First-person puzzle games can be fun, but also a bit frustrating depending on the game. Superliminal puzzles use perspective and item manipulation to add complexity, and the solutions aren’t always obvious. If you’re stuck while working through it, we have this complete Superliminal walkthrough to help you.
There is a trophy/achievement for finishing Superliminal in under 35 minutes, so the following solutions should help you cut down on time. The options menu has a speedrun clock you can turn on only when starting a brand-new run if you want to keep track.
Superliminal Chapter 1 Puzzles
Puzzle 1
The first puzzle takes place in this room with all these blocks. The door is on the right side, over the C2 block.
Simply pick up the B0 block from anywhere and move around until it is smaller than the C2 block by enough that you can jump onto it. Now jump onto the C2 block and leave.
You can pick up any object and simply stand there and hold it for two minutes for the Vaguely Activated Achievement trophy/achievement.
Puzzle 2
All that is in this room is a floor plate that operates the door, but there isn’t anything you can place on it. For this, step on the plate and move enough right that you can see the block on the table in the next room. Pick the block up and set it at your feet on the switch to keep the door open.
Once through the door, turn back around and pick the block up. Now just set it up in front of the exit in a spot that will let you jump up onto it and leave.
Puzzle 3
The hole on the left leads to a room with a pawn on the table. Pick up the pawn and take it to the right hole to drop on the pressure plate, this will open the door, and you can leave.
Puzzle 4
You’ll need to use the cheese wedge on the table to make yourself a ramp. The best way to make it big enough is to hold it and look straight up before dropping it to increase its size drastically.
You’ll likely have to do this a few times to get it the right size. Try to position it right on the door, as any movement might cause it to shrink.
Puzzle 5
As you can likely tell, you’ll need to shrink the massive block and fit it into the slot by the door. For this, do the opposite of the cheese and look at the floor while holding it. This won’t get it small enough, so now walk to the other side of the room and pick it up from there to have it the right size. You can also walk into a wall while holding it to shrink it down.
Now all that is left is to walk back over and place it on the switch through the hole.
If you open up the boarded doorway, it will lead to a vending machine you can use to get a soda. Take the soda back into the puzzle room and drop it from above you so it busts open. This will unlock the Sugar Crash trophy/achievement.
You can also keep resetting the checkpoint and selecting different soda from the machine for the Soda Connisseur trophy/achievement.
Puzzle 6
This room has a cube on the left and a broken window on the right that leads to the door switch. Simply follow the method you used in the previous puzzle to shrink the cube, then position it right here through the broken glass to drop it onto the switch.
Puzzle 7
Pick up the block while standing at the furthest corner away from it. Now look up and move to the wall with the black and yellow markings, aiming to position the block perfectly over it.
Put it roughly where it covers one of the overhead lights and then let it drop, making it fall onto the other side or land perfectly on the wall. Now cross the doorway and pick up the block to place it onto the switch to open the door.
Puzzle 8
You’re in a room with two switches and no blocks. However, you can remove the sign above the door. Use the technique to make it big and rotate it to be horizontal. If you get it right, it will cover both switches once dropped. As with puzzle four, you don’t want to move the sign, as it will improperly resize it.
On a correct drop, it should fall over while activating both switches.
Puzzle 9
Ignore the switch and the door, as they aren’t real. Instead, go to the left wall and pick up the cheese wedge through the slats. Do the size increase trick and keep dropping the cheese in front of the slats you picked it up through. You will eventually get the right drop that will knock them down.
Now follow the exit signs until you fall through the floor.
Subliminal Chapter 2 Puzzles
Puzzle 1
After going through some linear hallways, you’ll end up in this square room that doesn’t seem to lead anywhere. You’ll want to remove the exit signs are do the trick with the two switches to make a ramp. You’ll want this ramp to lead over the wall in front of the scissor lift.
Puzzle 2
This puzzle will feature the start of a new mechanic where you’ll have to solve an optical illusion to get the object you need to continue on.
Go into the room on the right and line up the checkered pattern into a cube you can use to exit. Don’t worry about having to line it up perfectly; the game will automatically shift you into the right position when you get close enough.
After going through the doorway, you’ll be in the next part.
Don’t worry about picking up the cube you just used. Once again, go to the right door to get another cube through a similar optical illusion.
