In this topic, we’ve discussed Submachine Chapters 1-10 Walkthrough Guides. Now, let’s quickly learn the most important information and secrets of these chapters.
Submachine Chapters 1-10 Walkthrough Guides
Chapter 1 – The Basement
Playthrough
This chapter is the iconic Basement, which has been reworked into many different versions over the years (hinted at one of the secret area dialogues, too!).
The game will start in the outdoors, to briefly give an introduction to the controls.
- Click the lighthouse to begin. Open its door, and take the elevator.
- Take the Lever Wheel. Go left twice.
- Use the Lever Wheel on the slot. Keep going left.
- Pull the lever and quickly go inside.
- Go right. Pull the lever.
- Go right, up, and left. Pull the power arm.
- Go right. Take a Note 1: Sigils of the sigils in the area.
- Backtrack towards the entrance, and go down near the first lever. Go right twice to see the Tile Lock.
- From Tile Lock, keep going down. Do the following for each room: Take Note 2a: Numbers of the numbers on the lighthouse portrait, pull the lever, take Note 3: Screws of the screw positions on the top left corner, enter Note 1: Sigils to the console and take Valve.
- Go up and right to the bells. Ring in order 1-4-2 (or any order that raises the cubes) to receive Tile D from the slot.
- Backtrack to the area where you found Note 2a: Numbers. Go left and enter Note 3: Screws on the valves in the area. You can go down to take Ancient Coin.
- Backtrack to Tile Lock. Go right and up. Pull the lever. Go right again and take Note 2b: Numbers.
- Backtrack to where you have taken Note 3: Screws. Go left, and enter the combination of Note 2a: Numbers and Note 2b: Numbers. Take Electrical Fuse.
- Backtrack to the area where you found Note 2a: Numbers. Go right, down and use Electrical Fuse on the fusebox. Go right to find the Radio. Go up to take Tile C.
- Backtrack to Tile Lock. Go left. Insert Valve and turn.
- Backtrack to Radio. Go down, to take Pearl.
- Backtrack to Tile Lock. Use Pearl on the clock. Take Tile B.
- Backtrack to Tile Lock. Go to the rightmost end. Pull the lever. Take Tile A.
- Backtrack to Tile Lock. Use all Tile items. Enter the elevator and push the button.
- This is a circular room. You will see many more like these in the following chapters (and cubic rooms and anomalies later.) Follow the path into the lighthouse. You will see a lever to move to the next chapter.
Secrets
To get the secret token of this chapter, you will need to complete the game. Returning from the main menu, go to the room where you have collected Ancient Coin. Pull the lever. Backtrack to Tile Lock, go right, then up twice. Collect the token.
Post-game
Monolith I – ||||o|| (Layer 5) : Go to Radio and right. Input a token to enable a Karma Portal. Go down, then right along the pipes to reach the Monolith.
Chapter 2 – The Lighthouse
Playthrough
In the original gameplay, you’d end up noticing that you were dreaming about playing a game called Submachine (i.e. chapter 1), yet not wake up from that dream. You would then zoom out from the arcade machine to begin.
Underground
- Click the arcade machine, and its coin slot. Take Energy Crystalline Shard.
- Go left 3 times, and use Energy Crystalline Shard.
- Go left and up, take Cog Wheel.
- Go down, and right until you see the phonograph. Click on it, and use Cog Wheel. Press the button.
- Go left to the ladder, and up. Go right. Take Note 1: c from the label on the bottom right side. Pull all levers.
- Go left and upstairs once. Enter the bottom sewer. Follow it to the end. Pick up Bathroom Key.
- Go back outside. Follow the stairs until you see an entrance to a blue area. Instead, go right and click on the alcove. Take Power Relay.
- Now follow the entrance into the Video Room.
Video Room
- Nothing to do here yet. Go left and follow the path upstairs into the Lower Floor.
Lower Floor
Almost all entrances in this area are labeled. Look around to find these places.
- Find a note in the Library.
- Open the Bathroom with Bathroom Key. Take Sewer Key.
- The Digout is to the far left. We won’t explore it yet.
- To the right from the entrance, you can see the entrance to the Upper Floor. Skip for now.
- Move right twice and take Note 2: Sigils from the portrait. You can also take a brochure.
- Return to Underground through Video Room.
Underground
- Use Sewer Key on the grate. Enter.
- Down, Right. Take 2nd Floor Key.
