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Pulling Yourself Together Press escape to begin the game. Watch the intro carefully; as the little robot is dumped, so are his various parts. An arm here, a leg there, all of which you will need to retrieve in order to get him working again. Click on the bathtub twice, then click on the robot's body twice. When he falls to the ground, he is close to his head. Click on the head. Place the cursor over him, and pull it up to stretch his height. You can take the red doll into inventory. Watch the mechanical pack-rat until it comes close to you, and use the red doll on the rat. (To use items, place the cursor at the top of the screen to reveal inventory, select the item, and when it is placed in an area where it can be used, it will be highlighted.) The rat takes the doll and exchanges your right leg for it. Pick up the magnet. Pick up the wire from the spool. Combine the wire and magnet. Walk to the edge of the embankment, and push on the pole to bend it. Use the wire/magnet on the pole, and you will retrieve your left arm. Walk to the right, and you're on your way to the city. You were being followed by a police-type, if you were watching closely. When you arrive at the city entrance, the cop asks for admittance, and goes in. A Cheap Disguise You can ask for admittance too, but the guard basically says no geeky robots allowed. You will need to change your appearance in order to fool the guard. Walk to the base of the lamppost and climb up. You can only go two steps up. Reach down below you and pull

Machinarium Walkthrough

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Page 1: Machinarium Walkthrough

Pulling Yourself TogetherPress escape to begin the game. Watch the intro carefully; as the little robot is dumped, so are his various parts. An arm here, a leg there, all of which you will need to retrieve in order to get him working again.Click on the bathtub twice, then click on the robot's body twice. When he falls to the ground, he is close to his head. Click on the head.Place the cursor over him, and pull it up to stretch his height. You can take the red doll into inventory. Watch the mechanical pack-rat until it comes close to you, and use the red doll on the rat. (To use items, place the cursor at the top of the screen to reveal inventory, select the item, and when it is placed in an area where it can be used, it will be highlighted.) The rat takes the doll and exchanges your right leg for it.Pick up the magnet. Pick up the wire from the spool. Combine the wire and magnet. Walk to the edge of the embankment, and push on the pole to bend it. Use the wire/magnet on the pole, and you will retrieve your left arm. Walk to the right, and you're on your way to the city. You were being followed by a police-type, if you were watching closely. When you arrive at the city entrance, the cop asks for admittance, and goes in.

A Cheap DisguiseYou can ask for admittance too, but the guard basically says no geeky robots allowed. You will need to change your appearance in order to fool the guard. Walk to the base of the lamppost and climb up. You can only go two steps up. Reach down below you and pull

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the first rung out. Use the rung on the pole to enable climbing one more step. Do the same process again; this time you can go up four times. You are trying to get to that lightbulb, but it's still out of reach. Stretch up tall, and you can reach the bulb. Walk over to the striped traffic cones and take one. Take the other cones, (three of them) tossing them into the chasm. You find a can of blue paint. Pick it up. Walk to the tank of white paint. Pour the blue paint into the white, turning it blue. Use the cone on the paint. Now it's the same color as the policeman's headgear. Place the lightbulb atop your head, then the cone. Stretttch up to be as tall as the cop, and call the guard. You will totter across the bridge, until you reach the oil. Whoops! Oh well, we'll just have to get into the city another way.

Trapped in the Tram-RoomAfter you land, you see a railing with a hooked end. Try it, and you see you can move the railing. It doesn't seem to do anything. Go up the steps. Try the lever. Aha! A tram car filled with something (Raspberries? Coal? Enriched Uranium? Horse-Apples?) Whatever it is, it automatically gets into the next room. You correctly surmise that you want to go into the next room as well. It looks like riding on the tram isn't possible, let's find another way. Lying on the top step is the other hook-end to the railing. Pick it up, and re-install it on the railing. Now you will be able to send a tram through from down below. Go down, and walk to the far right, next to that tank.

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There is a control box below the tank, but you can't seem to reach it. Place the cursor over the robot, and this time pull it down, crunching him to a short size. Get the control box and experiment with it. Two dials are labeled 1 through 5, and A through E. The numbered dial controls the position of the retractable beam from left to right, and the lettered one controls its height. You will need to set them on "2" and "A" Climb the steps, and stretch tall in order to reach the beam. If you happened to look at the hint for this area, you saw that you need to retrieve that yellow wedge hanging up high. Go to the right, and pick up the wedge. Back down on the ground, you find you can place the wedge on either of the rail tracks. If you put it on the track close to you, the tram jumps out of sight. Instead, put it on the farther track, and get a tram to derail, spilling its contents. You can now pull the wheels off the tram, and place the wheels on the track. Sit on the wheels, pull the railing, and Boom. In you go.

