Easter Eggs

This is a list of all types of **easter eggs** in Superliminal.

## Secret Rooms

These rooms have no plot-related significance but they're fun to find. Some are necessary to find collectibles (chess pieces, blueprints, etc.).

### Locations

Show/Hide Locations (SPOILER)

Chapter 2: Found in the room with the giant, cyan king piece. Once aligned and able to be interacted with, the checkered cube and the king piece can be used as steps to reach the overhead doorway. It leads to a hallway with pink wallpaper. At the dead-end there is a trash can with a glowing, red dice inside. Entering this room grants the *Please Use the Other Door* achievement.

Chapter 2: Found in the room above the moon room. Using the object/s on the moon (the can, cheese, building block and/or doorway), the player can reach the opening in the skylight. This has the contents of a usual behind-the-scenes room: spare wall panels, traffic cones, spotlights, a carpentry workbench, etc.. Unique to this room, there is also six projectors that create the illusion of a night sky. They can be switched on and off, as a single unit, by the player. Additionally, a blueprint can be found here.

Chapter 3: Found in the room with the dice that splits into halves. This room is partially visible in a gap between the two almost-intersecting wall panels. The room can be entered by going over a panel using the dice halves as steps. Nothing is in the room except for a water dispenser. Exiting the room is difficult and a level restart may be necessary.

Chapter 6: Suite E door, found in the hallway just outside the starting room. Includes a radio with a message that doesn't appear anywhere else.

Chapter 6: Suite C door, found just across from Suite E door. Includes a radio with a message that doesn't appear anywhere else, and 3 grabbable avocados. Grabbing and dropping the avocado found on the bed causes it to split into halves, releasing the core inside.

Chapter 7: After the looping hallway puzzle, grab the cube from the pool room without entering the room, use the cube to get back up to the looping hallway puzzle, then grab the cube you just jumped off of to attempt to use it to go even further back into the looping hallway puzzle. Once you stand on the cube at this point you'll be sent to a glitchy "HALL 06" area where no matter which direction you go you continue to loop back into hall 06.

Chapter 7: Found shortly after the room where the yellow queen flattens after being interacted with. In the hallway right after, there is a hole in the floor you fall through to continue the level. Fall through this hole and carefully land on the trashcan, then jump up into the secret room. There is unfortunately nothing of interest in the room.

Chapter 8: Found in the first room of this chapter with the bed and acoustic foam on the walls. The chapter must be completed before this room is accessible. Before the secret room can be entered, go into the model room and walk through the hallway at least once (to establish the teleportation between doorways). Now, to enter the secret room, place the same model room back on the table, taking care it's approx. the same size as the other two models. After exiting the hallway, the player is now small enough to enter the rightmost model, labelled "Jungles' Bistro", through a door on its back. It looks like a usual bistro with a stage, a bar and a dining area. On the stage there is a keyboard that the player can play. Also notable, is the bar whose shelves hold only cans found in the Dream Soda vending machine.

## Secret Objects

These serve about the same purpose as the secret rooms, having no real significance. Objects 1, 2, 8, and 9 are references to Inception.

Show/Hide Information (SPOILER)

1. Red Glowing Dice - in chapter 2 in the room where you pick up a giant painted green king chess piece. Use the block and king to get into the upper room. The dice can be found in the trash. There is a small hole in the floor in the corner on the left of the trash can. If you make the dice very small and throw it in this hole, the dice will respawn in the trash. When dropping the dice anywhere it attempts to have the chess piece on it face upwards, usually not following normal physics to achieve this.

2. Golden Bishop - in chapter 3 in the dark room under the floorboards. Falls very slowly when dropped in the air.

3. Rubber Duck - in chapter 3 after the "pulling cubes" room there is a darker room with a tower of pallets on the right side and a bucket where water drips. Inside the bucket there is a rubber duck which bounces and squeaks.

4. Green Apple - in chapter 5 in the room with a multiplying apple and fan. Occasionally when multiplying the apple it will change colour to be slightly more yellow. Multiplying the new yellower apple and repeating this will eventually lead to a green apple.

5. Glowing Apple - in chapter 5 in the room with a multiplying apple and fan. After multiplying the apple a lot, near the limit of how many times you can multiply it, a glowing apple will appear. Multiplying this glowing apple produces more glowing apples. Letting some normal apples be blown into the pit by the fan allows more duplicates of the glowing apple to be made.

6. Banana - in chapter 5 in the room with the Somnasculpt signs. High up on the left of the room there is a potted plant with a banana growing on it.

