Rivage: All Tarot Cards for the Secret Ending

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There are 7 Tarot Cards in the game, and all of them are needed for the secret Good Ending. Collecting the full set lets you open the Safe in the Arcade Room. This guide covers the post-game card hunt only — finish the normal ending first, then come back.

One important note before you start: the puzzle solutions are randomized per save file. A code that worked for another player may not work for you. Do every step on your own save file and verify each result as you go.

 

What You Need Before Starting

Every card is tied to a different puzzle or action chain, and several of them depend on items you pick up along the way. Without these, specific cards are impossible to finish:

  • Smartphone — required for scanning QR codes for Tarot Card 6.
  • Record player — needed to play the record for Tarot Card 5.
  • Hexdecoder datadisk — holds the microwave settings for Tarot Card 2.
  • Access to the Decoder on the top floor of the Lobby — used for both the Cubiks Cube puzzle and Tarot Card 6.
  • Original key from your locker — the basis for the duplication step in Tarot Card 7.

The table below summarizes all seven cards, where each one is solved, and how hard it is to pull off.

Card Location Prerequisites Editor Rating
Hierophant (Card 1) Station-wide search, finishing at Amman’s PC, crafting in the Garage Terminal access Easy — just tedious
The Magician (Card 2) Rafael’s room and the Lab Hexdecoder datadisk Easy
The Moon (Card 3) Cubiks Cube puzzle (teleports you on solve) None beyond puzzle access Medium — pure puzzle skill
The Fool (Card 4) Rafael’s room (drawing) → Lobby xylophone Drawing must be examined first Medium
The Star (Card 5) Jahi’s room, safe, record, slowdown zone Record player, Jahi’s Watch, Morse poster photo Hard — Morse transcription
The Devil (Card 6) Lobby Computer, Jahi’s Locker, Greenhouse Computer, Decoder, chess board Smartphone, both website links saved Very hard — multi-step
The Hermit (Card 7) Amman’s safe Locker key, duplication method Medium

Tarot Card 1 — Hierophant

The goal here is to locate seven invisible UV letters scattered around the station, then feed them into Amman’s PC in sequence.

  1. Find all seven hidden invisible letters. Their locations are: Crew Quarters Corridor, Garage top floor, Top Lobby (Rafael’s hideout), in front of the Fusion Reactor, in the room with the blue sun, in Jahi’s room, and in the Greenhouse up the ladder.
  2. Go to Amman’s PC once all seven letters are collected.
  3. Enter the seven letters using the command asroot extract LETTERS.qpak.
  4. Open the newly created file with cat FILENAME.
  5. Use the revealed recipe to craft the Tarot Card in the Garage.

Editor Warning: If the extract command returns an error, the letters were not all registered. Re-walk the station — one of the seven spots is easy to miss, especially the one up the Greenhouse ladder.

 

Tarot Card 2 — The Magician

This one is a straightforward item-processing task built around the Lab microwave.

  1. Go to Rafael’s room.
  2. Pick up the tiny card lying next to his Bed.
  3. Head to the Lab and find the microwave.
  4. Look up the correct microwave settings on the datadisk where the Hexdecoder was found.
  5. Set the microwave to match the datadisk instructions.
  6. Place the tiny card inside and activate the microwave.

Editor Warning: The datadisk settings are not guessable. If you never picked up the Hexdecoder datadisk, grab it before attempting this card — otherwise you’ll waste runs on trial and error.

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Tarot Card 3 — The Moon

Pure puzzle work. Find the Cubiks Cube, solve it completely, and the game teleports you directly to Tarot Card 3 once the puzzle is finished. No other steps are needed.

 

Tarot Card 4 — The Fool

The xylophone sequence for the probe is derived from the drawing in Rafael’s room.

  1. Go to Rafael’s room and examine the drawing.
  2. Read the drawing carefully — it encodes the correct sequence of notes.
  3. Go to the xylophone in the Lobby.
  4. Play the notes in the order the drawing indicates.
  5. Completing the sequence grants Tarot Card 4.

 

Tarot Card 5 — The Star

This card involves decoding an audio recording into Morse code and entering it on the record player.

  1. Go to Jahi’s room.
  2. Open his safe using his birthday, which is found on his Watch inside the room.
  3. Take the record from the safe.
  4. Play the record on your record player to obtain the recording.
  5. Find the Morse code poster in Jahi’s room and take a picture of it.
  6. Use the slowdown zone to slow the recording down.
  7. Transcribe the Morse code using the poster as your reference.
  8. Enter the resulting code into the record player.

That yields Tarot Card 5.

 

Tarot Card 6 — The Devil

By far the longest chain of the seven. It links a QR code scan, a locker, a second computer, and the hex decoder together. Get the order wrong and you’ll have to re-scan everything.

  1. Use your smartphone to scan the QR code on the Lobby Computer — the same computer used earlier to unlock the touchless door-opening function.
  2. Scan the QR code inside Jahi’s Locker.
  3. Save both website links somewhere safe — both are needed later.
  4. Go to the Greenhouse Computer.
  5. Enter both website links into the Greenhouse Computer.
  6. The websites return hexadecimal positioning data for the White and Black chess pieces.
  7. Take that hexadecimal data to the Decoder on the top floor of the Lobby — the same one used for the Cubiks Cube and floppy disk puzzle.
  8. Decode the positioning information.
  9. Arrange the chess pieces on the chess board using the decoded positions.
  10. Once all pieces are placed correctly, Tarot Card 6 is yours.

Editor Warning: Save both links before you leave the QR code screen. Re-scanning means walking back through two separate locations, and the locker QR code is the one most players forget to store.

 

Tarot Card 7 — The Hermit

The final card is locked inside Amman’s safe and requires duplicating your own key.

  1. Get the key from your locker.
  2. Duplicate the key using the appropriate method.
  3. Take the duplicated key and the original to Amman’s safe.
  4. Use both keys to unlock the safe.
  5. Tarot Card 7 is inside.

 

Opening the Arcade Room Safe

Once all seven cards are in your inventory, use the images on the cards themselves to work out the combination for the rotary locker in the Arcade Room. Entering the correct combination opens the safe and triggers the secret Good Ending.

There is no further content to unlock after this — the secret ending is the final beat of the game.

 

Conclusion

The card hunt is the real endgame. The randomized solutions mean no walkthrough can hand you the answers outright, but the steps above will hold every time. Verify each card the moment you earn it — the Arcade Room combination only works when all seven are in hand.

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