Superliminal walkthrough guide

I'm ready for my nap.

If you're tired of just walking through liminal space and you need some puzzles, too, Superliminal delivers. Check out this Superliminal walkthrough and a full guide to escape these colorful walls.

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How to beat Superliminal - Walkthrough

You're stuck in a room with no exit. Sign the Terms of Service without reading them because who even reads those? Then, head through the doors that show up behind you.

The rook piece might look huge, but you can pick it up and move it out of the way. Jump across the boxes and into the first puzzle. The easiest way to enlarge objects is by looking up at the ceiling and dropping it. The easiest way to shrink objects is by walking as close to a wall as possible and dropping it.

There are five possible collectibles in each level. You can collect fire alarms, fire extinguishers, blueprints, and glowing chess pieces.

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Level 1 - Induction

We are starting off easy with the Induction level as we get used to manipulating perception to resize objects. There is one fire alarm, fire extinguisher, secret chess piece, and blueprint in the Induction Level of Superliminal.

Stairs Puzzle

A hidden passage is in the first room's top right corner.

  • Grab the top block and resize it to use as a step.
  • Pick up the box that teaches you how to rotate objects and, without resizing it, use it as the last step.
  • Jump up the makeshift stairs and go to the next room.
Screenshot by Pro Game Guides

Button Puzzle

The door opens when you are standing on the button. The room behind the closed door has a block you can use.

  • Stand on the button and grab the block through the open door.
  • Place it on the button.
  • Go through the door and grab the block again.
  • Enlarge it and place it underneath the door to climb through.

Two Windows Puzzle

The next room has two windows.

  • Grab the chest piece through the left window.
  • Put it on the button through the right window to open the door.

Keep an eye on the shadow of the piece to see where exactly you are placing it.

Cheese Puzzle

You sadly can't eat the cheese. You can, however, use it as a ramp to reach the doorway up on the opposite wall to the desk.

Giant Block Puzzle

There are two secrets in this room you can find. First, a huge block is blocking a secret door. Pick it up and put it off to the side for now. Take off all of the planks from the door and make your way through.

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You'll see a vending machine. To get the achievement 'Soda Conaisseur,' you need to buy each of the drinks from the machines once. That means you need to buy seven sodas, but there are more than seven vending machines in the game. Just keep track of what you are getting.

Buy a can, lift it to the ceiling, and drop it. This will make it explode, giving you the achievement 'Sugar Crash.' Once you're done, go back to the room to find the second secret, a chess piece.

Enlarge a plank and use it as a ramp on the wall to the right. The blue chess piece will be on the top. Once you click on it, it will disappear. Collecting secret chess pieces gives you the 'Chess Master' achievement.

When you have all of the secrets from the locations in the image above, shrink the block and put it on the button next to the door.

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Broken Window Puzzle

In the next room, you will see a broken window and a button below through another broken window. Grab the cube from the left, shrink it, and place it on the button.

No Objects Puzzle

Since the block can't pass through the door, it will have to go over the wall. Lift it up in the corner and watch the shadows. Drop the cube when you see the shadow is more on the other side of the wall. Then place it on the button.

Exit Sign Puzzle

Keep walking until you reach a room with two buttons. Grab the exit sign from above the door and keep enlarging it until it sits on both buttons to open two doors.

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Walls Puzzle

Once you enter the last room of this level in Superliminal, head to the left to a hole in the wall. You will see a piece of cheese and the exit sign, so grab one of them. You need to enlarge your chosen item and lean it against the walls to break it down and pass through.

You will come across a fire extinguisher, which you should interact with until it is empty. Then, pull the fire alarm to get the 'Fire Alarmist' achievement.

Before you jump into the pit, grab the sign to make yourself a ramp and jump across. Go through the door and behind the blue wall, where you will find a blueprint. Then, go back and jump into the pit.

