New games|All games|Competitions|Suggest a game|Favorites|Help Squad|Chat|Prefs
Global Player Global Player is a Flash game designed to test your skills at sorting packages and routing them to their proper destinations. Everything in the game is color coded, and each level consists of a system of conveyor belts and switches. These give way to multiple destinations where transportation awaits to receive each package and send it on its way. [review]
By Jess | add to favorites | add to your website | add to del.icio.us

JessSubmachine 5: The RootAll hail, rejoice, Hallelujah! Put on your party hats and shine your shoes, for it is a day of great celebration: the fifth coming of the Submachine. The parade is about to begin, the marching band is just getting warmed up, and...hey, where is everyone? Guys? You're all going to miss the fireworks display, and Cirque du Soleil is performing! Oh, the jugglers look so sad. Where on Earth could everyone be? I just don't....

Oh. Oh, right. You're all glued to your monitors, aren't you? Point-and-clicking away maniacally, like the addicts you are. Fine, I guess I'll just have to throw away all these commemorative Wisdom Gem t-shirts. What? No, I'm not upset. I mean, I did just spend half my savings on this gem-encrusted "portal" float, but that's ok. That second job at McDonald's should help me pay off the loan in, oh, 15 years or so.

.....ok, enough with the sillies. In all seriousness, this is an exciting day. Murtaugh, aka Mateusz Skutnik, has been a Casual Gameplay superstar practically since the debut of his Submachine series, way back in September of '05. The original Submachine was a fairly easy, relatively simple point-and-clicker that nonetheless became quite popular due to its clever puzzles and clean design. As enjoyable as it was, in my mind the real brilliance of the series began with its sequel, Submachine 2: The Lighthouse, which began in earnest to develop the spooky, enigmatic plot that has continued throughout the rest of the games. In Murtaugh's words, "it's all about puzzle-solving and escaping from closed installations of submerged machines (hence the title sub-machines)." It's not nearly that simple, however; you'll need to play the games to discover more.

Submachine 5: The Root brings the player to what was perhaps the beginning of your long, arduous adventure, the first created Submachine structure. It is the "root" of your quest, and for the first time a bit of light is shed on why and how your journey began. Anyone familiar with the point-and-click genre will find the game easily comprehensible and accessible.

Analysis: The Root does not disappoint. Unsurprisingly, Murtaugh has once again created a beautifully atmospheric, immersive, challenging-but-not-confounding game that leaves the player eagerly awaiting the next chapter. I love how the games' stylistic details mirror and complement the environment and content; from the mechanical noises when switching screens to the near-lack of ambient noise, every aspect of the game reflects the feeling of being inside of a machine. The structure and mechanics of the game are the same as previous chapters, though a few interesting elements are added (I especially like the automatic note-taking function).

My one real frustration with the games is how easily it is to become thoroughly lost while playing (though perhaps that's part of the point). A map would be invaluable, and at least in the context of this particular Submachine would make sense. Still, a minor gripe to a fabulous game.

A word to the wise: While each Submachine can be played and enjoyed without context, I highly, highly advise players new to the series to start at the beginning. A significant part of the pleasure of playing the games are the "aha!" moments when a connection is made between one chapter or another, when the dimensions of the story begin to be perceived. While the Submachines are each well-made, fun point-and-click games, the mystery infused into the series is what makes them truly special. Ah, how I envy you, first-time Submachiners! A bounty of gaming goodness awaits you, a veritable cornucopia of superb casual gameplay.

For the rest of us, it's back to the machine: Play Submachine 5: The Root!

Also, be sure to check out Murtaugh's website, Pastel Stories, home of his other excellent work, including Daymare Town and the Covert Front series.

Still not Submachine satisfied? Play the entire Submachine series... Outside the main storyline, and yet still another great Submachine, is a game created for the band Future Loop Foundation:

  • Currently 4.9/5
  • 1
  • 2
  • 3
  • 4
  • 5
New! Rating: 4.9/5 (398 votes cast)

Submachine 5: The Root walkthrough now available!

