Submachine 4: The Lab
The wait is over. The next installment in the Submachine series is finally here. Submachine 4: The Lab again submerges you inside a vessel that you must escape from. The author promises that this fourth chapter takes us to the heart of the submachine, the place where all the questions will finally be answered. So grab your mouse and your favorite comfy chair, and prepare to embark on a journey you won't soon forget.
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Please do not copy and paste a walkthrough here obtained from someplace else. If you wish to have your walkthrough considered as the official walkthrough here and earn one credit towards a t-shirt, your walkthrough must be original and in your own words. No plagiarism please. (If you don't know what that means, I suggest you look it up.)
Yay, I found them all!
Submachine 4: The Lab Secrets Checklist
Laboratory (001)
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On the seat of the fancy chair in the attic.
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In the bottom-right corner of the screen on the stairwell between the attic and the lab.
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Behind the trashcan on the first floor of the lab.
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On the same floor as the trashcan, in the room to the right of the stairs, attached a charged coil to the machine and turn the bottom screw.
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Behind the fallen chair in the room with stairs leading up on the bottom floor of the lab.
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Behind some pipes on the left in the bathroom.
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Behind the yellow pipe in the room with the gas burner (where you made AcidiOxide).
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(Cube 1) - Raise the cube in the room to the left of the portal machine.
Ancient Section (104)
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In the dog's eye on the bottom floor.
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In some rubble on the left in the room to the left of the room with four switches.
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(Cube 2) - Raise the cube in the room to the right of the room with four switches.
Looping Traps (690)
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On the floor in the bottom room (0,-1).
Basement Section (529)
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In the unused outlet in the coil charging room.
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Under the thick right wire in the laser generating room.
Lighthouse Digouts (462)
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On the ground a bit to the right of the pipe in the room right of the portal machine.
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In the panel underneath the four cubes when all four cubes are raised (cubes can be raised in Laboratory, Ancient Section, The Ship, and Second Tomb Trap).
Tomb Trap (770)
None!
The Ship (800)
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On the ground behind the pipe in the portal room.
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Found in the same compartment as the wires you had to cut (very obvious).
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On the ground behind the lamppost in the top room where you put the turbine.
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(Cube 3) - Raise the cube in the same room with the compartment where you had to cut wires.
Brick Room (551) - found by reading notes
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On the floor in the bottom right corner in the room with the portal machine.
Second Tomb Trap (043) - found by looking at the wall in Tomb Trap
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In the corner in the leftmost room.
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(Cube 4) - Raise the cube in the leftmost room.
The Lucky Room (728) - found by reading the last note
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In the "speaker" in the top left corner of the room with the portal machine.
The End (596) - found by completing the statue
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In the corner of the portal room.
After collecting all 21 secrets, place them in the machine in the room to the right of the portal room in The Lucky Room.
Jay, I'd like to thank you for keeping such an excellent site, I've enjoyed it for almost a year now, and it has revitalized both my interest and my hope-in games. Thank you.
I've played through the previous Submachines, and probably due to that, the journey through and ultimately, the completion of this game took on an emotional significance I usually do not experience in browser based games.
I'd like to state my reactions:
It was great to see how Mateusz managed to create a compelling and mysterious storyline/atmosphere weaving together the disparate gameworlds of the previous three. I've really enjoyed these games, and hope he continues his game making. I'd like to add that I love bonus material, and though I've played 99-rooms, I think the population of point-and-click fans(myself included) would eagerly embrace another such game( especially if it was filled with the same inventive puzzles Mateusz always create). Great fun.
Thank you. Keep up the great work!
Oh, and on a completely bragging note: Just beat it with all secrets, no walkthrough, no help.
I looked at the walkthrough, and I'm having trouble finding something. Can anyone help?
It says the rubber tube, gas handle, the key, and naphthalene is in suit coat pocket...but only the naphthastuff was there. The gas handle and the key were in another spot. Where is the rubber tube?
Is the walkthrough incorrect?
Thanks in advance! Great game!
Yay! I got all the secrets!
All but four? of them are accessible w/o having to open anything
One is available after you raise all the cubes w/the bell
One you have to use the hammer on
One you have to unscrew a plate for
The one that took the longest made me go back and look at a machine that has no other game function...
Use the coil!
I found another glitch in the game. On the roof when you're first there, if you get the hammer, go down the ladder, then to the screen with the padlocked door on it and click the hammaer before the talk bubble pops up, the hammer will not be usable and it will stay as your cursor. It wan't bad since it was early in the game, but it's still a glitch..
Despite one or two trials of random clicking-everything-on-everything-else, I finally managed to make my way through the last installment of this extraordinary voyage. Next, I'll play them all through, one after the other, and experience the entire Submachine.
I thoroughly enjoyed this refreshing alternative to waking up in a nondescript room with no plot point other than "I must get out". Then again, Submachine is more along the lines of "unravel the mystery" than "escape the room".
Is it just me or is this walkthrough not that helpful?
"On the same floor as the trashcan, in the room to the right of the stairs, attached a charged coil to the machine and turn the bottom screw." What charged coil? I can't find one. I appriciate the fact that it leaves room for us to figure stuff out - but isn't the point of a walkthrough to figure stuff out for us?
