*Superliminal* is a captivating journey through a surreal dreamscape where the manipulation of perspective becomes the key to unlocking its puzzles. If you find yourself stumped or eager to conquer each challenge, our comprehensive *Superliminal* walkthrough is here to guide you through every twist and turn.
Table of contents
Play and Solve Superliminal With Our Full Walkthrough Level 1 – Induction Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Puzzle 7 Puzzle 8 Puzzle 9 Puzzle 10 Puzzle 11 Puzzle 12 Level 2 – Optical Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Level 3 – Cubism Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Puzzle 7 Puzzle 8 Level 4 – Blackout Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Level 5 – Clone Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Level 6 – Dollhouse Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Level 7 – Labyrinth Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Puzzle 7 Puzzle 8 Level 8 – Whitespace Puzzle 1 Puzzle 2 Puzzle 3 Puzzle 4 Puzzle 5 Puzzle 6 Puzzle 7 Level 9 – Retrospect Play and Solve Superliminal With Our Full Walkthrough
Before we dive into our detailed Superliminal walkthrough, let's cover the fundamentals. Firstly, you're invulnerable here—dropping a colossal block on your head won't hurt you; it's all part of the dream.
Secondly, use the practice room to familiarize yourself with the game's mechanics. Experiment with objects, noting how their size changes depending on where you release them. Release an object near the floor, and it'll shrink; release it further away, and it'll grow. You can repeat this process, making objects progressively larger or smaller.
For instance, pick up a pawn from the desk, walk across the room, and hold it over the desk. It'll appear as large as the lamp; release it, and it becomes that size. As the note in the practice room emphasizes, perception is key. You can even create objects by aligning them in your view.
It may take some time to get accustomed to these mechanics, but soon they'll become second nature. Here's our step-by-step Superliminal walkthrough for all nine levels.
Level 1 – Induction
This level introduces you to the core mechanics of Superliminal.
Puzzle 1
Sign the contract if you wish, then proceed down the corridor into the next room.
Puzzle 2
Experiment with the pawns and other items on the table, then move through the door. You'll encounter a giant chess piece blocking your path. Pick it up, look down at the floor, and drop it. Jump over the box and continue.
Puzzle 3
The exit door is in the far right corner, behind two stacked blocks. Shrink the top block by dropping it near the floor, then jump onto the fallen chess piece, run, and leap to the top of the block, then through the door.
You'll encounter your first object-blocking door. You can pass through these doors without carrying anything, but an object in hand will block your way.
Puzzle 4
You need to keep a door open by placing an object on the button, similar to Portal. You can't outrun the closing door. Stand on the right side of the button, where you can see through the door when it opens. Pick up the cube, place it on the button (its size doesn't matter), and walk through the door.
Puzzle 5
Look into the previous room, pick up the cube, and aim at the ceiling in the current room. Drop the cube and repeat the process until it's large enough to serve as a step to the door in the corner. Jump onto it and proceed to the next room.
### Puzzle 6
Look through the left window to pick up the pawn chess piece. Then, look through the right window and place the piece on the button. Use the piece's shadow to align it correctly. Exit through the door.
Puzzle 7
This puzzle introduces object rotation, though only through one plane. Pick up the cheese and use the look-up-and-drop technique to enlarge it enough to serve as a ramp to the doorway.
Puzzle 8
Pick up the massive block and hold it against a wall, then release it to shrink it. Repeat this process until it's small enough to place on the button to the right of the door.
Puzzle 9
Grab the massive block from the left and drop it near the bottom of the wall to shrink it. Look through the broken window and place the now-tiny block on the button visible beyond. Alternatively, you can drop it on the slope to get it through the window.
Puzzle 10
The challenge here is to get the block over the wall into the next room. Some rooms in Superliminal have walls that don't reach the ceiling. Stand in the back left corner, raise the block until it clears the wall (watch for shadows), and release it to fall into the other room. Place it on the button if needed, then exit.
