Submachine 3: The Loop
Submachine 3 is a point-and-click game of exploration and puzzle solving created by Mateusz Skutnik. As the intro so cleverly notes, there are no items to collect, no diary to keep, no trash bin to check, and no spoon to, er, bend. It's just you, the machine, and an infinite metallic world to explore one screen at a time.
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A small hint. The things on level 2 *aren't* timers. Notice that they only have digits that go 1-5? Very important. ;-)
All in all, an interesting game--and the 'bad ending' you get if you don't follow the note you find is kind of amusing. Seems rather short compared to the other Submachine games, though. Heck, I managed to beat it on my own without help *or* looking up hints, which for me is extraordinary. ;-0
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broken map hint:
-The light is the key!
-Important rooms are in a single row excep one room.
broken map answer:
-Activate the switch
-Go to the room with the light
-Notice the slash pattern ie \/\//\
-Go to each room with the square plate
-Each slash represent one room. Green button should match slashes
letters & colors hints:
-Notice what set of letters you can change
-Notice what set of colors you can change
-Compare the two sets that you can change, notice a pattern?
-Notice the colors name
letters & colors answer:
-Match each color to the first letter of the color name for each position. ie Red = R, Orange = O,...
Whoo! Fun game. Not terribly difficult, but not too easy, either. I liked levels 2 and 3. (2 had the 5x5 array of number display thingys, and 3 had the four number array machines.) They were the only one's that seemed to require thought; the rest were just plug and chug. Find the code, plug it into the device, hit the portal, repeat. Still a fun game. Can't wait for SM3!
Amor Lassie - the cookie set as "tk_commenter" under the domain jayisgames.com should be set to expire in about a year from now.
Are you doing something to perhaps delete your cookies from your browser? I don't experience the "short fuse" as you describe. My tk_commenter cookie is set to expire June 24, 2007.
Oh, sorry Jay, probably my mistake :P
I was just running virus check on my PC and cleared some cookies and cache before that. Maybe that's what caused the problem.
However, I'm sure that I clicked the sign in to Typekey link before I wrote my previous tip. I was logged in something like 1 hour before that and Typekey only asked if I want to share my email. So I thought that everything is OK. Then I spent only less than 5 minutes on writing the message, previewed it, and got the "posting put on hold" message.
Now I wrote this "awful" long message in order to test it again. This is written on different computer, where's no cookies cleared after my last posting to JIG, and surely logged in to Typekey. So let's see what happens this time... And I do the preview thing as well, before I post this.
Grant, that was Submachine 3 you were playing ;)
I think that the extended version of Submachine 1 was better. And Submachine 2 was absolutely the best.
My apologies to Mateusz Skutnik but I think that this episode was more like putting puzzles available with minimum amount of drawing effort. There's only one room repeated. Based on what I have seen on Mateusz's own web site I appreciate him as a very talented artist. But on the other hand, Jonathan May has done almost the same in his Dark Room and Dark Complex.
The puzzles were however nice. I only wish that I had not picked up that navigator. That wuould have done the task a lot more challenging.
Walkthrough
1st Level
Just click all of the levers
2nd Level
Start at room 1,1 clich the devise then go to that room. Then click that devise, then go to the room that comes up, comtinue untill you have done it six times
3rd Level
There are four rooms where you can change numbers on a panel, but on each panel one number can not be changed, and they are in a different spot on each panel. Change the other panels so they all have the same numbers.
4th Level
In each of the rooms that has a device you will see little dots above the big circle, just find the one that has one dot and click it, then two dots, then three dots and so on.
5th Level
Assign each letter of the alphabet a number. So A=1 B=2 C=3 and so on. Then find each room with a devise and change the letter to coraspond with the room number. So room 1,2 will be A,B
6th Level
The room -1,0 has the main device in it. Find the other rooms that have a device in them and they have a number and a symbol. Make a note and go back to the main device. Number the spots left to right and change the shapes until it matches the one that was in the room. Do this for all six shapes you find. Then click the little button on the floor on the left hand side of the room that has the main device.
7th Level
Go to room 0,-1 click the lever in the lower right. This turns on the projector in room 0,1. THis is the solution to the puzzle. Write down which way the slashes go. Then start in room 1,-1 and click the bars so that the green lights will make the slash you need. Now go to the next room to the right and do the same thing. After you have done the six rooms and they all match the slashes, go to room 1,1 and click the device.