Walkthrough Guide

Submachine 5 Walkthrough

image
STAGE 1
image
  1. image
    Click the wheel on the pipe.
  2. image
    Continue to click on the wheels.
  3. image
    After the title screen...click the pencil and paper on the floor. This gives you access to notes.
  4. image
    Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down.
  5. image
    Go left. Click the button on the computer under the table. Read the three panels on the computer screen.
  6. image
    Go right twice. Click the button to open the door to the Portal. Step inside.
  7. image
    Go right and open the hatch. Go down twice, then right.
  8. image
    Enter 5-5-2 on the Portal machine and click the button.
  9. image
    Welcome to the Root! Click to the left of the machine and follow the route down to the Secret (1/5). Go back.
  10. image
    Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right.
  11. image
    There is a brown Lead Casing item here in the middle of the screen. Pick it up. Continue right.
  12. image
    In the room with the power box there is a fallen pillar with a plug attached to it.
  13. image
    Click the cover on the power box to remove it.
  14. image
    Click the latches on each side of the plug (look carefully). Click the plug twice to switch on the power.
  15. image
    Go right and down.
  16. image
    Go right three times, then take the ladder up.
  17. image
    Open the grey box by clicking on it. (not sure what this does)
  18. image
    Go left twice. Enter the room. Pick up the Wrench on the floor, under the chair.
  19. image
    Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down.
  20. image
    Go right. Use the Wrench to remove the bolts on the grey panel.
  21. image
    Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Enter.
  22. image
    Use the key on the leftmost box. Take Cipher Plate 1.
  23. image
    Go down to the floor below, to the room with the grey box with a button and wires coming from it.
  24. image
    You need to understand how the transporter works. There are two Cipher Plates and two slots on the transporter, Left and Right. Putting Cipher Plate 1 in the Left slot and Cipher Plate 2 in the Right slot will send you to room (1,2). So there are 7 possible destinations. The Root area is (0,0). Got it? On we go!
  25. image
    Put the Cipher Plate 1 in the slot on the RIGHT of the transporter, then click the button.
  26. image
    You've arrived in room (0,1). You can leave the Cipher Plate 1 in the box for now. Go down and left.
  27. image
    Pick up Cipher Plate 2 on the chair.
  28. image
    Go right and down to the bottom.
  29. image
    To find the 2nd secret: Take the ladder down to the bottom floor. If you go to the right, you'll find the charger. You'll need this later. If you click to the left of the ladder, however, you'll come to another room. Remove the gray panel that's leaning on the wall, and use your wrench to unscrew the orange panel. Secret 2 waits inside.
  30. image
    Go back up the ladder to the transporter.

STAGE 2
image
  1. image
    Go to room (2,0). (That's plate 2 in the left slot, nothing in the right slot.)
  2. image
    Click the hatch to open it. Go down. Click the top button. The needle should point to the right. Go back up.
  3. image
    Go left and repeat. Pick up the Empty Coil inside the hatch.
  4. image
    Go left again and repeat. Go left and take a look at the brick wall. Return to the transporter. We'll return here later...
  5. image
    Go to (0,1). Go to the charger. Put the Empty Coil on the raised platform on the charger and click the handle on the wheel three times. Pick up the charged Coil.
  6. image
    Go to (0,0). Go right twice and put the coil into the slot.
  7. image
    Go to (2,0). Go left twice. Click the button to open the box for Secret (3/5).
  8. image
    Go to (0,0) and get the Coil.
  9. image
    Go to (1,0). Go down and right. Put the Coil in the slot.
  10. image
    Go to (0,2). Go down and left. Green symbols are visible on the displays. Go all the way to the left.
  11. image
    Click the wheel. You should hear something being released. (If not, maybe the coil has to be in (0,0). Haven't checked.)
  12. image
    Go to (0,2). In the room all the way to the left (where the wheel on the pipe is), click on the part of the floor behind and to the left of the pipe for Secret (4/5).
  13. image
    Go to (2,0). Go all the way left past the brick wall.
  14. image
    Take Wisdom Gem 2. Go left and up the stairs. On the chair is Secret (5/5).
  15. image
    Go to (1,2). There are four rooms here, arranged in a circle around a fifth room.
  16. image
    Click as follows: into the room, right. Click the light bulb by the door to take it.
  17. image
    Go through the door. Go into the central room.
  18. image
    There are three holes in the wall at head height. Look inside them. You'll see a metal mechanism. It looks like a clock.
  19. image
    You have to line up the "hand" with the ornate thing on the side/bottom/top of the "clock face". You can do this by going through the rooms and clicking the wheels. It's not that difficult...Go on...
  20. image
    When everything lines up, you'll find a Metal Box in the central room. Take it.
  21. image
    Go to (1,0). Go down and right twice. There's a tiled tub here. Click the little brown label on the right to get a note.
  22. image
    Click the top/inside of the tub. Drop the Metal Box into the tub and watch it dissolve. Go back.
  23. image
    Use the Wrench on the outflow pipe on the right of the tub.
  24. image
    Take the Wisdom Gem 1 from the tub.
  25. image
    Go to (2,1). Go right and up.
  26. image
    There are two switches here, one on either side. To open the gate, make sure both have a white light on the RIGHT.
  27. image
    Follow the room onwards. Use the light bulb on the holder in the dark area.
  28. image
    Go left twice. 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.
  29. image
    The ladder should slide down. Go down.
  30. image
    Use the Lead Casing on the top slab of rock.
  31. image
    Remove the Lead Casing, then use it on the two other slabs.
  32. image
    Go down and get Wisdom Gem 3.
  33. image
    Return to the transporter (you need to change the switches to get past the door again).
  34. image
    Go to (0,0). Go back to the Portal machine.
  35. image
    Go to 7-4-7. Go right twice. Open the door and go right.
  36. image
    Place the three Wisdom Gems in the diamond slots on the wall.
  37. image
    Click the handle on the control panel to the right.
  38. image
    Congratulations, you win! (With all 5/5 Secrets!)

Comments (may contain spoilers)

I don't believe the answer is 42. I believe that the answer would be up in the thousands. I will have to consult my statistics book to work it out

Ok, I've finished the game, but apparently the machine with the four screens and four clickable buttons (see the screenshot at the top of the page) does nothing? Weird.

I loved it! Thanks to everyone for their help. That was a nice surprise when I came into work this morning.

