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machinarium
FAQ/Walkthrough
by selmiak
_______________________________________________________________________________
Version 1.10 - 12.01.2011
Content [.1.00.]
[.1.00.] Content
[.2.00.] Solution
[.2.01.] Trashdump
[.2.02.] City Gate
[.2.03.] Inside the ditch
[.2.04.] the boiler
[.2.05.] the prison
[.2.06.] escape
[.2.07.] Outside the prison
[.2.08.] Lowtown
[.2.08.1.] Connect 5
[.2.09.] church square
[.2.10.] soldering works at the bridge
[.2.11.] back in lowtown
[.2.12.] under church square
[.2.13.] city wall
[.2.14.] greenhouse
[.2.15.] broken bridge
[.2.16.] arcade
[.2.16.1.] Space Invaders
[.2.16.2.] Escape
[.2.17.] elevator
[.2.18.] the bomb
[.2.19.] in the dome
[.2.20.] under the pub
[.2.21.] on the dome
[.3.00.] Outro
______________________________________________________________________________
[.2.00.]
After the story of machinarium is quite short let's just dive in and start
this solution.
You can view this solution in a more stylish version on my website under:
>
http://selmiak.bplaced.net/games/pc/index.php?lang=eng&game=machinarium <
You can get a formatted version of the solution for your kindle here:
>
http://www.amazon.com/dp/B0074N7DHO <
(for the lowest price possible, think of it as a donation where you get more
value for your money)
[.2.01.]
Trashdump
Welcome to machinarium!
After you've seen the trasher bringing the little robot from the high tower
in the middle of the huge town at the horizont to the trash dump and
unloading him in parts the game already starts.
Do what the game wants you to do and click on the bathtub. After some clicks
this thing drops down and you can see the robot's body next to his head.
Luckily he takes his head and is just a bit confused.
The poor guy still can't stand up because he is missing one of his legs.
He's also missing an arm, but more about that in just a few seconds. Talk to
the robo rat by clicking on it. The rat could give you your leg, but it wants
the puppet for it.
Stretch your robot and get the puppet. Make a deal with the rat and you can
finally stand up.
Now grab the magnet and take it with you. Also pick up the tread. Tie the
magnet to the thread within your inventory and now you already have a nice
fishing rod. It could be that your arm dropped into the water there.
Kick the post, that's standing in your way and then you can fish for your
arm (with only one arm). The robot will swing to the other side automaticaly,
and so you can continue to the next screen without further problems or
riddles that want to be solved. There are plenty of them ahead though.
[.2.02.]
City Gate
...how mean is that? The robocop can enter the town without a problem but if
you stretch out and ring the bell the guard won't let you in. So you have to
find a way to make the guard let you in. You will find out how to do that if
you continue reading.
Walk to the pylons and pick up one of them. You can just throw away the other
ones and under the last one you will find the blue paint. Take the paint with
you and pour it into the white paint that is standing around here to mix up a
nice light blue paint. Put your orange white striped pylon in that light blue
paint and you now are the proud owner of a policehat in the right color. Now
only the lightbulb to put on top of the hat is missing.
What a nice coincidence. There is a lantern with a lightbulb standing around
here. Climb on it and step up one step. Pick up the lowest rung and put it
into the lantern somewhere above you. Climb one step higher and take the new
lowest rung. So... put this one above your head into the lantern and climb
up. Some more steps and you're on top and can't go any higher (but don't
try to set the night on fire...). Stretch your robot and pick up the
lightbub.
After the hard drop down put on the bulb and the pylon and ring the bell. The
guard will let you pass and you can enter the city. At least you can try. But
watch out, it might be slippery...
[.2.03.]
Inside the ditch
Oh, that's great! Slipped and dropped down into the ditch and the door to
the next room is locked.
But what would an adventure game be without riddles?! So let's solve this
one too.
