Radiosol Beginner Guide – Walkthrough, Transmitter Puzzle

If you are playing Radiosol and finding yourself completely lost in its strange and dangerous world, you are not alone. The game does not exactly hold your hand, and figuring out where to go next can take quite a bit of wandering around.

In this post, I’ll walk you through the main progression of Radiosol, including the important locations, puzzles, access keys, and things you need to collect along the way. I’ll keep the directions simple so you can use this guide whenever you get stuck.

There are also a few secrets worth finding, including an early Level Two Access Key, a crashed command ship, and a rather strange autopilot program. So, if you want to explore Radiosol without spending hours completely lost, let’s get started.

Radiosol Beginner Guide – Walkthrough, Transmitter Puzzle

Getting to Agglomeration 5

Once you climb out of the hole where you wake up, follow the pipeline toward the city. You’ll soon receive a rather intimidating Emergency Alert and sign a document that basically puts responsibility for you in the hands of a telecom company.

After that, N3 becomes your handler and tells you to head toward the metro. The metro is inside the building with the large blue M, so it is pretty hard to miss.

When you reach the metro parking lot, you’ll quickly discover that the doors aren’t working. N3 explains that there isn’t a direct entrance to the big sphere from outside, but there should be another way around Agglomeration 5, near a large unfinished office building.

You’ll need to travel toward the opposite side of the sphere.

I recommend following the old rail system whenever possible. It makes navigation much easier and, more importantly, gives you a better chance of staying in the shade.

Be careful if you wander away from the rails. There are spikeballs around the area, and the environment itself can be dangerous. Staying in the shade is also important because being exposed for too long can seriously affect your screen and your ability to navigate.

Entering the Agglomeration 5 Building

Once you reach the old unfinished office building at Agglomeration 5, look for the cage-like structure.

Go inside and follow the pipes downward. At the bottom, you’ll find a giant fan. After checking it out, climb back up to the top of the Agglomeration 5 building.

From up there, you can get a better view of the surrounding area and figure out where you need to go next.

Your next major destination is the incineration plant, which will also help you navigate toward the depot.

Finding the Train Repair Yard

From Agglomeration 5, follow the old railway system toward the train repair yard.

You’ll eventually come across several towers and a flashing antenna. Take a left at the antenna and grab the transmitter software.

After that, look for a crack in the fence and crawl through it. This will bring you to the larger train tracks.

You should then spot an inverted pyramid-like structure. That is where you need to go next.

Getting the Digital Signature

Once you reach the structure, you’ll be able to interact with the train.

Send the train to the outside and couple it with cars one and two. Make sure you leave the third car behind because there is something on it that can kill you.

After returning to the trainyard, look for the car with the flashing lights. You can download the digital signature from there.

You can technically collect the transmitter software and digital signature in either order, so don’t worry if you decide to explore them differently.

Getting Night Vision

Next, we need to make a small detour to the chemical plant before heading to the depot.

Follow the tracks back around the Agglomeration 5 building. Just past it, you’ll find a large building surrounded by pipes.

Go around to the back and look for the large pit.

There is a vent inside that you can crawl through.

Follow the vent downward until you find a strange minecart. Interact with it to obtain a file that gives you night vision.

This is extremely useful for what comes next, so make sure you don’t skip this part.

If you’re heading directly to the depot afterward, you can simply return the way you came. If you’re travelling across the map toward another area, you can also continue forward and eventually reach the other side of the power sphere.

Reaching the Depot

Get back onto the tracks and continue toward the incineration plant.

You’ll know you’re getting close when you start seeing tanks sitting on flatbed structures.

Climb on top of them to get a better view of the area.

From there, you should be able to spot the depot. It looks like a large pyramid-shaped structure.

However, you can’t simply walk inside. You’ll need an access key first.

Look around for one of your fallen large spider-like companions. The access key can be found on the body.

Once you’ve obtained it, you can open the depot and head inside.

Meeting Fat Larry

Things get much more dangerous once you enter the depot.

