this is version 0.1 of my SIGNALIS shrine ACHTUNG's puzzle guide archive, meant to guide players through the many puzzles SIGNALIS places in-between Elster and her goal.the intent of this page is to provide answers to players of any experience level, and seeks to offer help for answering questions regarding the relevance of items, notes, and those who aren't puzzle-inclined and just wish for solutions. I understand, there is no judgement here.due to the nature of this page's creation being of carrd origin, it is very rudimentary and somewhat awkward. for this, I apologise. it is a beta meant to act as a bandage for my lack of coding skills, and seeks to offer this information as quickly as possible for those who need a concise source.THE LAY OF THE LAND
the puzzles shown in this site will not show their answers immediately. the formula is as follows:

  • a visual of a puzzle's location and where one would input its solution

  • a caption describing the puzzle and its deciding factors

  • a hint section explaining items, notes, memorizations, and explored locations required for the puzzle's solution

there will be no true solutions to any of the puzzles shown here, only resources to provide the dots to string together, until a way to not immediately show the solution to the puzzles is found or I format a website for neocities proper. I realize this defeats the purpose to an extent, but take it as taking swimming lessons before entering the deep end of the pool.all information shown here is from the steam release of the game unless told otherwise, and may be subject to being incorrect on other platforms. if you have solutions on other platforms that include the information above and are decidedly different than SIGNALIS's steam release, feel free to message my tumblr @adlr-s2301 with the information, and I will add the puzzle's alternatives.



THE PENROSE-512

the penrose-512 is the first area the player is active in, and is a relatively short area. this is considered the tutorial. it's encouraged to figure things out on your own, but if required, hints and solutions are here.


THE CRYOSTASIS CHAMBER

the first puzzle posed to the player. this puzzle can be found at the uppermost part of the penrose, but its most crucial piece can be found at the lowermost. to solve this puzzle, one must...

  • examine the flight deck

  • have an image of a white-haired woman

  • know how to manage the inventory commands

the item you receive when completing this puzzle is required for the next task the player is asked to complete...


THE AIRLOCK

a rather simple "puzzle" all things considered. to progress past this point, one must...

  • acquire the airlock keycard

  • have adhesive tape in the inventory

  • know how to manage the inventory commands

there will be multiple sequences in this game where one will combine items to unlock things or create new things. this guide will have a portion dedicated to chronicling optional items gained, and will include items gained in this manner, but as we continue, it will be assumed you'll be able to figure out when to use it yourself.

this is the final task asked of the player during their time in the Penrose-512.


SIERPINSKI-23 || B1-B4

the beginning of Elster's journey, and the first place you are free to do whatever you wish. as we go further down, the puzzles become much more complex and require back-tracking. as such, the puzzles will be addressed according to when they are first accessible rather than by floor.


CLASSROOM 4B SAFE

the first of many safes one can unlock, it falls under the jurisdiction of S-23's Protektors. to open this safe, one must...

  • explore B1 to discover the AULA room

  • have read the contents on their aperture card

  • have read the notes within B1's safe room

it is prudent to keep note of the report Adler makes on the accessibility of Protektor safe codes. we will be referring back to his report in the future.

the item you receive when completing this puzzle will open up access to B2...


B2'S SERVICE HATCH LOCKPICK

to go further in B2, an ARAR unit proclaims that the door requires a lockpick device to open. she says that the process to open it is trial and error, and most ceratinly is. the easily missable part is found somewhere else entirely. to open the service hatch and complete this puzzle, one must...

  • explored all accessible locations in B2 up until this point

  • examined the interior of the protektor elevator

  • have the service hatch key

  • have an understanding of how lockpicking works... hopefully.

when the door is unlocked, B2 opens up further for exploration.


the contents of this page will open up as puzzles are archived. please be patient, as the person running this page is an one-man team and quite busy.