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Re: Submachine 10: the Exit

Posted: 21 Dec 2015 17:57
by Anonymous1
What does the blockade tool and plasma charges do?

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 17:59
by WorldisQuiet5256
Toskin wrote:
WorldisQuiet5256 wrote:
Toskin wrote:Found Root path finder and insulator cap. Any idea how to use them ?
Where did you find these two items?
Sub 8 docks location. You need 3 ladder parts to get there.
WorldisQuiet5256 wrote:I need three ladder Prongs, please list their location where you found them.
I already found 2, I need one more.
One by Statue, one at OOI, where is 3rd?

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:06
by Toskin
Anyone found thing named Karma Stabiliser ?

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:06
by Sruixan
Found where my other inventory baggage needed to go! Ooooooh boy...

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:07
by Toskin
Sruixan wrote:Found where my other inventory baggage needed to go! Ooooooh boy...
What ?

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:10
by Sruixan
Toskin wrote:
Sruixan wrote:Found where my other inventory baggage needed to go! Ooooooh boy...
What ?
Okay yep that wasn't clear - I found where to put the portal stabilisers/charge. Looks like I need another item an another rune to progress there, though. The karma stabiliser is something I'm also looking for, for the record...

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:13
by Toskin
It's insane...
Good thing JayIsGames for Sub10 is active and there are some good leads.

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:14
by Toskin
Btw, just for think... Do you think Mateusz is sitting at home, watching this thread and laughing his ass off ?

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:14
by ShadowNiL
Allright, here goes nothing. If someone asks me to take down my post, I will.

PART ONE

Click the light gate to start the game.
AREA ONE: NORTHERN GARDEN DOCKS
Go all the way right to the rail ladder, climb it. Obtain Light Sphere
Down and to the wall. Place Light Sphere into the holder. Click it to phase through into what I like to call the Dock Station Building.
Right and up the stairs, left to the console. Click the 3rd lever from the left to move the rail ladder to the front of Dock 3, the one that has the hook on the anchor hoop.
Make your way back to Dock 3, climb the ladder three times to go into the Green Ship. It's dark, but pick up the Ship ID Number.
Back to the Dock Station Building, second floor. Go right once, and pick up the Backpack. Proceed right two more times.
Insert Ship ID Number into the machine, obtain Bottle Fuse.
Go back out to where the rail ladder was originally, proceed down the pipe. Insert Bottle Fuse into the slot on the wall, push in lever.
Go back out and up into the Green Ship again. Power is restored.
Left 2, up 1, left 2, and you're at a sort of console. Flip all 3 levers to activate the X Y and Z grids in the camera view.
Right 2, up 1, right 1, and you're at another console. Obtain Door Valve off the floor.
Left 1, down 2, right 3, up 1, left 1. The panel asks for Captain's ID Card. Remember this for later! Go left 1, and notice the panel. It has - S 3 C - on it, and a black slot underneath the center, which is lit red. Remember this for later!
Back down the pipe, right 1 (don't get jumpscared by the spacesuit thing on the hanger), up 2, left 1, obtain Ladder Piston from behind the stool.
Right 2, use the Door Valve on the door, click to open it. Go through, right twice, and through the Karma Portal.

I'll do the rest when I get back later.

Re: Submachine 10: the Exit

Posted: 21 Dec 2015 18:16
by Anonymous1
I cannot for the life of me find those other metal steps. Oh and I found a triple a battery near a disabled sub-bot in the lab area with the microscopes and stuff