
LEGO Voyagers is an engaging cooperative gaming experience that, while not overly complicated, does feature some challenging puzzles and gameplay segments that may require teamwork and strategy. If you find yourself in a sticky situation, rest assured, I’m here to assist!
Though the game runs for just a few hours, developers have cleverly organized the adventure into 37 concise segments. This structure enhances the accessibility of the Chapter Select feature, allowing players to revisit missed challenges or replay their favorite moments with ease.
While you may breeze through many of the game’s chapters, I’ll provide a complete breakdown, just in case you need that extra guidance. Get ready to embark on your building journey!
Essential Tips for Success

Here are some valuable tips to keep in mind as you navigate through LEGO Voyagers with your partner:
- All Tools at Your Disposal: You’ll always have the necessary tools to solve puzzles, eliminating the need for extensive backtracking.
- Safe Platforming: If you’re struggling with jumps, remember that you can generally attach to objects on the other side of gaps to ensure a smooth landing. For PlayStation users, use the Circle button for attachment; it might be beneficial to make this a habit every time you leap.
- Team Communication is Key: Stay in touch with your partner during gameplay. Though LEGO Voyagers is not as reliant on coordination as some cooperative games, clear communication can enhance your experience.
- Encourage Experimentation: Adopt an inquisitive mindset. Don’t hesitate to try different strategies; failure in this game carries no significance, only opportunities for learning.
- Multi-Brick Attachment: Unlike what some might think, you can attach multiple loose bricks simultaneously. Use Circle to collect them, moving several at once from one place to another when needed.
Chapter-by-Chapter Walkthroughs
Chapter 1

Our tale begins with Red and Blue frolicking on the beach. Free them with the joystick, or press X to help them jump off their nearby bricks.
From here, roll down the beach and press X to leap over the water gap, returning home.

Achieve the “Play With All The Toys”trophy simply by engaging with all the toys available at this stage.

After some time, the doors to the houses at the top of the island will illuminate. Red and Blue must enter their respective color-coded homes.

Wake up the next morning and take a seat to observe the shuttle launch!
Beware! The shuttle will crash, scattering debris that you’ll need to traverse and create a bridge to cross into new territories. Follow the trail of space debris to advance to Chapter 2.
Chapter 2

Follow the brown trail until you reach its endpoint.

Utilize the Circle button to snap onto the brown path and cross the gap securely. Make sure to disconnect with Circle once you’re safely on solid ground.

Press Circle to attach the narrow 4×1 bricks, using them to construct a bridge across the gap to the right to earn the “We’re Building!”trophy.
While holding onto a brick, Triangle will rotate it 90 degrees. This knowledge will come in handy later!
Once your bridge is in the right spot, hop across. Remember, using Circle to safely attach to bricks on the other side can help if you’re feeling unsteady.

Your next task involves stacking two bricks to create stairs leading to the cliff above.
Chapter 3

As before, build a bridge using the 4×1 skinny bricks and cross over when ready. Proceed upwards beyond the fallen rocket ship.

Here, earn the “Flying Through The Air”trophy by utilizing the rotator for a lift.

Approach the cockpit, press Square to emote until the cockpit collapses, revealing the game’s title screen.
Chapter 4

Jump from the cockpit onto solid ground. Pull the yellow brick from the radio dish to collapse the tower, paving your path forward.

Construct another bridge to the left using the skinny bricks. Once across, cros the cattails to progress.

Collect the teal and yellow bricks to craft stairs that lead upwards.

Follow the upward path, hop across the cattails, and remove the yellow brick from the tower to create a bridge.

Advance until you find an orange pipe to leap onto, moving right and jumping across the gap.
Chapter 5

Jump onto the yellow bricks to slide down the colossal pipes, continuing until you reach the end.
Gin across the cattails to carry on.
Jumping atop each cattail will unlock the “Follow The Cattail Trail”trophy.
Chapter 6

Shake the fruit tree to dislodge the purple fruits. One player can collect them using Circle, while the second player attaches using Circle.

