BIG 100!!! I really need some feedback on this one.
We have 10 Sub "Main Series" games, 3 "Side games", and a "SNEEMSPO". As of 2014, Mateusz made HD versions for every game. There were changes made to some games that made them all canon… Notice how I said that every game is canon. Which game do you guys think I am going to try and connect to the series? That's right! SNEEMSPO! I believe that Subverse is a game that is underrated in terms of lore, and rightfully so. It was a game that was made by Mateusz with the intent to include fan-made creations such as theories, fanart, and music. At the end of the day, these are all just minor additions. I am not saying that they should be entirely ignored as some of the theories and fanart have some pretty unique explanations for impossible concepts, but for the sake of this particular theory I can't include them. I can however, include the games numerous locations that seem to pair up with a certain time within the main series. The locations that do this are very few, but the results of this are very much. So much so that I have a new claim that contradicts one claim I made with Chryoyo while making the Submachine Timeline: We are following Murtaugh and Liz.
The way we will prove this will be different than what most theories do. I am actually going to take a few concepts that seem irrelevant to the main claim and discuss/prove them: the importance of analyzing not only the most recent Subverse, but previous updates as well in light of the main series, the nature of "in-game time" and why, although abstract in nature, it is concrete info in determining certain aspects of the main series, the claim that the lighthouse is part of the Knot, and the claim that both lab and root portals are both 1) unidimensional and 2) of the 3rd layer. With these smaller claims, along with prior knowledge, we will tell the story that the main series is meant to tell.
Firstly, we need to establish one thing as fact: Submachine Universe is explored by a different person than the Main Series. However, the growth of the game over real-time helps determine some crucial information in-game. As an example, consider Submachine 2, 5, and Universe. Now, instead of considering the most recent version of Subverse, go all the way back to 2009 and think of the first ever version: 50 locations, 13 theories, 1 (or 2) items, and so much more. Now what map do these all have in common? The Lighthouse Dungeons. What time are we exploring these locations? It varies, but we know that Sub 2 came first. We just need to figure out when Subverse 1.0.0 takes place. For this, consider location 043 and the ellipsoid that inhabits the area. In Sub 4, we pour water on this ellipsoid to retrieve a Sceptre. Because this ellipsoid is still here, we cannot be exploring anytime after Sub 4. Therefore, the order of games based on in-game timing is 2, Subverse 1.0.0, 4, 5. In-game timing is a fancy way of saying when everything happened within the games. It does not take into account real-life release dates (see the explanation of SU2.7.1)
Before we go further, we now have to address the concept of layers. Layers are different realities which coincide with each other. Think of seven or eight 3D coordinate planes stacked on top of each other. Some are in perfect sync such as The Knot (with slight nuances between layers here and there) while other points are completely different from each other (Sector 9/The Plan).
How does this relate to our list above? Well, sad news: The Lighthouse is within the core and is part of the knot. Consider the 4 games in which the lighthouse dungeon is explored: Sub 2, 5, Universe, and 10. 2 and 5 are concretely connected to each other via our interactions with a wisdom gem; we put in in a machine in Sub 2 and retrieve the gem from the same machine in Sub 5. This information, although true, must still be questioned, and the biggest possible falsifier is whether wisdom gems are unidimensional or not, but there is no need to worry, for they are. Consider Sub 9. We go to the third layer in the Shiva section to find a karma portal to the mover from Sub 5. We retrieve 3 wisdom gems, one of which is the one from the Lighthouse, and place them in layers 2, 4, and 6. If wisdom gems were multidimensional, there would only be a need for one wisdom gem to solve the puzzle. Remember this example. It is full of other answers. With this piece of information, we can safely say that Sub 2 and 5 are connected, but what about Universe and 10? Consider Universe by itself. There is a rusted arcade machine and a pile of rubble keeping us away from the left and upper portions of the dungeons. Ask the question, “how could that rubble have gotten there?” Then, consider your point in time: Before Sub 4. In Sub 2, we used the light in the lighthouse to transport to the loop. Recall the portal note: “I did draw a portal in here, however it's not stable.” Because of the instability of the Lighthouse Dungeons, the Lighthouse was further buried in rubble. This rubble blocks off the Subverse area and the Sub 5 area. Suddenly, you have your answer, but could there be a way that Subverse happened before Sub 2? No. There cannot be a Lab Portal in the lighthouse until Murtaugh shows the explorers his powers, for there were no lab portals until the explorers used the same power to create them. Finally, Sub 10. First, consider the surroundings: Resin, and a broken arcade machine. Recall that last we saw this machine, it was rusted. The question becomes, “How could a rusted machine suddenly be removed of rust?” No answer comes up, and this becomes the most concrete piece of evidence that there is a 2nd layer which the Lighthouse inhabits, and because there are so many similarities between these two layers, the assumption becomes that they are part of the knot.
