Murder on Space Station 52
Game Details: Sci-Fi, 2024
Steam Achievements: Completed (23/23)
Links: Moby Games, Steam
Walkthrough Updated: 9/9/2025
Suggested Listening: Help Me Out (Ash 25)
Tutorial
Examine the ship to get 10 moxie (10/560), and examine the sleep pod and belongings to get 50 doodads (50/1000). Head right to go to the docks. Talk to The Sheriff and to the Salvage Scrapper. Examine the salvage to get 50 doodads (100/1000). Return down to the pier and pick up your toolbox. Go to the docks again and use your toolbox on the broken smelter - you will receive a salvaged statue. Talk to The Sheriff once more.
Chapter 1
Capsized Da Capo
Examine the waterfall fixture to get moxie (20/560), and the Atmo-Sphere Building logo to get another moxie (30/560). Pick up the dirty solar panel, then use it with the waterfall fixture to clean it. Go right to the side of the building. Examine the device on the crate to get 50 doodads (150/1000) and the spare parts for another 50 doodads (200/1000), then examine the creature bones to get 10 moxie (40/560). Use the excavator bot to get some unpowered batteries. Return to the front of the building.
In your inventory, combine the unpowered batteries with the solar panel, then use this with the sunrays to the left. Return right to the side of the building and use the powered batteries on the excavator bot - you will see the control panel for the bot. Back out for now and tie the cable around the excavator drill arm. Examine the excavator bot control panel again - flip the head and left arm switches down, then flip the right arm switch up. Now press the bottom red button for the right arm to grab the cable with the right arm. Look again and press the other red button for the right arm, then pick up the cable.
Use the cable on the barrel. Look at the controls again - flip the right arm switch down and the left arm switch up. Now press the left red button for the left arm. Use your toolbox on the access panel that is revealed by moving the barrel. Turn each of the dials the number of times indicated below to solve this puzzle Capsized Da Capo:
Chapter 2
Fathomless Grave
Pick up the scalpel from the end of the exam table. Click on the access panel on the right of the doctor machine, then examine the doctor machine to get 50 doodads (250/1000). Click on the vent up high on the right to eavesdrop (1/2). Head right to go to the morgue.
Examine the vents near the left door, and the makeshift bed for 20 moxie (60/560). Examine the lockers for 50 doodads (300/1000) and the beakers on the right for another 50 doodads (350/1000). Pick up the laser bone saw from the left table, and the acid and heart in a jar from the right table. Head back through the exam room to the lobby.
Talk to The Sheriff about everything, and you will end up with some fuses and 3 evidence (3/20). Pick up the lunch box on the right. Try to take the spring from where you found the lunch box, then use your laser bone saw on it. Take the rubber glove from the counter on the left. Walk slightly to the left to see more of the room. Examine the sculpture for 10 moxie (70/560), then the medical waste for another 10 moxie (80/560). Examine the biohazard container to get 50 doodads (400/1000) and the computer on the left for another 50 doodads (450/1000). Try to take the sleeping pills, but the nurse won't let you. In your inventory, combine the rubber glove with the scalpel. Use this on the electrical outlet that is on the front of the counter (beneath the computer) - you will steal the sleeping pills. Head back to the exam room.
Use the fuses on the access panel of the doctor machine. Now go through these steps to repair the machine:
- Fix the blue fuse
Press button 1 until the outer ring has its gap to the left
Press button 2 until the middle ring has its gaps to the top and left
Press button 3 until the inner ring has its gaps to the top and right
Press the middle red button.
Click the blown fuse on the left to replace it.
- Fix the yellow fuse
Press button 1 until the outer ring has its gap to the right
Press button 2 until the middle ring has its gaps to the top and left
Press button 3 until the inner ring has its gaps to the bottom and left
Press the middle red button.
- Fix the green fuse
Press button 1 until the outer ring has its gap to the top
Press button 2 until the middle ring has its gaps to the top and left
Press button 3 until the inner ring has its gaps to the bottom and right
Press the middle red button.
Click the blown fuse on the left to replace it.
Use your spring on the med kit on the right wall to get some suture needles and medical tape. Examine the lunch box in your inventory to find an old potato. Also in your inventory, use the spring on the corked acid to open it. Go to the morgue again.