I'm stuck! Thought I could get through it with no help as I did last time, but I'm too weak...
I have got:
hammer, napthalene, rubber tube, lighter, soap, gas handle, beaker, notes (with co-ordinates from helpful computer pal), CD, irontrioxide and 5/21 secrets
Maybe a few hints about what to do with the objects would be appreciated? Just for those of us who are too weak to go on...
So so great to have the next Submachine game out - couldn't believe my luck when I saw it here!
I saw Sub4 first (FIRST!) at Lazy yesterday so I dove in. I knew it wouldn't be long before Jay caught on.
I finished it in about 4 to 5 hours, only 1 leetle hint, 22/21, and loved the music and the special ending, very personal. I like the cat. :o)
The coolest thing is that I'm able to download all 5 Sub games to my PC! Not many free flash games offer that opportunity.
Who else besides me keeps saying Submarine instead of Submachine?
After playing for some time I found myself stuck. I opened the walkthrough and read the following lines:
The Basement (Revisited)
1. Go to the room with a pedestal and the laser beam that has been bent. Place the orb on the pedestal. After it breaks, collect the chest key. Go back to portal. Type 5 - 5 - 1.
After trying to do that nothing happened. Any idea of where the problem might be?
Well i think i have managed to find 23 secrets!
I had missed the one you had to use the hammer with!however had 22 3 minutes ago before i saw that comment on here! weird...
Why would he put more than he says? its just weird! oh well
Have to say, my favourate game yet, it puts in all the bits of the other ones which i loved. Cool music mized with lots of thinking. Although i feel this is easier than sub_2, is this just me? i thought sub_2 was quite difficult to do in the wrong order! (i know that sounds crazy but in sub_4 you are able to go to any room and then revisit it once you know what was there)
I will eagerly await sub_5!!
Walkthrough for anyone REALLY stuck. This is so simple, only look if you stuck! Complete!
On the roof
Follow the instructions
Inside
• Get the Naphthalene from inside the coat pocket
• Go right and collect rubber tube (top right of chimney)
• Go right and collect chimney brush and secret (1) on chair
• Go back onto the roof and put chimney brush down the chimney
• Go inside and collect key which has come out of the chimney
• Collect gold key from hooks above the draws
• Go right and collect Gas handle from under the table
• Open door and go down one. Collect secret (2) in right corner on floor.
The Lab
• Go right 2 and collect lighter of windowsill
• Go left to computer. Click on screen and click on green button. Read what Mur has to say. He will print you a piece of diary for you once you have finished talking to him.
• Collect secret (3) by bin.
• Go down collect beaker and carry on down.
• Collect 2 pieces of diary off table you see and secret (4) under table on the fallen over chair.
• Go right collect CD. Go all the way to the left to the bathroom. Collect soap and secret (5) under the piping on left.
• Go right 3 and up the ladders. Collect second test tube with pink stuff (iron trioxide). Go right (try clicking the floor!) and collect screwdriver. Collect secret (6) behind pipe in right corner.
• Now go back outside onto the roof. Go to the left and unscrew the screw holding the valve. Take the valve and come back to the bathroom.
• Place the valve on the circle on the pipe on the left. Use the hammer to break off the cap on the pip running along the top of the screen. Place the beaker on the grill. Turn the valve and this will fill the beaker up for you.
• Pick the beaker back up and take it to where you got the screwdriver from, up the ladder. Connect the rubber tube to the yellow pipe, and the gas handle to the other hole.
• Click the gas handle which will make it turn, and the handle on the Bunsen burner (it is what I called it in school, sorry if that is incorrect). Use the lighter to light the burner.
• Place the beaker on top and place in the soap, iron trioxide and naphthalene (in that order, it wont let you put them in any other way), and take it back off, should look white. Pick up the empty test tube too.
• Go back down and to the room on the right, use the key to open it. Use the acidioxide on the metal box connected to wires on the wall. It would break and the metal wall at the side will go up. Just before you leave the lab, fill the test tube up like you did with the beaker in the bathroom, and click the bell.
• Pick up your 4th piece of diary. Now if you look at the first piece of diary you will see coordinates. I found going in order worked quite well! So lets go to (1,0,4) by putting it in the transporter!
Ancient Section
• Go right and down. You will see a strange stone with leavers. This controls boxes opening to collect things like the one you saw before you came down. For example ‘/' +‘\' = X which gives you a blockade. Do this 3 more times (to collect tiles B and D, and a stone key) THEN put them all down.
• To the right of the leavers, collect secret (7) in the rocks on the left. To the left of the leavers collect the knife and click the bell.
• Go up to where you can see a square and circular hole and put the blockade and stone key in here. This will bring down some stairs. Go up 1 and break the square under the horse looking thing with your hammer for secret (8).
• Go up and if all the leavers are down you should see tile C. Go up the stone pillar, cut the rope with the knife. Go back down to the leavers and collect tile A.
• Go down to the dog, collect secret (9) in the dogs eye and put the tiles in the wall. Click the button in the middle. This will bring down a set of stairs on the screen where you started with the transmitter.
