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Showing posts with label Cheat. Show all posts
Showing posts with label Cheat. Show all posts

Saturday, November 19, 2011

Shard List of Dragon Warrior VII

The Fire room is the NorthWest Room.
The Land room is the NorthEast Room.
The Wind room is the SouthWest Room.
The Aqua room is the SouthEast Room.

Rexwood (NW Land Pedestal)
Ruins: On the floor by the monolith outside the tablet rooms
Ruins: In the Land room next to the Rexwood tablet
Fishbel: Get from Bornako when he returns from his fishing trip.
Engow (NW Fire Pedestal)
East Tower (Rexwood Region): Treasure chest on 1F
Colorstone Mine (Present): Lying on ground on B7
Estard Castle: Chest in hidden room in the dungeon
Dialac (NW Aqua Pedestal)
Mt. Flame (Past): Receive from FireGiant after defeating him
Engow (Past): From Pamela after the celebration ends
Orph (NW Wind Pedestal)
East Tower: From the Golem after defeating him
Rexwood (Present) On a table in a house on the west side of town
Mt. Flame (Present) Treasure chest on B1
Immigrant Town (Present) On the ground near Sim
Falrod (NE Aqua Pedestal)
Mt. Ceide (Past): In chest on 2F
Mt: Ceide (Past): In chest on 5F
Mt: Ceide (Present): Receive from the converted DeathPal
Verdham (SE Fire Pedestal)
Falrish (Past): Chest in storeroom in the southwest corner of town
MechSoldiers Base (Past): Chest in Boss Room
Zebbot's Cabin (Present): Chest in shed behind cabin
Falrish (Past): Receive from Armand's granddaughter after helping Armand and Eri
Deja (SW Wind Pedestal)
Orph (Present): Chest in the Weapon/Armor Shop
Falrod Castle (Present): Chest in the dungeon
Marshy Cave (Verdham Region) (Past): Chest on B2
Marshy Cave (Verdham Region) (Past): Chest on B4
Verdham (Present): Lying on ground in Verdham ruins
Dharma (SW Aqua Pedestal)
Deja First Camp: Chest inside tent opposite of Chief's tent
Estard Castle: King of Estard gives to you after giving news of Kiefer
Archaeological Dig: Inside dresser in the well
Dune (Center Land Pedestal)
Dialac (Past): In barrel in Joseph's Secret Base #1
Mentare (Present): Chest in Boss' House
Lake Cave (Past): Chest in passage when lake is drainded
Dharma Temple (Present): Chest in storeoom in basement
Western Cave (Present): Receive from BanditWig after defeating him
Krage (SW Land Pedestal)
Dharma Temple (Past): Chest in the basement
Dune Village (Past): Chest in the storeroom
Dune Village (Present): In the giant pot at the center of town
Litorud (Center Fire Pedestal)
Krage (Past): From farmer tilling land after defeating WolfDevil
Krage (Present): Chest in the basement of Brugeo's Mansion
Sacred Treee (Present): Lying on the ground at the base of the tree
Hamelia Region (SE Land Pedestal)
Penal Town (Past): Chest in the Bank
Mezar (Present): On the island in the well
Archaeological Dig (Present): Chest inside the dig site
Time Pocket Cave (Past): Receive for defeating TimeSage
Baloch's Studio (Present): Treasure room on top floor
Probina (NE Wind Pedestal)
Litorud (Present): Chest in Dr. Creyney's basement
Baloch's Studio (Present): Treasure room on top floor
Mountain Tower (Past): Receive from Bard
Hamelia (Past): Treasure room under the Bar (after the flood is over)
Loomin Region (NE Fire Pedestal)
Dune Palace (Past): Queen's Treasure Room (after Palace is rebuilt)
Mountain Tower(Present): Chest on F1
Mountain Tower (Present): Receive after defeating GigaMute
Mardra Region (SW Fire Pedestal)
Hamelia (Present): Chest in Dr. Azmov's storeroom (under the bar)
Underwater City (Present): Chest in the building right of the entrance
Tallest Tower (Present): Arrives with Melvin when you awaken him
Mountain Tower: In a Chest On the 1st Floor
Lefa Region (SE Wind Pedestal)
Soldiers of God Shrine: Chest in the shrine
Probina Temple (Present): Treasure chest of the old Priest
Loomin Well Cave (Past): Receive after defeating HellVine
Mardra Fane (Present): Chest in the hidden crypt
Deja Base Camp (Present): Receive from Aira
Labres Region (NE Land Pedestal)
Brugeo's Mansion (Present): Chest in basement
Mountain Gateway (Present): Chset on 3rd floor
East Hill (Past): Top of hill by HellVine's Grave
Lefa Fane (Present): On BlissRock Platform
Coastal Region (SE Aqua Pedestal)
Sphinx (Present): On the fifth floor
Lefa Fane (Present): Chest in the storeroom
Labres (Present): Chest in the General Store
? Shards needed for the Pedestal of Resurrection
Tower of Darkness (Present): Top of tower on the ground
Coastal City (Past): Chest on a private pier
