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
Searching does not open answer tables. Choose the answer you want to reveal.
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.
Wide tables scroll horizontally.
| Answer number | Coverage | When to open it |
|---|---|---|
| 01 | Departure and the first junction | You cannot leave the village/can only see purple doors |
| 02 | Seaside branches and platforms | You are stuck on crates, ladders or bombs |
| 03 | Machinery and water levels | You can see a windmill, well or green liquid |
| 04 | Regions beyond the forest | You can see lightning or many doors |
| 05 | High-altitude regions | You can see timed mechanisms or large observation equipment |
| 06 | Entrances for revisiting | You want to return to an earlier location to investigate |
| 07 | Normal progression requirements | You want to check the required collectible totals |
| 08 | Exploration after the first major endpoint | You are unsure which continuation option to choose |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Region names are editorial labels used as landmarks. Walkthrough sources use different names, such as Hub and Zu.
Answer 2 (spoilers)
Answer — reveal (spoilers)Close
Answer 01 | Departure and the junction
Wide tables scroll horizontally.
| Landmark | Entry requirement | Action sequence | Next landmark |
|---|---|---|---|
| Starting village | At the start | Read 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 works | Collectibles appear in the houses |
| Village houses and perimeter | Rotation acquired | Collect 8 bits in total indoors and outdoors. Climb down the vines below the village and head for the door requiring 1 cube | Outer stone tower |
| Stone tower on the perimeter | Leave the village | Whenever the path ends, rotate to a side view and follow vines and platforms upward. The 8 bits along the way meet the 2-cube requirement | Purple door above |
| Several purple doors | Pass the 2-cube requirement | Leave the 4-, 8- and 16-cube doors for now, climb the platforms and use the ordinary door at the very top | Sea and large warp gate |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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)
Answer — reveal (spoilers)Close
Answer 02 | Explore the seaside branches
Wide tables scroll horizontally.
| Regional landmark | Entrance | Objects to move and actions | After collecting/return route |
|---|---|---|---|
| Ruins with crates and purple floor switches | Ruins branch from the seaside junction | Move 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 first | Use the same principle beyond the opened door, then return through the small gate at the end of the branch with the cube |
| Lighthouse | Toward the lighthouse from the seaside junction | Open 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 connect | You can proceed from the upper lighthouse to the industrial area |
| Waterfall with a face | Toward the waterfall from the seaside junction | Carry 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 face | Collectible at the summit. Also check the side opening along the way before using the small gate |
| Floating cave pillars | Deep inside the bomb cave | Wait 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 bomb | Climb the exposed path |
| Tower with a bell | Toward the bell from the seaside junction | Explore 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 pattern | Return to the junction through the small gate after collecting |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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)
Answer — reveal (spoilers)Close
Answer 03 | Machinery and water-level regions
Wide tables scroll horizontally.
| Landmark | Prerequisite | Actions and checks | Next exploration |
|---|---|---|---|
| Industrial area beyond the lighthouse | Path from the upper lighthouse | Ride the rotating platform and move when the footing faces your direction of travel. Operate the screw platforms to align their height | Also check bits and chests in small rooms |
| Upper area with a windmill | Explore upward through the industrial area | Collect items on the platforms leading to the windmill and record return doors on the map | Nighttime landmarks are covered in the collectibles guide |
| Well | Connecting section of the industrial area | Press Down above the well to enter it | Room where you change the liquid level |
| Green liquid and valves | Beyond the descent into the well | Lower the liquid with the valve to reveal hidden doors. Adjust the height of floating platforms along with the liquid level | Sewer warp hub |
| Doors on several levels in the sewers | You can adjust the water level and platforms | Check chests and keys on lower levels before moving up. If you postpone a locked door, record where to return on the map | Another branch or an activated warp |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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)
Answer — reveal (spoilers)Close
Answer 04 | Explore beyond the forest
Wide tables scroll horizontally.
| Landmark | Entrance and prerequisite | Action | Return/defer |
|---|---|---|---|
| Forest and cabin above the seaside junction | Follow the ordinary doors above | Take 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 same | Activate the large warp |
| Rainy graveyard with lightning | Graveyard junction | Use lightning to see the outlines of floating platforms, and use surfaces where rain splashes as landing clues | Do not make large jumps while unable to see the footing |
| Tower branch in the graveyard | Enter through the ordinary door | Climb while collecting bits. Check the side doors at junctions separately from the collectible at the summit | Return to the graveyard through the small gate |
| Section lined with many doors | Locked door | Requires treasure maps and reading numbers. If prioritizing normal progression, record the location and leave it for later | See Answer 09 in the collectibles guide |
| Large head that turns to follow you | Upper graveyard branch | Grab and rotate the surrounding gravestones so they all face the same direction. Once the head stops, investigate the door behind it | Collect the item inside and use the small gate |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Invisible platforms, locked doors and decoding are separate problems. Check your location before using a new key.
Answer 6 (spoilers)
Answer — reveal (spoilers)Close
Answer 05 | Climb the timed mechanisms
Wide tables scroll horizontally.
| Landmark | Entrance | Action sequence | Exit/revisit |
|---|---|---|---|
| Path above the forest | Seaside junction → above the forest cabin | Pass the giant statue's throne and the pillar route to reach the high-altitude warp hub | Confirm that you have reached the warp first |
| Mechanisms that move platforms when wound | Branch toward the observation equipment | Wind the mechanism sufficiently and watch the remaining-time bar. Jump aboard once the platform rises, then rotate to a side view while climbing the vines | Regroup on stable footing beside the next mechanism |
| Paired blocks with eyes | High-altitude branch | Observe that they move when facing one another. Do not remain in the center where they can trap you | Use other orientations and their top surfaces as platforms |
| Large telescope | Beyond the timed platforms | Collect the cube outside and record the interior through the side door too | See the collectibles guide for the reason to revisit at night |
| Large clock | Toward the clock from the high-altitude junction | Wind the mechanism that raises the pillar and climb to the cube above. Also record all 4 faces around the clock | Time-dependent collectibles are not required for normal progression |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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)
Answer — reveal (spoilers)Close
Answer 06 | Find new entrances when revisiting
Solving the stone input near the waterfall entrance lets you enter the water-level adjustment room.
- At the waterfall, enter Move Left → Rotate Left → Move Right → Rotate Right → Up → Jump → Down → Rotate Right → Rotate Right
- Operate the valve beyond the entrance that appears to lower the water
- Revisit low areas around the waterfall, lighthouse, bell and seaside junction, looking for entrances previously hidden underwater
- 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)
Answer — reveal (spoilers)Close
Answer 07 | Where to go once you have enough cubes
Wide tables scroll horizontally.
| Current total | Destination | What to do there | If short |
|---|---|---|---|
| 4 or more | The 4-cube door among the early group of doors | Explore the wall village rooms, collecting bits and records | Visit the seaside branches |
| 8 or more | The 8-cube door in the same location | Explore the town rooms and classroom. Record clues to the symbols | Check unfinished bits and chests |
| 16 or more | The 16-cube door in the same location | Explore inside the town and locate the larger 32-cube door | Visit unfinished branches at each hub |
| 32 or more | The 32-cube door beyond the 16-cube door | Proceed to the star gate and climb the floating structure beyond. Enter the rotating device at the top when it reaches your face | 32 is the combined total of golden cubes and anti-cubes |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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)
Answer — reveal (spoilers)Close
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.
- After the credits, select New Game+ on the same save. Check your collected totals when it starts
- Return to the top of the village and advance the introduction to unlock first-person observation
- 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
- 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.