Submachine Network Exploration Experience


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Mikemike-submachineexploration-screen1.pngI'm not sure if I'm being glib or hyperbolic when I say that Matuesz Skutnik's Submachine series is the Lost of online adventure gaming, but I'll say it anyway. I mean, I knew that both were excellent sci-fi tales about mysterious places, with imposing backstories and a knack for posing as many questions as they answer in every installment. But before I played the
Submachine Network Exploration Experience, I didn't know just how involved fans of the series were in discussing its mysteries and mythologies. Like the various alternate reality games involved in the marketing of Lost, the Exploration Experience gives fans of the series the chance to delve into the Submachine world like never before.

As the Exploration Experience declares from the outset, "This is not a game." There are no puzzles to solve (at least, I don't think there are), and no definite endpoint. Rather, it's your chance to explore the vast reaches of the Submachine network. Fans of the series will recognize the teleportation devices that whisk you from one area to the next, and once you find some location codes you can be on your way. Some locations will be familiar, while others are brand new, possibly foreshadowing areas in Submachine 7, coming out later this year (note the buried lead!).

In addition to finding location codes, you will also find notes describing theories about the Submachine. These have been gleaned from the Pastel Games forums and are written by fans of the series. Some of the locations even seem to be constructed to affirm certain theories. It's a great way to get fans involved in the series while providing more mysteries to ponder.

Throughout the Exporation Experience you will find all sorts of little clues and hints that possibly give some idea of what is going on. The design is such that more areas could easily be added, and Matuesz Skutnik has indicated that is his intention. If you are a fan of the series, the Submachine Network Exploration Experience offers all sorts of arcana to sate you until the next chapter is released.

Play the Submachine Network Exploration Experience

We've been here covering the entire Submachine series since the very beginning with reviews and walkthroughs for all of them...

Outside the main storyline, and yet still another great Submachine, is a game created for the band Future Loop Foundation:

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

I decided to put my typing where my mouth was and have written a walkthrough explaining how to find the rooms in the subnet as it currently exists (June 10th 2010). A lot of thanks goes to Raxas v2.1 in the Submachine forums for compiling a list of rooms and clues - I put them in "walkthrough order" so that the reader can add the numbers they find to a list and explore them in the order they are added (I didn't copy Raxas's text, I just used his numerical guide to make my walkthrough-style guide in my own words). My advice will be VERY brief - there's a lot to cover and I'd be taking all the joy out of your explorations if I covered everything. I'll also be listing the nodes by custom names rather than their numbers, so not to spoil the numbers (people who want the numbers spoiled can go find the other lists posted in this very thread. Let's get to it!

Exploration

The Computer

Code: 000 (000 - Computer List)

Get out of bed and head down to the computer. This part should be familiar to you if you've already played the Submachine games, and it doesn't hold many new surprises, but you'll want to check the computer for a list of codes. I won't reproduce it here. We'll start by going to those rooms and exploring them before moving on to the clues within.

Cross Room

Code: 076 (000 - Computer List)

There is a close-up picture and three theories here. Two new codes can be found: one under the cipher teleporter and one formed from the bottoms of the three theories. You can also turn on the projector in the bottom room to no obvious effect.

New Codes:
304
875

Monitor Centre

Code: 541 (000 - Computer List)

Two rooms, including a code to the left and four monitors that can be viewed close up, one of which (bottom left) includes a second code scratched into it (in its bottom right corner).

New Codes:
218
757

Linked Rooms

Code: 628 (000 - Computer List)

This room contains a device on the right that teleports you into a strange, "red" room. The odd thing is that if you come back here after leaving from the red room, you will return to it instead of the furnished room. There is a theory here, along with a strange number 7 along with three lights, the light on in the bottom left. A panel gives you the code for "THIS" (229). Or does it? As a matter of fact, the game is actually telling you to take this area's number (628) and subtract 229 from it to get a new code. There is nothing to be found in the red room.

New Code:
399

Mechanical Room

Code: 642 (000 - Computer List)

While this room is quite interesting, it only includes one clue, the letter "C". As far as anyone can tell, this is supposed to be a clue to go to room 100.

New Code:
100

The Lighthouse Basement

Code: 304 (076 - Panel in left room)

Welcome back. If you poke around in the path up the ladder, you will find that FI = 342. This is otherwise a dead-end.

Cells

Code: 875 (076 - Found at the bottom of the theories)

This odd room initially appears to contain only a single theory document, but if you look closer you can find two codes, both in tally scratches on the wall. One is in the second room, top-right. The next is in the third room, bottom-left. If you haven't realized yet, you can mouse over them to get the numeral versions at the bottom of the screen.

New Codes:
232
580

Chime Room

Code: 218 (541 - Panel behind chair)

You'll find a few familiar relics in this room, despite it being all-new, but perhaps to keep you from going mad thanks to the chimes, there's only one simple thing to find: another panel.

New Code:
006

Defence Network

Code: 757 (541 - Visible in monitor)

You can find a theory here on the left, along with a code above the door to the right.

New Code:
185

Stalagmite Room

Code: 399 (Derived from the equation THIS - 229 in regards to room 628)

I'm just boring names from Raxas now. There is a computer here with a "Report" (which I think is just an in-character theory) that nevertheless is followed by "1111 - this". Doing the math, that gives us...

New Code:
712

Sub-Bot Chamber

Code: 100 (642 - Probable meaning of "C")

New information here, very intersting... Read the monitor on the left for more, with schematics on the right. You can also find a panel on the right reading "THIS + FI". We'll have to work that out later (First Equation).

Cave

Code: 232 (875 - Tally, room 2)

This room contains a lenghty fan timeline for the backstory, along with a picture of a sign saying "KENT FALLS". If you click the nearly empty sheet of paper rather than the theory papers, you get a new code, as well.

New Code:
550

Viewer Ruins

Code: 580 (875 - Tally, room 3)

This room contains a viewing device that displays a sped-up version of the video from the end of The Lighthouse. After a VERY long wait, a code shows up on the screen. If you look carefully, you can find some scratchings near the cave-in to the left that say "THIS + TI" (Second Equation), though you will almost certainly need to mouse-over to get it coherantly.

New Code:
411

4D Loop

Code: 006 (218 - Panel)

This room loops very oddly, which is understandable once you read the theory included within about the Subnet being a 4th dimensional space. You can also find a panel with a new code on it.

New Code:
404

Gem Generator

Code: 185 (757 - Above door)

This room contains a theory about wisdom gems, and features a panel barely visible behind a number of cans of compressed gas. The panel reads "TI = 322".

Radio Bunker

Code: 712 (399 - Theory doc)

This room has a radio but the clue is actually at the periscopes to the left, where you can find one number in the bottom-left corner of each scope.

New Code:
258

Lighthouse Base

Code: 550 (232 - Empty sheet)

A lot of familiar sights here, but in the rubble to the left, you can also find a tab that says "THIS + 122".

New Code:
672

Sideways Chamber

Code: 411 (580 - Very long wait after video)

This room has two panels and one theory, if you poke around the weird structure enough (when you climb the ladder that actually goes "up", you can go left from there).

New Codes:
317
553

Bells Room

Code: 404 (006 - Panel in bottom left corner of one of the 4D-rooms)

This room contains several bells, along with a theory regarding them. Make sure to hit all the bells (except, unless temporarily for fun, the one above your teleporter) to unlock something in a later room. You'll also notice a broken bell. With our leads exhausted, our best hope is to take that as one last code - X being "10".

New Code:
010

Nazca Room

Code: 258 (712 - Periscopes (bottom-left))

A theory, along with another code can be found here. The code is out of the way, go left twice and find the small hole in the ground, then check the inscription aside the carving.

New Code:
947

Collapsed Reality

Code: 672 (Result of equation "THIS + 122" for room 550)

A doc here suggests the Submachine is meaningless, and thus it appears to have fallen apart right on Mateuz' drawing board. There is a panel here ("1227 - THIS"), along with the last beige light (7).

New Code:
555

Transport Dock

Code: 317 (411 - Panel)

The codes here are all in the string of photos found at the bottom of the ladder.

New Codes:
806
461

The Root

Code: 553 (441 - Panel; 1 removed from Submachine 5 legacy code, intentionally as it is a different section)

Confusing. Nevertheless, this offers several opportunities for advancement. Let's poke around. There's a theory upstairs, a panel that reads "THIS + 439" and a third "lights number", this one another straight line with an 8 on the left. But wait! The panel around this light is beige, not gray, and while that does match the paint in here, you will later find that this is a new set of lights entirely. Make a note. Well, we know what to do with a "THIS +" equations, now don't we!

New Code:
992

Generator Chamber

Code: 010 (404 - Probable meaning of the "X" platform)

For some reason, you begin this room away from your teleporter. Move the can nearby to uncover a new lit panel with a number (6, this time with the centre light active). You'll also discover a theory on the right.

The Basement

Code: 947 (258 - alongside lower-floor carving)

If you poke around here enough, you'll eventually find a repair bot's report on the damage you did here earlier. It includes a new code, and another on a panel.

New Codes:
923
777

The Loop

Code: 555 (672 - Panel)

The Loop is no longer fatal, don't worry. It features a "theory", but look carefully. The sign-ee is a familiar name you may recognize from previous Submachines - Raxas' guide suggests it was fabricated by Mateuz. You might want to check this one out.