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Level 2 - Optical

If you enjoy optical illusions, you are going to enjoy this level. There are x fire alarms, x extinguishers, x blueprints, x chess pieces, and a constellation in the Optical level of Superliminal. Leave your room and go down the hall until you reach the receptionist's desk. Click on the fire extinguisher and fire alarm on the left first. Then, head over to the vending machine in the next room.

Grab a can and place it in the trash can to get the 'Please Recycle' achievement. If you place a can in the recycling bin, you will get the 'Environment Saved!' achievement. Head out of the room and put the can in the round bin in the hallway, getting the 'Take Your Trash Elsewhere' achievement.

So Many Hallways Puzzle

In the dead-end hallway to the right, you will find one fire extinguisher and a fire alarm across from each other. The next two are right before the exit door. Grab them and then remove the door.

A fire alarm will be on the left wall as soon as you go through. Head down the right path and grab another fire extinguisher and alarm. Then, head through the door next to the extinguisher, as this is the real exit. Grab the fire alarm that's to the right of the door.

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No Way Forward Room

You will get to a square room with many exit signs but no real exit. Once you enter, there is one file alarm and one fire extinguisher on each side of the door. Grab one of the exit signs and use it as a ramp to get over the far wall. Don't forget to interact with the fire extinguisher on said wall once you go over it. Then, head down the dark hallway to the right to grab a blueprint.

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Climb up the boxes and go through the red carpet room. Pull another fire alarm in between the doors. Go through either door, then turn back and use the fire extinguisher. Head down and go to a room with a speaker's podium.

Checkered Cubes

In this room, you will have one fire alarm and one fire extinguisher to grab. Then, move around to combine the checkered pattern into a cube. You can use the cube as a platform in the previous hallway. Climb up and pull the fire alarm to the left of the door.

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There is another checkered cube in the following room, but a piece of it is missing. First, grab the alarm and extinguisher. Then, go further into the room to the back wall and look back out through the door.

  • Align the table with the two lines on the outside walls, and a table will appear with a flower vase.
  • Use the flower vase as the missing piece for the checkered cube to make it appear.
  • Grab it and use the shelves on it to climb up the platform.

Exit Room on the Floor

Pull the fire alarm to get the collectible and use the extinguisher. You'll see a distorted exit door on the floor in the next room.

  • Pick up the shelves cube and climb the second floor to the left
  • Align the door on the floor to the parts of it on the pillar.
  • Remove the door and exit.

Bring the door with you and use it to get to the top of the wooden wall in the middle of the room. You'll find a red chess piece there.

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Now, you'll go behind the yellow stairs and towards the light. You aren't dead, just asleep, and in this secret room, you'll get to enjoy a starry sky.

  • Go to the middle of the room and look up.
  • Shuffle around until the stars form a table.
  • Click on it and get the collectible.

Cube, Dice, and Chess Piece

Now, you can climb up the stairs to the next room.

  • Look up and see the checkered cube you need to align.
  • Use it to climb to the second floor.
  • Look at the green paint from the yellow ledge until you match it up and make a chess piece.
  • Remove it to reveal an opening in the wall.

Before going through the opening, let's collect other things in this room. Use the cube and the chess piece to climb through the upper door. Pull the fire alarm first and then press on the fire extinguisher. Pick up the red dice to get the 'Please use the other door' achievement.

Go back into the big room. Use the red dice, cube, and chess piece to climb on top of the vents. And make sure it's the vents and not on the pipe, as you can't make that big of a leap (I found that out from experience). Pick up the glowing chess piece from the corner and jump down to go through the hole.

Keep going until you reach another red room. The extinguisher is right next to the door you got through, and the fire alarm is next to the opposite door. Two fire alarms are almost hidden behind two armchairs in the next room, and an extinguisher is next to the exit door.

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Cheese Moon

Grab the moon through the open glass ceiling and enlarge it. It will hold a radio, a toy block, a can of soda, a slice of cheese, and the exit door.

