This is a walkthrough for Submachine Zero. The game itself can be found here, and if you want to see my other Submachine walkthroughs, they are:
Submachine Adventure
Submachine Extended Version
Submachine 2: The Lighthouse
Submachine 3: The Loop
If you find this walkthrough useful, click on some of my Google ads or link to this page or, y'know, something.
Submachine Zero: Ancient Adventure
This walkthrough is deliberately wordy so that you can find the answer to the bit you are stuck on without finding the answers to the entire game in the space of two sentences. Hopefully it works well for you that way.
You begin outside with a closed doorway in front of you. There is a catch in the middle of the door that can be clicked, but the door doesn't open. There are carved dragons to either side of the door.
Given that the door won't open, go for a wander - you can go left and right. To the left you will find a tongue hidden in the debris on the floor. To the right you will find another tongue on a plinth.
There is one other thing here if you look carefully.
Back to the entrance and the tongues can be placed on the dragons. The door will now open when you click on the central catch.
Enter the tomb and you will see a hole going down with a 'ladder' of brick hand-holds. You can go down but will not be able to proceed further until you can get some light down there.
If you have not found it yet, the other item to the right of the entrance was a lighter (it is in a small hole in the wall near the centre of the screen) and this can be used to light the torch on the wall to the left.
You can now proceed down again.
At the bottom of the shaft are doorways left and right.
First we go left and have to light another torch. There is a further doorway left but there are spears moving across it and although you might fancy your chances with an Indiana Jones style dive past the spears, you aren't allowed to try it.
The other opening is down, so let's go that way.
At the bottom of this shaft is a doorway right and a small arch on the left with some kind of wood or stone doohickey in it. Click it and it drops giving a satisfying click.
Head back up and the spears will have stopped, so you can now go left.
You will find a stone on a plinth. The stone can be clicked and it will rotate to each side in turn. Four clicks and you are back where you started.
Apart from the blank side that you begin with, the other three sides have a carving of a circle with a quarter missing. Etch that image on your mind. Oh, and there is a clunking sound as you turn the stone which, if you are a Submachine veteran, you will know bodes well.
Back out Right and Down to the bottom of the shaft. This time we go right into a dark room. Light the torch. There is a carving on the wall, but it is not clickable.
Head Down the hole that is on the right and again light a torch.
You are in a room with entrances left and right and in the floor. Each is covered by a stone and each has a carving above the stone showing a circle with a quarter missing. Aha!
The carvings match those on the stone on the plinth and if to open each door you just need to turn the stone to the appropriate symbol. If you left the stone on anything other than the blank face then one of the openings will already be open.
Tackle these in any order you like - they each lead to a similar room with a gold winged beetle on the wall with a red jewel above it. Collect all three jewels by trecking to and from the stone on the plinth to open each door in turn.
Head back to the room with the speared doorway on the left then go Right. You are now at the bottom of the main shaft again. This time head Right. Light the torch and you will see a similar deal to the room on the left - a doorway with spears and a hole heading down.
Head on Down and you see an archway with a doohickey like the one you used last time to stop the spears. This one though is broken. There are bits on the floor and there are no other doorways.
Hmmm.
The solution to this puzzle is not in this room, nor in the room above, the one with the speared doorway. As a minimum you have have 3 jewels and a lighter in your inventory. You need one more thing.
If you have not found it yet, go to where you got the third jewel - this is the door is on the left in the room with three doors and is opened by the final face of the stone on the plinth.
In that chamber there is a stone leaning against the wall to the right.
Get it and use it to stop the spears.
If you are stuck on how to do that, the obvious thing to do - fixing the broken machinery - doesn't work. Instead, simply place it in the speared doorway and it will stop them from stabbing you.
Head on through to the right and you find a chamber with a carving of a dog (there is some fancy name for one of those Egyptian dog god things, but I forget) lying on three stones. Each of the stones has a carved circle symbol and they match the ones you have seen before and therefore the three jewels you are holding.
Place the jewels in the stones, going from top to bottom and you will reveal a hole heading down.
Go down and you will find the Ancient Crystal of Wisdom. Yay you!
A short but still enjoyable edition of the Submachine Adventure.
Remember to click your thanks and to link back to this and my other walkthroughs, which are:
Submachine Adventure
Submachine Extended Version
Submachine 2: The Lighthouse
Submachine 3: The Loop
Thanks
Comments (3)
i normally like submachine game but this episode was short and simple but not as hard as i like them
Posted by emu | January 22, 2007 7:03 PM
Posted on January 22, 2007 19:03
T'WAS PRETTY GOOD BUT SHORT :'( GET NEW ONES!!!!!!!!
Posted by tom | February 21, 2007 7:49 PM
Posted on February 21, 2007 19:49
Submachine 2 was best
Then came 4
Then 3
Then 1 :Extended
Then 1
Then This
Then FLF
Posted by MechMK1 | March 19, 2008 8:37 AM
Posted on March 19, 2008 08:37