Sub 2 v. Sub 9: Portals
Posted: 09 Oct 2017 12:08
A portal in the subnet can be described as a method of transportation. Examples of these are karma portals, lab portals, root transporters, and edge portals. However, there are 2 that are strikingly similar: The lighthouse portal in Submachine 2 and the white karma portal in Submachine 9. These games have been described by Apocrypha as games that mirror each other in a chiastic structure, where as Submachine 2 is B and Submachine 9 is I. (for more comparisons on these installments, and others, see Apocrypha's theory video at https://www.youtube.com/watch?v=mN63Pvf4rYM) However, his findings did not go over these so I will do so here
Differences:
Submachine 9: White Karma Portal
This portal appears circular, similar to the karma portals seen in the previous installments. However, it's strength sets it apart from the rest. All of the karma portals outside of the knot are clearly unstable, as they cause deterioration anywhere they were drawn. However, as the knot is the perfect result of the plan, everything there has a sense of stability. Although there is an exception with the karma portal we use to access the mover, the white karma portal is not an exception; therefore, it has a sense of stability. Not only that, but it's sense of strength also comes from the fact that the portal takes you great distances from the 8th layer to the 1st layer and from the Shiva section to the Northern Gardens in Submachine 10. This, instead of correlating to the portal that takes you from submachine 2 to submachine 3, although it kind of should, correlates to the "elevator" that transports you from submachine 1 that somehow takes you to submachine 2. Note how in submachine 10, we entered a karma portal that took us into the arcade machine, or somewhere based off of the arcade machine. Maybe we did this exact same thing, but backwards, to get to the lighthouse. "But Sundex, wouldn't the end scene for Submachine 1 be deteriorated?" That is the thing. Time has passed. We don't know how much time, but clearly enough for instability to take form and for the karma portal to start causing deterioration by the time we reach the arcade machine again.
Submachine 2: Lighthouse Portal
The light in the lighthouse is classified as a portal by Murtaugh in a note he left at the lighthouse.
“I did draw a portal in here, however it's not stable.”
— Portal note (Sub 2)
The fact that it is not stable makes it different from the white portal in Submachine 9. It's instability is the reason it transports us to the loop as seen in Submachine 3. However, instead of correlating to Submachine 9 heading into Submachine 10, it correlates to the "karmic gateway" of Submachine 8 that takes you to Submachine 9. There is obviously one huge difference between these two end scenes: one goes into a "detour" and the other comes out of one. But there is a similarity: before the next installment came for both of these games, we as a community were left in the dark to an extent.
Similarities
Both portals serve as an ending in respect to the games they associate with. Not only that, but have you noticed you need 5 things to gain access to both portals? In Submachine 2, you need to turn 5 red lights to green before the portal functions normally. In Submachine 9, you need to obtain 2 seals, one for Murtaugh and Elizabeth, and 3 wisdom gems, totaling up to 5 items. There are 2 puzzles in Submachine 2 that can easily correlate with the seals: the e=mc^2 puzzle and the spinning knobs puzzle. The e=mc^2 puzzle correlates to Murtaugh's seal. Where we find m is evidence to this claim:
“For those who follow me: I am sorry... and m = (random 3 digit number) sincerely mur”
— Diary 2 (Sub 2)
Because of this, by process of elimination, we can safely infer that Liz correlates to the spinning knobs. The last 3 red lights are turned green by sticking certain objects in certain places: The 2 coils in their respected positive and negative position, the fuse, and the ID card. Each of these represents one of the three wisdom gems you re-obtain from the mover. Just like the coils, fuse, and ID, you have to set the wisdom gem in a specific place. Both portals seem to emit the same shade of white light upon usage. This means that the lighthouse and the white karma portal use the same karmic energy, meaning that the lighthouse portal has the same properties as the white karma portal. This would mean that the lighthouse portal has the capability to change the layer the player is in.
(Feedback will be accepted now! This theory is ready for unvoted status)
Differences:
Submachine 9: White Karma Portal
This portal appears circular, similar to the karma portals seen in the previous installments. However, it's strength sets it apart from the rest. All of the karma portals outside of the knot are clearly unstable, as they cause deterioration anywhere they were drawn. However, as the knot is the perfect result of the plan, everything there has a sense of stability. Although there is an exception with the karma portal we use to access the mover, the white karma portal is not an exception; therefore, it has a sense of stability. Not only that, but it's sense of strength also comes from the fact that the portal takes you great distances from the 8th layer to the 1st layer and from the Shiva section to the Northern Gardens in Submachine 10. This, instead of correlating to the portal that takes you from submachine 2 to submachine 3, although it kind of should, correlates to the "elevator" that transports you from submachine 1 that somehow takes you to submachine 2. Note how in submachine 10, we entered a karma portal that took us into the arcade machine, or somewhere based off of the arcade machine. Maybe we did this exact same thing, but backwards, to get to the lighthouse. "But Sundex, wouldn't the end scene for Submachine 1 be deteriorated?" That is the thing. Time has passed. We don't know how much time, but clearly enough for instability to take form and for the karma portal to start causing deterioration by the time we reach the arcade machine again.
Submachine 2: Lighthouse Portal
The light in the lighthouse is classified as a portal by Murtaugh in a note he left at the lighthouse.
“I did draw a portal in here, however it's not stable.”
— Portal note (Sub 2)
The fact that it is not stable makes it different from the white portal in Submachine 9. It's instability is the reason it transports us to the loop as seen in Submachine 3. However, instead of correlating to Submachine 9 heading into Submachine 10, it correlates to the "karmic gateway" of Submachine 8 that takes you to Submachine 9. There is obviously one huge difference between these two end scenes: one goes into a "detour" and the other comes out of one. But there is a similarity: before the next installment came for both of these games, we as a community were left in the dark to an extent.
Similarities
Both portals serve as an ending in respect to the games they associate with. Not only that, but have you noticed you need 5 things to gain access to both portals? In Submachine 2, you need to turn 5 red lights to green before the portal functions normally. In Submachine 9, you need to obtain 2 seals, one for Murtaugh and Elizabeth, and 3 wisdom gems, totaling up to 5 items. There are 2 puzzles in Submachine 2 that can easily correlate with the seals: the e=mc^2 puzzle and the spinning knobs puzzle. The e=mc^2 puzzle correlates to Murtaugh's seal. Where we find m is evidence to this claim:
“For those who follow me: I am sorry... and m = (random 3 digit number) sincerely mur”
— Diary 2 (Sub 2)
Because of this, by process of elimination, we can safely infer that Liz correlates to the spinning knobs. The last 3 red lights are turned green by sticking certain objects in certain places: The 2 coils in their respected positive and negative position, the fuse, and the ID card. Each of these represents one of the three wisdom gems you re-obtain from the mover. Just like the coils, fuse, and ID, you have to set the wisdom gem in a specific place. Both portals seem to emit the same shade of white light upon usage. This means that the lighthouse and the white karma portal use the same karmic energy, meaning that the lighthouse portal has the same properties as the white karma portal. This would mean that the lighthouse portal has the capability to change the layer the player is in.
(Feedback will be accepted now! This theory is ready for unvoted status)