Submachine 1: the basement – changelog


Hey, I really love your submachine games, I think they’re the best point and click games on the internet and I can’t wait for the sixth one.

My only problem is that I have seen at least two versions, maybe three, of the original Submachine.  It’s sorta confusing which one is the original and which one is that latest.  I appreciate some of the changes you made to it but I think it would be good if you posted a Sub1 change log, the clarify things a little.

2009/9/18 Joe Dawson

I agree with the above. As I look back at the basement changes, there were too many versions out there  to leave that without a changelog. You can click on each screenshot and play each version separately, I know it’s pointless and boring, but still. It is the history of the series. So here it goes:

~~~~

Download all five versions in .exe form for PC in one convenient zip file

~~~~

version 1, September 2005

sub1_v1

Also known as the original, or the short version. This version had… 9 rooms. Which is about 1/16 of Submachine6. But those were the early days and who could predict that this series would grow to such extent as we see nowadays. As I checked this version I was really surprized that it was so small, yet there were so many things to do in such space. We can see an inventory on the right side, with static icons of found items. You had to drag them onto stage for some kind of interaction. What a drag. :D.

Fun fact: this version didn’t even have a menu at the beginning, you just went straight to the gameplay after initial Submachine logo. Maybe that’s what caught the imagination of so many…

~~~~

version 2, October 2005

sub1_v2

Also known as the extended or the official-plot-version. Overwhelmed with the surprizing success of the first submachine I thought: I can do better than this! So I created this extended version. This extention summarized in adding one more puzzle, a whooping number of total 20 rooms and most importantly – the introduction of the wisdom crystal (gem) in the series. Those crystals played their role in following episodes and I’m pretty sure we’re not through with them. I also introduced another new thing in the series: a Dead End. You could actually find yourself in point of no return, or, to be more precise – point of no progress. You could always return, restart and try again. There’s even a restart button in the inventory, look above, there was no such thing in the first version. I know, that was a stupid idea and I never repeated that mistake. Not only in other episodes that followed, I also removed that from following versions of the basement.

Fun fact: Back then I really considered that game to be big. :D

~~~~

version 3, October 2007

sub1_v3

Also known as the unknown version or version that no one actually played. This is the extended version rebuilt around a new engine (no, not Float yet). This version skipped the flawed inventory of Submachine 2, and went straight to the no-visible-inventory mode of Submachine 4 and 5. Items found just happen to appear on the right side of the screen, so when you have none of them the game presents itself in a nice graphical form of a room surrounded by black thick outline. That sophisticated graphical design went down the drain once you found your first object in the game, but what the hell. It looked nice for a second, goddamit.

Fun fact: I’m not even sure why I made that version. That’s a mystery. I probably thought that the engine of Submachine 4 was freaking awesome or something.

~~~~

version 4, June 2008

sub1_v4

Also known as the last or the current version. I don’t intend to create anymore versions of this game. I’m through with that. For now. But who knows. Maybe I’ll come up with something better than the Float someday. Oh yes, that’s the version built on the Float Engine, finally. And that’s the main reason why it’s the last version. But still – 20 rooms… What was I thinking. If I’d now come up with a new submachine episode that would consist of 20 rooms I’d be laughed off stage, or slaughtered by those craving more and more (as in: too short,too simple, make it bigger and harder lol !!!11!!eleven).

Fun fact: As this version is considered to be most advanced in terms of action script programming, it doesn’t have any option to turn the music on or off. All previous versions had that. This one doesn’t. Go figure.