This section suddenly feels much more like survival horror, so be prepared.

You’ll need to tune your radio to the area described on the device you find and eventually encounter Fat Larry.

And yes, Fat Larry is considerably larger than you are.

You need to get close enough to him and take the Level Three Access from him.

This is another reason why getting night vision earlier is so useful. The area can be difficult to navigate without it.

Once you have the Level Three Access, you’re ready to continue toward the transmitter.

Solving the Transmitter Puzzle

The transmitter isn’t actually located on the giant tower itself.

Instead, look for the cylinder-shaped structure that resembles a large water tank beside the tower. Head inside and you’ll find the transmitter.

This is where the game throws a little bit of algebra at you.

N3 explains that technical signals use a scale from 0 to 1, while civilian signals use a scale from -100 to 100.

You need to convert the technical coordinates into the civilian coordinate system.

The important thing to remember is that 0.500 on either technical axis corresponds to 0 on the civilian axis.

For example:

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

So, when you are using the transmitter, set the coordinates to:

X = 0.750
Y = 0.250

Once you have the correct values, you can move on to the next part of the game.

Part Two

Returning to Agglomeration 5

After completing the transmitter section, we’re heading all the way back to the Agglomeration 5 building.

Yes, you get to make that trip again.

Head back down toward the giant fan that you encountered earlier.

Now that you have progressed far enough, you can shut the fan down.

Once the fan is disabled, you can enter the strange chamber underneath it.

Activating the Sphere

Inside the chamber, you’ll find three sphere-shaped power injector devices.

Your job is to activate all three of them.

Once you’ve activated the three injectors, the sphere finally comes to life.

This section is pretty memorable because the atmosphere and music change dramatically once everything starts working.

After you’ve finished activating the sphere, head back outside.

Entering the Metro

Unfortunately, the journey isn’t quite finished yet.

You now need to make your way back to the metro station.

The weather can change rapidly around this point, so be careful while travelling and try to reach the station without getting caught out in dangerous conditions.

Once you reach the metro, you’ll finally be able to open the door.

From here, descend into the station and take a left.

That’s it.

You’ve reached the end of the main game.

Radiosol Secrets

There are several secrets hidden around the wasteland, and some of them are definitely worth finding.

Early Level Two Access Key

You don’t actually have to wait until later in the game to get your Level Two Access Key.

Right at the beginning of the game, you can find a hole that leads to an optional area.

Go down there and you’ll be able to obtain both a lore document and an early Level Two Access Key.

If you’re exploring the starting area thoroughly, this is definitely something you should look for.

NEP Command Ship Horizon

Another interesting secret can be found near the big Radio 0 tower.

Look toward the northeast and you should be able to spot a crashed ship sitting out in the desert.

This is the NEP Command Ship Horizon.

Make your way to the crashed ship and you’ll find more lore to read.

But that’s not all.

The ship also gives you marked waypoints for the major locations on the map when you’re using binocular mode.

This can make navigation much easier, especially if you’re having trouble remembering where the important locations are.

The Worst Autopilot Ever

There is also a rather strange secret hidden in the far southeastern part of the map.

Look for a freight loading dock. Behind several stacks of containers, there is a gap that you can enter.

Go down into the area and you’ll find another one of your fallen spider companions.

You can download a file from the body that gives you an autopilot program.

The program basically allows you to walk straight forward without having to constantly hold the W key.

It’s a small secret, but it’s certainly one of the more amusing things you can find while exploring Radiosol.

Radiosol doesn’t make its progression particularly obvious, and a lot of the fun comes from figuring out where you’re supposed to go next.

If you get stuck, focus on following the railway system, checking the major landmarks, and keeping track of the important items you collect. The transmitter puzzle can also look confusing at first, but once you understand how the two coordinate systems translate, it becomes much easier.

Hopefully, this walkthrough helps you get through the main sections of Radiosol without taking away too much of the exploration. There are still plenty of small details and secrets to discover for yourself.

Now go explore that blasted wasteland — and try not to get eaten by Fat Larry.