Because the lighthouse is part of the knot, there must be two different layers we visit for it: one for Sub 2, Subverse, and Sub 5 and one for Sub 10. Because Subverse is involved with this list, the layer we traverse for the first 3 games in this list must also be the same layer traversed for Sub 4. Why? Because lab portals are unidimensional. They were created by a group of one-dimensional minds, the explorers, using what Murtaugh showed them. Their understanding of karma and such technologies that coincide with it was limited, so naturally, they would only be able to make a limited portal. This is something I have dubbed the Wylie Proposal from time to time, as I did not come up with it: Aiden Wylie did. He was the person referenced in the location AWY in Subverse.
I digress, we still need to determine a layer in which our travels occured. Consider the example from Sub 9 once again. Recall that we go to the third layer to retrieve those gems. Utilizing this, we trace the “roots” of two of the three gems back to the 3rd layer in Sub 5. The other one is utilized in the 3rd layer of Sub 2 and 5, but its “roots” trace back to Sub 1, whose layer of reality is currently irrelevant.
Now, sure you might blindly agree that these gems are all on the third layer, but others might hone in on one crucial factor: the root portals. These are used to navigate the root and retrieve said wisdom gems. How can we be sure that these portals are unidimensional as well? Consider what we know already: Lab portals are of the third layer, and the lighthouse dungeons in Sub 5 are of the third layer. Now, recognize that there is a usage of the Root portal to transport between these two places. If there is no change of layer between transport in one instance, then there should be no change of layer between transport in all instances.
Next, let’s discuss the Loop. Now, I have spent hours looking at Jatsko’s theory that describes the loop, but with all honestly, I beg to differ on the big picture. Based on the notes in-game, I believe not that we are in the loop for a long instantaneous amount of time, but for an instantaneously long amount of time. The “black hole” that the loop is described as does slow down the time-space measurements, but that slowdown only applies to the loop. Time everywhere else is still moving at a pace much faster than your current speed within the loop. In addition, consider the note at SYNTAGMA: “Have you noticed that with each puzzle solved you move deeper below ground?” Deeper within the loop means deeper within the state of slower wibbly wobbly timey wimey stuff. Hence why after you escape, it has already been at least 32 years in-game. This thought process does raise some questions: Why wasn’t Murtaugh affected the same way? How could he go into the loop at 1906 and still exit at 1906 while also traversing so deep within the loop? Why is a leaf the item that comes in clutch when we are almost in the clutches of the machine? I do not have an answer for those questions yet, but please feel free to discuss this with people if you have ideas.
Finally, we need to establish a point in time for as many other Subverse updates as possible.
First up, version 2.2.1. Consider location 552 in both Sub5 and SU2.2.1. In Sub 5, we turn on the generator, but when we reach 2.2.1, the generator has died out. The big takeaway is that this puts 2.2.1 after Sub 5. However, consider 291 in its uninterrupted state. This puts the update before Sub 7.
Next up, 2.3.0. This update won't be considered chronologically, but I will refer to it for crucial information. Consider 355. There is a note here from December 12th, 1906 reminding Murtaugh to check on 291 as an entry point. This note reveals that the motive of Murtaugh's ⅓ of the Subnet exploration was to return to the Core.
2.4.0 is only interesting as it is the first location where we see karma portals in Subverse. The karma portals were Murtaugh's doing, but the main reason behind it won't be visible until a story is made.
