A rundown of the game of a whole, with a focus on Moxie/Doodad spots and achievements
Introduction
- Double clicking an exit teleports you instantly
- After Chapter 3 starts, you get access to the murder board. This updates with information on the killer and our six suspects with story events and examining certain items. For more specifics, check the Sherlock Holmes achievement
- You also get acsess to the apartment, which be decorated by buying items with Doodads and Moxie, a currency you get for examining the environment. This will run you 550 Doodads and 800 Moxie, which will require almost all items to be examined in one playthrough. The highest amount I’ve seen is 560 Moxie and 1000 Doodads. I’ll note items to examine in the chapter section and keep a tally of how much Moxie/Doodad you should have at the end of a chapter
- Pressing space will highlight items and show you if you can examine or interact with them. Certain, primarily optional, items are secret and will only show up when you click directly click them
- The game is split into linear chapters, where completing one will send you to the next. Before you finish the chaoter, make sure you have everything you want
Achievements
Dad Jokes: Hear all of the Doc jokes in Chapter 2. The intro cutscene, thawing the heart, and using the Thawed heart on the scanner
Schafer: Chapter 3. Examine both Game Disc Displays in the West Hall, by the machine you need to charge
Eavesdropping: Chapter 2 and Chapter 3. Listen to both hidden phone call easter eggs in one contiguous playthrough
Chapter 2: click on the vent in the upper right of the doc office
Chapter 3: click on the CLOSED door on the right side of the entrance a hallway
Nort: Chapter 4. Gues the M.C.P.’s name in one try. It’s Master Control Program
Moonrise Falling: Chapter 5. At the start of the chapter, click on the white mask in the junkpile. This is a cameo from the dev’s prebious game, Monnrise Fall
The Aquarium: Chapter 5. In the aquarium hallway, examine everything. Examine the Sea Plant in the right tank and the other Sea Plant in the left tank, and the Segladon Fossil. Click on the hollow artichoke in the left tank for a secret Sea Creature for additional Moxie
Coffee Lover: Chapter 5. Examine both Apex Noir coffee posters. There’s one in the alleyway where we start and a second in the Taven
Sherlock Holmes: Collect all evidence in one playthrough
- When you get the Murder Board in Chapter 3, the Sheriff will be filled out and the first 3 Killer points will be filled out
- Killer 4: Gained at the start of Chapter 4
- Barkeep 1/2: are earned when you meet him in Chapter 5
- Barkeep 3: Chapter 5, examine the Station 52 Gazette in the Tavern Corner
- Dockmaster 2 Meet the Dockmaster
- Dockmaster 3: Chapter 6, examine the Label in the Supply Yard
- Dockmaster 1: Give the Dockmaster the Stuffed Toy, mandatory
- Angler 1/2: In Chapter 6, in the store, Angler 1 is Sea Creature and Angler 2 is Blocked Out Window
- Angler 3: Chapter 7, examine the Window in the house
- Artist 1: Chapter 7, complete all of Mona’s tasks and talk to her
- Artist 2: Chapter 7, examine the Flower in the house. For whatever reason, I’ve noticed that this won’t register if you examine it after fixing the stereo, but will if you examine it first
- Artist 3: Chapter 7, take the sheet off the sculpture in the Attic and examine it
- The Reporter and Killer 5 will fill out at the end of chapter 8
It Has Begun/Junk Collector/Hoarder: Purchase 1, 10, and 19 of the apartment items. This will require 550 Moxie and 800 Doodads, out of a maximum of 560 and 1000. You will get the max during Chapter 8 (or you should. If not, there’s nothing to gain in Chapter 9)
- Chapter 3 Start: 80 Moxie, 450 Doodads
- Chapter 3 End: 200 Moxie, 500 Doodads
- Chapter 4 End 230 Moxie, 550 Doodads
- Chapter 5 End 380 Moxie, 600 Doodads
- Chapter 6 End 460 Moxie, 800 Doodads
- Chapter 7 End: 510 Moxie, 900 Doodads
- Chapter 8 End: 560 Moxie, 1000 Doodads
The Truth: Unavoidable. Complete Chapter 8
What Have I Done…: Guess an incorrect suspect at the end of Chapter 8. Guess anyone other than the Angler
The Keychain Killer: Guess the correct suspect in at the end of Chapter 8
Chapter 1
- Examine the Ship and the Sleep Pod & Belongings for Doodads. Go to the Docks
- Examine the Salvage for Doodads. Talk to the Sheriff, then the Salvage Scrapper
- Return to the Pier and pick up the Tool Box
- Go back to the Docks. Use the Toolbox on the Broken Smelter. New Item – Salvaged Statue, which will decorate the apartment when we unlock that
- Speak to the Sheriff to conclude the section
Chapter 1
- Examine the Waterfall Fixture and the Atmo-Sphere Building Logo for Moxie. Pick up the Solar Panel
- Use the Solar Panel with the Waterfall Fixture to clean it off.