- Left, Up, Left, Left, Down, Down, Down, Down, Right, Up. Lore here.
- Down, Left, Down, Up. You should see Lever.
- Down, Left, Left, Up. Solve the puzzle by making all the lights go on.
- Backtrack to Lever, take it, go back to puzzle room entrance.
- Up, Right, Up, Up, Left, Left, Down, Right. Take Positive Coil.
- Backtrack to Video Room.
Video Room
- Go upstairs immediately, and right into the hole in the wall. Use Lever at the end of the tunnel. Pull it.
- Enter Upper Floor.
Upper Floor
- Take the Negative Coil from the bottom left spot on the ground.
- Go upstairs, use 2nd Floor Key on the door. Enter.
- Left side, you can find a note in the typewriter, and a Video Memory on the rubble to the left.
- Right side, input Note 2: Sigils into the machine to receive Light Bulb. To the right you can find a note.
- Out and upstairs, take Digout Key.
Lower Level
- Go to Digout. Use Digout Key to enter, follow tunnel. Click on the lightbulb. Take Electrical Fuse.
Video Room
- Use Light Bulb and Video Memory on the slideshow machine and pull its lever. Get ID Card from the slide.
Upper Level
- Go up and use Power Relay on the bare circuit. Pull lever. Go left and enter your solution to e=mc^2 by Note 1: c and Note 3: m. Go right and solve the minigame puzzle.
- Go upstairs twice. Go left to take Note 3: m. Go right to insert Positive Coil and Negative Coil.
- Insert Electrical Coil to the right, and ID Card to the left.
Secrets
- Underground – Near Cog Wheel . It’s on the chair.
- Video Room – Click on the cracked ceramic tile.
- Lower Floor – Right from the entrance to Upper Floor , on the ceiling light (right side).
- Underground – Sewers, Left, Up, Left, Left, Down. On the right side on the refuse pile.
- Upper Floor – 2nd Floor, right side, to the right there’s a toy that reacts to your movements near the bed. Play its minigame to get 4 tokens.
- Upper Floor – Where you find Note 3: m, go left. It’s on the floor.
- Lower Floor – Digout, move left twice. In the center, on the wooden beam.
Post-game
Monolith II – |||o||| (Layer 4) : Go to Digout to the end of the tunnel. Enter the Karma Portal, go down, left, up. Insert tokens. Enter the Karma Portal, and left. Insert tokens. This is a circular room. Find the Monolith and turn it on.
Chapter 3 – The Loop
Playthrough
The lighthouse was a trap! Now we are stuck in the most horrifying place in the subnet, the loop!
The Loop is formed of distinct puzzles with their own passwords (in the browser version, this was the means of saving progress).
Note: The coordinate system of the Loop ascends in X towards the right, and in Y downwards.
Note: Most solutions follow from the Board at (1,0). Take note of the dots. These are places where you typically need to be.
Note: It seems that the Loop has a different play order when played for the first time, and expands when played in Break the Loop. The playthrough will be split into these puzzle sections:
- Hatta: Just pick up the Loop Navigator to the left, and use the exit valve.
- Linkva: Follow the dots on the board to the valves. Click on all to enable the exit valve.
- Bamita: Follow the dots on the board to any of the valves. Clicking reveals the next valve coordinates. Follow through all to enable the exit valve. Failure in any will reset the puzzle.
- Kalka: Follow the dots on the board to varying panels. Each will have three numbers that can be modified. The remaining number is the correct value for the other panels. Between the panels some valves can be found. Modify all panels to be the same, then use these valves to enable the exit valve.
- Winda: Follow the dots on the board to numbered valves. You need to turn them in ascending order to enable the exit valve.
- Banda: Follow the dots on the board to circular panels. You need to enter the coordinates of the current panel location in alphabetical form (a=1,b=2,…) to enable the exit valve.
- Mjolka: Follow the dots on the board to find screens with numbered glyphs. Take note of all glyphs, and enter them at (-1,0).
- Slitta: The board is broken. Find a lever in (-1,-1), and a projector in (-1,0). Pull the lever to activate the projector. Take note of the diagonals. Move to (-2,1) and start entering these diagonals by pressing buttons. Move towards the right as you enter the code. Move to (0,-1) and turn the valve. The exit valve will then be enabled.
- Flinta: Follow the dots on the board. There are egg-shaped devices, and a controller in (0,1). Enter coordinates into the controller to unlock the eggs and pull the levers inside. The exit valve will then be enabled.
