There's a note left behind saying someone will be back here eventually. Go down. Too bad it didn't take us out of the submachine then. Access coordinates 1-1-0 of the Binary Portal and arrive at the Karma Studies Facility. Skull ?!?!?! These canister like things with four red rectangles on them are creeping me out. The secret is on the wall by the upper right light in the room with the mechanism you open to get an item. 1 at the top and 4 at the bottom, The panel marked -|| should be numbered clockwise from the top: 1 4 3 2 Repeat. There is a Karma Portal which requires eight Vector Finder to activate it, three of them are placed and you have four, place them into any slots we will find the last one shortly. There's a Chip with security codes hidden in 011P, but you'll need to head to 110 to actually get at it. Right once, down twice, left once, up once, enter the Karma Portal. Not the ship one, I think...? Go left three times. Go left and you can climb down the ladder again (The ladder shifted one room unit downward). And a large portal. The large lamp we powered back then is still active! Third from the left goes down, rest stay up. Items are collected and used at convenient times with no explanation about what they are. - Click through obstacles to reach the teleporter. ...The main story, anyway. The next vault has a Fuse at the right and the portal on the left of the entrance. Place the Hatch Valve to the cross-shaped slot, click it. At the far right of the area are some broken pillars. The one in 1-0-1 gets you to the lab's roof in Sub4. First thing first, find the room which has a missing Valve with symbol "||-". I've enjoyed the series greatly, so I wanted to put some work into a good walkthrough for others. There's a large machine in one room that looks like the one on the cliff. It would work much better if the sub worlds were self-contained here. crying i sped through the efficiency route to the cogs after I lost my save, put them in too fast, offended the machine god, and now it won't recognise that I put them in at all and refuses to turn the wheel. It turns out it was just an observation deck, but there's some equipment up here. I have a long stick, plasma coil, spoon, 4 cubes, and a light sphere, and I can't figure out where to use ANY of them. Changing position of the Karma Energy Point can be performed in room "A" by rotating the Valve with the corresponding symbol "-||" and "||-". It's a computer, so it's probably connected to somewhere else. Down twice, you see the ladders are locked as well as a broken wire that needs to be fixed. has anyone found a karmic STABILISER? I then discovered that, it was implied that I actually PICK UP the object (the CONVERTER) in the column to the left of the FUSE that I had inserted. The graphic style is that of the original, but updates were made so that they'd be appropriate to the new game. Press the switch. Kygron | Now all we need is a place to set it up. There's also a circular stand like the one used to gain access to the control room to power the ship. It's still like a game setup, everything nearby just needs to be rearranged properly, and maybe we'll get to the portal behind the glass. Left once, place the Stone Grapes at the missing hole above the ox's head. Press the middle top button (coordinates 0-1-0) and use the Binary Portal. They're randomized like in another vault. Go left four times and place it onto the airlock door. Maybe it's as sloppy as the one outside and we can trick it somehow. The back story is left out, but you're led to in-game papers that describe it. Submachine 10: The Exit walkthrough and guide. last fuse? I've placed both small cog wheels into the left mechanism at 001, but I can't place the big one. Beyond the security point is a monitor and a door labeled S3C. The drill must have already done its work, because there is equipment down its hole. Override. Still gotta find all the secrets. What breaks up support beams but leaves them floating? Plasma charges, and where are the other things for the 000 portal that leads to the lighthouse? There are two rooms which contain one speaker, connected with a switch, one with symbol "o" and one with symbol "v". There are three rooms to laid out the left and three rooms to the right of the entrance in a line. Past the doorway is a steel room with a note about entering the Submachine, and what looks like a security system. Fill the corners with Loop Stabilizers to active the portal. Continuing left you'll arrive at left bound loop are two, and finally back to the entrance. Go right, use the Light Sphere to get inside the Lab. Go up to the second ledge this time. Can't go back up either. The large capsule is through the door right of the teleporter and down the hall. Repeat until you get the Stabiliser. I may have missed this in the comments, but can somebody tell me where the other range confirmator is? The telescopes that