  • Put the exit door in its missing place
  • Grab the cheese.
  • Enlarge it to climb up through the window and grab a blueprint on the roof.
  • You can also use the moon as an additional support when climbing like I had to.
Screenshot by Pro Game Guides

Jump back down and go through the exit. Click on the fire alarm and fire extinguisher in the elevator hallway to get all of the collectibles on this level.

Level 3 - Cubism

If you wanted more cubes, then you got them. Head out of the room and down the hall. Pass through the reception room again and grab the next soda can on the list. You'll need to click on the fire alarm and the fire extinguisher, too, as this is the next level.

Pipe Room Starry Sky

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Head down until you reach a room with large green pipes. Turn to the right, and a hidden passage in the darkness will be next to the door. Go inside and reach another starry sky. This time, you will match the stars into a mug when you place yourself like in the image above. Return to the pipe room and head to the next one.

A fire alarm is on the left as soon as you pass through the door. Go to the room with beige walls to the right, pick up a cube, and climb up the wall. There is one more fire extinguisher before the blue door.

Once inside, there is an alarm next to the door. Get it, and then grab the cube from the left. It will break into two pieces. Use them as steps to reach the vent and the chess piece. Then, head up through the door.

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Blue Hallway

In the next hallway, you will find a dice on the floor. Ignore it for now and continue down the hall. Grab the extinguisher and the alarm at the end. You can't go through the tape, so go back to the dice and pick it up to see a hole. Jump down into a new area.

Take off the grate and bring it with you into the next room. Lean it against the wall, climb it, and grab a glowing chess piece from the AC. Then, jump down and grab the next soda.

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Once you go through the door on the left, there's a fire extinguisher. Climb the weird cubes to get to the painted cubes room. On the wall, you'll find another fire alarm. Go up the stairs and to the right. You'll find another alarm and extinguisher next to each other.

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Cube Platformer

In the new room, we can't carry around and use dice, we only move them as platforms. Slide the dice and the vent like in the image below to get to the blueprint. When jumping, aim more towards the wall to make it easier to reach that last platform.

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Once you are done, push the platform that was going up back into the floor. Then, drag the cube from the wall all the way to the opposite wall. Use it to jump up to the door. Don't forget to grab the fire extinguisher.

Dice Puzzle

You'll find a fire extinguisher in the room with the two dice. Once you try to pick them up, the dice will fall apart. Use one of the sides as a ramp to climb up to the door. Click on the alarm next to the door and the extinguisher on the other side of the wall.

Then, pick up the big dice in the following room to climb. It will explode into many smaller dice, but you can still climb them. Pick up the extinguisher on the wall once you climb up.

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Now, you reach an even bigger dice. You can only grab the side with the five apples. Take that side with you and jump down into the cube. Use it as a ramp to the higher floor to pick up a fire extinguisher and a blueprint, then pick up the fire alarm on your way out. Collect the extinguisher and alarm in the hallway and go to the elevator.

Level 4 - Blackout

Do the same as in the previous levels and pick up the alarm, extinguisher, and soda from the vending machine. Before leaving the room, go to one of the filing cabinets and see a constellation. This time, you'll find a cheese in the stars.

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Once you reach the big corridor, the lights will start flickering. You need to be quick and grab all eight fire extinguishers next to each of the doors. You'll have to reset the checkpoint a few times, which is a bit annoying but less annoying than trying to guess where they are in the dark. Once you have them all, go through the door on the right.

Secret Corridor

You'll go through quite a few rooms without anything to do. Honestly, I preferred that to the blood smears you'll come across on the floor. Move the canisters to jump across and keep going until you reach a dead end.

  • Turn around and step out of the room.
  • Strife to the left until you see another corridor
  • Go left towards the DIE boxes. I don't feel threatened at all.
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Walking in the Darkness

Ignore the door that closed in front of you and follow the blood trail to the extinguisher on the left side of the double doors. Ignoring the giant pit with blood on the walls is a little more difficult. Strife to the left of the edge until you find planks. Go down the left path to safely get across.