Step up the stairs and pick up the handle. Put this one on the handrail and
now you can use the switch while you're at the bottom of the stairs. But
that's not all yet. Walk to the metal building on the right and duck down.
Now you can reach under the metal building for the controls for the pipe high
up in the ditch. Set the controls to 2 - A and acknowledge with the red
button.
The pipe is now reachable for us. Step up the stairs, stretch and grab the
pipe. Layaway to the yellow stopper and take it with you. Put it on the
farther away side of the tracks (seen from the robot) and push the switch.
The wagon comes down and derails. Pick up the wheels of the cart and put them
back on the tracks. Jump on it and push the switch again. You will be
catapulted into the next room.
[.2.04.]
the boiler
Watch the mean fat gangsterbot stealing heating material. You will meet this
unpleasant guy again later in the game. And it's not all that bad to see him
here, as he shows you where to exit the boilerroom.
Push the unmissable red button in the middle of the boiler and the panel will
open up. But don't use it yet, walk to the door on the right side instead.
Pick up the bend metal rod and now you can play around with the panel. Switch
the switches to: 1-down, 2-up, 3-down. Just like in the picture here:
Now push the red button at the side of the panel, destretch the robot and run
to the wagon and hop inside. As soon as you are pulled up let the robot jump
off to the left and make him stand on the platform up there.
User the bend metal rod to open up the box here. Just turn around one pair of
the wires on the left side (blue contacts) to make the crane go the other way
round this time. Now jump down again, walk to the panel again and push the
red button one more time. Run to the wagon again, jump in and this time jump
off while you are at the pipe on the right side. Now we will escape the same
way as the robogangster did.
[.2.05.]
the prison
After we witnessed how the two gangsters are building a bomb and we got
caught by them we find the little robot trapped in the cell in the picture
above here. What else can we do here except escape?!
So let's do it. Our new pal inside the cell is a nicotine junkie like noone
else. So we should get him a cigarette. Go to the Pipe on the right and grab
the green weeds. While you are there, also get the winged tap that is screwed
on the pipe. Now go to the lamp, stretch yourself and put the green weeds on
the lamp to dry them. Next get some of the toiletpaper and roll a cigarette.
Give it to the guy and you will receive his whole arm.
So, let's use the arm. Walk to the hole in the wall and duck down. Use the
arm and shove it in there. Don't care about the shy robots and use the hole
that is away from you to proceed.
Shake the cupboard in the room on the left and pick up the broom. Now put the
winged tap on the broom to build a nice key. Use this key to open the hole in
the ground and jump down there. We will visit the neighbouring robots later,
so just escape to the right.
[.2.06.]
escape
Of course we go the the cap in the ground, that means... in the ground above
us and open it with the broom key. Here we see the bad guy guarding the cells
and shooting his target. Now we must steal his key.
Once he is leaning back push him and make him fall. While he is down grab his
balls (the balls he is shooting with) and throw the balls towards the cabinet
with the two keyholes on the wall. While he is standing at the target and is
pulling out more balls for him to shoot with steal his key. Now wait for him
to sit down and lean back again, and again, make him fall and steal the balls
from the table again. While he is fetching more ball get out of the hole and
unlock the left lock. This will free the two other robots and the bad guy
will chase them. Now it's save to climb out of the hole.
Climb up the stairs and enter the next room. Also climb up the stairs here
and turn off the light. Note down the time the clock is showing with the
glowing numbers. Now don't leave the prison just yet, but get back to the
room with the dartboard and enter the cell block. Get into the middle cell,
stretch and get the plumber's helper from the ceiling. Now leave this cell
and use the panel on the left. Enter the time the glowing numbers on the
clock were showing. In case you forgot already, the code is 04:45.
Enter this cell and open the cupboard by solving the riddle. You have to
align all the green spots in the middle. As the starting positions are always
different I can't write up a solution here. But you can solve this easily
anyways. Once this cupboard is open you get a part of a pistol, so just
combine it with the plumber's helper and we've got the gun complete. Now
get back to the room with the clock with the glowing numbers and finally step
out of the door into the freedom of the city.
