Submachine 2 sketch, secrets guide


  1. Secrets 1-4: You can find 4 secrets from the metal arm mechanism, just left of the first screen.
  2. Secret 5: is found on the chair in the ‘left room’
  3. Secret 6: is found in the ‘right room’ to the wall to the right of the projector. Click on the bottom-right corner to find the most well-hidden secret.
  4. Secret 7: Is located in the ‘blue room’ at the start of the game on the wall behind the metal arm mechanism. From the center point of the mechanism, go left three squares and up one. Whe you click on the panel it will break, and the seventh secret will be revealed.

Make sure to get this secret as well as secrets 1-4 before leaving the ‘blue room’, because you cannot come back here after opening the door projected by the widom gem.

Congratulations! You have found all 7 secrets!

compiled  by Zack



Submachine 6: the edge


sub6_screen

play this game

walkthrough: videoenglish | polska | espanol | deutsche | francaise | hungarian

reviews: -ak- | Jay is Games

~~

~~

We’re travelling to the outskirts of the submachine universe. Straight to the defense systems of the net. Allegedly no one has ever been there before. That’s what Murtaugh told us in previous game. It is a very desolated area, the human presence in the sub def is unwanted and dangerous. Can you survive this experience?

~~

pre-release tension log:

The game was finished on September 27th, 2009 (the date of this post). After I announced it, there were over two weeks of impatient waiting for the release. And things got ugly pretty fast :D :

I just finished development of  Submachine 6 and wanted to mark the date for the future generetions ;D. So on this occasion I want to share yet another screen from the upcoming game.

I do not know the release date yet. But once the game goes online I’ll send out an appriopriate newsletter and a tweet, so you have a chance to stay in loop with this info, as long as you’re on twitter or signed up to my newsletter, ;)

Happy day.

~~

p.s. – any links posted in the comments on this post are invalid, so don’t try them. I still don’t have a release date, but as you know it’s out of my hands by now. I wanted to finish that game in september and I did – that’s all I can say.

~~

p.s.2 – wow, I’ve got my own trolls right now. Looks like things are going well for me :D. To debunk any stupid thing that might pop up in the comments – nothing bad is happening, me and arcadetown are not in some conflict, that’s bullshit. Everything is OK. Don’t worry. Just wait for the game…

~~

p.s.3 – ok, let’s kill  that troll. From now on – I’m not commenting on this post. So if you see anything  signed MateuszSkutnik down  there – it’s a troll. If there’ll be some questions that Iwant to answer – I’ll answer them  here, within the post. Bazinga.

oqapo Says: Mateusz when we can expect the issue submachine 6?

no idea. Sorry.

olga Says:  Mateusz, you are getting more and more famous!!! Congratulations!!! :-DDDD

thanks, I’ve got my own trolls right now. That’s an achievement :D.

bugger Says:  How long did it take between the completion of CF3 and the date it was released? Knowing that will give us some kind of idea when to expect sub6 (I hope).

I don’t quite remember, but the release date was not that important because the link to the game leaked online before the game went officially live. So there had to be some nice waiting time since people started sneaking around arcadetown’s links.

Kisakot Says: Damn them Arcade Town! Are they so lazy to take an hour for inserting their-the-only-logo into game and publish it already!

actually it’s the developer who does that. :D. They have an ready-to-go swf file. ;)

Corona says: So, when’s Sub 7 coming out? j/k

next year. :P

Corona Says: Mateusz – “Mental note to self…under no circumstances ever tell the public you’ve finished creating a game. Less pressure that way.”

I won’t even say that I started developing a game. :D

oqapo Says: After sub6 you plan a new submachine additional chapter, a short?

No. But there will be subnet exploration project. Not a game, an exploration website without a higher purpose or goal or ending. But still – some sort of submachine.

edan Says:  is this comment from arcadetown is real?

Nope. They don’t comment here and sure as hell they wouldn’t announce anything here.



Submachine 6: the Edge – english walkthrough


from JayIsGames:

