RetroSpace Walkthrough: Stasis, Nexus Gardens and Medical

This walkthrough follows the order the full game shows you the station, built from full-game recordings published on September 30, 2026 (DeepSpaceMatt, ProRogueBear, Tested and Explained) and from the June demo, which covers the medical section. It stays light on story spoilers. Every code below is also on the door code list with its sources.

1. Stasis chamber 37

You wake early in stasis chamber 37. A Board announcement explains the Golden Journey: Earth is dying and 13 floating space cities set out to find a new home. You are on Aurora 5, and you remember nothing.

  • The first prompt teaches the Power Wrench: left mouse for a quick swing, hold right mouse for a charged hit.
  • Break the blocked door, pick up the flashlight and loot food, credits and scrap. Food and beer heal small amounts.
  • A toxic gas leak blocks the way. Grab the janitor’s helmet (it gives you the HUD, including an O2 sensor and a light indicator) and turn the valves off.
  • The cleaner spray arrives here. Left mouse sprays, right mouse leaves puddles. Linking puddles to a powered source is how you shock things later; the game teaches it on a depleted battery.

2. The stasis turret and the janitor’s room

A voice message from a crew member to “Alex” mentions a stashed handgun: “I’ve stashed a handgun and some ammo in the janitor’s room at the bottom of the stasis chambers… The code is 0937.” Go down and open it for the Wolverine W3 pistol, a 12-round gun whose slow bullets bounce off walls.

A security override terminal near the turret takes 1477, which turns the turret green (friendly). Crouch along the dark edges if you have not found the code yet: the light indicator shows how visible you are, and crouching makes you silent.

Further on you reach a Helo Dome chamber. These save your game and bring you back after death; they also sell healing and “gene reconstruction” to remove cloning errors. A Mutamod vending machine nearby is where you pick your first, free Mutamod (see Mutamods).

3. Repairing the generator

A broken generator stops the elevator. Hit the faulty parts with the wrench until all three lights show blue, then the generator reports operational. There are several routes down here: an elevator, a ladder, and vents. Take the time to explore, since scrap and credits are everywhere.

4. Nexus Plaza and the Gardens

Through a pressure hatch you reach the Nexus Plaza. Dr. Nebula contacts you on the radio and asks you to find the garden area. A terminal here gives you the station map, and your PDA shows a codex that fills in when you scan enemies with the camera, once you have one.

  • A staff memo about bad password habits quotes the Nexus Gardens security override 9636 as its example. It also describes a cipher; ProRogueBear entered 9636 directly on the “Steve” surveillance camera override and it worked.
  • A “reminder to self” email gives the garden storage code 1212.
  • The garden train station is here too, though the quarantine lock keeps it shut at first.
  • Radio chef DJ Charlatan leaves survival tips on audio logs; his first one is about stacking boxes to reach high places.

The Head Gardener’s Office comes next. The Janitors’ Haven, your base, also opens up around this part of the station; find the janitor room in each section to fast travel through it later.

5. Medical section

The medical section comes after the gardens in the full game; the June demo dropped you straight into it. Your first goal is Professor Hammond’s office, where he locked himself in and started the quarantine routine.

  • Reception: an email from Rafael Mirage gives the ICU code 0451. It does not unlock the reception terminal itself.
  • Turrets: the control panel code is 2177. In the demo it is written under a stain that you clean off with the spray.
  • Disco lounge, prep rooms, nurses’ quarters: worth searching for ammo; the disco is a good place to read the room before a fight.
  • Getting to Hammond’s office: a developer listed two routes on the Steam forum. The easier one is through the nurse rooms, where a vent leads down to the storage area. The harder one is from the surgical ward by carrying boxes (the one that needed the retinal scanner head).
  • Hammond’s computer: Rachel Rosen’s note complains that his password is still 1234. Use it on the control panel on that same computer.

6. The quarantine lockdown and the jump

Lifting the lockdown triggers the station’s jump into its other time period. The medical section changes around you, and doors that were shut before become the way forward. If you are stuck after the jump, the developers’ hint is the morgue, “the only door you probably never opened in the other timeline”.

  • Morgue: code 2236, written in blood at the end of a curved hallway. Or skip it: in the little storage room behind the turret near the morgue entrance, look up, stack a box and climb into the hidden route. Expect a fight inside; demo players met a huge mutant boar in this area.
  • In the demo, the way on from the morgue led to the Janitors’ Haven. In the full game you will usually have reached the Haven already.

We will extend this walkthrough section by section as more of the station is confirmed.

If you get stuck

  • Read every email and audio log; codes are almost always in a message nearby.
  • Look up. Vents, hatches and box-stack routes are the second way into most rooms.
  • Switch timelines in your head: if a door is shut in one period, check it in the other.
  • Still lost? The Steam forum answers and our station map cover the common sticking points.
Did this get you through the door?