Utilize the leverage of the giant fruit piece to climb to the mountain’s summit, then jump across using the white flowers.

Descend into the sewer pipe.

Cross the brick platforms to the next beach.

As you continue, a bridge will collapse. Retrace your steps to gather gray bricks to build stairs high enough to cross the new gap. Proceed by hopping across lamp posts before entering the cave, continuing upward.

Continue until you see a sign post and white flowers to hop on.
Chapter 7

Arrive at a crashed ship and find a hole in the wall. Proceed through it.

Take a moment to swing for the “Just Hanging Out”trophy.
Now, let’s navigate flippable platforms! One player needs to attach to the yellow knob to turn the platform while the other crosses. Once across, use the second yellow knob for the return trip.
Each player can flip the other into the water to attain the “Getting Even”trophy.

Continue onward, pulling the yellow brick from the towers to create a bridge and navigating across the gaps.

Use the rotator to fly through a ring for the “Go Through The Ring”trophy.

Use the flippable platform to propel each other across the water to the stairs on the northern end. The player who flipped first will need to operate the yellow switch to assist their partner to safety.
Chapter 8

Upon reaching what appears to be a dead end…

…you can attach to the wall bricks, pulling them off to clear the obstruction and continue your journey.

Utilize the flipper again to launch one player to the top, who can attach their brick to the edge of the platform on the left, weighing it down for the grounded player to make the jump. Move through the gap in the wall to the north.

Take a moment to earn the “Sit On The Seesaw”trophy.

Hop across the pipes, then…

…pull the yellow tab on the tower to create a bridge, flipping a player with the panel to shoot them to the yellow attachment slots. Don’t forget to activate the yellow switch waiting on the other side to assist your partner!

Continue your path, until a bridge unexpectedly collapses. Pay attention to the flippable panel you can use to cross.
You’ll need to remove the small orange brick near the switch on the left, attach it to weigh down the flippable panel, and jump across.
Earning the “Pull It Off”trophy awaits!

Keep moving, crossing over the cattails, removing the yellow brick from the tower to create another path, and head towards a platform with a slider that can be attached to, opening a bridge to the north.
Chapter 9

Extend the next bridge, enlisting one player to manage the lever to flip the gray panels back and forth for the other player to reach the upper area. The player on top should then return the favor by flipping the switch at the top.

Remove the gray bricks from the near side of the broken bridge, raising it just enough for a safe jump across, then proceed.
Chapter 10

The teal circular components you see are known as fuses. Attach them, placing them on the panels above to open the gates and proceed.

In the following area, snag the fuse from the next gate and connect it to the lever to weigh the second panel down. One player can then hold the first lever down, creating a secure path for their partner.
This tactic results in an accessible path to the next fuse. Repeat the process to guide the fuse back to safe ground.
You’ll earn the “Sideshow”trophy if the switch flipper can securely transport the player with the fuse across safely. After a few tries, you will get it!
With the fuse now retrieved, place both fuses on their respective panels to open the next gate.
Chapter 11

Create another bridge with the 3×3 gray bricks.

Form another bridge to the left to recollect the yellow brick on the speaker tower, then use it to create a platforming spot.
Transfer the leftover bricks from the left bridge to build a new one on the right, allowing access to the fallen speaker. Navigate across to proceed.

Once you reach a slider that extends a swing, one player can hop on the swing while the other adjusts the slider to swing towards the gap. Timing the jump will ensure a successful crossing; repeat for the player left behind.

Approaching a damaged bridge near some satellite towers, you’ll need to locate the broken gate next to the bridge; jump over to the grassy area.

Build another bridge, rotating pieces with Triangle as necessary to navigate across the chasm.

Leverage the pine tree’s height to aid both players in crossing, then head up the stairs.
Chapter 12

Upon spotting two sliders controlling the satellite dish near the previous impassable bridge, manipulate them to earn the “Find All Radio Signals”trophy.

Shift the dish in various directions to knock the bridge down, clearing your path forward.

You can’t retrace your steps entirely. Look for a small path to the left leading back to the bridge.