Halfling's Cave (Past): Chest in Grand Halfling's room
? Shards needed for Demon Lord's Gate
Great Lighthouse (Past): Receive after beating BeliMawr
Coastal City (Present): Priest's hiding place under the Altar
Coral Lake Cave: Chest on B3
Unknown Shrine: Get from Wise Man
? Shards needed for Bonus Dungeons
Coral Cave: Treasure box
Shrine North from Hamelia (Present): Get from the old wizard
Underwater Shrine (Present): Beat Gracos V
Medal King's Castle: Collect 100 Tiny Medals and give to him
Coral Cave (Past): Talk to the two translucent spirits running under the guard frames
After Final Boss: Get the Broken Lithograph under the well in Gran Estard. Put it in the treasure box you can go through the latice gate under the town and get it later. (After loading saved data)
Chapel of Coastal (Present): Under the altar where the nun is standing
Casino of Coastal: Pay 2000 Coins to purchase
Coral Cave (Present): Receive from the monsters by telling the King of Seabed about the monsters
Immigrant Town (Normal Final Form): Treasure box
Water Amulet's route in the Dark Palace: Treasure box
Mysterious World Beat God in 19 turns
Mysterious World Beat God in 19 turns
Mysterious World Beat God in 19 turns

Sunday, June 05, 2011

Submachine: 32 Chambers walkthrough


Walkthrough Guide



Finally...done
Submachine: 32 Chambers Walkthrough
Spoiler
Jadeite Locations
Spoiler
  1. Right hand side of teleporter
  2. Inside first tunnel
  3. Bottom left of screen with map? on the wall
  4. Screen with middle statue set for Wind
  5. On stairs beside the circle you use the wooden handle
  6. On screen where the rope is
  7. By statue to the right of entrance with a grate on it
  8. Behind tooth glyph
Topez Locations
Spoiler
  1. On stairs where you use the wooden handle
  2. Inside the stone head
  3. In the box where the stone cone is used
  4. Under floorboard under the mole glyph
Walkthrough
Spoiler
  • Get Jadeite from right hand side of teleporter
  • Go left, Click box, get Autumn plate
  • Click air glyph
  • Get Jadeite
  • Go left, get handle
  • Go up, get winter plate
  • Go down and right, use handle beside head
  • Go far left, get Jadeite and go down hole
  • Get wooden handle
  • Get bowl above door
  • Make note of glyph message, go right and decode message
  • Spoiler
    • Set first symbol to Air
    • Set second symbol to Wind
    • Set third symbol to Fire
  • Get Jadeite from beside middle statue
  • Click box, get round stone
  • Go left 2x and then down
  • Get Jadeite off stairs
  • Use wooden handle in hole on left
  • Take topez
  • Go right, get Jadeite
  • Go right 2x place bowl under statue with hole in its mouth
  • Press the ring to get sand
  • Take bowl
  • Note stick that moves
  • Go left, put sand in cup
  • Go left and up rope
  • Get spring plate from up top
  • Go right
  • Click floorboard and get topez
  • Click gate and drag upwards to open
  • Use dials beside gate to open path inside gate
  • Spoiler
    • First Dial: missing part on bottom
    • Second Dial: missing part on bottom left
  • Enter gate, get Stone cone
  • Go right and down, get Stone Weight
  • Go back to where the stick that moves was, place weight on stick
  • Go back inside gate
  • Sand is now gone, go down
  • Change dial so missing part is on bottom right
  • Go left and get round stone
  • Go right and go back up, click switch
  • Go back down and change dial so missing part is back on bottom left
  • Go back to stone head and place round stones in eyes, take topez
  • Go back inside gate and go down
  • Go all the way to the right, get jadeite
  • Go left and in entrance
  • Go right
  • Click tooth glyph to get Jadeite
  • Get summer plate
  • Go far left, click box to get Topez
  • Use stone cone on stone platform
  • Go right, use plates in inner ring
  • Align ring so arrow is facing up
  • Use Jadeite in outer ring
  • Line up outer ring so arrow under jadeite is facing up
  • Spin next ring so it lines up with previous ring (will make noise when it lines up)
  • Use topez in this ring
  • Spin middle ring so head is facing normal
  • Done
[Edited for publication, thanks - Grinnyp]

My walkthrough from the competition page.
Submachine: 32 Chambers Walkthrough
Spoiler
Spoiler
  • As soon as the game begins, grab the *Jadeite* behind the tiny stone on the floor. If you couldn't guess, the portal machine is broken.
  • Go left.
  • Click the sand on top of the box (cleverly marked with "box glyphs") to open it. Inside take the *Autumn Bacab Plate*.