Combine the sleeping pills and open acid in your inventory to knock out the Deputy. Pick up the dead rodent on the floor, then examine the body. Click on the ticket book, head wound and key for 2 evidence (5/20). Head back to the exam room.
Put the frozen heart in a jar on the exam table, then use your dead rodent on the scanner. Pick up the thawed heart in a jar, then use this on the scanner Dad Jokes. In your inventory, add the old potato (and medical tape) to the heart, then use the suture needles on it. Now use your potato-powered heart on the scanner - you will end up with a doctor's note. Go to the lobby and show the doctor's note to The Sheriff, then walk down to exit the clinic Fathomless Grave.
Chapter 3
Antiquity Stranded
You now have access to the Apartment and the Murder Board through the Pause menu in the game. This will allow you to keep track of your moxie and doodads balances, to ensure you have found all of them.
Click on the closed door to the right to eavesdrop (2/2) Eavesdropping. Examine the mural for 10 moxie (90/560) and the red banner for another 10 moxie (100/560). Search the junk box on the floor to get a battery. Examine the packing boxes to get 50 doodads (500/1000). Go through the door on the left towards the main hall west.
After meeting The Reporter, pick up the vase and search the tackle box to get a dirty access card. Examine both of the game disc displays on the right to get 20 moxie (120/560) The Schafer. Also examine the mask display, the photo of jellyfish, and the famous fisherman display for another 30 moxie (150/560). Use your empty vase with the planter full of water to fill the vase. Look at the broken aquarium on the left. Use your vase full of water on the upper hole of the aquarium, then fill it from the planter again and use it on the corner hole and you will get a second battery. Continue right to the main hall west.
Pick up a third battery from the table, and the box cutter from the floor. Examine the construction bot on the table to get 10 moxie (160/560). Over on the left, look at the anchor display, sculpture, photo of diver and photo of pier for 40 moxie (200/560). Examine the Cygni.
Go back to the entrance and click on the creature on the right. Use your box cutter on it to remove the exhibit speaker. Head to the main hall west and use your exhibit speaker on the Cygni to scare it away. Now you can pick up the fossil tail. Use your dirty access card on the creature urine to clean it. Go to the previous room and use your clean access card to open the electrical closet on the left. Head inside.
Use the box on the shelves to the right to get a BLS chip, then pick up the wire from the ground. Now examine the breakers on the wall. For this series of puzzles, you need to rotate parts of the circuit so that when you click the submit button, you connect to only the next triangle in numerical order. There are 2 electrical puzzles to complete here. Once the light turns on, you can take a nail from the shelves on the right before leaving the room and making your way out to the entrance.
In your inventory, combine the nail with the copper wire, then wrap it around the 3 batteries. Use your electromagnet on the floating display to get an anti-gravity emitter. Go through the door on the left again. Use your fossil tail on the sculpture, then climb up to the left junction box and solve another electrical puzzle. Next use your anti-gravity emitter on the right junction box, then solve one more electrical puzzle. Head right and use the junction box on the wall behind the fossil, solving the final electrical puzzle.
Go to the previous room and use the console next to The Reporter Antiquity Stranded.
Chapter 4
Bilge Water
You will start the chapter receiving 2 evidence (7/20). Walk towards the alcove, then click on the panel. You need to solve 4 puzzles (although puzzle B is already completed), and they must be completed in this order: B-C-A-D. You need to turn the central dial to point at the puzzle you want to solve, then turn on the correct lights as indicated by the numbers next to the rows and columns:
Pick up the grungy towels, the strange device and the pot. Examine the abandoned camp to get 10 moxie (210/560). Talk to the MCP and guess its name is Master Control Program Nort. Back out from the computer interface for now and return to the tunnel. Examine the accumulator and the maintenance shaft ID to get 20 moxie (230/560). Use your sonic death ray on the shuttle bay door. Look at the wires and work out the letters that connect to each of the numbers 1-5. Press the letters in this order: CADBE. Now enter the shuttle bay.
