The Code III: The End - A minecraft challenge map

Walkthrough version 1.0

Versions
0.1 - Initial walk through after having solved things a few times
0.2 - add headings, reorder the walk through so codes are solved first, and
rename items, so that concepts are more easily understood
1.0 - refine headings and content, and reorder again so that half the codes
are solved first for a more efficient experience, and add a TOC

TODO
- the coloured dials might be more effectively solved in rainbow order
- and the purple code is a simple one and should be solved earlier
- The coloured beams section could be done earlier

Table of Contents
=================

1. Introduction
2. The Starting Room
3. Yellow Dial Indicator
4. Shears Dispenser Challenge
5. The Colours Room
6. Block Puzzle Challenge
7. Green Code Room
8. Force Field Challenge
9. Beneath the Force Field Room
10. The Escher Cube
11. Colour Dial Settings
12. Dog-shaped Symbol
13. Purple Dial Selector
14. Parkour Pillars
15. World Flip Chamber
16. Jump-boost Dispenser
17. Time Travel Chamber
18. The Crumbled Passage
19. Upside-down Parkour Pillars
20. Upside-down Chest
21. The Sapling Chamber
22. Papers Please Challenge
23. Red Dial Selector
24. Frozen Fountain Challenge
25. Green Dial Selector
26. Yellow Code Room
27. Yellow Dial Selector
28. Red Code Room
29. Multiplayer Colours
30. A New Code
31. Shrinking Potion
32. Red Code Room
33. Shears for Escher
34. Green Code Room
35. Red Wool
36. Cross-shaped Symbol
37. Green Wool
38. Yellow Wool
39. Collapsed Code Room
40. Blue Code Room
41. Coloured Beam Challenge
42. Orange Dial Selector
43. Orange Code Room
44. Purple Code Room
45. Blue Wool
46. Purple Wool
47. The End

Reference Material
48. Dial Locations
49. Dial Settings
50. Symbols
51. Code Rooms
52. Map


1. Introduction
===============

The Code begins with you holding a piece of paper with the code 35792.

You approach an anvil down a long black corridor, and when you arrive there
you will find behind you that it is the same corridor from The Code I. They
aren't used in this challenge map, but it's a very nice callback to the
earlier maps.

Put the paper in the hopper, and a saddle appears. Get on the saddle and you
will be taken through an introduction to the challenge.

2. The Starting Room
====================

You arrive in an alcove of the starting room, with a button in front of you.
Push the button to be taken to the map room. There are map room buttons at
many places throughout, which can be useful to to help you orient yourself.

In the map room select the map in your hotbar, to allow the maps to update.
You cannot take the maps with you though when you leave.

The only way to leave here is to kill yourself in lava, and you return back to
the starting room. The lava kill is the most common technique used throughout
the map for you to return to a previous locations.

In the starting room, there is an empty alcove across from the button. Go
around the corridor in a clockwise direction to the back and there is an
alcove with a block of dirt in it. Carry on around clockwise to the front
alcove and it has changed to have a dispenser in there. Carry on around
clockwise to the back and there is now a block of wood at the top of the back
alcove. Come back clockwise again to the front and you find that it's an empty
alcove.

The Code III consists of many non-euclidian puzzles where the rooms change
based on where you move. Circle the starting room until the front alcove has
the dispenser. Get the shovel from the dispenser and head back the way you
came to the back alcove and use it on the dirt. When you break the dirt and
carry on anti-clockwise to the front alcove, it now has a hole heading to a
room below.

That lower room has a dispenser with an axe, and a wool-covered entrance. Take
the axe and use the jump boost that the lower room gives you to head back up
and break the wood in the back alcove. Come back around to the front and the
alcove now has an upper passage too.

3. Yellow Dial Indicator
========================

Go down the alcove again and jump up two levels, and you will find a room with
a ladder and a button on yellow clay. Press that button and an indicator
appears. Pressing the button results in the indicator moving clockwise around
the dial. This is the yellow dial, and you need to have the indicator in
correct position on the dial.

There are six colour dials in all, and when all of them are set correctly they
will grant you access to a colour code room.

4. Shears Dispenser Challenge
=============================

Go up the ladder and you'll find that it has an inaccessible dispenser, and
the room above it has an anvil and directly above the dispenser, some lava.
Head back down and circle around clockwise and you'll find that it's the same
room with lava and a blocked off ladder heading down. Turn around and you'll
find the anvil, and the way you came in is blocked off. You can use the lava
to return back to the starting room.

Press the button for the map room and select the map, and it updates to show
the new rooms that you've found. Rooms with a coloured dot in the corner are
where you'll find the colour dials. Green dots are for correctly set dials,
and red dots are where you still need to give the dial the right setting.

The one that you currently see on this map is for the yellow dial. While it is
possible to set the dials by trial and error, another area lets us have the
correct settings for them.

Head back to anvil room with the lava, and reach down through the lava it to
the dispenser beneath. If you just click on the shears they will invariably
fall in to the lava, so shift-click on them instead to move them to your
inventory. You'll also find that a rapidly changing strange character appears
in your talk history. That is for a puzzle that we'll come to later.

The next room clockwise from the lava has a ladder that goes up to a view of
giant cube, and access to a dispenser. This is a location that we'll keep in
mind for later an it will become quite useful.

The rest of the passageway we'll come back to later on when we can do
something more useful with it.