  • Click on the air glyph on the wall to reveal an opening. Click the opening to enter.
Spoiler
  • As soon as you enter, pick up the *Jadeite* that is in plain sight.
  • Go down.
  • Go right.
  • Go left.
  • Take the *Lever Handle*.
  • Also take the *Jadeite* in the sand to the left.
  • Click near the top of the strange carving in the background to go up.
  • Near the upper-left corner of the carving is the *Winter Bacab Plate*.
  • Go down.
  • Go right.
  • Go right.
  • Place the *Lever Handle* into the slot on the right wall. Click it to move it up.
  • Go left.
  • Go left.
  • Click on the hole that appeared.
Spoiler
  • Partially blocked by the foreground, on the left there is a *Wooden Stick*.
  • Go right.
  • Take the *Wooden Bowl* held up by the golden "arm" on the left wall.
  • Go right.
  • Hovering your mouse over the glyphs here gives you a hint to the next puzzle.
  • Go right.
  • Click the square in the center of the back wall until it has an air glyph.
  • Go right.
  • Take the *Jadeite* in the sand in the upper-right corner of the room.
  • Click the square here until it has a wind glyph on it.
  • Go right.
  • Click the sand on top of the box to open it.
  • Take the *Round Stone* inside.
  • Click the square here until it has a fire glyph (you will know if you got it right because you will no longer be able to interact with the squares, and the sound of sand shifting will be heard).
Spoiler
  • Go left.
  • Go left.
  • Go left.
  • Go down the ladder that appeared.
  • Grab the *Jadeite* on the third step from the bottom.
  • Place the *Wooden Stick* into the hole (not the slot) on the left wall.
  • Grab the *Topaz* that appears.
  • Go down.
  • Go right.
  • Grab the *Jadeite* in the carving on the back wall.
  • Go right.
  • Go right.
  • Place the *Wooden Bowl* underneath the mouth of the carving on the back wall. Click the ring around the carving to fill the bowl with sand. Take the *Wooden Bowl Filled With Sand*.
  • Go left.
  • Use the *Wooden Bowl Filled With Sand* on the cup the statue is holding.
Spoiler
  • Go left.
  • Go up the rope that has lowered.
  • Take the *Spring Bacab Plate* in the middle-top of the screen just above the carving on the wall.
  • Go right.
  • Click the floorboard directly underneath the "mole glyph" to lift it up. Take the *Topaz* underneath.
  • Go right.
  • Turn the second circle until the missing piece is in the lower-left, then turn the first circle until the missing piece is on the bottom.
  • Go left.
Spoiler
  • You can drag the gate here open by clicking and holding on the gate and then moving the mouse up (in case you don't know what I mean by dragging).
  • Go in by clicking the opening. (Note: If you cannot go through this hallway, you did not turn the circles correctly).
  • Take *Stone Cone* in the sand here.
  • Go right.
  • Go down.
  • Take the *Weight Stone* here.
  • Go up.
  • Go left.
  • Go left.
  • Go left.
  • Go down.
  • Go left.
  • Go up.
  • Go up.
  • Go left.
  • If you followed my instructions, you should be in the room where we got the wooden bowl.
Spoiler
  • Place the *Weight stone* on the stick in the back wall.
  • Go right.
  • Go down.
  • Go down.
  • Go right.
  • Go up.
  • Go right.
  • Go into the opening.
  • Go right.
  • Go down.
  • If you followed my instructions you should be back where we got the weight stone, but now there is no sand.
  • Go down.
  • Go left.
  • Take the *Round Stone* in the sand next to the statue.
  • Go right.
  • Go right.
  • Go right.
  • Take the *Jadeite* in the forehead of the statue.
  • Go left.
  • Go left.
  • Turn the circle until the opening is in the lower-right.
Spoiler
  • Go up.
  • Go up.
  • Click the white square here.
  • Go down.
  • Go down.
  • Turn the circle until the opening is in the lower-left again.
  • Go up.
  • Go up.
  • Go left.
  • Go left.
  • Go left.
  • Go down.
  • Go left.
  • Go up.
  • Go up.
  • Go left.
  • Go left.
  • Go up.
  • Go right.
  • Go right.
  • If you followed my instructions you will be in the room where we used the lever handle.
  • Place each *Round Stone* into one of the statue's eyes here. Take the *Topaz* from his mouth.
  • Go left.
  • Go left.
  • Go down.
  • Go right.
  • Go right.
  • Go down.
  • Go down.
  • Go right.
  • Go up.
  • Go right.
  • Go into the opening.
  • Go right.
  • Go down.
  • Go down.
  • Go right.
  • If you followed my instructions you will be at the gate we opened by clicking the white square. Click the opening.
Spoiler
  • Go left.
  • Click the sand on top of the box to open it. Take the *Topaz* inside.
