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The game world consists of 8 major areas, each of which has a portal back to a section of a previous Submachine game. The graphic style is that of the original, but updates were made so that they'd be appropriate to the new game. Most of the game play involves clicking switches, collecting items, and finding out where to put them.
There are a few parts to this walkthrough. I try to have progressive hints throughout, so that you can figure out as much as possible on your own. Also, each successive part is more detail oriented, so you can look for high level hints in the "Hints" section, but for detailed directions, you'll need to check out the "Efficiency" section.
"Explanations Walkthrough" leads you to clues to what you need before finding those items. It's a lot of back and forth, but hopefully you will understand what's going on. "Efficiency Walkthrough" is designed around subgoals for accessing the ending. Items are collected and used at convenient times with no explanation about what they are.
"Secrets" contains info for getting the ten small red balls that are used to access extra text just before finishing the game. Items used solely to acquire secrets are mostly ignored by the main walkthroughs, except under special spoiler tags.
I label areas mainly by their teleporter coordinates. So, '101' means first and third buttons depressed before activating teleporter. I also use a 'P' to mean through the powered portal. So '110P' means the area from the beginning of Sub 6: The Edge.
Remember that the game is designed so that you can't get stuck. No matter what you've done, what you have, or where you are, you can still reach the ending! (And you can still get all the secrets!)
Enjoy!
Hints
- You're not stuck. - Really, you're not stuck. The ending is reachable from any situation. - The secrets are also reachable from any situation. - If an item came from a device, it probably goes into a similar device. - Mechanisms with little red and green lights need to be activated elsewhere. - Pick up everything. There are no useless items. - There are a few useless mechanisms. - Most mechanisms have visual clues for how to activate them. Like missing pieces. - If a mechanism stops working, you don't need it any more. - Some obvious items are for non-obvious secrets. Progress is better than completion. - There are some things you'll understand early, but can't be solved until much later. - All ten secrets are small red balls. Some are hidden in "plain sight".Chapters
This takes you through the game, pointing out clues. It's more commentary than directions, so it's good if you want vague hints, or want to read about a previous section to see if you missed an obscured clue. The back story is left out, but you're led to in-game papers that describe it. Secrets are dealt with as if they were normal game items, but more vague and left out of the spoiler hints. This walkthrough is set up as if it's telling the protagonist's story. Read the Efficiency Walkthrough section if you need clearer guidance.This is written as if we have everything we need to pass each obstacle. The player will have to jump back and forth between areas to actually reach the area in the next paragraph. Read about what you see, for subtle hints about what to do next. Spoiler hints will say where to go, but not what to do there or the best order to do anything.
Progressive spoilers: character of the game, descriptions and clues, search locations.
Summary
The first part of the game is simple and linear. Explore a bit, click to collect items, and use them where you can. Don't miss the 'Backpack' early on, you have limited inventory space! Figure out how the game works. Pass though rooms and portals. Find the teleporter to finish this part.Description
We start off on an unstable platform with stone floating around. This seems to be a technologically mixed area that plaques call the Northern Garden docks. There are four labeled 'docks'. There's a ship anchored (literally) to one of the docks, but we can't see it. There's a ladder, but all it has is a glowing orb at the top. It seems small enough to grab. A hole in the ground leads to a machine that doesn't do anything, but does have a hole for something. Pieces of the wall are floating around. They seem to be centered on something. There's a building blocking our path. The circular device nearby looks like it might be useful.Description
This is a modest building that seems in disrepair. There are some levers upstairs labeled like the docks. What dock was the ship at? There's a backpack by a chair that looks useful. The stairway doesn't go anywhere. What breaks up support beams but leaves them floating? There's a vending machine in the corner. It seems to require an id card. Maybe there's one on the ship?Description
We can reach what seems to be a space ship, but it still needs power. Luckily, there's ship number card by the entrance, and those cables go right into the machine we saw.The ship is so old that there's mold everywhere! It's interesting to look at, but probably doesn't do anything anymore. Maybe there's some scrap to collect on board. We found the bridge, but the security is still in place, and we don't have a captain's ID badge, or whatever goes in the other slot. There's a hatch missing a handle, maybe that's still around somewhere.
