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September 1, 2008

Submachine 5: The Root walkthrough solution

Welcome to my walkthrough for Submachine 5: The Root

A link to the game, and a bunch of similar games, along with plenty of walkthroughs can be found at http://flanerie.org/games

If you find my walkthrough useful, please go to http://flanerie.org/games and click on a few of my ads by way of thanks. Thanks.

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This walkthrough is deliberately wordy so that you can find the answer to the bit you are stuck on without accidentally seeing further ahead. It is also presented fairly sequentially.

To start the game, spin the valve wheel, then spin the two valve wheels, then spin all four valve wheels.

Dorm
You find yourself in the dorm. On the floor is a piece of paper. Click it to add it to your inventory. To the left is a hatch. Left again is the bathroom. To open the hatch click on the two handles left and right, then click on the central lock. Head down it.

Tip: there is nothing else on the dorm level.


The Lab
You are now in the Lab.

Go right to find a door marked portal. The button opens the door, but don't bother with it yet. Instead walk left to find a computer. Press on the button on the computer to switch it on and you will see three items on the screen. Click on each in turn. Notice that the paper and pencil automatically update themselves as you read them. Other useful notes will be added as you progress through the game.

The two notes tell you that you need to collect three wisdom gems to activate the machine at portal location 747. You are also told to go to the root at 552. Finally you are shown what a wisdom gem looks like, although you should recognise this from earlier submachine instalment

Tip: the object is this instalment is to find the 3 wisdom gems and activate the machine. All of the action takes place at portal location 552. If you are stuck at 552, try again. And again.


Portal
Go right twice, through the door marked portal, and right again to find a hatch in the floor. Open it in the same was as the Dorm hatch and head on down.

At the bottom walk right to find a portal. The location, the Lab, has code 001. The Corridor has code 747 and the Root is 552. Head over to the Corridor to check out the end point of the game - some kind of machine with slots on the wall for 3 wisdom gems.

Once you have played around there, it is time to go to the Root, portal code 552.


The Root
From the portal there is a footbridge to the right. There is also a room down - click just to the left of the portal machine. At the bottom you will find a secret, one of five in the game

Tip: the other objective in the game is to find the five secrets

Back to the portal and head right three times to find a hole in the wall. Enter the hole and continue right in the tunnel. Where the tunnel moves from rock to brick you will find a lead casting. Pick it up, then head right again.

You find some electrical equipment and a panel on the wall. Go right again and you find a ladder down, but going down stops abruptly due to a lack of light. If you trace the wires back it is clear that the electrical panel is the key to further progress. If you are stuck here, keep searching for the answer.

If you are still stuck, there are two broken machines on the floor. The left hand one has a black lead going into it. Where it connects to the machine is a plug which can be removed by clicking on clips left and right. It is tricky to see but look closely and you will be able to remove the plug. Click on the panel to expose some connectors, then click on the plug to connect it to the wall panel.

The way ahead is now illuminated.

At the foot of the ladder is very little. Walk to the right to find an electical panel with a button in the centre. Pressing it doesn't achieve anything yet. Go right again to find a ladder in the floor. Go down the ladder, then right to find a panel bolted onto the wall, with no way of opening it.

Head back up the ladder then right to find a coil holder (from earlier Submachine instalments) and a ladder up. Go up to find a small speaker on the wall. Click on the cover to remove it. I haven't yet figured out what else to do with this.

Go left to find a room with three boxes on the wall, one of them with a cover on. You can't open it, so back out and go left to find an observation room containing a panel with a screen and four buttons, and a chair.

Under the chair is a wrench. Pick it up.

The wrench opens the panel that was bolted to the wall, which was down the ladder in the floor. Go there and undo all four bolts, and you will find a rusty key.

That key opens the locked wall box and inside that you find Cipher Plate 1.

Tip: if you are stuck at this point, remember you have two unused items - the cipher plate and the lead casting - and you have two rooms with buttons that haven't done anything yet. It is the cipher plate that matters here.

Head back towards the start of the root, where there was an electrical box on the wall with a button in the centre. Insert cipher key one in the left-hand slot on top of the box. Press the button and you will jump to another room with a ladder down and the cipher box on the wall.

Go down the ladder and right to find a room with a chair and a coil holder. Right again to find a bath with C6H8O7 x H2O written on the side. Right again finds a bunch of hanging taps.

There is nothing to do here so go back to the cipher box. Take out the cipher plate and put it in the other slot and press the button.

Another jump and another ladder down. Go down to find a ladder down and a room off to the left. Go left to find cipher plate 2. Exit the room and head down the ladder to the bottom.

To the left is a small chamber. The metal plate to the left can be moved to reveal a small panel on the wall. The wrench will remove the bolts to reveal the second secret.

Go back right then right again to find a strange machine will a large wheel on it. You can turn the wheel if you like. The is nothing else here of note, but when you exit left, your paper and pencil will be updated with 'charger in (0,1)'

Tip: the cipher box has two slots and you have two cipher plates. At the moment you at cipher location (0,1) which means that nothing is in the left slot and cipher plate 1 is in the right slot. There are seven possible combinations of plates - you have already been to (0,0) which is where you started in the Root, (1,0) and (0,1). Go investigate the other four.