The Furnace RoomUh-Oh. Who's that big thug coming through the opening at the upper right? He lets down a rope, goes to the tram, and stuffs himself with its cargo. Meanwhile, you visualize him torturing a kid at the beach. He climbs up and disappears. Just to your right (screen right, that is) is a flashing red button. Press it. A control box opens. I suggest doing the following, just for best understanding. Walk to the door you came in, and pull the lever. The empty tram goes down the hatch, and a new one arrives, full of cargo. Go to the control box, and without changing any of the settings, press the red button on its left side. The crane will pick up the cargo, dump it into the furnace, and return to its starting point. So that red stuff is either trash or some kind of fuel. The hint button shows you hanging from the crane, and jumping into the same opening that the big guy went into. You will need to figure out how to change the settings on the control, in order to get the crane to move in the

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correct sequence. First, walk to the door on the right. No, you cannot exit, but there is a lever hanging on a little hook, right of the door. Take the lever. Return to the other door, and look at the paper attached to the wall, above the tram control lever. The pictures suggest that you jump in the empty tram, have the crane pick you up, and jump onto the little platform you see overhead. You can practice with the control box until you are satisfied that the crane will get it right. The 1-2-3 means that the crane is capable of three actions each time it is operated. The top setting causes it to go down-up, the bottom setting causes it to go around the track, and the middle setting causes it to do nothing. You need to get up to that little platform. (Notice that the wires attached to the control box come from a junction box at the platform.) What you need to do is make the crane busy, giving you enough time to walk to the tram and jump in, then get carried up to the platform. You want the crane to go around, then down-up, then around again. Set the buttons down, up, down.

Press the red button, remember to shrink down to normal size, and go jump in the tram. When you get picked up, have your cursor ready near the platform, and click to jump off there as the crane starts around again. Use the lever to open the electric box. Observe that red goes to red, and black goes to black. You need to switch the polarity of the circuit that controls the crane's rotation (the blue side.) So - switch one pair on the blue side only. Leave the yellow side alone. Now the crane will go around the circle in the other

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direction. This is necessary, because you do not want to get dumped into the furnace. Jump down, and go to the control box. Don't change the settings, and try your plan. Voila! (If you have been experimenting on your own, you might have caused a short, evidenced by sparking wires along the cable. Go to the sparking wires, and look at them. You need to untwist the pairs, and put them together red to black. Now try it again, and this time have your cursor ready at the outlet.) You're outta here. You're in another room. I think it's an observatory, or perhaps a watchtower because of the telescope. Watch the cutscene with the two thugs. Is that a bomb they are making? Finally, you get thrown in the clink. Jeez, things just keep getting worse.

Jailhouse RockTalk to the prisoner robot. He wants a smoke. Go to the pipe on the right, and take the green mossy sludge (Yuck!) Also spin the handle until it comes off, and take it. Go to the toilet area and take a piece of paper. Stretch up and place the green stuff on the light, until it toasts to a brown color. Combine the toasted moss with the paper. Give the makeshift cigarette to the prisoner. (Eek - he lights it in his eye-socket!) Take his arm. Go to the other wall, squat down, and look through the hole. Use the arm to reach through the hole. The lady robot faints from fright. There are two holes on the far wall. The nearer one contains a nasty rat that bites; the other hole goes to the next room. Shake the cabinet until the broom falls off. Take the broom. Combine the broom with the little handle, and you now have a tool for opening manhole covers. Open the manhole and jump in. Crawl to the right, open the next manhole and stand there.

Tipping PointWatch the guard as he shoots the target, and leans back in his chair. When he is leaning back, pull on the chair leg to tip him over. While he is down, reach up and take his ammunition. When he goes to the target to retrieve his pellets, throw the ones you swiped onto the floor. Also reach toward the guard and take his key. If you didn't

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have time to get the key, repeat the above actions. Tip him over again. This time, while he is at the target, climb out of the tunnel and use the key on the left keyhole. (The red light turns green when it is unlocked.) Watch as the two prisoners escape and the guard, falling on the pellets, chases them. Go up the stairs and exit into the observatory. Look through the telescope and see where the bomb is placed, and also flick the light switch off in order to see the "real" time on the clock. (You are able to go outside, but don't do it yet.)