[.2.07.]
Outside the prison
Walk to the right side of the two boxes here and push them to the left. Watch
out, it might be possible that you end up standing on the bollard instead of
pushing the crates. There is no use in standing on the bollard right now, so
get down and push the boxes. Once they are standing on the left side of the
screen push them once more to push them even farther into the next screen.
* red 1
* red 2
* yellow 1
* yellow 2
* yellow 3
* red 1
* red 2
* red 3
* yellow 1
* yellow 2
* yellow 3
* red 2
* red 3
* yellow 3
Use the panel on the wall to start the mechanism.
The aim of this game is to move all red arrows up and all yellow arrows down.
The red button on the right side resets all the moves you have done. Use it
when you are stuck. Before using my solution here try to solve the riddle
yourself, this is what this nice game is about. Well, it isn't about getting
stuck forever on a riddle, so if you are stuck, here is my solution. Follow
the images in the image from the left to the right and the from top to
bottom.
You have to pull the yellow lever on the left side of the panel and the
magnet will grab the upper box. Now push the lever back up and the magnet
will lift the upper box into the air. Now that you got rid of this box roll
the last remaining box back to the right again.
Back in front of the prisondoor we can finally jump onto the bollard and from
there up onto the box. Stretch a bit and you can reach the ladder above the
box. So we can climb into the buoy control center. Once you understand how
this works it's easy to navigate this baby. To ease this up for you (and to
fulfill the cause of this guide) here is the explanation:
The current position of the buoy is indicated by the glowing lamp. There is a
center positon, from which every other side position that has its own lamp
can be reached. If the buoy is at one of these side positions you have to
drive it back to the center position first before you can reach for the other
sidepositions. The direction is set with the two red buttons on the left and
on the right. You start moving the buoy by pressing the top button. You can
navigate back to the center position by steering into the completely opposite
direction of the current position of the buoy. So we want to navigate the
buoy to the front right, there is only one lamp in that direction anyways so
it's very hard to drive in a wrong direction and then having to drive back
and forth to find the correct position. Once the buoy is in the front right
position, right next to the quay, push the lower button to squirt an
oilpuddle onto the quay and attract the doglike creature.
Now jump down from the buoy control center and shoot the doggy before it can
licked away all the oil. Shoot it with your plumber's helper gun. If you
don't know how to get or build the gun, just have a quick look at the
previous chapter (escape) and find out there. I explained it there already.
The plumber's helper is in the middle cell of the prison...
You drag the itemcaught thing to the lady in pink in the screen to the left
and get an itemumbrella from her. (ella, ella) Use the umbrella to cross the
pipes that are leaking water without rusting. In the next screen use the only
possible way, which is up. You are done here and don't need to (and can't)
go back here any more.
[.2.08.]
Lowtown
So, we finally got into town. Here we'd like to listen to the band standing
here of course. But these guys are missing their instruments or have other
problems with what's already there. So it's one of our jobs to get them
some instruments and repair the other instruments. Well, enter the oilpub at
first. It's hard to miss, as the neon advertisment is showing you where to
go.
While you're here, just peep into the next room. Look at that. The three bad
guys all together. But we can't do anything about them. At least not now.
So get the flycatcher that is hanging around here in front of the door to the
next room and get out of the oilpub. There are enough flys flying above the
stinky keg in front of the oilpub. Catch some of them with the flycatcher.
Now get back into the pub and release the flys onto the barkeeper. He is so
distracted now that you can drag out the oil barrel and he won't even
notice. The barrel makes a good drum and the drummer is happy and the robot
shakes his shiny metal booty.
[.2.08.1.]
_connect 5_____
So, let's face one of the meanest riddles in machinarium. Get back into the
pub and challenge the sitting robot for a game of connect five. The rules are
that you win if you have 5 of your parts in a row, no matter if straight or
diagonal and you can move wherever you want (unlike connect four, where you
have to insert from the top).
