Liminal Exit walkthrough: Anomaly and puzzle guide

Out now, Liminal Exit is a new anomaly spotting game that folds in liminal strangeness of The Backrooms, The Poolrooms and more. If you got a kick out of the likes of Exit 8 and Platform 8, it’ll be right up your street. But, as with those other titles, not all of Liminal Exit’s anomalies are easy to spot. That’s why we’ve put together this Liminal Exit walkthrough and anomaly guide.
We’ll guide you through the game’s anomalies – some scary, some subtle – telling you how to deal with them, and also how to get the game’s good ending and bad ending. So if you’re struggling with Liminal Exit, read our anomaly and puzzle guide for a helping hand.
NOTE: We’ve rounded up most of the game’s anomalies but the last few are proving elusive. We’ll update this guide with the remaining ones when we have them.
How to play Liminal Exit
Liminal Exit has an optional assisted mode, which makes it more forgiving, but it won’t give you the best ending. So, for the purposes of our Liminal Exit anomaly guide, we’ll assume you’re playing at normal difficulty. The way to play (and beat) Liminal Exit is by hunting for anomalies across three floors.
Each floor features a looping layout, where you exit from one elevator and walk to the next elevator. Once inside this ‘new’ elevator, you hit the floor number if you spot an anomaly. If you didn’t see one, you press ‘P’.

The first time you reach a floor, there’s never an anomaly, so it’s your opportunity to explore how the area should look. The loop after that, you’ll see the floor number has been crossed out, and there’s a painted number on the wall. That number ticks down, eg 4, 3, 2 etc., as you get the anomalies right.
Get all the anomalies right on a floor, and you go down to the next floor. The catch is that if you miss one, or say there is one when there isn’t, you start right back at the top floor. It’s not unusual to have two clear loops, one after another, but we’ve never had three clear loops in a row.
The computer will taunt you, making you doubt yourself even if you’ve got the anomaly right. Do keep your eyes open and be thorough, since the tiniest little changes can count as anomalies. We’ve rounded up most of the anomalies in this guide (these can occur in any order) and we’ll be adding the remaining few shortly.
Liminal Exit Floor 3 anomalies
This floor is divided into two rooms, which we’ll refer to as the left room and the right room. Here’s a guide to all the anomalies we’ve found on Liminal Exit’s Floor 3. We’ve listed the anomalies below and, next to them, any action you need to take. Most of these can’t harm you, and it’s just a case of reporting them at the elevator. Remember to try entering both pools to check for anomaly 14.

1. The corridor to the exit lift is gone, and the doors in the left room are ajar. Close the two ajar doors at the back of the left room, which removes the blank wall.
2. There’s a buzzing TV sitting on the lifeguard’s chair.
3. Both rooms are red, with rows of TVs in the right room.
4. NO RUNNING signs now read RUN RUN RUN.
5. A growling noise is coming from the right room’s dark corridor, and the room shakes if you go near it.
6. There’s a giant flamingo inflatable in the right room, which turns to look at you.
7. The clock hands are going round in both rooms.
8. Both rooms start to get darker. Hold down shift to run and go straight to the elevator.
9. The doors at the back of the left room are green.

10. In the left room, the plastic chairs are facing the wall.
11. The three diving blocks in the left room are backwards, with the handles facing the wall.
12. In the right room, the towels are on the left side of the first bench.
13. You hear people talking and there are bunches of NO RUNNING signs.

14. You can walk on the water in the pools.
15. The numbers above the doors in the left room are 0, instead of 1 and 2.
16. There are three blue lockers in the right room instead of four.
17. The pool ladders are all missing their rungs.
18. There’s a picture of a pair of eyes on the reverse side of the exit sign.
Liminal Exit Floor 2 anomalies
Floor 2 takes you out of the pool and into the locker room, but there’s still plenty to spot. An important tactic here is to look in every direction. There are a couple of anomalies you can walk past and only notice when you turn around.

1. The exit corridor is gone. Go down the red chimney in the top left corner, find the lift on the bottom floor of the house.
2. The mirror shows an upside-down view of the room.
3. The exit corridor stops at a blank wall. Turn right and keep going until you find a red button. Push it and go back to the now-open exit wall.
4. The walls are bulging and the lights are flashing.
5. Everything is floating through the air.

6. The clock’s hands are going round.
7. The mirror shows an infinite reflection.
8. There’s a strange painting on the other side of the numbered wall.
9. The room is full of televisions.
10. The changing room doors are lighter and have an inset rectangle.
11. There’s a teddy bear on the bench. Watch it transform for an achievement.

