I noticed the two moons/suns too. Perhaps we never were in Earth, perhaps that is the real world in Submachine.Toskin wrote:Edit: When exactly we left Earth ?
Submachine 10: the Exit
Re: Submachine 10: the Exit
- Anonymous1
- subnet technician
- Posts: 408
- Joined: 09 Sep 2015 18:39
Re: Submachine 10: the Exit
Thanks ShadowNil your walkthrough helped a lot!
And thank you Mateusz for finally showing me and the rest of us what is behind the metal plate!
And thank you Mateusz for finally showing me and the rest of us what is behind the metal plate!
Re: Submachine 10: the Exit
PART 3
FROM THE END OF LAST PART AND MY LAST POST, IF YOU ARE FOLLOWING, YOU SHOULD HAVE:
IN BACKPACK:
KARMA FUSE X 4
COIL X 1
LOOP STABILIZER X 3
VECTOR FINDER X 2
LADDER STEP X 1
IN INVENTORY:
RUNE PAGE X 2
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
FORCE FIELD PLASMA CANISTER
AND YOU SHOULD BE AT O O O
Go to I I O, go left 2. Insert the Force Field Plasma Canister into the slot. Go left. It's probably a secret, and you cannot pick it up, and I don't know how to pick those up, so don't bother anyway.
Right 2, go through the door. Obtain Vertical Loop Note from the wall, read it. Sounds like Inception. Go left 1, down 1, part of a broken Sub-Bot under the stairs contains a conspicuous spot, click it and obtain Triple A Battery and throw into Backpack.
Notice the Sub-Bot "ladder" spots on the wall behind the staircase. They don't have a significance as far as I know, but they're interesting to note.
Right 1, obtain Vector Finder, throw into Backpack.
Leave the building, right 2, and enter this building. Click spam until you clear the doorway. Go through the door. Look through the viewer into the dish. Notice how there's EIGHT dots...?. Now click the lamp to light the dish with Karmic Light or something. Look through the viewer again. One dot in the center, surrounded by the Seven. Might be significant or symbolic. Dunno.
Left 1, through the door, and through the hallway. You're in a sort of study.
Left 1, open the panel on the right, take the Vector Finder, and throw into Backpack.
Click the lens. Then click out of it. Notice how it magnifies objects, and how the two metal holders seem to be there waiting for something, and notice the skulls lying around. REMEMBER THIS FOR LATER!
Exit the building. Right 1, down 1, right 1, through the door, right 1, through that door, right 1, take the Vector Finder from the floor and throw into Backpack.
Notice the floating fragments in the glass tube. Now turn on the machine. Notice what happens. This might be important later? Or not?
Left 1, back out, left 2, take and read the note behind the boxes. Obtained Sentient Submachine Note. Go through the door, notice the device in the corner. That might be important, still not far in enough to know.
Back out, right 1, through the door. Take all 5 of the Vector Finders out of the Backpack, and insert all of them into the empty machines on the ground. The Karma Gate should activate, go through.
I I O Karma Gate = Sub 6 Cliffs
Up and to the left, left 1, open both grates. Left 1, take third rune page. Right 1, go through the left grate, right 2, disable the lasers, right 1, take Blockade Removal Tool. Left 2, up 1, left 1, take Plasma charge and put it in the Backpack. Back all the way out, and go in the grate on the right. Right 1, notice how the axle in the middle has 3 holes on the side, use the blockade removal tool on it to clear it. Up 2, left 1, open the capsule and take the Plasma charge and put it in the Backpack. Right 2, click the valve until lights are UP and RIGHT.
Left 1, down 2, right 2, down 1, take Ladder Step and throw into Backpack. Up 2, click valve until lights are DOWN AND RIGHT.
Down 1, left 2, down 2, right 1, take Hatch Valve. Left 2, take Karma Vial and throw into Backpack. Back out all the way, make both valves back the way they were, back out all the way to the Karma Gate.
Go right 3. Notice how of the two machines, the left one has something in it, and both are lit red, while the right one is empty and also red. REMEMBER THIS FOR LATER!
Right 1, up 1, use Hatch Valve on the thing, spin it to open the hatch. Go through, right 1, notice the three spots for Plasma Charges to activate the machine to disable the lasers. You have two of three right now. REMEMBER THIS FOR LATER!
Go all the way back to XYZ portal. Go to I I I
Right 3, take the third and last Ladder Step and throw into Backpack. Left, 1 down 1, left 1, notice the holder for a Light Sphere. REMEMBER THIS FOR LATER!
