Some games transcend time much more easily than others, and Machinarium is certainly one of them. If you’re experiencing its charms for the first time, read on for my full Machinarium walkthrough.
Machinarium Walkthrough - How to beat Machinarium
This is part one of my full walkthrough. If you’re specifically looking for something that happens later in the game, follow these links instead:
- Machinarium Walkthrough, Part 2: This guide covers from just after you have escaped from the jail up until you find Berta after using the lift.
- Machinarium Walkthrough, Part 3: This guide covers getting through the fan on the roof before the greenhouse up until you beat the arcade machines.
- Machinarium Walkthrough, Part 4: This is the final part of the walkthrough, covering from when you leave the arcade to the end of the story.
As a general rule, talk to all the robots you find. They’ll all want something and will then help you, so these hints are always useful. Also, pay attention to any cut scenes that occur as you arrive on a new screen, as these often give you hints about what to expect or how to proceed. Finally, I suggest you save when you get to each new scene. I've found that several of the puzzles can become bugged if you try to reset them, meaning you have to reload an old game to continue. This is very frustrating if you have to retread old ground.
The scrapyard
As indicated by the tutorial text, click the tub to remove it and reveal your robot’s body. Click your body twice, and it will bounce down to the floor next to your head. Click the head and it will attach itself to your body. Now, we're in business.
Click the scuttling mouse-like robot (a1) and it will show you that it wants the toy mouse above you (a2). Click your head to extend your neck upwards, click the Toy Mouse to pick it up, then select it in your inventory (at the top of the screen) and give it to the robot mouse. It will give you your legs in return.
Walk to the right and take the Magnet (a3) and the Rope (a4). Combine them in your inventory, walk right, extend your head up, and select the top of the pole (a5). This should bend the pole out across the pool. Now you can use the magnet and rope on the end of the pole, fishing out your Arm and completing this area. Walk off the screen to your right.
The Drawbridge
Extend your head up and pull the cable (b1) to ask for the drawbridge to be lowered. You won’t be allowed in. Take a Cone (b2) and then keep clicking the cones, throwing them away until you find some Blue Paint. Add the blue paint to the White Paint (b3), then dip the cone into it to make it blue.
Walk across to the lamppost (b4) and click it to climb up. When you can’t go up anymore, click the Bottom Rung of the Ladder (b5) to take it, then use it in your inventory to add it to the hole above you on the ladder. Do this a second time, then keep climbing up until you’re on the top rung. Now, you can extend your body and reach across, taking the Lightbulb (b6).
Add the lightbulb to the cone in your inventory and then use it from the inventory on yourself to put it on as a hat. You can now talk to the guard once more, and this time, it will allow you across the drawbridge. Watch out for that patch of oil…
The railway tunnel
Walk left, pick up the Hook (c1), and attach it to the top of the handrail (c2). Walk to the bottom of the stairs and click the bottom of the handrail (c3), to see that you now have a way to pull the lever at the top of the stairs from the bottom.
Related: How to beat Trace Escape Room – Full Walkthrough
Walk right until you’re next to the tower on stilts, shrink yourself, then click the panel under the tower on the wall (c4). Set the controls to A2, then walk back up the stairs and extend yourself up. You can now jump up and grab the pipe above. Shimmy right and collect the Yellow Lever (c5). Place the yellow lever on the track (c6), then pull the other lever using the handrail (c3). This brings down a mine cart that will crash. Select the cart to remove its wheels, place them on the track, climb onto the wheels, and then activate the handrail switch once more (c3) to get bumped down the tunnel.
The furnace
Click the sign (d1) for instructions on how you can be taken up the platform above. Walk across and take the Key (d2), then press the red button (d3) to open the panel (d4). Walk across and select the panel (d4) for a close-up, and set the three sliders as follows: left down, middle up, and right down.
The next bit takes some good timing. Press the red button on the panel in the close-up (d4), then go back to normal size and walk across to the empty mine cart. Click it to get in before the grabber gets to you. As it lifts you into the air, click above the ledge (d5) to the left (you should see an arrow as you rise). You’ll get placed on the platform (d5).
Use the key on the panel (d6) and click it to open it. Switch the top two sets of wires so they go black, red, black, and red, leaving the bottom ones as they are (red, black, red, black). Click the panel again to close it, then click the mine cart to jump back to ground level.
Walk across and press the red button again. You’ll see some other wires are damaged (d7). Click them for a close-up and tie them both red to black. Press the red button again and get in the mine cart again, but this time, you’re looking for an arrow pointing to the tube on the right (d8). Get it right, and you’ll be out. If not, just try again.
The jail cell
Take the Grass from the pipe (e1) and also take some Toilet Paper (e2). Talk to the other robot to see if it wants a cigarette. Go tall in front of the light (e3) and use it to dry the grass. Now, you combine the two items in your inventory to make a cigarette and give it to the other robot. It’ll thank you by giving you its arm.
Walk to the left of the cell, shrink down, and then use the arm on yourself to extend your arm. Reach into the hole (e4), through the next cell, and into the top hole on the other side (e5). Grab the safe’s leg there and keep jogging it until the Broom (e6) falls. Pick it up. Also, click the Tap a few times (e7) until it falls to the floor and pick that up too. Attach the tap to the broom in your inventory, then use this new device to open the manhole cover (e8). Climb down, then head right and off of the screen.
The jail guard
Open the manhole cover to find yourself under a guard’s table. Reach and grab the chair leg (f1), making the guard fall. While it is on the ground, grab the Shot from the bowl (f2). The guard will get up and go to retrieve the other shot from the target (f3). While it is there, grab the Key from its belt. Next, throw the shot on the floor (f4) and climb out of the hole. If you can’t get it all done in one go, don’t worry. You can simply pull the chair leg and make the guard fall again, then place the shot and climb up while it again retrieves the shot from the target.
Use the key on the locks (f5) to turn them green. Then you’ll climb back into the hole. The other prisoners will escape, and the guard will chase after them. Climb out of the hole again once it has gone, and walk left onto the shot on the floor to be transported right into the cells. You can now go in and out of the cells freely.
The jail cells, part 2
Head back into the room the others escaped from and go through the door at the top of the stairs (f6). Go up the steps and look through the Telescope (g1) for a brief cutscene. Now click the switch by the door (g2) and note the time on the clock (g3) that’s illuminated (4.45). Head back to the cells, go into the middle cell, and extend yourself up to get the Plunger (e9).
Come back out and go to the door on the right, click the panel (see image below), and use the green buttons to enter the code (4-45), then the red button to open the door. Go into the left-side cell. Click the safe (e6) to start a puzzle.
You can’t fail, but it can be pretty annoying. You need the red dots in pairs on the outside, with the six greens in a pyramid in the middle. Unfortunately, if you're struggling to complete this puzzle, I can't give you a step-by-step solution because the starting position is randomized. If you can maneuver the red dots to be next to each other, one set on each of the three circles, then you're pretty much done.
Once complete, you’ll get a Harpoon Gun from the safe. Use it in your inventory with the plunger to create the perfect item to scale a wall with. You can now head back to the room with the telescope and leave through the door at the top (g4) to leave the jail.
To continue this full solution to the game here at Pro Game Guides, head to my Machinarium Walkthrough, Part 2.
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Machinarium Walkthrough Guide
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