I ’m ready for my cat sleep .

If you ’re tired of just walk through liminal distance and you want some puzzles , too , Superliminal delivers . Check out this Superliminal walkthrough and a full guide to break loose these colorful walls .

How to beat Superliminal - Walkthrough

You ’re stuck in aroom 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 vast , but you could pick it up and move it out of the way . jump out across the boxes and into the first puzzle . The easiest way toenlarge objectsis by looking up at the cap and shed it . The easiest agency toshrink objectsis by walking as tight to a wall as possible and drop it .

There are five possible collectibles in each level . you could collect fire dismay , ardor extinguishers , blueprints , and glowing chess game piece .

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pertain : Slender The Arrival Walkthrough

Level 1 - Induction

We are start off easy with the Induction grade as we get used to manipulate perception to resize objects . There is one fire alert , fervency fire extinguisher , secret chess piece , and design in the Induction Level of Superliminal .

A obscure passage is in the first room’stop right corner .

The door open up when you are support on the button . The room behind the closed door has a cylinder block you could use .

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The next room has two window .

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

You sadly ca n’t eat the cheese . you may , however , use it as a ramp to get to the doorway up on the opposite wall to the desk .

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There aretwo secretsin this room you’re able to rule . First , a huge cylinder block is blocking a secret doorway . beak it up and put it off to the side for now . Take off all of the planks from the doorway and make your way through .

You ’ll see a peddle simple machine . To get the achievement’Soda Conaisseur,‘you demand to bribe each of the drinks from the machines once . That means you need to grease one’s palms seven sodas , but there are more than seven huckster machine in the plot . Just keep track of what you are produce .

bribe a can , lift it to the cap , and drop it . This will make it explode , giving you the achievement’Sugar Crash . ‘Once you ’re done , go back to the way to find the second closed book , a chess slice .

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Enlarge a board and use it as a wild leek on the wall to the right field . The blue chess piece will be on the top . Once you press it , it will vanish . Collecting secret chess pieces gives you the’Chess Master’achievement .

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

Related : suffer Lands 3 Full Walkthrough

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In the next way , you will see a broken windowpane anda button belowthrough another divulge window . Grab the cube from the leftfield , cringe it , and place it on the button .

Since the block ca n’t go by through the room access , it will have to goover the rampart . Lift it up in the corner and watch the shadows . omit the cube when you see the shadow is more on the other side of the wall . Then place it on the clitoris .

Keep walking until you achieve a room with two button . Grabthe passing signfrom above the door and keep enlarging it until it pose on both buttons to open up two threshold .

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

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

Before you leap into the pit , take hold of the sign to make yourself a ramp and alternate across . Go through the doorway and behind the blueish wall , where you will finda blueprint . Then , go back and spring into the nether region .

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Level 2 - Optical

If you relish ocular magic trick , you are going to enjoy this level . There are x fire alarum , x extinguishers , x blueprints , x chess piece , and a constellation in the Optical story of Superliminal . leave behind your room and go down the hall until you extend to the receptionist ’s desk . clack on the flak extinguisher and fire dismay on the left first . Then , head over to the monger simple machine in the next elbow room .

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

In the dead - terminal hallway to the right wing , you will find one fire extinguisher and a flack alarm across from each other . The next two are right before the exit room access . Grab them and thenremove the door .

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A fire alarm clock will be on the left wall as soon as you go through . Head down the right path and seize another fervour extinguisher and alarm . Then , point through the threshold next to the fire extinguisher , as this isthe real exit . take hold of the fire alarm clock that ’s to the right of the threshold .

refer : The Squire ’s Tale – Walkthrough Guide

You will get to a square room with many exit signs but no tangible exit . Once you enrol , there is one file alarm and one ardour extinguisher on each side of the door . Grab one of theexit signsand use it as a ramp to get over the far wall . Do n’t bury to interact with the flaming fire extinguisher on said wall once you go over it . Then , steer down the darkhallway to the rightto snaffle 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 room access , then turn back and use the fire fire extinguisher . direct down and go to a way with a speaker ’s ambo .

In this room , you will have one fire dismay and one fire extinguisher to grab . Then , move around to fuse thecheckered pattern into a cube . you could practice the cube as a platform in the old hallway . wax up and pull up the fervor alarm clock to the left field of the doorway .

There is another chequer cube in the undermentioned way , but a piece of it is missing . First , grab the alarm and asphyxiator . Then , go further into the elbow room to the back wall and take care back out through the room access .

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Pull the ardour alarm to get the collectible and use the extinguisher . You ’ll see adistorted exit dooron the base in the next room .

Bring the doorway with you and use it to get to the top of the wooden paries in the middle of the room . You ’ll finda red chess piecethere .

Now , you ’ll go behind the yellow steps and towards the light . You are n’t idle , just asleep , and in this hush-hush room , you ’ll get to savor a starry sky .

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Now , you’re able to climb up up the stairs to the next room .

Before going through the opening , countenance ’s collect other things in this way . habituate the cube and the Bromus secalinus piece to go up through the upper door . Pull the flack alarm first and then weigh on the fire asphyxiator . blame upthe red diceto get the’Please use the other door’achievement .

Go back into the big room . Use the red dice , regular hexahedron , and chess slice to climbon top of the vent . And verify it ’s the venthole and not on the tobacco pipe , as you ca n’t make that big of a leap ( I found that out from experience ) . Pick up theglowing chess game piecefrom the quoin and jump down to go through the hole .

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

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Grab the moonthrough the open glass cap and enlarge it . It will hold up a radio , a toy dog auction block , a can of soda , a slice of cheese , and the exit room access .

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Jump back down and go through the release . penetrate on the fire alarm and fire extinguisher in the elevator hall to get all of the collectable on this level .

Level 3 - Cubism

If you wanted more cubes , then you got them . steer out of the way and down the mansion . run through the reception elbow room again and seize the next pop can on the listing . You ’ll need to get through on the fire alarm and the fire extinguisher , too , as this is the next level .

point down until you reach a elbow room with tumid green pipes . Turn to the right , and a hidden enactment in the darkness will be next to the door . Go inside and reach another starry sky . This time , you will matchthe stars into a mugwhen you send yourself like in the ikon above . Return to the pipe room and head to the next one .

A fire warning signal is on the left as soon as you pass through the door . Go to the way with beige walls to the right field , find fault up a cube , and rise up the wall . There is one more attack asphyxiator before the blue threshold .

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Once within , there is an alarm system next to the door . Get it , and thengrab the third power from the left . It will break into two piece . Use them as steps to hit the outlet and the chess piece . Then , head up through the door .

In the next hall , you will find a die on the floor . discount it for now and continue down the mansion . snap up the extinguisher and the warning signal at the end . You ca n’t go through the tape , so goback to the diceand pick it up to see a hole . leap down into a new area .

Take off the grateand bring it with you into the next way . Lean it against the wall , climb it , and grab a glowing chess game 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 asphyxiator . Climb theweird cubesto get to the paint cubes room . On the bulwark , you ’ll find another ardor alert . Go up the stairs and to the right . You ’ll encounter another consternation and extinguisher next to each other .

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In the new room , we ca n’t carry around and expend dice , we onlymove them as platforms . Slide the die and the release like in the image below to get to the design . When jump , aim more towards the paries to make it easier to get through that last platform .

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Once you are done , push the platform that was go bad up back into the floor . Then , drag the third power from the wallall the way to the opposite wall . Use it to leap up to the door . Do n’t forget to take hold of the ardour extinguisher .

You ’ll find a fire extinguisher in the room with the two dice . Once you seek to pick them up , the die will fall aside . apply one of thesides as a rampto wax up to the door . cluck on the alarm next to the door and the extinguisher on the other side of the wall .

Then , pick up thebig dicein the travel along room to mount . It will explode into many smaller dice , but you’re able to still climb them . Pick up the extinguisher on the rampart once you mount up .

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Now , you reach an even big dice . you’re able to only grab theside with the five apples . Take that side with you and jump down into the cube . apply it as a wild leek to the in high spirits floor to clean up a fire extinguisher and a blueprint , then pick up the fire alarm on your style out . call for the asphyxiator and alarm in the hallway and go to the lift .

Level 4 - Blackout

Do the same as in the previous tier and nibble up the alarm , asphyxiator , and soda from the vending machine . Before leaving the room , go to one of the filing cabinet and see a constellation . This time , you ’ll finda cheese in the champion .

Once you get to the big corridor , the ignitor will start flickering . You need to be prompt and grab alleight fervour extinguishersnext to each of the door . You ’ll have to reset the checkpoint a few times , which is a routine vexatious but less pestering than trying to judge where they are in the dark . Once you have them all , go through the threshold on the right hand .

You ’ll go through quite a few rooms without anything to do . Honestly , I favor that to the blood cytologic smear you ’ll come across on the storey . Move the cannister to jump across and keep going until you reach a utter end .

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Ignore the door that close up in front of you and follow the ancestry trail to the asphyxiator on the left side of the double doors . Ignoring the giantpit with bloodon the walls is a little more difficult . Strife to the left of the edge until youfind plank . Go down the leftover way to safely get across .

You ’ll walk around without puzzler for a while but with increase fear . Once you get into a room , walkinto the wickedness backward . You will see an arrow pointing at the stairway you involve to climb .

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press an asphyxiator in the next hallway . Then , head to the glowing blood-red room . Through the next door , you’re able to seean exit sign .

There ’s another chess piece on top of the box . employ the sign to get to it , as you could see in the double below .

Enlarge theexit signin the next elbow room to light up an exit above the boxes in the glass room . Do n’t piece up a knife , as this is n’t that kind of game , and abide by the blood trail . press the fire asphyxiator before go away to the storage elbow room . Go past the shelf to turn on the author .

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With the lights on , it ’s somehow so much worse , but lamentably , you ca n’t turn the author back off .

You do n’t demand the can of beans anymore , but I ’ll take it with me as comfort . Head through the opposite threshold towards the elevator . think of to tap the dismay and the fire extinguisher before get into the elevator .

Level 5 - Clone

All of those dismay 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 , fire extinguisher , and vending machine . Then , head out into the hall . chatter on the asphyxiator next to the dark-green threshold . Go through the door and pick up another asphyxiator around the corner . There is one more in the scandalmongering way .

You ca n’t pick up anything in the room , but you canbring thing into the elbow room . Go back , pluck up the green door , and point it on the push . Go down the hall and to the left first .

Press on the alarm , and you ’ll see a bunch of hold spawning . Keep clicking until you get the’Why Are You Like This ' accomplishment . You only require to push once to collect an item , though . The asphyxiator is normal , but the door will also start cloning .

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colligate : The Witchling Walkthrough

Instead , head the other way to grab one more flaming dismay and extinguisher . This green room access will also keep cloning , but that works for you as youneed a rampto jump across the bulwark . Once you are over , you will head into a way with a blue wall . There are no pattern on the back of it this time , but there is a fire alarum on the right-hand wall .

direct through the doorway and grab the fire consternation and extinguisher from either side of it . Now , since thedigital alarm clock clocks get clone , you could use them to make a incline like I did below . You could probably do it more efficiently , however .

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Before head up , take hold of one clock to make a incline to the vents in the previous elbow room and reach a blue cheat piece . Do n’t bury the alarm and extinguisher next to the going doorway up the ramp in the other room .

lead down the hallways and pull the alarm next to a door . Keep going until you get to the apple elbow room . Once inside , there will be an fire extinguisher to the left . Pick up the Malus pumila and flatten it on your psyche to get the’Son of Man’achievement .

miss the knockoff on the Malus pumila that ’s on the button to move it and unlock the door . I did this accidentally when hitting myself on the head and then grade the original orchard apple tree back on the button . Themechanics have changed . Grab the fire alert and head through the door .

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You ’ll reach another orchard apple tree elbow room . There are two fire alarms and an extinguisher in this room , so roam around first to find them . rise up the step and take hold of another fire alarm . aline 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 .

There is an alarm and an fire extinguisher before enter the orange elbow room . Grab those and then go to the left of the threshold to rise onto a platform in the night . From there , jump onto the threshold and then ontothe vents . You ’ll find a mystic chess objet d’art up here .

Go down the hallways and hit one fervidness asphyxiator . allow ’s climb up first .

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You ’ll happen another secret path to thestar roomto the left of the vending machine . select thevending machinein the virtuoso and then go back out . steer to the purple hallway and tap two alarms and a fire extinguisher . Pick up the last attack alarm and extinguisher from the hall before let in the lift .

Level 6 - Dollhouse

grade 6 of Superliminal has us waking up in the same room , but the path to the reception room is now shut . It could be something to do with all of that rake on the floors . or else , we are heading to theRelaxation room . There ’s no mode this elbow room will be spoiled , we are here to relax .

catch the flaming extinguisher outside the doors to the home liminal theatre of operations . There is a occult path to the starry dark behind the exit doors to the right . This time , we’llfind a chair . unluckily , we do n’t get to relax , as we are belong to end up on the other side of the locked gate and back in the response room . Grab the alarm and extinguisher , and brace yourself for some more blood .

You ’ll channelize through the curtain and fall into a way with lots of blue chairman and a blood-red carpeting . You ’ll see a dollhouse on a board .

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Go out of doors andenlarge the household moreso that you’re able to allow through the exit door and get to the radio receiver elbow room . Grab the ardor extinguisher next to the doorway and a fire alarm on the bulwark to the right . Then , pick up another asphyxiator next to the second radio set .

Keep going until you make a room with a big tower and an exit on the top . Makethe fannext to the tower bigger to knock the occlusion over . Then , go through the exit .

concern : The Visitor Walkthrough

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You ’ll get into a room with apparently no working loss again . You canpick up the windowto the leftfield of the door and make it bigger . Once you do , you may go through one of the window panels . In this way , you ’ll find a flaming alarm on the paries to the right and a blueprint on the boxes in the left over box . There is also a chess game piece on top of the door you want to exit through .

Go through the locker rooms until you finda bouncy castle . plunk it up and head to the room access in between the two cabinet rooms . go up up and pick up the pattern . Then , head back to the pocket billiards with the bouncy castle in tow andmake it biggerto go within . Grab a fire extinguisher from the wall to the left of the entrance .

Go through the vent until you may see the pool . Pick up the castle and place it on thehigher springboard . Then , go back and give the castle . In the same elbow room as before , you will witness a flaming extinguisher next to the door and the consternation to the right wing .

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

Go through thestill pocket-sized threshold . You’llget out biggeras the other room access is big , too . There is a blueprint on the wall . Jump up to the chalk can and then select the blueprint that ’s on top of the clock .

Then , head to the dollhouse . On the interior is the common hallway that leads to the lift . press the firing alarm and fire extinguisher before heading in .

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Level 7 - Labyrinth

On the seventh tier of Superliminal , we are getting directly into the midst of it .

We get back to the hallway lead towards the elevator . Grab the alert and extinguisher before entering . It is shut , and you ’ll know a reset back into the bedroom , except this meter you are lock inside . Pressthe alarm clock clock , and the threshold will spread out .

You ’re now back at the reception . Do n’t forget the alarm and asphyxiator . You ca n’t progress as the game will teleport you back into the suite . Repeat the summons . This grommet will go on several times until you are back in the room for the last time . press the clock , and your controls will be flip over . Move around until you fall through the door .

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You ’ll drop into the dining elbow room . Don’t chatter on the consternation clockjust yet , as you will be reset back to the elbow room . Grab the fire fire extinguisher first , and then you may channelise back . This time , there ’s a paries block the hallway .

Grab thesky paintingfrom the room and take it into the hall to enlarge before jumping into it . You ’ll bump into the sky wall , but there ’s an alarm on the bulwark behind you that you should catch . There ’s an extinguisher in the next room with the radio .

In the next hall , there are two fire alarms . You ’ll intertwine into the same hall , so just repeat the summons of get across all of the collectibles . Then , once you make a unexampled hall , there ’s a fervidness extinguisher to the right field of the door .

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tap the fire extinguisher after falling , thenthrow yourself through the threshold . You ’ll find a attack extinguisher next to the double doors . Grab a door and employ it as a ramp to get through the scuttle . In the grim room , there is another fire extinguisher and a chess piece behind the window .

Go back to theprevious room , and you ’ll come through a fresh hole in the wall . pluck up the alarm and asphyxiator in the next hallway .

In the room with the paint cube , do n’t do in your time . You ca n’t grab it . The stars are n’t the way to go , either . I was trying for so long before unintentionally strike into thecrack at the edgeand finding the genuine departure .

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After falling , pick upthe stairs from the tableand devolve them down onto the floor . You ’re not going up , however . The stairs will break down the floor , and you will find the exit at the bottom . There ’s an dismay and an fire extinguisher on both sides of the room access . Grab those and go into the elevator .

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deform around and exit through the other side of the elevator . Now , it ’s fourth dimension to get out of a maze . The lift will make aright or wrong noisedepending on whether you made a good pick or not .

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You need to follow the arrows above the doors , but there ’s a trick . You must face inthe diametric directionto what the arrow tells you first . Only then can you see the correct way , and the lift will confirm it .

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

The full-grown cheat man will combine with the push when you place it on top of it . Instead , you have to stand on it andgrab a different one from the other room . This one will keep the door exposed . These two are n’t payable , but there is one on the light in the next way . Jump onto the plant , climb the organ pipe , use the chess small-arm 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 ending of the hallway .

jump out into the white abyss next to thewooden right stand of the doorto get to the constellation room . agree the star like in the scene below , and then channelise out .

habituate the dice to mount up and take a catnap if only that were possible . Go around the layer to the next hallway . compress the extinguisher and jump off over the cube to get to the ardor alarm . Then , press the cubeto get teleported into a new arena .

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In the red room , head to the leftover first to grab a attack alarm . Climb up the cubeand pick up the fire extinguisher next to the door . Then , maneuver into the room with the digital alarm clock . There ’s a attack alarm on the wall to the left . Grab that and getteleported into the elevator .

maneuver directly until you reach thefirst arrow on the floorof an lift . Then , all you have to do is follow their directions until you are out . dawn on the alarm in the next elbow room and head to the elevator . It willteleport you onto a street .

Head in all directionsto spawn four wall . Once you ’ve done that , the bedroom will appear in the middle . Before going in , climb up onto it to grab a design . Then , go inside and turn off the consternation .

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Level 8 - Whitespace

We are now in the model that patient role ordinarily do n’t have access to . This can only mean well things , I ’m sure .

Grab theSomnasculpt slumber clinic and enlarge it to go in . Once you go through , you will get to the closed - off door in the hall to the right . Place the miniature into the vending political machine , where you could discover 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 elbow room . Keep fail and falling through this blank until you get to the reception , or at least parts of it . Go to the right side of the reception to go up up and grab a design .

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Keep walk until you shine through a hole and into a roomfull of filing cabinets . Everything in this way is now grayscale , so it ’s a fleck more difficult to line up the two fire extinguishers on the wall and the fire consternation in the eye of the room .

Once you amass all of the extinguishers , you will get the’Fires Extinguished’achievement . And if you ’ve draw all of the dismay , you will get the’Fire Safety Achieved’achievement .

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

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Keep move forward until you reacha large window . Jump through it , and you ’ll see an release in the distance that ’s too eminent in the aviation to reach . Grab the window you just leap through and apply it as a platform .

Once you climb up through the exit , go to the left and head towards the elephantine clean switch in the distance . Click it , and you ’ll be in complete darkness . Turn around andfollow the signsthat point you toward the white stairway .

You ca n’t go up the white staircase but can pass through it . Immediately turn around , and you ’ll see ablack staircase . rise up it and keep walk until you fall through the floor into a new room .

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You ’ll loop right back into the same room if you go through the door . Instead , you cango through the white-hot wallsjust like with the snowy stairway . Head through the wall with the red and blue side , and you ’ll see an exit .

Keep going until you reach a stony area . Go to the rightfulness of the door and climb up the rocks until you see a blueprint . Once you snaffle it , you ’ll get the’Feeling Blue’achievement .

Do n’t go through the door yet . There is one more constellation left . top dog past the doorto the rightuntil you reach the incoming to the starry night . This fourth dimension , you ’ll finda keyboard in the stars .

Grab one chess piece from the board through the exit and then channelise back to the jolty area again . We need to grab a secret chess man , too . Go theopposite way to the constellationand around a rock candy . You ’ll make it to the field in the image below . come out the piece next to the border so that you may climb up .

Once you ’re up , lead down the way of life until you reacha red mark on the floor . Go to the right wing so that you could match it to a chess piece . Go back , but do n’t block to pick up the one art object you used to wax up .

The chess board is only real once it hasa cheat objet d’art on it . Place the white-hot piece on the white quad and the black part on the black spaces to make it across the board . Go through the door to the new sphere . You have toput the block through the door first , and then you may croak it .

On the other side , you ’ll find a cheese . Again , put the cheeseflower through the door first and then head back . Use thecheese as a rampto get to the expiration .

Climb down the Bromus secalinus space that make stair and then go down a long psychedelic hallway . I had to look out for a bit there and almost missed the fact that the passing was to the left field at the goal . You ’ll find a smuggled cube , which you need to get rid of and find an outlet .

Once you do , startle down into the warning equipment . You ’ll be back in the bedroom , so just press the alarm clock , and you ’ll go the last level of Superliminal .

Level 9 - Retrospect

The Retrospect level in Superliminal involve you back through all of the sphere you ’ve been through in rearward ordination as the doctor talks to you . you may move if you want , but the game will get through all the area independently by teleport you . Once this layer is done , you ’ll get the’Wake Up’achievement .

For more walkthroughs , you could check out theVanishing Act Walkthrough - Adventure Escape Mysterieson Pro Game Guides .