Coordinates
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Device
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Function
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Mapping subnet locations
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- For more information on "layer coordinates", see layer .
Coordinates in the Subnet can refer to many different things, depending on how the term is used. However, the term is mostly used to describe locations that follow either an XYZ scheme (001, 245, 596, etc), Root scheme (552 + (0,1), 552 + (2,0), etc), Karma scheme (awy, jul, v12, etc), Grid scheme (⠂⠄⠅, ⠄⠅⠁, ⠀⠂⠀, etc) or Time scheme.
XYZ (aka lab portal) locations use a three-number system to map certain locations relative to each other on three axes.
Lab portals are known for their frequent appearances in Submachine 4: The Lab and in the Submachine Universe. From left to right, their numerical displays show the X, Y, and Z coordinates of a location in the Subnet.
- Coordinates: ### (where ### is the XYZ coordinates)
- Examples: 002, 596
If a location with an XYZ portal in the Submachine Universe leads to a karma portal location, this will be notified on the XYZ portal's page as such:
- Coordinates: ### → &&& (where ### is the XYZ coordinates and &&& is the karma portal coordinates)
- Examples: 128 → sbl, 966 → wiq.
A list of all known XYZ coordinates is given below.
XYZ coordinates[]
Coordinates | Target location | Game |
---|---|---|
000 | Lab facility 32 m | SubVerse |
001 | Research base | Sub4, SubVerse |
002 | Rusty pit | SubVerse |
006 | Stone loop | SubVerse |
010 | Tri-gem room | SubVerse |
011 | Clockwork corridor | SubVerse |
043 | Second tomb | Sub4, SubVerse |
051 | Ouroboros tunnel | SubVerse |
076 | Road room | SubVerse |
100 | Sub-bot research room | SubVerse |
103 | Ancient ruins | Sub0*, Sub5*, SubVerse |
104 | Ancient section | Sub4, SubVerse |
128 | Subnet editing center | Sub6*, SubVerse |
157 | Laser room | SubVerse |
185 | Paired gem room | SubVerse |
192 | Stone room | SubVerse |
218 | Church | SubVerse |
232 | Kent Falls room | SubVerse |
241 | Searchlight room | SubVerse |
245 | Cake loop | Subverse |
258 | Nazca room | SubVerse |
277 | Radio lab | SubVerse |
291 | Sanctuary | Sub7*, SubVerse |
304 | Lighthouse basement | Sub2*, SubVerse |
314 | Pi room | SubVerse |
316 | Winter room | SubVerse |
317 | Mover room | SubVerse |
355 | Murtaugh's communication room | SubVerse |
378 | Ziggurat | SubVerse |
399 | Stalagmite room | SubVerse |
404 | Error room | SubVerse |
411 | Escher room | SubVerse |
438 | Brainwave basement | SubVerse |
442 | Pit | SubVerse |
452 | Statue | Sub4, SubVerse |
461 | Sewers | Sub2*, SubVerse |
462 | Lighthouse digouts | Sub4, SubVerse |
472 | Listeners room | SubVerse |
513 | Halloween room | SubVerse |
523 | Ionic portal hub | SubVerse |
529 | Basement section | Sub4, SubVerse |
541 | Observation center | SubVerse |
550 | Lighthouse dungeon | Sub2*, Sub5*, SubVerse |
551 | Brick room | Sub4, SubVerse |
552 | Root base | Sub5, SubVerse |
553 | Root extension | Sub5*, SubVerse |
555 | Violet loop | SubVerse |
580 | End ruins | SubVerse |
596 | Annex | Sub4, SubVerse |
601 | Zero depths | Sub0*, SubVerse |
613 | Left chasm | SubVerse |
614 | Right chasm | SubVerse |
616 | Hell loop | SubVerse |
628 | Study | SubVerse |
642 | Clockwork room | SubVerse |
666 | Hell | SubVerse |
672 | New basement | SubVerse |
690 | Looping traps | Sub4, SubVerse |
712 | Watch station | SubVerse |
728 | Lucky room | Sub4, Sub5*, SubVerse |
731 | Escape from Jay Is Games room | SubVerse |
747 | Corridor | Sub5, SubVerse |
757 | Turret trap | Sub6*, SubVerse |
770 | Tomb trap | Sub4, SubVerse |
777 | Barracks | SubVerse |
800 | Ship | Sub4, SubVerse |
806 | Cliffs | SubVerse |
815 | Lost plane | SubVerse |
837 | UVB-76 room | SubVerse |
840 | Semotus basement | SubVerse |
859 | Collector's room | SubVerse |
875 | Prison cells | SubVerse |
888 | Cube loop | SubVerse |
902 | Vista | SubVerse |
917 | Looping sphere | SubVerse |
923 | Solitary confinement | SubVerse |
947 | Gem harvester | SubVerse |
950 | Binary chambers | SubVerse |
966 | Altar | SubVerse |
987 | Broken clock room | SubVerse |
992 | Excavation site | SubVerse |
Binary XYZ[]
In Submachine 10: The Exit, there are eight Binary XYZ Portals. These work similar to their XYZ counterparts, with the caveat that each coordinate can either be O (off) or I (on).
