Guide to the Magrunner: Dark Pulse contains all information required for the game completion, including detailed description of every level walkthrough, game mechanics, all available modules and full list of achievements. All riddles are explained and illustrated, what should make completing this game easier.
Guide to the Magrunner: Dark Pulse contains:
In this guide you can find two color distinctions. They are fully optional and conventional, as the game doesn't require using any given charge in the particular situation, and You, as a Player, can change colors in any time. Colors are presented to be in accordance with the screens. So, green color stands for green in-game charge and brown for the red one.
Patryk "Irtan" Grochala ()
Moving
Firing the red charge
Firing the green charge
Pick up items/Interaction
Jump
Magnetic Field
Zoom
Red charges
Game mechanics is really simple in the theory. All bases on two types of magnetic charges: red and green (or red and blue, it depends on set settings). On the contrary to the known positive/negative charges, where the two different charges attract itself and two identical push away here it works in the other way round. Charges which have the same color attract itself while the different colors push away.
Every module has a particular charge, which creates smaller or bigger magnetic field. Two charged items may affect each other only when they are in the range of their magnetic fields. Magnetic fields of all items on the particular level can be seen by pressing F key. It's very important, especially in the further parts of the game.
Moving platform
In all game you meet so called Modules. Most of them contains of riddles. Those are also the only items which charges can be changed in any random way and some also help you fight enemies.
Below you can find a list of all in-game modules with the description.
Cube - Standard, cube-shaped module. It's multifunctional. It can be attracted by bigger objects, shot from the catapult or be used as a transport. You can move it freely and rework for smaller cubes.
Mini Cube - Very similar to the standard cube but with smaller magnetic field and mass. It can be obtained from the yellow cube. You can jump during transporting it.
Explosive Cube - The only module, which can be very dangerous for the environment. When it shakes a little, it may cause an explosion. Very useful for destroying objects and hostile lifeforms.
Magnetic Field Module - This module, attached to some surface, is a immobile "container" of magnetic field. Useful in combination with mobile modules.
Platform - Another very common module. It works perfectly for transporting people and smaller modules. It makes its own magnetic field and has, usually, a Magnetic Engine. It moves through vertical, horizontal, circle and arc rays.
Magnetic Engine - It creates a cylindric magnetic field with a long range. It's usually used in platforms and as a horizontal launcher.
Cube Holder - It's a module with taken-off core. You can activate it by placing a normal or small cube inside. It works similarly to the Magnetic Engine.
Mod Cube - The biggest module. It has six separated parts, which are supported by the magnetic field. You can charge two opposite charges, what makes them push away and opens the module. Charged walls create cylindric magnetic field.
Cube Respawner - It regains yellow or exploding cubes. You just need to press a particular button on the control panel to summon a new cube.
Newton - A group of nanobots, which has a form of mechanical dog. It's the only one module which can be launched by the MagGlove. It can be set up on almost every surface and it creates a medium sized magnetic field.
Jumper/Catapult - This module fires out an item with an opposite pole. Route of flight has a shape of arc in the most cases. Very useful as a transport source (yellow cube) or improvised weapon (explosive cube).
Generator - One of modules which can't be charged. Active generator makes a force field similar to the orb. It can be deactivate, by making it touch the smaller object, like a yellow cube. They are used mostly for barriers.
Transformating module - This module appears only few times. It's built into wall and its charge cannot be changed. It can change the small cube into big and big into small.
Magnetic Gate - They work similarly to door, but they may be charged. You can open it, by charging the both half with different charges and close by charging with the same. They are rather efficient blocade.
The first view
You start in the elevator. There is not so much to do besides jumping and watching holographic projections which serve as an introduction.
First level and first riddleAfter a few minutes and one loading screen, you get to the proper part of the game - the first logic riddle. The tool which appears in the right bottom corner of the screen is called Mag Glove. Thanks to it you can fire with magnetic charges and pick up smaller items.
You can attract cubes with the same colorsFirst level is very easy. First, take off two cubes from the ceiling. You can do it by firing, respectively, red and green charge by pressing LMB and RMB.
Then pick up cubes (E) and place them one on the other, under the generator. Fire a red charge at the bottom one and green at the top one, sending them into air and destroying generator. After that go through the door which leads to the next level.
Platform on the left is a source of joy
On this level you find one of the funniest modules, which allows you to be fired out into the air.
First, pick up a cube in the middle of the room and place in on the launcher, like above. Fire a red charge.
Make sure you're standing in the middle of the cubeJump onto the cube and fire a green charge on it. Don't move - in a moment, you should be transferred on the platform with exit door.
Say hello to new friends
This level presents a module which will appear in almost every section - a moving platform.
Wall module propels platformsYour task is to take a cube which is on the shelf on the other side of the room. Begin from charging the module, which drives the platform, with red, and the platform itself with green.
You can't jump there...When platform stops on the orange wall, fire green at the cube, what moves it to the platform. Then charge platform with red and rise the cube.
Cubes don't have to be in the middle, but they shouldPlace two cubes, on the another, in the middle of circle on the floor and fire red at the bottom one.
Wait for the good momentJump onto a top cube, charge it with green and, when you get a proper altitude, jump onto a platform. Go through door to the next level.
Unfortunately, a thick glass separates you from the generator
You begin in the corridor with generator behind the pane. Move forward, turn left and jump down. Falls doesn't hurt you, until you don't fall into abyss.
Move forward until you get to the room shown on the screen above.
Pick up cubes and put them on a module (screen). Charge module and first cube with red.
Don't mix up chargesJump onto cubes and charge the other one with green. Wait until it rises and then jump to the room in front of you.
Your targetPick up cube and jump down.
Place three cubes (screen above) and then fire red at two bottom and green at the top one. Wait until door opens and move on.
After a small failure of current, approach the magnetic engine of vertical moving platform (screen above).
Vertical platformCharge module and moving platform with red. Wait until it goes down.
Works like elevatorJump onto platform and charge it with green.
Turn rightWhen platform stops, jump onto a glass floor and follow the path.
This module saves you against loading screensAt the very top, you find a module which respawns cubes. If you lose a cube in any way, you can regain it in those things by pressing (E). Take cube and jump down.
Place cube on the launcher (screen). Fire red at platform.
Fly steadyJump onto cube and charge it with green.
When you get on the other side, pick up cube which helped you get there and then put it into a module (screen above). Charge module with red. Turn around about 180 degrees and jump down.
Way backApproach the moving platform in the right bottom corner of room and charge both platform and module with green.
Another elevatorWait until platform descends, jump on it and then charge it with red.
Press F to see how propel module worksWhen you get up, approach the platform and charge it with red Jump on it when it descends, fire a green charge and go up.
Go forward to the very wall. Look down. You should see a platform (screen above). Jump onto it.
Don't fallWhen you land, change the charge of platform on red and wait until it gets to the end of route.
End of routeWhen it stops, jump on the ground in front of you and then go through open door.
When you get to the main hall, head for the platform on left, seen on the screen above.
Remember, that you can change colorsCharge module with red and do the same with platform. Jump on it and then charge with green.
It's hard to hitWhen platform stops, aim at engine on the other side of room. If you need help, you can use zoom (Q) and hold LMB or RMB for laser sight. Charge the module with red and platform with green.
Don't worry about the altitudeNow, when the horizontal platform approaches your platform, you'll be dragged what allows you to jump onto it.
You can also change the charge of propel moduleAfter that, change its charge on red.
Propel model takes it downSecond platform will push you out, so change its charge on red.
You can also do it before you reach an endWhen you get to the very module, fire at the third horizontal platform with red charge.
Change a charge of propel module of your platform on green and then wait until you get to the horizontal platform and pull it closer.
Don't fallJump onto this platform and change its charge on green.
Wait until you ride up and jump onto a white surface (screen above). Take a cube and then jump down.
Cube won't take all placePlace it on the horizontal platform which is opposite from the entrance. Charge the module with red, jump onto platform and fire green at it.
Prepare to jumpPick up cube, place it on launcher and charge the module with red.
Check if platforms don't block the line of flightJump onto cube and fire green at it. When you land, go through door to the next level.
Head for platforms in the middle of the chamber (screen above).
Hidden passageFire red at the upper platform and green at the lower one.