- Head to the Building Side
- Examine the Device and Spare Parts for Doodads and the Creature for Moxie
- Interact with Excavator Bot for Unpowered Batteries
- Combine the clean Solar Panel with the Unpowered Batteries
- Return to the Building Front and use the Batteries and Solar Panel on the Sunrays to charge it.
- Use the Powered Batteries on the Excavator Bot
- Interact with the cable and tie it around the Excavator Drill arm
- At the torso panel, turn off the head and L Arm switch so we have enough power, then activate the R-Arm and twirl it to the counterclockwise, so the drill turning rips the cable lose
- Then, turn the drill clockwise so the cable falls loose. Pick up the Cable
- Use the Cable on the Barrel. Flip off the R arm switch and activate the L switch, then move the left arm leftwards to clear the path
- Use the Tools on the Access Panel
- Puzzle: like up all squares with triangle. Your big hint is that the upper left is already in position, so tilt the upper right once and the lower left three times. Finally, flip the lower right twice. Once solved, the chapter will conclude
Chapter 2
- Pick up the Scalpel. Interact with The Doc, then examine the Doctor Machine for doodads
- For the first phone call for the Eavesdropping achievement, click on the vent in the upper right of the office
- Return to the Morgue. Examine the Makeshift Bed and Vents by the door for Moxie. Check the Lockers and Beakers for doodads. Pick up the Heart in a Jar, the Acid and the Laser Bone Saw
- Go back through the doc’s office to the Lobby
- Talk to the Sheriff and ask about the toolbox for the Fuses
- Pick up the Lunchbox, then use the Laser Bone Saw on the Spring, for the Spring. Pick up the Rubber Glove on the counter
- Examine the Biohazard Container, Medical Waste, Sculpture, and the Computer
- We need to short out the outlet to distract the nurse. Combine the Rubber Glove with the Scalpel, then use the Wrapped up scalpel on the Electrical Outlet. New Item- Sleeping Pills.
- Return to the Exam Room and use the Fuses on the Access Panel
- First, move it so that all holes are a blue color, then yellow, then green.
- For green, the trick is that there’s only one green point on the outer wheel, so we need to have an equal amount (2 and 2) of blue and yellow spots
- Use the Spring on the first aid kit for Suture Needles and Medical Tape
- In your inventory, open the Lunch box for Old Potato
- Use the Spring on the Corked Acid to open it
- Return to the morgue. Combine the Sleeping Pills and Uncorked Acid to make a sleeping gas to knock the Deputy out.