You'll walk around without puzzles for a while but with increasing fear. Once you get into a room, walk into the darkness backward. You will see an arrow pointing at the staircase you need to climb.

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Exit Sign Lights the Way

Click on an extinguisher in the next hallway. Then, head to the glowing red room. Through the next door, you can see an exit sign.

  • Grab it and head back to light your way. In the darkness
  • Go down the now-lit hallway to the right.
  • Cross through the boxes.

There's another chess piece on top of the boxes. Use the sign to get to it, as you can see in the image below.

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Enlarge the exit sign in the next room to light up an exit above the boxes in the glass room. Don't pick up a knife, as this isn't that kind of game, and follow the blood trail. Click on the fire extinguisher before going to the storage room. Go past the shelves to turn on the generator.

Can of Beans

With the lights on, it's somehow so much worse, but sadly, you can't turn the generator back off.

  • First, grab a can of beans from the kitchen to the right.
  • Head back to the shelves on the left and use the beans to jump across.
  • Don't forget to pick the can once you are at the top, or you won't be able to get back.
  • Pick up the blueprint from the floor.
  • Use the can to get across the shelves on the other side.
  • Go to the window closest to the kitchen and climb up.
  • Find a chess piece on the ledge.
  • Then, head back to the dining room.

You don't need the can of beans anymore, but I'll take it with me as comfort. Head through the opposite door towards the elevator. Remember to click on the alarm and the extinguisher before getting into the elevator.

Level 5 - Clone

All of those alarms waking you up is a bit of an overkill, but it introduces us to the clone mechanic. Leave the room and repeat the usual process: alarm, extinguisher, and vending machine. Then, head out into the hallway. Click on the extinguisher next to the green door. Go through the door and pick up another extinguisher around the corner. There is one more in the yellow room.

Locked Yellow Room

You can't pick up anything in the room, but you can bring things into the room. Go back, pick up the green door, and place it on the button. Go down the hall and to the left first.

Press on the alarm, and you'll see a bunch of handles spawning. Keep clicking until you get the 'Why Are You Like This' achievement. You only need to press once to collect an item, though. The extinguisher is normal, but the door will also start cloning.

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Cloning Doors

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Instead, head the other way to grab one more fire alarm and extinguisher. This green door will also keep cloning, but that works for you as you need a ramp to jump across the wall. Once you are over, you will head into a room with a blue wall. There are no blueprints on the back of it this time, but there is a fire alarm on the right wall.

Digital Alarm Clock

Head through the door and grab the fire alarm and extinguisher from either side of it. Now, since the digital alarm clocks get cloned, you can use them to create a ramp like I did below. You could probably do it more efficiently, however.

Before heading up, grab one clock to make a ramp to the vents in the previous room and reach a blue chess piece. Don't forget the alarm and extinguisher next to the exit door up the ramp in the other room.

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Apple Clone

Head down the hallways and pull the alarm next to a door. Keep going until you get to the apple room. Once inside, there will be an extinguisher to the left. Pick up the apple and drop it on your head to get the 'Son of Man' achievement.

Drop the clone on the apple that's on the button to move it and unlock the door. I did this accidentally when hitting myself on the head and then placed the original apple back on the button. The mechanics have changed. Grab the fire alarm and head through the door.

You'll reach another apple room. There are two fire alarms and an extinguisher in this room, so roam around first to find them. Climb up the stairs and grab another fire alarm. Align the button to be right under the apple so it will spawn on the button once you clone it. This will unlock the door behind you.

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There is an alarm and an extinguisher before entering the orange room. Grab those and then go to the left of the door to jump onto a platform in the dark. From there, jump onto the door and then onto the vents. You'll find a secret chess piece up here.

SomnaSculpt Sign

Go down the hallways and hit one fire extinguisher. Let's climb up first.

