FEZ decoding and collectibles guide: gradual hints and revisit checks
Covers identifying symbols, checking collected items and preparing to revisit. Answers involving inputs, numbers and time requirements open individually. Confirmed coverage is distinguished from unsettled conditions.
Edition: FEZ PC Steam base game, app 224760. Uses default keyboard controls; interpret console buttons by their action names.
Verification scope: Official PC 1.12 and follow-up fixes checked. Public sources compared as of 2026-10-04; current distributed build and actual gameplay behavior were not measured.
Sources checked: 2026-10-04
45 / 45 rows
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Record the location first, then open only the answer you need
This page collects representative decoding and revisit procedures. Do not confuse the game's total collectible counts with the number of objectives given specific solutions here.
Wide tables scroll horizontally.
| Answer | Landmark/use | What to check first |
|---|---|---|
| 01 | You want to read input symbols | The difference between movement and rotation |
| 02 | You want to read letters or numbers | Writing orientation and repeated matching shapes |
| 03 | Village interiors/classroom | The arrangement of portraits and papers |
| 04 | Waterfall and repeating platforms | Entrance and terrain shapes |
| 05 | Bell/lined blocks | Differences between faces |
| 06 | Sound or vibration mechanisms | Left/right distinctions and whether already collected |
| 07 | High-altitude observation equipment/clock | Local time of day and hand positions |
| 08 | Places to visit at night | Records of completed conversations |
| 09 | Documents found in chests | Keys and maps you hold |
| 10 | Additional difficult mysteries | Prerequisites and explanations that remain unsettled |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The numbers are navigation labels for this article, not in-game collectible numbers.
Hint 2 (spoilers)
Hint — revealClose
Hint 01 | Compare matching symbols
- Do not decide from a single sequence; record what the same shapes appear alongside elsewhere
- For objects that react to inputs, test just one button at a time
- If a paper has small and large symbols, consider that they may represent different types of meaning
If you do not want the answer yet, close this section here, note the location and explore another branch.
Answer 3 (spoilers)
Answer — reveal (spoilers)Close
Answer 01 | Read the inputs
Tetrominoes correspond to directions, jumping and left/right rotation. The room with a stone that lights up in response to inputs, near the giant statue toward the observation equipment, lets you investigate the mapping.
- In front of the large stone, try Up, Down, Left, Right, Jump, Rotate Left and Rotate Right individually, copying the illuminated shapes into your notes
- Use the classroom diagram to reinterpret vertically joined symbols 90 degrees counterclockwise and separate them into individual shapes
- Read the table below as action names, not PC keys. For example, "Right" means move right, while "Rotate Right" is a separate input corresponding to D
- In the stone room, enter Up → Jump → Rotate Right → Rotate Left → Jump → Down → Rotate Left → Rotate Right. Touch and collect the anti-cube when it appears
The action names remain the same even with remapped keys. Distinguish moving left/right from rotating the view left/right.
Hint 4 (spoilers)
Hint — revealClose
Hint 02 | Distinguish letters from numbers
Before opening the answer, check the following one at a time.
- Stage 1: Before copying inscription shapes letter by letter, observe the repeated action at that location
- Stage 2: For symbols that look like numbers, look for examples of the same value written in different forms. Consider shape orientation and addition separately
If you think you can proceed, close this section and return to the game.
Answer 5 (spoilers)
Answer — reveal (spoilers)Close
Answer 02 | Letter and number clues
Wide tables scroll horizontally.
| Type | Where to observe | Decoding procedure | Example check |
|---|---|---|---|
| Letters | Wooden door above the waterfall; the place with a fox and dog | Read the inscription from top to bottom, starting with the right column and moving left. Connect the fox jumping over the dog to an English pangram, then cross-check matching letter shapes in other words | Treat Q/K and U/V as sharing their respective glyphs |
| Numbers | Classroom beyond the 16-cube door; Counting Cube | The basic marks are Up = 1, Right = 2, Down = 3 and Left = 4. Add the values when marks are combined | Up + Right and the Down mark alone can both represent 3 |
| Number/input pairs | Numbered papers | Read the numbers → sort in ascending order → enter the corresponding actions | If one paper on a wall is unseen, getting the order right alone will not complete the sequence |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Story interpretations of the letters' meaning are separate from door-opening requirements.
