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Plan your next goal around the blue, green, yellow and red block guns. Learn to return to the map, decide where to revisit, and find beginner hints or room solutions.
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What is Antichamber?
Plan your next goal around the blue, green, yellow and red block guns. Learn to return to the map, decide where to revisit, and find beginner hints or room solutions.
Edition: Antichamber for PC (Steam), base game. Normal exploration and block-gun progression. Excludes mods, console commands and speedrun skips
Verification scope: Sources checked on 2026-10-04. PC default controls are included. Installed build numbers and current compatibility with each OS have not been tested
Sources checked: 2026-10-04
12 / 12 rows
Start here: controls, navigation or a puzzle?
Antichamber is a first-person exploration game in which passage connections and the direction you look become puzzles. It was developed by Alexander Bruce and published by Demruth. This guide covers PC and uses English room names as landmarks.
Wide tables scroll horizontally.
| Problem | Page to check | What it helps with |
|---|---|---|
| New player or unable to return to a room | Beginner guide | Returning with Esc, reading the map, and testing walking or turning around |
| Finding a gun or solving a room | Room walkthrough | Match the room name to the required actions and reach the next branch |
| Unsure how to use an upgraded gun | Block-gun abilities | Practice holding buttons, multiplying, moving and separating blocks |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Japanese is not listed among the official store languages. Installing Japanese-language mods or guaranteeing their compatibility is outside this guide.
Progression goals by gun color
A visible gun is not necessarily directly reachable. These are accessible goals for ordinary progression, not the only order or the shortest route.
Wide tables scroll horizontally.
| Current state | Immediate goal | What to observe |
|---|---|---|
| No gun | Reach the blue gun through There’s No Way In | The scene through the window and how space changes when viewed from the other side |
| Blue gun | Reach the green gun in Learning To Draw | Opening doors without leaving needed blocks behind |
| Green gun | Reach the yellow gun | Multiplying blocks with closed loops and timing chain disappearance |
| Yellow gun | Reach the red gun through The Highest Point | Moving connected rows and separating regenerating blocks |
| Red gun | Reach the final area from the A Jump Too Far side | Filling an area and collecting a connected wall |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Alternative solutions without the red gun have been reported. Collecting every color is not presented as an absolute system requirement.
Use the map as a list of unexplored exits
Matching room names to remaining branches makes choosing your next action easier than reconstructing distances and directions as if this were a real building.
- Press Esc to return to the dark hub and check the name of your previous room on the wall map
- Look for large room squares and unfinished branches. A small square indicates the known exits from that room have been explored
- After upgrading a gun, choose a room with a block mechanism you could not previously operate
- If a room requires blocks and you have none, restart from an earlier supply point instead of warping straight to the destination
A large square does not necessarily mean an unsolved puzzle is in the center of that room. Check its branches too.
Separate three kinds of obstacle
Before repeating an action, distinguish spatial conditions, gun abilities and the number of blocks available.
Wide tables scroll horizontally.
| What you see | What to distinguish | What to try next |
|---|---|---|
| A looping corridor | Does its layout change with travel direction or your view? | Turn back once. Check the other side of a window or a direction you have not watched |
| Collected blocks return to their original position | Are the blocks regenerating? | Consider moving them with the yellow gun instead of repeatedly collecting them |
| A door opens but closes as you pass | Are you acting as the sensor trigger? | Use a block to interrupt the beam or prop the door open |
| Your inventory disappears en route | Did you cross an inventory-clearing field? | Check before and after crossing, then use the transport method on the abilities page |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Separate reaching the ending from exploration goals
You can reach the final area without completing every puzzle or hidden room. To finish the main game first, prioritize gun upgrades and the final entrance. Treat map branches and wall sayings as separate exploration goals.
- Inspect sayings where you find them, using their pictures and the surrounding rooms as context
- Before entering the final area, note the names of unexplored rooms you want to revisit
- For later exploration, revisit dead ends as well as incomplete map markers
Map completion, collecting sayings and finding hidden rooms are not the same objective.
Antichamber FAQ
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