Getting out and trying to take the machine to 000 buzzes out, because I'm already at 000? Like the temple totem, nothing will happen here when you set all the runes. This part of the game is again more linear, with a little backtracking. Figure out how the game works. Most of them have red and green indicators and labels, though there is one dial with labels from all the other devices, and one with multiple red lights with a panel that might open. We've seen some Ladder Steps around, maybe if we get enough we can reach the area below us for the first time. Each exit from the entrance leads to a different area. Back, right twice, down once and left once. There's also a large capsule like the one near the first teleporter. Huge game. There's a Cap in the hatch and a Cog up above. There doesn't seem to be any order to the rooms, and backtracking leads to new places rather than old ones. What does it mean to "disable the evacuation hatch in Shiva?". Look through the telescope to release the secret. 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. Remember that the game is designed so that you can't get stuck. 9 areas Go to 110, left along the bridge made using the Plasma Canister. This game is HUGE. - There's a Light Sphere at the top of the ladder It seems to be a computer interface. MAPS (full of spoilers, duh) by Ben Harland: Take your favorite fandoms with you and never miss a beat. The next vault has a puzzle to get an item. Part 34: Submachine 10: The Exit Part 34 Submachine 10: The Exit Welcome back! Right once, enter the Karma Portal at the Submachine Arcade Machine. This was probably my favorite Submachine, despite having to loop around and around and around looking for what to do with each new strange thing I found. Find the Karma Portal inside the Loop. Use it to access a broken karma portal. The final scene is indeed awesome. So the second cogwheel will not work. But I can't find the portal to The Loop that results. Repeat. You should arrive at the Winter Palace. This opens the door to the secrets vault, at 110P, Thanks: I have not found the keycard, unfortunately. Tile B is hidden on the other side of a karma portal that can be created in the rooms with pictures of the sub1 ending, that you enter before you take the elevator to the red basement and the sub1 rooms. again? ...The main story, anyway. You will also find another room similar to the room mentioned above, with the symbol "-||". Go right five times. There isn't a ladder! There's a large capsule like the one near the first teleporter. I've left the submachine and am returning to life. Down once, left once. The center room was poorly barricaded, probably because of some fancy equipment in it and its back room. Back, right once, back twice, right once, back twice, right once, down once, right once, go through the door, left once, go through the door, left once. Each input has a different set of runes, so click until you see one that's on your papers. well, i certanly dont hope you are collorblid. The secret is there. ), (a href, b, br/, strong, em, ul, ol, li, code, spoiler). Now, go right once and go through the door. Finally, there's a mount with two lights, presumably where the reward for this puzzle is kept. But when i try to go back through i, cant get back to the red room because the elevator is missing. It's a lot of back and forth, but hopefully you will understand what's going on. This takes you through the game, pointing out clues. Rotate the switch to make it face left and down. Welcome to the final "Submachine" game! Turn the 'left' (with turnstile symbol pointing left) valve 1 time, turn the 'right' valve 2 times. I've been trying to open it since the beginning of the game and have tried all the possible combinations, but it never opens. Walkthrough for Submachine 10: The Exit Walkthrough Introduction Welcome to the final "Submachine" game! Exit the Terminal. Find a way to reconstruct damaged sections of the world. It seemed inevitable, given the astounding number of plot threads to tie up. Go up to the second ledge this time. Enter the door further right of the teleporter, to see three more doors. This walkthrough is set up as if it's telling the protagonist's story. Finish looking the device, enter the room in front of you. Ussually that thought was followed by me being stuck for another two hours. You get a Glyph that powers the portal. By putting the sockets on the same height, you can make a current flow between them. Prepare to neglect your kids, your work, your life because this submachine will suck you in. Past the security is a workbench with a tank of karma like the one from the other lab. Is there no way out? Left once, place the two Plasma Coils into the slot. Go left, down and right and place the spoon on a pillow. Part 29: Submachine 10: The Exit Part 29 Submachine 10: The Exit Last time, we explored the rather annoying Royal Storage Facilities. Access coordinates 0-0-1 of the Binary Portal and arrive at the Iron Pyramid. Click to complete the game and see the ending. We have the "Portable Light Crown" (The circular tool used to propel the ball of light) find all the things that attach to that portal first. Press the scanner and it lets you go to the right side of the room. I'll poke around a bit and see if I can get back to something that makes sense again, but anyone else have that bug? Room with brass panel - If the two switches are on, it's open. There are two radio looking things which you put the pearls into, which then reveal one secret each within them. No idea what to do with any of these things. Seems there are 5 major phases within this game: Getting to the Chapel (Tile D is still required) - Visit 100, get the Vector Finder, it's somewhere left of the teleporter. One seems to need completion, with oblong recesses in it. There's a grid of some kind of material, with the corners of the grid missing. So, hello. Prior to version 5, the code is written clearly on the face of the coin. Finally finished, took me 6 Hours, and I still only got 7 secrets. Up twice, rotate the valve to make it face right and down. Take it up one screen, the Vector Finder is a metal object on the edge of that ledge. Right once, rotate the valve by clicking it to make it face up and right. Way to come full circle. Over many weeks of my casual game play, I have been able to peek at your Walkthrough whenever I've hit a bump in the road. Awesome game. Put it in the box just off the main route through the powered portal. Progress is better than completion. This full walkthrough is only meant to help you get through the game if you're stuck. In the same area you found it, to the left. No, there's no way, but you can go back! This place was the real beginning of journey through the Submachine. Access coordinates 0-1-1 of the Binary Portal and arrive at the SHIVA Access Area. Grab the Airlock Knob (located at the bottom of the brass door). Open the right drawer. The top of the ship is up from the three way pipe. There's a gear in the tub that looks out of place. We'll have to find those. Submachine Card Game read more. Climb the ladders. OK, but how do we get past the green light screen blocking the way to it? You see the same capsule at the Stabilizer Bay. Return to the Binary Portal. So far i played all the 10 parts now (in a different website) i kinda love your work , the submachine series are the most awesome and interesting point and click games , the story is all good kind of sad that it's the final part i really enjoyed playing it , but you still make those new year games and that's good anyways for me you're a living legend. OK, I made it past that area. Someone already beat me to it. Moderated by: F … But going right from the entrance will then take you to the right bound loop area one. If someone wishes to use them for whatever purpose, feel free to do so. There's also a magnifying glass that doesn't have an experiment running. The valves control which two exits are open at any time. An item for Secret 10 is in a vault, but you may need to get it on the way out to if you're worried about inventory space. だしゅつ! 無料脱出ゲーム Items needed for Secrets 4, 5, 6, and 7 are in the yellow rooms. There's a fuse for the socket in the lighthouse. You'll need to use this machine later; Room with large wall switch - With each setting to the switch, you have to find the corresponding room. Left twice and pick up a green Plasma Charge. reviews: Jatsko | Martin Bak | Dragon Flames | -ak-Jatsko | Martin Bak | Dragon Flames | -ak- This is the most difficult and annoying puzzle in the game. Do NOT collect the spring from the restored area beyond forcefield path Assemble the telescope and look through it. At the Captain's ship, go left from the screen with the ID reader and put the battery in the panel. Right once, up three times, right once, place the Light Sphere and use it. 0-1-0 http://imgur.com/mOKuVIw Submachine 7: The Core Walkthrough. Earlier, there was a screen where you could move a green ball from right to left, and the message said something about Shiva and a ladder. 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