Now, head back to the cipher box and go to location (2,0)

Cipher (2,0)
The is an unlocked hatch in the floor which can be opened by clicking. Go down the hatch to find a grate and a panel with two buttons and a dial. The dial is pointing left and pressing the top button will make it move to the right. The bottom button will make it move left again.

Head back up and go left to find another hatch, and left to find a third. All have the buttons inside. At the third hatch there is a panel on the wall with a button a light on it, but you can't do anything with it yet.

You can activate all three hatches by pressing the top buttons, but nothing will happen. In hatch 2 you can pick up a coil.

Go left from hatch three to find a large vertical pipe with three covers on it. To the left of this is a brick wall.

With nothing else to do it is time for the next location.

Cipher (0,2)
Head down the ladder then go left. There is a black disk on the wall. Go left to find another one, and left again for a third. Finally, left again to find a large vertical pipe with a valve on it. Turn the valve.

If you activated all three panel in the three hatches at (2,0) then you will hear a hiss and a bang. If you didn't, go back to (2,0) ativate all three hatches using the top button then come back to (0,2) and spin the valve.

The loud back was the vertical pipe that was to the left of the three hatches to go there to investigate


Cipher (2,0)
The three covers on the large vertical pipe have been blown off. One of them has knocked a hole in the brick wall.

Go through the hole to find wisdom gem 2. Go left to find a staircase going up. Head up to find a room with an ornate chair. If you know the earlier Submachine games then you know there is a secret on the chair. If you don't, there is a secret on the chair. That is the third.

Go back down and through the brick wall and back to the cipher box. Go to the next location, which is (1,2)


Cipher (1,2)
There is a door in front of you. Go through it to find a wheel on the wall and a retort stand.

Go right to find another door. Through it is a room with an entrance to another room. There is an ornate thing on the floor. There are three small holes in the wall, left, centre and right in each is some kind of device.

Tip: the wheels turn the devices. Play around with them to figure which wheel turns which device. Also try to figure out what the correct position for each device is.

Back out of the room and go right to find another door. Go through it to find a wheel on the wall and nothing else. Go right to find yet another door. Go through to find a wheel and a chair. Go right to return to the cipher box.

So, three wheels and three holes in the wall. The correct combinations are: left hole is the wheel with the retort stand, centre hole is the wheel with the chair, right hole is the wheel with nothing else.

The correct position is so that the flower-like things touch, which for the three of them is pointing left for the left hole, pointing up for the centre and pointing up for the right.

Get them all in line to open the ornate object on the floor to find a metal box.


Now go to the last location.


Cipher (2,1)
Go right to find metal bars blocking progress to the right. Go up the ladder and go both left and right to find panels on the wall. Pressing the button on the panel makes the light switch from left to right, or vice versa. Get both lights on the right and you will hear some movement - the bars have shifted, opening the way to the right.

Go right, and again to find a ladder down. Go down to find your progress blocked by lack of light. Retrace your steps to get back to the cipher box - you will need to press the buttons again to move the bars.

Your paper and pencil will update to say 'missing lightbulb in (2,1)'

So look out for a lightbulb.

Tip: at this point we are looking for a lightbulb and we have a coil we haven't used yet. We also have a metal box that can't be opened and a lead casting that has not been used. Focus on the lightbulb first.

Search the cipher locations to find a lightbulb - there are plenty on the walls, but they are protected by wire. One of them isn't. It is at cipher (1,2).


Get the lightbulb and take it to (2,1) and place it on the wall. You can now proceed down. There is a tunnel to the left which leads to a chamber with hieroglyphics on the wall. You can make them light up, but only one in each column at a time. Looks like we need a code.


Time to work on the metal box.


Metal box
Return to the bath at (1,0). The sign on the bath is the chemical symbol for acid. Climb onto the bath and drop the metal box in.

It will dissolve to reveal a wisdom gem, but the bath is still full of acid. Use the wrench to open the outlet pipe. This will drain the bath, allowing you to pick up wisdom gem 1.

Now for the coil.


Coil action
There were coil holders at (0,0) and (1,0) but plugging in your coil won't have any effect - it needs charging. Check your notepaper - there is a charger at (0,1) so go there, insert the coil and turn the handle to charge it up. Three turns are reqired for a full charge.


Now go to (0,0) and insert the coil. Charge will flow into the holder and you now have to figure out what has changed.

It takes a bit of searching, but the answer it at (2,0) - the panel on the wall above hatch 3 now has a green light on it. Press the button to get secret 4.


Remove the coil from location (0,0) and plug it in at location (1,0). Again you have to figure out what has changed. This time the answer is at (0,2) - the black discs on the wall now have symbols on.

They will be different each time you play, but they are recognisable hieroglyphics like the ones at location (2,1).

Your paper and pencil will make a note of them for you, so head over to (2,1) and make use of them.

