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Drawn: Dark Flight
Robins Quest: A Legend Born
My Kingdom for the Princess 2
Elightenus II: The Timeless Tower
Snark Busters: Welcome to the Club
Shaolin Mystery: Tale of the Jade Dragon Staff
Echoes of the Past: Castle of Shadows

Submachine Network Exploration Experience


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

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:

Walkthrough Guide

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.

182 Comments [leave a comment]

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

Just be forewarned: It's not a game.

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

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

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?

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.

For letter codes, there's also

RI=CCCLII (352?) at 777

@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

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

747

another area:

010

keep searching for new areas, everyone!

185

Try entering coordinates from previous games. 001 works.

Oh yeah, new room!

875

and another:

580

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.

a clue is found:

THIS + TI

but,

229 + 322 = 551 doesn't work

I'm stuck!

another clue:

RI=352

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

new area!

100

another clue again:

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

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

when it says THIS+TI you have to

add your current room number to TI

GI=XCV

Another clue.

770 and 043, by previous submachine game warpcodes.

new room:

859

104
550

and another clue:

THIS + 122

another room found by trying:

555
this is the loop!

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]

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

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

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

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

I think I broke it.

I entered 001 successfully but nothing loads.

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

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

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

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

859

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

so a new room:

992

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

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

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.

values of N1, A1, and A2.

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

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

902

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

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)

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.

:D Being the

Lost

fanatic that I am, I typed in

815

!

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

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!

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.

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)

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

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

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.

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

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

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.

I typed in Cheney and I got the ending.

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... =/

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. :-)

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.

@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]

I divided by zero, it seems.

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

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

241

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.

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.

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?

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

@Ceithen - you

rung the bell on the left.

Me too!

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?

7-4-7

I Got a Crimson Key.

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

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!!

@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.

To open the door in

001

You need to

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

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

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

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.

"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.

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

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

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

Did anybody else find

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

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

Done! Just have to format it.

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?

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.

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.

Thanks a bunch, Black Drazon.

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.

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]

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.

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.

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

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.

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

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 !

Sorry for double commenting but try 404

@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.

The radio in

837

sounds like a recording of a numbers station. In other words, a red herring - at least I think it is.

The various radio stations played in the game are known as Numbers Stations. They are clandestine spy stations in nature, for use with one time pads. For instance, flipping the switch in the Radio Bunker you arrive at from the Beige Lights code plays the standard tone from UVB 76 aka "The Buzzer" from Russia, and the radio in the Lounge you arrive at from the final equation plays the station known as Swedish Rhapsody, which plays constant ice cream truck like music until they need to send a code, one of which you can hear in game.

Other well known numbers stations are the burst transmission station Yosemite Sam somewhere in Arizona, which plays Yosemite Sam saying "I'm a gonna blow ya'll to smithereens" 24/7 until they need to send a burst data transmission which sounds like a bzzpt, and the Lincolnshire Poacher, which was probably MI6 and was based in Cyprus, constantly played a few bars of the Lincolnshire Poacher song, and it's sister station Cherry Ripe in Australia, which served the needs of the espionage communities in the Middle East and Southeast Asia respectively. There was also the Atencion! station from Cuba, which would preceed every message with "Atencion!", which was involved in an court case here in the US in the 90s when a group of operatives were caught receiving messages with their one time pads.

There was also the Russian Woodpecker that made a series of repetitive tapping noises, which was thought to be a numbers station and periodically interfered with radio broadcasts throughout Europe until the fall of the Soviet Union, but it turned out to be a Soviet Over the Horizon Radar array inside the Chernobyl exclusion zone.

You can find more info on numbers stations on wikipedia, or from the Conet Project archives, which has a lot of recordings.

Weird question... can anyone please tell me how to reset the game? I wanted to go back to start from the very beginning, back to waking, but I always end up with everything as I left it, in all rooms. I just got rid of cookies and everything. How does it know me! omg.

[Flash game saves aren't stored in cookies, but rather individual site files stored somewhere on your local drive. You'll need to use the Adobe Settings Manager to delete the website where the game is being hosted. For this game, find "submachineworld.com" and delete it. -Jay]

just wondering, is the number in the "pi room"(314) accurate?