- Anielka: The board is broken. Find code boards on (0,1) and (0,-1). The Roman and Arabic numerals should match each other. When you’re done, press the button in (0,1) to enable the exit valve.
- Botwinka: The dots on the board don’t lead anywhere. Copy its contents to the other board in (-1,0). The exit valve will then be enabled.
- Mimbla: There will be a note on the wall. You can choose to solve the puzzle, or find the Leaf in (-1,-1), and follow the instructions. If you want to solve the puzzle, read the inscription at (-1,0), and the screens in (0,1),(0,-1). Compare and match the numbers with the letters (RYW on (-1,-1), BPG in (1,-1)). Turn the valves in (1,1) and (-1,1) after solving the puzzle. The exit valve will then be enabled. The loop will throw you back to this section if you choose to solve it.
Secrets
There are no secrets in The Loop.
Post-game
There are no known monoliths in The Loop… Just kidding.
Monolith 3 |o||||| (Layer 2): Mimbla: Instead of looping back, move around this zone. It is a spatial anomaly, so you will need to randomly move around. You will then find the Karma Portal.
Chapter 4 – The Lab
Playthrough
You were stuck in the Loop. Murtaugh left you a note to break out of it, which would get you to the Lab, or somewhere nearby…
Attic
- Go right and take Hammer.
- Go left, down, right. Use Hammer on padlock. Enter.
- Go down into the attic. Check the lab coat’s pocket for Naphthalene. Go right and pick up Rubber Tube from the ceiling next to the fireplace column. Go right and take Chimney Brush.
- Go back on the roof. Use Chimney Brush on the chimney. Down in the attic, take Attic Key from the fireplace.
- Go left, and take Lab Key from the coathanger.
- Go left, take the Gas Handle from behind the front left leg of the table.
- Unlock the attic door with Attic Key. Move into the Middle Floor.
Middle Floor
- Two floors below, go left. Use the computer. You can only send pings to Murtaugh. Keep pinging him until he stops talking. You can speed up the process by right clicking and left clicking back into the computer screen to then ping back.
- Take the coordinates sheet from the printer. You need it for the teleporter, but these coordinates will be also written here.
- Move right to the end. Take Lighter from the windowsill.
- Once floor down, take Empty Beaker from the ground. Go to Lab.
Lab
- There is a note on the table, and another to the left.
- Move right, take CD.
- Move upstairs, take Irontrioxide. Move right. Take the note and read it. Take Screwdriver. Go down.
- Head left into the bathroom. Take Soap and break the pipe cover with Hammer. Put Empty Beaker on the grate on the floor.
- Go back to Attic, and to the roof. Go to the leftmost spot, use Screwdriver on the Valve and pick it up. Backtrack to the bathroom in Lab.
- Use Valve on the pipe, and turn it to fill the beaker. Pick Beaker with Water.
- Go right 3 times, up and right. We will now assemble the burner and prepare the fluid.
- Attach Rubber Tube and Gas Handle to the pipe. Turn the handles on the pipe and the burner. Use Lighter on the burner to start a flame. Place Beaker with Water on the burner. Add in the following order to the beaker: Soap, Irontrioxide, Naphthalene. Take Empty Vial and Acidioxide.
- Go back to the bathroom. Place the Empty Vial on the grate. Fill it up, take Vial with Water.
- Go to the right end.
- Take Funnel and open door with Lab Key.
- Place the Funnel in the gearbox, and pour Acidioxide. Press the button.
- You are now near the teleporter. You can return to the lab with the code 001. We will use it to go to different places.
Ancient Section (104)
- Observe your surroundings. You will find various stone plates with symbols on them.
- From the teleporter, go right and down. You will find a mechanism with symbols on it. Use it to unlock stone plates. From the stone plates, you should receive the following items: Stone Key, Round Key, Tile B, Tile D.
- To the right side of the stone plate mechanism, you can find Knife.
- Go upstairs. Use Round Key and Stone Key to unlock the ladder.
- Go down and push all stone plate buttons in the mechanism downstairs. Go all the way up.
- Use Knife to drop a tile next to the mechanism. Another tile will be revealed on the way here below a stone plate. Grab both Tile A and Tile C.
- Place all tiles in the slots above the cat statue all the way downstairs.
- Go back to the teleporter, and upstairs. Take Empty Coil. We are done here for now.