  • Place the *Stone Cone* on the circle on the ground.
  • Go right.
  • Go right.
  • Take the *Summer Bacab Plate* at the bottom of the carving. Click the tooth glyph in the lower-right to open it. Take the *Jadeite* that appears.
  • Go left.
  • Go up by clicking the top of the steps that appeared here.
Spoiler
  • Use the *Autumn Bacab Plate* *Summer Bacab Plate* *Winter Bacab Plate* and *Spring Bacab Plate* in the four rectangular holes in the middle of this circle. (Note: there is a specific hole for each so a plate doesn't go in, try another hole.)
  • Rotate the circle with all the plates until the "arrow' carved into it points up (the circle will snap into place at this point.)
  • Place all the *Jadeite* in the arrow shaped holes along the second outermost circle.
  • Rotate this circle until the one piece of jadeite with a "box" around it points up. (This box is hard to see so look for the one piece of jadeite that sticks out the most).
  • Rotate the next circle in until each of the holes on it match with the holes on the circle with the jadeite. (If it doesn't snap, rotate it until a new one is connecting to each hole, and continue until it snaps).
  • Now place the *Topaz* into each of the new holes. Finally, rotate the face in the center so it is right-side up.
  • If you have trouble with rotating the circles correctly, just make a tiny rotation, let go, and make another tiny rotation, until it snaps into place.
  • Congratulations! You have completed the Game!

Submachine Network Exploration Experience walkthrough


Walkthrough Guide



I decided to put my typing where my mouth was and have written a walkthrough explaining how to find the rooms in the subnet as it currently exists (June 10th 2010). A lot of thanks goes to Raxas v2.1 in the Submachine forums for compiling a list of rooms and clues - I put them in "walkthrough order" so that the reader can add the numbers they find to a list and explore them in the order they are added (I didn't copy Raxas's text, I just used his numerical guide to make my walkthrough-style guide in my own words). My advice will be VERY brief - there's a lot to cover and I'd be taking all the joy out of your explorations if I covered everything. I'll also be listing the nodes by custom names rather than their numbers, so not to spoil the numbers (people who want the numbers spoiled can go find the other lists posted in this very thread. Let's get to it!
Exploration
Spoiler
The Computer
Spoiler
Code: 000 (000 - Computer List)
Get out of bed and head down to the computer. This part should be familiar to you if you've already played the Submachine games, and it doesn't hold many new surprises, but you'll want to check the computer for a list of codes. I won't reproduce it here. We'll start by going to those rooms and exploring them before moving on to the clues within.
Cross Room
Spoiler
Code: 076 (000 - Computer List)
There is a close-up picture and three theories here. Two new codes can be found: one under the cipher teleporter and one formed from the bottoms of the three theories. You can also turn on the projector in the bottom room to no obvious effect.
Spoiler
New Codes:
304
875
Monitor Centre
Spoiler
Code: 541 (000 - Computer List)
Two rooms, including a code to the left and four monitors that can be viewed close up, one of which (bottom left) includes a second code scratched into it (in its bottom right corner).
Spoiler
New Codes:
218
757
Linked Rooms
Spoiler
Code: 628 (000 - Computer List)
This room contains a device on the right that teleports you into a strange, "red" room. The odd thing is that if you come back here after leaving from the red room, you will return to it instead of the furnished room. There is a theory here, along with a strange number 7 along with three lights, the light on in the bottom left. A panel gives you the code for "THIS" (229). Or does it? As a matter of fact, the game is actually telling you to take this area's number (628) and subtract 229 from it to get a new code. There is nothing to be found in the red room.
Spoiler
New Code:
399
Mechanical Room
Spoiler
Code: 642 (000 - Computer List)
While this room is quite interesting, it only includes one clue, the letter "C". As far as anyone can tell, this is supposed to be a clue to go to room 100.
Spoiler
New Code:
100
The Lighthouse Basement
Spoiler
Code: 304 (076 - Panel in left room)
Welcome back. If you poke around in the path up the ladder, you will find that FI = 342. This is otherwise a dead-end.
Cells
Spoiler
Code: 875 (076 - Found at the bottom of the theories)
This odd room initially appears to contain only a single theory document, but if you look closer you can find two codes, both in tally scratches on the wall. One is in the second room, top-right. The next is in the third room, bottom-left. If you haven't realized yet, you can mouse over them to get the numeral versions at the bottom of the screen.
Spoiler
New Codes:
232
580
Chime Room
Spoiler
Code: 218 (541 - Panel behind chair)
You'll find a few familiar relics in this room, despite it being all-new, but perhaps to keep you from going mad thanks to the chimes, there's only one simple thing to find: another panel.
Spoiler
New Code:
006
Defence Network
Spoiler
Code: 757 (541 - Visible in monitor)
You can find a theory here on the left, along with a code above the door to the right.
