Skip to main content
Try Wikispaces Classroom now.
Brand new from Wikispaces.
Pages and Files
A-Z GAME INDEX
ESCAPE THE ROOM
How to use games
The Uncertainty Machine Walkthrough
Day 1 - Newspaper BuildingWatch the intro. Read about the future, and how citizens are assured a perfect life.
You are Susan Gant, a newspaper reporter. You arrive at work, and you witness an old man being robbed. You have to help him. Right-click in your purse (handbag) to open it and then right-click on your mobile phone to call for help. Click on 'Newspaper' to simulate a call your office, and ask them to call the police. Now 'Disconnect' from your mobile phone. The robber flees, and the victim beats a hasty retreat as well. Very strange.
Enter the newspaper building, and talk to Jack the Security man about everything. He gives you a note from Colin the editor. Look at note to learn that Colin wants to talk to you straight away. Take today's paper from the desk, and then read it.
Try to use panel on wall to learn that the lift is not working. Talk to Jack, and ask him 'Is the lift working?' Jack will call mainanence, but they will not be here before lunchtime. Looks like you need to repair the lift yourself.
Jack gives you a screwdriver. Use screwdriver with panel in wall to see the broken wire. You need to fix this wire before the lift will work. Exit the close-up. Look at vase next to the lift to get a handkerchief wrapper. In your inventory, use handkerchief wrapper with the paperclip to get an insulated wire. Look at panel again, and use insulated wire with the broken wire. You still need something to hold it in place. Exit the close-up, and look at ashtray next to the lift. You get some old chewing gum (yuck). In your inventory, combine chewing gum with insulated wire. Now look at the panel again, and use insulated wire with gum on broken wire. Exit the close-up, and use panel in wall again. Hurray! You fixed the lift.
Enter the lift, and go to Floor 10 - City News Dept. Look at Phil, and talk to him about everything. Now it is time to go and see Colin (editor). Open door on right, and walk through to Colin's office. Look at Colin, and talk to him. The vice-consul was recently burgled, and Colin wants you to investigate this while writing a report about it. Ask Colin about every-thing, and he gives you the address for the Vice-Consul.
You have your assignment, so let's get started. Walk left, back to the Newsroom, and use lift panel in the wall to enter the lift. Return to Ground Floor, and leave the building. Walk up to the map screen.
Day 1 - Vice-Consul's MansionGo to Vice Consul's mansion. Walk up path to the front door, and look at bushes on either side of the door. Search bush on the left to find some of the stolen items. Knock on the door, and talk to the butler. He asks for proof that you are a journalist, so show him your Press Card. Talk to butler, and then show him one of the stolen items that you found. The butler is not very friendly, and he will not let you in.
Knock on door again, and talk to the butler about everything. He tells you that there is no alarm system for the mansion. Tell him 'That breach in security will make a good article', and he finally lets you in to see the Vice-Consul.
Talk to Vice-Consul, and ask about everything. He tells you that some worthless items were stolen, but a statuette was also stolen. He liked that statuette, as it was a present from his friend, the sculptor Styl Malz. He tells you that there is a photo of the statuette at the police station. Thank him, and then look at all the items in the room. When you have finished looking around, leave the building and walk down to the map screen.
Day 1 - Police StationYou want to get a look at photo of the statue. Remember Vice-Consul said he gave it to the police. Go to the police station now, and talk to policeman at the front desk. Ask him about everything. Inspector Madji is not available right now, but he left the photo at the front desk for you to see. Unfortunately, policeman at desk needs written authorization before giving it to you. This could be a problem.
You need to distract the policman somehow, so you can take the photo. Walk behind the pillar, so policeman cannot see you. Now remember the stone you found at Vice Consul's mansion. Throw stone at the small window above policeman. He will go off to investigate the broken window. Now look at the front desk, and take photo from front desk. It is at the lower right edge of the window.
You have the photo, so now it is time to leave. Walk right through door to return to map-screen, and go back to the newspaper building.
Day 1 - Newspaper BuildingEnter the building, and use panel on wall to enter the lift. Go to Floor 10, and show statuette photo to Phil. He tells you to look for Styl Malz (sculptor) in the Artists' Garden. (You could ignore Phil, and show the photo to Colin instead, if you want.), Let's find the Artists' Garden now.
