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Machinarium Walkthrough, Part 2

Where is Berta?

Point-and-click puzzle-solving RPGs are my favorite genre of PC games. If you’re stuck anywhere in Machinarium, read on for the second part of my walkthrough. 

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Machinarium Walkthrough, Part 2 - All puzzle solutions

This part of the guide begins just after you’ve looked through the telescope in the jail and have just left the prison building up to ascending in the lift after finding Berta. If you’re looking for events before or after this, please refer to my Full Machinarium Walkthrough hub page for links. 

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I’d suggest saving the game each time you appear in a new scene. I've found some of the puzzles can be a little buggy, so it's good to have a recent save to load if things go awry. The lift puzzle below bugged- out on me when I tried to reset it, for example, as did moving the oil canister in the water. 

The red umbrella

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Walk to the right of the red boxes (a1) and push them to the left. When they’re at the far left of the screen, push them once more, and you’ll move across to a new screen. Talk to the red robot (b1) to find out that it will trade its umbrella for the safe return of its robot dog. 

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Now click the panel here (b2) and press the row of central buttons (see image below) in the following order: 5-3-2-4-6-7-5-3-1-2-4-6-5-3-4. Once done, the mechanism above should start to move (c1) to show it is working. Click the yellow lever on the left (c2) to bring it down and grab the top red box, then again to lift it into the air. If you make any errors, you can click the red button on the right (c3) of the device to reset the buttons.

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Now that there’s just one red box push it back to the right to where it was outside the jail (a1). Click the stone (a2) to climb onto it, then do the same with the single red box (a1). Extend yourself up and click the ladder rungs to climb up and into the small hut on the side of the building (a3). This begins another puzzle. 

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You need to set the dial (d1) so it points to four-o-clock by pressing the small red buttons (d2) and then pressing the green button (d3). This will move the floating oil can into a position in front of the righthand dock (d4). Once it is there, click the red button (d5) to drop some oil and move back down to the ground as quickly as you can. Stand by the dock edge (d6) and use the plunger gun in your inventory on the dog (d7), which should be licking the oil. 

This will add the pet dog to your inventory. If you’re too slow and it has moved back behind the barrel, you’ll have to try again. Once you have the dog in your inventory, return it to the red robot (b1), and it will give you the Umbrella. You can now walk left of the red robot and underneath the dripping water (b3). You’ll appear in the back of the scene with the jail. Click the stairs (a4) to go up and into the next area. 

The band

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Talk to the three musicians to find that their instruments are damaged. Walk into the store (e1), and the barman (f1) will tell you that you’ll need to pay if you want any oil. Sit down at the table (f2), click the seated robot (f3) to find out if he wants to play a game, then click the table (f4) to begin. You need to get five in a row to win. You can keep trying as many times as it takes until you win. 

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When you do win, the robot will flip the table, and you can collect Five Game Pieces. Once you have them (you’ll need to extend up to get the one on the door), also extend up and take the Fly Paper (f5) and look through the window (f6) to see the villains playing cards in the next room. 

Go back outside and give the game pieces to the sax player (e2) to fix his instrument. The lady in the house above will throw a plant at you. Use the fly paper on the gunge (e3) to catch some flies, then go back into the bar and use them on the barman (f1). Quickly drag the oil barrel (f7) out and give it to the drummer (e4). This prompts the lady above to throw her second plant pot, after which you can pick up the Plant from in front of the band.   

Walk up the stairs at the back of the scene (e5). You can’t enter the door in the next scene, so keep going up the stairs to the clock tower.

The lamppost puzzle 

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Speaking to the two robots in the square, you’ll find the one in the wheelchair (g1) wants some oil (click it again to get the oil can), and the one sitting beneath the clock tower (g2) shows the time it is waiting for on the clock. Walk up the stairs on the left (g3).

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Climb up the ladder to stand on the robot there and unplug its tool (h1). Quickly go back to ground level and pull the wires (h2). This will prompt the ladder robot to move to the right. Now, walk over to the lamppost and open the panel (h3) to start a slide puzzle. As you try to complete it, a piece will fall out and be grabbed by the owl. 

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Go and work on the puzzle again, which is much easier with two pieces missing. Once you’ve got it almost complete (see image below), leave the puzzle alone and walk to the left. The owl will follow you as you move. Stand on the bridge (h4) until the owl lands on the wire. Repeatedly extend your head up and down, and the owl will copy you, making the wire swing. After a few goes, the owl will fall as the wire breaks. 

