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Machinarium Walkthrough, Part 4

Saving Berta!

While we’re treated with loads of new gaming content throughout each year, some games really stand the test of time. One genre this is particularly true of is the point-and-click adventure game, where the art and quality of puzzles are as important as technical innovation.

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The stunning Machinarium is a great example. And if you’re playing it now, read on for my part 4 of my Machinarium walkthrough.

Machinarium Walkthrough, Part 4 - All puzzle solutions

In this final section of my guide, I’ll begin just after you’ve played the two arcade games and collected the two tokens and then continue to the end of the game. If you need some information about an earlier part of the game, instead click through to my Machinarium walkthrough hub page.

Related: The Visitor walkthrough

I suggest you save the game every time you enter a new area or after a time-consuming puzzle. I found that several of the earlier game puzzles were bugged when I tried to reset them, causing me to have to reload an old save. I didn’t have the problem in any later puzzles, but I might have just got lucky.

Buying Batteries

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Once you’re back by the clock tower, go to the machine (a1) and spend your tokens on two Batteries. Now, use the bandage on the batteries in your inventory to make a single battery.

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Walk down the stairs on the left (a2), climb up the pole next to the door on the next screen, and give the battery to the police robot (b1). The robot will move away from the door, allowing you to go inside by pressing the button (b2).

The Elevator

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Click the plant (c1), and you’ll knock some dirt onto the ground. This attracts a mouse robot to come out of a hole (c2) and clean up the mess. While the robot mouse is cleaning, click it to pick it up, and a piece will come loose, falling to the floor. Pick up this LED. 

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Note the patterns on the wall (c3) that have numbers next to them (the top one being obscured by a leaf). Select the elevator panel (c4) and add the LED to the right-side empty space (see image above). You can now use the elevator by matching the correct pattern to go to the floor you need. You currently need to go to the basement, so click the LEDs in the following order: 8-3-7-1-5-8. When the bell rings, click the front of the screen (c5) to exit the elevator.

The Lobby

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Turn on the power by using the socket (d1), then pull the lever (d2) down twice. This moves the cleaning robot (d3) into the bathroom through the right door (d4). Head into the bathroom yourself. 

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Once inside, climb onto the cleaning robot, extend yourself up, and take the Scissors (e1). You can also look through the toilet (e2) to see that you’re just above the bomb! Head back to the lobby, click the up lever (d2) twice to move the cleaning robot back to its original position, turn the power back off (d1), and then stand on it and cut down the Chandelier (d5).

Climb off the cleaning robot and place the chandelier on it. Turn the power back on (d1), then repeat the process of sending the cleaning robot into the bathroom. Once it is inside, follow the robot in and click the chandelier and then the toilet (e2). Head back to the control panel and click the up switch (d2) once. This calls the robot back into the lobby, destroying the toilet next door. Head back into the bathroom and click the toilet paper dispenser (e3), allowing you to swing down through the new hole.

Disarming the Bomb

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Click the bomb, and you’ll start swinging until you grab it, giving you a close-up of a wires puzzle. Be careful, as this puzzle is on a timer. You want to connect the wires as follows: from left to right, D-B-E-A-C. To do so, click each of the fuses (see image above), adding them to your inventory. Once you have them, reinsert them left to right in the order I’ve just described. This will stop the bomb’s timer and you will climb back up into the bathroom.

Related: Victorian Mysteries: The Yellow Room Walkthrough

The Green Dot Puzzles

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Head up the stairs (d6) into what seems to be an observatory. Click the central machine (f1) for a cut scene, then move across to the panel on the left (f2) and click it to open it up. This puzzle has two sections, top and bottom, that both work in the same way. You need to move the green dots into the green areas on the boards

This can be tricky to work out, as moving one dot pulls the others of the same color that are connected to it. If you’re stuck at all, here are the solutions to the two puzzles.

Top puzzle

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  1. Move the top-left yellow up one, then drag the bottom yellow so it faces right instead of left.
  2. Move the left-side green down one, then drag the top-left grey right down so that the three green spaces are empty.
  3. Drag the bottom right yellow right one space, then the top yellow right (so that the yellows make a C shape and the green spaces are empty again).
  4. Drag the bottom green down so they make a line, then the bottom grey down one followed by the top right grey right one, so it is right next to the top green.
  5. Move the bottom yellow into the bottom right corner, the greens to the right as far as they will go, then make the greys follow into the space the greens just left.
  6. Move the greens right and then down, the yellows left and up, then move the greens onto the green spaces.

The right padlock should turn green. 

Bottom puzzle 

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  1. Move purple left from the top right into the green spaces, the greens right up behind them, and then move the yellows into the bottom right corner.
  2. Move the greens into the bottom left corner and the purples down to in between the greens and yellows (in a U shape). This allows you to move the blues right up into the top left corner. 
  3. Move the purples from the right side up one and then right, making them a straight line across the center. Move the greens across to the right, then up one, hitting the right purple. 
  4. Move the right side of the purple up, then move the purple down from the left into the bottom left corner. This allows you to move the blues back to the middle in a line with the end on the far left, allowing you to move the greens into place.

The Key and the Gun Game

The second padlock will go green and a slide will open, allowing you to take a Plug and Cable. Use the cable on the central robot in this room (f1) and you’ll start another arcade-style min-game. You start on the left of a series of tunnels and rooms. Move with the cursor around the corridors, avoiding shots from the red aliens until you find the key (go right, then down and left to find it). 

Related: The Squire’s Tale – Walkthrough Guide

Use the key in the central room to unlock the door and get the gun, then shoot (using the left mouse button) all the red aliens. If you’re low on health, grab blue health packs, and note the map edges give you clues as to where nearby aliens are. If you fail, simply restart the game by plugging the machine in once more. Once all 40 aliens are dead, you’ve repaired the brain, and it gives you the final LED for the elevator.

Go back downstairs and enter the elevator by pressing the button (d7). Add the final LED to the elevator as you did before. This time, you need to click the following pattern of LEDs (refer to the image above once more): 8-3-6-1-4-7-2-5-8. Again, when you hear the elevator ding, exit.

Saving Berta 

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Walk over and pick up the Hammer (g1), use it on the glass (g2), then put the hammer back down and take the Key (g2). Head back into the elevator (g3) and use the key to open the cupboard on the right (c5), taking the Freeze Spray from inside. 

Back underneath Berta and the bag guys, use the spray on the lock under the baddies (g4), then pick up the hammer again and smash the lock. Goodbye bad guys, hello Berta! You’ll both head upstairs to the observatory. Head out of the door on the right (f3) and walk around the roof to the small machine there (h1). Click it to see the number 7.0:108 printed on it. 

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Head back into the observatory and select the orange machine (f4). Set the dials to that frequency (7-108) and listen to the tune that plays. You now need to head back outside to play the same tune on the machine’s buttons (h1). If you don’t want or can’t work it out, the order is 1-4-2-3-5-2-3

This reveals the steps of a ladder, but only for a few seconds, so you have to have Berta select the Cross Lever next to her (h2) as soon as you’ve played it. This keeps the stairs in place. If you’re not quick enough, just play the tune again. Click the steps, and you’ll climb up into the waiting ship and escape together. Congratulations!

We've got you covered for adventure game walkthroughs here at Pro Game Guides! Why not check out Haunted Hunt Walkthrough or How to beat Riddle School 2 – Full Walkthrough.


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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 4

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