Looping Traps (690)
Yes, this place is like the Loop from the previous chapter. Now we are in a 3×3 grid room. There is a device on (-1,0) that releases buttons on other rooms. There are 4 rooms that have buttons. Release all buttons and press them to unlock Orb in (-1,1). We are done here for good.
Basement Section (529)
- Go right twice. You can charge your Empty Coil here. Charge it.
- Go left and down from the charger. There are two rooms, to your left and right. Both rooms have machines that need to fully deplete your coil to power up. Power them and your coil, make trips back and forth. Turn the knob on the laser redirector (center room).
- Make sure that you recharge your coil to get Charged Coil. You will need it later.
- Go upstairs. Place CD on the gripper.
- Go right, place Orb on the pedestal. Grab Chest Key. A note will reveal coordinates to Brick Room (551). We are done here for good.
Tomb Trap (770)
- A note will reveal coordinates (043). Enter it to your teleporter.
- Use Vial with Water on bubble. Get Golden Scepter. We are done here for good.
Ancient Section (104)
- Go up to the area you took the Coil from. Insert it to its plug.
- Go left. Turn on the searchlight. Look into the telescope. Take note of the new location (452). We are done here for good.
Brick Room (551)
- Go left. Press the button. We are done here for good.
Lighthouse Digouts (462)
- Go right, use Hammer on padlock. Take Turbine. We are done here for good.
The Ship (800)
- In any dark room, you will need to light a lantern with your Lighter.
- Go right, unscrew the panel with Screwdriver. Cut the wires with Knife.
- Go upstairs twice. Place Turbine in the slot.
- Go downstairs and press the button. Go right, use Chest Key to get Golden Arm.
Statue Room (451)
- Use Golden Arm and Golden Scepter to complete the statue.
Secrets
- Attic – To the right, on the chair. Hard to miss.
- Lighthouse Digouts (462) Need to ring 4 bells in various areas.
- Lab Next to the teleporter.
- Ancient Section (104) Right from the stone plate mechanism.
- Tomb Trap (043) To the far left.
- The Ship (800) Right from the teleporter.
- Ancient Section (104) Below the stone plate mechanism, in the eye of the cat statue.
- Ancient Section (104) Up twice from the stone plate mechanism, below the horse statue. Smash it open with Hammer.
- Looping Traps (690) Lower center room (0,1), on the bolt that holds the light bulb to your upper left.
- Basement Section (529) Right and down from the teleporter, on the floor, next to the laser redirector, on its right. Look at the cables.
- Tomb Trap (043) To the far left. It’s lodged in a crack in a corner on the upper side of the wall.
- The Ship (800) Hard to miss. Next to the wires you cut.
- Middle Floor (001) Go right. Plug in your Charged Coil on the device. Click on its screw to release the token.
- Statue Room (452) On the statue’s head.
Post-game
Monolith IV – ||o|||| (Layer 3) : Basement Section (529): To your left. Use the Karma Portal and press the door release button. Navigate to the Lab (001). The path to your right is now open. Open the door and the hatch. Use 5 of your tokens. Go right to find the Monolith.
Monolith V – |||||o| (Layer 6) : Ancient Section (104): Go downstairs. It’s to the right from the cat statue. Use 5 of your tokens. Go right to the Karma Portal. Follow the path down to the Monolith.[/spoiler]
Chapter 5 – The Root
Playthrough
You passed… a test? Now you are an Explorer, with their own room. You wake up in your own bed, and are given a task.
Explorer’s Room
- Go down. Turn on the PC. Read all documents. After reading them all, they will be summarized and printed to your left.
- The transporter is to your right and downstairs. We won’t come back here again, but the location is still marked if you wish to come back. Use code (552) to navigate to the Root, or (747) to access the pinnace. You can always read these locations from the note.
The Root (00)
- Go right towards the tunnel. Pick up Lead Casting from the ground before entering.
- When you are inside, unlatch the power cord from the smashed robot. Open the power box by clicking it, then click the power cord. The power is now on.
- Go right,down and right. You will see a device. This is the Binary Teleporter.
- Move to the right end. You will see a coil socket.
- Go up and to the end of the corridor. Go inside, and take Wrench.
- Backtrack to the coil socket, go left, down and right. Unbolt the panel and take the key. Go back upstairs.
- Enter the closer room to your left. Unlock the safe, and get Cipher Plate 1. It isn’t named with a number in this version, but the hole is clear of rust. Remember this distinction for later.
- We are done here for now. Navigate back to the binary teleporter.
