Antichamber Guide

Antichamber: Basic Guide and Completed Map (Spoiler Free) for Antichamber

Antichamber: Basic Guide and Completed Map (Spoiler Free)

Overview

There are different ways to solve Antichamber. When you understand the laws of the games physics it becomes easier. This guide will give you information on what is possible without directly giving you the solutions.

Antichamber: The Completed Map


The map indicates what you have completed. It also allows you to travel directly to any area. Any room that still has puzzles to solve will appear larger on the map. The unfinished puzzle may not be directly in the room, but the room will be the closest point to it. Comparing this map to the one you’re working on will make it easier to find the location of any puzzle you still need to finish.

It is possible to see the ending of the game before you finish all the puzzles. When you solve the last room the game changes into something fascinating. You are no longer on the map but somewhere quite different. After you finish the final area and the credits roll, you are able to continue and return to the map. This allows you find the rest of the puzzles and pictures so you can complete the game.

Secret Rooms:

It is possible to complete the map and find all the pictures, but not complete the game. Many puzzles located in dead ends give you no indication if they have been solved. Dead ends are shown on the map. When you get to a dead end, eventually you will hit a point where you either have to turn around or hit ESC. There can be alot of rooms in a dead end that are NOT ON THE MAP. Because of this you can never be absolutely sure you finished the game. Maybe that was the whole idea.

A particularly long dead end is located after the room “Failing Forward.” If you are not sure if you have found all the rooms past “Failing Foward” refer to the picture posted at the bottom. It is pink with two eyes facing each other. There are rooms past this before it ends.

About this Guide:

This Guide is a discription of the way the world of antichamber works with a few hints and tips. It does not give directions to objects or explain any particular puzzle. It does contain information on abilities you will not have early in the game.

Alot of the fun playing Antichamber is learning the game and its solutions on your own. The game is designed so that you are MEANT TO FAIL some parts of it so don’t let yourself give up too easily. If you become frustrated (and you will) move on to a different area. There are multiple ways to finish the game. Most of the information below is presented in chronological order. While reading it, if you think of the solution you are looking for you may not want to read any further.

The Laws of Antichamber:

Many puzzles require a gun. The color of matter is a good indication of your ability to solve this type of puzzle. If you have not found a gun the color of the puzzle you are trying to solve, you may have to continue on until you do.

Always explore new places first. If you get some where you have’nt been, you are going in the right direction.

Pay attention to the environment. Between the signs and locations on the map, the game may teach you what you need to know. If the game gives you any advice, take it.

Turning around and checking where you came from may take you somewhere else. Just looking in a different direction can change the world around you. Naturally we all look ahead while we move. Antichamber is not a natural game.

Looking through a window at something rather then looking at it directly may change your perspective, and give you more information.

Most puzzles have a very simple solution, though there may be harder more time consuming ones that achieve the same result.

Learn to walk. Often the speed you move at will effect your surroundings.

If you can not move through something try moving around it.

There are plates that when jumped on will spring you back up. If you jump again as the plate reaches its peak you will continue to build momentum and gain height. To get the timing correct it helps to look in the direction you are jumping. If you fall from a height onto a jump plate you can continue downward indefinately. Jump every time you land on the plate. To get the timing correct it helps to look at the plate.

Some matter will appear as the result of proximity. This type of matter is unstable and will often be destroyed by jumping, or moving too fast. It will form bridges that can create multiple paths to your destination, look down and pay close attention to the edges.

AFTER YOU HAVE THE BLUE GUN

Once you connect matter it will stay connected.

Anything that moves can be stopped by the matter you create including yourself.

You can create matter under yourself. Placing one block on top of the other will push you up.

AFTER YOU HAVE THE GREEN GUN

Matter is attracted to itself. When you make a square it will fill itself in, creating more matter.

All matter you destroy is destroyed at the same speed. The more matter there is the more time it takes. Matter is made up of cubes, making it very easy to know exactly how much you are working with.

Unstable matter will deteriorate in the direction of the lesser amount, the greater being more stable.

AFTER YOU HAVE THE YELLOW GUN

Matter will only push you up, not to the side. If you move matter horizontally you must move yourself with it or eventually it will move out from under you.

Much of the matter in the world of antichamber regenerates itself. This takes time to happen. This type of matter can be seperated into single cubes if timed correctly and moved while disconnected.

Matter can only be placed on a surface. Matter can only be moved from one surface to another. If you move matter again before it is done moving it will stop. If you move into the path of matter that you are moving it will stop. If you move matter that you are standing on up, it will move you.

Matter can not be moved through glass. Matter can be moved to a surface behind glass as long as nothing blocks it.

The gun can not connect to matter that is behind glass. The gun will direct matter around corners behind glass. Matter can not be moved around more then one corner at a time. Matter can be moved around multiple corners behind glass as long as you can connect to part of it.

There are destructive forces that destroy matter. These forces will always destroy the matter in your gun, but depending on their color, may not destroy the matter moved into them from the outside.

All matter you move moves at the same speed. Matter takes time to move. The more matter there is the more time it takes. There is no limit to the amount of matter you can move.

The red gun creates matter exponentially. Once you have it you can make a small amount of matter infinate. Most puzzles can be solved without the red gun.

If you give up on a puzzle and just want the answer, there is an easy way to get the solution. Find the name of the closest room on the map, and type Antichamber “name” into a search engine.

Good Luck!

If you enjoyed Antichamber I highly recommend Portal 2. Possibly the best puzzle game ever created, it forces you to think in three dimensions for a mind bending experience. Valve has released the software they used to create it for free, so anybody can make custom portal mini games. It has a high replay value and is constantly evolving thanks to the content created by the portal community. Here is a map I made, but you must own the game on steam to play it.

[link]

The following contains direct links to Portal games and content. For some of the best maps go to Community, Workshop, Portal 2, and Top Rated All Time. Here is a list of My Favorites. If you want a challenge I recommend any map created by Mevious. For the full portal experience get The Portal Bundle, along with Rexaura, Portal Stories: Mel and Portal Reloaded.

SteamSolo.com