MOTORSLICE Walkthrough: Route Checkpoints from Arrival to Ascend

P wall-running across a concrete structure in MOTORSLICE

The easiest way to get lost in MOTORSLICE is to follow every visible collectible instead of the route that advances the chapter. The main path is built from repeatable signals: an orange door ends a checkpoint, yellow metal accepts a motorslice, cracks control vertical movement, and later hackable blocks create short-lived platforms. Use those signals first. Bank Orb Drones only when their return route is clear.

Route boundary: this checkpoint guide was reconciled on July 19, 2026 for the current Steam release. Steam lists version 1.05 as the latest named gameplay update found; its June 6 hotfix followed a May 30 movement-tuning patch. The developer said the patch did not redesign levels, but wall-running, air control, ledge grabs, jump momentum, and motorslice direction changes can feel different from launch footage.

Official MOTORSLICE screenshot of P wall-running across a tall concrete structure
A route that looks vertical usually starts with a wall run, crack, pipe, or yellow surface one level below the destination.

Spoiler scope: this route names every chapter, traversal mechanic, environmental hazard, and boss gate. It does not retell story scenes, exhaustively list Orb Drones, or duplicate the separate eight-boss weak-point route.

Read the route before committing to a jump

When the next platform is not obvious, stop at the last safe surface and sort nearby objects by purpose:

  • Yellow or orange metal: hold the attack to motorslice along it. From Chapter 4 onward, release the slice, face a new direction, and restart it to turn a corner or climb.
  • Cracks, pipes, poles, and swing bars: these are transfer points. P jumps in the direction her back faces when leaving a pole, so rotate before releasing.
  • Valves: watch what changed before moving. A valve can open a gate, raise bars, expose a crack, extend a pipe, or start a timed environmental state.
  • Triangulation markers: these bank following Orb Drones. They are collectible endpoints, not proof that the story route continues in that direction.
  • Orange doors: these are the most reliable checkpoint separators. If a detour does not loop back to one, it is probably optional.

Version 1.05 added wall grabs after a slide or roll and a downward motorslice input on vertical surfaces. Those tools make some recoveries easier, but the route below uses the original environmental anchors so it remains readable across control preferences.

Arrival and City turn the tutorial into a route language

Chapter 0: Arrival. Move toward the cranes after Orbie’s opening scene. The tutorial line takes you through a smooth landing, a parallel-wall transfer, cable barriers, and three Diggers. After the dark descent, climb the left-hand ledges and parry the incoming crane hook when its impact tell appears. The fallen crane creates the crossing. Rotate around the tall orange pole, transfer through the swing bars, bank the two nearby Orb Drones if wanted, then use the paired yellow walls to learn horizontal and vertical motorslicing. The Slack Off scene and selfie prompt sit on the route to the large pillar that closes the prologue.

Chapter 1: City. Treat its six checkpoints as distinct navigation tests:

  1. Cross the bridge, enter the orange door, pass three blade pits and the vertical grinders, then turn the valve. Beyond the pipe crossing, ignore the stairs inside the first building until you have checked the lower passage; the stairs and upper orange door continue the route.
  2. The open city block ends at an orange pillar. Clear the Diggers before looking for transfers, climb the pillar, then follow the higher ledges through cracks, pipes, and the long parallel-wall run. This is also the safest early place to practice a charged kill and launching loose debris at an enemy.
  3. On the blade platforms, crouch beneath the first rotor, move with the extending ledges, and jump immediately from the collapsing section. Push one concrete block against the rear wall to create the exit jump.
  4. On the rooftops, a valve in the side room moves fencing and exposes the crack that reconnects the route. Later, push the concrete block to the opening by the large pipe; the covered walkway and stairs lead to the next orange door.
  5. The final approach combines motorslice walls, swing bars, a bridge that periodically opens over a blade, and alternating spike walls. The safe rhythm is to wait on solid flooring, cross one hazard, and reset before the next.
  6. The drop from the stairs enters the Dump Truck arena. The chapter exit is beyond the destroyed machine and leads to another pillar and bridge.
Official MOTORSLICE screenshot of P crossing pipes and concrete platforms
City establishes the recurring pattern: clear enemies, identify the transfer object, and only then chase side routes.

Canal changes the map with one valve

Chapter 2 introduces Sawblades and makes their projectile part of traversal combat. A charged return can send a saw back in one action; a normal return may need a second hit. In Checkpoint 1, cut the cables, parry the swinging trap if desired, and start the room climb from the right of the entrance. The route continues over the motorslice wall, swing bars, pipe under the bridge, and the Sawblade platform.