Charger Room (01)
- Go down and left to find Cipher Plate 2. It has a distinct rusty hole on its top side. Remember this distinction for later.
- There is a charger downstairs, but we don’t have a coil yet. We are done for now.
Lighthouse Backroom (20)
- To your left, there will be 3 hatches. Enter them all and set their pressures high. Pick up the Empty Coil from the central hatch.
- The valve that triggers steam flow into this room is somewhere else. We are done for now.
Valve Room (02)
- To your left downstairs, there will be 3 monitors. They are not on for now.
- The valve that triggers steam flow into Lighthouse Backroom (20) is here. Turn it. You should hear a hiss. We are done here for now.
Circular Maze (12)
- This section is circular in nature. If you move right, you turn clockwise with respect to the central room.
- Navigate to the central room with the box. Look into the holes surrounding the room. They will show the dials that are connected to the valves behind them. Take note of these positions.
- The dial on the right corresponds to the room to your right. The one on the left, to your left. The one behind, you will need to move twice in any direction to get to.
- Turn the valves surrounding the central room by navigating around.
- When the dial crowns match the hands, the box will lift to reveal Steel Cube. Take it.
- Start turning around the maze. Stop when you see a light bulb without a cage on it. Take Light Bulb from this socket. We are done here for good.
Charger Room (01)
- Charge your coil. We are done here for good.
Vat Room (10)
- Go right and place Steel Cube in the acid bath after zooming in on it. Go back, and use Wrench to let the acid out. Look at the bath again to get Energy Crystalline Shard.
- There is a coil socket here, insert your coil. Head out. We are done here for good, but come back to pick up your coil when you are done with it.
Valve Room (02)
- Take Note 1: Glyphs from the screens. They will be ordered from the left to the right. We are done here for good. You can now take your coil from Vat Room (10).
Ancient Section Digout (21)
- Go right, and up. Press both buttons on both ends of the room. Go back down.
- Plug the Light Bulb into the socket. Go left.
- Enter Note 1: Glyphs to the stele. Turn the dial.
- Go downstairs. Use the Lead Casting on the stones. You will be able to pick it back up twice.
- Go downstairs. Take the Energy Crystalline Shard. We are done here for good.
Lighthouse Backroom (20)
- Enter the lighthouse through the broken brick wall. Take the Energy Crystalline Shard. We are done here for good.
Pinnace (747)
- Go back to The Root (00) . Move back to the first teleporter, and enter (747).
- Go right to the pinnace. Open the door by pulling the switch. Enter.
- Close the door by the opposing switch. Place all Energy Crystalline Shards into the sockets. Pull the lever in the control panel.
Secrets
- The Root (00) – Click on the patch of dirt behind the teleporter. It reveals a set of stairs that lead to the token.
- Charger Room (01) – Go downstairs to the charger, and left. Click the metal sheet to the left of the room. It will reveal a bolted panel behind it. Unbolt it with Wrench. Take the token.
- Valve Room (02) – Behind the valve. Click on the ground behind it to see the token.
- Lighthouse Backroom (20) – After using the coil in The Root (00), click the panel to the left before the brick wall. Take the token.
- Lighthouse Backroom (20) – Go to the place where you received a token back in Chapter 2 – The Lighthouse. It’s to your left and upstairs after you bust into the lighthouse.
Post-game
Monolith VI – ||||||o (Layer 6) : Pinnace (747): First, go right towards the pinnace launch area. Open the box. Take Emergency Key. Go all the way to the left towards the door behind the rubble. Open it with the key. Use your tokens on the Karma Portal to your left. Enter. The monolith is to your right.
Monolith VII ||||o|| (Layer 5) : Charger Room (01): You will see a dial on the way to the charger. There is a cat statue in the alcove above, giving a hint on the next location. Ancient Section Digout (21): Navigate to the area where was once closed off with booby traps (you have used Lead Casting here). The area is now open. Use the Karma Portal to get to the Monolith.
Chapter 6 – The Edge
Playthrough
The pinnace brought you to The Edge, where the security systems of the sentient submachine are located. You are immediately taken away by the interceptor system, and are forced to leave your pinnace.
The Edge
The outer rim where you begin the game will be referred to as the Edge itself in this guide.
- Leave your pinnace and watch the cutscene.
- Drop off all of your items from the previous chapter into the receptacle in the room to the right.
- Go right. Click the scanner to pass.