Head back to the lava and use it to get  to the starting room, and go down in
the alcove and use the shears on the white wool. They reveal a passageway
which has a red tile on the ground. Passing over that red tile gives you a
jump potion, that will be useful later on to access another challenge too.

5. The Colours Room
==================

After you pass over the red tile on the ground, there is a block puzzle room,
but first - turn around and head back the way you came. You'll find that the
passageway no takes you instead to a room with six clay colours on the wall,
and lava in the middle of the floor that you can use to get back to the lower
alcove.

In this colour room it's useful to take note that these are the six colours
that are primarily used for the challenges. It can be easy to mistake some of
the colours for others, so the reminders in this room are very useful.

Beyond the colours room is a frozen fountain challenge that we'll come to
later on when we can do more past there, so head on back through the corridor
that you just came from.

6. Block Puzzle Challenge
=========================

In the block puzzle room you'll find a red dial selector to your right, a
block puzzle challenge on the wall across from you, and three passages across
the room. One in the top-left corner, one on the ground, and another high up
beside the block puzzle.

On the ground of the room is a design that can be used like gamepad arrows,
letting you move a block on the puzzle wall. In this block puzzle the block
keeps moving in the same direction until it comes to another block, similar to
a puzzle game called Orbox (check it out, it's great).

Take the exit that's opposite from the red dial selector, and at the red mark
on the ground take the passage to your right. You'll find yourself high up
beside the puzzle looking down on the large room that you just came from, and
further progress is blocked by a two-high wall.

If the block can exit out the gap in the side of the puzzle, it can then help
you get up to the next room.

You can use the markings on the ground of the block puzzle room to move the
block. Stand at an appropriate position and the block moves in that direction.
If the block is moved to an unrecoverable position, it gets reset back to its
starting position.

From the block's starting position you want to move it right, up, then left,
so that it's resting with just one block between it and the exit, and from
there down, left, up, and you can then move it left out of the puzzle.

.--------------------.
|        []    []    |
|  []            []  |
|    []    []        |
<----^ []<- ^        |
|    |   |  |        |
|  {}+---+-->[]      |
|  []<---v       []  |
|        []          |
|          []        |
`--------------------'

Once the block has successfully left the puzzle, the floor markings have no
further effect.

You can now go from the passageway to where the block ended up, which lets you
now step up in to the red dial setting room.

7. Green Code Room
==================

Before going further in to the colour dial settings room though, head on back
to the passageway, which goes past a map button and a paper dispenser, and the
end of the hallway exits to a force field challenge. Before that if you loop
around to the left you'll find that the hallway has a strange property where
one side of it is shorter than the other, with the green code room being on
the short side of the passageway.

The colour code rooms are where you enter the codes to help you complete the
map. The green code room has symbols with the following codes:

                       .       .---.       .   .
                       |       |   |       |   |
.   .     .---.    .---+---    |---+---    |---|
|   |     |   |    |   |       |   |       |   |
`---'     `---'    `   '       `---'       `---'

These symbols and the numbers for them are found throughout the map. There are
nine symbols in all, and from the colours room we were in earlier we can tell
that there are 6 colour code rooms.

We don't know enough yet about the symbols though to give a correct answer to
it.

If you go to the other side of the corridor to the map button, you'll see that
a solid ring of colour is used to indicate the location of the green code
room.

Use the lava to get back, and head to the end of the corridor for the force
field room.

8. Force Field Challenge
========================

At the end of the corridor from the block puzzle challenge is the force field
room, with the number 8 on the wall. This is the number for one of the
symbols, which is at the other end of the force field room. The force fields
currently stop us from being able to get there too.

Pressure plates on the ground change whether some of the force fields are
active or not. A partial solution can give you access to the symbol on the
other side of the room, but a full solution turns off all of the force fields
completely, giving you access to the central hole which leads to the final
challenge.

Of the four pressure plates, they can be numbered from the entrance in a
clockwise direction with the first being at the entrance, and after you step
on it the next pressure plate you can get to would be number 4.

.-------.
| 3   4 |
|   +   |
| 2   1 |
`----- -'
     | |

A correct solution for the force fields when all four sections are blocked
off, is 1, 4, 1, 2, 3, 4. Which effectively means that you step on pressure
plates as you enter the room and carry on through to the other plate, and then
circle clockwise around the room stepping on pressure plates as you come to
them.

The symbol at the back of the room looks like an old wind-up toy key.

.---.
|   |
|---|--- This wind-up key symbol in the force field room is number 8
|   |
`---'

There are code rooms throughout the map, one for each colour, that use these
symbols for the codes. Other symbols with their corresponding number will be
found as we progress throughout the map too.

When all force fields have stopped, you now have access to the exit in the
centre of the room.

9. Beneath the Force Field Room
===============================

Dropping down the middle of the room there is another symbol answer, in the
shape of a lower case u:

.   .
|   | This lower case u beneath the force field room is number 5
`---'

This means that we now have two numbers for the green code room, 5__8_.

Going in the direction of the number 5 sign takes you back to the green
corridor. Go back in to the force field room down the centre, now in the
direction of the symbol sign and you are taken to the Escher cube challenge.

10. The Escher Cube
===================

This is the final challenge of the map where you have to think in four
dimensions in an Escher-like manner to complete the map, but you have plenty
more to do before you can solve this one. Each face of the cube is for each of
the six colour code rooms. When a code room is solved, you will be able to
take the the wool block of that colour from the centre of this cube.

