Use the following sequence to solve the major puzzles and reach the branching endings in Subliminal: Basement plug and clock setup, Level 3 code 2112, the repeated-room fire alarm, the colored-button order, Walter the balloon in Level 4, the generator and fun-o-meter section, and the Level 6 light-transfer route.
The path below keeps the original flow intact while making each step easier to follow. Some parts still depend on exact screen positioning, so if a step looks ambiguous, match the object placement shown in the accompanying images.
Into the pit
Basement
First, interact with the plug.
Then interact with the clock and set the hands to match the screenshot.
Level 3
There is a board on the wall with a number sequence. The required numbers are written on the walls with slides, and the password is:
Spoiler: 2112

If you followed the narrator’s path
Place the red object so the beam cannot hit the right receiver.
In the repeating rooms, press the fire alarm button.
If you followed the narrator’s path
For the colored button puzzle, press the buttons in the order shown by the colored slides.
level 4
Walter the balloon is behind the door to the left of the red arrow, near a light source.
Place Walter on his pedestal.
Leave the light in the lamp shown in the screenshot, then take the light from the lamp you used to open the door into this room.
Insert the light into the lamp by the grate. When the room opens, take it back.
Insert the light into the blue lamp. When the blue door opens, take the light back, then place it into the blue lamp near the exit and run through the opened door.
Level with the fun-o-meter
First, turn on all generators. Follow the wires to find them.
Once all generators are active, return to the tic-tac-toe setup next to one of the generators and arrange it as shown.
Now go back to the fun-o-meter. One cannon will light up. Shoot it, then run to the next one.
After this minigame, the route splits for the first time. Turn away here for the true ending. If you want the Erased ending, follow the separate ending path instead.
level 6
Climb through and crawl to the right. In the arcade room, take the light, transfer it to the red lamp, then drag it to the receiver.
When the opened room becomes accessible, press the switch and move the red lamp as shown.
Return to the room, take the light from the lamp on the right, and place it into the blue lamp. Wait for the door to open, take the light back from the blue lamp, then run to the next room, place the light there, and head for the exit.
The guide is being updated.
