From ada52c36f6218122344aef466983e5006c94deef Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 10:10:18 +0200 Subject: [PATCH 01/13] Add Submachine 1 walkthrough (first 2005 version) Signed-off-by: Fifo F. --- Submachine 1 – the Basement/submachine-1_v1.md | 3 +++ 1 file changed, 3 insertions(+) create mode 100644 Submachine 1 – the Basement/submachine-1_v1.md diff --git a/Submachine 1 – the Basement/submachine-1_v1.md b/Submachine 1 – the Basement/submachine-1_v1.md new file mode 100644 index 0000000..89d5da0 --- /dev/null +++ b/Submachine 1 – the Basement/submachine-1_v1.md @@ -0,0 +1,3 @@ +# Submachine (2005) Walkthrough + +1. You start off in a room with doorways to the left and right, and a ladder. Head up the ladder and grab the **valve**. \ No newline at end of file -- 2.47.2 From 9d1d12b203b9d8a3a654336360a2d97fe6c34312 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 10:34:21 +0200 Subject: [PATCH 02/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1=5Fv1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Fifo F. --- Submachine 1 – the Basement/submachine-1_v1.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/Submachine 1 – the Basement/submachine-1_v1.md b/Submachine 1 – the Basement/submachine-1_v1.md index 89d5da0..23d0e15 100644 --- a/Submachine 1 – the Basement/submachine-1_v1.md +++ b/Submachine 1 – the Basement/submachine-1_v1.md @@ -1,3 +1,7 @@ -# Submachine (2005) Walkthrough +# Submachine (first 2005 version) Walkthrough -1. You start off in a room with doorways to the left and right, and a ladder. Head up the ladder and grab the **valve**. \ No newline at end of file +1. You start off in a room with doorways to the left and right, and a ladder. Head up the ladder and grab the **valve**. + +2. Head down, left, and down again. Memorize the positions of the screws. + +3. Head up and left. Grab the **spoon** in the corner of the room. Turn the screws on the pistons to match the ones you memorized by clicking on them. Place the valve in the slot on the pipe, then turn it. You’ll hear an explosion if the pistons are in the proper positions. \ No newline at end of file -- 2.47.2 From 4932fa8e4745f1cd10d16c042a45e931b2c02091 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 10:52:30 +0200 Subject: [PATCH 03/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1=5Fv1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Fifo F. --- .../submachine-1_v1.md | 28 ++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) diff --git a/Submachine 1 – the Basement/submachine-1_v1.md b/Submachine 1 – the Basement/submachine-1_v1.md index 23d0e15..eef29f1 100644 --- a/Submachine 1 – the Basement/submachine-1_v1.md +++ b/Submachine 1 – the Basement/submachine-1_v1.md @@ -4,4 +4,30 @@ 2. Head down, left, and down again. Memorize the positions of the screws. -3. Head up and left. Grab the **spoon** in the corner of the room. Turn the screws on the pistons to match the ones you memorized by clicking on them. Place the valve in the slot on the pipe, then turn it. You’ll hear an explosion if the pistons are in the proper positions. \ No newline at end of file +3. Go up and left. Grab the **spoon** in the corner of the room. Turn the screws on the pistons to match the ones you memorized by clicking on them. Place the valve in the slot on the pipe, then turn it. You’ll hear an explosion if the pistons are in the proper positions. + +4. Head right twice and up. The pipe will have burst from the pressure. Pick up the **pearl**. + +5. Down, left, down twice. You can pick up the optional **diary page** if you want. Place the pearl on the string on the odd-looking clock. Grab **tile B**. + +6. Head down and right. Pick up the **coin** lying on the ground. Click on the bells in the following order: + + - first + - second + - fourth + + Grab **tile D**. + +7. Go left and up three times, then all the way right. Click on the keypad next to the electronic box. + + - The code can be found by looking at the 50-cent coin. + +8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse** and **tile C**. + +9. Head left twice and down. Place the fuse in the empty slot. You’ll hear electricity. + +10. Head down all the way. Pull down the lever on the transformer. + +11. Place the spoon on the sparking insulators on the transformer to short it out, then grab **tile A** when it blows open. + +12. Head all the way up and insert all four tile pieces in the corresponding slots. The tiles will start to spin and an elevator will appear. Click on the doors to open it, then go inside and click on the upper button. When the elevator finishes moving, click on the lower button to open the door, then go outside. \ No newline at end of file -- 2.47.2 From c74748da13bbb6a66af08f6c5e4ec56218d211dd Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 11:01:07 +0200 Subject: [PATCH 04/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1=5Fog.