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'I :' I A .I I :: I I .I I 'M M I :M I :M I I 'I I M .M M :M M M :I : :M : I ':.: :M N :M. .: A A A M M: M M:..:': ''-' ' ' 'M '' ' '''' 'M M 'MM': M: M: M ' '''' ' ' ' `´ ' 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) 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]