### Puzzle 11
Pick up the exit sign and keep enlarging it by dropping it from the ceiling until it's enormous. Rotate it to touch both buttons simultaneously, then release it and exit.
Puzzle 12
Ignore the button; there's a brick wall behind the door. Instead, peek through the crack in the left wall panels and take the cheese wedge. Enlarge and rotate it so the point faces the other leaning panel. Release it to knock down several panels, then climb over and continue to complete the level.
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Level 2 – Optical
Assuming you're now adept at resizing objects, we'll focus on navigating this level.
Puzzle 1
Proceed through the hotel until you reach the fire exit door. Move it aside and continue. When you see a nighttime painting on your left, walk towards it to ascend. In the large room, take an exit sign off the wall, enlarge it, and use it to climb over the far wall. Climb the boxes and go through the door.
Puzzle 2
Enter the room on your right, near the fold-out tables and projector. Align the cube-painted items to form a perfect cube, which will materialize. Enlarge the checkered cube to stand on it and reach the corridor exit.
### Puzzle 3
Another cube puzzle. Stand behind the table marked with an X, looking at the flowers, and walk backward until they align. Move to the opposite side and align the flowers on the newly appeared table with the flower hole in the checkered cube. Rotate the cube to reveal stairs, then enlarge it to exit the high door in the corridor.
Puzzle 4
Bring the cube stairs with you and use them to reach the ledge on the left side of the big room. Align the missing part of the fire exit door on one of the pillars to materialize it. Without moving, 'open' it by clicking on it, then exit through the new doorway.
Puzzle 5
Ascend the stairs and enter the room with spilled paint. Align the cube on the ceiling, then enlarge it to reach the upper level and yellow gantry. On the gantry, align the green pipe with the stain to create a chess piece. Pick it up and exit through the hole it makes.
### Puzzle 6
Back in the hotel, look through the far skylight and pick up the Moon. Enlarge and rotate it until the tiny door on top is walkable. Enter the elevator to complete the level.
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Level 3 – Cubism
Prepare to navigate a mental museum/art gallery filled with dice.
### Puzzle 1
Upon reaching the gallery, enter the Curator's Room on the right and grab the dice. Enlarge it to reach the ledge and proceed to the next room, bringing the dice with you.
Puzzle 2
Enlarge the dice to reach the exit, then take the smaller dice from the alcove and use it as a stepping stone onto the big dice. Go through the high door.
Puzzle 3
A straightforward one: pick up the new dice on the floor, jump down the hole it leaves, grab the air vent beneath the floor, and keep going.
Puzzle 4
Use the dice as steps and continue.
### Puzzle 5
Upon entering, you'll see three dice. They're attached to the floor, but you can slide them. Lower the middle dice into the floor, then pull the left dice to the right. Jump onto it and reach the ledge.
Puzzle 6
The dice will collapse, but pick up any side and use it to create a ramp to reach the ledge and exit the door.
Puzzle 7
Position the dice near the ledge; it'll explode but might form steps. If not, pick up any piece, enlarge it, and stack it on other chunks to ascend the ledge.
Puzzle 8
Pick up the dice face opposite the stairs, throw it aside, and enter the cube. Proceed to the elevator to complete the level.
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Level 4 – Blackout
Although you can't die, this level might give you a few frights. You'll walk a bit before encountering puzzles.
Puzzle 1
More a test of courage than a puzzle. The door ahead leads to a dead end, but walk to the right side of the room through the darkness to find an exit at the back.
Puzzle 2
Further on, walking forward drops you into a red pit. Approach the pit and look at the ground. To the left, you'll see the start of a winding platform. Follow it across the pit, keeping your eyes on the floor, to reach the next area.
Puzzle 3
When the door slams behind you, turn around and walk backward into the darkness. You'll see an arrow pointing to silhouetted stairs. Ascend them.
Puzzle 4
In the red room, it seems planks block your way. Look through the planks and take the exit sign. Enlarge it and return through the door with plastic strips. Turn right, use the exit sign to light your way, navigate over and through the boxes, then drop the sign before going through the door.