Jump before platforms descendWait until upper platform stop rising, change the charge of lower platform on red and jump to the hole under them.
Change the module charge on red and then go behind a column which can be seen on the screen above.
Hidden elevatorChange the platform charge on red and walk on it.
Remember about zoom (Q)Look up and you see a module. Fire at it with red charge and wait until you get up.
Don't miss the cubeAt the very top you find, surprisingly, a yellow cube. Pick it up and then jump onto a glass platform below.
Fire at upper one to uncover the lower onePlace the cube and look down. You'll see two platforms, with which you were toying at the beginning of this level. Change their charges on green.
If you fall, lower the platformsPick up cube and jump down with it onto the platforms. You can also jump down with the cube, place it on the platform and, like previously, swap their charges on green.
You fly through the surface on which the second cube is standingStand on the cube until platforms stop and then change cube's charge on red. After that, you have to catch second cube on the beam above. If you prefer safely way, you can also charge the second cube green and fire the first one from the platform. Thanks to that, the second one will fall down.
After that ride up with two cubes and jump a level lower. Place cube in the module (screen above) and change charge to red.
Stay asidePlace the second cube on the marked place and then change its charge to green. Move to the next location after a demolition.
Your target is up
From this level you can consider using different magnetic fields (F). Thanks to this you will be able to see a range of magnetic fields, their direction and shape of many different items. Very useful thing, also often necessary to finish some riddles.
Hidden stairsWhen you enter the room, jump down and walk around the block with platforms in the middle. Walk upstairs.
Stand on the first platform and charge it red. Do the same with the second and the third one, like on the screen above.
Jump onto the third platform and charge it green.
Change the charge of the first platform on green. Wait until it pushes off the second platform.
On the other sideAfter a while you should get on the other side. Jump onto a white block and walk by the ramp.
If you lost cube, you would regain it hereTake cube from the module, jump down and go upstairs.
Glass platform is your targetCharge the middle platform with red.
Change the charge of second platform on green. Wait until the first platform pushes over the second one. After a while, the second one will pull the third.
When platforms start moving closer, change their charges on red. They should be pulled by the first platform.
Beautiful podiumPlace a cube on the middle platform and then change all charges on red.
Prepare for flyingJump onto middle platform and change its charge on green. When platform rises, stand on cube.
Don't mix up chargesLook forward. You see a module on a white wall. Fire a red at it and do the same with the cube on which you're standing.
Don't hurry, fall may be time consumingPlace cube on the nearby launcher. Change launcher's charge on red, jump onto cube and change its charge on green. You'll fly forward, through the door leading to the next level.
Small cubes are rare
Next level gives you a new module - a small cube. First, approach the respawning cubes module.
After using this module, your current cube disintegratePick up small cube and turn around.
Place a small cube in the propel module and then charge it with red (screen above).
If you want to discharge any object, fire at it with the same chargeThen turn around and approach an abyss which separates you from the exit. Change the platform's charge on green. Wait until it stops before the door and then fire green again to discharge the platform. Now charge two cubes with red and do the same with the discharged platform.
Don't hurry with change of charges, because cubes may fall into the abyssWait until platform with cubes reaches the other side and fire green at the platform. Place cubes in the safe place.
Try to swap charges quickly, so the platforms won't get pushedFire at the second vertical platform, which is over abyss, with green. Wait until the lower platform stops under the upper one.
Fire red charge at both platforms. They start moving towards you.
Before they reach an end of the route, look up. You'll see another platform, placed under the magnetic engine. Fire green at the third platform (screen above).
The last one cubeWhen platform stops at small shelf under the ceiling, charge it with green. When the cube is taken off, change the platform's charge on green and pick up a cube.
Collect all four small cubes and place them in the module next to the entrance (screen above). It transforms small cubes into one big cube.
There is an elevator under the launcher, in case of fallingTake new thing and place it onto a launcher. Charge it with red, jump onto a cube and charge cube with green and, after a short flight, go through the door.
First level in which you can really die
After short and unpleasing cut scene, you regain control. Your task is to collect 4 small cubes one more time.
1 of 4 cubesFirst, turn left and then pick up a small cube from the edge.
Turn around and approach a small button. Place a cube in its middle (screen above). It lowers the glass curtain.
Don't fall. Liquid on the bottom kills youTurn around. You should notice a big elevator. Jump over the abyss or walk it around. Stand on the elevator and activate it.
2 of 4 cubesAfter a moment elevator stops on top and you can pick up the second cube. Place it in the elevator and ride down.
You can activate a passage on the other side by clicking on the panelReturn on the other side and place a cube in the middle of the circle, on left or right from the module.
3 of 4 cubesNow walk by the passage on right from module. Behind glass containers you find third cube. Pick it up and return to the module.
Place two cubes in the middle of circle and the module, which is inside, charge with red (screen above).
Make sure that cubes are exactly in the middle of circles and then change their charges to green. It moves them and activates two horizontal buttons (screen above).
4 of 4 cubesButtons activate the last footbridge. Take all four cubes and place them in the module.
This time don't jump onto the cubePlace a newly obtained cube on the launcher and change its color to red and cube's to green. Cube should hit the propel module on the other side of the room.
Last sentenceTurn around and walk by the ramp to the very top. Fire with red into magnetic engine and green into platform. Wait until it gets to you, jump on and then change its charge to red. When it gets to the end of route, jump onto a platform and go through door to finish the first act.
Entrance to the hell
Welcome in the second act. First level is very short. Approach the module with cube, in front of the entrance.
First cubePick up cube, turn around and approach the launcher.
Make sure that cube "sticks" to the launcherPlace cube on the launcher, charge launcher with red, jump on the cube and charge it with green.
IF you land on the platform without the cube, you'll have to repeat whole actionYou should land on the upper platform with a cube. Pick it up, place on the other launcher and fire yourself once again up.
On the next platform you find another cube. Throw both of them down and place on the first, bottom launcher. Fire at the module and bottom cube with red (screen above).
Be ready for the double jumpJump on the second cube and charge it with green.
When you land on the highest platform, enter the breach (screen above) and jump down to the next level.
First level outside "the cage"
Here you will find a lot of fun with platforms. Begin from jumping one level lower or, simply, go downstairs.
Hidden moduleStand on the platform and change the charge of magnetic engine red and platform on green.
When you stop on the column, look on the other side of abyss. Fire at the engine and change its charge on red and the one of mobile platform on green (screen above).
Watch out during jumps. Fall will kill youWhen the other platform stops next to you, jump onto it and change its charge on red.
Down the elevatorGet off the platform when it gets on the other side and change the charge of horizontal magnetic engine on red.
Jump onto a horizontal platform and charge it with green. Lean out on left and look down to notice another platform. Fire it with green before your platform reaches it.
Zoom is helpful (Q)Go onto the vertical platform. At the end of its beam you see a magnetic engine. Fire at it with green.
Another elevatorWhen you get to the end of route, turn right and you'll notice another module glued to the ceiling. Change its charge on green and jump onto vertical platform.
Nice place for a module to beWhen you ride down, aim at module in the rock in front of you and fire red charge.
Turn around and change the charge of vertical platform on green (screen above).
Way back is the same, but with the reversed chargesReturn the same way which took you here, up to the wall on the other side of room. If you look down, you'll see a new platform. Jump on it and change it charge on red.
If you are not quick enough to jump, change the platform's charge on greenJust after changing the platform's charge, you get nearby to the broken one. Jump on it and go through the door.
This level requires a bit of patience
This location is short but a bit complicated. Begin from picking up the cube on the other side of room.
Place the cube on the vertical platform and charge the platform with green (screen above).
Stand on the platform, but not on the cubeStand on the platform, on which you've placed the cube. Over you, you can see a magnetic engine and vertical platform. Change their charges on red.
Platform may push you down, so stand in the middle of horizontal platformWhen platform stops on the module, change its charge to green and quickly pick up a cube.
Remember to pick up a cubeWait until the platform rides over your hero and then jump on it when both platforms meet.
When your platform ride over the first one, put a cube on it and then jump after it, like on the screen above.
Charged module may pull the cubeDischarge the propel module, firing a red at it.
Cube may fly a bit askew, so prepare for a jumpStanding on the cube, change its charge to red and go on the platform above. Go through door leading to the next level.
Small room with huge problems
In this level you find a new toy - an explosive cube.
