Glowing symbols

Hidden glyph

A glowing symbol

In Journey, the player can find glowing symbols throughout the game that allow for their scarves to grow and allow the player to fly for a longer period of time.

  • 1.1 The Beginning
  • 1.2 The Bridge
  • 1.3 The Desert
  • 1.4 The Descent
  • 1.5 The Tunnels
  • 1.6 The Temple

There are 21 glowing symbols in total to collect in order to receive the Transcendence trophy , and allow for the player to play with the White Robe .

Glowing Symbol Locations [ ]

The beginning [ ], the bridge [ ], the desert [ ], the descent [ ], the tunnels [ ], the temple [ ].

Transcendence_Trophy_Guide

Transcendence Trophy Guide

Gamefaq [ ]

  • http://www.gamefaqs.com/ps3/997885-journey/faqs/63951
  • 1 White Robe
  • 2 The Traveler
  • 3 Glowing symbols

journey all glowing symbols

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Unlock Powerful White Robes in Journey With Every Symbol Location

Image of Kevin Thielenhaus Legacy Author

Now that Journey is out on Playstation 4, take a return trip and collect every glowing symbol with our locations guide, helping your mysterious pilgrim unlock the powerful white robes outfit.

Finding these rare glowing symbols upgrades the wanderer’s scarf power, allowing them to glide and leap further across the desolate landscape of Journey . Collect them all, and there’s a bonus costume in your future — the white robes instantly refill your scarf after a landing, making exploration easier than ever before.

Check out the entries below for tips, showing you how to find every glowing symbol and where to collect your reward, the white robes, when you’re done.

Symbol Locations – How to Unlock White Robes

To unlock the powerful White Robe outfit, you’ll need to collect every symbol. Glowing symbols upgrade your scarf.

Once every symbol is collected, return to the Hub and go up the steps to the area that shows how many symbols you’ve collected. Travel to the glowing white thread and press [Circle] to change into the white robes. Change back into your normal robes by returning to this location and pressing [Circle].

The white robes, when worn, instantly regenerate scarf jumping energy after landing.

Locations Guide

  • Symbol #1 : The first glowing symbol is right in front of your starting point.
  • Symbol #2 : After crossing the sands in the lower area, you’ll reach a three-story platform that you circle to reach the top. On the second level, continue past the partially-crumbled top to find a symbol to the left.
  • Symbol #3 : There’s a small platform sticking out of the sand to the right of the three-story platform, between it and the building with stairs. Jump and glide to it or run across the valley.

Broken Bridge Area

  • Symbol #1 : The first symbol is near the starting point of this area. It’s found on a ledge to the right where there’s a sandfall, before reaching the broken bridge in the distance.
  • Symbol #2 : Return to the starting point and travel northwest. Watch the rock wall for a cave hidden behind another sandfall, partially obscuring the glowing symbol inside.
  • Symbol #3 : At the start of the area, travel left and look next to a rocky outcropping between the staggered broken bridges.

Desert Area

  • Symbol #1 : Travel right from the starting point through the dunes to find a small ruin of pillars with the glowing symbol sitting on top of a column.
  • Symbol #2 : From the start, move toward the mountain in the far, far distance. Eventually, beams of light will shoot out from the mountain’s direction and land in the desert. The first leads straight to a small ruin with a symbol glowing above a wrecked wall.
  • Symbol #3 : Leave the start of the desert, moving left until you come across flying clothe creatures near ruins buried deep in the sand. Move toward the mountain to spot another ruin with an Ancient Glyph. Moving toward the mountain again, across one more dune, there’s a tall tower with stairs containing the next symbol at the top.
  • Symbol #4 : Inside the massive sandstorm, travel up to the top of the tower. Before going up the steps to the shrine, check out the ledge to the left.

Sunken City Area

  • Symbol #1 : Just as you start sliding through the city, follow the arches on the left path. Once you pass through five, move right to a ruined hallway in the center of the path. There’s a glowing symbol inside.
  • Symbol #2 : After jumping through a sandfall and appearing over a massive canyon, look to the right. There’s a platform jutting out from the rock wall with an easily visible glowing symbol.
  • Symbol #3 : During the second sliding sequence, stick to the center of the desert and move through the three arches. After ramping off a rock, you should see a large rock mountain sticking out of the sand ahead with a building on top. Move slightly left and use the rock ramp to leap to a narrow canyon in the central rock formation ahead.

