Machinarium
Machinarium is Amanita Design’s wordless point-and-click adventure about a small robot, Josef, dumped on a scrapheap outside the city he calls home. He has to get back in, rescue his girlfriend Berta, and stop the Black Cap Brotherhood from blowing up the tower. This walkthrough covers the whole game in order.
How the game plays
Everything is done with the left mouse button. The main menu is along the bottom of the screen, the inventory in the top left corner, hints in the top right. Josef can only reach things inside a circle around him, and he can stretch himself tall or squash himself short, which is the key to most of the puzzles.
The scrapheap
After the opening film, put Josef back together. Click the upturned bathtub the arrow points at, twice: the body is under it. Click the body twice and it rolls down; click the head left of it, and you have a robot with one arm and one leg missing. Note the circle round him: he can only pick up what is inside it. When the rat runs into the circle, ask for help. It agrees in exchange for its toy mouse: stretch up and take the MOUSE, give it to the rat, and it brings your LEG. Take the MAGNET and the THREAD from the reel and combine them in the inventory. Walk to the cliff edge, where the arm fell in the water. Push the post over and use the magnet on the thread on it: you get your ARM and swing across the gap at the same time. On to the city.
The city gate
Watch a robot pass into the city. Go to the guard box, stretch up and pull the lever; ask for the bridge to be lowered, and be refused. Take one CONE from the stack of traffic cones and tip the rest over the edge: a tin of blue paint is underneath. Pour it into the bucket of white paint for light blue, and dip the cone for a BLUE CONE. Go to the lamp post and climb one rung. Pull out the bottom rung, fit it into the hole above, climb, repeat, until you reach the top; stretch and unscrew the BULB. Use the bulb on yourself and put the blue cone on top. Ask the guard again and cross, then slip on an oil patch and fall into a pit.
The pit
Climb the ladder and pull the lever: a trolley of berries goes by. Pick up the HOOK under the lever and put it on the ladder rail; go down and move the rail from below, which pulls the lever without climbing. Go right to the tank, squash down and start the control panel: the left knob picks the vertical row of holes in the wall, the right one their horizontal position. Set 2A and press the red button. Climb the ladder, stretch, grab the pole and move to the right corner; take the BRAKE SHOE. Put it on the rail nearest the screen and pull the lever with the rail. Take the WHEELS off the overturned trolley, sit on them, and grab the rail again.
The furnace
The fat robot drops in from above, eats the berries and vanishes into the pipe again. Go to the right corner and take the KEY from the hook by the door. Press the red button low in the centre of the huge furnace to open the bucket controls. The yellow wire lowers the bucket, the blue one swings it round the furnace; the numbers are the order of operations. Press the button right of the panel and watch the bucket scoop the trolley and swing anticlockwise, tipping into the furnace. Rearrange the numbers: 1 down, 2 up, 3 down. Press the button, return to normal size and run to the trolley. Sit in it and, as the bucket lifts you, press the left arrow to jump onto the ledge. Open the wall panel with the key and slide it aside; swap the wires from the blue lead, top or bottom, and jump down. Press the furnace button: the bucket now swings clockwise. Start it, jump into the trolley, and at the pipe the fat robot came out of press the right arrow.
The cell
A film about your enemies, then a prison cell. Your neighbour wants a smoke. Pull the WEED out of the tap in the right corner. Click the valve until it drops at your feet and take it. Stretch up to the bulb and dry the weed on it. Tear off a piece of TOILET PAPER and combine it with the dry weed for a roll-up; give it to the neighbour and pick up his arm when it falls off. Squash down at the small hole in the wall and stretch the arm into the next cell, terrifying its occupants. Reach across the middle cell to the hole in its far wall, the one furthest from the screen. Grab the cupboard leg and shake until the mop falls off; let go, take the mop and pull it to you. Combine MOP with VALVE and unscrew the floor hatch with the result. Jump down, squash and go right to the next hatch; unscrew it, stretch, and look.
The guard room
The guard is shooting at a target. Just before each shot he leans back in his chair and loses sight of you. Push the chair, and while he gets up take the SHOT from the plate on the table. When he walks to the target, lift the KEY from his belt. Turn left and pour the shot on the floor under the panel of red lights. Climb out from under the table and get to the panel; open the left lock with the key, a green light comes on, and run back under the table. Hide and wait. When the guard runs out of the door, climb the ladder, open the door and leave. Climb again and look through the telescope: your enemies fixing a bomb to the tower. Open the door and leave the prison.
Outside
Right, the road ends; left, water pours off the roof and you need an umbrella. Ask the lady with the whistle: she will lend hers for her lost dog. Back at the prison door, spot the dog on the far bank and click it: a plunger gun would do it. Back into the prison.
The gun cabinet
The clock runs far too fast. Press the button right of the door to turn off the light: the clock reads 4:45. Through the guard room to the cells, into the middle cell, and pull the PLUNGER off the ceiling. Go to the far locked door of the store room and open the panel left of it: set 4:45, press red. Try the cabinet and get a puzzle of circles: gather all the green dots into a triangle. Take the GUN, combine it with the plunger, go outside.
