LIMBO Walkthrough: Main Route, 10 Hidden Eggs, and DING!

The boy facing the giant spider in LIMBO

LIMBO is one continuous route, but its chapter numbers are not a reliable universal map. Some walkthroughs divide the journey into 24 large sections, while a common PC selector uses 39 smaller checkpoints. If a number opens the neighboring room, use the visible landmark instead: the spider, HOTEL sign, elevator, cog, sensor gun, or gravity arrow.

This route starts with the main path and places all ten ordinary hidden eggs where their required object is still usable. Take an egg before moving the pipe, starting the cog, or committing an elevator or crate to the next room. After those ten eggs, the candle-lit door to DING! can open. Save No Point in Dying for a fresh run after the late machinery and gravity rooms no longer require guesswork.

Wake left, then turn the forest traps into tools

Descend from the fallen trunk and pull the tethered cart left until it becomes a step to the high ledge. Ride the small boat across, pull it onto the right bank, and use its hull to reach the wall ladder. Beyond the rope, two dark jaw traps wait in the path. Drag them apart and jump them one at a time; trying to clear both in one leap hides the landing.

The hanging carcass is the next tool. Carry one jaw trap into the hollow below it, climb the weighted rope, and let the carcass drop into the trap. The released rope now swings high enough to clear the gap. At the sloping trunk beyond, move forward only until the boulder starts, then retreat left and let it settle in the hollow.

The boy crossing the forest lake in a small boat in LIMBO
Beach the boat on the right bank; the wall ladder is intentionally too high without it.

At the shallow pool, drag the crate between the trees instead of trying to float it. Climb to the rope, swing into the branches, circle through the canopy, and push the broken treetop down. Use the branch route to climb back rather than following the trunk into its fall.

The giant spider cannot be attacked from the ground. Walk close enough to trigger a leg strike and retreat before impact. Repeat until the vibration knocks a jaw trap from the branch behind you. Drag that trap toward the spider, bait one raised leg into the jaws, and back away as the leg descends. If the trap closes on empty ground, reopen and reposition it; standing closer only shortens the safe retreat. Repeat until the route opens.

The spider’s web capture is scripted. While wrapped, use short hops through the first two gaps. At the third, push the small rock into the hole and reverse immediately; it releases a trunk that falls toward the boy. Hop up the new trunk, reach the round boulder, and keep weight on its right half so it rolls forward while the spider follows. Touch the next rope only long enough to trigger the overhead spike strip, jump back, then return and swing after it falls.

Make the village traps commit before you cross

The first village bridge falls when its diagonal brace is touched. Step on the brace and withdraw to the previous pillar. The next pillar tips right and becomes the crossing, so jump only after its angle settles. Farther on, land briefly on the low platform, let the suspended boulder sweep past, then clear the spike-lined slope. The spider legs ahead are being raised from above; pass underneath while the other child holds them clear.

Use the gap as cover from the first burning tire. Cross far enough to trigger the throw, jump back left, and let the tire fall away; then sprint beneath the ledge before the larger tire arrives. At the pair of swinging jaw traps, retreat from the first arc and change direction after it passes so the second misses. Do not leap into the following gap. The traps that fell are waiting on the far lip, and their empty ropes now provide the safer climb.

Push the log only halfway into the next water and cross before the spider reaches it. On the seesaw trunk, stand on the right while the spider steps onto the left; its weight lifts you to the exit. Release the boulder on the following slope, retreat into the right side of the lower recess, and let the rock end the pursuit. When the spider returns on one leg, bait the final stab, grab that leg while it is planted, and pull it free. Roll the body into the spike bed as a bridge.

At the two hanging cages, take the right-hand ladder and leap left onto the cage whose rope is frayed. Break that rope, push the fallen cage all the way right, and climb it to continue. At the water, use the body already floating there, wait for one pursuer to dive in, then use the second body to reach the far bank. Drag that last body into the trigger trench ahead; it absorbs the falling block and leaves the top safe.

The two floor crushers use opposite states. For the first, step on the narrow button while avoiding the surrounding plate. At the second, avoid the raised center strip and use the ordinary floor. The same states matter again when the dart chase drives the remaining pursuers through them.

At the paired hanging weights, move the cart under the left access point. Pull one side down, release it, and catch the returning rope from the cart without touching the saws. Transfer to the second rope and let go when the two blocks are level enough to run beneath. The parasite ahead removes the ability to turn. Let sunlight reverse the forced walk, keep the nearby crate available, then push it left under the waiting birds and jump so they remove the parasite.

Stage the flood rooms before touching a lever

Shake the hanging food loose, get to the small animal’s right side, and herd it left into the rain-machine wheel. Hold the machine lever until the rain starts. Before repairing the overhead channel, climb into the dry basin and drag its log to the middle. Only then hang from the channel rope. The rising water lifts the log into a temporary island; cross before the basin drains.

In the first fast-flood room, push the crate under the ceiling hatch, climb up, and open the hatch before touching the water lever. Make sure the crate can rise through the opening, start the flood, and transfer from the floating crate to the ladder before the spikes reach it. The heavier crate in the next pool will not rise to the full ledge height. Leave a small gap between it and the wall, then jump when its top reaches grabbing distance.