  1. Click the lever on the left (right side of the door).
  2. Exit through the door.
  3. Once you arrive in the new area exit to your right.
  4. Drop your items into the trash bin in the center of the wall, or the scanner in the next room wont let you pass.
  5. Move right
  6. Click on the scanner.
  7. Move right
  8. Click any four areas, it doesn’t matter you will be sent to the same spot.
  9. Go all the way left
  10. Click up on the edge of the wall and you should go around the corner
  11. Keep going left until you find the loose pipe cover, and enter that pipe.
  12. Go right, up, up.
  13. Get the key card.
  14. Go down, left.
  15. Spin the wheel once, to move the pipe outside the room.
  16. Go right, right.
  17. Push the mechanism into the wall, to open up an area a few rooms below.
  18. Go left, left.
  19. Spin the wheel twice.
  20. Go right, down, right.
  21. Enter the pipe.
  22. Go right.
  23. Enter the upper pipe on the left wall.
  24. Go up, the go up again.
  25. There are three pipes at the top of this room, You need to move the ladder to the two outer ones and press a button in the to get into the middle one.
  26. Gown down then left.
  27. Use this machine to move the ladder.
  28. When the lights are both facing one direction thats where the ladder will be.
  29. The wheels work like this:
  30. When you turn a wheel, the one you click moves 1/4 turn, and the other moves 1/2 turn.
  31. Once you have go into the left and right tubes in the room with three, go into the center one.
  32. Once you are outside, go right once.
  33. Place the key card in the hole and push the button.
  34. Enter the elevator that came down and go to the third floor.
  35. Go left.
  36. Click on the monitor and turn off the security system, by clicking each ball so it moves down.
  37. Go back to the elevator and go to the second floor.
  38. Keep going left until you get the cube.
  39. The monitor asks for your I.D. to open the cube, but you don’t have one so leave.
  40. Go back to the elevator and go to the first level.
  41. Go all the way back to the room where you took the upper pipe on the left wall, only this time go up.
  42. Go up one room and turn the wheel to open up the other tunnel.
  43. Go down this tunnel into the bottom pipe on the right wall.
  44. There is a plate blocking the upper tunnel. Use the levers to unhook it.
  45. Now go back and enter the upper tunnel on the right wall, where you just removed the plate.
  46. Go right, the room on the right looks very pristine now.
  47. Turn the wheel on the wall just outside the room.
  48. Enter the room on the right, doesn’t look so pretty now.
  49. Use this room to gain access to whats in the cube.
  50. Place the cube on the pillar when the room is new. Make the room old again and pull the object out of the cube. Make the room new, and then pick up the object that fell out of the cube. Now that you have the Connection Pod, go back to the area where you got the cube.
  51. This time go to the third level.
  52. Go left, and there is a space in the wall, Put the connector in there.
  53. Go up and then move the ball to the other side to open Door 5 of level 1 of the facility (Middle button on the elevator)
  54. Don’t forget to take the connector back out of the wall.
  55. Go down one floor and into the room you now have access to.
  56. Put the connector in the wall.
  57. Go down and open level 2’s 8 door.
  58. Go back up a floor and enter the door on level 2.
  59. There are two spaces for the connector in this hall
  60. If you put your connector in the first one you will see there is a message but it is blocked.
  61. Go to the second place to enter your connector. Take note of the protocol port.
  62. Go right and open gate 3/18, by moving the ball.
  63. Go back to the first connector. You can see that the message is being blocked by protocol 54-2
  64. Go right twice. Unblock the protocols that you need. The bottom three but leave the top one.
  65. Go back to the first screen of this terminal and you’ll see the message is unblocked.
  66. Read the message from Murtaugh. Note the things he needs you to disable.
  67. Take your connector and go back to the second terminal.
  68. Go up and move the e(lavator) block so it’s next to where you are.
  69. Exit the terminal and enter the elevator.
  70. Press the middle button on the elevator
  71. Exit the elevator and go up the ladder.
  72. Put your connector in the wall and disarm both the turrets. you need to disarm the one to the left before the bottom one.
  73. Exit the terminal, go down the ladder and enter the left room.
  74. Go up the ladder and use the connector on the wall to the right.
  75. Remember the protocol you needed to disable from earlier? Go screw that one up.
  76. It’s protocol 2-18, go up and then left. To screw it up you need to start the reset and then cancel before it finishes. Go back to the elevator and go to the top level.(Right button)
  77. Exit the elevator and go up the ladder. Ignore the things on the wall, they were shooting electricity but you’ve disabled it.
  78. Go up and enter your connector on the wall.
  79. Enter the mainframe.
  80. You can only go places where the dotted line is connected.
  81. Go left first.
  82. Move the mouse around to move the circles. Try to make them meet up in the center and form a line. Your cursor should be in the middle and to the left of the grid of numbers in the background.
  83. Go back to the main screen.
  84. Click the circle in the middle to move the dotted line.
  85. Move the line so that you can go right.
  86. Go right then up, flip the ball to the other side.
  87. Go down and then right.
  88. Flip this ball to the other side as well.
  89. Now go back to the main screen.
  90. Make the dotted line go upwards, and go up two screens.
  91. Press the button. You now have 5 choices.
  92. You need to deal with the four lower ones before you can use the top one.
  93. We will start with the top right corner.
  94. This is just like last time, you need to move the mouse to where the dots meet up. If you put your cursor over the P in protocol, at the top right corner, and just keep moving left along that axis you should hit the sweet spot.
  95. Now the bottom left corner, you just need to turn the switch off.
  96. For the bottom right corner, you need to move the balls so the one at the end is in the circle. This shouldn’t be too hard.
  97. Now for the top right circle. Just move to the right, and click RESET on the human recognition pattern.
  98. Now you can go to the top circle
  99. Go up and turn off protocol 1-0.
  100. After the scene, you will not be able to go back into the mainframe.
  101. Go down the ladder and pick up the connector, then go left.
  102. Uncover the fan, and make your escape.
  103. Enter the connector in the teleporter.


Submachine 6; deutsche lösung


Submachine 6: The Edge Guide

Klicken Sie auf Hebel-und Ausfahrt in den Raum auf der linken Seite. Warten Sie, bis die Zwischensequenz zu beenden, gehen Sie nach rechts und setzen Sie Ihre Artikel in der metallischen Kreis. Schritt nach rechts und klicken Sie auf den roten Knopf. Klicken Sie rechts ab, legte in vier Zahlen überall auf der grünen Panel.

Klicken Sie entweder auf Seiten-und Kopf nach links, bis Sie eine rostige Maschine zu sehen. Klicken Sie vor und klicken Sie links, bis Sie eine Notiz zu sehen. Lesen Sie mehr zu entnehmen. Hinweis: Übersetzung: Gut, dass es …

Ich sehe keinen Sinn in Betrieb, nicht mehr.

Niemand kommt, habe ich ein Narr die ganze Zeit.

Sinnlos …

Gehen Sie nach links und klicken Sie auf den Schlot zu decken. Geben Sie den Tunnel. Gehen Sie nach rechts, oben und dann nach links. Lesen Sie die Notiz ein. Hinweis: Übersetzung:

Hat er Ihnen, dass Sie der erste, der hier geschickt wurden?

Nun, News-Flash, mein Freund …

Klicken Sie auf das Rad und einmal nach rechts, nach oben und klicken Sie auf das Element, und las den Zettel. Hinweis: Übersetzung: Don’t Mess With Protokolle.

Wenn Sie dies tun, werden sie euch lock up inside. Ich habe das Geschehen zuvor gesehen hatte.

Das ist kein guter Weg, um die hier draußen.

Auf jeden Fall habe ich genug. Ich werde nicht in mehr da.

Nach unten, rechts. Klicken Sie auf den Hebel, gehen Sie zweimal und klicken Sie auf das Rad zweimal links. Nach unten, rechts und in das Loch. Gehen Sie nach links und dann wieder in den oberen Tunnel nach links gehen. Nach oben, nach links gehen.

Puzzle: Object dieses Puzzles ist es, das Licht leuchtet in jeder Ecke auf dem Boden.

Links: Klicken Sie rechts schwenkt, dann linke Rad. Fahren Sie nach rechts durch den Tunnel, und die Leiter hinauf. Klicken Sie auf die Schaltfläche. Nun gehen Sie wieder zurück zum Rätsel.

Rechts: Klicken Sie auf linke Rad, rechts, links, links, rechts. Nehmen Sie die rechte Tunnel, und die Leiter hinauf. Klicken Sie auf die Schaltfläche.