Descend to the lower area in search of another fuse. Use the loose bricks available to extend the flippable panel for leverage. One player can then stand on the extended panel while the other flips them across the gap.

The player on the far side needs to quickly build another bridge, subsequently obtaining the fuse and carrying it back across.

Retrieve both fuses to unlock the next gate.

Venture across the sliding yellow bricks situated on the orange tubes.
Chapter 13

At the boat, detach the fuse on the right and attach it to the motor to power it up.
This earns you the “Sailing”trophy.
Operating the boat functions similarly to a canoe. The left player advancing their slider pushes the boat right, while the right player does the opposite. Both players need to coordinate to move it straight. To reverse, simply hold down. Effective communication is key!

Retrieve the loose parts in the vicinity to assemble a long arm on the raiseable panel situated at the front of the boat, then drive towards the closed gate. One player can elevate the panel while the other jumps from the top and uses the slider above to open the gate. Return to the boat and proceed.
Chapter 14

Arriving at an expansive pond, your mission is to collect at least two fuses (three if you’re aiming for another trophy).Start at the platform on your left.

One player can flip the other up to retrieve the fuse, afterward returning to the flipper panel to be taken back down. Gather everything and return aboard the boat.

Next, navigate to the upper-left side of the pond to grab another fuse across a gap. Both players will need to disembark the boat, taking loose bricks with them as one player operates a platform switch while the other uses bricks to create a bridge to the fuse.
If additional bricks are needed, they can be found to the right.
After securing the fuse, hop onto the long grey suspended piece for a return across the gap, aiming to bring it back to the boat. If trophies aren’t your ambition, you can stop here, but completing this step secures an easy Platinum! Let’s secure the final fuse as well.
Now head to the right side of the pond where the last fuse can be spotted just beyond a partially opened gate. Utilize the raiseable arm on the boat for a player to fetch the fuse, then get it back to the boat. This will close the gate, but there’s no need for concern.
Locate another terminal to attach the fuse, opening the gate halfway. Timing is crucial; the player remaining on the boat must navigate it back single-handedly through the gate, bringing it close enough for the player with the fuse to reboard.
Afterward, proceed northward and dock the boat at the ramp.

Before advancing, try out the flippers on the left, then dive into the water for the “Dive With Fins”trophy.
Chapter 15

Gather all your fuses (including the one powering the boat) and place them on the fuse panels on the gray floor.
Successfully collecting all the fuses net you the “More Than We Need”trophy.
Attach your fuses to the two terminals above to power them.

Both players should seat themselves in tandem on the terminals to lower a bridge, allowing for further progression.
As you venture forth, you’ll come to a security gate. Have both players sit on the chair and lean it to the right to trigger an alarm. Jump off, and the chair will disappear, signaling that the ship’s cockpit is en route to your location within about ten seconds.
For the chapter’s conclusion, both players need to climb onto the cockpit and attach themselves to finalize this segment.
Chapter 16

Having returned home, hop back to your houses and settle in for a well-deserved rest.

Upon waking up, Red heads to Blue’s door and utilizes Square to rouse them.

Shortly thereafter, a yellow container will wash ashore. Attach to it to initiate a cutscene!

Assemble the rocket ship pieces located on the ground to the gray base. Once all components align, you’ll witness another cutscene unfold.

Winter is approaching—it’s time to power up your rocket! Position the fuse, and have one player sit in the red chair to attach the ship for power. The other player can sit in the cockpit chair, which won’t initiate anything. Instead, just bide your time until a blizzard arises. When your doors once again fly open, step inside.

Blue wakes up to a winter wonderland, while Red is confined indoors. Blue can sit in the cockpit to dream of becoming an astronaut. Then, it’s back to sleep for our heroes.

This time when Red wakes, they rouse Blue, who has apparently grown! This newfound height allows Blue to activate the cockpit.
Red can sit down to connect the ship, and Blue now assumes the cockpit role, launching you into Chapter 17.
Chapter 17

After a bumpy landing, Blue will need to occupy the chair to power up the cockpit light, which transforms into a helicopter.