12. There’s a red glow and noise coming from the steps in the far left of the locker room.
13. There are two covered mannequins, one on either side of the number, as you enter the locker area.
14. In the shower area, there’s a covered mannequin that only moves when you look away. Lure them to the main locker area by looking away then back, then move around them, keeping your eyes on them.
15. There’s a covered mannequin in the mirror.
16. The towel hangers by the bench are pointing down instead of up.
17. The three towels are at the right-hand side of the bench instead of the left.
18. The last two waterslide exits are red. This is tricky to spot, but the last two slides as you enter the lockers should be yellow on the left and blue on the right.
19. The yellow Caution sign reads “Slippery Tiles” instead of the usual “Wet Floor”.
20. The circular floor drains in the shower area are missing drainage holes and are just blank plates of metal.
Liminal Exit Floor 1 anomalies
Once you hit Floor 1’s underground passage, it might be a good idea to lower your graphics settings. For some reason, possibly the water, this is the most graphically demanding of all Liminal Exit’s levels. Get all these anomalies right and you’re free to go, though whether you reach ‘bliss’ or end up in the parking lot depends on a couple of other factors. Here are all this floor’s anomalies.

1. The elevator doors open to an underground pool, with a black hole in a room. Let the black hole activate and when it’s sucked up all the objects, wait a minute or two, then run past to the right, sticking to the wall.
2. The walls are covered by framed eyes that follow you.
3. The corridor is filled with blood.
4. There are noises and voices (eg, “Help me!”) coming from behind the yellow and grey doors.
5. There’s a red door and a turquoise door, instead of just yellow and grey.
6. The overhead pipes are blue/purple.

7. There’s a covered mannequin against the left wall.
8. No running posters are all over the walls and an announcement plays.
9. All the doors are missing their handles.
10. There are two oversized chairs in the corridor.
11. The passage is blocked by debris; boxes and ladders and things. Go through the nearby yellow door to bypass the blockage.
12. The first corridor is longer than usual and looks like it’s looping. Follow the left-hand wall to reach the exit.
13. A strange fuzzy face, like a child’s drawing of a spider, is hiding above the air vent that runs along the red pipe, between the vent and the ceiling. This one is tricky to spot, but you may be able to see its hair peeking out even if you don’t see the full face. It can move along the length of the vents.

14. The CCTV camera signs now read “They are watching” instead of “CCTV in Operation”.
15. The whole screen starts warping, with the floor and walls wobbling up and down.
16. The Exit / Entrance signs are missing.
17. The CCTV camera signs are upside down, as are several other objects.
18. The bucket by the ladder is full of blood.
19. The arrows on the wall are pointing the wrong way, so the arrows on the left wall are pointing back instead of forwards.
20. The screen glitches and you’re transported to an open landscape. Walk towards the black gateway and you’ll eventually be returned to the corridor for good.
How to get the good and bad ending in Liminal Exit
There are two endings in Liminal Exit: a bad ending where you reach bliss, and a good ending where you escape to the parking lot. Despite the name, ‘bliss’ is actually some kind of perpetual prison. To get the good ending, you need to avoid getting touched by any anomaly during a single run. To get the bad ending, let any one of them touch you. A run resets when you’re sent back to Floor 3.
There are three anomalies that can touch you, and you’ll have to avoid them if you want the good ending. Those anomalies, which you may or may not encounter, are.
- Floor 3: The darkness. As soon as the room starts to darken, run for the elevator.
- Floor 2: The Weeping Angel-style covered mannequin. Keep an eye on it to stop it getting close.
- Floor 1: The black hole. Wait until it’s sucked up everything in the room and run past it to the right, sticking close to the wall.
You can keep playing if these touch you, but you won’t get the best ending.
How to get Liminal Exit’s Steam achievements
There are several Steam achievements you can earn playing Liminal Exit. Here’s how to earn each of them.

- Welcome to Floor 3: Reach Floor 3 (essentially, start the game)
- Welcome to Floor 2: Reach Floor 2
- Welcome to Floor 2: Reach Floor 1
- Ending I: Get the bad bliss ending (see above)
- Ending II: Get the good escape ending (see above)
- Walk Like Jesus: Encounter the Floor 3 anomaly that lets you walk on water
- Creepy Turn: Look at the Floor 2 teddy bear anomaly until it turns nasty
- Glitch and Switch: Encounter the Floor 1 anomaly that transports you to a strange landscape
Those last three can be tricky to get. It’s just a case of replaying the game until you get those anomalies. And that’s how you beat Liminal Exit with our walkthrough and anomaly guide.
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