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Submachine Extended Version Walkthrough

This is a walkthrough of the Submachine Extended Version. The game itself is here.

Also see my walkthroughs for:
the original Submachine Adventure
Submachine 2: The Lighthouse
Submachine Zero: Ancient Adventure
Submachine 3: The Loop
Submachine 4: The Lab

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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!


If you found this walkthrough useful, please show your appreciation by clicking on my Google ads and linking to this post. Thanks.



Comments (24)

Samm:

what if i accidentally fried it with the spoon before getting the last tile?

anthony:

then u are skrewed

Mike Sampson:

This was very helpful. Thanks

Blu:

How do I get into the hidden room?

Jdawg:

what do you do with the wisdom thingy?

Chip:

this is how to do the secret. DO NOT PULL THE LEVER IN THE ROOM WITH THE COIN UNTIL YOU HAVE EVERYTHING!!! You do everything then pull that level in the room with the coin. You'll hear a noise. Then go to the starter room then go up stairs then you'll see a new ladder tht wasn't there before. you climb it then grab the wisdom. Then go to the end then pick the red door for the secret or the blue door for the normal ending. Thats how to do it.

brooke:

this is great but i suck at this but dont wont to start again haha

BAKON:

THIS WAS DED HELPFUL!!! FANX ALOT :)

sheeva_angel:

Amazing! Very usefull indeed! thanks!

Jamie:

Great walkthrough, and thanks for tellin how to do the seret door, Chip, but I didn't end up doing it because I went in order of the walkthrough instead of reading the whole thing at one time and got A before C and I'm not srating over, whatever

dame-edna:

that was like SOOOO helpful anyways .... wats the wisdom for?

max:

fin

max:

dat waz bloddy elpful,fanx

max:

dat waz bloddy elpful,fanx

max:

At March 6, 2007 8:10 PM, max said:) elpful,fanx

roni:

i got tile A before tile C also i just finished the game someother time & forgot about it until tommorrow but it was very helpful thanks

summer:

well thats "helpful"
i'll figure it out...

angie:

there is no pearl on the floor in the room with the broken pipe and the pool of water!!

okram:

yes of course it was helpful

can you imagine, without you i've never found the spoon..lol!

bye thanx

Keep a good work man!

lrd9:

helpfull, thanks!

destiny:

what lever there is none.chip what r u talkin bout

AnOnyxMouse:

Nice to see Mur expanded on the original a bit.

To answer a few of the questions concerning the secret room and the Wisdom Gem:

-The lever in the room with the coin only shows up when you use the spoon to overload the generator (which you had to do to get Tile A). Remember that seemingly pointless panel with the 2 bulbs over it (just like the ones you use the spoon on)?

-The Wisdom Gem is used near the beginning of Submachine 2. It was never found in the original version of Submachine 1, so when you start playing 2 it just kinda pops into your pocket out of nowhere...now there's actually some explanation as to how you get it.

Brodie:

wtfs the diary for just to tell u some some retarded story about a invisable arm?

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This page contains a single entry from the blog posted on March 5, 2006 5:52 PM.

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