Spoiler
New Code:
185
Stalagmite Room
Spoiler
Code: 399 (Derived from the equation THIS - 229 in regards to room 628)
I'm just boring names from Raxas now. There is a computer here with a "Report" (which I think is just an in-character theory) that nevertheless is followed by "1111 - this". Doing the math, that gives us...
Spoiler
New Code:
712
Sub-Bot Chamber
Spoiler
Code: 100 (642 - Probable meaning of "C")
New information here, very intersting... Read the monitor on the left for more, with schematics on the right. You can also find a panel on the right reading "THIS + FI". We'll have to work that out later (First Equation).
Cave
Spoiler
Code: 232 (875 - Tally, room 2)
This room contains a lenghty fan timeline for the backstory, along with a picture of a sign saying "KENT FALLS". If you click the nearly empty sheet of paper rather than the theory papers, you get a new code, as well.
Spoiler
New Code:
550
Viewer Ruins
Spoiler
Code: 580 (875 - Tally, room 3)
This room contains a viewing device that displays a sped-up version of the video from the end of The Lighthouse. After a VERY long wait, a code shows up on the screen. If you look carefully, you can find some scratchings near the cave-in to the left that say "THIS + TI" (Second Equation), though you will almost certainly need to mouse-over to get it coherantly.
Spoiler
New Code:
411
4D Loop
Spoiler
Code: 006 (218 - Panel)
This room loops very oddly, which is understandable once you read the theory included within about the Subnet being a 4th dimensional space. You can also find a panel with a new code on it.
Spoiler
New Code:
404
Gem Generator
Spoiler
Code: 185 (757 - Above door)
This room contains a theory about wisdom gems, and features a panel barely visible behind a number of cans of compressed gas. The panel reads "TI = 322".
Radio Bunker
Spoiler
Code: 712 (399 - Theory doc)
This room has a radio but the clue is actually at the periscopes to the left, where you can find one number in the bottom-left corner of each scope.
Spoiler
New Code:
258
Lighthouse Base
Spoiler
Code: 550 (232 - Empty sheet)
A lot of familiar sights here, but in the rubble to the left, you can also find a tab that says "THIS + 122".
Spoiler
New Code:
672
Sideways Chamber
Spoiler
Code: 411 (580 - Very long wait after video)
This room has two panels and one theory, if you poke around the weird structure enough (when you climb the ladder that actually goes "up", you can go left from there).
Spoiler
New Codes:
317
553
Bells Room
Spoiler
Code: 404 (006 - Panel in bottom left corner of one of the 4D-rooms)
This room contains several bells, along with a theory regarding them. Make sure to hit all the bells (except, unless temporarily for fun, the one above your teleporter) to unlock something in a later room. You'll also notice a broken bell. With our leads exhausted, our best hope is to take that as one last code - X being "10".
Spoiler
New Code:
010
Nazca Room
Spoiler
Code: 258 (712 - Periscopes (bottom-left))
A theory, along with another code can be found here. The code is out of the way, go left twice and find the small hole in the ground, then check the inscription aside the carving.
Spoiler
New Code:
947
Collapsed Reality
Spoiler
Code: 672 (Result of equation "THIS + 122" for room 550)
A doc here suggests the Submachine is meaningless, and thus it appears to have fallen apart right on Mateuz' drawing board. There is a panel here ("1227 - THIS"), along with the last beige light (7).
Spoiler
New Code:
555
Transport Dock
Spoiler
Code: 317 (411 - Panel)
The codes here are all in the string of photos found at the bottom of the ladder.
Spoiler
New Codes:
806
461
The Root
Spoiler
Code: 553 (441 - Panel; 1 removed from Submachine 5 legacy code, intentionally as it is a different section)
Confusing. Nevertheless, this offers several opportunities for advancement. Let's poke around. There's a theory upstairs, a panel that reads "THIS + 439" and a third "lights number", this one another straight line with an 8 on the left. But wait! The panel around this light is beige, not gray, and while that does match the paint in here, you will later find that this is a new set of lights entirely. Make a note. Well, we know what to do with a "THIS +" equations, now don't we!
Spoiler
New Code:
992
Generator Chamber
Spoiler
Code: 010 (404 - Probable meaning of the "X" platform)
For some reason, you begin this room away from your teleporter. Move the can nearby to uncover a new lit panel with a number (6, this time with the centre light active). You'll also discover a theory on the right.
The Basement
Spoiler
Code: 947 (258 - alongside lower-floor carving)
If you poke around here enough, you'll eventually find a repair bot's report on the damage you did here earlier. It includes a new code, and another on a panel.
Spoiler
New Codes:
923
777
The Loop
Spoiler
Code: 555 (672 - Panel)
The Loop is no longer fatal, don't worry. It features a "theory", but look carefully. The sign-ee is a familiar name you may recognize from previous Submachines - Raxas' guide suggests it was fabricated by Mateuz. You might want to check this one out.
