Submachine Tattoo #1


You think you’re a big fan of Submachine?… Think again. And take a look at those pictures of Jennifer. You think you can top that? That’s a Submachine loader tattoo in the back of her neck right there. Epic. The artist was Kaylene from Wicked Ink in Sydney. I’m kinda speechless.



by people’s choice


Submachine 5: the root was voted best adventure game of 2008 by JIG audience. Big thanks goes to everyone that voted. In return you’ll get Submachine 6 this year :D.



gettin jiggy


Sometimes you do what you gotta do. Check out how many pastel games are actually in there 8)

[voting closed. you can check the results here.]



Submachine; review by Indie Game Reviewer


Sometimes you want a puzzle game that will really test your brain for days, and sometimes you want a game that will fit into a coffee break or a spare half-hour. If you’re looking for the latter, check out Submachine by Mateusz Skutnik, the same mind that brought you the brilliantly illustrated Daymare Town.

Submachine is a polished, well-written point and click escape game that can be finished in a reasonable amount of time. You’ve been dropped into a mysterious underground complex and have to find your way out. As is usual for this genre, there’s not a whole lot of backstory.  There are bits and pieces to find, and puzzles to crack to make your escape–generally logic-based.  The puzzles make sense, and the graphics are well-developed with a slightly cartoony look so that pixel-hunting is minimal.

The average player will probably be puzzled for a few minutes and then see the answer–the obstacles are neither too hard or too easy, and the answers always feel like they make sense, not pulled out of the ether as is true of some games. You’ll be able to find everything you need in a straightforward fashion; it’s just a matter of figuring out what to do with it!

The soundtrack adds to the atmosphere of the game without being overwhelming or annoying and can be turned on or off as desired.

Feel like the game was too short?  No problem! Skutnik has created an entire series of escape games set in this universe, each with a distinctive look and feel but similar gameplay.

Indie Game Freak on indiegamereviewer.com



Submachine 5, review by Warpzone


Grab your preemptive Tetanus Shot, and don’t question where the food comes from; it’s time for another installment in everyone’s favorite mysterious urban spelunking sim! The rotting infastructure of the Submachine network beckons once again, but this time you’re apparently a trained professional, tasked with rebooting an ancient “Mover” to reconnoiter “the far side of the submachine net.” Or maybe you’re some punk kid crashing the lab and reading his e-mail, I’m not sure. But that ambiguity is a hallmark of the Submachine series, and it only adds to the mystery. If time has any meaning when portals are involved, it’s years after the events of the previous Submachine games, and you’ll find yourself trolling through the rubble which at one point comprised the earlier adventures. The more you learn, the less you know, and it’s not until you unlock the final author’s comment with the last Secret that you even begin to suspect what this latest outing might have meant. I love the addition of the auto-notes, which track vital information and offer tantalizing hints into the mentality of the explorer, as always without giving too much away. There are a few caveats, but this is Submachine. If you’ve played the other games, you know damned well what you’re signing up for. There’s more button-hunting, which can sometimes involve some incredibly tiny and obscure details in the environment. Make sure you know what part of the Cipher Plates you’re clicking on, because that point becomes your cursor position. You’re not lining the plate up with the slot. You’re clicking on the slot with your (now invisible) mouse cursor. I thought the author’s attempt at a 3D puzzle was cool, even though my brain refused to process it as a 3D puzzle, treating it instead as an awkwardly designed button-clicking puzzle. Still, it was an interesting change of pace. I was disappointed that the dangling pipes didn’t do anything. I would have liked to see more inexplicable weirdness like tone-sensitive blocks of stone or metal gizmos that spin and twirl in response to the mouse cursor’s position, but the method of locomotion employed by the “Mover” just about makes up for the lack of weird alien physics throughout the rest of the game. What more is there to say? It’s more Submachine! Play it. Beat it. Ferret out every last secret. Tell the author you liked it, and dream about playing the next one! Most ARGs aren’t this deep and spooky!

review written by WarpZone, found on NewGrounds.

 



Copyright infringement


Just two days ago I found out that someone has stolen my work from original Submachine1 using reverse engineering and then put those stolen graphics, stolen sounds and, most importantly stolen code into his game and called it his own. Not cool at all. The game is called Escape Da House 5, and obviously I won’t post a link to it here. You can google it up if you want to see this monstrosity with your own eyes, since the game is horrible, not only because the stolen goods but because gameplay is lame as hell and the creator has no sense of color whatsoever. The construction of menu and inventory shows his abilities in the field of programming (what happened, couldn’t you just steal that from the Submachine as well?) so feel free to play it and have a laugh about it. You can also comment on his site and even email him with congrats on a job well done, since you can easily find those contacts under the credits button in the game itself.