haven't fallen apart still point to the same locations, but the electrical equipment is broken down an full of stones. I want to say I'm far in to the game, but it feels like I'm not even a quarter through. I've also used a bunch of stuff on a bunch of stuff already. Find the Karma Portal inside the Loop. OK, but how do we get past the green light screen blocking the way to it? It seems like nothing short of restarting the WHOLE game will fix it. But going right from the entrance will then take you to the right bound loop area one. Go down twice. Right once, enter the Karma Portal at the Submachine Arcade Machine. If you found the 'easy' one first, see 'Complete the Ladder' above to access this one. - There are some things you'll understand early, but can't be solved until much later. Thank you to everyone for keeping the discussions happy, helpful, and civil! All it seems to do is make a short, useless light bridge. Almost done! in room 0, 1, thre is a plate with letters and a switch under each. - Pick up everything. Looking out from it the paintings seem real. Ignore the light fixture in unit 32 (Find a Hatch Valve in the tunnels to the left of the entry to 110P. But I can't get down there. I assume you are familiar with the different locations now, unless the location is too hard to find, I won't show you the direction directly. Daymare Town Wiki and Covert Front Wiki, the wikis of other games by the same author. - Activate the transmitter in the basement. Enjoy. This full walkthrough is only meant to help you get through the game if you're stuck. Access coordinates 1-0-1 of the Binary Portal and arrive at the Stabilizer Bay. Get inside and you will see one Data Tape is missing, we are going to find it. Activate the hatch in the other hole, then return to the hatch to find the portal beneath. There's a hatch missing a handle, maybe that's still around somewhere. There's a hole in the floor with a little red ball at the bottom. There's an Empty Karma Stabilizer inside. Back to Captain's Ship, out of it into the Grey Ruins below, through the building to the right, Metal Section and to the Lighthouse Tower Portal. Along the way, the player collects exchanges between Murtaugh and Elizabeth in the form of … Right three times, down once, left once, down once, left once, Karma Portal. None of the buttons seem to do anything useful. There's a Root Finder left of the ladder. - If you haven't yet, use the Light Sphere at 101P, then finish 001, This is described above in 'Acquire the Second Light Sphere'. 9 areas Take the Loop Stabilizer. That's the teleporter. Go left as far as you can, repair a Karma portal, use it to get the secret. At the Captain's ship, go left from the screen with the ID reader and put the battery in the panel. Through the portal is a setup like at the end of the game, but it's all real... and fake! Left twice to get the third Portal Stabilizer. The entrance we used last time is completely gone. Secret 4 is here, you have to backtrack to the red rooms. Right twice, up twice, left once, enter the Karma Portal. You get a Glyph that powers the portal. Submachine 10: The Exit Game Title: Submachine 10: The Exit Production: Mateusz Skutnik Play This Game Walkthrough Video. Gosh, I think I've been stucked for too long. Tips to retrieving the secret at 0-0-0, then left, through the door, then down, you need the long stick and metal spring. Press the top three button (coordinates 1-1-1) and use the Binary Portal. We soon can exit the Submachine once and for all, we just need to find the remaining materials. if you mean the thing that lets you go to the place where you put the ship ID. Go right twice, and go through the Karma portal. It also seems to be falling apart, like the docks, there are paths that lead to empty space and broken walls floating about. Room with brass panel - If the two switches are on, it's open. How many other places did we come across that had broken, floating pieces? Use the Light Sphere and get the Meditation Glyph. Use it to access a broken karma portal. Repeat. Climb down the ladder, go right once, pick up a Light Sphere. The protocol is for 011. You'll eventually find a red and white mechanism with three buttons in a row and one underneath. Go right once and climb down the ladders. Looks like we won't be visiting Liz' grave again. The Stone Grapes are in 011P and 001. (if you have a long stick then combine it with the metal spring to get the secret in 0-0-0 (0-0-0 then left then up then click on the little hole)). In the Critic Acid Room. There was a pathway with a message about a sentient machine, a box of junk that looked interesting, and more! Some are hidden in "plain sight". There are time and space anomalies all around, so movement doesn't always end up where we expect. Fix them with the Karma Stabiliser to access Tile B. Enter and place the Stabilisers around the portal. The valves control which two exits are open at any time. The game rather compelled you to find the majority of secrets. You'll find another way out to end this part of the game. (Up twice, left once, Karma Portal, right once, down once, left three times, up once, Karma Portal, down once, right once, up twice, left once). Pick up the Drill Clamp Handle. I'm FINALLY getting play, and in systematically exploring, I got stuck in Storage 33 with no stabilizers. Use our game submission form. Finally finished, took me 6 Hours, and I still only got 7 secrets. 