Submachine 5: The Root


JessSubmachine 5: The RootAll hail, rejoice, Hallelujah! Put on your party hats and shine your shoes, for it is a day of great celebration: the fifth coming of the Submachine. The parade is about to begin, the marching band is just getting warmed up, and...hey, where is everyone? Guys? You're all going to miss the fireworks display, and Cirque du Soleil is performing! Oh, the jugglers look so sad. Where on Earth could everyone be? I just don't....

Oh. Oh, right. You're all glued to your monitors, aren't you? Point-and-clicking away maniacally, like the addicts you are. Fine, I guess I'll just have to throw away all these commemorative Wisdom Gem t-shirts. What? No, I'm not upset. I mean, I did just spend half my savings on this gem-encrusted "portal" float, but that's ok. That second job at McDonald's should help me pay off the loan in, oh, 15 years or so.

.....ok, enough with the sillies. In all seriousness, this is an exciting day. Murtaugh, aka Mateusz Skutnik, has been a Casual Gameplay superstar practically since the debut of his Submachine series, way back in September of '05. The original Submachine was a fairly easy, relatively simple point-and-clicker that nonetheless became quite popular due to its clever puzzles and clean design. As enjoyable as it was, in my mind the real brilliance of the series began with its sequel, Submachine 2: The Lighthouse, which began in earnest to develop the spooky, enigmatic plot that has continued throughout the rest of the games. In Murtaugh's words, "it's all about puzzle-solving and escaping from closed installations of submerged machines (hence the title sub-machines)." It's not nearly that simple, however; you'll need to play the games to discover more.

Submachine 5: The Root brings the player to what was perhaps the beginning of your long, arduous adventure, the first created Submachine structure. It is the "root" of your quest, and for the first time a bit of light is shed on why and how your journey began. Anyone familiar with the point-and-click genre will find the game easily comprehensible and accessible.

Analysis: The Root does not disappoint. Unsurprisingly, Murtaugh has once again created a beautifully atmospheric, immersive, challenging-but-not-confounding game that leaves the player eagerly awaiting the next chapter. I love how the games' stylistic details mirror and complement the environment and content; from the mechanical noises when switching screens to the near-lack of ambient noise, every aspect of the game reflects the feeling of being inside of a machine. The structure and mechanics of the game are the same as previous chapters, though a few interesting elements are added (I especially like the automatic note-taking function).

My one real frustration with the games is how easily it is to become thoroughly lost while playing (though perhaps that's part of the point). A map would be invaluable, and at least in the context of this particular Submachine would make sense. Still, a minor gripe to a fabulous game.

A word to the wise: While each Submachine can be played and enjoyed without context, I highly, highly advise players new to the series to start at the beginning. A significant part of the pleasure of playing the games are the "aha!" moments when a connection is made between one chapter or another, when the dimensions of the story begin to be perceived. While the Submachines are each well-made, fun point-and-click games, the mystery infused into the series is what makes them truly special. Ah, how I envy you, first-time Submachiners! A bounty of gaming goodness awaits you, a veritable cornucopia of superb casual gameplay.

For the rest of us, it's back to the machine: Play Submachine 5: The Root!

Also, be sure to check out Murtaugh's website, Pastel Stories, home of his other excellent work, including Daymare Town and the Covert Front series.

Still not Submachine satisfied? Play the entire Submachine series... Outside the main storyline, and yet still another great Submachine, is a game created for the band Future Loop Foundation:

Walkthrough Guide

Submachine 5 Walkthrough

STAGE 1
  1. Click the wheel on the pipe.
  2. Continue to click on the wheels.
  3. After the title screen...click the pencil and paper on the floor. This gives you access to notes.
  4. Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down.
  5. Go left. Click the button on the computer under the table. Read the three panels on the computer screen.
  6. Go right twice. Click the button to open the door to the Portal. Step inside.
  7. Go right and open the hatch. Go down twice, then right.
  8. Enter 5-5-2 on the Portal machine and click the button.
  9. Welcome to the Root! Click to the left of the machine and follow the route down to the Secret (1/5). Go back.
  10. Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right.
  11. There is a brown Lead Casing item here in the middle of the screen. Pick it up. Continue right.
  12. In the room with the power box there is a fallen pillar with a plug attached to it.
  13. Click the cover on the power box to remove it.
  14. Click the latches on each side of the plug (look carefully). Click the plug twice to switch on the power.
  15. Go right and down.
  16. Go right three times, then take the ladder up.
  17. Open the grey box by clicking on it. (not sure what this does)
  18. Go left twice. Enter the room. Pick up the Wrench on the floor, under the chair.
  19. Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down.
  20. Go right. Use the Wrench to remove the bolts on the grey panel.
  21. Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Enter.
  22. Use the key on the leftmost box. Take Cipher Plate 1.
  23. Go down to the floor below, to the room with the grey box with a button and wires coming from it.
  24. 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!
  25. Put the Cipher Plate 1 in the slot on the RIGHT of the transporter, then click the button.
  26. You've arrived in room (0,1). You can leave the Cipher Plate 1 in the box for now. Go down and left.
  27. Pick up Cipher Plate 2 on the chair.
  28. Go right and down to the bottom.
  29. 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.
  30. Go back up the ladder to the transporter.

