I'm starting to move my cursor over every screen, again while rapidly clicking, and for a third time while rapidly clicking each usable thing I have.
I'm pretty certain the numerical scratchings in the dorm have some significance, but I'm certainly not going to find out for myself. I see where the problem was: I looked at something I was supposed to click and took it to be an extra detail, as if they were pieces of broken metal.
I had no idea they were clickable due to the big clickable thing in between them that did nothing when first clicked on it! I took it to mean that just clicking around there was futile. After you get the lights on, go down the ladder. Go all the way to the right, then up, then all the way to the left - the "observation room" there is a wrench under the chair. I'm stuck with the cypher plate also. When I put one of the items back in my inventory it caught.
Now there's a double image of the item and I can't use the item. LC lead casting: right part of pathway to inside red building. Once you find and use the first one, you will come across another one in another room. Placing the plates into the circuit boxes in different combinations will take you to 6 different rooms and pressing the button on an empty box will take you back to where you started.
For instance the left slot empty with the right slot filled with cypher 1 will take you to one room, but if you move cypher 1 to the left slot it will take you to a different one.
I have the first wisdom gem and two secrets. I was not able to find the missing lightbulb. By "Machine that looks as if it does nothing", that is the one with the big button in the middle and the five wires leading out of it.
Did you get the metal box at the red rooms? I have two widsom gems, and I'm stuck - I think I need to figure out the missing lightbulb. I have 3 of the 5 secrets, but none of the gems and the Box. What do I do with the Three pipes at 2,0 and do they have anything to do with the hanging pipes at 1,0.
In " x,y ", "x" is the cipher plate that goes in the first slot, and "y" is the cipher plate that goes in the second slot. So 0,1 would mean the location you reach by using cipher plate 1 in the right slot and nothing in the left slot, etc. It looks like broken wall, but it just makes noise when you click on it.
Click on the single sheet of metal and wrench the nuts to reveal a secret. In that 1,2 keep going left. It looks like you're being sent back to the same place over and over, but keep going until you get to the room with the metal box. Or you can go through the first doorway ahead of you. I think this area's layout is like 4 rooms all connected to their neighbors, so you could go in either direction and eventually end up back at where you started.
And there are 4 wheels to turn, but they don't seem to do much right now. Put the charged coil in the root, then go to 2,1, and then go 2 screens to the right and push the button on the wall. I have found the metal box object, but don't really know what to do with it. One next to the submachine at location Click to the left of it to go down. Another one if you put the coil in room 00, then go to room 20, set all three gauges to max, and then press the button on the panel on the wall.
I only have Wisdom gem 1, from the metal box. And I used the coil in 2 places. Are there supposed to be 3 or did I misunderstand something? Also, I like everyone else can't find the lightbulb. Then use the wrench to drain the acid stuff and you'll be left with wisdom gem 1. Look into it and toss the box in.
Use the wrench on the tap at the side of the tub to drain the Acid. Claim your Gem. Look up that chemical formula in the bathtub; I thought at first that that's what you had to cook up in there, instead of that being what was already in there. It's pretty concentrated stuff. How do you charge the coil? I would assume you do it at 0,1 because my notes say charger 0,1 but I can't seem to figure out how.
There's a second wisdom crystal in the rooms you get after you blow the hole in the bricked-up door. The crystals fit into the escape vehical machine thing, and there's three slots. Imagine the third crystal is past the missing lightbulb Aside from the ones mentioned, put the coil in the slot in 0,0 and then go to 2,0 Go over one or two and you'll see a green light and a button. While you're there, go down into each pipe and make the meter go to the right.
If you heard a sound, you did it right. If not, go back and check. Go back to 2,0 and go all the way over to see the brick wall broken. Go in, get the crystal, go over, and go up. In the chair is another secret. Go to room 12, there will be a lamp that doesn't have wires in front of it, so you can take that lightbulb. When you turn up the dials and burst open the door, check the chair to the left. It's small and easy to miss. It's in the series of rooms that loop.
Where you found the box. One of the lights there doesn't have a protective casing, and you can take the bulb out. To slot a plate in, click it at the very angle where the jagged tip of the plates touch a slot.
The Location of where you go when you hit the button is determined by the plate number on either slots. Is it obvious or do you have to do something first? Well that was sort of fun. It didn't really reveal or explain anything, but I still liked it. Better still, my one dislike of the series never happened.