Underground Passage Area

  • Symbol #1 : At the start of the underground passage, you’ll find square-ish tubes stuck in the sand. Eventually, you’ll find one tube on the left sticking up. Look inside it to get the symbol.
  • Symbol #2 : Past the previous symbol, you’ll enter a larger area with arches holding up more tubes. Follow the flowing clothe to a tube suspended over the sand on the right with an opening pointing toward the entrance. Glide into the tube to see it.
  • Symbol #3 : In the following room, you’ll find strange jellyfish-shaped floating clothe creatures. Midway across the chamber, you’ll find a series of these jellyfish positioned straight upward, allowing you to continue leaping up to a very high glowing symbol.
  • Symbol #4 : Entering the dark area near the end, stick to the left wall and explore toward the last slope. There’s a wall of archways, with the glowing symbol right behind it.

Temple Area

  • Symbol #1 : After activating the glowing mural, raising the lights on the central tower, look on a ledge attached to the middle tower, on the left.
  • Symbol #2 : Using more murals to raise the glowing energy, you’ll eventually reveal a clothe dragon. Ride it up and watch the central tower. There’s a hidden opening in one of the walls on the way up containing your next symbol.
  • Symbol #3 : Enter the clothe dragon’s mysterious chamber filled with hanging clothe flags along the exterior edge. There’s a narrow area behind these flags, glide behind them to find a hidden symbol.
  • Symbol #4 : Once the glowing energy has reached the top level of the temple, search the exterior temple walls parallel with the clothe jellyfish. There’s a small room directly above the temple entrance hall, high up from the starting point.

Trophies Unlocked

Transcendence (Gold): Collect all unique glowing symbols across one or more journeys.

Source: [ 1 ]

Kevin Thielenhaus is a freelance writer for The Escapist. Find him on Twitter here.

Symbols are a core part of the world of Journey . Every creature has a symbol, which is thought to represent their name, and/or to reflect their unique soul.

Symbols are generally made up of four "characters" arranged in a box.

  • 1 Loose Symbols
  • 2 Primary Symbols
  • 6 Speculation
  • 7 In Fandom

Loose Symbols [ edit | edit source ]

There are 21 loose symbols scattered throughout Rythulia . Each one will add a little bit of length to your Scarf , thus extending how long you can fly . Collecting all 21 of them will unlock the option to wear the White Cloak . You do NOT need to collect all 21 symbols in a single playthrough.

These symbols are pretty easy to spot if they're on screen, as they rotate through a different sets of characters. They also glow, which can make them easy to see in the dark. That said, a number of symbols are hidden in tricky places, so having them onscreen in the first place is NOT a guarantee, especially on your first playthrough.

Symbols that you haven't collected before will have a string of lights that circles around them. Symbols that have been collected will lack those lights.

Primary Symbols [ edit | edit source ]

There's a specific set of symbols used for player characters . 21 of them are programmed into the game, though only 20 are known to occur naturally. The symbol that the game shows for you is picked randomly whenever you start a new game, and the odds of having the same symbol twice in a row are low. The game will also pick a random symbol (different from yours) for each player you meet - each player will usually see a different set of symbols for themselves and their companion.

Anything that makes a Wayfarer glow will also cause their symbol to glow on their chest. The symbol will also appear while Chirping and will even show on the chest before a Shout.

Aside from on Gravestones and the stones near the Wardrobe , these symbols don't occur anywhere else.

"Snowflake" or "Schneeflocke"

"Bucktoothed Skull"

"Collector's Item" - named for how it appears to be rare.

"Doppelganger" - named for how it appears twice at the collected symbols area in Chapter Select.

