Skip to content
Stars Reach Hub

Stars Reach Puzzle Solver: Open Adalos Loot Caches

By SukieUpdated October 11, 202611 min read

This Stars Reach puzzle solver opens the alien puzzle locks on rare, epic and legendary loot caches, the ones the game titles "A mysterious Adalos puzzle". Copy your grid into the tool below and it tells you which tiles to press. Then press exactly those, so you don't burn through the move limit by trial and error.

Playable Worlds added these puzzles in Early Access Update 8.4.0 and says they "intentionally lack instructions". So nothing in the game tells you the rules. The rules below come from an in-game screenshot and from players who have opened these caches on Steam and Reddit, and each one is labelled that way. Every puzzle is generated fresh, so there's no fixed answer list to copy. That's why this page gives you a solver rather than solutions.

Puzzle solver

Tap every tile that still shows an image, then press Solve. Tiles to press in the game get an orange ring. Pressing a tile flips it and the tiles directly above, below, left and right of it.

0 tiles marked.

Runs entirely in your browser. Nothing you enter is sent anywhere. The rules each solver assumes are explained below. If your puzzle behaves differently, tell us and we'll update the solver.

Which puzzle have you got?

Identify the type before you touch anything, because each one punishes a different mistake. Look at three things: what the tiles show, whether clicking a tile changes its neighbours, and what the riddle line under the grid says.

What you seeWhat clicking doesThe goalUse this
Tiles with images, some emptyFlips the tile you click and the ones touching it: 3 from a corner, 4 from an edge, 5 from the middleMake every image disappearSolver tab 'Clear all images'
A grid of symbols, about three kindsChanges the symbol on that tileNo symbol twice in any row or columnSolver tab 'No repeats'
A grid of symbols with repeatsSwitches a tile on or offRemove the duplicates so each row and column shows each symbol onceSolver tab 'Remove duplicates'
Shaded tiles, light to dark, with arrow-like buttons around the edgeShifts tiles (see the gradient section)Arrange the shades as a gradientRead the gradient section; no solver yet
How to tell the four reported Stars Reach cache puzzles apart. Types 1–3: player descriptions on Steam and Reddit (links in Sources). Type 4: the in-game screenshot in the r/StarsReach 'Legendary Loot Cache' post.

Count before you click

The legendary puzzle in the screenshot shows 'Moves left: 44'. Every click you spend working out the rules is one fewer for the solve. Set up the grid in the tool first and play only the moves it gives you.

Clear all images: the tap-and-flip puzzle

One player on the Steam forums put it this way: "the other you must remove all the images … be aware if you do a corner it's 3, if you do an outer middle side it's 4 and in the middle it's 5." That pattern is the classic Lights Out puzzle. Pressing a tile toggles that tile plus the tiles directly above, below, left and right of it. A corner tile only has two neighbours, so a corner press flips 3 tiles; an edge press flips 4; a middle press flips 5.

Two facts about this puzzle save you moves. First, order doesn't matter: pressing A then B gives the same board as B then A. Second, pressing the same tile twice undoes itself. Every solution is therefore just a set of tiles, each pressed once. The solver works the set out with a little linear algebra. When several sets would clear the board, it picks the one with the fewest presses, because these puzzles count your moves.

To use it, choose the number of rows and columns to match your grid, then tap each tile that still shows an image. Press Solve and the tiles to press in the game get an orange ring. If you'd like to check before spending real moves, switch on Test mode: taps then behave exactly like the game, and you can play the solution on the tool's board first.

Not every layout can be cleared. On a 5×5 grid, for example, a single lit corner on its own can never be cleared by any combination of presses. If the solver says 'no sequence clears this layout', you've almost certainly mis-copied a tile or picked the wrong grid size. A puzzle generated by the game will have a solution.

  1. Match the grid size (rows × columns).
  2. Tap every tile that still shows an image in your game.
  3. Press Solve and note the ringed tiles.
  4. In the game, press each ringed tile exactly once, in any order.
  5. If something looks off, close and reopen the cache to reset it (player report) and re-copy the grid.

No repeats: the symbol-grid puzzle

The second type, in the same player's words: "you must have 3 different images on each line but must not line up up & down and side to side." In other words, every row and every column must contain each symbol exactly once. Puzzle fans call this a Latin square; a 3×3 version with three symbols is the smallest case.

You can't type alien glyphs, so the tool uses letters. Decide that the first glyph is A, the second B, the third C, and tap each tile in the tool until it shows the right letter. Some tiles may refuse to change when you click them in the game. Turn on Lock mode and tap those tiles in the tool so the solver keeps them fixed.

