ASPIS Episode 1 opens with Andrey, his daughter Liza, and the Institute of Cybernetics, where the first objective depends on understanding the system rather than rushing through it. The official Steam page confirms the story begins in the USSR in 1987, and the early route moves from the Institute of Cybernetics toward the KGB building and the tunnels. Use this guide to map the opening, locate key objects, and recognize the first route toward the underground area.
ASPIS Episode 1 Opening and Story Setup
The first episode of ASPIS introduces an alternate-history experiment in the Soviet Union during 1987. According to the official ASPIS Steam page, the protagonist is Andrey, an engineer whose wife Anna has died and whose daughter Liza is connected to the experiment. Six volunteers enter a system that appears to predict historical events, although the store description presents the experience as something stranger than a normal simulation.
That distinction matters because the opening does not behave like a conventional military or horror shooter. The Institute of Cybernetics is the main starting location, and its corridors, terminals, and connected spaces are designed to establish the rules before the story expands. Andrey’s goal is initially tied to finding information and moving through controlled areas, while the Director and the Cat provide guidance as the system becomes less predictable.
| Opening element | Confirmed detail | Why it matters for the route |
|---|---|---|
| Protagonist | Andrey, an engineer | The story follows his investigation rather than a selectable party |
| Family connection | Daughter Liza; deceased wife Anna | Personal stakes explain the urgency of the early investigation |
| Starting location | Institute of Cybernetics | This is the first documented area to explore |
| Core device | PEP-01 | It interacts with Energy X and opens astral windows |
| Primary threats | Guardian and hostile elements | Combat is possible, but not every danger can be solved with bullets |
| Early destinations | KGB building and tunnels | These locations form the first documented route out of the Institute |
The PEP-01 is the central technological anchor of this opening section. It interacts with Energy X and allows Andrey to open astral windows between layers of reality. Treat those windows as progression tools, not optional scenery. If a room feels confusing, inspect the surrounding terminal or device before trying to force a physical route.
Starting priorities in the Institute
Your first priority is to learn where the Institute connects to the other documented locations. Look for interactable doors, terminals, and objects that react to the PEP-01. The official material does not publish a quest-marker system, so navigation depends on reading the environment and the information given through conversations.
A practical first route is to begin at the Institute and map its connected rooms before relying on the main objective. Check doors, terminals, and objects that respond to the PEP-01, then record which exits lead toward the KGB building rather than the underground passages. Because Aspis Episode 1 communicates objectives through task text and dialogue instead of permanent quest markers, comparing these environmental clues with the latest dialogue helps reveal the intended path without repeatedly searching the same room.
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Explore the available Institute rooms and speak with characters who provide objective information.
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Locate the PEP-01 and learn how Energy X is used around the building.
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Test astral windows when the surrounding environment does not offer a normal opening.
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Follow the route toward the KGB building rather than repeatedly searching for a hidden entrance in the same room.
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Once the building route is established, prepare for the transition toward the underground passages.
If you lose the thread of the current objective, review the latest task text and recent dialogue. The developer’s technical updates specifically added on-screen task text, which means the game is designed to communicate objectives more clearly than the earlier demo did. That update does not create permanent navigation markers, so player observation remains important.
ASPIS Episode 1 Objectives and First Route
The first documented route moves through the Institute of Cybernetics and the KGB building before reaching the tunnels. Official sources do not identify official chapter names, publish an episode count, or provide exact puzzle solutions. This guide therefore uses only confirmed locations and describes actions in practical order without inventing labels for individual missions.
A useful distinction is between a main objective and a route checkpoint. Objectives tell you what the story wants you to accomplish, while route checkpoints are locations that make forward movement possible. The KGB building, its combination lock, and the underground complex are concrete physical landmarks. Astral windows and PEP-01 interactions can also change which route is available, so a closed door should not always be treated as a failed puzzle attempt.
| Route stage | What to do | Key item or system | What to check afterward |
|---|---|---|---|
| Institute exploration | Search rooms and gather information from characters and terminals | PEP-01 | Whether a new astral window can be opened |
| Objective confirmation | Use task text and dialogue to identify the current target | Energy X interaction | Which documented location is now accessible |
| KGB building approach | Follow the building route and examine its locked access point | Combination lock | The route into the underground complex |
| Underground access | Locate the passage into the tunnels | Tunnels | Evidence of the missing person and later objective objects |
| Tunnel investigation | Search for Evgeny Kotov and relevant interactables | Guardian-related area | The freed prisoner and Keeper’s Seal progression |
The KGB building combination lock is an important early navigation barrier. Official material confirms that it must be opened, and the achievement list describes completing it quickly, but it does not publish a universal code. Use the environmental clues in the building rather than relying on an unverified code list. The ASPIS KGB combination lock guide provides a focused breakdown of the lock area and its connection to the underground route.