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Fifo F. --- .../{submachine-1_v1.md => submachine-1_og.md} | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Submachine 1 – the Basement/{submachine-1_v1.md => submachine-1_og.md} (100%) diff --git a/Submachine 1 – the Basement/submachine-1_v1.md b/Submachine 1 – the Basement/submachine-1_og.md similarity index 100% rename from Submachine 1 – the Basement/submachine-1_v1.md rename to Submachine 1 – the Basement/submachine-1_og.md -- 2.47.2 From 31d2581ba38cdf50319070e4c200496c7e68d406 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 11:33:31 +0200 Subject: [PATCH 05/13] DRAFT: Submachine 1 extended version walkthrough Signed-off-by: Fifo F. --- Submachine 1 – the Basement/submachine-1.md | 37 +++++++++++++++++++++ 1 file changed, 37 insertions(+) create mode 100644 Submachine 1 – the Basement/submachine-1.md diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md new file mode 100644 index 0000000..78dd518 --- /dev/null +++ b/Submachine 1 – the Basement/submachine-1.md @@ -0,0 +1,37 @@ +# Submachine (extended versions) Walkthrough + +1. You start off in a room with doorways to the left and right, and a ladder. Head up, then pull the switch. Go back down and left all the way, then go up, grab the valve, and pull the second switch. + +2. Head down, left and down twice. Pull the third switch. You can also pick up the optional **diary page** if you want. + +3. Go down and memorize the positions of the three bolts in the middle of the metal box in the corner. + +4. Head right and click on the bells in the following order: + + - first + - second + - fourth + + Grab **tile D**. + +5. Head back left and up twice. Go left and down. Pick up the **coin** lying on the ground. + +6. Go up and all the way right, then down and right. Hover your mouse over the rightmost button on the radio, which will slide out one of the drawers. Grab the **spoon**. + +7. Head left, up, left, down all the way and left again. Click on the keypad next to the electronic box. + + - The code can be found by looking at the 50-cent coin. + +8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse**. + +9. Go back right, up twice, then left. Click on the knobs on the pistons to turn them, matching the pattern on the metal box. + +10. Go right, up and left. Place the valve in the slot on the pipe, then turn it by clicking on it. You’ll hear an explosion if the pistons are in the proper positions. + +11. Keep heading right and down alternately until you get into a room with a broken pipe. Pick up the **pearl**. + +12. Head back left, up and left again. Place the fuse in the empty slot. + +13. Head up, left, up, then right all the way. Pull down the lever on the transformer. + +14. Head left twice, down, right, down and right until you reach the room with the radio. Head up. If you pulled all three switches scattered around the rooms, you should see **tile C** spinning in the machine. Pick it up. \ No newline at end of file -- 2.47.2 From dd9635d2312ef3596469a60be9cff436fc7d9623 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Fri, 26 Jul 2024 20:16:31 +0200 Subject: [PATCH 06/13] =?UTF-8?q?Delete=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1=5Fog.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../submachine-1_og.md | 33 ------------------- 1 file changed, 33 deletions(-) delete mode 100644 Submachine 1 – the Basement/submachine-1_og.md diff --git a/Submachine 1 – the Basement/submachine-1_og.md b/Submachine 1 – the Basement/submachine-1_og.md deleted file mode 100644 index eef29f1..0000000 --- a/Submachine 1 – the Basement/submachine-1_og.md +++ /dev/null @@ -1,33 +0,0 @@ -# Submachine (first 2005 version) Walkthrough - -1. You start off in a room with doorways to the left and right, and a ladder. Head up the ladder and grab the **valve**. - -2. Head down, left, and down again. Memorize the positions