Submachine 5: The Root
It's here. The next installment in one of the most popular and critically acclaimed Flash point-and-click adventure series ever created. Submachine 5: The Root promises to take us to the very first (historically speaking) built submachine structure. At least as we know it.
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Wow, I thought it just ended in a quadrilogy. I'm gonna go through it right away and comment on this new surreal exploration adventure as soon as I can.
(I just hope it won't have the series' only failing: the smug, "Wow, you really believed the lie that I fed you?" sort of message, such as the ones in The Loop)
*sigh* Well, that was quick. It only took about two minutes to hit the usual Submachine can't-get-started wall, which will now stymie me until someone posts a walkthrough to get me past it, after which the rest of the bulk of the game will flow easily.
Put me out of my misery faster:
How do I turn the lights on?
LS's issue
See the plug that's obviously supposed to be clicked on, yet does nothing when you click on it? It has two tiny clips that you need to click on before you can get the plug out of whatever it's in and plug it into the wall
I got stuck not too far after that, I have
cypher plate 1
and have absolutely no sense of direction from here.
I see the problem: I only have two things
the notes and shell casing
, and can do nothing with them. I'm starting to move my cursor over every screen, again while rapidly clicking, and for a third time while rapidly clicking each usable thing I have. I'm pretty certain the numerical scratchings in the dorm have some significance, but I'm certainly not going to find out for myself.
Ah! I see where the problem was: I looked at something I was supposed to click and took it to be an extra detail, as if they were pieces of broken metal. I had no idea they were clickable due to the big clickable thing in between them that did nothing when first clicked on it! I took it to mean that just clicking around there was futile.
My apologies for sounding surly, as I am surly tonight.
i have: notes and lead casting
the panel in the red building in th root broke off
visited: root, lab, and blue hallway(?)
rooms not used: bathroom, any corradors area, red building, space ship (?) area in blue hallways, and left (rocky) part of blue hallways.
items not used: lead casting
wher to find itms: notes: on the (your) bed. LC (lead casting: right part of pathway to inside red building
help?
Once you have cypher 1 you can
put the cypher plate into the circuit box that has 2 square openings in the top.
If you want to know how to use the cypher plates:
Once you find and use the first one, you will come across another one in another room. Placing the plates into the circuit boxes in different combinations will take you to 6 different rooms and pressing the button on an empty box will take you back to where you started. For instance the left slot empty with the right slot filled with cypher 1 will take you to one room, but if you move cypher 1 to the left slot it will take you to a different one.
I am stuck after all the red rooms.
I have the first wisdom gem and two secrets. I used the charged coil in both places and got the Left/Center/Right symbols. I was not able to find the missing lightbulb.
Any hints?? I used the gem already but didn't get much from it!
Coil is
in one of the three "silos" in section 2,0 (or maybe it's 0,2)
By the way, the notebook provides some location notation:
In "(x,y)", "x" is the cipher plate that goes in the first slot, and "y" is the cipher plate that goes in the second slot. So (0,1) would mean the location you reach by using cipher plate 1 in the right slot and nothing in the left slot, etc.
Now, I wish I could find the dang light bulb.
I have a metal box!!
In that 1,2 keep going left. It looks like you're being sent back to the same place over and over, but keep going until you get to the room with the metal box. Or you can go through the first doorway ahead of you. I think this area's layout is like 4 rooms all connected to their neighbors, so you could go in either direction and eventually end up back at where you started. And there are 4 wheels to turn, but they don't seem to do much right now.
Two more secrets besides the ones already mentioned:
One next to the submachine at location 552. Click to the left of it to go down.
Another one if you put the coil in room 00, then go to room 20, set all three gauges to max, and then press the button on the panel on the wall.
As for the game itself:
I only have Wisdom gem 1, from the metal box. And I used the coil in 2 places. Are there supposed to be 3 or did I misunderstand something? Also, I like everyone else can't find the lightbulb.
Look up that chemical formula in the bathtub; I thought at first that that's what you had to cook up in there, instead of that being what was already in there. It's pretty concentrated stuff.
Also,
using the coil in both of its receptacles can power up different areas.
It's kind of obvious, but I put the tags up anyway.
Help for everyone:
Aside from the ones mentioned, put the coil in the slot in 0,0 and then go to 2,0 Go over one or two and you'll see a green light and a button.
While you're there, go down into each pipe and make the meter go to the right. then head to 0,2 and go all the way over to the pipe and turn the handle. If you heard a sound, you did it right. If not, go back and check.
Go back to 2,0 and go all the way over to see the brick wall broken. Go in, get the crystal, go over, and go up. In the chair is another secret.
Where's the freaking bulb...
The Cipher Plates goes into
the machine on the wall with 2 slots and a single button on it. To slot a plate in, click it at the very angle where the jagged tip of the plates touch a slot. The Location of where you go when you hit the button is determined by the plate number on either slots. i.e. Cipher plate 2 on the Left slot, right slot empty = (2,0)
I have to say, I love the way he utilizes the secrets. Finally they have some use! I only wish there had been more interesting tidbits.
