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Superliminal: How to Complete Level 7 | Guide

This superb resizing puzzler has some very clever levels that can be difficult to crack. We’ll take a look at the solution for Level 7




With its resizing mechanic, Superliminal offers a very different and refreshing approach to puzzle games. To say that you will need to think outside the box (no pun intended) for this one is an understatement. Getting stuck in a level is nothing to be ashamed of, as some of these can be really hard to figure out.

If you are having trouble with level 7’s seemingly never-ending schtick, here’s how to solve it.

Guide on How to Complete Level 7 in Superliminal

For the first part, you are going to go through a loop of sorts. But this is intentional.

First, turn off the alarm as usual, then head off into the corridor. There will be a lot of similar corridors that you’ll go through, just continue until you can’t go any further. Once the voiceover ends, you’ll be sent back to the start.

You will have to do this process a few times until the room is oriented vertically. At that point, turn off the alarm and fall through the door. Go through the large room and turn off the alarm once more.

You want to head out the door again, and this time you’ll be stuck between two walls. Return to the room where you started and pick up the blue painting there. Make it large enough to step into, and go in.

Once inside the painting, go through the next door and corridors you find. You’ll start to notice some weird things going on. Once one of the doors falls to the floor, pick it up and go through the doorway underneath. You’ll find a room with a torn painting, which you’ll want to go through. After that, align the cube on the wall and you’ll end up in yet another room.

In this room, you’ll want to pick up the staircase that’s on the table and make it large. Let it fall on the floor and go on to the elevator. You’ll now have to deal with a tough puzzle.

This West East puzzle will have one door bricked up, and the other opened. You should see a sign with a number and a direction, as well as a green exit sign pointing to the correct way. The door that you look at first will be bricked, so you need to look at the door that’s opposite of where the green sign is pointing. If it points West, look East, and vice versa. This will open the door you need. You have to do this five times and messing up will require you to start from scratch.

After this, you’ll find a swimming pool with multiple levels. Make the dice large enough to jump onto the next level and repeat the process with the next dice.

Then in the next room, you’ll want to place the Queen chess piece in the required spot and stand on the yellow button. Then pick up the Knight chess piece in the next corridor and place it on the button, this way you can continue through the door.  Fall through the door, pick up the dice, and use it to jump to the next floor. Repeat the process with another block.

You’ll continue through other sequences. You’ll find a maze of elevators, where you want to follow the directions that appear on the floor. Next, you’ll find a room with an alarm clock, turn it off, and keep going.

Finally, in the outdoor section, all you have to do is walk in any direction until the background becomes a wall. Repeat the process for the other directions, and once done turn to the center of the room.

Turn off the last alarm and exit the level. You are done.

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The Cycle Frontier: Beginners Guide to Season 2 | Every Change You Need to Know About

Gear up and know these things before you play





The Cycle Frontier is a first-person shooter with a space theme comparable to Escape from Tarkov. You will need to scavenge or loot as you explore more hazardous places.

Every time you go exploring, you might want to examine the weather because it will greatly impact you. We’ll go over everything you need to know about the game’s second season.

Beginners Guide to Seasons 2, Every Change You Need to Know About in The Cycle Frontier

You will start at the station, which serves as the center of the Cycle Frontier. The General Store or Stockpile is located below the stairs. The Stockpile contains various items, including utilities, weapons, ammo, armor, consumables, tools, and attachments. From this point, you will set off on your journey through the Cycle Frontier.

Tips and Tricks for The Cycle: Frontier Season 2

You should be aware of the following before playing Cycle Frontier:


The game has a wide variety of bags and backpacks. They need to be outfitted initially. You will see a space icon next to each item. The capacity of your bag is unaffected by the armor and weapons you have loaded.

A heavy-duty backpack with a 350-space capacity is an illustration of a bag. You will become exposed more quickly the more you carry. It will increase the volume of your movement after you have 200 places in your bag. Additionally, this slows down your movement.


Find a weapon that you feel comfortable with by trying them all. You can see its ammunition when you click on a weapon. The AR-55 Autorifle is a superb first weapon for a beginner.


There are two varieties of armor. The common armor has higher protection. Running is an excellent use for tactical armor because it can boost your stamina.


The Weak Stim and the Weak Medkit are the game’s two consumables. Weak Stims are preferable because they have quicker animation. You can use the Weak Medkit when you take a lot of damage.


Different kinds of attachment exist. These attachments must always be checked and ready for you to know where to attach them. For instance, all guns can be equipped with the Angled Foregrip, yet only the DMR and Sniper can use the Marksman Stock.

These two attachments both lessen recoil. Attachments with less recoil are beneficial for automatic rifles. Snipers benefit from attachments for aim-down sights. Shotguns benefit from attachments that are easy to pull off.


The Crafting Station is to the left of the Stockpile. There are only white rarity attachments in the Stockpile.

However, you may create green, blue, and purple rarity attachments in the crafting station. The consumables can also be used to make various grenades.

Utilities, Weapons, Ammo, Armor, Consumables, Tools, Attachments, Muzzle, Optics, Ammo, Stock, Grip, and Materials are all included at the crafting station. The necessary materials for crafting or crafting part of the components will need to be gathered through scavenging.


In the game, there are 3 factions, and each one has its own special quests and weapon to give.

The first faction is the ICA.

The Osiris is the next group.

Lastly, Korolev is the name of the last faction.

You must sell products to the faction market since the regular store does not accept them. As your faction level increases, you can purchase the special weapon that they purchase. The ability to use powerful weapons is unlocked as you level up.

To advance in level, you can complete campaign missions or tasks from the faction leaders. Make campaign missions your top priority as a new player.

Selling materials is another option to get faction points, which is a terrific way to earn money.

These are the special weapons for the Korolev faction. They provide powerful weaponry.

The ICA offers a greater selection of weapons than the other factions.

The Osiris provides cutting-edge armaments.

Campaign missions in Osiris can be completed to earn greater stims as well.


The Den Residences, where you will find your Quarters or hideout, is located beneath the arrivals.

Your quarters can also be upgraded. Aside from the quarter level, there are three upgrades: generators, inventory, and gear printer. Improve your inventory’s capacity as a top priority. Give upgrading the supply crate top priority in the Generator tabs.

Safe Pockets

In the Quarters’ Inventory tab, the safe pocket can be upgraded. In the safe pocket, you can keep grenades or a Keycard.

Supply Crate

The supply crate is in the Quarters. It allows you to collect goods, and the more upgrades you give, the rarer the items you can get.

When you’re good to go, go to the Launch Terminal to begin playing.

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