of the screws. - -3. Go up and left. Grab the **spoon** in the corner of the room. Turn the screws on the pistons to match the ones you memorized by clicking on them. Place the valve in the slot on the pipe, then turn it. You’ll hear an explosion if the pistons are in the proper positions. - -4. Head right twice and up. The pipe will have burst from the pressure. Pick up the **pearl**. - -5. Down, left, down twice. You can pick up the optional **diary page** if you want. Place the pearl on the string on the odd-looking clock. Grab **tile B**. - -6. Head down and right. Pick up the **coin** lying on the ground. Click on the bells in the following order: - - - first - - second - - fourth - - Grab **tile D**. - -7. Go left and up three times, then all the way right. Click on the keypad next to the electronic box. - - - The code can be found by looking at the 50-cent coin. - -8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse** and **tile C**. - -9. Head left twice and down. Place the fuse in the empty slot. You’ll hear electricity. - -10. Head down all the way. Pull down the lever on the transformer. - -11. Place the spoon on the sparking insulators on the transformer to short it out, then grab **tile A** when it blows open. - -12. Head all the way up and insert all four tile pieces in the corresponding slots. The tiles will start to spin and an elevator will appear. Click on the doors to open it, then go inside and click on the upper button. When the elevator finishes moving, click on the lower button to open the door, then go outside. \ No newline at end of file -- 2.47.2 From 9ebec96c8b5b583633162793c08ee85913dadfaf Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 18:40:32 +0200 Subject: [PATCH 07/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Submachine 1 – the Basement/submachine-1.md | 24 +++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-) diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md index 78dd518..eb25161 100644 --- a/Submachine 1 – the Basement/submachine-1.md +++ b/Submachine 1 – the Basement/submachine-1.md @@ -2,7 +2,7 @@ 1. You start off in a room with doorways to the left and right, and a ladder. Head up, then pull the switch. Go back down and left all the way, then go up, grab the valve, and pull the second switch. -2. Head down, left and down twice. Pull the third switch. You can also pick up the optional **diary page** if you want. +2. Head down, right twice, then down twice. Pull the third switch. You can also pick up the optional **diary page** if you want. 3. Go down and memorize the positions of the three bolts in the middle of the metal box in the corner. @@ -14,13 +14,13 @@ Grab **tile D**. -5. Head back left and up twice. Go left and down. Pick up the **coin** lying on the ground. +5. Head back left and up twice. Go left and down. Pick up the **coin** / **ancient coin** (depending on the version of the game) lying on the ground. 6. Go up and all the way right, then down and right. Hover your mouse over the rightmost button on the radio, which will slide out one of the drawers. Grab the **spoon**. 7. Head left, up, left, down all the way and left again. Click on the keypad next to the electronic box. - - The code can be found by looking at the 50-cent coin. + - The code can be found by looking at the coin. 8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse**. @@ -30,8 +30,20 @@ 11. Keep heading right and down alternately until you get into a room with a broken pipe. Pick up the **pearl**. -12. Head back left, up and left again. Place the fuse in the empty slot. +12. Head back up and left. Place the fuse in the empty slot. -13. Head up, left, up, then right all the way. Pull down the lever on the transformer. +13. Head up, left, up, then left all the way. Place the pearl on the string on the odd-looking clock. Grab **tile B**. -14. Head left twice, down, right, down and right until you reach the room with the radio. Head up. If you pulled all three switches scattered around the rooms, you should see **tile C** spinning in the machine. Pick it up. \ No newline at end of file +14. Head right all the way. Pull down the lever on the transformer. + +15. Head left twice, down, right, down and right until you reach the room with the radio. Head up. If you pulled all three switches scattered around the rooms, you should see **tile C** spinning in the machine. Pick it