• Go up these steps to collect the coil out of the machine with the red dot. Go right to collect a piece of diary. You cant do anything else up there yet.
• Lets go to the looping traps, (6,9,0)
Looping Traps
• This is very similar to an idea on one of the levels in sub_3 the loop. You have to put the coordinates of the strange circle things on poles in, press the bottom button, go find them and press the red button! Do this 4 times for all pole things.
• Go to the big square thing left and up of the transporter, click the screen once all lights are white and collect the orb. Collect diary (right and down of transporter) and secret (10) (left of diary, in the corner on the floor).
• Lets go to (5,2,9)
Basement Section
• Go right 2, place coil in "charger" and charge it by clicking the dial thing. Collect secret (11) form the wall in the unused socket.
• Collect coil and go left, down, right. Place the coil in this machine and flick the switch. Recharge the coil in the same way and the go left instead and do the same with that machine. Collect diary and coil.
• Go to the machine in the middle of these two rooms and both lights should be green. Flick the dial thing and a beam should come out of it. Collect secret (12) from under neither the pipe just to the right of the machine.
• Go up 2 and place the CD in the arm. This should bend the beam.
• Go into the room to the right, place the orb on top of the podium. It should break giving you a chestkey. Also take diary from here.
• Make sure the coil is recharged before leaving here.
• On the piece of diary you got from the top room, it give you the coordinates, (5,5,1) the brick room, so go here.
Brick Room
• Collect secret (13) on the right.
• Go to the left, and collect diary and turn off the bubbles by pressing the top button.
• Lets go to (4,6,2) and the lighthouse digouts.
Lighthouse
• Go left and collect diary, go right and collect secret (14) under the first pipe piece on the floor.
• The fan to the right should have stopped, use the hammer (4 times) to break it and open the front to receive the fan.
• Lets go to (7,7,0) the tomb.
The Tomb
• Collect piece of diary.
• On the right wall are 3 shapes. The amount of sides correspond to the location although circle (or zero) is 0. Go to (0,4,3).
Tomb 2
• Go to the left, pick up diary piece and secret (15) on the left wall on the floor.
• Click bell.
• Pour water out of test tube onto the light dome thing, and collect sceptre when it comes out.
• Now were going to the ship, (8,0,0)
The Ship
• In the dark you can see a lamp, light it with your lighter. Go right, open the compartment with your screwdriver and cut the wires with your knife and take secret (16).
• Click bell and collect secret (17) from the bottom of the pipe with the lamp on next to the transporter.
• Go left and collect diary. There should be ladders now, go up and light the lamp like previously.
• Go up again, and collect secret (18) from bottom left side of the pipe.
• Place the fan piece in here and close the screen.
• Go down and press the button. The wall should go up.
• Use the chest key to open the box and take out an arm.
Revisiting
• Go back to the Lab (0,0,1).
• Go up to the level with the computer on. Go to the strange machine which we haven't used yet. Place the coil in here and press the bottom screw.
• Collect secret (19)
• Collect coil back.
• Go to (4,6,2)
• Go right and collect (20)
End
• First, go to the lucky room mentioned in the last piece of diary (7,2,8)
• On the left speaker collect secret (21).
• Then go back to the ancient section (1,0,4)
• Go up and place charged coil into the holder you got it from.
• Go left and turn on the light.
• Look into the telescope. You should see new coordinates (4,5,2)
• Go here and place the sceptre and arm onto the statue.
• Now you have finished!
• If you go to the right you will see secret (22).
If you go back to the lucky room (7,2,8) and place all the secrets into the machine it will open the wall next to you!!
What i want to know is
what is with the door when you first find the teleporter? as far as i know you can not get to it!
Oh noes!!!!
Heh, that stinks. I know the feeling.
Yes Kirsty, Sub2 was much harder. That kinda annoys me when it's so hard you have to start getting hints around 30% through, and then just solid walkthrough from 50% - 60% onward.
Sub4 was perfect for me. The best part of it was the familiar yet different machines & motifs. It was cool to think "Oh, I'm back HERE....but...". Neat trick. It's used in drama & comedy writing a lot. To see it used in visual/gaming form is a treat.
Submachine 4: The Lab Complete Walkthrough
You start off on the rooftops of a house.
You can follow the on-screen instructions for the first part.
I will restate what they ask you to do...
LABORATORY (001)
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The Rooftop
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Go Right and on the window ledge, pick up the Hammer.
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Go Left twice.
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Go Down the ladder.
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Go Right and use the Hammer on the door lock and click the door open.
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Go inside.
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The Attic
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Go Down and click on the white jacket
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Take the Naphthalene (white balls).
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Click out of the coat
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Go Right and take the green Rubbertube from the ceiling in-between the rafters.
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Go Right and take the Chimneybrush from beside the grey box.
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Take Secret 1 from the chair cushion.
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Go Left twice
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Go up the ladder and out onto the roof.
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Go Left and use the Chimneybrush on the chimney.
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Go right, into the window and down the ladder.
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Go Right and take the Doorkey.
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Go Left twice and take the Key off the coat hook.
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Go Left and take the Gashandle from under the table.
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Use the Doorkey on door and click it open.
