Here is my walkthrough of Submachine 2: The Lighthouse
I have presented it fairly sequentially so you should be able to find the bit you are stuck on without learning stuff you don't want to yet.
Also see my walkthroughs for:
Submachine Adventure
Submachine Adventure Extended Edition
Submachine Zero: Ancient Adventure
Submachine 3: The Loop
Submachine 4: The Lab
And a bunch of other games and walkthroughs are at: http://flanerie.org/games
Start - The Red Cellar
Go Left (gramaphone), Left, Left and there is a weird lamp stand thing that is wired up. Place the wisdom gem between the two terminals and an arm will rise up out of the box on the floor. On top of the arm is what looks like a pearl. Click it and it will rise and fall back and you will hear something moving.
Go Right and you will see a ladder has appeared.
You can go up the ladder and then left or right but that is all, so before you do that we need to get another ladder to appear.
From the bottom of the ladder go Left (wisdom gem), Left, Up to a room with an armchair. Pick up the cog wheel on the floor.
Go Down, Right (wisdom gem), Right (ladder), Right to the gramaphone. Click on it to zoom in. On the front left of the machine is a hole - please the cog wheel in that. You hear a click. Now press the button on the right and the arm comes off the gramaphone and the sound of critters stops.
Back to the ladder, Left. Then Up and you see a second ladder upwards. This will take you up into the lighthouse - the game has begun.
Secrets
Back on the first screen is a video game machine. Click on it to zoom in then look to the right of the machine and there is a small red pearl. Click to pick it up - this is the first of 20 secrets. I will list the locations of all of them at the end.
Get to the sewer
From the bottom of the ladder, go Up, Right and you will see an electrical junction box. Click on it to zoom in and you will see something like "C=2", although it could be a different number. Make a note.
Next go back Left, Up and there are two sewer entrances, one covered with bars. Enter the other one - you will see a key but can't get to it. Never mind. Go Left and Left again. It is very dark but you should be able to make out another key. Pick it up - it is a room key.
Head back, Right, Right, Right. Then go Up the main ladder. Here is another sewer entrance with a padlock. Your new key doesn't open it. Not obviously, there is a room to the right here, towards the top. Go there and enter the small opening. You will find a fork. Pick it up.
Back to the main ladder and Up into the tiled lower floor of the lighthouse.
There is a ladder up here which leads to a crawl space. You can take a look but you can't do anything with it yet. Instead, head Left. Another left reveals a camera. Again, nothing to do with this yet, so instead take the doorway in the centre.
After going through the door, go Up and Up to reach the first floor.
Go Right (doorway), Right (light), Right, where you can pick up a pamphlet. There is a picture on the wall - of some use later.
Go back Left, Left, Left (the stairs down), Left. Two doors. The right one is locked. Open the left. A small room where you can collect the cat note from the bookshelf.
Back out and now open the right door using the key you found in the sewer. A bathroom in which you find a sewer key. Bingo.
The Sewer
Head back down the stairs to the lower level, then down the ladder to the sewer entrance that is padlocked. Use the sewer key then dive on in.
The sewers are a little maze like, and I won't bother mapping them. Instead I will tell you what there is to find. All the way left (9 Lefts) is a secret.
From there you can mooch around and find:
- A room with a big horizontal metal cylinder with a glass panel on the front. This will be opened when you complete the puzzle in...
- A room with a big vertical metal cylinder with a 4x4 grid of lights on it. The puzzle is to get all 16 lights on at the same time. It doesn't take too long to figure out
- Inside the first cylinder is a switch handle
- The key you saw a lot earlier, called 2nd floor key
- A red alcove, accessed from beneath containing a letter to liz
- A positive coil
The 2nd floor
No point having a key without using it, so off to the second floor. Up to the first floor, then Right and there is a silver doorway. Go through and pick up a negative coil. Now go up twice to find a locked door. (Going up once more finds a dead end. For now.) Use the key on the locked door and go through. There are doors left and right.