8th Level
the main device is in room 0,-1 find the devices in the other rooms and make note of what room they are in. Then go back to the main device, put in the room number of one of the devices. Click the lever on the pedistol of the main device and it will open the device in the room that you put in. Go to that room and click the levers, do this for all the devices.
9th Level
There is a room right above the start room and one right below the start room. One had letters one has colors. If the far left letter is orange and the button below it is black that means you cant change that letter, but you can change the color in the other room to orange. If a color has a black button under it that means you cant change the color but you can change the letter. So if the color is yelloe, you need to change the letter to Y. Once you have matched all these up click the big button below the color device.
10th Level
There are two maps, one is clickable. Make the clickable map just like the real map. Then click the lever at room 0,-1. Thats it.
11th Level
There are two ways to go here so make sure to remember the level name, syntagma. The first is to click the letter hanging on the wall. It tells you to find a leaf and take it to a romm, do this to get the first ending. The second ending is to solve the puzzle. There are two rooms with color bars and teo rooms with letters and numbers. The letters equal the colors, so R=Red, the number equal the level of color in the bars. So if you go to the bars and click the buttons the amount of color will change, no color = 0, 1 click = 1 and 2 clicks = 2 , and so on. Match the colors to the numbers. So RGW = 152 is Red=1 Green=5 and White =2. Thats it your done.
The note is true. The place is a loop. Your only escape is on level 11, so if you solve that puzzle, the game fast forwards to your eventual death.
Full password list, for those interested:
LINKVA
BAMITA
FIROGA
WINDA
BANDA
MJOLMA
FLINTA
SLITTA
ANELKA
BOTWINKA
SYNTAGMA
Fantastic find, jay. Now I have to play the first two.
I'd have to agree that SM2 was the best in this series so far. This was a neat concept, but other than level 2 (the one that's been giving pretty much everyone trouble--I had to get the answer here to pass it) it was pretty easy. SM2 also had a creepiness factor in its story...I got totally weirded out when I found out in SM2 that
the lighthouse had been buried--that especially made the idea of Einstein the cat creepy--oh, and the introduction at the beginning, the video at the end, and the description of the place in the in-game pamphlet (something about it having an old prison/dungeon under it) all weirded me out in SM2, too.
SM3 didn't have the same effect on me except that it reminded me of the movie Hypercube (that I saw on TV and have no desire to see again--nor do I want to see its predecessor, Cube), especially when I read the in-game note and it claimed the whole thing was a trap. It can't be creepy when it is so obviously a game...I think having the different types of rooms and settings and backstory in SM2 really helped me get wrapped up in that game's world and hence get creeped out. Anyway, maybe that's just me, I dunno.
Yeah, this is very remiscent of Cube.
I haven't seen Hypercube, only Cube and Cube Zero. I heard Hypercube was a horrible sequel, but Cube and Cube Zero were pretty good in my book, excellent idea. Though with a lot of clichés and deus ex machina, but what movies don't have that?
Also, I hope the current trend shows improvement in the future. Odd Submachines seem to be far easier than the even ones. :p
Let's try this with TypeKey again...
Hmmm. I can't remember if it was Cube or Hypercube I saw--had one person escape..and at the end it turns out she was some sort of government agent--and was executed after telling what she knew of the cube.
And I still say that level 10 of Submachine 3 is eeeeeevil. ;-)
Hmmm. That's weird--I'm signed in with TypeKey, have the 'Thanks for signing in' message...and *still* get the 'Thanks for commenting, have you considered signing up for Typekey?' message when I hit post. :-/ I've got 'Remember Personal Info' checked, but it becomes unchecked the next time I try to comment. I'm using Firefox, but definitely *not* clearing cache or cookies between posts (and I know it retains cookies on other sites). I *do* have AdBlock installed, but not sure if that would be affecting this or not.
As a side note, the TypeKey login claims the cookie lasts for 2 weeks.
Ah, finally finished. Didn't take too long, not enough levels, puzzles not nearly hard enough!! Lack of plot continuation!! All in all, kinda disappointing. I hope the lab tells us more about what's actually going on in the submachine.