Room 837 (Radio Bunker)
Transmission is actually in Russian:

Пункт ЗВ-76
Пункт ЗВ-76
22724...группа...
50231-1081
5231081
Констатнин 2 Павел Арфа (К2ПА)

@Mallcost:

Technically,no, it isn't But if you're talking directly about THAT approximation of Pi, then yes.

However, the true approximation of Pi is not 3.1415926...etc. which Matuesz has provided us with. While we probably will never be able to calculate the true approximation of Pi, there have been several improvements over the centuries which the public have generally ignored. For example, Archimedes' first calculated 3.1415926... for Pi, but later in his life revised that to the rational number of 22/7.

And even more modern estimates and calculations (with marginal increases of accuracy) have been made, like fractions like 355/113 (which calculates as 3.14159292).

So...technically, Matuesz is wrong. xD Perhaps there will be a theory on why the Submachines choose that specific approximation? :3

On

747

it's like the Loop, is this intentional?

everything is connected, but warped.
this is shown by the pipe at 806- cliffside is the one you can kinda enter in the lab.
time itself warps in the submachine, if you believe the series happens over a few hours (leave pt2, got to pt 3 instantly)
this is shown when you visit several places.
there are people roaming with you in the subnet, as seen by the bricked up areas.

the pipe at 806- cliffside is the one you can kinda enter in the lab.

@ Ottoman - Morse code:

MAYDAY, which is also an emergency code word internationally used as a distress signal.

could numbers in plane :4 8 15 16 23 24 mean the corridor with + and negative numbers

i found 002 as a dead end (but it is still a result).

Good god man, this had me working over the numbers for over an hour xD my Gf was like, "Wtf is that?" xD it rattled my brain and some how was fasinating at the same time! :D

Found 001 as an answer from way back in SM4, still makes you wonder a bit

I think the game changed! I played it today and room

747

now no longer

has key to find to open the door. Unless it's in the horizontal Loop tribute, but I went to 50 and -50 and didn't find anything, not even a leaf.

I'm still hoping for one more bell to open another door. There's those two unused ones...

@JigGuest

"could numbers in plane :4 8 15 16 23 24 mean the corridor with + and negative numbers"

Nope, it's just a clever reference to Lost. The numbers 4, 8, 15, 16, 23, and 42 often should up in the show, as common arc words.

New coords added: 002. Some kind of buried dead-end room. Keep looking forward for updates!

How about 002? It's work.
And I tried 815(plane)+4+8+15+16+23+42=923! A room like the first room of Submachine FLF! The 51th room I have discovered! Yeah!

There've been two new rooms added to the Subnet since the walkthrough was made. Mateusz says he's going to add more new locations at will... one of them is easy to get by blind jumping and the other was a previous Submachine location...

002 & 552

Actually, make that 3! Another old one's been built in now:

551

for the black screen problem try firefox

I visited the 666 room on impulse (without having come across a clue for it) and yes, I was totally freaked out. Buggered off prestissimo.

If you go into the horizontal loop room, it gets gradually darker until it reaches pitch black at -100 and 100. You can continue to go while it is pitch dark. Is there anything beyond 100? I went to about 150, but found nothing.

Listing of locations as of 06-19-10

000 The Computer
001 The Lab
002 Buried
006 4D Loop
010 Generator Chamber
043 Dome Room
076 Cross room
100 Sub-Bot Chamber
103 Ruins Entrance
104 Ancient Zone
185 Gem Generator
218 Chime Room
232 Cave
241 Ancient Zone Searchlights
258 Nazca Room
291 Sanctuary
304 The Lighthouse Basement
314 Pi Room
317 Transport Dock
378 Obelisk
399 Stalagmite Room
404 Bells Room
411 Sideways Chamber
442 Deep Pit
452 Statue Roof
461 Lighthouse sewers
462 Flooded Lighthouse Digouts
472 The Lounge
529 Basement Section
541 Monitor Centre
550 Lighthouse base
551 Lighthouse transmission room
552 Root Entrance
553 The Root
555 The Loop
580 Viewer Ruins
596 Ending Room
601 Submachine Zero Ruins
628 Linked Rooms
642 Mechanical Room
666 Hell
672 Collapsed Reality
690 Looping trap section
712 Radio Bunker
728 Lucky Room
747 Passageway
757 Defence Network
770 Tomb trap
777 Bunker
800 Ship
806 Cliffside
815 The "Lost" crash site
837 Radio Bunker
859 The Archives
875 Cells
902 Defence Network Roof
923 Padded Cells
947 The Basement
966 Altar Rooms
992 The Ruins

