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INDIE GAME / PLAY GUIDE

SANABI Walkthrough: Essential Controls for Chapters 0–5

All chapters, 8 combat/chase sections, and 17 achievements from the 2023 main game · Updated 2026-10-12

This main-game route groups actions by chapter. It includes ending-branch spoilers from late Chapter 4 onward. It emphasizes actions that open doors and conditions that cause failure, rather than every room's pixel coordinates.

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Chapter 0: Learn chain basics through play

Head right from the house scene and practice jumping, climbing walls, wall jumping, and swinging with the chain in sequence. Distinguish grabbable walls from dark, ungrabbable surfaces when choosing your next anchor.

  1. For the optional achievement There is nowhere to run, repeatedly try to flee right during the introduction when invited home.
  2. Jump onto a wall and climb upward. Throw the chain to the next anchor and swing across.
  3. Dash while attached to increase momentum. Check anchor points before dropping straight into an unseen gap.
  4. Pass the Agent Meow section without touching the red floor. Retry this game if you fail.

Chapter 0: Kang Seon and military training

Avoid the long aiming line from the head laser and get within attacking range. Later training lets you practice changing direction after taking a hit and launching away from an enemy.

  1. Do not remain in the aim line; connect the chain from outside the line of fire.
  2. When smoke marks a position change, check the new line of fire. Follow the on-screen tapping/holding instructions in combat.
  3. Enter the large central door at the military facility for the next training.
  4. Practice directional dashes after hits, moving while holding an enemy, and releasing from an enemy.
  5. Finish the final time trial in under 26 seconds for an optional achievement. Use the retry option after training.

Early Chapter 1: Checkpoints and moving platforms

The red floor is a genuine damage zone. Approach new checkpoints to activate them, and touch healing machines when needed.

Do not treat slightly lowering platforms, cargo platforms that sink when grabbed, and platforms following yellow tracks as identical. Where lowering cargo opens a route, also check how long it takes to return.

  1. Use the ceiling and walls to cross to the next platform.
  2. At enemy-locked doors, clear the room's enemies before heading for the exit.
  3. Attack shielded bomb launchers from above or behind. Leaving them alive increases the number of homing projectiles.
  4. Move to the next anchor during the brief pause when a platform stops at the rail's end.

Chapter 1: Escape the giant worm

Walls broken by attacks become hazardous surfaces. Instead of trying to reuse the same anchor, watch the shadow and emergence point and move onward. Even a narrow passage is not necessarily safe from a straight-line attack.

  1. Do not stay at an emergence point below, beside, or above you; move to the next anchor.
  2. In rooms that open only after enemies are defeated, quickly handle bomb launchers and other enemies.
  3. In the final waiting room, direct attacks into unnecessary walls to preserve the footholds you need.
  4. Leave when the door opens. Continue the explanation with Mari.

Late Chapter 1: Destroy transmitters and reach Writ

Destroy the large transmitters along the route with the chain so Mari can intervene with the giant worm. If a transmitter room's exit stays shut, check that you actually destroyed the device, rather than only advancing dialogue.

  1. Inspect and destroy the transmitter on the main route.
  2. Use rails and cargo platforms to reach the next device.
  3. Finish the final device and door event, then face Writ of Destruction.
  4. Attack after its tongue is exposed, then finish by making it bite the bombs midfight and the hook at the end.

Early Chapter 2: Cross red zones while holding hooks

Red zones also exist in midair. Pass through while holding a fast rail hook, then transfer to the next wall or platform before the hook disappears at the end.

Some hooks move according to the direction from which you grab them, and some platforms activate on contact. If you start from the wrong side, use the reset button and confirm the reset before crossing.

  1. Use walls and falling platforms to climb, and check the direction of the next anchor.
  2. Ride a hook through the red zone and jump to a safe surface before the end.
  3. Advance the event at the Blackmarket shop with the MK-9/M.357 signs.
  4. Complete training for the new pull and ceiling movement.

Chapter 2: Switch up/down and left/right after pulling

After the upgrade, you can pull rapidly to chain anchors and move along ceilings. In rooms where a platform's upper and lower sides alternately enter red zones, switch to the safe side instead of staying attached to the same surface.

  1. In rooms requiring archers or snipers to be defeated, also check red zones at your destination after attacking.
  2. Switch from a moving platform's underside to its top, or from left to right, then release toward the next wall.
  3. Looping rails do not disappear at an endpoint, so use them for combat movement and shielding.
  4. After Justice's introduction event, continue to the rails and door ahead.

Chapter 2: Throw invulnerable enemies into red zones

While a protective drone survives, normal attacks cannot defeat its enemies. Destroy a reachable drone first; if it is unreachable, grab the enemy and throw it into a red zone. Check the throw direction with the red arrow before releasing.

  1. Clear ground archers first to make space to focus on flying enemies.
  2. Carry the enemy near a red zone and align the throw direction.
  3. Continue when every wave is finished and the door opens.
  4. During the rocket-launcher fight, direct incoming projectiles toward the enemy's shield.
  5. Use the sword Mari drops for the last threat and advance the dialogue too.