And it's good to see that there will be a Submachine 6! :D
Allegra:
If you're at the place where you put in the plug, go right, down, right, and you'll see a panel with a button and 6 wires leading to it. On top of that is the slots, where you put in the cipher keys.
And the answer to Mattheus is 30. :P
OK, I would LOVE to read everybodies comments but I can't. I am loving this game and have been awaiting it so long that I really want to figure it out myself so as to maximize my time in the machine. Even the vague outside the spoiler references may give something away I'm afraid...
My only wish would be that the size was a bit larger. The art and mood of this game, as it's predecessors, is fantastic. I really like Mr. Skutniks style, not just artisticly but in his whole approach to the point and click genre.
I do need a favor though... can someone call my boss and tell him I won't be in tomorrow?
I understand from having gotten and installing the light bulb that there are some symbols I'm supposed to keep my eye out for. Unfortunately, I can't for the life of me figure out where I'm supposed to be seeing them. I also never really figured out the purpose of putting the charged-up coil into the bases, unless I've gotten this far completely by accident.
sweeeeeeet. the quality of MAteusz' work never goes down. loved the Submachine Zero throwback in the room after the lightbulb. i enjoyed yet another addition to the mode of transport (cypher system). got all 5 secrets, excited about last revelation. will wait for that as well as part3 of that spicy spy saga.
ThemePark cheers.
one thing that would have made me walk away from the game had it not been part of the greatest room-escape series ever devised; the plug. and so early on. still, i am more than impressed. excellent balance of puzzles, searches, and head-scratchings.
an answer to one of those secret comments:
42 combinations, 43 counting (0,0). spice it up a notch by having doubles of each, making 49 in all.
Mateusz - i will not search 49 rooms for a lightbulb.
In payment of the many suggestions I thought that I would add my own.
In regards to the metal box.
enter the room with the covered box and look in the holes in the walls
don't they look like arrows trying to point to stuff?
maybe you can find something to turn them?
The left one is controlled by the wheel in the dark room.
The one in the middle is controlled by the wheel in the room with the speaker.
The right one is controlled by the wheel in the lit room that is otherwise empty.
Hopefully it helps someone.
Thanks.
Submachine 5 Walkthrough
STAGE 1
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Click the wheel on the pipe.
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Continue to click on the wheels.
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After the title screen...click the pencil and paper on the floor. This gives you access to notes.
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Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down.
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Go left. Click the button on the computer under the table. Read the three panels on the computer screen.
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Go right twice. Click the button to open the door to the Portal. Step inside.
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Go right and open the hatch. Go down twice, then right.
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Enter 5-5-2 on the Portal machine and click the button.
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Welcome to the Root! Click to the left of the machine and follow the route down to the Secret (1/5). Go back.
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Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right.
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There is a brown Lead Casing item here in the middle of the screen. Pick it up. Continue right.
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In the room with the power box there is a fallen pillar with a plug attached to it.
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Click the cover on the power box to remove it.
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Click the latches on each side of the plug (look carefully). Click the plug twice to switch on the power.
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Go right and down.
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Go right three times, then take the ladder up.
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Open the grey box by clicking on it. (not sure what this does)
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Go left twice. Enter the room. Pick up the Wrench on the floor, under the chair.
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Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down.
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Go right. Use the Wrench to remove the bolts on the grey panel.
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Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Enter.
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Use the key on the leftmost box. Take Cipher Plate 1.
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Go down to the floor below, to the room with the grey box with a button and wires coming from it.
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You need to understand how the transporter works. There are two Cipher Plates and two slots on the transporter, Left and Right. Putting Cipher Plate 1 in the Left slot and Cipher Plate 2 in the Right slot will send you to room (1,2). So there are 7 possible destinations. The Root area is (0,0). Got it? On we go!
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Put the Cipher Plate 1 in the slot on the RIGHT of the transporter, then click the button.
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You've arrived in room (0,1). You can leave the Cipher Plate 1 in the box for now. Go down and left.
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Pick up Cipher Plate 2 on the chair.
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Go right and down to the bottom.
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To find the 2nd secret: Take the ladder down to the bottom floor. If you go to the right, you'll find the charger. You'll need this later. If you click to the left of the ladder, however, you'll come to another room. Remove the gray panel that's leaning on the wall, and use your wrench to unscrew the orange panel. Secret 2 waits inside.
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Go back up the ladder to the transporter.
STAGE 2
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Go to room (2,0). (That's plate 2 in the left slot, nothing in the right slot.)
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Click the hatch to open it. Go down. Click the top button. The needle should point to the right. Go back up.
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Go left and repeat. Pick up the Empty Coil inside the hatch.
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Go left again and repeat. Go left and take a look at the brick wall. Return to the transporter. We'll return here later...
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Go to (0,1). Go to the charger. Put the Empty Coil on the raised platform on the charger and click the handle on the wheel three times. Pick up the charged Coil.
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Go to (0,0). Go right twice and put the coil into the slot.