To all still confused by lvl 3:
You want each set of numbers to be identical. That means in each room, first find the unchangeable number. Then if, for example, one room has an unchangeable 8 in the lower-left position, you have to go to all the other rooms and change the lower-left number to 8. Then go to another room, find the position of its unchangeable number, and change all the other rooms so they have that number in that position. Do this until all the rooms have the same numbers in the same positions. Get it? ;)
Chris - the very first time you comment with a new TypeKey account, your comments are still held for moderation until I add your TypeKey account to my list of "trusted" commenters. Your account was added on Sunday, so your future comments should show up immediately. This is entirely different from the comment preview problem that I was able to fix with yours and Amor Lassie's help last week. So thanks for that! =)
And you're right about the cookies. The "Remember personal information" on my site's cookie saves the info for a year, however the TypeKey cookie is saved for only 2 weeks.
I guess it doesn't make any sense for me to keep it around for a year if it has to be refreshed every 2 weeks. =/
Room upon room...one puzzle after another. There is no turning back. There is no end in sight. The only way to win is to not play the game. But you like the game...don't you?
Great game. The second ending was lame, but the game as a whole was alright. Not as good as the previous submachine games, but alright. And I've played all three of the original submachine games. The main thing I didn't like, though, was the lack of plot. This seemed more like a standalone game. I expected SM3 to wrap up some of what SM2 left hanging. For instance...
At the end of SM2, you find yourself on a beach and look out across the lake...then the image freezes, and you're told that it's just an image on a computer screen...then, "To be continued." Well, I expected SM3 to actually continue it! The ONLY thing linking this game to SM2 was the note, mentioning "ever since you escaped the lighthouse." Well, there's no beach or computer screen in this game at all. I can understand that maybe he meant an IRL computer screen, but then that wouldn't make sense. That would leave this game with no links to the other games whatsoever.
So the plot sucks. And it's easy, and kinda boring. But overall, it's average I guess. It's just another image on a computer screen... ;-)
P.S. Does anyone here play ARG's? This series would make a great ARG, dontcha think? *Hopes Mateusz Skutnik is reading this*
jesus!!! what's wrong with mur????.... i'f he didint die beacuse he couldn't scape i'll kill him by my self!!! who joins me?!?!?!.... lol...
pretty nice game =) i'm hoping that mur gets the idea to trap us in the lab for another sm jojoo...
but why i died for dehydration??... and... what if i go up and up and up... its endless???
This game is one of the coolest games on the internet! It's the kind of thing that really isn't fun, you just get hooked. It's so cool!! I really love that it had to endings. it was really cool. one of them, the one where you die, was quite mean, I think, but the other one was ok. I really loved the music in this part. it's way better than in the part 1. Everyone should try this!!
please help me! i hav tried all of everyones tips and i know it sounds silly but i STILL can't get past level 2. i don't understand what you have to do. please can sum1 explain it more clearly cus it sounds real clear when you've done it, i'm sure, but when your stuck, or if your me, it sounds like gobbly gook. please help me figure out what to put on the timers and where cause this is a real good game but it is boring when u r stuck on 1 level for 30 mins.
No spoon, no items, no letters, no trash bin....They totally forgot to mention, no plot, no story, no atmosphere then follow it up with we lied there are actually two items, one in the first level and one in the last. It had nice puzzles that did not make me feel stupid but it failed to captivate me like the others. At this rate will submachine 5 be called limbo and have us floating in an endless sterile void of nothing.
I miss the subtle but creepy plot from the first two.
Upon completion
I was obviously totally unsatisfied at not being able to win
however, the puzzles were all good and I only needed the walkthru for level 10 as
I went looking for all the stuff off the main map before realising I didn't need to
. It took me until level 5 to realise that
the thing in 1,0 tells you which rooms to visit
which was obviously a bit stupid on my part, but even though
because of that each level took me twice as long as it should have,
I was pleased with the challenge and the game design. Good stuff.
The Best Walkthrough SubMachine 3: The Loop
1st Level
Just click all of the levers
2nd Level
Start at room 1,1 click the device then go to that room. Then click that device, then go to the room that comes up, comtinue untill you have done it six times
3rd Level
There are four rooms where you can change numbers on a panel, but on each panel one number can not be changed, and they are in a different spot on each panel. Change the other panels so they all have the same numbers.