Jetzt gehen Sie zurück zum Rätsel.

Top: Klicken Sie links, rechts. Verlassen Sie den Tunnel und gehen hoch, und die Leiter hinauf. Sobald an der Oberfläche, rechts abbiegen, statt die Schlüsselkarte in der Systemsteuerung und klicken Sie auf die Taste. Gehen Sie in den Aufzug und klicken Sie auf die obere Schaltfläche.

Klicken Sie auf die grün-Panel und sicherzustellen, dass alle drei grünen Kreise sind nach unten.

Zurück in den Aufzug und klicken Sie auf die mittlere Schaltfläche Go. Leiter links dreimal, klicken Sie auf den Würfel. Kopf zurück in den Aufzug, klicken Sie auf den unteren Knopf und Kopf zurück in den Tunnel, um den Raum mit der Leiter.

Kopf nach unten, unten, rechts. Nehmen Sie den Tunnel am celiing um, geh wieder auf und klicken Sie auf das Rad aus. Nach unten und nehmen Sie die unten Tunnel auf der rechten Seite.

Nehmen Sie die unten Tunnel, lesen Sie beachten. Hinweis: Übersetzung: glaube nicht an seine Lügen.

Klicken Sie auf die zwei Hebel, den Kopf wieder aus und in den oberen Tunnel. Klicken Sie rechts auf das Dreifache, legen Sie die Würfel auf der pedstal. Klicken Sie links und klicken Sie auf die Sanduhr. In das Zimmer zurück und klicken Sie auf den Würfel Go. Gehen Sie zurück und klicken Sie auf die Sanduhr. Zurück in den Raum ein letztes Mal gehen und holen sich das Element aus dem Boden.

Zurück durch den Tunnel-System und dem Aufzug an der Oberfläche.

Klicken Sie auf den obersten Knopf und den Kopf nach links. Fügen Sie das Element in das Loch. Nach oben und klicken Sie auf die grüne Taste auf der linken Seite.

Beenden Sie und Leiter des Fahrstuhls und die mittlere Maustaste drücken. Kopf nach links und geben Sie den geöffneten Raum. Klicken Sie auf Ihre Position und legen Sie sie in das Loch.

Nach unten und klicken Sie auf die grüne Taste auf der linken Seite. Exit aus und geben Sie den Aufzug und fahren in das oberste Stockwerk. Gehen Sie nach links zweimal und geben Sie das neu eröffnete Raum.

Gehen Sie nach rechts vier Mal und geben Sie die Artikelnummer in das Loch. Klicken Sie links ab und legte die grüne Taste gedrückt. Exit und links zweimal.

Setzen Sie das Element in das Loch, und klicken Sie zweimal rechts abbiegen. Setzen Sie alle unsere grünen Tasten auf der linken Seite. Gehen Sie nach links und lesen Sie die Nachricht von Murtaugh. Message Übersetzung:

von: Murtaugh

@ Lab

Ich weiß nicht, ob jemand diese Nachricht erreicht hat, oder einfach nur prallt der Verteidigung System-Firewall, aber wenn es eine geringste Chance, dann muss ich es zu nehmen.

Ich brauche Sie die folgenden Protokolle deaktivieren:

2-18 – sekundäre DS

1-12 – Primär-DS

1-0 – Mainframe

Schließen und beende. Nehmen Sie Ihre Position und den Kopf zweimal rechts abbiegen. Geben Sie Ihren Artikel in das Loch, und klicken Sie auf. Klicken Sie auf den grünen Kreis-Quadrat-zweimal-und Ausstieg. Nehmen Sie den Aufzug auf der rechten Seite.

Klicken Sie auf die mittlere Taste, gehen Sie nach links und oben, legen Sie Ihren Artikel in das Loch. Gehen Sie nach rechts und klicken Sie auf den Turm zu entwaffnen, gehen Sie zurück und nach unten zu drehen ihn offline. Exit und gehen Sie links und wieder den Kopf. Nach oben und legen Sie Ihren Artikel in das Loch.

Klicken Sie auf und ging. Klicken Sie auf die grüne Taste. Ein stornieren erscheint kurzzeitig während der Turm Kette zurückgesetzt wird, klicken Sie darauf.

Verlassen Sie nun aus und gehen zurück zum Aufzug und klicken Sie auf den dritten Knopf.

Klicken Sie zweimal und geben Sie die Artikelnummer in das Loch für die endgültige Rätsel.

Klicken Sie auf die grüne Taste.

Klicken Sie auf der linken Seite. Ziel ist es, die beiden Teile zu verbinden. Sobald die Verbindung rechts klicken und klicken Sie auf die mittlere Taste zweimal. Gehen Sie rechts, oben und klicken Sie auf den grünen Knopf. Nach unten, rechts, und klicken Sie auf den grünen Knopf. Klicken Sie zweimal links, klicken Sie auf mittlere Taste dreimal Kopf bis zweimal. Klicken Sie auf die grüne Taste.

Jeder Knopf, sondern die Besten und oben rechts Tasten bestehen aus Klicken auf einen grünen Knopf oder Verbindung Arme. Sie sind recht einfach. Ist das erledigt, klicken Sie auf den obersten Knopf nicht aber das Recht ein daneben. Klicken Sie rechts ab und zurückgesetzt, ja.

Klicken Sie zurück zum Hauptbildschirm. Klicken Sie auf den obersten Knopf und klicken Sie auf und klicken Sie auf den grünen Knopf und ja. Nun wieder für die Beendigung Szene setzen … wenn auch noch nicht zu Ende.

Nach unten zweimal, wählen Sie Ihren Eintrag nach oben und links. Klicken Sie auf das Gitterrost und der Lüfter. Geben Sie den Tunnel. Go up für Zeiten und rechts. Gehen Sie zweimal rechts, geben Sie Ihren Artikel in das Portal, klicken Sie auf den grünen Knopf.

Congrats Sie abgeschlossen haben Submachine 6: The Edge.



Submachine 6, hungarian solution


1. Nyomd meg az ajtó melletti gombot és menj ki.

2. A jelenet után menj jobbra és tedd az összes tárgyadat a tartóba a falon.

3. Menj jobbra, kattints a piros a gombra.

4. Menj jobbra és nyomd meg bármelyik négy számot a szerkezeten.

5. Menj ki balra, amíg tudsz, majd menj tovább egyenesen a szikla szélén a kis úton, ezután balra, amíg egy olyan szellőzőt nem találsz, ami nem teljesen ép. Szedd le, menj be.