Use panel in wall to enter the lift. Go to ground floor, and leave the building. Walk up to the map-screen, and click on the Artists' Garden.
Day 1 - Artists' GardenTalk to Styl Malz about everything. Show him the statuette photo. He tells you that the statue is his work, but carvings at base of the statue are not his work. Right-click on the photo to get a close-up view of the statue. Now click on the scribblings. You have to know what these symbols mean. Exit the close-up. Take some wax from board on the ground. Leave the garden, and return to the newspaper building.
Day 1 - Newspaper BuildingEnter building, and use panel in wall to enter lift. Go to floor 10. Look at bookcase on the left, and look at anthropology books. Use statuette photo on anthropology books to translate the scribblings, and you automatically copy it into your notebook. Now look at your notebook to see that the translation is 'Above A Sky Lies The Truth.' That's a strange phrase - I wonder what it means. Exit the close-up.
Walk through door on the right, and talk to Colin about everything. It seems that Colin wasn't quite telling you everything. He overheard that some painting 'Holds The Key'. He just doesn't know which painting.
Leave the office, and use panel in wall to enter lift. Return to Ground Floor, and look at big green painting to get a close-up view. Click on the symbols to copy them into your notebook. Exit the close-up.
Use panel in wall to enter the lift, and go to Floor 10. Try to use your notebook with the anthropology books again, but you do not find anything else. Now look at your desk - it is the middle desk in the top row. Use notebook with the laptop on your desk to translate the symbols. Look at your notebook to see the same words in a different order - 'A Lies Above Sky The Truth.'
Return to the ground floor, and look at the big green painting again to learn that the texture is strange. You also realise that the symbols are just like buttons. You know that each symbol represents a word, so why not press each symbol in the correct order to make the phrase 'Above A Sky Lies The Truth' If the symbols are numbered from left to right, then press symbols 3, 1, 4, 2, 5, 6. A secret drawer opens to reveal a glass disc. Take the glass disc.
A document will be added to your laptop. Look at your laptop, and read 'The Statuette' document. Click on 'Quit' to exit the close-up.
Use panel in wall to enter the lift, and head up to Floor 10. Open door on right, and enter Colin's office. Talk to Colin and tell him everything (except the glass disc).
Things are getting a bit strange. Maybe the Vice-Consul can shed some light on things. Let's go and talk to him again. Leave Colin's office, and leave the building. Head up to the map-screen.
Day 1 - Vice-Consul's MansionGo to Vice-Consul's mansion, and walk up path to the front door. Knock on door, and talk to the butler. You are invited in with no hassle this time.
Talk to Vice-Consol about everything. When you have finished talking, a new document will be added to your laptop. Thank him, and look at your laptop. Read the 'Jacob Illya Document', and then click on 'Quit' to exit the close-up.
Vice-Consul has told you all he knows. Leave the building and walk up to the map-screen. Go back to the newspaper building.
Day 1 - Newspaper BuildingEnter newspaper building. Use panel in wall to enter lift, and go to Floor 10. Oh dear! Something has happened. There is a Special Forces Agent guarding Colin's office. Talk to the Agent about everything to learn that Colin has been kidnapped, and Inspector Madji is in charge of the investigation. Now talk to Phil about everything, to learn that you and Phil are suspects.
Use panel in wall to enter the lift, and return to Ground Floor. Leave the building, and walk up to the map-screen.
Day 1 - Police StationGo to police station, and talk to policeman at the desk. Ask about Inspector Madji, and you are told that he will see you now. Enter door next to policeman, and you find yourself in Inspector Madji's office.
Talk to Inspector Madji, and ask about everything. It seems like he is not bothered with Vice Consul's burglary, and he is not much help with Colin's kidnapping either. You need to distract Inspector Madji, so you can search his office. Look at the Caribbean poster above him, and then leave the office.
Use your mobile phone, and call 'Police'. You make a prank call to say that Inspector Madji has won a Caribbean holiday. Now 'Disconnect' the phone, and enter his office again.
Look at file on the desk, and you automatically copy it into your notebook. Look at your notebook to read all your notes, and then exit the close-up. Search garbage bin to get a trashed report, and then read the report in your inventory. This is the original report about Vice Consul's burglary, but all references to the statuette are scored out. Look at signature to get the name 'Jet Obrero'. Exit the close-up.