Approach the round, black manhole in the middle of chamber. Activate the panel and jump inside.
A new toyHere you will find an explosive cube. Pick it up and the manhole starts rising. Don't drop it - it may cause an explosion which kills you.
Place the cube gently before the module (screen above). Change module charge to red and cube to green.
A hidden cubeCube will be fired and destroy a wall on the right. Pick up yellow cube and return to the module.
You can also jump with the cube on platforms, but it requires an agility.Place cube on its marking and then discharge the module with red charge. Charge the cube with green.
Don't get cutJump on askew platforms next to the module. Stay next to the broken door and you'll see a platform and a magnetic engine behind it. Change the module on red and platform on green. Move back and wait until platform gets through door to jump on it.
Cube may stop on the other side.Wait until platform gets to the end and take a cube from under it. Get off platform and move to the next room.
New object which launches cut scenes and doorLaunch a panel. Pick up cube and then go upstairs.
Place the cube to the empty magnetic engine and change its charge on red (screen above).
Don't fallThen fire at the vertical platform and change its charge on red. When it stops in front of the module, jump on it and fire green charge.
It's not an endJump off the platform and go through door. Move forward until you reach the end.
A new module
You begin the next level in the cell - to be precise, it's a new module called hypercube. From outside it looks like a big cube and from inside like a... room without handles.
In hypercube you can charge all six wallsThe way outside is rather simple. Charge the upper wall with red and the one on which you are standing with the green. It opens the module and descends the wall on which you're standing.
After a moment, the platform stops and you can jump on the floor (screen above).
Your task is to collect three cubes and place them in the magnetic engines (screen above).
A story of two cubesMove forward to see two respawning modules. Pick up two cubes from there.
Place them on one another, opposite to the modules (screen above).
The whole riddle is connected with this platformJump on the platform on right. Change engine's and platform's charge on red.
Charge only bottom cubeWhen you get on the other side, turn around and fire with red at the bottom cube.
As you can notice, charges may rebound from the glass surfacesLook at the mirror next to the magnetic engine. You'll see a reflection of the third cube. Aim at that and fire the green charge.
Discharging the module is very importantThen discharge the engine with a red charge.
Turn around and aim at two cubes again, this time firing at the upper one. Change its charge to green, what fires the cube and pulls the third cube, which is behind a wall (screen above).
To make it safe, it's worth to discharge the first cubeCharge the engine with red again and the platform with green. Ride the platform until it pulls the green cube. When it happens, change the engine's charge to green.
If the third cube falls, it respawns behind the wallWhen you stop on the other side, jump off the platform and then look under. You should find two cubes. Pick them up and place on the platform and then change platform's charge to red.
All cubes collectedTransport cubes on the other side and take them to empty magnetic engines from the beginning.
Place cubes in those modules, charge them with red and do the same with the platform in front of it (screen above). When it stops next to the engines, change its charge to green and watch a crash.
Make sure that the wall is under the very wallTake one of cubes and place it on a platform. Jump onto a cube and change its charge to red. When you get up, go through the door to finish this level.
Long journey awaits
In this level you won't find lot of riddles, but flooded corridors. Location has many corridors which you can visit if you want. In guide you find only a description of the direct route to the end of this level.
First of manyJump onto a platform and turn around right. At the end of corridor you see a magnetic engine. Fire at it with red and with green at the platform.
Remember that water killsTurn around and fire red in the first module on left.
It's hard to omitWhen you turn, charge the engine on left with red.
First havenIgnore the first module on the crossroads and ride until the platform stops. You see another magnetic engine on your right. Charge it with green.
Steam can't hurt you, don't worryWhen the platform stops, turn left and then fire green in the module behind a part of unflooded floor.
Remember that you can search other waysTurn left and charge the engine with green.
You can also go right, but this road is more curiousChoose left corridor at crossroads and then fire green at the module which you notice.
Tough bendTurn right, firing with green at module.
Don't worry. On the platform you're safeUse green charge on the engine again and turn right.
Monster from Sewer Ness finally bustedGet to the end and then charge the module at the end of corridor with green.
If you won't make it on time, change the charge of module at the end. It allows you to returnWhen you start, fire a red charge at the engine on right.
Second havenYou get to another part of the floor. Stop platform by discharging it with green and pick up nearby cube. Place it on the platform, jump on it and charge platform with green.
Slightly flooded moduleFire red at the module on right.
Beautiful view, but staying here may kill youAlthough this view is beautiful, don't stay here too long. Fire at the first engine on the crossroads with red.
Remember about zoom (Q)Then fire at the second module at the end of corridor and change its charge to green.
Next turnWhen you get out of this fascinating room, turn right changing a charge of nearby engine on red.
Last straightWhen you stop, turn left and then fire at the module far away with green charge.
The end of journeyFire at the last module on left and change its charge to green. When you get to the port, load out the green cube and walk off the platform.
Place cube on the catapult, charge it with the red, jump onto cube and fire green charge (screen above). When you land, go through door.
Don't bother about Gamaji's warningJump down, go under the debris and jump up, next to the destroyed panels. Go through door leading to the next level.
Hypercube returns
This location is relatively easy. Everything is limited to the hypercube in the middle of room. Begin from jumping down.
Go along the left wall until you get to the stairs and control panel (screen above). Activate panel and then go upstairs.
1 of 2 cubesTake a yellow cube from the small room and then return to the place from which you have jumped, to the fallen column.
Now it's time for fun with hypercube. Following the marks on the screen above, change the charge of 1st wall on red, 2nd wall on green, 3rd wall also on green and the 4th wall on red.
If you make it properly, the module should look like on the screen above. Place cube on the bottom wall and charge it with green. Thanks to that, wall returns to its place.
Hidden moduleWhen platform stops, jump with cube onto footbridge on right, this with the green wall, marked with number 2. Place a cube in the magnetic engine behind this wall and charge it with green. Jump inside the hypercube.
Unlocked passageInside, change the wall in front of engine on red charge and the opposite wall on green. Now you can jump onto footbridge on the other side.
2 of 2 cubesOn the left you find a module with cube. Pick it up.
The last magnetic enginePlace the cube in the nearby magnetic engine and change its charge to green.
Unlocking the last passageChange the wall of hypercube, which was untouched, on red and the opposite one on green (screen above).
Last one jumpEnter the module and then jump onto third, now available footbridge, on which you notice a freshly charged wall.
Elevator to the exitWalk behind this wall and upstairs. Jump onto upper wall of hypercube and change its charge to red.
An exitIT takes you to the very top. Now just go through door to next location.
Another location
When you enter the main hall, head for the vertical platform opposite to the entrance.
A main platform takes you to the very topChange the platform on red and then go right.
Jump for the brave, stairs for the cautiousJump down and go downstairs to get to the next room.
Another fun with mirrorAfter a short cut scene stand in front of the mirror and then aim at the reflection of propel module, change its charge on green and the platform above it on red. Pick up nearby cube and return to the main chamber.
Place the cube on the marking in front of the vertical platform (screen above).
Discharge the vertical platform with red charge. Wait until it descends on cube.
Remember that you can also activate a view of magnetic fields (F)Charge the cube with green and jump onto the platform.
Very modest moduleChange the charge of horizontal magnetic engine on green and your platform on red.
When the vertical platform stars rising, turn around and fire at horizontal platform with green charge(screen above).
Don't fall down, be carefulIt pushes the platform up and intercept it by the charge behind the wall. When you stop at the very top, jump onto a footbridge.
Cube and its short journeyGo to the very end of footbridge until you get to the module with cube. Take cube and go down via ramp.
This module can be easily missedPlace the cube in the empty magnetic engine and change its charge to red. Return to the beginning of footbridge.
Stan as on the screen above and fire at the platform behind pipes with green charge.
Approach cluttered passage on your right and stand on the edge. Wait for the platform to arrive just under you, jump down on it and then go through door on the other side (screen above).
This room is the whole location
The next location is very short but it has one very irritating fragment.
Don't drop thisBegin from picking up an explosive cube on left from entrance.
Place cube on the module (screen above). Change the module's charge to red and cube's to green. Move away on a safe distance.
This module won't be useful any morePick up fresh cubes after an explosion.