4th Level
In each of the rooms that has a device you will see little dots above the big circle, just find the one that has one dot and click it, then two dots, then three dots and so on.
5th Level
Assign each letter of the alphabet a number. So A=1 B=2 C=3 and so on. Then find each room with a device and change the letter to correspond with the room number. So room 1,2 will be A,B
6th Level
The room -1,0 has the main device in it. Find the other rooms that have a device in them and they have a number and a symbol. Make a note and go back to the main device. Number the spots left to right and change the shapes until it matches the one that was in the room. Do this for all six shapes you find. Then click the little button on the floor on the left hand side of the room that has the main device.
7th Level
Go to room 0,-1 click the lever in the lower right. This turns on the projector in room 0,1. THis is the solution to the puzzle. Write down which way the slashes go. Then start in room 1,-1 and click the bars so that the green lights will make the slash you need. Now go to the next room to the right and do the same thing. After you have done the six rooms and they all match the slashes, go to room 1,1 and click the device.
8th Level
the main device is in room 0,-1 find the devices in the other rooms and make note of what room they are in. Then go back to the main device, put in the room number of one of the devices. Click the lever on the pedistol of the main device and it will open the device in the room that you put in. Go to that room and click the levers, do this for all the devices.
9th Level
There is a room right above the start room and one right below the start room. One had letters one has colors. If the far left letter is orange and the button below it is black that means you cant change that letter, but you can change the color in the other room to orange. If a color has a black button under it that means you cant change the color but you can change the letter. So if the color is yelloe, you need to change the letter to Y. Once you have matched all these up click the big button below the color device.
10th Level
There are two maps, one is clickable. Make the clickable map just like the real map. Then click the lever at room 0,-1. Thats it.
11th Level
Go to -1,-1 and get the leaf there then go to -12, 9 and drag the leaf on top of the gold stand there to finish the game with out dieing!
in my opinion, Mateusz Skutnik ranks right up there with Hideaki Anno in terms of how he keeps us hanging with an incredible, involving plot with logical mysteries and excellent intrigue, and then wraps it all up with a stupid, uninteresting final act that resolves exactly NOTHING and doesn't answer any of the questions that have been keeping his audience interested all the way through.
The first two games were logical steps and had a fascinating atmosphere that kept me interested. The puzzles (at least most of them) in the first two games fit into the story (as opposed to most point-and-click Flash mysteries which make the mistake of doing it the other way around), and the story was INCREDIBLE then, involving and intriguing, I was almost literally salivating to find out what happened next in the games.
Then Mur throws us for a "Loop" (hardee har har) and in Submachine 3 he drops us in the middle of exactly nothing. The game advertizes "there is no diary page, there is no spoon," et al, but fails to mention that there is also no plot, intrigue or atmosphere either. Weren't we waiting to learn what happened to the man who lost his arm? Mur seems to have forgotten all about that, and makes only the barest mention of the lighthouse at the end of this game, with no mention of the fate of the man who wrote the diary.
The puzzles are completely sterile, with no relevance to the plot, and are way too easy. This is something that the first two Submachine games simply did not lead to. If this had been a standalone game I would probably be much happier, as a standalone it would probably be pretty good and it's certainly plenty creepy, but when compared to the first two games the scare in this one comes across as completely superficial.
This is the Neon Genesis Evangelion of flash games, where Mur draws us in with an incredible, involving and intriguing first few acts, then deliberately tortures us with the most outrageous letdown he can possibly imagine for the finalé.
*takes a deep breath and calms down*
On the other hand, there's no rule that says this has to be the last act. If Mur will do a 4th act, and at least resolve SOME of the mystery he ignored in the third act, this one can be excused as just an annoying interlude.
Ok i know this wasnt exactly as good as the others... but i don't think it sucked. No it didnt have a plot, but that was kinda the point. You were removed from reality (or the reality the computer created to keep you busy) so techinachly the game could've just been 0's and 1's. I thought it was fun and simple. And some of them were hard. I mean unless you looked at the walkthroughs. *couph* *couph*
Neat-Nit
Have you tried to change all 4 numbers on each panel? If you have, you may have noticed that 1 number on each panel will not change. The unchangeable number is in a different position on each panel. So
for example, if the top-left number on one particular panel is stuck on the number 6, then you need to change the top-left number on the other 3 panels to the number 6. Now you just need to do the same for the unchangeable numbers on the other 3 panels.