The helicopter will pave the way for further exploration; follow the trail it opens.

As the helicopter gets stuck against the wall, climb up and remove the gray brick to release it, dropping additional bricks below.

Use these gray bricks to construct stairs just before the helicopter’s crash site, then navigate across and continue through various platforming challenges.
Chapter 18

A locked security gate will block your way, but with Blue’s newfound abilities, they can power up the chair, leaning it to the right to bypass security and unlock the gate. Cross through and hop across the spinning platforms.
This maneuver will also earn you the “Open Sesame”trophy.
Chapter 19

Upon reaching another chair, Blue can sit and lean to manipulate the platforms of the spinning fans. Timing will be vital here; coordinate with your partner to ensure jumps occur as the platforms shift, allowing Red to pass successfully.

To continue, pull the yellow brick from the tower, creating a bridge for everyone to traverse. Proceed downwards to advance further.

Blue can engage another chair to activate a contraption spewing out gray bricks. Gather these for climbing stairs leading upwards to your route.

Once you arrive at a patch of grass, align three bricks of the same color to earn the “Tic-Tac-Toe”trophy.
Chapter 20

Pass across collapsing platforms with precision timing; no tricks are involved.

Follow the helicopter’s trail, then detach a brick from the wall to unveil a narrow passage for advancement.
Continue platforming forward, leaping atop a spinning fan as you go.
Chapter 21

Blue can activate another chair, which will trigger a continual flow of gray bricks across the northern gap.

While one person flips the lever to raise a panel, the other gathers gray bricks from the stream. Once you’ve amassed a collection, transfer them to the checkerboard panel in the bottom right.

With a sufficient number of bricks, construct a new path by weighing down the left side of the panel, then proceed with the thin red bricks to navigate across and up.
Chapter 22

To trigger a scene, sit on the yellow bench together for the “Trainspotting”trophy.

Cross the narrow ledge to find the helicopter jammed once more. Disconnect the tan brick to free it, sending you onto a conveyor belt below.

Follow the conveyor, then leap off to disable the crushers above. Blue will need to shut off the crushers during your upward journey for a safe passage.

Arrive at another platform where Blue can deactivate the crushers. Aim to halt the crushers so they don’t interfere with the steady supply of gray bricks.

This grants you enough bricks to forge a staircase, granting access to further progression.
Chapter 23

Employ the rising and lowering pistons to traverse toward the far right of the area.

Once at the yellow platform, utilize gray bricks to construct a structure tall enough to serve as stairs, ensuring it fits through the checkered barriers.
One player can manipulate the switch on the tower to shift the platform and stairs across the gap, while the other player hops off and uses the switch on their side to return the favor.
Follow through with more platforming challenges — you are familiar with the drill by now!
Chapter 24

Another gate requiring a fuse is ahead, but it seems out of reach.

Head left to discover a conveyor shaped like a ramp. Remove the red safety brick from its control slider and utilize the slider to kick the conveyor into overdrive.
This earns you the “Safety Off”trophy. One player can now accelerate across the gap using the speedy conveyor, then flip the switch to drop two panels for the other player to navigate.

Assemble a small set of stairs to grab the fuse, head back to the gate, insert the fuse, and continue onward into the next conveyor section.

Encounter a large magnetic drum; attach to a gray piece (brown pieces aren’t magnetic) and ride it around to reach the conveyor’s next phase.
Chapter 25

This is arguably the toughest puzzle yet. One player must start on the right conveyor, connecting to a magnetic gray piece, while the other player controls the giant magnet from the center to hoist the magnetic character. The slider allows going left, right, up, and down; the bottom switch powers the magnet on and off.

Guide the magnetic player to the center, deactivate the magnet to drop them down, allowing the magnetic player to collect three to four brown blocks, but don’t gather too many! The magnet won’t be able to haul you back otherwise.
The magnet controller can turn the magnet back on to retrieve the player, bringing both safely to the left platform. This player can then hit a switch to lower a bridge for their partner’s passage.