up. + +16. Head down, left, up, left, up, then right twice. Place the spoon on the sparking insulators on the transformer to short it out, then grab **tile A** when it blows open. + +17. Go left twice, down, left, then down. Pull the lever on the blown-open panel and you’ll hear a ladder drop. + +18. Go up, right, up, right, then up twice. Grab the **wisdom gem**. + +19. Head down twice, then left. Place all four tile pieces in the corresponding slots. Click on the elevator’s doors to open it, then go inside and click on the upper button. When the elevator finishes moving, click on the lower button to open the door, then go outside. + + - If you’re playing **version 2** of the game, you’ll get a choice between two doors. Going through the left door gets you to the original ending. The right door gets you to a Submachine 2 teaser. The switch is interactive, click on it to turn on the light! \ No newline at end of file -- 2.47.2 From 040ccffba3a71d378f24d0fa572a1d1a3d00876f Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 18:41:22 +0200 Subject: [PATCH 08/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit oops --- Submachine 1 – the Basement/submachine-1.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md index eb25161..75e9c4c 100644 --- a/Submachine 1 – the Basement/submachine-1.md +++ b/Submachine 1 – the Basement/submachine-1.md @@ -46,4 +46,4 @@ 19. Head down twice, then left. Place all four tile pieces in the corresponding slots. Click on the elevator’s doors to open it, then go inside and click on the upper button. When the elevator finishes moving, click on the lower button to open the door, then go outside. - - If you’re playing **version 2** of the game, you’ll get a choice between two doors. Going through the left door gets you to the original ending. The right door gets you to a Submachine 2 teaser. The switch is interactive, click on it to turn on the light! \ No newline at end of file + - If you’re playing **version 2** of the game, you’ll get a choice between two doors. Going through the left door gets you to the original ending. The right door gets you to a Submachine 2 teaser. The switch is interactive, click on it to turn on the light! \ No newline at end of file -- 2.47.2 From 099b4d45ef7c631fd874351c2462cccca392ea77 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 18:43:33 +0200 Subject: [PATCH 09/13] Submachine 1 (extended version) walkthrough (#2) Reviewed-on: https://gitea.fifo-f.eu/fifo/submachine-walkthroughs/pulls/2 --- Submachine 1 – the Basement/submachine-1.md | 49 +++++++++++++++++++++ 1 file changed, 49 insertions(+) create mode 100644 Submachine 1 – the Basement/submachine-1.md diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md new file mode 100644 index 0000000..75e9c4c --- /dev/null +++ b/Submachine 1 – the Basement/submachine-1.md @@ -0,0 +1,49 @@ +# Submachine (extended versions) Walkthrough + +1. You start off in a room with doorways to the left and right, and a ladder. Head up, then pull the switch. Go back down and left all the way, then go up, grab the valve, and pull the second switch. + +2. Head down, right twice, then down twice. Pull the third switch. You can also pick up the optional **diary page** if you want. + +3. Go down and memorize the positions of the three bolts in the middle of the metal box in the corner. + +4. Head right and click on the bells in the following order: + + - first + - second + - fourth + + Grab **tile D**. + +5. Head back left and up twice. Go left and down. Pick up the **coin** / **ancient coin** (depending on the version of the game) lying on the ground. + +6. Go up and all the way right, then down and right. Hover your mouse over the rightmost button on the radio, which will slide out one of the drawers. Grab the **spoon**. + +7. Head left, up, left, down all the way and left again. Click on the keypad next to the electronic box. + + - The code can be found by looking at the coin. + +8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse**. + +9. Go back right, up twice, then left. Click on the knobs on the pistons to turn them, matching the pattern on the metal box. + +10. Go right, up and left. Place the valve in the slot on the pipe, then turn it by clicking on it. You’ll hear an explosion if the pistons are in the proper positions. + +11. Keep heading right and down alternately until you get into a room with a broken pipe. Pick