Description
We found a karma portal like the ones in previous Submachine games. They'll probably take us to many unusual places. This place seems like an old house. The way is blocked a bit, but nothing too difficult to handle. There's a hole in the floor with a little red ball at the bottom. Looks like something valuable, but we can't reach it. Even if we found a long stick to reach, it's so far down that grabbing it would be a problem. There's some strange equipment around. One large capsule has lights on it and a panel that might open, but it won't and the device seems inactive. The nearby door is shut and not opening. There's another unusual device on a lower level, but it seems to be missing some parts. All the statues are facing some brick structure that seems subtly out of place with the house. It must be important.Summary
Now that you have access to a teleporter, there are many worlds to explore. Go from place to place collecting and using items. About half of them are used in the area you found them in, the rest go through the teleporter. Use the teleporter to get to areas new to this game. Use the powered portals to get to areas from previous Submachine games. You'll finish this part of the game when you gather all the pieces to activate the powered portal in the first area.Description
There's a bunch of ancient Egyptian stuff around, but the pyramid walls look like copper. There's a couple of geared devises on walls, but neither is complete. There's a totem with Hieroglyphics on it, and there are some papers around with the same symbols. A box on an upper level has the same symbol as the totem, but it doesn't seem to do anything. There are a couple of jackal heads that teleport us between them, which is odd because there are ladders that reach them both. There's also an odd gray stone device with buttons, attached to a socket. There's nothing around that fits in, though.The ladders both drop down into compartments below. There's a glowing portal down one, and a glowing device down the other. They look useful.
Description
Looks like a work site, but the drill is busted. It's turned off and there's a handle in what looks like red sand. It appears to be solid. There's sand on the other side too, but it doesn't fill the hole. There's a machine that seems to open a hatch somewhere. There's a glowing Range Confirmator that may need power.The drill must have already done its work, because there is equipment down its hole. One of the Range Confirmators is in a socket with a green light. There are two other sockets with red lights. There are two airlocks, but one is missing a handle. We can get past the other one. There's a closed hatch and a bar that looks like a handle.
There's a piece of paper with a some kind of rune on it here, and a large portal beyond the hatch.
Description
This place consists of three large metal spheres, connected by a large pipe. The pipe is busted open and we can climb inside. Unfortunately, there are security fields blocking access to two of the spheres. We can enter the third, which has some kind of rotating device. Activating it changes some of its lights from red to green and vise versa, but anything but the original position puts up a security gate to that we can't leave. We can go all the way around the largest sphere and enter through a hatch. It seems to be a computer interface. There are a lot of green lights around. What could those be?With the security gates partially deactivated we can enter all the spheres through the busted tube. The left sphere has a large portal in it. The right sphere now has a ladder visible that exits below. There's a copper Cog gear here.
Description
This place is full of old structures that seem to be held together by advanced technology. There are time and space anomalies all around, so movement doesn't always end up where we expect. There are signs naming five separate storage facilities. There's nothing else of interest here.32/1 is all red brick inside. There doesn't seem to be any order to the rooms, and backtracking leads to new places rather than old ones. It would be easy to hide something in here. Luckily, the total number of rooms seems low. There are items scattered about, and two metal devices in walls. One seems to need completion, with oblong recesses in it. Another looks like a secure box we don't have access to.
33/1 is very small. There are some items on the floor, and you see all of it before returning to the entrance.
33/2 is also very small. Every exit leads back to the entrance, except the ones at the entrance. There are some things on the floor, but the large portal seems to be the reason this vault exists. Unfortunately, it's not active. There are round sockets in the wall nearby. Maybe it construction wasn't completed.
33/3 has much more space inside, and has some kind of order to it. The left doors all lead to the same places, and the same is true for the other doors and ladders. Backtracking to previous rooms is somewhat possible. There are a lot of devises on the walls! Most of them have red and green indicators and labels, though there is one dial with labels from all the other devices, and one with multiple red lights with a panel that might open. There's also a large capsule here that looks similar to the one near the first teleporter. Far from the entrance, there's a paper with some history about an escapee. Maybe there's hope of escaping?
33/4 is also large, but as long as we don't go too far and end up at the entrance, we can backtrack through any rooms we visit. There are items lying around and a paper on the wall with a strange symbol on it. There are three devices on walls. One of them has two indicator lights on it.
Description
There's not much here. There's an older stone statue of an ox that's missing some pieces, a paper with some strange message about multiple dimensions, and a piston. The piston activates a ladder that leads to an upper ledge. The piston there is missing, though, so we can't reach higher. There's a big spherical machine that is missing something according to the pedestal nearby. There's a metal piece that's almost fallen off the ledge, but it doesn't fit in the machine.Even with the machine satisfied, it doesn't seem to do anything useful. It only says that it's finished was it was doing. Maybe those cables are communicating with some other machine? The upper ledge has paper with a strange symbol on it. And a large portal.