Cliffside
Spoiler
Code: 806 (317 - Photo third from bottom)
The cliff from Submachine 1, except the transporter is working. Is this set in the past? The last of the horizontal lights can be found here, this one (the right) being 6.
Lighthouse Sewers
Spoiler
Code: 461 (317 - Photo at bottom)
Oh great, this place again. If you can find the red room, you'll find another set of triangle lights, this one with an 8 in the bottom right. You can also find a 9 with three horizontal lights set in a random tube. Don't get lost.
The Ruins
Spoiler
Code: 992 (Derived from equation THIS + 439 in regards to room 553)
Lots to see here, not much to find, except a panel that says "KI = DI - GI". See "The Final Equation" for details.
Padded Cells
Spoiler
Code: 923 (947 - report)
If you poke around this FLF environment enough, you'll find a third triangular light (top, 3) and will discover you can only get back to the teleporter if you head left, not right.
Bunker
Spoiler
Code: 777 (947 - Panel)
If you head right, you'll find a panel informing you that "RI = CCCLII" or 352. There is also a photo with some scratched lettering on it, but no one seems to be able to make out anything distinct.
All right, that's it. Puzzle solving time.
First Equation
Spoiler
Derived from equation THIS + FI in regards to room 100, where FI is 342 from room 304, you get 442.
Deep Pit
Spoiler
Code: 442 (First Equation)
This room has a new code, but it is very hard to see at first. Climb all the way up the ladder, then look closely at the artifact for roman numerals, especialy with your mouse in hopes of finding mouse-overs. Here's a hint: it's near the bottom of the screen, on the side facing the rope, but near the edge.
Spoiler
New Code:
103
Ruins Entrance
Spoiler
Code: 103 (442 - Hidden on the artefact)
This room contains an secret regarding Submachine Zero... If you look closely on the catwalk near the teleporter, you'll also see that DI = XXXIV, aka 34.
Second Equation
Spoiler
Derived from equation THIS + TI in regards to room 580, where TI is equal to 322 from room 185. That makes 902.
Defence Network Roof
Spoiler
Code: 902 (Second Equation)
You will find another viewer here, similar to one of the previous rooms. It shows a video after a few seconds of static, somewhat recapping Submachine 1's special edition, also known as the less famous version (where you choose to continue exploring, rather than escaping, as is the only option in the original Submachine). At least, that's my reading. After another pause, you'll get a new code.
Spoiler
New Code:
241
Ancient Zone Searchlights
Spoiler
Code: 241 (902 - End of video)
A theory can be found here, along with a new panel hidden on the side of the searchlight that indicates "NI - THIS".
The Triangle Lights
Spoiler
Reading the triangle lights top (923), left (628), right (461), we get our next code: 378.
Obelisk
Spoiler
Code: 378 (Triangle lights)
If you poke around the dark patches at the bottom of this impressive structure, you'll find another theory and another panel, this one detailing that "B1 = 5 / B2 = 7".
The Gray Lights
Spoiler
There are several sets of horizontal lights so far, but the gray lights form a new code: 966.
Altar Rooms
Spoiler
Code: 966 (From the number lights at 461, 010 and 806, respectively)
This room contains a panel ("NI = 842") and another that says "A1 = 8 / A2 = 4".
Third Equation
Spoiler
By combining NI (842) from the Altar Rooms and the equation from The Ancient Zone Searchlights (241), you get NI - 241 = 601.
Submachine Zero Ruins
Spoiler
Code: 601 (Second Equation)
There's a new beige light here, the second number, 3. Beyond that, the only thing here is a theory doc.
The Beige Lights
Spoiler
The beige lights form a code: 837.
Radio Bunker
Spoiler
Code: 837 (Beige Lights)
This room is playing a number of apparently real radio stations (or recordings thereof) and contains a panel reading "C1 = 9 / C2 = 2".
The ABC Code
Spoiler
If you take the A1 = X / A2 = Y codes and put them together, such that your numbers are formed from A1-B1-C1 and A2-B2-C2, you get two new codes: 859 and 472.
The Archives
Spoiler
Code: 859 (ABC Code 1)
There are a lot of, well... "things" in this room, including a book that contains all the messages displayed in the Submachine series, even the hidden ones from 6. You can also find a panel that reads "GI = XCV" (95).
Lounge
Spoiler
Code: 472 (ABC Code 2)
This room features a panel that explains that says "RI + KI". It also has a radio, that according to Raxas, plays either a real radio station or clips from it.
The Final Equation
Spoiler
All right. The code in the Lounge tells us RI + KI. We know from room 777 (Bunker) that RI is 352, and from room 992 (The Ruins) that KI is DI - GI. DI is found at room 103 (Ruins Entrance) and is equal to 34, while GI is found in room 859 (The Archives) as 95. 34-95 = -61, -61 + 352 = 291. Let's give it a whirl...