Go Directly to JailDown the stairs, and go through the guard room and into the cellblock. The room on the far left is closed, but has a keypad for unlocking it. Enter the time you saw on the clock into the device, (it's 4:45) and the door will slide open. Enter the room, and click on the cabinet. Rotate the circles until all the red buttons are on the outer parts of the circles, and all the green buttons are inside, forming a triangle. You find a gun. Exit the room, and enter the center cell. Stretch up and take the plunger which is stuck to the ceiling. Combine the plunger and gun. Remember the suction-gun that the guard used to pull you out of the pipe? Now you have one of those. Exit the cell, go through the guard room and the observatory, and up the stairs. Exit to the outdoors.

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That's One Slick PuppyYou are at the base of a tower. To the right is a water-filled reservoir with an oil-filled buoy floating in the center of it. Across the way is a puppy, hiding behind a barrel. Next to you are two metal crates, one atop the other. If you try to climb up, you can't. They are too tall. Go to the left until you are in the other side of this large area. Talk to the pink lady. You would like to have her umbrella, and she has lost her puppy. On the wall is a box with six push-buttons, a lever on the left, a red button on the right, and some markings on its surface. The markings suggest that the buttons need to be swapped, putting the up-arrows on top and the down-arrows on the bottom. The marks also say you can move a button into an adjacent empty spot, or jump another button. The lever lowers an electromagnet, and the red button resets the puzzle. Number the buttons from the top down: 1-2-3-4-5-6-7. Press them in this order:

3, 5, 6, 4, 2, 1, 3, 5, 7, 6, 4, 2, 3, 5, 4.Look closely at the electromagnet, and you see that it now has power. Return to the crates, go around to the right side, and push them to the left. Keep pushing until they are beneath the magnet. Use the lever on the control to lower the magnet and pick up the top crate. You can raise it all the way up or leave it low, it doesn't matter. Push the bottom crate back to its original position and climb on it. Stretch tall, and go up to the cab at the top. You have the buoy controls. There are twelve lights (some of them are missing) a direction indicator (the green arrow) a green Go button, a red Oil button, and two left-right buttons. The left-right buttons will turn the arrow to the desired direction. Your purpose is to move the buoy close to the dock where the puppy is, and give it some oil to drink. To move the buoy, turn the green arrow to the desired direction and press the green button. (If you have moved the buoy to any location other than the center, you must turn the green arrow in the

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direction which will bring it back to the center.) Set it for 4 o'clock and send the buoy over near the dog. Press the oil button and climb all the way down. Use the suction-gun to get the dog. Go back to the pink lady robot and give the puppy to her. She gives you the umbrella, and you can exit through the falling water.

The Boys in the BandYou've finally gotten into the city! (If you check through the door on the left, you will find that it's the very same entrance you tried to get in as an ersatz cop, but slipped on the oil instead.) You are looking at a trio of erstwhile musicians; a drummer with no drum, a sax player with no keys on his instrument, and a Didgeridoo player whose instrument, if you look up inside it, is occupied by some sort of creature. It's evident that you will need to help these guys. Enter the tavern. You see an oil drum, which would probably make the drummer happy. If you try to push it out the door, however, the bartender objects and smacks you with a wet rag. You also see a guy sitting at a table playing some sort of game, something hanging from the shelf to his right, and another door with a little window in it. Look through that window, and there are those same three thugs, playing poker. Take the thing hanging from the shelf. It's flypaper. (Flypaper is a disgusting but necessary product. It's a sticky ribbon designed to trap flies, and is most often found in restaurant kitchens.) Go outside and use the flypaper on the barrel of green sludge, trapping some flies. Return to the bar and use the flies on the bartender. He will be distracted swatting flies, and you can take the oil drum outside. Sure enough, the drummer is delighted. However, the grumpy old bag in the upstairs apartment is not. She is disturbed by the noise and flings a flowerpot down.Return to the bar, and this time talk to the guy at the game table. He is playing Pente, with an important variation in the rules. (In the real-world version of the game, you could capture your opponent's pieces by surrounding pairs, not single pieces or longer rows. In this version, there is no capturing.) The object of the game is to create a row of five-in-a-row. ("Pente" is Greek for "five.") Thanks to a player named "Lamkin" (I take no credit for discovering this) you can beat the opponent in nine moves. Place your pieces in the

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sequence indicated: The opponent's first piece is the one marked "X"; thus your first move is above his first piece, not alongside it.

