The Basement has three puzzles behind the DO NOT ENTER door. Count the colored crystals in your room, find the four-digit code on one of the papers on the floor, and rotate the 16 picture tiles to match the small reference image. You can solve them in any order. Each completed puzzle adds to the objective counter; all three must be accepted before the exit lasers disappear.
These instructions cover Chapter 2 in Normal mode. Use the clues in your own run: crystal totals and the keypad code can change. If you've already solved one puzzle, keep that progress and go straight to the one that's holding you up.
Find the puzzle that's blocking you
| What you see | Where to go | What counts as success |
|---|---|---|
| The DO NOT ENTER door is closed | Follow the green, red and purple floor wires to their levers. | The door opens after all three levers have been pulled. |
| Colored pedestals with numbers | Check the left side of the puzzle room and count matching crystals around the walls and ceiling. | The solved crystal puzzle adds one to the Solve Puzzles counter. |
| A keypad waiting for a code | Look opposite the picture puzzle, then inspect the loose floor papers. | The solved code puzzle adds one to the Solve Puzzles counter. |
| A picture made of separate tiles | Go to the right of the entrance and use the small picture beside it. | The completed picture adds one to the Solve Puzzles counter. |
1. Open the room and separate its clues
The three floor wires lead to the levers that open the puzzle room. Follow each wire to its end and interact with the lever there. Use the nearby objects to narrow your search, then follow the wire when a lever is partly hidden.
| Wire | Lever landmark |
|---|---|
| Green | The box corner behind the haystack. |
| Red | Behind the Sell Hay sign, near the cart. |
| Purple | The Upgrade Bag / Drone corner, near the alien's enclosure. |
Walk around the Sell Hay sign to reach the red lever. Looking from the front of the cart can leave it out of sight. If the door stays closed, retrace all three wires and check that you actually interacted with each lever. Finding the Basement Key does not open this door.
Once inside, keep the clues separate. Crystal colors belong with the numbered pedestals. The paper's four digits belong on the keypad. The small picture tells you how the rotating tiles should face. The colors of the floor wires helped you open the room; they are not instructions for the crystal totals.
Choose whichever puzzle you can read clearly first. Before starting, note the objective counter. Checking it after an attempt helps you distinguish a completed puzzle from one that only looks finished.
2. Count and enter the crystals in your run
The crystal pedestals are on the left side of the puzzle room. Each pedestal needs the number of crystals matching its color. Count the crystals suspended around the room's walls and ceiling. Use the pedestals to identify their matching colors. Counting only the ones at eye level can leave your answer short.
Start with one color and choose a fixed starting point, such as the doorway. Scan around the room in one direction, checking the wall, its high corners and the space near the ceiling before moving on. Finish the circuit before counting the next color. A steady pass makes it easier to avoid counting the same crystal twice when you turn back.
Write down each total beside its color. A short note outside the game works well. Three correct totals entered under the wrong colors will still give the pedestals the wrong answers. If two colors look similar, compare them with their pedestals before you enter anything.
Recount before clicking when you're unsure about a high crystal or a corner. On the second pass, start at the same place and move in the same direction. If the totals differ, check the section you hurried through instead of choosing whichever number seems more likely. You need a count of this room, and another player's numbers won't resolve a missed crystal in yours.
Each number control starts at zero. Click the matching pedestal once at a time and read the new value after each click. In the recorded interface the values cycle 0 → 1 → 2 → 3 → 4 → 5 → 0. If you click past your confirmed total, keep clicking that same pedestal through 5 and back to 0, then stop when you reach your total again. You can correct the entry without restarting the run.
After setting every color, look for the crystals to lift off their pedestals, the solved indicator to turn green and Solve Puzzles to advance. If nothing registers, compare the displays with your notes and recount uncertain colors. Leave matching values alone. The recorded correction demonstrates the wraparound; its final red 2, purple 2 and green 3 belong only to that run.
| Crystal problem | Check before changing the numbers |
|---|---|
| You counted everything at eye level | Look up along the walls, ceiling and high corners. |
| You get a different total on every pass | Use one starting point and one direction; finish one color before switching. |
| Your notes look right but the puzzle doesn't finish | Match each note to the pedestal of the same color, then read its displayed value. |
| A pedestal is already above your count | Confirm the total, then click that pedestal through 5 → 0 and back to your target. Watch every change and leave the other matching values alone. |
3. Find the numbered paper and enter its code
The keypad is opposite the picture puzzle. Its answer is on one of the loose papers scattered across the floor. Click papers to turn them over until you find one showing four digits. A paper marked with an X isn't the code, so continue looking for the numbered one.
