How to win at the machine. Machinarium: Complete Walkthrough

How to play?

Management is very simple. Almost all actions are performed with the mouse, only in mini-games you sometimes have to use the arrows on the keyboard and the space bar. Our main character has a unique ability - he can stretch and shrink. To do this, simply click on the GG with the right mouse button, and move the mouse up or down. The inventory opens when you move the pointer to the top of the screen. The menu opens when you move the pointer to the bottom of the screen. We carefully examine everything at the locations and think with our brains. There are also hints in the game, they are located next to the inventory. A light bulb is a small clue, in the form of a picture. A book is a passage of a level, in order to open a book you need to go through a mini-game. It is necessary to hold the key to the lock, killing spiders along the way.

Start

First of all, double-click on the bath, above the head of our hero, then double-click on the torso and once on the head. We increase our hero, take a toy from above and give it to a mechanical animal when it runs up to the main character (hereinafter simply GG). We take a magnet and unwind the thread by simply pressing the spool. In inventory, combine magnet and coil. We approach the lake and kick the pillar. We tie a magnet to the post, raise our hand from the bottom. Here, in fact, our hero is assembled. We go to the right.

Checkpoint

Our task is to make the bridge lower so that we can cross it. So, we take a restrictive cone, throw a few more cones into the abyss, under the last of them there will be a bucket with blue paint, we take it. Pour the paint from the bucket into the vat, dip the cone into it. We approach the lamppost, go upstairs, when our GG refuses to rise higher, pull out the step and under it and insert it into the hole for the steps from above, repeat this procedure again. We rise to the last step, increase our GG to the maximum and take a light bulb. Now we fasten a light bulb on the GG's head, then we put a cone on top. We increase the GG to the maximum and pull the handle, near the cockpit. We pass along the bridge, however, because of the puddle at the end we fall down.

Abyss

We go up the stairs, take the handle under the lever, fasten it to the railing, go down. We go to the right, to the tank. Reduce the GG and click on the toggle switch, which is located under the tank. Set the switches to position A2. We return our ward to normal size, climb the stairs, increase the GG to the maximum, cling to the pipe hanging from above. We crawl along it to the right, grab the block and fall down. We put the block on the rail farthest from the GG. We pull the railing, unscrew the wheels from the rolled out trolley, sit on them, pull on the railing and fly into some room with a breeze.

After looking at how a big robot, very similar to a thief, descends from a pipe and steals a berry from a trolley, our GG remembers that this robot offended him in childhood. Let's take revenge on him! We go to the middle of the hall, press the red button, we approach the door, which is located on the right side of the hall, we take the key hanging next to it. We approach the panel that opens after pressing the button. We put the levers in this position: 1 - down, 2 - up, 3 - down. We press the big red button, reduce our hero and run to the trolley, jump into it. When the claw lifts us into the air, we press on the platform to the left of us. We open the panel with the key, rearrange the wires so that only the upper left wires are crossed, and the rest are not. We jump down, again press the big red button on the panel, quickly climb into the trolley, and when the claw picks us up, we wait until the claw reaches the pipe, and then we click on this pipe.

Camera

Brazen gangsters put our little hero in a cell, we need to get out! We speak with a cellmate, he asks to smoke. Next to it, from the faucet, we remove the mold and also double-click on the faucet, we get the handle from the faucet. We go to the toilet, we take toilet paper. Increase GG, put the mold on the light bulb. We wrap the dried mold in paper and give the received cigarette to the cellmate, we get his hand. We approach the toilet, reduce the character, take the cellmate's hand and stick it into the hole in the wall. Then we push it into the far hole, shake the closet three times, we get a broom. We connect the handle and the broom, we get the key. We use this key on the sewer hatch, crawl through the sewer to the next hatch, open it with the key.

Jail break

So, we are right under the table at which the bandit is sitting. The bandit swings imposingly on a chair and shoots at a target. When he swings again, just pull the chair, the bandit will fall. While he has not yet got up, we quickly take the bullets from the table. The bandit will see that the bullets are over, and he will go to chip them from the target. We take the key from the bandit, pour out the bullets on the floor and get out of the hatch. We insert the key into the panel that opens the doors, the key must be inserted into both wells. After that, we again descend into the hatch. We are waiting for two prisoners to come out, the bandit will run to arrest them and stumble. We get out of the hatch, climb the stairs and go in the door. We look through the telescope, that's where our bandits are. It turns out they are not bandits, but terrorists, as they planned to blow up the citadel! We press on a small red button next to the telescope, remember the time on the clock - 4:45. We go down into the room where the bandit was sitting, and go into the door on the left. We go into the middle chamber, increase the GG and take the plunger from the ceiling. We leave into the corridor, we approach the left door. We click on the code lock, code 4:45, we go into the opened door. Click on the safe. Now you have to solve the puzzle.

You should arrange the green and red circles so that on all the edges of the geometric figure, in the middle of the puzzle, there are only green circles, and the red ones should be on the sides of this figure. If everything is done correctly, then the safe will open and we can take a gun from there. We go into the room with the telescope and go outside, through the door from above. We approach two large boxes on the right, push them twice to the left. There is a panel next to the robot lady, we approach it. First of all, lower the handle. There are 6 buttons on the panel: 3 yellow, with a "down" icon and 3 red, with an "up" icon. You need to correctly position these buttons, as in the figure.

After that, the upper box will be attracted to the magnet, and we move the lower one to the place where it originally stood. We rise to the box, increase the GG, climb the stairs. Now you need to correctly place the buoy. 4 times click on the button, to the right of the radar with an arrow. After that, click on the button with a triangle in the middle. When the buoy floats to the ground, press the button with a drop. When the dog will drink oil, we go down and shoot from a pistol at the dog. We take the dog to its owner, we get an umbrella. We use an umbrella on the water flowing from the roofs, and we pass forward.

Traveling musicians

In the transition we will meet a company of musicians, each of them has a problem with the instruments. We go to the bar, on the right side of the bar, from the top shelf we take adhesive tape from flies, having previously increased the GG. We sit down to the robot, which plays some kind of game. Its rules are very simple - you need to build a chain of five cogs in any direction, and not let your opponent do the same. The game is not easy, but with a little practice, victory will come. Having lost, the opponent will hit the board in a frenzy and all the nuts will fly apart. We collect them all over the bar, look at the door on the right, these nasty bandits are sitting there. We leave the bar, we approach the smelly tank and apply adhesive tape to it, we get flies. We go to the bar, let flies on the bartender, pick up the barrel. We give the barrel to the drummer, and the nuts to the saxophonist. We select the plant that will remain from the fallen pot. We go up the stairs, right on the main square. From the railing, opposite the fountain, we take the handle. We insert the handle into the hole in the wall, next to the girl. We turn the knob so that the red arrow on the city clock is at position VI, and the black arrow is at the third sign from the top counterclockwise. Moreover, the black arrow changes its position when the red one passes through XII hours. The robot sitting in the booth upstairs will leave, we go to its place, we take the loudspeaker. We speak with a robot in a wheelchair, we take Shrovetide from him. We go down to the musicians, we pass into the passage to the left of them. We put Shrovetide on an oil stain. We take Shrovetide back to the disabled robot. He will anoint himself, and again ask to bring oil, again we take Shrovetide. We go up the stairs, which is located next to the robot girl. We go up the stairs to the robot, pull out the cord from the socket. When we fall, we pull the red wire from the left hole. We open the switchboard in the lamppost, here the game of tag awaits us. We move a couple of tiles, suddenly one tile will fall out, and then a harmful parrot will pick it up. We go to the middle of the bridge, the parrot will follow us. We start to squat and increase GG, the parrot will repeat everything. We quickly change the size of our hero, the parrot will swing the wire and break it. As a result, the parrot will fall and give up the tile. We wind the broken wire on the fence. We open the shield again and collect the tags, in their finished form they should look like this:

If the tags are assembled correctly, then voltage will be applied. We climb onto the robot stepladder and pull the cat's tail. When the cat closes, in the electrical panel we move any tile from its place, we select the cat. We go down to the musicians. We look into the huge tuba of the leftmost musician. We launch a cat into the tuba. We listen to the orchestra and raise the tape recorder. We return to the disabled person, open the hatch and go down into the sewer. We approach the table, on the right, open it and take the notebook. Scroll to the last page, take the gas key. We go down to the pool, look into the pipe. We rise back, look at the intricately woven pipes, on which another gas key hangs, take the wire. We go down to the pool, poking around in the drain with wire, we find the third gas key. We approach the pipes and block them in this way:

In inventory, combine the tape recorder and loudspeaker. We put the tape recorder on the table, unscrew the tank. We get out of the sewers, we approach the fountain, we jump down. We unscrew the flywheel, we make our way through the pipe. When we stand on the platform, press the red button. Now consider the puzzle in the upper left corner of the platform. Its meaning is to swap red and gray balls. Here is the solution:

Now we look into the small window in the lattice. The girl of our little hero is working in the kitchen. Now you have to play for her. We take a pan from the stove and put it on the floor. We open the pantry, take the corn and put it on the stove. Now our hero takes a hook and applies it to the window. As a girl, we stand on the pan, hook the freezer from above with a hook 2 times. We put the pan on the stove, put the battery in it. We put one end of the resulting hose in the sink, and give the other to our hero. We start the platform by pulling the little red handle from the bottom, on the puzzle we pull the lever up. Upstairs, click on the huge fan. It's time to answer his questions. We answer incorrectly (A, A, C, B), then he will get angry and explode. Well, let's go to the lab.

We click twice on the overturned bathtub, then twice on the torso of the robot, and when it falls - once on the head. We "pull" ourselves up by the neck, take the toy and give it to the beetle - it brings a leg. We take a magnet, we take a thread from the spool, we use one on the other. We bend the pillar, use a magnet on a thread on it - we get a hand. We move to the right to the next screen, after the video we find ourselves at the checkpoint.

We climb the column up to the stop, then take the bottom bar and insert it up, then again the same procedure. Having risen to a new maximum, we stretch ourselves in length and take a light bulb. We go down, fasten the light bulb on our head, take the upper striped cone, click on the rest until we find blue paint. Use the paint on the vat, then use the cone on it. We put the cone on our head, approach the rope near the booth, stretch up and pull the handle on the rope. We go along the bridge - we fall from it.

We approach the tank on the right and squeeze ourselves as much as possible. Using the device behind the tank, set the switches on it to positions "2" and "A", press the red button. We go to the left, climb the stairs, take the hook under the lever, use it on the railing. We pull ourselves up, cling to the pipe, move along it to the right to the end, take the brake shoe and fall down. We use the shoe on the rail, which is further from the robot and, accordingly, closer to the bottom of the screen. We pull the hook from the bottom of the railing - the trolley leaves and turns over. We take the wheels from the trolley and, putting them on the rails, we stand on them. Once again we pull the hook of the railing - we drive into the mine.

Infernal machine inside the mine.

After the video, we take the key from the hook on the right at the door. We press the flashing button in the center of the large unit - a panel with three levers opens. We stretch ourselves and set the levers to the following positions: 1 - down, 2 - up, 3 - down; press the button on the side. We reduce ourselves to the usual size, run to the trolley, jump into it. After rising into the air, we jump down on the platform to the left. Open the panel with the key, click on the wires in the upper left to cross them. We jump off the platform, again we go to the panel with three levers, we press the side button, we run to the cart, we jump into it and again we rise with the claw into the air, only this time we jump not to the left, but to the right - into the pipe. After the video, we find ourselves in the camera.

We speak with a cellmate - he asks to smoke. Take the seaweed from the faucet on the right, go to the lamp on the left, stretch yourself and use the seaweed on the lamp. We tear off the toilet paper and use it in the inventory on the dried algae. We give the resulting cigarette to a cellmate - we get a hand. We approach the hole in the left wall, squeeze ourselves, use the resulting hand on the hole. When the hand enters the adjacent chamber, click on the right hole of the two. We click on the cabinet several times - the broom falls, we take it. In our cell, we click on the tap from which we took the algae, twice - we select the valve that has fallen off. We use the broom on the valve in the inventory, we open the hatch on the floor of the chamber with the received "key". We jump into the hatch, move to the right.

We open the hatch under the guard's table with the "key". At the moment when the guard deviates on the chair, we pull the leg of the chair, and then quickly pick up the balls from the plate on the table. When the guard goes to the target, first we throw the balls to the left of the table, then we remove the key from the guard's belt, squeeze ourselves and climb out from under the table to the lock, use the key on the left lock. After the video, we go left to the cameras.

We go into the middle chamber, stretch ourselves, take a plunger from the ceiling. We go out into the corridor, we approach the door to the left chamber, click on the panel on the left, set the code "04:45", press the red button. We go into the left chamber, click on the cabinet, solve the puzzle: by twisting the circles, it is necessary to ensure that all the green dots accumulate in the center, forming a kind of triangle, and all the red dots are at the edges - two from each of the three edges. The cabinet opens, we take a gun from it, use it on the plunger. We go out into the security room, from there we go up the stairs, we find ourselves in a room with a telescope, from where we go outside through the door near the telescope.

At the foot of the tower.

We go around the two containers on the right and click on them, pushing to the left. We push them to the next screen to the left and then to the left until it stops. We rise to the control panel of the magnet, lower the lever. The solution to the puzzle to turn on the magnet in the picture:

When one of the two containers remains, push it to the right to the next screen and all the way. Iron stop. We go around this very stop on the right, climb onto it, and then onto the container. We stretch ourselves up, climb the stairs. On the control panel, press the button to the right of the arrow 4 times, then 1 time - the button above the arrow - a buoy with a crane drives up to the right bank. We press the button under the arrow several times - the oil is poured onto the shore in the right amount. We go down, shoot from a pistol with a plunger at a dog drinking oil, pick it up. We go to the left to the robot with an umbrella, we give the dog - we get an umbrella. We use an umbrella on the water pouring from the left. We find ourselves near the stairs, climb it and get to the screen with the musicians.

Climb up the stairs to the end.

Square with a clock.

In the middle of the lower part of the screen, take the pen. We insert the handle into the hole near the door under the clock. Turning the knob, set the inner arrow straight up, and the outer one - to "VII". The clock strikes, the robot leaves. Turning the knob, set the inner arrow to the left, and the outer arrow to "VI". The guard leaves the tower - we rise to his place, pick up the loudspeaker. We go down, we talk with the robot in a wheelchair - we get an oil can. We leave this screen up the stairs to the left.

We open the "stove" at the stairs. We start playing tag - when we click on the upper right tile, it falls out, the bird takes it and flies up. We go to the bridge, the bird follows us along the wire. We begin to stretch ourselves, then compress ourselves - the bird will repeat the movements and after a while the wire will break. We tie the wire to the railing of the bridge, raise the tile. Next, you need to play tags to get this picture:

Moreover, the raised tile can be either inserted into the "stove" immediately, or after you assemble the picture without it (it's easier to move the tiles this way). We rise to the stepladder and climb right on the robot. We pull out the plug from the socket, fall to the ground and quickly pull out the red wire on the right. The robot moves the ladder to the right. We climb onto it again, click on the cat - it gets energized. We go down, move one of the "fifteen" tiles to turn off the current, take the cat. We return to the musicians, and from them we go to the right - to the bar.

We go to the shelf on the right, stretch ourselves and take away the sticky tape for catching insects. We play with a robot at a table in renju (gomoku) - tic-tac-toe up to five in a row (horizontally, vertically or diagonally). Having lost, the robot scatters bolts - we collect all five scattered pieces:

We use the cat on the pipe - the pipe plays and the disgruntled robot throws out the first pot. We give the bolts to the saxophonist - the saxophone plays, and the second pot flies - with earth and a plant, we select a plant. We use the tape for catching insects on the vat on the right - we catch flies. We return to the bar.