- Go right. Start entering numbers on the screen. You will be kicked out and thrown into The Edge.
- The elevator will leave. Go left, and wrap around the corner. Go left until you see a single grate cover. Click on it to break in.
- Right, Up, Up. Get the ID Card.
- Down, Left. Turn the wheel, until the dimmed light is on top.
- Right, Right. Push the statue back.
- Left, Down, Right. You will see a hole. Enter it.
- Right, Up, Up. Turn the wheel.
- Down, Right, Down. Pull the handles. Note the new area: Temple of Thoth.
- Backtrack to the wheel, and turn it again. Go in the returning direction, and use the upper path.
- Move up until you see the fork. Go left to see two wheels.
- You will need to turn the wheels until they line up in the top, left, or right directions. Whenever you do so, a passage will unlock in the area to your Right, Up.
- First, unlock the left and right passages. Press the buttons in each passage.
- Then, unlock the central passage by lining the wheels up. Go through.
- Go right, and enter ID Card to the slot. Call the elevator to get to the Vertical Floors.
Vertical Floors
- Go to Floor 2. Look at the screen. Lower the security level to 0.
- Go to Floor 1. Take the Steel Cube.
- Bring the Steel Cube to the Temple of Thoth.
- In the temple area, you can see a stone wheel. When the dark side points down it’s in the “Past”. And when it points up, it’s in the “Future”. Place the Steel Cube on the shrine inside, and turn the wheel to the Future. Take out the rusty bits from the cube in the shrine. Turn the wheel to the Past. Take the Connection Pod from the floor.
- Go back to the Vertical Floors, Floor 2. Insert the pod to the wall on the far left. Enable access. Leave.
- Go to Floor 1, room 5. Use the pod. Enable access. Leave.
- Go to Floor 2, room 8. Go right, until you reach the second pod socket. Use the pod. Go left, enable access. Leave.
- Go to the pod socket to your left. Go right. Disable all protocols. You can now read Murtaugh’s message. Leave.
- Go to the pod socket to your right. Use the pod socket. Go up, call the elevator until it comes next to your location. Leave. You can now get to the Horizontal Floors.
Horizontal Floors
- Go to Floor 1 (from the left).
- Go left and immediately up. Use the pod socket. Go left, disarm the turret. Go back, make it go offline. Leave. The light above should now be red.
- Go down, left, and up. Use the pod socket. There should be two warnings regarding the turret: one requiring a reset, one requiring a chain servicing. Go left (not right), and reset the chain. While the chain is being reset, cancel the operation. This will cause a secondary DS failure. Leave.
- Get to Floor 2, and upstairs to the mainframe. Use the pod socket. This is a point of no return. If you have unfinished business, do so now.
- Press the button inside the mainframe.
- You are now presented with 4 nodes, with a central connector. Click the connector to move to different rooms. To the left, turn off the turrets that are online (all must be 0).
- Go right, and up. Click the button. Go down, and right. Click the button. Go back to the center.
- There is some lore in the lower section if you want to learn more about the Post-game section by yourself.
- Go up, and across. Click the node to get to a new crossroads.
- Lower left, click the button. Lower right, turn all 1s to 0s. Upper left, click all disks to turn them off. Upper right, reset the pattern. Go up, and across.
- Press the button and confirm the dialogue. Watch the cutscene.
- You will be forcefully ejected from the mainframe, and in an area of no return. Go down, and pick up your pod. Go left, and open up the ventilation shaft. Follow it up.
- To your left is a strange contraption, with a code on it.
- To your right is a teleporter. Use the pod socket and click the switch.
Secrets
- The Edge: After pressing the buttons that let you through towards the Vertical Floors, you can line the wheels downwards. Doing so will unlock a new area towards the beginning of the sewers. There you can find a token.
- The Edge: Turn the stone wheel to the state of Future in Temple of Thoth to unlock an area to the left of the sewer entrance. There is a token here, and this area is also related to the post-game.
- The Edge: After the sewer section, go to the very left edge. You will see a token here.
- The Edge: From the previous token location, go right. There will be a user ID pattern attached to the sewer entrance. Enter it to the place you received the pod in Vertical Floors to unlock the area, and take the token.
- Horizontal Floors: Right next to the mainframe, on the floor, to your lower right.