This may sound bitter, but I assure you it’s not. Honestly – it made me stronger, since everywhere I went (everywhere meaning some sites that host this game and hold comment section) people were recognizing the rip-off. And that was making me smile, because Submachines are a recognizable trademark and you can’t just steal it because it will not go unpunished.

The second thing – watching this game’s poor gameplay all I can say to it’s creator is – it’s not all about the graphics or coding or sounds that you can steal anytime anywhere. It’s all about THE STORY, man.

And last but not least: I feel strong, because I have my fans behind my back. They support me. I feel their breath on my shoulder, not only pushing me to create more games with better quality, but allowing me to just say:

so what?

when situation like this one occurs. Like Tony Soprano used to say: what can you do?… Sue his ass someone said – well it’s not worth the effort nor time. I’d rather make a new game. Gnomes, anyone?

Special thanks! goes to Karen Maple and Eric Himmelsbach who emailed me about this problem, and ShadowsQuest2500 who wrote about this on my forum.

ps – I know the timing of this post is somewhat unlucky, but I assure you this is not an april fool’s joke. :D



Submachine 5: the root


submachine_5

Phew!!! Barely, but I managed to keep my promise. Submachine 5 in January. January 30th, but still. :D The fifth episode of the Submachine series. This time we go back to the very first submachine ever built – historically speaking. It was created by an unknown scientist in the early 20th century. This is the place where it all started.

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This game was updated with new graphics and fullscreen HD option in January 2014. Available in my shop.

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 play this game

walkthrough: videoenglish | español | francaise

italiano | polska | deutsche | hungarian

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review: Warpzone

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best adventure game of 2008 by JayIsGames.com audience.

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NewGrounds Daily Feature – 01/31/2008



Submachine 5: the root; la solution francaise


Submachine 5 : the root, la solution :

