Walkthrough Table of Contents
- Chapter 1: Capsized Da Capo
- Chapter 2: Fathomless Grave
- Chapter 3: Antiquity Stranded
- Chapter 4: Bilge Water
- Chapter 5: The Drowning Sailor
- Chapter 6: Dockside Dirge
- Chapter 7: Forlorn Isle
- Chapter 8: Lighthouse Lullaby
- Chapter 9: Key Chain Key Change
Welcome to the Into Indie Games walkthrough for Murder on Space Station 52.
For more information on Murder on Space Station 52 beyond this walkthrough, check out the official website here.
Chapter 3: Antiquity Stranded
To begin, take the door on the left side of the screen, which leads to Main Hall West.
You will now meet your second suspect: The Reporter. By talking to her, you’ll learn that you need to restore the map display in order to get any information from her.
If you examine the Electrical Closet, you’ll find that you need a card to open it.
Now examine the red tackle box on the “Famous Fisherman Display” to the left of the Reporter.
You have the access card now, but cleaning it with water isn’t enough to get the grime off of it.
Now go to the far East to reach another screen. We’ll refer to this end of the hall as the Fossil area.
Pick up the Box Cutter lying on the floor to the left of the boxes.
Return to the Museum Entrance now and go to the lower-right side of the screen to find a purple creature (taxidermy, thankfully).
Interact with it to learn how it roars. Use the box cutter on the creature to get the Exhibit Speaker.
Return to the Fossil area in Main Hall West. You may have noticed the Cygni creature underneath the fossil exhibit.
Use the Exhibit Speaker on the Cygni to scare it off.
The urine that remains after the Cygni is gone, is acidic, so use your access card on it to get the grime off.
Return to the area where the Reporter is, and use the access card on the electrical closet.
Enter the electrical closet now to find the breakers. You can’t access the breaker directly, but that’s no matter. Interact with the small box with the green label on the right of the screen.
With the BLS chip acquired, you can operate old tech. Interact with the breakers now and you’ll enter a routing puzzle.
The solutions are given below.
If you now step out of the closet, you’ll find two junction boxes. They’re pretty high up though, and you’ll have to find a way to get to them.
For now, proceed to the Fossil area. The third junction box is under the fossil, behind where the Cygni was.
Interact with this junction box to get another routing puzzle to solve.
Once this is done, pick up the fossil tail to the right of the fossil exhibit.
Return to the area where the Reporter is, and notice the jagged black sculpture to the right of where the electrical closet is.
Use your fossil tail on the sculpture to create a makeshift ladder.
You can now interact with the Electrical Junction Box to access it directly. This leads to the fourth routing puzzle so far.
The final junction box is located in an area where even your fossil tail ladder won’t be much use.
Go to the entrance and examine the purple floating display to the left of the screen.
You can use the antigrav device in this exhibit to your advantage. However, to get it, you need to create an electromagnet using steel, copper wire, and a power source.
Go to the electrical closet now and you’ll find a shining nail on top of the wooden shelf to the right.
Also pick up the wire lying below the breakers.
In your inventory, combine the wire with the nail.
For the power source, we’re going to need three batteries. Begin by going to the fossil area and picking up the shining battery near the construction bot.
Go back to the entrance and examine the junk box to the right of the antigrav exhibit. Here you’ll find another battery.
For the third battery, return to the area with the Reporter. Here, if you look at the broken aquarium to the left, you’ll find a third battery hiding behind the glass.
Now pick up the vase that’s on the Fisherman Display, to the left of the Reporter.
Use the vase with the Planter Full of Water, which is to the left of where the electrical closet is.
Now use the filled vase with the Upper Hole in the broken aquarium. If you use it on any other hole, you’ll have to refill the vase and try again.
Once the battery has moved, fill the vase again and this time pour the water through the Corner Hole.
This brings the battery within reach. Combine the three batteries with the Nail Wrapped in Copper Wire to make an electromagnet.
Use this electromagnet on the floating display to shut down the antigrav.
You now have the Anti-Gravity Emitter, so return to the area with the Reporter.
Use the Anti-Gravity Emitter with the junction box that’s too high to reach.
Solve the final routing puzzle here to restore power to the map display.
Interact with the console for the map display now and the conversation that follows will conclude this chapter of the game.
Head to the next part of our walkthrough of Murder on Space Station 52 here!









