I adore the submachine series! Please Mr Skutnik could you build in a "Save progress" element as I have to go to work now and I'll have to start all over again when I come home!

Guys,

there are more and more copmments in JIG that contain more ore less blatant spoilers to the game without bothering to hide them under a spoiler button.

Please, don't do this. Please, use the spoiler tags.

Thank you.

bio

I'm having a weird problem...

image
When I take a cipher plate out of the transporter, I can't put it back in, in either slot, no matter what I do, I click and click all over the stupid thing but it never goes back in. Is this a glitch? How do I put it back in?

Never mind, I finally got it, though I'm still not sure what area I clicked on that did it.

Anyway, great installment as usual, but after all that we learned in 4 I was hoping for a little more plot advancement at least. Do we have to wait until 6 to find more answers?

Well, that's another morning off spent in front of the PC instead of going outside or getting stuff done. In this case, that's a good thing. Very nice.
Finished it and only missed one of the secrets without a walkthrough, although it was pure luck when I found the bulb.
3 questions though:
1) Is the spiky door trap thing just a red herring or can you get through?
2) Does the observation room actually do anything? I'm confused as to why you make a note of it.
3) What does the little grey box with the wires inside (Stage 1, number 17 on the walkthrough) do? Why do you open it?
Just wondering...

Excellent game, I really enjoyed playing this one. And to repeat Bio's request, lets not ruin the game for other people and use the spoiler tags to hide things that would take away from a first time player's experience of the game.

Just thought I'd join in the mathematical debate going on...

image
the answer to the cipher formula is:
Rooms = n^2 + (n+1)
Where n is the amount of ciphers.
Geek. (6 ciphers is 43, since 0,0 is still a room)

Or:

image
n!/(n-r)! + 1 where n = 7, r = 2.
The reason some of us said 42 though (that's what I've been saying all along...ahem) is because we, well I at least, noticed that Mattheus doesn't count the original 00 room on the secret note. If he did there'd be 7 combinations, but he talks about how many rooms to go to.
So either 43 or 42, depending how you look at it.

The part where

image
I have to pull out and replug the big power plug at the root
is just unfair. Sad to see Submachine take a trip to the realm of Pixel Hunting - especially with basically underlit screens (which would be no problem)...

Oh look, it's The Pearl.

If I see sentient smoke, I'm outta here ;)

Wow,that was rather disappointing. I expected an epic flash adventure and we just got what is a pixel hunting pile of crap compared to the others.

Whoever made this walkthrough gets mixed up with their left and right....

DANGIT!!!!!!!!!

i accidentally clicked on the 'main menu' button in the 'secret location' before i could use any of my 5 secrets!!!

can someone please please PLEASE post in a spoiler or email me what we find out in there?? I finished the whole game with all 5 secrets and i clicked the wrong button :'(

I wouldn't go so far as to say it turned into a pixel hunt especially as you can see where you need to click, yes it didn't elaborate at a few points what needed clicking eg; for the power plugs clips if it had had a small animation of them impeding the plugs removal it would have been fairer. I think the game tends towards showing the mysterious side of the network while at the same time interlinking prior locations into the overall storyline. Also the secrets were well hidden and I found the utilisation and reward for them to be one of the best yet.

Actually, there would be 49 rooms, as the blank also counts in the beginning and at the end.

All of the combinations:

image
0,0 - 0,1 - 0,2 - 0,3 - 0,4 - 0,5 - 0,6
1,0 - 1,1 - 1,2 - 1,3 - 1,4 - 1,5 - 1,6
2,0 - 2,1 - 2,2 - 2,3 - 2,4 - 2,5 - 2,6
3,0 - 3,1 - 3,2 - 3,3 - 3,4 - 3,5 - 3,6
4,0 - 4,1 - 4,2 - 4,3 - 4,4 - 4,5 - 4,6
5,0 - 5,1 - 5,2 - 5,3 - 5,4 - 5,5 - 5,6
6,0 - 6,1 - 6,2 - 6,3 - 6,4 - 6,5 - 6,6

49 rooms!

I love this stuff. I downloaded it & played some of it full screen. Well, not FULL screen but, you know. I still got a ways to go. The music and sounds are so immersive, even more so than the earlier games.

If you're like me you might like a concise list of secrets after you finish the game, to achieve full closure:

image
In the root (0,0). Look behind the portal (left side), your cursor will switch to a hand icon, go down. At (0,1). Go down the ladder to the bottom. On your left, behind the metal sheet in the left corner. You need your wrench. At (0,2). Go down the ladder and go to the very left of the room. Behind the pipe. At (2,0). Go through the hole through the brick wall. Go to the left room and up the stairs; look on the chair. Also find the funny button on the wall, it’s a metal box with a button and bulb on the wall. With the coil plugged in at (0,0) the bulb should be green. Press the button.