Cliffside

Code: 806 (317 - Photo third from bottom)

The cliff from Submachine 1, except the transporter is working. Is this set in the past? The last of the horizontal lights can be found here, this one (the right) being 6.

Lighthouse Sewers

Code: 461 (317 - Photo at bottom)

Oh great, this place again. If you can find the red room, you'll find another set of triangle lights, this one with an 8 in the bottom right. You can also find a 9 with three horizontal lights set in a random tube. Don't get lost.

The Ruins

Code: 992 (Derived from equation THIS + 439 in regards to room 553)

Lots to see here, not much to find, except a panel that says "KI = DI - GI". See "The Final Equation" for details.

Padded Cells

Code: 923 (947 - report)

If you poke around this FLF environment enough, you'll find a third triangular light (top, 3) and will discover you can only get back to the teleporter if you head left, not right.

Bunker

Code: 777 (947 - Panel)

If you head right, you'll find a panel informing you that "RI = CCCLII" or 352. There is also a photo with some scratched lettering on it, but no one seems to be able to make out anything distinct.

All right, that's it. Puzzle solving time.

First Equation

Derived from equation THIS + FI in regards to room 100, where FI is 342 from room 304, you get 442.

Deep Pit

Code: 442 (First Equation)

This room has a new code, but it is very hard to see at first. Climb all the way up the ladder, then look closely at the artifact for roman numerals, especialy with your mouse in hopes of finding mouse-overs. Here's a hint: it's near the bottom of the screen, on the side facing the rope, but near the edge.

New Code:
103

Ruins Entrance

Code: 103 (442 - Hidden on the artefact)

This room contains an secret regarding Submachine Zero... If you look closely on the catwalk near the teleporter, you'll also see that DI = XXXIV, aka 34.

Second Equation

Derived from equation THIS + TI in regards to room 580, where TI is equal to 322 from room 185. That makes 902.

Defence Network Roof

Code: 902 (Second Equation)

You will find another viewer here, similar to one of the previous rooms. It shows a video after a few seconds of static, somewhat recapping Submachine 1's special edition, also known as the less famous version (where you choose to continue exploring, rather than escaping, as is the only option in the original Submachine). At least, that's my reading. After another pause, you'll get a new code.

New Code:
241

Ancient Zone Searchlights

Code: 241 (902 - End of video)

A theory can be found here, along with a new panel hidden on the side of the searchlight that indicates "NI - THIS".

The Triangle Lights

Reading the triangle lights top (923), left (628), right (461), we get our next code: 378.

Obelisk

Code: 378 (Triangle lights)

If you poke around the dark patches at the bottom of this impressive structure, you'll find another theory and another panel, this one detailing that "B1 = 5 / B2 = 7".

The Gray Lights

There are several sets of horizontal lights so far, but the gray lights form a new code: 966.

Altar Rooms

Code: 966 (From the number lights at 461, 010 and 806, respectively)

This room contains a panel ("NI = 842") and another that says "A1 = 8 / A2 = 4".

Third Equation

By combining NI (842) from the Altar Rooms and the equation from The Ancient Zone Searchlights (241), you get NI - 241 = 601.

Submachine Zero Ruins

Code: 601 (Second Equation)

There's a new beige light here, the second number, 3. Beyond that, the only thing here is a theory doc.

The Beige Lights

The beige lights form a code: 837.

Radio Bunker

Code: 837 (Beige Lights)

This room is playing a number of apparently real radio stations (or recordings thereof) and contains a panel reading "C1 = 9 / C2 = 2".

The ABC Code

If you take the A1 = X / A2 = Y codes and put them together, such that your numbers are formed from A1-B1-C1 and A2-B2-C2, you get two new codes: 859 and 472.

The Archives

Code: 859 (ABC Code 1)

There are a lot of, well... "things" in this room, including a book that contains all the messages displayed in the Submachine series, even the hidden ones from 6. You can also find a panel that reads "GI = XCV" (95).

Lounge

Code: 472 (ABC Code 2)

This room features a panel that explains that says "RI + KI". It also has a radio, that according to Raxas, plays either a real radio station or clips from it.

The Final Equation

All right. The code in the Lounge tells us RI + KI. We know from room 777 (Bunker) that RI is 352, and from room 992 (The Ruins) that KI is DI - GI. DI is found at room 103 (Ruins Entrance) and is equal to 34, while GI is found in room 859 (The Archives) as 95. 34-95 = -61, -61 + 352 = 291. Let's give it a whirl...

The Sanctuary

Code: 291 (The Final Equation)

Head to the left. You can search this one yourself...

Reference - Collected Unknowns:

DI = 34 (103 - Panel on side of catwalk)
FI = 342 (304 - Panel)
GI = 95 (859 - Panel)
KI = DI - GI (992 - Panel) [34 - 95 = -61]
NI = 842 (966 - Panel in leftmost room)
RI = 352 (777 - Panel)
TI = 322 (185 - Panel (obscured))
A1 = 8 (966)
A2 = 4 (966)
B1 = 5 (378)
B2 = 7 (378)
C1 = 9 (837)
C2 = 2 (837)

Reference - Legacy Codes

These codes are left-over from Submachine 4 and 5. Only some of the old codes work, listed below.

The Lab

Code: 001 (Legacy code from Submachine 4)

Yup, it's the lab again. If you ring the bell here and, apparently, have also rang the bells at 404, you will open the gate to the right, which leads through a few rooms but is otherwise a dead end. Shoot!

Dome Room

Code: 043 (Legacy code from Submachine 4)

Hm, this room just contains another bell! Might as well hit it in case it opens something like the gate from 001. Let's move on.

Ancient Zone

Code: 104 (Legacy code from Submachine 4)

Empty! I guess they can't all be winners.

Tomb Trap

Code: 770 (Legacy code from Submachine 4)

Still empty here, though the old code is still hanging around. Good old thing. Useless, but good old.

Passageway

Code: 747 (Legacy code from Submachine 5)

Very strange. This room actually has a key you collect and use on the door to the left... but as far as anyone can tell, there's nothing there! Perhaps we're missing something...

Reference - Jumping Randomly

There are three other rooms not connected to the others, either forwards or backwards.

314 - Pi Room
666 - Hell
815 - The "Lost" crash site.

This covers Mateuz's June 19th edit. It covers only the new content, which does not interfere with the flow of the original walkthrough...

Exploration

The gist of this update is that it ties in what I originally called "Legacy Rooms" into the subnet proper. There are also a few new legacy rooms. One of them can be found in the starting computer list, so let's go there first.

Lighthouse Dugouts, B

Code: 551 (Computer List, also found in 462)

You remember this room. The code to the other half of the chamber, which also hasn't changed, can be found on the left (THIS - 89). Another code, can be found attached to the theory.

New Codes:

462
747

Lighthouse Dugouts, A

Code: 462 (Result of equation "THIS - 89 in regards to room 551)

Uh... whoops. Understandably, there is not much to be found here, but a panel seems to have kept a steady grip. Unfortunately, it only points back to the other half of this room, above. Thankfully, a new code can be found on the left, if you hover over the block in the background. It does not seem to be otherwise readable.

New Codes:

104

Passageway

Code: 747 (551 - Theory)

If you've been reading the walkthroughs, you know this infamous room, which has an infinite hallway you can unlock with a key. The code is not actually there, though. Rather, the code can be found by mousing over the arrows just to the right of the teleporter, in letter form (where A=1, B=2, etc). There is no real explanation for how you find these letters, it's not really a good clue.

New Codes:

452
728

Ancient Zone

Code: 104 (462 - mouse over glyph)

A fair amount of new content has been added here in the update, including a bell with the number II on it and a panel far to the top-right of one of the screens. The codes below are listed in reverse just to speed the walkthrough up a bit.

New Codes:

800
002

Statue

Code: 452 (747 - right arrows)

The ending of Submachine 4, now with a panel stuck to the statue reading "DCCLXX", or...

New Codes:

770

Bonus Room

Code: 728 (747 - left arrows)

Submachine 4's Bonus Room. Here you can find updated versions of the pictures from the original bonus, along with new and old info. The old is a collection of Submachine 2 notes about Einstein, the long-forgotten cat, and the second is a code, EEB. Going with the A=1/B=2 code, that's...

New Codes:

552

The Ship

Code: 800 (104 - panel)

New information can be found in the ladder's former pipe, reading "WX=23 / WY=688"

Pit

Code: 002 (104 - bell platform)

This simple room contains a panel that reads "THIS + WY". We know WY from room 800, leading us to...

New Codes:

690

Tomb Trap

Code: 770 (452 - panel)

The Tomb Trap hasn't changed at all from Submachine 4, which is to say, it still contains the code for the Dome room in the shapes on the wall.

New Codes:

043

The Root

Code: 552 (728 - letter panel)

The Root has changed considerably, but the code you want is on a panel near the front, which reads "THIS - WX". We have WX thanks to room 800.

New Codes:

529

Looping Trap

Code: 690 (Result of equation "THIS + WY" in regards to Room 002)

This room from Submachine 4 contains the third green light, reading six, and a theory

Dome Room

Code: 043 (770 - shapes on wall, exactly like Sub4)

A bell is here, not that there's any sign what these new bells do, if anything, and the second green light: a leading 5.