Hint 6 (spoilers)
Hint — revealClose
Hint 03 | Look at arrangements indoors
Before opening the answer, check the following one at a time.
- Stage 1: In the portraits, look for parts biased to the left or right rather than features shared by everyone
- Stage 2: If papers bear another small mark, hypothesize that it gives their order. Check whether you have left an unseen back side after looking all the way around
If you think you can proceed, close this section and return to the game.
Answer 7 (spoilers)
Answer — reveal (spoilers)Close
Answer 03 | Inputs inside rooms
Wide tables scroll horizontally.
| Location/prerequisite | Inspect | Action sequence | Collection check |
|---|---|---|---|
| Village portrait room | The side on which each person's hat sits | Rotate Right → Rotate Right → Rotate Left → Rotate Right → Rotate Left → Rotate Left → Rotate Left → Rotate Right | Anti-cube appears |
| Village boiler room | Numbered papers. Examine the back side for the final paper | Up → Rotate Right → Left → Jump → Right → Rotate Left → Down → Rotate Right | Anti-cube appears. Check that there are 8 inputs |
| Classroom in the town behind the 8-cube door | Action symbols on the blackboard | Up → Left → Rotate Right → Jump → Rotate Left → Right → Jump → Down | Anti-cube appears |
| Achievement input with no specified location | Achievement description | Rotate Right → Rotate Right → Rotate Left → Rotate Right → Rotate Right → Rotate Left → Rotate Left → Rotate Left | Collect the associated anti-cube once |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Solving a QR code for the same reward elsewhere does not add another copy of that item. An old guide has a portrait-code sequence missing one input, so this article uses the 8-input sequence that matched independent sources.
Answer 8 (spoilers)
Answer — reveal (spoilers)Close
Answer 04 | Read entrances and terrain at the waterfall
Wide tables scroll horizontally.
| Item/objective | Prerequisite | Input/action | Afterward |
|---|---|---|---|
| Entrance stone | Reach the waterfall | Left → Rotate Left → Right → Rotate Right → Up → Jump → Down → Rotate Right → Rotate Right | Proceed to the water-level adjustment room |
| Wall whose symbols appear at night | Waterfall side; nighttime clue | Left → Rotate Left → Left → Right → Rotate Right → Down → Up → Rotate Left | Proceed through the opened door to the blinking platforms |
| Room with vertically repeating platforms | Entrance beside the waterfall opened with a bomb | Right → Rotate Left → Right → Jump → Rotate Right → Down → Jump → Up | Anti-cube appears |
| After changing the water level | Valve beyond the stone already operated | Revisit the bottom of each seaside branch | Add new entrances to the map |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Return to the normal gameplay screen when testing codes. Avoid entering them in menus or confusing moving right with rotating right.
Hint 9 (spoilers)
Hint — revealClose
Hint 04 | Look at another face of the same object
Before opening the answer, check the following one at a time.
- Stage 1: For the bell, compare marks on each face as well as pitch. For blocks, check the side view even if the front looks correct
- Stage 2: Puzzles involving counts differ from puzzles requiring matching shapes from several directions. Do not judge completion from only the face currently visible
If you think you can proceed, close this section and return to the game.
Answer 10 (spoilers)
Answer — reveal (spoilers)Close
Answer 05 | Counts and block orientations
Wide tables scroll horizontally.
| Item/objective | Initial hint | Solution/actions | Check |
|---|---|---|---|
| Bell | The numbers on each face give counts | Ring the same face as many times as its number. The values on the 4 faces are 1, 3, 6 and 10. Record which values you have finished before changing faces | The bell disappears and an anti-cube appears |
| 4 lined blocks | Central holes and lines on the blocks | Place blocks one at a time into holes where the line orientations connect. Carry the final block below using the small pillar as footing, then jump toward the upper floor and throw it up | The central entrance opens; collect the item beyond |
| 4 blocks and pink projections | One matching face is not enough | Match the projections to the wall shapes on each face. After placing the blocks, rotate through all 4 faces and adjust the central stack and depth | The reward appears when the shape works from every direction |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This guide does not use solutions exploiting the old positional drift of the 4 blocks. Additional PC 1.12 fixes adjusted block depth and penetration.