Back out to the XYZ Portal, left 3, take the Twin Hieroglyph Page. Go back to the XYZ Portal, and go to I O I Karma Gate
Back at the Sub 8 Docks via I O I Karma Gate, go right and down. Put all 3 Ladder Steps in the spots for them, go down 1, right 2, and take the Light Sphere. Right 1, take the Light Crown Note. Left 4, take the Root Path Finder from the lion statue and throw into Backpack, then backtrack to the XYZ Portal, and go to I I I
Right 2, down 1, left 1, place the Light Sphere into the holder, and phase through the wall. Take the Meditation Glyph, phase back out of the alcove, and go to the Karma Gate left 1 of the XYZ Portal. Insert Meditation Glyph into the Karma Gate, and go through.
I I I Karma Gate = Sub 9 Inner Temple
This music, man. So tense. Seems the Red Resin has conquered this place.
Left 1, up the stairs 2, left into the passage 2, and plug the Coil into the machine.
Left 2, take the Portal Stabilizer and throw into Backpack.
Back out to XYZ Portal, and back to O O O
RIGHT NOW, YOU SHOULD HAVE
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
TRIPLE A BATTERY X 1
KARMA VIAL X 1
PLASMA CHARGE X 2
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 1
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
FROM THE END OF LAST PART AND MY LAST POST, IF YOU ARE FOLLOWING, YOU SHOULD HAVE:
IN BACKPACK:
KARMA FUSE X 4
COIL X 1
LOOP STABILIZER X 3
VECTOR FINDER X 2
LADDER STEP X 1
IN INVENTORY:
RUNE PAGE X 2
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
FORCE FIELD PLASMA CANISTER
AND YOU SHOULD BE AT O O O
Go to I I O, go left 2. Insert the Force Field Plasma Canister into the slot. Go left. It's probably a secret, and you cannot pick it up, and I don't know how to pick those up, so don't bother anyway.
Right 2, go through the door. Obtain Vertical Loop Note from the wall, read it. Sounds like Inception. Go left 1, down 1, part of a broken Sub-Bot under the stairs contains a conspicuous spot, click it and obtain Triple A Battery and throw into Backpack.
Notice the Sub-Bot "ladder" spots on the wall behind the staircase. They don't have a significance as far as I know, but they're interesting to note.
Right 1, obtain Vector Finder, throw into Backpack.
Leave the building, right 2, and enter this building. Click spam until you clear the doorway. Go through the door. Look through the viewer into the dish. Notice how there's EIGHT dots...?. Now click the lamp to light the dish with Karmic Light or something. Look through the viewer again. One dot in the center, surrounded by the Seven. Might be significant or symbolic. Dunno.
Left 1, through the door, and through the hallway. You're in a sort of study.
Left 1, open the panel on the right, take the Vector Finder, and throw into Backpack.
Click the lens. Then click out of it. Notice how it magnifies objects, and how the two metal holders seem to be there waiting for something, and notice the skulls lying around. REMEMBER THIS FOR LATER!
Exit the building. Right 1, down 1, right 1, through the door, right 1, through that door, right 1, take the Vector Finder from the floor and throw into Backpack.
Notice the floating fragments in the glass tube. Now turn on the machine. Notice what happens. This might be important later? Or not?
Left 1, back out, left 2, take and read the note behind the boxes. Obtained Sentient Submachine Note. Go through the door, notice the device in the corner. That might be important, still not far in enough to know.
Back out, right 1, through the door. Take all 5 of the Vector Finders out of the Backpack, and insert all of them into the empty machines on the ground. The Karma Gate should activate, go through.
I I O Karma Gate = Sub 6 Cliffs
Up and to the left, left 1, open both grates. Left 1, take third rune page. Right 1, go through the left grate, right 2, disable the lasers, right 1, take Blockade Removal Tool. Left 2, up 1, left 1, take Plasma charge and put it in the Backpack. Back all the way out, and go in the grate on the right. Right 1, notice how the axle in the middle has 3 holes on the side, use the blockade removal tool on it to clear it. Up 2, left 1, open the capsule and take the Plasma charge and put it in the Backpack. Right 2, click the valve until lights are UP and RIGHT.
Left 1, down 2, right 2, down 1, take Ladder Step and throw into Backpack. Up 2, click valve until lights are DOWN AND RIGHT.