The Sanctuary
Spoiler
Code: 291 (The Final Equation)
Head to the left. You can search this one yourself...
Reference - Collected Unknowns:
Spoiler
DI = 34 (103 - Panel on side of catwalk)
FI = 342 (304 - Panel)
GI = 95 (859 - Panel)
KI = DI - GI (992 - Panel) [34 - 95 = -61]
NI = 842 (966 - Panel in leftmost room)
RI = 352 (777 - Panel)
TI = 322 (185 - Panel (obscured))
A1 = 8 (966)
A2 = 4 (966)
B1 = 5 (378)
B2 = 7 (378)
C1 = 9 (837)
C2 = 2 (837)
Reference - Legacy Codes
Spoiler
These codes are left-over from Submachine 4 and 5. Only some of the old codes work, listed below.
The Lab
Spoiler
Code: 001 (Legacy code from Submachine 4)
Yup, it's the lab again. If you ring the bell here and, apparently, have also rang the bells at 404, you will open the gate to the right, which leads through a few rooms but is otherwise a dead end. Shoot!
Dome Room
Spoiler
Code: 043 (Legacy code from Submachine 4)
Hm, this room just contains another bell! Might as well hit it in case it opens something like the gate from 001. Let's move on.
Ancient Zone
Spoiler
Code: 104 (Legacy code from Submachine 4)
Empty! I guess they can't all be winners.
Tomb Trap
Spoiler
Code: 770 (Legacy code from Submachine 4)
Still empty here, though the old code is still hanging around. Good old thing. Useless, but good old.
Passageway
Spoiler
Code: 747 (Legacy code from Submachine 5)
Very strange. This room actually has a key you collect and use on the door to the left... but as far as anyone can tell, there's nothing there! Perhaps we're missing something...
Reference - Jumping Randomly
Spoiler
There are three other rooms not connected to the others, either forwards or backwards.
314 - Pi Room
666 - Hell
815 - The "Lost" crash site.

This covers Mateuz's June 19th edit. It covers only the new content, which does not interfere with the flow of the original walkthrough...
Exploration
Spoiler
The gist of this update is that it ties in what I originally called "Legacy Rooms" into the subnet proper. There are also a few new legacy rooms. One of them can be found in the starting computer list, so let's go there first.
Lighthouse Dugouts, B
Spoiler
Code: 551 (Computer List, also found in 462)
You remember this room. The code to the other half of the chamber, which also hasn't changed, can be found on the left (THIS - 89). Another code, can be found attached to the theory.
New Codes:
Spoiler
462
747
Lighthouse Dugouts, A
Spoiler
Code: 462 (Result of equation "THIS - 89 in regards to room 551)
Uh... whoops. Understandably, there is not much to be found here, but a panel seems to have kept a steady grip. Unfortunately, it only points back to the other half of this room, above. Thankfully, a new code can be found on the left, if you hover over the block in the background. It does not seem to be otherwise readable.
New Codes:
Spoiler
104
Passageway
Spoiler
Code: 747 (551 - Theory)
If you've been reading the walkthroughs, you know this infamous room, which has an infinite hallway you can unlock with a key. The code is not actually there, though. Rather, the code can be found by mousing over the arrows just to the right of the teleporter, in letter form (where A=1, B=2, etc). There is no real explanation for how you find these letters, it's not really a good clue.
New Codes:
Spoiler
452
728
Ancient Zone
Spoiler
Code: 104 (462 - mouse over glyph)
A fair amount of new content has been added here in the update, including a bell with the number II on it and a panel far to the top-right of one of the screens. The codes below are listed in reverse just to speed the walkthrough up a bit.
New Codes:
Spoiler
800
002
Statue
Spoiler
Code: 452 (747 - right arrows)
The ending of Submachine 4, now with a panel stuck to the statue reading "DCCLXX", or...
New Codes:
Spoiler
770
Bonus Room
Spoiler
Code: 728 (747 - left arrows)
Submachine 4's Bonus Room. Here you can find updated versions of the pictures from the original bonus, along with new and old info. The old is a collection of Submachine 2 notes about Einstein, the long-forgotten cat, and the second is a code, EEB. Going with the A=1/B=2 code, that's...
New Codes:
Spoiler
552
The Ship
Spoiler
Code: 800 (104 - panel)
New information can be found in the ladder's former pipe, reading "WX=23 / WY=688"
Pit
Spoiler
Code: 002 (104 - bell platform)
This simple room contains a panel that reads "THIS + WY". We know WY from room 800, leading us to...
New Codes:
Spoiler
690
Tomb Trap
Spoiler
Code: 770 (452 - panel)
The Tomb Trap hasn't changed at all from Submachine 4, which is to say, it still contains the code for the Dome room in the shapes on the wall.