  • Clone the SomnaSculpt sign to climb up to the ledge.
  • Reset the signs and grab the fire alarm next to the door.
  • Grab the other one in the hallway beyond it.
  • A fire extinguisher will be to the right of the next door, and another will be around the corner.
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You'll find another secret path to the star room to the left of the vending machine. Click on the vending machine in the stars and then go back out. Head to the purple hallway and click on two alarms and a fire extinguisher. Pick up the last fire alarm and extinguisher from the hallway before getting in the elevator.

Level 6 - Dollhouse

Level 6 of Superliminal has us waking up in the same room, but the path to the reception room is now closed. It could be something to do with all of that blood on the floors. Instead, we are heading to the Relaxation room. There's no way this room will be worse, we are here to relax.

Grab the fire extinguisher outside the doors to the home liminal theatre. There is a secret path to the starry night behind the exit doors to the right. This time, we'll find a chair. Unfortunately, we don't get to relax, as we are going to end up on the other side of the locked gate and back in the reception room. Grab the alarm and extinguisher, and brace yourself for some more blood.

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Red Carpet Room

You'll head through the curtain and fall into a room with lots of blue chairs and a red carpet. You'll see a dollhouse on a table.

  • Enlarge the dollhouse and go inside.
  • Grab the fire extinguisher from the right as soon as you go in.
  • Jump up the platform and click on the alarm to the left.
  • You'll find another extinguisher and a fire alarm further into the house.

Go outside and enlarge the house more so that you can leave through the exit door and get to the radio room. Grab the fire extinguisher next to the door and a fire alarm on the wall to the right. Then, pick up another extinguisher next to the second radio.

Block Tower

Keep going until you reach a room with a big tower and an exit on the top. Make the fan next to the tower bigger to knock the blocks over. Then, go through the exit.

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Window Door

You'll get into a room with seemingly no working exit again. You can pick up the window to the left of the door and make it bigger. Once you do, you can go through one of the window panels. In this room, you'll find a fire alarm on the wall to the right and a blueprint on the boxes in the left corner. There is also a chess piece on top of the door you need to exit through.

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Bouncy Castle

Go through the locker rooms until you find a bouncy castle. Pick it up and head to the door in between the two locker rooms. Climb up and pick up the blueprint. Then, head back to the pool with the bouncy castle in tow and make it bigger to go inside. Grab a fire extinguisher from the wall to the left of the entrance.

Go through the vent until you can see the pool. Pick up the castle and place it on the higher springboard. Then, go back and leave the castle. In the same room as before, you will find a fire extinguisher next to the door and the alarm to the right.

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Two Doors

Shrink one of the doors and put it through the giant keyhole. Then, go through the other door to get out up top. Bring both doors with you. From your vantage point up top, enlarge one of the doors and put it on the floor. It might take a while to fall down, as everything is slower when you are tiny.

Go through the still small door. You'll get out bigger as the other door is bigger, too. There is a blueprint on the wall. Jump up to the trash can and then click on the blueprint that's on top of the clock.

Then, head to the dollhouse. On the inside is the usual hallway that leads to the elevator. Click on the fire alarm and extinguisher before heading in.

Level 7 - Labyrinth

On the seventh level of Superliminal, we are getting straight into the thick of it.

  • Get out and grab the fire extinguisher first.
  • Avoid the puddle of blood on the floor and click on another extinguisher and a fire alarm.
  • Grab a fire alarm next to the shelves.
  • There's another extinguisher through the door on the left.

The Loop

We get back to the hallway leading towards the elevator. Grab the alarm and extinguisher before entering. It is closed, and you'll experience a reset back into the bedroom, except this time you are locked inside. Press the alarm clock, and the door will open.

You're now back at the reception. Don't forget the alarm and extinguisher. You can't progress as the game will teleport you back into the suite. Repeat the process. This loop will go on several times until you are back in the room for the last time. Click on the clock, and your controls will be flipped. Move around until you fall through the door.