Basement Section

Code: 529 (Result of equation "THIS - WX" in regards to Room 552)

This room from Submachine 4 has the last of the green lights, a 9 in the middle position.

The Green Lights

The green lights, like the ones before, combine to form a new code, or rather, a new legacy code.

Submachine 4 Final Room

Code: 596 (Green Lights)

This room contains a theory, the old exit switch (inoperable) and a new code in place of where it originally wrote its own.

New Codes:

001

The Lab

Code: 001 (596 - on wall)

This room hasn't changed from my original walkthrough, down to the bell to the left that opens the gate, although it's possible the new bells (along with the ones from 404, from the original release) factor in to whether or not the gate can open. There is still no way down the pipe here. As things stand, this a very curious end of the line.

I figured I could convert my own notes into a walkthrough for the new rooms; it happened to be the most productive use of a free period I could think of! (I'm using the room names assigned by the good people who upkeep the Submachine Wiki rather than ones of my own fabrication)

Exploration:

A new co-ordinate has been added to the computer list, so that should be your first port of call:

The Ouroboros Tunnel

051 - (000 Computer List)

The theory in this room contains quite a few co-ordinates, but they're all ones that can be accessed from other rooms. The two new codes are at the far left of the location, deduced from the symbol on the wall.

The Twins Room

523 - (the left hand side of the symbol in 051)

Here's a first for the Subnet; an inventory based puzzle! It's not particularly tricky, but it gives you access to a whole bunch of theories. The code in this room can be found by examining the statues; more specifically, their feet...

The Looping Sphere

917 - (the right hand side of the sybmol in 051)

This loop is somewhat more confusing than most of the others you'll encounter. In order to power up the screen and read the theory in this room, you'll have to work with wisdom gems, either by removing the one powering the portal and using it to boot up the monitor or (recommended) stealing another from another location in the Subnet and using it here. Either way, if you don't read the theory, you won't spot the clue to a new co-ordinate at the bottom of it...

The Broadcasting Center

277 - (count the strokes on the bases of the statues in 523)

This is a very impressive location (I do recommend looking out of the windows) and, although it doesn't clue to anywhere new (the theory notes two locations that are accessible through other means), you will want to grab that key...

The Clockwork Room (area 2)

011 - (use "smartguy-4989" at the bottom of the theory in 917; 5000-4989=011)

As much as I'd like to argue that the pins on the noteboards correspond to location codes (some of them do, honest!), the room on the right at the end of the corridor contains the only two proper clues, one old, one new...

The Defense Network (area 2)

128 - (add up the numbers on the panel in 011)

The only clue in here can be found on the panels surrounding the main monitor displaying this location's theory.

The Broken Clock Room

987 - (follow the directions on the screens in 128 - from "start right", go to the screen on the right and so on)

This is easily my new favourite room in the Subnet, but still. The clue here is "Protocol Accordant Retreat = THIS - QI"; make a note of it, since we'll find out what QI is in a minute...

Further Exploration

The Laboratory Key

With the key found in 277, you can open the door in 001 (known from Sub4 to be "The Lab"). Here you will find a device linked up to an unpowered screen; to proceed, you'll have to power up that monitor...

The Void

613 - (power up the monitor in 001 using a wisdom gem)

The clue here is at the very, very bottom of the ladder...

The Ziggurat (area 2)

157 - (found on the note at the bottom of the ladder in 613)

There is a plaque here like the ones scattered elsewhere in the Subnet, blending in against the wall.

The QI Equation

The clue "QI = THIS + 475" in 157 gives the value of QI, which can then be used with the hint in 987 to produce the final co-ordinate:

Murtaugh's Room

355 - (the plaque in 157 puts the value of QI as 632, so the clue in 987 becomes 987-632=355)

This is the end of the new batch of rooms, although were you playing this properly there is a clue here to the final room of the game. I shall not say much more so as not to spoil it...

244 Comments

Anonymous June 9, 2010 7:27 PM

I love submachine so much!! I saw this new game and I almost screamed from joy. (:

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Just be forewarned: It's not a game.

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Interesting as always. I've been trying to make sense of

the letter codes

(TI=322, FI=342, THIS=229)

, since they don't work as locations.

Also wondering about the

partial number in green lights, 7-6-?, since no combination seems to work with that either, so maybe it'll be added onto.

Who else tried 666 and got a bit weirded out? :D

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Here's some numbers I found:

000
076
541
628
642
304
218
757
006
404
666
777

I only found that last one on a hunch :P

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nerdypants Author Profile Page June 9, 2010 7:51 PM

Oh, this is fun!

I turned on a projector in 076 and it sent a beam of light upstairs. Does that do anything or is it just for funzies?

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In some of the rooms you can see a little plaque that says something like THIS + TI, which means you you add the current room number to TI, and you get a new one.

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Anonymous June 9, 2010 7:56 PM

For letter codes, there's also

RI=CCCLII (352?) at 777

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@ensoul, I did, it was obvious.
I am even wrote a "walkthrough/journal" prior to this submission, but this is not a game so I think it's not important and it might be incomplete. Like the theories. Cheers to Matuesz Skutnik and collaborator. ;D

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I found a new(?) area!! (I think)

747

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24653187 Author Profile Page June 9, 2010 8:10 PM

another area:

010

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24653187 Author Profile Page June 9, 2010 8:19 PM

keep searching for new areas, everyone!

185

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nerdypants Author Profile Page June 9, 2010 8:24 PM

Try entering coordinates from previous games. 001 works.

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24653187 Author Profile Page June 9, 2010 8:29 PM

Oh yeah, new room!

875

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24653187 Author Profile Page June 9, 2010 8:30 PM

and another:

580

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Is it just me or...

Is destination 757 just blackness? I got a loading symbol, but after that, just blackness with no hot spots to click

Just started, but liking it so far. The notes are fascinating.

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24653187 Author Profile Page June 9, 2010 8:32 PM

a clue is found:

THIS + TI

but,

229 + 322 = 551 doesn't work

I'm stuck!

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24653187 Author Profile Page June 9, 2010 8:36 PM

another clue:

RI=352

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Anonymous June 9, 2010 8:37 PM

I've been guessing every room number, got to 200 and these are what i got:

0,1,6,10,43,76,100,103,104,185

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24653187 Author Profile Page June 9, 2010 8:37 PM

new area!

100

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24653187 Author Profile Page June 9, 2010 8:39 PM

another clue again:

THIS + FI, which should be 571, but it doesn't work.

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Here's what I've got, in no particular order. Some from clues, some previous posts, some random guesses. I love all of Mateusz Skutnik's games. One of the best parts is just looking as the animations, and this has some of the finest.

000
304
076
541
628
642
001
404
218
757
399
712
258
006
100
442
185
947
777
923
666
104
010
103
875
232
580
747
DI=034
TI=322
FI=342
RI=352

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Anonymous June 9, 2010 8:39 PM

when it says THIS+TI you have to

add your current room number to TI

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Jaylapeno June 9, 2010 8:41 PM

GI=XCV

Another clue.

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24653187 Author Profile Page June 9, 2010 8:42 PM

770 and 043, by previous submachine game warpcodes.

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Jaylapeno June 9, 2010 8:43 PM

new room:

859

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24653187 Author Profile Page June 9, 2010 8:48 PM

104
550

and another clue:

THIS + 122

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24653187 Author Profile Page June 9, 2010 8:50 PM

another room found by trying:

555
this is the loop!

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barnmaven Author Profile Page June 9, 2010 8:52 PM

The screen size of this series is a handicap for those of us with poor vision. Is there a way to increase the size?

I really like the Submachine games but using Microsoft's magnifier makes me dizzy.

Thanks for any help.

[You can try reducing the resolution of your display. Something like 800x600 should make everything appear larger (assuming your display is larger than that to begin with). -Jay]

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24653187 Author Profile Page June 9, 2010 8:57 PM

553
so many rooms at 5-5-? regions!

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24653187 Author Profile Page June 9, 2010 8:58 PM

Another clue:
THIS + 439
will it work? I'm not sure, but I think it doesn't.

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24653187 Author Profile Page June 9, 2010 9:00 PM

I'll rest for a while from now. I hope someone will try all 1000 combinations.

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672 tried it randomly and it took me to a yellow area. theres a room with a note and a hint that says 1227 - THIS

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I think I broke it.

I entered 001 successfully but nothing loads.

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Weeblewom Author Profile Page June 9, 2010 9:10 PM

found another, using THIS-229

399, apparently when it said THIS-229 I thought it was a code for THIS but its actually the room number minus 229

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24653187 Author Profile Page June 9, 2010 9:16 PM

Thanks for weeblewom, I'll examine those clues again later.

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747 gives you a key that you can use for the door in 747.

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This room has lots of papers with lots of possible places. I think the papers are notes from previous games:

859

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Weeblewom Author Profile Page June 9, 2010 9:21 PM

here's another few new ones i just found
947, 923, 992

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24653187 Author Profile Page June 9, 2010 9:22 PM

so a new room:

992

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Weeblewom Author Profile Page June 9, 2010 9:22 PM

oops i thought i had the spoiler tag, is it possible for me to edit or delete posts?

