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FIELD OPERATIONS
WALKTHROUGH

WALKTHROUGHS

Operational Briefings - Recommended Paths to Progression

BEFORE YOU BEGIN

Part of what makes Transliminal special is discovering its many secrets, quest lines, and hidden mechanics through sheer exploration and playing the game organically. However, the early game can be unforgiving if you don't know what to prioritize.

This walkthrough eases the learning curve and shows you how to achieve things that may not be immediately obvious. It is designed to guide you along the most direct paths to progression and get you started with essential equipment to ensure your success and avoid too much backtracking.

📋 NOTE: Transliminal is a procedurally generated rogue-lite. Item locations are randomized each run. This guide tells you what to look for and where it can spawn — not exactly where it will be on your run. Search thoroughly.

EARLY GAME — ESSENTIAL EQUIPMENT

After Victor lands in The Halls, players will have a few immediate priorities. These items are the foundation for everything that follows.

PRIORITY 01

Find a Flashlight

The Backrooms can be a dark place. If you don't want to get frustrated fumbling in the dark, finding the Flashlight should be your number one priority.

The Cheap Orange Flashlight can be found inside of drawers & cabinets. And rarely on metal shelves.

💡 TIP: When the flashlight is on it will drain batteries quickly. Try to only use it sparingly. Also keep on the lookout for Batteries — found in drawers, cabinets, shelves, and elsewhere. Initially you can only hold 1 pack of batteries.
PRIORITY 02

Find the Cassette Recorder

The mere fact of being in the Backrooms has a deleterious effect on Victor's sanity. Listening to some music will allow players to control Victor's state of mind.

After collecting the Cassette Player, audio tapes will begin to spawn in drawers, cabinets, boxes, and elsewhere. At this time, players should be trying to collect as many cassettes as possible. The number of collected cassettes determines if certain areas and items will appear, allowing progression.

💡 KEY TRIGGER: Once you collect enough of Doctor Novarro's Physicist Logs, a text clue will appear on the screen informing you that apparently there is a new path in Crawl Spaces. This is critical for obtaining the Phase Emitter.
PRIORITY 03

Find a Compass

In most levels the Compass just spins in circles. But sometimes it picks up on a strong electromagnetic field and points the way to it.

Find it in drawers.

PRIORITY 04

Find the Backpack

Victor entered The Backrooms with not so much as his wallet on him. And that jumpsuit he's wearing doesn't have any extra pockets. The character's Capacity rating starts at 1, which means you can carry 1 of most things.

The Backpack adds +2 to capacity and increases the maximum quantity of each item held to 3. It also allows Victor to carry 6 Almond Waters.

💡 IMPORTANT: Since you now have the space, the Backpack also enables rare artifacts to spawn — some of which are needed for progression in other quest lines.
PRIORITY 05

Find the Sketchbook

The Sketchbook may be found on the Hotel Reception desk, a MEG Recruitment table in Level 1, a gazebo table, a bookshelf, or elsewhere.

All of the pages have been torn out, leaving plenty of space between its bindings to collect the torn-out pages and carry other important documents.

💡 UNLOCKS: Collecting the Sketchbook allows documents to spawn that may hold the key to progressing certain quest lines. Also, Recipes will begin to spawn in drawers, on shelves, and elsewhere once the Sketchbook is collected.

MID GAME — KEY PROGRESSION

With your essential gear in hand, it's time to pursue the items and objectives that will open up the rest of the game.

PRIORITY 06

Find the Phase Emitter

The Phase Emitter is a powerful tool and weapon that can dissolve walls and defeat entities. It is also a key item in the Navarro's Legacy questline. And it powers a fast travel system that it can unlock. But more immediately — once it is collected, the Electrics Key will then have a chance to spawn.

As soon as you get the message to investigate crawlspaces, head to Level 0 and try to find one of those square elevated passages on a wall there. If you're lucky, the center of the passageway will open up revealing a small crawlspace area below.

In this room you will find Doctor Novarro's Project Colander: a Particle Emitter Module attached to a test bench and a computer.

If you have not collected the Sketchbook by this point, it will be on the table by the computer. Along with a note taped to the monitor informing Victor what to type into the computer. However, the emitter is missing its power supply — a Novarro Phase Ultra-Capacitor.

On the other side of the room there is a Duller entity that is seemingly dead, hunched in the corner. Between his legs is the Capacitor to power the Module.

💡 DON'T MISS: The Duller is holding a Pocket Watch artifact in his hand. Grab it before you leave.