You need to light up the hieroglyphics on the wall in the same order they were shown no the black discs at (0,2)

If you do that correctly, then turn the screw at the bottom, a hole will open up in the floor.

Go down to find a chamber with a carved dog - familiar from earlier instalments. Use the lead casting to lift the large stones. You can take it out once a stone has risen and use it again.

You reveal a hole in the floor - go down to find wisdom gem 3.

Gems
You now have all 3 wisdom gems. Head back to the portal at (0,0) and dial up location 747 to get to the corridor.

Enter the machine to the right, insert the 3 wisdom gems on the wall, then pull the control knob to activate the machine.

You get the closing sequence of the game and then the chance to visit the secret location, where you can 'spend' your secrets in learning a little about it.


Roll on submachine 6!


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August 1, 2008

Anode & Cathode's The Office Walkthrough Solution

Welcome to my walkthrough for Anode & Cathode's The Office. The game itself is here.

The Office is the first of a four part series and the rest of the games, plus a bunch of similar games, can be found at http://flanerie.org/games

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After clicking through a few screens of introductory text, you are in a very dark room with a flickering 'Anode et Cathode' sign, and precious little else. Far left is a switch - click it to throw some light on the matter.

That;s better. You can see some book shelves, and it is worth a quick exploration of the room. It is L-shaped. To the left is a desk and computer, to the right is a big TV screen.

This is the extent of your universe - all you have to do it get out.

Back to the bookcases - on the top shelf of the right bookcase, a pink book is clickable and will jump into your inventory. The lower shelves of both bookcases are clickable to reveal books that have writing inside - a name and a number. There are four of these, red 1804, blue 1643, yellow 336, turquise 800.

Back to the pink book in your inventory - hover your mouse over it and its description appears - a weighting book. Click on it and a panel appears with a red button. The text says 'great figures of history disappear and show you the way.'

At the top of the panel are five numbers. Press the one that matches one of the book numbers you found. If you press correctly, another row of five numbers will appears. Repeat to enter all four numbers - 336, 800, 1643, 1804.

The red button turns green, click it and the bookcases part to reveal a hidden room.

Inside is a purple block, which you should add to your inventory.

Note that the pink book now has a red line on it - you won't need it again.

Now, head left to the desk area.

Click on the cabinet on the wall to find a purple cable. Click on the corner of the purple rug to find a blue key. Click on the red rug to find a yellow key. Click on the brown box to find a red cable. Under the purple and yellow round table is a gold CD-rom.

Now zoom in on the desk and use the yellow key to open the right side drawer (click on the key then on the drawer) to find a love letter, which says 'art can rise'. Use the blue key to find a strange compact disk.

Zoom out then in on the computer monitor. Plug the red and purple cables into the computer. The computer is now on and the CD drawer on the front of the monitor will open. Insert the CD-rom.

A puzzle will appear on the screen. The answer is 30. Click 30 and a corridor to the elevator is revealed. The elevator doesn't work though, so just pick up the purple block.

The square hole in the floor holds four elements. You now have two of them.

When you leave the desk there will be a letter on the floor. It says 'the light is in the books'

Head over to the right side of the room and search for stuff.

On the table is a projected for the big screen. Zoom in on it and put the strange CD into it. It will turn on and the screen will reveal a hidden door, but you can't move the screen.

Zoom out and look in the arm of the right hand red chair. You will find a crank. Zoom back into the projector and use the crank on the yellow square bottom right of the screen. This will raise the screen to reveal a ruby cube. That's the third element.

Remember, art can rise, so click on the top of the picture on the wall. It will rise to reveal the final purple block.

Now go to the hole in the floor and you will be able to place the four purple blocks there by dragging and dropping. This reveals a ladder going down.

Head down the ladder and you have completed the game.

Next in the series is The House, which you can find at http://flanerie.org/games

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April 27, 2007

Game du Jour

Submachine 4: The Lab

The latest, and most sprawling, or the Submachine series that manages to include elements from all previous editions.

Play the game here, and if you get stuck use my wonderful walkthrough solution here

April 20, 2007

Submachine 4: The Lab walkthrough solution

Welcome to my walkthrough for Submachine 4: The Lab

Check out my other game walkthoughs, including all of the Submachine series, Samorost and the Crimson Room series at http://flanerie.org/games

Also, if you find this walkthrough useful, please use my Google ads to say thanks! Thanks.

This walkthrough is presented sequentially and in a fairly wordy way so that you should be able to find the solution to the bit you are stuck on without accidentally seeing solutions for bits you haven't reached yet.


The Roof
You start on a roof and on-screen tips will guide you to find a hammer and work your way into the attic. Now you are on your own.

Examing the white coat to find some naphthalene, the go right to see a gramaphone. Up in the rafters above the gramaphone you will find a rubber tube. Right again finds a chair, a radio and a strange doo-hickey that you might recognise from Submachine 2: The Lighthouse. Down on the floor you find a chimney brush. Also on the chair is a tiny ball. This is the first of 21 secrets. They are of no significance to the main game, but add an extra challenge. Way down at the end of this walkthrough is a list of the 21 secrets, should you be missing a few.