Open the next hatch, wait for the round buoy to pop through, and close the hatch before it can sink back. Roll the buoy beneath the loose boards and stand on the raft it raises. In the two-tank room, start the transfer but stop it before the surfaces equalize; the upper-right basin must remain slightly higher. From its floating block, reach the second lever and lower the chained weight. The displaced water lifts the last block to the exit.

Before the next parasite attaches, pull its crate left and stand on the right side. Forced movement will then push the crate in the needed direction. Use the sunlight above to reverse, pass the two ladders without entering the intermittent water stream, and continue until the broken pipe turns the boy back. Revisit the light so he faces right, climb the right ladder, and wait. Board the rising platform only after its first rocking motion settles, and delay the jump until the destination ledge is within reach.

Climb the ladder after the egg, clear the wide running jump and the gap at the bottom of the next slope, then use the rain gutter as a climb to the roofs. That short transition ends at the electrified HOTEL sign.

At the HOTEL sign, watch a full electrical cycle before jumping. Land on the H just after its current ends, cross to the dark O, and let the O’s movement release the rope near the T. Use that rope to reach the power switch, turn the sign off, then swing back and climb the drainpipe. Keep moving over the loose L and jump away from the falling arrow. At the glass roof, roll the ladder cart down the longer right-hand slope, climb while it moves, and jump left from the top so the downward landing breaks the glass.

The next parasite sends the boy left past the scaffold, then back toward a floor button, suspended crate, and traveling saw. Step on the button and resist the forced walk just long enough for the crate to land ahead. Climb it and jump as the saw reaches the box. After the birds free you, cross the saw from the high side while it is still approaching its turnaround, then rock the seesaw platforms to rebuild the route.

Use the idle factory to place every crate

Pull the first elevator crate into the car and send both to the upper floor. The crate has an optional job before it becomes part of the main seesaw puzzle.

For the main route, ride back up and push the crate onto the left side of the seesaw. Send the elevator down, grab the right edge of its extending lower platform, and drag that edge left onto the seesaw. The descending car now holds the seesaw down so the crate can be pushed up to the right. Lower the next rope, place the crate beneath it, climb, and swing to the upper platform. At the twin claws, release the first crate and move it beneath the second claw before the second crate falls. Use the two-box stack to escape the saw. The useful cue is the first crate touching the floor with enough space to shove it into place, not a fixed number of seconds.

The boy beneath an industrial claw in the LIMBO factory
Put the first crate beneath the second claw while the machinery is still giving you room to move it.

Approach the large fly in tiny steps until the debris gives you a clear takeoff point, then sprint and jump onto a leg before it retreats. In the tire room above, move the two sliding platforms close enough to slow and catch the released tire. Guide it down to the lower ramp and roll it all the way left. Move to the center platform; when the tire returns and opens the door for the second time, push the trapped crate through and use it to reach the cog lever.

For progression, feed the first crate onto the moving teeth and follow it around. Repeat with the second, leave one crate on the floor plate, and place the other beneath the rising exit as a step. At the electric floor, swing the chain while it is parked near the switch, jump back, move the chain to the middle, and catch it while the stored swing carries it within reach.

At the first rotation mechanism, push the small gear into the large one and wait near the left edge while the world settles. Ride the large gear upward, drop to the crate and magnet controls, switch the magnet off, and push the crate against the right wall. Turn the magnet back on, use the crate to reach the door panel, then return left and climb from the box into the ladder opening while the panel remains raised.

Pull the crate left beneath the hanging chain before starting the next rotation. Climb and wait while the crate slides across what becomes the lower face. Drop onto it only after the electrified surface turns away, then leave the crate for the hanging chain before it reaches the saw.

Carry a safe landing through the rotating rooms

The next boulder begins rolling as the room turns. Activate rotation, stay left of its path, and wait for the crate that drops near the right wall. Push the crate into position and leave from its top when the destination ledge rotates into reach. The parasite ahead sends the boy back toward a light; climb the nearby cog to touch that light and reverse direction.

Cross the first floor press immediately after impact. At the ceiling press, hang from its near edge and climb only while the plate is retracting. Conveyor boxes lead to the birds that remove the parasite.

At the two large cogs, switch once to raise the lower cog and change it back just before leaving. Ride the still-favorable lower teeth to the ladder while the upper cog settles into the direction that carries the boy onward.

Before energizing the wheeled-ladder platform, enter the next area and park the mine cart directly below the upper lever. Return, send the ladder right, wait until it passes the middle and starts coming back, then activate the platform and board the moving ladder to reach that lever. The far-side drop is safe only because the mine cart is waiting below.

The boy climbing a wheeled ladder in LIMBO
The ladder cart gets you to the upper switch; the mine cart must already be under the landing on the far side.

Let the mine cart carry you beneath the overhead route, climb the short ladder, and wait before jumping down: a slow saw is removing the platform ahead. Land back on the cart after the obstruction clears. At the next powered track, stop the cart on safe ground, push it left beneath the high ledge, climb on, and jump right. Cross before the released cart touches the plate that electrifies the floor.