- Coordinates: ###
- Examples: OIO, IIO
Root (aka transporter, cipher) locations use a two-coordinate system that shows different areas accessed from a single three-digit coordinate. The transporter acts as a hub for installing various cipher plates that teleport the player to different sub-locations based on the combination of plates used.
The only confirmed existence of Root locations is in Submachine 5 where only two plates (known as plate 1 and 2) are used. Therefore such locations like (0,1), (2,1), and (1,0) can be obtained. On each individual location page the coordinates are given as such:
- Coordinates: ### + (%,%) (where ### is the hub location and (%,%) is the combination of cipher plates used. 0 represents no plate, 1 represents plate #1, 2 represents plate #2, etc)
- Examples: 552 + (0,0), 552 + (1,2)
Root coordinates have been confirmed for locations within 552; however other locations contain transporters as well. All hub locations like 552 will use notation similar to those of XYZ coordinates, substituting the "+" for "→" to make something like: 552 → (0,0), 552 → (1,2), etc.
A list of all known root transporter coordinates is given below.
Root coordinates (relative to 552)[]
Coordinates | Target location | Game |
---|---|---|
552 + (0,0) | Root base | Sub5 |
552 + (0,1) | Charger room | Sub5 |
552 + (0,2) | Symbol room | Sub5 |
552 + (1,0) | Citric acid room | Sub5 |
552 + (2,0) | Lighthouse dungeon | (Sub2), Sub5 |
552 + (1,2) | Metal box room | Sub5 |
552 + (2,1) | Ancient room | (Sub0), Sub5 |
Karma (aka karma portal) locations are accessed by a karma portal and are typically given 3-letter "coordinates". However since these coordinate codes are not randomly made (they are labeled based on notable names/content in that location) the coordinates are not indicative of true relative spatial coordinates. However each page for karma portal locations pairs this 3-letter identification with the XYZ location from which the KP location was accessed (to provide information on location connections). The karma portal locations are labeled as such:
- Coordinates: ### + &&& (where ### refers to the respective XYZ/Grid location and &&& refers to the karma location specifically)
- Examples: 128 + sbl, 966 + wiq
More than one karma portal coordinate may be listed if the location is accessed immediately via another karma portal location.
A list of all known karma coordinates is given below.
Karma coordinates[]
Coordinates | Target section | Submachine |
---|---|---|
806 + cat + ael | Aeolic corridor | SubVerse |
523 + aqa | Antenna control room | SubVerse |
731 + awy | Dimensional tomb | Sub9*, SubVerse |
103 + def + brg | False loop | SubVerse |
461 + brk | Watcher's outpost | SubVerse |
411 + btn | Lustrous ladder | SubVerse |
806 + cat | Resin room | SubVerse |
104 + chm | Stele's chambers | Sub32*, SubVerse |
001 + chr | Snow room | SubVerse |
103 + def | def | SubVerse |
628 + gzb + far | Purple lever room | SubVerse |
462 + fma | Light bridge | SubVerse |
452 + swt + fsr | Blue lever room | SubVerse |
100 + fur | Orange lever room | SubVerse |
523 + npg + glo | Mover complex | SubVerse |
614 + glx | Cosmic dawn room | SubVerse |
378 + hpl | Photographer's quarters | SubVerse |
043 + ixt | Ixtab's chambers | Sub32*, SubVerse |
438 + jat | Solemn column | SubVerse |
438 + jat + jko | Lighthouse annex | SubVerse |
438 + jat + jko + jsk | Fragment field | SubVerse |
523 + aqa + jts | Fragment extension | SubVerse |
001 + jul | Contrast room | SubVerse |
355 + jvp | Primary gate control | SubVerse |
552 + kar | Gate sewer | Sub8*, SubVerse |
291 + kim | Infusion parlor | SubVerse |
103 + kol | Resin temple | SubVerse |
378 + hpl + lav | Lavender room | SubVerse |
731 + lcr | Pyramidion | Sub9*, SubVerse |
051 + mlp | Pony room | SubVerse |
291 + mnt | Mountain | SubVerse |
523 + npg | Prince room | SubVerse |
966 + wiq + obs | Observatory | SubVerse |
104 + ott | Lamp tunnel | SubVerse |
378 + hpl + oxt | Small island | Sub7*, SubVerse |
552 + pbu | Edge filtration corridor | SubVerse |
192 + ptl | Cake room | SubVerse |
404 + rcr | Watchtower | SubVerse |
128 + sbl | Rabbit hole | SubVerse |
399 + spn | Arch wall | SubVerse |
452 + swt | swt | SubVerse |
728 + sza | Ladder release chamber | SubVerse |
966 + wiq + obs + tbk | Pump room | SubVerse |
258 + v12 | Lattice room | SubVerse |
966 + wiq | Quiet rooms | Sub2*, Sub4*, Sub6*, Sub8*, SubVerse |
442 + wrt | Spike room | SubVerse |
232 + zwo | Tree trunk section | Sub7*, SubVerse |
Games marked with a * show either the location in a main game with different coordinates, or a location similar to one found in the main game.