A new document has been added to your laptop. Look at your laptop, and read 'The Kidnap' document, and 'The Change On Police Report' document. Click on 'Quit' to exit the close-up, and then leave the office.
Talk to policeman at front desk, and ask about Jet Obrero to learn that he is the Commissioner himself. Your laptop has been updated. Now ask about everything, but you get no more information about Jet Obrero. Look at laptop, and read 'The Change On The Police Report' document.
Enter Inspector Madji's office again, to find that he has returned. Talk to him, and ask about everything. Now leave the office and leave the building. Return to the Newspaper building.
Day 1 - Newspaper BuildingEnter the Newspaper building, and use panel in wall to enter lift. Go to Floor 10, and note that Phil and the Special Agent have both gone. Head right, into Colin's office.
Look at locked door, and then use your credit card on the locked door to break the lock. You are now in Colin's 'Secret Room'. Look at display cabinet next to the door, and take the green rubber glove. Look at cigarette on the floor, and then take cigarette. This could be a clue. Return right, to Colin's office.
Look at the fish aquarium, and use green rubber glove on aquarium to search the fish cave. You find a plastic bag, so look inside the plastic bag to find Colin's Access Card for the lift. You now have access to Floor 11.
Leave office, and return to the newsroom. Use panel in wall to enter lift. Use Colin's Control Card in the Access Control slot, and then go to Floor 11. You are now on the Administration Floor, and it looks very luxurious. Search vase on the left to find a cigarette butt. It matches the one you found on Colin's Secret Room.
Look at purple door on the right, and look at control panel. You don't know the code, so you cannot enter through the door. Use nail polish on the buttons. The next person to use this control panel will leave a mark, showing which buttons were pressed. Exit the close-up, and make your way back down to the newsroom.
In the newsroom, look at Pete's desk. It is the desk nearest Colin's office. Look at ashtray and smoke on Pete's desk to discover that this cigarette is the same as the one you found in Colin's 'Secret Room'. It seems that Pete is involved with the kidnapping. While you are here, take lighter from Pete's desk.
You have a new document on your laptop. Look at your laptop and read 'Pete's Cigarettes' document. You also have an email message from Phil, so read that as well. Pete is looking more and more suspicious. Click on 'Quit' to exit the close-up.
It's time to stop for the day. Return to the ground floor, and leave the building.
Day 2 - Newspaper BuildingYou arrive at work, hoping that yesterday was just a bad dream. Enter the building, and take today's newspaper from the desk. Read the paper, and read about Art Mathus's death. Exit the close-up.
Use panel in wall to enter the lift, and go to Floor 10. Look at Pete's desk (the one nearest Colin's office), and take the envelope. Look at envelope to discover that is was sent by Commissioner Obrero. You find a Post Office key for box 345 inside the envelope. You have to check this out.
Use lift panel in wall to enter the lift. Use Colin's Control Card in the Access Control slot, and then go to Floor 11. Look at purple door on the right, and look at the control panel next to it. Buttons 3 & 7 have been smudged, so these two numbers must make up the 4-digit code. You can experiment with the numbers if you want, but the correct code is 7737. Put Colin's Control Card into the card slot, and press 7737. Now open door, and enter the Conference Room.
In the Conference Room, look at statue on the left. Examine the duck at base of the statue, and then move duck's beak to reveal another secret compartment. Look at all the items in this compartment, and then examine the notebook. Take a sheet of paper from notebook, and look at it in your inventory. Use pencil on the sheet of paper to reveal a machine diagram. Take note of different parts of the diagram. The lens you found earlier looks like it is part of this machine. Now read the red book to leave about Shrodinger's Cat. Exit close-up, and leave the room.
Use panel in wall to enter the lift, and go down to Ground Floor. Leave the building, and head up to map-screen. Go to Post Office.
Day 2 - Post OfficeGo to Post Office, and talk to man with board. Ask him about everything to learn that he is on strike because the Postal Service has increased their rates. He will not let anyone enter the Post Office.
Walk left, and look at 'Men At Work' sign. Look at hole in road, and then take the yellow suit. Unfortunately, you drop the Post Office key down the hole, and all you have left is the label saying Box 345'. Exit the close-up.