- Pick up the Dead Rodent and inspect the Dead Body. Inspect the ticket book, body, and key for new evidence
- Put the Frozen heart in a Jar on the Table, then use the Dead Rodent on the Scanner. Pick up the Thawed Heart
- For the Dad Jokes achievement, use the new Thawed Heart on the Scanner
- Use the Old Potato/Medical Tape on the Heart, then the Medical Sutures/Spring on that
- Use our Charged Heart on the Scanner to get the Doctor’s Note. Show the Note to the Sheriff, then leave the clinic to conclude the chapter
Chapter 3
- Examine Mural, Banner and Packing Boxes
- Examine the Junk Box for One Battery
- For the second Eavesdropping phone call, examine the closed door on the right
- Head to Main Hall West
- After meeting the reporter, pick up the Vase, then the Tackle Box for the Dirty Access Card,
- Examine the Famous Fisherman Display, the Photo of a Jellyfish, The Mask Display, and the 2 Game Disc Displays (each of them are a different game) for the Schafer achievement
- Use the Empty Vase on the Planter full of Water for the Vase Full of Water
- Use the full vase on the Upper Hole of the aquarium, then refill and use it on the Corner Hole. This will give us the second Battery
- Head to Main Hall West
- Examine the Anchor Display, Sculpture, Photo of Diver, Photo of Pier and Construction Bot
- Pick up the Battery by the Construction Bot and the Box Cutter on the floor
- We need to get the Cygni out of the way. The Creature in the entrance is its natural predator, so let’s head back there and use the Box Cutter on the Creature to get the Exhibit Speaker. Return to the Cygni and use the speaker to scare it off
- The puddle of Creature Urine is noted to smell like ammonia, a common cleaner, so use the dirty Access Card on the Creature Urine to get a Clean Access Card
- Pick up the Fossil Tail
- Return to the last screen and use the Clean Access Card to open the Electrical Closet
- Interact with the box for the BLS chip. You can now work with certain electronics
- Pick up the Wire by the junction box
- Interact with the Breaker. We’re going to do this puzzle five times, so we need to understand how it works. In ascending order, create a complete circuit from white triangle to numbered triangle in ascending order All other circuits need to be broken. For the first one, move the left corner three times and submit for one, move the left one once and the right one three times for two, then move the right one once for three
- For the second one, break the circuits for the ones that aren’t the number you’re going for and submit one at a time.
- When the light turns on, check the Nail on top of the shelf.
- Connect Nail to Copper Wire, then that to the Three Batteries for the Electromagnet.
- Head to the entrance and use the Electromagnet on the Floating Display for the Anti-Gravity Emitter
- Return to the hall. Use the Fossil Tail on the Sculpture to access the left junction box
- Use the Anti-Gravity Emitter on the right junction box to access it
- The junction box on the West hall by the fossil can be Access.
- When all three have been completed, interact with the Powered Console to conclude the chapter
Chapter 3 End: 200 Moxie, 500 Doodads
Chapter 4
- Walk forward to the Alcove, then check the panel
- For this puzzle, we have to complete four panels. They have a certain amount of dots, which do not have to be consecutive, on each row and column. B is already finished, so, in accordance with the message in the lower right, solve C, A, then D
- Pick up the Grungy Towels, the Strange Device, and the Pot
- Examine the Abandoned Camp Site
- Talk to the MCP, choose all three joke options, then say Master Control Program for the Nort achievement
- Head to the old screen. Examine the Accumalator and the Maintenance Shaft ID
- Use the Sonic Death Ray on the Shuttle Bay Door to start a puzzle. We need to figure out which letter connects to each number
- 1C, 2A, 3D, and 5E. B and 4 are both disconnected, so B must be 4. Put in CADBE as an answer
- Enter the newly open Shutter Bay
- Pick up the Mug
- Examine the Dock
- Note the pattern on the screen to the right
- Examine the Broken sign. The matching sign is the upper right one, which is at an angle. This would make a code of
—X
xXX
X— - Plug that in to the MCP, and power down. Additionally, plug in the pattern from the screen and power up so we know where to go.