"New York, New York"

"belovedklowny" or "Klowny" - after the player Klowny

"Robot & Elf Feet"

"Broken Symmetry"

"Stealth Fighters" or "Stealth Bombers"

"Morse Code"

"Morse Code 2"

"Monster Eyes"

"Unbroken Symmetry"

"Raised Fist"

"Fishing Hooks"

"Blinky, Pinky, Inky & Clyde" - after the Pac-Man Ghosts

"War Machines" or "Angel Wings"

"Speeding Thrones"

"Horned War Machine"

"The One That Got Away" - named because, despite being on the official symbols list, you can't normally have it, nor see it on the stones near the Wardrobe

Videos [ edit | edit source ]

Symbol collecting guide

Gallery [ edit | edit source ]

Two firstruns close enough that their symbols show

Two White Cloaks running with their symbols showing

The symbol-like pattern on a scarf

The pattern on the scarf, as a symbol

Symbol appearing right before a chirp is released

This player gave themselves the symbol that "got away"

Notes [ edit | edit source ]

Loose symbols include a lot of characters that you won't see anywhere else, which helps to give them a "jumbled" look.

The pattern on the scarf appears to be a repeated symbol.

Wayfarer symbols generally have more symmetry to them than average.

The primary symbols were first named by Klowny, Including the Klowny symbol.

The "Snowflake/Scheeflocke" symbol was originally named "Wermacht Logo". It was changed after a German player said it would be offensive.

Similarly, "Monster Eyes" was originally called "Four Eyes", which could be seen as offensive.

Speculation [ edit | edit source ]

Loose symbols could be seen as a spark of life that hasn't taken a stable form.

The Wayfarers randomly receiving new symbols after rebirth could represent not just rebirth, but reincarnation; being reborn with a new name, a new personality, and with memories of past lives being lost.

In Fandom [ edit | edit source ]

Fans will often use custom symbols for their characters. Fan characters will usually keep their symbols - and memories - after rebirth.

Black Cloaks may lack a symbol, implying that they are "soulless." They may also be incapable of picking up loose symbols.

A fanmade, expanded list of symbols can be found here . Similarly, you can find a random symbol generator (complete with symbol names, based on the appearance) here and a font based on Journey symbols here .

Navigation menu

  • Gameplay Basics
  • Red Robes and White Robes:Gameplay
  • 1 What is it?
  • 3.1 Which stone is which symbol in the level?
  • 3.2 Which stone on the statue is which symbol in the level?
  • 4.1 Why can't a first-run Red Robe meet a White Robe?
  • 4.2 Gameplay Nuances (White vs Red Robes)
  • 5 References

What is it? [ ]

The Wardrobe is a place in Chapter Select where you can:

  • Check which symbols you didn't find yet on your Journeys
  • Change your robe , after you've found all the glowing Symbols in the game

The name "Wardrobe" primarily refers to the actual spot with white (or red) cloth stripes unlocked as you progress, making the White Robe available. The term also refers to that general area of the Chapter Select level.

Direction to the Wardrobe from the center platform

Direction to the Wardrobe from the center platform

The Wardrobe before changing to the White Robe

The Wardrobe before changing to the White Robe

The Wardrobe after changing to the White Robe

The Wardrobe after changing to the White Robe

Location [ ]

You will find it in Chapter Select (CS) , the first level in Journey.

  • Position yourself in front of the pit that leads to the end of the level.
  • The chapter select area is a ring of buildings around a platform.
  • The most south-east building is just a ruin, with stairs left and right. That is it.

Checking the symbols [ ]

  • Several lines of symbols. Glowing/white symbols mean that certain symbol was found.
  • The lines reference the levels in order from top to bottom , see Levels for abbreviations. left side: CS, BB, PD, SC right side: UG and Tower
  • If you keep on standing in the banners, you will constantly change forth and back.

Which stone is which symbol in the level? [ ]

[1] Note: The order of the symbols in each line is not the order how you would naturally pick the symbols up.

Wardrobe ava all 1

Which stone on the statue is which symbol in the level? [ ]

At the base of each History Lesson statue, there are angled stones which will light up once you've found the corresponding glowing symbols on the level (they reflect your overall progress, not the symbols picked up on a given run). The diagrams below show how these stones map to the specific symbols hidden on each level.