Függőleges sor: 596
Sárga sor1: 837
Szürke sor2: 966
Háromszög sor: 378
DI = 34
FI = 342
GI = 95
KI = DI - GI
NI = 842
RI = 352
TI = 322
ABC1 = 859
ABC2 = 472
WX = 23
WY = 688
EEB

there is another bell in 800. still no results though. :(

@ Mea, on Pastel Portal (Matsuez Skutnik's website) he notes in the change log notes that the game works on Firefox, but for IE users (me), they get the occasional "black screen of death." all you have to do is refresh the page, click start game and wait a bit. If it doesn't load after 10 seconds, refresh again. Sometimes it may even take 4-5 tries.

I wonder who

L.

is?

Aww. Looks like the level list that used to load along the game is now gone. Oh well... one more reason to be less forthcoming with info sources in the future.

@ Wolfi, If I'm not mistaken, L. is Liz, or Elizabeth.

@Sruixan: I'm pretty sure both 552 and 553 were there since the beginning.

@DarkSurf: If you're suggesting that 22/7 is a better approximation of pi than the most commonly used version: http://en.wikipedia.org/wiki/Proof_that_22/7_exceeds_%CF%80

I found a new room!

002

*ahem* Gentlemen! I present...

Room 002!

Also, what does

EEB

mean? I, for one thinks they're directions upon unlocking and entering the door in

Room 747

like

East, East, Back

maybe?

Hi everyone!

...

I'm not sure what's going on, but I can't manage to turn on the computer, so I'm still stuck in the main room...

Help me please!!

hey, there's NEW STUFF!

002 and 800

aren't empty anymore - there are new codes! and the first of a new set of triple lights... back into the Submachine!

In Room 806, a.k.a "Cliffside", I've spotted strange markings, listed here:

Y,Y,O,-,Y

and then they just stop. What does it all MEAN?!

This is every place you can go using the teleporter:

000
001
002
006
010
043
076
100
103
104
185
218
232
241
258
291
304
314
317
378
399
404
411
442
452
461
462
472
529
541
550
551
552
553
555
580
596
601
628
642
666
672
690
712
728
747
757
770
777
800
806
815
837
859
875
902
923
947
966
992

try 552 it will take you to the root

61 coordinates!
000 001 002 006 010 043 076 100 103 104 184 185 218 232 241 258 291 304 314 317 378 399 404 411 442 452 461 462 472 529 541 550 551 552 553 555 580 596 601 628 642 666 672 690 712 728 747 757 770 777 800 806 815 837 859 875 902 923 947 966 992
You guys only listed 59! ha!

Morse Code in Lost Room. Using MRP40 Morse Code decoder (cool stuff that is btw) it says "MayDay"

@Ues awesomeness brings us:
60 codes, not 61! Why? Well...

184: No dice, Junior!

Cheers! >:D

WOW i like how they went back from the start and jumping portals to a new level, nevertheless continue this one and can't wait for the Submachine 7.

the part of the code of 747 when you obtain a key and enter the room the only number that you see moving is the left one only very weird...

@JIGuest(Alex)
EEB:

In 747 you may find letters on arrows: G, D, B, E, H, B. EEB is "charger charger mover" - but what's that for?

I found a room not included in the walkthrough!

Use the code from the vertical lights on the gray panels.

596!

@Vogo:
Thanks, but that just leads to another dead end.

Perhaps all will be revealed in another update?