Hint 11 (spoilers)
Hint — revealClose
Hint 05 | Record sounds and vibrations
Before opening the answer, check the following one at a time.
- Stage 1: After hearing a short sound sequence, wait a complete cycle to find where the same sequence starts again
- Stage 2: Record left and right as well as counts. If you cannot identify the start of the repetition, compare matching sections in notes covering 2 cycles
If you think you can proceed, close this section and return to the game.
Answer 12 (spoilers)
Answer — reveal (spoilers)Close
Answer 06 | Sound and vibration inputs
Tuning-fork devices translate left/right stimuli into inputs. First listen to or feel one cycle, then record the same cycle, and finally enter it on the normal screen.
Wide tables scroll horizontally.
| Location | Entrance check | Left/right rotation sequence | If there is no response |
|---|---|---|---|
| Beyond the waterfall | Door with nighttime symbols → side door beside blinking platforms | Left, Right, Right, Right, Left, Right, Right, Left | Do not confuse this with the code on the stone in front of the waterfall |
| Green sewers | Locked small room | Left, Left, Left, Right, Left, Right, Left, Right | Stand on the tuning fork and identify the sequence's starting point |
| Red sewers | Small door reached by going around below the entrance | Left, Left, Right, Left, Left, Right, Right, Right | Separate from the item collected directly at the far end of the same region |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Every left/right entry in the table means rotation. Some sources reverse left and right for the waterfall tuning fork, so this article uses the sequence shared by GamesRadar and the Steam guide. Vibration behavior on current hardware has not been measured.
Hint 13 (spoilers)
Hint — revealClose
Hint 06 | Wait for moving objects
Before opening the answer, check the following one at a time.
- Stage 1: Compare the 4 faces of the same tower and observe whether the hands move at the same speed
- Stage 2: Before operating anything else, record when a hand overlaps a particular position on the clock face. Other faces may require different waiting times
If you think you can proceed, close this section and return to the game.
Answer 14 (spoilers)
Answer — reveal (spoilers)Close
Answer 07 | Observation and time requirements
Wide tables scroll horizontally.
| Item/objective | Prerequisite | Action/success cue | Revisit note |
|---|---|---|---|
| Stars through the telescope | Use the telescope inside at night | Record the star shapes in 4 directions. In normal view, enter Rotate Right → Jump → Jump → Right → Right → Rotate Right → Left → Rotate Right | Do not enter the sequence while looking through the telescope |
| Red hand | Upper clock tower | Collect the item appearing nearby when the hand points straight up. Its period is approximately 1 minute | If you miss it, wait for the next cycle |
| Blue hand | Another face of the same tower | Wait until it points straight up. Its period is approximately 1 hour | Return after exploring other branches |
| Green hand | Another face of the same tower | The straight-up position is the success cue. Its period is approximately 1 day | Record its current position and the time checked |
| Gray/white hand | Another face of the same tower | Check the straight-up position and collect the item | Sources conflict between 2-day and 7-day periods, so this article does not assert a fixed waiting time |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The clock's 4 items are separate collectibles. Current PC behavior concerning system time and whether restarting is necessary is unverified, so changing the OS date and time is not presented as a standard procedure.
Answer 15 (spoilers)
Answer — reveal (spoilers)Close
Answer 08 | Nighttime revisits and conversations
Owls appear at night. Approach and talk to them at 4 locations, then return to the large owl statue in the graveyard.
Wide tables scroll horizontally.
| Destination | Landmark to find | Action | Return location |
|---|---|---|---|
| Waterfall | Stone near the entrance and the nearby tree | Climb the tree at night and talk | Seaside junction |
| Forest cabin | Tree to the right of the cabin | Use mushroom bounces or similar footing to approach and talk | Room containing the cabin |
| High-altitude giant statue | Tree near the timed mechanism | Check the low tree at night and talk | High-altitude hub |
| Windmill | Tree in the upper industrial area | Check the tree beside the windmill at night and talk | Industrial hub |
| Large statue in the graveyard | After conversations at the 4 locations above | Enter the entrance that appears and collect the item above the statue | Return to the graveyard |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Record each location where you talked, not just a total of 4 conversations. An empty tree during the day does not establish that you missed an owl.
