Chants of Sennaar is a wonderful puzzle adventure that effectively gamifies the Duolingo experience. It’s a title that offers the player the option of walking away after completing every single language in the game and call it a day, but if you don’t want to end up getting The Bad Ending, you’ll have some extra work to do in a bid to Revive The Tower.
With the ability to understand five different in-game languages, you’ll have all the pieces of the puzzle needed to unlock The Purple Doors, solve the Portal Conversation Puzzles, and beat the befuddling end-game section to witness the True Ending for yourself.
However, it’s no walk in the park, even with all the Glyphs discovered. So allow us to help you ace this linguistic test. This is Indie Game Culture’s Chants of Sennaar True Ending 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
Chants of Sennaar True Ending Walkthrough
Disclaimer: Before you begin the process of Reviving The Tower, be aware that if you complete all the extra work and do so, you will not be able to earn the achievement linked to The Bad Ending.
So be sure to do this first by creating a separate save file, and then reinstate the old save when you have earned the Bad Ending achievement.
The Purple Doors
If you have been following our list of guides, you’ll have just completed The Exiles and will now have a Special Key that can be used to unlock a series of Purple Doors that are now marked on your map of The Tower.
You’ll probably have come across one or two of them throughout the run, but generally, they are pretty well hidden. So, let’s locate each of them and solve the puzzles within.
Purple Door #1 – Abbey
The Purple Door within The Abbey is probably the hardest of the lot to locate, in my opinion, as it is at the back of the scene, skewing the player’s view.

You’ll find this one by looking behind some foliage near the stairs to the area with all the Withered Plants. In this area, you will also find the ‘God Speaks’ statue.

When you enter, you will find an Anchorite who is plugged into The Exile’s machine. This will be the case for all the Purple Door Rooms, so get used to that.
You’ll then see a terminal on the other side of the room, and you will need to solve a puzzle that will have you using Glyphs to describe the scene shown in the image on the screen.

For this first puzzle, you will want to enter the Phrase: ‘Preacher Look Potion Potion’
This will grant you access to the next room. For every other puzzle after this one, this type of room will represent a Stealth challenge where agents of Exile will stand in your way, acting as security. However, The Abbey Purple Door Puzzle is just to set the scene, so continue to the room on the left.

This is where you will meet Exile, an AI program that is killing The Tower. They will plead their innocence, but don’t be fooled. Look around for a plug and disconnect his link to The Abbey. Then return to the Anchorite and they will establish The First Link on the way to Reviving The Tower.
Purple Door #2 – Fortress
We now move on to the Purple Door within The Fortress. This can be found if you head to the area with the large rotating statue near the beginning of The Fortress segment of the game. If you go to ground level in this room, and then look for a door to the right, you’ll soon locate The Purple Door.

Enter, and you’ll have another Terminal Puzzle to solve. Using the same logic as last time, you should be able to decipher that you should enter ‘Plural Warrior Carry/Possess Vessel.’
This will open the door and invite you to take on your first of three Stealth Challenges. This one is pretty straightforward, as there is only one Exile Guard in your way.

You’ll want to time your run to make it to the middle, and then when they pass you. you’ll want to quickly scoot to the other side. Repeat this process on the second protruding section, and then quickly head through the door.
This will allow you to access Exile again and disconnect them from The Fortress. Two down, two to go.
Purple Door #3 – Gardens
You’ll likely know already where the Purple Door in The Gardens is, because you’ll have come across it when searching The Sewers for a Translation Tabelt that sits outside the Purple Door.
To get there fast, simply go from the Portal/Teleporter in The Theatre and head through the door to The Sewer, then turn left, and you’ll be right outside.

Once inside, you’ll need to solve another Terminal Puzzle, and this time, the phrase you should use is ‘Theatre Bard Plural Go.’
You’ll then have the next Stealth Challenge to contend with, which is actually the easiest of the three despite the extra Exile Guard patrolling. You simply need to time your run to move clockwise with the patrolling guards and then quickly break off before the other Guard turns the corner to face you.