Write down all four digits as soon as the numbered paper appears, before moving away. Keep them in the order shown. That record lets you check an unsuccessful entry without relying on the paper staying available. Treat it as a four-digit sequence; don't rearrange the digits or combine them with your crystal counts.
If you picked up the numbered paper without reading it, check your inventory for the clue.
Open the keypad, click the four numbered buttons in the order shown on your paper, then click the green check mark at the bottom right to submit. A successful entry has a green display border and advances Solve Puzzles. Filling all four slots alone does not mean the code was accepted.
The code can change between runs. Use your current numbered paper; a number in a video or on the wall is not your run’s answer.
If the submitted entry turns red and the counter does not change, return to the numbered paper and compare all four digits in order. Reopen the keypad and check its display before entering the corrected sequence. In the recorded retry at 11:39, the reopened panel showed ----; the player then entered the current paper’s 4813, clicked the green check and reached 3/3. The rejected 5831 came from the wall’s example, so use your own paper instead of copying that number.
The crystal pedestals and keypad are separate puzzles. Recounting crystals won't tell you a missing paper digit, and entering crystal totals into the keypad won't complete the code puzzle. Once the paper code has been accepted, leave the keypad and finish any remaining puzzle.
4. Rotate the picture one tile at a time
The picture puzzle is on the right as you enter the room. It has 16 tiles, with a smaller reference picture beside it. Click a tile to rotate that piece until it faces the same way as its matching part of the reference. Work with the picture you can see beside your puzzle.
Begin with a corner that has a clear line or shape. Find that corner in the small picture and compare its orientation with the large tile. Rotate the large tile until its marks face the same way. If it's already correct, leave it alone and move to the next piece.
Work along the outside of the picture before checking the middle. The edge gives you fewer neighboring pieces to compare at once. Follow a distinctive line from one tile to the next, but keep looking back at the reference: two neighboring pieces can join neatly while both still face the wrong way.
When a join looks wrong, check the reference for each of the two tiles separately. Rotate the piece whose orientation doesn't match. Changing both at once can undo a correct tile and leave you with a different mismatch, which makes it harder to remember where the problem began.
Move through the inner pieces in a steady order. Pick one tile, compare its marks with the same part of the reference, and check where those marks meet the neighboring tiles. Complete that check before moving on. Small shapes can look plausible in more than one orientation, so compare a specific edge or line instead of judging the entire picture from a distance.
When the image looks complete, check the objective counter. If it hasn't advanced, compare all 16 tiles again. Start with the pieces you were least certain about, then inspect the remaining ones so a familiar-looking corner doesn't escape the check. The game accepting the picture is your completion signal; a mostly correct image can still contain one wrong tile.
5. Check the missing objective before leaving
The counter tracks completed puzzles. At 1/3 or 2/3, at least one puzzle still needs to be accepted. Use your checks from the room to revisit the unfinished one: the picture's orientation, the crystal displays or the paper code. Keep a short note of which puzzles advanced the objective as you work, so you don't repeatedly alter an answer that already counted.
| Your progress | Next action |
|---|---|
| The room is still closed | Finish the three lever interactions. Puzzle answers won't open the entrance. |
| A puzzle looks solved, but the counter hasn't changed | Use that puzzle's clue to check your input again. Appearance alone doesn't confirm acceptance. |
| The counter is below 3/3 | Finish the remaining puzzle or puzzles before heading for the exit. |
| The counter reads 3/3 | Check that the exit lasers have disappeared, then prepare to leave. |
| The lasers are gone, but you cannot escape | Check that you found and equipped the Basement Key before climbing to the trapdoor. |
Completing the three puzzles releases the alien and removes the exit lasers. You still need the Basement Key to leave through the trapdoor. If you haven't found it, return to the haystack, collect and sell hay until the key-found message appears, then equip the key and climb the exit ladder. The full Chapter 2 walkthrough covers that search and the escape route.