– Cliquer sur les valves successives jusqu’a l’apparition du titre. Ramasser la feuille et le crayon au sol (ils serviront a prendre des notes au cours du jeu). Tourner a gauche, baisser les deux leviers et ouvrir la trappe, descendre. En bas de l’échelle, tourner a gauche et allumer l’ordinateur. Cliquer sur les trois fichiers sur l’écran. Aller deux fois a droite, ouvrir la porte, entrer, aller a droite et ouvrir la trappe. Descendre puis aller a droite pour découvrir un téléporteur. Entrer le code 552.et appuyer sur le gros bouton. – Cliquer derriere le téléporteur (sur la gauche), descendre puis aller a droite pour récupérer le premier secret (une petite boule rouge). Revenir au téléporteur puis aller sur la droite jusqu’a la grotte, entrer. Avancer et ramasser la petite pierre rouge au sol (sous les fils), avancer encore. Décrocher la prise au bout du fil noir (cliquer sur les côtés pour la débloquer). Faire tomber la plaque au mur puis cliquer sur la prise pour la brancher. Aller a droite, descendre, aller au bout a droite et monter. – Cliquer sur le boîtier mural pour faire glisser la plaque. Aller deux fois a gauche. Entrer dans la piece et ramasser la clé anglaise sous la chaise. Ressortir et retourner a l’échelle, descendre. Aller a gauche et descendre. Aller a droite et démonter les écrous du boîtier avec la clé. Prendre la clé rouillée. Remonter, aller a droite et monter. Aller a gauche, entrer dans la piece et ouvrir le dernier boîtier avec la clé rouillée. Prendre la plaque métallique 1. Redescendre et aller deux fois a gauche. – La plaque métallique fonctionne avec le boîtier au mur, un ancien systeme de télétransporteur. Placer la plaque dans l’encoche en haut a droite du boîtier et cliquer sur le bouton. Descendre, aller a gauche et ramasser la plaque 2 sur la chaise. Ressortir et descendre tout en bas. Aller a gauche, pousser la plaque contre le mur et dévisser le panneau avec la clé, prendre le secret 2. Aller tout a droite et noter la présence du chargeur. Remonter au sommet. Retirer la plaque 1 et cliquer sur le bouton. – Le systeme de télétransporteur fonctionne avec un systeme de coordonnées, ici on est en (0,0), le point de départ, juste avant on était en (0,1). Avec les plaques 1 et 2 on a donc 7 destinations possibles. Aller en (2,0). Ouvrir la plaque, descendre et cliquer sur le bouton pour faire monter l’aiguille. Aller a gauche, faire de meme et ramasser l’ampoule. Aller encore a gauche et faire de meme. Revenir au téléporteur, puis aller en (0,1). Descendre jusqu’au chargeur, utiliser l’ampoule sur la machine et la charger en faisant tourner la manivelle trois fois. Récupérer l’ampoule et revenir au téléporteur. – Aller en (0,0), aller deux fois a droite et utiliser l’ampoule sur la borne. Aller ensuite en (2,0), aller deux fois a gauche et ouvrir le boîtier mural pour trouver le secret 3. Revenir en (0,0) et reprendre l’ampoule. Aller en (1,0), descendre et aller a droite, placer l’ampoule sur la borne. Aller ensuite en (0,2), descendre, aller a gauche et noter les symboles. Au bout, tourner la manivelle, regarder derriere le gros tuyau (a gauche) pour trouver le secret 4. – Aller en (2,0), aller tout au bout a gauche, passer le mur cassé et prendre la gemme 2. Aller a gauche, monter et prendre le secret 5 sur le fauteuil. Aller en (1,2), visiter les pieces et repérer les manivelles sur les murs. Dans une des pieces se trouve un coffre, regarder dans les trois trous sur le mur. Le but du jeu est d’aligner les aiguilles face au petit ornement. Pour ce faire, il faut faire tourner les manivelles des pieces (chacune contrôle une aiguille). Une fois les aiguilles alignées, le coffre s’ouvre et dévoile un cube métallique, le ramasser. Dans une des pieces, on peut prendre une ampoule d’éclairage au mur. – Aller en (1,0), descendre puis aller deux fois a droite, cliquer sur la plaque dorée de la baignoire, regarder dans la baignoire et y jeter le cube. Reculer et ouvrir le robinet d’évacuation avec la clé. Prendre la gemme 1 dans la baignoire. Aller en (2,1), aller a droite, monter. Aller a gauche et cliquer sur le bouton, aller tout a droite et cliquer sur le bouton, redescendre l’échelle. Aller tout a droite et descendre. Placer l’ampoule pour éclairer, aller tout a gauche et sélectionner les bons symboles au mur (se reporter a la note sur la feuille). Valider en cliquant sur le bouton en bas. – Descendre a l’échelle, placer le « lead casting » sur le piédestal. Le reprendre et renouveler l’opération jusqu’a tout soulever. Descendre et ramasser la gemme 3. Revenir en arriere, remonter la grille en recliquant sur les boutons, aller ensuite en (0,0). Revenir au téléporteur du départ (a l’extérieur). Aller en 747. Aller tout a droite, ouvrir la porte et entrer. Placer les gemmes dans leurs encoches puis abaisser la manette du tableau de contrôle. – Le jeu est fini mais on peut aller utiliser les secrets pour en apprendre un peu plus sur le jeu. Placer les billes rouges dans le trou au mur pour passer les grilles, lire les affichettes et regarder a travers les hublots.

