TV World Puzzles
Puzzles are a prominent component of the Dark Worlds. Many puzzles are scattered throughout TV World, with the majority of them based on the gameplay of The Legend of Tenna, and some involving the Stealth mechanic.

The clock puzzle in couch cliffs is similar to those seen in Card Kingdom's Field. The puzzle is located past the eye puzzle and consists of three pressure plates arranged in a triangle. Interacting with the clock on the wall activates the puzzle, and the party must step on each of the highlighted pressure plates simultaneously in order to advance. The order is as follows:
- One pressure plate, to the right.
- Two pressure plates, at the left and bottom.
- Two pressure plates, at the right and bottom.
Successful completion of the puzzle causes the spikes leading forward to retract.
The video game puzzles in the greater TV World take place within individual video game rooms styled similarly to The Legend of Tenna. When playing the game, Kris can play as one of the four playable characters, and can rotate between them by pressing [MENU] to switch controllers. They can stop playing the game by holding [CANCEL], and perform unique character actions by pressing [CONFIRM]. The following character actions are available:
- HERO_SWORD can push movable objects.
- HERO_AXE can lift and throw objects.
- HERO_SCARF can transform into a stationary block.
- Lancer's character can dig up tiles marked with "X". It is only accessible when having at least 1 LancerCon.

This puzzle is located in an optional path to the left of the first quiz room. It consists of two pressure plates at the top and four rows of X and hole tiles: two tiles at the top and bottom and four tiles across the middle two rows, forming a hexagonal shape. Initially, the second tile in the second row and the third tile in the third row are filled up, while the rest are marked with X.
To solve this puzzle, Kris must first retrieve a LancerCon from Lancer's video game room. They must then use Lancer's character to dig up the X tiles until all tiles are dug out and replaced with holes. Digging up an X tile automatically transforms it into a hole tile and vice-versa. Digging up each tile automatically digs up adjacent tiles.
Upon filling every tile, the tiles disappear and are replaced with a block Kris must place onto one of the pressure plates using either HERO_SWORD or HERO_AXE. They must then switch to HERO_SCARF and activate his block form over the other pressure plate to retract the spikes. On the other side of the spikes is a treasure chest containing a ReviveMint.

The Susie bridge puzzle is located in an optional path to the left of the northern Shadowguy hallway. It consists of a lake with sand tiles scattered throughout and a switch at the end. Bridge tiles are placed on the left side of the lake, and the goal of the puzzle is to construct a bridge to the other side.
To solve this puzzle, Kris must use HERO_AXE to lift the bridge tiles into the water. The easiest solution to this puzzle is to construct a bridge along the very top or very bottom of the lake. The central island contains a flower patch that, when pulled up, awards 20 POINTs.
Solving the puzzle unlocks a treasure chest containing 300 POINTs.
The spontaneous quizzes in the greater TV World occur in front of various sets of TV screens. In each, they ask a series of questions that must be answered correctly within the time limit. Answering incorrectly or failing to answer triggers a short hazard dodging sequence in which each TV screen spits stars that rain down onto Kris.

The first spontaneous quiz occurs in the first quiz room. It asks the following questions:
- WHAT'S THE REWARD FOR C-RANK?
- Answer: COOLER
- WHO RUNS THE GREEN ROOM CONCESSIONS?
- Answer: RAMB
The next quiz occurs immediately after the first. It asks the following questions:
- KRIS'S LAST NAME!?
- Answer: DREEMURR
- WHAT WAS YOUR RANK ON BOARD 1!?
- Answer: The player's rank attained on the first board of TV Time
The rapid-fire quizzes occur in the second quiz room. Four sets of TV screens ask a series of questions that must be answered within a significantly shorter time limit. These quizzes ask the following questions:
- Question 1, randomly chooses one of the following:
- WHICH NUMBER IS [BIGGER/SMALLER]?
- Answer: Whichever number is bigger or smaller.
- WHAT LETTER DOES [ABSORB/BANANA/APPLEBABABA/BANANABABABA] [BEGIN/END] WITH?
- Answer: A or B, depending on the word and the condition.
- WHICH NUMBER IS [BIGGER/SMALLER]?
- Question 2: CHOOSE [A/B]!
- Answer: A or B, depending on whichever letter the quiz asks Kris to choose.
The Stealth Zones in the greater TV World consist of long walkways guarded by searchlights. Stealth Zones are marked by railings indicating that the party can sneak along the wall. Getting caught in any of the searchlights sends the party back to the start.

