Chants of Sennaar Walkthrough – Part 12 (Formula, Transforming)
Chants of Sennaar Walkthrough
Level 1: The Devotees
- Part 1 (Entering the Abbey)
- Devotee Glyphs: open, close, door, greetings, you, me, man, devotee, warrior, god, hide, seek, go
- Part 2 (Coin and Lens)
- Devotee Glyphs: up, not, free, preacher, death, plant
- Part 3 (Church and Cemetery Puzzles)
- Devotee Glyphs: key, pot, lens, potion, music, instrument, make, abbey, church, cemetery, garden, talk, help, love, see
Level 2: The Warriors
- Part 4 (Frontier – Disguise)
- Warrior Glyphs: warrior, not, love, death, wait, go, plural, protect, chosen, impure, carry, lay, push
- Part 5 (Observatory, Treasury)
- Warrior Glyphs: duty, weapon, trolley, fortress, treasure, call, help, seek, scientist (+ bottle, crate, small, big)
- Part 6 (Ringing the Bells)
- Warrior Glyphs: big, small, bottle, crate, vessel, instrument, balance, key, sun, moon, bellman, build, music, fear
Level 3: The Bards
- Part 7 (Bards’ Gardens, Fruits)
- Bard Glyphs: plural, warrior, go/pass, not, beauty, be, love/like, greetings, question, bard, weapon, have, idiot, you, me, seek, find, instrument, music, comedy
- Part 8 (Windmill, Games)
- Bard Glyphs: hammer, pliers, saw, play, ascend, fire, path, windmill, theater, agora
- Part 9 (Theater, Compass)
- Bard Glyphs: book, monster, brother, compass, north, east, south, west, man, free, abbey, fortress
Stuck in Chants of Sennaar? Check out our walkthrough of Chants of Sennaar to find out the right formula and conduct the transformation.
Welcome to the Into Indie Games walkthrough for Chants of Sennaar. This is a story-oriented guide, and while we do cover validating glyphs, we will not always state what a glyph is until it is time to validate it.
For more information on Chants of Sennaar beyond this walkthrough, check out the official website here.
Part 12
From the mine hub, go northwest and down the stairs there to find the silver mine. As before, interact with the keycard reader next to the locked door and use your keycard on it. Proceed through the door.
In the next screen, go to the far west and interact with the minecart there to rescue the alchemist. After he’s gone, you’ll pick up a lighter.
Before exiting the silver mine, go east and look to the southeast to find a secret flight of stairs. Go down these stairs and pass through the doorway here. Here’s the last teleporter we had left to find – activate it.
Next, interact with the broken inscription on the wall to gain new glyphs. You may pull out your notebook after this. Fill it up as below.
Alchemist language: not, warrior, plant
Exit the room, go up the stairs, and through the door you entered the silver mine through.
In the mine hub, go all the way to the southeast and then proceed to the east on the next screen, past all the elevators.
Go to the far east again and in the next screen, take the easternmost door, so that you end up on this screen.
Here, interact with the lantern to the left of the door. Put the lighter in the lantern to ignite it. Then, fill up some glyphs as shown below.
Alchemist language: make, fire, help
When done, go through the door near the graffiti. Here in the dark, you’ll find the entrance to Laboratory 3. It is locked down, however, and you’ll need to enter the right code in the control panel to the right to enter.
Interact with the control panel. If you haven’t seen them already, you’ll find the full set of digits here, from 1 to 9. Exit the screen to fill up the digits in your notebook as shown below.
Alchemist language: 6, 7, 8, 9, 0
If you now return to the code you got from the hat in the library, you’ll find that the glyph there is a combination of the digit glyphs you have uncovered so far.
By using the machine in laboratory 2, you might find out how the number system of the Alchemists is represented. That is, the top-left glyph stands for ‘thousand’, the top-right for ‘hundred’, the bottom-left for ‘ten’, and bottom-right for ‘one’.
Therefore, the number on the note in the hat stands for 5039.
In the control panel, enter the numbers in the order 5, 0, 3, and 9. This will grant you access.
Enter through the doorway and view the blackboard on the wall in the back. This is the formula we seek – you will automatically inscribe it in your notebook as you exit the screen.
We can now exit the Laboratory 3 area – so go west, then south and then up the stairs to the west, so that we enter Laboratory 2. View the blackboard here and we’ll be able to validate our final glyphs from the alchemist language.
Alchemist language: transformation, formula, monster, fear
Go up the stairs now and to the very top of the stairs to find a doorway. Go through this doorway to land up at the refectory area. Make your way to the transformation room from here, either through the refectory or by going west, then north.
Here, we can finally forge the key we need. First, interact with the leftmost machine. Put in your silver ingot in the leftmost opening, and then your gold ingot in the second opening from right.
Once all four elements show green lights, exit the screen and use the middle machine.
Our goal now is to use the right quantity of each element, as shown by the formula, to forge the key. The formula, of course, shows the quantity of each element in the alchemists’ language.
Here’s the quantities you need: Gold – 1405. Silver – 0812. Carbon – 0046.
For gold, first press the second blue button from the left. Then, place your weights as shown below, and press the blue button in the middle.
For silver, press the first blue button from the left. Then, place your weights as shown below, and press the blue button in the middle.
Finally for carbon, press the rightmost blue button and then place your weights as shown below. Then press the blue button in the middle
Once you’re done with all three, go to the machine on the right and interact with it. If you’ve made a mistake, you can press the red button to discard your mixture. Otherwise, if you think you’ve got it right, press the blue button to forge the key.
With the key in hand, go up the stairs to the west and use the key on the little slot for the key. If the formula was right, the door will open. Otherwise, the key will be automatically ejected. If the latter happens, do the formula again and try not to botch it.
Once the door is open, go through it to leave the alchemists’ domain behind.
Proceed to the next part of our walkthrough of Chants of Sennaar here! (Coming soon!)