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Go to (2,0). Go left twice. Click the button to open the box for Secret (3/5).
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Go to (0,0) and get the Coil.
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Go to (1,0). Go down and right. Put the Coil in the slot.
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Go to (0,2). Go down and left. Green symbols are visible on the displays. Go all the way to the left.
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Click the wheel. You should hear something being released. (If not, maybe the coil has to be in (0,0). Haven't checked.)
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Go to (0,2). In the room all the way to the left (where the wheel on the pipe is), click on the part of the floor behind and to the left of the pipe for Secret (4/5).
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Go to (2,0). Go all the way left past the brick wall.
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Take Wisdom Gem 2. Go left and up the stairs. On the chair is Secret (5/5).
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Go to (1,2). There are four rooms here, arranged in a circle around a fifth room.
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Click as follows: into the room, right. Click the light bulb by the door to take it.
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Go through the door. Go into the central room.
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There are three holes in the wall at head height. Look inside them. You'll see a metal mechanism. It looks like a clock.
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You have to line up the "hand" with the ornate thing on the side/bottom/top of the "clock face". You can do this by going through the rooms and clicking the wheels. It's not that difficult...Go on...
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When everything lines up, you'll find a Metal Box in the central room. Take it.
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Go to (1,0). Go down and right twice. There's a tiled tub here. Click the little brown label on the right to get a note.
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Click the top/inside of the tub. Drop the Metal Box into the tub and watch it dissolve. Go back.
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Use the Wrench on the outflow pipe on the right of the tub.
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Take the Wisdom Gem 1 from the tub.
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Go to (2,1). Go right and up.
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There are two switches here, one on either side. To open the gate, make sure both have a white light on the RIGHT.
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Follow the room onwards. Use the light bulb on the holder in the dark area.
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Go left twice. Check your notes for the symbols you saw earlier in (0,2). Click the corresponding ones on the wall and then click the button underneath.
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The ladder should slide down. Go down.
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Use the Lead Casing on the top slab of rock.
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Remove the Lead Casing, then use it on the two other slabs.
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Go down and get Wisdom Gem 3.
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Return to the transporter (you need to change the switches to get past the door again).
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Go to (0,0). Go back to the Portal machine.
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Go to 7-4-7. Go right twice. Open the door and go right.
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Place the three Wisdom Gems in the diamond slots on the wall.
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Click the handle on the control panel to the right.
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Congratulations, you win! (With all 5/5 Secrets!)
Walkthrough with pictures here:
http://hfilby.wordpress.com/2008/01/30/submachine-5-walkthrough-so-far/
I can't believe you people. Raising mathematical debates about pointless things like how many rooms you could visit with how many cipher plates. You never have access to more than two plates, so what's the point of speculating about more?
...Incidentally, for six plates the number is 42, not counting the origin (0,0). Thirty possibilities (6x5) for two plates, plus six for the left slot only, plus six for the right slot only.
___Open the grey box by clicking on it. (not sure what this does)___ I seem to see 3 small scratches inside the hole... any significance to this?I would like to know. Thanks!
Oh, and I really like this series except for the spookiness. The dark lighting fried my nerves months ago...
this isn't really a spoiler but... if u want it, click.
my phone went off and i jumped a foot out of my chair... please let the person who we are playing own a flashlight, or i will die of scared-ness. :-P
wheeeee!
I saw this a while ago, thought, "I don't have time for this at the moment," favorited, then finally got back to it now, played it, with the help of the walkthrough, because even though i love these types of games, the only way i can beat them is if they're putt putt, freddy fish, or spy fox, anyways played it, beat it, went to secrets room, inserted 1 secret, went left, saw buttons, went clicky, and back to start screen... noooooooooooo!!!
i wish it auto-saved or something...
but about your guys' argument about the thingy with all possible combinations of ciphers, etc., think about it... it makes 49. take out doubles, we get 43. take out (0,0) because as someone said, the maker, (mateusz?) doesn't consider it secret or something, and we get 42. what else do we know about 42?
IT'S THE ANSWER TO LIFE, THE UNIVERSE, AND EVERYTHING, PEOPLE!!
thus it is the answer. thank you.
if you don't know what i meant, go read
The Hitchiker's Guide to the Galaxy and the other four books in the series
RIGHT NOW!!
sorry about possible double post, forgot two things:
1. Can somebody post what all of the secrets are? not where, what. like at the end of the game thing. cause of previously noted mistake.
2. I sympathize with _star*~_. these games are spooky. the one that he made with the deserted town, traumatized me. stupid little hairy man........
Ok, guys, according to simple combinations (grade 12 math, not that hard), 2 slots, not repeatable, 7 objects, so (7*6)+1 =43 (the 1 being the root). did I need to repeat that? not really, it's in here enough times, but more to the point. the reason WHY everyone keeps mentioning the possibility of 6 of them, and getting into the math, is:
Reading the comments at the end by using the secrets, the creator SPECIFICALLY MENTIONS the fact that there are 6 hooks, meaning 6 ciphers, and asks how many possible combinations there are. There is technically no point within this game, but may be within the next game.