I have to say, I love the way he utilizes the secrets. Finally they have some use! I only wish there had been more interesting tidbits. If you're at the place where you put in the plug, go right, down, right, and you'll see a panel with a button and 6 wires leading to it.
On top of that is the slots, where you put in the cipher keys. This is like Christmas to open the site and find this waiting! No walkthroughs for me, this is to be savored!
Thank you, Mr. Skutnik and thank you Jay! I only had to look at the hints twice to figure out where I was supposed to go next. How do I get the metal box Where do I use the lead casting I only have gem I know one comes the box which I can't get and what's with the symbols you have to light up after you out the light bulb in?
I've finished with the game, but I couldn't find all 5 secrets. Can someone tell me where they are? You're right, Anonymous. I forgot to count the locations with blanks. I had that number in mind at first, but thought it was wrong. I am loving this game and have been awaiting it so long that I really want to figure it out myself so as to maximize my time in the machine.
Even the vague outside the spoiler references may give something away I'm afraid My only wish would be that the size was a bit larger.
The art and mood of this game, as it's predecessors, is fantastic. I really like Mr. Skutniks style, not just artisticly but in his whole approach to the point and click genre. I understand from having gotten and installing the light bulb that there are some symbols I'm supposed to keep my eye out for.
Unfortunately, I can't for the life of me figure out where I'm supposed to be seeing them. I also never really figured out the purpose of putting the charged-up coil into the bases, unless I've gotten this far completely by accident. I found the symbols, but no idea what to do. What do I do with the coil? I never found any green light mentioned above. Mateusz - i will not search 49 rooms for a lightbulb. In payment of the many suggestions I thought that I would add my own.
In regards to the metal box. The left one is controlled by the wheel in the dark room. The one in the middle is controlled by the wheel in the room with the speaker.
The right one is controlled by the wheel in the lit room that is otherwise empty. Let me know and I'll update it. ThemePark: Actually the answer is 42, since you also have the option of not putting a cipher in a slot. I can't believe you people. Raising mathematical debates about pointless things like how many rooms you could visit with how many cipher plates. You never have access to more than two plates, so what's the point of speculating about more?
Incidentally, for six plates the number is 42, not counting the origin 0,0. Thirty possibilities 6x5 for two plates, plus six for the left slot only, plus six for the right slot only. Hi there! I just found out about this game and I want to know this: Can I save my progress? Yesterday I was playing and had to turn the PC off.
Somuch for my progress So, what do I do? And here I was searching for this game I would like to know. Oh, and I really like this series except for the spookiness. The dark lighting fried my nerves months ago I saw this a while ago, thought, "I don't have time for this at the moment," favorited, then finally got back to it now, played it, with the help of the walkthrough, because even though i love these types of games, the only way i can beat them is if they're putt putt, freddy fish, or spy fox, anyways played it, beat it, went to secrets room, inserted 1 secret, went left, saw buttons, went clicky, and back to start screen Can somebody post what all of the secrets are?
I clicked at the left of the screen on the game at the beginning of the game and it whent silverblue and some o the strange signs popped up like matrix text. You can click on the codes and they are chanching their colors, try it out, maybe it isa a game in a game! There is technically no point within this game, but may be within the next game. I know there's a subtly promised next Submachine because of the keys we saw 2 of 6, and Covert Front 3 on some future date.
Jay how come when im signed in it still shows the 'comment is pending for approval' or somthing like that? Saying there aren't 49 destinations by the cipher system because quote, "We don't have duplicates of the plates," is illogical. We may or may not get plates , and there may or may not be duplicates. I accidently clicked the comment button little c and like 39 windows popped up and it messed my whole computer up.
The room with the three pipes? Go down them and turn all the dials to the same direction. I keep forgetting which way, but they all have to be pointing that way. If all the dials are correct, you'll hear a puff of steam and a bang. Return to the room with three pipes and something has happened Anne B. If you understand basic Cartesian coordinates the kind they teach in middle school , that explanation is there for you.
Otherwise if you have both items, it's a concise explanation of how to operate that machine and the terminology used in the notes. There are 2 slots, and allegedly 7 ways to use those two slots, if Ciphers 3,4,5,and 6 were to exist. No cipher, cipher1, cipher2, 3,4,5, and 6. So, there are 7 for the first slot.