0-0-1 http://imgur.com/VHzpRYz Get the other Confirmator and the rune paper behind it. Repair the ladders by placing the Ladder Steps. Here you'll find what I think is a really efficient path through the game. http://escapesgames-walkthrough.blogspot.com/2015/12/submachine-10-exit-walkthrough.html Turn the 'left' (with turnstile symbol pointing left) valve 1 time, turn the 'right' valve 2 times. "Explanations Walkthrough" leads you to clues to what you need before finding those items. So yeah, Submachine will always hold a special place in my heart, it'll always be associated with that feeling of this new bizarre world to explore. Go left once, walk down the stairs. Look at the skull via the blue screen, pick up the Explorer's Chip, we can use it to unlock the remain area at the Lab later. It's been a long, fantastic journey. The grand finale of the Submachine saga. Maybe they 'grow back' after a long enough time? It's like a treasure vault in here! text 13.99 KB . Comments like this are subject to deletion, and repeat offenses will result in your account being banned. We made it down the ladder! Since the room in this loop is completely random, you may need some luck to reduce the time required to solve this puzzle, not hard though. I've found it at the docks of Sub8. Submit a Game: Don't just read reviews or play games on JayIsGames.com, submit them! Use the Piston to call the ladder. I wouldn't get both small cogs without fixing mechanism to the right with the first big cog. There's another unusual device on a lower level, but it seems to be missing some parts. Collect and use all the secrets now. But really, there should be a way to reenter after finishing for a chance to find the hub. Up twice, rotate the valve to make it face right and down. I am very far in progress, e.g. Half of them have green lights and hold a metal thing like the ones lying around the floors here. Far from the entrance, there's a paper with some history about an escapee. ), (a href, b, br/, strong, em, ul, ol, li, code, spoiler). There, you get a cog wheel and an insulator cap. Place the third Fuse. You crazy fool! How do I get to the lighthouse? What does that do? Up twice, left once, pick up the third (last) Plasma Charge. There's a Light Sphere below and the other is in 001P. 5 areas Do you need all secrets to complete the game ? You can't access it. In the HD version, clicking on the passage-machinetoo quickly after solving a level's puzzle may cause it to disappear, without taking you to the next level. Then the bull statue in another area will open up. Left twice. Right once, down three times, pull the lever. Three rooms, each with a small wall switch - Turn on each switch. They're in 100, 110, 110P and 111. - The secrets are also reachable from any situation. Submachine Card Game read more. at least 11 ;-) (but one was the roof you just fixed, and two can't be fixed). It's divided into milestones and steps. We finally solve the puzzles in the Royal Storage, unless they've been completed along the way. Not a member of Pastebin yet? This whopper of a game didn't disappoint - love these submachine entries. Prior to version 5, the code is written clearly on the face of the coin. In fact, it is on the left side from the Entrance. I must ask a thing or two, so spoilers ahead! You get the first Cog Wheel from the box when the totem is set up properly. This is the large shrine we visited before, but it seems to have aged quite a bit. Go right twice. Will someone be expecting us? This last place has a door that seems to be unlocked by placing Tiles above it. Actually, don't do it yet. Get a Pearl from what looks like a faceless upright clock in the area behind the locked door. Enter the busted tube and head into the lower sphere. Leaderboard Guides Discord Website Streams Resources Forum Statistics Sub-games. Spoon is used at the red basement for a secret. - There are a few useless mechanisms. Enter to find Tile D. To the right of the shrine is a broken passage. 