Machinarium Walkthrough
Machinarium Walkthrough
Machinarium Walkthrough
To make things slightly easier I have separated out the various rooms. The new room is indicated by a # at the start and end. I have not added a controls section because nearly everything is controlled by the mouse. Machinarium and everything associated with it is copyright of Amanita Design. Firstly I am aware that there is an ingame walkthrough, but this way you don't have to play an irritating little minigame every room. #Scrap Yard# The game starts with the little robot protagonist being transported to a scrap heap. He gets kicked out of the robot plane and breaks into pieces. Your first job is to put him back together again. Click on the bath twice and your body will kick it away. Then click on the robot's body twice and it'll spring itself down in front of his head. Then click on his head and you have yourself a torso, albeit missing an arm. You should see another little robot scuttling around, resembling some sort of rodent. Click on that and your character will ask about your missing limbs and the other robot will talk about a missing toy. The toy is some way above your head and to reach it you move your mouse over your character until it turns into two arrows. Then you click and drag upwards to extend your body. Then click on the toy and you'll swallow it. Then click on the toy in your inventory (at the top of the screen) and click on the robot that asked for it. You'll give it the toy and it'll scuttle off and return with your leg. Next you'll need the magnet sticking to the fan just to the right of your character. Click on it, and after a little trouble, he'll swallow it. Next click on the coil of wire to the right of where the magnet was. He should suck it up like spaghetti. Now we need to combine the two items we just picked up. Click on one of them and then click on the other and the wire will be tied around the magnet. Now before we need to do anything we need to walk over next to the metal pole like structure standing just before the hole filled with water. Click on it and he'll bend it over the hole with his foot. Next click on the Wire and Magnet and then click on the end of the pole. He'll swing it around the pole and lower it into the water and Bingo, you are whole again. He'll then swing over the gap and onto the next room. #Drawbridge# As soon as you reach this room you'll be knocked aside by a policeman who will be allowed across
the drawbridge by another one. This is important because you are going to impersonate a policeman. To do this you'll need to be taller, and to have a blue hat with a light in. As making your character taller is easily solved, we'll focus on the hat. First click on the traffic cone just before the drawbridge and he'll swallow it. Keep clicking on the traffic cones and he'll throw them away to reveal a pot of blue paint. Next click on the blue paint and then use it on the basin of white liquid to the left of where the traffic cones where. Now dip the traffic cone in the blue liquid and you have yourself a blue hat. Now we need to get it a light. We need to take out the light from the lamppost and to do this we need to climb up the rungs. Walk over next to the lamppost and when your cursor turns into an arrow, over the rungs, click and he'll begin climbing. Click on the next rung up and he'll climb again, but there are no longer any rungs to climb to. Therefore we'll need to take the rung below us. Click it and he'll reach down and grab it. Simply put it into the hole above you and you'll be able to climb again. Now we need to repeat ourselves by reaching down to the take out the rung below us and putting it in the top hole. Climb up another four times and you'll be standing on the top most rung. Stretch yourself to your largest size then click on the bulb in the lamppost, he'll unscrew it, swallow it then fall off the lamppost. Now combine the bulb with the blue hat and you've got yourself a police hat. Click on it and then yourself and he'll put the hat on. Then you need to stretch yourself to make yourself taller. Then walk over next to the thing that the previous policeman pulled and click on it. He'll pull it, ask the other policeman to lower the drawbridge, and continue on his way. #Cart tracks# Oops, that's gotta hurt. Oh well, at least you're in a new area. First, walk over next to the lever at the left of the room. There's no point pulling it at the moment as it'll just send a cart down the tracks and into a new room. Instead click on the hook resting on the wall below the lever. Then use it on the end of the banister on the stairs and he'll attach it. Now you can operate the lever from the bottom of the stairs using the banister. Now walk back down to where you started, next to the container, and shrink yourself down to your smallest size. Then click on the control panel at the right of the room under the container. He'll reach under and activate it. You'll want to set it to A-2 and press the red button. The tube above you will retract briefly and then extend into a hole just above the lever. Now walk back over to the lever and extend yourself to your tall size again. Then click on the tube above you and he'll jump up and