Next, the next slot has 6 possible ciphers. There would be 7 to begin with, but you already used one for Slot1. So no matter which cipher you used, there would only be 6 left. Therefore, The answer is 7x6, which yields The answer to life and everything.
My hat's off to the fabulous creator M. You clever, clever man! Can I marry you?! I love the graphics, sound and shear genius of your creations.
I ran across these submachine games two weeks ago and am addicted. I have completed all of them, but must confess that I didn't always find all the secrets along the way.
Since there are no more submachine mysteries for me to unravel, will you be unveiling a sixth in the series any time soon? Please hurry and feed my addiction! Yours sincerely Does anybody have any idea when the 6th is planned to launch? I have beaten them all so many times, I am almost to the point of only playing them each 3 times a day instead of If anyone knows launch date for 6th, please post it. Hello, I am new just signed in I always been a huge fan of these games.
But I ocasionally get stuck :. I love submachine games, but this was awesome best escape game ever! I would never be able to create such a game like this one! Love it! To all those trying to hang on to the connection between this game and the works of the great Douglas Adams, I'm very sorry, but there isn't one. People seem to forget, when using combinations and permutations, that the zero-th cypher plate no plate can be repeated. I'll put big backets around the flawed assumption in one incorrect explanation to demonstrate:.
If you used the 0-th cypher plate in the first slot you would still be left with 7 options in the second. Anyways, been waiting all year for the next Submachine! Boy, would it make the best X-mas present ever!!! Actually, iWagePeace, your numbers are off. If you use plate 1 in slot 1 you can't use it in the second slot as well.
Therefore the combinations of plates 1,1 2,2 3,3 4,4 5,5 6,6 are not possible leaving us with only 43 possible combinations. But I'm predicting that Mateusz is going to be working on CF first. Sub 4's ending is explained since Murtaugh sends you on an assignment; proof that you were accepted. Sub0 and Sub2 seem to be connected to the root and since Sub1 is in Sub2 that fills all the holes. Sub0 and the root must be different locations or the exploration teams could have left the submachine.
But obviously they couldn't because one of the notes in Sub4 reads "Is there even some kind of normal world outside this endless mess of the submachine? This leaves you with the question, is Sub2 already in the submachine, or do you get stuck there after using the teleporter?
If Sub2 is not in the submachine, then did playing Sub1 keep you stuck down there while it was buried? I mean, if it could--if you've ever drank juice or any fruit drink, or even eaten an apple before in your life,which you probably have--you would be dead right now due to reasons of your mouth and throat being dissolved.
I got to portal and there is a big load of rocks infront of the door. Why did this happen? How do I get passed it? I have all 5 secrets and all 3 gems? How many places could you go if you had all six cypher plates? Just wondering. To start the game, spin the valve wheel, then spin the two valve wheels, then spin all four valve wheels.
Dorm You find yourself in the dorm. On the floor is a piece of paper. Click it to add it to your inventory. To the left is a hatch. Left again is the bathroom. To open the hatch click on the two handles left and right, then click on the central lock. Head down it. Go right to find a door marked portal. The button opens the door, but don't bother with it yet.
Instead walk left to find a computer. Press on the button on the computer to switch it on and you will see three items on the screen. Click on each in turn. Notice that the paper and pencil automatically update themselves as you read them. Other useful notes will be added as you progress through the game.
The two notes tell you that you need to collect three wisdom gems to activate the machine at portal location You are also told to go to the root at Finally you are shown what a wisdom gem looks like, although you should recognize this from earlier submachine installment. Tip: the object is this installment is to find the 3 wisdom gems and activate the machine.
All of the action takes place at portal location If you are stuck at , try again. And again. Portal Go right twice, through the door marked portal, and right again to find a hatch in the floor. Open it in the same was as the Dorm hatch and head on down. At the bottom walk right to find a portal. The location, the Lab, has code The Corridor has code and the Root is Head over to the Corridor to check out the end point of the game - some kind of machine with slots on the wall for 3 wisdom gems.
The Root From the portal there is a footbridge to the right. There is also a room down - click just to the left of the portal machine.