New Codes:
Spoiler
043
The Root
Spoiler
Code: 552 (728 - letter panel)
The Root has changed considerably, but the code you want is on a panel near the front, which reads "THIS - WX". We have WX thanks to room 800.
New Codes:
Spoiler
529
Looping Trap
Spoiler
Code: 690 (Result of equation "THIS + WY" in regards to Room 002)
This room from Submachine 4 contains the third green light, reading six, and a theory
Dome Room
Spoiler
Code: 043 (770 - shapes on wall, exactly like Sub4)
A bell is here, not that there's any sign what these new bells do, if anything, and the second green light: a leading 5.
Basement Section
Spoiler
Code: 529 (Result of equation "THIS - WX" in regards to Room 552)
This room from Submachine 4 has the last of the green lights, a 9 in the middle position.
The Green Lights
Spoiler
The green lights, like the ones before, combine to form a new code, or rather, a new legacy code.
Submachine 4 Final Room
Spoiler
Code: 596 (Green Lights)
This room contains a theory, the old exit switch (inoperable) and a new code in place of where it originally wrote its own.
New Codes:
Spoiler
001
The Lab
Spoiler
Code: 001 (596 - on wall)
This room hasn't changed from my original walkthrough, down to the bell to the left that opens the gate, although it's possible the new bells (along with the ones from 404, from the original release) factor in to whether or not the gate can open. There is still no way down the pipe here. As things stand, this a very curious end of the line.

I figured I could convert my own notes into a walkthrough for the new rooms; it happened to be the most productive use of a free period I could think of! (I'm using the room names assigned by the good people who upkeep the Submachine Wiki rather than ones of my own fabrication)
Exploration:
Spoiler
A new co-ordinate has been added to the computer list, so that should be your first port of call:
The Ouroboros Tunnel
Spoiler
051 - (000 Computer List)
The theory in this room contains quite a few co-ordinates, but they're all ones that can be accessed from other rooms. The two new codes are at the far left of the location, deduced from the symbol on the wall.
The Twins Room
Spoiler
523 - (the left hand side of the symbol in 051)
Here's a first for the Subnet; an inventory based puzzle! It's not particularly tricky, but it gives you access to a whole bunch of theories. The code in this room can be found by examining the statues; more specifically, their feet...
The Looping Sphere
Spoiler
917 - (the right hand side of the sybmol in 051)
This loop is somewhat more confusing than most of the others you'll encounter. In order to power up the screen and read the theory in this room, you'll have to work with wisdom gems, either by removing the one powering the portal and using it to boot up the monitor or (recommended) stealing another from another location in the Subnet and using it here. Either way, if you don't read the theory, you won't spot the clue to a new co-ordinate at the bottom of it...
The Broadcasting Center
Spoiler
277 - (count the strokes on the bases of the statues in 523)
This is a very impressive location (I do recommend looking out of the windows) and, although it doesn't clue to anywhere new (the theory notes two locations that are accessible through other means), you will want to grab that key...
The Clockwork Room (area 2)
Spoiler
011 - (use "smartguy-4989" at the bottom of the theory in 917; 5000-4989=011)
As much as I'd like to argue that the pins on the noteboards correspond to location codes (some of them do, honest!), the room on the right at the end of the corridor contains the only two proper clues, one old, one new...
The Defense Network (area 2)
Spoiler
128 - (add up the numbers on the panel in 011)
The only clue in here can be found on the panels surrounding the main monitor displaying this location's theory.
The Broken Clock Room
Spoiler
987 - (follow the directions on the screens in 128 - from "start right", go to the screen on the right and so on)
This is easily my new favourite room in the Subnet, but still. The clue here is "Protocol Accordant Retreat = THIS - QI"; make a note of it, since we'll find out what QI is in a minute...
Further Exploration
Spoiler
The Laboratory Key
Spoiler
With the key found in 277, you can open the door in 001 (known from Sub4 to be "The Lab"). Here you will find a device linked up to an unpowered screen; to proceed, you'll have to power up that monitor...
The Void
Spoiler
613 - (power up the monitor in 001 using a wisdom gem)
The clue here is at the very, very bottom of the ladder...
The Ziggurat (area 2)
Spoiler
157 - (found on the note at the bottom of the ladder in 613)
There is a plaque here like the ones scattered elsewhere in the Subnet, blending in against the wall.
The QI Equation
Spoiler
The clue "QI = THIS + 475" in 157 gives the value of QI, which can then be used with the hint in 987 to produce the final co-ordinate:
Murtaugh's Room
Spoiler
355 - (the plaque in 157 puts the value of QI as 632, so the clue in 987 becomes 987-632=355)
This is the end of the new batch of rooms, although were you playing this properly there is a clue here to the final room of the game. I shall not say much more so as not to spoil it...