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24653187 Author Profile Page June 9, 2010 9:22 PM

KI = DI - GI
hmm... I hope someone will get rid of this.

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This is probably the longest not-game I've ever not played. Still loads of fun. I can't figure out where to use one code.

Room 992 says KI=DI-GI
From what I got for DI and GI in 103 and 859, KI seems to be negative 061. I can't figure out where KI goes, so I guess for now it doesn't matter.

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values of N1, A1, and A2.

N1=842, A1=8, and A2=4

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*SCREAMS* I love the submachine series and even if its not a game,it should still be awesome. I mean, Mateusz made it. :D

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24653187 Author Profile Page June 9, 2010 9:25 PM

902

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drewn7512 Author Profile Page June 9, 2010 9:27 PM

has anyone tried putting 666 into that wierd red teleport on the other side of 628?

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Black Drazon Author Profile Page June 9, 2010 9:27 PM

Here's my list of notes just from gameplay:

000
006
076
185
218
304
404
541
580
628
642
757
875

FI 342
TI 322
RI CCCLII (352)
THIS 229 (found at 628)
THIS + TI (551 - doesn't work either)

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Black Drazon Author Profile Page June 9, 2010 9:31 PM

The trouble with trying to solve the letter clue is that someone will probably have found it out by random button entering. But still, I'd like to see a walkthrough for this "not-game" explaining how to find all the rooms the old fashioned way.

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Chris Weed June 9, 2010 9:32 PM

:D Being the

Lost

fanatic that I am, I typed in

815

!

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I won! Well, kinda. I found the "final" room.

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Aylakat June 9, 2010 9:38 PM

I am losing my mind in this. And I thought I'd have nothing to do tonight.

Another M. Skutnik masterpiece... and it isn't even a game!

Got a notepad and pen, pack of smokes and a drink, I'm going through all 1000 numbers tonight!

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barnmaven Author Profile Page June 9, 2010 9:47 PM

Thanks Jay re resolution. my default is 1680x1050. 800x600 helps some. It would be nice to be able to zoom in these.

Matuesz Skutnik is a genius.

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Here are my notes from gameplay and posts here :)

(There's A LOT, and it's semi-formatted; you'll figure it out as you read)

000
Starting point
076, 541, 628, 642
"sub connect"
"@lab facility # 493"

076
Yellow, framed picture of real dirt road, button
Safe Haven Theory, Human Target Theory, Submurchine Theory
1 < 8, 2 < 8, 3 > 5
010 ?

541
Satellite monitoring
218, 757

628
Yinyangs, ancient button
Dimenisional Pathway theory
tri-light 7
THIS - 229 = 399

642
Mechanical walls
C panel

010
Oil barrels
Artificial Life Theory
tri-light 6

218
Unseen bell chiming 3 times, robotic arms, button
006

757
Metallic hallway with green LCD theory and closed door
Edge as Boundary Theory
185

399
Dark, climb down wall
[REPORT#173] Amnesia theme
1111 - this = 712

006
ERROR 404, endless rooms
4 Dimension Net Theory
404

185
Gas Tanks
Paired Gem Theory
TI = 322

712
stools and periscopes
TADS
258

404
Bells
Theory on Defense Systems, X

258
Glowing pictures on walls
In your mind- Theory
947

947
Pink and purple, broken pipe
7----7----7
bot ID 41-32-95-96
maintenance round 17083

947 gem energy pipe broken
conductor leakage
energy loss 20%

awaiting instructions
repeat
//------

rrrrrrrrrrrrrrrrrrrrrrrrrrrr9
rrrrrrrrrrrrrrrrrrrrrrrrrrrr2
rrrrrrrrrrrrrrrrrrrrrrrrrrrr3
777, 923

777
Rivotted curved walls (airplane?), polaroids
RI = CCCLII (352)

923
Padded walls, imperfectly looping rooms
Some kind of pulley thing in upper left of a room
tri-light 3

666
Red, eeeeerie, hanging pipes

001
From previous game; walls of pipes, wall tunnel

747
Locked door, arrows on wall
Crimson Key opens door
loop rooms with counter

875
Pulley thing from 923 here several times
Human Testers Theory
580

580
Red brick and dirt, Video machines
THIS + TI = 902

902
Hanging tubes and wires
another vid machine showing computer screen playing submachine

100
hanging pipes, gas tanks
sub-bot reverse engineering early sketches
research team 006
quadrant 318
THIS+FI=442

442
Buried Teleporter
CIII (103)

103
"Outside" temple, no teleporter
DI=XXXIV (34)

770
Bricks, diamond brick
circle, square, triangle = 043

043
from previous game; glowing bubble in ground; bell

859
Nice music; 34 documents. here are some highlights:

2-18 secondary DS
1-12 primary DS
1-0 mainframe
protocol 542
portal prototype 2/32
root coordinates are: 5-5-2
lab coordinates which are 0-0-1
corridor location 7-4-7
one drop of water, 32 chambers filled with sand
551, some kind of brick room
Coordinates (@ laborator)
laboratory: 001
ancient section: 104
looping traps: 690
basement section: 529
lighthouse digouts: 462
tomb trap: 770
ship: 800
root.ping//144.235.182.100
statue in room (-12,9)
12.13.06 Einstein is gone

GI=XCV (95)

232
Cave, Kent Falls
A1ex_CT99
550

104
Ancient section from previous game

550
Arcade machine from previous game
The Flaming Monkey Theory
THIS + 122 = 672

672
cyber walls
Meaningless theory
tri-light 7 (3rd light lit)
1227-THIS (555)

555
Looks like the Loop (previous game)
Submachine As Perpetual Maze theory by sunsine_bunnygirl_17

553
Rusy panels
Waveform Collapse Expansion Theory
tri-light 8 (left lit), button
THIS + 439 (992)

992
dark blue stone-walled room from previous game
Karmic Civilization theory
KI = DI - GI (-61)

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Kanraku Author Profile Page June 9, 2010 9:49 PM

Just as Black Drazon has suggested, I've found what I believe is the final level just by dumb luck (I was just trying about 20 sequential numbers, I was lucky to have started where I did)

If you really want to see it before solving the puzzle, view the spoiler.

Are you sure?

Promise to still work at the puzzle?

Okay fine, here it is:

291

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24653187 Author Profile Page June 9, 2010 9:55 PM

So, the problem is solved. Who said this isn't a puzzle game? :D

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Weeblewom Author Profile Page June 9, 2010 10:01 PM

can anyone help with those numbers with lights? so far ive found

73_ these are the ones where the lights were in a triangle formation, I cant find the last one. I also thought i had another one, 867, but it didnt work.

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My list of rooms..

000
001
006
010
043
076
100
103
185
218
258
304
399
404
442
493
541
550
553
555
580
628
642
666
672
712
747
757
770
777
859
875
902
923
947
992

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This is not a complete walkthrough, but this is as far as I've gotten. (Please don't bump up.)

000:
076

2 > 7

1 > 8

3 > 5

304

FI = 342

541

218

006

ERROR 404

X

means 010

horizontal lights

middle says 6

hard to see...

747

628

cloverleaf lights

bottom right says 7


THIS - 229

399

1111 - this

712

2

5

8

leads to

258

947

7 --- 7 ---- 7

RI = CCCLII

a possible picture clue I can't read

923

cloverleaf lights

top says 3

a deteriorating room with a giant wheel...

642

the letter

C

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Soon as I get home from work, I think I can officially kiss the rest of my evening, as well as any and all free time for the next few days, goodbye.

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I typed in Cheney and I got the ending.

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TheEternalFire Author Profile Page June 10, 2010 12:12 AM

Here's a complete list of all the locations:

000
001
006
010
043
076
100
103
104
185
218
232
241
258
291
304
314
317
378
399
404
411
442
461
472
541
550
553
555
580
601
628
642
666
672
712
747
757
770
777
806
815
837
859
875
902
923
947
966
992

Yes, I ran through all possible combinations... =/

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TheEternalFire: aww man. You can get this very same list right from the game in less than a minute, by

observing the text files that load when you are start the game. One of these files contains the entire list of rooms:

http://www.submachineworld.com/destinations.txt

But I suppose brute force works just as well. :-)

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JRCrusher Author Profile Page June 10, 2010 12:40 AM

In room 837, can anyone understand the radio in the room to the right after the slider was moved to the right?

I think I can make out:

omicron, omicron, iota... etc.

but I cant tell if it spells something or what due to the static.

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benhere Author Profile Page June 10, 2010 2:07 AM

@Mike:
I read the review when it was first posted and skimmed through again just now. Why did you change "buried lede" to "buried lead"? I thought the former was correct.

[I changed it, apparently both spellings are correct. -Jay]

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Daenske June 10, 2010 2:21 AM

I divided by zero, it seems.

I entered 218, now the screen just says undefined :/

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In 902, keep watching the video even when it looks like it's over. You'll get another room clue:

241

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Anonymous June 10, 2010 6:20 AM

I love the submachine series, but I do wish the games weren't so tiny! Having to squint at the monitor to even notice the game window (fine, I'm exaggerating a little) is not good, especially for an exploration game.

And of course it's a game. Games don't need puzzles or even goals to be games. Exploration is a valid genre.

