8 fireflies in the bottle.

1) Directly in front of you from the spawn point, near the angel with the scale.
2) Turn left from the spawn point, walk towards the crypt in front of you, the firefly should be visible on the right, next to a tree and a gravestone.
3) Turn right from the spawn point, in between the crypt containing the green exit cube and the red tree.
4) Similar to number 3, but on the opposite side of the crypt containing the green cube, by a red tree. Alternatively, turn right from the angel with the scale.
5) From the spawn point, turn right and walk up to the crypt in front. Turn right and walk forward, keeping the crypts on your left, and you'll see a bricked up crypt in front of you with the firefly in front.
6) From number 5, walk past the bricked up crypt, passing between the crypt and the lampost and walk forward with the red tree on your right, you should see the firefly in front of you, in between two fences.
7) Behind the large house, next to an angel statue and a lampost.
8) From number 7, do a U-turn and walk forward, keeping the boundary fence on your left. You'll see the last one behind a crypt.

Once you have all 8 fireflies, return to the angel with the scale and interact with it to get a sledgehammer. To the left of the house (to the right of firefly 6) is a lit up crypt with a red cube on top. Note the 4 strange symbols below the cube. Smash all the boards off the crypt (you need to get inside later, so smash them all), which reveals a combination lock. The first number is frozen in place, so we don't need to worry about that one. But take note of the first strange symbol, this one represents 7.

Do a U-turn and walk forward, passing the bricked up crypt, and go to the next crypt on your right, and smash down the door. Don't worry about the virus hanging out of the crypt, you can't kill her and she can't kill you. On the wall above her is the codex.

This took me a little while to figure out because I didn't take the symbols literally enough. The strange symbols are more like arrows. They point directly to the number they represent.

The code is 7147

Now it's time to bail. You can't fight. So just run forward and knock down any walls in the way. The game takes over when you reach the end.

Zero:
Go up the stairs and note the 4 laser angels and their corresponding tombstones. You need to rotate the angels so that the cubes they are holding come into contact with the laser.

Tombstones 1-4:
1) Twice
2) Leave it alone. Or 4 times if you don't believe me :D
3) Once
4) 3 times

Go back down the stairs and turn left, and follow the fence around to the dock. Grab the cube that's on the boat.
Library
Grab the torch by the flashing lamp and the door will open. Go through and note the radio on the right. In this maze, if there's a radio, there's a button next to it. Not all buttons are by a radio though.

The button is a brown book that stands out from the others, but usually you'll see the interact icon before you see the book. Interact and the way opens. You will need to backtrack a lot when new paths open up. I will try my best to describe the way with reference points, but you'll mostly just be running around, hoping to see the interact symbol and hoping to not get squashed (you'll see). Also, take note of the red bookshelves, these are the ones that the buttons will move.

1) Follow the path around until the fork, take the right turning, and then a left. Follow the path until you see a bed on your right. Turn left, walk forward and you'll see a radio on the right. Press the button next to the radio. A bookcase opens up and you see a virus.
They are not actually patrolling this place, don't worry.

2) Backtrack to the entrace, and you'll see that the bookcase next to the water fountain has opened. Go in, turn right and walk around to the radio, and press the button.

3)Backtrack and face the entrance. Turn left towards the water fountain and you'll see the bookcase has moved. Follow the path around, then keep turning right until you reach another radio and button. Press it.

4) Backtrack to the point where you took the first right in number 3 and take the next right instead. You'll see a recycle bin. (Walking past the bin and taking the left path will net you an achievement.) Take the left at the bin, left again and walk down to the red bookcase and turn right, then right again. Press the button next to the radio.

5) Backtrack to the red bookcase mentioned in number 4 and it'll be open now, and you'll see a daffodil. Follow the path around and take a left. Follow this long path around until you see a radio and button to press.

6) Backtrack and take the first left turn, then left, then right, then right. You'll see a photocopier. Walk past the photocopier and turn left. A radio and button will be on your right.

7) Take the path to the right of the radio and take the first left. Follow the path around until you see the bookcase that opened, and the exit.

Once you leave the maze, you'll be in an office. Go down to the end and interact with the maintenance door on the right.

Inside is another colour-coded puzzle. The clue tells you to ignore the colour and concentrate on the letters and numbers. What it means is to look at how many letters are in the words Red, Green and Blue. 3, 4 and 5.

Light the 3 lights red, the 4 lights blue and the 5 lights green. Or to put it even simpler, from the default positions, press each button twice.

Go back out and into the elevator that opened. After the cutscene, choose a cube. Both cubes lead to the same place, but the red one will net you an achievement.

