塔罗斯法则:重启

塔罗斯法则:重启

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In the Beginning Puzzle Walkthrough & Achievements (EN)
由 The Sojourner 制作
In this guide, I will show you how to solve the puzzles in this new expansion of the remaster of the great game The Talos Principle. These puzzles stand out from the rest due to their difficulty, which can baffle even experienced players; although, as is usually the case, they are solved quite simply — no special slick/timing tricks are needed (and especially with the new Recorder's "Pause Point" feature!).

(Actually, this guide is intended for those who have not mastered some puzzles not in this expansion and have not figured out how to solve them.)

Read at your own risk, but know that this guide is here for whether you tried to solve any of the puzzles and couldn't, or if you simply don't see the tricks to solving each one. There are no spoilers for the plot or easter eggs — only the puzzles and the 3 stars.

In addition, the difficulty of the puzzles are rated from 1 to 5 based on my personal experience and opinions (NOTE: since this is my guide, my ratings may differ from the OP's), so that you can get a rough idea for their difficulty (granted, YMMV).

Finally, for your convenience, the star puzzles are marked with a ★.
   
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Original Version
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3470011458

This version is reposted with permission and edited for clarity. I have some notes as to which parts are my opinions and which parts are the OP's (the OP being Big_bag_basket). The screenshots were all taken by the OP and may have some unimportant Russian UI text on them.

Also, I did not include the "Achievements" section of the original guide because they rely mostly on two things: (1) solving all the puzzles and getting all 3 stars, which is already covered in this guide; and (2) exploration, which another guide has covered in its maps.
Some notes
  • The formatting of this guide is a little different from the one taken by the OP, though I have done my best to match it.
  • The screenshots were taken by the OP on low graphics settings, and were are cropped to fit within Steam's restrictions, but they tried to preserve the main points.
  • As this game is non-linear as usual, this guide does not have any sort of chronological order for solving the puzzles, so they are in the order that the OP personally found convenient to put them in. My comments on said puzzles do not contain any information that you need to take into account only if you want to know my opinion about a given puzzle.
  • This guide is written assuming that you already know the base mechanics of the game and have completed the main campaign, so the explanations will be minimal, taking into account that some actions are perhaps too obvious. A detailed description of some mechanics is presented here only once.
  • The OP completed all the puzzles exactly the way they described in their guide. They solved them all themself, except for one (scroll down to find out which one it is).
  • As always the difficulty ratings are subjective. The ones in this guide are my own, and may differ from the OPs. That said, I have included both difficulty ratings as a reference.
World 1 (Egyptian themed)
This would later become "World B" in the main game.
Flying Cubes
OP's difficulty rating: ★★✩✩✩
My difficulty rating: ★✩✩✩✩

Flying Cubes Preview

This puzzle is quite simple in its concept and solution, but the last part can become a little tricky. The main goal of the puzzle is to get all 4 cubes hexahedra to the 4 pressure plates.


Flying Cubes Step 1
1) The first hexahedron is easy: just climb the ladder and press the pressure plate. Then on the way back, grab the jammer.

Flying Cubes Step 2
2) The second one is also quite simple: jam the forcefield, then take the connector and connect it to the blue source and receiver near the fan, which will be in the main area behind the forcefield.

Flying Cubes Step 3.1
3.1) The third hexahedron is a little more complicated, but ultimately still simple. First, take the connector from the previous step and connect it to the blue source and receiver by the forcefield that covers the second connector.

Flying Cubes Step 3.2
3.2) Connect the connector to the red source and put it on the pressure plate. Take the second connector and connect it to the first one as well as the receiver by the fan (shown in the screenshot above).

Flying Cubes Step 4.1
4.1) Now for the last hexahedron, which takes a bit more work. First, reconnect the connector to the forcefield so you can take the jammer.

Flying Cubes Step 4.2
4.2) Using that same connector, we need to jam another forcefield that blocks the passage to the hexahedron (this could have been done earlier, we're just showing it for clarity). Go behind the forcefield with the jammer and jam it.

Flying Cubes Step 4.3
4.3) Take any connector and head behind the jammed forcefield. We need to block the pre-connected blue beam to turn off those annoying blowback fans. Using the connector, simply connect the source to any connectable object behind, be it the second connector or the red receiver.

(I hope you weren't banging your head against the wall from this step. If it helps though, a similar technique was actually used in Cut It Out from Road to Gehenna, but this could otherwise put some folks into a stupor... the OP for example)

Flying Cubes Step 4.4
4.4) Now just jam the active fan and grab the hexahedron.

Flying Cubes Step 5
5) Finally, make your way back with the jammer and the hexahedron. Jam the forcefield, put the hexahedron on the fan and press the pressure plate. There should soon be a satisfying sound of an iron gate lowering, meaning only one thing (i.e. a tetromino sigil for you).

Flying Cubes! What's next, Flying Turrets!?
Dead End
OP's difficulty rating: ★✩✩✩✩
My difficulty rating: ★★✩✩✩ (I originally missed the red source near the entrance to the puzzle, hence why I'm bumping this up a notch, but otherwise it's a 1/5.)

Dead End Preview

The puzzle itself is not all that difficult, but it stands out in that it is very easy to get trapped, whence you will have to either rewind or restart.


Dead End Step 1
1) First, take the connector and connect the blue source to the two receivers.

Dead End Step 2
2) Connect the red source to the receiver with the second connector, but be sure to stand in the way of the beam! (TIP: look for the dashed lines.) If you don't, or if you miss, the gate will close and you will be trapped inside the puzzle, with no ladder out nor any reset switch. Should this happen, you can rewind a little (default: R on keyboard). Now carefully move along the beam while keeping the connection blocked. Once you're behind the gate, you can safely leave.

(Side note: Yes, in photo mode, where the OP took the screenshot, it appears as though the character isn't blocking the beam, but I am told the beam was in fact blocked here.)

Dead End Step 3
3) You have disabled the forcefield and can traverse deeper into the puzzle. There you will find the third connector, where you can take it and return to the closed gate. Place the connector on the red beam line closer to the gate. Then hit the switch to lower the gate. Now the connector that is connected to the red source can safely be removed.

Dead End Step 4
4) Next, carry both connectors deeper into the puzzle. To get the third one, simply disable the forcefield with another connector in the narrow passage. Take the third connector with you and create a chain to disable that final forcefield and claim the sigil.

Yes, in fact, everything is quite simple — the main problem is the gate of iron near the start.
Ping Pong
OP's difficulty rating: ★★✩✩✩
My difficulty rating: ★★★✩✩

Ping Pong Preview

Not too difficult, though not too easy — fairly balanced, overall, with a simple trick or two (or three) needed to solve it.


Ping Pong Step 1.1
1.1) The first big step is to get the connector out of that side area with all the forcefields and a fan. To start, take the central fan and place it on the rightward pressure plate to open the gate with the red source, then go into the area with the connector and use it to connect the source and receiver in the main area (things may look tight, but this is intended).