This room contains a huge cube in the centre of the room, with a differently
coloured section on each side. The centre of each cube contains wool which you
must remove, but are only allowed to do so once you have solved the
appropriately coloured code room.

To the left of the entrance is a pressure plate that adds a section of
walkway, and when you step off of it the section goes away in an explosion.
Beside that pressure plate is a passage that is currently blocked off by
another piece of walkway.

Carrying on past the pressure plate you find your self winding around and
back, to a rotated view of the room. The pressure plate you stood on before
can be seen below you. Going around to the other pressure plate that you see
in that area, it removes the piece of walkway that was getting in your way
before, but it's your only way out of the area. As soon as you get off the
pressure place it comes back.

What is needed is for that first pressure plate to be triggered, while you
head to the second pressure plate to activate that one.

You can drop items on to the pressure plates, but you have nothing on you
because the challenge is careful to remove any items from you before you come
to the cube.

What can be done is to go right back to the beginning, where at the top of a
ladder is a dispenser and a view in to the large cube room.

If you head back to where you came from you'll find that the orange exit winds
around past some lava and down to a rotated view of the cube with orange
facing up. Head back to the lava, and then in the direction of the 5 back to
the corridor where the green code room is.

Go through the red dial chamber to get to the colours room, and use that lava
to get back to the start.

11. Colour Dial Settings
=======================

Head back up to the red dial setting room (beside the block puzzle) and you'll
see that is has two exits, one to the left and right. There are a series of
dial setting rooms below, but for each one only one of the two exits gets you
to the next room. The wrong exit brings you back to the corridor between the
colours room and the block puzzle room.

The way down from the red dial setting room is left, right, left, left, right,
right.

           x
         .- ----. .---.
         |Purple|- Gre x
         `- ----' |een|
           |      |   |
  ^      .---.    `---'
  |      |   |      |
.- ----. |Yel|    .- ----. .---.
|Orange|- low x   |Blue  |- Red x
`- - --' `---'    `- ----' |   |
  x                 x      |   |
                           `- -'
                             ^
                             |

The red dial setting room shows that the red dial needs to be set to the
bottom left.

      |      |
      |      |
      |      |
------+------+------
      | Red  |
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

From the red dial setting room head left to the blue dial setting, where the
blue dial needs to be set at the top right.

 oooo |      |
 o  o |      |
 oooo |      |
------+------+------
      | Blue |
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

From the blue dial setting go right to the green dial setting where the green
dial needs to be set to the left.

      |      |
      |      |
      |      |
------+------+------
 oooo | Green|
 o  o |      |
 oooo | Dial |
------+------+------
      |      |
      |      |
      |      |

From the green dial setting go left to the purple dial setting where the
purple dial needs to be set straight up.

      | oooo |
      | o  o |
      | oooo |
------+------+------
      |Purple|
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

From the purple dial setting go left again to the yellow dial setting where
the yellow dial needs to be set at the top right.

      |      | oooo
      |      | o  o
      |      | oooo
------+------+------
      |Yellow|
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

And lastly from the yellow dial setting you go right to the orange dial
setting where the orange dial needs to be set at the bottom left, the same as
for the red dial.

      |      |
      |      |
      |      |
------+------+------
      |Orange|
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

Here is a summary of all of the correct dial indicator positions:

 Blue |Purple|Yellow
      |      |
------+------+------
 Green| .--. |
      | `--' |
------+------+------
  Red |      |
Orange|      |

12. Dog-shaped Symbol
=====================

In the orange dial setting room you will see in the left exit a dog-shaped
symbol, and in the right exit the number 6.

    |
.---+--- This dog-shaped symbol is number 6
|   |
`   '

We now have three numbers for the green code room, 5_68_.

Drop down the right exit with the number 6 sign, and you will find yourself at
the start of a new puzzle section. To the left is a parkour pillars room, to
the right is a switch that's embedded deep and high on the wall, and and ahead
is a passageway with an exit that is currently blocked off and beyond it, a
dispenser.

13. Purple Dial Selector
========================

The parkour pillars room has a map button directly across from the entrance, a
lava exit beside it that goes back to the red dial setting area, and the
centre of the room has a series of pillars.

To the right of the entrance is the purple dial selector. Set the purple dial
to it's correct setting in the up position.

      | oooo |
      | o  o |
      | oooo |
------+------+------
      |Purple|
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

Exit the map room and you'll be back at the parkour pillars.

14. Parkour Pillars
===================

When you attempt to parkour your way to the top of the pillars you'll find
that there's another number and symbol that can be seen, but they're too far
away to be seen. The jump to them cannot be made either, so it looks like a
cleverer solution is needed here.

If you look to the ceiling you will see some steps up there, which would be
useful if the room was upside down.

Head out of the puzzle room, and to the right is a new chamber with a 6 on the
wall. It's odd that this should be a 6 too, because we already have 6 from up
in the orange dial setting room.

15. World Flip Chamber
======================

Go to the recessed high lever, and pull it. A block moves up at the pillar
room, and one also comes down from the entrance to the passageway.

Go in to the chamber and down the hole, and behind you there is a trident
symbol that is rotating. No, the entire room is rotating too, until everything
is upside down. When we drop down, we find that it wasn't a 6 on the wall
after all, but is actually a 9.

---.
   |
---+--- This trident symbol in the world-flip chamber is number 9
   |
---'

The lava in the chamber will return you back to the right-way-up world.