I count Eight Submachines 0 thru 5 plus the FLF and Remix, and there's two Covert Fronts, and a DayMare Town thats in bad need of a box of crayons.
My question is what's next and when.
I know there's a subtly promised next Submachine because of the keys we saw 2 of 6, and Covert Front 3 on some future date
I also know the Sub5 came out not long ago and I dont mean to be pushy
BUT this waiting for the next creation is driving me crazy.
just FYI.
I accidently clicked the comment button(little c) and like 39 windows popped up and it messed my whole computer up. i had to re-boot everything! i almost beat the game too! i am afraid that this might happen again so i'm not going to. i guess i will never see the ending or what happens with the secrets. :(
This thing doesn't work.
"Go down to the floor below, to the room with the grey box with a button and wires coming from it."
And then:
"You need to understand how the transporter works. There are two Cipher Plates and two slots on the transporter, Left and Right. Putting Cipher Plate 1 in the Left slot and Cipher Plate 2 in the Right slot will send you to room (1,2). So there are 7 possible destinations. The Root area is (0,0). Got it? On we go!"
And between these 2 steps? What shall I do?
This is a stupid game!
J-cool
The room with the three pipes? Go down them and turn all the dials to the same direction. I keep forgetting which way, but they all have to be pointing that way. Now go to the room with the three watch-face / monitor things... at the end of it is the big pipe with the round valve? If all the dials are correct, you'll hear a puff of steam and a bang. Return to the room with three pipes and something has happened....
Anne B., your question is answered in the next Walkthrough step. If you understand basic Cartesian coordinates (the kind they teach in middle school), that explanation is there for you. Otherwise if you have both items, it's a concise explanation of how to operate that machine and the terminology used in the notes.
Here's the math to the cipher combinations...
There are 2 slots, and allegedly 7 ways to use those two slots, if Ciphers 3,4,5,and 6 were to exist. No cipher, cipher1, cipher2, 3,4,5, and 6. So, there are 7 for the first slot. Next, the next slot has 6 possible ciphers. There would be 7 to begin with, but you already used one for Slot1. So no matter which cipher you used, there would only be 6 left. Therefore, The answer is 7x6, which yields 42. The answer to life and everything.
Also...
anyone think the padded cell you begin with in Submachine FLF has anything to do with the cell with the Wisdom Gems?
Wow! My hat's off to the fabulous creator M. Sputnik. You clever, clever man! Can I marry you?! I love the graphics, sound and shear genius of your creations. I ran across these submachine games two weeks ago and am addicted. I have completed all of them, but must confess that I didn't always find all the secrets along the way. Since there are no more submachine mysteries for me to unravel, will you be unveiling a sixth in the series any time soon? Please hurry and feed my addiction! Yours sincerely...
To all those trying to hang on to the connection between this game and the works of the great Douglas Adams, I'm very sorry, but there isn't one.
People seem to forget, when using combinations and permutations, that the zero-th cypher plate (no plate) can be repeated. I'll put big backets around the flawed assumption in one incorrect explanation to demonstrate:
"There are 2 slots, and allegedly 7 ways to use those two slots, if Ciphers 3,4,5,and 6 were to exist. No cipher, cipher1, cipher2, 3,4,5, and 6. So, there are 7 for the first slot. Next, the next slot has 6 possible ciphers. There would be 7 to begin with, but you already used one for Slot1. [[[>>]]]. Therefore, The answer is 7x6, which yields 42. The answer to life and everything.
If you used the 0-th cypher plate in the first slot you would still be left with 7 options in the second.
Perhaps this will end the confusion / arguments?
0,0 | 0,1 | 0,2 | 0,3 | 0,4 | 0,5 | 0,6
1,0 | 1,1 | 1,2 | 1,3 | 1,4 | 1,5 | 1,6
2,0 | 2,1 | 2,2 | 2,3 | 2,4 | 2,5 | 2,6
3,0 | 3,1 | 3,2 | 3,3 | 3,4 | 3,5 | 3,6
4,0 | 4,1 | 4,2 | 4,3 | 4,4 | 4,5 | 4,6
5,0 | 5,1 | 5,2 | 5,3 | 5,4 | 5,5 | 5,6
6,0 | 6,1 | 6,2 | 6,3 | 6,4 | 6,5 | 6,6
Anyways, been waiting all year for the next Submachine! Boy, would it make the best X-mas present ever!!!
Actually, iWagePeace, your numbers are off. If you use plate 1 in slot 1 you can't use it in the second slot as well. Therefore the combinations of plates 1,1 | 2,2 | 3,3 | 4,4 | 5,5 | 6,6 are not possible leaving us with only 43 possible combinations.