Down 1, left 2, down 2, right 1, take Hatch Valve. Left 2, take Karma Vial and throw into Backpack. Back out all the way, make both valves back the way they were, back out all the way to the Karma Gate.
Go right 3. Notice how of the two machines, the left one has something in it, and both are lit red, while the right one is empty and also red. REMEMBER THIS FOR LATER!
Right 1, up 1, use Hatch Valve on the thing, spin it to open the hatch. Go through, right 1, notice the three spots for Plasma Charges to activate the machine to disable the lasers. You have two of three right now. REMEMBER THIS FOR LATER!
Go all the way back to XYZ portal. Go to I I I
Right 3, take the third and last Ladder Step and throw into Backpack. Left, 1 down 1, left 1, notice the holder for a Light Sphere. REMEMBER THIS FOR LATER!
Back out to the XYZ Portal, left 3, take the Twin Hieroglyph Page. Go back to the XYZ Portal, and go to I O I Karma Gate
Back at the Sub 8 Docks via I O I Karma Gate, go right and down. Put all 3 Ladder Steps in the spots for them, go down 1, right 2, and take the Light Sphere. Right 1, take the Light Crown Note. Left 4, take the Root Path Finder from the lion statue and throw into Backpack, then backtrack to the XYZ Portal, and go to I I I
Right 2, down 1, left 1, place the Light Sphere into the holder, and phase through the wall. Take the Meditation Glyph, phase back out of the alcove, and go to the Karma Gate left 1 of the XYZ Portal. Insert Meditation Glyph into the Karma Gate, and go through.
I I I Karma Gate = Sub 9 Inner Temple
This music, man. So tense. Seems the Red Resin has conquered this place.
Left 1, up the stairs 2, left into the passage 2, and plug the Coil into the machine.
Left 2, take the Portal Stabilizer and throw into Backpack.
Back out to XYZ Portal, and back to O O O
RIGHT NOW, YOU SHOULD HAVE
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
TRIPLE A BATTERY X 1
KARMA VIAL X 1
PLASMA CHARGE X 2
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 1
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
Last edited by ShadowNiL on 21 Dec 2015 22:15, edited 1 time in total.
Re: Submachine 10: the Exit
STILLGemini523 wrote:Thanks ShadowNil your walkthrough helped a lot!
And thank you Mateusz for finally showing me and the rest of us what is behind the metal plate!
GOING
AAAAAAAAAAAAAA
YOU'RE WELCOME
- Anonymous1
- subnet technician
- Posts: 408
- Joined: 09 Sep 2015 18:39
Re: Submachine 10: the Exit
What to do with the secrets? I didn't place the ID card at slot numbered s-3-c or something
also:
What happens if you activate lighthouse portal?
also:
What happens if you activate lighthouse portal?
Bender sucks
Re: Submachine 10: the Exit
PART 4
FROM THE END OF LAST PART AND MY LAST POST, IF YOU ARE FOLLOWING, YOU SHOULD HAVE:
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
TRIPLE A BATTERY X 1
KARMA VIAL X 1
PLASMA CHARGE X 2
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 1
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
AND YOU SHOULD BE AT O O O
Go to O O I
I HATE THE MUSIC HERE, SO FUCKING CREEPY MAN
Right 1, up 1, take Twin Hieroglyph Page, left 1, up 1, take Twin Hieroglyph Page, go all the way back to XYZ Portal. Right 2, and look at your 3 Twin Hieroglyph Pages.
The order you should have taken them, if you are following, is the right order already. The second hieroglyph of the first page, is the first hieroglyph of the second page. Etc. Not too hard to figure out. Get the hieroglyphs in the right order, top to bottom, on the column, then left 1, up 1, left 2, take the big cogwheel that has appeared.
Right 2, down 2, right 1, place the big cogwheel here, and spin it so the arrow points down.
Left 1, down 1 into the underground part, left 1, up 1, through the Karma Gate.
O O I Karma Gate = Citric Acid Section of Sub 5's The Root
Remember this puzzle? Yeah, so do I.
Down 1, right 1, take the Light Sphere, right 1, take the small cogwheel from the empty bathtub and throw into Backpack.
Go all the way back to the XYZ Portal, and back to the area through I O I Karma Gate.
Right 1, place the Light Sphere into the holder, and phase through to the ship pod.
Right 1, open the hatch on the wall, take Insulator Cap. Up 1, take the second small cogwheel, throw into Backpack.