Handling objectives and optional discoveries
Keep a simple distinction between the active story task and side discoveries. The story route should remain your priority, especially when the interface is busy or a conversation ends without an obvious next destination. Optional items are worth collecting only when they are nearby, because the Institute and KGB building contain many interactive elements that can compete for attention.
Environmental clues are more dependable than assumptions about genre. A terminal showing a new message, a door tied to the PEP-01, or dialogue mentioning another documented location can redirect the route. By contrast, searching every locker or returning to an already cleared room may create a false sense that the main objective is missing.
The Aspis All Collectibles guide can help with optional discoveries in these early areas, but complete the main route first. That order prevents collectible hunting from obscuring the simpler goal of moving from the Institute toward the KGB building and tunnels.
Checking the Task, Conversation, and Door State
If the next destination is unclear, check three systems in order. First, read the latest on-screen task. Second, revisit the most recent conversation for a place name. Third, inspect the PEP-01 and nearby astral windows. This process quickly separates a genuine progression issue from simple navigation uncertainty.
Do not assume that every hostile area must be cleared with the Makarov pistol. The official store page confirms both a pistol and melee combat, while also stating that the Guardian cannot simply be shot. This warning is a clear signal that positioning, timing, and alternate interactions matter more than raw firepower.
ASPIS Tunnels Route and Investigation Priorities
The underground route begins after Andrey reaches the KGB building and accesses the underground complex. The official material identifies the tunnels as a documented location, while an achievement specifically references finding Evgeny Kotov there. That makes the missing-person investigation the clearest concrete target for the tunnel section of ASPIS Episode 1.
The tunnels should be treated as a layered exploration space rather than a single corridor. Search side passages, watch for dialogue and environmental changes, and interact with objects tied to the story. A related achievement mentions a freed prisoner at the edge of the island, so the route may connect underground discoveries to locations beyond the initial tunnel entrance.
| Tunnel search priority | Reason to check it | Useful result |
|---|---|---|
| Main passage | It establishes the route and leads to active objectives | Access to the next interaction point |
| Side passages | They can contain story evidence or optional resources | Clues, ammunition, or collectible objects |
| Evgeny Kotov location | The official achievement names him in the tunnels | Progress toward the Case Closed objective |
| Devil’s cage | An official achievement refers to breaking it | Releases the person associated with the broader route |
| Edge of the island | The freed-prisoner achievement points toward this area | A later story interaction tied to the ending route |
| Guardian encounters | The Guardian resists a simple shooting solution | Alternate avoidance or puzzle-focused handling |
Evgeny Kotov is the most useful tunnel objective because the achievement text provides verifiable location information without inventing a puzzle answer. Once the relevant area is reached, interact with the correct object or character to register the discovery. If nothing responds, revisit nearby passages rather than repeatedly attacking the environment.
For the associated objective sequence, consult the Aspis Find Kotov guide. It focuses on the tunnel objective, the Devil’s cage, and the associated achievement, making it more useful than a broad episode overview when you are already in this section.
Moving safely around hostile elements
The tunnels combine exploration, resource gathering, and combat, but the official information gives no damage values, ammunition limits, or health system details. Avoid making claims about how many shots a threat requires. Instead, observe behavior, preserve distance, and use the environment to interrupt dangerous encounters.
Melee combat is part of the confirmed combat kit, while ammunition and other resources can be found during exploration. This means a careful player can still make progress even if ammunition is scarce. A practical priority is to collect visible resources, avoid unnecessary fights, and use melee only when a target closes the distance or shooting is not a viable solution.
The Guardian requires special attention because official documentation explicitly says it cannot simply be shot. Treat it as an interaction or avoidance problem until you discover otherwise. Repeated gunfire may waste resources without changing the outcome, while distractions and alternate routes can preserve progress.
When to leave the tunnels
Leave the tunnel route when the current story interaction has been completed and the task text points onward. Do not rely on a visible quest arrow to tell you when a section is finished. Confirm that important interactables have been used, review recent dialogue, and check whether the environment has opened a new passage.
The tunnels also introduce several achievements tied to discoveries rather than combat statistics. If you have already found Kotov and broken the Devil’s cage, compare that progress with the Aspis All Episodes overview, which places the Institute, KGB building, and other documented locations into a broader route.