up the **pearl**. + +12. Head back up and left. Place the fuse in the empty slot. + +13. Head up, left, up, then left all the way. Place the pearl on the string on the odd-looking clock. Grab **tile B**. + +14. Head right all the way. Pull down the lever on the transformer. + +15. Head left twice, down, right, down and right until you reach the room with the radio. Head up. If you pulled all three switches scattered around the rooms, you should see **tile C** spinning in the machine. Pick it up. + +16. Head down, left, up, left, up, then right twice. Place the spoon on the sparking insulators on the transformer to short it out, then grab **tile A** when it blows open. + +17. Go left twice, down, left, then down. Pull the lever on the blown-open panel and you’ll hear a ladder drop. + +18. Go up, right, up, right, then up twice. Grab the **wisdom gem**. + +19. Head down twice, then left. Place all four tile pieces in the corresponding slots. Click on the elevator’s doors to open it, then go inside and click on the upper button. When the elevator finishes moving, click on the lower button to open the door, then go outside. + + - If you’re playing **version 2** of the game, you’ll get a choice between two doors. Going through the left door gets you to the original ending. The right door gets you to a Submachine 2 teaser. The switch is interactive, click on it to turn on the light! \ No newline at end of file -- 2.47.2 From 2d320c8d0f11f009912863fac79a6257b79fa998 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 18:53:11 +0200 Subject: [PATCH 10/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add note about later versions of Sub1 --- Submachine 1 – the Basement/submachine-1.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md index 75e9c4c..d391fec 100644 --- a/Submachine 1 – the Basement/submachine-1.md +++ b/Submachine 1 – the Basement/submachine-1.md @@ -1,5 +1,7 @@ # Submachine (extended versions) Walkthrough +> **Note:** If you’re playing later versions of the game, you’ll start one room left of the starting position of this walkthrough. Before following the instructions, head right once. + 1. You start off in a room with doorways to the left and right, and a ladder. Head up, then pull the switch. Go back down and left all the way, then go up, grab the valve, and pull the second switch. 2. Head down, right twice, then down twice. Pull the third switch. You can also pick up the optional **diary page** if you want. -- 2.47.2 From 7fb1a41afb4a757d353d7e1655282af5c9e3e111 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 18:55:40 +0200 Subject: [PATCH 11/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Submachine 1 – the Basement/submachine-1.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md index d391fec..93f0995 100644 --- a/Submachine 1 – the Basement/submachine-1.md +++ b/Submachine 1 – the Basement/submachine-1.md @@ -18,7 +18,7 @@ 5. Head back left and up twice. Go left and down. Pick up the **coin** / **ancient coin** (depending on the version of the game) lying on the ground. -6. Go up and all the way right, then down and right. Hover your mouse over the rightmost button on the radio, which will slide out one of the drawers. Grab the **spoon**. +6. Go up and all the way right, then down and right. Hover over / click on (depending on the game’s version) the rightmost button on the radio, which will slide out one of the drawers. Grab the **spoon**. 7. Head left, up, left, down all the way and left again. Click on the keypad next to the electronic box. -- 2.47.2 From 1cf87676a07d9c25c965d4e5a6d72f491dfa4dd2 Mon Sep 17 00:00:00 2001 From: "Fifo F." Date: Sun, 1 Sep 2024 19:10:48 +0200 Subject: [PATCH 12/13] =?UTF-8?q?Update=20Submachine=201=20=E2=80=93=20the?= =?UTF-8?q?=20Basement/submachine-1.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Submachine 1 – the Basement/submachine-1.