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You'll drop into the dining room. Don't click on the alarm clock just yet, as you will be reset back to the room. Grab the fire extinguisher first, and then you can head back. This time, there's a wall blocking the hallway.

Grab the sky painting from the room and take it into the hallway to enlarge before jumping into it. You'll bump into the sky wall, but there's an alarm on the wall behind you that you should grab. There's an extinguisher in the next room with the radio.

In the next hallway, there are two fire alarms. You'll loop into the same hallway, so just repeat the process of clicking all of the collectibles. Then, once you reach a new hallway, there's a fire extinguisher to the right of the door.

Sideways Rooms

Click on the extinguisher after falling, then throw yourself through the door. You'll find a fire extinguisher next to the double doors. Grab a door and use it as a ramp to get through the opening. In the blue room, there is another fire extinguisher and a chess piece behind the window.

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Go back to the previous room, and you'll fall through a new hole in the wall. Pick up the alarm and extinguisher in the next hallway.

In the room with the painted cube, don't waste your time. You can't grab it. The stars aren't the way to go, either. I was trying for so long before accidentally falling into the crack at the edge and finding the real exit.

After falling, pick up the stairs from the table and drop them down onto the floor. You're not going up, however. The stairs will break the floor, and you will find the exit at the bottom. There's an alarm and an extinguisher on both sides of the door. Grab those and go into the elevator.

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The Hallway Maze

Turn around and exit through the other side of the elevator. Now, it's time to get out of a maze. The elevator will make a right or wrong noise depending on whether you made a good choice or not.

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You need to follow the arrows above the doors, but there's a trick. You must look in the opposite direction to what the arrow tells you first. Only then can you look the correct way, and the elevator will confirm it.

After getting the turns all right, you'll get to the pool room.

  • Use the dice to make your way to the top.
  • Use the dice and a can from the vending machine to climb to the top of the scaffolding and grab a blueprint.
  • Click on the fire alarm in the room with the vending machine.
  • Grab the extinguisher in the room with the big chess piece.

Fake Chess Piece

The big chess piece will blend with the button when you place it on top of it. Instead, you have to stand on it and grab a different one from the other room. This one will keep the door open. These two aren't collectible, but there is one on the light in the next room. Jump onto the plant, climb the pipe, use the chess piece that's on the button to climb onto the lamp, and grab the chess piece.

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Pick up the extinguisher before dropping into the hole at the end of the hallway.

  • Grab the extinguisher from the wall in the orange room.
  • Grab another fire extinguisher and a blueprint from the hallway to the right.
  • Only then should you grab the dice, as it will teleport you to a new area.

Jump into the white abyss next to the wooden right stand of the door to get to the constellation room. Match the stars like in the picture below, and then head out.

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Use the dice to climb up and take a nap if only that were possible. Go around the bed to the next hallway. Press the extinguisher and jump over the cube to get to the fire alarm. Then, press the cube to get teleported into a new area.

In the red room, head to the left first to grab a fire alarm. Climb up the cube and pick up the extinguisher next to the door. Then, head into the room with the digital alarm clock. There's a fire alarm on the wall to the left. Grab that and get teleported into the elevators.

The Elevators Maze

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Head straight until you reach the first arrow on the floor of an elevator. Then, all you have to do is follow their directions until you are out. Click on the alarm in the next room and head to the elevator. It will teleport you onto a street.

Head in all directions to spawn four walls. Once you've done that, the bedroom will appear in the middle. Before going in, climb up onto it to grab a blueprint. Then, go inside and turn off the alarm.

Level 8 - Whitespace

We are now in the framework that patients usually don't have access to. This can only mean good things, I'm sure.

Somnasculpt Sleep Clinic

Grab the Somnasculpt sleep clinic and enlarge it to go in. Once you go through, you will open the closed-off door in the hallway to the right. Place the miniature into the vending machine, where you can find a chess piece once you go through the doors.