Place cubes, on one another, under the platform on right (screen above). Change the charge of lower on red and platform on green. When you make sure that cubes are within the range of platform's magnetic field, charge the upper one with green. It should be pulled by the platform.
Placing two cubes here won't workTake remaining cube and place it on the launcher on the other side of room. Change launcher's charge to red and jump onto cube.
You can also change the charge after landingAim at magnetic engine, on the wall on the other side and change its charge on red. Fire yourself up, changing the cube charge to green.
When you land, take a cube from under the platform and jump with it on the platform.
Chains don't block chargesPlace the cube on platform and fire at the engine perpendicular to your. Fire at it with green and red at the platform in front of it, like on the screen above.
ChangeChange the charge of your platform to red and wit for both platform to touch and star pulling each other. When it happens, jump with cube on the other platform and charge it with green.
You can discharge the propel module for safetyWait until the platform gets to the very end. Place the cube on the middle of it, jump on it and charge it with red. It takes you to the door to the next location.
Level in which one cube can annoy you
When you exit an elevator and get to the main room, head for the hypercube in the corner.
The only way to get inside the hypercube.On the wall opposite to the hypercube you find a magnetic engine. Charge it with green.
First hypercubeLook at the hypercube again. Change the wall opposite to the engine on green. Thanks to that, you can go inside the hypercube.
A way to the hidden roomChange the charge of bottom wall to red and upper one to green. Jump down.
You get to the room seen on the screen above. Go to its other end where you can see a blue light glowing.
This little bastard can be easily missedYou find a cube on the module. Change the engine's charge on red and cube's on green. Take the cube and return to the hypercube.
Place the cube and, without stomping on the bottom wall, charge it with green. It reveals a propel module (screen above). Charge it with red.
A way backCharge the bottom wall again with red and wait until it descends. Walk on the wall with cube and change the bottom wall on green and upper wall on red. Wait until the bottom wall stops. Place the cube in its middle and change its charge to green.
To make a jump easier, you can discharge the propel moduleYou have to land on the metal footbridge, over the hypercube. You may need few attempts to achieve that.
First step to destroy generatorWhen you are up, put the cube and fire with green charge at the top wall of hypercube. Wait until it descends and place the cube on its middle. Change the wall's charge to red and climb via the footbridge.
The second and last stepWhen you get to the top, fire at the cube on the top wall of hypercube and change the charge on green. It destroys the generator and opens the exit door.
Turn around and you see second hypercube. Descend a bit and place like on the screen above. Fire at the bottom wall with green charge and return on the top.
ElevatorJump on the top wall of module and fire it with red.
Platform leading to the exitAfter a while you get to the very last floor of this room. Jump on the footbridge and move forward.
ExitAfter a while you get to the corridor with pipes on right. Door at its end leads you to the next location.
View like in Fallout
In this level you find a new, wonderful companion - Newton. Thanks to him, you can set up magnetic fields in almost every place.
Your friend, Newton. Or nanobots which took his shape ...Test the new acquisition firing at the column with green or red charge. It puts Newton on the surface. When you place it elsewhere, the previous one disappears. You can also change its charge and discharge, by firing the same charge twice.
In this location you have to use Newton. Approach the edge of the floor and look at the vertical platform next to you. Aim at the column behind the platform, set up Newton there with red. Charge the platform with green (screen above).
Newton in useThen set up green Newton on the floor, in front of the platform. Place him in this way every few meters to pull platform on the other side of the floor.
Newton pulls and pushesWhen platform is over the edge of floor, jump on it and then set up red Newton on the floor behind it to be pushed.
Don't worry if you're stuck over an abyss. There is always a place for NewtonTurn around and place green Newton on the floor on the other side. When platform is over the ground, jump down and approach a vertical platform on your left.
You can also set up red Newton over a platform to push itSet up green Newton on the ground under the platform or on the lower part of column. Change the platform's charge on green and jump on it.
When you get on the platform, change it to red and push out, setting up green Newton on the column under the platform, like on the screen above.
When you stop, jump on the floor on right from the column. Then aim at the hypercube in the middle and change its bottom wall charge on green and the wall in front of the platform and the platform itself on red (screen above).
You can also stay on the platform and change its and wall's charge to greenJump on the platform and then push away using green Newton. Wait until it gets in hypercube's magnetic field and touches its wall. Stand on side of this wall and charge it with green.
When the side wall approaches the hypercube, jump onto the top wall and charge it with red. When it stops, jump on the metal construction (screen above).
Lonely cubeFollow the path until you find the module with cube. Take it and go along the wall.
After a while you reach a small hole. But you can't jump with big cube. Leave it and jump on the other side. Turn around, charge the cube with red and set up red Newton on wall over hole, like on the screen above. Do so until the cube is on the other side.
Here you place the cubeMove along the wall until you get to the stairs. Go up and you find a hollow magnetic engine. Place a cube in it and then charge it with red. Do the same with its platform.
Stairs shouldn't fallJump onto platform and change it on green. When you get on the other side, jump onto a metal platform and walk behind a wall with window.
Here you find a vertical platform without a magnetic engine. Charge it with red, jump on it and start setting up red Newton on the wall in front of you (screen above). Do so until you ride to the very top.
You can see exit doorWhen you stop, look down and you see two horizontal platforms. Charge them with green charges, while the engine of the right one with red.
Be ready for fast clickingWait until the right platform stops and even with the left. Now you have to act quickly. Set up green Newton on the wall next to the left platform. You have to pull it so it's below the right platform. Unfortunately, setting Newton on the bottom disappears red Newton which was keeping your platform. Because of that, your platform starts descending slowly.
Try not to set up charges too fastWhen it happens, change your platform to red. It pushes the left platform in your direction. Set up next green Newtons on the wall next to the platform until you can jump on it.
Last metersWhen you're on the left platform, charge it with red and then push away using green Newton on the next wall. When you stop on the other side, jump on the ground and go through the door.
Blue sewers
It's one of the easiest levels in this game although it requires a bit of agility.
This platform is the only possible wayApproach the panel and platform in front of the entrance. Launch the panel what triggers a short cut scene. As you can see, the door on the other side has timer so you have to hurry.
You have only several secondsCharge the platform in front of you with red. Activate panel and then jump on the platform.
First red and then greenYou move by charging modules on the wall. Charge the first one with red and when you just even with it, change it to green.
You shouldn't have problems if you choose good moment for change of a chargeDo the same with second and third module. When pass one, change the next one on red and when you even to it, on green. Jump behind the door immediately when you get on the other side.
The second part of locationNow you're in the next room. Approach two modules with cubes on left.
2 of 2 cubesPick up cubes and then approach the collapsed floor.
You can try to catch cubes in flight, but it's not simplePlace cubes, one on another, on the marks in front of the collapsed floor. Charge the bottom one with red and upper one with green.
Now you have to make another jump. Cubes are down, but you can use Newton. Set up red Newtons to pull red cube. First on the floor, then along the wall on left.
Cube may land in various placesDo the same with green cube. The only difference is that it could have landed a bit further. Pull it with green Newton until you have both of them.
Second jumpNow you have to just place two cubes again one on another, charge the bottom one with red, jump on upper one and charge it with green. When you get on the very top, go through the door.
New module, but this one won't help you.
In this location you find the first enemy: stationary tower. It attacks you when it can see you, so when you're in it's line of sight (about 180 degrees in front of it). When you're behind, you should be relatively safe.
The tower is on the left, behind a broken window. Reinforced glass and other obstacles will defend you against fire. But if you go to the open space, you'll be targeted. If you hear any "beeep", just hide.
Begin from getting a cube in front of entrance. Unfortunately, it's in tower's range so you have to get it indirectly. Charge the cube with red and set up red Newtons until it gets behind a glass.
During the flight you'll hear a "beeeep"Place cube on the launcher. Change the module to red, jump on the cube and change it on green.
You land on the metal footbridge. You have to jump down, on the floor (screen above). Remember - this fall won't hurt you.
When you are there, change the magnetic engine on the other side to red. Approach the abyss and you'll see a yellow cube on a small surface. Fire with red at the cube and do the same with the bottom wall of hypercube behind it. Jump on platform and change its charge to red (screen above).
In rare cases, cube may fall into abyssWhen you stop on the other side, look under the horizontal platform. You should find a mentioned cube there. Pick it up and go upstairs.
