
Players start with one mechanic - any item they pick up in its 3D world immediately transforms into a 2D item. Things start simple enough, although “simple” isn’t a word I’m entirely comfortable associating with this game.
#Superliminal hall 01 full#
The machine in charge of their slumber goes haywire, and they’re forced to explore a series of increasingly surreal worlds full of perspective-based platforming puzzles. Players control an unnamed protagonist taking part in a dream study. Perhaps the most innovative first-person puzzle game since Portal, Superliminal is less narratively ambitious than that classic, but makes up for it with truly outrageous flights of dream logic fancy. In fact, it would be a little on the insufferable side if it weren’t for how good it feels to solve its puzzles… As every new mechanic appeared, I could almost hear the developers clapping one another on the back for how clever it all was. Over the course of a couple of hours, minds are bent, every rule of logic and common sense is broken, and perspective will never again seem like a constant. LOW That EXIT sign isn’t a good enough clue.Īs much a head trip as it is a puzzle game, Superliminal exists only to show off how clever its developers are. Cubism also has this trait.HIGH The bouncy house/pool level is a classic. This level is also the only level where the player does not spawn near a bed.The other levels with this trait are Labyrinth, Whitespace, and Retrospect. This level is one of the few levels that does not end with an elevator.The only exception is the Constellation Room, as it is not present in this level.This is the only level where almost every types of collectible can only be found once.Walk through the hallway and fall into a bed. Keep walking and there will be a dark hallway that leads to an exit door to some “clouds”.Enlarge it to be big enough to knock down the walls. Peek through the holes in the surrounding walls and grab any grabbable item (either cheese or exit sign). However, the door is blocked off by a brick wall. In the next room, there will be a pressure plate and a door.Then, place it on top of the two pressure plates to activate both doors. Grab the sign on top of the door and enlarge it. Follow the exit sign and there will be a gigantic room with two pressure plates.Adjust the perspective carefully so that the box looks like it is exactly on top of the pressure plate. The pressure plate is on another room with a broken glass. Grab the box and go near the broken glass. Grab the box from the broken vent and shrink the box until it is tiny. Next, there is a room with broken glass and a box underneath a broken vent.Place the box on top of the tiny pressure plate and go inside the door. Look for a tiny hole on the wall near the door. In the next room, there will be a huge box.Grab the cheese and enlarge it until the cheese is the size of a ramp that could reach the doorway.
#Superliminal hall 01 how to#
There will be a table with a block of cheese and a sign showing how to rotate an item while grabbing it. In the next room, the doorway is very high up on the wall.Angle the perspective correctly so that the chess piece will be exactly on the pressure plate when dropped. Grab the chess piece from a small window on the left and go to the opposite window with it.

Resize it using the forced perspective mechanic to use it as a stepping stone to get to the next doorway.

The patient will be greeted by the Standard Orientation Protocol who talks about I-LIDS (Interactive-Lucid Induction Dream State). Grab the chess piece and drop it while looking at the ground, the chess piece will decreases in size. Through the hallway, keep walking through the sets of doors until there is a giant rook.