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Submachine 1 – the Basement/submachine-1.md b/Submachine 1 – the Basement/submachine-1.md index 93f0995..05f3913 100644 --- a/Submachine 1 – the Basement/submachine-1.md +++ b/Submachine 1 – the Basement/submachine-1.md @@ -22,7 +22,7 @@ 7. Head left, up, left, down all the way and left again. Click on the keypad next to the electronic box. - - The code can be found by looking at the coin. + - The code can be found by clicking on the coin in your inventory. In later versions of the game, the code can be found by hovering over the three symbols on the right side of the coin. 8. If you entered the correct code, you should hear the box unlock. Look inside it and grab the **fuse**. -- 2.47.2 From 4908b08f306b4f038d9f5488bf59f877791422fd Mon Sep 17 00:00:00 2001 From: Fifo F Date: Sat, 7 Sep 2024 13:45:24 +0200 Subject: [PATCH 13/13] Add Submachine 2 walkthrough (#3) Reviewed-on: https://gitea.fifo-f.eu/fifo/submachine-walkthroughs/pulls/3 Co-authored-by: Fifo F Co-committed-by: Fifo F --- Submachine 2 – the Lighthouse/submachine-2.md | 87 +++++++++++++++++++ .../submachine-2_v2.md | 87 +++++++++++++++++++ 2 files changed, 174 insertions(+) create mode 100644 Submachine 2 – the Lighthouse/submachine-2.md create mode 100644 Submachine 2 – the Lighthouse/submachine-2_v2.md diff --git a/Submachine 2 – the Lighthouse/submachine-2.md b/Submachine 2 – the Lighthouse/submachine-2.md new file mode 100644 index 0000000..fbf6895 --- /dev/null +++ b/Submachine 2 – the Lighthouse/submachine-2.md @@ -0,0 +1,87 @@ +# Submachine 2 (original 2006 version) walkthrough + +1. You start off in a room with an arcade machine. Click on the machine to zoom in, then pick up **secret 1**. + +2. Head all the way left, then up the stairs. Pick up the **cog wheel** and **secret 2** in the corner of the chair. + +3. Go right 3x, then zoom on the strange-looking phonograph. Place the **cog wheel** from your inventory onto the spindle of the machine, then click on the button. A ladder will drop. + +4. Head left twice, then place the **wisdom gem** from your inventory in the machine on the top left. Click on the ball on the very top of the antenna that pops out to drop another ladder. + +5. Go right, then up. Go right again. + + - Memorize the value of **c** (which will be either **2** or **3**), you’re going to need it later. + +6. Go left, then up. Enter the pipe and head all the way left. Pick up the **room key**. + +7. Leave the sewers. Head up, then right. Check the wall indent for a **fork** and **secret 3** lying on the two bricks in the upper-right corner. + +8. Head back left, then up into the teal-colored rooms. Head left. Mouse over the tiles carefully and you’ll notice that one of them (from the bottom right, 5th tile from the right wall, 4th from the floor) is clickable. Click on it to break it, revealing **secret 4**. + +9. Head up twice. **Secret 5** is hidden among the rubble. Head up after picking it up. + +10. Head right twice. Pick up **secret 6** on the light fixture. + +11. Go right, then click on the picture of the lighthouse. Click again on the inscription next to the 2nd floor window to zoom onto it, then note the pattern. Zoom back out. Feel free to pick up the **pamphlet** (optional). + +12. Head right to a dead end, then pick up **secret 7** among the rubble. + +13. Left three times, then use the **room key** in your inventory to unlock the door on the right. Pick up the **sewer key** hanging on the wall. Feel free to enter the left of the two doors to pick up a **cat note** among the books (optional). + +14. Head right, then all the way down into the teal rooms. From there, head right and down once. Unlock the sewer cover and enter the sewers. + +15. The sewers are built like a maze – here are the directions to all the major locations: + + - Head left, down, and right. Pick up the **2nd floor key**. + - Head left, up, and left again. Go down and pick up **secret 8**. + - Head down twice, then right and up into a red room. Pick up **letter to Liz** (optional) and **secrets 9–11**. + - Back into the sewers, then head left, down, left 3x, up, and right. Zoom in on the panel on the large pipe. + - To solve the puzzle, click on the following buttons. You’ll hear a sound if you were successful: + - row 1, col 2 + - row 2, col 4 + - row 4, col 3 + - row 3, col 1 + - Head left, down, right twice, and up. Pick up the **switch handle** from the recess. + - Go down, left 2x, up 2x, right, up 2x, left 2x, down, right. Grab the **positive coil**. + - Go left, up and left twice. Grab **secret 12**. + - Exit the sewers by heading all the way right. + +16. Go up twice, then right into the shaft. Insert the **switch handle** in the slot and flip it. You’ll hear a sound. + +17. Left twice, down, left, then all the way up. Head right and into the metal door. Pick up the **negative coil** lying on the floor. + +18. Head