FEZ walkthrough: routes between regions and requirements for revisiting

Covers leaving the village, exploring each region, return doors and progression requirements. Optional exploration is distinguished from required conditions, and action sequences are closed by default.

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

36 / 36 rows

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How to use this walkthrough

The exploration order is one example. Once you reach the large seaside junction, you can investigate several branches in any order. Skipping one numbered step does not by itself leave you unable to progress.

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How to use this walkthrough: 8 entries
Answer numberCoverageWhen to open it
01Departure and the first junctionYou cannot leave the village/can only see purple doors
02Seaside branches and platformsYou are stuck on crates, ladders or bombs
03Machinery and water levelsYou can see a windmill, well or green liquid
04Regions beyond the forestYou can see lightning or many doors
05High-altitude regionsYou can see timed mechanisms or large observation equipment
06Entrances for revisitingYou want to return to an earlier location to investigate
07Normal progression requirementsYou want to check the required collectible totals
08Exploration after the first major endpointYou are unsure which continuation option to choose

Region names are editorial labels used as landmarks. Walkthrough sources use different names, such as Hub and Zu.

Answer 2 (spoilers)

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Answer 01 | Departure and the junction

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Answer 01 | Departure and the junction: 4 entries
LandmarkEntry requirementAction sequenceNext landmark
Starting villageAt the startRead the letter, climb to the top of the village and advance the event. Start the game after the simulated restart sequence and check that rotation worksCollectibles appear in the houses
Village houses and perimeterRotation acquiredCollect 8 bits in total indoors and outdoors. Climb down the vines below the village and head for the door requiring 1 cubeOuter stone tower
Stone tower on the perimeterLeave the villageWhenever the path ends, rotate to a side view and follow vines and platforms upward. The 8 bits along the way meet the 2-cube requirementPurple door above
Several purple doorsPass the 2-cube requirementLeave the 4-, 8- and 16-cube doors for now, climb the platforms and use the ordinary door at the very topSea and large warp gate

Your inventory will differ if you have already collected anti-cubes. The numbers in the table are requirements; they do not force you to collect items in the same order as this article.

Answer 3 (spoilers)

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Answer 02 | Explore the seaside branches

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Answer 02 | Explore the seaside branches: 5 entries
Regional landmarkEntranceObjects to move and actionsAfter collecting/return route
Ruins with crates and purple floor switchesRuins branch from the seaside junctionMove the rooftop crate onto the switch. In the next room, carry the crate across to the adjacent platform when the rising and falling platforms are at a suitable transfer height. For the final ledge that is too high while carrying it, throw the crate ahead firstUse the same principle beyond the opened door, then return through the small gate at the end of the branch with the cube
LighthouseToward the lighthouse from the seaside junctionOpen the locked door at its base and check the chest. Rotate that room 180 degrees to reach the next door. Climb when the rotating ladders connectYou can proceed from the upper lighthouse to the industrial area
Waterfall with a faceToward the waterfall from the seaside junctionCarry the bomb on the back side, place it beside the cracked wall and move away. In the opened cave, rotate once the chain of explosions has broken the current faceCollectible at the summit. Also check the side opening along the way before using the small gate
Floating cave pillarsDeep inside the bomb caveWait in the orientation that lets the explosion spread to the next pillar, then show the next face after it spreads. If you fail, retry with the respawned bombClimb the exposed path
Tower with a bellToward the bell from the seaside junctionExplore the bits and ordinary door above first. Decoding the bell can wait. In the room with lined blocks, fill the holes in the orientation that continues the patternReturn to the junction through the small gate after collecting

Bomb durations in seconds and jump timings in frames have not been measured. Use the explosion position, ladder connections and platform height as action cues.

Answer 4 (spoilers)

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Answer 03 | Machinery and water-level regions

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Answer 03 | Machinery and water-level regions: 5 entries
LandmarkPrerequisiteActions and checksNext exploration
Industrial area beyond the lighthousePath from the upper lighthouseRide the rotating platform and move when the footing faces your direction of travel. Operate the screw platforms to align their heightAlso check bits and chests in small rooms
Upper area with a windmillExplore upward through the industrial areaCollect items on the platforms leading to the windmill and record return doors on the mapNighttime landmarks are covered in the collectibles guide
WellConnecting section of the industrial areaPress Down above the well to enter itRoom where you change the liquid level
Green liquid and valvesBeyond the descent into the wellLower the liquid with the valve to reveal hidden doors. Adjust the height of floating platforms along with the liquid levelSewer warp hub
Doors on several levels in the sewersYou can adjust the water level and platformsCheck chests and keys on lower levels before moving up. If you postpone a locked door, record where to return on the mapAnother branch or an activated warp

Do not treat the green liquid as ordinary seawater you can swim in. Use the liquid level and platforms instead of forcing a crossing with rotation alone.

