Labyrinth

**Labyrinth** is the seventh level in Superliminal. This level introduced a new character, the Emergency Exit Protocol. Unfortunately, this character is very short-lived compared rjrjesjejfto the other characters, with only seconds worth of screen time.

Labyrinth also marks the time when the dream world began to have a "major breakdown", which is thought to have been caused by the Explosive Mentally Overload from the player. This level features non-euclidean spaces, gravity flips, unstable reactions with objects, and so on.…

## Storyline

Show/Hide Storyline (SPOILER)

After the patient triggers all of the 823 protocols in Dollhouse, the Emergency Exit Protocol is activated. However, this is shortly interrupted by the Standard Orientation Protocol, which after a few minutes of analysis, *"Emergency Destroyed"* the Emergency Exit Protocol. The Orientation Protocol decides that the patient needs more therapy due to increased levels of stress. However, since all orientation resources have been exhausted, the Orientation Protocol instructs the patient to continue the Somnasculpt therapy independently. The level consists of a labyrinth with unstable physics and ends with a room which, at first, seems to be an infinitely extending field with many lights. The patient finds that they are actually painted on the wall by running into them. Once they have run into all four walls, a set piece appears containing the bedroom, with the alarm clock beeping. Then, they snoozed the alarm clock.

## Walkthrough

Show/Hide Walkthrough (SPOILER)

Once again, turn off the alarm, head off into the corridor outside. You’ll go through a series of very similar-looking corridors, just continue walking through them until you reach a dead end, and wait for the voiceover to finish. When you wake up again, turn off the alarm, head out into the office and… repeat the process. You’ll have to do this a couple more times or so. In one iteration, you’ll discover that the room is oriented vertically. Turn off the alarm and ‘fall’ through the door. Proceed through the large room and turn off the alarm. Once again, head out of the door and you’ll find yourself stuck between two brick walls. Go back to the room you ‘woke up’ in (if you aren’t there already), and pick up the blue painting on the wall. Make it larger enough to serve as a door and step into it. Go through the next door and set of corridors. Things will get a little weird as you go on. When the door falls to the floor, pick it up to reveal a doorway underneath. Proceed through the next room and the torn painting. Go ahead to an orange room and try to align the cube on the wall, only to end up… in another room. Pick up the staircase on the table and make it huge by raising it up. Have it fall to the floor, and then continue on to the next elevator. Turn around and you’ll enter a particularly tricky puzzle. In the West-East puzzle, you’ll find that one door is bricked up, and the other is accessible. In front of you, you’ll see a sign reading a number and a direction. There is also a green exit sign pointing to which way you really need to go. Whichever door you look at first will be bricked up. What this means is, you need to look at the door that’s opposite of the one the sign is pointing to. If the sign points East, then look at West. This will brick up the West door and open the East door. You need to do this five times before you can proceed. If you mess up, you’ll start over from door one. After you’re free from this, you’ll find another swimming pool. Make the dice cube larger and jump onto the higher ‘pool’ floor. Pick up the next dice (with the smiley sign) and make it large enough to jump onto the next floor. In the next room, place the Queen chess piece where required… and then stand on the yellow button. Pick up the Knight chess piece in the next corridor and put it on the button, so that you can proceed through the open door. Fall through the door, pick up the dice block. Jump onto the upper floor and proceed to find another block. Pick it up and place it… Continue on through a series of sequences. In the elevator maze, follow the directions on the floor when they appear. When you exit the maze, you’ll find a room with an alarm clock. Turn off the alarm and proceed onwards. In the outdoor section, walk in any one direction, until the scenery ‘freezes’ into a wall. Do this for all four directions, so that you are boxed into a room. Then turn to the centre of the room and you’ll find a familiar room. Turn off the alarm to head to the next level.

## Elevator Poster

'STAIRCON' is the poster's title. The background features a staircase, the image given a monochrome filter. The staircase motif relates to the chapter in the way that the player constantly advances and falls throughout the level, as if the rooms resemble the steps of stairs. That reference is most obvious in the room where the pool forms literal stairs. Additionally, a resizable, cyan staircase is present in this level - one that doesn't appear in any other part of the game.

The poster text reads (format has been altered):

*Annual Conference, this week! Featuring guest speakers from across the stairbuilding world. This year's exciting topics include: PROPER FLOORING SUPPORT, PITCH LINES FOR YOUR PITCH LINES, ADVANCES IN RAILING DESIGN, GETTING STARES FOR YOUR STAIRS, IS CURVED THE NEW STRAIGHT?, KNOW YOUR NOSING*