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Ceithen Author Profile Page June 10, 2010 6:53 AM

I have no idea how I did this, but

I somehow opened the gate leading to the double doors in 001. It led to a dead end though.

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It's getting soooo frustrating, I don't understand the THIS,TI,FI,etc. clues :( I wanna ask...is there any ways other than blind jump for 1000 combinations?

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What is the radio in room 472 saying? It seems to be some kind of code...

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miniman1013 Author Profile Page June 10, 2010 9:44 AM

@Ceithen - you

rung the bell on the left.

Me too!

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bell's puzzle

look in 001

i found other bells in 404, 104 and 043 if you "open" all the bells the gate on the right in 001 will open but the door still not... maybe there are other bell to "open"

otherwise i try to figure the number in the shapes...

i found 3 kinds of shape with number in
metal square
brown square
oval

metal square: i dont remember where, but the final combination is 966

brown square: i remember only the middle number found in 601, then i found the first one and trying the possible combination, i found 837

oval: its strange.. the number are in
1)628
2)923
3)461 ( you have to explore)

combination = 738 but it doesn't work... any suggestion?

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7-4-7

I Got a Crimson Key.

I unlocked the Door, Now What Do I Do?!?!?!

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Im having trouble with the radio in room 837, can anyone help me on that. On another note, FINALLY another submachine!! I LUFF These games!!

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ottoman Author Profile Page June 10, 2010 1:49 PM

@A Guy: Room 747 is a reference to one of the other Submachine Games (number 3, The Loop, I believe) where there was pretty much an endless stream of rooms both vertically and horizontally although in this mini-tribute you can only go horizontally. Just click towards the bottom and you will go back to the crimson key door.

I have had similar issues with loading a room and then nothing happening. All I did was refresh the screen - since each room loads individually, and when you reload you begin at the transporter machine, I have found that it's not a problem. It always loads for me on the second attempt.

I love how open-ended this game is! Although the complete list of locations is available, I admit I felt very smart when I tried thinking of numbers that have meaning, typed in

314 (the first 3 digits of pi)

and got a room with a reference to that number.

Does anyone understand Morse code? I'd love to translate those bleeps in the "Lost" room, I can only assume it's a distress signal but I don't think it's SOS.

Mateusz is brilliant. I love the different creepy ambient sounds for every room.

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To open the door in

001

You need to

Ring the bell on the left, as well as the bells in room 404

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Awesome interactive exploration!

I do wish there were some other little puzzles or maybe hidden "secrets" (red or blue marbles) that we could find; but that's mainly because I'm an escape-the-room addict XD

But it was a lot of fun going through all 1000 codes! :D

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Ah, I've been waiting for this. This is awesome! I sure hope Skutnik keeps adding on to it.

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Black Drazon Author Profile Page June 10, 2010 4:16 PM

All right, I'm writing a "walkthrough" of the net explaining where to find all the clues as best I can understand it. Give me a bit.

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blastdragon Author Profile Page June 10, 2010 4:22 PM

"TwistedLogic

The reason there is no things to find is because it's a growing world. Matuesz is planning to make it bigger when he finds the time for it. It is also a "game" he can easily make bigger. If he puts some sort of collectibles in it, it is more difficult to make it bigger. If you want collectibles, search for all 50 rooms without maps/cheats/walkthrough.

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Even though it's not really a game, I'm always ecstatic about anything Submachine!

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If the sounds in the

lost room are in fact Morse code, all I am able to decipher is

"Machine"

but i'm not sure, it's going WAY too fast, you cant really tell a dot and a dash from each other or be sure where one letter ends and the next one starts

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For "not game" this sure is entertaining!
=D

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Anonymous June 10, 2010 7:10 PM

Did anybody else find

the reference to Submachine 7: The Core in room 291 in the letter left by L?

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Blackrabbit June 10, 2010 7:57 PM

In the
spoiler
815 room...where is it supposed to be? The old fuselage? The radio tower? The Looking Glass, with phony jungle sounds piped in?
(It's been three weeks, haven't moved on yet.)
/spoiler

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Black Drazon Author Profile Page June 10, 2010 9:11 PM

Done! Just have to format it.

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This game sure does freeze up a lot. I can't seem to travel anywhere, all I get is a black screen even if I enter coordinates to places I've already been to.
Help?

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Black Drazon Author Profile Page June 10, 2010 10:12 PM

I decided to put my typing where my mouth was and have written a walkthrough explaining how to find the rooms in the subnet as it currently exists (June 10th 2010). A lot of thanks goes to Raxas v2.1 in the Submachine forums for compiling a list of rooms and clues - I put them in "walkthrough order" so that the reader can add the numbers they find to a list and explore them in the order they are added (I didn't copy Raxas's text, I just used his numerical guide to make my walkthrough-style guide in my own words). My advice will be VERY brief - there's a lot to cover and I'd be taking all the joy out of your explorations if I covered everything. I'll also be listing the nodes by custom names rather than their numbers, so not to spoil the numbers (people who want the numbers spoiled can go find the other lists posted in this very thread. Let's get to it!

Exploration

The Computer

Code: 000 (000 - Computer List)

Get out of bed and head down to the computer. This part should be familiar to you if you've already played the Submachine games, and it doesn't hold many new surprises, but you'll want to check the computer for a list of codes. I won't reproduce it here. We'll start by going to those rooms and exploring them before moving on to the clues within.

Cross Room

Code: 076 (000 - Computer List)

There is a close-up picture and three theories here. Two new codes can be found: one under the cipher teleporter and one formed from the bottoms of the three theories. You can also turn on the projector in the bottom room to no obvious effect.

New Codes:
304
875

Monitor Centre

Code: 541 (000 - Computer List)

Two rooms, including a code to the left and four monitors that can be viewed close up, one of which (bottom left) includes a second code scratched into it (in its bottom right corner).

New Codes:
218
757

Linked Rooms

Code: 628 (000 - Computer List)

This room contains a device on the right that teleports you into a strange, "red" room. The odd thing is that if you come back here after leaving from the red room, you will return to it instead of the furnished room. There is a theory here, along with a strange number 7 along with three lights, the light on in the bottom left. A panel gives you the code for "THIS" (229). Or does it? As a matter of fact, the game is actually telling you to take this area's number (628) and subtract 229 from it to get a new code. There is nothing to be found in the red room.

New Code:
399

Mechanical Room

Code: 642 (000 - Computer List)

While this room is quite interesting, it only includes one clue, the letter "C". As far as anyone can tell, this is supposed to be a clue to go to room 100.

New Code:
100

The Lighthouse Basement

Code: 304 (076 - Panel in left room)

Welcome back. If you poke around in the path up the ladder, you will find that FI = 342. This is otherwise a dead-end.

Cells

Code: 875 (076 - Found at the bottom of the theories)

This odd room initially appears to contain only a single theory document, but if you look closer you can find two codes, both in tally scratches on the wall. One is in the second room, top-right. The next is in the third room, bottom-left. If you haven't realized yet, you can mouse over them to get the numeral versions at the bottom of the screen.

New Codes:
232
580

Chime Room

Code: 218 (541 - Panel behind chair)

You'll find a few familiar relics in this room, despite it being all-new, but perhaps to keep you from going mad thanks to the chimes, there's only one simple thing to find: another panel.

New Code:
006

Defence Network

Code: 757 (541 - Visible in monitor)

You can find a theory here on the left, along with a code above the door to the right.

New Code:
185

Stalagmite Room

Code: 399 (Derived from the equation THIS - 229 in regards to room 628)

I'm just boring names from Raxas now. There is a computer here with a "Report" (which I think is just an in-character theory) that nevertheless is followed by "1111 - this". Doing the math, that gives us...

New Code:
712

Sub-Bot Chamber

Code: 100 (642 - Probable meaning of "C")

New information here, very intersting... Read the monitor on the left for more, with schematics on the right. You can also find a panel on the right reading "THIS + FI". We'll have to work that out later (First Equation).

Cave

Code: 232 (875 - Tally, room 2)

This room contains a lenghty fan timeline for the backstory, along with a picture of a sign saying "KENT FALLS". If you click the nearly empty sheet of paper rather than the theory papers, you get a new code, as well.

New Code:
550

Viewer Ruins

Code: 580 (875 - Tally, room 3)

This room contains a viewing device that displays a sped-up version of the video from the end of The Lighthouse. After a VERY long wait, a code shows up on the screen. If you look carefully, you can find some scratchings near the cave-in to the left that say "THIS + TI" (Second Equation), though you will almost certainly need to mouse-over to get it coherantly.

New Code:
411

4D Loop

Code: 006 (218 - Panel)

This room loops very oddly, which is understandable once you read the theory included within about the Subnet being a 4th dimensional space. You can also find a panel with a new code on it.

New Code:
404

Gem Generator

Code: 185 (757 - Above door)

This room contains a theory about wisdom gems, and features a panel barely visible behind a number of cans of compressed gas. The panel reads "TI = 322".

Radio Bunker

Code: 712 (399 - Theory doc)

This room has a radio but the clue is actually at the periscopes to the left, where you can find one number in the bottom-left corner of each scope.

New Code:
258

Lighthouse Base

Code: 550 (232 - Empty sheet)

A lot of familiar sights here, but in the rubble to the left, you can also find a tab that says "THIS + 122".