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It will cough up the Puzzle Piece, which you can now collect. Also, connect the broken wire to the bridge rail by clicking the end of the wire. Add the puzzle piece to its place in the lamppost puzzle (h3), completing the circuit and electrifying the wire and the handrail.

Climb up the ladder robot once more and pull the tail of the cat robot (h5), scaring it onto the electrified fence, stunning it. Jump back down, remove the puzzle piece from the lamppost, and the robot cat will fall. Pick up the stunned robot cat. Return to the band and give the stunned cat to the final musician (e6). The angry lady will throw down her Radio, which you need to pick up.

The clock tower

Go through the passage to the left of the musicians (e7), use the can on the oil spill, and then return to the clocktower screen. Give the full can to the wheelchair robot (g1). It will use it to oil the chair, then suggest it now wants some sunflower oil. Take the can back, take up the manhole cover under the wheelchair, and head into the hole.

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Click the Red Tool (i1) to see that you need three of them. Click the tool again in the close-up to collect it, and take the Wire Hook you can also see in the same close-up. Walk right, open the drawer (i2), and click the right-side pages of the book in the close-up until you get to the back. Take your second Red Tool. Click the wrench robot (i3) to find it wants its music back. 

Head down for a close-up of the drain (i4) and use the hook to get the third Red Tool. Go back to the pipes close-up and add the wrenches (as pictured below). This will stop the water flowing into the pool by the clock tower, so head back up. 

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Grab the Key (g4) and then look at the two notes on the wall below the clocktower (g5). The one on the left has an infinity symbol, and the one on the right is a moon, both with three symbols underneath. Put the key in the hole in the wall under the left note and click it again to turn it. Turn the handle until the clock’s black hand is facing up (towards the ~) and the red hand is on the VII. The robot here will then go inside, revealing another note behind where it was sitting. 

Looking at this note, you need to set the hands to VI (red) and 6 (black), so do that now. The robot will now leave the tower on the right (g6), giving you access. Go up and take the Speaker (g7), then attach the speaker to your radio in the inventory. Go back underground, put the new radio on the table (i2), click the wrench robot once the music starts, and it will fill the pool (and the bad guy’s card game room) with water. 

Finding Berta

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Go back to the clocktower screen and climb into the fountain (g8), where you’ll drop down into the tank below (i5). Click the valve to enter the pipe (i6) and appear on a balcony. Climb down onto the elevator, press the red button (k1), and the lift will descend. Click the window once you’re at the bottom (k2) for a cutscene, where you’ll discover Bertha is being held prisoner!   

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After the cutscene, you will take control of Berta instead of Josef. Open the cupboard (l1) and take the Corn, then pick up the pot (l2) and place it on the floor (l3). Place the corn on the hot stove to pop it, which dislodges a Pipe outside, which Josef picks up. Select the pipe in Josef’s inventory, then click the window (k2) to pass it to Berta. 

Get Berta to stand on the pot while it is on the floor, then use the pipe on the frozen unit above (l4). With the cover dislodged, repeat the action with the pipe, and you’ll be able to take the Frozen Filament from inside. Put the pot back on the stove, add the filament to it, and Beta will get a Black Hose. Attach the hose to the sink (l5), and Berta will then run it outside so that Josef can fill the elevator with oil. Pull the cord on the lift (k3), and you’ll find it is now fully operational.

To make the lift go back up, you need to solve a puzzle on the controls (k4). Select them for a close-up and move the switches until the red and black ones have switched places. If you get stuck, simply click the central button to reset. Or, follow this solution:

  1. Bottom left to top middle
  2. Bottom right to left middle
  3. Top left to right middle
  4. Top right to bottom middle
  5. Top middle to bottom right
  6. Middle left to top right 
  7. Middle right to bottom left
  8. Bottom middle to top left 

At this point, you should have the blacks on the left and reds on the right. Repeat the exact same eight moves to complete the puzzle. Once done, a lever should appear at the bottom of the puzzle. Click the up arrow to ascend to the very top of the lift.

To continue with my complete solution to the game, click through to the Machinarium Walkthrough, Part 3 here at Pro Game Guides.


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Author
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.

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Machinarium Walkthrough, Part 2

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