Pick up the mug, then examine the dock to get 50 doodads (550/1000). Look at the broken sign on the floor and work out the complete pattern. Also look at the screen on the right wall and notice the pattern shown on the bottom corner. Go back to the tunnel, then to the alcove, and use the MCP again. Enter this pattern for the sign, then press the left button:
Now enter the pattern for the screen, then press the right button:
Go back to the shuttle bay and fill your empty pot using the puddle of water. Also use your grimy towels in the puddle of water to wet them. Back out in the tunnel, use the grimy towels on the first low vent and the third low vent - the nest will fall down and you will end up collecting some creature bones and a creature tail. Enter the alcove again. Look at the patterns on the hot and cold pipes, then use the MCP again. Enter this pattern for the cold air pipe, then press the left button:
Now enter the pattern for the hot air pipe, then press the right button:
Back out and use your pot of water on the pipe opening to the right. Add the creature bones to make glue, then use your mug to collect it. Make your way back to the shuttle bay. Dip the creature tail in the mug filled with glue, then use it on the cracked glass. Look at the screen on the wall to see the last destination. Now enter the shuttle Bilge Water.
Chapter 5
The Drowning Sailor
Examine the junk pile for 50 doodads (600/1000), then click on the white mask in the right part of the junk pile Moonrise Falling. Pick up the pliers from the left part of the junk pile. Examine the Apex Noir poster (1/2) on the wall to get 10 moxie (240/560). Look at the unidentified object at the bottom right, then pick it up to discover a fancy ice pick. Click on the cleaner bot to get a dead battery. Pick up the tangled fishing line from the rubbish bin on the left. Click on the broken TV to see a vision.
Use the fancy ice pick on the bypass cover to remove it. Now use your pliers on the fancy ice pick, then use the metal bar on the bypass panel - this will clear the steam. Head up to the bar entrance.
Pick up the shiny object on the barrel to the left, which is a coin (1/5). Collect another shiny object from the pile of objects on the right, which is the next coin (2/5). Stand on the elevator platform in the middle to trigger an earthquake, then pick up the sword from the far right. Use the sword on the sail canvas, then use your pliers to open the panel behind it - you will discover a scandroid and a note. Based on the note, you need to find 4 nodes hidden around the room. Their positions are indicated by times as if they were at times on a clock centered at the elevator platform, so set the nodes as follows:
- Near the device button (24:00): Click to set it to triangle
- Near the cargo nets (2:00): Click to set it to circle
- Near the right barrels (15:00): Click to set it to triangle
- Near the rocks on the left (21:00): Click to set it to square
Now go and click the device button. Use your pirate sword in the device, then stand on the elevator platform to go down to the aquarium hallway.
Examine the sea plant for 10 moxie (250/560). Look at the lynx jellyfish. Head left to the second part of the room and examine the sea plant and Segaladon fossil for another 20 moxie (270/560). Pick up the matchbook that contains a single match. Click on the net-like structure at the top right of the second part of the room, then examine the sea creature behind it to get 30 moxie (300/560). By this stage you will have examined everything here The Aquarium. Continue left to the tavern.
Examine the Apex Noir poster (2/2) Coffee Lover. Pick up the shiny object from the table, which is another coin (3/5). Examine the band poster on the left to get 10 moxie (310/560). Talk to the tavern patron at the bottom left about everything. Next talk to The Barkeep to get 2 evidence (9/20). Behind The Barkeep, look at the shelves and the Ale logo to get 20 moxie (330/560). Over to the right, look at the Moonshine advertisement for another 10 moxie (340/560). Pick up the napkin note from the table, and hole it over the back of the drunk to see lights through the 4 holes. You will be able to deduce these associations:
- Yellow: 4
- Blue: 2
- Orange: 1
Go through the door on the right into the storage room. Pick up the shiny object, which is yet another coin (4/5). Put your sail canvas on the ice, then light it with your matchbook, and pick up the broken camera. In your inventory, use the pliers on the broken camera to remove the lens. Now use the console and enter this code:
Press the white button and you will get a Deathrattle Moonshine. In your inventory use this on the tangled fishing line to straighten it out. Look at the note on the window. Following the instructions for each color you can make these associations:
- Yellow: 3
- Blue: 2
- Orange: 4
Set the following code on the console:
Press the white button and you will get a Pink Strawberry Cloud. Go out and give this to the tavern patron to get the last coin (5/5). Go to the far right into the corner. Examine the 52 Gazette front page to get 1 evidence (10/20) and 10 moxie (350/560). Also examine the rat/boat flyer, the inspection notice, and the art show flyer for another 30 moxie (380/560). Use your 5 coins on the jukebox, then try playing some songs. Notice that the sweeping increases in speed with certain combinations, then play the songs in this order: 01, 02, 04, 03. Pick up the broken mop. In your inventory, combine the mop handle with the fishing line, then add the dead battery.