STAGE 2
  1. Go to room (2,0). (That's plate 2 in the left slot, nothing in the right slot.)
  2. Click the hatch to open it. Go down. Click the top button. The needle should point to the right. Go back up.
  3. Go left and repeat. Pick up the Empty Coil inside the hatch.
  4. Go left again and repeat. Go left and take a look at the brick wall. Return to the transporter. We'll return here later...
  5. 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.
  6. Go to (0,0). Go right twice and put the coil into the slot.
  7. Go to (2,0). Go left twice. Click the button to open the box for Secret (3/5).
  8. Go to (0,0) and get the Coil.
  9. Go to (1,0). Go down and right. Put the Coil in the slot.
  10. Go to (0,2). Go down and left. Green symbols are visible on the displays. Go all the way to the left.
  11. Click the wheel. You should hear something being released. (If not, maybe the coil has to be in (0,0). Haven't checked.)
  12. 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).
  13. Go to (2,0). Go all the way left past the brick wall.
  14. Take Wisdom Gem 2. Go left and up the stairs. On the chair is Secret (5/5).
  15. Go to (1,2). There are four rooms here, arranged in a circle around a fifth room.
  16. Click as follows: into the room, right. Click the light bulb by the door to take it.
  17. Go through the door. Go into the central room.
  18. There are three holes in the wall at head height. Look inside them. You'll see a metal mechanism. It looks like a clock.
  19. 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...
  20. When everything lines up, you'll find a Metal Box in the central room. Take it.
  21. 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.
  22. Click the top/inside of the tub. Drop the Metal Box into the tub and watch it dissolve. Go back.
  23. Use the Wrench on the outflow pipe on the right of the tub.
  24. Take the Wisdom Gem 1 from the tub.
  25. Go to (2,1). Go right and up.
  26. There are two switches here, one on either side. To open the gate, make sure both have a white light on the RIGHT.
  27. Follow the room onwards. Use the light bulb on the holder in the dark area.
  28. 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.
  29. The ladder should slide down. Go down.
  30. Use the Lead Casing on the top slab of rock.
  31. Remove the Lead Casing, then use it on the two other slabs.
  32. Go down and get Wisdom Gem 3.
  33. Return to the transporter (you need to change the switches to get past the door again).
  34. Go to (0,0). Go back to the Portal machine.
  35. Go to 7-4-7. Go right twice. Open the door and go right.
  36. Place the three Wisdom Gems in the diamond slots on the wall.
  37. Click the handle on the control panel to the right.
  38. Congratulations, you win! (With all 5/5 Secrets!)

215 Comments [leave a comment]

first one HAHA I've been waiting forever (for the game)

Great. I'm just getting ready for bed and decide to look here before, just to see if there's something new. And then you go ahead and post Submachine 5. Now my sleep is ruined. :P

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?

To turn the lights on:

There is a plug in the damaged column, click around it's base to loosen the metal so that you can remove it and then plug it into the socket behind the wall plate in the same room.

I think Jay is messing with me.

Can't wait to get into this one.

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.

LS, I got stuck there too.

You see that big machine and the small cupboard? If you open the cupboard, there's a socket for a plug. And there's a plug in the machine. There are two small wheels next to the plug that you need to loosen, before you can move the plug

I found one item (aside from the notebook):

There's a lead casing on the floor of the red/blue tunnel

Other than that, I'm as stuck as LS.
I really like how the ambience stops playing if you stop playing.

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.

Thanks, ThemePark.

I must have clicked that thing about 100 times without hitting the right spot.

>_<
I have a cipher...what do I do with it?

Is anyone to the missing lightbulb yet?

How do you get the charged coil in?

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.

