Layers[]
Coordinates explanation[]
In the walkthrough below, locations are described by letter and a number, e.g. B7. The letter corresponds to layer (A is first layer, G is last), and the number corresponds to room number. Rooms are numbered 1-10, from top left to bottom right.
Walkthrough[]
- Click the 8.
- Unlock Layer 2
- Get the broken beam from A3.
- Use the broken beam to get the key in A1.
- Use the key in the lock in A2. Click the right end of the metal bar, then click the red button to allow the access down.
- Take the navigator hanging on the tethers in A7. Click on it once it is in your inventory and answer "OK."
- Click the small lever to the right in A6.
- Click the navigator. Click the second button to teleport to Layer 2.
- Unlock Layer 3
- Go to B9 and teleport to A9. Take the coil.
- Teleport to B9 and go to B4. Teleport to A4 and go to A1. Teleport to B1.
- Insert the coil into the machine. Go to B3 and click the lever.
- Click the navigator. Click the third button to teleport to Layer 3.
- Unlock Layer 4
- Get the cube
- Go to C7 and teleport to B7. Open all the drawers. Take the chest opener.
- Go to B8 and teleport to A8. Use the chest opener on the chest. Take the cog.
- Teleport to C8 and go to C1. Insert the cog between the two cogs and pull the lever.
- Go to C3. Take the red cube.
- Get the red balls
- Teleport to A3. Push the brass rod to A2.
- Go to A4. Take the red ball.
- Go to A7. Teleport to B7 and go to B5. Teleport to A5 and take the red ball.
- Teleport to B5. Go to B4 and teleport to A4. Go to A2 and teleport to B2. Take the red ball.
- Go to A7 and teleport to B7. Go to B8 and turn the device so the needle is between 4 and 5 o'clock. Teleport to C8. Take the red ball.
- Turning the beamer on
- Go to C5. Teleport to B5 and take the note. Teleport to A5 and go to A8. Take the note.
- Use the notes to determine which order the balls go in at C9. The ball with a dot goes in the top slot, the one with a plus sign goes under that, the stripe under that, and the ball with a circle goes in the bottom slot.
- Go to C5, insert the cube into the hole, and press the cube.
- Click the navigator. Click the fourth button to teleport to Layer 4.
- Get the cube
- Unlock Layer 5
- Go to D8. Teleport to B8 and go to B6. Teleport to D6 and pull the handle.
- Teleport to B6 and go to B7. Teleport to D7 and go to D10. Teleport to A10.
- Take the fuse and teleport to D10. Insert the fuse in the hole. Go to D5.
- Pull the lever near the top left
- Click the navigator. Click the fifth button to teleport to Layer 5.
- Unlock Layer 6
- Go to E10 and teleport to B10. Take the stone pyramid. Teleport to E10 and go to E8. Teleport to D8 and take the drawer knob. Go to D7 and teleport to B7.
- Use the drawer knob on the drawer with no knob. Open the drawer and take the mirror. Teleport to E7 and go to E2. Teleport to A2 and go to A3. Teleport to E3.
- Place the tiny pyramid on the left pyramid and place the mirror on the dish.
- Click the top of the left pyramid.
- Click the navigator. Click the sixth button to teleport to Layer 6.
- Unlock Layer 7
- Teleport to D3 and take the cord. Teleport to C3 and go to C4. Take the beamer arm.
- Teleport to E4 and go to E9. Take the beamer arm. Teleport to F9 and go to F5.
- Take the beamer arm and go to F8.
- Set the lever to II. Teleport to B8 and go to B6. Push the lever. Teleport to F6.
- Go to F8 and set the lever to IV. Teleport to D8 and go to D9. Push the lever.
- Teleport to F9 and go to F8. Set the lever to VI and go to F3. Push the lever.
- Go to F8. Take the storage cell and go to F1. Put the storage cell on the ground.
- Go to F2 and place the three beamer arms on the beamer. Plug the cord into the beamer and pull the lever.
- Click the navigator. Click the seventh button to teleport to Layer 7.
- Activate the door in Layer 5
- Teleport to D2. Go to D4 and take the paper.
- This paper shows three compasses, each pointing in different directions, and an S. The left compass points up, the middle one points right, and the right one points left. Since there is an S, this means that the compasses are pointing upside down.