Plug the Capacitor into the module and run the initialization sequence on the computer. Once the Phase Emitter fires, it can be collected.

Equip the Phase Emitter and choose to leave by either shooting the walls with the Spiral artwork to leave by way of an Exit Door, or shoot the Floor Barricades to fall into a random level.

PRIORITY 07

Find the Electrics Key

Now that you have the Phase Emitter, the Electrics Key will spawn on Key Racks located in closets and small rooms in Level 0, or side rooms in Level 1 and Level 2.

The Electrics Key will open the gate that was previously blocking the entrance to Level 3: The Electrics in the Level 2 Pipes.

PRIORITY 08

Traverse the Pipes

This is really the first time you need to leave Level 0.

The best way to get to The Pipes is to find an Elevator and press 2. You may also get there by falling into it.

Once in The Pipes, the Compass will stop spinning. Follow it — shooting any Smilers and Death Moths you come across with the Phase Emitter — until you reach a metal gate. Interacting with the gate while holding the Electrics Key will cause it to open.

PRIORITY 09

Find the Heart of Electrics

Once in The Electrics, the Compass will once again point to the same location. Follow it. Shoot any walls, bars, or fences that get in your way with the Phase Emitter.

PRIORITY 10

Anchor Yourself to the Heart of Electrics

Once you reach the Heart of Electrics, you will find a lever inside of a round cage.

Pull the lever to anchor yourself to this location. It will suck a large chunk of health out of Victor. See if you can find some Almond Water in the nearby refrigerator to restore a bit of health.

💡 GAME CHANGER: Once anchored to the Heart, whenever you die you will respawn here instead of being kicked back to the Level 0 Halls.
PRIORITY 11

Install the Phase Emitter into the Gateway Array

On a nearby workbench there is a blueprint document showing the 7 slots in the Gateway Device which Phase Emitters can slot into. Start by installing your currently held Phase Emitter into Slot 1 of the Array.

Once the Gateway is powered, you can use the console to select any level you have visited before and teleport there.

🎉 CONGRATULATIONS: You've just fully unlocked the game's hub and fast travel system. The Heart of Electrics is now your home base — a central point from which you can explore every corner of the Backrooms.

SURVIVAL GAMEPLAY FLOW

With Survival enabled, Victor must manage several vital statistics or face serious consequences. Neglecting these stats will drain Health and can kill you just as easily as any entity. This walkthrough covers how to stay alive, where to find food and water, and how to eventually build a self-sustaining supply chain.

Survival Stats — Quick Reference

📋 THE SURVIVAL STATS:

Hydration — Depletes the fastest of the three survival stats. Restored by drinking Almond Water and crafted beverages.

Nourishment — Depletes over time. Restored by eating food and some crafted consumables.

Energy — Represents how long Victor can stay awake. Restored by sitting or laying down to rest.

If any of these stats fall below zero, Victor will begin losing Health instead. Keep all three above zero at all times.
SURVIVAL STEP 01

Collect Almond Water

Almond Water is the single most important consumable in the game. It restores Hydration and is a key ingredient in nearly every crafting recipe. Start collecting it immediately.

Almond Water can be found in refrigerators in Level 0, Level 1, and Level 4. It also appears randomly in lockers, on tabletops, and in various other locations throughout the Backrooms.

Almond Water is also available from vending machines, which can spawn randomly in levels if you have at least 3 coins in your inventory.

💡 TIP: Early on you can only carry 3 Almond Water. Finding the Backpack raises that to 6. Prioritize it.
SURVIVAL STEP 02

Increase Your Capacity

Victor's Capacity rating starts at 1, which severely limits what you can carry. Find the Backpack as soon as possible — it adds +2 to Capacity, usually raising it to a total of 3.

With higher Capacity you'll be able to carry more Almond Water, more Batteries, and enough supplies to make longer expeditions without running dangerously low. Keep looting drawers for batteries — since after collecting the Backpack you'll be able to carry more of them too.

SURVIVAL STEP 03

Find the Level 1 Gardens

To fill up on food, head to the Level 1 parking garage. In one of the many side rooms you'll find a garden with raised planters. This is your best early source of raw ingredients.

In the raised gardens you can find:

Memberberries — Used to craft Pale Jam, which becomes an ingredient in powerful recipes.
Backshrooms — Used to craft Shroom Powder, a base for teas and tonics.
Sepia Grain — Used to craft Stainmeal and Yellow Wheat, the foundations of bread recipes.