7. Avocados - in chapter 6 in the hallway just outside the starting room. Located in Suite C door, see Secret Rooms section for info on how to access this room.

8. Casino chips - in chapter 6 with the dollhouses, in the room where you need to go through a keyhole, bring both portals with you to the next room where the chessboard is. Use the portals to get to normal size. In the far end of the room to the left there is a table with a blue organizer and a white mug, Behind the mug there is the chip which clones itself.

9. Top - in chapter 8 in the room with the light switch, on the top of the broken chess piece.

10. Banana - in chapter 8 in the area with the massive water coolers, if you walk around the top of the barrier, there is a banana wedged in a corner. Unlike the banana in chapter 5, when you let go of this one it flies toward you.

## Literal Easter Eggs

These are all literal easter eggs in the game. However, finding all of them will not grant any achievement.

### Locations

Show/Hide Locations (SPOILER)

Chapter 2: Found in the section of the pink hallway where the player first takes the emergency exit door off its hinges. Use the door and/or a can from the Dream Soda vending machine to reach the exposed space above the ceiling panel. At the T-intersection past the doorway, the easter egg is on the left. It's pattern is of a blue sky with clouds.

Chapter 2: Found in the outer room encompassing the pink inner-room. Use the emergency exit signs  as ramps to get onto the overhanging, metal bridge. On the bridge there will be a purple egg covered in white stars. This bridge must be crossed eight rooms later though the easter egg will then be replaced by a Pierce radio.

Chapter 3: Found in the room with pairs of green pipes to the left and right and pallets stacked up along the walls. Jump on the green pallet jack to get atop the right pipes. Enter the part of the wall that is shrouded in shadow. The pallets will not be present there, leaving a cranny behind the pipes. In this cranny is an egg covered in pastel pink, yellow and white stripes. Though it doesn't glow, it stands out completely in the darkness.

Chapter 5: Found in the last hallway of the level, the one leading to the elevator. Use the Dream Soda vending machines as steps to reach the overhead pipes. Once on the pipes, the player can reach the egg, further overhead and situated over the hallways general center. This egg emits red light through its stripes and, upon being clicked, this light turns green.

Chapter 7: Found in the room with the collapsing floor, that follows the fall from the horizontal orange room.

**a)**After using the staircase to break the floor, use the abundant amount of objects (floorboards, floor supports, chairs, the staircase) available to reach the hallway. Note that the ascent is significantly high.

**b)**Line up with the cube painted on the wall in the horizontal orange room. Spam (A/left-click) while falling to click the cube in the "unreachable" hall. This will cause the cubes to place in the room based on your forced perspective. Click them several more times to make stairs up to the hall.

Chapter 7: Found in the last room of the looping hallway, though the egg only appears after the player has left the room. Take a dice from the pool room and use it to reach the overhead doorway. Next to the recycling box, there will be a plain, pale blue egg.

Chapter 7: Found shortly after the room where the yellow queen flattens after being interacted with. In the hallway right after, there is a hole in the floor you fall through to continue the level. Fall through this hole and land on a green pipe. Walking to the end of the pipe leads you to the egg. Its pattern is abstract, made up of yellows, reds and blues.

Chapter 8: Found in the room with a Pierce radio in its center and walls being buildings covered in windows. Buildings will be black or white depending on which of two doors the player enters from the previous room. To find the easter egg, the player must fit through a gap between the buildings (on the side holding the room's entry) and circle around the area. Leaning against the back of a building will be a red easter egg with a smiley face. Taking this egg into the nearby star room will make it glow much more intensely than it did before.

## Blueprints

Blueprints are blue pieces of paper hidden throughout all levels of the game (excluding Chapter 9). You can click on blank sheets to write their blueprint.

As blueprints are collected, they will appear on a bulletin board in the hallway that immediately follows the bedroom at the start of each level. Everything to the right of the hallway is blocked off by a scissor gate, making the bulletin board only approachable in Chapter 6.

Collecting 7 of the 15 total blueprints causes the Suite E door to open in that hallway.

Collecting all of the 15 total blueprints causes the Suite C door to open just across from the Suite E door.

### Locations

Show/Hide Locations (SPOILER)

Writing on all 15 blueprints grants the secret achievement "Feeling Blue".

Chapter 1: Found in last room across the hole you fall into, on the backside of the sky painting.

Chapter 2: Found in the outer room encompassing the looping red room (where an easter egg is also found). After going over the red/inner rooms walls using an exit sign, a blueprint is plastered on the backside of the red/inner rooms walls.