0,0* | 0,1 | 0,2 | 0,3 | 0,4 | 0,5 | 0,6
1,0 | 1,2 | 1,3 | 1,4 | 1,5 | 1,6
2,0 | 2,1 | 2,3 | 2,4 | 2,5 | 2,6
3,0 | 3,1 | 3,2 | 3,4 | 3,5 | 3,6
4,0 | 4,1 | 4,2 | 4,3 | 4,5 | 4,6
5,0 | 5,1 | 5,2 | 5,3 | 5,4 | 5,6
6,0 | 6,1 | 6,2 | 6,3 | 6,4 | 6,5
*0,0 is possible because both slots would be left empty.
Well, there are supposed to be 6 Cipher Plates, and we only found 2.
After some calculations, I figured it out.
With each Plate individually, we have access to a total of 12 rooms.
With each plate in combination with one another, we have access to 30 more rooms.
Not including the starting point (no plates), that gives us access to 42 rooms.
I wonder if Mateus knew that...
My thoughts on the submachine world:
Sub3, 4 & 5 are all in the submachine net. Sub 4's ending is explained since Murtaugh sends you on an assignment; proof that you were accepted.
This leaves submachine 0 1 and 2 without any explanation.
Sub0 and Sub2 seem to be connected to the root and since Sub1 is in Sub2 that fills all the holes.
Or does it...?
Sub0 and the root must be different locations or the exploration teams could have left the submachine. But obviously they couldn't because one of the notes in Sub4 reads "Is there even some kind of normal world outside this endless mess of the submachine?"
This leaves you with the question, is Sub2 already in the submachine, or do you get stuck there after using the teleporter?
If Sub2 is not in the submachine, then did playing Sub1 keep you stuck down there while it was buried?
Any thoughts?
Has anyone noticed that the
"C6H8O7 * H20" label must be wrong? because that chemical compound, otherwise known as citric acid mixed with water, wouldn't be strong enough to burn through metal. I mean, if it could--if you've ever drank juice or any fruit drink, or even eaten an apple before in your life,which you probably have--you would be dead right now due to reasons of your mouth and throat being dissolved.
RE: combinations. the solution was posted Jan 30, 2008 in a spoiler tag by "lucidsubconscious".
RE: Sub FLF - this is *not* sub6. check out the blue box at the bottom of the review which links to the series. it expressly states that it's "outside the main storyline." but it's definitely worth playing if you need a fix and have exhaustively overplayed the other episodes (as if that's possible)
To everyone that is having trouble with Submachine 5: The Root, here is the walkthrough.
[Edit: Note - entire walkthrough will be revealed in the spoiler. -Pam]
To start the game, spin the valve wheel, then spin the two valve wheels, then spin all four valve wheels.
Dorm
You find yourself in the dorm. On the floor is a piece of paper. Click it to add it to your inventory. To the left is a hatch. Left again is the bathroom. To open the hatch click on the two handles left and right, then click on the central lock. Head down it.
Tip: there is nothing else on the dorm level.
The Lab
You are now in the Lab.
Go right to find a door marked portal. The button opens the door, but don't bother with it yet. Instead walk left to find a computer. Press on the button on the computer to switch it on and you will see three items on the screen. Click on each in turn. Notice that the paper and pencil automatically update themselves as you read them. Other useful notes will be added as you progress through the game.
The two notes tell you that you need to collect three wisdom gems to activate the machine at portal location 747. You are also told to go to the root at 552. Finally you are shown what a wisdom gem looks like, although you should recognize this from earlier submachine installment
Tip: the object is this installment is to find the 3 wisdom gems and activate the machine. All of the action takes place at portal location 552. If you are stuck at 552, try again. And again.
Portal
Go right twice, through the door marked portal, and right again to find a hatch in the floor. Open it in the same was as the Dorm hatch and head on down.
At the bottom walk right to find a portal. The location, the Lab, has code 001. The Corridor has code 747 and the Root is 552. Head over to the Corridor to check out the end point of the game - some kind of machine with slots on the wall for 3 wisdom gems.
Once you have played around there, it is time to go to the Root, portal code 552.
The Root
From the portal there is a footbridge to the right. There is also a room down - click just to the left of the portal machine. At the bottom you will find a secret, one of five in the game
Tip: the other objective in the game is to find the five secrets
Back to the portal and head right three times to find a hole in the wall. Enter the hole and continue right in the tunnel. Where the tunnel moves from rock to brick you will find a lead casting. Pick it up, then head right again.
You find some electrical equipment and a panel on the wall. Go right again and you find a ladder down, but going down stops abruptly due to a lack of light. If you trace the wires back it is clear that the electrical panel is the key to further progress. If you are stuck here, keep searching for the answer.
If you are still stuck, there are two broken machines on the floor. The left hand one has a black lead going into it. Where it connects to the machine is a plug which can be removed by clicking on clips left and right. It is tricky to see but look closely and you will be able to remove the plug. Click on the panel to expose some connectors, then click on the plug to connect it to the wall panel.
The way ahead is now illuminated.
At the foot of the ladder is very little. Walk to the right to find an electrical panel with a button in the center. Pressing it doesn't achieve anything yet. Go right again to find a ladder in the floor. Go down the ladder, then right to find a panel bolted onto the wall, with no way of opening it.