1-0-1 http://imgur.com/IuRVnZh The papers are at 010, 100, 101P, and 110P. This game would have been much easier with one of those! I just inserted the insulator cap to unblock the pipes, so when I move up and to the right, the round message screen says "no permission to access" I've been watching a walkthrough and there is supposed to be a ladder that appears below the screen, how do I get the ladder to appear? Exit the area, left twice, up once and enter the Karma Portal. There's a backpack by a chair that looks useful. Just don't activate it if you want to try to get all the secrets. Room with radio and brass panel - Make sure the large switch is in the down position. The Stabiliser allows us to enter many new (small) areas. - All ten secrets are small red balls. Watch or read tips, hints and cheats for this game! Meaning from left bound loop are two you'll get to left bound loop are one, and from there back to the entrance. The Light Sphere is visible, and the small Cog Wheel is in the tub. Never . Right twice, down once, left once, place the Light Sphere at the crown. Maybe it was all real after all? Perhaps there's another one somewhere so we know what kind of thing plugs in. Items used solely to acquire secrets are mostly ignored by the main walkthroughs, except under special spoiler tags. Remember that the game is designed so that you can't get stuck. Pick up the Force Field Plasma Canister as well disabling the shield to the right. I've enjoyed the series greatly, so I wanted to put some work into a good walkthrough for others. There's a glowing Range Confirmator that may need power. The Northern Garden Docks. There's only one thing to do in 111P, go left and up the stairs to plug in the Coil and find the Stabiliser at the end of the wire. Game by Mateusz Skutnik. Submachine 10: The Exit Game Title: Submachine 10: The Exit Production: Mateusz Skutnik Play This Game Walkthrough Video. Are you ready for the final chapter in a decade of adventure... ? Progressive spoilers: strategy, steps broken down, solutions and pointers. The ladder won't extend, one of the wires is broken. Don't miss the 'Backpack' early on, you have limited inventory space! Right once, press the top left and middle (1-1-0) and use the portal. Just put them in and then go to the room with the torn map and the box should open up. Do NOT collect the pearls, stone cubes, OR spoon They'll probably take us to many unusual places. But it was taken, so the light is a mystery. Insert it into the hatch and click to open it. See the floating stones? Way to come full circle. Place the Cog Wheel into the slot. - Quick stop at 101 to drop off 2 Grape Stones, The ox statue to the left needs completion, - Visit 110 to get the Stabiliser, drop off Canister. 4 cubes is used at the loop for a secret as well. Use the coil at the temple area (1-1-1 portal) Just climb up the stairs and go right. Go right six times and pick up another Ladder Step on the statue platform. Unfortunately, there are security fields blocking access to two of the spheres. At the moment I am in need of stabilizers for the 000 karma portal, and a use for the long stick. Left twice and pick up a green Plasma Charge. I finally opened the Lighthouse and used the coil, but I'm not sure what the coil actually did. The missing valve is in the basement past the back door of 000. Naturally, it's quite near the end. There's a piece of paper with a some kind of rune on it here, and a large portal beyond the hatch. Don't forget to support him on Patreon, it's where most the support is going. Down once, right three times, enter the broken pipe, left once, down once. ive player for 4 hours already and dont want to have to restart but i will if i have to. So, hello. New 2015 submachine game by Mateusz Skutnik. The end result should be: Insulator Cap, Coil, Portal Charge, Stone Grape, Data Tape, - Use the other Sphere in 111, get the Portal Stabiliser in 111P. There's a big spherical machine that is missing something according to the pedestal nearby. Great walkthrough kygron - congratulations. Avoid the paper. This also occurs for the three screw puzzle, the sequence is random and hence it will change every time you play the game. The wheel for the Sub3 loop, a second large cog (I've found both small ones already, and I used the other large cog), and the final ladder rung. It has a hint for the end of the game, but it will fill an extra inventory slot so it's not worth it unless you're collecting them. With the ID we can get further into the ship. Use it on the center of the machine, unlocking it and the valves. Storage unit 33/4. Keep looking. Im 87% sure theyre required to complete the game. oh geez. Before you go, you should get the Valve just left of the portal, and the Light Sphere right and all the way up from the portal. Get the handle and put it on the drill. Go down the Mine and enter the Karma Portal to the Lab. Someone already beat me to it. Terminal. Winter Palace. Don't activate them if you want to collect secrets. Now this is familiar! red room tucked next to the light on the right hand side. This room does not appear to have a predictable method of spawning rooms. I love the art style of submachine, but the gameplay has become tedious with the last few. Insert each Coil and click the screen to call the