16. Jump-boost Dispenser
========================

Now you can head up and out to the passage where you are stopped by a 3-high
wall, which has a dispenser with a jumping potion in it labelled as the number
8. It's not enough to get over the 3-high wall though, so take the jumping
potion and go back and in to the lava to turn things right-way up again, and
you'll find that in the passageway at the 2-high wall that your potion allows
you to jump over to get past it.

17. Time Travel Chamber
=======================

At the end of the passage you'll find yourself in the time-travel chamber,
with a very clever presentation of time passing quickly with wind blowing,
trees growing, blocks crumbling, etc.

Back down the passage from where you came a wall has crumbled away resulting
in a side-passage to the right.

18. The Crumbled Passage
========================

In the crumbled passage you will find the blue dial selector, which needs to
be set at the top left.

 oooo |      |
 o  o |      |
 oooo |      |
------+------+------
      | Blue |
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

Just left of the blue dial is a dispenser, with a book from the author that
gives thanks to several people.

Above that dispenser is another symbol and number answer on a tree. You can
get up there from the side of the tree that's closest to the entrance, and
jump your way to a side-ledge, across to another tree, around it to a ledge,
and from there you can jump over to some of the foliage to get to the symbol.

|   |
|---|--- This partial hash symbol in the crumbled passage is number 7
|   |
`---'---

Staying up off the ground you can make your way across to a ledge, past the
blue dial, and in to the next chamber. The room has a non-working dispenser in
the floor with grass around it, and and the symbol and number are not there.
In one corner is a jump-potion dispenser, but that doesn't help you to get
quite high enough to make it up to an exit in the ceiling.

A corner though has crumbled away revealing another dispenser with a jump
potion labelled as "_" an underscore. Above a light in the wall there is a
cracked area along the ceiling that you might be able to get to, but even with
the jump potion you can't quite jump high enough. You can tell though that
there is another code room in there.

We'll have to head back for now. Use the lava to return back to the blue dial,
out of that room back to the passageway to the stairs, and drop in to the
void, which returns you to just outside the parkour pillars room.

Flip the recessed switch to grant access to the parkour pillars again, and go
in to the world flip chamber.

19. Upside-down Parkour Pillars
===============================

When you leave the chamber the parkour pillars are now upside down on your
right, and you now have access areas with the symbol and the number. The
symbol in this room a small square.

.---.
|   | This small square symbol above the parkour pillars is number 1
`---'

The other side of the chamber room shows that the small square is the number
1. We now have four numbers for the green code room, 5168_.

20. Upside-down Chest
=====================

The area with number 1 also contains a dispenser that has 5 papers, with R, H,
J, Y, and U in a X-shaped pattern.

R H
 J
Y U

You cannot take those papers out of the dropper though. Any attempt to results
in the dropper being reset back to that configuration.

Above you though is an upside-down chest and a lever. The lever opens a door
to the chest which will be useful when things are right-way up again, and
looking in the chest results in papers with those same letter dropping out.

Now that the pillars room is upside down, there is also a passage way leading
out, but when you get further down the passage your items disappear. We can
collect those papers from the chest when we go back to the room.

21. The Sapling Chamber
=======================

The end of the corridor has with a map button and the number 2. Inside the
chamber is a sapling dispenser, some dirt blocks around it, and at the end of
the chamber a symbol that looks like an upside-down A.

.   .
|   |
|---| This upside down A in the sapling chamber is number 2
|   |
`---'

We now know all of the numbers for the green code symbols, 51682.

When you take a sapling from the dispenser it can only be placed on one of the
dirt areas. Any attempt to place a second sapling results in all of the
saplings being removed. Only one sapling is allowed.

This sapling chamber is the same one that we came to at the end of the
crumbled passage. If we plant a sapling in the right place, it can help us in
the time travel area to get up to the ceiling exit.

We will hold off though on returning back to the time travel area until after
we have more symbols.

Plant a sapling on the right dirt block from the entrance, and return back to
upside-down parkour pillars.

22. Papers Please Challenge
===========================

Head back to the pillars room and get the papers from the upside-down chest,
make sure that the lever has opened the door, and then in to the lava exit
back to a right-way up world again.

Take those papers back in to the pillars room, up the stairs along the back
wall, and to the entrance that the lever you used before opened up.

You aren't allowed to take any papers from this chest, so it's good that you
have the papers that fell out of it from when the room was upside down.

Put the papers that you have on you in to the dispenser above you, in the same
pattern that they were in before.

R H
 J
Y U

An entrance now opens up to a room with an upside down R symbol, and a sign
saying it's the number 4.

.     .
|    .
|---.   This upside down R from the papers please chamber is number 4
|   |
`---'

We've done about all that we can usefully do here for now, so use the lava to
get back to the above the block puzzle room.

23. Red Dial Selector
=====================

Go back down to the red dial selector and set it in its correct position, at
the lower left.

      |      |
      |      |
      |      |
------+------+------
      | Red  |
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

Now is a good time to head through the colours room to the frozen fountain
challenge.

24. Frozen Fountain Challenge
=============================

Beyond the colours room is a frozen fountain, with 8 turned off lights in a
row on the far wall. There are some differences that can be spotted between
the reflection in the lake and what you actually see. You can punch at those
differences to fix things back up.

Left of the row of lights the reflection shows a lit lamp on the wall. Punch
the empty spot on the wall and the light appears, and the row of lights now
has a light lit too.

Across the room from light that you punched, there is another light that the
reflection shows, so punch that area on the wall to reveal it.