Late Chapter 2: Shielded melee enemies and Justice

Do not grab shielded enemies from the front; circle above or behind. In rooms with many red zones, secure your landing point before dodging an attack.

  1. Clear the consecutive waves of normal enemies followed by protected enemies.
  2. Switch to the rail's safe side and release toward a reachable wall.
  3. Against Justice, destroy the 3 shield devices after an attack to create an opening against the boss.
  4. Hold off attacking during the counter warning and reduce the added copies first.

Early Chapter 3: Solid and background platforms

Factory mechanical platforms alternate between solid and background states. You can grab them while solid, but background platforms cannot serve as anchors. Buttons change platform direction as well as opening doors.

  1. Use a solid platform to reach the next wall or ceiling.
  2. Press the side-route button and return to the upper passage that was initially closed.
  3. Use the direction-change button to send the vertical platform upward and reach the next floor.
  4. For timed doors, rush from the button to the exit with a dash swing.

Chapter 3: Overseer's gaze and hiding places

Being watched for too long leads to an instant-kill attack. Hide behind background cover or mechanical platforms in their background state to break the accumulating gaze.

Have platforms block the laser beam. Do not assume a dash after taking a hit will let you leap through the beam.

  1. Move from background cover to the next safe surface.
  2. Use a vertical solid platform against a horizontal beam, and a horizontal solid platform against a vertical beam.
  3. Grab the next wall before the platform shifts into the background.
  4. Quickly leave a tracking turret's range and use a platform as a shield.

Chapter 3: Handle walls, turrets, and beams with bombs

Grabbing an airborne bomb with the chain lets you change direction as when carrying an enemy. Decide whether to throw it at a damaged wall, tracking turret, or a beam you need to stop temporarily.

  1. Carry a bomb to a damaged door and destroy it.
  2. After stopping a beam, reach the next safe surface before it resumes.
  3. At doors closed by a button, handle the bomb, press the button, then continue.
  4. Finish the 2 buttons in the left and right rooms, then take the lower passage.

Late Chapter 3: Leave work robots on switches

Switch control to a work robot, place it on a floor switch, then return to the protagonist and pass through the open door. Control range is limited and one hit destroys the robot, so also check the protagonist's position and beams that specifically threaten robots.

  1. Place a robot on a button that must stay pressed, then pass through as the protagonist.
  2. Before moving it to a distant button, put the protagonist behind safe cover.
  3. In rooms where the protagonist also stands on a floor switch, move the robot through the opened route to the next button.
  4. In the room with 2 robots, destroy the first turret with a bomb and place one robot; then move the second through the open door to a different button.

Chapter 3: From Core Guardian to the Overseer chase

Core Guardian is a survival fight in which you move into cover against instant-kill lasers. Watch where each beam comes from and move somewhere that blocks that attack.

The following chase also requires cover against a screen-wide white flash. Use the platform and chain movements learned so far to hurry to the next shelter.

  1. Check the beam's direction and the safe cover that appears.
  2. Dash-swing into cover and prepare for the next blast.
  3. Advance the postfight event, then link anchors to reach the exit during Overseer's chase.

End of Chapter 3: Escape skyward by car

Contact with rocks, walls, and projectiles damages the car. Instead of accelerating constantly, adjust forward speed with up/down and choose your route with left/right.

  1. Grab small rocks with the chain and throw them at obstacles or enemies.
  2. Hit large rocks twice with small rocks to open a route.
  3. Align your travel direction so pulling toward a large rock does not crash the car.
  4. Avoid enemy fire and walls to reach the escape event.

Early Chapter 4: Charged Dash training

Finish the section controlling Mari, then use the protagonist to continue to rails and hooks. The new Charged Dash works with a locked target and can destroy armored turrets.

  1. Hold to charge and lock onto the intended target.
  2. Move the armored drone to the blue target and finish training.
  3. Finish the final training in under 29 seconds for Taking the lead. Practice using retries.
  4. Also hit platforms with Charged Dash to move them onward.

Chapter 4: Move platforms and clear armored enemies

Rail platforms activated by Charged Dash do not necessarily travel to the endpoint in one move. Hit them again to advance, avoid red zones above and below, and move to the next ceiling.

  1. Attack the rail platform, then grab it and ride.
  2. Use platforms as shields against gunfire and destroy reachable armored turrets with Charged Dash.
  3. Destroy red-zone drones to open the path. Environmental red zones remain, so continue to the next anchor.
  4. Do not stay in a sniper's sights; move somewhere safe before charging.
  5. Clear every enemy wave to reach the Firebird event.

Chapter 4: Manage vehicles and bombs against Firebird

Falling restarts the fight, so avoid staying on a vehicle that is about to break. Use bombs released from vehicles destroyed by attacks and throw them while Firebird is in the foreground.

  1. Move out of the machine gun's aim and do not return along the bullet trail.
  2. Move to a surviving platform before missiles destroy several vehicles.
  3. Grab a bomb and throw it at Firebird. While it retreats into the background, prioritize landing safely.
  4. Actually touch healing sources, and continue the bomb/platform cycle in the second half.