Checkpoint 2 repeatedly crosses the canal. After the shifting swing bar, climb the rear yellow wall and jump backward near its top to catch the bar that reaches the far ledge. When you later reach the wide bridge, turn its valve. That action opens the gate below, starts the liquid-concrete flow, and unlocks the far doors; do not keep searching the upper rooms once all three changes have occurred.

The sunlit shaft in Checkpoint 3 is the climb marker. Reach the roof, clear the three Sawblades, and use the bridge below the roof edge to return to the canal. Checkpoint 4 descends through slanted walkways and valves: one valve extends the pipe required for the next crossing, while the later cracked wall drops you to floating blocks in the concrete river. In Checkpoint 5, knock additional concrete blocks into the cement to finish the crossing, push the block outside the orange door under the wall crack, and follow the pole-and-pipe chain to the Helicopter gate.

Falls uses sand curtains, moving floors, and vertical resets

Chapter 3 begins with a dark linear interior. In the first pit room, turn the valve to lower the swing bars, board one, and ride it upward before jumping to the higher exit. The Roller beyond becomes a step after its charge is over. The next open area has two useful orientation points: the central pillar and the building opposite the entrance.

A left-hand sand curtain hides an optional room, but the story route continues across the open arena, over the rooftops, and into the door shown after the boss preview. Checkpoint 3’s valve deliberately removes the floor. Stay on the resulting slide, read each raised section or grinder as a single dodge, and use the central stairs at the bottom to regain height.

Checkpoint 4 is a sequence of combat floors rather than one puzzle. Clear each arena before looking for its cracks, poles, or motorslice walls; Sawblade fire makes blind transfers unreliable. The long stair descent eventually reaches a Slack Off scene and an orange door. In Checkpoint 5, check the crusher side passage before descending to the central yellow pole, clear the enemies around it, then slice upward to the Walker door.

Overpass asks you to drop below the road on purpose

Mines arrive in Chapter 4. Their marked radius is a route boundary: wall-run past grouped mines rather than trying to thread P through them at ground level. After descending the stacked walkways in Checkpoint 1, the game teaches mid-slice direction changes. Slice sideways, stop, face upward, and restart. Later walls repeat that left-up-right logic around grinders.

Checkpoint 2 starts with a debris room. Push the dumpster around the fence and beneath the high exit, then use it as a step. The broken road beyond drops P into fights with Rollers, Diggers, Sawblades, and mines; after clearing them, the dead Roller and wall cracks restore the upper road.

The chapter’s confusing middle section is built from deliberate descents. Cracks around the tall pillar lead to swing bars, the lower roads hide pipe transfers, and a route under an overpass reconnects at a triangulation point. If every visible lane ends in mines, look over the road edge for a pipe or maintenance ledge. The final checkpoint uses temporary ledges and wall runs to reach the stairwell behind the mine field, then opens into the Crane Truck arena.

Pillars rewards edge routes around its saw patterns

Chapter 5 places rotating saws over floors and along cracks. Passing at the outer edge is often safer than crossing a marked blade path. Early in Checkpoint 1, pipes form the route through two rooms; the valve behind the raised block briefly exposes another pipe transfer before the block drops.

Checkpoint 2 is the long descent. Use the motorslice wall to change direction around its blades, stay on the outer rim of the floor-saw platform, and descend the three poles by moving from an outer pole back to the center. The crane later provides a shortcut back toward the upper route. Checkpoint 3 shifts the risk onto cracks patrolled by blades; wait for a blade to pass before entering its line, because reversing mid-crack costs more time than one safe cycle.

In Checkpoint 4, use a cement mixer or other loose object to detonate the mine on the bridge before stepping onto it. The bridge and pole lead into a large enemy floor; clear it in small groups before climbing. Checkpoint 5 has two easy-to-miss route cues: a side crack before the first saw, and a long motorslice descent where short upward slices control the fall. The statue field ends at a fallen pillar and small wall opening; that opening is the approach to the Excavator.

Rig makes wind part of every jump calculation

Chapter 6 introduces fans. A horizontal gust changes approach speed, while an upward fan extends airtime. At the start, clear the three parallel corridors to unlock the exit, then use the floor fan to regain height. When a fan blows toward P, shorten the run and jump from closer to the edge; when it blows from behind, release later only if the landing has room for the extra momentum.

Checkpoint 2 circles the main structure through mine ledges, fan jumps, cranes, and a trapped motorslice wall. The orange door is hidden behind tire piles near the end. Checkpoint 3 is a survival lane: hazards travel toward P in a fixed sequence. Stand under the high grinder, wall-run over the low one, crouch under the middle one, and use the gaps between vertical sets. Do not chase the exit until the moving pattern finishes.