grab it. Now move your cursor next to your character until it turns into an arrow facing right and click. He'll make his way along the tube. When he reaches the end, click on the item that looks rather like a yellow doorstop. He'll grab it and then jump down to the ground. Put the doorstop on the closest track to the camera and click on the banister to pull the lever sending down a cart. The cart will hit the stop and fly off the tracks, landing just to the right of you. Click on the cart's wheels and he'll unscrew them and put them on the track. Then click on the wheels and he'll sit on them. Click on the banister again and a cart will rattle down and take you to the next room. #Furnace Room# As you enter this room another, rather fat, robot will break his way in. As he walks over and starts eating the stuff in the cart you should have a memory of him bullying you. After that walk over to the door at the right side of the room and pick up the key dangling off a hook to the right of the door. Next you should see a small black box to the bottom right of the main furnace, with three wires coming out of it: a green one, blue one and a faint orange one. The orangey one leads to a red button, which you need to push. It will open the black box. You need to walk over to it, extend yourself, and click on it. You will be presented with three switches, each with a number. You'll want to set 1 to the bottom and 2 to the top and 3 to the bottom. Now hit the red button at the side. You need to be quick at this point. While the crane swings around (the first movement you set) you need to shrink yourself back to normal size, run over to the empty cart, and click on it to hop inside. The crane should drop and grab hold of you. As it lifts up and swings round to drop its load into the fire you'll want to click on the platform to the left and your character will hop off and onto the platform. If for whatever reason you pulled the lever on the left side of the room, getting rid of the cart, simply use the crane to empty it. Now use the key on the panel at the left of the platform, and you'll see some wires. Rearrange the two wires at the top left of the panel, then hop off the platform by clicking on them. This stops the crane from swinging left and instead it swings right, towards the pipe where the fat robot came from. This is our way out. Press the button sending the crane on its way like we did before. Instead this time click to the right by the pipe to hop in. If for some reason the crane doesn't drop down it means that the wires have become untangled. You should see some wires sparking half way along the green wire leading out of the black box. Connect the red wires to the black wires to set things back to normal. #Prison Cell# Oh no! Captured! No fear, we'll get out. If you click on the robot in the cell with you he'll tell you
that he wants a spliff. So we're going to make him one. First take the weeds growing out of the pipe to the right of the room. Then walk over next to the light, extend yourself, and use the weeds on the light. It'll fry them and you'll have some weed for the inside of your spliff. To make the paper, just take some toilet paper and combine it with the weed. Then give it to the robot. He'll light it with his eye socket and then you'll shake hands, but you accidentally wrench his arm off. Now shrink yourself down next to what looks like a large mouse hole in the left side of the room. You'll be able to see into the cell next to you. Now use the robots arm on the hole and he'll use it to reach through, scaring the robots on the other side. Don't worry about them and instead click on the hole on the left side, furthest away from the camera. You should see something resembling a sort of safe, with a broom on the top. Click on one of the safe's legs and the robot will start shaking it. Keep clicking and the broom will eventually be shaken off onto the floor. Click on the broom and he'll take it with him into his cell. Now walk over to the tap, where you got the weeds from, and click on the Handle at the top. Click a few times and he'll unscrew it and it'll fall to the ground. Pick it up and combine it with the broom and he'll attach it to the end. Use the broom on the manhole cover in the centre of the cell and he'll remove it, giving you your freedom. #Outside the Cell# Walk along under your cell and you'll come out under the table of the other Bully Robot, who's shooting ball bearings into a target. You'll then have a dream of the robot disrupting a date with you and another robot. Time to get a bit of revenge. When the Bully Robot leans back to take another shot click on his chair, and you'll knock him backwards disrupting his shot. Then click on the ball bearings in the bowl, quickly before he rights himself, and you'll steal him. He'll then get up and, finding no ball bearings in his bowl, start taking them out of the target. This gives you a small window to climb out of the hole. First though, click on the key that the Bully Robot has in his belt and you'll steal it. You might have to repeat this step a few times to get everything done. Next scatter the ball bearings on the floor just below the box with two keyholes in. Then you'll want to put the key you stole from the Bully Robot into the left keyhole, releasing the two prisoners that you scared earlier (if this doesn't release them then try putting it into the right keyhole as well). As the two prisoners begin escaping the Bully Robot will notice them and start chasing them. As he runs towards the stairs however he'll trip over the ball bearings and slide into the cells, thus getting