The first Stealth Zone is located past the Goulden Sam room. It consists of three stationary searchlights followed by a vertically moving one. Getting caught in the searchlights warps the party behind the Goulden Sam cage in the previous room. At the end of the hallway is a trash can, which contains a switch that unlocks the door at the beginning.
Initially, the party moves slowly along the wall, but when encountering the moving searchlight, Susie suggests the party move faster. This allows the party to move faster in every subsequent Stealth Zone. Additionally, each spotlight bypassed awards 1 POINT. Bypassed spotlights will darken out, unable to award extra POINTs when bypassed again.

The second Stealth Zone is located past the Ribbick room and consists of two sets of moving searchlights, separated by an optional doorway to the Watercooler room. Getting caught in the searchlights warps the party back to the beginning of the room, behind a makeshift prison that can easily be escaped from.

The third Stealth Zone consists of multiple sets of moving searchlights. Getting caught warps the party behind the Goulden Son cage at the beginning of the room.

The parental lock rooms consist of puzzles similar to the video game puzzles in the greater TV World. Unique to the first two puzzles is the ability to plug in the OddController in order to use HERO_SWORD's sword if Kris had progressed far enough into the Sword Route by collecting the Ice Key. If they had not, Susie mentions that she smuggled her controller, allowing Kris to play as HERO_AXE. The third puzzle is deactivated if the Shadow Mantle holder is defeated.

The first parental lock puzzle occurs at the very beginning and consists of three screens. Kris's current character spawns in the middle screen, which is initially entirely filled with weed tiles. Removing the weeds reveals holes arranged to resemble the number 2.
Going to the right, the character appears in the left screen, which contains holes arranged to resemble the number 1. There are obstacles covering up the holes, which can be removed either by striking them with the sword or using HERO_AXE to lift them out of the way.
Going to the right, the character appears in the far right screen with a switch to the bottom-right. Activating the switch, either by throwing an object onto it or striking it with the sword, reveals tiles in the shape of the number 3.
The arrangement of the screens makes it seem like the correct code is 123. However, the screens are re-arranged, as indicated by where the character first spawns and where they appear when transitioning between screens. The true code is 213.

The second parental lock puzzle is located past the intermission room. It consists of six screens, each depicting portions of a small area with a locked door at the end. The screens are shuffled around, making it more difficult to traverse.
A key is present, which unlocks the door when thrown at it using HERO_AXE. However, the key moves away from the character when approached. The goal of the puzzle is to use the boxes present in the bottom-left screen to block the key's movement, allowing HERO_AXE to pick it up. Alternatively, HERO_SWORD can destroy the key and the door using the sword.
The screens then transition to a black room, the depicted portions still scrambled. By moving around, the code to unlock the way forward is revealed to be 1225.

The third parental lock puzzle replaces the first two puzzles, and occurs after returning from the greater TV World. It consists of a single screen, with the depicted area scrolling past as Kris's current character moves around.
The puzzle starts in a replica of Kris's home in the Light World. Interacting with the TV in the living room transports the character to the next area.
The next area is a block puzzle, in which Kris must use HERO_SWORD's pushing ability or HERO_AXE's lifting ability to transport the box to the pressure plate. The next area is a bridge puzzle, in which Kris must use HERO_AXE to construct a bridge around an island in the center of the lake.
The final area uses the tileset from the unused City Board. A building to the north houses the camera, which HERO_SWORD can use to take a picture of the camera blocks blocking the way to the east, removing them. The eastern area is entirely empty, but using the camera reveals a wall of zeroes where the picture was taken. HERO_SWORD can continuously take pictures until the screen becomes entirely filled with zeroes, rendering the console unresponsive.
The final code to the door, as indicated by the unresponsive screen, is 000000.