Ping Pong Step 1.2
1.2) Take the hexahedron behind the disabled forcefield, and place it on the nearby pressure plate. Then in the area with the connector, connect the source to the receivers to disable the forcefields, whence you can bring the hexahedron inside.

Ping Pong Step 1.3
1.3) Set the hexahedron on the fan, then take the connector, keeping the connections, and add to it the receiver to power on the fan; then place the connector itself on the hexahedron. All you need to do is stand on the pressure plate to disable the forcefield and the fan will deliver your items.

Ping Pong Step 2.1
2.1. The next major step is to send the hexahedron up among all those fans, to a pressure plate up top. First, re-attach the fan from whence it came (in the center), then take the connector from the previous step up to the central tower. From up there, we can connect it to everything we need — specfically to two sources and two receivers (red to turn off the forcefield and blue to power on the first fan for the hexahedron).

Ping Pong Step 2.2
2.2) Head down from the tower and remove the fan. Place the hexahedron on the rightward pressure plate (the one for the red source), then attach the fan to the angled base. Now grab the hexahedron and place it on this very fan.

NOTE: Here you need to get out before the gate with the red beam closes, but there is a ladder if you're slow and get locked in behind a forcefield.

Ping Pong Step 2.3
2.3. Once you're back in the central area, simply stand on the leftward pressure plate (the one for the blue source) and enjoy the ping-ponging of the hexahedron!

Ping Pong Step 2.4
2.4. Finally, the forcefield will turn off, allowing you to access the non-removable floor fan (which should also be active)... and eventually, a sigil.

We don't even know what to say about this one, except to say that the mechanic that this puzzle is named after for this one is... oddly specific here and that this puzzle probably could have been done without the need for any sort of ping-ponging.
Eclipse (Sigil)
OP's difficulty rating: ★★★★✩
My difficulty rating: ★★★★✩

Eclipse Preview

Eyyy, a puzzle with a star in it!... and also arguably the second-most difficult puzzle in this entire expansion (Daydream being #1)! And all because of that troubling recorder (though made easier with Pause Points — thanks, Croteam!).

Actually, it's because there are a few tricks to solving this one, none of which are readily apparent.

To get the star, you will first have to get to the sigil. And by the way, if you've already solved this one, went away to solve other puzzles not in World 1, and came back, you will have to redo everything again, so keep that in mind.

Special thanks to hazehaunter, who described a simpler solution than the OP did before.


Eclipse Step 1.1
1.1) The first major step is to fetch the keys (which are up on a platform up high) to access the recorder, and the main trick to do this is going to be to block a beam with a hexahedron, and then fetch said hexahedron from behind an opened forcefield! And so the first thing to do is to head into the rightward area, pick up the hexahedron and place it on the slightly elevated platform as seen in the screenshot above. Then connect the connector to the source and receiver near the field, but so that the beam is blocked by the hexahedron.

Eclipse Step 1.2
1.2) Next, as eluded to in the previous sub-step, pick up the hexahedron from behind the forcefield. You should now be on the other side of the forcefield where the fan won't blow you away. Now you can remove said pesky fan and get out with it.

Eclipse Step 1.3
1.3) Take the hexahedron with the fan to the main area. Attach the fan there and place the hexahedron on the pressure plate. Then ride the other (non-detachable) fan and the keys are yours. With them, you can now access the recorder for some... additional tricks.

Eclipse Step 2.1
2.1) Now we can actually solve the puzzle(s). For now, use the recorder to get the connector and hexahedron to the main area.

Note: the rest of this step comes from hazehaunter.

Eclipse Step 2.2
2.2) Start recording, then place the hexahedron on the removable fan; then, place the connector on the hexahedron, first connecting it to the red source and receiver. Set a Pause Point here (or wait some time — not recommended), then step on the pressure plate to lift it all up. Set another Pause Point here, and end the recording.

Eclipse Step 2.3
2.3) Now we can use all the items: place the hexahedron on the non-removable fan, then detach the removable fan and place it on the pressure plate to disable the forcefield. Connect the connector to the recorded connector and the receiver through the window.

Eclipse Step 2.4
2.4) All that remains is to cross the (now inactive) forcefield and fan flow in time* and the sigil is yours.

*Unless you have a Pause Point set, in which case, take your time and do not rush needlessly! In this case, you'll likely just need to advance the recording up to the next Pause Point.

引用自 Big_bag_basket
Sometimes I criticize people for their unconventional solution, but in the end I solved this puzzle unconventionally and maybe for good reason. hazehaunter, thanks again. You are now a part of this world. Still, this option looks more like the intended solution.
Eclipse (Star)
OP's difficulty rating: ★★★★★
My difficulty rating: ★★★★★

First, you'll need to do all the steps to solve the puzzle (see the above section).

Eclipse Step 3.1 (Star)
3.1) A little observation reveals your main goal: to get the fan to the back half of the puzzle, and there is a (possibly not-so-obvious) trick to this. Start by jamming the forcefield seen in the screenshot above that would otherwise prevent you from moving between the two halves of the puzzle.

Eclipse Step 3.2 (Star)
3.2) Take the connector, connect it to the blue source and the two blue receivers, and place it near the window as in the screenshot. Take the fan and return it back to where you took it from at the beginning of the puzzle.

Eclipse Step 3.3 (Star)
3.3) Since you now have easy access to both halves of the puzzle, you can easily get to the other side and take the fan from the main area, and then place it into the first base from which you took it.

Eclipse Step 3.4 (Star)
3.4) Now take the jammer to the front half of the puzzle.

NOTE: I did sub-steps 3.3 and 3.4 differently, using a spare block back there, plus a hexahedron. I then placed the fan on top and was able to grab it from the back side of the puzzle, from above. This felt slightly more comfortable than placing it into the fan base and getting blown back, even if it's not intended. This also meant that I could keep the jammer in the back half of the puzzle, which gives an alternate (and likely unintended) solution that's more comfortable overall.

Eclipse Step 4 and beyond (Star)

Now, the hard part begins, as well as the reason for this puzzle's namesake (the buzzer "eclipses" the connection up high). The plan is to use the recorder again, and you'll need to do everything correctly during and after recording. Ultimately, we want to power on the fan in the back half of the puzzle.

I'll just show the initial arrangement of objects, as well as your subsequent actions, both the recorded ones and the non-recorded ones. Otherwise, a step-by-step plan with pictures simply won't fit here.

Initial positions of the elements:
  • Hexahedron: on the pressure plate, disabling the field.
  • Connector: connected to the blue source, but the beam is blocked by the forcefield.
  • Jammer: behind the purple barrier, jamming the forcefield behind it, allowing passage to the back half of the puzzle.
During recording:

1) Immediately create a Pause Point.
2) Take the jammer and jam the forcefield near the connector.
3) Take the hexahedron and place it on the pressure plate on which it stood at the very beginning of the puzzle.
4) Take the jammer and jam the forcefield that's blocking the red beam. Meanwhile, stand on the pressure plate to power on the fan.
5) Create another Pause Point (or wait about 5 seconds) and quickly switch the jammer to the forcefield that blocks the blue beam.
6) Create one last Pause Point and end the recording.