I think there's a level left out in the walkthrough. The level with the unchangable number is after another level, which requires you to change the dial of a wheel with numbers on them.
I think this level, with a map of 25 rooms in a 5x5 format, is the actual level 3. The level 3 in the walkthrough is really level 4.
In the 25 rooms, each one has a level/dial that changes to seemingly randomised numbers. Somehow, if you get a particular number or combo, the computer will turn from red to blue in the top left hand corner. But if you change other numbers in the row, it seems to change back to red.
The most I have gotten is 2 blues, and needless to say, I couldn't work out that level's puzzle.
This level occurs between the walkthrough's 2nd level and 3rd level. If you type the level 2 password, you should be able to find that level.
Please can someone work out what's going on? I've tried, and it hasn't worked for me, and quite a few more other people out there.
Sometimes i wonder how you all get trouble with Lvl 10, its really simple...
Walkthrough for lvl 10 There are 2 maps, the left one is clickable, go to the right map to see the real map, go to the clickable map and make EXACTLY like the real map. (Note: DO NOT GO TO ANY OF THE ROOMS ON THE REAL MAP AS YOU WILL FIND NOTHING!)
This game is a real pain. I mean I can't even get past lvl 2!!! I can't believe it's the only submachine I have'nt beat. What's the problem with this game?!?!! I've beaten submachines 1,2,4,future loop foundation, and ancient adventure. How come I can't beat this one? Even the walkthrough for it is messed up!!! Start at room 1,1 makes sense but when it says click the machine then go to that room click that device then go up then click that machine then do it five more times it just gets confusing because when it said go to that room after 1,1, which room? Left or right it's to confusing!!! Way more confusing then the 4 digit code on submachine 2!!!!! Forget this I'm going just play all the other submachines.
Ok, on level 3, I definitely followed the directions exactly in the spoilers, and when I go back to 0,0, I still can't go on to the next level. All the numbers match up in each room. Is there *anything* else they're not saying besides "make sure all the numbers match"? Are there any green lights going on, any levers, anything?
Beautiful game! Loved the concept and the originality.
However, I felt it lacked a progression in difficulty. The hardest one by far was 3, while the two at the end were blow-through easy. Maybe I'm just strange...
Also, it didn't seem like it was a true sequel. As has been said above, it didn't relate to Submachine 2's endgame at all. (Maybe this game would be better as a 2 1/2?)
Looking forward to playing the Lab!
answer of level 3
in each device, there is a fixed number, and the fixed spot is on the place which is also the place of that room. For example, if you go to upper left room, in that device, the upper left number is fixed. You must make all the upper left numbers in each room same number. Make this for all rooms. At the end, all rooms have same number series, NOT numbers.
For all who need help...
...the maps are a key and they are always in the room to the right of the 'transporter'. Also on the map, "x" marks the 'transporter' to the next level.
Goodluck.
Level 1:- password:
linkva
look at the map, go to all six rooms and turn each bar.
Level 2:- password:
bamita
I had lots of trouble with this one until
I realised that first you go to room 2,1 and click the lever it gives you a number eg.44 then you go to room 4,4 and click the lever there, it will also give you a number go to that room etc. etc. until you have visited 6 rooms of the 25.
Level 3:-password:
FIROGA
the hints to this puzzle were also confusing to me when i read them but then i got it thus this...
there are four rooms with four numbers and six buttons each plus two rooms with levers. The six buttons control three of the four numbers in the room. the number that does not change needs to be in that position in each of the other rooms.
eg.
_1_/_5_
_0_/_2_ lets say that 5 cannot change, then it
needs to be in the top right corner for the other three rooms.
i found it easier to make the other numbers 0 before entering the correct number (once i found it)
Level 4: password:-
winda
This one is simple
above each "handle" (they look like stove top gas lightery things to me) are dots. Turn each "handle" in the order of the dot/s above ie. 1,2,3...