When you win, he smashes the table, scattering the parts. Gather them and go outside. Give them to the sax player, who plays a riff, angering the old lady upstairs. This time she flings the other flowerpot down, including a live plant. Pick up the leaves. Climb up the stairs. You are between several towers. Climb up again, and you are at the city centre.

Greasing the Wheels

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Talk to the old guy in the wheelchair. He wants oil. Take his oil can, and return to where the band is playing. Go out the door, and place the oil can on the bridge to fill it. Take the oil to the old geezer, who oils hic chair. Now he wants sunflower seed oil. Take the oil can again. Walk to the bottom center of the screen, and take the crank. Talk to the pink lady sitting on the bench. She wants the clock set to one of the "infinity" settings. Inspect the parchment above the crank, and you see three choices, all of which require the outer (red) hand set to VII (seven) and the inner (black) hand set to either the bow-tie or the circle with the dot in it. When you get that setting correct, she exits and you can examine the parchment where she had been sitting. You need to turn the crank some more, setting the clock to VI (six) and the curly symbol following the circle-dot one. When you do, the pink lady returns, and the sentry in the tower leaves his post and exits. Climb his tower, and take the loudspeaker.

Zap that CatGo up the stairs next to the pink lady. At the top, you see a robot on a ladder, working on some wires. Lounging on the roof above him is a cat. To the left you see an owl sitting on the lamppost. Finally, to the far left, is the entrance to the game arcade. You can't get there yet. Go to the lamppost and open the little door with the lightning bolt on it. You retrieve a slider puzzle. Start by pulling the #6 tile down, then click on the number 3 spot, and it falls out of the puzzle. Oh no! That dratted owl flies down and steals the tile. You need to get that owl down somehow. Notice two things - as you stretch and squat, so does the owl. Also, when you walk to the center or left end of the bridge, the owl follows you. Go to the center position and stretch up and down. The owl does likewise, putting a strain on the wire. {If you cannot get the wire to break, go to the menu at the bottom of the screen, and select Full-Screen: Off. Narrow the window and your computer will have much less rendering to do. Three or four cycles should do it. Don't rush, a slight hesitation at top and bottom seems to help.}

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Before solving; you will lose the upper-right piece

After solving; you will putthe missing piece in the upper left.

The solution appears not to be random - for a spoiler, click here.Pick up the tile. Pick up the end of the broken wire and tie it to the railing. Return to the slider puzzle, but don't put the loose tile in until you have the puzzle solved; it's way easier to manipulate if you have two empty slots. Solving the slider completes the electric circuit. Climb up the workman's ladder, and pull the plug on his tool. While he is distracted, jump down and yank on the loop of wire coming down from the box he is working on, creating a tangled mess in the other box. He walks over to that box to untangle it. While he is there, climb up his ladder and pull the cat's tail. (If you disturbed the cat before moving the workman, the cat jumps into the big pipe. If you pulled the cat's tail after moving the workman, but before electrifying the fence, the cat goes in the desired direction without harm.) Go get the cat. Don't forget to move one of the tiles on the slider in order to interrupt the circuit, or you'll be in for a shock. Pick up the fried cat. Return to the musicians, and put the cat into the Didgeridoo. The cat evicts the critter within, and disappears around the corner. The musicians are finally happy, and the grumpy lady upstairs is so pissed that she throws her radio down. Pick up the radio. The boys will play music as long as you

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like, but you have miles to go before you sleep. Go back upstairs to the City Centre.

The WaterworksYou will find that the old man has moved his wheelchair away from the manhole. Pick up the manhole cover and jump into the chamber below. You see the water tank, which you know to be full of water, to the right of it a complicated array of pipes, a little table on the far right, and a creature that looks like a spanner sitting on the pipe above. Looking at the closeup of the array of valves and pipes, you learn that you need to stop the flow of water above, and that it takes three valve handles to do it. You only seem to have one. Go to the little table and open the drawer. You find a book full of engineer's drawings. Keep turning the pages until you get to the back. There is a valve handle hidden in the book. Go down to the floor drain and look into it. There is another valve handle, but you can't reach it. Return to the pipes and valves and look closeup. Find the bent wire hook hanging on one of the pipes. Take it, and use it to retrieve that third valve handle from the drain.

