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 4: Bilge Water
We start this chapter in a mostly dark screen. Go to the far bottom-left, until you see the option to go to an Alcove.
In the Alcove, step onto the ramp and interact with the ‘Panel’ object above (use spacebar to highlight it if necessary).
Here, you’ll have to solve some puzzles, in the order shown by the marking in the bottom right (B-C-A-D).
B is already solved for you, so begin by turning the pointer in the center to C.
To solve the puzzle here, you must turn on lights on the grid so that each row or column has exactly as many lights on as prescribed in the number next to that row or column.
You must follow the order shown in the marking, so after finishing C, go to A, and then D.
Once you get a grid right, the light next to it will come alive.
Have a look at the screenshot below for the complete solution.
On completing all four grids, the lights in the area will be turned on and you will start this chapter properly.
Now look to the left of the ramp to find a ‘strange device’. Pick it up.
Now return to the Tunnel, i.e. the area that was formerly almost entirely dark.
Use the “Sonic Death Ray” you picked up on the Shuttle Bay door (which is to the far left of the screen).
You’ll have to solve a maze puzzle here, in which you must light up the letters to the left in the order of the marking given below.
So follow the cable for ‘1’ to find that it reaches C, and turn on C first.
One of the cables is missing, but that makes it all the easier to guess where it connects.
The solution order you need to use is: C-A-D-B-E.
With the door ‘opened’, step through to the Shuttle Bay.
Interact with the blue shuttle here to learn your objectives for this chapter: fix the crack on the shuttle, and figure out where the last shuttle went.
If you do some poking around, you’ll learn that the systems in this chapter are controlled by the ‘MCP’, which is in the Alcove.
The MCP only accepts commands in the form of drawing a given pattern on a diamond-shaped 3×3 grid.
If you go to the Alcove, you can see two patterns on the top-right of the screen, on the brown pipes. These are the patterns for hot and cold air respectively.
However, if you go to the Shuttle Bay again, you’ll find that there are two more patterns you can use: one of which controls the display in the Shuttle Bay, and one which controls the electricity that’s sparking in the water.
Look at the display in the Shuttle Bay, and you’ll find the requisite pattern on it (three squares each along the northeast and southwest sides).
Return to the Alcove now and interact with the big cyan robotic computer thing (the MCP) above the ramp.
Go through all three dialogue options, and then the next one, and then you’ll have to guess what MCP stands for.
The correct answer to proceed is “Master Control Program”.
Choose that user to enable the MCP for the rest of the chapter.
Here, draw the Display symbol as you saw it in the Shuttle Bay. Here it is below for reference.
After this, press the “Power Up” button to the right to power on the display.
If you complete a command successfully, the MCP will light up the grid in orange. Otherwise, it’ll go red.
Close the MCP now and return to the Shuttle Bay to see where you need to go.
Our next goal is to fix the crack on the shuttle.
If you look at the broken signs on the floor, you’ll find that you can piece together what the original electricity sign looked like.
Note that you cannot do this in the game itself – you’ll have to arrange the signs in your mind to learn the grid command.
The solution is given below on the MCP screen. Remember to press the ‘Power Down’ button on the left.
If you then return to the Shuttle Bay, you’ll find the electric cable has been turned off and is no longer sparking the water.
For now, go to the Alcove if you’re not there already, and pick up the two items to the left of the ramp: the grungy towels and the pot.
Return to the Shuttle Bay and pick up the Mug on the left side of the dock.
Examine the crack on the shuttle glass and you’ll find out what you need to do to seal it: create a glue with animal bones and hide.
Fortunately, if you go to the Tunnel, you’ll find some animal’s nest high up on a ledge, near some a vent.
We need to bring this nest down to use it.
For this, we need to increase the airflow of the vent by blocking its other exits.
Go to the Shuttle Bay and use your Grungy Towels on the water that you de-electrified.
Return to the tunnel and use your wet towels on the two vents as shown in the screenshot below. If you get one of the vents ‘right’, the nest will start to shake from the airflow.
With both vents blocked, the nest falls down, and you acquire two new items.
Return to the Shuttle Bay now and use the Pot with the water on the floor.
Now go to the Alcove, where if you look at the pipe to the bottom-right, you’ll find two lights and signs, showing whether cold or hot air is flowing through the pipes (or both or neither).
We need to turn off the cold air, and turn on the hot air. The commands for these are located on the top-right, on two pipes.
Access the MCP, enter the command for ‘cold air’, and use the Power Down button.
Then, enter the command for ‘hot air’ and use the Power Up button.
Exit the MCP screen now and the air in the pipe opening will be steaming hot.
Use your Pipe Filled With Water on the pipe opening.
Then, add the Creature Bones from your inventory on the pipe opening.
Next, use the Mug on the Pipe Opening to grab some of that glue.
Now go back to the Shuttle Bay, and in your inventory, use the Creature Tail on the Mug Filled With Glue.
Use this glue-covered creature tail on the Cracked Glass of the Shuttle.
Now finally, examine the display that you turned on earlier, if you haven’t examined it already.
Now that you know your destination, interact with the shuttle to head off.
Head to the next part of our walkthrough of Murder on Space Station 52 here!