Go left twice to reach the entry ladder, and left again to see a small drawer unit. Above it is a key on a hook. Left again reveals a locked door and a table with papers on it. Your shiny new key doesn't help here. Check under the table to find a gas handle.

Head back to the ladder and go up onto the roof. Use the chimney brush on the chimney and then head back to the fireplace that is where the gramophone is. A bunch of soot has come out and you can now get a door key.

This is the key you need to get out of the attic, so head on down.


The Lab
Go down two flights of stairs to reach the computer room. Go left to find the computer and interact with it be pressing the green button. Keep pressing it to create a conversation with Murtagh. Eventually you will get a sheet of notes on the printer, which contains vital information for the game.

Go right back past the stairs and on to an odd looking metal thing. Nothing can be done with this now, so go on right to the end of the room where you will find a lighter.

Back to the stairs and head down to find a beaker and then down again to the lower floor. There is a table with a couple of chairs. Pick up note 4 and note 5 from the table and have a read of them.

Go left and through the door to enter the bathroom. Pick up some soap and then commit a random act of vandalism by hitting the shower head with your hammer. No leave the bathroom and go right twice to find a table and a ladder. On the table is a CD. Go right again to reveal a locked door - this is where your shiny gold key can be used. Go through the door to find a bell, a control panel and some bars. This is the portal room that Murtagh referred to. You need to override the control panel somehow.

Head back left twice and go up the ladder. Pick up iron trioxide from the table, then go right to find an old fashioned bunsen burner. Here you can use a bunch of stuff - the gas handle and the rubber tube on the pipe, and the lighter to light the gas once to have turned the burner on. In theory you should be able to use the beaker here, but you need to fill it first.

So grab the screwdriver and head back up to the attic then on to the roof. If you go to the left end of the roof you will see a wheel attached to the wall. Use the screwdriver to undo it, grab the valve then head all the way back down and into the bathroom.

Place the beaker on the floor grill, attach the valve to the pipe, then turn it to get some water to come out of the vandalised shower head and into your beaker. Get the beaker back and return to the bunsen burner.

Now you can place the beaker on the burner, and you can add soap, iron trioxide and naphthalene to it (in that order). This will create acidioxide which you should pick up along with the empty test tube (tester)

Go back to the control panel in the portal room and attack it with the acidioxide. This will override it and lift the bar, and can now get to the portal and collect note 2


The Portal

Note 1 gave you seven portal locations. To jump to one, dial the number and press the button. The six other than the Lab are: Ancient Section (104), Looping Traps (690), Basement Section (529), Lighthouse Digouts (462), Tomb Traps (770) and The Ship (800).

All of these should be explored and you will always be able to get back to the Lab.

The initial explorations of each go as follows:


Ancient Section

Go right from the portal to find wooden steps down (and a symbol stuck to the wall). Go down the ladder to find a stone panel with four sliding buttons. You need to replicate the symbol using the sliders. For the symbol one room above, you need to move sliders 1, 3 & 4 (to reveal tile D). Go up and right from the panel to find another symbol (sliders 1, 2, 4) to get tile B. Back to the panel and left reveals another symbol (2, 3) to get a stone key, while right reveals yet another symbol (1, 4) to get a blocade. Also here is a knife and a bell like the one in the Lab portal room.

Down from the slider panel is a statue of a dog and a pattern on the wall. The tiles go into it, but you only have two of the four needed.

Head up twice (you are now to the right of the portal) and it looks like there should be a way up. In the wall above you is a square hole and a round hole. Use the stone key and brocade to fill these and a ladder will be lowered down.

Go up the ladder to find a statue of a horse. There is some loose stone beneath it which you can break with the hammer to get a secret.

Up again to find yet another symbol (1, 2, 3, 4) to get tile C and up again to get tile A - you will need to use the knife http://www.arcadetown.com/submachine4/gameonline.asp
Play Submachine 4 Game Online - Arcade Town .comto cut the string.

You can now complete the pattern on the wall above the dog statue. This reveals a button and when pressed a climbable column appears at the portal (which is up, up, left from where you are).

Up from the portal is a telescope and a coil plugged into an electrical thingumy. Looking through the telescope reveals nothing useful, so get the coil and go left to find another telescope, a huge lamp and note 3. The note refers to the coil needing recharging which smacks of a clue. Looking through the telescope again reveals nothing. Better get that coil charged.

You are now done with the ancient section for the moment so head off to the Looping Traps (690).


Looping Traps

This is a puzzle like those in Submachine 3. Wandering around will get you note 12, and all you can do now is solve the puzzle.

The solution is to use the machine to the left of the portal to select the coordinates of the rooms containing the flower-like thing. After selecting the coordinates press the button and the flower will have opened when you go to it (e.g. for the room directly about the portal, dial 0,1). The opened flower reveals a red button, press it to make it green. Rinse and repeat for the four flowers and the thing in the room above the dialling machine will now be active.