Answer 16 (spoilers)
Answer — reveal (spoilers)Close
Answer 09 | Collect documents and revisit
Wide tables scroll horizontally.
| Item/objective | Entrance/prerequisite | Action | Collection check/revisit |
|---|---|---|---|
| Writing Cube | Wooden door at the top of the waterfall | Climb the mushrooms and platforms, then open the chest above the inscription | Check the artifact in your inventory |
| Counting Cube | Door at the feet of the high-altitude giant statue | Proceed through another door from the section with a globe, then rotate to find the chest | Revisit from the high-altitude hub |
| Tome | Partway up the clock tower → museum | Grab and move the bookcase, then rotate the globe behind it. Turn it until the doorway faces the opposite side, then reach the chest through the revealed door | Return to the museum from the clock tower |
| Skull | Locked graveyard door; 4 grid-like maps | In the maps' numerical order, orient the room to match each map and enter the indicated entrance. Do not determine the order from the positions of the doors you emerge from. Beyond the final tree, swim to the chest on the right | Use the maps for precise orientation rather than relying on ambiguous screen-left/screen-right directions |
| Treasure maps | Chests at the lighthouse base, ruins, industrial area, graveyard and elsewhere | Align the map and room outlines in the same orientation, using them as clues to invisible platforms and doors | Individual routes to all 9 maps are not covered in this batch |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The screen position of the Skull doors changes with the room's orientation. Match the entrance face and order to the maps you hold, and avoid mistaking the exit position for the next answer.
Answer 17 (spoilers)
Answer — reveal (spoilers)Close
Answer 10 | Additional difficult mysteries and unsettled details
Knowing the inputs for red collectibles differs from being able to explain the developer's entire intended reasoning process. Unresolved theories are not treated as required correct answers for normal progression.
Wide tables scroll horizontally.
| Item/objective | Prerequisite/actions | Success check | Unsettled detail |
|---|---|---|---|
| Question room at the waterfall after lowering the water | The answer is METATRON. Face the entrance and arrange the letters from right to left, each lying 90 degrees clockwise. Hold each with the correct face visible, rotate to face the entrance, then place it with Down + Interact. Align the depth too and rotate twice | Red item appears | If there is no response, check depth and letter faces, swap the 2 T blocks and rotate twice again |
| Room below the seaside junction | Lower the water and examine the floor marks in first person. On the empty square, enter Up → Rotate Right → Up → Jump → Down → Rotate Left → Up → Down. When a large black object appears, move to the opposite mark and enter Down → Down → Rotate Left → Rotate Right → Rotate Right → Jump → Up | Red item appears | This article does not claim to have solved the intended derivation of the second-half sequence |
| Red flashes in the telescope | Record the red flashes at night, stop looking through the telescope and return to the normal screen. Enter Rotate Left → Rotate Left → Rotate Right → Rotate Left → Rotate Right → Rotate Left → Rotate Right → Rotate Left → Rotate Left → Rotate Left → Rotate Right → Rotate Left → Rotate Left → Rotate Right → Rotate Right → Rotate Left | Red item appears | Separate from the anti-cube obtained from constellations. These are 16 rotation-only inputs; do not include left/right movement |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This section includes actions to obtain the 3 red objectives. That does not mean every intended interpretation of their clues has been established. Individual routes to all 32 anti-cubes and all 9 maps are not covered.
Frequently asked questions
Nothing appears when I enter a code
Check movement versus rotation, the room where you enter it and whether menus are closed. You may also have collected the same reward through another clue already. Check using the closed answers for each location.
Can I use this without seeing every puzzle answer?
Open only the relevant number using the landmarks in the navigation table. Hints are also closed, letting you choose only the coverage you need.
Do I have to change the time to collect items?
Some objectives have time requirements, but changing the OS date and time is not made a required action. Check the relevant answer for what to wait for and landmarks for returning.
Does this page guarantee every collectible?
No. It covers representative decoding and revisits, and the answers explicitly identify types and conditions whose individual locations have not all been cross-checked.