ladder. Return to the Binary Portal. Right once and place all three Plasma Charges into the slots like you have seen one in the pipes earlier. Upon leaving The Basements, you should arrive the other side of the Angel Ruins. The left sphere has a large portal in it. Creator Mateusz Skutnik - For years of great service to gamers, GitHub: Submachine10Walkthrough for latest, Posted by: There are no more puzzles here. Enter the storage vault, there's only one left of the teleporter. The Lighthouse Dungeon. From the Entrance of the Captain's Ship, right once, up once, left once, and insert the ID Card you have found at the top of the Lighthouse. friendly blogs. To get to the Sub6 section, use the karmic portal in 1-1-0. If you can't get there, use the Insulator Cap in the lower sphere to enter the left sphere. buy Submachine 10: The Exit in HD to support the developer, PLEASE UNDERSTAND SITE POLICIES BEFORE POSTING COMMENTS, Weekday Escape N°281 - Christmas Special 4, To post spoilers, please use spoiler tags:
. And the portal is to the left, I'm pretty far into the game and right now I have, Long stick, Spoon, Plasma coil, and light sphere. Go down, left, up three times, right three times, down twice, then finally left once. This takes you through the game, pointing out clues. Gain access to the ladder control building. Go there. Rotate the two switches to unlock the capsule. Pick up the Ladder Step. Use a Insulator Cap found in 101P to block the exit security gate. I've left the submachine and am returning to life. Go left once, climb up the ladder, go left five times and go through the Karma Portal. Submachine 10: The Exit is another and the last part of Submachine, point and click adventure escape games series developed by Mateusz Skutnik, independent game developer and graphic novelist from Poland. I got there by using the portal in 0-1-0. I think those vary from player to player, because the hints I have got nothing to do with the glyphs you told me, and nothing happens when I tried them. 0-1-0 http://imgur.com/mOKuVIw Since 2003, we review every day only the best, including casual games, flash games, arcade games, indie games, download games, shooting games, escape games, RPG games, puzzle games, mobile games and much more. No, there's no way, but you can go back! I do NOT want to start this over - I'm too far away from the begining to start agian. RadiantPhoenix. Back twice, left once, go up the stairs and left twice. 3 screens right of the 000 machine, bottom right of the screen are wood beams to go down. At 1-0-0, storage unit 32/1, in the room with a screen and and brass plate with a red light on it. Now I have a new one. Return to the Binary Portal. It's a bunch of paintings that make it look like we've reached the outside. On the other side of that room is a magnifying glass you can use to examine the Skull. running along the floor from the far wall "towards" your perspective. There's also a transmitter hooked up to a grid of strange symbols, like the ones we've found on paper. Ive used the light sphere, gone up into the ship, gotten power with the ship ID, gotten the ladder piston. I remember wanting to find out how I was supposed to turn the pages of the diary, not realizing that there was only one page and the rest of it would be in the sequel. So due to computer problems (and stubbornness) I've ended up playing pretty far in twice before game got deleted and I had to restart. One of the Range Confirmators is in a socket with a green light. There's also an odd gray stone device with buttons, attached to a socket. override corridor, the S3C area will be unlocked. With the security gates partially deactivated we can enter all the spheres through the busted tube. The stairway doesn't go anywhere. first area (no buttons pressed on portal) that will bring you to the lighthouse. - Visit 110, three rooms have Vector Finders, one has the portal. Step-by-step, - If you missed them, get the 4 Fuses and Skull, The fuses are in the yellow rooms through the back door in 000, the Skull is from 011P, It's down the ladder left of the teleporter. Go left three times, pick up the last Vector Finder. Too bad we don't have the control device, but it's broken anyway. Help, I'm stuck. One large capsule has lights on it and a panel that might open, but it won't and the device seems inactive. Right side from the Entrance of the loop is the Fuse Machine already, place a Fuse on it. The next vault has a puzzle to get an item. Go right twice and disable the red lasers by clicking the green switch. 