Then, take the miniature through the exit. This will trigger a paradox. Keep going through the white space until you reach black walls and a room. Keep going and falling through this space until you get to the reception, or at least parts of it. Go to the right side of the reception to climb up and grab a blueprint.

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Keep walking until you fall through a hole and into a room full of filing cabinets. Everything in this room is now grayscale, so it's a bit more difficult to find the two fire extinguishers on the walls and the fire alarm in the middle of the room.

Once you collect all of the extinguishers, you will get the 'Fires Extinguished' achievement. And if you've pulled all of the alarms, you will get the 'Fire Safety Achieved' achievement.

Go through an opening on the wall that looks like a shadow. Follow the arrows in the darkness until you've reached a fancy black-and-white corridor.

Windows Galore

Once you get to an area with many windows on both sides, go between them and back behind the door you just came from. You'll find a blueprint behind it.

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Keep moving forward until you reach a big window. Jump through it, and you'll see an exit in the distance that's too high in the air to reach. Grab the window you just jumped through and use it as a platform.

The Light Switch

Once you climb up through the exit, go to the left and head towards the giant light switch in the distance. Click it, and you'll be in complete darkness. Turn around and follow the signs that point you toward the white staircase.

You can't go up the white staircase but can pass through it. Immediately turn around, and you'll see a black staircase. Climb up it and keep walking until you fall through the floor into a new room.

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The Looping Room

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You'll loop right back into the same room if you go through the door. Instead, you can go through the white walls just like with the white staircase. Head through the wall with the red and blue sides, and you'll see an exit.

Keep going until you reach a rocky area. Go to the right of the door and climb up the rocks until you see a blueprint. Once you grab it, you'll get the 'Feeling Blue' achievement.

Don't go through the door yet. There is one more constellation left. Head past the door to the right until you reach the entrance to the starry night. This time, you'll find a keyboard in the stars.

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Secret Chess Piece

Grab one chess piece from the table through the exit and then head back to the rocky area again. We need to grab a secret chess piece, too. Go the opposite way to the constellation and around a rock. You'll make it to the area in the image below. Place the piece next to the edge so that you can climb up.

Once you're up, head down the path until you reach a red mark on the floor. Go to the right so that you can match it to a chess piece. Go back, but don't forget to pick up the one piece you used to climb up.

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Chess Board

The chessboard is only real once it has a chess piece on it. Place the white piece on the white spaces and the black piece on the black spaces to make it across the board. Go through the door to the new area. You have to put the block through the door first, and then you can pass it.

On the other side, you'll find a cheese. Again, put the cheese through the door first and then head back. Use the cheese as a ramp to get to the exit.

Climb down the chess spaces that create stairs and then go down a long psychedelic hallway. I had to look away for a bit there and almost missed the fact that the exit was to the left at the end. You'll find a black cube, which you need to remove and find an exit.

Once you do, jump down into the alarm. You'll be back in the bedroom, so just press the alarm clock, and you'll start the last level of Superliminal.

Level 9 - Retrospect

The Retrospect level in Superliminal takes you back through all of the areas you've been through in reverse order as the doctor talks to you. You can move if you want, but the game will get through all the areas independently by teleporting you. Once this level is done, you'll get the 'Wake Up' achievement.

For more walkthroughs, you can check out the Vanishing Act Walkthrough - Adventure Escape Mysteries on Pro Game Guides.

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About the Author

Hristina has been a full-time Staff Writer at Pro Game Guides since October 2023. She has a Master's degree in English Language, Literature and Culture from the University of Belgrade. She's used her love of English to write blogs, anime quizzes, books as well as work as a Content Editor before starting at PGG. She lives for the horror genre and you'll often find her playing Dead by Daylight, Lethal Company, and Phasmophobia. Hristina's comfort games are Outlast, Last of Us, and Until Dawn, which she has played or watched other people play more than 10 times each.

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Superliminal walkthrough guide

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