Machinarium: Game Walkthrough and Guide
How to play?
Management is very simple. Almost all actions are performed by the mouse, only in mini-games sometimes have to use the arrows on the keyboard and a space. Our main character has a unique opportunity – it can stretch and shrink. To do this, simply click on the GG right-click, and drive the mouse down or up. Inventory opens if you take the pointer to the top of the screen. The menu opens if you lend a pointer to the bottom of the screen. Carefully inspect everything on locations and we think brain. Still in the game there are hints, they are located near the inventory. Light bulb is a small hint, in the form of a picture. The book is the passage of the level to open the book you need to go through a mini-game. Need to hold the key to the lock, on the way killing spiders.
Start
First of all, twice click on the bath, above our hero’s head, then click on the torso twice and once on your head. We increase our hero, take the top toy on top and give it a mechanical anxiety when it comes down to the main character (in the future, just GG). We take a magnet and wind thread, just pressing the coil. In the inventory, combine the magnet and the coil. Come to the lake and kick a pillar. Bind a magnet to the post, rises from the bottom of the hand. Here, in fact, our hero and assembly. Go to the right.
Checkpoint
Our task is to make sure that the bridge falls away, and we were able to go on it. So, we take a restrictive cone, throw a few cones to the abyss, under the last of them will be a bucket with blue paint, we take it. Pour paint from the bucket to the Chan, pushing the cone in it. We approach the lamppost, climb up when our GG refuses to rise above, pull the step and under it and insert it into the hole for steps from above, repeat this procedure again. We rise to the last steps, we increase our GG to the maximum and take the light bulb. Now we screw the GG light bulb on the head, then we dress the cone from above. Increase the GG to the maximum and pull the handle, near the cab. We pass through the bridge, however, because of the puddles at the end we fall down.
Abyss
We rise to the steps, under the lever we take a handle, fasten it on the railing, go down. We go to the right to the tank. Reduce the GG and click on the toggle switch, which is under the tank. We put the switches to the position A2. Return our ward to normal size, climb the stairs, increase the GG to the maximum, cling to the pipe hanging on top. The moon in it right, grab the block and fall down. Put a block on the far from the Rail. Drech for the perille, we unscrew the wheels from the grooved trolley, sit on them, pull on the railing and with a breeze we fly into some room.
Looking at how a big robot, very much like a thief descends from the pipe and steals the berry from the trolley, our GG recalls that this robot offended him as a child. We will take revenge! We go to the middle of the hall, press on the red button, approach the door, which is located in the right side of the hall, we take a key hanging next to it. Fit to opening, after pressing the button, panel. Put the lever in this position: 1 – down, 2 – Up, 3 – Down. Click on a big red button, reduce our hero and run to the trolley, jump into it. When the tulle raises us into the air, we click on the platform to the left of us. Open the panel key, rearrange the wires so that only the upper left wires are crossed, and the rest are not. Jump down, again we click a large red button on the panel, quickly climb into the trolley, and when the tug will pick us up, we wait until the tongue comes to the pipe, and then press it on this pipe.
Camera
Naughty bandy put our little hero into the chamber, you need to get out! Speak with the neighbor on the camera, he asks to smoke. Next to him, from the crane, remove the mold and also twice the crane, we get a pen from the crane. Come to the toilet, take toilet paper. Increase GG, put the mold on the light bulb. Dried mold wrap in paper and give a cigarette the ceamer, we get his hand. We approach the toilet, reducing the character, we take the hand of the mamer and wake it up in a hole, in the wall. Then send it to the long hole, three times the wardrobe, get broom. We connect the handle and broom, it turns out the key. We use this key to the sewer hatch, the sewerage floor until the next hatch, open it with the key.
Jail break
So, we are right under the table, followed by Bandyuga. The gangster impudently swings on the chair and shoots the target. When it once again swings, just jerk for a chair, the gangster will fall. At that time, until he got up, quickly take bullets from the table. Bandit will see that the bullets are over, and will go them to sprinkle from the target. We take the key to the gangster, pour bullets to the floor and get out of the hatch. Insert the key to the panel opening the doors, the key must be inserted into both wells. After that, go down again in the hatch. We are waiting for two prisoners, the gangster will run them to arrest them and turn into. Get out of the hatch, climb the stairs and go to the door. We look at the telescope, that’s where our gangsters. It turns out they are not bandits, but terrorists, as they thought to blow up the citadel! Click on a small red button next to the telescope, remember time on the clock – 4:45. Go down to the room where the gangster was sitting, and go to the door on the left. We go to the middle chamber, we increase the GG and we take a vehicle from the ceiling. We go out into the corridor, come to the left door. Click on the code lock, code 4:45, go to the opened door. Click on the safe. Now you should solve a puzzle.