Move the circular glass screen to get yourself an orb.

Job done, off to the basement section (529)


Basement Section

Reminiscent of the very first submachine, this is where the coil is needed. In the portal room is a broken coil and a bit of exploring will reveal note 7, which mentions the orb you just found and also gives you coordinates to another location (551).

Right twice from the portal finds the coil charger. Plug it in, turn the handle then wait for it to glow, now take the fully charged coil back.

Go right and down to find a big scary looking machine. To the left and right of it are other machines with slots that look ripe for a charged coil. Use the coil to activate both machines (you will need to recharge it again) then activate the big machine to fire a laser. While doing all of that, make sure you pick up note 6.

With the laser working, follow its path up. It goes through the ceiling in the room with the metal arm. Use the CD to deflect the beam then go right to see where it ends up - straight over the plinth that has an image of the orb on it. Place the orb on the plinth and it will eventually break to give you a chest key.

Your job is done here but, as mother used to say, charge your coil before leaving.

Before going on to the Lighthouse, return to the Ancient Section with the charged coil. You can now activate the big lamp and see through the left-hand telescope. You will see a number scratched on the wall. Coordinates for a secret location perhaps.


Lighthouse Digouts

Head right to find a big pipe and right again to see a padlocked pump unit. You managed to hammer a padlock earlier, but not this time. Maybe it doesn't help that the pump is still going round.

Go back left beyond the portal to find note 8 and a table with four cubes on it. This matches up with the bells. Activate the four bells and this table will give you a secret. It is therefore not of consequence to the main story.

Left again reveals some ancient-style stones, but it appears to be a dead end. Oh well, try another location.


Tomb Trap

This one is all the way a dead end but it gives you note 13 and if you look very carefully at the walls it will reveal the coordinates of another location. Moving on...


The Ship

It's dark in here. Use the lighter to get the gas lamp working. Go left to find note 10 and a detonator that doesn't do anything. Right from the portal will get you another bell and a wall panel that can be opened with your screwdriver to get a secret.

Also behind that panel are a couple of wires. Cut them with the knife. Head back left and a ladder has dropped down. Head up to explore, but there is nothing else you can do here for now.


It is all a bit mysterious, but at least you picked up three sets of secret coordinates along the way.


551 Red Basement

Going left will find you note 11 and also the other end of the pipe you saw in the Lighthouse Digouts. Press the button to stop the flow.

Now go back to the Lighthouse Digouts to hammer the padlock and get yourself a turbine.

That turbine housing should look familiar. Didn't you see something like that on the ship? Head over there (800) and go up the ladders to place the turbine into the housing. You can now open the bars on the middle floor of the ship.

Through the bars you find note 14 and a chest. Note 14 gives you another set of coordinates - 728. Open the chest with the chest key to find an arm.


452 Gold But Armless

A small extension of the Ancient area and you will find a gold statue of a man with one arm. Now that's handy (sorry). Place your brand new arm onto the statue. Nothing happens, so instead go to...


043 Another Tomb

Going left twice finds you note 9 which talks about needing water. Hmm. Also, the fourth bell. Back right is a very large glowing something.

Better get some water. The bathroom in the Lab is the place to go, using the tester to collect it. Return to the glowing thing a drop some water on it to reveal a sceptre which looks like it would suit the gold statue with its new arm

Head on over to 452 and place the sceptre on the statue. It completes a circuit and you have finished the submachine challenge.

Except that you really should make sure you have all 21 secrets to get the bonus material. If you do decide to do that, make a note of the number on the wall before you head back into the game (596). When you have them all the secrets, use the only coordinates you didn't use, the ones in note 14.












Secrets

Lab
1. Attic, on chair far right
2. Stairs, one down from the attic, on floor
3. Computer room, under table
4. Computer room, inside big metal thing
5. Lower floor, room with stairs, under table
6. Lower floor, shower room, on floor
7. Bunsen burner room, under table

Ancient Section
8. Left from slider panel, on floor
9. Down from slider panel, dog's eye
10. Right and up from portal, under statue of horse

Looping Traps
11. Room beneath the portal, on floor

Basement Section
12. Coil recharger room, on electrical socket
13. Laser machine room, on floor

Lighthouse Digouts
14. Right of portal, on floor
15. Left of portal, activated by bells

The Ship
16. Portal room, on floor
17. Right of portal, behind wall panel
18. At the top of the second ladder

551 Red Basement
19. Near portal on floor

043 Another Tomb
20. Far left, on floor

End of Game
21. In the portal room


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April 14, 2007

Game du Jour

Soccer Challenge

I blow at this game but that would probably be due to poor eyesight, shaky hands and a general average to playing anything that seems like sport.

Anyway, you will probably have more success than me.

Try Soccer Challenge here


March 30, 2007

Game du jour

Death by Hinge.

Just, y'know, smack the guy with the hinge, and see how far you can get him. I rock at this.

Play Death by Hinge


January 29, 2007

Blue Chamber walkthrough solution

Welcome to my walkthrough to the Toshimitsu Takagi's Blue Chamber. The game itself is here.