One setting matters: whether a click in the game steps the tile to the next symbol in a fixed cycle (A to B to C to A). If it does, leave 'A click steps a tile to the next symbol' on. The solver then picks the valid arrangement that needs the fewest clicks in total and shows a click count on each tile. If your puzzle lets you pick a symbol directly, switch the option off; the solver then just minimises how many tiles change. The tool handles grids from 3×3 to 5×5.

Not sure how clicking cycles?

Click one tile three times in the game and watch the order of symbols it shows. Use that order for your letters (A, B, C), so the click counts the solver gives you match the game.

Remove duplicates: the on/off grid

A player who opened a legendary cache described a third version on Reddit: "for the legendary puzzle that is just on off for the lines, you need to get rid of the dupe in each row, left to right, up and down." The tiles show symbols. Some appear twice in the same row or column, and you switch tiles off until no row or column has a repeat.

This resembles a Japanese logic puzzle called Hitori. In standard Hitori there are two extra rules: shaded tiles can't touch side by side, and the remaining tiles must stay connected. We don't know whether Stars Reach enforces them. So the solver has a Strict rules switch. Try it off first, which finds the fewest tiles to switch off. If the game refuses that answer, turn Strict on and solve again.

Enter the grid the same way as the symbol puzzle: one letter per distinct glyph, tapping each tile until it matches. Set the number of different symbols first, so a tap cycles through only the letters you need. The counter under the grid shows how many tiles currently share a symbol with another tile in their row or column. If it reads zero, you're already done.

The colour-gradient puzzle (no solver yet)

The only in-game screenshot we could find of a legendary lock, posted to r/StarsReach, shows a different design altogether. The window is titled "A mysterious Adalos puzzle". The display reads "Moves left: 44" and "Pristine condition". The riddle under the grid reads: "Color survives many ruins. We trusted gradients where names would fail."

The grid itself is a 4×4 block of tiles, each a different shade from near-black to near-white, carrying small alien glyphs. Around it sits a ring of button tiles: one at each end of every row, one at each end of every column, and one in each corner. The riddle and the shades together suggest the goal is to arrange the 16 tiles into a smooth light-to-dark gradient. The edge buttons look like they slide a whole row or column one step. That is our reading of a single screenshot, though, not a confirmed rule. The player who posted it asked the obvious question themselves: which corner should be darkest?

We haven't built a solver for this one. We would have to guess what each edge button does, what the corner buttons do and which direction the gradient runs. A wrong guess would cost you moves you can't get back. If you've opened one of these, tell us through the contact page what the buttons do, and we'll add a solver.

  • Before spending moves, sort the 16 shades in your head from darkest to lightest and note where the darkest and lightest tiles sit. They tell you which corner the gradient most likely starts from.
  • Test one edge button and watch exactly which tiles move and in which direction, then write it down.
  • Fix the row or column that is closest to correct first, and avoid buttons that would scramble it again.
  • If the condition indicator starts dropping, stop and reassess (see the next section).

Moves, condition and what happens if you fail

The screenshot shows two meters: moves left, and the cache's condition ('Pristine'). Neither is documented officially, so what follows is what players report, not confirmed behaviour.

On resetting: a Steam player says you can reset a puzzle by closing and reopening it. That's useful if you've wasted moves exploring, but don't count on it for every cache type, because it's one report.

On failure: replies in the Reddit thread talk about damaging the cache or 'blowing yourself and it up', and about repairing and reassessing between attempts. We couldn't verify any of this from an official source, which is exactly why the solver asks you to enter the grid first and act second.

Are puzzle caches worth opening?

Usually yes, if the cost is a few minutes, and Playable Worlds has been tuning them to be worth the effort. The Ground Control update (8.5.0, early September 2026) changed loot caches across the board: 'The odds of a loot cache dropping something immediately useful are going up (usually food/meds at lower tiers and tools/clothing at higher tiers).' The same notes said 'we will also make the high end puzzle caches feel more worthwhile' and that caches would drop less often overall.

Players add two practical points. Some resources, coffee beans for example, have only been reported from loot caches, so a cache can be the only source of an ingredient you need. And if a legendary puzzle defeats you, selling or trading the unopened cache is a common suggestion in the threads. These are player observations, not official drop tables, which the studio doesn't publish.