Place the handles as shown, and the water will be stopped. Ask the spanner-guy to unscrew the bottom of the tank, and he will tell you a story about how one of those brutes took away his music. If you

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can give him back his music, he will help. In inventory, combine the radio and the speaker. Put the repaired radio on the little table, and the music starts. Ask him again, and this time he will remove the cap from the bottom of the water tank. It only rises up to the level of the safety drain, but the poker players get a nasty surprise.Climb up the ladder, and jump into the now-empty tank. Open the pipe at the right, and crawl in. You end up on a lift-platform which seems to be inoperative. Push the red button to drop down.

Ah, Sweet LovePeek through the little window - and you've found your missing love. She tells the story how she was captured by Brutus, and locked in the kitchen. You are now playing as her. Lift the kettle from the stove, and place it on the floor. Open the shuttered cabinet and take the corn. Place the corn on the hot stove, popping it. Outside, the popcorn shakes the chimney until a lever falls down. Pick up the lever. Use the lever on the window, giving it to her. Inside, jump up on the kettle, and use the lever on the grate above. Use the lever again to pull down the frozen tubing. Use the tubing on the kettle, and she will place the kettle on the stove, put the tubing into the kettle, defrosting it, and take the tubing into inventory. Use the tubing on the oil dispenser, and she will pass the tube outside, where you will fill the fuel tank. Now the engine is ready to start, except for one thing: The up-down controls are locked by a puzzle. It starts out with reds on the bottom and greens on the top. You need to exchange them, placing the reds on top and greens at the bottom. Always go clockwise, alternating colors, and you will get it. Start the engine, pull the lever upwards, and the platform will climb to the top.

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He's no Fan of MineTalk to the big fan. He shows you his mood in one bubble, and gives you a quiz in the other. If you are perceptive and clever, you can get them all right, but you will be doing that forever if you do. Instead, you must deliberately choose the wrong answer several times in a row, making the fan increasingly angry until he finally blows his cool, so to speak. Climb in, and you are in the Greenhouse. At the far right is a control box. To get it working, you must solve six versions of a puzzle. Number the columns 1-5, and the rows A-E. To solve the first one, start in any corner and spiral around until all the squares are selected. Second one - buttons B4 and E5 are blocked. Start in E4 and spiral around clockwise. Third one - C3 and C5 are blocked. Start in D5, go down then spiral clockwise until you bump into C5, then go counter-clockwise.Having sloved those three, the plant-heater is active. Press the little red button, and watch as the heater causes the plant to sprout fern-like leaves.

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Botany 101Go to the empty flowerpot and plant that little sprig you've been carrying around. Go around to the right side of the heater, and push it once to the left, toward the new plant. Heat the little plant and it matures into a nice sunflower. Having moved the heater, you can see a small stick in the flowerpot of the big carnivorous plant. Take the stick. Go around to the left side of the heater, and push it up to the carnivorous plant's pot. (Two pushes to the right.) Go to the control box and apply heat to that big plant. The pods open, expecting to be fed. Climb up the stairs and prop the mouth of that first pod open so it can't bite. Reach in and take the lens. Optional: If you don't want the leftmost plant to feel uncared-for, push the heater over to it and give it a shot. It grows some new pointy leaves. Looks like a variety of Dracaena. Go back to the control box and select the fourth puzzle. Blocks B2, B4, D2, D3, D5, and E5 are blocked. Start in B3, go clockwise, (down-left-up) and the rest is self-explanatory. Fifth puzzle: A5, C4, D1 and E3 are blocked. Start in B2 and go up-left-down-up, and the rest leaves no choice. Finally, A3, A4, A5, E1 and E2 are blocked. Start in C2 and go down-left-up. The rest is involuntary. Press the little red button. Now the projector has power.There are two uses for that lens. Have you noticed a blue butterfly making a circuit? When he lands on the railing, you can look close-up at the butterfly with the lens. The pattern on its wings is a clue to unlock the exit. (If you do that, actually the projector is unnecessary) Otherwise, you need to install the lens into the front of the projector and put some slides in it. See the desk under the screen? The bottom drawer contains a series of botanical pictures, and the top drawer contains other stuff, including a picture of the butterfly. Go to the lock-box at the exit, and click on the little lights, reproducing the pattern from the butterfly's wings.