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Enter
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Stairwell 1
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Take Secret 2 from the floor.
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Go downstairs.
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The 2nd Floor
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Go Left and take Secret 3 from behind the trashcan.
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Click on the computer screen.
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Click the green button. Keep clicking until conversation has ended then click out of screen.
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Take Note 1.
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Go Right three times and take the Lighter off the window sill.
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Go Left twice
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Go down.
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Stairwell 2
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Take the Beaker.
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Go Down
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The 1st Floor
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Take Note 4 and Note 5 off the table.
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Take Secret 4 from the floor with the chair.
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Go Left, open door and enter
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Take the Soap off the sink.
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Take Secret 5 from behind pipes.
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Put the Beaker on the floor grate.
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Use the Hammer on the metal cap above the Beaker.
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Go Right three times and take the CD off of the table.
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Go up the ladder and take the Irontrioxide (purple vial) from the tester stand.
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Go Right and take the Screwdriver
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Take Secret 6 from beside the yellow pipe.
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Go back to the Rooftop
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The Rooftop
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Go Left
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Go up the ladder
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Go Left and use Screwdriver on wheel.
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Take the Wheel.
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Go back to the 1st Floor.
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The 1st Floor
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Go Left twice and use the Wheel on the pipe leading up and down where an opening is.
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Turn the wheel.
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Take the Fullbeaker.
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Go Right three times.
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Go Up.
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Go Right and use the Gashandle on the top opening of the yellow pipe.
Use the Rubberhose on the bottom opening of the yellow pipe. -
Turn gas handle.
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Turn grey knob on the burner.
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Put Fullbeaker on the burner.
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Use Lighter on the burner.
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Put in beaker in this order: Soap, Irontrioxide, then Naphthalene.
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Take the Acidioxide.
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Take the Tester.
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Go Left
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Go Down
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Go Left three times
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Put the Tester on the floor grate.
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Turn the wheel
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Take the Water
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Go Right four times and use the Key on the door.
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Open door and enter.
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Ring Bell 1.
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Use the Acidioxide on the metal panel on the wall.
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Go Right.
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Take Note 2.
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Enter in Code 104.
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Push the grey button.
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ANCIENT SECTION (104)
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Go Right.
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Go Down
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Move levers 1 and 4 down.
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Go Right and take the Knife.
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Take the Blocade.
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Ring Bell 2.
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Go Left
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Move levers 1 and 4 up, and 2 and 3 down.
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Go Left and take Secret 7 from rubble on ground.
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Take the Stonekey.
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Go Right
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Move lever 2 up and levers 1 and 4 down.
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Go Up and take the TileD.
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Use the Blocade in circular hole on pillar and Stonekey on square hole.
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Go Down
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Move levers 2 down and 3 up.
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Go Up
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Go Right and take the TileB.
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Go Left
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Go Down
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Move lever 3 down
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Go Up twice and use the Hammer on the broken panel on the pillar.
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Take Secret 8 from hole.
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Go Up and take the TileC.
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Go Up and use the Knife on the string.
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Go Down four times and take the TileA.
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Go Down and take Secret 9 from statues eye.
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Place TileA, TileB, TileC and TileD in their directional proportionate slots on the wall.
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Press uncovered button.
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Go Up twice.
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Go Left
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Go Up and take the Coil.
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Go Left and take Note 3.
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Go Right
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Go Down
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Enter in Code 690.
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Push the grey button.
LOOPING TRAPS (690)
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Go Right
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Go Down and take Note 12.
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Go Left and take Secret 10 from floor by right door.
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Go Left
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Go Up
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Make Left lever display -1 and Right lever display -1
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Push the grey button
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Go Down and push the red button
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Go back to levers.
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Make Left lever display 0 and Right lever display 1
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Push the grey button
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Go Up
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Go Right and push the red button
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Go back to levers
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Make Left lever display 1 and Right lever display 1
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Push the grey button
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Go Up
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Go Right twice and push the red button
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Go back to levers
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Make Left lever display 1 and Right lever display 0
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Push the grey button
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Go Right twice and push the red button
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Go back to levers
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Go Up and click the glass cover
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Take the Orb.
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Go Down
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Go Right
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Enter in Code 529.
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Push the grey button
BASEMENT SECTION (529)
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Go Right twice and use the Coil in the top of the recharger
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Turn handle on the recharger
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Take the Chargedcoil.
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Take Secret 11 from the empty outlet on the wall.
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Go Left
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Go Down and take Secret 12 from between the cords on the ground.
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Go Left
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Take Note 6 from the floor.
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Use the Chargedcoil in the empty slot.
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Pull down the lever
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Take the Coil.
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Go Right
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Go Up
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Go Right and charge up the Coil again.
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Take the Chargedcoil.
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Go Left
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Go Down
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Go Right and use Chargedcoil in the empty slot
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Pull down the lever.
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Take Coil.
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Go left and turn handle on contraption.
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Go Up twice and place the CD within the claw.
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Go Right and take Note 7 from the floor.
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Look at note 7. NEW LOCATION CODE 551!
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Use the Orb on top of the pillar.
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Take the Chestkey.
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Go Left
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Go Down
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Go Right and recharge the Coil.