Turning to look at the row of lights, the reflection shows that a light on the
row is missing from up above. Punch that blank spot to reveal it.

Just right of the entrance to the colours room, is a decorative area that's
missing two lower steps we can see in the reflection. Punch those areas to
bring them back.

Just to the right of that is another decorative area, that is missing a
central decoration. Punch that to bring it back.

Left of the colours room entrance is another decorative spot that's missing
too, so punch that to reveal it.

The wall of lights now shows that only two more are needed, and these are on
the central statues.

On the statue closest to the colours room, there's a half slab that needs to
instead be an upside down stair. Punch at the area on the column where the
stair should be, and it reveals itself.

The last statue by the row of lights can be trickiest one to do. Look at the
reflection and you'll see that one of the stairs on top of the statue doesn't
match. Stand up on the statue and punch the centre column where the stair
should be, and that last piece is now fixed.

Something has now changed about the room, but what?

25. Green Dial Selector
=======================

Examine the reflection of the row of lights, and you'll see that it now has an
entrance. Go up to the row of lights where that entrance should be, and you'll
pass on through to the green dial selector.

Set the green dial to it's correct position, set to the left.

      |      |
      |      |
      |      |
------+------+------
 oooo | Green|
 o  o |      |
 oooo | Dial |
------+------+------
      |      |
      |      |
      |      |

26. Yellow Code Room
====================

Take a sheet above you from the paper dispenser, and head on through to the
yellow code room.

In the yellow code room you'll find the following code:

    .       .     .                       .   .
    |       |    .                        |   |
.---+---    |---.     .---.     .   .     |---+---
|   |       |   |     |   |     |   |     |   |
`   '       `---'     `---'     `---'     `---'---

We have all the symbols that we need to solve the yellow code room. We know
that it is 64157.

Use the anvil to put the code 64157 on the paper, and then put that paper in
the hopper.

An achievement now shows itself on the right side of the screen for the yellow
code, with a 1 beside it to indicate that there's still something we need to
do, which is to get the green wool from the Escher cube.

27. Yellow Dial Selector
========================

Head back out through the frozen fountains and use the colours room lava to
get to the lower starting chamber.

Jump straight up to the yellow dial selector and set it to be in it's correct
position, at the top right.

      |      | oooo
      |      | o  o
      |      | oooo
------+------+------
      |Yellow|
      |      |
      | Dial |
------+------+------
      |      |
      |      |
      |      |

We can now explore further up here, because we have everything that we need
for this area.

28. Red Code Room
=================

The red code room is accessed from above the starting alcove. If you walk
clockwise around the passageways up there, you will eventually come to a
narrowed ending of the hallway that's too small to fit through.

29. Multiplayer Colours
======================

Come back to the lava and reach into it lava for the shears. When you take
them a rapidly changing strange character appears in your message area.

Press T for your message history, and hovering on the strange character you'll
find a tool-tip that says:

e__ __l____a___ _o____

Carry on around clockwise to the next room, and you'll find a ladder to the
left that goes up to the dispenser and a view of the Escher cube room.

Carry on moving around clockwise to different rooms. One has a pressure pad in
the corner which gives another strange character with a different tool tip:

_s_ ___t____y__ __l___

When you find two more of these codes, they will spell out a message.

Go clockwise for two more rooms and there is a hole in the ceiling that you
can jump through. Jump up there and press one of the buttons you find there,
which gives a character with the following tool tip:

__c ____i____e_ ___o__

Carry on moving clockwise to the next room and there's a paper dispenser in
the ceiling that you need later on. The next room clockwise has a gap in the
wall with another button, which gives another strange character with this tool
tip:

___ m____p____r ____r_

Carry on around clockwise for two more rooms, and there in the ceiling is an
upside down pressure pad that you can jump against, for one last strange
character with a tool tip of:

___ _u____l____ c____s

Put them all together and you have a message that says:

esc multiplayer colours

Minecraft has a default setting where multiplayer colours are turned on by
default, so this message is telling you to turn that setting off.

In your game options, go to Multiplayer Settings and change the Colours
setting to Off. This will let you solve the next puzzle.

30. A New Code
==============

Head anticlockwise back around to the lava where you got the shears. Getting
shears again results in a number this time. The number 9. The other places
that triggered strange characters last time will also provide numbers now.

Go around the rooms clockwise again to the pressure pad for the number 3, the
jump buttons, for the number 6, gap in the wall button for the number 2, and
the ceiling pressure pad for the number 3. Put these all together and you have
the code 93623, which will grant you access to a shrinking potion.

Now that you have the code, you won't need Multiplayer Colours to be turned
off any more, so you can set it back to the default setting of On for the rest
of the map.

Head back to the paper dispenser in the room between the gap in the wall and
the jump buttons, and take a sheet from it to the anvil. Use the anvil to put
code 93623 on the paper, and put the paper in the hopper.

31. Shrinking Potion
====================

When you look back in the hopper there will be a blue potion, with a strange
name that shows two white squares with an arrow between them. Currently the
potion has no effect, but when you are closer to the narrowed end of the
passageway, it will change so that you can then use it.

Head clockwise around the rooms and take a sheet from the paper dispenser,
then keep on going until you are near the narrowed end. The blue potion
changes to a lavender potion with a large white square and arrow leading to a
small white square. This is a shrinking potion that will let you get through
the narrowed end of the hallway. Drink the shrinking potion and you can get
through to the red code room.