Platform, which likes to "turn off"Here, you find a platform and empty magnetic engine. Place a cube in the engine, charge it with red and do the same with platform. When it stops, jump on it and charge it with green.
Revenge timeUp, you find another launcher and an explosive cube. Place cube on the launcher, change the module to red, cube to green and watch an explosion.
Wait until platform evens with the right side of wallJump down when the tower is done and then enter the horizontal platform. Change it to green and wait until you get in front of one of hypercube's walls. Change it to red to be pushed on the other track.
When the platform stops, look down. You'll see inactive platform. Jump on it.
Remember about zoom (Q)Land and then aim at the ceiling. Where the orange beam ends, you'll see a magnetic engine. Charge it with red and do the same with your platform.
Last one jump and exitAfter a while you're on the very top. Jump over a reinforced glass and go through the door.
Three platforms which you have to descend
This level may be a bit troublesome.
Begin from picking up a cube behind a broken elevator.
The beginningPlace the cube on the module next to the elevator. Charge it with red and then look up.
Sometimes you can descend two platforms at onceYou will see three vertical platforms. You have to descend all of them. To do so, they have to fall into a field of magnetic engine which is on the ground. First, charge all three platforms with green.
This action may require a bit of practiceYou do the same thing for every platform. Place a cube on the module and change it to the green. This fires the cube and attaches to the platform. When it happens, platform starts lowering. When it falls just over the magnetiv field of en engine, change platform to red. Thanks to that, it will be pulled with cube by the engine.
When the first module is on the ground, take a cube and place it on the vertical platform (screen above). Change the cube again to green wait until it pulls another platform and, when it's over the magnetic field of engine, change it to red.
Two platforms doneWhen you descend another platform, pick up yellow cube and then place it on the other platform. Change cube's charge to green.
Change of chargeCube will fly to the last platform and start lowering it. As previously - when it gets to the magnetic field, change the platform's charge to red.
All platforms doneWhen you descend all three platform, place a cube on them and jump on it. Turn to the wall when you see an entrance and then fire a green charge. Rebound and land on the destroyed, metal footbridge.
Second room is much simplerYou're in the next room. Turn left.
Respawning modulePick up cube and place it on the marking, in the middle of the room.
Charge all launchers with red, like on the screen above. Jump on the cube and change it to green.
ExitWhen you fly up jump on the metal platform and then go through nearby door.
Almost like in fun fair
This rather big level, bases mostly on circling platforms. They are moving until something propels them.
Remember that with Newton you can push or pull, whatever suits youBegin from charging the vertical platform on right from entrance with red. Jump on module and start climbing up by setting up red Newtons on the wall.
When you get to the concrete footbridge, jump on it and walk to its end. Look down and you see the first platform. Charge propel module under it with red and the platform itself with green (screen above).
Platform should ride up after first shotJump on the platform when it gets under you and wait until it slows and starts returning to the module.
It's easier to change platform's chargeThe whole thing lies in changing the charge of platform or module in the very best moment. When platform starts returning to the module, change its charge to red. Wait until platform is over the module and accelerates a bit and change it again to green. This pushes it away and gives speed.
Your first task is to land on the lower part of floor, which is seen on the screen above. Speed up your platform until it get to proper altitude. Jump on the floor and pick up cube. Wait for the platform and jump on it. Then swing it in the same way. Now you have to return on the upper platform.
Remember about cubeWhen you get on the proper altitude, jump on the higher construction. Approach the empty propel module and place a cube inside. Charge module and platform with red.
Walk under the ceilingJump on the platform and change it to green. When you get to the very top, jump on the concrete thing and go right to the very end.
Look down. You'll notice another platform. Fire at the engine with red and with green at the platform. Wait until it gets under you, jump on it and change its charge to red.
Change the charge when the platform acceleratesWhen the platform gets over the module, change its charge to green.
When only platform accelerates, look down. You'll see a discharged platform over water. Wait until you get at proper angle and then fire red charge at the propel module and green at the platform. You can also jump on the platform when you are above it (screen above).
The last rollercoasterWhatever you have chosen, you have to reach the very top with this platform. If you jumped on the platform, and it's discharged, lean out a bit and fire at engine with red while at platform with green. When you stop at top, fire at the platform which is perpendicular to the previous one. Fire at module with red, and with green at the platform. Wait until it moves closer to you and jump on it.
Speed up platform, by changing its charges and jump when you are over a part of floor (screen above).
The last attractionWhen you get down, pick up cube and place it on the launcher. Change the module to red, jump on the cube and fire green charge.
Be careful on the rocksGo through the door when you land on the other side of location.
Watch out for the abyss with toxic mix
In the next level go through the corridor until you get to the door. Go through it and turn right.
Useful Newton once againHere you find a vertical platform. Jump on it, change to red and start climbing using red Newton on the wall.
Stop the platform few meters before the next one. Change charge of its engine on red and the platform on green. Jump on it when it gets under you (screen above).
You have to fly on explosive cube, yes.When platform stops, jump onto the metal footbridge with launcher. Pick up nearby explosive cube and place on the module. Change the launcher's charge to red jump onto cube and fire green. Your character should fall before the cube explodes, but you can jump by yourself when you get to the other side.
When you land, go to the reinforced glass with a tower behind it. Look up, you'll see a mirror. Aim at the reflection of the platform and fire with red and do the same with the reflection of the cube (screen above). Platform should pull them. If that doesn't happen, set up red Newton to pull the cube into the platform.
You can also run to the cube and pick it up, but it's riskyPush the platform by setting up green Newton until it rides behind the pane. Discharge it with red and then pull to you using red Newton.
Bouncing with NewtonPick up cube and take it to the vertical platform behind you. Jump on it with cube and change the platform to green. Set up green Newton behind the platform to move it.
When the platform is on the proper altitude, start climbing by setting up red Newton on the nearby wall (screen above).
A little bounce is requiredWhen you get on the top, pick up cube and approach an edge on right. You'll see a horizontal platform. Jump on it and start pulling it with red on side walls. When you get to the end, push away with green Newton and pull again setting up red Newton on the opposite wall.
If you lose cube, it respawns behind the towerWhen platform stops on wall, walk on the cube and charge it with green. Go through the door when you get on the top.
One of more demanding chambers
A short cut scene begins when you get to the new location. After that go to the middle of chamber.
1 of 2 cubesPick up cube and move it to the four launchers on the left side.
Your first task is to destroy 3 generators in this room. Two of them can be turned off by using only one cube. Begin from place the yellow cube on the launcher closest to the door. Then charge this module and the launcher in front of it with red and change the cube's charge to green.
When you destroy the first generator, pick up cube and place it on the catapult which is closest to the hypercube (screen above). Then charge two opposite modules with red and cube with green.
Up you find another checkpointWhen you destroy second generator, regain your cube and go to the top of footbridge on the other side of this room.
This module is connected with the platform of guard towerHere you find two empty magnetic engines. Place the cube in this on right and then change its charge to red. Turn around and fire at the platform with tower. Change its charge to red.
Place red next to the stairs and wait for the platform to reach it. When it happens, pick out the cube out of module and then make sure that Newton keeps the platform in the place, like on the screen above.
Place cube in the other engine and change module's and platform's charge to red. When the platform approaches the tower, you have to take out cube and return to the middle of room. Tower will be blocked. Now you have to care about the other one.
Module connected to the other towerWhen you are down again, put the cube to the module on the ground. Change it to the red and approach the vertical platform on right.
Tower may fire a bit at youPull the platform by changing its and module's charge to red. Jump on it and fire green. When the platform rises on few meters, fire quickly red at the platform of second tower.
Another climbingWhen you stop, jump on the another platform, change it to red and start climbing using red Newton.
You aim at tower, tower aims at you.On the top you find another cube. Lean out at aim at the tower before you return to the ground floor. Fire at it with green, collect cube and jump on the very bottom.
Take out the first cube from module and place both, one on another, on the marking between the launchers. Then change the charge of all launchers and bottom cube on red. Fire at the top cube with green (screen above).
One of unlocked modulesAfter destroying the last generator, place cubes in uncovered magnetic engines. Change them to red and approach the hypercube.
Unlocking the passageChange the charge of side wall to red and the opposite wall to green. Approach the unlocked room.