Chapter Select

Chapter Select

Broken Bridge

Broken Bridge

Pink Desert

Pink Desert

Sunken City

Sunken City

Underground

Underground

Tower

Changing the robe [ ]

Once you've found all Symbols, you'll be able to choose to travel as a White Robe or change back to a Red Robe. On all platforms except iOS, travelling as a White Robe makes you unable to meet first-run travelers (identified by their Red Robe with only one embroidery ring, see Wayfarers ).

Collecting all symbols will also give you the Transcendence Trophy (except on the Epic Games version where Trophies do not exist, but you'll still get access to the White Robe). This can be done in one or more Journeys, and the overall progress counts towards the Trophy.

Why can't a first-run Red Robe meet a White Robe? [ ]

This was done intentionally by the developers, and the rule works on all platforms except iOS (for unknown reasons, possibly because of low player count).

The theory is this: players on their first Journey should not be intimidated by veteran players that look different and can fly wherever they want. It could make new players frustrated and confused, while distracting them from the game itself.

On the first run, the game is slower-paced. New players constantly need to find cloth to charge their red scarf, giving them an incentive to thoroughly explore the environment. Requiring advanced players to use the red robes encourages both parties to rely on, and thus cooperate with, each other for scarf power.

In any case, when travelling as a Red Robe, players can chirp to let their companions know their scarf is empty.

Gameplay Nuances (White vs Red Robes) [ ]

The Red Robe is the starter robe that the players begin with. The opposite of that is the White Robe, obtained by collecting all the symbols in the game. Some may say that both are just used for style, but no! Both robes have unique gameplay effects. As the Red Robe requires cloth to regain scarf power from cloth creatures, cloth, and Wayfarers; unlike the White Robe which refills everytime you hit the ground. These can severely affect the gameplay style.

A gameplay effect for both of the Robes happen in the Snow chapter of the game. The snow freezes the player and causes flight and scarf regeneration to slow. This is also the only chapter were wind can harm the player(s) Robe and scarf.

References [ ]

  • ↑ This analysis was done by aravshetikolava. Thank you so much for doing the work behind that and creating those wonderful images!
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IMAGES

  1. Journey

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  2. Journey (Guide to all Glowing Symbols & White Robes)

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  3. Journey Symbols by AomiArmster on DeviantArt

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  4. Journey

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  5. Symbols

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COMMENTS

  1. Glowing symbols

    In Journey, the player can find glowing symbols throughout the game that allow for their scarves to grow and allow the player to fly for a longer period of time. There are 21 glowing symbols in total to collect in order to receive the Transcendence trophy, and allow for the player to play with the White Robe. 1. The first symbol the player comes across-this creates their scarf. 2. In the hub ...

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    Symbol 1. From the start, head straight towards the mountain for quite a bit of time. Before you reach the sandstorm, keep your eye on the mountain until you spot a pair of lights shoot out into ...

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    These are the symbols by level: Glowing Symbol Locations: Introduction Symbol 1 The first of the Symbols you'll collect is immediately in front of you as soon as you begin the game. Grab it to gain your first scarf extension. Introduction Symbol 2 Once you reach the bottom of the valley, grab the Symbol that sits on the small platform.

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  5. Unlock Powerful White Robes in Journey With Every Symbol Location

    Symbol #1: The first glowing symbol is right in front of your starting point. Symbol #2: After crossing the sands in the lower area, you'll reach a three-story platform that you circle to reach ...

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  19. Elektrostal Map

    Elektrostal is a city in Moscow Oblast, Russia, located 58 kilometers east of Moscow. Elektrostal has about 158,000 residents. Mapcarta, the open map.

  20. Elektrostal, Moscow Oblast, Russia

    Elektrostal Geography. Geographic Information regarding City of Elektrostal. Elektrostal Geographical coordinates. Latitude: 55.8, Longitude: 38.45. 55° 48′ 0″ North, 38° 27′ 0″ East. Elektrostal Area. 4,951 hectares. 49.51 km² (19.12 sq mi) Elektrostal Altitude.

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