After you get the lights on, go down the ladder. Go all the way to the right, then up, then all the way to the left - the "observation room" there is a wrench under the chair.
I'm stuck with the cypher plate also.

Gar - There's one item to pick up at that point:

A wrench on the floor of the so-called observation room in the root
. From there it's not far to the point I'm stuck at, so good luck!

Oops, sorry didn't use spoiler tags

oh the cypher tags go in the machine that looks like it does nothing. they slide in the top if you didn't understand which machine. each corresponds to a room your in for example 0,0 when you begin 0, 1 (put cypher in right slot) etc.

The question about the cyphers above^

:( I actually got a bug. When I put one of the items back in my inventory it caught. Now there's a double image of the item and I can't use the item.

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!

What do I do with the Cipher Plate?

Someone write down everything they do right to make a walkthrough with it!

By "Machine that looks as if it does nothing", that is the one with the big button in the middle and the five wires leading out of it

..so confused as to what circuit box/machine/whatever i put the ciphers into

hathia, how did you charge the coil?

hathia:

Did you get the metal box at the red rooms? I have two widsom gems, and I'm stuck - I think I need to figure out the missing lightbulb

Wow, I totally clicked the cypher plate on that 50 times.

I found one of five secrets!

behind the pipe in 0,2

I can't seem to find the

coil

I must have overlooked somewhere obvious, mind telling me where?

I have 3 of the 5 secrets, but none of the gems and the Box. What do I do with the Three pipes at 2,0 and do they have anything to do with the hanging pipes at 1,0

Ah, never mind, I found 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.

After you have the

1st cypher plate
There's a strange clickable area
surrounding the bottom of the door to the observation room. It looks like broken wall, but it just makes noise when you click on it.
I have no idea if it has significance, or is just an anomaly.

Another Secret can be found at

(0,1).
Click Down, Down, Down, Down then Left. Click on the single sheet of metal and wrench the nuts to reveal a secret.

Wait...I figured it out and have

4/5
secrets. Where's the first Wisdom gem though?

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.

please, please, has anyone found the lightbulb?!?

Another secret!

Put the charged coil in the root, then go to 2,1, and then go 2 screens to the right and push the button on the wall

i'm stuck right at the beginning

i have a sketch of a gem and i found this electric machine. i cant find anything to click on in the bathroom.

where do i go from here? (i'm new to this)

I have found the metal box object, but don't really know what to do with it. (2 gems in, this is kind of frustrating.)

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.

found 5th secret ... will tell you .. but how do i do spoiler

I hope someone writes a walkthrough before I fall asleep...
I have:

wrench, rusty key, lead casing and 1 secret...

Where is the cypher?

Put the metal box

in the white tub thing. Then use the wrench to drain the acid stuff and you'll be left with wisdom gem 1

The Metal Box LSN mentioned

holds the a Wisdom Gem within. There is a white tub of C6H8O7xH2O (Diluted Citric Acid). Look into it and toss the box in. Use the wrench on the tap at the side of the tub to drain the Acid. Claim your Gem.

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.

Another stupid question:

How do you charge the coil? I would assume you do it at 0,1 because my notes say charger 0,1 but I can't seem to figure out how.

ThemePark:

There's a second wisdom crystal in the rooms you get after you blow the hole in the bricked-up door. The crystals fit into the escape vehical machine thing, and there's three slots. Imagine the third crystal is past the missing lightbulb...

Apologies.

The tub of C6H8O7xH2O (Diluted Citric Acid) is at (1.0)

Amilir:

Stick the coil into the top of machine with the wheel. Click the wheel's handle a few times.

where is the coil??

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...

I must be extra thick or something, I have no clue where this thing is the cypher goes into.

I have notes, lead casting, wrench, 4 secrets and isdom gem 2 with both cyphers.

I found the lightbulb!

Go to room 12, there will be a lamp that doesn't have wires in front of it, so you can take that lightbulb.

ThemePark I think I love you

Ah! So there is the last secret!

When you turn up the dials and burst open the door, check the chair to the left. It's small and easy to miss.

Found the bulb.

It's in the series of rooms that loop. Where you found the box. One of the lights there doesn't have a protective casing, and you can take the bulb out.

Hint once you get the lightbulb:

The lead casing is reusable

good job, ThemePark!!

wow, there is SO much going on in this game...

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)

Thank you very much Jacob. Now the last stupid question for me for tonight:

I've seen the machine you mentioned before, but I can't find it again. Location please?

And I'm out!

Well, that was a fun game. Easier than usual, as he had said.