We use the flies on the bartender - while he fights them off, we take the barrel and leave.

We give the barrel to the drummer without a drum. A broken receiver flies out of the window - we select it. We go into the arch to the left of the musicians - we find ourselves next to the checkpoint that we passed at the beginning of the game. We use the oil can on a puddle of oil - we collect it. We return to the square with the clock.

Square with a clock.

We give the oil can to a robot in a wheelchair, he will lubricate himself and ask for more oil - sunflower. We click on the hatch from which the robot moved down, we go down.

We speak with a robot sitting on a pipe - that needs a radio. We use the loudspeaker in the inventory on the broken receiver, and what happened, we put it on the table on the right. Once again we speak with the robot - it helps to unscrew the cork at the bottom of the pool and gives a red valve-key. We open the table on which the receiver was placed, inside there is a book. We leaf through the book to the end - we get the second key valve. We go to the interweaving of pipes, click on it. We take the third red valve-key and place all three keys in this way:

We go up to the square with the clock and jump into the pool. There we click on the locked pipe - we find ourselves on the screen with a vertical lift.

We click on the red button - we go down "to the floor" below. We click on the window. After the video, we see the kitchen, where we play as a cook.

We take the pan from the stove, put it on the floor. Open the hanging cabinet door. We take the cob, use it on the stove. Again we find ourselves on the lift, where we get a stick with a hook. We use it on the window - and we are back in the kitchen. We get up on the pan, use a stick with a hook on the grate, use a stick with a hook on the opened frozen hose - we get it. We get off the pan, take it and put it on the stove again. We put a frozen hose in it - we get a warmed hose. We use it on the pipe above the washbasin - after the video we again find ourselves on the lift.

Click on the red pen. Click on the box in the far right corner. In this puzzle, you need to cycle through the movement of each ball several times along the left of the two paths. Here is the step by step diagram:

We pull the lever and find ourselves near a pipe closed by a fan. We click on it. In a series of questions, in principle, you can choose the same answer (for example, "A") for all questions - after several wrong answers in a row, the device will "get angry" and "spit out" the fan. We jump into the pipe - we find ourselves in a greenhouse.

Hello, dear gamers, I present to you the text assistant for the passage of the game Machinima.
Adventures of a cheerful corrugated robot.
(I want to add on my own that the game is a lot of fun when you go through it without any prompts, using your brain!)
And so we went.
Scene 1
Dump:
You are a small robot who was shamelessly thrown out of a garbage truck, losing several limbs, and the head is not quite in place...
We use the bath, a part of your body falls out from under it. Click on the body, with a crash it falls to the ground near the head.
We click on the head, tyts - it is in place ..
(You can only interact with objects and perform certain actions within the reach of the robot)
A “clown” doll is lying above the robot, to get it, point it at the robot, an arrow appears, pull it up, click on the doll. + doll
Something is missing!
We poke at the rat, when it comes closer, a dialogue takes place ... we understand what the rat wants, and we give it to her - a doll.
Next to the magnet, tyts on it + magnet
Next Spool of thread, tyts + thread
In the inventory we connect the magnet and the thread.
We approach the bent pipe tyts on it
We take out the recently riveted device from the inventory and use it on the pipe, raise our hand from the lake, attach it to its place, and find ourselves on the other side of the puddle. - magnet, rope.
We go to the right, admire the landscapes ...
Scene 2
Next, we observe how the tin with a light bulb passes the place of the brain. If you hang around a little on the spot, you can view the pleasant memories of the corrugated and his girlfriend ...
We stomp to the striped cones, tyts and 1 in your pocket, keep poking until a bucket of paint appears.
You have a bucket. + bucket of blue paint
We approach a large tub with white paint, dip a cone from inventory into it ... Next, pour a bucket with blue paint into this tub and dip the already white cone into bluish paint ...
We approach the pillar, climb up to the limit ... Next, draw out the lowest pin and apply it higher, so we rise to the very limit, there we draw out the body and take out the light bulb.
Having successfully landed, we attach the light bulb to our painted cone and put it on.
We approach the hanging handle, pull it and go through the abyss, but bad luck - the clumsy corrugated robot does not notice the oil underfoot and falls into the abyss...

Scene 3
Landing on a soft spot, we study the situation. We go to the barrel, from afar resembling Chinese fireworks, squeeze the body of the sufferer to the floor and reach out with the handle to the control panel under the barrel.
There are two round switches on the remote control, on the left we set "2" on the right - "A". We go up the stairs again
Next, we climb the stairs and raise the hook, use it on the nearest end of the railing.
Having stretched to the limit, we take out the pipe that hangs over you and, like an army, we get to the gilded piece of iron.
We install this piece of iron on the railway, on the second rail from the robot.
Standing in the same place, we pull the railing, really, we didn’t do it in vain))
We remove the wheels from the cart and install them on the rails. We pull the railing and let's go.

Scene 4
Here we meet the first offender, he steals ore and hides. A red button flashes nearby, click on it.
We take a strange-looking key on the right side of the room.
We approach the remote control, which opened after pressing the button.
We set the levers like this: the first is at the bottom, the second at the top, the third at the bottom. And we quickly run to the cart to get into it, when the bucket raises the traveler's grief, he wants to continue his journey according to the schedule you set, at this time you must jump onto the shelf on the left.
We use the key from the inventory on the box next to you.
We open it and see a bunch of wires, it needs the bucket to move in a different direction, which means we only change the blue contacts.
We return to the console and, without changing our settings, we start the bucket and again rush to the cart.
When the bucket will rush past the pipe, which is at the top right of the arrow, we jump there.

scene 5
Here we meet two more bad guys who forge some kind of bomb. And we end up in a dungeon.
The robot gets into a prison, where the goner robot is already languishing, after talking with him, we find out that he would not mind smoking.
We go to the right, remove algae from the pipe, also remove the faucet handle, then go to the push and tear off the toilet paper along the perforation, (you can sit on the push, but where is there - the robot didn’t eat anything in the morning)
We take out the algae from the inventory and, having previously stretched out the body, we dry them on the lamp above the push.
In the inventory, with a quick movement of the hands, we twist the cigarette and provide it to the goner cellmate.
We get his hand from him, go to the right side of the room and crouch near the hole at the base of the wall.
We apply the recently torn off hand on ourselves and extend an incredibly raking claw into the right hole of the neighboring chamber, while scaring the neighbors on the right.
Having reached the third cell, we grab the locker and shake it with all our strength, grab the mop and pull it back, give our hand to the goner, well, that's right, this is the right hand, but there are no women in the jail)))
We connect the mop with the previously unscrewed faucet handle, we get an impromptu key, with which we open the hatch that is on the floor.
We jump down, we go to the right we open the hatch of neighbors. It's already crowded there, so we go all the way to the left and open the hatch there, the mouse, the infection, steals your key, but don't care, you meet another one of your offenders.

Scene 6
Once under the table and not being able to get out unnoticed, you have to go for tricks.
While the offender begins to aim, we make money on the leg of his chair, the broads are the offender on the shoulder blades, but this is not the time to rejoice, we grab the shot from the table that lies in the plate, rising, the offender finds that the shot is over, he goes to the wall to to dig out another bullet, and when he is near the wall, we reach out to his key, quietly remove it from the belt and throw the extracted shot right under the switch with two red lights. Next, we rise from the sewers and use the key on the left hole of the switch.
Thus, you free your recent neighbors, noticing the escape, the offender rushes after them, falls into a trap prepared in advance by you, this gives time for two prisoners to escape, having recovered, the unfortunate guard sets off in pursuit of the prisoners.
We get out of the sewers and go to the left, and what do you think? You fall into your own trap, apparently, the memory for such things is immediately formatted ...
We enter the chamber in the middle, remove the plunger from the ceiling ...
We go to the left, use the remote control, dial the time 4:45. We press the red button and go into the room. Having sorted out an easy puzzle, we take out a semblance of a weapon from the safe, connect it with a plunger, we get a thunderstorm of toilet bowls!
We return to the right room. We go up the stairs and go in the door (here you can knock on the barrel on the right, aptly throw a can of engine oil, but this is useless, and we move on). We climb the stairs and look through the spyglass, there we see how our offenders set a bomb on the highest building, corrugated in a panic.
We go left to the switch, with which you can find out the code on the door with the safe 4:45 (but since we have already done this, we can admire how cunningly the developers hid the hint)
We go outside...