32. Red Code Room
=================
The red code room has five symbols on the wall.

.   .    ---.      .   .   .   .
|   |       |      |   |   |   |
|---|    ---+---   |---|   |---+---   |   |
|   |       |      |   |   |   |      |   |
`---'    ---'      `---'   `---'---   `---'

We have all the symbols we need to solve this code, which is 29275.

Use the sheet of paper on the anvil, give the paper a code of 29275, and put
it in the hopper.

Because you are shrunk down in size, it may be tricky to get the paper in the
hopper. Aim the paper high up in the air and use your drop button, to toss the
paper to the hopper.

Head back anti-clockwise to the lava, but don't use it yet.

33. Shears for Escher
=====================

The shears in the dispenser will also be useful for the Escher cube, so get at
least 3 shears from the shears dispenser beneath the lava. Go to the top of
the ladder where you can see the cube room and put all the the shears into the
dispenser. You'll then be able to pick them up when you are on the cube side.

34. Green Code Room
===================

Take the lava back to the lower chamber and through the block puzzle room to
the corridor with the paper dispenser. We know the green code is 51682 so take
a sheet to the green code room, and use the anvil to put the code 51682 on the
paper and in to the hopper.

We now have three achievements, and this is a good time to head in to the
Escher cube.

35. Red Wool
============

Head on back through the corridor to the force field puzzle room, down the
hole in the middle, and follow the path in the direction of the symbol.

When you enter the cube room, there is a notched-out area in the path towards
the cube. Step down there and you'll find that you can drop to a passageway
below, with access to the blue underside of the cube.

Following the path back to the wall, there's the ladder and dispenser that you
were on the other side of earlier, and the dispenser contains the items that
you put in there. Take out the items and carry on down the pathway, avoid the
lava, and you'll be back at the entrance.

Now you can drop one of your items on to the pressure plate. You can now carry
on through to the other pressure plate where you can drop something else on
it, and have a pathway back. Come back to the first pressure plate and pick up
the item that you left on there.

Now you can take the path at that first pressure plate towards the red side of
the cube, and use the shears to take your reward of the red wool. Some nice
fireworks occur to celebrate your achievement.

The red achievement on the right side of your screen now changes from a 1 to a
0, showing that you have finished the red part of the challenge.

If you attempt to carry on past the red side of the cube you'll find the way
blocked by a two-block high section, but above it is a pressure pad and some
blocks that will become useful.

36. Cross-shaped Symbol
=======================

So instead, follow the path away from the red side, and there you will find
the last symbol, a cross for the number 3.

    | 
 ---+--- This cross-shaped symbol across from the red wool is number 3
    |

The cross-shaped symbol lets us solve the blue and the orange codes when we
find their rooms.

37. Green Wool
==============

Now head away from the red side through to the cross-shaped symbol and around
the path, and activate the pressure plate. This causes some blocks to drop.
That's a block that will help us to go left from the red side of the cube and
get past the two-high wall, so leave an item on the pressure plate and head
back to the red side of the cube.

Because you left an item on the pressure plate, you can now head left from the
red side of the cube around to the green side, and use the shears on the green
wool.

You can now use the shears to remove the green wool for another celebratory
explosion.

38. Yellow Wool
===============

Carry on down past the green side of the cube, and you will end up at a path
that goes to the yellow side of the cube. The first exit won't be quite close
enough, but the next exit along the path comes in upside down to the yellow
side, where you can get close enough to use the sheers on the yellow wool.

The last three colour code room will be easy to deal with from here, but
before leaving the code room make sure to to put your shears away below the
entrance, in the dispenser. Then take the passage to the lava and we're ready
for the last lot to occur.

39. Collapsed Code Room
=======================

Take the passage in the direction of the number 5 sign back to the block
puzzle room, and up to the red code solution room. You'll see that it now
shows a light, indicating that it has been set correctly.

Head down through the different setting rooms to the orange room, checking on
your way that you have the correct setting for all of the others. As a
reminder, the pathway through these rooms is left right left left right.

They should all be correct, all that is except for the orange dial. We'll come
back to that when we return. Now head right to go down to the parkour pillars
and we'll advance time again to finish off this area.

Flip the recessed switch, go in to the flip the world, grab a potion, return
back to the lava, then out the corridor to the 2-high wall and use the jump-
boost potion to get over. Use the time travel chamber to go forward in time,
and back down the passage to the crumbled wall,and through to blue dial room
and parkour across to the chamber beyond it.

There you will find that the sapling has grown in to a tree, and we can use
the potion dispenser in the crumbled corner to jump up to its leaves.

This gets you up to a colour code chamber, but it's seen better days. When you
enter the floor under you crumbles away.

40. Blue Code Room
==================

Climb up the vines to the broken corner, where you will find some lava and a
sheet dispenser. Get a sheet from the paper dispenser and head down in to the
water.

Underneath the water you will find an entrance to the blue code room.

The blue code room has the following code:

.     .    ---.       .---.       .   .
|    .        |       |   |       |   |          |
|---'      ---+---    |---+---    |---+---    ---+---
|   |         |       |   |       |   |          |
`---'      ---'       `---'       `---'---

The code for the blue room is 49873, so use the anvil to put it on the paper
and give it to the hopper.

Head back up to the lava, in to the sapling chamber lava, our of the collapsed
corridor in to the void, then flip the recessed switch so that you can take
the parkour pillar lava out of there.

