Home News Superliminal Walkthrough: Complete Guide

Superliminal Walkthrough: Complete Guide

Author : Julian May 13,2025

*Superliminal* takes you on an enthralling journey through a dreamlike world where perspective is key. This first-person puzzle game challenges your perception and problem-solving abilities, and if you find yourself stuck, our comprehensive *Superliminal* walkthrough is here to guide you through each 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 diving into our detailed Superliminal walkthrough, let's go over the game's core mechanics. Firstly, remember that you can't die in Superliminal—even if you drop a giant block on yourself, you'll bounce back unharmed, as everything is happening within your mind.

Secondly, utilize the practice room to familiarize yourself with the game's unique mechanics. Experiment with objects by picking them up and manipulating them. The key is that an object's size changes based on its perceived distance when you drop it. Release an object near the floor or wall, and it will shrink; release it further away, and it will grow. You can repeat this process to adjust an object's size significantly.

For example, pick up a pawn from the desk, walk across the room, and hold it over the desk again. You'll see it appear as large as the lamp. Release it, and it will become as big as the lamp. As the note in the practice room explains, perception is everything. You can also make objects appear by aligning them in your view.

It might take some practice, but soon these mechanics will become second nature. Now, let's proceed with our Superliminal walkthrough, covering all nine levels.

Level 1 – Induction

Superliminal - several huge chess pieces and blocks in a room.This level introduces the fundamental techniques for navigating Superliminal.

Puzzle 1

Begin by signing the contract if you wish, then proceed down the corridor to the next room.

Puzzle 2

Experiment with the pawns and other objects on the table, then move through the door. You'll encounter a giant chess piece blocking your path. Lift it up, look at the floor, and drop it to shrink it. Jump over the smaller box and continue to the next area.

Puzzle 3

The exit door is located in the far right-hand corner, behind two stacked blocks. Pick up the top block and drop it near the floor to reduce its size. Climb onto the fallen chess piece, run, and jump onto the smaller block to reach the door.

You'll come across your first object-blocking door. You can pass through these doors if you're not carrying anything, but holding an object will prevent you from moving forward.

Puzzle 4

To keep the door open, you need to place an object on the button, similar to Portal. You can't run fast enough to make it through before the door closes. Stand to the right of the button, allowing you to see through the door when it opens. Pick up the cube, place it on the button (its size doesn't matter), and proceed through the door.

Puzzle 5

Look back into the previous room, pick up the cube, and focus on the ceiling in the current room. Drop the cube and pick it up again to make it larger. Repeat this until it's big enough to serve as a step to the door in the corner. Climb onto it and proceed to the next room.

A chess piece being held near a yellow button.### Puzzle 6

Look through the left window and pick up the pawn chess piece. Then, look through the right window and place the pawn on the button. Use the pawn's shadow to align it correctly. Exit through the door.

Puzzle 7

This puzzle introduces object rotation, limited to one plane. Pick up the cheese and use the look-up-and-drop method to enlarge it enough to create a ramp to the doorway.

Puzzle 8

Lift the massive block and hold it against the wall, then release it to shrink it. Repeat this, then place the now-smaller block on the button to the right of the door.

Puzzle 9

Grab the large block from the left side and drop it near the bottom of the wall to make it smaller. Look through the broken window and place the 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 is to get the block over the wall into the room beyond. Some rooms in Superliminal have walls that don't reach the ceiling. Pick up the block, stand in the back left corner, and raise it until it clears the wall (you'll see shadows). Release it to let it fall into the next room. Place it on the button and exit.

A giant exit sign in Superliminal, touching two buttons.### Puzzle 11

Pick up the exit sign and keep dropping it from the ceiling until it's large enough. Rotate it to touch both buttons simultaneously, then release it and exit.

Puzzle 12

Ignore the button behind the door, as there's a brick wall. Instead, peek through the crack in the left wall panels and take the cheese wedge. Enlarge it and rotate it so the point hits the other leaning panel, knocking it and several others down. Climb over and continue to complete the level.

Jump to Top

Level 2 – Optical

Assuming you're comfortable with resizing objects, we'll focus on navigating this level.

Puzzle 1

Navigate the hotel until you reach the fire exit door. Move it aside and continue. When you see a nighttime painting on your left, approach it to ascend the stairs. In the large room, remove an exit sign from the wall and enlarge it to climb over the far wall. Use the boxes to reach the door.

Puzzle 2

Enter the room on your right and stand near the fold-out tables and projector. Align the cube-painted items until they form a perfect cube, which will materialize. Enlarge the checkered cube to stand on it and reach the corridor exit.