Click the working suit on yourself to change into your 'disguise'. and then enter Post Office through the front door. You are looking for Box 345. Click on middle area of the left wall to see that 'These boxes are numbered from 301 to 400'. Now look carefully in this area for one labelled 'Box', not 'Boxes'. It's near the bottom.
Click on the box to get a close up view. Now you lost the key, so you have to find another way to open it. Use screwdriver on lock of Box 345, but it only open partially. Exit the close-up, and leave the room. Talk to man with board again, and trick him into giving you his key. Enter Post Office, and find Box 345. Click on it to get a close-up, and then use your borrowed key in the lock. You finally manage to get the box open.
Look at all the items in here, and take everything except the money. Exit close-up. In your inventory, look at envelope to find a letter. Now look at the letter to read it. Examine the letter carefully, and click on all the high-lighted words. The letter proves that Pete was involved with kidnapping Colin. Exit the close-up.
The information on your laptop has been updated. Look at your laptop, and read 'The Kidnap' document again. Click on 'Quit' to exit the close-up.
Now look at your mobile phone, and call the police. Talk to Inspector Madji, and tell him all about Pete and Commissioner Jet Obrero. He doesn't want to get involved, as he is afraid of the Commissioner. Looks like it is up to you to save Colin. Disconnect from your mobile phone, and leave the building.
Remember to give Post Office key back to man with board, and replace suit in the hole. Walk up to the map-screen, and go to Newspaper building.
Day 2 - Newspaper BuildingEnter the building, and make your way up to Floor 10. Look at Phil, and talk to him about everything. He agrees to arrange a meeting between you and his friend Loris. He also gives you a key that he found in Colin's office. Let's see if we can use the key for anything.
Go right through the door, and enter Colin's office. Look at fish aquarium, and look at panel underneath. It looks like a drawer, but it is locked. Use Colin's key (that Phil gave you) on this panel to find some papers. The papers have details about you and the other journalists, Look at green note in your inventory to get Pete's (one of the other journalists) address. You know that Pete is involved with the kidnapping, so maybe you should pay him a visit. Leave the room, and leave the building. Walk up to the map-screen.
Day 2 - Pete's HouseGo to Pete's house, and SAVE YOUR GAME HERE. Try to open the front door, but it is locked. Use your credit card on door to break the lock, and then enter the house.
You have to be quick here. You need to hide, so that Pete will not see you when he enters. Hide on the left side of the left pillar, and he will walk straight past you. Now remember syringe and vial you found at the Post Office. Use syringe on the vial to get a loaded syringe, and then use loaded syringe on Pete. It makes him very docile, so talk to him about everything. He mentions something about a 'missing filter', but he really doesn't make much sense.
Search Pete to find 2 keys. One of them will unlock that door on the left, so try them both. When the door is opened, you find Colin bound and gagged. Rescue Colin, and then you both return to the office.
Day 2 - Newspaper BuildingPete has been arrested, but it looks as though Commissioner Obrero will get away with it. Leave Colin's office for now. Talk to Phil, and he will thank you for saving Colin. Now look at Loris, and talk to him about every-thing. Loris tells you more about Art Mathus and Jacob Illya. Apparently, Jacob Illya has a lab somewhere in a warehouse at the docks. When you have asked about everything, end the conversation by saying 'thanks'.
Documents on your laptop have been updated. Look at your laptop, and read the 'Jacob Illya' document again. 'Quit' the close-up.
Now head for Ground Floor, and leave the building. Walk up to map-screen, and go to Museum Of History.
Day 2 - Museum Of HistoryEnter the museum, and then walk right. Talk to museum clerk about every-thing. Not very helpful, is he.
Look at doors along the wall. Wait until the clerk cannot see you, and then enter the door marked 'Staff'. Take a brochure from the table. Look at brochure in your inventory to discover that it is a map of the museum. That may come in handy. Exit the close-up.
Look at black cabinets at back of the room, and open the second one. Search the cabinet to find a strange key. You cannot leave the room with this key, so you need to make a copy of it. Use Pete's lighter on hard wax to get soft wax. Now use strange key on wax to get wax with mould. Finally, use synthetic resin on wax with mould to get a replica of the strange key.