After recording:

1) Take the hexahedron and place it on the fan.
2) Take the connector and connect it to the recorded connector, the red source in the corner, and the two receivers near the static buzzer. Place the connector on the hexahedron.
3) Head over to to the final position and stand on the fan.
4) Advance the recording....
5) Star get?

If you did everything correctly, then you are guaranteed to get to the star.
If you fail, take a deep breath, then go back and try again. If you need to lower the buzzer, just go to the red beam and block it with your body (that's why the beam is exposed thus).

I don't know how the author of the puzzle even came up with such a solution, but I do know that the OP spent about an hour and a half trying to get the star. Fortunately, the other two stars are not nearly as difficult or annoying to get.
Parabolic Interference
OP's difficulty rating: ★✩✩✩✩
My difficulty rating: ★✩✩✩✩

Parabolic Interference Preview

One of the easier puzzles of this expansion (mind the bug reports just outside — after this one, you may find one or both of them actually kinda funny!). The OP spent only a couple of minutes on it, and I likewise did not find it particularly hard.


Parabolic Interference Step 1
1) Pick up a hexahedron and place it on either fan.

Parabolic Interference Step 2
2) Next, take a connector, connect it to the two sources, and place it on the hexahedron.

Parabolic Interference Step 3
3) Take the other connector, connect it to the first, as well as to all the receivers in the puzzle. Place this connector on the pressure plate.

Parabolic Interference Step 4
4) Finally, all you have to do is go through the toggling forcefields and the puzzle is solved. Easy sigil.

Yeah, hardly anything to think about in this one, though perhaps it may not be as easy for you as it was for us. I hope you don't feel too stupid looking this one up.
Conundrum Cascade
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★★✩

Conundrum Cascade Preview

A rather problematic puzzle, especially because there's a not-so-obvious trick buried within this one. In addition, it's a little cheese-able through parkour, which is how I first solved this one before checking the solution from the OP.


Conundrum Cascade Step 1.1
1.1) The first objective is to hit the switch that disables the forcefields, so that you can climb the ladders that they guard. To do this, first detach the fan from its base and place it on the pressure plate to turn off the forcefield. Then take the hexahedron and go back to where you got the fan. Next, retrieve the fan, re-attach it to where you first found it, place the hexahedron on the pressure plate, and ride the fan up.

Conundrum Cascade Step 1.2
1.2) While you're up there, take the connector from above (you can't actually jump up there yourself — it's a tad too high). Then place the hexahedron on the fan below, stand on it yourself and set the connector on the pressure plate. This can actually get you to the top.

Conundrum Cascade Step 1.3
1.3) Pick up the hexahedron that you were riding on and place it on the pressure plate to power on the fan. Use said fan to get to the platform with the switch, and hit it. Congratulations, you've now turned off the forcefields below and can safely climb up the ladders (granted, you can't carry objects up said ladders of course, but the ladders are still important in the intended solution).

Conundrum Cascade Step 2.1
2.1) Next, we need to get the second connector, which is behind a couple of forcefields, off to the side. Climb back up and drop the fan and the hexahedron down into the main area. You'll need to get both the hexahedron and the first connector to the top platform. To do this, place the hexahedron on the fan, and then the connector on the hexahedron. Now place the unused fan on the pressure plate and climb up the ladder that leads to the central platform. Told ya the ladders would be important!

Conundrum Cascade Step 2.2
2.2) From up there, you can now place the hexahedron in front of the window and place the connector on top of it, connected to the source and receiver near the forcefield that's blocking the way to the second connector. With that forcefield disabled, all you need to do is detach the fan from the main area and place it on the pressure plate to disable the other forcefield. You should now have both connectors.

It gets fairly easy from here, if a bit convoluted...

Conundrum Cascade Step 3.1
3.1) Now you need to get both connectors, the hexahedron, and the fan to the top platform.
First, use the connector to connect the source and receiver for the forcefield in the corner that guards the angled fan base, then attach the fan there.

Conundrum Cascade Step 3.2
3.2) Ride said fan up to the top platform. Once there, attach the fan, place the connector on the pressure plate to turn it on, then take the hexahedron with you and ride the fan to the platform with the switch, as there's also a pressure plate there. Place the hexahedron on it.

Conundrum Cascade Step 3.3
3.3) Head back down into the main area, take the second connector, and go behind the forcefield. Connect the connector to the receiver.

NOTE: It is important that the connector is close to the opening, as we'll be making connections to it from outside.

Conundrum Cascade Step 3.4
3.4) Detach the fan from the angled base and re-attach it to the base used at the beginning of the puzzle. Next, use the other ladder to get to the hexahedron, take it, and place it on the fan. Then go up and remove the second fan, put it on the pressure plate at the bottom near the frame to raise the hexahedron.

NOTE: The order of operations is important here: the fan must be removed before the hexahedron is taken.

Conundrum Cascade Step 3.5
3.5) Climb up to the top platform, place the hexahedron up against the window, place the connector on top, connected to the source and the second connector that we left behind the field.

Conundrum Cascade Step 3.6
3.6) Climb to the other platform — the one with the switch and the pressure plate that turns off the forcefield. Stand on said pressure plate and wait until the receiver is fully powered. Then it's safe to go down, attach a fan cover to the angled base, and take the other one with you to the high platform. With the connector inside, you can also ride that same fan to get the connector up with you.

NOTE: It is important to transfer the fan to the high platform before the connector, or else the forcefield will block your way.

Conundrum Cascade Step 4
4) Now everything is in place: put the fan on one of the pressure plates near the forcefield, and put the connector connected to the last receiver and the other connector on the second pressure plate. Hop down and go get your sigil.

On the face of it, the solution seems a bit tricky, and perhaps it is in a way, although that's mostly because we forget about the importance of the ladders in this puzzle (usually we think of ladders as being used for escape purposes only, not so much as an active part of the puzzle).
World 2 (Roman themed)
This would later become "World A" in the main game.
Blocker
OP's difficulty rating: ★✩✩✩✩
My difficulty rating: ★✩✩✩✩

Not to be confused with Blocked

A fairly simple puzzle with a straightforward solution. There shouldn't be any serious difficulties, except perhaps at the beginning.


Blocker Step 1
1) First, you'll need to retrieve the jammer from behind the purple barrier, and to do that, you need to free the hexahedron from behind the forcefield, which you can simply jam with said jammer.

Blocker Step 2
2) Once you've gotten the hexahedron, return to the jammer and jam the fan, and then place the hexahedron and connector on it.
Next, simply un-jam fan and the aforementioned hexahedron and connector will be behind the purple barrier.
Then simply place the hexahedron on the other fan, the jammer on the hexahedron, and power said fan with the red beam. Then you can transfer the hexahedron back to retrieve the connector in much the same way.

At this point, there should be a connector, a jammer, and a hexahedron all in the main area. The "difficult" part is more or less over.

Blocker Step 3
3) Place the hexahedron on the pressure plate, and jam the buzzer so it doesn't interfere with the beam. Now take the connector and connect the source to the two receivers located near the forcefields. The connector should be positioned so that it can reach all three points.