- With that in, the water is now safe to Access. Fill up the pot and wet the Grimy Towels
- With our wet towels, weight down the first and third vents in the shaft. This will up the air flow and knock down the nest, giving us the Bones and Tail
- We need to heat up the airflow to boil the pot, so use the codes on the pipes to power down cold and power up heat until the Pipe Opening is Very Hot. Put the Pot of Water in there, then the Bones to make Glue. Use the Mug to transport it
- Dip the Tail in the Mug of Glue like a brush, and use that to fix the crack in the Pod
- When ready, enter the pod to end the chapter
Chapter 4 End 230 Moxie, 550 Doodads
Chapter 5
- Examine Junk Pile and Apex Noir Poster. For Moonrise Falling, click on the white mask in the junk pile (see the cursor in the photo below)
- Examine the Cleaning Bot for a dead Battery. Pick up the Fancy Tangled Fishing Line, the Pliers, and examine the ?? at the bottom edge of the trash heap and then pick it up for the Fancy Ice Pick.
- Look at the Broken TV for an ominous vision
- Use the Fancy Ice Pick on the Bypass Panel to open it
- We need a metal bar, so use the Pliers on the Fancy Ice Pick, then use the resulting Metal Bar on the Bypass Panel
- Go to the bar entrance
- Pick up the shiny coins on the barrel to the left and the pile on the lower right
- Try the elevator for an earthquake, which will knock the Pirate Sword loose. Pick it up
- Use the Pirate Sword on the Heavy Sail to reveal a panel. Use the Pliers to open the panel
- Search the room for nodes. They are in front of the button device, to the right of the beam on the right, in front of the two barrels on the right, and between the two rocks on the left. The goal is to set the four of them to the symbols on the note, each symbol corresponding to a time, if we were to read the room as a clock.
- Button is triangle (24;00), beam is circle (2:00), barrel is triangle (15:00), and rocks is square (21:00). Once set, use the button on the device
- Put the Sword in the Device to restart the elevator.
- Use the elevator to enter the aquarium hallway
- Examine the Sea Plant in the right tank and the other Sea Plant in the left tank, and the Segladon Fossil. Pick up the matchbook. Click on the hollow artichoke in the left tank for a secret Sea Creature for additional Moxie and the Aquarium achievement. Head left and enter the Tavern
- Examine the Band Poster, the Ale Logo, and the bar Shelves, the Moonshine Advertisement, and the the other Apex Noir Poster for the Coffee Lover achievement
- Talk to the Barkeep to learn our goal. We have to fix that Cleaning Bot in the street
- Pick up the Shiny item on the left table for another coin and the Napkin Note by the passed out patron. The napkin has four holes that happen to match the light on the passed out patrons back. Their lights go through three pulses of different colors:
YWYW
BBWW
YWWY - By using the napkin, we get 1 Y, 2 B, 1 Y, 2 Y, or 4Y and 2 B
- Enter the storage. Pick the Coin. Put the Canvas on the Frozen Camera, then use the Matchbox to light it. Pick up the Broken Camera. Use the Pliers on it for the Lens.
- Put in the napkin code of 4 Y and 2 B (and implicitly 1 O, as that’s the default) at the drink console for the Deathrattle Moonshine
- The customer we talked to said that Deathrattle Moonshine straightened his wife’s hair, so use it in the Tangled Fishing Line to straighten it out
- For the puzzle on the console, we have to use that graph to translate those demands into numbers. Yellow is 5 clockwise then 3 counterclockwise, making 3. Blue is therefore 3 clockwise and 6 counterclockwise, making 2. Orange is 2 clockwise and 3 counterclockwise, making 4. Put in 3 yellow, 2 blue, and 4 orange into the machine to get a bottle of Pink Strawberry Cloud. Hand this to the Patron for a fifth coin