up twice and unlock the door using the **2nd floor key** you picked up inside the sewer. Enter and go left. + +19. Zoom in on the typewriter and grab **diary 2** from it. Feel free to switch on the radio, though it’s malfunctioning. + +20. Head left and pick up the **movie memory**. + +21. Head right 3x. Click on the glowing machine, enter the code you saw on the lighthouse picture earlier, then click the green button above it. If you entered it correctly, the machine will turn off. Zoom out, then grab the **light bulb** from the now-open slot. Head right. + +22. Grab the **note to myself** (optional), then zoom on the strange machine to grab **secrets 13–16** from it. + +23. Back out to the tower itself, head up the ladder twice. Bridge the wires by placing the fork between them, then flip the switch to drop another ladder. For now, ignore it and head left and up. + +24. Zoom onto the keypad. For the code, the **e** inscribed on it is a hint. If you picked up the cat note, it’ll mention Einstein. + + - The equation for the code is `e=mc^2`. For the value of **m**, check the **diary 2** page in your inventory. + - Multiply **m** by the value of **c** twice. For example, if **m** is 543 and **c** is 2: + - 543 × 2^2 = 2172 + + If you entered the code correctly, the LED above the keypad will be green. + +25. Go down, right twice, then up. Pick up **secret 17**, then zoom in on the machine. + +26. Hold the top-left button until the rotating arms touch the middle contact. Then do the same with the button that’s right below it. + +27. Once all four LEDs are green, head down, left and up twice. Head left to pick up **secret 18/20**. Then head all the way right and insert the positive and negative coils into the slots. + +28. Head to the top of the tower. Pick up **secret 19/20** lying among the wires. Head right and pick up the **digout key**. + +29. Head down and exit the metal rooms. Head all the way left and use the **digout key** on the padlock. Enter, then head left twice. + +30. Pick up **secret 20/20**. Head left and pick up the **fuse**. Leave the digouts, then head all the way down into the teal rooms with the broken tile. Go left, insert the memory and lightbulb into the projector, then switch it on. Click on the card in the movie. Once the **ID card** gets thrown out of the projector, pick it up. + +31. Head all the way to the uppermost portion of the tower. Head left and place the ID card in the socket. Head right and do the same with the fuse. + +32. Head left and flip the switch. \ No newline at end of file diff --git a/Submachine 2 – the Lighthouse/submachine-2_v2.md b/Submachine 2 – the Lighthouse/submachine-2_v2.md new file mode 100644 index 0000000..6382dda --- /dev/null +++ b/Submachine 2 – the Lighthouse/submachine-2_v2.md @@ -0,0 +1,87 @@ +# Submachine 2 (2014 remaster) walkthrough + +1. You start off in a room with an arcade machine. Click on the machine to zoom in, then pick up **secret 1**. + +2. Head all the way left, then up the stairs. Pick up the **cog wheel** and **secret 2** in the corner of the chair. + +3. Go right 3x, then zoom on the strange-looking phonograph. Place the **cog wheel** from your inventory onto the spindle of the machine, then click on the button. A ladder will drop. + +4. Head left twice, then place the **wisdom gem** from your inventory in the machine on the top left. Click on the ball on the very top of the antenna that pops out to drop another ladder. + +5. Go right, then up. Go right again. + + - Memorize the value of **c** (which will be either **2** or **3**), you’re going to need it later. + +6. Go left, then up. Enter the pipe and head all the way left. Pick up the **room key**. + +7. Leave the sewers. Head up, then right. Check the wall indent for a **fork** and **secret 3** lying on the two bricks in the upper-right corner. + +8. Head back left, then up into the teal-colored rooms. Head left. One of the tiles (from the bottom right, 5th tile from the right wall, 4th from the floor) is cracked. Click on it to break it, revealing **secret 4**. + +9. Head up twice. **Secret 5** is hidden among the rubble. Head up after picking it up. + +10. Head right twice. Pick up **secret 6** on the light fixture. + +11. Go right, then click on the picture of the lighthouse. Click again on the inscription next to the 2nd floor window to zoom onto it, then note the pattern. Zoom back out. Feel