Blocker Step 4
4) As soon as the beam fully powers the receivers, you can safely remove the hexahedron from the pressure plate and place it in the buzzer's path to prevent it from blocking the beam. Then you can take the jammer and carry it deeper into the puzzle. Jam the forcefield on the other side.

Blocker Step 5
5) Take the connector and bring it to the jammer. Use the jammer to disable the penultimate forcefield, and place the connector on the pressure plate to disable the final one. Sigil access granted.

The beginning is maybe kinda tricky in its own way, but a difficult ending or middle, in the OPs opinion, can be much worse than a difficult beginning.
Lights Out (Sigil)
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★★✩

Lights Out Preview

Interestingly, much like A Box Up High from the main game, this puzzle is different in that it uses incorrect decorations — in this case, from the Egyptian location (as noted by the bug report just outside the puzzle), although we are supposedly in the Land of Ruins (i.e. Roman-themed). As for the puzzle itself, it's purely a connector puzzle, with a purely logical solution that requires no timing. You can also get the star without really needing to solve the main puzzle.


Lights Out Step 1
1) For now, we'll only use the red beam. Start by using a connector to disable the forcefield leading to the right, as that's where the sigil is.

Lights Out Step 2
2) In the next area, use the second connector to disable the next forcefield by connecting the receiver and source accordingly, placing it on the pressure plate so that the beam goes through.

Lights Out Step 3
3) In the next next area, take the third connector and head to the beginning of the puzzle. Connect this connector to the connector on the pressure plate and the receiver that disables the first forcefield. Now take the first connector (the one from the very beginning) and go to where you got the third one.

Lights Out Step 4
4) This is the tricky-ish step (maybe not that tricky though if you remember Small Space Big Solution from Road to Gehenna though): through the window, connect the source and the connector on the pressure plate. The connector needs to be positioned so the beam can pass through freely.

Lights Out Step 5
5) Return to the connector on the pressure plate, as you'll need to reconnect it. Take it, but keep the connections except disconnect it from the source. Place it back on the pressure plate.

Lights Out Step 6
6) Finally, return to the connector by the window. Now you can safely connect the blue beam and access your sigil.

At first, I thought the puzzle was solved by some clever beam crossing trick, but as it turns out, it's not at all that kinda of puzzle, and there's no need to cross them at all. Perhaps you, like the OP, realized this after some time. Ultimately though, it's 100% fair if you remember all your tricks from Road to Gehenna's bonus/challenge puzzles.
Lights Out (Star)
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★★✩

NOTE: This puzzle's star can be gotten mostly independently of the sigil. Like the solution for the sigil, however, you'll need more or less the same basic trick. If you screw up at any point and can't get all your connectors back to where you started, take a deep breath, reset the puzzle, and retry.


Lights Out Star Step 1
1) You'll first need to get all three connectors and bring them to the beginning of the puzzle, so if you decide to go for the star first, do steps 1 and 2 from above. Otherwise, if you tried for the sigil first, then simply disconnect the connector from the source (if applicable) and climb the ladders to the beginning, whence you can do steps 1 and 2 from above.

Lights Out Star Step 2
2) For now, we only need the blue beam. To start, connect a connector to the blue source and place it, say, near the pillar shown in the screenshot above. Then connect a second connector to the first, as well as to all visible blue receivers, and place it on the pressure plate.

Lights Out Star Step 3
3) Take the third connector and connect it to the source and the connector on the pressure plate. Place the connector behind the two forcefields. Now take the first connector and bring it to the same place as the third one.

Lights Out Star Step 4
4) Once both connectors are behind the forcefields, you basically already have the star. To finish, remove the connected connector and connect it to the red source and receiver, and place the other connector on the pressure plate.

NOTE: If you haven't solved the main/sigil puzzle yet and want to solve it after getting the star, take the connector on the pressure plate and move it to the other one. Disconnect the red connector from the source. Now you can use the ladders to return to the start and simply connect the connector to the blue source to retrieve all three of your connectors.

The path to the star does turn out to be a little easier than the main puzzle, but I think it would be fair to say that coming up with the solution is no less easy.
Interwoven Currents
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★✩✩

Interwoven Currents Preview

This puzzle is not really that hard IF you know the trick, but the OP and I were spinning on this one for some time. Once you see the trick (and no, it's not placing stuff on top of walls or the like — believe me, I tried), all else falls into place.


Interwoven Currents Step 1.1
1.1) The first thing to do is to retrieve the hexahedron, which is rather straightforward. Using the connectors, simply disable the forcefield and power on the fan.

Interwoven Currents Step 1.2
1.2) Next, remove the fan and place it near where the hexahedron is, so that you can bring the hexahedron to the beginning of the puzzle and re-attach the fan to the angled base.

Interwoven Currents Step 2.1
2.1) It seems many people are confused by what to do next here, but in hindsight, the solution is stupidly simple: place the hexahedron on the fan base. Then using a connector, connect another connector to the source inside the house-looking structure, in the center of the puzzle, as well as the receiver to disable the forcefield on the opposite side. Place the connector on the hexahedron. The end result should look like the screenshot above.

NOTE: It's important that the beam disable the opposite forcefield — otherwise, further actions won't quite work.

Interwoven Currents Step 2.2
2.2) Now things get easy again. Stand on the pressure plate to send the connector and hexahedron to the opposite side. Pick up the now-idle connector (the one that wasn't launched), go to the disabled forcefield, and connect the two forcefield receivers and the central source. This should free up the other connector so we can get it deeper into the puzzle.

Interwoven Currents Step 2.3
2.3) Grab the connector that was launched from before, and then the hexahedron, and place them on the fan base, so we can send them back.

NOTE: Be careful not to grab the hexahedron first, or else the beams will cross, ruining everything (the forcefield that we worked so hard to disable turns back on). Should this happen, after doing this step, you can repeat all the sub-steps starting from 2.1 (i.e. no need to re-solve everything).

Interwoven Currents Step 3
3. Finally, move all the items to the end of the puzzle, disable the forcefield, power the fan up, and the sigil up high is within your grasp.

The solution turns out to be much simpler than it seems, spare that one weird trick in Step 2.1. There are also some moments where you could make a mistake and have to backtrack (or worst case, reset the puzzle entirely).
Asynchrony
OP's difficulty rating: ★★★★★
My difficulty rating: ★★✩✩✩

Asynchrony Preview

Innocentive, if this is your puzzle, know that I found this one surprisingly easy compared to the OP!

The OP claims that no one will argue with them about the difficulty, but I actually disagree! This is a really difficult easy puzzle, but the OP wasn't even completely sure that they had solved it correctly until they realized that they had solved it by accident. Meanwhile, I recall having no such experience.

The presence of a recorder in this puzzle means the name directly demonstrates how it is solved.

BIG TIP: when recording, use Pause Points (at the right times)!! They can nearly trivialize this one.


Asynchrony Step 1.1
1.1) Start by using the recorder to get inside that one under-the-floor area. To do this, simply stand on either pressure plate while recording, set a Pause Point, and end the recording.