- Go to the back corner. Examine the Art Show Foyer, the 52 Gazette Front Page, the Inspection Notice, and the Rat Boat Flyer. The 52 Gazette will give you evidence on the Barkeep
- Use our Five Coins to start the jukebox. The tentacle moves faster if you play songs in a specific order. Go 1243, one being the top and four being the bottom
- Combine the Mop Handle with the Fishing Line, then the Battery to make the Makeshift Fishing Rod with Battery
- With that, head to the aquarium hallway and use that on the Lynx Jellyfish to charge it
- Head back to the alleyway where we started and, with all four parts, click on the cleaning bot to get the Street Cleaning Bot
- Use the Street Cleaning Bot on the bathroom door
- With that, talk to the Barkeep to conclude the chapter
Chapter 5 End 380 Moxie, 600 Doodads
Chapter 6
- Examine the Fish, the Atmosphere Fan, and the Statue
- Head to the Store
- Examine the Displays & Shelves, Bait Containers behind the counter, and the Sea Creature
- Examine the Blacked Out Window and the Sea Creature hanging on the wall for evidence on the Angler
- Pick up a Fish Pin and use it on the Worker Bot drawer to pick it open. This will give you the Pry Bar
- Head to the Pier
- Examine the Devil’s Teeth, Boat Wreck, and Supplies boxes
- Interact with the Barrels for the Lemon and the Shiny Object by the crane for a Fuse
- Head to the Supply Yard
- Pick up the Winch
- Examine the Supplies and Lantern
- Examine the Label on the box to the right for a piece of evidence on the Barkeep and Dockmaster
- Use the Pry Bar to open the crate, gaining you the Rope and the Salt Shaker
- There’s an old home remedy to get rid of rust that requires salt and lemon juice. Combine the Salt Shaker and Lemon, then use them on the Chest
- Head back to the store. Use the rope on the Worker Bot, then the Winch to tighten them. Pick up the Bot Arm
- Hit the Breaker Box, then interact with the Hatch for a puzzle
- We need to get the three disks to match that bottom symbol, with the upwards points in the middle. Moving the left one will also move the middle clockwise, moving the middle will move the left counterclockwise and the right clockwise, and moving the right will move the middle clockwise. I’ve had an issue where reloading this puzzle will make the first click act different, so my answer below only consistently works for the first time you open the puzzle
- Right 1, Left 2, Middle 1
- Once you fix it, talk to the Angler, ask him your questions, and he’ll open the beach door for you
- At the beach, pick up the Bucket of Fish
- Examine the Trash by the parasol
- Use the Metal detector: AT by the parasol, a controller by the rocks, and a Key by the lower dunes
- Exit to the Dock. Use the Fuse on the Atmosphere Fan, to get a board, filling the gap by the pier
- With the key, return to the crane and start it. Use the bot arm to retrieve the message in a bottle for Coins.
- Head to the dock and use the Coins on the Viewfinder to get a photo of the five rocks, which is the solution to the chest lock. Each rock has a sign with a symbol matching one of the five buttons, so match the rocks to their corresponding button at the chest
- Give the Stuffed Toy to the Dockmaster. He’ll hand you a Map and Spyglass, and the last piece of evidence on himself
- Head to the Pier. Use the Bucket of Fish to move the sea monster to a spot away from the board you want to cross. After crossing twice, you’ll be trapped by the toxic devil’s teeth. Combine the Bucket of Fish with the Devil’s Teeth to poison them, then use that to poison the monsters. Retrieve the Boat Motor
- When ready, interact with the boat to end the chapter
Chapter 6 End 460 Moxie, 800 Doodads
Chapter 7
- Examine the Small Sculptures (yellow half sun above other sculptures), the Painted Stones, and the House.
