Submachine Extended Version Walkthrough



Each section references the start point, which is where the game starts and is just to the right of the room with the disc on the wall.

Tile B - The Clock
From the start point go left, left, left passing the disc on the wall and reaching the clock, then go up and pick up the valve. Go back down, right, and put the valve on the centre of the vertical pipe.

Now go right (disc), down (lighthouse), down, down,. There are 2 grey pipes coming out of a plate at the top of the wall. There are 3 screw heads on the centre of the plate - make a note of their alignment. It changes each time the game is played, and for example might be vertical, horizontal, vertical.

Go up, up, left and find a configuration of 3 vertical pipes joining a horizontal one. At the bottom of each of the vertical pipes is a screw head and there are all horizontal. Change them to match the ones you just noted (eg vertical, horizontal, vertical), and go back to where you placed the valve on the pipe - right, up, left.

Spin the valve and you will hear rushing water.

Go right (disc), down (lighthouse), right, down, right (radio), down, and you will find a broken pipe and a pool of water. On the floor is a pearl. Pick it up and head back to the clock - up (radio), left, up, left (lighthouse), up (disc), left (valve), left.

Place the pearl on the right of the righthand string that hangs in the clock. The doors will open and reveal Tile B. Collect it.

Tile D - The Bells
From the start point go left (disc), down (lighthouse), down, down, right. You are in a room with 4 cubes on top of a large cube. Above them are 4 bells.

When you click on the bells they clang and move the cubes. Each bells has a consistent effect which is to move certain of the cubes. If the cube is on the table it will be raised and if it is raised it will be lowered. Bell 1 affects cubes 2, 3 and 4. Bell 2 affects cubes 3 and 4. Bell 3 affects cubes 1 and 4. Bell 4 affects cubes 1, 3 and 4.

You need all 4 cubes raised, and this can be done either by goofing around clicking bells until you succeed, or simply clicking bells 1 then 2 then 4 from the start.

A door will appear in the large cube. Click it to open and you will find Tile D. Collect it.

Tile A - The Substation
From the start point go left, down, left, down. You are in a room with some electrical stuff, which isn't important right now, but there is a coin on the floor, which is. Get the coin.

From there go up, right (lighthouse), down, down, left. You find a box with some kind of locking mechanism linked by four wires to a combination lock (on the right). You can press the buttons to change the combination, but what combination do you need to enter?

Look at the coin and there is a year on it, but not the sort of year you would expect on a 50 Euro cent coin. Enter the year as the combination. Once the combination is complete you will hear a clunk and the box has opened.

Take a look inside to find a fuse.

Now go right, up, up (lighthouse), right, down. The is a metal plate on the wall with 3 fuses and a space for one more. Place the fuse you have into the empty slot and you will hear some electrical crackling.

Go right to the room with the radio. Move you cursor over the right button on the radio. If you keep the cursor over the button you will hear music playing and the top drawer will start to open. Keep going until the drawer stops opening and click on what you see inside - a spoon.

Now go right, up, left (lighthouse), up (disc), right, right where there is an electical substation. Press the handle down and you will hear more electical crackling and the terminals will be animated.

Before you do the next bit you need to go get Tile C, since it needs electricity and the last part of Tile A will lose all power.

Once you safely have Tile C, stick the spoon on the terminals causing a short circuit and an explosion.

The lower panel will drop off revealing tile A.

Tile C - The Doohickey
From the start point go left (disc), down (lighthouse), right, down, right (radio), up. There is a strange doohickey with three red lights beneath it. We need to turn the lights read by flipping some switches. Go back to the start point - down (radio), left, up, left (lighthouse), up (disc), right - and then up. There is a switch here. Push it down and the first red light will turn green, although there is no point going to look since we still have two red lights.

Go down, left (disc), left, left (clock), up and you will find another switch (also the room with the valve in it). Push down the switch and the third light will turn green.

For the final switch, go down (clock), right, right (disc), down (lighthouse), down. Another switch to press and the second light will turn green.

Head back to the doohickey - up (lighthouse), right, down, right (right), up. Power should now be flowing, although only if you have completed all but the last part of Tile A, and Tile C has appeared in the centre of it.

The Finale
Before you use all the tiles there is a hidden room to find. It doesn't affect the game, but now is the time to go find it.

Otherwise go to the disc on the wall and place each tile into it. A door will appear - click it to open, then click on the light inside to step into it. It is an elevator. Press the top button to go up. When it stops press then lower button to open the doors.

You walk out to find two doors, one has a blue light the other red. They both complete the game, but the red one has an advert for the forthcoming Submachine Adventure 2.

Job done!

Thanks Gerald for that walkthrough.


Submachine Extended Version



0 yorum:

Post a Comment

Note: Only a member of this blog may post a comment.