Description
This place is huge! It also seems to be falling apart, like the docks, there are paths that lead to empty space and broken walls floating about. There's a machine on the far wall with a socked for some large device. There are three doors around the teleporter.The left room is the most broken up, and things are scattered around the floor. There's a paper on the wall. Someone may have been studying the strange behavior.
The center room was poorly barricaded, probably because of some fancy equipment in it and its back room. There's a large capsule here like the one near the first teleporter. There's also a magnifying glass that doesn't have an experiment running. We could use it if needed without disturbing anything. There are skulls on tables and in drawers. Why would anyone want to look at skulls?
The third door just leads to three more! The left one has an out-of-place old stone statue of an ox, and a box with mostly small things around it. The center door leads to a large portal. It's got a number of smaller devices connected to it with wires. Half of them have green lights and hold a metal thing like the ones lying around the floors here. The other half are empty with red lights. The right door contains a large version on an experiment. The experimenter seems to have found a way to repair broken walls!
Description
If there were monks here once, they lived a spartan life. Most interesting things look like they came from elsewhere. There's a paper with what looks like hieroglyphics on it. There's a metal bar near a statue. There's a large capsule like the one near the first teleporter. There's some electric device, that could be a sender or receiver. There's a large portal that looks like it belongs here, strangely enough, but it's not active. There's also a circular stand like the one used to gain access to the control room to power the ship. Too bad we can't remove the Light Sphere from there.Description
We no longer have the metal keys to use the local teleporter, and it looks damaged by the karma portal anyway, so we're stuck in this area. The Coil we placed back then seems to have exploded, leaving a Light Sphere. There's a gear in the tub that looks out of place. We can move some panels from the wall to reveal a handle we didn't notice before. There's a ladder that leads to a socket in the wall. Opening the panel reveals that it's empty. Perhaps there's another one somewhere so we know what kind of thing plugs in.Description
We've been on this roof before, but the ladder is broken, so we can't get to the familiar areas. There's a force field blocking the path, but it's controlled from our side. That's pretty sloppy security, or there's something inside that's important enough to stay there. There's a Light Sphere set up to get us into a new section of the lab. There's a page on the wall, something about time travel. There's a metal Ladder Step nearby, but there's no way it would fit the wooden ladder outside. There's another security device set up, this one is actually keeping us out. Maybe it's as sloppy as the one outside and we can trick it somehow.Past the security is a workbench with a tank of karma like the one from the other lab. This one is set up to dispense it. Maybe if we had an appropriate container we could use it to do the miracles we saw in the other lab?
Description
This is the large shrine we visited before, but it seems to have aged quite a bit. The telescopes that haven't fallen apart still point to the same locations, but the electrical equipment is broken down an full of stones. There are floating blocks outside; this place may be damaged by the same thing that damaged others. The entrance we used last time is completely gone. Looks like someone visited at one point, but there's nothing left of them now but a suit and a skull. There's a large machine in one room that looks like the one on the cliff. The pedestal has the same message on it as well. There's a note left behind saying someone will be back here eventually. Hope that wasn't them in the suit.Description
This was the place we were stuck doing puzzles for what seemed like forever. The rooms aren't stable like before, though. They're randomized like in another vault. There are so many rooms, it's hard to reach a location. There are two valve enclosures with four positions each, but one valve is missing. There are two receiver bells with dials that need activation before they'll turn. All four of these items are labeled. There's a devise with all those labels on it, with similar bells, and columns with lights that might move. There's a grid of some kind of material, with the corners of the grid missing. There's a device that seems to be ripped out and has wires dangling. Finally, there's a mount with two lights, presumably where the reward for this puzzle is kept.Description
This is a small section of a world visited not long before. The Coil is still there powering the dimensional locater, but the ladder is missing. We no longer have the controller that let us jump between worlds. Luckily, someone has set up a light sphere crown to get us into the pod without it.Some of the equipment has been removed from the pod, but they left a Cog above and didn't open the hatch after unlocking it. We've seen some Ladder Steps around, maybe if we get enough we can reach the area below us for the first time.
We made it down the ladder! There is a Light Sphere here, along with instructions for setting up the crown above. There is a little round device in a computer socket that isn't doing anything but make blue light. Maybe it will be of more use elsewhere.