Chapter 2: Found in the room above the moon room. Using the object/s on the moon (the can, cheese, building block and/or doorway), the player can reach the opening in the skylight. The blueprint is on the floor, on the opposite end of the room.

Chapter 3: Found in the room with sliding dice and vents. Blueprint lies on the on top of the left, sliding vent. The easiest way it can be reached is by standing on the dice nearest to the vent while raising it.

Chapter 3: Found in the room following the fall from the green shaft, in which the player emerges from within a dice. In the previous room, take a piece of the dice that explodes into smaller cubes and continue holding it while falling down the shaft. Use the piece as a step to get onto the ledge. The blueprint lies on the floor, beside the hallways dead-end.

Chapter 4: Found in the hidden room next to the generator room. Walk along the leftmost wooden beam beside the generator and land atop the left shelf of boxes. Slightly to the left, at the back of the room, the blueprint lies on the floor.

Chapter 6: Found in the room inside the window. To the left of the door to the next room, on the pile of boxes, lies the blueprint.

Chapter 6: Found in the latter half of the locker room. To reach it, take the inflatable castle from the next room and use it as a step to reach the closest ledge (the ledge adjoining the vertical duplicate of the locker room). The blueprint lies on the right.

Chapter 6: Found in the furniture-filled room, following the empty, key-hole room. Using the two doorways/portals, adjust your size to be relatively in proportion to the furniture room. The blueprint lies on top of the punch clock, near the white door.

Chapter 7: Found in the pool room that resembles a short staircase. The blueprint is on top of the orange scaffolding, to the rooms right. It can be reached using the die and a soda can from the next room as steps.

Chapter 7: Found shortly after the room where the yellow queen flattens after being interacted with. Once you get to the orange room with a dice that teleports you, turn around and go down the hallway that is opposite to the dice. The blueprint lies on the floor, at the hallways dead-end.

Chapter 7: Found in the room with the illusion of infinite lampposts. Investigate the walls until the bedroom appears in the rooms center. Walk along one of the wooden beams that hold up the bedroom onto the roof. The blueprint lies there.

Chapter 8: Found in the area with the disjointed work office. Walk along one of the wooden beams that hold up the office, using an electric box as a step, to get onto the roof. The blueprint lies there.

Chapter 8: Found in the hallway with a reflective, black path and four black windows along its sides. Circle behind the door you entered from. The blueprint is on the floor, near the doors panel.

Chapter 8: Found in the area full of snow-like structures (some in the shape of giant chess pieces) and large water dispensers. To the right of the door you entered, climb over the nearest white mound. The blueprint lies behind it.

### Reward for Collecting Blueprints:

Upon collecting 50% of the blueprints, the door to the room labeled "Suite E" will open, revealing another room with a bed, some exposed pipes, and a tape player with a Dr Glenn Pierce recording that makes some meta comments about the nature of secret rooms in video games. After collecting all the blueprints, the door to "Suite C" opens, revealing yet another room with a bed, this time accompanied by some avocados and another message from Dr Pierce. These suites are normally on the other side of the scissor gate where you start each section, so the only way to access them is by going to chapter 6 "Dollhouse" and turning left as you leave your bedroom at the start of the level.

## Chess Pieces

There are a few glowing red or blue chess pieces hidden. If you click on them, they will emit bright rays of light before disappearing.

### Locations

Show/Hide Locations (SPOILER)

Chapter 1: Found in the room with a boarded-up door. The chess piece sits on the ledge of the cream-colored walls; in the top, right corner of the room. The planks and/or dice can be used as steps or ramps to reach it. The piece is a blue pawn.

Chapter 2: Found in the room with the pink wall panel and the staircase with the yellow railing. Using the checkered cube and/or the exit door, the chess piece on top of the pink wall panel can be reached. This piece is a red rook.

Chapter 2: Found in the room with the giant, cyan king piece. Once aligned and able to be interacted with, the checkered cube and the king piece can be used as steps to get on top of the ventilation ducts. Where the vents meet the wall, nearest to the exit, there is the blue knight.

Chapter 3: Found in the room with the dice that splits into halves. The two halves can be used as stairs to reach the ventilation duct opening. Inside it is the red king.

Chapter 3: Found in the room following the space underneath the floorboards, where the rooms entry is through a vent. Many items are available to use as steps (including the Dream Soda machine) to reach this chess piece, situated on top of the overhanging air conditioner. This piece is a red queen.

Chapter 4: Found in the cardboard maze. Use the exit sign as a step to get on top of the maze walls and use it again to step even higher. On top of a line of boxes lies the blue pawn. The sign doesn't need to be used as a light source because all chess pieces already glow.