There are a couple things that seem like they MIGHT be worth something, but as far as I can tell never amount to anything.

image
In the lab, there is a series of scratch marks above the hatch cover. The number seems to be the same game to game:
image
20, or possibly 5 5 5 5 4
I finished the game with 5 secrets, but never did anything with this. Also, in the lab:
image
the bathroom. A significant amount of interactivity here, but apparently nothing significant
Great game overall. I don't agree with the comment about a pixel hunt, but there were a few things I wish were worked on. Example: the light bulb
image
There were many, many, identical lights in this game. I was expecting the one to be removed would have SOME identification. IE, maybe it was not on, but not because it was a broken bulb, but the wire was severed.


can I get a hint as to what I'm supposed to do with the secrets once I'm done?

I haven't even played yet...I'm just going to do a little happy dance first!

You know what I just noticed? All this transporting through weird machines, code combinations, and obscure symbols reminds me a lot of one of my favorite TV shows, Stargate SG-1 :P

There's 43 combinations of 6 cipher plates, E. Brown. All of the doubles except 0,0 don't count (you can't put cipher plate 1 into both slots at the same time).

@castawayboat

image
1) "Is the spiky door trap thing just a red herring or can you get through?" I think it's a red herring. Though I expected to pick up one of the many panels lying about and wedge the doorway open, as in a previous Submachine...
image
2) "Does the observation room actually do anything? I'm confused as to why you make a note of it." Same, I think.
image
3) "What does the little grey box with the wires inside (Stage 1, number 17 on the walkthrough) do? Why do you open it?" Being thorough, I tend to interact with as many game features as possible. When the walkthrough was written there was still a Secret left that I couldn't find. Looks like this thing is yet another red herring.

where are all these other cipher plates you speak of?? I only have the two needed to complete the game.

@ E. Brown:
There would only be 43 rooms. We don't have duplicates of the plates.

As for what to do with the secrets, after you win you get the option to go to the secret room, where to the right of each note there is a slot to place a secret.

Also, I got stuck on the location of the light bulb and used the walk through from there, where does the clue for 747 come from?

you guys figuring out the math need to remember that (0,0) is the only double.

this means that there can only be 43 combinations.

Whee. Not bad, though I do agree that The plug (as well as the secret hidden in a bit of furniture--being purposely vague here so as not to be too badly spoiler) were pixel-hunts.

As for the people doing combinatorics--the answer is 43. (not 49, since the *only* key that can be doubled is '0').
A simple explanation that doesn't require stats/combinatorics to understand:

You have 7 'keys' counting 'blank'. This gives you 7 possibilities for one slot. Ignore the fact that blank can be doubled for the moment--this means you have 6 possibilities for the other slot, for a total of 42 possibilities. (0,0) is a special case, since 0 is the only one that doubles--this makes a total of 43 possibilities.

Then again, as someone else pointed out, (0,0) might not be counted as as a 'possibility'.

Of course, this all assumes that each of those hooks was for a *different* key, and not, say, pairs of each of keys 1, 2, and and unseen 3....

I just jumped out of my chair and did a full-on happy dance, chanting "NEW SUBMACHINE NEW SUBMACHINE NEW SUBMACHINE!"

I'm SO happy! I just replayed the entire series less than a week ago. This is, far and away, hands down my favorite casual game series in existence.

Post-game warning/bug!

If you leave your cipher plates in place within a transporter--and not in your inventory--and then click the link to go to the Secrets location, you will lose your cipher plates. I only have four of five secrets, and I've lost my Cipher 2 when I teleported directly from 2,0 to the Secrets area!

Alternately: If I'm just being dense about this, and there's a way to get it back, do please let me know? I've searched all of the areas to which I have access with only my Cipher 1, and I don't think my Cipher 2 respawned anywhere. This game has replay value, but not INSTANT replay value--I didn't plan to play through the whole game again just to see the fifth secret.

Scottique--I guess we will happy dance together!

OK, having finished the game with only 4 of the secrets, I assume I wasn't allowed to go to the special secret room?

@Jay: I went back through the walkthrough looking for secrets and still only found 4--one of the directions had me turning left in a room in which there was no left turn. I believe it is the clue for secret #2.

image
Starting with #25 in Stage 1, it directs you to room 0,1, then as you work through that room, it sends you to the bottom of the ladder and says "Go left." I clicked for 20 minutes on every pixel to the left of that ladder and never moved nor did I ever get the hand cursor.

@dsrtrosy

image
You're taken to the secret room after you complete the game, even if you don't have all the secrets.
image
I'm certain that the walkthrough is accurate and that I know my left from my right. To find the 2nd secret: In (0,1), go to the charger. Now go left again, and you'll be at the bottom of the ladder. If you look carefully, you can see that the wall on the left doesn't go all the way to the wall at the back. You have to click to the right of the vertical edge of the left wall to go left (so, not clicking at the edge of the screen for this one). It's not that obvious unless you noticed that there's an archway above this area. The walkthrough should be edited a bit here - you have to click on the panel in the corner of the room with the secret, to find the panel with the bolts. Then you use the wrench as in step #28.

Poohy - inventory glitch? I was just in that room that you need a lightbulb, and trying to get the charged coil to be used as a lightbulb (I can't be the only one who tried that...), then I put the coil back into my inventory - on top of the lead casting. It got stuck there. I was clicking randomly, trying to get it out. When it was all over, the lead casting was frozen/stuck - unclickable - in the inventory, although I got the cipher plate and charged coil out - yes, I somehow got the cipher plate stuck too.
Can't drag the lead casting, nothing pops up when my mouse is over it - it's like it doesn't exist anymore! The lead casting is stuck and I can't click it anymore );
Darn! And then i closed the game and gave up. What on earth happened??

