RADIOSOL Full Walkthrough: All Chapter 1 Objectives
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This RADIOSOL full walkthrough follows the documented Chapter 1 route from the tutorial through upgrades, puzzles, the Power Sphere and the train departure. It adds more intermediate detail than the short walkthrough, but it does not invent missing chapter content or ending names.
Use it alongside the site's data pages. The RADIOSOL Frequencies page isolates the radio values, while RADIOSOL Collectibles lists every Calypso 5 probe in route order.
1. Starting Shelter
Complete the tutorial inside the shelter. Learn the systems menu before going outside, because later downloads and access files need to be activated from there. The first hours are safer if you treat the tutorial as route training rather than a barrier.
From the first tunnel, descend the shaft to the bottom and download Calypso 5 #1 from the damaged probe droid. This is the first of nine probes tied to the Odyssey achievement.
Leave through the ventilation passage and surface. If you want the optional return achievement, step back outside, return to the starting capsule, then leave again. Do this only after you are comfortable with the known route.
2. Reach Megapol Station
Follow pipes and shaded structures toward the city. The route rewards patience: identify a shadow, move to it, then choose the next one. Direct sunlight damages the machine, so a longer shaded path is usually safer than a straight sprint.
Sign the document and select the three fingerprints to contact N3. This starts the story objectives and gives Megapol a clear purpose. Continue toward the station until you can identify its large letter M.
At Megapol Station, interact with the terminal at the pressure door. Mark the Power Sphere behind the station. You will also need Level 2 Access, which the researched route obtains through an early underground detour or from the damaged machine near Megapol.
Collect Calypso 5 #2 by climbing to Megapol's huge letter M. The probe hangs from the top, so this is also a good check that you are comfortable using vertical routes for collectibles.
3. Agglomerate 5
Find the tall building with antennas west of Megapol. Climb high, locate the red-lit cylindrical structure and descend through the ventilation route. This is the beginning of the Power Sphere approach.
Try the emergency fan shutdown when you reach the fan. In the normal order, it fails until you have Level 3 Access and NED. The failed terminal is not a bug; it tells you which preparation tasks remain.
Collect Calypso 5 #3 from Agglomerate 5's cranes. Then find the three tall pipes leaning slightly to one side nearby and download Calypso 5 #4 from the pipe top.
4. Train Repair Yard
Travel to the group of five tall structures connected by railway tracks. Follow the signal to the yellow-light antenna and download transmitter software. This is one of the key prerequisites for later radio and transmitter work.
At the railway control terminal, bring only locomotive L and cars 01 and 02 back to the repair facility. Disconnect cars 03 onward because their cargo is dangerous. Our RADIOSOL Puzzle Solutions page lists the coupling steps separately.
After the train arrives, download the NED signature from the black car with flashing red lights. Optionally, survive the vortex near the repair yard for an achievement, but save before attempting it.
Calypso 5 #5 is in the Train Repair Yard area. Follow the tracks toward the repair station and search behind walls at the rear of nearby buildings, almost opposite the track with a train car.
5. Chemical Plant
Go to the large industrial building beyond Agglomerate 5. Behind the plant, download Calypso 5 #6 from the large pipe. This probe is easy to see once you are behind the correct structure.
Then enter the circular opening near the rear wall, descend through the duct and download NightOwl night vision. NightOwl becomes essential in the dark Depot, so do not skip this detour.
Chemical Plant is also a good point to save. You are far enough into the route that repeated mistakes become expensive, and the following Depot sequence has both navigation and signal requirements.
6. Depot and Level 3 Access
Head toward the low, pyramid-like Depot. On the way, collect Calypso 5 #7 from the industrial building with a triangular antenna on its roof. Once you reach the Depot, activate NightOwl before going deeper.
Crawl through the red-lit duct and inspect the fenced radio device. Copy its configuration, open your radio from the systems menu, choose the cross-shaped sonogram symbol and move the target to L_Resort. Enable reception.
Stay near the exit and let the roaming machine come into signal range. When music plays through the radio, press E to download Level 3 Access. Afterward, open the systems menu and activate NED.
7. Radio 0 transmitter puzzle
Travel to the largest antenna, Radio 0. Use long pipes for shade on the exposed approach. The transmitter terminal is inside the circular, water-tank-like building beside the conspicuous antenna tower, not in the tower itself.
Set receiver coordinates to X 50.0 and Y -50.0. Set output coordinates to the same point. Open SDR_Transmitter.mByte, set its sliders to X 0.750 and Y 0.250, then transmit. The two coordinate systems represent the same location in different scales.
Collect Calypso 5 #9 from the top of Radio 0. This is the final probe in the researched nine-probe route, and it is much easier if you have already practiced the area's vertical climbs.
8. Power Sphere and finish
Return to Agglomerate 5 and stop the fan. If Level 3 Access is not recognized, check that NED and the access file are active in the systems menu. Use Emergency Stop, crawl into the shaft and enter the Power Sphere.
If you have not collected it yet, inspect the large pipes extending from the Power Sphere for Calypso 5 #8. Then activate the three sphere power injectors to restore power.
The return route is more dangerous because shadows now move. Travel from cover to cover back to Megapol, lower the pressure door, descend to the railway platform, turn left and board the train. This is the documented end of Chapter 1, not a confirmed final ending of the full game.
Completion checklist
Before boarding, review story tasks, access files, puzzle values, nine Calypso 5 probes and the nine achievements. The RADIOSOL Checklist is the compact version; the RADIOSOL Progress Tracker is the noindex review page.
For ending context, see RADIOSOL All Endings. The researched material does not confirm an ending count or true-ending branch. See RADIOSOL Patch Notes if a terminal or route behaves differently from an older walkthrough.
No active RADIOSOL Codes were verified during this research pass. Every prerequisite listed here is obtained through the game's own story route.
Sources
- ShowGamer RADIOSOL walkthrough · checked 2026-10-05
- Neoseeker RADIOSOL Chapter 1 guide · checked 2026-10-05
- KosGames RADIOSOL walkthrough · checked 2026-10-05