@JIGuest

It is interesting. The second coordinate represents height (as in Sub3), but height is impossible in the corridor. I think this represents the dimensions:
Corridor: 1 dimension - length -"height bends back on itself"
Loop: 2 dimensions - length and height - "depth bends back on itself"
Portal: 3 dimensions - length, height, depth - "4th dimension bends back on itself"
4d trap room? I don't know.

Does this suggest something about the Submachine's nature? Dimensional? Or is it based on time? Or both?

Ugh! This is too confusing, even when there's a walkthrough around! We have to guess coordinates WAY too often! Ah well, that's what this game's all about, right? Right? ..............IT'S STILL TOO CONFUSING!
Darn you Matuesz for all your confusing puzzles! Whoops, I'm accidentally(I think I spelled it wrong) ranting!

Wait, wait. I figured out EEB. Here's are 2 hints:

1. Think Sub.5: The Root.
2.Think Alphabet! Remember that one room in Sub.3? Like 3,4 is C,D?

Enter your answer into the teleporter.

Thanks submachine.wikia.com for that!

Does anyone else hear a kind of 'scream' in the looping traps?

@rollingalong:
That depends. WHICH Looping Trap are you referring to? The one in 747,690,or 555?

If you're wondering about room "Buried":

(room 002)
It is actually referenced from room 104, where the bell in the lower right corner has II marked on it.
Can't remember how I got to 104 though.

For "Generator Chamber":

(room 010) the binary number 001010 written on the theory is 10 in decimal.

For the horizontal looping corridor,

(locked door in room 747)
it darkens towards +100 and -100. Probably nothing beyond that, it may be just a loop for all I know. If you're exploring, be prepared for a really long round of clicking.
Related: The key is the only item you can pick up? Seriously??

Also, from ending room:

(room number 596)
"ROOT REQUEST / EXIT / = DENIED"

*cries*

Other rooms that look like they're hiding something:

001 has a locked door
218 has a machine with arms
777 has that weird picture with writing
837 has the numbers station
(that horn is as loud as the vuvuzela!)
859 has a set of 12 lockers

Other three digit numbers that don't work on the portal:
493,318,920

Another weird question: almost all the 2-letter variables end with I. But they don't form a word!

I mean the looping traps in 690

You may need to turn up the sound to hear it

@rollingalong(again):
Hmm. Not so much a "scream", maybe a "squeal"?
It's like a scream and squeal, or something. Try listening to the other ones(Looping Traps) to test each other if you like. 747 is just eriee(?). Welp, BACK TO WORK!

747: 250, and counting! I don't care if it takes me 1000 screens, I'm gonna find somethin'!

I don't mean the squel which is loud and obvius I can make out a very quiet one.

Also 947 sounds eyrie (I'll finsh with the sounds here)

You know 672, I think this is how alot of the other places of the submachine is made. Like a setup or computer generation. it was designed by a machine of some sort, and has been discovered now. Maybe it started to malfunction or something(just a suggestion).

This is probably not related to anything but

EEB is 552. Think of the letters of the alphabet E=5 (5th letter) B=2 (2nd letter)

I've already gone through this whole thing taking notes and solving the puzzles all the way to the sanctuary and even further than that, but I keep going back and finding clues that I swear weren't there the first time I explored it when it was released...

For Example:

Room 452 (statue roof), On the base of the statue are roman numerals, DCLXX, which translate to 670. HOWEVER, 670 doesn't work as a set of coordinates. Why else would that be there?

Also,

Room 043 (Inner tomb trap), there is now what appears to be the first digit (5) of a new set of lights, arranged vertically. According to Mr. Eldritdch, the solution to these is the room 596, but what I wanna know is, A) where the hell are the other two lights, and B) what else am I missing here?

I think it's time for a more thorough sweep of the net. thank god I have nothing better to do during the summer...

@JIGuest:
For your your 'Also' section, here are all the vertical light locations:

1. 043
2. 690(A looping trap)
3. I'm having trouble remembering this one, but I'm mostly sure the last one is 529.

Sorry not to sign in but I'm on my mom's computer and can't remember my password!!

So...here I am, visiting the 'rents, and I find this game which I didn't see when it was posted--I was out of town on business and kind of lost track of my place on JIG.