Chapter 4: Found in the hidden room behind the IDEA generator room. Cans of beans from the cafeteria can be used as steps to reach the chess piece. Take one or more to the right half of the hidden room, accessed by walking along the rightmost beam beside the generator (take care to land on the right shelf of boxes, not the floor). The blue pawn is outside the bottom right window so use the shelf and the can/s to reach it.

Chapter 5: Found in the room with the sky panel in front of its entrance. Use the duplicating digital clocks in the next room to build a tower up to the overhanging ventilation ducts. The blue pawn on the vents is large and hard not to spot.

Chapter 5: Found in the hallway connecting the duplicating red apple and the duplicating sign rooms. Use the tin barrel and the light above the hallways exit as steps to reach the overhanging pipes. Walk along the pipe to find the red knight.

Chapter 6: Found in the room after the room where you use the fan to blow off the Jenga blocks, you can grab one of the windows. If you can get it big enough you can walk inside the window. On top of the doorway, there's a blue pawn.

Chapter 7: Found in the horizontal hallway in the room where the door falls off its hinges. The door must be used as a ramp to reach the horizontal hallway entrance. Once inside, the red pawn can be found through a window situated on the floor. It can be interacted with despite the glass barrier.

Chapter 7: Found in the hallway following the room where the yellow queen flattens after being interacted with. To reach the chess piece, use the table and the knight (from the previous room) to get atop the pipe. The knight, again, must be used to step onto the overhanging light fixture. Now the blue queen, above the light fixture, can be collected.

Chapter 8: Found in the very first room of this chapter, with the bed and acoustic foam on the walls. Enter the model room and walk through the hallway at least once (to establish the teleportation between doorways). Decrease the model rooms size and fit it inside the slot of the Dream Soda vending machine. Now the hallway leads into the slot where the blue rook is upside down, plastered to the slots roof. Take care not to take the model room through the whole hallway as this triggers an event that makes the Dream Soda machine no longer accessible.

Chapter 8: Found in the first room of this chapter (same as above). Place the same model room back on the table, taking care it's approx. the same size as the other two models. After exiting the hallway, the player is now small enough to enter the rightmost model, labelled "Jungles' Bistro", through a door on its back. To the left of the stage there is a bar. The blue pawn is sitting among the cans lined up on the bar shelf.

Chapter 8: Found in the room with the snowy atmosphere, full of giant water dispensers and snow-like chess pieces. Take the two king pieces from the next room and use them as steps to get atop the left precipice. Go behind the water dispenser holding the rooms entrance and continue following the path. The very tip of the red chess piece is imprinted on the side of the water dispenser. To complete the piece, and therefore collect the red pawn, align it with the remaining parts on a precipice (the mechanic primarily present in Chapter 2). This area can also be accessed using an elevator glitch point near the child's drawing.

### Hidden Achievement

Show/Hide Information (SPOILER)

Interacting with all 15 pieces grants the secret achievement "Chess Master". Once you get all the chess pieces, you can click on the monitor at the start of any level and click on it. It takes you to a room with a chessboard. Move the blue rook, and take the red pawn off of the board to put the red player into checkmate. This grants the player the *Kasparov* hidden achievement.

## Constellation Room

These rooms are hidden areas. They're big rooms with lots of stars and at least 1 constellation of an object. If you line up the constellation and click on it, it will disappear.

### Locations

Show/Hide Locations (SPOILER)

Interacting will all 7 constellations will grant the secret achievement "Stars Align".

Chapter 2: Found in the room following the pink room with ledges to the left and right. Go under the staircase with the yellow railing and continue into the shadows, into the pink star room. The constellation is of a table.

Chapter 3: Found in the room with pairs of green pipes to the left and right and pallets lined up against the walls. The hall to the star room is in the shadow, immediately right of the door the player enters from. This leads to the blue star room in which is the constellation of a mug.

Chapter 4: Found in the main part of the work office, where the Pierce radio is. To the right of the room is a line of three filing cabinets. In the shadow of the right-most cabinet is the hall to the green star room. The constellation is of a cheese wheel.

Chapter 5: Found in the sinuous hallway with the cloud panel in front of the rooms entry. In the last section of the hallway there is a Dream Soda vending machine. The hall to the purple star room is situated in the machine's shadow, cast to the left. The constellation is of a Dream Soda machine.

