Split Fiction Full Walkthrough#

Split Fiction has 8 main chapters, with official and media consensus putting the main story at roughly 12-15 hours (about 16 hours for 100%). This page gives the key flow points and time estimates for each chapter so a duo can pace themselves. Chapter-specific abilities and puzzles live on their own topic pages — this one focuses on getting to the end.

Total Playtime Reference#

Time estimates come from media walkthrough coverage (nme.com) and float with the duo’s experience:

Chapter Time Estimate
Rader Publishing (prologue) 20-30 minutes
Neon Revenge about 2 hours
Hopes of Spring about 1 hour 45 min
Final Dawn about 2 hours
Rise of the Dragon Realm about 2 hours 10 min
Isolation about 2 hours
The Void about 1 hour 30 min
Split about 40 minutes
Total about 12-15 hours (official figure)

Chapter 1: Rader Publishing (Prologue, 20-30 min)#

The two are invited by Rader Publishing to test “the Machine.” This is the tutorial chapter: learn movement, interaction and co-op basics. There are no special abilities — just follow the prompts. The real goals are building the color-split habit (Mio pink / Zoe green) and voice-call habits.

Chapter 2: Neon Revenge (about 2 hours)#

Mio’s cyberpunk city. Flow highlights:

  • Opening sub-level Rush Hour: a city chase that establishes the duo’s rhythm
  • Mid-run sub-level Hello Mr. Hammer: the chapter’s climax, with a boss fight against Mr. Hammer
  • Sub-level Streets of Neon: a neon-district stretch pairing the energy katana with the gravity whip

Abilities: Mio gets the energy katana (which can flip her personal gravity), Zoe gets the gravity whip. This chapter hides 3 side-story portals (the sci-fi chapter’s side stories are fantasy-styled) — take every one you see.

Chapter 3: Hopes of Spring (about 1 hour 45 min)#

Zoe’s magical forest — the transformation chapter. Mio becomes an otter / monkey, Zoe becomes a fairy / tree person; the four forms cover swimming, climbing, flying and terrain shaping. Verified sub-levels: The Underlands (underground area) and Halls of Ice (the ice-palace stretch). This chapter hides 3 more side-story portals. Switch forms promptly when prompted, and don’t force your way through water and aerial sections.

Chapter 4: Final Dawn (about 2 hours)#

Mio’s military sci-fi facility. Both players become ball forms: Mio’s ball hacks pink interactive objects, glides and squeezes through tight spaces, while Zoe’s ball magnetizes to green surfaces. The loop is “open door — pass through — swap,” with low combat density and high puzzle density. Another 3 side portals live here.

Chapter 5: Rise of the Dragon Realm (about 2 hours 10 min)#

Zoe’s dragon realm. The chain: hatch the dragon egg → bond with the hatchling → take flight. The aerial stretches are the main stage, and paired with the “Slopes of War” side story’s snowboarding, this is the peak of the game’s vehicle play. The final 3 side-story portals are here too (all 12 side stories sit in chapters 2-5).

Chapter 6: Isolation (about 2 hours)#

Mio’s-side prison-ship level, and the pacing turns oppressive and confrontational. The climax is the mirror duel against Dark Mio — an opponent whose moves mirror your own; using the arena and co-op windows to counter works far better than trading blows head-on. No side portals in this chapter.

Chapter 7: The Void (about 1 hour 30 min)#

Zoe’s inner world, where the level itself is the physical form of her psyche. The final opponent is the Hydra — the embodiment of the survivor’s guilt Zoe carries from her twin sister’s death; the fight is the storytelling. Slow down and let the chapter’s emotional beats land — this is the story’s peak.

Chapter 8: Split (about 40 minutes)#

The finale. The sci-fi and fantasy worlds link up in real time and bleed into each other as the two collaborate across worlds, ending with the defeat of Rader Publishing CEO J.D. Rader, who is arrested as the credits roll. No side stories here — just push through to the ending.

Chapter Abilities and Side Stories at a Glance#

Everything “what to check before a chapter” compressed into one table:

Chapter Chapter Ability (verified) Side Stories Boss Encounter
Rader Publishing None (tutorial) 0 —
Neon Revenge Katana / gravity whip 3 Mr. Hammer
Hopes of Spring Four transformation forms 3 —
Final Dawn Dual ball forms 3 —
Rise of the Dragon Realm Dragon riding 3 —
Isolation See in-game 0 Dark Mio
The Void See in-game 0 The Hydra
Split Dual-world linkage 0 Rader

How to use it: before entering a new chapter, scan the ability column; before leaving it, scan the side-story count — if you haven’t found all 3, don’t rush onward (missed ones can always be replayed later via chapter select).

Pacing Suggestions for Duos#

Play Frequency Recommended Pace
Once a week One chapter per session (40 min to 2 h 10 min); a natural two-month clear
Twice a week One chapter plus that chapter’s side stories; clear in three to four weeks
Holiday sprint Two days for the whole main story, third day for side stories and benches
Slow-burn experiential Ignore the time table, take every side portal you see, let the hours float

Whatever the pace, both players are always in sync — there is no single-player-only portion, so schedule around when both of you can show up.

Progression Tips#

  1. Don’t detour too long for collectibles on the first pass: take side portals when convenient, skip them when not, and backfill via chapter select after the credits — far cheaper than ping-ponging on the first run
  2. Test each chapter’s ability at the start: abilities reset every chapter; get the feel in the opening safe zone so you don’t wipe on a key platforming stretch
  3. Universal stuck-check: verify the color split → confirm you’re using the chapter’s ability → re-sync rhythm over voice; still stuck after all three? Take a break and reset
  4. Save pacing around chapters: chapters run 40 minutes to 2 hours — “one chapter per evening” fits naturally, and both players stay in sync
  5. The 100% route: finish the story (12-15 hours) → chapter select for the 12 side stories and 6 benches → close out against the platform achievement list; about 16 hours total

After the Credits#

  • Backfill side stories and benches: the 12 side stories (the Bookworms achievement) and 6 benches (the Sisters: A Tale of Two Besties achievement) are the main homework; methods on the Collectibles page
  • Replay the showpieces: chapter select returns to any reached chapter and checkpoint — re-ride gravity platforms and dragon flights via the Gallery page
  • Chase the hidden trophies: the hidden-entry list lives on the Secrets page

Summary#

This game barely needs a walkthrough escort — the 8-chapter structure is clear, death costs almost nothing, and puzzles have no knowledge gate. This page’s value is pacing: knowing each chapter’s time scale, which chapters hide side stories, and what the ending looks like. Before diving into a specific chapter, skim the chapter ability table on the Abilities page — your co-op will thank you.

内容最后验证于 2026-07