New Code:
672

Sideways Chamber

Code: 411 (580 - Very long wait after video)

This room has two panels and one theory, if you poke around the weird structure enough (when you climb the ladder that actually goes "up", you can go left from there).

New Codes:
317
553

Bells Room

Code: 404 (006 - Panel in bottom left corner of one of the 4D-rooms)

This room contains several bells, along with a theory regarding them. Make sure to hit all the bells (except, unless temporarily for fun, the one above your teleporter) to unlock something in a later room. You'll also notice a broken bell. With our leads exhausted, our best hope is to take that as one last code - X being "10".

New Code:
010

Nazca Room

Code: 258 (712 - Periscopes (bottom-left))

A theory, along with another code can be found here. The code is out of the way, go left twice and find the small hole in the ground, then check the inscription aside the carving.

New Code:
947

Collapsed Reality

Code: 672 (Result of equation "THIS + 122" for room 550)

A doc here suggests the Submachine is meaningless, and thus it appears to have fallen apart right on Mateuz' drawing board. There is a panel here ("1227 - THIS"), along with the last beige light (7).

New Code:
555

Transport Dock

Code: 317 (411 - Panel)

The codes here are all in the string of photos found at the bottom of the ladder.

New Codes:
806
461

The Root

Code: 553 (441 - Panel; 1 removed from Submachine 5 legacy code, intentionally as it is a different section)

Confusing. Nevertheless, this offers several opportunities for advancement. Let's poke around. There's a theory upstairs, a panel that reads "THIS + 439" and a third "lights number", this one another straight line with an 8 on the left. But wait! The panel around this light is beige, not gray, and while that does match the paint in here, you will later find that this is a new set of lights entirely. Make a note. Well, we know what to do with a "THIS +" equations, now don't we!

New Code:
992

Generator Chamber

Code: 010 (404 - Probable meaning of the "X" platform)

For some reason, you begin this room away from your teleporter. Move the can nearby to uncover a new lit panel with a number (6, this time with the centre light active). You'll also discover a theory on the right.

The Basement

Code: 947 (258 - alongside lower-floor carving)

If you poke around here enough, you'll eventually find a repair bot's report on the damage you did here earlier. It includes a new code, and another on a panel.

New Codes:
923
777

The Loop

Code: 555 (672 - Panel)

The Loop is no longer fatal, don't worry. It features a "theory", but look carefully. The sign-ee is a familiar name you may recognize from previous Submachines - Raxas' guide suggests it was fabricated by Mateuz. You might want to check this one out.

Cliffside

Code: 806 (317 - Photo third from bottom)

The cliff from Submachine 1, except the transporter is working. Is this set in the past? The last of the horizontal lights can be found here, this one (the right) being 6.

Lighthouse Sewers

Code: 461 (317 - Photo at bottom)

Oh great, this place again. If you can find the red room, you'll find another set of triangle lights, this one with an 8 in the bottom right. You can also find a 9 with three horizontal lights set in a random tube. Don't get lost.

The Ruins

Code: 992 (Derived from equation THIS + 439 in regards to room 553)

Lots to see here, not much to find, except a panel that says "KI = DI - GI". See "The Final Equation" for details.

Padded Cells

Code: 923 (947 - report)

If you poke around this FLF environment enough, you'll find a third triangular light (top, 3) and will discover you can only get back to the teleporter if you head left, not right.

Bunker

Code: 777 (947 - Panel)

If you head right, you'll find a panel informing you that "RI = CCCLII" or 352. There is also a photo with some scratched lettering on it, but no one seems to be able to make out anything distinct.

All right, that's it. Puzzle solving time.

First Equation

Derived from equation THIS + FI in regards to room 100, where FI is 342 from room 304, you get 442.

Deep Pit

Code: 442 (First Equation)

This room has a new code, but it is very hard to see at first. Climb all the way up the ladder, then look closely at the artifact for roman numerals, especialy with your mouse in hopes of finding mouse-overs. Here's a hint: it's near the bottom of the screen, on the side facing the rope, but near the edge.

New Code:
103

Ruins Entrance

Code: 103 (442 - Hidden on the artefact)

This room contains an secret regarding Submachine Zero... If you look closely on the catwalk near the teleporter, you'll also see that DI = XXXIV, aka 34.

Second Equation

Derived from equation THIS + TI in regards to room 580, where TI is equal to 322 from room 185. That makes 902.

Defence Network Roof

Code: 902 (Second Equation)

You will find another viewer here, similar to one of the previous rooms. It shows a video after a few seconds of static, somewhat recapping Submachine 1's special edition, also known as the less famous version (where you choose to continue exploring, rather than escaping, as is the only option in the original Submachine). At least, that's my reading. After another pause, you'll get a new code.

New Code:
241

Ancient Zone Searchlights

Code: 241 (902 - End of video)

A theory can be found here, along with a new panel hidden on the side of the searchlight that indicates "NI - THIS".

The Triangle Lights

Reading the triangle lights top (923), left (628), right (461), we get our next code: 378.

Obelisk

Code: 378 (Triangle lights)

If you poke around the dark patches at the bottom of this impressive structure, you'll find another theory and another panel, this one detailing that "B1 = 5 / B2 = 7".

The Gray Lights

There are several sets of horizontal lights so far, but the gray lights form a new code: 966.

Altar Rooms

Code: 966 (From the number lights at 461, 010 and 806, respectively)

This room contains a panel ("NI = 842") and another that says "A1 = 8 / A2 = 4".

Third Equation

By combining NI (842) from the Altar Rooms and the equation from The Ancient Zone Searchlights (241), you get NI - 241 = 601.

Submachine Zero Ruins

Code: 601 (Second Equation)

There's a new beige light here, the second number, 3. Beyond that, the only thing here is a theory doc.

The Beige Lights

The beige lights form a code: 837.

Radio Bunker

Code: 837 (Beige Lights)

This room is playing a number of apparently real radio stations (or recordings thereof) and contains a panel reading "C1 = 9 / C2 = 2".

The ABC Code

If you take the A1 = X / A2 = Y codes and put them together, such that your numbers are formed from A1-B1-C1 and A2-B2-C2, you get two new codes: 859 and 472.

The Archives

Code: 859 (ABC Code 1)

There are a lot of, well... "things" in this room, including a book that contains all the messages displayed in the Submachine series, even the hidden ones from 6. You can also find a panel that reads "GI = XCV" (95).

Lounge

Code: 472 (ABC Code 2)

This room features a panel that explains that says "RI + KI". It also has a radio, that according to Raxas, plays either a real radio station or clips from it.

The Final Equation

All right. The code in the Lounge tells us RI + KI. We know from room 777 (Bunker) that RI is 352, and from room 992 (The Ruins) that KI is DI - GI. DI is found at room 103 (Ruins Entrance) and is equal to 34, while GI is found in room 859 (The Archives) as 95. 34-95 = -61, -61 + 352 = 291. Let's give it a whirl...

The Sanctuary

Code: 291 (The Final Equation)

Head to the left. You can search this one yourself...

Reference - Collected Unknowns:

DI = 34 (103 - Panel on side of catwalk)
FI = 342 (304 - Panel)
GI = 95 (859 - Panel)
KI = DI - GI (992 - Panel) [34 - 95 = -61]
NI = 842 (966 - Panel in leftmost room)
RI = 352 (777 - Panel)
TI = 322 (185 - Panel (obscured))
A1 = 8 (966)
A2 = 4 (966)
B1 = 5 (378)
B2 = 7 (378)
C1 = 9 (837)
C2 = 2 (837)

Reference - Legacy Codes

These codes are left-over from Submachine 4 and 5. Only some of the old codes work, listed below.

The Lab

Code: 001 (Legacy code from Submachine 4)

Yup, it's the lab again. If you ring the bell here and, apparently, have also rang the bells at 404, you will open the gate to the right, which leads through a few rooms but is otherwise a dead end. Shoot!

Dome Room

Code: 043 (Legacy code from Submachine 4)

Hm, this room just contains another bell! Might as well hit it in case it opens something like the gate from 001. Let's move on.

Ancient Zone

Code: 104 (Legacy code from Submachine 4)

Empty! I guess they can't all be winners.

Tomb Trap

Code: 770 (Legacy code from Submachine 4)

Still empty here, though the old code is still hanging around. Good old thing. Useless, but good old.

Passageway

Code: 747 (Legacy code from Submachine 5)

Very strange. This room actually has a key you collect and use on the door to the left... but as far as anyone can tell, there's nothing there! Perhaps we're missing something...

Reference - Jumping Randomly

There are three other rooms not connected to the others, either forwards or backwards.

314 - Pi Room
666 - Hell
815 - The "Lost" crash site.

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Anonymous June 10, 2010 10:30 PM

Does anyone make sense of what the radio in room 472 is saying? If you wait around it starts spouting numbers but I have no idea what it is trying to say.

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EllOhEll Author Profile Page June 10, 2010 11:16 PM

Thanks a bunch, Black Drazon.

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Black Drazon Author Profile Page June 10, 2010 11:50 PM

I just realized some of my comments about the Lights got scrambled to the point where I'm talking about there being

two sets of numbers before ever mentioning the second set

but hopefully it won't be a problem.