6. Menj jobbra, majd fel kettőt és vedd fel a kártyát.

7. Mássz le, majd balra és tekerd meg a kereket.

8. Menj jobbra kettőt és told arrébb a szerkezetet.

9. Menj balra kettőt, tekerd meg a kereket kétszer.

10. Menj jobbra, le, jobbra, át a lyukon, jobbra, majd be a középső lyukon. Menj fel és balra.

11. Egy olyan teremben vagy, ahol két kereket tekergethetsz. Az a cél, hogy először állítsd úgy őket, hogy a fény mindkettőn balra nézzen.

12. Ha megvan, menj ki, majd fel és mássz fel a létrán. Nyomd meg a gombot.

13. Menj a kerekekhez újra és most állítsd mindkettőt jobbra. Most már a jobb oldali csőbe is fel tudsz mászni, nyomd meg itt is a gombot.

14. Menj ki jobbra, majd le, jobbra, be az alsó lyukon, balra, balra, majd le. Találsz egy titkos termet.

15. Menj vissza a kerekekhez és most állítsd őket felfelé. Ha megvan, fel tudsz mászni a középső lyukon.

16. Itt menj balra kettőt és nézd meg fent a táblán a jeleket.

17. Menj jobbra, amíg meg nem látod az állványt, aminek a tetején be tudod dugni a kártyát. Dugd be és nyomd meg a gombot.

18. Menj be jobbra a liftbe és nyomd meg a legfelső gombot. Menj ki balra és a monitoron állítsd az összes golyó lefelé.

19. Menj a lifthez és nyomd meg a középső gombot. Mnej balra a terem végébe és vedd fel a kockát.

20. A lifttel menj a legalsó szintre és mássz vissza a csőbe. Menj lefelé, amíg tudsz, majd jobbra és fel kettőt.

21. Egy kereket látsz. Tekerd meg, majd mássz le és tovább a jobb oldali csövön. Menj be a legalsó csövön.

22. Egy csövet látsz, kattints a két fogantyújára, hogy kinyisd belül.

23. Menj ki és be a középső csövön, majd jobbra, amíg tudsz. Tedd a talapzatra a kockát, majd menj ki balra.

24. Tekerd meg a kereket, majd menj vissza a kockához és szedd ki belőle a tárgyat.

25. Tekerd meg újra a kereket és vedd fel a földről a tárgyat.

26. Menj ki és tekerd meg újra a kereket.

27. Menj ki innen balra, amíg tudsz, majd fel kettőt és tekerd meg újra a kereket.

28. Menj le, át a bal lyukon, majd az alsó lyukon és balra, amíg ki nem érsz. Odakint menj balra tovább, amíg tudsz és találsz egy újabb titkos helyszínt.

29. Menj vissza jobbra teljesen, egészen az elromlott szerkentyűig. Tedd be a most talált csatlakozódat és kattints a more informationre. Újabb titkos hely.

30. Vedd fel a csatlakozódat és mássz vissza a csövön át. Menj jobbra, amíg tudsz, majd át a középső lyukon és fel teljesen.

31. Menj a liftbe és menj a legfelső szintre. A terem bal végében van egy lyuk a falon, tedd be oda a csatlakozódat. A vonalat követve menj feljebb és kattints a pontra.

32. Vedd ki a csatlakozódat és menj a középső szintre. Menj be az ötös ajtón.

33. Dugd be a falba a csatlakozódat, a vonalat követve menj lefelé és állítsd át a pontot.

34. Menj a legfelső szintre és menj be a nyolcas ajtón. Menj a terem jobb végébe és tedd be a falba a csatlakozódat. A vonal mentén menj balra és állítsd át a pontot.

35. Vedd ki a csatlakozót és menj balra kettőt, dugd be itt is a falba. Nézd meg, hogy lent azt látod, 54-1. Menj a vonal mentén jobbra kettőt és állítsd át az összes pontot az 54-1 kivételével. Menj vissza balra kettőt és olvasd el Murtaugh üzenetét. Azt látod, 2-18, 1-12, 1-0.

36. Vedd ki a csatlakozót és dugd be a jobb oldali lyukba újra. Menj felfelé a vonal mentén és tedd a pontot az alsó pont mellé, ott vagy te.

37. Vedd ki a csatlakozót, menj vissza a jobb oldali ajtón át és dugd be itt újra a csatlakozót a falba. Menj lefelé a vonal mentén, nyomd meg a gombot, újabb titkos helyszín.

38. Vedd ki a csatlakozót, menj be a nyolcas ajtón és szállj be a terem jobb végében a liftbe. Nyomd meg a középső gombot.

39. Szállj ki és menj felfelé. Dugd be a csatlakozódat, menj balra, állítsd át a pontot. Menj vissza, majd lefelé, itt is állítsd át.

40. Vedd ki a csatlakozót, menj balra, fel. Dugd be a falba, menj fel a vonal mentén. Neked a 2-18 kell, úgyhogy menj balra és állítsd át a pontot, majd gyorsan nyomd meg a cancel gombot. (Ha nem sikerül időben, akkor ismételd meg a 39. pontot és csináld újra.) Nyomd meg az okét és vedd ki a csatlakozót.

41. Menj vissza a liftbe és nyomd meg a bal gombot. Menj ki a terem bal végénél, majd menj jobbra a liftig és menj a középső szintre. A terem bal végében állítsd be az egyeseket a monitoron, ahogy korábban odakint láttad a táblán: a második sor közepén három egyes, a a harmadik sorban a második és a negyedik szám egyes, a negyedik sorban a középső három az egyes.

42. Menj a lifttel az alsó szintre, majd menj balra, amíg meg nem látod újra a táblát, amiről beírtad az egyeseket. Menj le ezen a csövön és újabb titkos helyszínt találsz.

43. Menj a lifttel a legfelső emeletre, majd a másik liftben nyomd meg a jobb oldali gombot.

44. Szállj ki és menj fel kettőt. Dugd be ide a csatlakozódat. Kattints a gombra.

45. A vonal mentén menj balra. Az a lényeg, hogy mozgasd úgy az egeredet, hogy a két vonal vége középen találkozzon és egyenesek legyenek.

