Walkthrough

Walkthrough

Location-by-location ASPIS walkthrough covering the prologue, Institute of Cybernetics, KGB building, tunnels, Red World, Lukomorye and the final choice.

7
Named locations
2
Confirmed endings
Not published
Official chapter count

Introduction

ASPIS is structured as a journey through places rather than numbered chapters. Official material names a prologue, the Institute of Cybernetics, the KGB building, the tunnels, the Red World and the island at Lukomorye, but it never publishes a chapter count or an official act structure. This walkthrough therefore follows location names and the systems you meet there: what the room expects, which item or layer change opens the route, and where players most often report being stuck. The final choice is handled separately because it resolves the story and feeds both ending achievements. Treat the order below as a practical route, not a developer-confirmed table of contents.

Location Route at a Glance

LocationWhat happensMechanic focusMain risk
PrologueBriefing and first controlled environmentMovement, interaction, readingRushing past the control and brightness setup
Institute of CyberneticsAbandoned labs, records, OGAS terminalsDocuments and terminal contextMissing the six-volunteer explanation
KGB buildingCombination lock and office spacesTimed puzzle and searchTouching the lock before searching
TunnelsUnderground route and Kotov searchNavigation and sightlinesLosing orientation between junctions
The Red WorldRed corridor and Devil sequenceChase pressure and layer changesSpending ammo on the wrong enemy
Island at LukomoryeSlavic-mythology branchExploration and optional readingAssuming the game explains the myth layer
Final choiceSingle decision resolving the storyEnding branchExpecting a third option

Location Route

Prologue

Briefing and first controlled environment

Route focusLearn movement, interaction and reading before the Institute opens. The prologue ends with a system re-entry that fires the first achievement, so do not restart when the screen cuts away.
Watch outRushing past the setup leaves you with a slow turn speed and a brightness setting that makes the first dark room harder than intended.
What opens nextThe Institute of Cybernetics, where documents and OGAS terminals explain the six-volunteer setup before the first major puzzle chain.

Institute of Cybernetics

Abandoned laboratories and records

Route focusRead the labs and terminals, then test doors for power and layer access. Most early blocks are unpowered mechanisms or objects visible through an astral window.
Watch outSkipping documents makes later conversations feel unmotivated and can leave you without context for the volunteer experiment.
What opens nextThe KGB building route, where a combination lock and a timed achievement sit in the same area.

KGB Building

Combination lock and offices

Route focusSearch the surrounding offices before touching the lock. One achievement asks for the lock to be solved within ninety seconds, and the clock starts when you engage it.
Watch outTriggering the timer before you know the number turns a simple interaction into a rushed failure.
What opens nextThe tunnels, where the Kotov search and a more enclosed navigation problem begin.

Tunnels

Underground route and Kotov search

Route focusTrack junctions and sightlines. Case Closed asks you to find Evgeny Kotov somewhere in the tunnels, and official material does not describe his fate afterward.
Watch outLosing orientation between similar junctions is the main time sink; note which ladder or door you came through.
What opens nextThe Red World branch, where chase pressure and layer changes replace document-heavy exploration.

The Red World

Red corridor and the Devil sequence

Route focusKeep moving and conserve ammunition. The heaviest encounters live here, and the Devil sequence sets up the final choice rather than offering a fight you can win by damage.
Watch outSpending rounds on the Guardian or on an unkillable encounter leaves you short for the opponents that can actually be fought.
What opens nextThe Lukomorye branch and the closing story beats, depending on which side passages you explored.

The Island at Lukomorye

Slavic-mythology branch

Route focusExplore rather than rush. Gallery captions and location names point to myths coming alive, but the game does not provide a codex that explains the layer.
Watch outExpecting a full explanation leads to frustration; treat the island as atmosphere and evidence, not a lore lecture.
What opens nextThe final choice, which resolves the story into one of the two endings regardless of how much optional content you found.