Yay, i rule. Mateusz Skutnik said so!

Uhhh... Guys? About the 6 ciphers math debate...

image
n^2+1 where n is 6 and 1 is room (0,0) equals... 6^2+1 36+1=37 Therefore, there are 37 rooms to explore.

Not that hard, guys...

Great game this one! Unfortunately I couldn't find the bulb by myself... Had to get a spoiler. But that's a very awesome game!! Congratz! Continue to do your job Murtaugh! = ] Cyah later!

Eric, you forget to include the possibility of not using a cipher key, i.e. the 0.

I beat the game and the music won't turn off!!!!

Yeah, the total number of rooms exist if there are 6 cipher plates is 43(including 0,0), the formula for this is n(n+2)+1, where n is the number of cipher plates

I disagree with the above.

image
n(n+1)+1

Wow... I've really got to stop caring about maths...

Gotta love the SubMachine :)

This one was good. The only thing I didn't like was the size of the game play window. The notes were a handy idea but a couple of times I couldn't read my notes cause the writing was too small.

Can't wait for part 6!

Here is a complete spoiler :)

image
example

The Lab
pick up notes from the ground.
go left and open the hatch.
go down the ladder and to the left. Turn on the computer. Read onscreen notes (crucial information will be written in notes).
go far right and open door.
enter new area and go right.
open another hatch.
go down the ladder and right.
enter numbers 5-5-2 on the portal. and hit the button.
The ROOT
go right until the opening in the wall.
enter the opening and go right. In the screen where colors change notice an object. Lead Casting. Pick it up.
enter the ROOT location.
open the box on the wall.
notice small locks right next to the big plug. Click them and then click the plug. Click the plug again to power up this location.
go right and down and right again until you find a ladder going up.
go up the ladder, then go far eft and enter the control room.
pick up wrench from the ground.
exit the room and go back to the lower level.
locate ladder going down and go there.
go right and use wrench to unscrew the plate from the wall.
collect rusty key.
go back to the level eith control room, but enter the previous room. The one that you previously passed by going to the control room.
use rusty key on the left panel. Collect cipher plate 1.
go to the level below and locate a device on the wall. It’s a transporter, you can use the cipher plate 1 here in two ways. put it to the left slot (which will be later on described as (1, 0) or to the right slot (0, 1).
put the cipher plate 1 to the right slot (0, 1) and hit the button
(0,1)
you’re on the ladder. go down. And enter the chamber on the left. Collect cipher plate 2. From now on you can use both cipher plates and their different combinations on that transporter. For your convenience I will describe combinations using numbers, so for example combination (1, 2) means that you have to put plate 1 to the left slot and plate 2 to the right slot.
go back to transporter and enter (2, 0) (explanation: right slot i empty, left slot is occupied by cipher plate 2)
(2,0)
there are 3 hatches here, you have to set the devices inside them so that everyone is facing right. (the middle one is already on the good position. In this hatch you collect empty coil.
go back to the transporter and enter location (0, 1)
(0,1)
go to the bottom and right. use the empty coil on the charger and turn the wheel three times. collect coil.
go back to the transporter and enter location (1, 0)
(1,0)
go down and right and place coil on the pedestal.
go back to the transporter and enter location (0, 2)
(0,2)
go down and far left. on the way you’ll notice signs on the wall, they will be written down in the notes.
on the far left turn the valve;
go back to the transporter and enter location (2, 0)
(2,0)
go far left and enter new location through the whole in the wall,
collect wisdom gem 2 there
go back to the transporter and enter location (1, 2)
(1,2)
now it gets tricky. there are 8 rooms surrounding the central one. go to that room and look through three holes in the walls.
the pointer must meet the ornament on the rim, and you turn the pointers using the valves on the outside. Once you place pointers in the right positions, the block in the middle of the central room will open. collect metal box.
as you leave this room, go through the right door and collect light bulb – it’s the only one not protected by the wires.
go back to the transporter and enter location (2, 1);
(2,1)
go right and up. set both devices so their lights are on the right side, the crate downstairs will move it’s position.
go right and down the ladder. In the dark room use the light bulb on the lamp next to the ladder.
go left and into the ancient room.
on the wall use previously seen symbols (they’re written down in the notes) and hit the button on the bottom. go down the ladder and use lead casting on the highest pedestal of the anubis statue.
after it’s lifted, collect lead casting from it and repeat that two times until the passage is opened.
go down and collect wisdom gem 3.
go back to the transporter and enter location (1, 0)
(1,0)
go down and right to the acid bath. Zoom in.
put the metal box into the acid.
once the metal box is destroyed zoom out and use wrench to unscrew the pipe and release the acid.
zoom on the bathtub and collect wisdom gem 2
go back to the transporter and enter location (0, 0) (remove the plate from the transporter so it stays empty, and hit the button.
exit the ROOT location and go back to the modern portal.
enter 7-4-7 there and push the button.
The Corridor Location
go far right and open the door.
enter the new room and use all wisdom gems on the wall machine.
switch the lever on the control panel and enjoy the ride.
image
example

Awww! it was too short. I demand more submachine!!!!