At the bottom you will find a secret, one of five in the game. Back to the portal and head right three times to find a hole in the wall. Enter the hole and continue right in the tunnel. Where the tunnel moves from rock to brick you will find a lead casting. Pick it up, then head right again. You find some electrical equipment and a panel on the wall. Go right again and you find a ladder down, but going down stops abruptly due to a lack of light. If you trace the wires back it is clear that the electrical panel is the key to further progress.
If you are stuck here, keep searching for the answer. If you are still stuck, there are two broken machines on the floor. The left hand one has a black lead going into it. Where it connects to the machine is a plug which can be removed by clicking on clips left and right. It is tricky to see but look closely and you will be able to remove the plug. Click on the panel to expose some connectors, then click on the plug to connect it to the wall panel.
At the foot of the ladder is very little. Walk to the right to find an electrical panel with a button in the center. Pressing it doesn't achieve anything yet. Go right again to find a ladder in the floor. Gnxr pvcure cyngr 3. Erghea gb pvcure obk V fnvq gb gnxr abgr bs. Gurer ner 7 fybgf. Hfr gur pvcure cyngr 3 ba gur gbc bs gur obk. Hfr vg va fybg 7, gura chfu gur ohggba va gur pragre.
Fb gur svefg cynpr V nz fraqvat lbh vf 5,3. Arj ybpngvba. Trg pvcure cyngr 7 bss gur punve. Tb evtug 3, tb qbja 1. Hfr jerapu ba benatr cyngr ba jnyy. Trg frperg 7. Tb evtug 7K. Znxr abgr bs punetre. Lbh jvyy arrq vg yngre. Tb yrsg, tb hc gur ynqqre gb gur gbc. Erzbir gur pvcure. Chg va pvcure 7 va fybg 3 fb lbh ner tbvat gb 7,5. Bcra pbire ba tebhaq. Uvg gbc ohggba gb znxr neebj znk bhg gb gur evtug.
Tb hc, tb yrsg, bcra pbire, tb qbja. Trg pbvy guvf vf ABG n yvtug ohyo. Gur yvtug ohyo vf n frcnengr vgrz yngre. Guvf neebj fubhyq nyernql or znkrq bhg. Vs abg uvg ohggba gb znxr vg fb. Tb hc, yrsg, bcra, qbja, uvg ohggba ntnva.
Abgvpr erq oevpx jnyy. Jr jvyy erghea urer yngre. Tb nyy gur jnl gb gur evtug gb erghea gb pvcure obk. Tb gb 5,3. Tb qbja gb obggbz. Chg pbvy ba punetre. Ghea jurry 1 gvzrf gb punetr vg. Tb onpx hc ynqqre. Gnxr bhg gur pvcure naq erghea gb 5,5.
Cynpr pbvy ba benatr guvatl jvgu yvtugvat obyg ba vg. Tb yrsg 7K. Tb gb 5,7 Tb qbja, gura yrsg 1 gvzrf. Fcva jurry. Lbh fubhyq urne n uvffvat fbhaq. Erghea gb pvcure obk. Tb gb 7,5 Tb yrsg 7k.
Chfu terl ohggba arkg gb terra bar gb trg frperg 1. Tb yrsg gb abj ohfgrq oevpx jnyy. Tb guebhtu ubyr. Trg Jvfqbz Trz 7 sebz fgnaq.
Tb yrsg naq hc. Trg frperg 8 sebz frng bs punve. Tb gb 3,7. Tb sbejneq 3, evtug 3. Trg yvtug ohyo sebz bss gur jnyy. Tb sbejneq 3. Tb vagb ebbz jvgu obk ba gur sybbe. Abgvpr gur 1 ubyrf va gur ebbz ba gur jnyyf. Ybbg ng rnpu bar. Gurer vf n one gung zhfg or ghearq ba rnpu bar fb gung gur fznyy furyy funcr vf yvarq hc arkg gb gur ynetr furyy funcr. Gb zbir gurz, lbh zhfg ghea gur jurryf bhg va gur unyyf. Tb onpx, yrsg 7k.
Guvf jurry gheaf gur bar ba gur yrsg jnyy. Tb yrsg 7k zber gb n jurry ol n punve. Guvf bar gheaf gur bar ba gur pragre jnyy. Yrsg 7k zber. Guvf jurry gheaf gur evtug jnyy. Yrsg 7k zber gb erghea gb ebbz. Abj gur obk fubhyq or erirnyrq. Trg gur obk. Tb onpx, yrsg 1k gb erghea gb pvcure obk. Tb gb 5,5. Tb evtug naq ergevrir pbvy.