Zero:
Not much to say here. Reach the end of the jumping puzzle and grab the cube.
Warning
Once you have finished the last memory, the cube in the center will be complete again. Interacting with the cube will mean that you will leave the hub and you cannot return! So finish up whatever collectibles and achievements you still want to get here in the hub before you advance any further.

Once you are ready, interact with the cube.
The Water Temple
No, not that Water Temple. *phew*

Walk straight up the stairs and you'll see a sequence puzzle. You need to press the buttons in the right order. It's easy to see which button needs to be pressed next because it'll be next to the square that's on top of the pile.

I'll name the button 1-6 in a clockwise fashion, 1 being the button on your immediate left as you come up the stairs.

Press 1, 4, 2, 6, 5, 3.

Go past the complete puzzle and you'll see two wheels. Ignore these for now and follow the path around to the angel statues that are holding the chains. These statues are stopping you from turning the wheels. Next to each statue is a lever, pull these to free the chains. Then return to the wheels and turn them both.

The door that opens will reveal a small tunnel. Duck inside and crawl out the other side. Now you're in a familiar place.

Press the button, go across the bridge, into the office and through the open door to board the monorail.



Monorail station
Here you will see 4 different beams of light with an info kiosk next to each one that displays a number. This number simply shows how many lights you will need to remember in each puzzle.

Interact with the beams of light to enter the puzzles. Each puzzle will be randomised so I can offer no guidance other than this: When you're interacting with a light, it will light up the one closest to where you are standing rather than the one you are pointing at.

When you complete each puzzle, the light will turn green.

Once you have completed these 4 puzzles, the monorail will return. Board it.
Core
Exit the monorail, walk past the door and over to the Seren Kiosk. Interact to grab the gun. Now walk through the door you walked past and down to the end and into the elevator.

The virus will activate a shield. You need to solve 2 memory puzzles, 1 either side of the virus.

Each bell will make a different note. To hear the correct sequence, activate the info kiosk next to each set of bells. The virus will talk over the sound of the bells at first, making it hard to hear, but she will eventually stop.

I will number the bells 1-5 from left to right.

Left: 3, 1, 5, 4, 2.

Right: 1, 4, 2, 5, 3.

Activate the button in front of the virus and the shield will go down, and you'll be thrown down into the core.

Here, the floor will be electrified every 10 seconds, but the green platforms are safe to stand on. Run over to the fire axe and grab it. You need to destroy each of the 6 blue boxes, which take 4 hits to destroy.

Once you have destroyed the boxes, the floor will no longer be electrified and the shield for the coil will be down. Jump over the the coil from one of the green platforms and destroy the coil, which should take 8 hits.

Note: After the cutscene, you may finish the game here with the 'bad ending' by pressing Esc and selecting 'Exit the Soulcloud'.

One of the green platforms will be lit with particles. Jump on it to leap back up top. Then walk past the virus and towards the stained glass window. Walk up the stairs and into the portal.

Navigate the short jumping puzzle. Once approach Kali, attached to the red wires, a timer will begin (once the cutscene ends.) Once the countdown runs out, it's game over and you need to start from the beginning of the countdown.

You will need to complete 5 challenges, and destroy the cube at the end of each one (7 hits), before the time runs out to help Seren deafeat Kali - 3 upstairs and 2 downstairs. To reach the upstairs challenges, jump on the blue jump pads.

Good luck, and I hope this guide has helped you!
7 Comments
RandomTheBat 15 Sep, 2023 @ 8:59pm 
YOU FUCKING LIAR THERE WAS NO PUPPER- /hj
Nax_o 10 Feb, 2023 @ 3:59am 
That randomized Monorail 'remember 4 and 5' puzzle is atrocious as there is no feedback. No sound cues or anything if you made mixup.
syd<3 8 May, 2021 @ 10:41pm 
I got three seren symbols and it just flashes dark for a sec haha !
MrMcMonkey 21 Dec, 2017 @ 3:23am 
I got the three Seren symbols (but couldn't finish the horse race yet.. after about 20 attempts). The screen just goes dark for a moment and sound is played. No other things are happening.
al-X 6 Dec, 2016 @ 1:37am 
Hi, thanks for the guide.
It helped, though I did still get stuck at the station. I know you can't give the actual solution, because it's random, but it would help if you added a bit on how to figure out the solution, ie: the last set of lights shown.
Still, thanks.
Ugly Onion 🐰 18 Jul, 2016 @ 10:33pm 
got three horses twice, just sends you super far ahead, I thought it would go all the way for me x(
Static10101 23 Mar, 2016 @ 12:26am 
Thanks! :D: