Home News Superliminal Walkthrough Guide

Superliminal Walkthrough Guide

Author : Nora Update:Apr 25,2025

Embark on a mesmerizing journey with *Superliminal*, a game that twists your perception and challenges your puzzle-solving prowess. If you're finding the dreamlike world of *Superliminal* a bit too perplexing, don't worry—we've crafted a comprehensive walkthrough to guide you through every level and puzzle.

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 the detailed walkthrough of *Superliminal*, let's cover the essentials. First, remember that you can't die in this game; even if a giant block falls on you, it'll simply bounce off since it's all in your head.

Take some time in the practice room to familiarize yourself with the game's mechanics. Experiment with objects; when you release them near the floor or a wall, they shrink. Conversely, drop them from a distance, and they'll grow larger. This technique can be repeated to manipulate object sizes significantly.

For instance, pick up a pawn from the desk, move across the room, and hold it over the desk. It'll appear as large as the lamp. Release it, and it will be as big as the lamp. As the note in the practice room explains, perception is everything. You can even make objects appear by aligning them in your vision. Once you get the hang of it, navigating *Superliminal* will become second nature. Now, let's delve into the walkthrough for each of the game's nine levels.

Level 1 – Induction

Superliminal - several huge chess pieces and blocks in a room.

This level introduces you to the core mechanics of *Superliminal*.

Puzzle 1

Begin by optionally signing the contract, then proceed down the corridor to 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. Lift it, look down at the floor, and drop it to shrink it. Jump over the smaller box and continue to the next area.

Puzzle 3

Locate the exit door in the far right corner, hidden behind two stacked blocks. Lift the top block and drop it near the floor to reduce its size. Use the fallen chess piece as a stepping stone to reach the smaller block and exit through the door.

You'll encounter your first object-blocking door. These doors can only be passed through when you're not carrying an object.

Puzzle 4

To keep the door open, you need to place an object on the button, similar to *Portal*. Stand to the right of the button 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

From the previous room, pick up the cube and look at the ceiling in the current room. Drop the cube and pick it up repeatedly, looking up each time to increase its size until it's large enough to serve as a step to the door in the corner. Climb onto it and move through the door to the next room.

A chess piece being held near a yellow button.

Puzzle 6

Look through the left window to pick up the pawn chess piece. Then, view through the right window and position the pawn on the button, using its shadow to align it correctly. Exit through the door.

Puzzle 7

This puzzle teaches you to rotate objects, albeit only in one plane. Pick up the cheese and use the look-up-and-drop method to enlarge it enough to serve as a ramp to the doorway.

Puzzle 8

Lift the massive block and hold it against the wall, then release it to shrink it. Repeat until it's small enough to place on the button to the right of the door.

Puzzle 9

Take the large block from the left and drop it near the wall to make it smaller. Look through the broken window and position the now-tiny block on the button visible beyond. Alternatively, drop it on the slope to get it through the window.

Puzzle 10

To get the block over the wall into the next room, note that some rooms in *Superliminal* have walls that don't reach the ceiling. Stand in the back left corner, lift the block until it's above the wall (watch for shadows), and release it to fall into the next room. Place it on the button if needed and exit.

A giant exit sign in Superliminal, touching two buttons.

Puzzle 11

Pick up the exit sign and repeatedly drop it from the ceiling until it's enormous. Rotate it to touch both buttons simultaneously, release it, and exit.

Puzzle 12

Ignore the button behind the door due to the brick wall. Instead, peek through the crack in the left wall panels to get the cheese wedge. Enlarge and rotate it to point its tip at the inward-leaning wall panel. Release it to knock down several panels, allowing you to climb over and complete the level.

Jump to Top

Level 2 – Optical

Assuming you've mastered resizing objects, here's how to navigate 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 to your left, approach it to ascend the stairs. Reach the large room, take an exit sign off the wall, and enlarge it to climb over the far wall. Use the boxes to reach the door.

Puzzle 2

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

Superliminal a chequered cube above a table.

Puzzle 3

Another cube awaits. 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 new table with the flower hole in the checkered cube to obtain it. Rotate it to reveal stairs, then enlarge it to reach the high door in the corridor.

Puzzle 4

Bring the cube stairs to the ledge on the left of the large room. Align the missing part of the fire exit door with a pillar to make it real. Without moving, 'open' it by clicking, then exit through the new doorway.

Puzzle 5

Ascend the stairs to the room with spilled paint. Align the cube on the ceiling, pick it up, enlarge it, and use 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 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 it until the tiny door on it is large enough to walk through. Enter the elevator to complete the level.

Jump to Top

Level 3 – Cubism

Prepare to interact with numerous dice as you explore a mental museum/art gallery.

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

Puzzle 1

Once in the gallery, enter the Curator's Room to the right and grab a dice. Enlarge it to reach the ledge and enter the next room, taking the dice with you.

Puzzle 2

Enlarge the dice to reach the exit. Use a smaller dice from the alcove as a stepping stone onto the larger one to go through the high door.

Puzzle 3

Pick up the new dice on the floor and jump down the hole it creates. Grab the air vent beneath the floor and continue.

Puzzle 4

Use the dice as steps to progress.

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. Lower the middle dice into the floor, then slide the left dice to the right. Jump onto it to reach the ledge.

Puzzle 6

The dice will collapse, but pick up any side and use it to create a ramp to the ledge. Exit through the door.

Puzzle 7

Position the dice near the ledge. It may explode, but if it forms steps, ascend them. If not, enlarge any piece of the dice and stack it to reach the ledge.

Puzzle 8

Pick up the dice face opposite the stairs, move it aside, and enter the cube. Head to the elevator to complete the level.

Jump to Top

Level 4 – Blackout

Several tanks and bottles in Superliminal.

Although there's no risk of death, you might experience some tense moments. Walk a bit before encountering the first puzzle.

Puzzle 1

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, you'll encounter a room where walking forward leads to a red pit. Get close to the pit and look down to see a small winding platform to the left. Follow it across the pit to reach the next area.

Puzzle 3

When the door slams shut 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, look through the planks to pick up 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, and drop it before going through the door.

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

Puzzle 5

In the storeroom, you can't take the red exit sign through the object-blocking door. Instead, enlarge it to illuminate the room through the glass window. Climb the boxes to the high exit.

Finally, activate the IDEA generator in the IKEA-like setting, go straight ahead, and reach the elevator to complete the level.

Jump to Top

Level 5 – Clone

This level introduces objects that spawn copies when interacted with. After dealing with the green fire door, tackle the first puzzle.

Puzzle 1

A green button awaits, but the room's dice and chess piece are fixed. Go back, pick up the door you removed earlier, 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, clicking them spawns smaller doors. Go to the right side and keep clicking to create a staircase of doors. Climb over the wall behind them.

Puzzle 3

Clicking the clock spawns duplicates. Enlarge some to create a staircase. You can use your console's button to remove copies if needed.

Superliminal, stacked copies of alarm clocks.

Puzzle 4

The 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. Retry if you miss.

Puzzle 5

Your goal is to get an apple onto the green button on the stairs. Climb the stairs, stand behind the button, look down at the apple to hide its bottom half, and click to clone it onto the button.

An apple on a switch in Superliminal;.

Puzzle 6

Stand at the room's entrance and clone the SomnaSculpt sign repeatedly until you can climb and jump up. Reach the top level, jump down the hole beneath the door, and navigate linear corridors to reach the elevator and end the level.

Jump to Top

Level 6 – Dollhouse

Instead of the usual path, enter the Relaxation Room. Navigate through the movie theater, turn right at Suite G, go through the office area, and drop down through the object-blocking door to reach the first puzzle.

Puzzle 1

Pick up the dollhouse, look up at the ceiling, and drop it repeatedly to enlarge it until the window is above your head. Enter the dollhouse, 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 Jenga blocks. Enlarge the small fan and position it to blow the blocks, freeing the door. Go through it.

Puzzle 3

Click on the second window from the left to pick it up. Enlarge it and walk through it.

Puzzle 4

Enlarge the inflatable castle to walk through the door, then through the vent fan. Looking through the vent, place the castle on the top diving board to balance it. Return through the door to the diving board, and go through the door ahead. Enlarge the castle further if needed.

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

Puzzle 5

You'll 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. Squeeze through the gap to enter. Place the smaller door on top of the first to enter through the keyhole.

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

Puzzle 6

Instead of returning to normal size, grab the cardboard dollhouse off the chair, resize it on the ledge, and enter it. Proceed to the elevator to complete the level.

Jump to Top

Level 7 – Labyrinth

You'll start in a bedroom and enter the backrooms. Keep walking as the voice discusses the emergency protocol, returning to the bedroom several times.

Puzzle 1

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

Puzzle 2

In the hall, click the grey door to reveal the exit and drop it down. Lift the fallen door to find a hole and jump through it to reach an orange hall.

Puzzle 3

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

Puzzle 4

This is another trap room. Pick up the spiral staircase, look up, and drop it to enlarge it, smashing through the floor to the room below. Move the junk near the elevator, enter it, and turn around to 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 to climb onto the next level of the swimming pool. Turn around to see the dice on the top level, use it to climb further, 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 the knight chess piece to hold it down.

Puzzle 7

Pick up the dice to change the room. Use it to climb to the bed's level, pick up the cube, and drop it to transport to a long corridor. Walk to the end wall, drop down, and click the alarm clock to appear in a group of elevators. Follow arrows through doors until you reach a darkened hallway. Click the alarm clock and enter the elevator.

Puzzle 8

You appear outside, but the lampposts are 2D images. Approach each of the four 'walls' to make a bedroom appear in the middle. Enter it and click the alarm clock to complete the level.

Jump to Top

Level 8 – Whitespace

You're nearing the end. Start with figuring out how to leave the initial room.

Puzzle 1

No obvious exits exist, so focus on the building model on the table. Click the chunk left of "Jungles" and enlarge it to enter the door. Make it slightly larger, position it to obscure the far door, and enter. You're manipulating the building you're in. Shrink the model, walk through the door, and continue 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, go through the doorway behind it, and walk straight. In the filing cabinet room, walk through the large shadow on the wall.

Puzzle 2

Reach a long hallway with open walls and white pillars. Walk through and around until you see a white window in a black area. Go through it, then turn around to pick up the inverted window, now a cube. Use it to climb through the far door. In the next room, walk behind the wall with the window toward the containers and chimney, and flick the switch.

Puzzle 3

Approach the stairs but walk through the white stair shape. Ascend the new black stairs and follow the black path until you fall, then keep walking.

Puzzle 4

You'll enter a looping hallway with colored pillars. Walk through the white walls to find a door behind the red and blue end, leading to a chessboard.

Puzzle 5

Stepping onto the chessboard makes you fall through both black and white squares. Use the chess pieces from the table to cross: place a white piece on a white square, move to it, then use a black piece on a black square, and so on until you're across.

Puzzle 6

You can't initially go through the white door. Place the cube behind the white space to turn the door into a room. Grab the cheese wedge inside, enlarge it to climb to the high door, and position it below the door to reach it.

Falling through chessboard squares in Superliminal.

Puzzle 7

Continue falling through chequered holes and corridors. After passing through a door into whitespace, turn around, click the black box to reveal an exit sign and 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 receive an inspirational talk from Dr. Glenn Pierce and revisit sections of previous levels and new areas. The game guides you through these segments, so enjoy the ride.

Congratulations! With our *Superliminal* walkthrough, you've conquered the game. Ready for more brain-teasing challenges? Try *Superliminal's* Challenge Mode or explore our other video game guides for additional help.

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