Author: Lambda



Submachine 5: the root; solución en español


Guia de Submachine 5: The Root

by César

1. coge la nota
2. izquierda, abre la compuerta
3. abajo 2 veces, izquierda, enciende el PC y lee las instrucciones
4. derecha 2 veces, abre la puerta, entra, derecha, abre la compuerta
5. abajo 2 veces, derecha, introduce las coordenadas 5-5-2 (estan en el papel) y pulsa el boton (te trasladaras a otra pantalla)
6. click en el lateral izquierdo de la maquina, abajo, derecha, coge la bola roja #1 y regresa a la maquina
7. derecha 3 veces, entra en la cueva, derecha, coge del suelo una pieza roja
8. derecha, click en el panel para abrirlo, luego click en la pieza metalica rota de la izquierda (para soltar 2 seguros) y click en el enchufe … clickealo para enchufarlo al panel (se encendera la luz)
9. derecha, baja la escalera, derecha, fijate en el panel de la pared: es el panel de las claves (mas tarde tendras que usarla bastante)
10. derecha 2 veces, sube la escalera, click en el panel (se abrira)
11. izquierda 2 veces, entra en la habitacion, coge la llave inglesa (debajo de la silla) y sal
12. derecha 2 veces, abajo, izquierda, abajo, derecha, usa la llave inglesa para quitar los tornillos del panel y coge la llave
13. izquierda, arriba, derecha, arriba, izquierda, entra en la habitacion, usa la llave en el panel de la izquierda, coge la llave de claves #1 y sal
14. derecha, abajo, izquierda 2 veces, usa la llave de claves en la ranura de la derecha del panel de las claves, pulsa el boton, aparecera una nueva estancia (que llamaremos 0.1)
15. baja, izquierda, coge la llave de claves #2 de la silla
16. derecha, baja 3 veces, izquierda, click en la placa de la izquierda, usa la llave inglesa en el panel naranja, coge la bola roja #2
17. derecha 2 veces, fijate en la maquina cargadora
18. izquierda, sube 4 veces, quita la llave de claves #1 e introduce la llave de claves #2 en la ranura de la izquierda, pulsa el boton (aparecera una nueva estancia, que llamaremos 2.0)
19. abre la compuerta, baja, pulsa el boton superior para que la aguja se situe a la derecha
20. sube, izquierda, abre la compuerta y baja, coge la bobina
21. sube, izquierda, abre la compuerta, baja y pulsa el boton de nuevo
22. sube, izquierda, fijate en la pared de ladrillos
23. derecha 3 veces, quita la llave #2 y coloca la #1 en la ranura de la derecha, pulsa el boton
24. baja 4 veces, derecha, coloca la bobina en la maquina de carga, gira la rueda 3 veces, coge la bobina cargada
25. izquierda, sube 4 veces, quita la llave y pulsa el boton
26. derecha 2 veces, coloca la bobina en la pieza naranja
27. izquierda 2 veces, coloca la llave #2 en la ranura de la derecha y pulsa el boton (para ir a un nuevo lugar que llamaremos 0.2)
28. baja, izquierda 4 veces, gira la rueda (oiras un ruido)
29. derecha 4 veces, sube, coloca la llave #2 en la ranura de la izquierda y pulsa el boton para ir a 2.0
30. izquierda 2 veces, pulsa el boton gris y coge la bola roja #3
31. izquierda, la puerta de ladrillos esta ahora abierta, entra y coge la gema #2 del estandarte
32. izquierda, sube la escalera, coge la bola roja #4 del sillon
33. baja, derecha, adelante por la puerta de ladrillos, derecha 3 veces, coloca la llave #1 en la ranura de la izquierda y la llave #2 en la derecha, pulsa el boton para ir a 1.2
34. entra en la habitacion, derecha, coge la bombilla de la pared
35. entra en la habitacion, adelante, veras una maquina cuadrada en el suelo, fijate en los agujeros de las paredes, cada uno tiene una barra que hay que mover desde otro lugar para situarla en coincidencia con las muescas:
– sal de la habitacion, izquierda 2 veces, veras una rueda en la pared, es la que mueve la barra del agujero de la izquierda, girala el nuemro de veces necesario para que la barra del agujero coincida con la muesca
– izquierda 2 veces, la rueda junto a la silla corresponde al agujero del centro, girala …
– izquierda 2 veces, la rueda de la pared corresponde con el agujero de la derecha, girala …
36. izquierda 2 veces, coge la caja metalica que se ha elevado de la maquina, sal
37. izquierda 3 veces, quita las llaves y pulsa el boton para ir a 0.0
37. derecha 2 veces, coge la bobina
38. izquierda 2 veces, coloca la llave #1 en la ranura de la izquierda para ir a 1.0
39. baja la escalera, derecha, coloca la bobina en la base naranja
40. derecha, click en la parte superior de la bañera, mete la caja metalica (se disolvera y aparecera una gema que no puedes coger), sal
41. usa la llave inglesa en el desague de la bañera y coge la gema #3
42. izquierda 2 veces, sube la escalera, quita la llave #1 y coloca la llave #2 en la ranura de la derecha para ir a 0.2, pulsa el boton
43. baja la escalera, izquierda 4 veces, click detras del barril a la izquierda y coge la bola roja #5, veras que los artefactos negros tienen unos simbolos verdes (cambian en cada juego) … selecciona la nota del inventario para verlos
44. derecha 4 veces, sube la escalera, coloca la llave #2 en la ranura de la izquierda y la llave #1 en la derecha para ir a 2.1, pulsa el boton
45. derecha, sube la escalera, izquierda, pulsa el boton gris
46. derecha 2 veces, pulsa el boton gris
47. izquierda, baja la escalera, las rejas se habran movido al otro lado, sube y vuelve a dejar los botones como estaban, vuelve a bajar
48. derecha 2 veces, baja la escalera, usa la bombilla para iluminar la sala
49. izquierda 2 veces, clickea los simbolos de la pared conforme indica la nota y pulsa el boton (se movera una piedra del suelo y aparecera una escalera)
50. baja, usa la pieza roja en el nivel superior de la estatua … se elevara, coge la pieza y repitelo con los otros niveles, aparecera un agujero en el suelo, baja y coge la gema #4
51. sube 2 veces, derecha 2 veces, sube, izquierda 2 veces, veras las rejas, sube y pulsa los botones para para moverlas
52. baja, izquierda, quita las llaves y pulsa el boton para ir a 0.0
53. izquierda, sube, izquierda 7 veces, veras la maquina de coordenadas, introduce 7-4-7 y pulsa el boton
54. derecha 2 veces, pulsa el boton de la derecha, se abrira la puerta, entra
55. coloca las gemas en el panel, click en la palanca de la consola … mira la animacion final
….
HABITACION SECRETA
Usa las gemas en las ranuras de las diferentes salas