Asynchrony Step 1.2
1.2) Next, go behind the forcefield, take the connector, and connect it to any source and receiver of the same color through the window. Once that's done, it's safe to move past your Pause Point.

Asynchrony Step 1.3
1.3) Next, take the ladder up to the big area behind the fence. In there, take the connector, connect it to all three upper receivers, and place the connector on the hexahedron (which should be on one of the fan bases).

Asynchrony Step 1.4
1.4) Go down to the first connector, and reconnect it by connecting the blue source and red receiver, but make sure the beam is blocked by the forcefield.

Asynchrony Step 2.1
2.1) Now we record... for real. You can either simply wait (not recommended) or set Pause Points (highly recommended).

In the recording, first stand on the right pressure plate. Set a Pause Point.
Step on the left pressure plate. Set another Pause Point.
Step on the right pressure plate again and set one last Pause Point. After that, end the recording.

Asynchrony Step 2.2
2.2) Enter and connect the connector as before, but mirror it, remembering to connect it to the recorded one. It should look something like the screenshot above.

Asynchrony Step 2.3
2.3) Climb back up the ladder, and connect the connector to the two sources and the connector suspended in mid-air. Place the connector back on the hexahedron.

Asynchrony Step 2.4
2.4) Now you can head on through the disabled forcefields. After passing through each one, move past the Pause Points you set in Step 2.1 until you reach the sigil. With this method, you can complete the puzzle with 100% certainty.

Interesting note: The OP had already written a solution for the guide, and started writing about how terrible this puzzle was, how the randomness was off the charts, then gave up and continued writing solutions for other puzzles. Then, suddenly, a revelation struck them. The OP double-checked what they'd came up with, and it turned out they'd found the right solution. It was reliable and, more importantly, possible without Pause Points. They had to waste time taking new pictures.

(Well, actually, the OP just left us the intended solution here, which "suddenly" occurred to them. I think it's now clear why they gave this puzzle 5 stars.)

I on the other hand somehow knew this would be a fun stop-and-go trip of getting the connector to exactly the right positions in mid-air. To do that, follow Steps 1.1 thru 1.3, but then connnect the connector to both sources as well. At some point, you should find yourself in the main area with a flying connector and hexahedron setup, where you can use 3 carefully timed Pause Points and pass on through. No fancy setup underneath (i.e. Step 2) needed.

If you don't use Pause Points at all, as is the case with this guide's solution, then yes, this one does move up to a 4/5 or 5/5 for me.
Animated Suspension
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★★★

Animated Suspension Preview

In general, the OP likes this puzzle since it has an interesting idea; and for them, the solution is elegant.

Of course I do not share that opinion, as said solution is far from obvious, possibly creating illusory fears of getting something stuck in an area and requiring a puzzle reset — I cheesed this puzzle the first time I solved it. It also has that weird beam source swapping thingy in the puzzle, which literally no other puzzle in The Talos Principle or its sequel has ever used.

Still, the intended solution is a clean one, with no excessively tight angles or what-such.


Animated Suspension Step 1.1
1.1) The first step is to disable the forcefield to get the second hexahedron. First, climb the ladder to get to the connector, then connect it to the blue source and the two receivers to disable the forcefield and power the fan up. Ride the fan to return to the main area.

Animated Suspension Step 1.2
1.2) Now take the second connector and connect it to the red source and the receiver slightly above to swap the sources. Place the hexahedron under the blue beam.

Animated Suspension Step 1.3
1.3) Return to the first connector and connect it to the red source while keeping the previous connections. The red beam will need to be blocked by the hexahedron.

Animated Suspension Step 1.4
1.4) Now return to the main area. The reason for the weird mechanism at the start of the puzzle is that once the beams have swapped, it makes it easy to connect the red beam to the receiver and thus get the second hexahedron. Dang if this isn't a weird solution though! I'm not sure I like it...

Now we have the second hexahedron. Before continuing, repeat steps 1.2 and 1.3, but this time you need to disconnect the connector from the red source.

Animated Suspension Step 2.1
2.1) Return to the main area and remove the hexahedron that was blocking the beam. Take the connector and carry it through the disabled forcefield, where you can reconnect it to the red source and the receiver just above through the small window there. Re-place the hexahedron to where it was — blocking the blue beam.

Animated Suspension Step 2.2
2.2) Take the second hexahedron and place it on the fan. Reconnect the connector to the other receiver, which will power the fan up. The forcefield should now block the hexahedron's path.

Animated Suspension Step 2.3
2.3) Using the ladder, return to the first connector. Place it on the pressure plate and go to the hexahedron, which needs to be moved so it doesn't block the beam. Now return to the connector and connect it to the blue source and the receiver to disable the forcefield. Don't power on the fan, or the hexahedron will fly back (and then you'd have to redo some steps)!

Animated Suspension Step 2.4
2.4) If all has gone well, there should now be a hexahedron in that side area where the first connector is. All that's left to do is to place the hexahedron on the pressure plate, then connect the red source and receiver to power on the fan, and finally, ride the fan and the sigil is yours.

While the OP finds this puzzle elegant, I personally find it rather ugly, in spite of its clever tricks. It is not at all obvious what to do — e.g. the central source switch seems to serve a purpose, but said purpose is unclear, especially given how unclear the beam blocking step is.
Stable Citadel
OP's difficulty rating: ★★★★✩
My difficulty rating: ★★★✩✩

Stable Citadel Preview

The truth of it is that everything is much simpler than it seems, but yes, this puzzle has a trick to it. Surprisingly, even the very beginning can put some people into a stupor, although it's not really surprising, considering the amount of repetitive actions that need to be done. In short: this one is more tedious than difficult, even if a tad precarious at moments.


Stable Citadel Step 1
1) First, detach the fan from the base and attach it next to the central building (let's call this structure the citadel). Climb up and detach the second fan from there.

Stable Citadel Step 2
2) Now take the fans to the area with the two receivers, two forcefields, and a connector behind it (let's call this place the annex, for lack of a better term). Attach one fan there and place the other on the pressure plate. Ride up and take the connector.

I bet you're stuck here, wondering what to do next. The image below will more or less spoil it for you....

Stable Citadel Step 3
3) Go to the blue source (let's call this place the barn) and connect it to the connector located behind the forcefield at the annex. This is the main trick, as the connection initially goes through a tree and an active forcefield, so you should see a black dashed line instead of a connection (for now).

After this, things are relatively easy, albeit tedious. Go to the annex and place the fan on the raised pressure plate to disable the forcefield there so that the blue beam can pass.

Stable Citadel Step 4
4) Now go to the far corner of the puzzle where there's another connector behind a forcefield. To get inside, you just need to use the ladder; and once inside, connect the connector in the annex to the receiver near the citadel, as well as to the receiver near the forcefield nearby. The field near the citadel should be disabled allowing us to get the third fan.

Stable Citadel Step 5
5) Now we can use everything we have to climb up to the citadel and retrieve the second connector. Attach the fans one after the other, and finally place the connector on the pressure plate.
(I won't mention this climb in detail each time, so hereafter this sequence of steps will be described as "climb up to the citadel.")