First, line up this table and flower vase on the wall to complete the cube optical illusion.
With that table now real, you can create the checkered cube.
However, this isn’t just a cube. If you rotate it, you will see it hides a set of stairs to get you out.
Unlike cubes that take a little work to jump onto, the stairs provide a perfect way up.
Once through the doorway, pick up the stairs and bring it in with you. Set them up on the left side of the area.
Now you just need to line up the bit on this pillar with the stretched-out exit door on the floor to make it real. Now pick up the door to reveal the actual exit.
Puzzle 3
Your first move is to use that green pipe to release the checkered box.
Use the checkered box to get up on the ledge, and then go around to the yellow platform and line up the pipe to make this King real.
Removing the King will reveal a hole in the wall for you to leave. The other doorway up in the wall was a red herring that only leads to a nook that awards players with the Please Use Other Door trophy/achievement.
Puzzle 4
Make your way to the open windows and move in a way that lets you grab the moon through one of them. The moon is unique because it doesn’t fall to the floor when released.
You’ll want to position it somewhere at eye level and make it large enough to get to the objects on it. The only object that matters is this square you can see through, as it is the exit.
It doesn’t matter where you put it, as all that matters is that it is big enough that you can fit through it.
Superliminal Chapter 3 Puzzles
Puzzle 1
Collect the die inside the room on the right and use it to get up on the ledge straight ahead. Make sure to pick it back up and continue ahead with it.
Use it again on the doorway ahead, as the die on the left is a trick, and you can only pick up half at a time.
Pick up this die around the corner ahead to reveal the hole underneath.
Drop down the hole and remove the grate to continue into the next puzzle.
Puzzle 2
There’s no need to move anything as you can jump onto these dice and easily reach the ledge.
Puzzle 3
The dice ahead are fake, and there’s nothing to do here. Just go up the stairs and into the next puzzle.
Puzzle 4
We’re onto a new mechanic, so you can’t pick anything up. Instead, you can only move certain objects horizontally or vertically.
Drop the three-pip die into the floor and drag the six-pip to the opposite wall to jump up onto the ledge and out.
Puzzle 5
Grabbing either die will cause them to fall apart, so use one of the flat panels to make a ramp and exit.
Puzzle 6
You can pick up that die normally, but it will break into a mess of smaller cubes when you drop it. You should be able to climb onto the pile and jump up onto the ledge without moving any of them around.
The big die ahead isn’t real. Only the front will be removed when you pick it up, showing you the exit you’ll have to fall through.
You’ll land in an area that looks just like the first puzzle of this chapter. Your only option is to turn around and go through the open door and into the elevator that will end this chapter.
Superliminal Chapter 4 Puzzles
Puzzle 1
Don’t be fooled by the darkness. Move directly to your right from here, and you’ll see a door ahead. Go through this door, and the entrance to the next puzzle will be on your left.
Puzzle 2
There’s a huge hole in the floor after the doorway to your right, but there is a path to get you across. Check the left side of the hole while looking down to determine where this path begins.
You’ll need to follow it to get to the other side. It may not look like it, but once you reach the end of the path, you can jump to safety.
Puzzle 3
Darkness plays a big factor, and you’ll need to walk to the back of this area to figure this one out. Once you’re firmly in the dark area, turn around and keep your eyes on the door you came through. Use this to identify the objects that would otherwise blend in. Keep moving backward until you are in front of this arrow.
Now move directly right without turning to find a set of stairs. Follow them up and around the catwalk to head into the next puzzle.
Puzzle 4
Move ahead through the plastic curtain and into the red-lit area. You can pick up the red exit sign on the other side of the boarded-up doorway.
Take it back to the first area and make it a little bigger to give you more light. You can use it like a flashlight to navigate the previously pitch-black area to the left of the puzzle entrance.
From here, it’s just a linear path through boxes that there’s no hope of getting through without the light.
Puzzle 5
As with the previous puzzle, you’ll want to take the red exit sign off the wall ahead. Now make it larger and drop it, allowing you to see this previously hidden doorway on the back wall.
Puzzle 6
Follow the linear corridor to this IDEA generator that will turn on the lights when you try to pick it up.
There’s nothing else to do here, so walk through the double doors in the back and head to the elevator that ends the chapter.
Published: Feb 16, 2024 12:44 pm