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Submachine 3 walkthrough solution

Welcome to my walkthrough solution for Submachine 3: The Loop

Also see my other Submachine walkthroughs:
Submachine Adventure
Submachine Extended Version
Submachine 2: The Lighthouse
Submachine Zero: Ancient Adventure
Submachine 4: The Lab


And a bunch of other games and walkthroughs are at: http://flanerie.org/games

If you find my walkthroughs useful, please click on a few of my Google ads. Thanks!


This game is different from the four other Submachine games in that it is a series of stand-alone puzzles, rather than a sequential game.

When you start the game you are in a room with a fancy handle on the wall. There are doors left and right and ladders up and down but you can't go anywhere. Instead pick up the thing on the floor, which becomes a status display top left and the handle moves to uncover a switch.

Press the switch to move on to level 1. As it loads you will be given a level code so that you can start at a certain level rather than have to start at the beginning. I have listed all of the codes at the end of the walkthrough.


Level 1
The status display shows (0 / 0) and this is the room number. Take the ladder down and it becomes (0 / -1). Go right and it is (1,-1), head up and you are in (1 / 0). If you went left from here you would be back where you started, but stay here as there is a sign on the wall. The sign is a map that shows you which rooms on this level have something in. The X on the map indicates room (0 / 0) and the map is always in room (1 / 0)

On this level six rooms are marked. If you go to them you will discover a handle in each. Click the handle to turn it and one of the small red lights on the status display turns green. Do it for all six and big red light turns green.

Return to room (0 / 0) and the light in the centre of the handle, the exit button, will have turned green. Press it to go to level 2.


Level 2
Head right to the map and you will see a five by five block of rooms. In all 25 rooms there is small display. Click on one and a two digit number will appear. That number is where you need to go next - if the number is 32, go to room (3 / 2) and click on the display there and one of the small red status lights will turn green. No go to the room number on this display. Rinse and repeat until you have six green status lights. The exit will now be activated. On to...


Level 3
Go to the map - there are 3 rooms in a row above the room (0 / 0) and another 3 in a row below, effectively forming a square.

The centre room of each row of three contains a handle and the four corner rooms contain a four digit display with a red light in the middle. In each case, three of the digits can be changed with up/down buttons, while the fourth is fixed. The fixed digit relates to the room you are in, so in the top left room, it is the top left digit that is fixed and in the bottom right room, the bottom right digit is fixed.

To turn the lights red, you need to set each four digit display to match the fixed digits. So if the top left room has a top left fixed digit of 5, you need all four displays to have a top left digit of 5. Repeat with all four fixed digits so that you end of with all four displays showing the same four digit code. This will turn the lights green and activate the two handles that are above and below the home room. Turning the two handles activates the exit switch.


Level 4
Six rooms are marked on the map and each contains a dial with a red light beneath it. Above the dial is number of circles, ranging from one to six. None of the dials can be turned except the one with only one circle above it. Turn that and dial with two circles will become active, so go find it and turn it. Rinse and repeat until you have turned all six dials, and the exit will be activated.


Level 5
Six rooms are marked on the map and each contains two letters (initially A and A) with up/down buttons and a red light. Turn the lights green by making the letters equivalent to the room number - so room (3 / 2) should have letters C / A. Do that will all six rooms to activate the exit.


Level 6
Seven rooms are marked, with (-1,0) containing a panel of six symbols. Each of the other six rooms contains a number and a symbol. Simply change the first symbol to match the one in the room marked 1, the second symbol to the one in the room marked 2, and so on. Do all six, press the button near the floor and you are good to go.


Level 7
The map panel in (1,0) is broken, which is a bit disappointing. Never mind, up in (0 / 1) there is a strange looking object on the floor. To the right in (1 / 1) is a handle that doesn't achieve much right now. Down in (0 / -1) is a switch near the floor and is six consecutive rooms to the right are metal panels with clickable electrical connectors on. On each panel link the vertical connectors to make the top left and bottom lights go green, and link the horizontal connectors to make the bottom left and top right lights go green.

Now, we need some idea what to do with each panel.

Go back to (0 / -1) and press the switch. Now go to (0 / 1) and the strange object turns out to be a projector and a pattern has appears on the wall. It shows six squares which represents the six electrical panels. Each square has a diagonal line in it. If the light goes top left to bottom right, you need make that electrical panel have green lights top left and bottom right. And vice versa of course.

Get the six electrical panels to match the projected image and the exit will open.