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Infant Tyrone Author Profile Page June 11, 2010 1:25 AM

Holy buckets my eyes! I should have been in bed hours ago! I really hope someone is putting together the comprehensive guide (although I'm sure it will continue to change and evolve.)
I have one complaint/concern, though, about provided list of all the Submachine games; a bunch of them don't load. All the ones that link to the ArcadeTown site just freeze up on me (I discovered this when I went to re-play the entire series today...)

[You might want to disable your browser extensions, as it sounds like a conflict with something you might have installed. The ArcadeTown links loaded just fine for me just now. In any event, I've brought all the Submachine games over to JIG, links to each in their respective review. That should help. :) -Jay]

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While exploring this, I made a flow chart of all rooms (and codes) and their relationships to each other. This might be interesting for other explorers.

Flow chart image (big)
Only 2 rooms are not included in it:

666 - can't find a connection to any other room
815 - can't find a connection to any other room

Black Drazon: about jumping randomly:

314 (pi) is connected to 076. The white lines in the picture are the symbol for pi.

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In room 837, the radio is in Russian. It gives numbers in groups of four along with letters (the voice says proper names, which are supposed to mean that the first letter of the proper name is there in the code).

2-2-7-3-7 Constantine Olga Pavel Anna 5-2-3-1-1-0-8-1 *beep beep beep beep* Function B76 Function B76 22-723 62-31 10-81 2-2-7 Constantine Olga Pavel Anna 5-2-3-1-1-0-8-1

Then it loops. BUT. At the beginning, there is a lot of static, and the first two numbers could be 23 and not 22.
"A two" in Russian is dvoyka and "a three" is troyka, so it's not that hard to confuse. Anyway, that's what it says. I don't really think it's important.

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Man who can be heard on radio in area 837 speaks in russian. He gives a lot of numbers, but i cant understand some of them because of noise

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Before playing,i noticed that mostly all you do is go to certain areas based on codes. there's nothing to collect and place like most of the submachine games? just curious.

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menschenjaeger June 11, 2010 1:10 PM

Is anyone else thinking Mr. Skutnik might add more rooms as time goes on?

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I found 806, and 923.I dont know if that new though. 923 is like a crazy persons cell.

666 Scared me. That was creepy!

Comment back on the locations i gave !

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Sorry for double commenting but try 404

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Black Drazon Author Profile Page June 12, 2010 1:09 AM

@Crouch: Hm, I sort of see it. It makes sense to me that you're right, since it has far more actual content than the other two disconnected rooms.

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Livingpyramid Author Profile Page November 24, 2010 2:50 PM

@mark h:
Actually, take a closer look at the right wall. Also, not to take charge of achievement or anything, but 3RD PAGE YAY! Hope it helps!

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There's also the (oh so classical) room 666, I'm sure someone must have noted about it already, but just thought I'd mention it.
A dead end. A very creepy one, but a dead end

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At the very end of the walkthrough it says that "there is a clue here to the final room of the game".

But I can't find that clue or I don't get it. I tried 291 but we have already been there. Can someone please tell me which room that is?

Thanks

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@dee_kay ~ It's my office.

M

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I found the below room codes but still lost in the game is there any one could help me???

0 200 442 596 800
1 218 452 601 806
2 241 461 613 815
6 258 462 628 837
10 277 472 642 859
11 291 523 666 875
43 304 529 672 902
51 314 541 690 917
76 317 550 712 923
100 355 551 728 947
103 378 552 747 966
104 399 553 757 987
157 404 555 770 992
185 411 580 777 ???

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jakerman999 February 24, 2011 11:32 PM

The following is My list of 69 transporter codes, plus my collection of equations.

000
001
002
006
011
043
051
076
100
103
104
128
157
185
218
232
241
258
277
291
304
314(PI)
317
318
355
378
399
404(error)
411
442
452
461
462
472
523
529
541
550
551
552
553
555
580
596
601
613
628
642
666(hell)
672
690
712
728
747
757
770
777(jackpot)
800
806
815(lost reference)
837
859
875
917
923
947
966
987
992

DI = 34
FI = 342
GI = 95
KI = -61
NI = 842
QI = 632
RI = 352
TI = 322

A1 = 8 / A2 = 4
B1 = 5 / B2 = 7
C1 = 9 / C2 = 2
wx=23 / wy = 688

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Livingpyramid Author Profile Page April 9, 2011 1:21 PM

Hey-O! News from Matuesz(sorry if I spelled it wrong)! He's placed Karma Portals(Sub.7) in here. Here are the locations:

258
411
378(When you find the portal, there's another one in THAT location.)
232
And 806.

Now I have to run before I get stampeded by the comments that will follow.:)

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Holy crap! put in code 666. :-(

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I think I haven been everywhere now:

70 rooms in total

starting room at 000

66 rooms can be found from there with ingame hints:

001
002
006
011
043
051
076
100
103
104
128
157
185
218
232
241
258
277
291
304
317
318
355
378
399
404
411
442
452
461
462
472
523
529
541
550
551
552
553
555
580
596
601
613
628
642
672
690
712
728
747
757
770
777
800
806
837
859
875
902
917
923
947
966
987
992

3 special rooms:

314 PI
666 HELL
815 LOST

I've just one questions remaining:

How is the picture and plate (CAROLITA VILLADA) in 378 linked to the submachine-series?

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Here is my list of coordinates and and codes I found.

000
051
076 3>5 2>7 1>8
541
628
642
257
552 this-wx
218
378 b1=5 b2=7
553 this+439 left digit of brown line is 8
837 c1=9 c2=2
304 FI=342
757
006
992 KI=DI-GI
185 TI=332
404
001
002 this+wy
010 middle digit of grey line is 6
011
100 this+FI
020
008
317
442
318
806
461 left digit of grey line is 9 right digit of silver triangle is 8
666
800 wx=23 wy=688
529 middle number of grey vertical line is 9
690 bottom number of grey vertical line is 6
555
777 RI=CCCLII=352
550 this+122
672 1227-this right number of brown line is 7
747
462 this+89
104
128 EEB
596
043 top number of grey vertical line is 5
770
452
103 DI=XXXIV=034
314
815
523
277
472 RI+KI
917
128
987 this-QI
613
157 QI-this+475
355
291
875
232
580 this+TI
399 1111-this
712
258
947
923 top number of silver triangle is 3
859 GI=XCV
902
241
966 NI=842

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Updated version of list cos I missed a few coordinates and codes. These are all the locations we can go to so far but lets hope more will be added.

000
051
076 3>5 2>7 1>8
541
628 this-229 left digit of silver triangle is 7
642 C=100
257
552 this-wx
218
378 b1=5 b2=7
553 this+439 left digit of brown line is 8
837 c1=9 c2=2
304 FI=342
757
006
992 KI=DI-GI
185 TI=332
404 X=10
001
002 this+wy
010 middle digit of grey line is 6
011
100 this+FI
020
008
317
442
318
806
461 left digit of grey line is 9 right digit of silver triangle is 8
666
800 wx=23 wy=688
529 middle number of grey vertical line is 9
690 bottom number of grey vertical line is 6
555
777 RI=CCCLII=352
550 this+122
672 1227-this right number of brown line is 7
747 GBH DEB
462 this+89
104 II =2
128 EEB
596
043 top number of grey vertical line is 5
770
452
103 DI=XXXIV=034
314
815
523
277
472 RI+KI
917
128
987 this-QI
613
157 QI-this+475
355
291
875
232
580 this+TI
399 1111-this
712
258
947
923 top number of silver triangle is 3
859 GI=XCV
902
241
966 NI=842 A1=8 A2=4
411 CCCXVII DLII
601 middle number of brown line is 3

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This is hard!

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Don't look now... there are updates to the Subnet. I just found more rooms. And they don't have numbers; I had to take screenshots to give them designations. Flailing textspeak redacted.

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Livingpyramid Author Profile Page July 27, 2011 10:24 PM

@shudog:
Would you perhaps be refering to the list in my previous comment?

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I've collected a key and 5 wisdom gems. I don't know if I was supposed to pick them up. I don't know what to do with them.

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There are more objects? Or only the gems?

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Any one tried the new karma arm portals yet?? I keep getting this feeling like I'm supposed to do something in them... BTW

room 601

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Has anyone found all 77 rooms in SNEE? I could only find 74 rooms...

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i found 8 wisdom gems, one in 001. where do i use the other 7?

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Warsmith_Kaile Author Profile Page October 23, 2012 9:05 PM

Am I the only one who has the 051 as a computer code? I found a Preface that defines the Submachine as well as the Root system. There is also a ouroboros with a Free Mason symbol inside and some roman numerals that only show up as 1,2,and 3.

Are there any clues to what this room is?

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Excuse me, but I think you guys have another topic you should be discussing: The root panels. I think they were added in a recent update.

The ones I have found are:

553 and 378

To the most of my knowledge these are completely unrelated areas, so why do they both have root panels?

The answer is quite simple really:

There must be a cipher plate somewhere in the subnet.

Unfortunately, I have tried all of the locations related to these areas, and a great many that aren't and haven't found one. Maybe you guys will do better.