@Edd
oops, stupid typo....

Whoooaaa man! Now we have complete walkthroughs posted in the discussion without a spoiler hide????

I second the previous comments about not getting AT ALL specific in our comments without using the spoiler tag, and would STRONGLY urge anyone unfamiliar with the use of the spoiler to do a TEST first! I'd really like a chance to read the comments and play the game without unwanted "tells".

Thanks in advance to everyone and viva Skutnik!

SWEEEEEEEEEEEET!!!! I am over the proverbial moon that there is another Submachine game out. Will there be any more? I was gonna watch sailor moon which I've just bought but I think I can put it off for a bit to play this. :-)

LISTEN. CAREFULLY.

If Cypher Plate 1 is in the first slot, then there are 7 possibilities. (1,0) (1,1) (1,2) (1,3) (1,4) (1,5) (1,6). Now, how many possibilities are there for the first slot? 7. 0, 1, 2, 3, 4, 5, and 6.

Ladies and gentlemen...... 49 POSSIBILITIES. 7 times 7! Stop makng it more complex than it has to be! 2 slots! 7 possibilities in each slot. 7x7=49. @_@ Guuhh...

Anyway... yeah. 49.

SORRY. WAIT. NO. I haven't had a lot of sleep, and I must not be thinking straight. x-x I failed to account for the lack of duplicate cypher plates. 43 is correct, and that formula is correct.

@-@ Please pardon my newbishness. I knew not of what I spoke.

I think the appropriate equation would be

(n^2) - (n-1)

where n = 7, because you have to allow for zero as an option. and the (n-1) allows for no duplicates except the 0,0.

just my two cents.

Gloriously simple and fascinating game. i enjoy every second... and then come back for more!!

;->

I agree with the 43 stated above.
Since all of you asked for it: that's the mathematical demostration that uses a bit of combinatorics.
Excluding room 0-0, the problem is the following:
How many ways there are to dispose 7 possible objects (6 possible plates + 1 "slot left empty") in groups of 2 (order matters) without repetitions?
That problem is a "Permutations without repetitions" one (see: here) and the solution is 7!/(7-2)!=7!/5!=7*6=42. Since we have excluded room 0-0, the total possible locations you can reach with 6 plates is 43.
In the more general case of "n" cipher plates we would have: (n+1)!/[(n+1)-2]!=(n+1)*n=n^2+n combinations (0-0 excluded). So, including 0-0, the total rooms we can access with "n" plates is:
n^2+n+1

Just a little atmospherical note on the above comment. That demonstration is under the hypothesis that the 3 cabinets should contain 6 plates that are all different between each other.
It is possible that the 2 remaining cabinets could simply contain duplicates of "cipher plates 1" and "2".
It could be very plausible that they can put duplicates in room 0-0 as a security measure, since this is the only room that is accessible without any plate.
Another thing to consider is that "cipher plate 1" has only one stub at the end of it and "cipher plate 2" has 2. It seems here isn't any space to have 3 or more stubs at the end of a cipher, so if the series goes on like this, there isn't any additional plate.
If that's the case the only rooms we haven't visited yet are only "room 1-1" and "room 2-2" and we can't say if the cipher holder admits the use of 2 identical keys at the same time (it can be forbidden for one person to have 2 copies of the same cipher).
Since Murtaugh's comment isn't totally clear about this argument, we can't say for sure if there really are other locations accessible with that method.

what are the symbols? been thru that room several times and cant find them.

I didn't know this was out!Waita minute??ITS OUT!?!?!?OMFG

Woah...through the brick wall is a few rooms of -
Submachine 2 : The Lighthouse!
Murtagh made the bricks crash in so we couldn't just go to the lighthouse portal and randomly get teleported

Umm i finished the game so i can answer any questions...

...but I still don't know what the 23 tally marks have to do with anything (you find them very near the beginning).

I dun see the connection between Submachine 4 and Submachine 5....

Sub 4 said that we can start working from the lab from tomorrow..(???)
Sub 5 , we appeared in a different lab instead of the one in sub 4...I DUN GET IT!!!

I posted about 3 times ...Just to tell u

image

Submachine is da most confusing , challenging , twichering (for me anyway , it makes me twich at the puzzles) puzzle game ive
image
EVER SEEN!!

^^ BB

I have finished this, but am wondering what the machine in the control room was for, where

image

the spanner/wrench was found under the chair and next to the room where the cypher plate was found. It had four buttons and four screens.

Becca, when the comments section tells you to write spoilers like "<spoiler>example</spoiler>," it doesn't mean that you should put the word "example" in between the tags, it means you should put the ACTUAL SPOILER in between the tags.

this game reminds me of the cube series of movies

I really do love the automatic note feature in Submachine V. I really hope Murtaugh adds that feature for all future Submachine games. It is quite convenient and prevents waste of sticky notes or paper in the real world.

help im stuck on the part with the symbols

I am so happy I know whats behind the brick wall in #2

CIPHER PLATE 1!!!!!!!!!! WHAT DO I DO WITH IT!!! i read the walk through but i dont understand! im in the room with the grey box with a button and wires coming out of it!! :-(

I like having that magical notepad thingy around. It saves a lot of trouble typing it all out yourself. I think that this was a very well done game and I can't wait for the next one.