Level 8
The map panel is back in action and indicates four active rooms. In (0 / -1) is a console with a two digit display, up/down button and a vertical switch. The other three rooms contain an egg-shaped thing on the wall with a red light in the centre.

Use the console to dial up a room number then press the vertical switch. This will open the egg in the chosen room, revealing two vertical switches. Plunge both to turn the light green and also turn two lights green on the status panel. Repeat for the other two eggs to complete the level.

Level 9
Again the map panel has been trashed, but that's okay - the only rooms that matter are (0 / 1) and (0 / -1).

In (0 / 1) is a row of six letters with buttons beneath them. Only the buttons under the 3rd, 5th and 6th letters are functional and there make the letters change, cycling through the letters G, Y, W, B, R, O, P

In (0 / -1) in a row of six coloured lights with buttons beneath them. Only the 1st, 2nd and 4th buttons work and the cycle the lights through Green, Yellow, White, Black, Red, Orange, Purple.

The trick is to marry up the two rooms. Change the 3rd, 5th and 6th letters to match the colour of the equivalent lights (G = Green, etc) and change the 1st, 2nd and 4th lights to match the equivalent letters (Orange = O, etc).

All done? Press the big button in (0 / -1) and head for the exit.


Level 10
The map panel is back, indicating six rooms, but if you go look at the rooms, they are empty. Strange.

However, in (-1 / 0) is another map panel, this time blank, and you can click on it to mark it with spots.

Simply get this panel looking the same of the normal panel in (1 / 0) and then turn the handle that is at (0 / -1) and the exit will be clear.


Level 11
Ooh, there is a letter tacked to the wall. The letter effectively says, 'quit goofing around down here and take a green leaf to (-12 / 9).

There are two choices here:

Firstly, you can do what the letter says. The leaf is in room (1 / 1). If you take it to (-12 / 9) and places it on the doohickey the game will effectively come to an end with some nice animation and a hint at the next instalment.

Secondly, you can complete the puzzle on this level. The active rooms are three in a row above (0 / 0) and three in a row below. In each of the two centre rooms is a formula like RGW = 556 (the numbers change each time); in the two top corner rooms are vertical colour bars with buttons to adjust the height; in the two bottom corner rooms are handles.

The formula tells you how high each colour bar should be. A full bar is six units high. Click the lower button six times and the bar will disappear completely. Press the upper button twice and you are at a height of two. So with RGW = 556 you want the Red bar to be 5 clicks high and the White bar to be six high (ie completely full)

Set both sets of colour bars according to the formulas and the handles will turn to open the exit.

And when you press the exit button...








Passwords (which only seem to work in lower case):
Level 1: LINKVA
Level 2: BAMITA
Level 3: FIROGA
Level 4: WINDA
Level 5: BANDA
Level 6: MJOLMA
Level 7: FLINTA
Level 8: SLITTA
Level 9: ANELKA
Level 10: BOTWINKA
Level 11: SYNTAGMA


Please link back here if you found it useful and give me a few ad clicks. Thanks!

My other submachine walkthroughs are:
Submachine Adventure
Submachine Extended Version
Submachine 2: The Lighthouse
Submachine Zero: Ancient Adventure
Other similiar games and walkthroughs can be found at http://flanerie.org/games


Comments (10)

rahul:

i am stuck on the formula because when i do one i can't find the other please HELP MEEEEEEEEEE!!!!!!

i think its pointless just telling people how too do it, ruins the game, but y'know, whatever floats your boat. but, to be honest they are well put together solutions, so yeah. not all a mistake. :)

hiya. good solutions mayte. xxx

jack:

level 2 too hard for me lot number too hard
god sake this games plz help me

lance:

If you do the last puzzle and push the botton, you just go down deeper as the screen fades to black. Then it says 'you just died of dehydration' and ends.

Skully:

Actually, the location of the leaf changes each time. The first time for me it was -1, 1 and the second time it was 1, 0. Just look around a bit.

Pfhortipfhy:

Lol I love the death ending. Wasn't expecting it at all.

Pippa:

Cheers mate, had pretty much given up on submachine 3 until i found this page =)

rihas:

In Level 3 I changed the numbers to match the Fixed number in all the four rooms but the handle does not turn. Is there anything else left to do (the numbers for me were 0,1,3,4

submachine will test your abilities identities and your patience onlu have to do is to solve all the puzzles carefully just analyze all the puzzles....


someone says that is difficult but you will enjoy this games i wish there will also submachine 789....... and so on ..


please create again another games of submachine.....

-thank you-
nickolai demagante
(philippines).

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