rid of him. If you haven't scattered the ball bearings on the floor he'll simply force the prisoners back into their cells and you'll have to repeat everything again. Bully Robot Room You're now back in the room where you first saw both the robots seemingly making a bomb out of what was in the carts. And sure enough if you take a look through the telescope you'll notice that the Bully Robots are attaching the bomb to the side of the tallest tower in the city. There's not much to do in this room otherwise. Click on the button next to the door and the lights will dim, revealing two luminous hands on the click, indicating 4:45. Now go back into the previous room and go through the left door into a room with the three cells. #Prison Cells# Go to the far right of the room and you'll see a small control panel. When you click it it'll come up with a display similar to that of a digital clock. This is where the luminous clock hands come in. Enter 4:45 into the control panel and the left door will slide open. Enter into it and you'll enter the cell where you got the broom before. You'll have to complete a puzzle to get the safe to open. The object is to get all the green circles in the inner triangle. If you're impatient like me then it can be solved by randomly twiddling the dials. You'll get a type of gun out of it, similar to the ones that fire corks. Now go out of this cell and into the middle cell. Make yourself taller and take the plunger off of the ceiling. Combine the plunger with the gun and you have a plunger gun. Now go back out and back into the room with the Clock and telescope, then leave by the door next to the telescope. #Outside the Bully Robot's Hideout# Go left from the room you come to when you leave the Bully Robot's Room and you'll find a pink robot, with a pink umbrella, standing next to a path that's pouring down with water. Obviously you'd shortcircuit if you went under this water so you need the umbrella. However to get it you need to find the Pink Robot's dog for her. Next to the Pink Robot there is a control panel for the crane above. To operate the crane we first have to play a little mini game. The idea of the game is to get all the down arrows to the bottom and viceversa. You can attempt this yourself if you want but I will list the solution in a diagram below. The red button resets the puzzle. Clicking a button will move it into the nearest possible space. It can jump one button. Letters relate to
buttons, the letter that has moved indicates which button to press. A B C D E F / A B C D E F / A B D C E F / A B D C E F / A B D E C F / A D B
D A E F B C / D E A F B C / D E A F B C / D E F A B C / D E F A B C When everything is in place click the lever on the right side of the panel and the crane will move down. Now go back to the room on the right. You should see large red containers, one on top of the other. Go to the right of the containers and click on them. He should push them to the left side of the screen then stop. Click them again and he'll push them until they're under the magnet in the room on the
left. It'll pick up the top container. Now push the bottom one back to where it was originally. Now hop onto the concrete post to the right of it (the thing that ships are tied to) and then onto the red container. Then extend yourself and climb up the ladder just above the container and into the cabin above. You'll be presented with a display with several lights and buttons. Using the button on the right turn the arrow so that it is turned to 4 o'clock. Then click the top button, the one with the symbol usually meaning play. The oil container floating in the water will move to the right side of the room. You can see over here that the lady's dog is sniffing around near some barrels. If you press the bottom button twice the oil container will drip some oil onto the ground, which attracts the dog. Then use the plunger gun on the dog to grab it and take it across the water. You will then swallow it whole. Give the dog back to the Pink Robot and she'll give you her umbrella (and throw your gun away). Use the umbrella on the water and away you go. #Musicians Hangout# You'll come into a room with three musicians, who are sad because their instruments have been stolen or wrecked. We'll focus on one musician at a time. Drummer Walk into the bar on the right and take the sticky white tape that's hanging down from a shelf towards the right of the bar. Then leave the