This will allow you to sever Exile’s hold over The Gardens, and you’ll only have The Laboratories to contend with now.
Purple Door #4 – Laboratories
Then, the final Purple Door in The Laboratories section of The Tower is easy to find. You need only head to the Library, and on the left of the building, head down the stairs and you’ll find the last Purple Door.

As is custom, you’ll then have to solve a Ternimal Puzzle and on this occasion, the phrase you’ll want to use is ‘6 Book Plural.’
This opens the door to your last and most challenging Stealth Puzzle. What you’ll want to do here is bide your time and find an opening to make it to the middle block and hide on the side closest to Exile’s face on the wall. If you get caught at this point, don’t sweat it because there is a pretty generous checkpoint here.

Then, when both guards up ahead have their backs turned, make a break for the door. Then, sever Exile’s link to The Laboratories, freeing the Anchorite and completing the Purple Door Puzzles.
But hey, we aren’t done Reviving the Tower just yet!
The Portal Conversation Puzzles
You may have noticed that when you unlock each Portal/Teleporter, there is a window where two different regions are trying to make contact, but you have to act as the interpreter and translate on their behalf.
This is an easy task to grind out at this point as you can just Teleport to each Teleporter/Portal and solve them one by one.
The difficulty comes through the transition puzzles, and if you don’t fancy deciphering these yourself, we have worked them all out below, allowing you to get through these puzzles in record time:
Abbey Portal #1

Alchemist: ‘You Help me’
Alchemist: ‘Plant Plural Dead’
Alchemist: ‘Me Not Want Plant Plural Dead’
Devotee: ‘Me Help You’
Devotee: ‘Me Make Potion’
Fortress Portal #1

Devotee: ‘Devotee Devotee Not Pass’
Devotee: ‘Devotee Devotee Not Make Music’
Guardian: ‘Plural Impure Make Music’
Devotee: ‘Warrior Warrior Love Music’
Fortress Portal #2

Guardian: ‘Plural Scientist Want Help Impure’
Guardian: ‘Plural Scientist Fear’
Guardian: ‘Plural Scientist Not Want Death’
Alchemist: ‘Warrior Plural Not Fear Monster’
Alchemist: ‘Warrior Plural Help Alchemist Plural’
Gardens Portal #2

Bard: ‘Human Me Greetings’
Devotee: ‘Me Me Not Man Man’
Devotee: ‘Me Me Not Free’
Bard: ‘Free Abbey Be’
Bard: ‘Abbey You Plural Go’
Laboratories Portal #2

Alchemist: ‘Me Seek Brother Plural’
Alchemist: ‘Warrior Plural Not Brother Plural’
Bard: ‘Book Me Find’
Bard: ‘Brother Plural Me Plural Be’
Alchemist: ‘Me Plural Brother Plural’
Laboratories Portal #3

Bard: ‘Music Warrior Plural Love’
Bard: ‘Fortress Bard Go’
Warrior: ‘Plural Chosen Carry Plural Instrument’
Warrior: ‘Plural Chosen Love Make Music’
Warrior: ‘Plural Chosen Go Fortress’
Changes To The Tower
This will be important for all of you achievement hunters out there. With each successful conversation, you’ll get a notification that something in The Tower has changed, and if you find each of them, you’ll get an achievement.
But to keep down exploration times, here are the exact places you will need to go to if you want each of these achievements to pop:
Feels Like Springtime – Abbey:

This is found in The Abbey in the area with all the Withered Plants. Head back there, and all the plants will be luscious and green.
Open Door – Abbey:

If you head back to the beginning area of The Abbey where The Warriors were guarding the way to The Fortress, the door will now be open, granting free passage.
Free At Last – Abbey:

If you head to the Market Area in The Abbey, in the back left corner opposite the Pottery Shop, you will find The Serf free at last and selling Model Ships
A Great Audience – Fortress:

If you head to the stairs near The Bells Room, where you previously saw all The Warriors gather, you can now witness A Bard’s Concert in the distance.
For Its Own Good – Laboratories:

Return to Laboratory #1, and you will find The Alchemists peering into a cage containing the Monster you encountered before.
Alchemist’s Express – Laboratories:

Right beside the Laboratory Portal/Teleporter #3, you’ll be able to access a Cable Car. Ride this down to The Garden to pop the achievement.
A Link to the Past – Laboratories:

In the Library, you’ll find a group of Bards. Simply sharing a room with these NPCs will see the achievement pop.
The True Ending
Okay, so you have effectively revived The Tower, and Exile has been Exiled. So, all that is left is to return to the end-game door and head on up the giant staircase. But wait, because when you do Exile’s Goons will pop out of doors to the left and right, shocking the player.

You’ll awake again, and you should head to the summit, but nothing seems to be all that different. You complete the game, and then inexplicably, the game seems to restart from the beginning.
Don’t panic, this is all part of the experience, so just continue as you would have done all the way back at the beginning, and you will get to the gate that teaches you the first Devotee Glyphs, but something’s not right.
The whole world seems a little bit topsy-turvy. You won’t be able to proceed normally, so head back, and you’ll find the man who helped you across the Waterways before.

He will do so again, and then you can push on to the next area. You’ll suddenly find yourself in The Fortress again, and you’ll be faced with a Terminal Puzzle much like those in The Purple Door areas. However, this time they are distorted by Exile.

You’ll still be able to make out that it resembles one of the Murals from The Abbey that we just walked past though, and if you check that Mural, you should work out that the desired phrase is ‘Plural Impure Make Music’.
Proceed forward, and you’ll now be outside The Theatre in The Gardens. There is a Theatre Doorman standing outside who will proceed to call you an Idiot; how charming.
Just ignore him for a second, head into the Theatre, and look in the little fountain nearby. Here you will find a Coin resembling the one you got from the Games Master in The Gardens.

Take this to the Doorman, and this will release your friend from The Abbey, allowing him to operate the Elevator inside The Theatre. Ride up and head into the Theatre where you can watch the show.
The show is a little different this time around, so be sure to watch for the differences, as they will help you solve the next Terminal Puzzle. This is Backstage, so head there, and if you managed to follow what was happening on stage, you’d know that the required phrase is ‘Brother Idiot Bard Find.’

This will take you to The Waterways in The Abbey, an area where you will need to explore and search for segments of Murals that are hidden around the area.
If you find them all, you should be able to decipher the phrase needed to solve The Terminal Puzzle, which is accessed at the door previously guarded by Warriors. This phrase being ‘Alchemist Plural Make Formula.’

At this point, The Monster will begin to chase you, and this will begin a fun action sequence where you will run through memorable areas of the game, aiming to evade the Monster as you do so.
See this through until you are on the Mine Cart track in The Laboratories, and at the end of that path, pull the Lever to kill the Monster for good.
This will free you from what was a simulation caused by The Exile. You’ll awake in The Exiles, and if you talk to the Anchorites, they’ll inform you that you saved The Tower and the people are free from Exile’s torment.

So now all that is left to do is climb up the Giant Staircase to the end of the game one more time, and on this occasion, the skies will be bright and cheerful, and you will be greeted by representatives of all the people you helped on your adventure. Which caps off your adventure, and Chants of Sennaar. Congrats!
A Linguistic Savior
So there you have it, people. This is how you achieve the True Ending in Chants of Sennaar and effectively how you achieve 100% completion in this masterfully created puzzle game.
I think for the fun end-game glitch sequence, the True Ending will be well worth pursuing, but hey, you make your own mind up. I hope this guide makes this end-game content as easy to finish as possible for you, and as always, thank you for reading Indie Game Culture.Â
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