41. Coloured Beam Challenge
==========================

The orange code room is the last one to do, which is up at the coloured beam
challenge.

Use the corridor between the block puzzle room and the colours room, to gain a
potion effect then run back to the block puzzle room and leap up the hole in
the corner of the ceiling.

The ceiling hole has two exits, a lower one to where you can set up the
solution to a puzzle, and an upper one to the orange code room and when the
puzzle is solved to the orange dial.

Go up through the lower ceiling hole, and in the puzzle room you have to chart
an appropriate path from one end of the room to the other.

There are several beams in the room, and a switch determines where that beam
is placed. The ceiling has a guide to help you out, and you are to ensure that
you can get from one end of the room to the other using all differently
coloured beams.

From the entrance, that would be green, yellow, purple, then red. The green
and red purple are already correctly placed. The switch for the yellow beam is
beside the entrance, and the switch for the purple beam is where the two
purple beams intersect.

After checking that you have a continuous path from one end to the other, head
down to get another jump potion and jump up to the higher exit.

42. Orange Dial Selector
========================

At the orange dial you will find a paper dispenser which can be used later on.
Set the orange dial indicator to its correct position at the bottom left.

      |      |
      |      |
      |      |
------+------+------
      |Orange|
      |      |
      | Dial |
------+------+------
 oooo |      |
 o  o |      |
 oooo |      |

Now that the last coloured dial has been set, access to the purple code room
will become available for you.

43. Orange Code Room
====================

Take a sheet of paper from the orange dial paper dispenser, and head across to
the orange code room to see that the code there is:

   .       .     .   .   .        ---.         ---.
   |       |    .    |   |           |            |
---+---    |---.     |---.---     ---+---      ---+---
   |       |   |     |   |           |            |
   '       `---'     `---'---     ---'         ---'

The orange code is 34799 so put that on the paper and give it to the hopper.

Press the map button to find out where the orange dial and code rooms are, and
you'll see that there is only one place on the map that we haven't visited. We
weren't able to visit it until all six of the colour dials were correct.

Head back down to the large red dial room and we'll make our way to the purple
code room.

44. Purple Code Room
====================

Go back above the red dial chamber to the colour dial settings area, and work
your way down to the orange setting room, which is left, right, left, left,
right. The wall in the orange dial setting room has broken away to reveal a
paper dispenser and the purple code room.

The purple code room has the following code:

.   .    .     .    .---.        .     .    .   .
|   |    |    .     |   |        |    .     |   |
|---|    |---|      |---|---     |---|      |---|
|   |    |   |      |   |        |   |      |   |
`---'    `---'      `---'        `---'      `---'

The code for the purple code room is 24842. Enter the code that we now know
for the purple code room, and every single code room has been solved.

We only need now to collect the last of the coloured wool from the Escher
cube.

45. Blue Wool
=============

From the orange dial solution room, take the wrong path, that beingmarked with
the symbol, so that you end up by the block puzzle room. Head through to the
force field room, drop down and then in the direction of the symbol to the
cube room.

Go down and take some shears  from the dispenser and we can now remove the
last of the wool from the centre of the cube.

Since you are at the dispenser, you have easy access to the blue underside of
the cube.

Follow the path back and around to the orange side, and do you see the
corkscrew path aimed at the orange side? Well head back out away from the
orange side of the cube out the way you came, and and you are now on that
corkscrew path. Go down the spiral staircase and use the shears to take the
orange wool.

46. Purple Wool
===============

Take the path back to the orange entrance, and around to the red side corridor
where the cross-shaped symbol is found. Carry on past the pressure pad to
where you the path goes under the cube to access the purple side underside of
the cube. There's a path blocking your way to the purple side though.

Turning right you can make your way through to where the green side is up, and
travel along the top. Near the end of the path you'll find a switch which
removes a section of the path. This is the section that you need to remove to
get to the purple side, but it also prevents you from getting back. Put the
switch back to restore the path, and you now know about the switch that you
need to find.

Head back to where the purple side is underneath, and by the blocked path is
an inset part of the path that lets you drop down below. When you follow the
path through though it ends at a dead end.

Head back out and the room has turned upside down, giving you access to the
switch that you need to flip. Go back in to the dead end and when you reach
the end of it, the room once again turns right-side up.

You can jump back up to the path that you came down from, and access the
purple underside of the cube. Use the sheers to remove the purple wool from
underneath the cube, and that is the end.

47. The End
===========

Enjoy the final explosive moments, and make your way to the exit for a view of
the workings behind the map, and a return back to the beginning.

48. Dial locations
==================

There are 6 dial selectors in the map.

Red dial - in the block puzzle room
Orange dial - at the coloured bridge
Yellow dial - above the starting chamber
Green dial - beyond the frozen fountain
Blue dial - in the crumbled passageway
Purple dial - in the parkour room

49. Dial settings
=================

 Blue |Purple|Yellow
      |      |
------+------+------
 Green| .--. |
      | `--' |
------+------+------
  Red |      |
Orange|      |

50. Symbols
===========

.---.
|   |
|---|--- This wind-up key symbol in the force field room is number 8
|   |
`---'

.   .
|   | This lower case u beneath the force field room is number 5
`---'

    |
.---+--- This dog-shaped symbol at the orange dial setting is number 6
|   |
`   '
---.
   |
---+--- This trident symbol in the world-flip chamber is number 9
   |
---'

|   |
|---|--- This partial hash symbol in the crumbled passage is number 7
|   |
`---'---