bar and walk over next to the pump that's pumping out the filthy green liquid into a vat underneath. It should have tons of flies buzzing around it. Use the sticky tape to capture some of these flies. Walk back into the bar and use the flies on the bartender. These will buzz around him distracting him. Then click on the barrel of oil and you'll drag it out and give it to the drummer as a replacement drum. The Drummer will start drumming and you'll start dancing. Then an angry neighbour throws a flowerpot at you, which rather spoils it. Saxophonist Walk back into the bar and you'll see a robot sitting at a table, seemingly playing a game. He's so engrossed in his game that you can tap him on the shoulder and he won't even react. Instead go and sit on the spare chair and click on the table and you'll challenge to a game of connect 5, meaning the object is to get five Nuts in a row. When you beat him you'll find out that he's a sore loser and he'll hit the board sending the pieces all over the place. Pick up all the pieces and you have the plugs you need for the saxophone. When you pick up the plug off the door make sure to look through the glass as you'll see the three bully robots have got together. Anyway, go give the pieces to the saxophonist and he'll play his music. Once again the angry neighbour spoils it by throwing another plant pot. This
one has a plant in it so make sure to take it once it hits the ground. Didgeridoo player Go up the stairs, and then continue up the stairs in the next room, and you'll come to the main square. I'll deal with this at a later point, but for now just go left and you'll come to a bridge and just before that you'll see a robot working on some wires. If you open the panel on the lamppost you'll see you have another puzzle. However as you start completing it you'll find a piece drops out and is taken away by an owl. To get it back walk to the middle of the bridge, and you'll find the owl mimics you by landing on the wire above. Make yourself tall then small repeatedly and the wire will finally snap causing the owl to fall to the ground, coughing up the piece. Now pick up the piece and tie the broken wire to the bridge. Return it to the panel on the lamppost and use it to complete the puzzle. The idea of this puzzle is to connect the white lines from bottom to top. Hint: The missing piece finishes up in the top left corner. Now we're going to have to cause a bit of mischief. Climb up the ladder that the Robot working on the wires is standing up. You'll also climb up his back. Unplug his tool and he'll pause in his job. Now climb back down and click on the loop of the wire that's hanging down. This will cause the wires to get all tangled up. The working robot will then move his ladder over to the other set of wires and start unsuccessfully trying to untangle them. You can them climb up him to reach the sleeping robot cat. When you click it your character will pull on its tail and it'll screech and jump down to the bridge. If you tied the wire to the bridge before fixing the lamppost panel then the cat will be electrocuted, which you want to happen. Now go and remove the piece from the panel on the lamppost, turning off the electricity and allowing you to pick up the stunned cat. Now we've done that we need to go back to the Didgeridoo player. Use the cat on the Didgeridoo and it'll chase out the creature that has taken up residence in it. The band can now play again! Watch your little fella dance! Unfortunately the neighbour has gotten really angry now and she throws her radio down at you, burning out the speaker. You can still take the rest of it though as we'll need to use it later. Now continue up the stairs and go back to the #Main Square# First things first, you'll want to click on the robot in the wheelchair and he'll hold out an oil can asking for you to get some oil for him. Take the oil can, we'll fill it up later. Next you'll want to take the lever which is sticking out of a hole some way in front of the water
feature in the middle of the square, near to the camera. Then you'll want to use the lever on a hole just to the right of a large set of doors, to the right of a praying robot. If you look at the piece of paper stuck to a door just to the right of the handle you'll see a moon at the top with symbols and roman numerals below it. These correspond to the symbols and numerals on the clock above. You'll see at the moment that the inner hand is pointing to the symbol for Pi, so turn the hands round until the inner handle is pointing to the symbol that looks like two horizontal triangles pointing towards each other. Then change the clock to VII as shown by the piece of paper above the handle. When you do this the praying robot will get up and go to church. This will reveal a piece of paper with the Star of David at the top and some more symbols and numerals. Switch to clock so it faces the symbol at nine o'clock and then set the clock to VI. This will cause the Jewish Robot to come down from where he was and go into the church. You can then go up to his little cabin and steal the speaker