Walls have to stop just on the buttonsThen change the charges of side walls, so the outer ones are green and inner ones red. This launches two buttons in this room and uncovers the last platform.
Newton in actionJump on the platform and change it to red and then start pushing away with green Newton.
The best hid exit door in this gameAt the very bottom you find exit door. Go through it to the next level.
This level provides a bit annoying fun with platforms
When you get to the main room, approach two platforms on the right.
First two platformsChange their charges to red and then jump on the first one. Turn around and fire green at the bottom wall of hypercube.
This column is too short for your purposePull both platforms using red Newton on destroyed column.
When you get to the end of column, set up green Newton under the second platform and change quickly its charge to green (screen above). Platform descends and you stay on the platform. Change Newton's charge to red. Start lifting the second platform up and up, placing another red Newtons on the column.
You use only top wall of this hypercubeWhen you achieve a maximum altitude, jump on the top wall of hypercube and fire at two platforms on the other side.
Notice that the wall on left is veeeery smallChange the charge of platform to red and set up green Newton on the wall behind it. Then fire green on platform on left.
Place red Newton on the wall behind the green platform and then on wall on left. When platforms get to the position on the screen above, jump on the other side.
The only normal platformApproach the vertical platform and then change its and module's charge to red. Jump on it and go up by firing the green charge.
Computer which opens a way outEnter the destroyed room and activate console. When the cut scene ends, pick up a yellow cube and return to the lower floor.
Make sure that the top wall of hypercube is upChange launcher to red place a cube on it, jump on it and fire green. When you land, you have to just go through door to the next level.
The darkness has come
This locations is almost derived of riddles and requires only a bit of carefulness. From the very beginning move forward.
Another use of your metal friendJust behind the first turn, the road won't be that stable. Light the path by placing Newton on the ground. Follow the path.
Path is a bit winding but shortIn a moment, the road ends. Place Newton so you can see a part of other floor and small abyss. Jump on the other side and walk forward.
At the end of beam you find propel modulesAfter a while you run into lonely platform. Jump on it, change it to red and then pull it, placing red Newtons ahead. Alternately, you can also fire with red at magnetic engine at the end of the beam.
Limbo for cubesWhen the platform stops, look left. You'll see a huge abyss and cubes falling in. Approach the edge.
Set up red Newton on one of rocks on the other side. Cube must fall through the magnetic field of it. When you see that cube changes its route, set up another red Newton a bit under it (screen above). When you pull the cube, set up another red on right until it gets into magnetic field of platform.
Beware, there is nothing beneath the beamPlatform pulls the cube. Pick it up and then jump on platform and fire red in the second module, which is on right.
You can also jump up and pick up the cube personally. But you may be fired at.Jump off the platform and move forward until you get to the a bit lit room. Put down the cube and look left. On the footbridge you notice an explosive cube. Charge it with red and place down carefully with usage of red Newtons.
Place the cube on the marking on the floor and then look on the wall over the entrance. You see a propel module. Fire at it with red and at explosive cube with green (screen above).
Don't try to jump on the cube before you destroy the cannonWhen you destroy the tower, pick up yellow cube and place it on the marking. Jump on it and fire the green. When you get on the platform, go through the exit.
Beginning may be disorienting
When you get to the main room, approach the hypercube in the middle.
Change the charge of the only visible wall to red and set up red Newton on the nearby column (screen above). When the wall lifts, jump inside and fire green at the bottom wall. Wait until it rides a bit down and jump down, on the metal footbridge.
Key moduleChange the module charge behind the hypercube to green and go upstairs.
IF you lose a cube, you'll have to return to the very bottomHere you find a module with cube. Pick it up and jump on the bottom wall of hypercube. Fire a red charge at it.
Corridor leading to the exitBut don't ride on the top - jump inside the room in the middle of corridor.
Almost like an elevatorAt its end you find a shaft with platform. Jump on it with cube and change its charge to red. Begin climbing by setting up red Newtons on one of walls.
Look right from the entrance before you jumpWhen you get upstairs, approach the module behind the hypercube. Place a cube on it and then charge it with red. Jump on the cube and fire green.
When the cube gets on maximum altitude, fire at the module in the small chamber and fire red charge (screen above).
Weirdly placed platformLand on the ground and fire red at the vertical platform under the shaft.
You can also jump on the wall until it rises and change the cube's chargePlace cube on the top wall of hypercube and fire green. Wait until the wall rises.
Move away to be able to aim at the yellow cube (screen above). Charge it with red and then approach an elevator behind you.
Elevator to the very topChange platform to red. Jump on it and look up to see propel module. Charge it with red and then wait until you ride top.
The last door in Act IIJump out of an elevator and walk forward up to the exit.
Spaaaaaaaaace!
Welcome to the... space! Or something similar. Whatever it is, you have to be twice as cautious. All locations here are placed on different sizes flying constructions. This mean, that you may fall down in every second.
First journeyMove forward until you get to the discharged platform. Jump on it, fire it with red and start pushing away setting up green Newton on the wall.
In this level you find a plenty of new thingsWhen you get to the other side, go through door and it takes you to the main part of level. But before you start destroying a generator, prepare a bit.
Exit and escape routeFirst, change the module and vertical platform next to the entrance to red. Then turn around and approach the vertical beam.
Look down, you'll see another platform (screen above). Jump down and take out cube from the magnetic engine.
When the cube is out, module doesn't workPlace green Newton under the platform, jump on it with cube and then push away using red Newton.
Keep close to the middleWhen you're upstairs again, put down cube and walk right.
The most important part of preparationsHere you find third vertical platform. Change the engine and platform on red and return upstairs.
Place in here cube from the first modulePick up the cube you've left and place it in the empty module. Fire at it with red charge.
The second cube, in the module in front of the entrance, you have to put on the horizontal platform next to the small column. Change platform to green and wait until it gets on the other side.
And behind the window number one you find...In the meantime, you can approach the window on left. Thanks to that, you see what awaits in the next room. When you're ready, fire at the cube sent on the other side with red charge.
Destroying the first generator opens door to this room. You'll have an occasion to fight your first real enemy (screen above).
When your enemy appears in the door, turn around and jump on the platform below. Stand on it and wait until opponent approaches a few meters in front of you (screen above). Fire green charge at the platform.
Now you have few seconds before the monster get upstairs. Without a hesitation, run to the room which you have unlocked. Pick up explosive cube and then place it on the launcher. Change the module to red and wait for the good moment. When the monster appears in door, like on the screen above, fire green on the cube. One good shot and enemy is down.
It's better to place the explosive one as bottomWhen it's done, pick up another explosive cube and then place it on the marking next to the door. Return to propel module and take out yellow cube. Place it on the explosive one and change the bottom charge to red and upper to green.
Xander isn't happyApproach the first vertical platform, jump on it and fire with green charge.
New-looking exit doorGo through unlocked door and jump into the portal.
Beware of the small hole in the path
Next level greets you with a petrified monster. When you look enough at it, follow the path.
Cthulhu-style stairsHere you find two turns. One leads upstairs and the other to the open space on right. Ignore the right passage and go upstairs.
Hidden platformYou'll see a fragment of orange beam. Go into its direction and you see a small hole with platform. Jump down and fire red charge.
Then look a bit lower, at the arc beam. You'll see another module on small part of ground. Change the module to green and platform to red (screen above). Jump on it and fire green.
Setting up Newtons isn't necessary but it saves timeWhen the platform is under the module and speeds up a bit, change it to red. When you get to the end, set up red Newton on an edge of island to hold your transport.
You'll see a circling asteroid over your head and a small piece of rock with yellow cube. Change its charge to red and then wait until the platform rotates, to see a module on it. Fire at it with red and when it pulls the cube and finds itself over you, discharge it with red.
Platform may discharge and won't hold the one on which you're standingJump on the platform with cube, fire green and then return on the other way in the same manner, by changing the platform's charge to red, when it's under the module. Go on the second platform and change its and magnetic engine's charge to red.
Smaller is betterGo downstairs and turn right. On left wall you see a module for making smaller cubes. Place a yellow cube inside. After a while you obtain four small cubes.
Place two in empty engines on right and fire at them with red (screen above). Then pick up remaining two cubes, go upstairs, turn around and move forward.