Stable Citadel Step 6
6) Drop both connectors and the fan down, and return to the main area. Take the connector to the barn and connect it as in step 3 (to the connector near the annex). Place the fan on the raised pressure plate at the annex. Connect the second connector to the connector near the barn and to the receiver behind the forcefield (the one next to the pressure plate, which is next to the connector that's connected to the connector near the annex (phew! Words, amirite?)). Place the connector on the pressure plate.
(Side note: this step is why all the key locations are labeled, so I wouldn't have to write/translate a ton of text describing them.)

Basically, it should look like the screenshot above, whence you'll be able to get that third connector out of that corner area.

Stable Citadel Step 7
7) Now we can at last begin to reach for the sigil. Climb up the citadel and grab the second connector — it needs to be placed on or near one of the edges to connect the connector at the barn and the receiver at the annex.

Stable Citadel Step 8
8) Take the connector you used to climb up the citadel and connect the red beam to the receiver near the outbuilding.

Stable Citadel Step 9
9) Remove the fans from the citadel and bring them to the annex. Ride up as in step 2, taking the fan with you, and place the fan on the raised pressure plate from above. The key forcefield is now disabled, and you can finally take the fourth connector!

Stable Citadel Step 10
10) And finally, we have everything we need. Head up to the citadel and connect the beams to the final receivers to unlock the gate for your sigil.

This puzzle is quite consistent with its solution, even with the one trick at Step 3, but overall, the somewhat repetitive actions in this solution are maybe a little annoying. And unlike Prison Break, there's no easy way out.
World 3 (Medieval themed)
This would later become "World C" in the main game.
Castle (Sigil)
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★✩✩✩

Castle Preview

This is the very first puzzle the OP solved for In The Beginning, although they had tried to solve others before. As the name portends, it is located in a giant castle. Overall it has a fairly easy solution — nearly trivial, even. To get to the star, you'll need to at least partially solve the puzzle.


Castle Step 1
1) The ultimate goal is to disable the forcefield at the top of the central tower, which can be reached using the fan. But first, there's a bunch of other small tasks to take care of. To start, take the fan and place it on the central pressure plate slightly ahead.

Castle Step 2
2) Ride up, take the connector, and connect it to both the source and two receivers. The second one is located behind the disabled forcefield.

Castle Step 3
3) Pick up the fan from the pressure plate, take it to the area with the working fan base, attach it there, and ride it. On the other side, attach the fan, take the connector, and use the fan to return. Now take both connectors and the fan to the main room with three pressure plates.

Castle Step 4
4) Place the fan on the left pressure plate, and the connector on the right, connecting it to the red source and receiver. The forcefields are disabled, and you can collect the hexahedron.

Castle Step 5
5) Now remove the fan from the pressure plate, place the hexahedron in its place, and place the fan on the right pressure plate. Place the connector on the hexahedron, connecting the blue source to the blue receiver. Take the second connector and connect the red beam to the receiver. The third connector should've dropped out of that small boxy structure thingy.

Castle Step 6
6) Now remove the hexahedron from the pressure plate along with the connector, but connect the connector to the red source and place it on the pressure plate. Place the hexahedron near the central tower so that by placing the connector on it, you can connect the red beam to the forcefield that covers the second hexahedron. Use the remaining third connector to connect the blue beam. You should now be one hexahedron richer.

Castle Step 7
7) Now the part where we got everything and can finally do some stuff to get the sigil.

With the hexahedron, head up to one of the two angled fans nearest fan and place it there. Take the connector, connect the blue source, the receiver to power the fan up, and the receiver on the tower to turn off the forcefield. Place the connector on that hexahedron.

Castle Step 8
8) Drop down and connect the beam to power the fan. Do the same on the other side, starting from step 7, with the red beam. This step and the previous one can be done in either order.

NOTE: If there's some beam crossing as the fans/hexahedra are going, an asymmetrical solution should work.

Castle Step 9
9) Re-attach the fan to where you first found it, ride it up, and collect the sigil.

The puzzle is quite straightforward to solve and shouldn't pose any particular challenges. It's more about thinking globally. Use what you have to move forward, and when you can't go any further, use what you have to your advantage.
Castle (Star)
OP's difficulty rating: ★✩✩✩✩
My difficulty rating: ★✩✩✩✩

NOTE: If you first entered the puzzle and looked to the left, you likely saw the star. This puzzle's star can be gotten independently of the sigil, but unless you've already solved the puzzle, you'll need to do at a minimum Steps 1-4 from above, so it's easier to get both in one go.


Castle Star Step 1
First, you need to get three connectors.

1) Place the hexahedron on the left fan. Create a red beam chain using the connectors as shown in the screenshot above. Take the third connector, stand on the hexahedron, and connect the connector to power the fan up.

NOTE: you could do this with fewer connectors and some body blocking, but this solution is easier and cleaner.

Castle Star Step 2
2) While standing on the hexahedron, you'll need to jump onto the castle wall as it approaches, and then jump down along the path shown in the screenshot above. It may help to sprint, but that might not work the first time. Either way, once you're there, you'll know where to go, as there's no other way out....

Castle Star Step 3
3) Voilà! A star is waiting for you below, and you can get out using the ladder nearby.

This star was the first one the OP got, and it's by far the easiest, seeing as it's nothing more than a parkour exercise. Basically, all you have to do is jump up that one wall, and that's it — the star is yours, for free. Really all you need to do is notice it and figure out how to get there, and not be intimidated by the no-stand fencing on all the walls like I was — it's an illusion, as there are of course places to stand and traverse.
Blocked
OP's difficulty rating: ★★✩✩✩
My difficulty rating: ★★✩✩✩

Not to be confused with Blocker

This could well be the easiest puzzle for World 3. The OP and I both solved it pretty quickly.


Blocked Step 1
1) First, take the connector and power the fan with the red beam. Take the jammer and jam the fan on the wall up high that would otherwise blow us away.

Blocked Step 2
2) Use the angled fan to reach said wall, take the hexahedron, and come back down with it.

Blocked Step 3
3) Remove the fan cover from the angled fan, then place the hexahedron on the fan. Take the connector and connect it to the two sources, the red receiver that turns on the fan, and the blue receiver in front of that side boxy area where the second connector is. Place the connector on the hexahedron, and put the fan cover back on. Now block the blue beam with your body.
If you did everything correctly, you should be able to retrieve the second connector.

Blocked Step 4
4) Next, place the hexahedron on the fan as before, and place the jammer on it, setting it to jam the upper fan. Power the fan by connecting the red source to the receiver, and also connect the receiver near the forcefield covering the sigil. Take the second connector and ride the fan up.

Blocked Step 5
5) Once there, connect the blue source to the receiver, and simply jam the forcefield in the middle. Sigil access granted!

The puzzle didn't present any difficulties for either of us personally, but there may still be a certain difficulty with sending the connector up. Ultimately though, this puzzle can be solved quite simply.
Reason's Retreat
OP's difficulty rating: ★★★✩✩
My difficulty rating: ★★★★✩

Reason's Retreat Preview

A stunning title; and quite a tricky problem, because it focuses on beam crossing. Let's face it, we all hate having to cross beams (or do we?). There are some other tricks though that bump up the difficulty for me, such as weird, non-obvious beam blocking.