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Take the Chargedcoil.
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Go Left twice.
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Enter in Code 001.
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Push the grey button.
LABORATORY (001)
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The 1st Floor
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Go to the 2nd Floor
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The 2nd Floor
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Go Right and use the Chargedcoil on the side opening of the mechanism.
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Turn the bottom bolt.
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Take Secret 13 from the plate.
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Take the Chargedcoil.
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Go to the 1st Floor.
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The 1st Floor
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Go Right four times
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Enter in Code 551
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Push the grey button
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BRICK ROOM (551)
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Take Secret 14 from the ground.
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Go Left and take Note 11 off the ground.
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Push top button on controls stopping the water.
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Go Right
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Enter in Code 462
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Push the grey button
LIGHTHOUSE DIGOUTS (462)
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Go Right and take Secret 15 from the ground.
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Go Right and use Hammer four times on the lock.
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Open the door and take the Turbine.
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Go Left twice and take Note 8
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Go Right
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Enter in Code 770
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Push the grey button
TOMB TRAP (770)
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Take Note 13 from the ground
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Look at symbol on the right, middle of the wall
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Circle = 0 sides, Square = 4 sides, Triangle = 3 sides
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NEW LOCATION CODE 043!
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Enter in Code 043
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Push the grey button
UNKNOWN LOCATION (043)
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Go Left and use the Water on the glowing object.
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Take the Sceptre
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Go Left and ring Bell 3.
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Take Note 9
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Take Secret 16 from the ground.
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Go Right twice
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Enter in Code 800
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Push the grey button
THE SHIP (800)
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Use the Lighter on the lamp 3/4 up and over slightly to the left
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Take Secret 17 from behind the lamp base.
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Go Right and ring Bell 4.
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Use the Screwdriver on all four screws on the wall panel.
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Take Secret 18 from within the compartment.
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Use the Knife on the wires.
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Go Left twice and take Note 10 from the ground.
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Go Up the ladder.
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Use the Lighter on the lamp at about the same place as before.
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Go Right
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Go Up the ladder
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Use the Lighter on the lamp that is about the same place, but much closer to the left hand side.
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Take Secret 19 from behind the lamp base.
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Place the Turbine within the compartment and close the door.
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Go Down and push the grey button
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Go Right and take Note 14.
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Look at note 14.
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NEW LOCATION CODE 728!
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Use the Chestkey on the chest and open it.
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Take the Arm.
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Go Left twice
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Go Down the ladder
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Go Right
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Enter in Code 462
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Push the grey button.
LIGHTHOUSE DIGOUTS (462)
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Go Left and take Secret 20 out of the box.
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Go Right
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Enter in Code 104
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Push the grey button
ANCIENT ROOM (104)
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Go Up the ladder
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Put the Chargedcoil in the holder
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Go Left and pull the lever on the large lamp.
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Click the eyepiece of the telescope.
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IIII - IIIII - II = 4 - 5 - 2
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NEW ROOM LOCATION 452
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Click out of the telescope
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Go Right
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Go Down the ladder
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Enter in Code 452
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Push the grey button
STATUE (452)
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Go Left and place the Arm on the statue
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Place the Sceptor in its hand
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ENDING CREDITS
ENDING ROOM (???)
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Read note
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Go Right and take Secret 21 from the corner of the room.
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Look at upper corner of room.
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NEW ROOM LOCATION 596!
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Enter in Code 728
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Push the grey button
LUCKY ROOM (728)
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Take Secret 22 from the left corner speaker.
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Go Right and place the Secrets inside the opening.
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Go Right and view the camera.
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**These are extras that you can view, have no relevance to beating the game.
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Go Right and view the camera.
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Go Right and view the camera.
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Go Right and view the camera.
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Go Left six times
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Enter in Code 596
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Push the grey button.
ENDING ROOM (596)
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Go Left twice
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Click wall lever
-
FINISHED
aaarrggghhh, I just need one more secret! and I just realised,
Its the one wheich I need the chargedcoild for :'( I've already finished the game, so I can't go back and get it, can I?
oh wait, I went and revisited
the ancient section and: YAY! I can go back and retrive my charged coil! happy days, now to find the last secret and get that bonus!
My sister and I beat it last night, interesting how she's a not a gamer but shows up when a new Submachine or Gateway comes out.
Anyways, I loved it. It had some puzzles or clues (Like the Circle Square Triangle) that when you figure it out, you're just like "A-ha!"
I also enjoyed seeing what inspires him. If you didn't get all 21 secrets the first time around, I'd reccomend replaying.
23 secrets? As far as I remember I only found 22 secrets ^^
bwansy, I'm thinking about those floating stones too. Also,
there is another grating after you unlock the first grating at the Lab to get to the teleporter thingie, and there's a door behind it. How do I unlock it? Where does that door lead to?
Great game ^^ Thanks, Mateusz and Jay!
Uh, I thought Mur said he'd reveal all the answers in this one...?
j/k, I did learn a lot. Except about the mystery of the cat, the fate of Murtaugh himself, and why the heck I didn't find anyone in the submachine network. But I did get a few questions answered.