I BEAT IT!!

but, where is this machine with the slots? i see no such thing.... god I am so tired! i'm going to come back to this tomorrow when i can see straight.

anyone know if this game saves your place?

stupid question: how does one pick up the metal box, please? i've clicked all over! :o(

can't for the life of me find this box you all are talking about. Is it obvious or do you have to do something first?

Finished!

Walkthrough to be supplied...

Got 4/5 Secrets.

Ugh... Finished it, finally. Now, for a walkthrough...

Ah, I forgot to go the other direction.

Where do I find

Wisdom Gem 1, I have the other two and all other items, but can't seem to find the first gem

Well that was sort of fun. It didn't really reveal or explain anything, but I still liked it. Better still, my one dislike of the series never happened.

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

Yaaayyyyyyyyy! This is like Christmas to open the site and find this waiting! No walkthroughs for me, this is to be savored! Thank you, Mr. Skutnik and thank you Jay!

Whee! I finished the game with 3/5 secrets. I only had to look at the hints twice to figure out where I was supposed to go next.

Lots of fun.

nobody's mentioned it yet, but if you ste all three of the valves in 2,0 to max, then go and keep turning the wheel, there will be an explosion, opening a new path in 0,2 containing a wisdom gem and a very reminiscent secret.

What do I use the lead casting for? Also what do I do to find the third gem?

Aha actually Themepark, I'd say there'd be....

42. Remember, blanks can be used and blanks can be doubled

See, it really is the Answer to Life, the Universe, and Everything :P

I must be dense, I do not know where to put the gems or the secrets.

John:

use the lead casting on each of the three buttons on the crypt from top to bottom to open another passageway.

How do I get the metal box...
Where do I use the lead casting...
I only have gem#2..I know one comes the box (which I can't get) and what's with the symbols you have to light up after you out the light bulb in? grrrr

... I really am really dense...

I've finished with the game, but I couldn't find all 5 secrets. Can someone tell me where they are?

You're right, Anonymous. I forgot to count the locations with blanks. I had that number in mind at first, but thought it was wrong.

Now I wonder if he chose it on purpose. :D

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.

LOL Jac. xD

And I'm still waiting for that walk through so I can post it in the Walkthrough section.

How's it coming Hand-D-Food? ;)

i still cant figure out where to use the lead casing. crypt? what crypt? that doesnt make any sense.

Not to sound dumb, but how do you use the wisdom crystals?

I found the symbols, but no idea what to do. What do I do with the coil? I never found any green light mentioned above.

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.

Nevermind.

Submachine 5 Walkthrough

STAGE 1
  1. Click the wheel on the pipe.
  2. Continue to click on the wheels.
  3. After the title screen...click the pencil and paper on the floor. This gives you access to notes.
  4. Go left. Open the hatch on the floor by clicking the levers at the sides, then the central mechanism. Go down and down.
  5. Go left. Click the button on the computer under the table. Read the three panels on the computer screen.
  6. Go right twice. Click the button to open the door to the Portal. Step inside.
  7. Go right and open the hatch. Go down twice, then right.
  8. Enter 5-5-2 on the Portal machine and click the button.
  9. Welcome to the Root! Click to the left of the machine and follow the route down to the Secret (1/5). Go back.
  10. Follow the metal walkway to the right until you see the crack in the wall. Enter it and go right.
  11. There is a brown Lead Casing item here in the middle of the screen. Pick it up. Continue right.
  12. In the room with the power box there is a fallen pillar with a plug attached to it.
  13. Click the cover on the power box to remove it.
  14. Click the latches on each side of the plug (look carefully). Click the plug twice to switch on the power.
  15. Go right and down.
  16. Go right three times, then take the ladder up.
  17. Open the grey box by clicking on it. (not sure what this does)
  18. Go left twice. Enter the room. Pick up the Wrench on the floor, under the chair.
  19. Leave the room. Return to the floor below, to the room with a ladder through the floor. Go down.
  20. Go right. Use the Wrench to remove the bolts on the grey panel.
  21. Take the Rusty Key. Go up two floors to the room with the empty boxes on the wall. Enter.
  22. Use the key on the leftmost box. Take Cipher Plate 1.
  23. Go down to the floor below, to the room with the grey box with a button and wires coming from it.
  24. 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!
  25. Put the Cipher Plate 1 in the slot on the RIGHT of the transporter, then click the button.
  26. You've arrived in room (0,1). You can leave the Cipher Plate 1 in the box for now. Go down and left.
  27. Pick up Cipher Plate 2 on the chair.
  28. Go right and down to the bottom.
  29. 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.
  30. Go back up the ladder to the transporter.