Late Chapter 4: Alternate ending and continuation route

In the large hall, investigate the rooms on the right and advance the computer and dialogue events. At the subsequent branch, going down leads to an alternate ending; returning upward continues to Major Song and Chapter 5.

The following walkthrough includes late-story progression. For Legend completion, do not stop with the lower-route ending; take the continuation route.

  1. Inspect the active computer at the upper right, then return to the lower-right event.
  2. Choose your ending goal. Down leads to an alternate ending; returning up continues the main story.
  3. If continuing, proceed to Major Song.

Chapter 4: Check for a blue lock against Major Song

Normal chains are countered. Even Charged Dash is countered with a yellow lock, so check the display before releasing as well as when you start charging.

Attack openings such as the grenade-throwing animation, and prioritize dodging shotgun blasts and fireballs. Patterns become faster and more numerous in the second half, so do not stop after the first half's count.

  1. Keep your distance and watch the next attack warning.
  2. Exploit an opening with a blue lock. Do not force a collision once the charge has begun.
  3. Change footholds for fireballs, flame pillars, and repositioning shotgun blasts.
  4. The postfight button-mashing event includes a section you cannot win by pressing harder. Keep following the on-screen instructions, and hold at the end.

Early Chapter 5: Disappearing walls and memory data

During the long opening event, move right to advance the scenes. Charged Dash is unavailable in this first area.

Progress while attached to the outside of solid surfaces. If you fall inside a surface, do not assume you will automatically return atop the floor when it becomes solid later.

  1. Observe one cycle of the next floor and ceiling changes.
  2. As your current anchor disappears, grab the next solid surface.
  3. Climb the red-zone shaft by alternating between solid walls on the left and right.
  4. Check memory data along the way. The ending page lists the 9 landmarks in order.
  5. Finish the event in the first data area and revisit the 4 regions.

Chapter 5 revisit 1: Activate platforms while escaping Writ

From here, Charged Dash is instant. Link harmless flying drones as footholds and attack stopped moving platforms to activate them.

Writ's chase resumes. Clear normal enemies quickly to open doors, and reach the next room before more hazardous surfaces are left by its attacks.

  1. Activate a stopped rail platform and use flying drones to gain height.
  2. In rooms with locked exits, clear turrets, archers, and bomb launchers.
  3. Writ itself is not an enemy you defeat with Charged Dash. Keep moving away from its emergence points.
  4. In the large-sign room too, use ceilings and drones to reach the upper-right exit.

Chapter 5 revisit 2: Use slow and fast platform movement

The Chapter 2 rail platforms move slowly when touched/grabbed and quickly when hit with Charged Dash. In rooms where you must send one slowly ahead to meet it beyond a red zone, do not accelerate it from the start.

  1. Send it ahead slowly, then use another wall to go around the red zone.
  2. After meeting it, attack to accelerate it and move to a safe surface.
  3. Throw protected enemies into red zones as before.
  4. Handle the additional Justice-type enemies with instant Charged Dash and pass the archer and sniper rooms.

Chapter 5 revisit 3: Return bombs to Overseer

Unlike before, stop Overseer's blast by hitting it with bombs along the route instead of waiting for cover against the full-screen beam. Charged Dash also works on normal environmental lasers, damaged doors, and tracking turrets.

Do not assume beams that specifically destroy work robots can be removed the same way. At floor buttons along the route, check the controlled character and the protagonist's position.

  1. Attack bombs along the path to stop Overseer's blast and continue.
  2. Use stopped platforms as swing anchors; handle normal beams and damaged doors with attacks.
  3. Use a work robot to press a distant button, then return control to the protagonist.
  4. For beams that require a platform shield, switch between its upper and lower surfaces to pass.

Chapter 5 revisit 4: Flying armored turrets and the finale

Flying armored missile turrets need 2 attacks, unlike enemies cleared by one instant Charged Dash. You can also destroy them by colliding a moving platform with them.

In rooms blocked by red-zone drones, first go around above to destroy a drone, return, and restart the rail platform you left waiting.

  1. Aim for 2 Charged Dashes on a flying armored turret, or a platform collision.
  2. Go around to the red-zone drone first, then return to the lower platform.
  3. In the final room with gunfire and armored enemies, detour from below toward otherwise unreachable turrets.
  4. Clear every required enemy, then proceed to the last passage and ending.
FAQ

Frequently asked questions (FAQ)

Q1 Grabbing an enemy in a red zone does not defeat it ▼
A

Grabbing alone does not defeat a protected enemy. Align the red arrow's throw direction and release it into the red zone.

Q2 Do I defeat the factory Overseer by attacking? ▼
A

In Chapter 3, hide in cover to break its gaze and reach shelter before white flashes during the chase. The Chapter 5 revisit uses a different solution: hit it with bombs to stop its blast.

Q3 I reached an ending in Chapter 4 ▼
A

Going down at the branch gives an alternate ending. To continue to Major Song and Chapter 5, choose the route returning upward.

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