Post-game
Monolith IX – |o||||| (Layer 2) : Horizontal Floors: You are in the ending zone when you begin. There is a teleporter to the left enabled only in Layer 2, leading to the Thoth secret area. From there, navigate to the rest of the game, starting from… The Edge: You need to unlock the secret area by disabling Protocol 54-5. Get to the rusty teleporter that is located at the very beginning of this zone. If Protocol 54-1 is enabled, you will be able to open up the secret area. If it is disabled, go back to Vertical Floors to disable it. To get to the secret area, you need to go near the elevator to the Vertical Floors section, press the button again to let it go up. Then move across to the other side and down to the secret area. You can use your tokens here. The Karma Portal will lead you to the Monolith.
Chapter 7 – The Core
Playthrough
You are teleported to The Core after hacking into the security mainframe at The Edge, with no clear plan, and an apparent abandonment by Murtaugh.
Teleporter
The vicinity of the teleporter that brought you in will be referred to as Teleporter in short.
- Go right. Collect Steel Tube.
- Go right again. Take off the wooden planks on the bottom left side of the screen to reveal a Key Stone. Take it.
- Go right again. Take the Code Card and note pages: Gate Order, Stone Grid. Note the safe box on the center left side of the screen.
- Go left until you see a forcefield. Insert Code Card. Take the Light Bulb from the projector.
- Use Steel Tube on the force field, to break the lightbulb on the projector.
- Go left. Take the Safe Box Key from the center column’s base.
- Go back to the safe box and unlock it. Look inside, and take Energy Crystalline Shard.
- Go back where you have found Safe Box Key. Move left twice.
- Take the Gong Stick from next to the statue.
- Go left twice, and check the flowerpot on the right. Take Key Stone.
- Go left. This is the gate to the South Garden. Go left again.
- Hit the gong with the Gong Stick.
- Behind the gong, there are flowerpots. Check the center one to get a note: Stone Grid.
- Go all the way left. In the palm of the statue, there is a Key Stone. Take it.
- Now, place Energy Crystalline Shard in the socket in the gate to the South Garden, and assemble the Key Stones on the gate controls, using the Gate Order note.
- Press the button, and go through the gate.
South Garden
- To your left, there will be a information board with the current location marked on a map. Taking a screenshot of this map is recommended for taking notes on it later.
- Enter Gate 3 to your left. Take a note of the location on your map. To your right, take Control Room Key. Leave.
- In the garden, keep moving right. This area is the Docks. Go down, and to your left. Take Triangle Stone Key. Back out of the Docks. You will see a greeting sign into the Winter Palace. Enter. Use the Karma Portal.
- Go left. You can unblock the door now. Go upstairs. To your right is the control room. Unlock it with Control Room Key. Enter. Pull all the dials down.
- Go all the way towards your left, enter Karma Portal. Take Square Stone Key. Leave.
- Go back to the gates in the South Garden. From now on, these locations will be marked as Gate X in the guide, as done before with Gate 3, ordered 1-2-3-4 from the left.
- Enter Gate 2. Take note of the location on your map. Go all the way left, pick up Stone Grid note. Turn the wheel.
- Go up, push the button. Go down, and up the new ladder. Go up again.
- Take note of the sigil near the gate, on your map, next to Gate 2‘s location. This guide will label the next gate as Gate 5. Enter it.
- Note the location of Gate 5 on your map. Go left, and take a close look on the sigil on the leftmost column on your map.
- Go right twice to find a Karma Portal. Enter it. Follow the road right.
- Use Gong Stick on the ladder controls to drop the ladder. There is a sigil on the way, but we don’t know which are this is yet. Move on. The gate map is smashed. We will return later. Exit to the South Garden. This area we were in is actually behind Gate 1.
- Enter Gate 4. Take a note of the location. Take Round Stone Key laying on the tree’s roots. Note that there is a giant tree here. Leave.
Winter Palace
- Move into the Winter Palace. Go all the way to the right.
- Use the Stone Grid notes, and Stone Keys found before to solve the puzzle. Enter.
- Move right into the Observatory. Enter the first door on your right. Take the Transmitter from the ground. Go back.
- Go right, and in. Look into the crack in the wall on your right, and take Monolith Catalyst. Go upstairs. Take note of the chest laying in this area. Go back to the main hall.
- Go right. Take a note of the transmitter controller on the floor for later.
- Go right and enter the room. Go upstairs, and into the Karma Portal. Take Solenoid.
- Go left and take a note of the sigil on the tree onto your map. It is near Gate 4.
- Leave the Karma Portal, and the room. Go right, from the edge of your screen. Pick up Chest Key, and open the chest from before. Take Solenoid.