PointStatusSource
Alien puzzles were added to lootConfirmedEarly Access Update 8.4.0 (official)
Puzzles 'intentionally lack instructions'ConfirmedEarly Access Update 8.4.0 (official)
High-end puzzle caches to be made 'more worthwhile'; caches drop less oftenConfirmed, as a stated changeGround Control Update 8.5.0 (official)
Each puzzle is different; there's no single posted answerPlayer reports, consistent across threadsr/StarsReach, Steam forums
Closing and reopening resets a puzzleSingle player reportSteam forums
Failing can damage the cacheUnverified player claimr/StarsReach
What we know about puzzle-locked caches, and where each point comes from.

Why there is no answer list

Some players expect a page of answers, the way older games had. Stars Reach is built to prevent that. Game director Raph Koster has said he wants the game to be "as wiki-resistant as possible", to keep the magic alive (PCGamesN interview, republished on starsreach.com in June 2026). Players confirm the puzzles follow suit: one Redditor who has opened several epic boxes says the puzzle 'was different each time'.

A solver is the honest answer to that design. It doesn't spoil a fixed secret, because there isn't one. It does the bookkeeping that makes the puzzles tedious once you understand the rules. If you'd rather enjoy the puzzle yourself, read the rules sections above and leave the tool alone, or use Test mode to check an idea without spending real moves.

Common questions

What is an Adalos puzzle in Stars Reach?

It's the alien lock on puzzle-protected loot caches: the in-game window is titled "A mysterious Adalos puzzle". Playable Worlds added these puzzles in update 8.4.0 and deliberately gave them no instructions. Players report several types, each generated fresh, with a move limit.

How do you solve the Stars Reach Adalos puzzle?

First identify the type. If every click flips a tile and its neighbours and the goal is to make all images disappear, use the 'Clear all images' tab. If rows and columns must not repeat a symbol, use 'No repeats'. If you must switch off duplicates, use 'Remove duplicates'. Copy your grid, press Solve and play only the moves it shows.

Is there a list of Stars Reach puzzle answers?

No, and there can't be: players report each puzzle is generated differently, and the developer designs the game to resist answer wikis. Use a solver: enter your own grid and get the moves for that grid.

Which loot caches have puzzles?

Players report puzzle locks on rare, epic and legendary caches. The official notes describe them as alien artifacts that 'may be hidden behind mysterious puzzles'.

Can you reset a Stars Reach puzzle?

One player on the Steam forums says closing and reopening the puzzle resets it. It's a single report, so test it on a puzzle where you haven't spent many moves.

What does 'Moves left' mean on the puzzle?

It's a move limit shown on the puzzle window: 44 on the legendary gradient puzzle in the only public screenshot. It's why you should solve the grid in the tool before clicking in the game.

Is the gradient puzzle solvable with this tool?

Not yet. What the edge and corner buttons do hasn't been confirmed publicly. This page explains what the screenshot shows and how to approach it carefully. Contact us with the button behaviour and we'll add a solver.

Does the solver work on mobile?

Yes. It runs entirely in your browser, on phone or desktop, and nothing you enter is sent anywhere.

Sources for this page

Every factual claim above traces to one of these. Where two sources disagreed, the disagreement is stated in the text rather than resolved silently.

  1. 01Playable Worlds: Early Access Update 8.4.0 — Alien puzzles added to the game; artifacts 'may be hidden behind mysterious puzzles'; puzzles 'intentionally lack instructions'.
  2. 02Playable Worlds: Ground Control Update 8.5.0 — Loot-cache changes: more immediately useful drops, high-end puzzle caches to 'feel more worthwhile', fewer caches overall.
  3. 03Playable Worlds (PCGamesN): Raph Koster on a 'wiki-resistant' MMO — The design intent behind puzzles without instructions or fixed answers.
  4. 04r/StarsReach: 'Legendary Loot Cache' (player screenshot and replies) — The in-game 'A mysterious Adalos puzzle' screenshot (Moves left: 44, Pristine condition, gradient riddle); player reports of different puzzles each time, the duplicate-removal rule, and failure consequences (unverified).
  5. 05Steam Community: 'Rare Loot Cache' thread — Player descriptions of the symbol-grid rule and the tap-and-flip rule (3 / 4 / 5 tiles), and that closing and reopening resets a puzzle.
  6. 06Steam Community: 'A few stupid questions' thread — Player reports on rare/epic caches being puzzle-locked and coffee beans coming from loot caches.
Sukie, editor of Stars Reach Hub

Sukie

Editor, Stars Reach Hub

Sukie is the editor of Stars Reach Hub. She has followed sandbox MMOs since the Star Wars Galaxies era and covers Stars Reach through its Early Access period.

Last reviewed October 11, 2026 · How we fact-check

Back to How to Play · or return to the Stars Reach homepage.