46. Ha megvan, menj jobbra és kattints kétszer a középső gombra, hogy jobbra tudj menni. Itt menj fel és állítsd át a pontot. Menj le, majd jobbra, állítsd át itt is.

47. Menj vissza középre és állítsd a gomb vonalát felfelé. Menj fel kettőt és kattints a pontra.

48. Kattints a bal felső pontra. Itt is az a cél, hogy összeérjen a két vonal vége.

49. Menj vissza, kattints a bal alsó pontra. Itt állítsd át a pontot.

50. Menj vissza, kattints a jobb alsóra. Hajlítgasd úgy a vonalat, hogy a vége a célban legyen.

51. Jobb felső pontra kattintva: Menj jobbra, kattints a reset gombra, majd arra, hogy yes.

52. Menj vissza és kattints a legfelső gombra. Menj felfelé, állítsd át a gombot, válaszd a yest.

53. A párbeszéd után mássz le, vedd fel a csatlakozót, menj balra és vedd ki a ventilátort.

54. Mássz ki a lyukon, majd fel a cső végéig. Mássz ki.

55. Menj jobbra a szerkentyűig, tedd bele a csatlakozót, állítsd át a pontot.

author: Sickestreality



Submachine 6; polska solucja


Po obejrzeniu intro na ekranie maluje nam się wnętrze pojazdu, w którym zakończyliśmy piątą część gry.

Otwieramy drzwi klikając mały przełącznik umiejscowiony na lewo od fotela, po czym idziemy L. Za te działania znagrodzeni zostaniemy druga częścią intro. ;-)

Gdy nasz pojazd osiągnie cel, wychodzimy z niego P i umieszczamy wszystkie przedmioty z ekwipunku w okrągłym, widocznym na środku ekranu pojemniku (inaczej skaner w kolejnym pokoju nas nie przepuści).

Przechodzimy pokój dalej i klikamy czerwony przycisk.

Skaner zrobi to, co do niego należy, wskutek czego drzwi po prawej otworzą się. Przechodzimy przez nie, klikamy ekran, a następnie kilka losowych cyfr – system prosi nas o kod identyfikacyjny, ktorego i tak nie znamy.

Rezultatem zabawy z cyframi będzie komunikat błędu i lądowanie w mało przyjaznej lokacji…

Idziemy L L, po czym klikamy na widocznym występie skalnym.

L L L umieszczone jest zakratowane przejście – otwieramy je kliknięciem, kolejnym kliknięciem wchodzimy.

Idziemy P G L i jednym kliknięciem przekręcamy widoczny “zawór”.

Następnie P P, klikamy dziwną konstrukcję z łbem gargulca (?) – przesunie się w prawo.

L G, podnosimy key card i wracamy D L.

Klikamy na zaworze dwa lub trzy razy, co umożliwi nam powrót.

Idziemy P D P i wchodzimy do widocznego w ścianie otworu.

Jeden ekran na prawo mamy dwie drogi – wybieramy pierwszą od góry, z prawej. Wyszliśmy z tej znajdującej się poniżej.

Idziemy G L – czeka nas zabawa z zaworami. Chodzi o to, by podświetlone punkty na obu zaworach ustawiły się w tej samej pozycji kątowej – 0 stopni, 180 stopni czy 270 stopni (jeśli za 0 przyjmiemy zegarową pozycję godziny trzeciej).

Klikamy zawór lewy, potem prawy. Oba podświetlone elementy ustawiają się w pozycji 180 stopni.

P G czeka nas pomieszczenie z drabiną – teraz będzie ona ustawiona całkowicie z lewej.

Na suficie mamy trzy rury – wchodzimy w lewą i naciskamy przycisk.

Wracamy do pomieszczenia z zaworami.

Przekręcamy znów zawoty w kolejności lewy-prawy-lewy-prawy i idziemy do pokoju z drabiną – tym razem wchodzimy do prawej rury, nasickamy przycisk i ponownie wracamy do zaworów.

Kombnacją lewy-prawy umieszczamy je w pozycji 270 stopni, po czym opiszczamy ostatecznie pokój i udajemy się P G do pokoju z drabiną – wchodzimy w środkową rurę, a potem G.

Idziemy P, wkładamy key card do czytnika i naciskamy przycisk – powinna pojawić się winda. Wchodzimy do niej i wybieramy pierwszy od góry przycisk.

L znajduje się komputer zarządzający poziomem bezpieczeństwa. Klikamy ekran, a następnie kliknięcimi umieszczamy trzy przełaczniki w pozycji dolnej (z prawej powinno pojawić się 0).

Wracamy do windy i wybieramy środkowy przycisk.

Idziemy L L L, zabieramy kostkę.

Wracamy do windy, naciskamy przycisk znajdujący się na samym dole.

Idziemy L L i wchodzimy do widocznej na srodku ekranu rury. Następnie: D D D P G G, przekręcamy zawór, idziemy D D, a następnie wybieramy drugi od góry, po prawej właz.

Klikamy dwie rączki, co spowoduje zwolnienie zasuwy.

Wracamy L i wchodzimy do rury pierwszej od góry, po prawej.

P P P, umieszczamy kostkę na kolumnie, wracamy L i przekręcamy kamienne koło z klepsydrą.

Idziemy znowu P, wyjmujemy z kostki dziwny przedmiot – upadnie na podłogę i rozbije się.

Nie przejmujemy się tym – idziemy L, ponownie przekręcamy koło z klepsydrą i w pokoju obok znajdujemy całe urządzenie, jak i znowu nienaruszoną kostkę.

Podnosimy urządzenie (connection pod) i wracamy L L L L G G, przekręcamy zawór, D, D, wchodzimy do pierwszej od góry, z lewej rury, G G G G P P.

Wybieramy górny przycisk i idziemy do końca w lewo.

Wkłądamy connection pod do gniazda w ścianie.

“Idziemy” do góry, przełączamy przełącznik.

Wracamy D i klikamy na symbolu connection pod, co pozwoli nam “wyjść” z systemu.

Wyjmujemy connection pod z gniazda (musimy to robić po każdym odłączeniu się!), wracamy do windy i udajemy się do środkowej kondygnacji.