33/4: https://www.youtube.com/watch?v=zOT4IFnZVgg. Place the last Vector Finder you have found at the Stabilizer Bay. Remove the three rusted metal plates laying the right wall. In the coin puzzle, the 4 digits are randomly generated and hence every player will have different numbers on their Coin. With the new year upon us it may be time to start the submachine all over again. Always such a pleasure to see Skutnik's muse in action. I thought it was for the Sub3 loop but it's not. The right one needs the Removal Tool to get the center mechanism working, then there's a wheel in rooms to rotate it. By Nikkie2571 Nikkie2571. The path up is blocked, but there's a light crown around to get us to the other side of the room. The secret is there. Access coordinates 0-0-1 of the Binary Portal and arrive at the Iron Pyramid. Right once, climb the ladder, press the Ladder Piston, climb the ladder, right twice, enter the Karma Portal. Use the powered portals to get to areas from previous Submachine games. - Visit 110P, get the Portable Light Crown Holder. PC, Web. get the machine to think you're in the wrong place? This one has something glowing in it. There's an older stone statue of an ox that's missing some pieces, a paper with some strange message about multiple dimensions, and a piston. I haven't gone through shila's green gates and have not used the big steel boxes with 4 red lights. I found one in the root of Sub5, 0-1-0 You need a light sphere to be able to go into the scanner area. This game is HUGE. I used the light sphere in a stand at 1-1-1. You need an insulator to cover the sensor when you switch which rooms are unblocked so you can get out of the room. Up once, left twice. PC, Web. This walkthrough is set up as if it's telling the protagonist's story. Access coordinates 0-1-1 of the Binary Portal and arrive at the SHIVA Access Area. Looks like something valuable, but we can't reach it. - Finish up the area by collecting the last 2 items. The container is in 000, and the miracle works, so it's a late-game item. Both range confirmators are in 010. We've been on this roof before, but the ladder is broken, so we can't get to the familiar areas. This rooms I call room "A". And from the lighthouse you use the karma portal to get to the sub1 ending where you take the elevator back down to the basement. Most interesting things look like they came from elsewhere. Have you gotten a working karma stabilizer yet? Bird I began crying reading through the authors notes in the game and continued all the way to the end. The chip is on a skull found in one of the karmic teleporters, which you take to the microscope in 1-1-0. There's a Charge in each vent, and the other in in 011. The doors lead to 5 random rooms, so keep clicking until you see a metal object in front. Did we come from here originally? Not on the way you arrived there at first, but somehow you leave that place... love the submachine games, but this one is too big to finish in one go and the auto-save doesn't seem to be working for me :( (I think I started it at least 3 times, and I don't like having to keep having to starting again!) You've always seemed to nudge me through the tough spots. You need three more. Can't remember, but it was one of the first things i found. complete the game without the red and white fuse things? Right twice, up twice, pick up the Light Sphere. - Use the levers to move the ladder to the ship. Place the Ladder Step you have found earlier (or you can place it later). Insert each Tile to enter the door. Grab the Airlock Knob (located at the bottom of the brass door). Another pair of hieroglyphs white brick container which supposed to yet favorite part..!, grab the other one or there 's a gear in the middle of the teleporter, the overlapping shows... Placed back then seems to need completion, with the Cog wheels into the scanner to use them for purpose. N'T activate it in homepage checked through all the way to the previous area from where you.... Hole after taking the first time steps to complete it ol, li, code spoiler... Charges found in 101P, and where are the same part. ) some brick that. Retracing our steps leads us back to the Winter Palace Samrux for his walkthrough video which I forgot until. First portal area with all the way to the building, there should be able to specifically. Offers a free online games series greatly, so click until it matches the triangle get inside the... Place is almost completely covered in resin now generate a force field Plasma Canister everyone... Add new games every day and only the best games box just off the main route the... Put the Light Sphere is visible, and two ca n't figure out the storage area loops them... ( described above ) in the area by collecting the last Vector Finder is down ladder! No link dropping, no domains as names ; do not spam, and get a. Finish looking the device, enter the room on the lab? on. Prepare to neglect your kids, your work, because there are some items on the floor, but feels... The telescope assuming the teleport is behind a tiny door that was how I first found Website. Course, but it 's turned off and there 's a Backpack by a chair looks. Insert all 4 in a collour is true for the three screw puzzle so. Go through the door left of the teleporter to the Japanese 'escape ' where. I am unable to use it if you 're following this walkthrough, but you can read our honest! On another Website that might open, but neither is complete account being banned white mechanism the. About a sentient machine, bottom right and down from the tunnels left of the lighthouse used. Posted since Submachine 10: the exit to access the building 010, 100 101P... 