Go back to the tunnel and use the makeshift fishing pole with battery on the lynx jellyfish to charge the battery. Head back out to the entrance, then to the alley. Use the cleaner bot to repair it. Return to the tavern and use the cleaner bot on the bathroom. Now talk to The Barkeep The Drowning Sailor.
Chapter 6
Dockside Dirge
Examine the statue and the fish for 20 moxie (400/560), then examine the atmosphere fan for 50 doodads (650/1000). Enter the shop. Walk to the left to meet The Angler. Examine the displays and shelves, and the bait containers to get 100 doodads (750/1000). Examine the sea creatures on the far wall to get 10 moxie (410/560) and 1 evidence (11/20). Examine the blocked out window on the left to get another 1 evidence (12/20). Pick up a fish pin from the counter on the left, then use it on the worker bot to the right to get a pry bar. Go back outside and head down towards the pier.
Examine the supplies to get 10 moxie (420/560). Walk out onto the jetty. Examine the devil's teeth and the boat wreck to get another 20 moxie (440/560). Pick up the shiny object next to the crane, which turns out to be a fuse. Search the barrels to get a lemon.
Next go to the supply yard and you will meet The Dockmaster, getting 1 evidence (13/20). Pick up the winch from the left. Examine the lantern to get 10 moxie (450/560) and the supplies to get 50 doodads (800/1000). Examine the label on the crate to the right for another 1 evidence (14/20). Use your pry bar on the crate to the left, then take the rope and salt shaker. Click on the chest next to the Dockmaster. In your inventory, combine the salt shaker with the lemon, then use this on the chest. Head all the way back to the shop.
Use your rope on the worker bot, then use your winch on it to tighten the ropes. Pick up the bot arm, then use the breaker box on the wall. Now click on the floor hatch. You need to rotate the dials to create the symbol shown at the bottom. From the starting position, turn the left dial twice, the middle dial once and the right dial once. Go and talk to The Angler about everything, then go through the door to the beach.
Pick up the bucket of fish, then examine the trash to get 10 moxie (460/560). Use the metal detector at the bottom left, and try it at 3 locations:
- Below the parasol, to find an AT magazine
- Near the rocks, to find an old game controller
- Near the boat, to find the crane key
Return through the shop to the docks. Use your fuse on the atmosphere fan, then pick up the plank that is uncovered, and you will carry it to the pier. Use your crane key on the crane, then use your bot arm to retrieve the floating bottle, and you will end up with some coins. Head up to the docks and use the coins in the viewfinder and you will get a photo. Go back to the supply yard.
Click on the chest. The viewfinder photo shows5 rock formations with shapes embedded at the top of each. Click on the symbols so that the matching rock formations are shown above them. You will automatically take the stuffed toy from the box. Give this to The Dockmaster and talk to him about everything to get 1 evidence (15/20), as well as a map and spyglass. Head out to the pier.
Use your bucket of fish on a spot far away, then cross the first plank. Repeat this to cross the second plank. Now use the bucket of fish on the devil's teeth, then use your poisoned bucket of fish on the spots in the water to kill the monsters. Cross the final plank and pick up the boat motor. Use the boat Dockside Dirge.
Chapter 7
Forlorn Isle
Examine the plaques on the 3 sculptures. Examine the small sculptures to get 50 doodads (850/1000). Examine the painted stones and the house for 20 moxie (480/560), then go inside to meet The Artist. Examine the window to get 1 evidence (16/20). Examine the flower on the right to get 30 moxie (510/560) and 1 evidence (17/20). Interact with the stereo, and press the 3rd, 4th and 5th buttons to get it to work. Now head upstairs to the attic.