STAGE 2
  1. Go to room (2,0). (That's plate 2 in the left slot, nothing in the right slot.)
  2. Click the hatch to open it. Go down. Click the top button. The needle should point to the right. Go back up.
  3. Go left and repeat. Pick up the Empty Coil inside the hatch.
  4. Go left again and repeat. Go left and take a look at the brick wall. Return to the transporter. We'll return here later...
  5. 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.
  6. Go to (0,0). Go right twice and put the coil into the slot.
  7. Go to (2,0). Go left twice. Click the button to open the box for Secret (3/5).
  8. Go to (0,0) and get the Coil.
  9. Go to (1,0). Go down and right. Put the Coil in the slot.
  10. Go to (0,2). Go down and left. Green symbols are visible on the displays. Go all the way to the left.
  11. Click the wheel. You should hear something being released. (If not, maybe the coil has to be in (0,0). Haven't checked.)
  12. 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).
  13. Go to (2,0). Go all the way left past the brick wall.
  14. Take Wisdom Gem 2. Go left and up the stairs. On the chair is Secret (5/5).
  15. Go to (1,2). There are four rooms here, arranged in a circle around a fifth room.
  16. Click as follows: into the room, right. Click the light bulb by the door to take it.
  17. Go through the door. Go into the central room.
  18. There are three holes in the wall at head height. Look inside them. You'll see a metal mechanism. It looks like a clock.
  19. 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...
  20. When everything lines up, you'll find a Metal Box in the central room. Take it.
  21. 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.
  22. Click the top/inside of the tub. Drop the Metal Box into the tub and watch it dissolve. Go back.
  23. Use the Wrench on the outflow pipe on the right of the tub.
  24. Take the Wisdom Gem 1 from the tub.
  25. Go to (2,1). Go right and up.
  26. There are two switches here, one on either side. To open the gate, make sure both have a white light on the RIGHT.
  27. Follow the room onwards. Use the light bulb on the holder in the dark area.
  28. 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.
  29. The ladder should slide down. Go down.
  30. Use the Lead Casing on the top slab of rock.
  31. Remove the Lead Casing, then use it on the two other slabs.
  32. Go down and get Wisdom Gem 3.
  33. Return to the transporter (you need to change the switches to get past the door again).
  34. Go to (0,0). Go back to the Portal machine.
  35. Go to 7-4-7. Go right twice. Open the door and go right.
  36. Place the three Wisdom Gems in the diamond slots on the wall.
  37. Click the handle on the control panel to the right.
  38. Congratulations, you win! (With all 5/5 Secrets!)

Cheers, Tom! I'll add some formatting and put it up top. :)

Ok now how do I get through the stabby pointy things?

Oh, figured out what plugging in the coil does in one of the rooms. :-P

Holy Bejeezus, that was quick, Tom!!

*cans own walkthrough*

What's missing from the walkthrough that will give all 5/5 secrets? Let me know and I'll update it.

ThemePark: Actually the answer is 42, since you also have the option of not putting a cipher in a slot.

For those who didn't get 5/5 secrets-

New submachine in 2008 this year.
Your's M.

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.

Hi there! I just found out about this game and I want to know this: Can I save my progress?
Yesterday I was playing and had to turn the PC off. Somuch for my progress...
There's this Escape the room game called VISION where there's a save button and that's genius.
So, what do I do?

How do you turn the pointers in 1,2?? I am having seroius trouble with turn the bloddy things.

ARRRRRRRGGGGGGGGGHHHHHHHHH!!!!!!!!! And here I was searching for this game... and then I find it months after it's out?!?!?!?!?!?!?!?!?!?!?!?

and hey, Andy? What do you mean "fast enough"????

by the way...

STOP THE MATH ARGUING ALREADY!!!!!!!!!!
___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........

I clicked at the left of the screen on the game at the beginning of the game and it whent silverblue and some o the strange signs popped up like matrix text. You can click on the codes and they are chanching their colors, try it out, maybe it isa a game in a game!

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.

Jay how come when im signed in it still shows the 'comment is pending for approval' or somthing like that?


[Edit: It's because when you create a new TypeKey account, I have to approve it first. -Jay]

Saying there aren't 49 destinations by the cipher system because quote, "We don't have duplicates of the plates," is illogical. We may or may not get plates 1-6, and there may or may not be duplicates.

There is no spoiler.

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. :(

where do you find that coil ???

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