Try to leave the room, and you will automatically return the strange key. Now leave the room, and leave the museum. It's time to pay a visit to Warehouse at the Docks. Head left to map-screen, and go to the warehouse.
Day 2 - Warehouse At The DocksLook at graffiti on the wall! Try to enter the building, but the door is locked. Look very carefully at wall to the right of the door, and you will find a key-hole. Use replica of strange key on that area to enter the warehouse.
Inside warehouse, you see a man, but he quickly disappears. Follow him down the stairs, and then click on the area with lots of crates and boxes. Open small cardboard box to get a crowbar. There are 3 large white containers that look like fridges. Look at these containers, and then look at the locks. Try to open the 3rd one by clicking on the lock. Hmm, these magnetic locks are a problem.
Look at cover in the floor, and use crowbar on the cover to open it. There is a plug hidden underneath. Now pick up the hose, and use it on that water tap on the left. Use other end of the hose in the magnetic lock of the 3rd container. Turn on the water tap, and water will flow into the plug. Hurrah, you opened the container and found a secret entrance.
Walk through the entrance to find yourself in a pitch-black room. Search the room carefully to find various "?". One of these "?" is a light switch. Push the "?" to turn on the lights. That's better.
Look at light switch on the wall, and look at drawer just above it. Open drawer, and take the strange object, magnet, and tape. Exit the close-up.
Look at grate on the left wall, and then open it. Look inside grate to get a close-up. There are 2 metal pieces in here, so take metal piece near front of the grate. The other piece is too far away for you to reach, so use the magnet on it.
Look again at light switch box on the wall, and look at panel below it. Right-click on panel to get a close-up view, and you will see 3 slots that look like an electric plug or socket. Now you have to be quite creative here. Look at replica of the strange key (in your inventory) to get a close up view. Use odd-looking rod with top of the key (near the spikey bit), on the right. You may have to try a few times, and click in various places before it will work. Now take strange rod, and click at top of the key on the other side. Finally, use thin rod (umbrella-shaped piece) on the key, in between the other 2 rods. You now have a completely different key. Exit the close-up.
Look at panel again, and use your newly created key with both rods on the 3 slots. You automatically turn key, and reveal a hidden passage.
Walk down the stairs, to find yourself in a dark passage. Continue down the stairs, and you eventually walk through a doorway to another room. Head left, and you will see a very strange machine in the middle of the lab.
Jacob Illya appears, and calls you over. Talk to him, and ask about every-thing. Documents in your laptop have been updated. Jacob will give a long explanation about other dimensions, and then you tell him that you have the filter for his machine. When the conversation ends, place your glass disc (filter) onto the filter support on the left of the machine. Jacob starts the machine, but nothing happens. What a disappointment!
Talk to Jacob, and he will take you into his research room. He wants to find out why the filter did not work. He gives you a note from Art Matheus, and he also gives you a Lab Card, so you can have direct access to the lab via a lift. You automatically leave the room. Look at note from Art Matteus, to see the cryptic message about Robinson Crusoe's Island. Exit the close-up.
Remember that there were new documents on your laptop. Look at lap-top, and read 'Above A Sky' document. Now 'Quit' the close-up. We need some help with this. Head down the walkway to leave the building, and then walk right to map-screen. Go to the newspaper building.
Day 2 - Newspaper BuildingEnter the building, and make your way to Floor 10. Talk to Phil, and ask about everything. Now end the conversation. Walk right through door into Colin's office. Talk to Colin, and ask about Robinson Crusoe. You don't get much help there either. Let's go back to the lab, and talk to Jacob again.
Leave the room, and leave the building. Walk up to map-screen.
Day 2 - Warehouse At The DocksLook for keyhole in the wall, and use replica of strange key in the keyhole. Look at door straight ahead of you, and use Lab Card on the door. You find yourself back in the research room, with no sign of Jacob.
Notice books all along his walls. Look at all the non-specialised books. They are marked as 'books', not at 'Science Books', or 'The Sea Encyclopaedia' etc. Make sure you find the books by Nuno Grande on the right.
Now let's go back to the office. Walk right, and then leave the building. Walk right to the map-screen, and go to newspaper building.