Reason's Retreat Step 1
1) We'll use the first two connectors for the same purpose: to get the third one. Use the blue beam to unlock the red one, and then the red one to disable the forcefields. The connector with the red beam should be on top of the pressure plate so the source moves. The connector with the blue beam should be on the bottom, but positioned so that the beams overlap at one end of the mechanism, approximately as in the screenshot above. This way, we'll get a switching mechanism for the forcefields and be able to go through and get the third connector.

Reason's Retreat Step 2.1
2.1) Remove the connector from the pressure plate, and connect the red beam to the receiver through the small window. Now the first trick to this puzzle: place the blue connector in a makeshift straight line directly behind the red connector so that it can block the beam in the future.

Reason's Retreat Step 2.2
2.2) Bring the third connector to the other side of the window and connect it to the red connector and the source.

Reason's Retreat Step 2.3
2.3) Next, return and stand on the pressure plate at the top, so we can execute the second trick to this puzzle: you'll need to move the source so that the beam is blocked by the blue connector we placed specifically for this purpose. It should look like the screenshot above.

Reason's Retreat Step 3
3) Return to the connector outside the window. You can now safely remove it and place it on the pressure plate, whence you'll eventually be one more sigil richer.

As noted above, and as this puzzle's title suggests, ingenuity is key. This one's a little easier though if you're really adept with your connector stuff. In executing the solution, the hardest part is arguably getting the blue connector in a good spot so it blocks the beam long enough to shut off.
Sequence Break
OP's difficulty rating: ★★★★✩
My difficulty rating: ★★★✩✩

Sequence Break Preview

One of the first puzzles the OP tried to solve and almost went crazy (however I actually managed to avoid said insanity!). This puzzle's name corresponds to a certain state during the solution and is also a hint to the solution, which is perhaps not the most obvious, but intuitive once understood.


Sequence Break Step 1
1) Start recording. Take the connector, connect it to the open source (around a corner), and leave it. Step on the pressure plate, create a Pause Point, step off the pressure plate, and create another Pause Point. Return the connector to the pressure plate and end the recording.

Sequence Break Step 2
2) Take the connector and connect it to the source and receiver behind the forcefield(s) and purple barrier, as well as the recorded connector, and the receiver behind the forcefield near the sigil. Leave the connector there. When your recorded self steps on the pressure plate, return to the main area and move past the first Pause Point.

Sequence Break Step 3
3) When you hear the receiver's activation sound, approach the recorder and... press it to stop playback! Yeah, you read that correctly — you no longer need recorded junk getting in the way of your solution! We made the clone disappear before it presses the pressure plate and the forcefield blocks the beam.

Sequence Break Step 4
4) Finally, all that remains is to record yourself stepping on the pressure plate, and the sigil is yours (yes, the real you).

Honestly, I'm surprised by the amount of time the OP spent on this puzzle, but even that's less than the other one — likely they're not alone. I found the trick trivial (perhaps because I have a disdain for recorded extra junk if it's useless), but to be fair, where else in the game have we had to intentionally stop a recording to solve a puzzle? Overall though, yes, this is a rather unusual solution, and at the same time, so simple! Arguably the most fun recorder puzzle.
Subway Escape
OP's difficulty rating: ★★✩✩✩
My difficulty rating: ★★✩✩✩

Subway Escape Preview

This puzzle is not all that difficult. Part of it uses a horizontal purple barrier that gets traversed using hexahedra — a technique also seen in a puzzle in The Talos Principle II (West 3, puzzle 8 ("Photon Sail"), to be specific). It's such a fun technique, and before TTP2, there was a broken workshop map for The Talos Principle that also used such a technique.

Also of note: once you've solved this puzzle, there's no need to re-solve it to reach Daydream. In addition, if you loaded from Daydream, there is a switch on one of the walls to call the railcar to take you back safely (i.e. no need to reset).


Subway Escape Step 1
1) We need to get two jammers. We have one, but it's clearly not enough. Simply jam the forcefield, enter the elevator with the connector, and go down.

Subway Escape Step 2.1
2.1) Connect the red source to the receiver and jam the forcefield. Once the receiver is fully powered, enter with the jammer and re-jam the forcefield from the other side. You can then take the connector with you past said forcefield.

Subway Escape Step 2.2
2.2) Jam the next forcefield. Place the hexahedron on the pressure plate, take the connector, and ride the fan up.

Subway Escape Step 2.3
2.3) At the top, use the blue beam to disable the forcefield, which allows us to bring up the jammer. Once the jammer is at the top, take the connector and place it on the pressure plate, replacing the hexahedron. Now you can ride the fan up while carrying the hexahedron.

Subway Escape Step 3.1
3.1) Now that we have two hexahedra and a jammer, we don't have much left to do, but what little is left is maybe kinda fun: use the hexahedra to cross the great purple barrier (reef?) to the other side, moving them forward and jumping on them (be careful not to fall down!). Don't forget to move the jammer along with them.

Subway Escape Step 3.2
3.2) Once you're on the other side, place the hexahedra on the pressure plates. The forcefield should be off, and you can take the jammer with you into the elevator and go up with it.

Subway Escape Step 3.3
3.3) Now all that's left is to use the two jammers to jam the forcefields, and you can now access the railcar, as well as the sigil inside.

Using the railcar, you can access the puzzle that lies beyond without getting gunned down by those turrets. Once you collect the sigil and start up the railcar, those forcefields that you once had to jam will be permanently disabled, meaning that there's no need to re-solve this puzzle in order to reach the one beyond.

This one is quite simple and the premise is quite clear, yet there has never been an instance in The Talos Principle franchise of having to solve a puzzle in order to access another one within the same world without the use of a sigil lock!
Daydream
OP's difficulty rating: ★★★★★
My difficulty rating: ★★★★★

Daydream Preview

Definitely one of the hardest puzzles in the expansion, if not the hardest. In fact, neither the OP nor I could solve this puzzle on our own and had to look up the solution, and this one was the very last one I solved myself.
Also, you can't access it right away, but only after solving Subway Escape — kind of a first for The Talos Principle franchise!

The whole difficulty is in the small number of connectors — or rather, in how to use the number that you have and not lose one of them. I think you'll understand what we're talking about if, like us, you got frustrated at the end once you realized what result you needed to achieve, but with no easy way to see how to achieve it. The main trick is shown in step 0, while the solution is covered by the other two steps.

And to top it all off, it's one of those ultra-precarious puzzles where it's very easy to make a mistake and get into a trap from which you can't recover and need to reset the puzzle — the bane of any first person puzzle game! On the bright side, however, you can use Pause Points instead of waiting, even as Pause Points aren't strictly necessary.


Daydream Step 0.1 (The Trick™)
0.1) The essential trick for this puzzle is to get a recorded connector for use while the real one remains on top during playback.
I'll explain how it works first, so it's easier to understand the principle later. To start, position the connector as shown in the image, connecting it to the source and receiver at the top.