L są otwarte drzwi 5 – wchodzimy, wpinamy się w gniazdo, potem D, przełączamy przełącznik i opuszczamy system, nie zapominając o zabraniu ze sobą connection pod.

Windą udajemy się na górną kondygnację, L L, wchodzimy przez drzwi 8. Następnie P P P P, wpinamy się do systemu, L i dezaktywujemy kliknięciem przełącznik odpowiedzialny za gate 3/18.

Opuszczamy system, idziemy L L, wpinamy się ponownie. Idziemy P P i przełączamy wszystkie przełączniki, a następnie wychodzimy z systemu.

Idziemy znów P P, podpinamy się, potem G i kikamy dwukrotnie zielony kwadrat z literką ‘e’ – ma się znaleźć z prawej, obok kwadratu z wpisanym kołem i doprowadzoną linią.

Opuszczamy system i udajemy się do innej windy, ktora pojawiła się z prawej.

Wybieramy środkowy przycisk, idziemy L G, podłączamy się do gniazda widocznego z lewej. L, przestawiamy przełącznik na “disarmed”, następnie P D przełączamy taki sam switch na “offline”.

Opuszczamy system, idziemy D L G, podłączamy się do gniazda z prawej. G L znajdujemy kolejny przełącznik, przełączamy go – jednakże następnie wybieramy “cancel” i potwierdzamy, co wywoła błąd systemu.

Wracamy z powrotem do beżowej windy i wybieramy przycisk z prawej. Idziemy L G G i podłączamy się do głównego systemu obronnego.

Klikamy “przycisk” umiejscowiony na środku ekranu, pod napisem “mainframe”. Oglądamy animację.

Udajemy się w lewo, gdzie czeka nas zagadka. Poruszanie myszą w pionie powoduje obrót lewego ramienia i przesuwanie się prawego, zaś w poziomie – obrót prawego i poruszanie się lewego. Naszym zadaniem jest takie manewrowanie myszą, by końce obu ramion zetknęły się.

Gdy nam się to uda, wracamy P i przełączamy środkowy przełącznik do pozycji prawej (dwa kliknięcia).

Idziemy P G, aktywujemy gate 115, następnie D P i przełączamy przełącznik.

Wracamy L L, ustawiamy obrotowy przełącznik w pozycji górnej.

Idziemy G G i klikamy przycisk widoczny na środku ekranu.

Udajemy się do protocol 1-32, przełączamy przełącznik i wracamy.

Następnie w protocol 1-28 czeka nas zagadka, w której musimy tak obracać poszczególne segmenty “ramienia”, by polączyć je z okręgiem widocznym u dołu.

Gdy to zrobimy, wracamy do “gwiazdy” i wybieramy protocol 1-35. W tym przypadku ciągnięcie myszy w prawo bedzie wysuwało pierwsze, poziome ramię, a poruszanie myszą w górę – obracało drugie. Ponownie musimy doprowadzić do zetknięcia się końców obu.

Po wykonaniu zadania wracamy i wybieramy protocol 1-12, idziemy P, wybieramy “reset” i potwierdzamy.

Wyłączyliśmy systemy obronne! Wracamy i na ekranie z “gwiazdą” wybieramy protocol 1-0.

Idziemy G, zmieniamy pozycję przełącznika i potwierdzamy. Dowiadujemy się, że to koniec naszej podróży i zostajemy odłączeni.

Idziemy D D, podnosimy connection pod i udajemy się L.

Klikamy dwukrotnie na niedziałającym wentylatorze, a trzecim kliknięciem wchodzimy do rury.

Idziemy G G G G, klikamy wylot rury, następnie P P. Wkładamy connection pod do portalu i zmieniamy pozycję przełącznika, który ukazał się na ekranie.

Gratulacje! Udało Ci się ukończyć grę. Ale jest jeszcze 5 sekretów do znalezienia… ;-)

autor: Tavaro.



Submachine 6; video walkthrough





10 | Getting Lost in the Submachine…


Submachine came to my attention when someone posted on a forum about some game on a gaming site one night, so I decided to check it out.  That game wasn’t very good, and I spent quite a bit of time going through game after game after game on the site (whatever it was) to not being satisfied with any of them, hardly.

Oh look!  There’s a Pac-Man clone. Hey,  it’s not very good, they didn’t do anything new to it at all, why is this even HERE? Oh, here’s a clone of ____ (insert some popular game from the 80s), oh, it sucks too.  And here’s a clone of ____ (insert another one, blah blah)!  Oh, that’s not very good either! What, here’s a game with some NUDITY in it? Tsk tsk, gratuitous, shameless stuff (uhhhh, not that *I* tried playing them…errrrr, playing it, I mean, no siree)…

So, finally after spending quite a bit of time trying out a bunch of crap (what the hell, I was bored), the name of Submachine sounded promising on the list, so I clicked on that and waited for it to load…

Well, finally, a diamond in the rough, a real gem out of all the other junk on the site.

So I’m in a series of a few rooms, with even fewer objects.  I read the (very brief/almost non-existent) instructions.  I go from room to room and pick up a few objects.  What am I supposed to DO here, and even more so, what do I do with the very few objects that’s in the game so I can beat it?

It wasn’t long before I solved a puzzle and got rewarded with one of the four objects that was needed to beat the game; yay! But it was still taking me quite some time to find the other three items that I needed.

Then, I FINALLY started realizing a few things, which opened up more of the game, and then I beat it a while later…and felt pretty dumb about it too.

In case you couldn’t figure out by the few clues I wrote in here (har), Submachine is one of those ‘escape from the room’-type of games. You’re in a series of rooms with a few objects in this point and click puzzle, and you must figure out what to do with those few objects in order to unearth four tiles that will create an exit so you can make it out of…wherever it is that you are.

Until then, the few sounds that are in the game are decent, providing a bit of atmosphere, especially with several ominous sound effects that make you think something might jump out at you, but nothing does in any of the Submachine games actually (luckily). Control’s perfect, as long as your mouse works, although it makes you wonder how you can zip from room to room and up and down ladders instantly (or does all this exist in your mind? There’s a lot of theories and all about Submachine…), and the graphics are sharp and cartoony, but not in a cheesy way, I liked the way they were drawn.