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I found all this locations:
317
806
666
461
000
051
076
541
551
628
642
523
917
304
218
757
747
006
185
728
452
404
552
010
966
875
580
712
258
947
777
923
232
550
411
672
555
992
442
902
241
966
859
601
472
and 291

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jimbungo23 Author Profile Page February 3, 2013 4:19 AM

If you go to the end of the walkthrough, under Reference - Legacy Codes, I don't know if it was there before, but

there's a portal at the bottom of the pipe now. If you explore there, you can find new coordinates.

Has anyone managed to find anything else out? I think

the pictures might have some kind of numerical value to them. 5 candles, 6 snowballs, can't figure out what for the first one.

They seem a little too deliberate to me.

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neil.rashbrook Author Profile Page February 24, 2013 4:35 PM

I think I scoured all the rooms using the walkthough on this and other sites. So far I found:

  • 9 wisdom gems

    • 3 gems cannot be permanently removed except through cheats

    • There are two places where you can use a wisdom gem

  • 2 weight stones

    • I have only found a use for one stone which was in the same area as the stone itself

  • 2 (different) keys

    • One key opens a door in the same area as the key

    • The other key opens a door in a different area

  • 1 valve

    • The valve is used in a different area from the one where it is found

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mihai.manole77 Author Profile Page April 1, 2013 5:58 AM

Is there anything interesting in the MEAL room?
To go there:

It's needed the wheel valve in inventory. Use it in 006 room with the MEAL sign. That will open the big round door in 192 (with the same MEAL sign).
192 come from 001 with lab opened, use the hole portal.

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Any use for the second weight stone?

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PokePlayer Author Profile Page May 26, 2013 11:23 PM

and now

2013 new sub warp color

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Arggghhh so many more areas. Now must replay the whole thing again. Love-hate!

I feel like I'm living Sub2.

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dorianitas Author Profile Page July 7, 2013 5:23 PM

Hey! so far:

000
001
002
006
010
011
043
051
076
100
103
104
128
157
185
192
218
232
241
258
277
297
304
314
316
317
355
378
399
404
411
442
452
461
462
472
523
529
541
550
551
552
553
555
580
596
601
613
614
628
642
666
672
690
712
728
747
757
770
777
800
806
815
837
859
875
888
902
917
923
947
966
987
992

total rooms: 73!

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h.proksch Author Profile Page July 16, 2013 10:42 PM

Submachine Network AI Unit 31AX49M Reporting In.

Blind Jump Mission Sequence complete (7/16/2013). Eighty-eight locations found including Karma Portals. Listing Locations:

000
001 2 Karma Portals Located
006
010
011
043 Karma Portal Located
051
076
100
103 Karma Portal Located
104 Karma Portal Located
128
157
185
192 Karma Portal Located
218
232 Karma Portal Located
241
258 Karma Portal Located
277
291 Karma Portal Located
304
314
316
317
355
378 2 Karma Portals Located
399
404
411 Karma Portal Located
442 Karma Portal Located
452
461
462 Karma Portal Located
472
523
529
541
550
551
552
553
555
580
596
601
613
614 Karma Portal Located
628
642
666
672
690
712
728
747
757
770
777
800
806 Karma Portal Located
815
837
859
875
888
902
923
947
966
987
992

Analysis: Murtaugh is in the Submachine Network, creating Karma Portals and destroying dimensions.

Starting Emergency Recon Mission Sequence. All Submachine Network AI units stand by; subdue Murtaugh at any costs.

Starting Submachine Network Coordinate Review Sequence.

Submachine Network AI Unit 31AX49M out.

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I found a few things while playing (don't remember where I got them though). I found a valve wheel (found through the doors on the right in 001, through the portal at the end) and a weight stone (similar to those found with the bells, can't remember where i got it). Also, does anyone know any use to the wisdom gems?

Other rooms:

666
800 (from one of the older games)- contains new codes, and once got an equation to go with them, but didn't write them down
690 - found randomly
596 - bonus room from an earlier game, 5 found in 043, 6 found in 690, 9 was guessed
601 - random (from sub0)

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January 1, 2014
A huge WTF moment for me when I found this...

Go back to 001 when you have already opened the gate, go down the pipe, go thru the portal, collect the pipe.

Go to 006, find a room that has the letters:

"M E A L" in the middle,

place the valve in the hole above it.

Click the newly placed valve.

Go back to the portal room,

Enter the coordinate "192"

Go to the room on the right, notice that the round hole in the wall is open.

Go through the hole.

Go through the karma portal.

You should arrive at a "Dining room" with a song playing in the background

The song is part of the theme song for the "Portal" Series. o.o

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h.proksch Author Profile Page March 16, 2014 12:29 PM

can't wait to see the new theories out there now that sub9 is up. What is interesting is I don't know which game is more complicated: this one or Sub 9 XD

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adding to h.proksch's list here are two they missed

827 and 917

Some tips as well

wisdom gems can be put in interesting places

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Also here is my really jumbled list of all the coordinates plus some descriptions and notes of cipher box things


jump means portal

000
001 lab jumpx2 192 coil holder valve 316
002 this +wy=690
006
006 404 M E A L TURNED VALVE
010 block wisdom gems *°*\6
011 317 (100 020 008)
043 jump "air wind and fire dig through the sand” bell
051 523 917
076 cipher plate 1>8, 2>7, 3>5 304
100 this+fi 318 006
103 DI=XXXIV
104 bell 2 jump 999
128
157 551 462 Qi=157+475
185 Ti=322
192 meal red hole thing will open when valve is placed in 006
218 bell cipher 006
232 jumps kent falls 550 200?
241
258 jump
277 837 472 radio room key
291 coillll can be powered by gems!
304 Fi=342
314
316
317 461 806
355
378 Cipher b1=5 b2=7 jump triangle pedestal thing
399 173? tomb trap? 1111-this=712
404 010
411 SIDEWAYS CCCXVII DLIII
442 jump
452 DCCLXX = 770
461 jump pipes
462 this+89
472 RI+KI
523 spikes 277
529coil charger
541: 218 control room
550 this + 122=672
551 pipes 747
552 this -wx=529
553 This + 439 ciper
555
580 this plus TI video
596
601 ciper spikes
613
614 red cipher jump
628 this-229 tri LL 7, red portal
642 weird gear place C
666 hell
672 old 7\**° 1227-this=555
690
712 258
728 EEB
747 loop
757 185
770
777 RI=CCCLII
800 wx=23 wy=688
806 jump
815 4 8 15 16 26 42
827 cells 580 232
837 radio switch c1=9, c2=2 gramophone cipher
859 742 GI=XCV=95
875
888 do not want
902 screens view of old sub
917 ball wisdom gem and screen??
923
947 777 923
966 a1=8 a2=4 ni=842
987 this – QI= 355 creppy clock
992 ki=di-gi=---61

a1=8 a2=4 ni=842
GI=XCV=95
c1=9, c2=2
wx=23 wy=688
RI+KI =291
Fi=342
DI=XXXIV 34
RI=352
Qi=157+475

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Questioner Author Profile Page June 7, 2014 12:30 PM

Updated:

Coordinate 731 and a few puzzles added.

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Questioner Author Profile Page June 7, 2014 12:37 PM

Escape from JIG update (As far as i've come):

Go to 001. Ring the bell in the left, and walk right until you reach the pipe. Enter it, and continue walking until you find a valve. (See walkthroughs for better help)

Backtrack and go to 713. Go right twice, and use the valve on the safe. Enter the karma portal.

Go right. Here you can find a locked box. The pyramid key is hidden in another coordinate.

378 - walk down to the bottom, and right one step.

Use the key on the box to get a switch. Go left, and exit through the karma portal. Go right and use the switch in the indentation in the upper left. Enter the karma portal for another location with drawings.

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shipoopie Author Profile Page June 7, 2014 2:29 PM replied to Questioner

update to the update

Just in case anyone got confused, Questioner meant "Backtrack and go to 731". not 713.

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June 7, 2014:

@Raphael Ervin Villanueva

If you use the valve on the newly added 731, then you can't use it for your thing. :-(

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Questioner Author Profile Page June 8, 2014 3:56 AM replied to shipoopie

Yes, you can.

There is an another valve in the left part of 628.

(Thanks, Reka)

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Elizabeth Einstein Author Profile Page June 9, 2014 5:12 AM

I have been going past all 999 options..

I played in all submachine games

I found the end i think.

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this is interesting, but i simply cannot follow what is happening. 3/5. could someone please tell me what is happening? we are exploring the device, i think, that allows us to teleport in other submachine games. what exactly is this web of 'lies' and confusion? where exactly do we use the path "right-9right-8down-up-7down-up-left-endleft"? I say 'lies' because it flows with how I feel, yet right now cannot find a lie. Something I would give 5 stars would be either one giant or ten large or even 100 big pictures all based on the rooms. They would cover rooms 000-999 or 10x(00-99) or 100x(0-9), respectively. and Yeah, this could be considered a guide.

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nvm about the guide. someone already made it. here you all go. :).

http://img2.wikia.nocookie.net/__cb20110412220931/submachine/images/8/8d/Snee-map-v5-3k.png

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h.proksch Author Profile Page June 26, 2014 10:39 PM

Okay, so I've played this game three times and I have two questions: 1) Does anyone know what the bells with the weird symbols on them do and 2) Where can I use a stone cube besides in

523

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