ASPIS Episode 1 Combat, Exploration, and Troubleshooting
ASPIS Episode 1 combines exploration with a limited but meaningful combat kit: a Makarov pistol, melee attacks, and resources found in the environment. The official store page does not publish damage, health, stamina, or ammunition capacity, so this section focuses on decision-making rather than invented numbers. The safest strategy is to prepare before a confrontation, use exploration to improve your position, and save the pistol for situations where distance or precision matters.
| Situation | Better first response | Reason |
|---|---|---|
| Resource is visible nearby | Collect it before confronting the threat | Resources are confirmed to exist in the environment |
| Target is at medium or long range | Use the Makarov pistol | It provides distance without requiring close contact |
| Target reaches you quickly | Use melee or disengage | Melee is confirmed, and unnecessary fights consume resources |
| Guardian blocks progress | Search for another interaction or route | It cannot simply be shot |
| Objective seems absent | Check task text, dialogue, and PEP-01 interactions | The game uses environmental objectives rather than permanent markers |
| Door or passage is blocked | Check for an astral-window interaction | PEP-01 can open routes between layers of reality |
| Tunnel route is unclear | Return to the last confirmed interaction point | The Institute, KGB building, and tunnels form a connected sequence |
Resource discipline matters because ammunition and other supplies are environmental finds rather than unlimited guarantees. Spending every round on the first visible enemy can leave you unprepared later, especially when the route includes a large underground area. If a target does not require immediate attention, bypassing it may produce a safer result than turning every corridor into a firefight.
Combat versus investigation
Not every hostile presence must be defeated. When an objective is hidden, the relevant solution may involve reading the space, interacting with an object, opening an astral window, or finding a passage controlled by the Guardian. Combat becomes the fallback when those methods are unavailable or when the story requires direct confrontation.
A useful decision sequence begins by naming the current objective, then classifying the obstacle: a terminal or cage points toward interaction, an astral window suggests shifting layers, and the Guardian signals a passage puzzle. For example, if the objective is to reach the Aspis tunnels but the Guardian controls the only route, avoid treating it as a standard enemy encounter; inspect the surrounding mechanism, use the pistol or melee only when necessary, and search for an alternate path if the layer change does not open access. This sequence reduces wasted combat and keeps the next action tied to progress.
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Identify the object or person that blocks the current objective.
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Check nearby interactables, including doors, terminals, cages, and unusual surfaces.
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Open or close an astral window if the current layer does not provide access.
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Use the pistol when a target is clearly hostile and can be engaged from distance.
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Use melee when the target is already in reach or ranged attacks are unsuitable.
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Retreat and search for another route if the Guardian blocks the only passage.
This approach keeps combat intent separate from objective intent. A locked door may not be a combat encounter, and the Guardian may be a gatekeeper rather than a target. Understanding the distinction prevents repeated attacks from obscuring the actual solution.
Troubleshooting a stalled objective
When progress stops, avoid wandering through every room. Work backward from the last visible clue. If the objective mentions the KGB building, the tunnels, the Guardian, or a character, each term gives a specific category of clue to examine. Locations are safer anchors than generic puzzle assumptions because the official documentation confirms the major route.
Use the Aspis Astral Window guide if a room seems visually complete but no normal exit is available. The PEP-01 and its windows can alter movement between reality layers, and checking that system often restores the intended path. If the current task refers to a missing volunteer or a person you have not encountered, return to the most recent conversation and named location.
When to switch from ASPIS Episode 1 guidance
The opening route naturally connects to the material labeled for aspis episode 2 and aspis episode 3 in the available keyword set, but official sources do not publish a definitive episode breakdown. Do not assume that every achievement belongs to a specific numbered episode. The safest progression check is the task text, current location, and unresolved discoveries.
Similarly, player discussions may refer to sections as aspis episode 2 or aspis episode 3 without matching the developers’ official structure. According to community reports, route labels can differ from official chapter organization, so treat episode descriptions as player shorthand rather than verified chapter data. The documented locations remain the most reliable landmarks.
Preparing for the Route Beyond the KGB Building
Finishing the KGB building and reaching the tunnels does not mean the story has resolved the central mystery. ASPIS moves from a controlled research setting into locations shaped by unstable rules, and the beginning also establishes that time behaves differently inside the system. The opening therefore prepares both a physical route and the larger threat of being separated from ordinary reality.