Use all the retrieved bricks to construct stairs to the left; you might need to redo the conveyor process to gather enough.
Chapter 26

Your path now ascends, but first, venture left for a bonus.

On the ground, find some round gray pieces, roll over them to earn the “We’re Rolling!”trophy.
Enough distractions, head north and navigate across the gap over the rotating pistons.

Reach the series of four platforms that alternate between flipped and unflipped. Timing is essential; ensure that one person jumps while the other remotely controls the flipper.
When the flipper activates the switch, the platforms will switch positions. Time your jumps appropriately to traverse across, and on the other side, seek out the switch to assist your partner in crossing.
Chapter 27

Here, one player can flip the switch to lower the bridge, allowing the other player to cross; just remember the catch: once released, the bridge will close back up, leaving the player stranded.

Your task now is to retrieve any gray piece to attach to the bridge lever, so both players can cross safely. Bear in mind that these pieces are magnetic, requiring careful timing to avoid the larger magnet overhead.
After securing a piece, attach it to the switch, enabling passage for your partner to proceed.

Next, one player should latch onto a gray piece for a ride on the magnet moving right before detaching onto the upper-right platform. Grab another gray piece using the conveyor, then once you have another attached to the switch below, lower the second bridge for your friend.

Collect all the loose brown pieces in the area to form a bridge, ensuring to do so quickly with care as the pieces aren’t magnetic.
However, be aware; the magnet can still knock you off your perch!

Your task isn’t over yet! Make sure to weigh down the switch to complete the bridge before finishing this chapter.
Chapter 28

Jump on the yellow panels of the train engine to set it in motion!
This action earns you the “All Aboard!”trophy.
Enjoy the leisurely train ride; that’s the entirety of this chapter!
Chapter 29

You’ve arrived at a section of damaged railroad tracks that require repair to proceed. Fortunately, there’s a dump truck nearby—this may be your answer.
Hop on the truck to familiarize yourself with its controls. One player operates the slider while the other steers.

As you follow the road, discover numerous stations where Blue can activate a chair to begin spitting out red bricks. Load these bricks onto the dump truck.
To prevent bricks from falling, snap them together using the truck’s attachment nubs if desired.

Pillars will intermittently obstruct the route; simply attach a red brick to the bridge’s switch to lower it, allowing you to travel across.
Gather as many bricks as you can from these stations peppered throughout the map, then navigate your truck along with the red components to the top-left corner of the area.

Here, leap through a gap between the larger blocks and engage the slider terminal to open the gate so the truck can fit through.

Progress toward a small conveyor, a magnetic drum, a chair switch, and a crusher. Drop all your red bricks into the red and white ringed section of the conveyor belt located at the top right and activate the belt via Blue’s chair.
This action will release a series of railroad pieces from above; collect these in your truck!
Chapter 30

Once your railroad tracks are loaded, return to where the train halted.

Now, you must attach the new tracks to the damaged segments. The tracks will glow blue once properly repaired—line them up and attach them until all segments are illuminated.
After completing this task, you can hop back on the train! But first, let’s have some fun — leave the truck on the tracks for a bit of chaos as the train plows into it, resulting in countless pieces being scattered. Cool!
More importantly, this ensures you earn the “Dangerous Parking”trophy when the train crashes into the truck.

Utilize construction signs and larger blocks to jump back onto the train, attaching to your platforms and continue your journey.
Chapter 31

You’ve arrived at a facility that is powered down, its paths too dark to explore.

Luckily, you can attach both characters to the blinking light from the helicopter and carefully maneuver through the green gates.

Arrive at a large, open area filled with red and blue lights. Place the flashing helicopter light between the blue arrows below to restore power to the room.

This will elevate the cockpit for repairs! Adjust the three sliders with red lights until they all transition to green.
Achieve the “Factory Reset”trophy by successfully completing this challenge.