And that’s pretty much it, I can’t really give out any more or else it’d take away from the game. Like it said in the very brief hints, LOOK AT EVERYTHING. I can’t stress that enough. Think about what it is that you have in your inventory. That’s very simple, yet very important.

And once you make your way through this and want more — I can’t really vouch for it’s replay value, as some people will beat games and never play them again, but I’ve zipped through it occasionally over the months — there’s plenty more: first try out the Extended Version of this, having more rooms, a couple of what were ‘fixed’ puzzle elements in this original that are now random, objects are in different areas of rooms, there’s a new secret or two and a few hints as what would comprise the first sequel of Submachine 2.  The only warning I’ll give is that there is one element where, if you screw up, you can’t win the game.  I think that’s a bit unfair, but there’s walkthroughs available on the net, which, once you get familiar with Submachine, it won’t take you long in starting the game over (if you have to) and redo your steps.  Just do a search for “Submachine video games” and you’ll find this at various gaming sites, as, since entire web sites can go down over time, I’m not much for putting in links in these reviews that will become outdated (and non-existent) later.

Creator Mateusz Skutnik did a great job with this concept, especially since he did several different things as the series unfolded: part 2 is a lot bigger, longer, and the puzzles more difficult; 3 is a departure, having almost zero items to collect whatsoever, just a bunch of puzzles to solve in a series of rooms that are exactly the same, living up to it’s name of The Loop (you’ll see what I mean if you decide to try it out); part 4 finally reveals a part of the story with the experimenting that was done with the Submachine(s?) and revisits several locations from previous Sub games, along with a couple of new ones (at the time); Sub 5 goes back to when the first Submachine was built, etc.

So as of this writing, there are currently five straight (more or less) Submachine games that follow a bizarre story (a diary page found in this game gives clues about it), along with the bonuses of Submachine 0: The Ancient Adventure, which doesn’t take place in the main Submachine storyline (hence why it doesn’t fit in with part 5 claiming to going back as to when the first Submachine was built) and was written for a gaming contest, and Submachine Future Loop Foundation, which has promos for the band Future Loop Foundation contained in the game, although there are nods at past Submachine games in there too though.  Just be prepared to set a bit of time aside for something like this, in order to try to figure the games out.

And not only is Submachine 6 being worked on right now, Skutnik promises a full 10 games of the series. He says the puzzle aspects just come to him, he supposedly doesn’t mull over them much, which, along with creating several other games such as the Daymare Town, Covert Front, and 10 Gnomes series (among many others), it just shows him as to being a real genius with this kind of thing.  After all, I would say who cares about point and click games any more, but there’s much more to it than that, especially with Skutnik’s busy forums being full of people offering all kinds of theories as to what the Submachine games are all about. (Lets see how many other crummy web games out there can boast an audience like that!)

Which is more than I can say about the crappy tons of other games I played on that gaming website that one night, which I’ll never return to any of those ever again.  How many pathetic Pac-Man clones does a person NEED anyway? (Yeah, zero!) 10/10

source



Submachine 6; jayisgames review


Fans of the Submachine series, your time has come at last. After more than a year and a half, Mateusz Skutnik is back with Submachine 6: The Edge, an all-new installment in one of the most popular series of escape games the Web has ever seen.

As with previous games in the series, Submachine 6: The Edge is a point-and-click escape game set inside of a series of submerged machines, or Submachines. Like any good escape game, the goal is to find your way out of the area that you’re stuck in. All navigation is done with the mouse, and any inventory items you pick up on the way are displayed at the bottom of your screen. You won’t need any sort of special knowledge to get through, just determination and a head for solving puzzles.

With the number of escape games out there, it takes more than just clever puzzles and pretty graphics to make a game really stand out. With a story that has already spanned 5 previous games, simply trying to find your way out as quickly as possible would result in missing what makes the Submachine series so great. With hidden areas and notes left behind from previous explorers, the game is filled with a personality that makes it stand out as much more than just a simple escape game. In this newest installation, we get treated to more of the story and mood that made all of the previous games so compelling to play.

Analysis: Fans of the series will find little fault in the newest addition to the already iconic series. The graphics and sounds are perfect for creating the ominous atmosphere present in all of the earlier games. The puzzles are fair enough that they’re not completely unsolvable, although they do provide enough of a challenge to keep you busy for a while. As always with Mr. Skutnik’s work, it’s the small details that make the game so enthralling. From the sound effect to the way the landscape reacts to your actions, every aspect of the game perfectly captures the environment, turning what could have been a basic point-and-click escape game into a fully immersive experience. It’s worth noting for newcomers to the series that this game picks up right where the previous installment left off, so while it is not necessary to have played the earlier games in the series, you may want to do so in order to understand everything that is happening.

While getting lost in the machine is part of the fun, it may be wise to make a map as you go. This is by no means a small game, and it’s easy to lose track of where you’ve come from and where you’re going if you don’t pay attention. Aside from that minor quibble, there’s really not much else to fault in such a wonderful game. Fans of the series will find more of what they already love, while readers who are new to Submachine should have no problem getting hooked like the rest of us.

For those of you who have been eagerly awaiting the newest installment in the legendary series, what are you waiting for?

Author: Jerrad.



Submachine 6; -ak-‘s review


It’s been more than year and half since Sub_5: The Root came out that continue to haunt us for countless of nights, our mind and soul constantly pleading for the new Submachine game to come out sometime. Now that Mur finally took his time crafting another of masterpiece and unleashed unto the web last night, we all swarmed to take a nibble off his flesh meat he carved for us. Now that we’re full of our supper and took a hard look at Sub_6, it is time to ask questions regarding to the game.

– Did Sub_6 provide one of more interesting experience for PNC genre? Yes.

– Is there wealth of information readily satisfy our lust for plot development? Yes.

– Do we waste our time on exploration and secret hunting and is it fun? Yes and Yes.

– Best Submachine yet? ……. Well…… No.