This guy is a tough guy for this game but you can beat him. At first, don't
let him get 4 in a row, so once he has 3 in a row place one of your tokens to
block him. Then you build diamonds all over the playfield, always keep an eye
on you opponent and his rows and sooner or later you'll have built a
catch-22 for him like in the picture below here. Then it should be obvious
what to do next...
If all of this doesn't work for you then come on, have a look at this riddle
and the perfect solution for this on my homepage:
>
http://preview.tinyurl.com/3xoxno6 <
Once the other robot lost, he is very pissed and beats up the table. The
screws fly all through the pub. Collect all 5 of them and give them to the
saxophone player outside. This guy will be happy and play just for you.
Seems like the old lady doesn't like good music, as she throws a flowerpot
after you and the music. Again. But this time there is even a small sunflower
plant inside the flowerpot. Pick it up and then climb up the stairs, as there
is nothing you can do here for the moment.
[.2.09.]
church square
Yes, this is the church of machinarium. So get the crank handle that is
hidden in the lowest regions of the screen, right in the middle, stuck in the
wall.
Put the crank into the hole next to the churchdoor and turn it. You see, you
can control the hands of the clock with it. But you don't know where to go,
so take a look at the posters on the church. There is one with a halfmoon on
it, don't care about this, but look out for the infinity symbol. So turn the
hands of the clock to VII at either the snake, the two facing triangles or
the circle with the dot inside. The bell will ring and the believer robot
will enter the church and let you see another poster. There are the times for
the jews written on the now revealed poster. And the guard on the upper right
of the screen looks rather jewish, doesn't he? So turn the hands of the
clock to VI at the spiral (the sun is crossed out) and the jewbot will leave
his post and go to church. Once he is inside the church you can go up to his
post and steal his loudspeaker up there.
Now talk to the old man in the wheelchair. He wants some oil for his old and
rusty wheelchair and gives you an oilcan for it. But we'll fetch the oil for
him later, now we step up the stairs to the left. See you on the next page.
[.2.10.]
soldering works at the bridge
Open up the fusebox of the powerpole. Play around with the puzzle inside and
once you start to move the puzzle piece in the upper right corner it drops
out (before tuning in or even turning on). And the worst part is, the robotic
owl steals it right in front of your eyes. That are some really bad reflexes
our robotic friend has. Well, the owl imitates you anyways, so step into the
middle of the bridge and stretch and relax your robot and look at that, the
robot owl does the same. So keep on going up and down until the cable the owl
sits on breaks. The longer you keep going up and down without stopping the
better.
So grab the cable that is hanging around here now and tie it to the handrail
of the bridge. After that we pick up the puzzlepart and onwards to the
crackers like puzzle.
Slide the parts so that they line up like shown in the pic above. Then put in
the missing piece to make it look like it is shown on the right of the
picture above.
So, now we're gonna catch the little cat. Climb up the ladder and stand on
top of the soldering robot. Pull out his plug and he will throw you down.
While you are down there and he is still distracted grab the red cables and
pull them out of the wall. The soldering robot will notice this and tries to
disentangle the cables and moves to the other side (without breaking through
though). While he is on the right side if the cables climb on him and pull
the cat's tail. The cat is now annoyed and tries to flee. But what the cat
doesn't know is, that the handrail is now electrified. So once the cat
touches the handrail it gets stuck on it. So we just go to the fusebox and
remove the puzzlepart or move another puzzle part away and the electricity
goes away and the cat drops down. Now pick up the cat and go back to lowtown.
[.2.11.]
back in lowtown
So we're back in lowtown. The musician with the didgeridoo is the last of
the bunch that has problems with his instrument. His didge is clogged up. So
put the cat into the didgeridoo to clean it up. Once the pipe is clean he can
blow it again. The old lady at the windows still doesn't like the music so
she throws down her radio. Pick it up and reapair it with the loudspeaker in
your inventory.