Although the dark atmosphere does creep me out a bit...

who cares how many cipher combos there. who would honeslty want to explore 49 rooms or how ever many there really are for a light bulb.(P.S. submachine will never end :P

As an epic fan of all the previous subachines, the remixes, the spinoffs and so on, I regret to say that I found this game disappointing. As I've felt about certain other games, I've loved every minute but the minutes run out too quickly. The atmosphere, sound and art were as incredible as ever, but for one thing it (at least seemed) shorter than the Lab, possibly just because of the much more limited exploration possibilities; once you have the two tag keys there are no more areas to discover, no more secrets to find, and the portal machine was hardly used.

Every submachine game since the Lighthouse has extended the submachine mystery, unveiling a little more of its secret, or told us more about the mysterious 'Mur'. This game I felt told us nothing that we didn't already know and completely failed to develop any of the mysteries we found in the Lab; where are the other exploring teams from the lab for instance? And more importantly, what is the submachine, how did we end up in the submachine and what is its relationship to 'the real world' are all mysteries I wanted to see developed here.
Also I felt the concept that we're now working for Mur and the lab removed a fair portion of the atmosphere. We're no longer persuing an answer to the mysteries of the game; we're just doing a job like anyone else. It's as if Neil Armstrong, upon arriving on the moon, had just sat inside the rocket and watched TV until it was time to go again.

Still we are yet to meet Mur or any other living creature; still we know little of the purpose or nature of the submachine. We want to know so much about what it is, how it came about... We've seen a buried lighthouse but have no idea why it was buried, or by who. We know people are investigating the submachine, but where are they? What's with the ruins? The ship? And how are we (the player) inside the submachine? Where did we come from?

It was a good game, but not up to the normal submachine standard, and I felt it failed to develop the plot suitably.

FOR THE AUTHER

hey lets go authors submachine 6 come my way this one was harder and funner so keep it but dont make it to hard so I have to check a walkthrough just make it a bit harder and you will have one (or 5 if my friends get a chance to play) more visitor/s thanks again for creating a 5th and the secret room was cool if you can add a few more secrets thank you

i can't find the fourth secret.

image

the walkthrough says to put the coil in room (1,o) then go to room (0,2) and turn the weel. i did that but there wasn't a secret. then i tried puting the coil in room (o,o) but i still couldn't find the secret.

please help.

Hello, its 43 combinations, I am a maths freak and have no possible care for arguments.

By the way here is a simple complete walkthrough
with secrets for those who find things hard.

image
GET
image
OFF
image
THE
image
COMPUTER!!!

Watch this people, all the combos

0,0 0,1 0,2 0,3 0,4 0,5 0,6
1,0 1,2 1,3 1,4 1,5 1,6
2,0 2,1 2,3 2,4 2,5 2,6
3,0 3,1 3,2 3,4 3,5 3,6
4,0 4,1 4,2 4,3 4,5 4,6
5,0 5,1 5,2 5,3 5,4 5,6
6,0 6,1 6,2 6,3 6,4 6,5

hmm i got 37 now hmmmmm.....

...I'm a bad gamer and didn't search the site before submitting this game just now. Was offline the whole week when it came out. *blush*

roydaman

You have 7 rows of 6 (plus one on the top row)... 7x6=42...+1 = 43.

I really can't believe people are still arguing that number.

I too, would like to know why there are some seemingly unusable "red herrings"...
Such As:

image
~the Observation Room
~ the wires you uncover
~ all that stuff in the bunk
...will they perhaps be used in the next Submachine?
I got stuck right off the bat with the plug too. The screen is too dark or needs to be bigger! I can only bump my display down to 800x600!

It cracks me up to no end that someone made "example" their spoiler... I suppose computer logic doesn't come naturally to everyone, right?

I gotta go to bed.

*love to all the people who make these games available to us for FREE!*

~tig

There was a room I couldn't get into, at the place with the egyptian theme, there is a doorway with spikes, any ideas on how to get passed it?

Has anyone actually found any more cipher keys than 1 & 2?

I'm also confused about the seeming red herrings

image
the control room, doorway with spikes, bathroom
but also the other one
image
the formula on the side of the acid bath - is it meant to help in some way?

So pleased that a new submachine is out. Roll on the next. At least I can get some sleep now I've finished.

@ Roydaman

image

Where
image

The hell
image

did you get
image

3,0 ?




image
Guys, Since there are only 5 wires coming from the box with the buttons, there are probably only 6 rooms.

Just signed up for this place O_o

Tigrress should be right. The formula is x!/(x-y)+1 where x=7 and y=2.

I still don't know how you get 3,0 over... I only got 2 Cipher Plates 1 and 2

Jay, how does the TypeKey work?

What are the 3 symbols in room (2,1)? For some reason, there is no signs on the wall in (0,2) so I haven't been able to acquire notes needed.