Head back up the ladder then right to find a coil holder (from earlier Submachine installments) and a ladder up. Go up to find a small speaker on the wall. Click on the cover to remove it. I haven't yet figured out what else to do with this.
Go left to find a room with three boxes on the wall, one of them with a cover on. You can't open it, so back out and go left to find an observation room containing a panel with a screen and four buttons, and a chair.
Under the chair is a wrench. Pick it up.
The wrench opens the panel that was bolted to the wall, which was down the ladder in the floor. Go there and undo all four bolts, and you will find a rusty key.
That key opens the locked wall box and inside that you find Cipher Plate 1.
Tip: if you are stuck at this point, remember you have two unused items - the cipher plate and the lead casting - and you have two rooms with buttons that haven't done anything yet. It is the cipher plate that matters here.
Head back towards the start of the root, where there was an electrical box on the wall with a button in the center. Insert cipher key one in the left-hand slot on top of the box. Press the button and you will jump to another room with a ladder down and the cipher box on the wall.
Go down the ladder and right to find a room with a chair and a coil holder. Right again to find a bath with C6H8O7 x H2O written on the side. Right again finds a bunch of hanging taps.
There is nothing to do here so go back to the cipher box. Take out the cipher plate and put it in the other slot and press the button.
Another jump and another ladder down. Go down to find a ladder down and a room off to the left. Go left to find cipher plate 2. Exit the room and head down the ladder to the bottom.
To the left is a small chamber. The metal plate to the left can be moved to reveal a small panel on the wall. The wrench will remove the bolts to reveal the second secret.
Go back right then right again to find a strange machine will a large wheel on it. You can turn the wheel if you like. The is nothing else here of note, but when you exit left, your paper and pencil will be updated with 'charger in (0,1)'
Tip: the cipher box has two slots and you have two cipher plates. At the moment you at cipher location (0,1) which means that nothing is in the left slot and cipher plate 1 is in the right slot. There are seven possible combination's of plates - you have already been to (0,0) which is where you started in the Root, (1,0) and (0,1). Go investigate the other four.
Now, head back to the cipher box and go to location (2,0)
Cipher (2,0)
The is an unlocked hatch in the floor which can be opened by clicking. Go down the hatch to find a grate and a panel with two buttons and a dial. The dial is pointing left and pressing the top button will make it move to the right. The bottom button will make it move left again.
Head back up and go left to find another hatch, and left to find a third. All have the buttons inside. At the third hatch there is a panel on the wall with a button a light on it, but you can't do anything with it yet.
You can activate all three hatches by pressing the top buttons, but nothing will happen. In hatch 2 you can pick up a coil.
Go left from hatch three to find a large vertical pipe with three covers on it. To the left of this is a brick wall.
With nothing else to do it is time for the next location.
Cipher (0,2)
Head down the ladder then go left. There is a black disk on the wall. Go left to find another one, and left again for a third. Finally, left again to find a large vertical pipe with a valve on it. Turn the valve.
If you activated all three panel in the three hatches at (2,0) then you will hear a hiss and a bang. If you didn't, go back to (2,0) ativate all three hatches using the top button then come back to (0,2) and spin the valve.
The loud back was the vertical pipe that was to the left of the three hatches to go there to investigate
Cipher (2,0)
The three covers on the large vertical pipe have been blown off. One of them has knocked a hole in the brick wall.
Go through the hole to find wisdom gem 2. Go left to find a staircase going up. Head up to find a room with an ornate chair. If you know the earlier Submachine games then you know there is a secret on the chair. If you don't, there is a secret on the chair. That is the third.
Go back down and through the brick wall and back to the cipher box. Go to the next location, which is (1,2)
Cipher (1,2)
There is a door in front of you. Go through it to find a wheel on the wall and a retort stand.
Go right to find another door. Through it is a room with an entrance to another room. There is an ornate thing on the floor. There are three small holes in the wall, left, center and right in each is some kind of device.
Tip: the wheels turn the devices. Play around with them to figure which wheel turns which device. Also try to figure out what the correct position for each device is.
Back out of the room and go right to find another door. Go through it to find a wheel on the wall and nothing else. Go right to find yet another door. Go through to find a wheel and a chair. Go right to return to the cipher box.
So, three wheels and three holes in the wall. The correct combination's are: left hole is the wheel with the retort stand, center hole is the wheel with the chair, right hole is the wheel with nothing else.
The correct position is so that the flower-like things touch, which for the three of them is pointing left for the left hole, pointing up for the center and pointing up for the right.
Get them all in line to open the ornate object on the floor to find a metal box.
Now go to the last location.
Cipher (2,1)
Go right to find metal bars blocking progress to the right. Go up the ladder and go both left and right to find panels on the wall. Pressing the button on the panel makes the light switch from left to right, or vice avers. Get both lights on the right and you will hear some movement - the bars have shifted, opening the way to the right.