Now go to the left through the blue white door.
We've been here before. This damned oil puddle! But now it is really useful.
Put the oil can on the puddle of oil and wait for it to fill up. That's it
with lowtown. Get back to the old man in front of the church and give him his
oil.
[.2.12.]
under church square
Before we can climb down under the churchsquare we have to find a way down
there and open it. Maybe the drain where the old man with the wheelchair is
standing on. So finally give him his desired oil and he will use it on his
wheelchair. That was good, the wheelchair is working again. So he rolls aside
and let's you open he drain. And now he wants some sunflower oil. Yeah, why
not, what else? But we'll get it for him later. Now we want to climb down
into the sewers.
The funky wrench down here lost his radio to the bad guys so we will pull our
new and repaired radio right on his little night stand (to find out how to
get and repair the radio read on on the previous page). He is very happy
about his new boombox and starts to dance to this fresh dubstep vibe. When we
start to talk to him now, the bad guys will get a fresh shower and we will
get a small red key. Let's keep this and search for another one. Look inside
his nighstand. There is a book inside. Read it and on the last page (where
else should it be) is another one of these small red keys. Now that we have
all the red keys we can solve the pipe riddle in the middle of the sewer.
Once you did cut off the main pipe for the well on churchsquare you can climb
up and jump into the well to proceed. To cut off the correct pipe just align
the red keys like I show you in the picture below here.
>
http://selmiak.bplaced.net/games/pc/machinarium/screens/26.jpg <
[.2.13.]
city wall
The way through the well brings you to the outer side of the city walls. Jump
down onto the plattform and press the red button. Yes, that red button. At
least no pool designed to cool nuclear fuel rods will explode when you push
it. You just drop down one storey until you are in front of the kitchen.
You can't do all that much down here by now, so look around, maybe we'll
see something to do. Why not look into the window here. Oh look at that, we
found our kidnapped girlfriend. That's great! But we can't rescue her yet,
but we can play as her.
Quit your forced work and put down the pot from the stove. Just put it
somewhere on the floor. Now open the cupboard and take out the corncob. To
pass the time, start making popcorn by throwing the corncob onto the stove.
The corn pops immediately and throws down a metal bar outside. Pick it up and
hand it over to your girlfriend in the kitchen.
Let the girl stand on the pot and use the metalbar to open the cooling tube.
Take out the cooling tube. Let's have some fun with the cooling tube and put
it into the cooking pot. You have to put the cooking pot back onto the stove
before though. Yummee, that's delicious. Now that we got a brand new hose we
can attach it to the oil tap above the sink. The robots know what to do
anyways, so just watch them refill the plattform.
You can kickstart the plattform by pulling the rope on it. Once it rattles
you can use the panel to control it. Just play around with the buttons until
all the whites are down and all the reds are up. A lever appears. Pull it and
up we go.
Finally we reached the upper end of the city wall. But we can't go on, as a
moody airvent blocks our way. Talk to it and it will face you with some
riddles. If you solve all the riddles you solve them, but nothing happens. So
try to annoy the airvent and always give the wrong answers. The airvent's
mood will darken and once it is fed up with your stupidity it spits out its
mechanical guts.
As dangerous as this seem, the good thing is, the way is unblocked now.
Let's jump into the airvent's airway and we can continue our quest to save
our girlfriend and stop the bombing of the main tower.
[.2.14.]
greenhouse
There is a lot to do in the greenhouse, so let's get into it. Place your
robot to the left of the beam thingy and move it to the right so that it now
faces the first pot from the right. As soon as the beam thing is moved out of
the way you can also see a little stick inside the first pot on the right.