Submachine 5: the root; english walkthrough


Presented by David Hundley

Pre-Screen:

-Click on each set of valves to begin game.

Intro:

-You see a small alcove and notepad with pencil on the floor.

-Click on the notepad to pick it up; only crucial notes will automatically be jotted down.

-Go left, click on each side lever and middle lever to open hatch.

-Go down the hatch and to the left. Click button on hard drive to bring up screen. Click on each picture to jot down some vital info.

-Go right x2, open portal door, right again and down the hatch. Go right and enter 5-5-2 into portal (as seen in Sub 4).

The Root (5,5,2) – Cipher Plate 1:

-Click on bottom left side of portal, down the cliff and to the right for secret 1/5.

-Go back up and to the right x3, through the crevice and right again. Click on the small orange lead casting (as seen in Sub 0) and go right once more. This is the only lead casting you will need for the entire game, it will be re-used on each stone at the Ancient Anubis.

-Click on electrical panel to remove cover-plate. Click the “L” shaped latches on both sides of plug (plugged in to the ground) to unlock. Click on plug twice to remove from “power supply” and plug into electrical box to turn lights on.

-Go right, down, right x3, up and left x2 to “observation room.” Enter room and click on wrench under chair, exit room.

-Go right x2, down, left, down and right once more to rusted panel. Use wrench on all 4 bolts to remove cover-plate and click on rusted key.

-Go left, up, right, up and left once more to first room. Enter room and you’ll see 3 panels, one of which is locked. Use rusted key to unlock panel and click on cipher plate 1, exit room.

-Go right, down, left x2 to “transfer switch” (panel with push button). Insert cipher plate 1 into right slot located at top of panel and click button. You will hear a power surge, you’re now at coordinate 0, 1 (hence the “empty” slot followed by cipher plate “1”).

Note: cp or cps = cipher plate(s).

Coordinate 0,1 – Cipher Plate 2:

-Go down and left to room with chair. Click on cipher plate 2.

-Go back out, down x3 and left once. Click on single plate against wall to reveal secret compartment. Using the wrench, remove both bolts to find secret 2/5.

-Go back right and up x4 to transfer switch. Remove cp 1 from right slot and place in left slot. Place cp 2 in right slot and click button. You’re now at coordinate 1, 2.

Coordinate 1,2 – Revolving Rooms:

-Click in doorway, go right (ignore valve) and through 2 more doorways. You’re now in the central room.

-On every wall is a hole with a dial inside each one. The object of the dials is to make each pointer match up to the ornament on the outer rim by using the valves, exit room.

-Go right and through doorway to the first valve and turn twice. Go right and through the doorway to the second valve (with the chair) and turn twice. Go right and through the doorway to the third valve and turn 3 times. Go right and click on the lit bulb (only one not covered) in the socket. Out of all the lights, only one is uncovered. Go through doorway back to central room. The center box should now be open exposing a smaller box. Click the metal box.

-Exit room and go left x3 back to transfer switch. Remove both cps and place cp 2 back in left slot, leaving right slot empty and click button. You’re now at coordinate 2, 0.