Take the left and look closer at the typewriter to get Diary 2. At the bottom it says "M=[number]". Mine says 822 but it is different each time. Go left again to get a movie memory, whatever that might be.
Go back out and through the right door. There is a green glowing cupboard with some kind of combination lock. Leave that for the moment and go right again to find a 'Note to myself'.
Back to that green combination lock. The answer is back at the picture of the lighthouse on the first floor - you need to zoom in on the picture twice to see it. Inside you will find a lightbulb.
The Lower Floor
Back to the turquoise tiled area above the red cellar. There is a camera to the left. Insert the movie memory, then insert the lightbulb. Now switch it on by flipping the switch down. You can now see something when you zoom in on the camera - a desk with a range of objects on it. If you move you cursor around the image it changes to a hand over one of the object - click on it to pick it up. An ID card will fall out of the camera.
Head Right, Right to the place you entered from the red cellar and take the ladder Up. Enter the crawl space Right, go Right again and you will see a pile of dirt and a switch on the wall. The switch is incomplete and can't be used. Use the Switch Handle to complete it and then flip the switch down - this will rotate the ladder that is above the second floor door.
The Tower
Head back upstairs and up to the second floor door and then up again to where the rotated ladder can now be climbed. There are entrances left and right. There is also a switch which doesn't work because there is a gap in the cable. Place the fork in that gap and flip the switch down. A ladder drops down.
Head Up, Up, Up, Up and Up to enter the portal room. Pick up the Portal Note that is on the wall, and notice the five red lights. As you should know by now, red lights need to be green so we need to complete five separate circuits.
Go Left in the portal room to find a unit with a slot in the top and a red light on it. Insert the ID Card. The light turns green and the fourth portal light is now green. Go Right in the portal room to find a unit with a hole in the top. The coils look like they would fit, but don't. There is a key here - pick it up. It is the digout key.
Head back down to the first floor and head way left to the wall panel that is padlocked. Use the key to open it and head inside and go Left Left Left to find a Fuse.
Now go back to the portal room, go right and insert the Fuse into the unit. The light turns green and the second portal light is now green.
Head back down from the portal room to the point on the ladders where you placed the fork. Take the Left entrance and go Up the ladder. There is a 4-digit combination switch here, with the letter E scratched onto it. Above the switch is a red light.
Early you saw "C=3" or something similar. On Diary Page 2 it says "M=773" or another number (the numbers are different each time you play.) In the notes you find there are references to Einstein the cat. Einstein's most famous equation was E=MxC[squared]
Multiply M by C by C (ie multiply by C twice) to get a 4-digit answer. With my numbers of 773 and 3 I get 6957 (773 x 3 x 3). Enter the answer in the combination switch and step back. The light above the switch has turned green. The first portal light is now green. Two to go.
Head Right and Right to find a mirror image of the left-hand room. Go Up the ladder to find a strange switch with a big red light above it. On the switch itself are 4 red lights and eight buttons. You need to use the buttons to move the arms around until they touch the centre and turn the lights green. When they are all green you have turned the big light green.
This is about trial and error. When you press a button two of the arms rotate, but one will rotate faster so it is possible to complete a few revolutions and have then arrive in the centre at the same time. My personal preference is to use the two buttons top left.
Once you have completed it, the third portal light will turn green.
Back to the central ladder and head up towards the portal room but stop where the room is a cone shape. If you look carefully there is something odd about two of the panels on the wall, one left and one right. They are crawl spaces. Head Left to find nothing at all. Head Right to find a room with a broken circuit and positive and negative terminals on the wall.
At last! A use for the coils. Insert the coils as appropriate to complete the circuit and that will light the fifth portal light.
You can now flip the switch on the portal to complete the game, although first you should try to complete your collection of secrets. Scroll down for a list of them.
Secrets
Red cellar
1. To right of video game machine
2. Far left and upstairs, on the armchair
3-5. Red alcove, accessed from sewer - 3
6. W