Abj tb gb 3,5. Tb qbja, gura evtug. Chg gur pbvy va guvf benatr guvatl. Tb evtug ntnva. Pyvpx ba gur gbc bs gur gho gb frr gur vafvqr bs vg. Chg gur obk va gur gho. Vg qvffbyirf gur obk, ohg lbh pnaabg trg gur trz lrg. Chyy onpx, fb lbh pna frr bhgfvqr bs gho ntnva. Hfr jerapu ba unaqyr ng gur evtug bs gho ol sybbe. Guvf fubhyq qenva gur gho.
Abj lbh pna trg vg. Tb gb 5,7. Abgvpr oynpx pvepyrf abj unir terra flzobyf fubjvat va gurz. Lbhe abgrobbx jvyy znxr abgr bs gurz sbe lbh. Gurfr punatr rnpu tnzr. Tb gb 7,3. Tb evtug, hc, yrsg, gura chfu terl ohggba. Tb evtug 7k naq chfu terl ohggba. Tb onpx qbja ynqqre naq tngr jvyy unir zbirq gb gur bgure fvqr. Lbh pna tb onpx hc naq chfu ohggbaf ntnva gb erirefr vg yngre. Tb evtug 7k, gura qbja. Vg vf qnex.
Hfr yvtug ohyo ba gur yrsg gb yvtug ebbz. Tb yrsg 7k. Hfr yrnq pnfgvat ba gbc yriry bs fgnghr. Vg jvyy evtug. Tb qbja gb trg trz 1. Tb onpx hc gb gur onef oybpxvat lbhe cngu naq erirefr gurz nf zragvbarq nobir. Erghea gb pvcure obk naq erghea gb 5,5 Tb nyy gur jnl yrsg hagvy lbh erghea gb znpuvar. Ragre pbbeqvangrf naq chfu ohggba. Tb evtug, bcra qbbe, ragre. Cynpr gur trzf ba gur pvepyr cynar nobir gur punve.
Chyy gur yrire ba gur pbafbyr. V jnf abg noyr gb svaq gur ynfg erq frperg onyy. Oh hi Sarah.. Hey are those sliding bars next the statue pissing anybody off but me? The last secret could be behind, maybe there's a way to stop them. Perhaps with those cables on 0,0 , next to the room where wa found the first sipher? Continue to click on the wheels.
After the title screen This gives you access to notes. Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down. Click the button on the computer under the table. Read the three panels on the computer screen. Go right twice. Click the button to open the door to the Portal.
Step inside. Go right and open the hatch. Go down twice, then right. Enter on the Portal machine and click the button. Welcome to the Root! Go back. Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right. There is a brown Lead Casing item here in the middle of the screen.
Pick it up. Continue right. In the room with the power box there is a fallen pillar with a plug attached to it. Click the cover on the power box to remove it. Click the latches on each side of the plug look carefully. Click the plug twice to switch on the power. Go right and down. Go right three times, then take the ladder up. Open the grey box by clicking on it. Enter the room. Pick up the Wrench on the floor, under the chair.
Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down. Go right. Use the Wrench to remove the bolts on the grey panel. Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Use the key on the leftmost box. Take Cipher Plate 1. Go down to the floor below, to the room with the grey box with a button and wires coming from it. You've arrived in room 0,1. You can leave the Cipher Plate 1 in the box for now.
Green symbols are visible on the displays. You should hear something being released. If not, maybe the coil has to be in 0,0. Haven't checked. Go all the way left past the brick wall. Go left and up the stairs. There are four rooms here, arranged in a circle around a fifth room.
Click the light bulb by the door to take it. Go into the central room. Look inside them. You'll see a metal mechanism. It looks like a clock. You can do this by going through the rooms and clicking the wheels.
It's not that difficult Go on Take it. Go down and right twice. There's a tiled tub here. Click the little brown label on the right to get a note. Drop the Metal Box into the tub and watch it dissolve. Go right and up. Use the light bulb on the holder in the dark area. Check your notes for the symbols you saw earlier in 0,2. Click the corresponding ones on the wall and then click the button underneath.
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