he had set up there. Combine it with your radio and you've got a working one. Now go back down to the Musicians hangout and go through the left door. Put the oil can on the floor, next to the drawbridge, and let it fill with oil. Then take it back to the robot in the wheelchair. He'll oil himself up and roll his wheelchair off of the manhole cover. He'll then ask you for some sunflower oil, and you can take the oil can again. Take off the manhole cover and go down below the main square. #Below the Main Square# You'll see a robot resembling a wrench sitting on the top of a pipe. Click on him and he'll talk about how his gramophone was stolen. He wants it back before he will unscrew anything. Thankfully we now have a replacement! Use the radio we repaired and he will agree to unscrew the cap holding the water in the water tank. The bottom of the room will fill up with water and present a nasty surprise for the Bully Robots in the room below. You should also have a red tool in your inventory, similar to a lever. This is because you're supposed to get it another way before releasing the water, but as you get it anyway, this is not necessary. Now go over to the table where the radio is and open the drawer. You should get a book out of it with various diagrams in. Don't worry about this just flick through the pages to the back and you'll find another red tool. The third red tool is already attached to the pipes. Click on the pipes and you'll get a closer view. Click on the one already attached to put it into your inventory. Then attach them as follows: First one on the first column and then both of them on the second column. This will stop the water flowing from the water tank. Now climb back up into the main square and hop into the water tank.
Unscrew the panel to get into the pipe leading off to the right and you'll reach the #Lift# First hop down and then press the red button to the left. This will release the brakes and you'll fall to the bottom, next to a window. Look through that window and you'll see your robot girlfriend! Aww. Anyway, you get to take control of her now. First, take the pot off of the stove and put it down on the ground. Then, standing on it, open up the cupboard just above it. Take the sweetcorn from the cupboard and place it on the stove. You'll create, surprisingly enough, some popcorn. It will get sucked up the stove's chimney and then you'll switch back to your original robot. The popcorn will ping out of the chimney and knock off a hook that was resting on it. Now pass the hook through the window to the girl robot. Use the hook on the grill at the top of the room, covered in ice, and it'll detach the grill revealing some tubing. Use the hook on the tubing and it'll get knocked down for collection. The tube is frozen solid however, so we'll need to defrost it first. Put the pot back on the stove and place the tubing in it. This will defrost it and enable it to be used. Now connect the pipe to the oil pump and the girl will throw the other end to your robot. He'll then use it to refuel the lift. Now get him to pull the starter cord on the lift and then click on the panel in the corner of the lift. To get the lift to rise we need to play yet another mini game. The idea with this one is to switch around the black and red pins. It's pretty simple and shouldn't take you too long to complete. Once that's done click the lever at the bottom so that you can rise up. Once you get to the top you should see a Robot Fan. Click it on it to wake it up and it'll ask you a series of questions (about fans). The idea is to get them WRONG though. Once you get enough wrong the Fan Robot (FanBot?) gets so angry that it's fan flies out past you, enabling you access to the next room. #Greenhouse# First things first, go to the desk and grab both the drawers. These are slides that are used for the projector, but we can't use it properly at the moment. We need to power up the projector first. To do this we need to walk over to the panel next to the desk and click it. You have to play another minigame here, six times in total. To complete this one you need to fill up the screen with yellow squares, without trapping yourself. It may take a while but you'll soon get the hang of it. Now, remember that plant we picked up after the angry neighbour threw a flower pot at us? Well, we're going to make it grow now. Put it into the spare flowerpot. Now push the contraption that looks rather like a laser so that it is just to the right of the plant. Now go back to the control panel and hit the bottom left button, causing the contraption to emit a beam at the plant which makes it grow rapidly. It turns out it is a sunflower, click on it to shake it and get some sunflower seeds. Now you should see a forked stick that's supporting the plant on the right. Click on this to pick it