Answer 5 (spoilers)

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Answer 04 | Explore beyond the forest

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Answer 04 | Explore beyond the forest: 5 entries
LandmarkEntrance and prerequisiteActionReturn/defer
Forest and cabin above the seaside junctionFollow the ordinary doors aboveTake the path from the cabin toward the graveyard. Check the doors you used on the map, and do not assume you are back at the entrance just because the scenery looks the sameActivate the large warp
Rainy graveyard with lightningGraveyard junctionUse lightning to see the outlines of floating platforms, and use surfaces where rain splashes as landing cluesDo not make large jumps while unable to see the footing
Tower branch in the graveyardEnter through the ordinary doorClimb while collecting bits. Check the side doors at junctions separately from the collectible at the summitReturn to the graveyard through the small gate
Section lined with many doorsLocked doorRequires treasure maps and reading numbers. If prioritizing normal progression, record the location and leave it for laterSee Answer 09 in the collectibles guide
Large head that turns to follow youUpper graveyard branchGrab and rotate the surrounding gravestones so they all face the same direction. Once the head stops, investigate the door behind itCollect the item inside and use the small gate

Invisible platforms, locked doors and decoding are separate problems. Check your location before using a new key.

Answer 6 (spoilers)

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Answer 05 | Climb the timed mechanisms

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Answer 05 | Climb the timed mechanisms: 5 entries
LandmarkEntranceAction sequenceExit/revisit
Path above the forestSeaside junction → above the forest cabinPass the giant statue's throne and the pillar route to reach the high-altitude warp hubConfirm that you have reached the warp first
Mechanisms that move platforms when woundBranch toward the observation equipmentWind the mechanism sufficiently and watch the remaining-time bar. Jump aboard once the platform rises, then rotate to a side view while climbing the vinesRegroup on stable footing beside the next mechanism
Paired blocks with eyesHigh-altitude branchObserve that they move when facing one another. Do not remain in the center where they can trap youUse other orientations and their top surfaces as platforms
Large telescopeBeyond the timed platformsCollect the cube outside and record the interior through the side door tooSee the collectibles guide for the reason to revisit at night
Large clockToward the clock from the high-altitude junctionWind the mechanism that raises the pillar and climb to the cube above. Also record all 4 faces around the clockTime-dependent collectibles are not required for normal progression

Waiting for a clock hand is different from operating a wind-up mechanism with a decreasing bar. You can retry the latter using actions on the spot.

Answer 7 (spoilers)

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Answer 06 | Find new entrances when revisiting

Solving the stone input near the waterfall entrance lets you enter the water-level adjustment room.

  1. At the waterfall, enter Move Left → Rotate Left → Move Right → Rotate Right → Up → Jump → Down → Rotate Right → Rotate Right
  2. Operate the valve beyond the entrance that appears to lower the water
  3. Revisit low areas around the waterfall, lighthouse, bell and seaside junction, looking for entrances previously hidden underwater
  4. Use the large gates to change hubs, then follow the map connections back to the target room

Lowering the water is a detour that opens access to more collectibles. Completing all of it is not a prerequisite for the normal ending. Distinguish movement from rotation when entering the code.

Answer 8 (spoilers)

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Answer 07 | Where to go once you have enough cubes

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Answer 07 | Where to go once you have enough cubes: 4 entries
Current totalDestinationWhat to do thereIf short
4 or moreThe 4-cube door among the early group of doorsExplore the wall village rooms, collecting bits and recordsVisit the seaside branches
8 or moreThe 8-cube door in the same locationExplore the town rooms and classroom. Record clues to the symbolsCheck unfinished bits and chests
16 or moreThe 16-cube door in the same locationExplore inside the town and locate the larger 32-cube doorVisit unfinished branches at each hub
32 or moreThe 32-cube door beyond the 16-cube doorProceed to the star gate and climb the floating structure beyond. Enter the rotating device at the top when it reaches your face32 is the combined total of golden cubes and anti-cubes

This table shows the route to the normal ending. It does not require fully exploring the 4- and 8-cube doors, collecting red items or collecting everything at the clock.

Answer 9 (spoilers)

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Answer 08 | Exploration after the first major endpoint

After the normal ending, you can continue collecting through New Game+ on the same save. This differs from erasing a save to start over.

  1. After the credits, select New Game+ on the same save. Check your collected totals when it starts
  2. Return to the top of the village and advance the introduction to unlock first-person observation
  3. Use the default PC Right Alt binding to switch to first person and examine symbols hidden on floors or the backs of objects. Return to the normal view before entering the required actions
  4. Revisit using the remaining question marks on the map as markers, and use the corresponding answers in the decoding guide

Being able to read a clue in first person does not mean another playthrough is required to enter the code itself. This guide does not claim that items obtainable early through known inputs are absolutely unavailable on a first playthrough.

Frequently asked questions

I went down a different branch from the walkthrough order

You can explore freely after the large junction. The article's numbers provide a convenient checking order, not the only correct route.

How do I return to an old location?

Return to a hub through a nearby warp, then match map connections with door positions to revisit. Distinguish small return gates from large gates between hubs.

It looks as though I am circling the same place

Some rooms repeat vertically, and some exits change position when you rotate. Check the current room on the map and the door you entered, then open only the relevant answer.

Are progression requirements the same as collecting everything?

No. Specific required totals are covered separately in the beginner guide's collectible requirements and Answer 07 on this page.

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