Submachine 9 theories and suggestions

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Sublevel 113
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Re: Submachine 9 theories and suggestions

Post by Sublevel 113 »

yay!
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ENIHCAMBUS
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Re: Submachine 9 theories and suggestions

Post by ENIHCAMBUS »

WOW! :)
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Sublevel 113
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Re: Submachine 9 theories and suggestions

Post by Sublevel 113 »

With such speed we would see release in March!
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The Kakama
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Re: Submachine 9 theories and suggestions

Post by The Kakama »

Actually, we still didn't see true death traps in subnet, except spikes...
What about the Loop?
Sublevel 102 wrote:With such speed we would see release in March!
I hope so. :)
Is this my final form?
The Abacus
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Re: Submachine 9 theories and suggestions

Post by The Abacus »

Babylon wrote:There's gonna be spikes, rolling boulders, posion darts, etc.
Are we talking about the same temple? :P
I think we're much more likely to come across something like this:

Image
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Sublevel 113
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Re: Submachine 9 theories and suggestions

Post by Sublevel 113 »

The Kakama wrote:
Actually, we still didn't see true death traps in subnet, except spikes...
What about the Loop?
yeah... :[

But still, I don't know WHAT can force Player to ignore Mur's words about endless loop and to solve that puzzle. :D
BTW... We died of dehydration? But we didn't eat anything since we left Lab and that loaf of bread in Sub5...
The Abacus
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Re: Submachine 9 theories and suggestions

Post by The Abacus »

Maybe the fluorescent plants in sub7 and the cog trees of Layer 3 were edible :P
Balance is imperative; without it, total collapse and destruction is imminent.
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Sublevel 113
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Re: Submachine 9 theories and suggestions

Post by Sublevel 113 »

:D

Or last Submachines were SO easy, so he/she completed this long way for 1-2 hours.
Like me. XD
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ThunderDasher
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Re: Submachine 9 theories and suggestions

Post by ThunderDasher »

The Abacus wrote:Maybe the fluorescent plants in sub7 and the cog trees of Layer 3 were edible :P
...That's it!

Sub7 was the last real game on the series so far. Before warping onto the "Rather Large and Green Karma Portal at Liz's Ship", we The Player ate one of those fluorescent plants back from the South Garden.

We went into a coma and are hallucinating Sub8, which explains all the time and space disorder on those notes on the game.

Hence we are yet to recover from the hallucination and enter the portal. Sub8, 9 and possibly 10 are merely crazyness induced by those fluorescent thingies, which explains the possibility of Submachine going up to 14, as only then we discover we've been dreaming.

Behold the Fluorescent Hallucination Theory. Damn, I'm terrible at these jokes.
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NOT CHANGING THIS SIG UNTIL SUBMACHINE: THE FARM COMES OUT, which is never :/
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ENIHCAMBUS
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Re: Submachine 9 theories and suggestions

Post by ENIHCAMBUS »

ThunderDasher wrote:Submachine going up to 14
My advice:
Watch out, because Subgod will get angry.
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