Areas and rooms

The four places the chapters take you, with their rooms in the order you reach them. Open a room to see everything there is to solve, pick up and read in it, numbered on a top-down map, with directions to each thing.

Room names are the game's own: the location signs on its walls and the titles in the checkpoint menu. Where the game names nothing, the wiki uses a plain label and marks it.

Journey map

The R&D Headquarters

Chapters 2, 4, 66 rooms9 puzzles15 collectibles6 item spots1 audio log32 documents4 achievements

Norček's research headquarters, where you wake up. You come here three times. In Chapter 2 you go from the waking room through the common room to Dr. Dahne's laboratory and the prototype room, where you take your guns. In Chapter 4 the common room's lift takes you up to the crew quarters, and you leave with upgraded guns. Chapter 6 is a short last visit before the final monorail ride.

  • 2-1 · 4-1 · 6-1

    Onboarding

    1 puzzle · 1 item spot · 1 achievement

  • 2-2

    Common Room

    wiki label

    1 puzzle · 7 collectibles · 2 documents

  • 2-3

    Dahne’s Laboratory

    5 puzzles · 3 collectibles · 5 item spots · 11 documents · 1 achievement

  • 2-4 · 2-5 · 4-5 · 6-2

    Experimental Prototypes

    1 puzzle · 3 collectibles

  • 2-5

    The Transit Station

    Nothing to solve, pick up or read here: you pass through.

  • 4-2 · 4-3 · 4-4

    Crew Quarters

    1 puzzle · 2 collectibles · 1 audio log · 19 documents · 2 achievements

The Exotic Matter Laboratory

Chapters 39 rooms9 puzzles1 collectible5 item spots3 audio logs51 documents9 achievements

The laboratory the monorail takes you to in The Exotic Matter Laboratory. From the Warehouse and the Assembly Line, a cargo lift takes you up to the Particle Accelerator Terminus. You cross it three times as its instability falls from 99% to 91%, between the magnetic stabilizer, the laser rooms of Accelerator Targeting, the turbine hall and the Offices of Tomorrow. The chapter ends at the particle accelerator's Manual Override, below the control room.

The Temporal Research Centre

Chapters 56 rooms5 puzzles3 collectibles25 item spots6 audio logs47 documents5 achievements

The research centre of The Temporal Research Centre, built around a time machine. You arrive along the walkway and bring the power back in Utilities. From the main hall, the time machine sends you between eras: the present, the construction era, and Rockbury in the past. The chapter ends in the clock tower.

  • 5-1

    Walkway

    wiki label

    1 item spot · 1 achievement

  • 5-2

    Time Atrium

    1 puzzle · 6 documents

  • 5-1

    Utilities

    1 puzzle · 1 collectible · 1 audio log · 7 documents · 1 achievement

  • 5-3 · 5-4

    Temporal Research

    1 puzzle · 22 item spots · 3 audio logs · 20 documents · 1 achievement

  • 5-5

    Xenobotany

    1 puzzle · 2 collectibles · 2 item spots · 2 audio logs · 14 documents · 1 achievement

  • 5-6

    Ghosts of Our Past

    1 puzzle · 1 achievement

The World Beyond the Rift

Chapters 76 rooms5 puzzles1 collectible2 item spots13 audio logs26 documents5 achievements

The world beyond the Rift, where the last monorail ride takes you. You land among webs and rift glass, meet Rama in the translation chamber and find the incomplete Theta Splice at the crash site. The tunnels lead on to Farpoint Outpost and its two keys, and you bring them back for the final choice.