But why? You asked for lot of stuffs that Mur put in the game! Why is it not the best yet? It is true that Mur did crafted this game the way he want and the way we want, but there’s some of element that I felt wasn’t fully realized and lacked something special. I will explain in full for this review:

GRAPHIC

Oh comon, this shouldn’t even be part of review… but since I like being critical AND charitable, I must. The entire layout and artistic direction of this game is rather… filled with curiosity since Sub Net Defense System within the Edge really blew me away with its unique architect that felt like being INSIDE a computer and the primary gameplay aspect of this further reinforced this unique direction. It is just about perfect as Sub_4 and Sub_5 had achieved while still retaining the mystery of Submachine Net, especially with the unnaturally large structure and the vast darkness.

I know I said I like to be critical, but really… I can’t find any criticisms regarding to graphic and animation. I believe he finally nailed in the lid about establishing art and direction of Submachine series since Sub_4 and I don’t think he would stumble sometime in the future.

Score: 10/10

SOUND

…….. I am going to be very harsh on this. The soundtrack is DISAPPOINTING. When Mur said that he thought ThumpMonk nailed on the tunes for this game on first try, I thought we would be hearing something special. The end result of entire soundtrack is very sterile, quiet, and lacking. Each of tunes in this game did not have the signature style of being soul-grating, disturbing, mechanical, and memorable. If the tune is suppose to symbolize that the Defense System is very hard to penetrate and that it isn’t infected by us while by not needing the tune to try to deter us away, I guess it is successful, but the tune must be memorable like any other tunes in Submachine series. I do feel slightly scared, but not so much comparing to Sub_2, 3, 4, and even 5. Sadly that the tunes in this game are simply this: just plain ambients.

At least the sound effects are extremely well done as I expected from Sub_6. The machine hum to life with each of different puzzles providing distinct beep and blip and click and hum. They’re very satisfying to listen to, further compelling us to tackle each and every puzzles we can just to see how we interact the game and what kind of result we would expect and not expect. Once again, it just about perfect!

While sound effects are awesome as always, the Submachine series finally and sadly have the black-sheep of soundtrack in Sub_6.

Score: 6.6/10

PLOT

Now this here is something special and thick that we can chew and swallow. I was very delighted to see wealth of information regarding to plot development of Sub_6 and entire series and that alone made up for the disappointment I have in Sub_5’s lack of plot development. The Defense System is just the way I expected it to be: very controlling and authoritative and that had extremely profound effect on us right from the start. This set up a very compelling and tense atmosphere in this game because of the presence of Defense System that might appear just around the corner. I took delight in exploration aspect of the game because I actually felt like I needed to overcome the Defense System and find a way to bypass it. What really came out of left field is that there’s few of surprise twists that totally turned the series and last few games around, giving us more answers and questions than I thought we bargained for. I walked away very satisfied, but left to wonder if the Defense System would have done bit more to stop us in our track like tossing us out again or trap us in certain situation. I would take what we get because the game’s aspect of bypassing Defense System is very satisfying and well done.

As for the secret? Nice way to exceed our expectation by making them works differently than we thought. No secret balls and hunting secrets are still satisfying! Nice job [:D] The ending is just as good, though I thought it could be improved with bit of cutscene like Sub_2, 3, and 5, but I would still take it because of lasting effect of certain scene after doing something to Mainframe. Talk about shocking! Now I wonder what the Core would be like.

Score: 9.8/10

GAMEPLAY

Now the gameplay is a mixed bag. I know I mentioned that I enjoyed exploring and bypassing Defense System and I still holding onto those words of mine. It just that I felt both satisfied and dissatisfied with some of aspect in the gameplay.

Exploration? It there all right, but I felt the game became very linear going toward the latter half of the game and the sense of needing to explore got lost in the translation.

Difficulty? A total opposite of Sub_5. At first, it was pretty tough regarding to puzzles and exploration, but as the game starting to come together later on and the path starting to clear out for you upon acquiring certain important item, the game felt very easy to solve since you wouldn’t need to be required to go back and forth like in other games.

Puzzles? Both difficult and easy. We’re seeing some of repeat in Sub_3 where the game is entirely puzzle-based that require logic and thought process and in that way, it is a huge success. But once we got the hang of it, we can see some sort of pattern and with clear sense of what the later puzzles are like, the game gotten very easy to solve and that the unpredictability and trial-and-error of last few games didn’t feel profound here without items. I am not saying you should change the puzzles, maybe you could change the way we interact with the puzzles to make them bit difficult and bit more unpredictable. The direction with the puzzles in this game is very unique and different and I really liked that, but I plowed through the game, sitting in mere 45 minutes comparing to wicked 2 hours each with Sub_4 and 5.

Length? I know I said Sub_5 felt small because of lack of variety within the Root section and few items, yet Sub_6 felt small because of easy difficulty and small areas that’s easy to navigate.

I know I know that I am too harsh, but those are what I feel about this game. Don’t get me wrong, I love the unique direction you went with for this game, being entirely reliable on certain item while bypassing the Defense System. That’s delightfully huge departure from themes of escape in Sub_2 and 3, solving mystery of Sub_4, and exploration-based mission of Sub_5. I still finding myself darting through this game, combing for secrets and plot developments and ways to disable Defense System while still being satisfied with the design and direction of game. It really speak to us about your level of mastery on PNC genre. I hope this won’t discourage you from trying to experiment different approach to PNC genre in next Submachine games and make them compelling and fun. This won’t really hurt this score since I still find some fun despite some flaws

Score: 8.7/10

So… despite many of my criticisms, did this game still achieve my expectation? YES on some levels. Gameplay is still compelling because of exploration, unique puzzle, ominous presence of Defense System prevailing entire span of game, wealth of plot developments, and events that lead up to Sub-7 and future games. Best of all, the game is still fun and satisfying to play and still retain the mysterious premise of Submachine. Sadly, the difficulty, backtracking, and soundtrack are severely not up to the standard I expected of Submachine game and they do hurt its standing as “Best Submachine Game Yet”. That title will still go to Sub_4. But I refuse to put this game higher or lower than Sub_5 because I see this as equal to that game since they’re both have their share of great fun and annoying flaws.

Regardless of my criticisms, Sub_6 is still a <3 MASTERPIECE <3 because this game strives to be very unique and different and fun, something that many PNC game tried and failed. Because of Sub_6’s addition to the series and its lasting impression, I think we can make strong assumption that Submachine series is the Best PNC Series on the internet today [:D] Good job, Mur! As always

Final Score: 9.2/10


« Previous PageNext Page »