I have also covered the preceding games with a walkthrough for the Crimson Room and a a walkthrough for the Viridian Room, and similiar games, along with walkthroughs, can be found at http://flanerie.org/games

If you find this walkthrough useful, please click on a couple of my ads by way of thanks. Thanks.

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You find yourself in a blue room with very little scope for hidden objects. There are only four to collect and they are fairly easy to find.


There is a pen in the drawer beneath the telephone; a piece of paper under the seat cushion; a capsule in the tube on the wall; and a bank note behind the picture on the wall.

To get behind the picture, click on the top right corner to tilt it, then click on the top left corner to tilt it some more, then click on the bottom edge to pull it off the wall. A bank note will be revealed.


Use the paper and pen to write a message ("help me") and then place it in the capsule. Put the capsule in the tube and hit the red button.

A few seconds later the capsule will return and you will get the message back with a skull and crossbones drawn on it.


Now, the trick to escaping which you might work out eventually, but more likely you won't. You need to dial "help me" on the phone by pressing "4357*63".

The other end will ring then be answered and a voice will say "okay".


Now send the bank note up the tube and you will receive a key in return. The key will open the door and you are done.


Alternatively you can draw on the bank note first. It makes no difference, but y'know, it's something to do.

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January 22, 2007

Viridian Room walkthrough solution

Welcome to my walkthrough to the Toshimitsu Takagi's Viridian Room. The game itself is here.

I also have a walkthrough for the Crimson Room, and similiar games along with walkthroughs can be found at http://flanerie.org/games

If you find this walkthrough useful, please click on a couple of my ads by way of thanks. Thanks.

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Presuming you found the light switch you also figured that being able to open the door doesn't make this the shortest game ever. You can only leave once you have everything in its place.

Item count
First of all you need to get some things together. There are 18 items in total and you start with 1 - the CD case. Of the remaining 17, all but 2 can be collected with nothing more than exploration of the room.

If you are struggling to get them all, the first subtle clue is that there are 2 items at red shelf unit, 5 items at the grey shelf unit (1 of which requires more work), 1 with the cushions, 3 at the skeleton, 4 around the fridge (1 of which requires more work), 2 at the ceiling.

Now while you go find them all, I can also reveal that there are six of those chinese symbols in total.


Item locations
Okay, now for the detailed locations of all that stuff.

At the red shelf unit there is a symbol beneath the shoes and a picture frame on the floor underneath the unit.

At the grey shelf unit there are two photos in the yellow book in the cupboard. On the top shelf is a chinese symbol and some incense (click on the top shelf above the red book, then click to the left and then the right).

At the cushions, simply lift them up to find a chinese symbol.

At the skeleton there is a medicine bottle in his right hand. Click around his left hand to make something fall onto the floor - a key. Finally the blanket can be picked up.

At the fridge there is a can of beer and a chinese symbol inside the fridge. In the bin to the side is some black hair.

At the ceiling there are two chinese symbols, one high up on the wall. When facing the green wall and blue door at the same time, click on the light fitting to take your view up. One symbol is on the wall, the other is in the light fitting just above and to the left of the lightbulb.

That leaves 2 more items required. The first is in the red journal, which you need the key to open. The other is under the bin. The can only look under the bin after you have examined the black hair (using 'about item').

Chinese symbols
You now have six chinese symbols. Ignoring them for a moment, examine the black hair and burn it with the lighter. This will leave you with a blank piece of paper. Burn it again a few times and a number map will appear with the number one to six in the style of a dice.

Now, examine the medicine bottle and look inside it. You will find a piece of paper with a symbol map on it. You need these two maps to figure out the numbers of the symbols in your inventory. It changes with each playing of the game.

Why does any of this matter? Examine the blanket and you will find something hidden inside. It is a template for a dice and you need to put the symbols on it, using the number map and symbol map to figure out which symbol goes where. If you get it wrong, nothing happens, so you have to get all six symbols in the right places to create a dice - trial and error will not work here.

The Ceremony
On the shelf is an incense burner and a bell. When you ring a bell you get a message that indicated how close you are to having all the right things in place, such as "the tone touches my soul peacefully"

You need to experiment a while with different objects. You certainly need the incense, lit with the lighter.

Also try the CD case, with the CD inserted, to make it a mirror.

Then the beer can. If you have read the journal you will know he likes his beer cold, and you can check the temperature of the beer by inspecting it. Use the fridge to cool it right down to chilly.

At this point, with cold beer, CD and incense you are almost there but the ceremony still does not work. This is because the skeleton is still bound with a rope. There is a combination lock and the number you need is the date (in mmyy format) that he forgot to lock his bike. The dates in the journal are related to the date you are playing the game, and the date you want is three days before today.

The lock releases itself when you get it right so you can can cycle through the dates anyway.

With that done the ceremony will work and you get a closing sequence - you have completed the Viridian Room.

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January 21, 2007

Samorost walkthrough solution

This is my walkthrough solution for Samorost, the point and click adventure by Amanita Design. The game itself can be found here.