Pick it up and walk to the panel on the wall to the right. Solve all the
little riddles. The following diagram might help you:
S = Start
X = Blocked
... follow the line.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| _ _ _ | | _ _ _ | | _ _ _ | | _ _ _ | | | |X| | |X|X|X|
| | _ | | | | |X| | | | _ _ _| |_|X|S|X| | | |S| |_ ¯| | |_ ¯ ¯ ¯|
| | | | | | | | | _| | | | |X| |X| | _ _|¯ _| |_ ¯ _|X| | | |S|¯ ¯| |
| | |_ _| | | | ¯ _ _| | | ¯ |S| | |X|X| |X| |X|¯ _ ¯| | |_ _| |_| |
|S|_ _ _ _| | ¯ ¯ S|X| | ¯ ¯ ¯ | | ¯ ¯ |X| |¯ _|X|_ _| |X X|_ _ _|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
Start at the blue square and then follow the line. Once you made it through
all six pictures you can turn on the machines by pressing the little buttons
on the lower end of the panel. The left button turns on the plant beam, the
right button turns on the diascope. If you already positioned the beam facing
the plant on the right it will now start to bloom and also open up its bags.
Climb up the stairs and put the stick into the one bag near to you. You can
now grab into the bag and pull out the magnifying glass.
Get downstairs and pull the plant beam two times to the left so that it is
facing the empty pot. But empty pots are boring, so put in the small seedling
you have in your inventory. Use the panel to turn on the plant beam once
again and watch the beautiful sunflower grow. Shake the flower and you will
get some sunflower seeds. You can make all the other plants bloom too, this
looks marvellous, but serves no purpose for the game.
Now we have everything we need in the greenhouse but we can't get out, as
the door is still locked. You can open it with the butterfly next to the
door, but we don't know how yet. Let's find out!
There are two ways to find out the combination for the door. Number one is to
walk up the stairs again and use the magnifying glass on the butterfly. The
pattern on its wings is the pattern we are searching for. Or you pick up the
upper drawer from the desk (the one with the I) and put it into the diascope.
Now stand in front of the projector and stretch. While you are up here you
can attach the magnifying glass to the projector and finally we can see what
is shown on the pictures. Browse through the pictures until you see the
butterfly with the red spots on the wings. This is the combination once
again.
Now we can go to the door and enter the combination. Pull the trigger and the
door opens.
[.2.15.]
broken bridge
So there is a press standing here. What else should we do than put the
sunflower seeds in it. But don't start pumping yet, as the oil will be lost
then. Put the oilcan under the outflow of the press onto the drain in the
floor down the stairs. Now you can start pumping and sooner or later the oil
will flow.
We cannot do anything worthwile with the robocop just yet, so just slide down
the drainpipe and walk to the old robot to give him his sunflower oil. He is
very pleased and gives you an invitation for the arcade and drops his
bandage. Pick up the bandage and then we rush to the arcade. The arcade is
located there, where we just toasted the robo cat.
[.2.16.]
arcade
Welcome to the coolest arcade EVER! Here you can play for free and even earn
money by playing the games. To do so we first need to power the arcade
machines. Jump on the bike and ride until the red level is reached. Now the
first machine is powered. Here we can play
[.2.16.1.]
_Space Invaders_____
Okay, just shoot everything that moves =)
The small invaders grant you as many points as the level you are in. The red
UFO gives you a stunning 50 Points at once. You should dodge the shots the
invaders shoot at you, but you can also shoot these shots. Try playing with
the keyboard. This is much easier than playing with the mouse, the arrowkeys
move and space fires. Tactically it's the best idea to start shooting the
invaders in the middle first, because this will stop the remaining guys from
running all across the screen. But don't let them come too close.
As soon as you scored 1000 points you'll get your first dollar.
Now walk to the bike again and set the lever to the second machine. With this
setting you can power the second arcade machine. You can play space invaders
again of course but you won't get any money for it. So, let's play the
second arcade game:
[.2.16.2.]
_Escape_____
The escape game is quite tricky so I will just tell you the directions you
need to take in every level. (D = down, U = up, L = left, R = right).