Description
This the the place we were dropped off to die when we couldn't pass a security check. The teleporter looks worse than before, and pieces of wall have fallen down, revealing an entrance we never say before. Too bad there's no valve on that hatch. There's some new equipment set up, some sockets, what could those have been for? Around the corner, there's a paper with a strange symbol on the wall. The path beyond seems to have broken off. The vents are rusted enough to remove the covers and enter.There's a security system on through the left vent, but all the green balls needed to disable it are there. There are some items on pedestals (or fallen off), those must be important. There's also a large capsule like the one near the first teleporter.
The right vent has a four-way split with a machine controlling where to go, but it's blocked, so we can only go up. There's another one of those robot storage devices that seem to be everywhere. This one has something glowing in it. The valve nearby is locked just like the entry machine is.
The valves control which two exits are open at any time. There are a few items around that could be useful, including the Hatch Valve for the hatch outside. Beyond the hatch is another security point like the one in the vent, but this one is missing the Plasma Charges that unlock it. We'll have to find those.
Beyond the security point is a monitor and a door labeled S3C. The monitor is for activating an evacuation protocol, but it doesn't open the door. It's a computer, so it's probably connected to somewhere else. Perhaps there's a way out available now.
It's like a treasure vault in here! There are nearly a dozen security stops, which lead to info about this place. We had a few of the little red balls that access it all. We should look for others.
Description
We just came from here but it looks like a lot of time has past. There's a lot more red 'sand' everywhere, and the only accessible plaque is broken. It covers up most of the places we knew about. Finding an item in this would be like finding an needle in a haystack. There is one place to go, past a hole in the stairway where it looks like someone set up a dimensional locater. Too bad we don't have the control device, but it's broken anyway. There's a wire to some holding cylinder. If we can power it we might salvage something from this trip.Summary
This part of the game is again more linear, with a little backtracking. Explore the oldest sections of Submachine games in order to open up the rest of the options. Don't be afraid when the exit disappears on you. You'll find another way out to end this part of the game.Description
This place was the real beginning of journey through the Submachine. Now it's so full of this red stuff that we can't go very far. There's a Light Sphere where the wisdom crystal was once. But it was taken, so the light is a mystery. The box with all the wires seems to have blown a fuse or something, since one of the levers is inactive. The path up is blocked, but there's a light crown around to get us to the other side of the room. The ladder won't extend, one of the wires is broken. There's a little box like the one in the lab nearby. There's also a transmitter hooked up to a grid of strange symbols, like the ones we've found on paper.Description
Ah, the original Submachine game console. There's a note about the lab stuff nearby, but the game is where we first noticed something was different. And there's a karma portal here. Maybe we can here from somewhere else originally? Through the portal is a setup like at the end of the game, but it's all real... and fake! It's a bunch of paintings that make it look like we've reached the outside. The path circles a tower, but part of it is broken up with more floating walls. There's an elevator here. Looking out from it the paintings seem real. Well, real enough for a game. This is the ending of Submachine, and we're retracing our steps back through it. Maybe it was all real after all?Well, these red rooms are new, but the elevator disappeared from under the same symbol it appeared under back then. There seem to be unsolved problems here. Levers and stones and switches. It's still like a game setup, everything nearby just needs to be rearranged properly, and maybe we'll get to the portal behind the glass. The raised bed doesn't seem all that necessary, though.
Now this is familiar! All the puzzles here are just as we left them, but more broken apart and moldy. It must have been real after all! Well, lets collect all the items from before, maybe they'll be useful outside. There's a portal where the original exit was. The wisdom crystal is missing of course, but there's another Light Sphere in its place. Maybe they 'grow back' after a long enough time? Continuing to retrace our steps leads us back to the old house. Did we come from here originally?
Summary
This part of the game is about traveling around, dealing with all the unfinished business you've noticed along the way. Find a way to reconstruct damaged sections of the world. Collect and use all the secrets now. Reach the giant bulb at the top of the lighthouse to move on to the last part.Description
We're back at the house, and have access to every location and portal. Are there any mysteries we couldn't deal with before that we can now? How about the large capsule right here by the door?There's an Empty Karma Stabilizer inside. Perhaps we should fill it with karma?
Description
Leaving the lab, we see that the roof tiles dislodged by proximity to the karma portal are reacting to the Stabiliser. Using the Stabiliser on them actually fixes the broken roof! How many other places did we come across that had broken, floating pieces?There were so many places to go! Mostly there were Tiles to collect. There was a pathway with a message about a sentient machine, a box of junk that looked interesting, and more! The one in the basement was really confusing, The submachine game seems like a real place, but the portal took us to some electronic world. Were we really in the game? This last place has a door that seems to be unlocked by placing Tiles above it. Let's see if we have all 4.