Scene 7
You are on the street, to your right are two vertically installed tanks, go around them to the right and push to the left until we push the tanks onto the stage with a young lady with a whistle.
We rise to the lady and clearly understand that we cannot pass under the stream of water, we ask the young lady for an umbrella and we clearly understand what is required of us, we approach the remote control and solve the puzzle, raise one tank, and push the second back where he stood. On the right side, we climb onto the tank, reach the ladder and enter the oil buoy control panel. We find the right angle and direct the buoy to the opposite shore, press the button with a drop, and the buoy irrigates the earth with sweet oil, which attracts the dog. We get down and shoot at the dog with our thunderstorm of toilets. Having tightened the dog and ruthlessly gobbled it up, we return to the young lady. We return her iron chihuahua to her, in return we get an umbrella. We use an umbrella on a stream of water, we pass further. Having lost the umbrella, we go up the stairs ...

scene 8
Having risen, we see 3 unfortunate musicians who also got from bad robots, what to do - you need to help street talents in trouble.
We go to a bar, (we can try to pull off a barrel and get some soup, or order heady oil and get refused, not only are we not 21 yet, we don’t have money) we go to the right door and look in the window, our enemies are having fun there . We remove the adhesive tape hanging above us (tape for flies). We sit down at the table and try to beat the habitue of this hole in a simple game. Having won against the loser, we collect buttons from the Saxon and leave the bar. At the garbage heap, on the right, we catch flies on sticky tape. We return the buttons obtained in a fair game to the owner. We return to the bar. Like a messiah, we send a flock of hungry flies to the bartender and, while they mercilessly torment the bartender, we quietly pull out a tank of oil and give it to the drummer. From the top floor, the evil mademoiselle throws pots, after the pot there remains an unfortunate plant that does not fit into the world of iron and rust at all. We pick it up and lie down in a secluded place. We go to the stairs, we rise to the next tier.

Scene 9
We rise to the place where the semblance of a fountain is located.
We speak with granny, and she carries some kind of heresy about the sign of infinity over our city. We go down opposite the fountain, a handle sticks out there, we press it and pick it up (you can also break a couple of light bulbs there, oh, mischievous one). We approach the disabled person, he talks about the terrible pain from rust and asks to bring him healing oil.
We go to the large door, which is located under a hefty clock. In the hole to the right of the door, insert the newly prihvatizirovannoy handle. We rotate the knob so that the black arrow in the center points to the scribble, which is opposite 9 o'clock, and the red one to point at 6 o'clock. Then the robot that reads the newspaper on the top right is clearly a Jew, because sidelocks are visible and the Star of David is visible above the door, descends and goes to the temple (I did not find a connection), but we are on our way to the abode of this pious robot and, in the style of Robin Hood, we remove the loudspeaker, what hangs outside the window. We famously go down the steps, go to the left, there are another steps leading up.

Scene 10
We see a robot-ladder-welder-electrician, imbued with a desire to climb it (we stretch our hands to the kitty, but this kitty is so shy), natural interest makes us unplug the cord from the outlet, the robot, etc., etc., noticing the loss of voltage, starts spinning, dropping the unfortunate assistant from himself, and turns on the plug in the outlet. At this time, we want to help the robot, and we pull on the red wire, which makes it even more difficult for the robot to be a “universal robot”. Our interest leads us to the base of the pillar, where the lightning bolt is drawn. Open the door and start solving the puzzle. Clumsy robo-hands drop one piece of the puzzle, the bird wastes no time grabbing the thing we need so much. We notice that the bird repeats almost everything that we do, lure it to the wire, loosen the bird on the wire by lengthening and contracting the corrugated torso of the baby robot. The bird, losing the wire under its paws, hits the pavement with all its foolishness and drops a piece of the puzzle, we wind the broken wire to the railing of the bridge. We grab a piece of the puzzle and insert it back. We solve the puzzle, so the current is turned on. We climb the ladder-robot, which (th) now stands on the right, and pull the cat by the tail. The stupid beast gets on the railing of the bridge under tension, it sausages, we cut down the voltage, in the same base of the pillar, we simply destroy the puzzle. We pick up a crazy cat and go down to the very bottom, where three gifted, but unclaimed musicians hang out. We launch the cat into the musical pipe, in which the mouse hangs out. And the music went on. "Grateful" listeners drop us a mafon, which we successfully connect with a loudspeaker. We go to the left door. And again we see that ill-fated dripping oil! But now we need it. We put the oiler in a puddle of oil and ball oil accumulates for us, we go to the disabled person.
Having lubricated his compasses, he releases the hatch into which we, with our characteristic interest, we climb.
We press on the red key, a barely noticeable hook hangs among the pipes, we also pick it up. We go to the right to the bedside table, open it, read the book, leaf through to the end. +2nd key. We go down the stairs to the empty pool, then go left to the drain, click on the drain and use the hook from the inventory to get the third key. We rise, click on the robot "Key", after which an interesting idea comes to our mind. At this time, the robot tells us about his loss. We give him our self-made mafonchik (we direct the mafonchik to the socket above the bedside table), which is why the key comes into a cheerful movement. Once again we ask him to render us a service. We unscrew the cork and fill in the villains that have settled in the room below (if you poke a little, our hero will begin to dance to the beat of the music). So, we have 3 keys, and we need to shut off the water that enters the tank. We use 3 keys on the pipe system and shut off the water.
Climb up and jump into the empty fountain. There we open the hatch and crawl into the pipe.

Scene 11
Having jumped from the pipe, we find ourselves on the elevator, there is nothing left but to press the red button on the wall.
Going to the window, we see our girlfriend there, who is forcibly forced to cook by the same scoundrels. Now, controlling a girlfriend, we open a sideboard on the wall. We get corn out of there. Remove the pot from the stove and place it on the floor. We put the corn on the stove, which makes a good popcorn. Our womanizer almost gets a huge hook on the head. We take a hook and pass it to a friend.
The girlfriend climbs onto the pan and opens the icy cooler at the top with a hook. From the same cooler with the same hook we pull out the icy hose. We put the pan in place, put the hose in the pan to melt. We attach the hose to the oil supply mechanism, which is on the left in the room. A friend passes a hose through the window, we fill our elevator, we pull the red handle - we start the elevator. We go to the switch on the right on the elevator. We solve the puzzle. Let's go up.
We pull a sleeping fan out of a sweet dream. We solve his riddles, BUT not correctly ... because of which he is angry and his motor and all the insides fly out with a bounce. We enter the resulting hole.

Scene 12
Greenhouse.
We take out 2 boxes with negatives from the table. On the right is the remote control, we solve 6 puzzles. We plant our plant from inventory in an empty pot. We move the growth accelerator to our pot. On the remote control, press the button (left). We shake out the seeds from our sunflower. We move the growth accelerator to a plant with dangerous fruits. At the same time we take an orange stick, which is at the base of this plant. Let's turn on the accelerator. We climb the stairs, insert the wand into the mouth of the dangerous fruit and remove the magnifying glass (magnifying glass) from the mouth. We install this magnifier in the projector, we also install the first box in the projector. We press on the remote control and look for a butterfly with red dots on its wings, this is our code to the doors. Both photo boxes can be put back on the table. We go to the door and type in a combination of red dots exactly with the butterfly pattern from the projector.