Checkpoint 4 adds slash-jumps from Sawblade enemies to extend gaps, followed by a large route around exterior stairs, hanging pillars, fans, and yellow walls. Checkpoint 5 uses fans between swing bars and pipes, then asks you to make steppingstones by knocking concrete pallets into a grinder pit. Continue through the timed-orb roof only after you have found the crack route on its right. The final open roof and yellow pillar lead to the Grader arena.

Quarry turns hacked blocks into temporary terrain

Chapter 7’s hackable platforms move after interaction and many return after a short delay. In Checkpoint 1, extend the first block, ride the next one upward, and use the valve above to open the roof hatch. From the roof, the visible Bucket Wheel Excavator is only a landmark; the actual path still loops through five more checkpoints.

Checkpoint 2 is a chain of moving blocks. Trigger a block while P is already positioned to use its destination, not while running toward it. Blocks can also split Sawblade fire or push Diggers from ledges. Where the room offers left and right wall routes, activate the left block first, return to the start, then use the right route to land on it.

The central structure in Checkpoint 3 is the chapter’s main climb. Raise the large block and circle it through yellow walls, cracks, bars, and smaller hacked ledges. At the top, extend the ledges toward the tunnel, then return and ride the main block into the outdoor section. Checkpoint 4’s warehouse has a safer upper route: from the entrance, climb the bricks to the girders and cross above the Sawblade gap instead of forcing the exposed wall-run line.

Checkpoint 5 is the warning corridor beside the boss. Wait for the bucket assembly to withdraw, take the first upper opening, descend through the mined tunnel, then use the next upper opening and crack to reach the final door. The arena drop starts the Bucket Wheel Excavator fight.

Desert separates a sandstorm sprint from a wind puzzle

Chapter 8 does not continue through the first orange door. Climb the cracks to its right, hack the blocks visible through the windows, and return to the crack before going to the roof. In Checkpoint 2, the sandstorm begins as P enters the large building. Run away from it, climb the first usable pillar, cross the street lamps, slide under the half-open doors, and exit through the far window. The storm ends outside; do not turn back for optional pickups until the chase state is gone.

The mine field in Checkpoint 3 leads to a low opening on the right side of the next structure. Stay crouched on the rising block beyond it, then use the sequence of hacked blocks and cracks to reach the roof. Descend the enormous yellow wall in Checkpoint 4 and complete the moving-lift combat route by returning to the lift after each enemy platform.

Official MOTORSLICE screenshot of P traversing a deep vertical megastructure shaft
Desert’s long climbs are easier to read from the last safe ledge: identify the next crack or fan-assisted landing before jumping.

Checkpoint 5 is a wind-navigation exam. Use the first pair of fans twice to reach the upper ledges, account for side gusts when transferring to pipes, and use the rear gust to extend the long jump to the crack. The path then alternates cracks, swing bars, and upward fans until the final stairway. Before the boss, three transmission-tower detours hold Orb Drones; the machine route itself begins when the Flying Train is hacked down to the dunes.

Ascend is an epilogue, not another full stage

After the Flying Train, slice up the nearby tower, cross the bridge, and finish the Ascend Slack Off scene. Chapter 9 begins at one final giant yellow pillar. Motorslice upward while the credits run. At the top, move toward the flashing lights, find the rain coming through a roof opening, and wall-jump through it. The scene outside completes the game and unlocks Ascend.

If a checkpoint still looks impossible after 1.05

  • Confirm that a valve or hackable object actually completed its animation. The route may be correct while the platform is still moving.
  • Release a motorslice before changing direction. Holding through a corner can keep P committed to the previous line.
  • Use neutral input near a small landing. Version 1.05 increased air control and jump momentum, so continuously holding forward can overshoot old-video landings.
  • If a route ends at a triangulation marker, trace it backward. You may be on a collectible return path rather than the checkpoint exit.
  • When an orange door will not react, clear nearby enemies and check for a hidden valve, cable barrier, or destructible debris pile.
  • Update through the June 6 hotfix before treating a failed wall grab, retry prompt, Chapter 8 transition, or Orb Drone state as a route error.

Official identity, build boundary, and media

The official MOTORSLICE Steam listing identifies AppID 2830030, Regular Studio as developer, Top Hat Studios as publisher, and May 5, 2026 as the release date. Its original 1920×1080 JPG feed supplied the three untouched screenshots used here. The official Steam news feed supplied the 1.05 and June 6 hotfix boundary. The route was reconciled across two independently readable chapter-by-chapter walkthrough sets; blocked raw requests were recovered only when the browser displayed the full article, and unsupported fan-site mechanics were excluded.