The radio in
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:
ÐšÐ¾Ð½ÑÑ‚Ð°Ñ‚Ð½Ð¸Ð½ 2 ÐŸÐ°Ð²ÐµÐ» ÐÑ€Ñ„Ð° (Ðš2ÐŸÐ)
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
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
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...
"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:
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
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
241 Ancient Zone Searchlights
258 Nazca Room
304 The Lighthouse Basement
314 Pi Room
317 Transport Dock
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
672 Collapsed Reality
690 Looping trap section
712 Radio Bunker
728 Lucky Room
757 Defence Network
770 Tomb trap
815 The "Lost" crash site
837 Radio Bunker
859 The Archives
902 Defence Network Roof
923 Padded Cells
947 The Basement
966 Altar Rooms
992 The Ruins
FÃ¼ggÅ‘leges sor: 596
SÃ¡rga sor1: 837
SzÃ¼rke sor2: 966
HÃ¡romszÃ¶g 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
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
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!
*ahem* Gentlemen! I present...
Also, what does
mean? I, for one thinks they're directions upon unlocking and entering the door in
East, East, Back
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:
and then they just stop. What does it all MEAN?!
This is every place you can go using the teleporter:
try 552 it will take you to the root
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!
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...
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.
Thanks, but that just leads to another dead end.
Perhaps all will be revealed in another update?
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?
That depends. WHICH Looping Trap are you referring to? The one in 747,690,or 555?
If you're wondering about room "Buried":
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"
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:
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
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...
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?
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...
For your your 'Also' section, here are all the vertical light locations:
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]
Random room I found while randomly jumping.
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...
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.
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.
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.
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.
Code: 452 (747 - right arrows)
The ending of Submachine 4, now with a panel stuck to the statue reading "DCCLXX", or...
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...
Code: 800 (104 - panel)
New information can be found in the ladder's former pipe, reading "WX=23 / WY=688"
Code: 002 (104 - bell platform)
This simple room contains a panel that reads "THIS + WY". We know WY from room 800, leading us to...
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.
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.
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
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.
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.
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
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?
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.
can be found as the position ("Pos") of the theorist whose notes can be found at
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.
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!
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.
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...
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.
I think i got another room
555, some purple-ish room that loops
New rooms have been added!
HUZZAH! I shall explore these new rooms now.
This appears when the network is down (even in Firefox). I do not know any better suggestion than Reload (did anyone try simply to wait ?).
The browser might respond sort of "Server at www.submachineworld.com does not respond" - then reload again some minute(s) later.
new room! 011
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)
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...
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...
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:
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...
The teleporter's number dots are grey and the computer won't open when I click on the power button. Is this how it's supposed to be? If yes, then how to access locations?
I have 6 wisdom gems but I have no clue what to do with them, does anyone know?
sorry for double posting but I have now found 2 more wisdom gems (bringing my total up to 8) and I still have nothing to do with them.
Hold on, guys. When the next update comes around, I'm doing the walkthrough. Please? Anyway, let me test somthin' real quick: Exploration
Aha! There we go.
There are nine wisdom gems, but as it stands only two are needed and one can be fudged (simply by moving it around the area you find it). If you want to know the locations, I'll list their codes below, starting with the fudge-able one.
How can I restart the game????
Perhaps you mean my question at the top of this page? Jay answered.
I remember finding this room earlier, but now I can't remember the number. It has a picture of Keen Falls I think, and a very interesting (and somewhat long) note. Does anyone know what I'm talking about? Thanks.
@Cryptic: You mean
i got stuck at 770! theres nothing there!