Radiosol drops you into a hostile wasteland with almost no hand-holding, and the wandering is half the fun. This is a rough, point-to-point route through the game with the puzzle solutions and locations I wish I’d had on my first run. If you’re stuck or just tired of circling the same building, start here.
Before you read on, know that this page contains spoilers. I genuinely suggest giving the game an honest try first — getting lost in Radiosol is part of the experience.
Part One: Escaping to the Metro
When you climb out of the hole you wake up in, follow the pipeline toward the city. Along the way you’ll trigger an Emergency Alert that feels designed to rattle you, then sign a document handing responsibility for you over to a telecom company. Your new handler, N3, will then tell you to head to the metro — the building with the big blue M. You really can’t miss it.

At the metro parking lot, the doors won’t open. N3 explains there’s no direct entrance to the big sphere from the outside, but there should be one around Agglomerate 5, near a large unfinished office building. You’ll need to approach from the opposite side of the sphere. My strong advice: follow the old rail system. It’s the best way to keep your sanity and stay in the shade.

If you stray off the path, watch out for the spikeballs. And if you rest in the shade, expect your screen to wash out like it does in the screenshot below:

When you reach the old office building at Agglomerate 5, climb into the cage-like structure and follow the pipes down. Check out the giant fan at the bottom, then climb to the top of the building to survey your route.

From there you can spot the rough location of the incineration plant, which is your next stepping stone toward the depot. You should also be able to see the train repair yard and the big antenna — that antenna is visible from practically everywhere on the map, so it’s a reliable landmark.

You can grab the transmission software and digital signature in either order. I went to the trainyard first, but the sequence doesn’t matter. Follow the rails to get there. When you reach the towers, turn left at the flashing antenna, grab the transmitter software, then squeeze through the crack in the fence to reach the larger train tracks.
Look for the inverted pyramid — that’s where you’re headed. Once you’re up there, interface with the train. Send it to the outside and couple it with cars one and two, leaving the rest behind. The third car carries something that will kill you, so don’t touch it.

Back at the trainyard, download the digital signature from the car with the flashing lights.
Detour: The Chemical Plant
Before the depot, make a stop at the chemical plant. Follow the tracks back around the Agglomerate 5 building, and just past it you’ll find a large structure full of pipes. Head around back to the big pit and crawl into the vent.
Follow the vent down and interact with the minecart. Inside is a file that unlocks night vision — you’ll want this before the depot, trust me.

If you’re heading to the depot next, you can backtrack the way you came. If you’re crossing the map from the depot to somewhere else later, you can push forward and come out on the far side of the power sphere.
Reaching the Depot
Get back on the tracks and head for the incineration plant. You’ll know you’re close when you spot the tanks on a flatbed. Climb on top for a better vantage point.
The depot is the pyramid-shaped structure in the distance. To break in, you need an access key, which you can find on one of the fallen big brothers — look for the screenshot below:

Crack it open and head down. The game takes a sharp turn into survival horror here. Tune your radio to the area described on the device you find, then get ready to meet Fat Larry.
Larry is not subtle and doesn’t care about your feelings. You have to get close to him and grab your Level 3 access off him. This is exactly where the night vision you picked up comes in handy.
With the access key and Level 3 access in hand, head for the transmitter.
The Transmitter Puzzle
The transmitter isn’t on the big tower — it’s inside the cylinder that looks like a water tank next to it. Head down.
Here you’ll hit a puzzle that actually requires a bit of algebra. N3 mentioned that technical signals run on a 0–1 scale, while civilian signals run from -100 to 100. Map the technical axes onto a normal Cartesian plane using the given dimensions, so that .500 on any technical axis equals 0 on the civilian axes.
That means (X=0.75, Y=0.25) on the technical scale translates to 50, -50 on the big transmitter UI. Tune your own transmitter to (X=.750, Y=.250) as well.

Part Two: Waking the Sphere
Now it’s time to go back to the Agglomeration building. Head down to the fan, which you can finally shut off.

Move into the strange chamber and activate three of the sphere-bar power-injector devices. Once they’re live, the sphere wakes up. The music in this chamber and the sequence that follows is genuinely incredible — enjoy it.

Head out, and make your way to the metro station through the rapidly shifting weather. Get that door open. Then descend, take a left, and you’ll arrive at the end of the game.

Secrets
Radiosol hides more than a few secrets in its blasted landscape. I showed you the night vision one already, but here are a few more worth grabbing.
| Secret | Where to Find It | What You Get |
|---|---|---|
| Early Level Two Access Key | Go down the hole at the very start of the game. | A lore document and an early depot access key. |
| NEP Command Ship Horizon | Look north-easterly from the big Radio 0 tower to see a crashed ship in the desert. Travel to it. | More lore, plus marked waypoints for all major locations in binocular mode. |
| The Worst Autopilot of All Time Ever | In the far southeastern part of the map, find a freight loading dock. Behind a few stacks of containers, there’s a gap in the rear of the structure. Go down and download a file from another fallen spider brother. | An autopilot program that walks you straight forward without pressing W. |
That early depot access key is worth grabbing the moment you can — it saves you a lot of backtracking later. And the waypoint unlock from the Horizon is the single biggest quality-of-life upgrade in the game, so don’t skip it if you’re anywhere near the Radio 0 tower.
Conclusion
That covers the full route, the puzzle solutions, and the secrets I know about. If this helped you get through Radiosol, or if you found something that needs fixing, let me know in the comments.
The Grove will burn or the Oath will be broken. Amen.