free to pick up the **pamphlet** (optional). + +12. Head right to a dead end, then pick up **secret 7** among the rubble. + +13. Left five times, then use the **room key** in your inventory to unlock the door on the right. Pick up the **sewer key** hanging on the wall. Feel free to enter the left of the two doors to pick up a **cat note** among the books (optional). + +14. Head right, then all the way down into the teal rooms. From there, head right and down once. Unlock the sewer cover and enter the sewers. + +15. The sewers are built like a maze – here are the directions to all the major locations: + + - Head left, down, and right. Pick up the **2nd floor key**. + - Head left, up, and left twice. Go down and pick up **secret 8**. + - Head down twice, then right and up into a brick room. Pick up **letter to Liz** (optional) and **secret 9**. + - Back into the sewers, then head left, down, left 3x, up, and right. Zoom in on the panel on the large pipe. + - To solve the puzzle, click on the following buttons. You’ll hear a sound if you were successful: + - row 1, col 2 + - row 2, col 4 + - row 4, col 3 + - row 3, col 1 + - Head left, down, right twice, and up. Pick up the **switch handle** from the recess. + - Go down, left 2x, up 2x, right, up 2x, left 2x, down, right. Grab the **positive coil**. + - Go left, up and left twice. Grab **secret 10**. + - Exit the sewers by heading all the way right. + +16. Go up twice, then right into the shaft. Insert the **switch handle** in the slot and flip it. You’ll hear a sound. + +17. Left twice, down, left, then all the way up. Head right and into the metal door. Pick up the **negative coil** lying on the floor. + +18. Head up twice and unlock the door using the **2nd floor key** you picked up inside the sewer. Enter and go left. + +19. Zoom in on the typewriter and grab **diary 2** from it. Feel free to switch on the radio, though it’s malfunctioning. + +20. Head left and pick up the **movie memory**. + +21. Head right 3x. Click on the glowing machine, enter the code you saw on the lighthouse picture earlier, then click the green button above it. If you entered it correctly, the machine will turn off. Zoom out, then grab the **light bulb** from the now-open slot. Head right. + +22. Grab the **note to myself** (optional), then zoom on the strange machine to grab **secrets 11–14** from it. + +23. Back out to the tower itself, head up the ladder twice. Bridge the wires by placing the fork between them, then flip the switch to drop another ladder. For now, ignore it and head left and up. + +24. Zoom onto the keypad. For the code, the **e** inscribed on it is a hint. If you picked up the cat note, it’ll mention Einstein. + + - The equation for the code is `e=mc^2`. For the value of **m**, check the **diary 2** page in your inventory. + - Multiply **m** by the value of **c** twice. For example, if **m** is 543 and **c** is 2: + - 543 × 2^2 = 2172 + + If you entered the code correctly, the LED above the keypad will be green. + +25. Go down, right twice, then up. Pick up **secret 15**, then zoom in on the machine. + +26. Hold the top-left button until the rotating arms touch the middle contact. Then do the same with the button that’s right below it. + +27. Once all four LEDs are green, head down, left and up twice. Head left to pick up **secret 16/20**. Then head all the way right and insert the positive and negative coils into the slots. + +28. Head to the top of the tower. Pick up **secret 17/20** lying among the wires. Head right and pick up the **digout key**. + +29. Head down and exit the metal rooms. Head all the way left, pick up **secret 18/20** lying on the window’s frame, then use the **digout key** on the padlock. Enter and head left twice. + +30. Pick up **secret 19/20**. Head left and pick up the **fuse**. Leave the digouts, then head all the way down into the teal rooms with the broken tile. Go left, pick up **secret 20/20** from the knob on the projector’s stand, insert the memory and lightbulb into the projector, then switch it on. Click on the lens, then click on the card in the movie. Once the **ID card** gets thrown out of the projector, pick it up. + +31. Head all the way to the uppermost portion of the tower. Head left and place the ID card in the socket. Head right and do the same with the fuse. + +32. Head left and flip the switch. \ No newline at end of file -- 2.47.2