Puzzle

' The Travelers is a text-based game. You have to read the descriptions of things, and try to understand if they mean something. If you don’t, the Puzzle will be impossible. This is the only hint. ' - torogadude

“The Puzzle” is the main objective of The Travelers. It is a large, interconnected series of riddles and clues spread throughout the entirety of the map. As players progress through The Puzzle, they will uncover hidden items and work towards discovering the truth behind the game’s story.

The Puzzle’s clues can be segmented as individual problems: below are guides for every step of the public solution known so far.

WARNING: The following contains major spoilers for important plot elements of the game. If you are interested in uncovering the lore and solving the puzzle for yourself, do not read any further.

Step 0: the monument
When players create an account, they're instructed to travel to coordinates 0, 0 on the map. This is the center of the world; the location of the first monument.

Step 1: the eastern sepulcher
Once the player arrives at the sepulcher, they will find a poem and a clue contained inside.

Step 2: a small boat
Using a shovel to dig at the location will activate a brief cutscene.

Afterwards, the player will be presented with the blueprint for a small boat inside the hole they dug. The blueprint can be learned, but not taken from the hole.

Step 3: the furthest point
Following the lengthy journey, you'll arrive at a pyramid containing the next poem and clue.

Step 4: the four spires
Interacting with each spire produces the following events:

black
The screen turns black as the player's avatar passes out; awaking moments later to find the spire vanished completely.

"the spire has vanished; not even a mark on the ground represents where it once stood."

The first player to insert an unknown material fragment into one of the spires will be awarded with 15,000 xp. Each of the four spires can only be visited once.

the world shakes
Following the destruction of the fourth and final pyramid, all players online will receive a brief cutscene:

After exiting the cutscene, each player will receive a message in their event log hinting at the next clue.



Step 5: the furthest point (again)
Since the spires have now been destroyed, and no information is given besides the pull at the mind, the journey to the southwest corner was undertaken again, as it was the only point of interest in the southwest. However, please note this renders steps 3 & 4 as the first nonrepeatable steps of the puzzle as the spires are now destroyed and the text at the pyramid is now changed. The first player to have reached this new changed pyramid was awarded 75,000 XP.

the pedestal
A looting event is triggered, of which there are two options. The text will always read "the walls and floor are a perfect white, tapering into the ceiling to make a perfect point. a pedestal sits in the center, with a small label beneath it that states, "at the dawn of each near year, the gift is given, of which the heart must see.", and it will either award you an unknown material shard or simply be empty depending on the last time one was removed from the pedestal.

Step 6: the heart sees
After receiving the unknown material shard, one must travel to (0,0), the heart of the world. With the shard in hand, another option is revealed for the monument.

Step 7: under ashen ground and twisted root
This step of the puzzle is unique in the sense it is solvable in multiple locations. The following items are needed to solve this step: 1 unknown material fragment 1 unknown material shard 1 shovel Assuming you have followed the puzzle up until this point, and have looted buildings, these items should already be possessed. You must then take them to a forest (indicated by large swaths of the "T" character), and simply put the shard and fragment inside a hole, and then fill it. Immediately upon doing so, an interaction will start.

a diagram
year * 16807 % 2147483647 * 16807 % 2147483647 * 16807 % 2147483647 is how you get the coordinates.

You need to be there on the 33rd day of that year to get an unknown material key. When you receive the key a message pops up on screen indicating to go nw then w when you hit an ocean starting at 0,0.

Step 8: in the acid waters
One must now go to -76553, 47949.

the symbols-step9
The upper left box teaches us the difference between a prime and a non prime number. We have an arrow pointing from the prime number (3) to the number 125 on the right side. This indicates that we have to find the 125th prime number (691=W).

From there, we have 691^3 = 329939371. That number can be represented as (1 * 329939371) or (691 * 477481). The first pair is outside the play box, the second isn't. The arrow pointing to the left circle indicates that the coordinates are (-477481, -691).

a map and door
at this point you go back to near 0,0 to get a maximum security pass

Step 11: the underground headquarters continued
when you return from near 0,0 with the maximum security pass you are able to proceed

the symbols-step11
After converting the symbols to base 10, the numbers can be found to follow a pattern. The numbers in the leftmost column increase by 7, and the rows are consecutive powers of that number. Also, starting at the arrow in the bottom right and following it to the tile with the circle, each tile can then be assigned both a number and a direction. Treating each one of these as an amount of steps to take in each direction, starting from the underground headquarters (-477481, -691), gives -468878, +350820.

awake again
you now are able to make the alien material phaser and use it on the monument

Solution to the clue
We're looking to find the coordinates at the tip of the arc circle. Since we don't know the radius, we define it as being 2 times the length of the 15 degree angle where the 402238 line starts from.

The coordinates in the graphics are (120212, 448638).