If you find this walkthrough useful, please click on some of my ads by way of thanks. Thanks.

See http://flanerie.org/games for other games and walkthroughs.

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A little white guy lives a happy, and possibly solitary, life on a small asteroid. When you click on the turret he pops up and takes a look through a telescope and sees another asteroid on a direct collision course. Aw crap.

He flies over to the other asteroid in little rocket ship and you start the game proper looking at a hillside.

Screen 1
In the foreground is a stoner, over to the right as some poles and on the hills are various peasants. Next to the stoner is a box on a post with a red button on top. The button can be pressed but nothing happens.

Get the stoner to smoke his pipe by clicking on the pipe (or the bowl). The bowl will slowly empty. Click again and he will try to smoke but throw down the pipe when he realises he is out of gear.

The pipe is handily key-shaped, so click on it and it will rise and unlock the box. Now the red button works. Press it to get the pulleys moving.

Now the pulleys are moving but not much is happening. You notice that one of the ropes near the top is hanging off the pulley. Click the rope to put it back into position and now when you press the red button, the little white guy will be pulled up the hillside.

If you click on our hero he will ski back down to where he came from, hitting a pole on his way down, and you will need to haul him back up. Instead you can click on the wooden arrow at the top of the hill. Click it once and our man will weave down the middle of the hill, but still end up where he came from.

Click it a second time and he will be set to ski over to the left, but when you click on him he won't go. That is because there is a peasant in the way. Click on him and he will go for a walk and while he is doing that, click on our man to make him ski down the hill and off the page to the left.

Screen 2
An outcrop with goats, a couple of huts and some fishing.

You can click on the goats, sending one of them to his death, but not much else happens. Instead, check out the fishing line. If you click on the float a grey guy will appear and reel in a fish. He then goes into his hut to cook it.

Strange shadowy lizard things start climbing up the cliff and seem to distract the grey guy from cooking - smoke just contines coming out of the hut. If you click on the lizards to knock them off the cliff, the grey guy can finish cooking. The smoke stops and he throws out the fish bones.

A bird will now appear and land next to the fish. Click the bird to get him to pick up the bones and fly away. He then circles back and the white guy will catch a lift and be carried on to the next screen.

Screen 3
Lots of cliffs and a pulley.

There is a hole bottom left which when clicked will product a slightly obscene trunk, and extends to the right but can quite connect with the wooden thing over there. So turn the handle on the right until you can't turn it any more, straightening up the wooden thing. Now thick the hole and the trunk will connect.

The appears to irrigate the wood and a bunch of plants grow out of the top.

Now click on the hole near the top of the screen and a load of bees appear an fly over to the flowers. Back at the hole there is a lightbulb. Click on it and a guy with a lightbulb head will climb out, using his own ladder. He takes his head off, sticks it next to the pulley then goes again.

Press the button in the centre of the screen and the light will illuminate and the pulleys start turning - a diving bell gets hauled up the cliff.

A button on the diving bell opens the door and you can now click on the white guy to get him to walk over to the bell on climb in. The bell will automatically descend the cliff again and you have completed the screen.

Screen 4
The diving bell is stick halfway down a tree. There is an owl, a couple of holes and a lot of worms.

Click on the central hole to reveal a chamber with a squirrel in it. He has a record player but has his fingers in his ears. This is because of the annoying racket made by the woodworms. Solve that by getting the bird in the left-hand hole to eat them. Simply click on a visible worm and he will go eat it. There are four and once all gone the squirrel will cheer up.

Switch on his record player using the red button and enjoy the tunes for a while. Then click on the records to change the disc. Change disc a second time to get a tune with an upbeat tempo. This will wake the owl.

Click on the owl and he will hop along the branch. After three hops he will knock the diving bell off the branch and you will drop off the screen.

Screen 5
The bottom of the tree with a cabin, some steps and an anteater.

Open the diving bell door to let out our hero. Just to the right of the cable is a metal bar that is blocking the path of an at.- click it to turn it to the right and the ant can continue towards the anteater.

Once the anteater is eating the ant you can click on the steps to walk up to the cabin. Click on the panel to the left of the door and click on it again to zoom in to a set of six switches.

You need to make these switches match the pattern of red lights on the door. When you get it right the door will open, so head on inside.

Screen 6
A black screen with only a small flashing red light. Click it to switch on the lights and reveal a control room.

There are a couple of dials and above then some control switch. Press the 'up' botton on the left controller to increase the temperature to 50. Then press the centre switch on the same controller to raise a ladder.

Click on the handle on the furnace door and the asteroid will change direction, and your mission is complete...

...although another crisis is looming in Samorost 2



January 20, 2007

Crimson Room walkthrough solution

Welcome to my walkthrough for Crimson Room, the excellent 'escape the room' game by Toshimitsu Takagi. The game itself is here.

If you find the walkthrough useful, please click on some of my ads by way of thanks. Thanks.