Day 2 - Newspaper BuildingEnter the building, and make your way up to Floor 10. Talk to Phil, and ask about everything. As soon as you mention Grande's works, Phil will connect Grande with 'Above A Sky Lies The Truth'. It's a pity that you still don't know what it means, though. Documents in your laptop have been updated.
End conversation with Phil, and then look at your laptop. Read 'Above A Sky' document, and then 'Quit' the close-up.
Look at brochure in your inventory to see a map of the museum. Click on 'Hall of the Representation of Concepts'. Looks like the museum is your next stop.
Exit close-up of the map. Leave the room, and leave the building. Walk up to map-screen, and go to the museum.
Day 2 - Museum Of HistoryEnter the museum, and then look at brochure to see a map of the museum. Click on 'Hall of Representation of Concepts', and you will automatically go to that room. Click on all the exhibits, and take special notice of a gigantic frieze on the left wall with 3 woman. Now read the 2 plaques next to it. They tell you that the giant frieze is called 'Ladies of the Sky, and the painting above it is called 'The Sword of Truth'. Look at the frieze again, and then look at painting above it. The sword will now point to the 'Freedom' statue.
Look at the 'Freedom' statue to the left of the doorway, but the visitor will distract you. Give him your brochure (map of museum), and he will leave. Now look at statue to get a close-up view.
Read plaque, and documents in your laptop will be updated. The plaque tells you that the statue was found in 1945.... it was part of a group of 15 statues ... destroyed during Battle of Norrakis in 288. Look at your laptop, and read 'Above A Sky' document. Now 'Quit' the close-up. Look at shadows under the statue's leg, and you find a new filter. Maybe this one will work on Jacob's machine. Let's go and talk to him.
Exit museum, and walk left to the map screen.
Day 2 - Warehouse At The DocksGo to warehouse at the docks. Use replica of strange key in keyhole in the wall, and then enter the building. Use Lab Card on door straight ahead of you to enter Jacob's research room. Walk left, and look at the machine.
Use new filter in filter support. It's at the left of the machine. Now look at the console. Flip switch to turn it on, and then press the red button. You are asked to enter coordinates. Look at your laptop, and read 'Above A Sky' document again. Remember the numbers 1945, 15, and 288. Now' Quit' the close-up. Type in coordinates 194515288 on your keyboard, and press 'Enter'. All the lights turn green, and the machine creates a circle of light.
Walk into the circle of light to find yourself in another dark room. Walk right, and continue right, until you see a green 'wave'. Talk to the wave, and ask about everything. You discover that this wave is (or was) Art Mathus, but he has been changed by the physics of other dimensions.
Art will give you a strange object, and asks you to give it to Jacob. Walk left, and leave this dark room. There is an automatic save here, and you have 3 choices what to do next:
Ending 1 - Call Jacob IllyaLook at the device that Art Mathus gave you. Now look at your mobile phone, and call Jacob Illya. Disconnect your phone, and wait for Jacob to arrive. Tell him about the device that Art gave you, and now watch a short cut-scene. The world as you know it has been transformed, and many 'Uncertaintenty Machines' have been created for the Off-Limiters. The world seems better for you, but have you really done the right thing.
Ending 2 - What Did Art Mathus Give You?Look at the device that Art Mathus gave you, and take a note of the numbers
107 22 X 290 107 22 97 X 3
These are more coordinates for the machine, and 'X' can be substituted for any number. Now turn the device off.
Use new filter on the filter support, and then look at console. Flip the switch to turn it on, and then press red button. Enter coordinates
107 22 X 290 (type in any number in place of X), or 107 22 97 X 3 (type in any number in place of X)
and then press enter. Now walk into the circle of light. Your curiosity has got the better of you, and you are stuck in a very 'distorted' version of the lab. The console does not work, so you have no way back. Walk up the stairs, and go through the door. You are in a very dark room. You are lost (and lonely) in your very own 'Crusoe's Island'. You are trapped here forever - maybe you could call it home.
Ending 3 - Walk AwayForget about all you have seen. Climb the stairs, and walk through the door.
You allow everything to remain the same, and return to your old life. However, that perfect live is slowly crumbling. The Off-Limiters are gradually taking over.
Nothing can stay the same forever.
Walkthrough written by Frodo
help on how to format text
Turn off "Getting Started"