Radiosol Walkthrough Guide – Secrets and Puzzles

This Radiosol walkthrough covers the essential steps for navigating the ruined world, solving complex puzzles, and finding key hidden items.

Radiosol puts you in control of a spider-like survivor navigating a harsh, sun-scorched wasteland where humanity has long gone silent. You will traverse abandoned industrial zones, rail yards, and underground facilities to piece together what happened to the world.

Finding your way can be surprisingly tricky since the game relies on radio instructions and landmark navigation rather than a standard quest log. This radiosol walkthrough breaks down every major location, the transmitter puzzle, and the essential items needed to reach the end.

Before you set off, keep in mind that resource management and careful exploration are key. I suggest grabbing the night vision as early as you can, because it makes the underground sections significantly less frustrating once you reach the dark depot.

Start: Reach Agglomeration 5

Climb out of the hole you wake up in and stick to the pipeline leading toward the city. Once you sign the transfer document and get your orders from N3, head directly for the metro station, which you will spot by the giant blue M sign.

Since the main doors of the metro are locked tight, listen to N3 and search for the alternate entrance located near Agglomeration 5 .

Radiosol game metro station entrance and nearby blue M sign

Avoid the main entrance and instead look for the path past the massive sphere. Following the old railway tracks is your best bet, as they provide a clear route and plenty of shade.

How to reach Agglomeration 5

Stay on the tracks to reach Agglomeration 5, but be careful of spikeballs if you wander off the beaten path. Once you arrive at the unfinished office complex, climb into the cage-like structure to find the pipes that lead underground.

After inspecting the fan at the base of the building, head back to the top for a better vantage point of the area. This helps you spot where you need to head next without running around aimlessly.

Get the Transmission Software and Digital Signature

Take the tracks from Agglomeration 5 toward the train repair yard until you see the flashing antenna. Turn left there to grab the transmission software before passing through the fence to reach the main tracks.

Locate the inverted pyramid structure, which acts as the waypoint for the train interaction. Send the train out, but only connect cars one and two; leave the third car behind to avoid a deadly trap.

Head back to the yard to download the digital signature from the car with the flashing lights. You can do these tasks in any order, so do not stress if you decide to swap the sequence.

Radiosol train car interaction and the dangerous third car
Get Night Vision at the Chemical Plant

Before hitting the depot, backtrack past Agglomeration 5 to find the chemical plant, a large industrial building wrapped in pipes. Locate the vent around the back of the plant to crawl inside.

Follow the tunnel down until you reach a minecart, which contains the file for your night vision. This tool is essential for the later stages of the game, so do not skip this trip.

Find the Depot and Get Level Three Access

Follow the tracks further toward the incineration plant , keeping an eye out for the tanks on a flatbed. That cluster of tanks marks your proximity to the depot , which looks like a pyramid-shaped building.

Radiosol incineration plant landmark with tanks on a flatbed

Scavenge the area for the remains of a spider-like creature to find the access key needed to enter the depot. Once inside, the game shifts into a darker, more intense survival experience.

Get the Level Three Access

Check your radio frequency to locate Fat Larry within the dark depot. Approach with caution and use your night vision to navigate the shadows while you retrieve the Level Three access from him.

Solve the Transmitter Puzzle

Head to the water tank structure near the tower to find the transmitter. You need to convert the technical coordinates to civilian ones, keeping in mind that 0.500 on the technical axis equals 0 on the civilian one.

The target coordinates for the civilian system are X = 50, Y = -50. Make sure you also set your own transmitter to X = 0.750 and Y = 0.250 to finalize the alignment.

Radiosol transmitter puzzle settings for the technical and civilian systems

Return to Agglomeration 5

Go back to the Agglomeration 5 building and head down to the fan you previously inspected. You can now deactivate the fan and enter the chamber behind it to trigger the three sphere-bar power injectors.

Restoring power to the sphere will significantly alter the weather as you trek back toward the metro station. This marks the transition into the final phase of your journey.

Reach the Metro and Finish the Game

Return to the metro doors, head inside, and take a left turn at the bottom of the station. This path leads straight to the game’s finale.

Radiosol metro station entrance for the final game chapter
Radiosol Secrets and Optional Items

Searching off the beaten path yields some helpful bonuses. You can find a Level Two access key inside a hole near the starting area, which lets you skip some of the grinding for the depot entry.

NEP Command Ship Horizon

Looking northeast from the Radio 0 tower, you can spot the wreckage of the NEP Command Ship Horizon. Exploring the ship provides more lore and unlocks marked waypoints for your binocular mode.

Autopilot Program

If you head to the southeastern freight loading dock and search behind the containers, you will find a fallen creature. Download its file to get the autopilot program, which allows for hands-free movement across the long stretches of the desert.

Radiosol freight loading dock location for the autopilot program secret

This is another place where the night vision file helps a lot, especially because of how dark the area is.

Once you have the required access, leave the area and continue toward the transmitter.

Solve the Transmitter Puzzle

The transmitter is near the large tower, but it is not inside the tower itself.

Look for the nearby cylindrical structure that resembles a water tank. Go inside and head down to the transmitter.

You will need to convert the transmitter’s technical signal coordinates into the civilian coordinate system.

The technical coordinates use a 0–1 scale, while the civilian coordinates use -100 to 100.

The important point is: 0.500 on either technical axis equals 0 on the civilian axis.

For example:

  • X = 0.750 → 50
  • Y = 0.250 → -50

So the required civilian coordinates are:

X = 50, Y = -50

You also need to set your own transmitter to X = 0.750 and Y = 0.250.

Once the coordinates are set correctly, you can continue to the next part.

Return to Agglomeration 5

After solving the transmitter puzzle, return to the Agglomeration 5 building.

Go back down to the large fan you visited earlier. You can now shut the fan down.

Continue into the strange chamber beyond it.

Inside, you need to activate three sphere-bar power injectors.

Activate all three to restore power to the sphere.

Once the sphere comes back online, leave the chamber and head back toward the metro.

Reach the Metro and Finish the Game

After restoring the sphere, the weather conditions will change rapidly as you make your way toward the metro station.

Return to the metro and open the door.

Go down into the station.

At the bottom, turn left. This will take you to the final section of the game.

That completes the main route of Radiosol.

Radiosol Secrets and Optional Items

There are several hidden locations worth checking out if you want extra lore and useful abilities.

Early Level Two Access Key

You can get a Level Two access key very early in the game.

Near the starting area, look for the hole that goes underground. Go down there to find:

  • A lore document
  • An early Depot access key

This will allow you to obtain the depot access earlier than you normally would.

NEP Command Ship Horizon

From the large Radio 0 tower, look toward the northeast.

You will be able to see a crashed ship far in the desert. This is the NEP Command Ship Horizon.

Visit the wreck to find additional lore. More importantly, it gives you marked waypoints for major locations when using binocular mode.

That will help in navigation when you are exploring the map.

Autopilot Program

You can find another useful secret in the far southeastern part of the map.

Look for a freight loading dock. Behind the stacks of containers, find the gap at the back of the area and go down there.

You will find another dead spider-like creature. Download the file from it to obtain an autopilot program.

The program lets you walk straight forward without having to hold the W key.

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