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Looks like a can of sardines, doesn't it? Pull the key, and the door is unlocked. Before you go out, go to the Sunflower plant and shake it, collecting its seeds. Go outside. You are on a crossover between two towers. Across, you see a large robot apparently cradling its child. On your side, you see a device with a handle (who can resist pulling a lever, right?) and down below the device, a drain. The device is a press, capable of extracting oil from sunflower seeds. Go down the steps, and place the oil can on the drain. Come back up, put the seeds into the machine, and operate the lever. Cycle it three or four times, and the precious yellow gunk goes into the oil can. Take the filled oil can. Go across the bridge, and talk to the big guy. He needs batteries for his little one. Slide down the pipe and climb up to the City Centre. Give the sunflower oil to the old man. He drops his bandage, oils his knees, and gives you a pass to the Arcade. Pick up the bandage. Go upstairs and enter the Arcade. (That electrician is still working on the tangled wires, LOL)

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Two Tough GamesTo the left is a bicycle-powered generator that will give power to the #1 and #2 arcade games. (The #3 game is broken; don't waste your time on it.) Power up the two games and play them. The first, a simplified Space Invaders, can be played with the mouse or keyboard. Keyboard controls are Space to shoot and left-right arrows. Don't even think about playing this game with the mouse. You will still be there tomorrow. Strategy is to shoot out the two middle rows of aliens and let the outer two rows go down off the screen. They won't re-appear, and you can sit there and shoot the big red 50-point one 'till you win.The second game is a bit of a challenge. The object is to put the small red box into the big red box, which unlocks the exit. There are five levels of increasing difficulty; here are the solutions. Thankfully, you can use the keyboard arrows here as well.1 - D, R, U, R, R2 - R, D, L, U, R, R, D, D, L, U, U, L, D, R, U, L, D, D, R, R, U, U, L, D, R, R3 - D, R, U, U, D, L, L, D, R, U, U, L, D, R, D, L, U, R, R, D, L, U, L, U, R, D, D, R, U, U, D, R4 - U, L, L, L, R, R, D, R, U, L, L, D, R, U, L, L, D, R, U, R, D, L, U, R, R, D, L, U, L, D, L, U, R, R, R, D, U, L, L, L, D, R, U, R, D, L, L, U, R, R, R, R5 - U, R, D, L, U, L, L, D, L, U, R, R, R, D, R, U, L, L, L, L, D, R, U, R, R, R, D, L, U, L, L, D, L, U, R, D, R, U, R, R, L, L, D, L, U, L, D, R, U, R, R, D, L, U, R, R, D, L, U, L, D, R, R, U, L, L, L, D, R, R, R, R

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Having won both games, you now have two coins. Return to the City Centre and purchase two batteries from the vending machine. In inventory, combine the bandage and batteries. You need to take the batteries to the big guy at the broken bridge. You can either jump down the reservoir and repeat the lift-platform scene and go through the greenhouse, OR go down the stairs to the left and shinny up the same pipe you slid down to get here. D'oh! Guess which one's easier.

Life's Ups and DownsGive him the batteries, and he steps aside, delighted his little one is active again. Go to the elevator door and press the call button. Whoo! That's some snazzy elevator. Nice plant. Pick some soil out of the plant and sprinkle it on the floor. Click on the robot vacuum to make it drop a light bulb. Collect the light bulb. Go next to the elevator controls and inspect them. You see that there are four possible floors. Floor 1 is where you are; at the big guy's location. Floor 0 is mid-tower, where you shinnied up the pipe. Floor -1 is beneath the tavern (and the poker game and the kitchen/prison) Floor II is the top of the tower, where you want to go now. In order to learn the correct setting for Floor II, you need to stretch up and pull the top leaves of the plant aside. You see a star pattern. Open the controls and insert the light bulb. (There are two places for the bulb; you can't put it in the "wrong" one.)