The Final Choice

One decision, two outcomes

Route focusDecide what Andrey wants before you commit. Refusing the deal points toward Let Go; accepting points toward World on Fire.
Watch outOfficial material confirms only two endings, so do not hunt for a hidden third branch after the credits.
What opens nextA second run or a reload of the closing section if you want the other ending achievement, because the pair cannot be earned from one decision.

Core Mechanics

Progression in ASPIS is driven by access rather than keys alone. A route opens when three things line up: you are in the right layer of reality, the object you need has been moved with the PEP-01, and the machinery that controls the door or lift has enough Energy X. The game rarely states the order explicitly, so the reliable loop is to scan for unreachable geometry, look for an astral window, and check whether a terminal or mechanism is unpowered. Documents and recordings supply context but do not always gate progress. When a room appears unsolvable, step back and ask which layer you are standing in before assuming you missed a hidden key.

Advantages

A location-first walkthrough matches how the game actually communicates. Because official material does not publish chapter numbers, inventing a table of contents would create false structure and make cross-referencing impossible. Naming locations instead lets you match the guide to the room names, terminals and achievement text you already see in the game. It also makes spoiler control easier: you can read the prologue and Institute sections for orientation, then stop before the Red World or the final choice if you want to preserve the ending. Finally, the route can flag systemic blockers, such as an unpowered mechanism or a missing layer shift, instead of treating every obstacle as a unique puzzle.

Challenges

The weakness is granularity. Official sources do not describe room-by-room layouts, enemy counts or checkpoint placement, so a walkthrough cannot honestly promise a step number for every corridor. Parts of the route also depend on systems that changed during development, such as the OGAS terminal interface and the X-sphere capture input. Player reports about the first Guardian chase and the KGB timed lock are useful but not developer-confirmed. We therefore describe the mechanic that opens a route and the mistake that usually blocks it, rather than claiming a single exact sequence that may not survive the next patch. A reader who wants a strict step-by-step route should therefore use the location table as a checklist and verify each mechanic in the current build, rather than expecting a fixed script that survives every patch.

Frequently Asked Questions

How many chapters does ASPIS have?+
Official material uses the word episodes but never publishes a count, and no chapter list appears on the store page or the developer site. Any specific number you see in a guide or video is an editorial structure rather than a developer-confirmed fact. This walkthrough therefore uses named locations, which you can match against the game's own rooms and achievement text, instead of pretending there is an official Chapter 1 through Chapter N list.
Where do players get stuck most often?+
The most common reports concern the first Guardian pursuit, the KGB building combination lock and the moment after a cutscene where the next objective is unclear. In each case the answer is usually systemic rather than a hidden key: break line of sight and keep moving during a chase, search the KGB rooms before touching the lock, and check whether a mechanism needs Energy X or a layer change. If the objective still does not update, finish the current room and reload from the last autosave rather than wandering.
Can I miss the Lukomorye branch?+
The island is part of the named location set, but official material does not describe its access rules or whether it is optional. We therefore cannot promise that every route reaches it at the same point. If you care about the Slavic-mythology content, explore side passages and read gallery-related clues before committing to the final choice. If you skip it, the main story still resolves through the same single decision and the same two endings.

Quick Tips

💡

Treat every new room as a three-part check before you move on: can I see something I cannot reach, is there an astral window, and is a mechanism unpowered. If the answer to any is yes, the route is probably a PEP-01 or Energy X problem rather than a missing key. Doing this check consistently prevents the most common backtracking loop in the Institute.

💡

In the KGB building, search the surrounding offices before touching the combination lock. One achievement asks for the lock to be solved within ninety seconds, and that clock is much easier to beat when you already know the number and the interaction point. If you trigger the timer by accident, finish the attempt and plan a reload rather than rushing blind.

💡

When a chase starts, stop trying to win it. The Guardian cannot simply be shot, ammunition is scarce, and the design is about doors, corners and distance. Keep moving until the encounter behaviour changes, then hide only when the pursuit has actually broken; players report being found inside hiding spots when they stop too early.

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