Back all the way out to XYZ Portal, go to O I I
The music here is pretty weird.
Down 1, right 4, up 1, right 2, down 1, go inside, left 1, read the display. S.H.I.V.A. = Computer confirmed. Left 1, take the third Plasma Charge from here. Back out to the torn gap in the pipe, go inside.
Left 1, down 1, put Insulator Cap over the electrical receptor at the bottom of the rotateable array, click the center once so that the top right indicator is lit green but the lower indicator stays red thanks to the Insulator Cap. Up 1, left 2, go through the Karma Gate.
O I I Karma Gate = Sub 7 Atrium Dome
I didn't like the puzzle here back in Sub 7. Still don't.
Down 1, through the doorway. Left 1, go through the doorway, up 1, take Telescope Tube under the tripod. Back out to the Atrium.
Left 1, check the code puzzle box from Sub 7. The farthest right center hole contains a Stone Grape, take and Backpack it.
Go through the doorway in front of you, take the skull on the ground. Check the Telescope and the layer viewers for some graphics.
Back out 1, left 1, through the doorway, check the layer viewer, go up 1, take the note on the wall and read it. Obtained Abandoned 32 Note.
Back out to the Atrium, left 1, through the doorway, take the Telescope Head off the ground. Open the gate in front of you and look inside. Not much to it, but this MIGHT BE IMPORTANT, I don't know. Back out to the Atrium.
Right 1, go inside, assemble the telescope, and look through it. Surprise, Surprise.
Go all the way back to the rotating device. Rotate so the top left indicator is lit, but the bottom indicator is still red thanks to the Insulator Cap. Back to the XYZ Portal, go to I I O Karma Gate area.
Remember where the three spots for the Plasma charges were? Yeah, go back there, and insert the three you have now. Toggle lasers off. Right 1, check the display. Activate the emergency evacuation protocol, by making the dot be on the left holder. Right one, notice the blocked door has - S - 3 - C - on it.
BEYOND THERE IS A SECRET AREA
GO BACK TO THE GREEN SHIP AT THE STARTING AREA, PUT THE TRIPLE A BATTERY INTO THE DEVICE TO THE LEFT OF THE CAPTAINS ID CARD SLOT, THEN COME BACK HERE WITH THE SECRETS
ASSUMING YOU DID THIS AT SOME POINT FROM HERE ON, AND THEREFORE DO NOT HAVE THE TRIPLE A BATTERY ANYMORE
While you're here in I I O, go back to the room with the magnifier and the skulls. Place the skull you have in your inventory on the viewing platform, and view it w/ the magnifier. Obtain Explorer's Chip.
Go all the way back to the XYZ Portal, and go to O I O.
RIGHT NOW, YOU SHOULD HAVE
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
KARMA VIAL X 1
SMALL COGWHEEL X 2
STONE GRAPE X 1
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 3
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
ABANDONED 32 NOTE
EXPLORER CHIP X 1
AND YOU SHOULD BE AT O I O
Off to take a break, damn this is tiring work.
I hope all this helps you guys.
FROM THE END OF LAST PART AND MY LAST POST, IF YOU ARE FOLLOWING, YOU SHOULD HAVE:
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
TRIPLE A BATTERY X 1
KARMA VIAL X 1
PLASMA CHARGE X 2
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 1
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
AND YOU SHOULD BE AT O O O
Go to O O I
I HATE THE MUSIC HERE, SO FUCKING CREEPY MAN
Right 1, up 1, take Twin Hieroglyph Page, left 1, up 1, take Twin Hieroglyph Page, go all the way back to XYZ Portal. Right 2, and look at your 3 Twin Hieroglyph Pages.
The order you should have taken them, if you are following, is the right order already. The second hieroglyph of the first page, is the first hieroglyph of the second page. Etc. Not too hard to figure out. Get the hieroglyphs in the right order, top to bottom, on the column, then left 1, up 1, left 2, take the big cogwheel that has appeared.
Right 2, down 2, right 1, place the big cogwheel here, and spin it so the arrow points down.
Left 1, down 1 into the underground part, left 1, up 1, through the Karma Gate.
O O I Karma Gate = Citric Acid Section of Sub 5's The Root
Remember this puzzle? Yeah, so do I.
Down 1, right 1, take the Light Sphere, right 1, take the small cogwheel from the empty bathtub and throw into Backpack.
Go all the way back to the XYZ Portal, and back to the area through I O I Karma Gate.