Green and red rounds should be placed so that on all the edges of the geometric shape, in the middle of the puzzle, there were only green rounds, and the red should be on the sides of this figure. If everything is done correctly, the safe will open and we will be able to take a gun from there. Go to the room with a telescope and go out into the street, through the door from above. To two large drawers come on the right, push them twice. Next to the lady-robot there is a panel, come to her. First of all, omit the handle. There are 6 buttons on the panel: 3 yellow, with the “Down” icon and 3 red, with the “Up” icon. Need to position these buttons correctly as in the picture.
After that, the upper box will attract to the magnet, and the bottom we move to the place where he was originally. We rise to the box, increase the GG, climbing the stairs. Now you need to place the buck. 4 times we click on the button, to the right of the radar with the arrow. After that we click on the button with the triangle in the middle. When the beeke swear to the ground, press the button with a droplet. When the dog will drink oil, go down and shoot a pistol into a dog. Refer to her mistress, we get an umbrella. Use an umbrella to water, flow from the roofs, and go ahead.
Stray musicians
In the transition, we will meet the company of musicians, each of them has a problem with instruments. We go to the bar, on the right side of the bar, with the upper shelf we take the adhesive tape from the flies, having previously increased. Sit to the robot that plays some game. The rules of it are very simple to build in any direction a chain of five cogs, and not to make the same rival. The game is not easy, but a little learned, the victory will come. Having lighted, the opponent in rabies knock on the board and all nuts scatter. We collect them all over the bar, look at the door to the right, sit there with these nasty gangs. We leave from the bar, come to the stinky tank and apply sticky tape on it, we get flies. Go to the bar, we press flies on the bartender, take the barrel. We give a barrel drummer, and nuts – saxophonist. We select the plant that will remain from the fallen pot. Raised the stairs, straight yes the main square. With the railing, opposite the fountain, take a handle. Insert the handle into the hole in the wall, next to the girl. Through the handle so that the red arrow on the urban clock stands on the position VI, and the black arrow on the third top counterclockwise sign. And the black arrow changes its position when the Red passes through the XII hours. Robot sitting in a booth at the top will leave, go to his place, take the loudspeaker. We speak with a robot in a wheelchair, take him to carnival. Go down to the musicians, we go into the passage to the left of them. Maslenitsa put on the oil stain. Refer to carnival back robot disabled. He lubricates himself and again will ask to bring oil, take the carnival again. Climbing the stairs, which is next to the robot girl. On the ladder rose to the robot, pull the cord from the outlet. When we drop, pull up the red wire from the left hole. Open electrical panels in the lamppost, here are the game of spots. Moving a pair of tiles, suddenly one tile will fall, and there will be a harmful parrot. We go to the middle of the bridge, the parrot will follow us. We begin to squat and increase the GG, the parrot will repeat everything. Quickly change the size of our hero, the parrot shakes the wire and turns it. In the investigation of this, the parrot will fall and give tile. Torn wire wound on the fence. Open the shield and collect the spots, in the finished form they should look like this:
If the spots are assembled correctly, the voltage will feed. We climb on the robot-ladder and pull behind the tail of the cat. When the cat closes, we move to any tile in the electrical panel, we select a cat. Go down to musicians. We look into the huge tube of the left left musician. Run a cat in a tuba. We listen to the orchestra and raise the tape recorder. We return to the disabled person, open the hatch and go down to the sewer. Come to the table, right, open it and take notebook. We put up to the last page, take the gas key. Go down to the pool, look into the pipe. We rise back, we look at the intricate pipes on which another gas key hangs, we take wire. Go down to the pool, pick up the wire in plum, find the third gas key. We approach the pipes and overlapping them in this way:
In the inventory, combine the tape recorder and loudspeaker. Put the tape recorder on the table, unscrew the tank. We choose from the sewage, come to the fountain, jump down. Unscrew the mokhovik, make your way through the pipe. When we stand on the platform, click on the red button. Now we consider a puzzle in the upper left corner of the platform. Its meaning – you need to change the places of red and gray balls. Here is a solution:
Now look into the small window in the grid. The girl is working in the kitchen of our little hero. Now you have to play for her. Take a saucepan from the stove and put it on the floor. Open the storage room, take corn and put it on the stove. Now our hero take a hook and apply it to the window. Girl get up on a saucepan, a hook 2 times with a freezer from above. Put a saucepan on the oven, put the battery in it. One end of the received hose put in the sink, and then we give our hero. We start the platform by jerking for a small red handle from below, we pull the lever on the puzzle. Upstairs, press on a huge fan. It’s time to answer his questions. We are responsible incorrectly (and, and with, c), then he will get angry and explode. Well, we go to the laboratory.
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