Go right, and again to find a ladder down. Go down to find your progress blocked by lack of light. Retrace your steps to get back to the cipher box - you will need to press the buttons again to move the bars.
Your paper and pencil will update to say 'missing light bulb in (2,1)'
So look out for a light bulb.
Tip: at this point we are looking for a light bulb and we have a coil we haven't used yet. We also have a metal box that can't be opened and a lead casting that has not been used. Focus on the light bulb first.
Search the cipher locations to find a light bulb - there are plenty on the walls, but they are protected by wire. One of them isn't. It is at cipher (1,2).
Get the light bulb and take it to (2,1) and place it on the wall. You can now proceed down. There is a tunnel to the left which leads to a chamber with hieroglyphics on the wall. You can make them light up, but only one in each column at a time. Looks like we need a code.
Time to work on the metal box.
Metal box
Return to the bath at (1,0). The sign on the bath is the chemical symbol for acid. Climb onto the bath and drop the metal box in.
It will dissolve to reveal a wisdom gem, but the bath is still full of acid. Use the wrench to open the outlet pipe. This will drain the bath, allowing you to pick up wisdom gem 1.
Now for the coil.
Coil action
There were coil holders at (0,0) and (1,0) but plugging in your coil won't have any effect - it needs charging. Check your notepaper - there is a charger at (0,1) so go there, insert the coil and turn the handle to charge it up. Three turns are required for a full charge.
Now go to (0,0) and insert the coil. Charge will flow into the holder and you now have to figure out what has changed.
It takes a bit of searching, but the answer it at (2,0) - the panel on the wall above hatch 3 now has a green light on it. Press the button to get secret 4.
Remove the coil from location (0,0) and plug it in at location (1,0). Again you have to figure out what has changed. This time the answer is at (0,2) - the black discs on the wall now have symbols on.
They will be different each time you play, but they are recognizable hieroglyphics like the ones at location (2,1).
Your paper and pencil will make a note of them for you, so head over to (2,1) and make use of them.
You need to light up the hieroglyphics on the wall in the same order they were shown no the black discs at (0,2)
If you do that correctly, then turn the screw at the bottom, a hole will open up in the floor.
Go down to find a chamber with a carved dog - familiar from earlier installments. Use the lead casting to lift the large stones. You can take it out once a stone has risen and use it again.
You reveal a hole in the floor - go down to find wisdom gem 3.
Gems
You now have all 3 wisdom gems. Head back to the portal at (0,0) and dial up location 747 to get to the corridor.
Enter the machine to the right, insert the 3 wisdom gems on the wall, then pull the control knob to activate the machine.
You get the closing sequence of the game and then the chance to visit the secret location, where you can 'spend' your secrets in learning a little about it.
THE END!
-Juan "Spike" Palomino
[Edit: Spoiler tags added. -Pam]
kyoger hunter:
That's because the 4 is very thin- but it's still a 4, not a 1. Remember the computer at the 'Dorm' where the note was originally taken from? It said 7-4-7. The paper represents what the character sees and jots down, and some of it you can personally read if you get stuck, such as that computer screen.
Hi
for all of you trying to figure out how many areas can be visited, have you realized that if he had made every receiver in the 6 locations an outward transmitter to 6 completley different places you would have
first iteration...6 areas
second iteration..36 areas
third iteration...216 areas
fourth iteration..1296 areas
thats 1555 places and its limitless!
assuming if you pressed the button on any box without the keys inserted you would go to 0.0
who wants to draw a map :-)
cheers
Roy
I love games "Submachine"!
They are beautiful game "point and click," although that will boil twisted brain to turn on a computer then it just turn ...! X)
In addition they are beautifully drawn, and the script is beautifully written: it could make a video with the scenario put EACH game after one another, it would feel to see a movie!
What I like is the fact that when I finished "Submachine 0" and begins "Submachine 1", I feel I continue "Submachine 0" and when we played all the games in a row, one for printing to continue every time the previous games!
Finally, I'll conclude with this sentence:
* "Submachine" is probably the best game saga of "point and click" Flash of all time! *
Hurray! Yippe yay yay!! Woohoo!!
I finally finished Submachine 5!
It takes like so much of your brain power and I have experienced this frustration so many times!!
But still, I find this game series so intriguing but I shall probably take a break before I continue playing other Submachines... :D
Btw, what does "submachine" mean? It sounds like a cross between a submarine and a machine?
Oh yeah, and anyone knows what "ftw" means? Is it a short form for something or what? Been hearing it lately but can't figure out what it means!
Moon: FTW = "for the win" — it's a reference to the old Hollywood Squares game show where 9 celebrities sat in a tic-tac-toe shaped game board answering questions for contestants. Contestants would choose a celebrity then agree or disagree with their answer for the right to put their respective "X" or "O" on the board. When a contestant would pick a celebrity that would potentially earn the winning mark, they would say "[celebrity name] for the win".
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Walkthrough Guide
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Submachine 5 Walkthrough
STAGE 1
Click the wheel on the pipe.
Continue to click on the wheels.