I look forward to Submachine 5. Is it really going to be called "The Root," or did you just make that up?
I solved the game (with an extra secret to boot), but still haven't figured out if there is something about:
1. Weird ladderish holes in the wall in the ancient sector which seemingly go into the floor
2. Yet some more weird holes in the room left of the four cubes - the one with the encircled triangle symbol
3. The second looking glass which just shows top of a red brick wall
4. Those strange three white-dotted windows on the ship which show absolutely nothing
And finally,
5. The exit door behind bars to the right of the very first teleporter.
Did anybody find anything related to those things? Or are they all just red herrings?
Is anyone else getting bugs when playing this game? I've tried at least four times now, on two different computers, and I've had to stop each time because I get an object "stuck" on my cursor: it's selcted but I can't use it, put it down or move at all. This has happened at least twice at the bunsen burner.
Wow this was a great game, but I was wondering about all the little things that never finished, like what baba said. I guess it will come up one day.
Btw I had a problem with the 22nd secret. I had put up to 8 in and I forgot to get it, but when I went to it wasn't where the walkthrough had said... maybe its just me. :P
There's a little bug near the beginning of the game:
If you use the screwdriver to loosen the wheel on the roof and leave the screen without taking the wheel (I didn't realize I could take it; I thought it was a switch for something in the house), when you come back to that screen the wheel reverts to its original position and the screwdriver no longer works on it.
The Submachine 2-The Lab Easy Walkthrough
Note:You can't get secrets!
The Lab
001
Get hammer on the right.
Break lock below on window
Take chimneybrush on far right of the attic.There is a rubber tube hanging above near the chimney.
Left,take naphthalene from labcoat.
Up and left to the chimney.Use chimneybrush there.
Take key from the ashes from the chimney below in the attic.
Left,take key from hanger,open door on left by the silver key,also take the handle under the table.
Through the door,2 floors down.There is a place,just go far right and take the lighter on the windowsill.
Down the stairs,take beaker,once more down the stairs to the first floor.
Notes aren't needed,you can't use the secrets too
Left to the door,open it,go inside,take soap on the sink,break the cap of the pipe above.
Twice to right,no need for the CD.Up,take 2nd test tube(Irontrioxide),right and take screwdirver on table.
Go to the beginning scene,go left and disscrew the valve by screwdriver.Take the valve.
Go to the first floor,go far left(bathroom),put on the valve to the slot on the vertical pipe.Put the beaker on grating and turn on the valve.
Take beaker,go to the place that you acquired the irontrioxide and the screwdriver.Put on the gashandle and rubber tube on the yellow pipe.Turn on the tap on the bunsen burner.Use the lighter on the gas outlet.You now have some fire!
Put in order:Full Beaker,Soap,Irontrioxide(Naphthalene),Napthalene(Irontrioxide)-as I know the Naphthalene and Irontrioxide can switch places.
Now you have Acidioxide in the beaker!Take the beaker,go downstairs,far right,unlock the door with yellow key,open it,go inside,use acidioxide on the strange keypad,ringing the bell is no use in this walkthrough because secrets are not used,the grating will open.Go right and type this code on the teleporter:596
Congratulations! You have teleported yourself to the end of the game.You can read the note from Murtaugh and go to the other parts of the game or directly finish the game by the door on the left.
Note:
If you want to go to the other parts,first use the code in the lab by typing the code 001 on the teleporter,and taking the note near it.
That's all folks! If you are going to look at the other parts,use the other walkthrough posted by Scott and the secret walkthrough by Trame
Hi, I finished the game a while ago but I still can't figure out what exactly IS the upperdeck of the ship .....
I know the goal was to reach that upperdeck but I'm not sure I did or not ....
I know, sounds like Alzheimer but can anyone of you tell me what the upperdeck is looking like or what one has to do once you reach the upperdeck, so I can recognize it when I see it ?
Thx a lot ya subs !
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Walkthrough Guide
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Yay, I found them all!
Submachine 4: The Lab Secrets Checklist
Laboratory (001)
On the seat of the fancy chair in the attic.
In the bottom-right corner of the screen on the stairwell between the attic and the lab.
Behind the trashcan on the first floor of the lab.
On the same floor as the trashcan, in the room to the right of the stairs, attached a charged coil to the machine and turn the bottom screw.
Behind the fallen chair in the room with stairs leading up on the bottom floor of the lab.
Behind some pipes on the left in the bathroom.
Behind the yellow pipe in the room with the gas burner (where you made AcidiOxide).
(Cube 1) - Raise the cube in the room to the left of the portal machine.
Ancient Section (104)
In the dog's eye on the bottom floor.
In some rubble on the left in the room to the left of the room with four switches.
(Cube 2) - Raise the cube in the room to the right of the room with four switches.
Looping Traps (690)
On the floor in the bottom room (0,-1).
Basement Section (529)
In the unused outlet in the coil charging room.
Under the thick right wire in the laser generating room.
Lighthouse Digouts (462)
On the ground a bit to the right of the pipe in the room right of the portal machine.
In the panel underneath the four cubes when all four cubes are raised (cubes can be raised in Laboratory, Ancient Section, The Ship, and Second Tomb Trap).