The following switch darkens and rotates the room. Move right into the shallow V-shaped depression and wait while the loose boulder passes. Continue with the rotation until the ladder is reachable and the crate falls.

Two sensor guns guard the gravity transition. Expose the boy briefly to the ceiling gun, retreat before it fires, and repeat until its shot line overlaps the side gun. The ceiling burst destroys the other weapon. Move through only after the firing cycle ends.

Watch a full gravity cycle before committing

The first gravity room has a pressure trigger and two crates. Push the right crate to the top of its slope, cross back over the trigger, and use the left crate to reach the ledge. When the right crate rolls down, reversed gravity throws the left crate onto the curved ceiling. Let the timer expire, then push that crate farther left beneath the upper ladder.

Touch the second upper ladder so it falls. Trigger the right crate again, climb back up, and drag the ceiling-held crate onto the upper level before gravity normalizes. On the third trigger, stand on that crate and ride it to the ceiling. Move right through the passage before the box can pin the boy.

Lower the elevator, call it up, and jump onto its roof. Use the upper control to send it down and call it again; as it rises, jump right through the sensor beam so the gun cuts the rope holding the first crate. Bring the car down, place that crate at the left edge of the elevator roof, ride up, and use the box as cover and as a step to the ledge above the gun.

From the upper gravity control, release the second crate from its recess without letting it slide back along the ceiling, then push it all the way right. Cross back to the first crate, lower the elevator, and push that box right until it blocks the next gun’s beam. Climb the ladder behind the cover, reverse gravity, and retrieve the second crate from the ceiling route. At the telescoping platforms, arrange one crate to land on the moving lower block when gravity returns and leave the other on the ordinary floor. Together they form two steps to the ladder.

In the magnet room, switch the magnet on first. Give gravity a short pulse: the nearer slab must reach the magnet and stay overhead, while the farther slab falls back to the floor. If both are held above or both return below, restart the pulse instead of trying to squeeze through a closed state.

For the zip-line, reverse gravity to call the handle toward the boy, restore gravity when the trolley reaches the top, and jump into the rope. Release onto the roof before it carries you into the spikes. On the slide back toward the HOTEL letters, hit the sideways gravity switch, outrun the rising saw, and use the next downward switch to land on the H only during its dark phase. Cross the safe center, time the next jump back to the H, then grab the rope and descend to the O.

The final timed room combines a magnetized block, sensor gun, and paired saws. Watch two complete reversals from the safe pocket. Release the block just before the next change, use the inverted phase to stay outside the gun’s line, and cross the space it leaves. Between the saws, remain between their planes as gravity changes instead of landing early on either surface.

At the last arrow, begin on the ceiling and drift past it once without activating it. Let the automatic reversal carry the boy back across the same arrow, then interact on that return pass. The glass break and color shift confirm the route is complete. Leave the ending and credits running long enough for Where Credit is Due to register.

Open the candle-lit door after all ten eggs

Once all ten ordinary eggs are broken, return to the checkpoint whose preview shows the large fly. Take the long ladder on the left instead of the normal route to the right. At the bottom, continue right into darkness, jump the low obstruction that first looks like a dead end, and follow the corridor to the candles. The door here is closed while an ordinary egg is missing and opens after the set is complete; a low-death clear is not part of the lock.

The DING! route plays in near-total darkness and reuses hazards from the main path. The stable instructions are its entrance, the ten-egg requirement, and its reconnection near the later elevator-and-gun section. Do not carry a five-death attempt into this corridor. Use each repeated sound to identify the next moving hazard, make one short movement between impacts, and allow checkpoint restarts to reveal the next safe position. Completing and exiting the passage awards DING!.

Make the five-death run a separate attempt

No Point in Dying requires one uninterrupted completion with five or fewer deaths. Finish the exploratory route and DING! first, then use chapter select to rehearse the rooms where object placement and timing overlap:

  • the HOTEL jump from the dark H to the moving O;
  • the two-crate claw stack before the factory saw;
  • the rotating rope-and-crate transfer above the electric face;
  • the elevator gun that cuts and then hides behind a crate; and
  • the final gravity arrow, which must be activated on the return pass.

Start the scored attempt from a fresh game, stay in the same session, and keep a manual death count. Skip egg detours that are already complete. If the count reaches two before HOTEL, an early restart preserves more time than carrying a thin margin into the gun and gravity rooms. If a factory mistake leaves the crate and lever back in their normal checkpoint state, continue; the route is still readable. Enter the first gravity room with enough margin to survive the elevator gun, the timed HOTEL return, and the final arrow.

When a death occurs, rehearse the setup that caused it rather than trying the same input faster. A saw reaching both the crate and the boy means the box was placed or released late. An electrical death before takeoff points to the wrong lever order or landing face. A gravity crush means the room was entered before its full cycle was understood.

The run is finished only after the final glass break, the ending sequence, and the credits have been allowed to complete with the manual count still at five or fewer. If the count reaches six, note the first room that consumed the margin, leave the scored run, and repeat that checkpoint until its visible cue produces the same safe result twice before starting again.