Lexico Hint Guide
v1 by SDHawk
8/20/2006

Table of Contents
1. Introduction
2. Control Tips
3. Hints
3.a Products
3.b Manufacturing A
3.c Manufacturing B
3.d Supply/CPU



1. Introduction


Hi. I'm one of the primary developers of Lexico. Unfortunatley, since Lexico was made during a competition we didn't have enough time to throughly test it for user confusion, and being a puzzle game it's nearly impossible to test this personally for the developers since they already know the answers. As such there are a number of parts that are far more confusing than originally intended. This hint guide exists partially to alleviate the situation as well as removing some frustration when players get stuck on difficult parts. This isn't a walkthrough, it doesn't contain exact answers for every puzzle in the game (as I feel this practice makes a puzzle game nearly pointless), but it does give several hints for every puzzle that will make the game easier. Additionally, many are really big hints so only read this if you're really, really stuck.

Due to the partially non-linear structure of the game, puzzles are listed in geographical order. Also each puzzle is given a hint order of 1, 2, 3, etc. The higher the number the bigger the hint for those of you who only want a small one to set you in the right direction.

Drag your mouse cursor over the hints to reveal them.


2. Control Tips


A number of people have been confused about the menu (accessible by pressing Escape), mainly how to close it. Like every other computer panel in the game, you can close it by walking in any direction.

You press space to get out of the camera viewpoint.



3.a Products


Temperature Control (Two left from center room)
1. Even after Jaime fixes the door you still need to do something else.
2. Everything in this room should give you a good idea of how to open the door.
3. The room before this one has some hints.
4. One of the temperature control stations is locked behind another door.

(Up one from center room)
1. You need a battery to open the door.

(Up two from center room)
1. An NPC tells you the function of this room.

Crane room (Down one from center room)
1. The far right button activates the crane even though it doesn't lower.
2. You can only move the crane so far each direction. Once you max out both directions it will return to its resting position to move more crates.



3.b Manufacturing A


(Down one from entrance)
1. One of the NPCs gives a very important clue to the nature of the broken computer panel.
2. Not everything starts from the top.

Robot room (Right two from the entrance)
1. The number of robots is important.
2. The robots have more than just their positions.

Six computers room (Right three from the entrance)
1. The point of this room is to get one of the two batteries (yellow things) on the walls. The game won't tell you outside of the computer panels if you've got one, so if one is already missing you probably solved this puzzle without realizing it.
2. The primary goal is to turn on the far right computer.



3.c Manufacturing B


Password Input One (One left from central hallway)
1. The NPCs are not as useless as they seem.
2. A computer panel points you in the right direction

Password Input Two (Two left from central hallway)
1. The drill robots will help you with part of this one.
2. The password is scattered across the factory.



3.d Supply/CPU


Robot/Crates Puzzle
1. The goal is to get the robot to the other side.
2. Each command requires two glyphs, not one.
3. There are two possible glyphs for the first part of a command.

Password Input Three
1. This is the last puzzle in the game.
2. Not everything starts from the top.
3. Listening to NPCs will save you a lot of time.
4. The password is down one from the entrance of Engineering A.