Tomb Trap (770)
None!
The Ship (800)
On the ground behind the pipe in the portal room.
Found in the same compartment as the wires you had to cut (very obvious).
On the ground behind the lamppost in the top room where you put the turbine.
(Cube 3) - Raise the cube in the same room with the compartment where you had to cut wires.
Brick Room (551) - found by reading notes
On the floor in the bottom right corner in the room with the portal machine.
Second Tomb Trap (043) - found by looking at the wall in Tomb Trap
In the corner in the leftmost room.
(Cube 4) - Raise the cube in the leftmost room.
The Lucky Room (728) - found by reading the last note
In the "speaker" in the top left corner of the room with the portal machine.
The End (596) - found by completing the statue
In the corner of the portal room.
After collecting all 21 secrets, place them in the machine in the room to the right of the portal room in The Lucky Room.
Posted by: Trame | April 20, 2007 7:49 PM
Submachine 4: The Lab Complete Walkthrough
You start off on the rooftops of a house.
You can follow the on-screen instructions for the first part.
I will restate what they ask you to do...
LABORATORY (001)
The Rooftop
Go Right and on the window ledge, pick up the Hammer.
Go Left twice.
Go Down the ladder.
Go Right and use the Hammer on the door lock and click the door open.
Go inside.
The Attic
Go Down and click on the white jacket
Take the Naphthalene (white balls).
Click out of the coat
Go Right and take the green Rubbertube from the ceiling in-between the rafters.
Go Right and take the Chimneybrush from beside the grey box.
Take Secret 1 from the chair cushion.
Go Left twice
Go up the ladder and out onto the roof.
Go Left and use the Chimneybrush on the chimney.
Go right, into the window and down the ladder.
Go Right and take the Doorkey.
Go Left twice and take the Key off the coat hook.
Go Left and take the Gashandle from under the table.
Use the Doorkey on door and click it open.
Enter
Stairwell 1
Take Secret 2 from the floor.
Go downstairs.
The 2nd Floor
Go Left and take Secret 3 from behind the trashcan.
Click on the computer screen.
Click the green button. Keep clicking until conversation has ended then click out of screen.
Take Note 1.
Go Right three times and take the Lighter off the window sill.
Go Left twice
Go down.
Stairwell 2
Take the Beaker.
Go Down
The 1st Floor
Take Note 4 and Note 5 off the table.
Take Secret 4 from the floor with the chair.
Go Left, open door and enter
Take the Soap off the sink.
Take Secret 5 from behind pipes.
Put the Beaker on the floor grate.
Use the Hammer on the metal cap above the Beaker.
Go Right three times and take the CD off of the table.
Go up the ladder and take the Irontrioxide (purple vial) from the tester stand.
Go Right and take the Screwdriver
Take Secret 6 from beside the yellow pipe.
Go back to the Rooftop
The Rooftop
Go Left
Go up the ladder
Go Left and use Screwdriver on wheel.
Take the Wheel.
Go back to the 1st Floor.
The 1st Floor
Go Left twice and use the Wheel on the pipe leading up and down where an opening is.
Turn the wheel.
Take the Fullbeaker.
Go Right three times.
Go Up.
Go Right and use the Gashandle on the top opening of the yellow pipe.
Use the Rubberhose on the bottom opening of the yellow pipe.
Turn gas handle.
Turn grey knob on the burner.
Put Fullbeaker on the burner.
Use Lighter on the burner.
Put in beaker in this order: Soap, Irontrioxide, then Naphthalene.
Take the Acidioxide.
Take the Tester.
Go Left
Go Down
Go Left three times
Put the Tester on the floor grate.
Turn the wheel
Take the Water
Go Right four times and use the Key on the door.
Open door and enter.
Ring Bell 1.
Use the Acidioxide on the metal panel on the wall.
Go Right.
Take Note 2.
Enter in Code 104.
Push the grey button.
ANCIENT SECTION (104)
Go Right.
Go Down
Move levers 1 and 4 down.
Go Right and take the Knife.
Take the Blocade.
Ring Bell 2.
Go Left
Move levers 1 and 4 up, and 2 and 3 down.
Go Left and take Secret 7 from rubble on ground.
Take the Stonekey.
Go Right
Move lever 2 up and levers 1 and 4 down.
Go Up and take the TileD.
Use the Blocade in circular hole on pillar and Stonekey on square hole.
Go Down
Move levers 2 down and 3 up.
Go Up
Go Right and take the TileB.
Go Left
Go Down
Move lever 3 down
Go Up twice and use the Hammer on the broken panel on the pillar.
Take Secret 8 from hole.
Go Up and take the TileC.
Go Up and use the Knife on the string.
Go Down four times and take the TileA.
Go Down and take Secret 9 from statues eye.
Place TileA, TileB, TileC and TileD in their directional proportionate slots on the wall.
Press uncovered button.
Go Up twice.
Go Left
Go Up and take the Coil.
Go Left and take Note 3.
Go Right
Go Down
Enter in Code 690.
Push the grey button.
LOOPING TRAPS (690)
Go Right
Go Down and take Note 12.
Go Left and take Secret 10 from floor by right door.