- Go to the edge of the Observatory. Now take the door instead of moving towards the right edge. Take the note Sequence Order hanging off the rim. This note is very important. Compare your gate numbers with the numbers on this sheet. Take note of these numbers as well on your map. The orders of Gate 3 and Gate 1 are swapped, and the rest are the same.
- Go up. Use Solenoids and the Transmitter on the dish. Leave.
South Garden
- Enter Gate 1. Take note of the sigil on your map, now knowing its spot from the note Sequence Order. Leave.
- Enter Gate 3. Use Monolith Catalyst on the slot to the very right. Take note of the sigil on your map. Leave.
- Your map should look like this now:
Winter Palace
- Go back to the Observatory. Enter the sequence from your map. Turn the dial. You should hear a click.
Docks
- Enter Liz’s lab. Pull the switch on the top left as you enter.
- Move right. There’s another switch. Pull it to open up the way.
- Navigate upwards. There are lore notes around if you want to read them.
- Find your way to the force field generator. Pull the lever to open up the path.
- Go right, up, through the Karma Portal. You can now unlatch the hatch to open up the way from before.
Secrets
- Teleporter: From the gong that opens the Docks gate, move left. Check behind the flowerpot on the right.
- Winter Palace: Upstairs before the control room, there is a crack in the wall. Click the top left side of it to reveal the token.
- South Garden: Gate X: On a crack inside the slab containing the Karma Portal.
- Winter Palace: Fourth room in the Observatory, counting from the left. Look behind the broken telescope mount, to find the token.
- Docks: Upmost floor, before you leave, go right. Look at the table. It’s behind the front left leg.
Chapter 8 – The Plan
Playthrough
You have followed in the footsteps of Elizabeth, who has escaped Murtaugh’s wrath in her mobile lab docked to the Winter Palace. A Karma Portal brings you… somewhere. A plan has been mentioned in the previous chapter, which has been lost. Will we be able to follow it through?
Layer 1
- Start by moving right. Cliek the yellow beam in the background to move it to the left. Click the protruding rod below to get Improvised Crowbar.
- Go all the way to the left. Use Improvised Crowbar on the Key. Pick it up.
- Go right. Use Key on the lock, pull the handle, and press the button. Go down.
- Pick up a Stone Sphere.
- Go down. Pull the lever. Whatever did that do?
- Go right. Take the Navigator. Now look at the device. You are on Layer 1. Pulling the lever from before has activated Layer 2. The areas will now be referred to by their Layer coordinates. Immediately go to Layer 2.
Layer 2
- Open all drawer doors you can. Take Small Chest Opener.
- Go right twice. The screen shows different layers at this exact location. Switch to Layer 1.
Layer 1
- Take Energy Coil.
- Move left, and take note Piece of Pillar Code. Use Small Chest Opener to get Cog Wheel.
- Go right and up. Take Stone Sphere. Switch to Layer 2.
Layer 2
- Take note Piece of Pillar Code.
- Go down and left twice. Switch to Layer 1. You will notice that some areas that are inaccessible can be accessed by switching layers. Some of these moves will be referred to as “jumps” from now on. You have jumped left through Layer 2 in Layer 1.
Layer 1
- Now we need to jump up in Layer 2. Go to upmost point in Layer 1, and jump through.
Layer 2
- If you have done the jump right, you should see an igloo. Take another Stone Sphere from here.
- Use your Energy Coil on the left, and pull the lever on the right ends to unlock Layer 3.
- Switch to Layer 3 from the igloo in Layer 2.
Layer 3
- Go left, use Cog Wheel, and pull the lever.
- Go right twice, and pick up Cube.
- Move down from the tree, pick up Beamer Arm.
- Move down to the floor, go right twice.
Secrets
- Layer 3: From the upmost position, go to Layer 1 and pull the yellow beam in the background again. Move towards the left in Layer 3 to find the secret.
- Layer 3: This is in the area with the clock dial. Click a loose tile on the ground to reveal the secret.[/spoiler]
Post-game
Monolith X ||o|||| (Layer 3) : In the Docks, downstairs in Liz’s lab. Use Light Bulb to open up a passage. Before you leave to Chapter 8 – The Plan, you can turn a wheel. This wheel unlocks the secret area. Karma Portal to the next area. Enter the Karma Portal in Layer 3 to reach the next area. Follow the path upstairs to find the Monolith.