Theories by Lucca Ellorita.

Submachine as Database Theory (doubtful)

Submachine as Database Theory
Theory history
Submitted 2010-12-30
Still alive 2012-12-10
Doubtful 2016-01-13

Subnet is a giant database. In a distant future amounts of data will become so huge that scientists (or some Machine they built for automation of data processing) begin to place pieces of information  in the past and alternative worlds. These pieces are "coded" in rough, but stout form of architecture elements, items, drawings and even sounds (remember the cacofony on the roof of the Lab, in the Lighthouse, or at the radio). Maybe, odours are used too, but we have no device to smell them. This method guarantees that even eroded elements can be easily recognized. Anyway, these "bits" need to be refreshed and protected from hazards, so some part of every "database" is desined to store and execute "management code". This part  is called "Submachine" ("Sub" because it's not the Machine itself but its local emuilator in "a storage universe"). Management code maintains security of the database, repairs broken data entries, kills invalid processes (humans f.e.) and clean remains (blood) those may interfere data recognition - you know, I say about all the dirty work sub-bots do.

Why going through a submachine recembles solving of the puzzle? It's simple: every code, even one that's written in a distant future, contains bugs and backdoors. Combining elements of the database (parts of the level decoration) in non-trivial ways, "user" may access undocumented areas and even modes. Strange figurines and gems in the sand are equivalents of "lost memory blocks and parts of a log with a root password in them". You may ask: why do we find these crusial "keys" so easy? Hacking is a difficult art. Answer is simple: player doesn't deal with every element of reality. Author "highlights" only useful ones instead. Otherwise we'd explore Subnet for 32 years as Murtaugh did. In this light poor Sunshine Girl seems to be a tragic person, not a parody on a dumb Sub-player who easily gives up (like I do).

And some more single ideas.

  • The map of the Winter Palace does not mimic the Subnet structure. It's just a "file" that contains the map.
  • The Loop is the real trap for intruders. There is a real technique in web programming that resembles it - anti-spam blocker that autogenerates infinite amount of linked random pages with bad e-mails, to overload spam-bots those are trying to scan them.
  • Humans are dangerous for Machine because they change the world (and, not intentionally, data) just of curiosity. As for Murtaugh's Karma Portals, they are so excellent "hacking instruments" that destroy worlds and databases totally. Consequenses of such data corruption may be really dangerous and unpredictable. Just mind of the mad supercomputer with the power to travel in time and alter realities. Maybe we'll meet it in some future part of the game.
  • Our Earth is used to store data as well - that's why we have puzzles in the form of lost temples. And greatest ancient civilisations successfully hacked Subnet before - as I said, humans are very curious.
  • "Openinig bells" are not devices - they're just bells. But their sounds code "open/close" commands in Submachine dataset (remember, I said sounds are used to code data as well as visual elements) No wonder that the code is executed immediately.
  • The conclusion is that Subnet is the exact anthonym to the Matrix. The Matrix is an illusionary world that exists in a computer, Submachine is a part of physical universe that is forced to works like computer.

What Karma Arm Really Does (confirmed)

What Karma Arm Really Does
Theory history
Submitted 2010-12-30
Still alive 2012-12-10
Confirmed 2016-01-13

Karma Arm is an arm that operates not in 3 dimensions but beyond them. It can catch things from distant places and realities. Futhermore, it can pull fabric of universe - drag one point of space-time to another and link them, creating the wormhole ("Karma portal"). It's said that Murtaugh "draws" portals - and he really does - but he draws them like the sword, from "there" to "here". It has nothing to do with drawing pictures or magic patterns.

Lighthouse Emits "Another Light" To Show The World In (debunked)

Lighthouse Emits "Another Light" To Show The World In
Theory history
Submitted 2011-02-12
Still alive 2012-12-10
Debunked 2016-01-13

One popular theory says that Submachine just seems to be different from place to place, and it looks like engraving on Buddha statue hints it ("The Mind is everything. What you think you become"). I can add next association. Carlos Castaneda said that we look into many worlds at the moment, but only "emanations" of one world are "lit", therefore reality is singular and stable. Any changes in the position of lit area ("assemblage point") lead to changing of the universe - not only its shape but nature laws and even logic as well. The position of assemblage point may be changed by drugs, mystical practices or even variations of mood. So, that's how Lighthouse, Submachine devices and magic mask from "32 chambers" work: they figurally "show the world in another light". It's like teleportation, except that previous world may suffer rificulous transformations, like turning into video-game. It's not a trip - changing "the light of view" back, you may then turn video-game into the real world and go back into Submachine 1. Mur and his investigation groups used this trick - working in the worlds of "video-game" (Basement) and "out of video-game" simultaneously without any difference between them.

So, how do Sub-bots transport between the worlds then? Machines can't think and have no awareness which can be switched. Or do they? Castaneda says about another type of mind - "inorganic beings" - those mastered such travelling, and even hunt us - to absorb our consiousness: memory, emotions, self-awareness. Maybe, it's the same thing.

Why Submachines went berserk (debunked)

Why Submachines went berserk
Theory history
Submitted 2013-01-21
Debunked 2016-01-13

We know that human-crafted/affected submachines become to spawn uncontrollably after some period of time. I suggest the reason: submachines just tried to register themselves, "allocating" more and more "database worlds" to save information about previously created worlds - which were needed to be registered as well, and so on.

See also