Advancing through the now-green gate, attach both players to the elevator for further exploration!
Chapter 32

You’ve reached a series of rooms to customize your own rocket ship! This process is fun and entirely optional, so design it to your specifications before moving forward.
You’ll secure three trophies here if you meet specific criteria—ensuring each of the three ship parts contains at least one piece of all six colors will net you “Stage 3 Complete, ” “Stage 2 Complete, ” and “Stage 1 Complete.”

Afterward, take a seat at the attachment locations on the middle platform, where you can watch your rocket come together.

Continue rightward and catch another elevator ride downward.
Chapter 33

Welcome to the training facility! Sit at the terminal to activate the lights, powering the lift for descent.
This earns you the “Welcome To School”trophy.
While every activity here is optional, they’re worth experiencing. Blue is on their quest to become an astronaut, so complete these essential training tasks.
Feel free to participate in all six activities outlined in the picture. If you only choose one, prioritize the pool activity, as it will be helpful later.
Completing all challenges will earn you a total of eight trophies: “Accelerator, ””No Friction Lap, ””Aerodynamics, ””First Platform Landing Complete, ””Second Platform Landing Complete, ””Third Platform Landing Complete, ””Gyro Training, ”and “Sea Landing.”
With training completed, follow the path leading to the lower-right area of the room.
Chapter 34

Blue takes their place in the gray seating at the center, while Red assumes their position at the terminal. This equips Blue with their official astronaut suit, making our little brick all grown up!
This earns the “Suited Up”trophy.

Blue is now required to follow the yellow brick path. They should take a seat at the following station while Red occupies the adjacent terminal.

Eventually, our heroes will separate — both players must continue moving rightward until only Red is remaining. Keep pushing forward until encountering an elevator at the end, concluding this chapter.
Chapter 35

In this chapter, Red and Blue must cooperate to repair an underwater satellite. If you did the Sea Landing training earlier, you’ll find it quite familiar.

A series of yellow-green levers will keep falling in the underwater area where Blue resides. Red utilizes the orange bricks to place them correspondingly on their map to raise platforms for Blue, starting just above Blue’s initial location.
Using two taller 1×1 orange pieces in alternating positions typically creates an efficient path forward for Blue.

Blue will need to climb onto the lever that will fall in the lower-right section and once they attach, they can raise it back up.

Following this, another lever will drop in the upper-right area. Red will need to lead Blue to this point, stacking multiple orange bricks for Blue to reach, attach, and then raise.

Ultimately, two more levers will be found in the top-left of the pool. Red guides Blue back once more to perform the final two repairs.

The journey isn’t entirely over; Red needs to lead Blue back to the starting platform. Once Blue is close enough, Red can elevate them back onto the platform for reattachment.
Completing this task earns you the “Underwater Satellite Repair”trophy!

Take the elevator that rises for Red, then venture right ahead to attach to another large elevator for further movement.

Reunited with Blue, both players can now attach themselves to the elevator at once.
Chapter 36

Almost there! Attach yourselves to your corresponding colored seats on the small moving platform.

Travel to the summit of the rocket ship, where Blue takes position in the cockpit. Be sure to bid farewell to Red before proceeding!

Red returns to the launch pad and awaits their turn. Take your seat on the right until the first phase of the launch sequence concludes. Afterwards, switch to the red seat on the left.

A large red button will emerge in the center of the floor for Red to press, officially launching Blue into space.
The “Farewell My Friend”trophy is now yours!
Chapter 37

Reunited on the island, Red too has matured! Changes are evident—new heights, a flourishing tree with a tire swing, spacious homes, and the absence of toys replaced with burgeoning crops.

Position the fuse back to its designated spot on the lower island level. This action will energize a radio platform above, just beyond Red and Blue’s houses.

Take a seat at the radio, and you’ll notice Blue’s rocket ship soaring through the stars. Use your emote buttons (Square) to send back messages one final time. Don’t forget the tissues, as you’ve completed your adventure!
Unlock the “Friends Forever”trophy, and should you have gathered all other achievements along the way, the “We Did It!”Platinum trophy is yours! Congratulations!
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