Chapter 6: Found in the relaxation room/the room projecting a short, looping video of clouds against a wall. Commercial double doors lead to the rooms exit, with the shadow of the right door leading to the star room hall. This star room is blue (the same shade as the one in Chapter 2) and holds the constellation of a chair.

Chapter 7: Found in the white, simulation room that replaces the orange room in reaction to the player interacting with the dice. On the floor there is a path of screens emitting white light. Two panels appear behind the player, one holding a doorway and the other lying on the floor. Go beneath the floor, through a gap in the white screens, where the two panels intersect. Continue along the short, white hall and into the black hall. This leads to the blue (same shade as Chapter 6 and 2) star room which contains the constellation of a spotlight.

Chapter 8: Found in the snow-like room full of giant chess pieces and water dispensers. Right of the white pawn there is a cranny between the snow mounds and the precipice. The blocky exterior of the black hall sticks out from a mound and into the cranny. That hall leads to the grey/white star room that holds the constellation of a keyboard.

## Miscellaneous

Other secrets which do not fall into any category.

Show/Hide Information (SPOILER)

1. Chapter 1: After the room with the cheese ramp, there is a hallway with a window filled with alarm clocks that say 12:05, except for six. Going left to right, one can find six alarm clocks in the window that say 4, 8, 15, 16, 23, and 42 (you may have to jump to find some). This is a reference to the show Lost.
2. Chapter 2: In the room with the distorted exit door there are two messages on the walls in the corners of the room. They read "Please don't snoop around" and "why are you doing this".
3. Chapter 6: In the room after the bouncy castle puzzle, a playable piano can be found hidden behind the door to the next area.
4. Chapter 7: After you fall towards the red pawn, walk into the dark area. You can find a TV and some cheese hidden in the corner.
5. Chapter 7: In the room where the yellow queen flattens after being interacted with, the light shining down on the alarm siren on the wall makes the shadow look like a pawn.
6. Chapter 8: In the first room of the chapter, faint music emanates from the wall covered in sound proofing.
7. Chapter 8: In the apartment area with the secret chess room, there are 8 letters spread around on the buildings. Putting them together makes the phrase "DEEP BLUE" which is a reference to the Deep Blue chess computer.
8. Chapter 8: There is a child's drawing in the water dispenser room. It appears first as nothing but a white rectangle, but clicking it changes it to the drawing. Clicking it again changes it into the artist's signature. The developer's commentary states that a six year old fan named Scout (Who notably was a fan for his 'lifetime'), presented the drawing to the developers at a PAX conference, where they had a playable demo. Scout played the demo, and was so excited by it he made the drawing and returned to the conference to present it to the developers the next day. This is their first piece of fan art, and they decided to immortalize it in the game.
9. All chapters: Bringing certain objects into star rooms causes them to glow. Bringing the white king or the egg in Chapter 8 into the chapter’s star room causes them to glow. Also in Chapter 8, the flying banana mentioned in the secret objects section will glow as well. The same thing can be done in Chapter 2, this time with an exit sign.
10. Main Menu: Flipping all of the fire alarms in the game causes a button to appear on the menu in the shape of a fire alarm. Clicking this causes particles to rain from the ceiling into the room shown on the menu.
11. Main Menu: After completing every constellation room, a button in the shape of an exit sign will appear on the main menu options, as well as a projector displaying the moon that will appear in the room shown on the menu. Clicking on the button causes you to load into the level shown on the main menu. Any changes you make while in the level will be saved when returning to the main menu, with the exclusion of the letters found in the adjacent room.
12. After using every fire extinguisher in the game, clicking on any of them causes fire to shoot out of it.
13. In the Developer Commentary mode, there is some unique dialogue near the end of the credits.

## Secret Ending

Show/Hide Information (SPOILER)

There is a secret dog ending obtainable in Chapter 4 (ONLY ON THE PC VERSION OF THE GAME). After using the generator to turn the lights in the rooms back on, the player can look back to see a chess piece lean over from behind a door. Approaching it causes the piece to move back and vanish. Going back through the chapter, the piece will continue to appear and vanish until returning to the room with the large pit. The piece will then fall down. If the player chooses to follow it down, they'll find themselves in a room with a doorway and a talking paper bag. Leaving the room takes the player to a repeating hallway bend. Interacting with a radio opens a door that leads into a room with a large machine and a chess piece in a chair. A few seconds later, the game will end. The credits will be accompanied by pictures of dogs.

This ending references the Silent Hill games. The talking paper bag and repeating hallway resemble similar elements from the Silent Hills P.T. demo. The room with the machine and the special credit sequence match the secret dog ending of Silent Hill 2.