Coordinate 2,0 – High Pressure:

-Click on the first hatch to open and go down (reminiscent of Sub 1 with the horizontal, vertical valves). Press the top button to reverse the needle to high pressure. Click out and left to next hatch, where needle is already set to high and click on empty coil. Click out and left to the 3rd hatch and click on the top button to reverse the needle to high pressure. Return to transfer switch. Remove cp 2 from left slot, place cp 1 in right slot and click button. You’re now at coordinate 0, 1.

Coordinate 0,1 – Charger Room:

-Go down x4 and right once to charger room. Place empty coil in charger and crank wheel x3 to fully charge coil. Go back out and up x4 back to transfer switch. Remove cp 1 from right slot, place in left slot and click button. You’re back at coordinate 1, 0.

Coordinate 1,0 – 1st Electrical Socket:

-Go down and right once to the electrical socket. Insert coil into socket, you will see the coil flash and charge up. Leave coil in place and return to transfer switch. Remove cp 1, place cp 2 in right slot and press button. You’re now at coordinate 0, 2.

Coordinate 0,2 – Signs:

-Go down and left x4 (symbols will be jotted down as you pass by) to the valve. If done correctly, the symbols will be lit up (one in each column). Click on bottom left of pipe to find secret 3/5. Turn valve and you will hear an explosion (reminiscent of Sub 1 where the pipe burst). Return to transfer switch, remove cp 2 from right slot, place cp 1 in left slot and click button. You’re back at coordinate 1, 0.

Coordinate 1,0 – Retrieve Coil:

-Go down, right once and click on coil. Return to transfer switch, remove cp 1 from left slot and click button. You’re back at the root again.

The Root – 2nd Electrical Socket:

-Go right x2 and place coil into socket. Return to transfer switch, place cp 2 in left slot and click button. You’re back at coordinate 2, 0.

Coordinate 2,0 – Sub 2 Brick Wall:

-Go left x2 and click the panel button to reveal secret 4/5. Go left x2 to Sub 2 screen and click on wisdom gem 2.

-Go left, up the stairs and click on secret 5/5.

-Return to transfer switch. Place cp 1 in right slot and click button. You’re now at coordinate 2, 1.

Coordinate 2,1 – Missing Bulb:

-Go right, up and right once more to LED panel. Click the button to switch led to right side. Go left x2 and repeat on left side (you will hear bars drop). Go back down and the bars should now be on the left.

-Go right x2 and down once, the room will be pitch black. Place bulb in empty light socket. Go through crawlspace to adjacent room. Using notes, match the symbols up with there location (right, left, center) for each column of symbols and click on switch below. The floor will slide back and drop the ladder down into open section.

-Go down ladder to ancient Anubis (as seen in Sub 0 & Sub 4) and place the lead casting into first stone to raise the Anubis. Remove the lead casting from the first stone and repeat on the other 2 stones to reveal hidden passage.

-Go down and click on wisdom gem 3. Go back up, through crawlspace, up, left and up again. Click on both switches again to reverse led’s and move the bars back to the right.

-Go down and to the left to transfer switch. Remove both cps, place cp 1 in left slot and press button. You’re now at coordinate 1, 0.

Coordinate 1,0 – The Solidifier:

-Go down and right x2 to what appears to be a holding tank filled with liquid. Click on small copper plate to reveal a scientific formula for citric acid mixed with water. I’m assuming, since the box is metal that it is drenched in citric acid and the tank is filled with water (or some other variation). Click for a close up inside tank and drop in metal box. The box will solidify revealing wisdom gem 1. Click out of tank and to the right side where relief valve is located. Now that the water is acidic, you’ll need to empty the tank. Using the wrench, turn the relief valve to release the liquid and drain into the floor. Click back into the tank and click on wisdom gem 1. Back out and return to transfer switch, remove cp 1 (0, 0) from left slot and click button. You’re back at the root.

The Root (0,0):

-Go left, up, left again and back through crevice to the portal. Enter the numbers 7-4-7 and click button. You’re now at the corridor.

Corridor (7,4,7) – Mover:

-Go right x3 into the mover room. Insert the 3 wisdom gems into the corresponding templates and press the ignition button by the control panel. (Feel free to look into the viewer, not required) The room will begin to move forward along the beams of light cast by the wisdom gems.

Secret Location: from the mind of Mateusz Skutnik

-Click on screen for secret location to view some of Mur’s own thoughts and ideas for The Root and the future Sub6, hopefully this year.

Congratulations… you’ve beaten Submachine 5!


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