Part 3: Submachine 2: The LighthousePart 3
Submachine 2: The Lighthouse
♫ Thumpmonks - Submachine 2 - Lighthouse
FPzero got the correct answer. It says e on the input panel, which is a reference to E = mc^2. c = 3, according to the writing on the strange machine in the dungeon, and m = 845, according to Mur's diary entry. 845 * 3 * 3 = 7605. I wonder if anyone who hasn't played this game before got it on their own and just didn't post it because FPzero already got it. It's a rather unintuitive puzzle, though
By the way, the answer is random, and the hints change with it, although c always seems to be either 2 or 3.
For this puzzle there's no sound clue or other direct indication you solved it. The only way you can see whether you got it, is by zooming out and checking whether the light turned green. This makes it rather annoying to brute force, which was probably intended.
This puzzle was actually one of the final puzzles of the game, but before we can continue with the other end-game puzzles, we need to climb back down and check out the rest of the second floor.
To the right of the door we find this safe.
You can change the symbols by clicking them. The hint was in the lighthouse picture on the first floor.
Punch in the right code, press the button, the screen turns dark and we can grab the Lightbulb.
I suppose only a Lighthouse keeper would care enough about lightbulbs to store them in a safe.
To the right is yet another strange device that somehow moves as you move your mouse cursor. It has four Secrets in it. It's not too hard to get them, just slowly follow one of them with your mouse until you catch up.
There's also the Note to myself under the bedsheets.
Einstein does sound like a rather unusual cat, doesn't he?
Note to myself posted:
Einstein is gone. Again.
I'm fed up with this.
Note to myself - stop worrying about that damn cat.
Let's try and get to the top.
Using the fork here to complete the circuit, we make a ladder drop down. Before we climb further, let's check out what's to the right.
Damn, I'm never going to get the chance to use eating utensils for their intended purpose, am I?
Another tricky puzzle in this room. If you push any of the eight buttons, two of the dials will rotate, at different speeds. The goal is to get every connector to touch the center, turning the lights green. There's also a Secret on the cable to the lamp.
Once again, the puzzle is easy to solve if you know the trick to it. Just stick to the two top-right buttons and you'll get it in no time.
Back to the middle of the tower, going up and up. This room has two side passages, although they blend in with the background quite well.
The right side is where both coils go.
RTL - remember, this means I traversed these rooms from right to left.
The left side just has a Secret, number 18 out of 20. We're getting close!
Let's climb all the way to the top, to the Lighthouse lamp.
Three of the five indicators are green. That means we've solved three of the final puzzles: the number puzzle, the puzzle with the dials, and finding and inserting both coils. Two more puzzles to go.
There's also a Secret here, in the wiring to the bottom left. And a note on the wall.
You MADE this 'portal' and you still don't know where you'll end up? That doesn't give me much confidence. Still, it might be my only way out of here. I'm afraid of what will happen though.
Portal Note posted:
so here it is.
I did draw a portal in here, however it's not stable. I'm going to use it, even though I can't tell where I'll end up.
Feel free to use this door whenever you like, just remember that the number of places it can take you to is beyond wildest imagination.
Or I'm just trying to keep you from exiting the lighthouse.
Either way - decide for yourself if you're going to use it or not.
You might feel that way, protag, but I think it's cool that it could take us literally everywhere. Also of note: Mur says he drew the portal. What does that even mean?
To the left we find some device with a slot for something. The 'Secret found' message is still from the Lamp screen. To the right of the Lamp room is a similar device, and the Digout key is stuck in the ground.
Damn, it really seems this lighthouse is completely buried. I suppose I'll try activating that portal then...
We collected some things which we can use downstairs in order to get the final puzzle pieces. First of all, back to the basement.
♫ Thumpmonks - Submachine 2 - Digouts
Using the Lightbulb from the safe and the Movie Memory which we also found on the 2nd floor, we can activate this viewer. Looking at it, there's some kind of still scene of a table with stuff. I can click on the card and when I do...
OW, my eye! Wait, how is that even possible?
Anyway, we grab the ID card.
Next up, the Digout key gives us access to this hatch on the First floor.
The final Secret is in the tunnel just right of the larger room. In the room we can find a Fuse.
Why is this tunnel here, anyway? Did Mur (voluntarily?) get buried in with the Lighthouse and did he try to dig a tunnel to escape? Did someone else dig this tunnel?
♫ Thumpmonks - Submachine 2 - Lighthouse
Back at the top, we put the ID card in the left device and the fuse in the device to the right, in order to give the Lighthouse Lamp full power.
If anyone is hearing this... I'm gonna activate that so-called portal. I have no idea what might happen. If you never hear from me again, please try to find out if I have any relatives. If I do, please tell them what happened. For now, just wish me luck!
And that was the Lighthouse. Next time, can we escape from the never-ending corridors in Submachine 3: The Loop?