I also have a walkthrough for the Viridian Room and various other games and walkthroughs can be found at http://flanerie.org/games

I have made this walkthrough fairly sequential so that you can find the answer to the bit you are stuck on without necessarily learning stuff you don't want to know yet.

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"I drank too much last night"

And so it begins.

There are twelve things to collect in total. Seven of them are in/around the yellow drawers. Two at the curtain, three at the bed. Nine of the items can be found without using any other item - i.e. simply by looking around the room.

Now you know how many at each location that should help you to find them all, but if you are still stuck...

The yellow drawers
The top two drawers are unlocked and contain a CD and a memo. On top is a CD player, two speakers and a bowl. In the bowl is a thin ring. On the floor, beneath the drawers is a cassette tape. You now have four items.

The curtains
Open the curtains and you will find a key on the window sill. Open and close the curtains a few times and a ring will fall onto the floor. You now have six items.

The bed
Under the pillow is another key. If you click to the left of the mattress while the pillow is raised, you will find a metal stick. At the far end of the bed, face the bare wall then click on the floor bottom left and you will be able to look down the side of the bed and find a battery. You now have nine items.


Using the keys you can now open the drawers and obtain a power supply cable and a small strange box. The power cable gets the CD player working and you can open the CD tray to find another key. You now have twelve items.


Use the rings and the metal stick to open the small strange box. Once open, use the battery and cassette and click on the lens to see a movie.


The movie contains a big clue what to do next.

Meanwhile, remember the memo? It contained a URL and you really should go take a look. [If it is difficult to read, the full URL is http://takagism.fasco-cs.com/yellow_chamber.html)

Okay, back to the movie.

Near the end of the movie the dancing guy points at a small cross. The cross appears three times and each time he points at it.

When the movie ends, click in exactly the spot that the cross was three time. An opening will appear revealing a combination lock and a keyhole.

You should by now have seen a four digit code you can use, but if not you should check out the memo.

Then use the key to open the lock and reveal item number 13 - a straight driver.

Go to the door and click on it to go up close, then use the driver to butcher the handle and (fanfare!) you are out :-)


Remember to click on some of my ads if you found this walkthrough useful, and go to http://flanerie.org/games for other games and walkthroughs




January 1, 2007

Submachine Zero: Ancient Adventure walkthough

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


December 1, 2006

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


March 5, 2006

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.



January 12, 2006

Submachine Adventure walkthrough solution

Here is my walkthrough solution for the Submachine Adventure.

The game itself is here

Also see my walkthroughs for:
Submachine Adventure Extended Version
Submachine 2: The Lighthouse
Submachine Zero: Ancient Adventure
Submachine 3: The Loop
All of the submachine games, plus a ton of similar games and walkthroughs can be found at http://flanerie.org/games

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Go to all the rooms and collect everything lying around.

You should get
- Valve
- Spoon
- Diary
- Coin

Go to the room on the right with all the wires. Look at the junction box on the right. It has push buttons that increment the counters. So it looks like a code needs to be entered. If you look at the coin you will see a strange year on it - 4913. How odd. Enter that number into the junction box. The box on the left will now open. Look in it and pick up the Fuse and Tile C.

Go all the way left to the pipes. They have taps on them which can be either vertical or horizontal and they are all horizontal to start with. You need to get the right combination of settings. Leave that room and go right, down, to the room with the red fuses. One of them is empty, but ignore that for now. There are three switches on the bottom of the panel - horizontal, vertical, vertical. Interesting. Go back to the pipes room and set the taps to match that. Then put the valve wheel on the top pipe and click it to spin it open. You will hear a rushing of water and a bang.

Go right, right, up and you will find a burst pipe and a pearl on the floor. When you got the water flowing the pearl was blocking the pipe causing a pressure build-up and and explosion. Neat. Get the pearl.

Go down to where the red fuse strips are and insert the final fuse from your inventory. Then go down, down, to the electical substation and push to power lever down. That will start the electricity flowing with a rather neat animation to reflect it. Put the spoon onto the electical connections, causing the substation to explode. A panel will fall off, revealing Tile A. Pick it up.

Go right to the bells. When you click a bell one or more of the cube will rise or fall. There is probably a really simple order to click, but I just goof around clicking the bells until all four cubes are raised. A panel will appear. Click it to open and collect Tile D.

Go left and up to the clock without a face. There are two pieces of string, one has a small ball on the end, the other doesn't. The small ball looks curiously like the pearl you picked up earlier. Place the pearl on the piece of string so that the two strings match. The top of the clock will now open revealing Tile B.

You now have four tiles. Go up, up to where there is a plaque on the wall. Insert the four tiles into it. It will spin and a door will appear.

Enter the door and press the top button to go up. Press the lower button to open the doors and exit.

You have completed the submachine adventure.

The only item that didn't get used is the diary. I don't know why.

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If you have found this walkthrough useful, please click on some of my Google ads, link back to this page from your own site, and digg it. Many Thanks.


My other walkthroughs:
Submachine Adventure Extended Edition
Submachine 2: The Lighthouse
Submachine Zero: Ancient Adventure
Submachine 3: The Loop



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