Scene 13
Big and small inside
We fall asleep seeds in the machine, which is on the right. We get down and put the oiler under the drain. We rise and frantically pull the lever in order to get valuable sunflower oil. We take the oiler.
I'm going to work. His pet or child - xs what is it, in general, batteries are needed. We go down the pipe. I'm going to the disabled. The grateful disabled person gives us a ticket to the game room, we lift the bandage that the disabled person has removed from his leg. We go to where they took the cat.
We go across the bridge to the left and stick the ticket into the slot, the door is open. We sit on a kind of bicycle and pedal furiously, gaining energy for the operation of the first machine, go down, go to the lever on the left, move to position 2, pedal again (the 3rd machine will break), play machines, solve puzzles, get coins .
We go where the invalid is. We go to the machine with a drawn battery, buy 2 batteries and tie them with a strip of fabric that was left to us from a satisfied disabled person. And again into the fountain, we go to the elevator, we fill the elevator again and then to the robot that is worn with a small pink robot.
Having given the batteries, the happy robot gives way. Click on the elevator call button.

Scene 14
Elevator
We approach the flowerpot. We take a pinch of earth. We grab a vacuum cleaner, a light bulb falls out of it. We insert the light bulb into the upper right hole. We create a combination of lines to get to the floor "11", the combination can be peeped if you stretch out the torso and look behind the sheet.

Scene 15
Hall
We go to the left to the lever. We pull it down until the vacuum cleaner is in another room. We go for a vacuum cleaner. We look into the push and find the bomb. We climb the vacuum cleaner, we reach the scissors. We return to the lever and pull the vacuum cleaner so that it stops under the chandelier. We cut down the electricity, the switch is on the right near the entrance to the toilet. We cut the chandelier. We turn on the electricity. We pull the vacuum cleaner back to the toilet. We cling the chandelier to the vacuum cleaner, then we cling the chandelier to the push, we go to the lever. Lever up, the vacuum cleaner burned out. I'm going to the toilet. We approach the resulting hole, click on the toilet paper (I suspect that it is rubber). Reaching for the bomb. At the bottom, arrange the letters in the correct order (DBEAC).
We rise, go to the stairs and up again.

Scene 16
Creator
Having touched the big-headed one, we learn the whole story of the popadalov ... We go to the left to the locker with the red button. We solve puzzles. We grab the cord and connect with the big-headed one. It turns out that he has 33 bad viruses in his head, and he will have to destroy them, look for the key, open the fluff, bring down the devils ... After we share the problem, the tadpole tells you how to solve it and gives 1 light bulb.
We go down to the elevator. We go into the elevator. We turn on the light bulb. We make a combination, as on the wall, "-1".

Scene 17
Basement
We go to the hammer, break the glass, take the key, go to the elevator, open the door on the left with the key. We take nitrogen in a jar. We return to the basement, spray nitrogen on the castle. We break the castle with a hammer. Thus, draining all the villains somewhere into the toilet.
We return to the headman. We go to the roof. The girlfriend stays near the steps, the corrugated lover goes to the left to the music box. We play a musical combination on the keys, the order of playing the keys is 1423523. Steps appear, the girlfriend turns the star, which fixes the steps.
The robot kid lets his girlfriend go forward, like a true gentleman, in order to peep the microcircuits under her glands. Here is the end of the story.

I hope my tips helped you! And yet, playing without them is more fun.
Closed up by Nois

I can't find a walkthrough online. And the passage, carefully prompted by the developers, does not always help. So I am writing.
It all starts with the fact that the robot is thrown into a landfill. What happened and why, we do not know.
DUMP
We click twice on the bathroom and two times on the body below it. 1 time on the head and on the mouse running nearby (if it doesn't run nearby, there will be no click) So, the mouse needs a toy. We lengthen, take a mouse toy and give it to the mouse. We take a magnet and a thread from the spool. We connect them in inventory. We kick the pole, apply a magnet on a rope to it. Iem to the right.
CASTLE.
So. they don't let us in. We take one cap on the right, we throw the rest into the abyss, we take a bucket with blue paint. We stir the bucket with blue paint in a large bucket, paint the cap. We climb for the light bulb, when the robot climbed, you need to take out the bottom step and rearrange it up. We insert the light bulb into the head, put on the cap, go through the myo checkpoint.
ROOM WITH CARTS.
Rising up, beerm hook, put it on the upper edge of the railing. Now we can pull the lever from below. We're going down.
We flatten next to the barrel and reach the poison of two switches. We put 2A. We rise along the stairs, lengthen, crawl along the crossbar and remove the yellow triangle. We put the triangle on the rails approximately in the middle, we lower the cart. If the cart fell next to the barrel - the triangle is set correctly. We tear off the wheels from the cart. We sit on them, call the next cart.
ENGINE ROOM.
We read the instruction on the left, we need the sequence TURN-DOWN-ROT. At the right door we take a squiggle. Click on the red flashing button in the middle of the hall. the control panel opens on the right. We expose bottom-top-bottom. Press the red button on the right. shrink and run to the cart. When we are lifted, an arrow will appear on the left, press and the robot will be on the step. We insert the lever, click on the upper left pair of wires (it twists), jump down. We press the red button again, run into the cart and jump into the hatch on the right, where the robo-gop jumped before.
APD1
JAIL
The person on the right asks for a cigarette. We take the green grass on the right, lengthen, put it on the lantern. We get dried grass. We tear off the toilet paper, in the inventory we roll a cigarette. We approach the robot, give him a cigarette. We go to the left side of the chamber, shrink, put our hand with the robot's hand into the hole and tickle the nearest fat man. He jumps into the hands of a small one and we can stick our hand further into the far hole. We shake the closet until the mop falls. We give the robot a hand. We hit the crane, which is located on the right and get a wonderful key, connect it in the inventory with a mop - and voila, we have a universal master key to the chamber floor.
We open the floor with a master key. We crawl right and open another similar hatch.
ROOM
Now we're under the table in an illegal position. Now everything must be done quickly. When the bandit is swinging on a chair, pull the chair to make it fall. Immediately pick up the fraction from the table. When the bandit approaches the target, take the key from him, get out from under the table and use the key to open two keyholes on the wall (just open the left one) and scatter shot under the chair. At one time, I did not manage to open both wells and I dropped the bandit again. took the shot....
Now the bandit has run away, you can easily open the second well. I'm going upstairs.
ROOM WITH TELESCOPE.
We look through a telescope. If you turn off the light (near the door), then the time appears on the clock 4.45. Let's remember.
THE OUTSIDE.
We go to the left. the rain prevents us from passing, the aglamorous aunt needs a dog. The glamorous dog is digging through the garbage cans in the right corner. Next to the aunt on the right on the wall is a puzzle, you need to move the arrows. If you number the places of the arrows from top to bottom from 1 to 7, then sequentially press the places: 5,3,2,4,6,7,5,3,1,2,4,6,5,3.4. now the fan at the top starts sucking. well, it will come in handy. We go to the right to the dog. Click on it and see that we need a gun with a suction cup. Cool.
We return to the prison. Zamuche, that from the room in which the bandit was sitting, you can now go to the left and there will be an entrance to all three cells at once. in the second beerm sucker from the ceiling. and the third must be opened by setting the right time. we put 4.45. Now it's time to solve the puzzle so that the green ones are inside and the red ones are outside. We twist, now the gun is destroyed, we connect it with a sucker and we go to shoot the dog.
THE OUTSIDE.
This stupid animal hides behind the cans so that it can not be hit. We have to climb up, but we won’t be able to climb two boxes at once. We push both red boxes to the left to the aunt. We push them under the suction cup and lower the suction cup down (there was a lever on the puzzle with arrows on the left). Now we have one box, push it back to the dog. We climb onto the box, then up the stairs - into the rusty control room. We direct the buttons and the arrow to the southeast-east and press to go. a rusty canister approaches the island on which the dog sits. press the oil button. A joyful animal runs out to drink oil, we climb out of the cabin. we shoot at the dog, we get a wonderful packaged dog and take it to the aunt. For some reason, the aunt didn’t appreciate the new packaging and throws in a gun with a suction cup, okay, at least you can take an umbrella, we go out into the rain and up.
SQUARE WITH MUSICIANS.
So, we are in the city, we don’t remember anything and everyone will use it. We poke at the musicians. One has no drum, the second has no rivets for the pipe, and the third has something with red eyes sitting in the pipe. Well, since we don’t remember anything anyway, we’ll look for rivets, drums and something else. We go right to the repair shop.
REPAIR SHOP.
The bartender chases us and asks for all the money. Zhmotyar. We sit down at the table and play tic-tac-toe. you need to arrange 5 crosses horizontally, diagonally or vertically. We win and the dude scatters all the bolts. We collect them (5 pieces). Opanki, these are pipe rivets !!! Look through the door window on the right. In the room on the right, bandits are playing cards. We tear off the sticky tape over the head. We go to the square with the musicians.
SQUARE WITH MUSICIANS.
In the near right corner of the square is a vat of stinking green liquid. Apply on neog sticky tape. Now we have flies (or bees). We give the flies to the bartender and prem barrel.
We give the barrel to one musician and the rivets to another, they play and the aunt throws a pot at us, we pick up a flower. We go up the stairs.
TRANSITION.
In this transition, we can not do anything yet, we rise higher.
SQUARE WITH A FOUNTAIN.
Here again a crowd of extortionists. Grandmother wants to see the sign of infinity, the disabled person wants to be cured. We take away an oil can from a disabled person. Not far from the grandmother hangs a note, which indicates the symbols that must be put in order for the sign of infinity to appear. But we still have nothing to turn the clock. We go up the stairs to the left of the grandmother.
ELECTROCOT.
Here we see an electric cat that could save the last musician with a trumpet. BUT the evil uncle fitter prevents us from getting it. There is a door on the pillar, open it, try to assemble the mosaic. In the end, one of the elements will fall out and the crow will take it. We go to the middle of the bridge and begin to lengthen and narrow, the crow repeats after us and in the end it will break the wire. We take the last detail from her and tie the wiring to the fence. Putting together a puzzle. in this case, the last part will be in the upper right corner, it is better to insert it last - so it will be easier for the tag to assemble. There is now a live wire. We climb on the fitter and pull out the drill from the socket, when he resets us - we pull the red hanging wire. The fitter moves the stepladder, again we climb onto the fitter and scare the cat.
We turn off the voltage on the wire, moving away any piece of the puzzle that we collected before and take the cat. We go to the musicians.
SQUARE WITH MUSICIANS.
We direct the cat to the dark end of the pipe, the musicians play even louder and the aunt throws a receiver at us. Let's select it. We go into the opening to the left of the musicians and collect oil in the oil dish. We return to the square with the fountain.
SQUARE WITH A FOUNTAIN.
We give oil to the disabled person, he says that he needs oil not simple, but mixed with sunflower. But now he can roll back from the hatch. While we will not look into the hatch. because I found the clock handle. She's on the screen right in front of the fountain. We insert it into the hole next to the door and twist it to one of the signs that will show the granny infinity. Granny leaves, followed by a new note, we introduce new signs on the clock. Granny comes, but the dude leaves the tower on the right. I'm going to the tower. We tear off the mouthpiece, repair the tape recorder in the inventory, go down to the square, raise the hatch, near the disabled person, jump down.
LUKE
We remove the hook from the pile of pipes, in the box on the right we leaf through the instructions to the end and find the red valve. In the sewer on the left, we take out another valve with a hook. Now you need to block the pipes with red valves.
The valves must be placed in the lower right corner. Schematically like this:
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Now you need to persuade the giant key sitting on the pipe. he needs music. turn on the tape recorder in the socket above the box on the right, unscrew it. The water is gone, we go upstairs. We jump into a dry well, unscrew the valve and crawl along the pipe. We jump onto the cart.
CART.
We press the red button. We press the window. Here she is our favorite.
to be continued