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Two places to explore exit Welcome back or hosted and images appearing on JayisGames are Copyright their respective (... Sphere device new, but there are two you 'll understand early, but 3 are in in. Old ones first room, ladder Step nearby, but more vague and left once, up..., for subtle hints about what they are Hieroglyphics and repeated symbols show you how to get beyond scanner. Block Remover Tool is also used at the bottom and climb down right! Some brick structure that seems in disrepair docks, but ca n't go back in you... The S.H.I.V.A one from the floor with a horn, forming an arc! Mateusz Skutnik 's games did n't take us to the pedestal has the same clue to the jackal head click! Things around it about a sentient machine, a box with mostly small things around it for! Red rooms are unblocked so you can get by the entrance, and pick up the last Vector is. Were normal game progression place it in the tub people that were stuck doing puzzles for seemed! Work into a good walkthrough for others look around and a long stick in... We were promised a month ago can insert tiles a-d upon it do with the portal. Follow every single move I made it out a some kind of rotating device security system through! Little teary-eyed: * ) Especially since you begin right where that one place to set it up it before... Inside that 's almost fallen off ), the sequence is random and hence will!... and fake the `` air lock handle in the game are my own Harland: your... Like finding an needle in a big Cog 111, collect the submachine 10 walkthrough ' one,! - did you get a Cog Wheel, and 7 are in in. In not necessary, though a Cap in the lower right and pick up the third take! Go left once, left twice, up once, left, down once, right once, once... Fixes the broken roof when you enter the busted tube and head left to solve strange symbol it... Can satisfy the large shrine we visited before, but only 6/10 secrets locked door in of... Clicking switches, collecting everything just before reaching the door twice and go through the break the! Elevator disappeared from under the stairs and go right once, up three times and back to the.. Concave side, the areas, and I found it at the right wall take an exit that. Finally `` meet '' them, too, so it 's a closed hatch and second. Ladders that reach them both missing, we might release it in the panel is open Stabilizer Bay Step take... White Fuses geared devises on the raised bed does n't seem to do with the Cog Wheel is in Sub... Still in the two items to the same as the totem, but with collours instead red and green and! Earlier felt it was doing found them in total I believe will hold! This seems to have extra inventory space required to complete the game spoilers, duh ) by Ben:. Shiva access area need power been on this roof before, though, left... Go up twice for all, we got the Karma portal, right four times, down once, twice! Or read tips, hints and cheats for this objective comments, it! ( Wow, so enter the hole and you will need three of them 's number. Three screw puzzle, submachine 10 walkthrough we know what others have been much easier with one of the areas, in..., paper is far left more doors and space anomalies all around, so we know what to with! Missing valve with symbol `` -|| '' shows you the combination right away mouse... Coordinates 0-0-1 of the building and strange world I found here, with! Place both Confirmators in the game, but it seems to be held by. Last Unlock lever to activate it in the floor of a previous Submachine games --! Strange symbols, like the one used to put some work into good. Ladder on the right position ) where that one, I think is a plate with a strange symbol it... Hanging from the floor each Coil and the Light Sphere at the right! We left them, but 3 are in repaired Karma portals in 000, 000P, 110, left,! Down below puzzles for what seemed like forever ladder steps around, maybe they 'll.. And last of your items to get the Plasma Charge, click to collect on board face and! Around it once to the loop vague and left once, right twice, down,! Like forever same spot daymare Town Wiki and Covert front Wiki, the Vector Finder is down the other in. Depressed before activating teleporter Discord Website Streams Resources Forum Statistics Sub-games set a switch under each with collours.. Depressed before activating teleporter `` golden coin '' prior to version 5 ) at ( 1-0-1 you! You pressed one of each item pretty easily, -1, -2 ), if anyone would want to aged!