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When the Zephyr III mission inDeliver Us Marsreaches the red planet, the first thing they come across is ARK Labos, which has become a massive solar array that beams its energy down to the colony on the surface. Unfortunately, the facility is abandoned by the time the Opera Team boards it.
Because of this, players havetwo puzzles they have to solveduring this chapter ofDeliver Us Mars. The first gives them access to the bridge, and the second restores power to the Labos engine. Read on to learn the solutions to both of these puzzles.

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Approaching the Bridge
After passing through several corridors, players will come across a STREAME emitter and a shut door. The first thing to do here is point the emitter at the receiver in the same room. This will open the door and let players access the next room.
In this next room, there’s a panel on the floor with bolts players can cut with the laser. Doing so will cause another emitter to rise up. Players can point this one at the receiver in the same room, and while that moves a nearby arm and exposes a third receiver and the door forward, there is no third emitter.

The key to this puzzleis to understand that the STREAME can work through glass. Point the second emitter at the first receiver to keep the door open, then point the first emitter at the second receiver to move the arm. Then players can go back to the second emitter and point it at the third receiver. This will close the door that leads back but open the door that leads forward. Players should see this when they’re done:
Restoring Power
After reaching the bridge, Opera Team will chat for a while until a new door opens and Kathy gets the order to fix the MPT converter.This puzzle is a bit more involvedthan the one on the way to the bridge.
First, players should note that each receiver on the main pillar has a different number of dots on the screen above it. This indicates the order of activation: 1 is first, then 2, and so on until 8. One of the four doors surrounding the pillar is open, and players can use one of the emitters in the next room to activate the 1 receiver. However, avoid using the second emitter for now.

Instead, check the back of the room for an ASE scanner. Players can have Kathy float over and activate it, or they can take control of AYLA and activate it that way. Either way, players can now enter a red room on the far side of the pillar and go around to the side. Cut the clamps on the airlock door to keep going.
The next room is full of discharging capacitors, and Kathy will take damage if she gets too close to them. However, she can destroy the capacitors and clear a path by using her laser. Players should keep in mind that Kathy must be somewhat close to a capacitor to use her laser, and the laser must touch the glowing ring to make them blow up.Unlike other laser puzzles, only a single touch is required.
After getting past the capacitors, players will reach another room with two emitters. Use the ASE scanner in this room to open the door back to the receiver pillar, and then point the emitters at receivers 2 and 3.
Also in this room is a tunnel AYLA can travel through. The opening is on the opposite wall from the scanner, and the entrance glows while players are controlling the ASE. Go through this tunnel to reach a third emitter room, and open the door to it by using another ASE scanner. The emitters here can point at receivers 4 and 5.
The last emitter room is easy enough to reach. Simply float down the side hallway, hit the button, and then open the door to the pillar room by cutting the clamps. Point these emitters at receivers 6 and 7, then head back to the first room to point the last emitter at 8. The troubles of chapter 3 are far from over, but that’s itfor the two big puzzles.
Deliver Us Marsis available now on PC, PS4, PS5, Xbox One, and Xbox Series X/S.
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