Third cube to this moduleHere you find another empty module. Place a small cube inside and change the charge to red. Aim at its platform and fire with red charge. Jump on the last platform and fire green.
You can climb on thatWhen you get on the other side, climb up on the debris.
The last cube is herePlace a cube in module on right and then charge it with red.
Use magnetic fields (F)Now a bit of fun with platforms. Fire at the one on right and fire with red charge. When it approaches to you, jump on it and then charge it with green.
Be ready and when you approach a flying column, (screen above), set up green Newton on it.
Platform must be charged with green to be pulled by NewtonYou have to stop. When it happens, fire at the platform over you and change it to green.
Wait for the platform to be pulled by Newton, walk on it and fire red charge. Now you have to slow it down. When it touches the magnetic field of module, change it to green and then quickly to red. It should be enough to jump effortlessly on the last platform, which is on top.
It's possible that you have to play with charges before you get proper speedChange it to the red and then to green. When you approach another flying rock, jump on it and walk through the portal.
And behind the corner...
This level is a constant run with enemies at your back. When you're ready, start walking forward until you trigger a short cut scene.
It's the first of chasersAs you can see, you find first enemy here. Don't fight him. The only way to kill him is an explosive cube - you have none.
You have to run. Look at the big gate, which is on left from monster. It's a new module: Magnetic gate. They work in simple way: if you want to open them, put different charges on both halves and if you want to close, put the same charges. You have to open them ASAP, so change the right side to green, and left to red (screen above).
Don't run upstairsWhen you are in between the gate, fire red at the right side. It closes them and buys you time. Jump on the platform on left, fire the red and do the same with magnetic engine.
Behind a corner you find rather annoying obstacle - a wall of cubes. Start firing at cubes with red and green charges. When few of them are loosen and start to push away themselves, take out one or two from the very middle. You have to make them collapse (screen above). Jump on the other side and then pick up one cube.
You can also run if you prepared the wall earlierPlace it on the launcher, change charge to red jump on cube and fire at it with green.
Monster can't climb on walls. LuckilyWhen you land, change module and platform to red, jump on platforms and change charge to green.
Safe havenHere you get a while to catch a breath. Pick up cube on right and place it on the module. Then change the module to red jump on cube and change its charge to green.
Don't look backWhen you land, change the bottom cube to red, jump on the upper one and fire green. Jump over rocks and run to the gates.
Another magnetic gatesChange the right side to green and left to red. Close them by changing the right on red when you are behind it. Do the same with another gates and don't forget to close it.
This gives you few seconds. When you close gates, fire at the top wall of hypercube over you with green charge (screen above). Fire the red on the bottom wall, jump on its other side and switch its charge to green.
Then you have to climb up, but falling cubes may be annoying. Keep to the left and set up red Newtons in front of you until you get behind a line of cube waterfall.
Beast is still chasing you, don't stopRun left to the end of rock and then jump on the top wall of hypercube.
In front of you only bad thingsIgnore the road in front of you and change the charge of wall to red.
It's almost overThis moves you on the higher floor. Jump down and run forward.
It's time to change roles. Pick up explosive cube and place it on the launcher. Change the module to red and cube to green. It won't eliminate the tentacle monster but slow it down.
First explosive cubes will slow monster downUse it, by jumping in small passage on left. Don't try to run between explosive cubes, because it may end up nasty. Change the charge of the first module instead on green. It pushes away the falling cube and opens a passage.
Don't fall at the very endDo the same with another modules, changing their colors to green, red and green again. When you get on the other side, pick up cube, place on the launcher and fire yourself by firing green.
You find magnetic module and explosive cube on the next island. Change the module on red, and place on it cube. Fire at it with green. When the road is clear, repeat it, this time jumping on the cube.
PortalJump on the higher island and then go through portal.
Watch where you step
When you begin, walk forward until you get to the first modules.
Only one real sliderOn right you find a rock. Jump on it and slide down.
1 of 2 cubesChange the magnetic engine to red and do the same with platform. Place a cube on it, jump and then fire green charge.
2 of 2 cubesOn the top you find a way to the first location. Jump down and walk along the right wall. You get to the engine and another cube. Fire red at the module.
You can also jump on the platform, if you prefer more comfortable transportChange the platform to red. When it gets to the module, place second cube on it and fire green charge. Jump one level lower with first cube.
Follow the moving away platform. On left from where it stops, you see two buttons (screen above). Place the cube on the bottom one and approach the edge behind the platform.
Hidden moduleLook into small hole next to the metal floor. On the very bottom you'll notice a small rock with a module. Change its charge to red and return to the horizontal platform.
Then change the module under the platform to red. Discharge platform and horizontal engine behind you, using green and red charges. When you make sure that the only magnetic field is made by the module under the platform, fire at the cube with green charge (screen above).
Don't get smashedApproach the vertical platform between moving pillars. Charge the module and platform with red jump on it and fire green charge.
You have to wait until the third pillar hides and then set up green Newton quickly on the nearby wall to drag over the pillar (screen above).
Activation of the second buttonOn the very top you find fourth pillar. To unlock it, turn around and fire down at the cube on the first button. Fire green charge to open a passage.
Way to the exitApproach the last platform. Change it and the engine to red, walk on it and then fire green. When you get upstairs you can go through portal.
The shortest location of third act
This level may be completed in few easy steps with proper method.
When you begin, look down on left. You see a small island with two platforms and module. Fire at module with red charge. Then change platform, which's beam is pointed at you, to green (screen above). When it approaches, jump on it and fire red.
This platform may let you finish this level quicklyJump on this island and climb on the other one, change its charge to green. When only you have a possibility, jump on another island with stone stairs.
The only yellow cubeGo upstairs and pick up cube. Return to the very bottom.
Preparation for the big jumpJump down on the other platform and put a cube on it. Change its charge to red and, when you're over the module, to green again.
Jump should be successful if you fire the charge in the proper momentNow the most important part of the whole thing. When the platform is on the altitude of hypercube, jump on the cube and fire red charge. It fires you out and you should land on island behind hypercube.
After that, pick up explosive cube and place it on the launcher. Change the module to red and cube to green (screen above). When you eliminate an enemy, jump by rocks to the portal.
Name of location is very accurate
This location is likely to be one of the most difficult in game. It's divided on two parts - the first one is relatively easy, but the other one requires a lot of patience and few attempts, even with guide.
You can walk safelyMove forward until you reach a small abyss. Get on the other side walking on the black substance.
A little warm up. Charge all three platforms with red. Then walk on the platform number 1 (screen above).
Place red Newtons on wall behind platform number 3.
When you get a maximum altitude, change the last Newton to green. When the platform number 3 goes a bit under number 2, fire at it with green charge.
Wait until the third platform touches ground and then set up green Newton under platform number 1. Change charge of number 2 on green when it's under number 1.
Then set up red Newton next to platform number 2 and, when it only rises, change the charge of platform number 3 to red.
If everything works fine, platform number 3 should be the lowest one, number 2 in the middle and number 1 on the very top (screen above). Start setting up again red Newtons on wall behind number 3 until you reach the top. Then place green Newton under number 3 to get to another location.
The main dish of this level is here. A very annoying obstacle if you don't know how to deal with it. A short explanation: numbers 1-7 are for platforms, from left to right. A, B and C for magnetic modules attached to the panels.
Charge all platforms with red. Then walk on the number 1.
Pull up no. 1 and 2, by setting up red Newton on nearby wall.
When you set up the last one Newton here, aim at module A and charge it with red. This pulls platforms no. 1 and 2.
Now you have to lift remaining platforms. Place a green Newton on the ground, next to the number 4.
When all platforms are lifted, set up red Newton on the panel over module A. Then fire at module with green.
In this moment, when first platforms start rising, turn around to number 7 and set up red Newton on a panel over it. When you get close to module B, fire at it with red.
Now move on number 7. Set up red Newton on upper panel and then change module B to green.
Fire at module C over you with red charge.
Push away a bit higher by placing green Newton over module B.
Then change number 4 to green and wait for module C to pull number 5.
Now you're interested only in platforms 5, 6, 7 and module C. Use red Newton to lift platforms over module C. Then, change the module to green.
Fire green at platform number 5. This lifts platforms number 6 and 7.
Jump on number 6 and then set up green Newton over module C.