Summary
Almost done! The karma doorway leads to the top of the lighthouse. The items in the there are used to acquire the pieces of the final mechanism. It's not very hard either. Just don't activate it if you want to try to get all the secrets. You have to start over from the beginning once you see the ending.Description
Past the doorway is a steel room with a note about entering the Submachine, and what looks like a security system. There are two fuse sockets that may need to be filled.The ladder leads to the lighthouse. There's another note about a sentient machine. The large lamp we powered back then is still active! Too bad it didn't take us out of the submachine then. Better not try again that way. Since it didn't work, we might as well take these items nearby.
Description
With the ID we can get further into the ship. It turns out it was just an observation deck, but there's some equipment up here. There's also a note about the lamp turning off. Will someone be expecting us? We have a Portable Light Crown and the Light Sphere that activates it. Now all we need is a place to set it up. There was a note about needing something else as well. Maybe whatever that is will be the last clue to making this work.Description
They are Murtaugh and Elizabeth. They are the people the notes have been written by or about for the entire Submachine series. See the karma arm? This game would have been much easier with one of those!Goals
Here you'll find what I think is a really efficient path through the game. It's not the common path, but I've left directions in each goal for getting the stuff you've missed if you're not following along. It's divided into milestones and steps. If you don't know what to do, check which milestones you've completed and take a look under the next one you haven't.Progressive spoilers: strategy, steps broken down, solutions and pointers
Strategy
Look around and do a bunch of obvious stuff. You can ignore the Backpack if you're following this walkthrough, but you may want it just in case. You'll eventually find a red and white mechanism with three buttons in a row and one underneath. That's the teleporter. The top three set the location and the bottom one activates it, sending you to another, different-looking teleporter. You're at 000 currently.Steps and Secrets
#### There's a Light Sphere at the top of the ladder #### Use it to access the building. #### Use the levers to move the ladder to the ship.Strategy
For this we need 5 Vector Finders, but 3 are in 110 in rooms near the portal. We need to teleport to two places to get them before heading to the portal. For efficiency, we should take a Plasma Charge with us, found in a fourth teleport location, and well hidden. You can get all of these items without needing any others.Steps and Secrets
#### Visit 100, get the Vector Finder, it's somewhere left of the teleporterStrategy
For this we need 3 Ladder Steps, each in a different teleport location. One is, as you've guessed, behind the portal we just activated. While we're there, we'll save ourselves a trip by getting a rune and activating Shiva's emergency exit protocol. The second Step is a quick grab like the Vector Finders, but we'll collect a paper with a hint while we're there. The third Step will take some work, since we need to gain access to the powered portal to reach it.Steps and Secrets
#### Enter the portal at 110, find the crawl vents and rune paper.Strategy
The first sphere is just beyond the ladder in 101P, but this is the 'harder' one to get. If you found the 'easy' one first, see 'Complete the Ladder' above to access this one. Use the Light Sphere to access the pod, and collect the other 4 items in this area. There are no more puzzles here. Avoid the paper. It has a hint for the end of the game, but it will fill an extra inventory slot so it's not worth it unless you're collecting them. After this area we'll grab the other Cog Wheel, and go collect the 'easy' Sphere. We waited so that we can complete that entire area, including past the portal, in one trip!Steps and Secrets
#### Collect 4 items in 101PStrategy
By now you've seen most of the areas, and we'll see most of the rest for this objective. The goal is to make use of your items to get 3 Portal Stabilisers and a Portal Charge. We have to visit one of two locations twice to finish up, so we'll pick the one that's quicker. Depending on how you used the first Light Sphere, you may have different items, so the first step is to use the second Sphere to get caught up.Steps and Secrets
#### If you haven't yet, use the Light Sphere at 101P, then finish 001Strategy
The puzzles here are mostly local, so enter the portal and keep pressing forward. There's a place to backtrack at the beginning, so we'll get the last rune paper first to minimize that. There are a bunch of items to get just before reaching the door, so it's best to get them now.Steps and Secrets
