It’s been a long and difficult climb, but if you’ve made it this far, you are at the summit of The Tower, and have entered The Exiles, which is easily the strangest area within the entire game, which plays host to the original inhabitants of The Tower, the Anchorites.
This is where you will discover The Anchorite Language, and where you will complete your Journal by becoming a pentalingual adventurer.
Mercifully, this will be the shortest portion of the game, but that’s only because if you want to see all that Chants of Sennaar has to offer, you’ll have some extras to do when you finish up in this area of the game.
But we can get to all of that later; until then, let’s focus on becoming the best Anchorite we can be. Here is Indie Game Culture’s Chants of Sennaar Exiles Guide.
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All Chants of Sennaar Walkthroughs
Before you get started, just in case you’d find them useful, here are all the other Chants of Sennaar Guides that will help you through each portion of the game and get you to the top of The Tower:
- Chants of Sennaar Abbey Guide
- Chants of Sennaar Fortress Guide
- Chants of Sennaar Gardens Guide
- Chants of Sennaar Laboratories Guide
Chants of Sennaar Exiles Guide – Full Walkthrough
It’s Lonely At The Top
As you step out of The Laboratories and into The Exiles, you’ll immediately get the sense that all is not quite right here. To start, head to your left, and you’ll pretty much immediately come to a Mural on the wall.
Examine this and use it to draw contextual clues; you should be able to work out the first few Anchorite Glyphs, which are ‘Tower,’ ‘People,’ and ‘Exile.’

Head left of the Mural, and as you travel along, be sure to stop and talk to The Anchorites, who are plugged into the machines. It’s all getting a little bit like The Matrix, but I’m sure it will all make sense soon.
You’ll eventually come to a Gold Portal, which works a little differently from the standard Teleporter/Portals dotted around The Tower. As far as puzzles go, these are pretty weak, to be honest.
You’ll need to look at the Glyphs from pre-deciphered languages and line them up so that each Glyph connects to form a complete line with corresponding Glyphs.
Basically, using what you know, fill in the blanks. You could sit and play around with it and get it eventually with no context whatsoever, but to save time, here is the first solution:

Then, through doing this, you will then have access to Glyphs in your Journal, which are ‘Seek,’ ‘Human,’ ‘Make/Create,’ ‘Me,’ ‘Talk,’ and ‘Key.’

From here, head across the bridge behind you, and in the next area, you can unlock the last Teleporter/Portal in the game.
Then head to your right and talk to some more plugged-in Anchorites. This will take you in a loop back to the starting area, so when you chat with them, come back to the Teleporter/Portal and then head left.
You’ll want to keep heading left, and you’ll see a Golden Portal, but leave it for now as means less running around. Instead, head up the stairs, and past the huge Stone Face that’s shooting lasers out of its eyes and mouth; this will take you to a locked door, which will be very important later, but is inaccessible right now.
However, you will find your second Golden Portal in this room, and here is the solution to that puzzle:

Naturally, this discovery will reveal a further six Glyphs that can now be added to the Journal. These are ‘Fear,’ ‘Open,’ ‘Greetings,’ ‘Not,’ ‘Wait,’ and ‘Plural.’ Which believe it or not, means you’re practically halfway through already.

Now, you’ll want to run back past the Stone Face and interact with that Golden Portal that we ignored earlier. This is the solution for that particular puzzle:

Which, as you will have guessed by now, gives us another batch of six Glyphs. This time, the Anchorite words we learned are ‘Death,’ ‘Up,’ ‘Door,’ ‘You,’ ‘Go,’ and ‘Help.’

Meeting Your Maker
After this, head right and past the area where the Anchorites seem to be playing video games, which is really meta. Push on past them, and in the next area, you’ll find a door that needs a password of sorts.
You’ll need to match the Anchorite Glyphs for Key, Open, and Door. But seeing as you have all these already at your disposal, this is a very easy task.

This will then take you to an area where you will meet an Anchorite who has been expecting you, but before you follow him into the next room, you’ll need to solve some puzzles using the Control Panel in this room.
To solve these you will need to construct Anchorite Glyphs using portions of other Glyphs. Which essentially makes this a rather rudimentary jigsaw puzzle. You shouldn’t need the solutions to these, and solving each will unlock the rest of the remaining Glyphs
Here are the solutions just in case you need them though:
To Solve Puzzle One, working from left to right, build:
- Ascend – Go + Up
- Doors – Door + Plural
- Stranger – Me + ‘Not
- Come – Me + Go
Completing Puzzle One will unlock the Glyphs for ‘Come,’ ‘Doors,’ ‘Climb,’ and ‘Stranger.’

To Solve Puzzle Two, working from left to right, build:
- Die – Go + Dead
- Stop – Not + Go
- Revive – Not + Go + Dead
Completing Puzzle Two will unlock the Glyphs for ‘Die,’ ‘Revive,’ and ‘Stop.’

To Solve Puzzle Three, working from left to right, build:
- Peoples – People + Plural
- Us/We – Me + Plural
- Disregard – Seek + Not
- My People – Me + People
Then, finally, completing Puzzle Three will unlock ‘My People,’ ‘Region,’ ‘Us/We,’ and ‘Disregard.’

Which rather jarringly brings us to the end of your journey. You have now mastered all the languages in the game. You will then be invited into the next room with the anchorite, who will tell you that he created you to bridge the divide between his people and the other inhabitants of the tower, and he will then give you a special key.
This key will be used to Revive The Tower, and has the power to unlock all of those Purple Doors you kept seeking all over the place as you completed each segment of The Tower.
The player can head straight to the door near the Second Golden Portal from earlier and end the game right now for The Bad Ending, but if you want a True Ending, you’ll need to head to each of the Purple Doors and do all the added extras.
But don’t worry; we will have a guide ready and waiting for you should you decide to go that extra mile. But for now, that’s all she wrote on The Exiles.
Duolingo Ain’t Got Nothin’ On You
So there we are, technically at the end of our journey through Chants of Sennaar. You may want to continue on in search of that True Ending, but even to have got this far is one hell of an achievement.
I hope that our guides have been a huge help, and as always, thank you for reading Indie Game Culture.
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