Superliminal a chequered cube above a table.### Puzzle 3

Find another cube by standing behind the table with an X and walking backward until the flowers align. Then, from the opposite side, align the flowers on the newly-appeared table with the flower hole in the checkered cube to get it. Rotate it to reveal stairs, then enlarge them to reach the high door in the corridor.

Puzzle 4

Bring the cube stairs with you and use them to access the ledge on the left side of the big room. Align the missing part of the fire exit door on a pillar to materialize it. Without moving, click to 'open' it and exit through the new doorway.

Puzzle 5

Climb the stairs to the room with spilled paint. Align the cube on the ceiling, then pick it up and enlarge it to reach the upper level and the 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 creates.

The moon inside a hotel, with a tiny door on top of it.### 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 it is large enough to walk through. Enter the elevator to complete the level.

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Level 3 – Cubism

Prepare to manipulate numerous dice as you explore this mental museum/art gallery.

A gigantic dice near a door, in an art gallery in Superliminal.### Puzzle 1

Upon reaching the gallery, enter the Curator's Room on the right and grab a dice. Enlarge it to reach the ledge and enter the next room, bringing the dice with you.

Puzzle 2

Enlarge the dice to reach the exit, then grab the smaller dice from the alcove and use it as a stepping stone onto the larger dice. Go through the high door.

Puzzle 3

This is straightforward. Pick up the new dice on the floor, jump down the hole it creates, grab the air vent beneath, and continue.

Puzzle 4

Use the dice as steps and keep going.

A huge dice attached to a massive piece of wood in Superliminal.### Puzzle 5

Upon entering, you'll see three dice attached to the floor. Slide the middle dice into the floor, then move 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 the ledge and exit through the door.

Puzzle 7

Position the dice near the ledge. It will explode, but if you're lucky, it will form steps. Otherwise, pick up any piece, enlarge it, and stack it on other chunks to ascend to the ledge.

Puzzle 8

Pick up the dice face opposite the stairs, toss it aside, and enter the cube. Shortly after, head to the elevator to complete the level.

Jump to Top

Level 4 – Blackout

Several tanks and bottles in Superliminal.Although you can't die, you might experience a few scary moments. Walk a bit before encountering the first puzzle.

Puzzle 1

This is more a test of courage than a puzzle. The door ahead leads to a dead end, but if you walk to the right side of the room through the darkness, you'll find an exit at the back.

Puzzle 2

Further on, you'll encounter a room where moving forward plunges you into a red pit. Approach the pit and look at the ground to find a winding platform to the left. Follow it across, 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 go back through the door with the plastic strips. Turn right, use the exit sign to light your way past the boxes, then drop it before going through the door.

A large room illuminated by a giant red exist sign in Superliminal.### Puzzle 5

In the storeroom, there's a red exit sign you can't take due to the object-blocking door. Enlarge it to illuminate the storeroom through the glass window. With visibility, enter and climb the boxes to the high exit.

Finally, reach the IDEA generator, activate it, and head straight to the elevator to complete the level.

Jump to Top

Level 5 – Clone

Level 5 – Clone is named for objects that spawn copies when interacted with. You'll soon encounter a green fire door you can pick up and discard, leading to the first puzzle.

Puzzle 1

There's a big green button, but nothing obvious to pick up; the dice and chess piece are secured. Go back, grab the door you removed, and place it on the button.

Superliminal, a green door with several smaller green doors in front of it.### Puzzle 2

In the Y-shaped corridor with fire doors at each end, clicking them spawns smaller doors, creating a staircase. Click repeatedly on the right door to create a staircase, then 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 of varying sizes. Use your device's button to make copies disappear if needed.

Superliminal, stacked copies of alarm clocks.### Puzzle 4

An apple sits on the button, keeping the door locked. Stand close, clone it, look at the ceiling, and drop a massive apple to knock the smaller one off. If you miss, use your device's button to try again.

Puzzle 5

To get an apple onto the green button, climb the stairs and stand behind the button. Look down at the apple so the bottom half is hidden, then click to clone it onto the button.

An apple on a switch in Superliminal;.### Puzzle 6

At the room's entrance, keep cloning the SomnaSculpt sign until you have enough to climb and jump up. Reach the top level, jump down the hole beneath the door, and navigate the corridors to the elevator, ending the level.

Jump to Top

Level 6 – Dollhouse

Instead of the usual route, enter the Relaxation Room. To reach the first puzzle, go through the movie theater, turn right at Suite G, navigate the office area, and pass through the object-blocking door.

Puzzle 1

Pick up the dollhouse, look up to the ceiling, and drop it to enlarge it until the window is above your head. Enter the doorway, go through the door ahead, and jump onto the suitcases and table to reach the other door.

Puzzle 2

You'll reach a room with a door atop a Jenga-like pile. Pick up the small fan, enlarge it, and position it to blow at the blocks, collapsing them and freeing the door. Proceed through the door.

Puzzle 3

Click on the second window from the left, enlarge it, and walk through it.

Puzzle 4

Pick up the inflatable castle and enlarge it to walk through the door. Looking through the vent fan, place the castle on the top diving board to balance it. Go back through the door to reach the top diving board, then proceed through the door in front. If it's too small, return to the vent and enlarge the castle further.

Looking through a vent in Superliminal, balancing a bouncy castle on a diving board.### Puzzle 5

You face two doors leading to each other and a high door on the wall. Position the larger door near the upper door, covering its bottom quarter, leaving enough space to shimmy through. Enlarge the smaller door and place it on top of the first door. Squeeze between the wall and the big door, enter it, and emerge from the little door to pass through the keyhole.

Superliminal - two wood backed doors, one on top of each other, facing a wall.### Puzzle 6

Don't try to return to normal size to exit. Instead, grab the cardboard dollhouse off the chair, resize it on your ledge to enter it, and use the elevator to complete the level.

Jump to Top

Level 7 – Labyrinth

You'll start in bed, then navigate the backrooms. Keep walking as the voice discusses the emergency protocol, returning you to the bedroom.

Puzzle 1

Deal with the alarm clock loop by walking until it beeps, returning you to the bedroom repeatedly. Continue until the screen goes black and gravity shifts. Exit by dropping through the doorway into the catering area. Click the alarm to return to the bedroom, take the blue sky painting to the end of the blank hallway, and place it where a door would be. Enter the painting, sidestep left, and continue to a red hall where gravity pins you to the wall.

Puzzle 2

Click the grey door on the right to reveal the exit and make it drop. Lift the fallen door to find a hole beneath it. Jump down, and you'll reach an orange hall.

Puzzle 3

In the orange hall, align the painted block on the right wall. As you back up, you'll fall through a crack to the next area. Alternatively, run up to the wall and drop down.

Puzzle 4

This is another trap room. Grab the spiral staircase, look up, and drop it to enlarge it, breaking through the floor to the room below. Climb down, move the junk near the elevator, and enter it, but you're not done yet. Turn around in the lift 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 slightly) to climb onto the next part of the swimming pool. Turn around to see the dice on the top level. Use it to climb and exit through the door.

A chess piece on a button in Superliminal.### 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 it to climb to 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, and click the alarm clock to appear in a group of elevators. Follow the arrows, opening door after door, until you reach a darkened hallway. Click the alarm clock and walk into the elevator.

Puzzle 8

You appear outside, but the lampposts turn into 2D images upon approach. Walk to each of the four 'walls,' and a bedroom will appear. Enter it and click the alarm clock to complete the level.

Jump to Top

Level 8 – Whitespace

You're nearing the end. The first puzzle is escaping the room you wake up in.

Puzzle 1

There's no obvious exit, so don't try to break through the brick wall. Instead, click on the building model on the table, specifically the chunk to the left of "Jungles," and enlarge it to enter the door. Position it to obscure the far door from the desk and noticeboard. You're manipulating the building you're in. After going through the door, the bricked-up doorway opens. Shrink the model building, pick it up, and walk toward the door. It will disappear, and you can proceed as the room dissolves into white. Keep walking until you reach a black block.

A shadow from a filing cabinet in Superliminal.Pick up the black block and go through the doorway behind it. Continue until you reach the filing cabinet room, then walk through the large 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. Pass through it, 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 and toward the containers and chimney, then flick the switch.

Puzzle 3

Walk toward the stairs but go through the white stair shape instead. Follow the black 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 a door behind the red and blue end. Keep going until you reach the chessboard.

Puzzle 5

Stepping on the chessboard makes you fall through both black and white squares. Use the chess pieces from the table to cross. Place the white piece on a white square, cross to it, pick up the black piece, place it on a black square, and repeat until you're across.

Puzzle 6

You'll reach a white door you can't initially pass. To make it a room, pick up the cube and drop it behind the white space behind the door. You can now pass through. Inside, grab the cheese wedge, bring it to the high door, and enlarge it to climb up and reach the door.

Falling through chessboard squares in Superliminal.### Puzzle 7

Keep falling through chequered holes and corridors until you pass through a door into whitespace. Turn around, click on the black box to reveal an exit sign and a red pit. Jump into the pit to complete the level.

Jump to Top

Level 9 – Retrospect

A room filled with lockers in Superliminal.Activate the alarm clock to open the door. You'll hear from Dr. Glenn Pierce and revisit sections of previous levels and new areas. You can move around, but the game will transport you to the next area.

Congratulations! With our Superliminal walkthrough, you've conquered the game. For more challenges, try Superliminal's Challenge Mode, and explore our other video game guides for additional help.

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