The magnet
Shoot at the dog from the roadside: not from here. Push the stacked metal containers into the left corner and on to the ladder. Climb and open the magnet control panel. Swap the arrows so the bottom ones are on top and vice versa; the drawings on the panel explain the legal moves and the red button on the right resets. Number the cells and move: 3 to 4, 5 to 3, 6 to 5, 4 to 6, 2 to 4, 1 to 2, 3 to 1, 5 to 3, 7 to 5, 6 to 7, 4 to 6, 2 to 4, 3 to 2, 5 to 3, 4 to 5. The magnet is live. Lever down, grab the top container with the magnet, lever up. Push the remaining container back to its place by the prison doors.
The oil drop
Climb the jutting pile onto the container, stretch and catch the fire escape. Up to the control cabin. Press the right button four times, then the arrow button: an oil barrel floats across to the far bank. Press the oil button twice and watch the dog. Down to the bank and shoot the dog while it licks the oil. Take it to the lady for the UMBRELLA. Use it on the water and cross to the bridge. No way back, so up the stairs.
The band
You are in the city, and can now move between several screens doing errands for the citizens; remember the bomb. The blue-and-white striped arch on the left is the entrance where you slipped, oil still dripping. Talk to the three musicians: one has lost his drum, another the keys of his saxophone, and a rat lives in the third one’s trumpet. Go into the bar and talk to the barmaid. Sit with the professor and beat him at noughts and crosses; furious, he knocks five SAX KEYS off the table. Pick them up, go right to the door, stretch and take the FLY PAPER from the ceiling. Look through the door window: all your enemies in the next room. Outside, catch FLIES on the paper over the vat of green liquid. Use them on the barmaid and, while she is distracted, carry the empty BARREL out. Give the barrel to the drummer and the keys to the saxophonist. Listen with the disgruntled resident upstairs. Pick up the FLOWER she throws out and climb the stairs.
Town hall and fountain
The devout old lady waits for the hour of Infinity. The robot in the wheelchair gives you an OIL CAN and asks for oil. Take the LEVER from the railing with the broken bulbs and study the picture on the town hall. Fit the lever into the hole under the picture and set the symbols: the red hand on VII, the black hand on any of the three symbols shown on the left of the picture. The black hand moves one step for every full 12-hour turn of the red. The door opens, the old lady goes in, and you memorise the symbols on the wall she was hiding. You will be back; go up.
The cat
A cat on the roof is what will drive the rat from the trumpet. Climb up the electrician and grab the cat; it escapes. Pull the plug of the electrician’s drill from the socket, fall, and quickly pull the red wire down. He changes position; climb him again and try for the cat. No luck. Come down and open the panel on the crow’s pole. Touch the wiring diagram: a piece falls out and the crow takes it. Go left under the wire and notice the crow copies you. Stretch and squash until the wire breaks; the crow falls and drops the piece. Tie the wire to the railing. At the pole, set the diagram without the missing piece, then use the piece in the top left. The railing is live. Grab the cat, which flees along the railing. Come down, cut the current by sliding the bottom piece to a free cell, take the SHOCKED CAT down to the musicians.
Use the cat on the trumpet; out comes the rat. The trio plays, and the angry resident throws a radio out of the window. The horn is damaged in the fall, but take the RADIO. Do not forget the wheelchair robot: through the arch, put the oil can on the bridge under the drips, take it back full and climb to the fountain.
Draining the fountain
Give the oil; he hands the empty can back and asks for vegetable oil next, and rolls off the manhole. Lift the cover and climb down to the fountain’s water mechanism. The adjustable spanner sitting on the pipe on the right explains how to shut off the water. Take the red WRENCH from one of the valves and the HOOK from the pipe left of it. Open the drawer of the cabinet in the right corner under the spanner and leaf through the book for a second WRENCH. Down into the pool, look in the pipe: enemies again. Left, click the drain: a third wrench, out of reach; use the hook. Shut off the water.
Ask the spanner to unscrew the big valve from the tank. First it wants its gramophone back, stolen by one of your enemies. Up to the town hall, turn the lever and set the symbols you memorised. The rabbi leaves his post and hurries in. Up to the first floor and take the LOUDSPEAKER; combine it with the radio and carry it down to the spanner. Use the radio on it, it jumps into your hands, and you unscrew the tank valve. Your enemies get what they deserve. Up, jump into the empty fountain, through the pipe onto the lift platform.
The lift
Press the red wall button; the lift goes down. Talk to Berta at the window, and control passes to her.
As Berta: open the cupboard and take the CORN COB. Take the pan off the stove, set it on the floor, and put the cob on the hot ring. The popcorn knocks the hooked stick down outside the window; take the STICK and use it on the window. Stand on the pan, open the iced-up grille with the stick and hook out the frozen coiled HOSE. Pan back on the stove, hose in the pan; after a while take the thawed hose and use it on the washbasin. Control returns to Josef.