### Puzzle 5
In the storeroom, the red exit sign can't be taken through the object-blocking door. Enlarge it to illuminate the storeroom through the glass window. With visibility, climb the boxes to the high exit.
Finally, at the IDEA generator, interact to activate it, then proceed straight ahead to the elevator and complete the level.
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Level 5 – Clone
Named for objects that spawn copies, this level starts with a green fire door you can pick up and discard.
Puzzle 1
There's a big green button but nothing to pick up in the room; the dice and chess piece are fixed. Retrieve the door you removed and place it on the button.
### Puzzle 2
In the Y-shaped corridor with fire doors at each end, clicking them spawns smaller doors repeatedly. Create a staircase of doors on the right side, climb over the wall, and land behind the door.
Puzzle 3
Each click on the clock spawns another. Enlarge the duplicates to create a staircase from smaller to larger clocks.
Refer to the example above, though you can arrange them neater. Use your PC/console's button to clear the copies.
Puzzle 4
An apple on the button locks the door, and clicking it spawns more apples. Stand close to the apple, clone it, look at the ceiling, and drop a massive apple to knock the smaller one off the button. If you miss, use the right-click or equivalent to try again.
Puzzle 5
Your goal is to get an apple onto the green button up the stairs. You can only clone the apple, not carry it. Climb the stairs, stand behind the button, and look down at the apple so its bottom half is hidden. Click to clone the apple onto the button.
Puzzle 6
Stand at the room's entrance and keep cloning the SomnaSculpt sign until you can climb and jump up. Reach the top level, jump down the hole beneath the door, navigate linear corridors, and reach the elevator to end the level.
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Level 6 – Dollhouse
Instead of the usual route, enter the Relaxation Room. Go through the movie theater, turn right at Suite G, navigate the office area, and drop down through the object-blocking door.
Puzzle 1
Pick up the dollhouse, look up to the ceiling, and enlarge it until the window is above your head and the doorway dwarfs you. Enter, go through the door ahead, and jump onto the suitcases and table to reach the other door.
Puzzle 2
Reach a room with a door atop a Jenga-like pile. Enlarge the small fan and place it to blow at the blocks, knocking them down and freeing the door. Go through.
Puzzle 3
Click on the second window from the left to pick it up. Enlarge it and walk through when it's large enough.
Puzzle 4
Enlarge the inflatable castle to walk through the door, then through the vent fan.
Look through the vent fan, pick up the inflatable castle, and balance it on the top diving board. Return through the door to reach the top diving board, then go through the door in front. If the door is too small, go back to the vent and enlarge the castle a bit more.
Puzzle 5
Face two doors that lead to each other and a high door on the wall. Position the bigger door near the upper door, facing it and covering the bottom quarter. There should be room to shimmy through and enter the door, which may require resizing.
Place the smaller door on top of the first, then squeeze between the wall and the big door to enter. You'll emerge from the little door and pass through the keyhole.
Puzzle 6
Your task isn't to return to normal size. Instead, grab the cardboard dollhouse off the chair, resize it on your ledge, enter it, and proceed to the elevator to complete the level.
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Level 7 – Labyrinth
Begin by exiting bed into the backrooms. Keep walking as the voice discusses emergency protocols, then return to the bedroom.
Puzzle 1
Deal with the alarm clock loop. Walk until the alarm beeps, returning you to the bedroom multiple times. Continue until the screen blacks out and gravity shifts. Drop through the doorway into the catering area.
Click the alarm to return to the bedroom, right-side up. Click the blue sky painting on the wall, take it to the end of the blank hallway, and place it where a door would be. Walk into the painting (jump over the frame if needed) and sidestep left to continue. You'll reach a red hall where gravity pins you to the wall.
Puzzle 2
Inside the hall, click the grey door to the right to reveal the exit and drop it. Lift the fallen door to find a hole beneath it. Jump through to reach an orange hall.