up. Now move the Growth Machine next to this plant and hit the power. This will cause the carnivorous plants to open their lids. Now walk up the steps so that you're next to the carnivorous plant that's nearest the raised platform. At the moment you can't reach inside it because it snaps at you, so prop it open with the forked stick. You'll find a magnifying glass inside it: the final piece of the projector. After putting the magnifying glass into the projector load the Slides labelled I. Flick through these until you see the slide showing a butterfly robot. This slide is important because the pattern of red dots on its wings is the code for unlocking the door at the left side of the room. Don't worry about the second set of slides, there's nothing crucial on them. #Crumbling bridge and Guard# Before we do anything else, this is our chance to get the sunflower oil that the wheelchair robot asked for. Put the oil can at the bottom of the pump right next to the door, put the sunflower seeds in the top and then pump it. Bingo, sunflower oil. Now click on the guard. He won't move, but puts his baby robot down and tells it to walk to you. It doesn't make it however and falls flat on its face. The guard explains that it is out of batteries, so it is up to you to get some. So we need to make our way back to the Main Square. Slide down the pipe just to the right of the guard. #Main Square Pt. 2# Now go and give the sunflower oil to the wheelchair robot and in return he'll give you a ticket to get into the arcade. He'll also unravel his bandages, which you need to take. You should also notice a Battery vending machine here, but we have no money at the moment so we need to get some from the Arcade. Go left from the Main Square and you'll come to entrance to the arcade (where we electrocuted the cat). Insert the ticket into the slot just by the door and we'll have access. The first thing you'll notice is that none of the machines have any power, so we need to generate them. The machine at the left is the key to making the power. You'll notice that the lever at the side of the machine is at 1, indicating which machine we're giving power to. Hop onto the bike and move your mouse in circles to generate the electricity you need to power the machine. Then get off and activate the first machine. You'll have to play a little Space Invaders clone to get the first coin (you can use the keyboard to control, as using the buttons is pointlessly difficult). Once you hit 1000 points you'll get the coin. Make sure you reach into the pot where the coins come out of or you won't pick it up. Now we need to power up machine number 2. Just move the lever down to 2 and use the bike to generate the power. This one is a puzzle game and is a little tougher, but you'll crack it eventually,
netting you another coin. In case you were wondering what 3 is, it's nothing. Putting power into it will simply cause it to break. Go back to the main square and put both the coins into the battery vending machine. Now we have the two batteries we need. Combine them with the bandages and you have the proper power pack for the robot baby. Now climb back up the pipe we climbed down to get back to the main square and give the power pack to the baby robot. The guard will shuffle out of you way and put the power pack in the baby's head. He'll then watch it walk back and forth. Anyway, go through the door he was blocking. #Central Lift# First, click on the dirt in the plant pot. He'll pick some up and drop it on the floor. A little robot will come out to clean it up. Click on it and you'll pick up and shake it, revealing a bulb that is used for controlling the lift. Click on the lift controls at the left side of the room and we'll be greeted with a display of lights. It also shows us that we are on floor 1. You need to light up these lights to go to the floor indicated by the symbols on the wall beside the controls. Don't bother going to floor 0, as that will take us back to the bottom of the pipe and we don't need to go there. So instead we need to go to floor 2. The symbol for this is hidden behind the leaf of the plant. Stretch yourself up and move it out of the way, and you'll see it's another type of star. Create that star using the lights and you'll arrive at floor 2. Come out on this floor by moving your mouse to the bottom of the screen until it turns into an arrow. #Second Floor# Our big job on this floor is to defuse the bomb the Bully Robots stuck to the side of the tower. Interestingly if you click on the robot sitting on a little shelf at the left side of the room it'll show how it was kidnapped. This is a throwback to the Samorost games, also made by Amanita games. Anyway, pull the lever below this robot down four times to move the vacuum robot into the next room. Follow it into the next room and you'll find yourself in a toilet. Climb on top of the robot and grab the scissors from the shelf above. Then go back to the lever in the previous room and pull the lever upwards twice, until the robot is underneath the chandelier. We can't cut the chandelier wire at the moment though, because the power's still on. So we need to turn the power off using the power box next to the righthand door. Then we use the scissors to snip the chandelier's wire. Next turn the power back on and use the lever to move the vacuum robot into the next room.