Machinarium is made in the best traditions of the old quest school. The abundance of witty puzzles and the rich imagination of the developers pleasantly surprise. The adventure begins with the delivery of the main character, janitor Josef, to the landfill. From where you will need to get out and go back to save the city and a friend who was held hostage by a gang of Black Hats. A feature of the game is a very close interaction with objects, environments and characters. During the passage, all important actions are performed independently, at a close distance from the targets. It is not enough just to guess what needs to be done in a given situation, you also need to clearly indicate what and with what to do. All found items go to the inventory, where they can be viewed and combined with each other. In case of difficulty, two types of hints come to the rescue - short and detailed. In the first case, only a general picture of what needs to be done is shown, in the second, after passing through a small arcade with a flying key and annoying spiders, step-by-step instructions are given. To call up tips, you need to click on the star icon in the upper right corner of the screen and select either the icon with a light bulb or a terminal. The only drawback of the game is the short duration of the plot.

This passage of Machinarium was compiled on the basis of the mobile version of the game for Android.

Passage of the garbage dump (level 1) in Machinarium:

  • Items on the sublevel: head, two arms, two legs, toy, wire, magnet.
  • After the garbage is unloaded and the garbage truck departs, we click a couple of times on the bathtub lying on a pile of rubbish so that it falls down and frees the body of the robot. We click on the body until it is at the head of the robot. A couple of clicks on the head will screw it to the body. We clamp the head of the robot with our finger, push it up, pick up the mouse toy near the tank, go down and give it from the inventory, in the upper left corner, to the robot rat running around the site. He will bring the missing leg, after which the robot will be almost ready to return to the Machinarium. The left hand will have to be taken out of the water. We approach the edge of the cliff, tilt the pole, return to the coil with the wire, click on it and select the wire, tear off the red magnet from the fan. We combine the found objects in the inventory. The resulting laso is thrown onto a coil on a pole to make a crane. We pull out the left hand from the water and automatically jump over the cliff to the other side, we run along the path to the city.

Passage of the gates of the city (level 2) in Machinarium:

  • Items on the sublevel: pin, light bulb, red and white chip, blue paint can, white paint vat.
  • We approach the checkpoint, pull the rope at the watchtower, as the patrol robot did, which was let through the bridge a little earlier. The sentinel robot will refuse to let the stranger through. We return to the lamppost, climb up along it along the protruding pins, pick up one pin behind us by clicking on it once, take it out of the inventory and insert it into the hole above our head, repeat the action a couple of times, rise to the maximum height, stretch the robot and twist light bulb. We screw it into the head of the robot, taking it out of the inventory. On the edge of the cliff, we select a striped red and white chip, drop the rest into the cliff and select a can of blue paint under them. We approach the trough with white paint opposite the lamppost, take blue paint from inventory and mix it with white. We lower the cap from the inventory into the blue paint, and then put it on the head. We pull the rope again, call the guard, who this time will lower the bridge and let the robot through to the gates of the city.

Passage of the pit (level 3) in Machinarium:

  • Items on the sublevel: iron hook, yellow stopper, cart wheels.
  • After falling from the bridge into the pit on the landing, under the lever near the wall, from where the trolleys leave, we select the iron hook. We take it out of inventory and hook it to the upper end of the railing, at the lever. We approach the water tower, at the door where the trolleys enter, we shrink, holding our finger on the robot and pulling it down, we stretch our hand to the shield. We set the switches to position 2 - A. We rise to the landing, stretch the robot, holding our finger on it and pulling it up, double-click on the crossbar above our head and cling to it with our hands. We move to the right end of the crossbar, remove the yellow stopper from the barrel. At the place of the fall, select the stopper from the inventory, put it on the rails right under the railing, pull the lever. We remove the wheels from the overturned trolley, jump on them and pull the railing in order to hook the lever at the top and call the trolley.