@ Rankai
If you found 5 secrets and went to the secret location,

image

you should have caught Murtaugh asking everyone how many possible combinations of rooms there would be with 6 ciphers, since there was room for 6 ciphers in the 3 cabinets that you found cipher 1 in, so we are imagining there are 6 ciphers.
Does that answer your question?

i got the cipher plate 1 and i cant find the teleporter to the 0,1 rooms. where is it?

wow.. how can someone possibly finish that game without the walkthrough??

i love the gameplay, i love the look of it, but sincerely, the first were more enjoyable for me, because i could actually finish them practically alone.. but this one is too complicated!! :P

very good work though.. even if it doesn't suit my little brain.. ;)

That spike door is from submachine 0.That observatory room has 4 screens anf 4 pictures where in the secret room.That brick wall comes from SUB 2 So many earth there.If i didn't exit that lighthouse with that giant light bulb I was DEAD now.

ugh i clicked the main menu button before using all five of my secrets!

*sigh*

i was fast enough to click the spike door. and in got a sixth secret! wooooooooooolo!!!!!!

i found that the number of rooms for the cipher things was 50. dont ask how i got that number, cuz i have no idea myself.


FFFFFFF U U N N !!
F U U N N N !!
F U U N N N !!
FFF U U N N N !!
F U U N N N !!
F U U N N N !!
F U U N N N
F UUUU N N !!

There are 43 rooms in the game IF the 6 cipher plates were available.

Don't believe me?
00, the root
01, 02, 03, 04, 05, 06
10, 12, 13, 14, 15, 16
20, 21, 23, 24, 25, 26
30, 31, 32, 34, 35, 36
40, 41, 42, 43, 45, 46
50, 51, 52, 53, 54, 56
60, 61, 62, 63, 64, 65

Oh, yeah, and Talps, this one shows us the root of the entire story, the first ever submachine, and showing the Submachine as an ancient net. So it tells us something that happened before Submachine 0, which, storywise, happened before Submachine 1.

I LOVE Submachine. It is TOTTALY my favorite game. I stumbled on Submachine 2 at Arcade Town I think. Off the chart 15 million stars+. Can't wait for Submachine 6. Oh I know what you wnat to say. "Oh how to come to know that Mr. Smarty-Pants. Well try collecting all the secrets in Submachine 5. Remember: ALL THE SECRETS! By the way, if anyone knows the moth and day of the next one please tell me. Thanks.
P.S. Plases do NOT tell me the year, I already know. HA.
P.S.S. Do I talk to much?

For those who didn't get 5/5 secrets-

image
New submachine in 2008 this year.
Your's M.

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...
There's this Escape the room game called VISION where there's a save button and that's genius.
So, what do I do?

How do you turn the pointers in 1,2?? I am having seroius trouble with turn the bloddy things.

ARRRRRRRGGGGGGGGGHHHHHHHHH!!!!!!!!! And here I was searching for this game... and then I find it months after it's out?!?!?!?!?!?!?!?!?!?!?!?

and hey, Andy? What do you mean "fast enough"????


by the way...


image
image
image
image
image
image
image
STOP THE MATH ARGUING ALREADY!!!!!!!!!!

image
___Open the grey box by clicking on it. (not sure what this does)___ I seem to see 3 small scratches inside the hole... any significance to this?I would like to know. Thanks!
Oh, and I really like this series except for the spookiness. The dark lighting fried my nerves months ago...
image
this isn't really a spoiler but... if u want it, click.
image
my phone went off and i jumped a foot out of my chair... please let the person who we are playing own a flashlight, or i will die of scared-ness. :-P

wheeeee!

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... noooooooooooo!!!

i wish it auto-saved or something...

but about your guys' argument about the thingy with all possible combinations of ciphers, etc., think about it... it makes 49. take out doubles, we get 43. take out (0,0) because as someone said, the maker, (mateusz?) doesn't consider it secret or something, and we get 42. what else do we know about 42?

image
IT'S THE ANSWER TO LIFE, THE UNIVERSE, AND EVERYTHING, PEOPLE!!
thus it is the answer. thank you. if you don't know what i meant, go read
image
The Hitchiker's Guide to the Galaxy and the other four books in the series
RIGHT NOW!!

sorry about possible double post, forgot two things:

1. Can somebody post what all of the secrets are? not where, what. like at the end of the game thing. cause of previously noted mistake.

2. I sympathize with _star*~_. these games are spooky. the one that he made with the deserted town, traumatized me. stupid little hairy man........

Comment Preview

Leave a comment

  • Please consider creating a Casual Gameplay account if you're a regular visitor here even if you already have a TypeKey identity, as it will allow us to create an even better experience for you.

    To create a new Casual Gameplay account YOU MUST SIGN-OUT FROM TYPEKEY FIRST (if already signed in).
  • Out of respect for our international community (some use page translators), please use English. Comments containing IM-speak gibberish will be deleted. (if u rite like dis, dun bother).
  • You may use limited HTML tags for style: (a href, b, br/, strong, em, ul, ol, li, code, spoiler)
    For code snippets or ascii art, use code tags for monospaced font and to preserve whitespace.
  • To post spoilers, please use spoiler tags: <spoiler>example</spoiler>
    If you need help understanding spoiler tags, read the spoiler help.