Now I want to play this, but, as aforementioned, am at the old folks' and don't really have time to get into it until I'm home. My mom has her browser settings up to where you can only see a tiny portion of a page in the window, so I apologize if I've missed it but--is there a way to email this page to myself? Wouldn't that be a cool thing to have on each game page? I frequently want to send something to my bf or another gaming friend and it suddenly struck me that having an option to email it to someone straight from JIG would be AMAZING!

Hey, Jay--if that option is already available and I have just missed it, please be sure to mock me appropriately! haha...I know you won't.

[In Firefox, if you right-click you should get an option to "Send Link". In Chrome you have to go to File menu, then choose Email Page Location. I'm fairly sure the other browsers support it one way or another. -Jay]

580

Random room I found while randomly jumping.

Also, 642.

I was starting work on an updated walkthrough when I realized that the entire game now has a walkthrough at the Submachine Wikia. That's probably the best place to go, considering Mateuz could change it again and I don't expect JIG to upgrade any subsequent walkthroughs for a game that's slipped off the front page.

[On the contrary. We prefer to have our own walkthroughs here at JIG, since so many people know and visit us especially for the walkthroughs we provide. We monitor all incoming comments, regardless of their age, and will update revised walkthroughs posted as they come in. -Jay]

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.

Thank you, Black Drazon! :D

Thank you for correcting my typo!

I want to write a my own 'location graph' walkthrough, so to speak, but I just can't DO IT !

wow jay commented that means this game is awsoume

but its kinda creepy

One room listed in the walkthrough under "Jumping Randomly" isn't actually random (or at least, it isn't anymore if it once was):

The "Hell" location, coordinates 666, can actually be found in one of the "theory" posts as the coordinates from which the theorist is writing.

Haven't found links for the other two randoms, though.

There's also a room

472

where a radio can be turned on to hear a girl's voice rattling off numbers in another language (I'll admit my ignorance here as to which language). It comes up if you sit through the music. Anyone know what those numbers translate as?

@Fritware:

I don't actually agree with the popular consensus that the 666 in that theory is a hint. It's part of the guy's email address, and I don't believe he's a faked theorist like bunnygirl from the Loop. If I recall correctly, there are other numbers in that theory and none of them point to any zones. Sure, you could plug it into your teleporter for that reason, but it doesn't seem grounded enough to add to the walkthrough. Just my opinion, though.

Location

666

can be found as the position ("Pos") of the theorist whose notes can be found at

551

Black Drazon --

Thanks for your comment...just saw it as it crossed my last post (lag, lag, lag). Hmm. I guess that since it specifically said "Pos" I thought it was a hint toward a location, whereas the others didn't. But then again, I'll admit I was plugging in every three-number combo that came along.

the

Golden statue in room 452 looks like is eating corndogs or twinkies

This is one of those games that answers a few questions, but raises even more. The final room surprised me, though:

I thought Murtagh was our ally!

Shade -
Not after

leaving us for dead in Sub 6 he's not!

Thanks,Black Drazon, you are the best. I can usually handle Mateusz Skutnik's games on my own.
This one was too much for me. I never would have made it through without you.

Holy cow...

In one of the letters, some say that Elizabeth (or Liz) became trapped in The Loop when she escaped the sewers in the The Lighthouse...

Not to mention one of the secret rooms in The Edge told us to find Liz...

But:

Check the letter's signature at 291. It's written as "L"

Don't think of it as Ryuzaki Lawliet, for any DeathNote fans there...

@ JIGuest :

the statue numbers are actually DCCLXX, which stands for 770, not 670 ;)

there is actually a way to get through it logically, but it doesn't have a technical "end"

...Please, Mateusz, don't add any more levels to this! It's complicated enough as it is, and I want you to focus on making Sub_7!!!

By the way, to all who reached 291 through method 3 (intelligence): I bow down before your patience... it probably took longer than just systematically inputting numbers.

Also, there should be a method 4, which I used...
- cheating - if you looked at the walkthrough created as a result of somebody else's luck, patience or intelligence.

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