Level 1: D R U R R
Level 2: 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 R
Level 3: 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 R
Level 4: 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 R
Level 5: 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
You don't need any more money, but you can try your luck with the third
machine anyways.
So, head back to the churchsquare.
Put the two coins into the battery machine and receive your two batteries.
But you can't give them to the robocop like that. Use the bandage from the
rusty robot to tie them together. Yeah, that's what the robocop wants, so
let's rush to him. To do so just go to the connection between church square
and lowtown and jump up to the drainpipe and climb up all the way to the
robocop.
Give him the battery and he is more than happy that he can play with his toy
and lets us pass along into the elevator.
[.2.17.]
elevator
Well, so we made it into the elevator. It's not very clean in here anyways,
so take some dust from the huge flowerpot and pour it all over the place. A
fast and tidy cleanobot comes along and sucks in all the dust. But we are
even faster than him, so pick him up while he is in front of you. After
shaking the sucker for a while he will drop a lightbulb. There is no other
place for the lightbulb than in the upper right corner on the elevator panel.
Now we can go upstairs, but we don't know the right combination yet. The
leaf of the plant is in the way so step under it and reach up for it. Pull
down the leaf and you can see the pentagram beeing the symbol for the top
floor. Use the panel and enter the pentagram as the destination. We will go
up in no time.
[.2.18.]
the bomb
We are very close to the bomb now. At first walk to the switch on the left
side of the screen and pull it down 4 times. The vacuum cleaner will drive
into the next room. Follow the machine and step on the vacuum. Now you can
reach the scissors.
Get them and get back to the switch in the other room and push the switch up
2 times. The vacuum cleaner will now stop under the chandelier. Go to the
fuse box on the right side and and take out the fuses. All the lights will go
out. Now step on the vacuum cleaner again and cut off the chandelier. Get
down from the vacuum and turn on the fuses again. After doing this drive the
vacuum into the room to the right again.
Here we knot the chandelier to the vacuum cleaner and attach it to the
toilet. With the switch in the room to the left we can drive the vacuum out
of the toilet and also the toilet out of the toilet. We now use the
toiletpaper to swing down to the bomb.
It is now our duty to defuse the bomb in a serious struggle against time. But
this is very easy, just follow the cables and shuffle the letters so that
they match the according number. The correct order for the letters is: (from
left to right)
D - B - E - A - C
As you can see, the 'B' can stay where it is but the rest has to be taken
out and put into the right place.
Now climb back up and get into the hallway. Walk up the stairs here.
[.2.19.]
in the dome
If you click on the robot with the huge brain you can see how everything
happened. Such a bad thing.
So, now that we know that, we can continue. Open the cupboard on the left and
here you have to move the green balls to the green areas.
Because it is very hard to describe all this with words you can find the
solution from machinarium here. So you don't have to fight through the
annoying spidergame yourself.
>
http://selmiak.bplaced.net/games/pc/machinarium/screens/spider.jpg <
After you made it through this you grab the connection cable and plug it into
the big brain robot. Here we play a shooting game. Get the key, then get back
to the start and open the locked gun. Now kill all 33 bad guys within the
maze. The baddies with the cap on need 2 shots. Maybe the map of the maze
with all enemies and items under here will help:
>
http://selmiak.bplaced.net/games/pc/machinarium/screens/map.jpg <
Once you killed them all (and made metallica proud with that...) you get the
last bulb for the elevator from the bigbrain.
[.2.20.]
under the pub
Put the last bulb into the panel and draw the star. Connect all the bulbs in
starform and down we go.
Grab the huge hammer and destroy the small glass window on the wall. The key
behind it can be used inside the elevator, so go there and unlock the small
cabinet. There is an icespray inside. This works well on the huge lock under
the pub. Once the lock is frozen you can trash it with the hammer.
The rest of the rescue action is told in a cutscene and we can play again
once we are in the dome again.