As Josef: pull the red handle under the pipe where the stick hung. Go to the panel at the far end of the lift and swap the red and grey buttons. A lever appears; pull it up and the lift rises.
The greenhouse
Talk to the fan and answer its questions wrong on purpose; enraged, it spits out its blades and you climb through. Push the heater right to the ladder. Take the ROWLOCK STICK propping the tree trunk. Pull DRAWER 1 and DRAWER 2 from the table. Right of the table is the wiring diagram for the equipment: to power a device, light all three of its buttons, then press the common button. The left set is the heater, the right the projector. Press the far left button: a grid of 25 small black squares to paint green. Click any corner square, which turns green with yellow arrows round it, and keep going clockwise, or anticlockwise, without stopping. Each stage adds impassable red screens.
With the heater on, one of the fruits above opens. Climb the ladder, prop the fruit’s lid with the rowlock and take the MAGNIFYING GLASS. Wait for the insect to land on the railing and study its wing pattern through the glass.
Back to the diagram and power the projector. Put the glass in the holder and a drawer in the slide slot; watch every slide on both drawers, especially the sunflower. Plant the FLOWER in the empty pot. Move the heater to face the plant and switch it on: a sunflower. Shake out the SEEDS. At the door, the panel shows the pattern from the butterfly’s wings: set the dots to match, pull the tail, and leave.
The arcade
Throw the seeds into the press right of the greenhouse door. Down the stairs, put the oil can under the tap, go up and pump the oil with the lever; take the SUNFLOWER OIL. Cross the bridge to the sheriff, who wants a battery for his doll. Slide down the drainpipe behind him to the familiar part of town: drop onto the stairs and climb to the town hall. Give the oil to the wheelchair robot for an ARCADE TICKET, and pick up the discarded BANDAGE. Up to the next level, past the crow to the locked door on the left; insert the ticket and go in.
Sit on the bike and pedal fast until the lamp over the first machine lights. Play the game, arrows and space are easier than the mouse, score 1,000 and earn a COIN; take it from the coin slot on the left side of the machine. Back at the fountain, drop the coin in the vending machine for a battery: a single AA, and you need a double. Back at the arcade, set the bike’s lever to 2, pedal until the second machine lights, and beat the five-level logic game for another coin. Trade it for the second BATTERY and bind both with the bandage.
The trophy room
Up the drainpipe to the sheriff, give him the battery, and he lets you through. Press the button right of the door and enter the lift. The lift’s control symbols are painted on the wall, one hidden by a plant: stretch, move the leaf aside and remember the star. The panel on the left shows you are on floor one; drawing a route to another floor needs at least one missing bulb. Throw a handful of earth out of the flowerpot; a cleaning robot drives out, grab it and shake for a BULB. Screw it into the diagram top right, draw the star, ride to floor two.
A dreadful room hung with robot heads. Through the door on the right, look in the toilet: the bomb. Scissors on the shelf, out of reach. Back in the room, go left to the lever and pull it down: it drives a vacuum cleaner. Pull down three more times until it disappears through the toilet door. Climb onto it, stretch, take the SCISSORS. Pull the lever up twice to park the vacuum under the chandelier. Cut the power at the fuse box right of the toilet door. Climb up and cut down the CHANDELIER; fix it to the vacuum and send it into the toilet. Hook the chandelier onto the toilet, come out and pull the lever up. The toilet is gone and a hole is in its place. Grab the toilet roll and lower yourself to the bomb. Click the ticking top and defuse it: pull out all the lettered capsules below and set them by the hint, D, B, E, A, C, quickly, or it goes off.
Click the bomb. Back through the hole, into the room, and up the stairs.
The brain
Try to talk to the brain and remember the sad event. Go left to the closed panel with the red button; press it and rearrange the chains of balls. Take the CABLE and plug into the brain for an arcade mini-game. Lives are top left, five at most, enemies top right, 33 to start. Move quickly past the enemy robots until you find the key, open the lock with it, take the gun and kill every enemy with the left button, topping up health and dodging fire.
The brain switches on, gives you a BULB and the lift combination. Down to the room and the lift door, press the button, go in, screw in the missing bulb, enter the combination and ride to the lowest level.
Take the SLEDGEHAMMER from the centre of the basement, smash the glass, take the KEY. The key does nothing in the hatch lock and the hammer will not break it. Into the lift, press the button; open the secret door in the lift wall right of the plant with the key and take the FREEZE SPRAY. Spray the lock, then smash it. Free Berta and go up to the brain room.
Note the radio in the centre. Out onto the roof and left to another panel: the numbers 7.0:108 and five keys that play notes. Back in the brain room, tune the radio, 7 across and 108 down, and memorise the tune. Back at the panel, press 1, 4, 2, 3, 5, 2, 3. Steps appear to the flying machine; click Berta to lock them in place. Climb up and watch the ending.