Right 1, place the Light Sphere into the holder, and phase through to the ship pod.
Right 1, open the hatch on the wall, take Insulator Cap. Up 1, take the second small cogwheel, throw into Backpack.
Back all the way out to XYZ Portal, go to O I I
The music here is pretty weird.
Down 1, right 4, up 1, right 2, down 1, go inside, left 1, read the display. S.H.I.V.A. = Computer confirmed. Left 1, take the third Plasma Charge from here. Back out to the torn gap in the pipe, go inside.
Left 1, down 1, put Insulator Cap over the electrical receptor at the bottom of the rotateable array, click the center once so that the top right indicator is lit green but the lower indicator stays red thanks to the Insulator Cap. Up 1, left 2, go through the Karma Gate.
O I I Karma Gate = Sub 7 Atrium Dome
I didn't like the puzzle here back in Sub 7. Still don't.
Down 1, through the doorway. Left 1, go through the doorway, up 1, take Telescope Tube under the tripod. Back out to the Atrium.
Left 1, check the code puzzle box from Sub 7. The farthest right center hole contains a Stone Grape, take and Backpack it.
Go through the doorway in front of you, take the skull on the ground. Check the Telescope and the layer viewers for some graphics.
Back out 1, left 1, through the doorway, check the layer viewer, go up 1, take the note on the wall and read it. Obtained Abandoned 32 Note.
Back out to the Atrium, left 1, through the doorway, take the Telescope Head off the ground. Open the gate in front of you and look inside. Not much to it, but this MIGHT BE IMPORTANT, I don't know. Back out to the Atrium.
Right 1, go inside, assemble the telescope, and look through it. Surprise, Surprise.
Go all the way back to the rotating device. Rotate so the top left indicator is lit, but the bottom indicator is still red thanks to the Insulator Cap. Back to the XYZ Portal, go to I I O Karma Gate area.
Remember where the three spots for the Plasma charges were? Yeah, go back there, and insert the three you have now. Toggle lasers off. Right 1, check the display. Activate the emergency evacuation protocol, by making the dot be on the left holder. Right one, notice the blocked door has - S - 3 - C - on it.
BEYOND THERE IS A SECRET AREA
GO BACK TO THE GREEN SHIP AT THE STARTING AREA, PUT THE TRIPLE A BATTERY INTO THE DEVICE TO THE LEFT OF THE CAPTAINS ID CARD SLOT, THEN COME BACK HERE WITH THE SECRETS
ASSUMING YOU DID THIS AT SOME POINT FROM HERE ON, AND THEREFORE DO NOT HAVE THE TRIPLE A BATTERY ANYMORE
While you're here in I I O, go back to the room with the magnifier and the skulls. Place the skull you have in your inventory on the viewing platform, and view it w/ the magnifier. Obtain Explorer's Chip.
Go all the way back to the XYZ Portal, and go to O I O.
RIGHT NOW, YOU SHOULD HAVE
IN BACKPACK:
KARMA FUSE X 4
LOOP STABILIZER X 3
ROOT PATH FINDER X 1
PORTAL STABILIZER X 1
KARMA VIAL X 1
SMALL COGWHEEL X 2
STONE GRAPE X 1
IN INVENTORY:
RUNE PAGE X 3
TWIN HIEROGLYPH PAGE X 3
LIVING SUBMACHINE NOTE
TWIN GRAVES NOTE
LIGHTHOUSE ESCAPE NOTE
VERTICAL LOOP NOTE
SENTIENT SUBMACHINE NOTE
LIGHT CROWN NOTE
ABANDONED 32 NOTE
EXPLORER CHIP X 1
AND YOU SHOULD BE AT O I O
Off to take a break, damn this is tiring work.
I hope all this helps you guys.
Re: Submachine 10: the Exit
Not stuck enough to read this thread yet , but I'd like to mention that playing this game with a 3-year-old makes it rather more difficult. Namely because said child keeps getting scared of going to the area I need to find the next item. xD
Also, the 2,3 area is just beautiful. Probably my favorite place visually in the entire series.
Also, the 2,3 area is just beautiful. Probably my favorite place visually in the entire series.
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine 10: the Exit
Finished it! The game is probably one of the most awesome things I ever saw in my life!
I wish the game could left me in the screen before the cutscene so I can search for the secrets!
I wish the game could left me in the screen before the cutscene so I can search for the secrets!
ENIHCAMBUS: State of the Art Scanning!