Now, you should be on a proper altitude. Jump on platform number 7 and then on a rock shelf. Make sure that the last platform is a bit behind it.
It's almost an over. Change the module to red jump on the platform and then fire with green. Ride up and move forward.
On right you can see a flying cube. Jump on it and change its charge to red. When it approaches bottom, fire green again. Jump on the last rock shelf and go through portal.
No, Cthulhu isn't a boss here
This level is rather easy and bases, mostly, on fight with mini boss.
Entrance to arenaGo forward until you find first cube. Place it on magnetic module and change module's charge to red, jump on cube and fire green at it.
When you're on the arena, the unfair battle begins. You can use only explosive cubes as weapon. First is on the left. Place it on the launcher, change module to red and wait for your enemy to get closer (screen above). When it happens, fire the cube using green.
Platforms are the only safe transportUnfortunately, you need four such blows to eliminate the beast - and enemy destroys every used launcher. So, jump on the rock on left and approach horizontal platform. Change module to red, jump on it and use green charge.
Main platformWhen you get on the first island, jump on it and fire red at the magnetic engine on your left. Then turn right and change its platform's charge to red.
Turn rightJump on the riding platform and look right. Fire at the module with red charge.
Second shotWhen you get to the very end, jump into passage on right and then go upstairs. Another launcher is here. Place a cube on it, wait for a good moment and fire. Immediately after that return to your platform.
Then change its charge to green and do the same with module on the other side (screen above). When you reach an island, jump on it and go upstairs using a vertical platform.
Third shotHere you have to play with double speed, because you have only few seconds before beasts catches you. Place cube on launcher and fire with green. Jump down and then on horizontal platform.
A way to the last launcherChange its charge to green and middle module to red. It turns platform right to the last island.
This time it's normal cubeTake a yellow cube and place on the nearby launcher. Jump on the cube and fire green charge.
Fourth and last shotWhen you land, place explosive cube on launcher, aim and change cube's charge to green. It should send beast back on the other side..
A bit of climbing...The way is clear, so you can start climbing up.
PortalOn the very top you find another portal. Go through it to the next level.
Your target is on the very top
In this locations you find old friend of yours: guard tower. Be careful with that.
As you don't run directly at the tower, you shouldn't get hitFirst, you have to go through a small passage, being under fire. Run from rock to rock, until you get to the first hypercube.
Safe placeStay in the safe place (screen above) and fire at the left wall with red and at right with green. This gives you a temporary cover.
Making an elevatorChange the upper wall's charge to red and bottom to green. Jump on it and fire red charge.
Clogged passageWhen you get upstairs, jump on a small rock on the left. Change the charge of wall which blocks the passage to green and enter the corridor.
How to destroy a tower, part 1Move forward, keeping close to the right wall until you find another cavity for hypercube. Change the charge of right wall of hypercube to red.
When the left wall stops in front of the cannon, set up red Newton in front of it (screen above). After a while you should hear "cling". This is how the tower ends its life. Return to the corridor, keeping close to the right side.
Stairs for the next floorAfter a short walk, you get to the stairs. Go up and then turn right.
1 of 2 cubesPick up nearby cube and approach an edge on left.
Be careful not to fall and remember that you can't jump with cubePlace cube and then aim at the wall with green charge. Change it to red, pick up cube and wait for the other wall to get under you.
On the third floor, pleaseJump on it, walk on the top wall of hypercube and fire green charge.
Fun with second hypercubeJump on the small island in the middle. Then, change the charge of hypercube's top wall to green and bottom one to red. Jump on it with cube and fire green charge.
Another clogWhen you're upstairs, open a hypercube by changing the side wall in front of you to red and the opposite wall to green. Walk on a small rock, next to the module.
Place a cube and jump on its other side. Discharge side wall which is blocking the way by firing the red charge. Wait until it returns and then change the yellow cube to red and set up red Newton on the nearby wall to pull it (screen above).
2 of 2 cubesWalk on right with cube and put it on the marking. Turn around, pick up the other cube from the respawning module, and place it on the first one. Change the bottom one to red, jump on the upper on and fire green change.
Make sure that you land on the left side of hypercube. Stand on the edge and pick up bouncing cube. Move forward until you reach a green magnetic field (screen above). Put the cube in the middle of it, jump on it and fire red charge.
Last mission portalJump on the last island and go through the portal.
It's going to an end
The last location is almost only a battle with boss. But before you get to the arena, you have to overcome two obstacles.
The first one, is an orbiting asteroid. You'll see a module attached to it - change its charge to green (screen above). It pushes away the cube from the button and slides out the bridge on right.
Preparation to the jumpThen, approach the launcher on the other side and change it to green. But before the jump, you have to set platforms in the proper way. Change the charges of propel modules on the right and left rock to red and their platforms to green.
Cube may change the route of flightNow you have to get a cube. You can do it in two ways. First one requires returning to the bridge and wait for the asteroid and detach cube from it. The other one - change the cube's charge and send it to the space. After a while it respawns on the button. Whatever you have chosen, place the cube on launcher and fire red charge.
Last one jump in this gameWhen you get on the other side, go through door, pick up another cube from left, place it on the module and fire yourself by firing green charge.
Magnetic field of launcher may push away enemy's cubesIn this moment a final battle begins. You have to do two things: stun Xander and climb up to button. The first one is done by placing explosive cubes on launcher and firing green charge. But be careful, cause Xander also uses this technique.
When you fire the first cube and stun enemy, approach the right edge and look down. You'll see a fragment of moving rock, like on the screen above. Jump down when it's under you and then jump on the island with button.
Here, the second and more important part of battle takes place. You have to destroy all chambers around the arena. Every button is attached to two platforms. When you walk on the button, you deactivate their force field. This allows you to charge them in proper colors (screen above).
2 of 6 chambersWhen you stand on the first button, change the chamber on left to green and on right to red. Flying parts do the rest.
Then jump onto a lower rock and wait for the moving platform (screen above). Jump on it and ride to the second island.
Second islandXander should back to himself and you can activate buttons only when he is unconscious. When you're on the next island, launch the catapult with cube and fire green charge.
When you fire one cube, prepare the anotherWhen your enemy is down, approach the right edge, wait, and jump on the moving rock.
4 of 6 chambersAfter a while you get to the second island. Jump on the button and change both chambers to red. Go down, get on the moving platform and ride to the last island.
The last islandCharge the launcher again and fire with green. Turn around and approach the back edge.
Walk on the rotating rock when it is on the position like on the screen above. Stand on its beginning and when it gets next to the higher island, jump on it and activate the last button.
6 of 6 chambersChange the left chamber to red and chamber on left to green.
Grande finaleWhen the fragments destroy the last chambers, the game ends and you can watch the cut scene. Congrats, you have completed the game.
The table below presents all possible achievements on Steam.
ACHIEVEMENT
REQUIREMENTS/REMARKS
From the Streets...
For finishing Act I.
Into the Abyss
For finishing Act II.
Tech Wiz
For finishing Introductory Jumper in less than 5 minutes.
Natural
For finishing Introductory Cube in less than 2 minutes.
Servitor of the Outer Gods
For completing the game.
Robotics
For discovering Newton.
I Got This, Newton
For using Newton less than 15 times in The Dark Room.
Quick Thinking
For finishing Introductory Platform in less than 5 minutes .
Competitor
For finishing Intermediate Cube in less than 5 minutes .
Looking Glass
For finishing Introductory Integration in less than 5 minutes .
Beam Rider
For finishing Intermediate Platform in less than 5 minutes .
Magtech Engineer
For discovering Cube Holder (empty propel module).
The Outsider
Visit all roads in The Deep.
Grav Master
For finishing Advanced Platform in less than 5 minutes .
Magtech Artist
For finishing Platform Test in less than 5 minutes .
Champion
For finishing Introductory Fusion in less than 5 minutes .
Born Magrunner
For finishing Intermediate Integration in less than 5 minutes .
Magtech Savant
For discovering Mod Cube (Hypercube).
Path of the Slayer
For killing the first monster.
Unstoppable
Complete 10 levels in the II Act in row without death.
Chosen of Cthulhu
Complete Act III without dying.
Gates of Shub-Niggurath
Survive the From Beyond by closing all three gates.
Rise Wild
Make the last jump in Ruptured without vertical platform.
Party Crasher
Break the glass in Reboot.