Passage of the boiler room (level 4) in Machinarium:

  • Items on the sublevel: iron handle.
  • Remove the iron handle from the hanger at the right door. In the middle of the boiler, under the explosive sign, press the red button, open the shield, set the switches to the following position: 1 - to the very bottom, 2 - to the very top, 3 - to the very bottom. We press the red button on the shield, shrink the robot to its normal size and run to the empty trolley at the left door, jump into it and wait for the bucket to arrive. As soon as he lifts the robot by the head to the ceiling, we press a couple of times on the platform above the door to jump onto it. We open the shield with an iron handle, which we took at the right door, change the position of the first left upper jumper to the reverse one. We go down, once again press the red button on the shield, jump into an empty trolley, wait for the bucket, when it lifts to the ceiling and takes it in the opposite direction, jump into the pipe, above the right door, through which the robogopnik ran away with berries.

Passage of prison cells (level 6) in Machinarium:

  • Items on the sublevel: a piece of toilet paper, a rusty valve, moss, a brush, a hand.
  • We tear off a piece from a roll of toilet paper above the toilet bowl, unscrew the valve from the pipe next to the robot cellmate, twisting it a couple of times, at the same time we tear green moss from the pipe. We approach the lamp above the toilet, take out the moss from the inventory and dry it on the lamp, stretching the robot beforehand to reach it. The resulting tobacco is combined in inventory with toilet paper, the resulting cigarette is given to the cellmate. In gratitude, we receive his hand. We approach the hole in the wall next to the toilet, we squeeze the robot, we extend our hand into the next cell, we take out the cellmate's hand from the inventory and reach it through the second hole in the wall to the iron safe. We loosen it by the leg so that the brush falls from it, we pick it up. We combine the rusty valve with a brush in the inventory, we approach the hatch on the floor and insert the brush-key into the hole, remove the cover and jump down. We move along the sewers to the right side.

Passage of the guard room (level 7), observation room (level 5) and prison cells (level 6) in Machinarium:

  • Items on the sublevel: lead balls, key, plunger, gun with a rope.
  • We reach the hatch, open it with a brush-key. When the guard leans back on the chair before the shot, we touch the leg of the chair with our hand to knock it over. While he is lying on the floor, we take the lead balls from the plate on the table with our hand. Seeing an empty plate, the guard will rise from his chair and go to the target on the right wall, at this moment we take the key from his belt. While he is busy with business, picking at the targets, we scatter balls under the shield, unlock the left lock with the key in order to release two prisoners from the cell, followed by the guard. If everything does not work out the first time, we repeat the steps with the chair and theft of cartridges.

    We go up the stairs to the door through which the prisoners escaped, to the observation room. We look through the telescope, we observe the installation of an explosive charge on the central tower. We activate the switch next to the door to turn off the light in the room. The wall clock will show the time 4:45. We return to the previous room, we enter the compartment with prison cells, in one of which we sat a little earlier. We go into the middle chamber, stretch the robot, tear off the plunger from the ceiling. We leave the cell into the corridor, reach the left wall, activate the combination lock, enter the number 4:45. There is a safe with a puzzle in the chamber, in order to solve it, you need to collect all the green lights in the central green zone, then the lock will open. The combination of lights is random, so you need to choose the solution yourself. From the safe we ​​take out a gun with a rope, and then in the inventory we connect it with a plunger. We leave the prison through the observation room with a telescope.

Passage of the street in the lower city area (level 8) in Machinarium:

  • Items on the sublevel: pink umbrella, robot dog.
  • Once on the street, we approach two containers standing on the right side of the door to the prison. We push them all the way to the left, to the stairs in the next location. We go up the stairs to the robot dam with a pink umbrella. In exchange for an umbrella, she will ask you to find her robo-dog. Robodog hides behind barrels on a platform across the river, and is out of range for pistol shots. To the right of the robodam, right above the stairs, open the red shield, swap the arrows so that the upper ones are in place of the lower ones, and pull the lever: 3, 5, 6, 4, 2, 1, 3, 5, 7, 6, 4, 2, 3, 5, 4. The hanging magnet will drop down and raise the top container. We return the lower container to its original place, to the prison doors. We jump on it from the bump stop. We stretch the robot and cling to the steps with our hands. We climb into the cabin with the control panel. Move the small red buttons on the arrow so that the tip of the arrow is just below the right red button. Click the green button above the monitor with an arrow. When the buoy with oil swims up to the shore, press the red button with the drop icon to pour in the oil that the robot dog learns. While he will lick the oil puddle, we go down to the ground. We take out the gun from the inventory and shoot at it. We take it to the robodam and pick up the pink umbrella. We select it in the inventory, we pass under the jets of water around the corner, then we cross the bridge and rise to the streets of the upper district of the city.

City Square Walkthrough (Level 11) in Machinarium:

  • Items on the sublevel: crank, horn, empty oiler.
  • We pass to the stairs past three musicians and a bar, past a platform with a locked elevator door, we rise even higher. We leave on the round central square with a fountain. We approach the parapet under the fountain, we select the cranked lever. We speak with the robotic sectarian under the clock face. He will leave only after the right time appears on the clock - infinity. On the wall, on the right side of the massive door, there is a note with a hint indicating the symbols responsible for infinity. Let's look at it. We take out the crank lever from the inventory, insert it into the round hole by the door. We shift the central hand on the dial so that it is on the symbol of incomplete infinity (12 hours), and the outer, red hand is at seven hours (symbol VII). As soon as there is a fight, the robotic cultist at the door will stand up and go inside the building. We look through the remaining note on the wall, above the bench. We approach the lever and move the central hand to 9 o'clock, and the red one to 6. As soon as the clock strikes, the guard from the second floor will go down and go inside the building with the clock. We rise to the balcony where the guard was sitting, remove the speaker from the fasteners and take it with us. We go down, we speak with a robot in a wheelchair at the fountain, which will ask to bring him oil and take out an empty oil can. We pick it up, go up the stairs to the left of the building with the clock.

Passage of the bridge to the slot machines (level 12) in Machinarium:

Passage of the street in the upper area of ​​the city (level 10) and the bar (level 15) in Machinarium:

  • Items on the sublevel: plant, broken radio, sticky tape, flies, iron barrel, bolts, oil can with oil.
  • Having reached the street musicians performing in front of the bar, we take out the robo-cat from the inventory and place it in the trumpeter's pipe so that it smokes out the robo-rat. Click on it to start playing. From the second floor, having heard nasty music, an evil robot will look out and throw a flower pot. We pass into the passage behind the backs of the musicians, take out an empty butter dish and put it in an oil puddle, wait until it is full, and then pick it up. We come back, we go to the bar. We sit down at the table with the robot player, in the game with him you need to try to make five bolts in one line, it can be either horizontal or vertical, or diagonal ( http://www.youtube.com/watch?v=2m6NhwjFuXU). After losing, the opponent will hit the board with his fist out of anger, five screws will scatter around the room, which must be collected and given to the musician with the pipe in the square in front of the bar.

    Before leaving the bar, we tear off the sticky tape from the shelf by the door, after stretching the robot to reach it. We give the trumpeter five screws. With joy, he will begin to play a melody, which again the robot from the second floor will not like. She will throw the pot out of anger, but this time with a plant. We select a plant from the ground. Near the exit of the bar is a pool of green ooze. We approach him, take out a sticky tape from the inventory and start waving it around his head in order to catch as many flies as possible. We return to the bar and release flies in the face of the bartender. While he will brush aside, we steal an iron barrel at the entrance. We drag her to the drummer musician. He will start pounding on it with joy, an angry robot will again look out from the second floor and launch a radio at the troublemakers, which will crash on the ground. We select it and return to the square with the fountain, climbing the stairs.