.---.
|   | This small square symbol above the parkour pillars is number 1
`---'

.   .
|   |
|---| This upside down A in the sapling chamber is number 2
|   |
`---'

.     .
|    .
|---.   This upside down R from the papers please chamber is number 4
|   |
`---'

    | 
 ---+--- This cross-shaped symbol across from the red wool is number 3
    |

51. Code Rooms
==============

The purple code is found beyond the orange dial setting room.
.   .    .     .    .---.        .     .    .   .
|   |    |    .     |   |        |    .     |   |
|---|    |---|      |---|---     |---|      |---|
|   |    |   |      |   |        |   |      |   |
`---'    `---'      `---'        `---'      `---'
The symbols are found in:
- the sapling chamber
- beyond the pillars chest
- the forcefield room
to get the code 24842.

The Green code is found between the red dial and the forcefield rooms.
                       .       .---.       .   .
                       |       |   |       |   |
.   .     .---.    .---+---    |---+---    |---|
|   |     |   |    |   |       |   |       |   |
`---'     `---'    `   '       `---'       `---'
The symbols are found in:
- beneath the forcefield room
- the upside down parkour pillars
- the orange dial setting room
- the forcefield room
- the sapling chamber
to get the code 51682.

The Red code is found beyond the crumbled passage.
.   .    ---.      .   .   .   .
|   |       |      |   |   |   |
|---|    ---+---   |---|   |---+---   |   |
|   |       |      |   |   |   |      |   |
`---'    ---'      `---'   `---'---   `---'
The symbols are found in:
- the sapling chamber
- the world-flip chamber
- the crumbled passageway
- beneath the forcefield room
to get the code 29275.

The Yellow code is found beyond the frozen fountain.
    .       .     .                       .   .
    |       |    .                        |   |
.---+---    |---.     .---.     .   .     |---+---
|   |       |   |     |   |     |   |     |   |
`   '       `---'     `---'     `---'     `---'---
The symbols are found in:
- the orange dial setting room
- beyond the pillars room chest
- the upside down parkour pillars
- beneath the forcefield room
- the crumbled passageway
to get the code 64157.

The Orange code is found above the red dial chamber.
   .       .     .   .   .        ---.         ---.
   |       |    .    |   |           |            |
---+---    |---.     |---.---     ---+---      ---+---
   |       |   |     |   |           |            |
   '       `---'     `---'---     ---'         ---'
The symbols are found in:
- the large cube red passageway
- beyond the papers please challenge
- the crumbled passageway
- the world-flip chamber
to get the code 34799.

The Blue code is found below the collapsed code room.
.     .    ---.       .---.       .   .
|    .        |       |   |       |   |          |
|---'      ---+---    |---+---    |---+---    ---+---
|   |         |       |   |       |   |          |
`---'      ---'       `---'       `---'---
The symbols are found in:
- beyond the papers please chest
- the upside down chamber
- the force field room
- the crumbled passageway
- the large cube red passageway
to get the code 49873.

52. Map
=======

          .===.
          |RCR|
          `==='
            |
          .---.                       .---.
.---------:SPC:                       :URS:   .===.
|         `---'                       `---'   |BCR|
|           |                           |     `==='
|         .---.      .---.     .===.  .---.     |
|         |ASR|      |CBC|-----|OCR|  :PPC:   .---.
|         `---'      `---'  |  `==='  `---' .-:SDC:
|           |               |           |   | `---'
|     \   .---.             |   .===. .---. |   |
|  ---->--:TSR:             |   |PCR| |PPR|-' .---.
|     /   `---'             |   `===' `---'   |CCT|
|           |               |     |     |     `---'
|           |      \      .---. .---. .---.     |   .---.
|           `------->-----|BPC|-:CDS:-:WFC:---------:TTR:
|                  /   |  `---' `---' `---'         `---'
|                      |    |
|                      |  .---.      .---.
|                      |  :FFR:------:BFF:
|   .===. .---. .---.  |  `---'      `---'
|   |YCR|-|SLE|-:FFC:--'    |          |     .=======.
|   `===' `---' `---'       |     /    |     ║ .===. ║
|                           |----<-----------║ ║ECC║ ║
|                           |     \          ║ `===' ║
|                         .===.              `=======
|                         |GCR|                  |
|                         `==='                  |
|                                                |
`------------------------------------------------'

LEGEND
.---.         .---.            .===.            .===.
:   : A Room  |   | Dial room  |   | Code Room  ║   ║ End Room
`---'         `---'            `==='            `==='

RCR - Red Code Room               BPC - Block Puzzle Challenge
SPC - Shrinking Potion Challenge  CDS - Colour Dial Settings
URS - Upside-down R Symbol        WFC - World Flip Chamber
BCR - Blue Code Room              TTR - Time Travel Room
ASR - Yellow Dial Selector        FFR - Force Field Challenge
CBC - Coloured Bridge Challenge   BFF - Beneath Force Field
OCR - Orange Code Room            YCR - Yellow Code Room
PPC - Papers Please Challenge     FFC - Frozen Fountain Challenge
SDC - Sapling Dispenser Chamber   SLE - Secret Light Entry
TSR - The Starting Room           FFC - Frozen Fountain Challenge
PCR - Purple Code Room            ECC - Escher Cube Challenge
PPR - Parkour Pillars Room        GCR - Green Code Room
CCT - Collapsed Corridor Traverse