~~~~

version 5, March 2014

This version is basically the same as the previous one. However, in 2014 I was finally able to contact the musician behind this game’s ambient music, which, by now, is iconic part of the entire Submachine series. Since this piece was originally downloaded from some website with free sounds (I know, I know, professionalism at it’s best) – first of all I asked him for a permission to use this music in my game. Only 9 years too late, but hey. This humble and generous man said yes. His name is Marcus Gutierrez and his name landed on the menu page, properly credited as music author. Besides that ambient revelation, this version also introduces the ancient coin inventory item instead of ye-olde Euro coin. This change was dictated by making sub 1 more lore-friendly, since it all revolves around ruins, runes, old artefacts and what not. Euro just doesn’t belong in this world. This might be a small change programming-wise, but it’s big enough for me to grant a new version of the game.
[V5 description was added to this article in January of 2021, after EOL of flash player in browsers, while exporting .exe files for preservation].
Now back to original article…

~~~~

Luckily for us this is the end of the log.

Or is it…

why did you initially decide in the second version to introduce two doors and later removed that?

that’s a very good question. After sub1 I had no idea what sub2 will look like. There was a moment when submachine was going to look like a normal pnc, like Covert Front for example. Normal view without moving rooms. Yeah. And that was that screen. I still have that early version of submachine2 – looking like a normal pnc , I’ll post that eventually for you to see. [here it is]

So once I realized that this is a dumb idea and that the uniqueness is that room movement precisely, I scratched the project and started over, creating the lighthouse as you all know it. Therefore – that screen had to go. But look out for the sub2 sketch. That’ll be proper fun. :D [here’s the fun]



Submachine 2 sketch, walkthrough


written by Zack

In the starting ‘blue room’ (made up of four flat walls), there are three things you can do. Click the neddle on the gramophone in the room to the right of the starting point, and the jungle/wilderness music will stop playing. This is not actually collectable, but it is something that you can interact with. Other than that, there are technically no collectable items here.

:With the wisdom gem you collected from the extended version of Submachine 1: The Basement, you can place it between the two circular conductors raised with a metal stand, connected by wires to a metal box. This room is opposite to the starting point. When the wisdom gem is placed correctly, a blinking door will project onto the wall. Make sure to get the 4 secrets from the metal arm mechanism in this ‘blue room’.

Secret 7: Is located  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.

:Now that we are in the main hallway, we can collect two keys neccessary to open two door in the game. The ’silver key’ is located on top of either the ‘right door’ or the ‘left door’ (it changes each time you play) and the ‘bronze key’ is located on top of one of two windows (this changes each time you play; you must click the window once to be able to spot the key.) The ‘copper key’ is already in our inventory from the start of the game, although we have no idea why.

:The cog wheel is obtained by zooming in on the scarelet liquid oozing out of the ‘blood room’. Before you grab it, there is something written in blood you can zoom in to read (after you look at the spilled blood once and then zoom out). it says, “C=”, with a three-clawed (or handed) scratch mark. After obtaining the cog wheel, something is added to the blood message when you zoom out (this will be added to the wall the second time you zoom out from the spilled blood, regardless of wether or not you took the cog wheel). It now says, “C=2″. Creepy, huh?

:There is a light ficture above the ‘blood door’, and when zoomed in on, you will find that one of the screws is loose. Unfortunately, Mateusz Skutnik changed his mind about how he was going to make this game (which was a darn good decision, mind you) before he had the chance to provide us with a screwdriver. So, the loose screw gives us no other purpose other than to mock us. Meh, it’s cool anyways.

:The ’silver key’ is used on the ‘left door’. The only objects in here are a lamp and a chair. The chair holds a secret (finally), and the lamp serves no purpose unless you enjoy madly turning electrical decor switches on and off.

:The ‘right door’ is already unlocked. This room contains a projector, and a blank wall to the right of it. Look at the blank wall and pick up ‘diary 2′. Note that this was once of the things carried over to the finished Submschine 2, as well as ‘diary 1′, the cog wheel, the red chair, the lamp, the projector, the wisdom gem holder and metal box, the Submachine 2 “see where it takes you” machine, einstein’s famous theory (e=mc2, what c equals is written in blood after finding the cog wheel, and what m equals is written at the bottom of ‘diary 2′. We never got to use the code in this prototype.), the projector, the lightbulb, room keys, and the gramophone, just to name a few. Anyways, after obtaining the note, click the bottom-right corner of the wall to find the sixth (and most well hidden) secret.  There is one more thing to do in this room; use the projector. Place the cog wheel, as well as the lightbulb (which was in your inventory from the start of the game) into the projector. Look into the lens, and you hopefully realize that you forgot to turn the machine on. Do so, and look into the lens again. “Wait a minute!” you might say, “All I see is static.” And if you said that, then you are absolutely correct. No matter what you click; no matter what items you drag onto the screen; no matter how long you watch the stat; you will NEVER see what the film labled ‘memory’ contained. Bummer, eh? It kind of gives you that uneasy feeling, as if the main character doesn’t remember anything, his mind is blank. Does this have anything to do with walking through a half-existing door created by a wisdom gem? Yeah, probably.

:There is only one more thing to do in this unfinished game, and that is to find out what doors your two remaining keys unlock. The ‘bronze key’ has no purpose other than to be a waste of your inventory. Don’t even try using it on the ‘blood door’, it doesn’t work. Oh, and just to mention, you might feel disappointed when you discover that after obtaining the cog wheel, you can’t even go back to the ‘blue room’ to use it on gramophone. There is one unexamined object in your inventory, the ‘copper key’ that was residing comfortably in your inventory from the moment yoy read the words, “see where it takes you”. Between the ‘right door’ and the ‘right window’ lies a staircase. Climb it to gaze upon your final destination. Use the ‘copper key’ on this last door to reveal…a blue screen? No, not THAT blue screen. Instead of the error screen that crashes your computer, you are greeted with a light blue message from Mateusz Skutnik. Although this is supposed to be when the game ends, you actually have two options: close the window, or click the bottom of the game screen to continue playing right where you left off (you will find yourself back in front of the exit door). Meh, let’s read it, shall we? It is dated October 23, 2009, and basically says that the sketch ends here, he apologizes, then goes on to say that he hopes that the time you spent playing his unfinished Submachine was time well spent (and it better have been, I spent a long time writing this).

:As you undoubtly by now have discovered, the secrets of the ‘blood door’ are to be forever locked away with a padlock of prototype discontinuation.



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


« Previous PageNext Page »