- Go to D6, teleport to F6, and go to F9. Take the compass on top of the door, and go to F5. Teleport to B5.
- Put the compass in the middle hole. Use the paper with the compasses to solve the puzzle. Since the compasses are pointing upside down, then the positions should be, from left to right, right, left, down.
- Once the compasses are in position, go to B4. Take the catalyst stone. Go to B8 and teleport to G8.
- Drop the catalyst stone into the mound. Teleport to E8 and go to E7.
- Open the door in Layer 5
- Obtain the energy trail.
- Teleport to F7 and push the lever. Teleport to B7 and go to B8. Teleport to F8.
- Take the paper. The paper shows 7 dots on three lines. The top line indicates that the pole in that layer should be sticking all the way out. The middle line indicates that the pole in that layer should be pushed partly in. The bottom line indicates that the pole in that layer should be pushed all the way in.
- The first dot is on the bottom line. Teleport to B8 and go to B6. Teleport to A6 and push the pole all the way in.
- The second dot is also on the bottom line. Go to A7 and teleport to E7. Go to E10 and teleport to B10. Push the pole all the way in.
- The third dot is on the middle line. Teleport to E10 and go to E7. Teleport to C7 and push the pole partly in.
- The fourth dot is on the top line. This means that the pole (in D1) should be kept all the way out. If you didn't touch it, then skip to the next step. If you have, then go to C1 and teleport to D1. Make sure the pole is sticking all the way out.
- The fifth dot is on the bottom line. Teleport to Layer 5 and go to E5. Push the pole all the way in.
- The sixth dot is on the top line. This means that the pole (in F10) should be kept all the way out.
- The seventh dot is on the middle line. Teleport to G5 and go to G10. Push the pole partly in. Teleport to E10 and go to E1.
- Take the energy trail.
- Go to E7 and place the energy trail into the door. Knock (click) on the door. Once it opens, go through it.
- Obtain the energy trail.
You have completed Submachine 8. :)
Non-Essentials[]
- Notes
- "Murtaugh's Return" is found in A4 on the ladder.
- "The Answer" is found in B7 in one of the drawers.
- "Vanishing Act" is found in C6 on the ground.
- "The Plan" is found in D1 on the wall.
- "Toys and Knots" is found in E4 on the wall.
- "Light Beam" is found in E10 on the ground.
- "Perfection" is found in F4 on the wall behind the left pipe.
- "The Goddess" is found in G1 on the tablets.
- There are 5 Secrets in the game.
- Secret 1
- Make sure the brass pole in A2/A3 is in A3. Teleport to Layer 3 and go to C1.
- Take the secret from the pole hanging on the left.
- Secret 2
- Go to C8 and click on the floor tiles. One of them will come loose. Take the secret from under it.
- For the other 3 secrets, the hammer is required.
- Teleport to G8. Go to G9 and take the valve. Go to G6 and put the valve on the pole. Twist the valve.
- Teleport to D6 and go to D3. Teleport to G3 and take the hammer.
- Secret 3
- Teleport to F3 and go to F7. Teleport to E7 and go to E10. Teleport to C10 and use the hammer on the dome. Take the secret.
- Secret 4
- Teleport to E10 and go to E9. Teleport to F9 and click the hammer three times on the top pipe opening. Take the secret.
- Secret 5
- You can only access this secret once you have the energy trail from E1.
- Use the energy trail on the pillar in E8. Teleport to G8 and go to G5. Take the stone button and teleport to E5.
- Go to E8 and put the button in the pillar. Use the hammer on the statue, then press the button. Take the secret.
- Once you have all the secrets, go to the main menu and click on "Secrets Hub." Click on each button to read each secret note.
- Secret 1
- Ladder Step
- A ladder step can be taken from the ladder in A10. It can be placed in A7 so that A10 becomes accessible from there.
See also[]
v · d · eWalkthroughs |
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1: the Basement • 2: the Lighthouse • 3: the Loop • 4: the Lab • 5: the Root • 6: the Edge • 7: the Core • 8: the Plan • 9: the Temple • 10: the Exit • Ancient Adventure • Future Loop Foundation • FLF • 32 Chambers • Submachine Universe • Sketch of Submachine 2 |