Level 5: password:-
banda
Assign each letter of the alphabet a number. So A=1 B=2 C=3 and so on. Then find each room with a device and change the letter to correspond with the room number. So room 1,2 will be A,B
Level 6: password:-
mjolma
In the room left of the 'transporter' is a device with 6 buttons. In the other 6 rooms are symbols with a number below them 1-6. The symbols go in order of 1,2,3...,into the device. then click the lower left-hand box button.
Level 7: password:-
flinta
in this one the map is broken but
if you go to room 0,-1 there is a switch, click it and then go to room 0,1 and take note of the pattern. Go back to the room with the switch and go into the room on the right. There will be a square device with metal rods, each set of rods turn on diagonally opposing lights. Turn the lights on following the pattern you have made note of. Then go to room 1,1 and click the device.
Level 8: password:-
slitta
ok in room 0,-1 there is a device with 4 buttons and two numbers.
You need to put in the room numbers of the other three devices one at a time, then go to that room and click the two switches shown.
Level 9: password:-
anelka
in this level the map has been ripped off the wall entirely.
in room 0,-1 there is a pattern of seven colours. the light grey buttons mean the colour above is wrong. to make it right go to room 0,1, inside are letters each representing a colour ie. b=black. again the light grey buttons mean the letter above is wrong. go back and forth between the two rooms until the pattern matches. then press the big button in room 0,-1
Level 10: password:-
botwinka
in this level are two maps
the one on the left you can click on. make it the same as the one on the right of the transporter. then go to room 0,-1 and click the device
Last level, Level 11: password:-
syntagma
There are two ways of going about this level.
1:
read the note, pick up the leaf from room
-1,0 and go to the room mentioned by mur.
2:
go to rooms 0,1 and 0,-1 and take note of the formula. eg. rgw=151
this means r=red=1, g=green=5, w=white=1 then go to rooms -1,1 and 1,1. make the levels of the colours = to the amount given ie. red=1 part red in the tube etc. etc. Lastly go to rooms 1,-1 and -1,-1 and click the bars.
Ok.I know some are having trouble with lvl 2 because of the vague walkthrough..So heres a quite clear one. Level 2 : You start at room 1,1.Click the device.2 numbers will appear,those "2" numbers are actually COORDINATES so..Exp : If the numbers 54,its means go to room 5,4 and click the device for 2 more numbers and follow it.
Another walkthrough on lvl 3 Level 3 : If you checked the map,you will see that the machines are positioned at NW,NE,SW,SE side around room 0,0.Have you noticed that the way the machines are positioned where the locked numbers are? Exp : A machine is positioned at the NW side,and the locked number on that machine is on the NW side?Ok,lets say the locked number ( NO "S" ) on the NW machine is 3 , NE=4 , SW=6 , SE=9 so,this is how it should go........ 34 69 Set LIKE that to every panel and turn the device beside them and your way is open to lvl 4.
Walkthrough for the most confusing levels in the game Level 2 - There are many devices things.Press a device,2 numbers should pop up,these are actually coordinates like the number is 23 means go to room 2,3. Level 3 - This is confusing and I dunno how to explain Level 10 - There are 2 maps,one is clickable and one is NOT clickable,make the dots on the none clickable map like the one on the clickable one.
My theory on the SM2 ending: It was merely a hallucination brought about by the teleportation. It did seem a bit more powerful than the short-distance warping you do in Submachines 3 and 4.
Also, a little help for anyone still stumped by Level 3:
The trick is NOT to make the changeable numbers the same as the non-changeable number in each room, but to make all 4 panels the same.
If, for example, in one room the upper-right number won't change from a "3", you'll need to change the upper-right number in the 3 other rooms to "3". Do the same with the other 3 numbers.
EXAMPLE:
-1,1: Upper-left panel is stuck on 4
1,1: Upper-right panel is stuck on 2
-1,-1: Lower-left panel is stuck on 8
1,-1: Lower-right panel is stuck on 7
SOLUTION: Make all 4 panels read:
4 2
8 7
The last 2 "green lights" should be a little easier for you. :b
YAYY!! I did it!!
Ok, I'm officially addicted to the submachine, all the games & puzzles are amazing (I mean, in the original, zero: ancient adventure, and 2: the lighthouse).