Daydream Step 0.2 (The Trick™)
0.2) During recording, you can immediately set a Pause Point to give yourself time.
Then stand on the pressure plate to allow the beam to pass. Naturally, the second connector will fall down.

During playback, block the beam, either with your body or another connector. That way the recorded connector will fall down, allowing you to make use of it, but the real one will remain on top.

The entire solution depends on this single trick! And yeah, this trick is maybe not so obvious. Once you get it, however, I recommend trying to solve the puzzle on your own. Still, if you're stuck (or lazy or impatient), you can read on for the full solution.

Daydream Step 1.1
1.1) Now that you (hopefully) understand the trick, let's solve the puzzle. We won't need to perform the trick just yet. Start recording, connect the source to the receiver to disable the forcefield blocking the path, step on the pressure plate to let the beam pass, set a Pause Point, and end the recording.

Daydream Step 1.2
1.2) During playback, while the forcefield is disabled, take the connector and go behind said forcefield. Connect the source and two receivers as shown above: the first to disable the next forcefield, and the second to get the second connector. BUT, the connector must be positioned so that the beam is blocked by the recorded connector (per the aforementioned trick) and maybe try to place it far from the window. Return and stop playback.

Additionally, it may be best if the main beam passes through the middle window (as in the screenshot above).
If it passes through one of the side windows, the beam might not connect to one of the receivers, or it will be difficult to position yourself and the connector in the desired position later.

Daydream Step 2.1
2.1) Now it's time to perform the aforementioned trick. It's crucial to be careful here — even the slightest mistake could well get you stuck, leaving you with no option but to restart the puzzle. Take a deep breath, especially if this happens, and do not give in to despair.
Start recording and set a Pause Point (optional but useful). Stand on the pressure plate, take the second connector when you can, and connect it to the first connector and the receivers to disable the forcefields. Stand on the pressure plate again to let the beam pass, then proceed deeper.

Daydream Step 2.2
2.2) Per the aforementioned trick, you'll need to block the beam going to that upper receiver, and you'll need to do it with your body. Once you block the beam, set another Pause Point. Next, enter the room with the fan and stand on the pressure plate there, creating one last Pause Point. Finally, you can return and end the recording.

Daydream Step 2.3
2.3) During playback, you'll need to stand in the beam's path until your clone reaches the Pause Point where it's blocking the beam's path. And yes, said clone will travel among a lot of recorded objects, and through an active forcefield (hence the name of this puzzle)! Once there, you can safely stand on the pressure plate and disable the forcefields to advance.

Daydream Step 2.4
2.4) Take the connector and connect to the recorded connector by the window, as well as the connector up high. The idea is to make the beam cross the one leading to the upper receiver, 'cause your recording won't be there to do it for you after you advance. This can be a bit finnicky since this is in midair, and the black dashed line is maybe a bit difficult to see. I would suggest checking the intersection from multiple angles before advancing the recording, and only advancing the recording when you are confident that the beams will cross. And take heart that only a little precision is required — this game is not a precision puzzler.

Additionally, it may well be that in order to get the beams to cross in midair, the connector can really only be placed where the beam that's disabling the forcefields is at. This is why the position of the recorded connector from Step 1.2 is so important — it helps prevent this from happening.

Daydream Step 2.5
2.5) If you're confident, you can advance the recording while you stand on the fan. All that's left to do is ride the fan up, grab the connector, and place it on the pressure plate. May that holy grail of a sigil be yours at last!

And if you did screw up in any way, as I said, take a deep breath, collect yourself, reset the puzzle, and try again. If this happens a few more times, you have my permission to curse Croteam for including — canonizing, mayhaps — such a puzzle.

The OP spent about four hours trying to figure out a solution to this puzzle, but they were always disappointed. They kept thinking the puzzle was simply impossible, but of course there had to be a way to solve it.

And evidently, there is one. We never even thought of the recording trick, and we really regret it, because then we would have had an idea of ​​​​the direction to go in to solve this one. But alas, we were too stuck and couldn't resist looking at a walkthrough for this one. To be fair though, we've
never seen such a trick solved anywhere before — certainly not in any of the standard puzzles throughout this franchise!

It seems the author of this puzzle could have well spent a lot of time creating it; and to think through the puzzle so thoroughly that everything in it is surprisingly purposeful; and to even incorporate an unconventional use of the game's mechanics into it — it's all truly commendable!
It reminded the OP of one of their puzzles for Portal 2, where they also resorted to a rather unconventional use of that game's mechanics to solve it, but it works.
Sigil Arranger Solutions
...Well, I don't know, people are different. Perhaps they're like Yaqut from TTP2 and can solve each of these in mere seconds... or maybe they're like Melville from TTP2 and really do have problems with such basic tasks all the while being able to solve more complicated puzzles with ease.

Either way, here are some solutions (NOTE: as is typical with sigil/tetromino puzzles, multiple solutions exist):

Tower Door 3

Easy sigil puzzle!

Tower Door 2

Still an easy sigil puzzle!

Tower Door 1

Slightly trickier sigil puzzle — BONUS CHALLENGE: try to find a solution that doesn't have any sub-solutions in it!

Star puzzle

The solution to this one is unique!  It also matches the one from World A1 (the very first sigil puzzle there).

8 条留言
The Sojourner  [作者] 10 月 1 日 下午 1:16 
Yeah, I kinda figured. That, with that some of the humor seemed to be tied to you as the OP (which btw is language-independent), made it difficult to try and translate the humor.
Big_bag_basket 10 月 1 日 下午 12:56 
I tried to convey the meaning of the joke, but I'm not sure if it's perfect.

(That's why I marked the main locations, so I don't have to write tons of text describing the same damn place unnecessarily)

In short, this is the location in the screenshot, and you don't have to thank me.


Yes, I understand that we have a rather peculiar sense of humor, which is only understandable if you speak Russian as your native language.
Big_bag_basket 10 月 1 日 下午 12:46 
To be honest, unfortunately, only a ton of text has survived. Can I try to write my own translation?
The Sojourner  [作者] 10 月 1 日 下午 12:44 
Ah. Lost in translation indeed, that joke (though I think I may have still preserved some of the humor?).
Big_bag_basket 10 月 1 日 下午 12:29 
In the description of the stable citadel, I decided to make a joke about the pointlessness of describing one place with a ton of text. Apparently, you didn't get the joke, as the Russian language is quite specific, so I'm not offended. The point is that I couldn't come up with a name for this place, so I decided to make a joke about it.
Big_bag_basket 10 月 1 日 下午 12:22 
I really find your notes about my difficulty rating funny. It's hilarious to me personally.
The Sojourner  [作者] 10 月 1 日 下午 12:01 
Thanks, and I generally keep the same logo for translations of guides (besides, with the way Steam pre-filters languages, I doubt anyone will subconsciously notice or anything... or even care, if all they're after are the puzzle solutions).
Big_bag_basket 10 月 1 日 上午 11:58 
It's not bad, but I would recommend changing the guide's logo to stand out rather than being a 1:1 copy.