Version 2.7.1 updates 291 to look as if it had just been invaded. The destruction shows that beyond this update, we are beyond Sub 7. If we were to take into account the date this update was released, it would cut into Sub 8's release date, but we know that because Murtaugh and the other scientists made it look like they weren't there to the best of their abilities after their work was done, it is unwise to say their work took as long as it did.
With this information, we can now try to complete the story. In the Summer of 1905, Murtaugh was spending time at Kent Falls when he was given a karmic arm by Shiva. Not knowing how it functioned, he started testing it out. His first karma portal took him from Kent Falls to inside the Kent Lighthouse.
This is when the player is introduced to the Basement, but not any Basement that is on the same layer as Murtaugh currently. As the player traverses the basement, Murtaugh continues his tests, causing massive death tolls as he does. In October of 1905, he met Einstein, a cat from the First Layer with a power similar to his own. He also started communicating to Liz. One day, people were angry at Murtaugh and decided that they were going to bury the lighthouse with Murtaugh inside. Murtaugh had built a portal out of the lighthouse light, but it was unstable. Liz warned him that if he used that portal, he would no longer have access to the Core. He weighs his options, takes his chances, and uses the portal. Elizabeth takes Einstein back to the first layer.
Fast-forward about a year: December of 1906. Murtaugh is already exploring the Subnet; he had escaped the Loop. The explorers are currently setting up the Lab Portals; they had seen what Murtaugh is capable of. You are currently in the third layer; you are trapped in a Lighthouse that was buried sideways. You have no choice but to escape the same way Murtaugh did: the lighthouse light which takes you to The Loop.
When you escape the Loop and enter the 3rd layer lab, about 32 years have past, and the work of Murtaugh and the Explorers had been done. When you enter the scene, you are able to finish off where they started… NO, not in terms of Subnet exploration. That’s SNEEMSPO. Instead, you finish the puzzles that they couldn’t. However, you can’t blame them. Murtaugh abandoned them to tend to the Plan, but he saw it in all of its glory, and it blinded his mind (my theory is that FLF is the experiences of Murtaugh during this time, but that’s for another day
). When you complete the puzzles, you are transported to the Root where your real tasks begin.
Your first task given by Murtaugh is to power the mover in 747 with 3 wisdom gems from 552. One of these gems is the one from Sub 2, tying Sub 5 to the third layer, one is found in the root, and the last is found in a familiar place: Ancient Adventure. Once the mover is powered up and running, it is intercepted by the defense systems. Murtaugh is able to communicate with you after you disable some of the protocols. Coincidentally, the message involves disabling more protocols. After shutting off the whole of the defense system, the core is unguarded, and Murtaugh can finally utilize that entry point back from December of 1906. He abandons you as he abandoned the Explorers, but you are able to, once again, follow him to the Core.
At the core, you see the results of Murtaugh’s invasions. Research tables are everywhere, and there are some karmic technologies blocking your path. Here, the player finally gets a message from Liz. She tells the player of Murtaugh’s plans to seek revenge on those who buried him. She plans on going to the 5th layer to warn them. Up to Sub 9, we follow not Mur, but Liz.
Sub 8 is the first game with multidimensional transport. The biggest takeaway is that Liz has already undone “the knot” within the Plan. Now it is our turn to do the same. In the end, just as Liz had said she would do, we make it to the 5th layer and into the temple.
Sub 9 describes the conversion that Murtaugh went through… okay, that’s through the secret notes. If you play through the grave, you see their graves, but as Stefan Stephenson once said, “They’re here… and they’re not here.” This temple is their final destination, but it does not come as soon as the player first thinks. In fact, as the descend the temple, enter the 8th layer, and use the white portal, they will learn that Murtaugh and Liz are still very much alive.
Sub 10: The Grand Finale. The player goes through every portion that they had recently discovered, but in a different way: on a different layer. The layer in question, the player doesn’t know, for he has no navigator. However, the information he receives from these areas in mind-changing: Murtaugh and Elizabeth were alive and out of the Subnet after attempting to restore it before at least 32 days after the Subnet’s sentience was revealed by Elizabeth. You turn the lighthouse light off. Murtaugh and Elizabeth sense that you are almost free, and when you are free, they are there to welcome you as the journey ends.