Games with a () mark locations conjoined with locations from other games.
Where do karma portal coordinates come from?[]
See the talk page for tips on how to find karma portal coordinates.No methods for organizing locations by time have been hinted at in the Submachine games so far.
The Grid schema is used in the Shattered Quadrant section of Submachine: Legacy, and replaces the XYZ portals from Universe due to the XYZ schema exceeding 17% capacity.
Coordinates using the Grid Schema are based on a 3 by 3 grid of lights which can either be on or off.
Akin to the Root schema, a transport card is required in order to teleport from one location to another, with each card having their own specific pattern which activates transportation to a specific location.
- Coordinates: ### (where each # is a Braille character using just the left three dots (⠀,⠁,⠂,⠃,⠄,⠅,⠆,⠇) - if there are dots in the first two columns, you can merge the two into a single character)
- Examples: ⠂⠇⠂ or ⠺⠂, ⠀⠂⠀, ⠇⠅⠇ or ⠯⠇
Grid Coordinates[]
Coordinates | Location |
---|---|
⠀⠀⠇ | Left side of the rift |
⠀⠁⠀ | Ancient section right aisle |
⠀⠁⠅ | Dead end |
⠀⠁⠇ | Reception hall spacial loop |
⠀⠂⠀ | Explorer's Home Unit |
⠀⠃⠃ | Surveillance station |
⠀⠄⠆ | Laser junction :: horizontal node |
⠀⠆⠅ | Pre-shift basement variant |
⠁⠂⠂ | Cathedral ruins |
⠁⠂⠄ | Karmic manipulation museum unit |
⠁⠅⠄ | Laser junction infiltration station |
⠂⠀⠀ | Iron triumph loop |
⠂⠀⠁ | Cube loop |
⠂⠂⠇ | Defense system interface |
⠂⠄⠁ | Asylum loop |
⠂⠄⠅ | Engine proxy |
⠂⠅⠂ | Human-machine data sharing interface |
⠂⠆⠀ | Ouroboros ruins |
⠂⠇⠂ | Micro loop experiment |
⠃⠂⠆ | Ancient section side aisle |
⠃⠄⠄ | Brass hatch with triumph inscription on the wall |
⠄⠀⠀ | Hindi temple isle |
⠄⠂⠁ | The cellar |
⠄⠂⠃ | Mathematical museum unit |
⠄⠅⠁ | Murtaugh's Observatory Unit |
⠄⠆⠀ | Tilted gravity anomaly |
⠄⠇⠀ | Architect's study room |
⠅⠀ | Energy transition |
⠅⠀⠅ | Ship's brig |
⠅⠁⠀ | Glowing pyramid |
⠅⠂⠁ | The arcade |
⠅⠂⠅ | Pre-Shift Transit Station |
⠅⠅⠄ | Roman church crypt |
⠆⠀⠁ | Number station |
⠆⠀⠃ | Pre-shift lighthouse ruins variant |
⠆⠂ | The duality of unknown outcome |
⠆⠄⠁ | Root surveillance station |
⠆⠄⠂ | Stone waterfall |
⠆⠄⠄ | Karma-luminescent cave paintings |
⠆⠄⠅ | Airplane wreck caught in a spatial anomaly |
⠆⠅⠅ | Prison unit |
⠇⠀⠀ | Right side of the rift |
⠇⠅⠇ | Hallway caught in a spatial anomaly |