#### Visit 100 to get the last rune paperMore
You need 4 Levers. One is on the ground. One is accessed by pressing both switches, then retrieving it from the upper right room. For the third, take the Stone Weight from the lower right and put it on the platform in the lower left. Finally, check the notch in the stone wheels. Move the one to line up with the other, and take the Lever from device just left of the exit. Put all the Levers around the exit to access the portal. An efficient path is: right, all down, all up, all left, exit.Strategy
Now we can satisfy the large capsules that we've seen around the place. That will get us a Stabiliser, which we can then fill to make it useful. The idea is straight forward, but it's a major milestone that involves searching back through places we've been.Steps and Secrets
#### If you missed them, get the 4 Fuses and SkullStrategy
The Stabiliser allows us to enter many new (small) areas. We need to collect 4 Tiles from them, and 2 Plasma Coils. We finally solve the puzzles in the Royal Storage, unless they've been completed along the way.Steps and Secrets
#### Visit 100, activate portalIf you're really stuck: 33/3
Enter, Left, Dial to '1', Up, Set Device, Left, Dial to '2', Right, Right, Right, Set Device, Right, Left, Dial to '3', Down, Set Device, Left, Dial to glyph, Down, Down, Get item, Down, Exit.If you're really stuck: 33/4
Enter, Left, Left, Get item, Up, Set Device, Right, Right, Right, Down, Set Device, Up, Left, Get Item, Left, Exit.If you don't even want to try
This only works if you start with the left light on top and the right light on bottom like how the puzzle starts off. Turn the 'left' (with turnstile symbol pointing left) valve 1 time, turn the 'right' valve 2 times. Activate the dial of the glowing receiver. Turn the 'left' valve 1 time, turn the 'right' valve 3 times. Activate the dial of the glowing receiver. Pick up the item. Find the exit.Strategy
There are three items needed to exit, and one you should have by now. The two items to the left and right of the large bulb in the lighthouse can each be traded for one of the others. Put them together in the right place and it's all over. Don't activate them if you want to collect secrets. Once you see the ending you have to start the game over.Steps and Secrets
#### Get the Portable Light Crown from the shipGenerally in order of accessibility
Progressive spoilers: hint title, area and needed items, detail
-
Secret 1
Storage Vault
110 32/1 Nothing needed
The secret is on the wall by the upper right light in the room with the mechanism you open to get an item. Click the dot that's redder than the rest of the wall.Secret 2
Tomb
111P Nothing needed
The secret is in a big pile of sand right of the entry point into the tomb. Click the oddly colored highlight to get it.Secret 3
Telescope
011P Nothing needed
Collect two parts of a telescope from rooms in the shrine and assemble them on a mount in another room. Look through the telescope to release the secret.Secret 4
Sleeping Spoon
000 Red area, after completing powered portal
Take the Spoon back to the previous area from where you found it and place it on the raised bed. The little door will open revealing a secret.Secret 5
Basement Box
000P, with Pearl
Get a Pearl from what looks like a faceless upright clock in the area behind the locked door of 000. Put it in the box just off the main route through the powered portal.Secret 6
Lab Box
110, with Pearl
Get a Pearl from what looks like a faceless upright clock in the area behind the locked door of 000. Put it in the box through the left door of the three at the right of 110.Secret 7
Loop
100P, with 4 Stone Cubes
Get four stone cubes from the floor of a room past the locked door in 000. Travel through the loop until you see a grid with missing corners. Place a cube in each corner. Travel through the loop until you see the backing of the grid, with a secret available.Secret 8
Pillars
110, with Karma Stabiliser
At the far right of the area are some broken pillars. Repair them with the stabiliser to access the secret.Secret 9
Entry
000 Docks, with Karma Stabiliser
Return to the place of your entry to the game, far left of the Docks. Repair the wall to access a karma portal to a little place with a secret.Secret 10
First Sight
000, with Long Stick and Metal Spring
The first is the last! Enter 100 33/4 (top right vault) and go right three times to find a long stick. Go to 110, left along the bridge made using the Plasma Canister. Repair the wall and enter the portal to find a box with a spring inside. Combine the stick and spring by clicking one on the other. Use the stick on the visible secret in the hole to retrieve it.Secret Vault
Battery
110P, Battery
Gain access to the vault door during normal game progression. (Find a Hatch Valve in the tunnels to the left of the entry to 110P. Use it on the hatch to the far right of the entry. Enter, and disable the force field with three plasma charges found in the tunnels and 011.) Find a Triple A Battery on the floor under the stairs in 110. At 000 Docks, place the battery in the slot in the ship near the captain's id reader. This opens the door to the secrets vault, at 110P- JayIsGames - For hosting and informing me of this game
- JayIsGames commenter lordofdark - For reference maps and loop info
- Other commenters - For the secrets I missed
- Creator Mateusz Skutnik - For years of great service to gamers