Then tie the end of the chandelier's wire to the robot and hook the chandelier on the toilet. Then use the lever to move the vacuum robot back into the previous room. Crunch! Go back into the toilet and you'll see it's been ripped up, giving you easier access to the bomb. Click on the toilet paper and he'll use it as a lifeline, dangling down next to the bomb. Click on the bomb to swing over to it. Now you need to be quick here, as you only have a limited time to defuse the bomb before it explodes. You need to follow the tangle of wires to determine where each of the fuses goes. The order is: DBEAC (Please someone check that!). Well, you've defused the bomb but that's not the end. There's still more to go. Click out of the bomb's panel and he'll use the toilet paper to clamber back up to the toilet. Go back into the main room, and then up the set of stairs. #Top of the tower# You'll come into a room with a large-headed robot drooling to itself. You need to fix this robot, as it's gotten a virus from the Bully Robot. If you click on the robot you'll see what happened. To get what you need to fix him, go over to the panel on the far left. It should have a red button right in the centre. Click that button and we're presented with a very difficult puzzle. This puzzle is impossible to explain in words, so instead I shall show you a screenshot of the in game walkthrough, which explains the solution. http://i290.photobucket.com/albums/ll268/shurikenwarrior/Puzzlesolution.png - Gives help for the next minigame as well. Anyway after finishing these puzzles you'll get a extension cord. Use this on the big-headed robot and you'll be plugged into it. Then you need to play a retro minigame. Your object is to move around your little character and destroy the little Bully Robot avatars. First you need to pick up the gun though. But before that you'll need to find the key. Anyway after you've defeated all of the enemies it will exit out and the big-headed robot will perk up, and give you the remaining light for main lift. So go back down the stairs and back into the lift. Now you need to form the star that takes you to floor -1. Exit the lift and you'll find yourself under the bar. You should see a sledgehammer resting on a block. Pick this up and first use it to smash the glass covering the key next to it. Put the hammer down and grab the key, but don't bother using it on the big lock next to you, as it doesn't fit. Instead go back into the lift and use the key on the panel at the far
right of the lift. Inside is a spray with a snowflake on, take it and spray it on the large lock under the bar. It'll freeze solid and therefore smash when you hit it with the sledgehammer. That sends the floating Bully Robots above down through the hole and gives you a chance to free the robot's girlfriend. After that you'll make your way up to the top of the tower again, this time with your girlfriend in tow. Go out the left door and you'll be outside the tower. Your girlfriend will position herself next to a four pronged wheel-type thing. While you need to walk over to a contraption at the far left with five things sticking out of the bottom. When clicking on it you'll get a close up and you can see the message 7 : 108. This is mostly for people that understand music, but if you don't I'll explain. Assigning each little prong a number from 1 5, the correct code is: 1423523. This will pop out the stairs. Then you need to click on the four pronged wheel that gets pushed out next to the girl and she'll stop it from retracting. If you don't do this then the stairs will disappear. After you've done all that click on the stairs to climb into the police helicopter and away you go. The end! Hope you had fun playing. I hope my walkthrough was accurate enough for you to get through the game and still have some fun in the process. If you have any questions or queries feel free to email me at: Voltz214@hotmail.com