Remove the sheet from the sculpture on the right to get 1 evidence (18/20). Examine the creepy doll leaning on the chest for 50 doodads (900/1000). Look at the plaques on each of the 3 sculptures up here. Return downstairs, then approach the storage room on the left. For this puzzle, you need to click on a series of tiles to indicate the relative physical positions of the objects, based on the captions of the sculptures with matching symbols:
- Bedrock: Angled lines
- Gentleman Octopus: Thick vertical line
- Deep Waters: Wavy lines
- Vanilla Cloud: Angled curves
- Rising Sun: Arc with lines
On the grid, press the gold symbols marked below:
Back out and talk to The Artist, who will ask you to retrieve a series of 3 objects from the storage room. Bring each of these back to her in order:
- Angular Base
- Tool 05
- Stone
- Orange Paint
Now talk to The Artist about everything to get 1 evidence (19/20). You will leave when you end the conversation Forlorn Isle.
Chapter 8
Lighthouse Lullaby
Examine the tree and the lighthouse to get 20 moxie (530/560), and the wind turbine and telescope to get 100 doodads (1000/1000). Look back down and search the storage shed to get some print chemicals. Now go inside to the first floor.
Over on the left, pick up the washers and fire extinguisher, then examine the newspapers for 10 moxie (540/560). On the right, examine the roots for another 10 moxie (550/560). Go back outside and look at the tree, then use a washer to knock down the fruit hanging from it. Go and pick up the fruit, which is just to the right of the storage shed. Go back inside and use the fruit on the owl, which is sitting up in the roots on the right. Pick up the screwdriver that fell down from the owl's nest. Use this to open the vent on the left wall, and you will automatically pick up an instant furniture pill. Head outside again.
Use your screwdriver on the plaque to remove it. In your inventory, use the screwdriver on the fire extinguisher, then add the plaque to the fire extinguisher to create a fulcrum device. Go inside and use this on the elevator door. Use it to force open the door, then head up to the second floor.
Examine the poster on the left wall to get 10 moxie (560/560). Now you can head to the Apartment from the Pause menu in the game. Click on all of the objects to buy them with your accumulated moxie and doodads, and you will get a series of achievements:
- Purchase one item It Has Begun
- Purchase half of the available items Junk Collector
- Purchase all of the available items Hoarder
Back in the game, pick up the spy bot from the right. Use your pill in the puddle on the floor. Open the hatch, but your path is blocked. Back out and use your spy bot on the thicket that has blocked the elevator shaft. You now need to solve a series of puzzles by guiding the spy bot through mazes to reach targets. The solutions to the 3 puzzles are as follows:
- Right, Left, Right, Right, Right
- Left, Right, Left, Left, Left, Right
- Right, Left, Left, Left, Left, Right, Right, Left
Go back down to the first floor and use your screwdriver to close the vent on the left wall. Go outside and head over to the atmosphere controller on the left. Use the print chemicals, then the hose, then the washers on the atmosphere controller. Now use the atmosphere controller. Head back inside and go up to the second floor. Open the hatch and climb up the third floor.
Try to open the cabinet, but it is locked. Click on the telescope, the printing press and the junk pile, and you will eventually find the cabinet key. Use this on the cabinet. Examine The Reporter's body, then click on her face, then on the key. After the cutscenes you will get the final 1 evidence (20/20) Sherlock Holmes.
You will now be shown the Murder Board. Click on the key next to one of the subjects, then click the submit button to accuse them of being the Keychain Killer. Start by selecting anyone other than The Angler What Have I Done.... Now select The Angler The Keychain Killer. You will earn an achievement for learning the truth The Truth, and another for completing the chapter Lighthouse Lullaby.
Chapter 9
Key Chain Key Change
Go right through the 3 walkways to reach the lobby. Pick up the stanchion on the left, then head up and grab the fire extinguisher. Go to the receptionist desk and use the fire extinguisher on the receptionist bot twice - you will end up with a globe. Now you can back out and head right to the service access area.
Pick up the crowbar, then return left. Go up to the elevator doors and use your crowbar on them to get some glass shards. Go down into the third walkway and use your globe to collect some of the bio-organic material. Add the glass shards to the globe, then place this on your stanchion. Go back to the lobby, then head right to the service access area.
Place the stanchion and globe in the spot under the light here. Climb up the ladder to reach the reactor. Press each of the buttons beneath the 4 reactor cores as they turn red. Now head to the control room in the middle. Talk to The Angler, then remove your helmet Key Chain Key Change.