- Head inside
- Examine the Window for Evidence on the Angler and the Flower for Moxie and Evidence on the Artist (I’ve had an issue where the evidence won’t register for the flower if you don’t do it before you fix the stereo)
- Mona’s first task is to fix the stereo. Everytime you hit a button, it and its two adjacent buttons will flip states. This can solved in three button presses: 3,4,5
- Head upstairs and take the cloth off the sculpture on the right for Evidence. Click on and examine the Creepy doll behind the chest for Doodads
- So, we have five statues across the island, each with a date and a symbol that resembles the ones on the lock
- Vanilla Cloud, 3132, cloud
- Rising Sun, 3049, sun
- Deep Waters, 3056, curved lines
- Bedrock, 3489, two diagonal lines
- Gentleman Octopus, 3350, octopus beak
- For the storage pass code, put the symbols from lowest to highest, so bedrock, octopus, water, cloud, sun
- Talk to Mona. She’ll ask for the base of the statue resembling the oldest, which is Rising Sun. She wants an Angular Base
- She asks for a tool with 2+ points, 1 curved edge , and 1 straight edge. She wants tool 05
- She wants the medium for her most recent sculptures, which would be Bedrock. She wants Stone
- Finally, she wants a color that matches our suit, so bring her orange. Ask her questions and she’ll send you off to the next chapter
Chapter 7 End: 510 Moxie, 900 Doodads
Chapter 8
- Go the the Lighthouse
- Examine the Lighthouse, the Telescope, the Wind Turbine, and the Tree
- Interact with the Storage Shed for Print Chemicals
- Enter the Lighthouse
- Pick up the Fire Extinguisher and the Washers
- Examine the Newspapers and Roots
- Head outside and use a Washer to shoot down the Fruit. Pick it up
- Head inside and use the Fruit on the Owl
- Pick up the Screwdriver that fell from the nest, and use it to open the Vent for the Instant Furniture Pill
- Use the Screwdriver on the Fire Extinguisher to separate the Hose
- Head outside and use the Screwdriver to get the Plaque
- Combine the Fire Extinguisher and the Plaque to make a Fulcrum Device
- Use the Fulcrum Device to open the Elevator Door, then head to the Second Floor
- Examine the Poster
- Pick up the Spy Bot
- Use the Pill on the Puddle
- Use the Spybot in the Thicket for a puzzle. We give the robot direction as to which way to turn at a junction. To close the first vent, RLRRR. For the second, LRLLLR. For the third, RLLLLRRL.
- Use the Screwdriver to close the first floor vent
- With both vents closed, use the Print Chemicals and then the Hose, then the Washers at the Atmosphere Controller outside. When ready, activate the Controller
- Head to the third floor. Check the cabinet. The key will be in the Telescope or Printing Press, which ever you check second. Use it to open the cabinet. Examine the Reporter’s Body, then check the state of her body. This will start the end of chapter cutscene
- Who is the killer?
- Guessing the wrong suspect will take you to a scene of the accused dead and take you back to the choice, in addition to the What Have I Done achievement
- The killer can navigate in the dark, knows the station well, and knows the waterways. They also appear to be responsible for the earthquakes sabotaging the station’s systems. The Sheriff is afraid of water, so he’s unlikely. The Dockmaster is a recent arrival, so there’s no reason he would know the station well. The Reporter is no longer a possible suspect. Sabotaging the station doesn’t particularly line up with the the Barkeep/Dockmaster’s smuggling plot or the artist’s goal of staying alive to make her masterpiece
- The correct answer is the Angler, the only suspect who we know can see in the dark
Chapter 8 End: 560 Moxie, 1000 Doodads
Chapter 9
- Go through the three hallways and enter the Lobby
- Pick up the Stanchion
- Head to the Elevator Doors, picking up the Fire Extinguisher
- Head to the Reception Desk. Use the Fire Extinguisher twice on the bot head to freeze and shatter the lock. Talk to the Reception Bot
- The service room is now open. Enter and pick up the Crowbar. Return to the Lobby and use the Crowbar to open the Elevator Doors for the Shards of Glass
- Head back to the Hallway and use the Globe on the BioOrganic Fluid, then use the Shards of Glass on the Sticky Globe to make a Globe Covered in Glass Shards.
- We basically just made a Disco Ball. Mount the Globe on the Stanchion, then out the Stanchion and Globe on the Spot of Light to clear the path of toxicity. Go to Reactor
- This is the final sequence. They will point out which button to press to vent the red reactors. After venting four times, go to the Control Room. Talk to the Angler. Remove your Helmet to end the chapter and the game.
And that wraps up our share on Murder On Space Station 52: Murder On Space Station 52 – Achievement Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by bearsbearsbears, who deserves all the credit. Happy gaming!