Go Left
Go Up
Make Left lever display -1 and Right lever display -1
Push the grey button
Go Down and push the red button
Go back to levers.
Make Left lever display 0 and Right lever display 1
Push the grey button
Go Up
Go Right and push the red button
Go back to levers
Make Left lever display 1 and Right lever display 1
Push the grey button
Go Up
Go Right twice and push the red button
Go back to levers
Make Left lever display 1 and Right lever display 0
Push the grey button
Go Right twice and push the red button
Go back to levers
Go Up and click the glass cover
Take the Orb.
Go Down
Go Right
Enter in Code 529.
Push the grey button
BASEMENT SECTION (529)
Go Right twice and use the Coil in the top of the recharger
Turn handle on the recharger
Take the Chargedcoil.
Take Secret 11 from the empty outlet on the wall.
Go Left
Go Down and take Secret 12 from between the cords on the ground.
Go Left
Take Note 6 from the floor.
Use the Chargedcoil in the empty slot.
Pull down the lever
Take the Coil.
Go Right
Go Up
Go Right and charge up the Coil again.
Take the Chargedcoil.
Go Left
Go Down
Go Right and use Chargedcoil in the empty slot
Pull down the lever.
Take Coil.
Go left and turn handle on contraption.
Go Up twice and place the CD within the claw.
Go Right and take Note 7 from the floor.
Look at note 7. NEW LOCATION CODE 551!
Use the Orb on top of the pillar.
Take the Chestkey.
Go Left
Go Down
Go Right and recharge the Coil.
Take the Chargedcoil.
Go Left twice.
Enter in Code 001.
Push the grey button.
LABORATORY (001)
The 1st Floor
Go to the 2nd Floor
The 2nd Floor
Go Right and use the Chargedcoil on the side opening of the mechanism.
Turn the bottom bolt.
Take Secret 13 from the plate.
Take the Chargedcoil.
Go to the 1st Floor.
The 1st Floor
Go Right four times
Enter in Code 551
Push the grey button
BRICK ROOM (551)
Take Secret 14 from the ground.
Go Left and take Note 11 off the ground.
Push top button on controls stopping the water.
Go Right
Enter in Code 462
Push the grey button
LIGHTHOUSE DIGOUTS (462)
Go Right and take Secret 15 from the ground.
Go Right and use Hammer four times on the lock.
Open the door and take the Turbine.
Go Left twice and take Note 8
Go Right
Enter in Code 770
Push the grey button
TOMB TRAP (770)
Take Note 13 from the ground
Look at symbol on the right, middle of the wall
Circle = 0 sides, Square = 4 sides, Triangle = 3 sides
NEW LOCATION CODE 043!
Enter in Code 043
Push the grey button
UNKNOWN LOCATION (043)
Go Left and use the Water on the glowing object.
Take the Sceptre
Go Left and ring Bell 3.
Take Note 9
Take Secret 16 from the ground.
Go Right twice
Enter in Code 800
Push the grey button
THE SHIP (800)
Use the Lighter on the lamp 3/4 up and over slightly to the left
Take Secret 17 from behind the lamp base.
Go Right and ring Bell 4.
Use the Screwdriver on all four screws on the wall panel.
Take Secret 18 from within the compartment.
Use the Knife on the wires.
Go Left twice and take Note 10 from the ground.
Go Up the ladder.
Use the Lighter on the lamp at about the same place as before.
Go Right
Go Up the ladder
Use the Lighter on the lamp that is about the same place, but much closer to the left hand side.
Take Secret 19 from behind the lamp base.
Place the Turbine within the compartment and close the door.
Go Down and push the grey button
Go Right and take Note 14.
Look at note 14.
NEW LOCATION CODE 728!
Use the Chestkey on the chest and open it.
Take the Arm.
Go Left twice
Go Down the ladder
Go Right
Enter in Code 462
Push the grey button.
LIGHTHOUSE DIGOUTS (462)
Go Left and take Secret 20 out of the box.
Go Right
Enter in Code 104
Push the grey button
ANCIENT ROOM (104)
Go Up the ladder
Put the Chargedcoil in the holder
Go Left and pull the lever on the large lamp.
Click the eyepiece of the telescope.
IIII - IIIII - II = 4 - 5 - 2
NEW ROOM LOCATION 452
Click out of the telescope
Go Right
Go Down the ladder
Enter in Code 452
Push the grey button
STATUE (452)
Go Left and place the Arm on the statue
Place the Sceptor in its hand
ENDING CREDITS
ENDING ROOM (???)
Read note
Go Right and take Secret 21 from the corner of the room.
Look at upper corner of room.
NEW ROOM LOCATION 596!
Enter in Code 728
Push the grey button
LUCKY ROOM (728)
Take Secret 22 from the left corner speaker.
Go Right and place the Secrets inside the opening.
Go Right and view the camera.
**These are extras that you can view, have no relevance to beating the game.
Go Right and view the camera.
Go Right and view the camera.
Go Right and view the camera.
Go Left six times
Enter in Code 596
Push the grey button.
ENDING ROOM (596)
Go Left twice
Click wall lever
FINISHED
Posted by: Scott | April 21, 2007 7:52 PM