Passage of the town square (level 11) and boiler room (level 14) in Machinarium:

  • Items on the sublevel: an empty oil can, three red cross valves.
  • We give a full oiler to the disabled robot near the fountain, he will oil the wheels of the wheelchair and drive off the manhole cover. A moment later, he again holds out an empty butter dish and asks to bring him sunflower oil. We pick it up and open the hatch cover, go down. In the boiler room, a robotic plumber sits on a pipe, we talk with him. He will ask you to get a new gramophone for him, in exchange for the one that was stolen by the robogopnik. After which he will agree to unscrew the cap of the vat. We combine in the inventory the horn with a broken radio, which was thrown out of the window by a robot from the square in front of the bar. We put the radio on the table under the robotic plumber and turn to him for help. This time he won't refuse. A red cross valve will appear in inventory. We approach the table with the radio, near which a happy robotic plumber is dancing, open the locker, leaf through the book, on the last page we select another red cross-shaped valve. From the pipe at the ladder we remove another red cross-shaped valve. We install the first of them on the first top tap (closest to the vat), the second - on the second tap in the top row, the third - on the second tap in the bottom row. Water will stop beating from the vat and filling the pool. We get out of the boiler room to the square. We jump into the vat, open the door and crawl along the pipe to the elevator on the city wall.

Passing the elevator on the city wall (level 17) and the bar kitchen (level 15) in Machinarium:

  • Items on the sublevel: corn, a hose, a metal bar with a hook.
  • After jumping to the elevator platform, we press the red button on the wall, we go down. We look out the window, we talk with our girlfriend, who was forcibly made a cook in a bar. We open the wall box, we take corn from the shelf. Remove the pot from the stove and place it on the floor. We put corn on the stove, which will begin to burst and fly out through the hood. From the blows of corn on the cover of the hood, a metal rod with a hook will fly off from it. We select it and pass it to our girlfriend through the window. We get up on the pan on the floor, take out the metal rod from the inventory, stretch it to the frozen grate near the ceiling. Open it, repeat the action to tear off the frozen hose. We jump from the pan to the floor, put it back on the stove, put the frozen hose into it. When it thaws, we take it out of inventory, connect it to the oil tank above the door from the room. We fill the elevator, turn it on by pulling the red handle at the upper left edge of the platform. We activate the control panel, swap the red switches with black ones, dragging them from place to place in a “circle”. A control lever will appear at the bottom of the panel, with which you can raise or lower the elevator. We go up. We wake up the robot fan, we answer all his questions incorrectly in order to piss him off. When it breaks, we climb into the pipe where the fan was installed.

Passage of the greenhouse (level 19) in Machinarium:

Passage of the destroyed bridge in front of the tower (level 20) in Machinarium:

  • Items on the sub-level: sunflower oil can, bandage, slot machine ticket.
  • At the exit from the greenhouse, we put sunflower seeds in the oil mill on the wall, and put an empty oiler at the drain. We grab the lever and start making sunflower oil with quick up and down movements. We cross the bridge, we speak with a huge guard who will ask to get batteries for him. We go down the pipe, to the right of it, down to the central square with a fountain. We give the robo-invalid a butter dish with sunflower oil. For joy, he will throw off his bandage and hand him a ticket to the slot machines.

Passing the bridge (level 12), slot machines (level 13) and town square (level 11) in Machinarium:

  • Items on the sublevel: two coins, two batteries.
  • We rise to the bridge where the cat was caught (ladder to the left of the building with a clock in the town square). We pass through the bridge, insert the ticket into the hole by the door. We go inside. Slot machines are disabled. A dynamo bike will help restore the current supply. The faster the pedals spin, the more the battery is charged (you need to increase the charge to the red mark). You need to rotate in a circle, not horizontally. Which of the machines will be charged can be determined by the lever to the left of the bike. We charge all three slot machines, two of which will remain in working condition and will allow us to earn money to buy batteries in the city square. In the first slot machine, you need to score 1000 points, in the second one, you need to complete five puzzles. For the passage of arcades, two coins are given.
    • Solving the first arcade puzzle: from the starting position, press the buttons - ↓, →, , →, →.
    • Solving the second arcade puzzle: from the starting position, press the buttons - →, ↓, ←, , →, →, ↓, ↓, ←, , , ←, ↓, →, , ←, ↓, ↓, →, →, , , ←, ↓, → , →.
    • Solving the third arcade puzzle: from the starting position, press the buttons - ↓, →, , , ↓, ←, ←, ↓, →, , , ←, ↓, →, ↓, ←, , →, →, ↓, ←, , ←, , →, ↓, ↓, →, , , ↓, →.
    • Solving the fourth arcade puzzle: from the starting position, press the buttons - , ←, ←, ←, →, →, ↓, →, , ←, ←, ↓, →, , ←, ←, ↓, →, , →, ↓, ←, , →, →, ↓, ←, , ←, ↓, ←, , →, →, →, ↓, , ←, ←, ←, ↓, →, , →, ↓, ←, ←, , →, →, →, → .
    • Solving the fifth arcade puzzle: from the starting position, press the buttons - , →, ↓, ←, , ←, ←, ↓, ←, , →, →, →, ↓, →, , ←, ←, ←, ←, ↓, →, , →, →, →, ↓, ←, , ←, ←, ↓, ←, , →, ↓, →, , →, →, ←, ←, ↓, ←, , ←, ↓, →, , →, →, ↓ , ←, , →, →, ↓, ←, , ←, ↓, →, →, , ←, ←, ←, ↓, →, →, →, →.
    Having earned two coins, we return to the city square, we buy in a vending machine, behind the back of a disabled robot, two batteries. We combine them in inventory with a bandage. We return to the guard brute at the destroyed bridge, jumping into an empty vat in the city square and rising on the platform elevator to the greenhouse, as we did the first time.

Tower elevator walkthrough (level 22) in Machinarium:

The passage of the upper floor of the tower (level 23) in Machinarium:

  • Items on the sublevel: scissors, chandelier.
  • Leaving the elevator, turn on the electricity in the room through the shield near the elevator. At the stairs on the wall, we lower the lever down twice so that the vacuum cleaner drives into the bath. We stand on the vacuum cleaner, stretch the robot, take scissors from the shelf. We return to the hall, pull the lever up twice to return the vacuum cleaner to its original place. We turn off the light in the hall through the shield by the elevator, stand on the vacuum cleaner, cut off the chandelier with scissors. We attach it to the back of the vacuum cleaner. We turn on the electricity, raise the lever at the stairs twice, forcing the vacuum cleaner to return to the bathroom. We cling to the chandelier for the toilet, return to the hall and pull the lever down once. The vacuum cleaner will tear the toilet out of the floor, we return to the bathroom, cling to the toilet paper with our hands and go down into the hole to the bomb. We swing towards the bomb and cling to it. We start the decontamination, we take out all the candles from the bottom row, insert them in the following sequence: D, B, E, A, C. When the bomb is defused, we go back to the bathroom, and then up the stairs to the oval room.

The passage of the oval tower room (level 25) in Machinarium:

Passing the basement under the bar (level 15) and the tower elevator (level 22) in Machinarium:

  • Items on the sublevel: key, canister of liquid nitrogen.
  • Saying goodbye to the robot brain, we go down to the elevator. We insert a light bulb into the control panel and draw an eight-pointed star. Once in the basement, pick up a hammer, break the porthole window, get the key. We return to the elevator, on the wall, to the right of the entrance, there is a panel with a keyhole. We insert and turn the key, take the canister with liquid nitrogen from the locker. We cool the castle with it and break it with a hammer. Robogopniks will fly into the gutter, the passage to the bar kitchen will be free.

Passage of the tower oval room (level 25) and tower roof (level 26) in Machinarium:

  • Items on the sublevel: no.
  • We pick up our girlfriend, we return back to the robotic brain at the top of the tower. We go outside, we approach the panel in the left dead end. We memorize the numbers - 7.0, 108. We return inside, on the table to the left of the robotic brain there is a yellow receiver, set the wave to 7.0, 108, listen to the melody. We go out again to the roof of the tower, we approach the panel, we select the heard melody by pressing the keys numbered 1, 4, 2, 3, 5, 2, 3. As soon as the ladder to the helicopter appears from the wall, we quickly block it with a cruciform stopper, which should activate a partner (the main character's girlfriend). We jump into a police helicopter and fly away towards unknown distances.
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