Page 74 of 103
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 03:39
by Sublevel 114
yay!
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 04:19
by ENIHCAMBUS
WOW!
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 04:27
by Sublevel 114
With such speed we would see release in March!
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 07:05
by The Kakama
Actually, we still didn't see true death traps in subnet, except spikes...
What about the Loop?
Sublevel 102 wrote:With such speed we would see release in March!
I hope so.
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 09:32
by The Abacus
Babylon wrote:There's gonna be spikes, rolling boulders, posion darts, etc.
Are we talking about the same temple?
I think we're much more likely to come across something like this:
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 12:32
by Sublevel 114
The Kakama wrote:Actually, we still didn't see true death traps in subnet, except spikes...
What about the Loop?
yeah... :[
But still, I don't know WHAT can force Player to ignore Mur's words about endless loop and to solve that puzzle. :D
BTW... We died of dehydration? But we didn't eat anything since we left Lab and that loaf of bread in Sub5...
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 12:56
by The Abacus
Maybe the fluorescent plants in sub7 and the cog trees of Layer 3 were edible
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 13:00
by Sublevel 114
:D
Or last Submachines were SO easy, so he/she completed this long way for 1-2 hours.
Like me. XD
Re: Submachine 9 theories and suggestions
Posted: 12 Feb 2014 23:14
by ThunderDasher
The Abacus wrote:Maybe the fluorescent plants in sub7 and the cog trees of Layer 3 were edible
...That's it!
Sub7 was the last real game on the series so far. Before warping onto the "Rather Large and Green Karma Portal at Liz's Ship", we The Player ate one of those fluorescent plants back from the South Garden.
We went into a coma and are hallucinating Sub8, which explains all the time and space disorder on those notes on the game.
Hence we are yet to recover from the hallucination and enter the portal. Sub8, 9 and possibly 10 are merely crazyness induced by those fluorescent thingies, which explains the possibility of Submachine going up to 14, as only then we discover we've been dreaming.
Behold the Fluorescent Hallucination Theory.
Damn, I'm terrible at these jokes.
Re: Submachine 9 theories and suggestions
Posted: 13 Feb 2014 00:35
by ENIHCAMBUS
ThunderDasher wrote:Submachine going up to 14
My advice:
Watch out, because Subgod will get angry.