Seven cards, seven clue chains
In Rivage, a copied code can send you across A.R.E.S. with almost no power left, only to fail at the last screen. For the tarot hunt, record the clue from your save before you make the trip. The crew’s scattered notes and odd machines will start to fit together.
These cards are optional. You can work on them across loops. K9 is Miranda’s record of saved discoveries; check it for a recording or image before repeating an errand. Plan to pick up physical objects again unless you have used the train’s duplication plate to carry one forward. The Hyperviolet (HV) flashlight reveals marks that normal light misses.
Hint: where to start
Each numbered card has its own trail: seven HV letters, a tiny card, a fully solved cube, Rafael’s drawing, Jahi’s record, two QR links, and two matching keys. Work on one trail per loop. If the power dies halfway through, keep the clue you found and start the next loop at the machine that uses it.
Spoiler: card locations and acquisition steps
- Card 1 — Garage manufacturing machine. Unlock requirement: HV flashlight, Level 5 access to Jonny’s doorway, Amaan’s computer, and Level 4 access to the Garage machine.
- Use HV to find the numbered letters in the bedroom hallway, upper Garage, upper Lobby, Observatory, upper Greenhouse, Jahi’s bedroom, and Fusion Core. Reach the Fusion Core through the portal in Jonny’s doorway.
- Put the letters in number order to make your save’s seven-letter filename. At Amaan’s computer, enter
extract YOURWORD.qpak, replacingYOURWORDwith those letters. Then entercat TarotRecipe.note. - Take the recipe’s parts to the manufacturing machine in the Garage. Make and collect the card. If extraction fails, check the seven numbered marks before spending another loop on parts.
- Card 2 — Laboratory microwave. Unlock requirement: Rafael’s bedroom, the upper Laboratory data disk, the train’s duplication plate, and Rafael’s computer on the upper Lobby floor.
- Pick up the 1/100-scale card beside Rafael’s bed.
- Get the data disk from the upper Laboratory. Use the train’s duplication plate to carry it into a later loop, then insert it into the computer on the upper Lobby floor. Read the file about the microwave phenomenon.
- At the Laboratory microwave, enter the time, temperature, and switch settings shown in your file. Put in the tiny card, run the microwave, and take the full-size card when it opens.
- Card 3 — Garage balcony bench. Unlock requirement: the Cubik’s Cube.
- Find the Cubik’s Cube during the route to higher station access.
- Solve every face of the cube, as you would a full Rubik’s Cube. Matching only the pattern used for Rafael’s access step does not finish this card puzzle.
- After the cube moves you to another Garage balcony, pick up the card from the bench in front of you.
- Card 4 — Horizon Probe arm in the Lobby. Unlock requirement: Rafael’s bedroom and the Lobby xylophone.
- In Rafael’s bedroom, inspect the wall drawing made of colored bars. Record the bars from left to right, naming each color in your notes.
- At the Lobby xylophone, play the colored keys in that same order. Use your drawing rather than a sequence from another save.
- When the Horizon Probe extends its arm, take the card from it.
- Card 5 — hidden drawer in Miranda’s record player. Unlock requirement: Jahi’s bedroom and safe, Miranda’s record player, and the slow-time circle in the Lobby.
- In Jahi’s bedroom, inspect the pocket watch beside the wall’s clock diagram for his birth date. At the safe, enter
000to reset it, then enter the date. Take the vinyl record. - Play the record all the way through on the player in Miranda’s bedroom. Its audio is saved to K9, so you can replay it after a reset without carrying the vinyl again.
- Stand inside the yellow slow-time circle in the Lobby and play the K9 recording. At its start, write down the short and long beeps in groups: short is a dot, long is a dash. Use the Morse poster in Jahi’s bedroom to turn each group into a letter.
- Return to Miranda’s record player and press its lettered buttons in the order you heard. Take the card from the drawer that opens.
- In Jahi’s bedroom, inspect the pocket watch beside the wall’s clock diagram for his birth date. At the safe, enter
- Card 6 — Greenhouse chess board drawer. Unlock requirement: the Lobby K9-upgrade computer, Rafael’s locker in the Pod Bay, the Greenhouse computer, the upper Laboratory data disk, the train’s duplication plate, and the decoder on the upper Lobby floor.
- Scan the QR code on the Lobby computer and the QR code in Rafael’s locker with a phone camera. Record both complete addresses, including their start and final digits.
- At the Greenhouse computer, enter the two addresses in its browser tabs. Record the hexadecimal lists for the white and black pieces. Hexadecimal uses digits and the letters A–F; copy each character exactly.
- Get the upper Laboratory data disk and use the train’s duplication plate to carry it into a later loop. Insert it into Rafael’s computer on the upper Lobby floor. Use its hexadecimal dictionary to turn both lists into chess-board positions.
- Return to the Greenhouse and place the white and black pieces at those positions. Take the card from the board’s opened drawer. If a page fails to load, check the full address before redoing the chess route.
- Card 7 — cabinet inside Amaan’s bedroom safe. Unlock requirement: Amaan’s Pod Bay locker and bedroom, Miranda’s locker key, and the train’s duplication plate.
- Read Amaan’s birthday message on the tablet in his Pod Bay locker. Use the 60th-birthday cake in the Kitchen cooler to work out his full birth date, then open the safe in Amaan’s bedroom.
- Take the key from Miranda’s locker and use the train’s duplication plate to make a second key. Plan a fresh loop if you need one to bring both keys to the safe.
- At the cabinet inside Amaan’s safe, turn the notches to fit and use both keys. Open the cabinet and take the card.
Check that you have cards numbered 1 through 7, and record the symbol on each in number order. The card names and symbols can differ between saves; the numbers are your reliable order.
Story and ending spoilers: what to do after the cards
Spoiler warning: The steps below describe the normal ending route and the actions that lead to Rivage’s secret ending. Stop here if you want to discover Miranda’s next move yourself.
Spoiler: the Arcade Coin route
- To see the normal ending, use Level 5 access to pass through Jonny’s doorway to the Fusion Core. While the console has power, select Pods, unlock Pod 01, and pull the yellow handle. Return to the Pod Bay and open the first pod on the left.
- For the secret route, let station power run out, then enter the arcade room off the Kitchen. At its safe, turn the arrow to the symbol on Card 1, then Cards 2 through 7 in order. Use the symbols from your own cards. Open the safe and take the Arcade Coin.
- At the arcade machine, look below the screen for the coin slot and insert the coin. Selecting the screen first starts the usual reset.
- Play the shooting game, survive its boss, and beat the displayed high score. On PC, move with WASD and fire with the primary mouse button. The run must reach the end; simply owning the coin or starting the game is not enough.
- Once the new high score is recorded, select the arcade screen to begin another loop. The secret ending plays when Miranda wakes.
Required steps: The seven card symbols open the coin safe. The coin starts the arcade game. Set a new high score, then start another loop for the secret ending. Still unclear: Seeing the normal ending first has not been established as a requirement. You can see it before the coin route if you want both endings, but focus on the arcade score if the secret ending has not played.

Comments will load when you reach this part of the walkthrough.