[.2.21.]
on the dome
Actually we are still inside the dome but we are outside it in no time.
Outside you will find a strange device mounted to the dome. Have a look at
it. There are some numbers written on it. If you go inside the dome and use
these numbers as the frequencies on the yellow radio like apparat the radio
will play a melody. Remember this melody and play it on the strange device
outside the dome again. If you can't get it right, just push the following
buttons (seen from left to right):
1 - 4 - 2 - 3 - 5 - 2 - 3
A ladder appears and you should use your girlfriend to turn the wheel to make
the ladder stay. If you are not fast enough the ladder will disappear again.
Just play the melody again and be fast enough this time. Now you just climb
up the stairs and you are done.
Congratulations
You completed machinarium!
_______________________________________________________________________________
[.3.00.] _ OUTRO _____
Disclaimer
--------------
This guide is written by and copyrighted to selmiak in 2010 and was exclusi-
vely written for your personal use only.
You can download or print this guide but you are not allowed to profit from my
work in any way. As soon as you earn money with my work you steal my
intellectual property and commit a crime which I will not tolerate and start
legal issue against you.
If you want to host this file on another webpage than www.selmiak.de.vu or
www.gamefaqs.com or www.neoseeker.com or KindleDirectPublishing please ask
me for permission before.
I will most likely give you the permission, as long as the file stays
unalterd, but for unauthorised posting of this guide I will act as stated
above.
For any glaring mistakes you want to point out or additions you want to see in
this guide or paypal donations you think I deserve you can use my email:
faqs [at] gmx [dot] de
Don't forget to pay a visit to my website. You can find it under:
> www.selmiak.de.vu <
and find some interesting stuff there, there is a lot of material gathered
there =)
You can find the formatted kindle version of this guide here:
>
http://www.amazon.com/dp/B0074N7DHO <
more files by me on GameFAQs:
>
http://www.gamefaqs.com/features/recognition/39198.html?type=1 <
Oh, you're still reading... well, there is even MORE!!!
If you think, this FAQ helped you out, then why not pay a visit to my website
for the game and browse around and in case you find an interesting ad consider
checking it out.
>
http://selmiak.bplaced.net/games/pc/index.php?lang=eng&game=machinarium <
You can't loose anything by doing so, except half a minute of your time and I
get some tips and write more guides! And eventually you find something really
interesting on my page as I have tons of stuff there!
And you can get a formatted version of the solution for your kindle here:
>
http://www.amazon.com/dp/B0074N7DHO <
(for the lowest price possible, think of it as a donation where you get more
value for your money)
please check out my youtube channel with
longplays for all kinds of great retro
point and click adventures you never heard about
>
https://www.youtube.com/channel/UCCmiCjWAZkoxFy8oD4r1ggA <
Thank yous
----------------
amanita design for this cool game
Gamefaqs for the best gamefaqs page in the world
CaranA from the Netherlands for pointing out, that one chapter was missing...
I would never have noticed.
God, without him we all wouldn't be here
me, I've written all this
You, because you read even this.
°._ | : |
______| : __°_/___ _____\___ _ ______/_ / 0000ooooooo...
-------+--- / -__- +\----------/ :/
/ |___/ ____ °--. \| \ ____/ / __
/|____| /|/__ ___ \ ___ \__\ [ \ /|___ ____/ /
| / / ___| / __\ / /__ \/ \/\ \ \____/ / \ / / /
.\/ /\ '---\/ /+ __\/ /---\/[--/-----]\/ / \/ : \/ [----\----]
°/\ \_______/\/______/\______/\__/\__/\\_/\ \___|___/\____\_/
| \___ ___|/__[----] \ | \_______///||[ ] [---]--->
____ / ]----+----+ | / / :
/ [ ____ \____ _____| / /\ |
| \ -----' ( )[-----|---]: :[]
| °°oo..
[2010]
[eof]