Antichamber Walkthrough

Table of Contents

  • Antichamber

    Butterfly Effect

    1. Choose ‘The Butterfly Effect’ as your destination. When you get into the room, take the blue block in front of you. Walk forward and push the large cube until it can’t go any further. A platform will lower behind you.
    2. Hold the cube in place with the block. Walk back onto the platform behind you. When you are ready to go up, pick up the block that is holding the wall.
    3. Let the platform slingshot you upwards. Walk forward and jump when the platform reaches the top. You will end up in a maze full of doors. Place your block in the slot to open up the first door.
    4. Walk through to the next door. Use the slots to open up all the doors until you reach the end of the maze. There will be two slots, one of which contains a blue block. Do not close the doors behind you.
    5. Grab the block and head back the way you came in. In the last room, keep the door open using one of the blocks. Keep making your way back to the first room. Be careful not to get yourself trapped. If at any point you become trapped, simply restart. This part may take some practice.
    6. Make your way to the original slot and grab your first block. Head back through the doors, collecting all of your blocks as you go. Block the doors with the blocks to progress without having to use the slots.
    7. Close the doors behind you and keep moving until you reach the final hallway again. Place blocks in the two slots so the door opens. Next, keep the door raised with one of the blocks. Enter the room, and grab your blocks so they don’t get left behind.
    8. Open the door with four slots above it. Keep moving until you reach the next gun. This room will be called ‘Learning to Draw.’
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    6 Comments on Antichamber Walkthrough

    Manuel Nino

    On February 5, 2013 at 12:20 am

    This game is amazing. Nothing negative about it can be said,.

    BB

    On February 7, 2013 at 12:58 am

    I saw a guy beat this game in seven minutes, starting in only two rooms.

    Begin at Leap Of Faith and jump down to Into Darkness. Don’t go right, instead go straight, and stick to the darkened space until you faintly see a teleport lattice. Stare into the brighter side of it to enter Logic 101 and get the blue gun. Escape.

    Begin at Leap Of Faith, and turn around — Face the wall and make it disappear. Enter A Game Of Leap Frog and quite literally leapfrog the center floating blocks to the center of the room to block three lasers. Get the green gun. Escape.

    Begin at A Jump Too Far and go straight. At the intersection take a right and solve Too Many Lasers. Solve Lighting The Fuse using the block draw ability. Get the yellow gun. Escape.

    Begin at Leap Of Faith and go forward. Take a couple lefts until you encounter a wall. Jump, and collect a blue block (which will become yellow in your gun). Return and place the block down on the glass covering the yellow blocks that say “UP”. This is JUST like Breaking The Arc, except you didn’t need to go Climbing The Tower. Elevate to The Highest Point. Solve the puzzle. Get the red gun.

    Go to the end as instructed in this guide and the rest is ultra-linear.

    Xenos

    On February 7, 2013 at 4:16 pm

    I LOVE this game, its awesome that if you know what you are doing you can beet it in like 5 min but if you don’t it may take you 8 hrs.

    Fran

    On February 12, 2013 at 6:19 am

    HOW DO I MOVE THE TWO BLUE BLOCKS SO THAT THEY BLOCK THE SECOND LASER BEAM, SO THAT I CAN GO THROUGH THE DOOR TO THE STAIRS (Impossible Paths)?

    Thanks, for any help.

    OOOWWW

    On February 15, 2013 at 1:50 pm

    FFFUUUUU i have a bug in my game!! in 7:55 of part 7 the right block breaks and dont spawn…

    Bob

    On March 5, 2013 at 9:33 am

    This walkthrough is flawed! It tells you to pick 2 blue blocks on page 3. You don’t have even the blue gun yet!
    So get the blue gun 1st and please rewrite this walkthrough.