Rhem 3 Hints

General Hints

  • 1 of 6: As in Rhem 2, write anything down that could be a hint, no matter whether it's a color sequence, a specific sound, or a line pattern.
  • 2 of 6: Always explore the spot you're standing at for hotspots (a change of the mouse cursor) in all directions you can look in. For me, the most difficult puzzles in the game were not button sequences or door codes, but keys hidden behind hotspots or hints seen on a ceiling, where no sensible human being would look upwards.
  • 3 of 6: Hints to puzzles can be everywhere, so explore the world in all states possible. If you have to open a door and can reach that spot afterwards again by a different path, you can be almost sure that a hint is hidden on the back side of the closed door.
  • 4 of 6: Press on every button you find. You can't do anything "wrong", which means that if a button is enabled, you get an audible feedback (most of the times a "ping" for success or a "honk" for failure). If you don't hear anything at all, the button isn't supposed to respond. If there's a LED next to the button and it changes from red to green, leave the button. Green light is right.
  • 5 of 6: Green = OK, red = failure and the decimal number system are the only cultural similarities between us and the Rhemians you can rely on. Every other symbol that makes sense in our culture, and that was not written down by Kales, might be a hint for a puzzle.
  • 6 of 6: Try everything that you can do. With one exception, you can't reach a dead end -- a point where you can't finish the game. And even that action must be forced with a "let's test what is happening" in mind, so you can save before doing it, and you can see immediately that you reached a dead end. I won't give more hints on that action here so as to not spoil the puzzle involved, so do save often.