After the title screen...click the pencil and paper on the floor. This gives you access to notes.
Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down.
Go left. Click the button on the computer under the table. Read the three panels on the computer screen.
Go right twice. Click the button to open the door to the Portal. Step inside.
Go right and open the hatch. Go down twice, then right.
Enter 5-5-2 on the Portal machine and click the button.
Welcome to the Root! Click to the left of the machine and follow the route down to the Secret (1/5). Go back.
Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right.
There is a brown Lead Casing item here in the middle of the screen. Pick it up. Continue right.
In the room with the power box there is a fallen pillar with a plug attached to it.
Click the cover on the power box to remove it.
Click the latches on each side of the plug (look carefully). Click the plug twice to switch on the power.
Go right and down.
Go right three times, then take the ladder up.
Open the grey box by clicking on it. (not sure what this does)
Go left twice. Enter the room. Pick up the Wrench on the floor, under the chair.
Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down.
Go right. Use the Wrench to remove the bolts on the grey panel.
Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Enter.
Use the key on the leftmost box. Take Cipher Plate 1.
Go down to the floor below, to the room with the grey box with a button and wires coming from it.
You need to understand how the transporter works. There are two Cipher Plates and two slots on the transporter, Left and Right. Putting Cipher Plate 1 in the Left slot and Cipher Plate 2 in the Right slot will send you to room (1,2). So there are 7 possible destinations. The Root area is (0,0). Got it? On we go!
Put the Cipher Plate 1 in the slot on the RIGHT of the transporter, then click the button.
You've arrived in room (0,1). You can leave the Cipher Plate 1 in the box for now. Go down and left.
Pick up Cipher Plate 2 on the chair.
Go right and down to the bottom.
To find the 2nd secret: Take the ladder down to the bottom floor. If you go to the right, you'll find the charger. You'll need this later. If you click to the left of the ladder, however, you'll come to another room. Remove the gray panel that's leaning on the wall, and use your wrench to unscrew the orange panel. Secret 2 waits inside.
Go back up the ladder to the transporter.
STAGE 2
Go to room (2,0). (That's plate 2 in the left slot, nothing in the right slot.)
Click the hatch to open it. Go down. Click the top button. The needle should point to the right. Go back up.
Go left and repeat. Pick up the Empty Coil inside the hatch.
Go left again and repeat. Go left and take a look at the brick wall. Return to the transporter. We'll return here later...
Go to (0,1). Go to the charger. Put the Empty Coil on the raised platform on the charger and click the handle on the wheel three times. Pick up the charged Coil.
Go to (0,0). Go right twice and put the coil into the slot.
Go to (2,0). Go left twice. Click the button to open the box for Secret (3/5).
Go to (0,0) and get the Coil.
Go to (1,0). Go down and right. Put the Coil in the slot.
Go to (0,2). Go down and left. Green symbols are visible on the displays. Go all the way to the left.
Click the wheel. You should hear something being released. (If not, maybe the coil has to be in (0,0). Haven't checked.)
Go to (0,2). In the room all the way to the left (where the wheel on the pipe is), click on the part of the floor behind and to the left of the pipe for Secret (4/5).
Go to (2,0). Go all the way left past the brick wall.
Take Wisdom Gem 2. Go left and up the stairs. On the chair is Secret (5/5).
Go to (1,2). There are four rooms here, arranged in a circle around a fifth room.
Click as follows: into the room, right. Click the light bulb by the door to take it.
Go through the door. Go into the central room.
There are three holes in the wall at head height. Look inside them. You'll see a metal mechanism. It looks like a clock.
You have to line up the "hand" with the ornate thing on the side/bottom/top of the "clock face". You can do this by going through the rooms and clicking the wheels. It's not that difficult...Go on...
When everything lines up, you'll find a Metal Box in the central room. Take it.
Go to (1,0). Go down and right twice. There's a tiled tub here. Click the little brown label on the right to get a note.
Click the top/inside of the tub. Drop the Metal Box into the tub and watch it dissolve. Go back.
Use the Wrench on the outflow pipe on the right of the tub.
Take the Wisdom Gem 1 from the tub.
Go to (2,1). Go right and up.
There are two switches here, one on either side. To open the gate, make sure both have a white light on the RIGHT.
Follow the room onwards. Use the light bulb on the holder in the dark area.
Go left twice. Check your notes for the symbols you saw earlier in (0,2). Click the corresponding ones on the wall and then click the button underneath.
The ladder should slide down. Go down.
Use the Lead Casing on the top slab of rock.
Remove the Lead Casing, then use it on the two other slabs.
Go down and get Wisdom Gem 3.
Return to the transporter (you need to change the switches to get past the door again).
Go to (0,0). Go back to the Portal machine.
Go to 7-4-7. Go right twice. Open the door and go right.
Place the three Wisdom Gems in the diamond slots on the wall.
Click the handle on the control panel to the right.
Congratulations, you win! (With all 5/5 Secrets!)
Posted by: Tom | January 30, 2008 12:23 AM