I had most trouble with level 2... couldn't get it, so I had to resort to the walkthrough :S
This is an excellent game to relax and get away from studying XD
These are the Submachines I know right now
------------------------------------------
Submachine Zero : Ancient Adventure
Submachine
Submachine : Extended Version
Submachine 2 : The Lighthouse
Submachine 3 : The Loop
Submachine 4 : The Lab
Submachine Future Loop Foundation
Submachine 5 : The Root [Coming Soon I Think]
Why is it that when some people can't figure out games that require a little thinking instead of just blowing things up for countless levels, they tend to leave comments stating how stupid a game is, or how much it sucks?
The Submachine series is EXCELLENT.The puzzles in "The Loop" are NOT random. If you think they are, then you aren't going about them correctly.
If you are a critical whiner, do the rest of us a favor...don't post comments!!!
so back when this was first posted i tried it. it was the first submachine game i'd played. i got stuck early on and quit. after that i never was interested in the other games. yesterday i decided to give them a shot. i started with the first one and played them all, skipping this one. i thought they were all really cool, and today i decided to come back to this one, and surprise! i didn't find it nearly as tricky as i had back then. in fact, i quite liked it this time.
the only thing i think is strange is that the designer didn't make more use of the infinite series of rooms concept. in pretty much every level anything you need to get to is within like 5 rooms of the start space. of course, i suppose most people wouldn't want to click click click to head like dozen or more rooms out in one direction...
It's pretty quiet in here. Ah well. Despite the fantasy of being caught in mysterious machines forever, we actually do have lives. For the life of me I could not complete level 11 of The Loop. The leaf exit is easy enough. But I wanted to actually do the puzzle. Is it doable? Folks here appeared to manage it.
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Walkthrough Guide
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Walkthrough
1st Level
Just click all of the levers
2nd Level
Start at room 1,1 clich the devise then go to that room. Then click that devise, then go to the room that comes up, comtinue untill you have done it six times
3rd Level
There are four rooms where you can change numbers on a panel, but on each panel one number can not be changed, and they are in a different spot on each panel. Change the other panels so they all have the same numbers.
4th Level
In each of the rooms that has a device you will see little dots above the big circle, just find the one that has one dot and click it, then two dots, then three dots and so on.
5th Level
Assign each letter of the alphabet a number. So A=1 B=2 C=3 and so on. Then find each room with a devise and change the letter to coraspond with the room number. So room 1,2 will be A,B
6th Level
The room -1,0 has the main device in it. Find the other rooms that have a device in them and they have a number and a symbol. Make a note and go back to the main device. Number the spots left to right and change the shapes until it matches the one that was in the room. Do this for all six shapes you find. Then click the little button on the floor on the left hand side of the room that has the main device.
7th Level
Go to room 0,-1 click the lever in the lower right. This turns on the projector in room 0,1. THis is the solution to the puzzle. Write down which way the slashes go. Then start in room 1,-1 and click the bars so that the green lights will make the slash you need. Now go to the next room to the right and do the same thing. After you have done the six rooms and they all match the slashes, go to room 1,1 and click the device.
8th Level
the main device is in room 0,-1 find the devices in the other rooms and make note of what room they are in. Then go back to the main device, put in the room number of one of the devices. Click the lever on the pedistol of the main device and it will open the device in the room that you put in. Go to that room and click the levers, do this for all the devices.
9th Level
There is a room right above the start room and one right below the start room. One had letters one has colors. If the far left letter is orange and the button below it is black that means you cant change that letter, but you can change the color in the other room to orange. If a color has a black button under it that means you cant change the color but you can change the letter. So if the color is yelloe, you need to change the letter to Y. Once you have matched all these up click the big button below the color device.
10th Level
There are two maps, one is clickable. Make the clickable map just like the real map. Then click the lever at room 0,-1. Thats it.
11th Level
There are two ways to go here so make sure to remember the level name, syntagma. The first is to click the letter hanging on the wall. It tells you to find a leaf and take it to a romm, do this to get the first ending. The second ending is to solve the puzzle. There are two rooms with color bars and teo rooms with letters and numbers. The letters equal the colors, so R=Red, the number equal the level of color in the bars. So if you go to the bars and click the buttons the amount of color will change, no color = 0, 1 click = 1 and 2 clicks = 2 , and so on. Match the colors to the numbers. So RGW = 152 is Red=1 Green=5 and White =2. Thats it your done.
Posted by: sgtsuperman | August 4, 2006 12:00 PM