Stand where it is true
A plate is solved only when every glowing loose end meets another, from where you are standing. Step aside and it comes apart. That is the whole of the first game.
The guide
A Penrose triangle is three right angles that cannot close in ordinary space. They close from exactly one place. The first game asks you to find that place, twelve times. The second asks you to walk the triangle after it has become a building.
Fig. 01 · The diagram
The ring is The Fourth Corner. Three right angles that cannot all be true, except from one place. The monument is The Fourth Fold, and the figure moving through it has no fixed down. This is a drawing of the two games, not a picture taken inside them.
Open the plate
A plate is solved only when every glowing loose end meets another, from where you are standing. Step aside and it comes apart. That is the whole of the first game.
From the fifth plate, a dial rotates a piece through a fourth direction. Colour marks depth in that direction. When you are right, the spare beam is simply no longer visible. Nothing was removed.
In the monument, the floor is whichever surface is under your feet. Three lights, a seam, and the echoes you leave behind carry you through six chambers and back to the door.
Game I · Twelve plates
You do not walk through these plates. You walk around them. Drag the view, or use the arrow keys. Hold Shift for a finer turn. A plate ends when the loose ends coincide from that one vantage.
The first four plates are ordinary space. From Tribar onward the triangle is already arguing with itself. From The Fourth Corner, the missing beam points along a direction the picture cannot show until you turn it. Q and E, A and D, and Z and C turn the dials. Hints are H. The plate list is P. R returns the view to where the plate began.
Fig. 02 · The monument
On the left, the twelve plates close into a triangle you can only hold from one place. On the right, that triangle has become rooms. Stairs run where a floor should be, and the traveller can stand on the wall.
Open the plate
Game II · Six chambers
The triangle you closed is now a monument. You are a traveller in it. Click a stone path or a light to walk. Q and E turn your perspective, or drag the scene. The three lights are Aster, Vela and Lyra. Collect them, cross the seam, and return to the circular doorway.
Later chambers stop being a path and become a disagreement about which world you are in. W moves you between Matter, Echo and Beyond. R, on a memory plate, leaves an echo of you to hold a gate. Gravity follows the surface under your feet, including the ones overhead.
Walk the triangle. Collect its three lights, then cross the seam to close the impossible circuit.
The same architecture exists in three dimensions of possibility. Shift W to reveal its missing stairways.
Stand on the marked plate. Leave an echo to hold the distant gate while you walk away.
One light waits beneath the cathedral. Gravity follows the surface beneath your feet.
Two pressure plates. Two echoes. Hold both, then carry the three lights through the sealed passage.
Perspective, memory and gravity converge. Restore the lights, leave your echoes, and close the final circuit.