Puzzle 3
In the orange hall, align the painted block on the right wall. Backing up, you'll fall down the crack by the wall to the next area. Alternatively, run up to the wall and drop down.
Puzzle 4
Another trap room: grab the spiral staircase, look up, and drop it to enlarge it, smashing through the floor into the room below. Climb down to the bottom, move the junk near the elevator, and enter it. Instead of completing the level, turn around and exit through the door behind you. Follow the exit signs in the repeating hallway to the next area.
Puzzle 5
Place the dice on the left ledge (shrinking it a bit) to climb onto the next level of the swimming pool. Turn around to see the dice on the top level. Use it to climb to the next level and exit through the door.
### Puzzle 6
Placing the chess piece on the button turns it 2D. Instead, stand on the button, look through the door, and use another chess piece, the knight, to hold it down.
Puzzle 7
Pick up the dice to change the room. Use the dice to climb onto the level with the bed, pick up the cube, and drop it to be transported to a long, dark corridor. Walk to the end wall, drop down, click the alarm clock, and appear in a group of elevators.
Keep going in one direction until you see an arrow. Follow the arrows, opening elevator doors, until you reach a darkened hallway. Click the alarm clock, walk forward into the elevator, but you're not done yet.
Puzzle 8
You appear to be outside, but lampposts turn into 2D images as you approach. Walk up to each of the four 'walls,' and a bedroom will appear in the middle. Enter, click the alarm clock, and complete the level.
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Level 8 – Whitespace
You're nearly at the end. Start with figuring out how to leave the room you wake up in.
Puzzle 1
No obvious exits, so don't headbutt the brick wall. Instead, look at the building model on the table. Click the chunk of building left of "Jungles" and enlarge it to enter the door.
One way is to make it slightly bigger, then stand by the desk and noticeboard, moving the building to obscure the far door, making it large enough to enter. You're manipulating the building you're in.
After passing through that door, the bricked-up doorway is now open. Passing through takes you through the model building's entrance. Shrink the model building, pick it up, and walk towards the door. The building will disappear, and the room will dissolve into white. Keep walking straight, falling a few times, until you see a black block.
Pick up the black block and go through the doorway behind it, then keep walking straight. In the filing cabinet room, walk through the large filing cabinet shadow on the wall.
Puzzle 2
You'll reach a long hallway with open walls and white pillars. Walk through and around until you see a white window in a black area.
Walk through the window. The opposite room is too high to reach. Turn around, pick up the inverted window, now a cube, and use it to climb through the far door. In the next room, walk behind the wall with the window, towards the containers and chimney in the background, and flick the switch.
Puzzle 3
Approach the stairs but walk through the white stair shape. Follow the new black stairs and path until you fall, then keep walking.
Puzzle 4
You'll enter a looping hallway with red, yellow, and blue pillars. Walk through the white walls to find another door behind the red and blue end. Continue to the chessboard.
Puzzle 5
Stepping onto the chessboard makes you fall through black and white squares. Use the chess pieces from the table to cross: place the white (yellow) piece on a white square, cross to it, pick up the black piece, place it on a black square, and cross. Repeat until you're across.
Puzzle 6
You can't initially go through the white door. Enlarge the cube and place it behind the white space behind the door to turn it into a room. Grab the cheese wedge inside, bring it to the high door side, and enlarge it to climb up and reach the door. Position the wedge below the door.
### Puzzle 7
Keep falling down chequered holes and corridors. After passing through a door into whitespace, turn around and click the black box to reveal an exit sign and red pit. Jump into the pit to complete the level.
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Level 9 – Retrospect
Activate the alarm clock to open the door. You'll receive an inspirational talk from Dr. Glenn Pierce and revisit sections of previous levels and new areas. You can move around, but the game will soon transport you to the next area.
And that's it! With our Superliminal walkthrough, you've conquered the game. For more brain-teasing fun, try Superliminal's Challenge Mode. For further assistance, explore our other video game guides.
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