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Click on the bulbs in the sequence indicated.(5 to 6 is not shown because I'm not fast enough to capture the

shot)Exit the elevator and you are in a fancy lobby. Enter the door to the right, the bathroom. Look down the toilet. Oh no! There's that bomb we saw the big oaf carrying up the tower. Don't worry about him though, he got soaked at the poker table. Go to the far left in the lobby. You can talk to the little robot bolted to the wall above the stairs. He tells you how he was captured on Samarost. On the wall is the control for the vacuum. Pull the lever down four times to send the vacuum into the bathroom. Go in there and jump atop the vacuum in order to stretch up and reach the scissors. Return to the control and pull the lever up twice, to position the vacuum under the chandelier. Go to the electric box next to the bathroom door and click on it, turning the power off. Jump up onto the vacuum and use the scissors to cut down the chandelier. Jump down and use the chandelier on the vacuum. Now it's a grappling hook. Turn the power back on, and send the vacuum into the bathroom again. Follow it in there, and use the grappling hook on the toilet. Go to the controls and pull the vacuum out of the bathroom. Go see what happened. You have pulled the toilet from its mount, leaving a

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gaping hole in the floor. Use the paper dispenser to descend. Click on the bomb to swing toward it. You discover that the wiring is mixed up and you need to put it in order. According to the instructions inside the door, 1 should connect to A, etc. Trace the wires to see which fuse they actually go to. (You can leave fuse B where it is) and interchange the others as shown: You only have four minutes. (heh-heh - this is your payback for tangling those wires!)

Whew! Having saved the world, you can now go up the stairs in the lobby. Talk to the bobble-headed robot. He seems to be in charge. Now you get the whole story of how you got taken to the dump and your girlfriend was abducted. Go to the shuttered machine at the far left and open it. These two puzzles are tough. Here is the solution provided by Amanita:

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Frustration TimeHaving unlocked both sides, you can take the power cord. Use it to connect to the big robot's brain, and you are in a maze (I hate mazes, did I ever say that before?) in which you must shoot down

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33 - yes, Thirty-Three little demons. You only get to look at a little section of the maze at a time. You must first find the key to umlock the chamber where the pistol is hidden. There are multiple free lives strewn throughout the maze; you can only pick up a free life if you have lost one of your five lives. Refer to the following map - It at least shows the route to the key, and the pistol chamber. By the way, there is no exit to the maze; you succeed when you have found and destroyed all 33 demons. A few of them are larger, and require two shots. You will see some bots on the way to the key while you are still unarmed. Just whiz on by them, they are kind of slow-witted, and if they shoot at you you can always dodge the bullet. Just remember to return to that path after you get the gun. A little number at the top left keeps count of the remaining demons.

At the finish, you receive the final light bulb as a reward. Return to the elevator and insert the bulb into the control. Make the six-pointed star by starting at the top, and go clockwise, skipping two bulbs each time. The elevator descends to the lowest possible position. Exit the elevator, and you are underneath the tavern. Go right and take the hammer. Use the hammer on the little glass and

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take the key. No, the key does not fit the padlock. Enter the elevator and use the key to open the panel on the right. Take the can of liquid nitrogen and return to the padlock. Freeze the lock, then whack it with the hammer. It breaks, also breaking up that poker game; and allowing you to rescue what's-her-name. You end up in the tower again. Exit the tower to the outside, and examine the gizmo on the wall to the left. Remember the two frequencies - 7.0 and 108. Go inside and tune the radio to those frequencies. Listen to the musical clue. It's easy to reproduce, but if you are deaf, you will be stuck without knowing the sequence some other way. Go outside and play the tune on the gizmo. As soon as the steps extend, click on your friend and she will lock the steps in place. Climb to the top of the dome and fly off into the sunset.Oh yeah - click the prongs in this order: 1, 4, 2, 3, 5, 2, 3.

Walkthrough copyright 2009 by Tally Ho.

Solution to the Slider PuzzleLeave the missing piece in your inventory for now.Note that just clicking on a tile won't move it, as it usually does. You must click and drag.Number the slider positions thus:

1 2 3

4 5 6

7 8 9

Move the tiles as follows:2R, 5R, 4R, 5U, 7U, 8U, 9L, 8L, 6D, 5R, 4R, 9L, 6D, 5R, 7U, 9L, 1D.Insert the missing tile into the #1 slot and the electrical connection is complete. (Be sure you have tied the wire to the railing before completing the slider.)