Supraland Six Inches Under is a standalone first-person Metroidvania set beneath Supraland. It began as a smaller expansion-style project, grew into its own game, and is designed so you can start here even if you never played the original.
This is a beginner guide for learning how to think through its connected underground world. The main path is friendlier than the first Supraland, but optional and post-credits puzzles can still bite, so treat “beginner” as advice for getting oriented, not a promise that every secret is easy.
Essential Tips
1. Think Like a Metroidvania, Not a Linear Puzzle Game
If a path looks impossible, it may be waiting for a future ability.
Six Inches Under is built around a gated world. You explore caves, corridors, and hub routes, then come back later when a new item or ability changes what counts as reachable. That means the correct answer is not always in the room you are staring at.
When you hit a wall, ask two questions before forcing a solution: have I used every ability I currently own, and does this obstacle look designed for an ability I do not have yet? If the second answer feels likely, leave a mental note and keep moving. Productive retreat is a core skill here.
2. Use Cagetown as Your Orientation Point
The underground structure is easier to read when you treat the hub as home base.
Unlike the broad sandbox feel of the first game, Six Inches Under leans into a more defined underground layout. Caves and corridors branch around Cagetown, and that hub gives you a useful anchor when new exits, floors, and shortcuts start piling up.
Whenever you unlock a major ability, return to the hub mindset. Look for routes you passed earlier, doors that looked slightly out of reach, ledges that felt suspicious, and areas where the path wrapped back toward town. You are not just advancing forward; you are widening a network.
3. Observe the Room Before Touching Everything
Most puzzles are cleaner when you identify the goal first.
The best Supraland puzzles often hide the instruction in the environment. Before you start dragging objects around or firing tools at every surface, pause and read the space. Where is the locked path? What object looks interactive? Which surface, cable, target, pressure plate, pipe, or opening seems out of place?
Once you identify the likely goal, test one idea at a time. Random experimentation can work, but it also makes it harder to notice why something changed. A slower first minute usually saves several confused minutes later.
4. Treat Abilities as Puzzle Verbs
New tools are not just keys; they are new ways to describe problems.
Six Inches Under gives you a mix of returning and new abilities. The useful habit is to translate each upgrade into a verb. Can it move something, connect something, reach something, break something, redirect something, or let you stand somewhere new?
After every upgrade, revisit old obstacle types in your head. A gap may no longer be a movement problem. A blocked route may become a tool problem. A combat encounter may become a positioning puzzle. The game rewards players who keep reinterpreting old spaces instead of treating upgrades as single-use locks.
5. Do the Main Path First, Then Chase Hard Secrets
The game deliberately saves many tougher challenges for optional cleanup.
The main route is designed to be more approachable than the first Supraland, while harder puzzles are mostly optional. That is a useful permission slip. If a side puzzle is eating your patience, you can usually move on and return later with more abilities, more context, or a fresher eye.
This is especially important because meaningful optional content opens after the credits. Rolling credits is not the end of the game; it is a sign that more secrets and challenge spaces are ready for a player who understands the toolset.
6. Keep Combat in Perspective
Fighting exists, but it is not the center of the game.
The developer framing puts combat at a small slice of the overall experience, and Six Inches Under separates enemies from puzzles more than the first game did. Do not play like every room is an arena. Your main job is still exploring, noticing, and solving.
When combat does happen, look for the trick instead of relying on one routine. Enemy types are designed to differ from each other, and tool use can matter. If one approach feels clumsy, change angle, distance, movement, or tool choice before assuming you need to grind.
7. Save Completionist Cleanup for When It Gets Efficient
Chests, coins, powerups, and collectibles are easier once traversal opens up.
The game has a substantial collectathon layer, and community mapping exists because there are many things to clean up. You do not need to turn your first pass through every area into a perfect sweep. That can make the game feel slower and more frustrating than it needs to be.
Instead, grab obvious rewards, pay attention to suspicious corners, and remember places where a chest or pickup looked just out of reach. Later abilities and shortcuts make cleanup smoother. If you want full completion, do it after you have more movement and utility options.
8. Avoid Importing Old Supraland Assumptions Blindly
Returning players have an advantage, but this is not just more of the same.
Six Inches Under shares DNA with Supraland, and some abilities will feel familiar. At the same time, the world is new, half the abilities are described as new, enemies are different, and the combat philosophy changed. Old instincts help, but they can also trap you.
If a puzzle resists the “classic” answer, reset your expectations. The game often wants you to use a familiar mechanic in a new context, or combine simple pieces in a way that feels strange until the room clicks.
9. Use Hints Sparingly
A direct solution can spoil the exact part the game wants you to enjoy.
Six Inches Under is at its best when you get the idea yourself and then execute it quickly. If you need help, look for the smallest hint that moves you forward: what ability is relevant, whether you should return later, or which part of the room matters.
Avoid full solution videos or maps until you are doing endgame cleanup. A broad nudge preserves the “aha” moment. A complete route can turn a clever room into chores.
10. Let the Credits Change Your Checklist
Post-credits areas and secrets are part of the package.
Because the game opens significant optional content after the main quest, do not judge your save file by credits alone. Finish the main story, then reassess old doors, unreachable pickups, suspicious landmarks, and any route that seemed to end too cleanly.
For a casual playthrough, credits can be a satisfying stop. For a completionist run, they are the point where your priorities shift from learning the world to systematically testing it.
Common Mistakes to Avoid
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Do not brute-force every blocked route - Some obstacles are meant for later ability-gated revisits.
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Do not ignore Cagetown after leaving it - The hub helps you organize new routes and returning paths.
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Do not touch every object before reading the room - Identify the likely goal before experimenting.
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Do not treat upgrades as single-use keys - Each new ability changes how older puzzles can be understood.
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Do not spend an hour on one optional puzzle early - Main-path progress may give you tools or context that make it easier.
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Do not fight every enemy the same way - Different enemies and tools can ask for different approaches.
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Do not chase every collectible on the first visit - Traversal upgrades make cleanup more efficient later.
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Do not spoil puzzle solutions too quickly - Use small hints before full walkthroughs or complete maps.
Summary
| Category | Top Tip |
|---|---|
| World Structure | Treat blocked paths as possible ability gates |
| Hub Navigation | Use Cagetown to organize routes and returns |
| Puzzle Solving | Read the room before experimenting |
| Upgrades | Think of each ability as a new puzzle verb |
| Optional Content | Save harder secrets for later when needed |
| Combat | Look for tool and positioning answers |
| Collectibles | Clean up after traversal options improve |
| Post-Credits | Recheck the world after the main quest |
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6 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Supraland Six Inches Under.
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