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Submachine 3 - The Loop
Submachine 3 - The Loop
Just click all of the levers
Start at room 1,1 clich the devise then go to that room. Then click that devise,
then go to the room that comes up, comtinue untill you have done it six times.
There are four rooms where you can change numbers on a panel, but on each panel
one number can not be changed, and they are in a different spot on each panel.
Change the other panels so they all have the same numbers.
In each of the rooms that has a device you will see little dots above the big
circle, just find the one that has one dot and click it, then two dots, then
three dots and so on.
Assign each letter of the alphabet a number. So A=1 B=2 C=3 and so on. Then find
each room with a devise and change the letter to coraspond with the room number.
So room 1,2 will be A,B
The room -1,0 has the main device in it. Find the other rooms that have a device
in them and they have a number and a symbol. Make a note and go back to the main
device. Number the spots left to right and change the shapes until it matches the
one that was in the room. Do this for all six shapes you find. Then click the
little button on the floor on the left hand side of the room that has the main
Go to room 0,-1 click the lever in the lower right. This turns on the projector
in room 0,1. THis is the solution to the puzzle. Write down which way the slashes
go. Then start in room 1,-1 and click the bars so that the green lights will make
the slash you need. Now go to the next room to the right and do the same thing.
After you have done the six rooms and they all match the slashes, go to room 1,1
and click the device.
the main device is in room 0,-1 find the devices in the other rooms and make note
of what room they are in. Then go back to the main device, put in the room number
of one of the devices. Click the lever on the pedistol of the main device and it
will open the device in the room that you put in. Go to that room and
click the levers, do this for all the devices.
There is a room right above the start room and one right below the start room. One
had letters one has colors. If the far left letter is orange and the button below
it is black that means you cant change that letter, but you can change the color
in the other room to orange. If a color has a black button under it that means you
cant change the color but you can change the letter. So if the color is yelloe, you
need to change the letter to Y. Once you have matched all these up click the big
button below the color device.
There are two maps, one is clickable. Make the clickable map just like the real
map. Then click the lever at room 0,-1. Thats it.
There are two ways to go here so make sure to remember the level name, syntagma.
The first is to click the letter hanging on the wall. It tells you to find a leaf
and take it to a romm, do this to get the first ending. The second ending is to
solve the puzzle. There are two rooms with color bars and teo rooms with letters
and numbers. The letters equal the colors, so R=Red, the number equal the level
of color in the bars. So if you go to the bars and click the buttons the amount
of color will change, no color = 0, 1 click = 1 and 2 clicks = 2 , and so on.
Match the colors to the numbers. So RGW = 152 is Red=1 Green=5 and White =2.
Thats it your done.
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