⚠ WARNING: Green Mold Blooms can also spawn in the raised gardens. They release spores that cause Infection. Approach with caution — or harvest their Green Mold Spores intentionally if you have a Chemistry Set.
SURVIVAL STEP 04

Find the Medicine Pouch

To actually collect raw ingredients like Memberberries, Backshrooms, and Sepia Grain, you need the Medicine Pouch. Without it, you can see the ingredients growing but cannot pick them up.

The Medicine Pouch is a small deer skin bag, soft enough to carry delicate items without damaging them. Find it in containers throughout the Backrooms.

SURVIVAL STEP 05

Collect Workbench Upgrades & Recipes

To craft anything, you'll need access to a Workbench — and the right upgrades installed on it. Workbench Upgrades like the Mortar & Pestle, Bunsen Burner, and Chemistry Set each unlock different categories of recipes.

You'll also need to fill the recipe pages of the Sketchbook by collecting all of the torn-out Recipes found in drawers, on shelves, and elsewhere. Without a recipe, even a fully upgraded Workbench won't show you what you can make.

💡 GOAL: Ideally, to trivialize Survival Mode you will need to collect the Medicine Pouch, find all of the Workbench Upgrades, and fill the recipe pages of the Sketchbook by collecting every torn-out Recipe. Once you have all of these, the Backrooms become far more manageable.
SURVIVAL STEP 06

Craft Food, Drinks & Medicine

Once you're able to store all of the different ingredients, you can start crafting at any Workbench to produce filling breads, hydrating beverages, and more. Here's a recommended crafting progression:

Early Crafting — No Equipment Required

Stainmeal — 1x Almond Water + 1x Sepia Grain. Simple, no equipment needed. Restores Nourishment and a bit of Health.

With Mortar & Pestle

Grinding raw ingredients into base materials opens up the recipe tree:

Shroom Powder — 1x Backshroom. A base ingredient for teas and tonics.
Yellow Wheat — 1x Sepia Grain. Essential for all bread recipes.
Pale Jam — 1x Memberberry. A key ingredient for high-value foods.
Sporetella — 1x Almond Water + 1x Green Mold Spores. Used in Mold-based recipes.

With Bunsen Burner — Breads & Baked Goods

This is where you start making the good stuff:

Smooth Loaf — 1x Almond Water + 1x Yellow Wheat. Solid nourishment and health.
Sticky Toast — 1x Almond Water + 1x Pale Jam + 1x Yellow Wheat. One of the best foods in the game — excellent Nourishment, Sanity, and Health.
Bloom Bread — 1x Green Mold Spores + 1x Stainmeal. Strong nourishment, slight infection risk.
Mold Cake — 1x Almond Water + 1x Sporetella + 1x Yellow Wheat. Highest nourishment of the cakes, slight infection risk.

With Chemistry Set — Beverages & Medicine

Nut Fungus Tea — 1x Almond Water + 1x Shroom Powder. (Also requires Bunsen Burner.) Restores a little of everything.
Antiseptic — 1x Carpet Fluid + 1x Pool Water. Reduces Infection.
Disinfectant — 1x Almond Water + 1x Carpet Fluid + 1x Pool Water. Greatly reduces Infection.

See the full Crafting System & Recipe List in the Items & Equipment documentation for all recipes and their effects.

SURVIVAL STEP 07

Use the Grow Box

Once you've unlocked the Heart of Electrics (see the Early Game walkthrough above), you gain access to the Grow Box — a planter with 6 plots where Victor can cultivate Memberberries, Backshrooms, and Sepia Grain without ever leaving the hub.

Each crop grows a bit each time Victor rests anywhere. Different crops require different amounts of rest cycles to mature. When harvested, each plot produces 3 of the planted consumable.

💡 SELF-SUSTAINING: Combined with the hub's Workbench and the Refrigerator that restocks Almond Water, the Grow Box makes the Heart of Electrics a reliable place to resupply over time. Plant crops, rest to grow them, harvest, and craft — reducing how often you need to venture out.

Eat well, drink often, rest when you can. The Backrooms don't care if you're tired.

WHAT'S NEXT?

This should get you started and allow you to be free to explore the game more thoroughly. From here, the Backrooms open up considerably. Consider pursuing:

📋 SUGGESTED PATHS:

• Continue the Navarro's Legacy questline by collecting more Phase Emitter modules to fully power the Gateway.

• Explore the Mother's Calling questline for a challenging side story.

• Seek out artifacts to grow stronger across runs.

• Discover new levels and the secrets they contain.

• Unlock Steam Achievements by experimenting with everything the Backrooms has to offer.

Good luck out there, wanderer. Stay sane.