The official site describes ASPIS as a passage into spaces whose physical rules stop matching our own. This background explains why mundane assumptions fail: a locked passage may open elsewhere, a hostile entity may resist conventional weapons, and a person may be found in an unexpected layer. Keeping those ideas in mind makes the tunnel discoveries feel connected to the story rather than like disconnected puzzles.
| Completion checkpoint | What it confirms | What to carry forward |
|---|---|---|
| PEP-01 operation understood | Astral windows are usable progression tools | Check layers whenever a normal route fails |
| KGB building access gained | The first major route barrier is resolved | Continue toward the underground complex |
| Tunnel entry discovered | The Institute route has reached the underground area | Search for Kotov and related objectives |
| Evgeny Kotov found | The documented tunnel discovery is registered | Continue the investigation |
| Devil’s cage broken | A confirmed achievement objective is addressed | Look for the freed prisoner’s location |
| Guardian handled without ordinary force | The encounter has been solved appropriately | Search for alternate interactions and safer paths |
The Keeper’s Seal appears later in the achievement list, but it should not be confused with the tunnel-opening task. The official achievement references returning it, which suggests it functions as an item that must be brought back rather than a permanent key. Pick it up only when the game presents the action clearly, and track it as a return objective.
Connecting the opening to the broader story
The first route also introduces the roles of the Director and the Cat. The Director guides Andrey deeper while promising answers, while the Cat helps explain the rules of the place. Their dialogue is therefore part of the puzzle framework. When a rule appears unusual, record it and test it rather than treating every statement as background conversation.
The Aspis Full Walkthrough can help place the opening in the larger story, but return to the current task after checking a broader route. The early episode depends on environmental discovery, and jumping far ahead can obscure which clue actually solved the current problem.
A concise checklist before continuing
Use this sequence to confirm that the opening section is complete: compare the route shown in the episode against each required stop, and record what was found rather than merely what was visited. This is especially useful for the Institute’s initial area, where the PEP-01 and its astral-window function can be identified before the later KGB-building investigation. It also separates optional encounters from mandatory objectives, preventing the Aspis tunnels sequence from being mistaken for an earlier checkpoint.
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Andrey has left the Institute’s initial area and followed the documented route toward the KGB building.
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The PEP-01 and its astral-window function have been encountered, even if every window has not been opened.
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The KGB building lock has been solved through the available environmental clues.
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The underground complex and tunnels have been reached.
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Evgeny Kotov has been located, or the relevant area has been searched closely enough to rule out a missed interaction.
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The Devil’s cage and freed-prisoner clue have been considered.
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The Guardian has been treated as a special obstacle rather than an ordinary shooting target.
Rather than relying on invented episode numbers or completion percentages, this checklist records only evidence that can be checked directly in Aspis Episode 1: the PEP-01 and its astral-window function, progress toward the KGB building, the solved building lock, and access to the underground complex. Tracking those confirmed objects, locations, and objectives makes it possible to distinguish genuine route progress from optional encounters, including the later Aspis tunnels sequence, and to continue the next section without mistaking an unlocked area for a completed objective.
Frequently Asked Questions
Where do the first ASPIS tunnels appear in the story?
The first documented tunnel route follows the Institute of Cybernetics, the KGB building, and its underground complex. Once Andrey gains access below the building, search the passages for Evgeny Kotov, the Devil’s cage, and objects connected to the freed-prisoner objective. The exact puzzle solution is not published officially, so use environmental clues rather than an unverified code.
Are the ASPIS episodes officially numbered?
ASPIS is structured in episodes, and the game lets players choose an episode when starting, but official material does not publish a complete episode count, individual episode names, or a definitive list of chapter objectives. Player references to ASPIS Episode 1, ASPIS Episode 2, and ASPIS Episode 3 can be useful shorthand, but confirmed locations and current task text are more dependable guides.
How do I open an astral window in ASPIS Episode 1?
Interact with the PEP-01 and follow the prompts associated with Energy X. Astral windows connect different layers of reality, so a normal door may not be the only way to continue. If progress seems blocked, inspect terminals and unusual interactions near the device before assuming a puzzle was solved incorrectly.
What should I do if the Guardian blocks my route in the ASPIS tunnels?
Do not rely on repeatedly shooting it, because official information says the Guardian cannot simply be shot. Look for another interaction, an alternate passage, or an astral-window route. The surrounding environment should provide a way to change your position or approach before you attempt a more direct confrontation.
Where can I find help with the early objective order?
Use the ASPIS Episode 1 opening route as the central checklist, then consult the focused KGB lock, astral-window, or Kotov guide for the exact obstacle blocking you. Reading the latest task text and checking whether the PEP-01 offers another route can also reveal whether the issue is navigation rather than a missed interaction.