Whispers of a Machine
By: Raw Fury / Clifftop Games / Faravid Interactive
Whispers of a Machine is the latest point-and-click adventure from Kathy Rain developer Clifftop Games and publisher Raw Fury. It’s a sci-fi Nordic noir mystery in which you play as Vera Englund, a cybernetically enhanced special agent who has to investigate a string of murders. You have a number of useful tools at your disposal, but knowing when to use them can be tricky. This walkthrough guide should help you if you get stuck. Feel free to ask for extra help in the comments section.
Intro to Basics | Day 1 Locker Room | Rest of Day 1 | Day 2 | Day 3 | Day 4 | Review
Depending on the answers you choose, you’ll craft Vera’s personality towards one of three traits:
Empathetic, Assertive, Analytical
The Blue reacts to your decisions. When you advance one personality trait, you weaken the other two. This will affect the course of the story and the tools at your disposal. I played straight Empathetic on my first playthrough and it seems to be the easiest route. I replayed it with the Analytical and Assertive skills, so all solutions should be here now. If you need extra help or a hint, you can ask for help in the comments section.
As a cybernetically enhanced agent, you have some tools you can use:
– Forensic Scanner: Use this to scan blood, DNA, fingerprints. Once you collect some samples for the data vault, you can enter Targeted Mode to find that particular sample among many others. This is useful for finding specific fingerprints or footprints.
– Biometric Analyser: This allows you to tell if someone’s calm, anxious, etc. If you keep it open while talking to someone, you can detect anomalies. That usually shows they’re lying about something. Tap/click on the anomaly to catch it and ask them about it.
– Muscle Boost: This gives you super strength for a limited time. It recharges pretty quickly, so don’t worry too much about trying it out a lot.
– (Empathetic) Amnesia: Inflicts short-term memory loss on a target. Use this if someone’s not being cooperative because of something they remember.
– (Empathetic) Mimicry: Mimic a person, copying their appearance and voice. You can only copy one person at a time and you need to change into them out of their sight.
– (Assertive) Energize: Create momentary electric current in electronic devices or give living things a sudden burst of energy. This is a weird one, especially when used on people.
– (Assertive) Mind Control: Remote control a person. Only simple actions can be performed, such as walking around and moving objects. When controlling a person, tap/click on Vera to give them one of her items. This only works if the game has acknowledged that they need something from her. You can also drag something from the person’s inventory over to Vera or use it on something in the environment.
– (Analytical) Enhanced Vision: Augmented eyesight with telescopic zoom and night vision.
– (Analytical) Cloak: Temporary invisibility. Touching a tangible object or activating another augmentation will break the effect.
– Regeneration: You can temporarily heal wounds. This comes much later in the game.
Click on the little numbers below to continue to the next page of the walkthrough or click here.
Intro to Basics | Day 1 Locker Room | Rest of Day 1 | Day 2 | Day 3 | Day 4
This Post Has 33 Comments
Realy cool walkthrough, thank you. I don’t have Amnesia perk so gotta find for myself how to go on (
IΓò¼├┤Γö£├ºΓö£├╗m playing through the game again and taking the Assertive route, so will update my walkthrough as I play. Will likely do the same for Analytical. But I believe most of the puzzles are the same, just the abilities get the job done in slightly different ways.
I have amnesia, but I don’t have mimicry, so the existing walkthroughs I’ve found don’t help me on day 4, step 9. Still haven’t figured it out. Those with better sight seem to be able to see the electrical plug, but my Vera can’t, so that’s another thing.
I have an Energize power from my pathway and now IΓò¼├┤Γö£├ºΓö£├╗m stuck on how to get pass to the hidden door behind the fridge in the junk heap. Any ideas anyone? I used the Energize power on the girl and now both the girl and the boy are inside the junk heap. But I canΓò¼├┤Γö£├ºΓö£├╗t seem to proceed further. (Already done nutrient fill up for the baby and opened the hidden room in the museum).
IΓò¼├┤Γö£├ºΓö£├╗m replaying the game on the Assertive route now, so IΓò¼├┤Γö£├ºΓö£├╗ll update my walkthrough as I play to add the other abilities. If no one else helps you before then, just hold tight!
So you will be updating the walkthrough, yes? Thanks a lot in advance. Your walkthrough for “Unavowed” was already really helpful.
Yup! IΓò¼├┤Γö£├ºΓö£├╗ve already updated it for Assertive through Day 2. 🙂
I don’t see the update, still only the walkthrough for the Empathetic solution is displayed. Is it under the same link?
Yeah, IΓò¼├┤Γö£├ºΓö£├╗m adding alternate solutions throughout. Try refreshing the page or clearing your cache if youΓò¼├┤Γö£├ºΓö£├╗re not seeing the changes. IΓò¼├┤Γö£├ºΓö£├╗m already working on Day 4 for Assertive. Will add Analytical when I start another game.
I’m having some problems with accessing the right pages. First, “Day 1 – Locker Room” would link to “Rest of Day 1”, and now the link takes me to Day 3 instead of Day 2… I’ll try accessing it again from history.
Edit: More about the problem: if I’m on a day-page earlier than Day 2, the link to Day 2 takes me to Day 3. If I’m on a page later than Day 2, the link takes me to “Rest of Day 1”.
I broke up the pages so that the augmentation descriptions get their own page. Try refreshing the page if youΓò¼├┤Γö£├ºΓö£├╗re not getting the right one. There are six pages now, and you can also change the number in the URL. They should be:
1 – Intro to Basics
2 – Locker Room
3 – Rest of Day 1
4 – Day 2
5 – Day 3
6 – Day 4
Lock your target on the girl when you are scanning her heart rate, then walk towards the fridge.
IΓò¼├┤Γö£├ºΓö£├╗m a bit stuck. IΓò¼├┤Γö£├ºΓö£├╗m in the commissaryΓò¼├┤Γö£├ºΓö£├╗s office disguised as Kalle, but the Γò¼├┤Γö£├ºΓö£ΓöÉgardenΓò¼├┤Γö£├ºΓö£├╗ tack isnΓò¼├┤Γö£├ºΓö£├╗t getting me anywhere. I donΓò¼├┤Γö£├ºΓö£├╗t get Γò¼├┤Γö£├ºΓö£ΓöÉsonΓò¼├┤Γö£├ºΓö£├╗s asthmaΓò¼├┤Γö£├ºΓö£├╗ as an option. The only options I have are Γò¼├┤Γö£├ºΓö£ΓöÉherbs for the patientΓò¼├┤Γö£├ºΓö£├╗ or Γò¼├┤Γö£├ºΓö£ΓöÉveg for dinnerΓò¼├┤Γö£├ºΓö£├╗. IΓò¼├┤Γö£├ºΓö£├╗ve scoured your walkthrough, but I canΓò¼├┤Γö£├ºΓö£├╗t see anything IΓò¼├┤Γö£├ºΓö£├╗ve missed.
Empathetic path, if it matters (IΓò¼├┤Γö£├ºΓö£├╗m not sure that it does).
ThatΓò¼├┤Γö£├ºΓö£├╗s weird. Did you stick around in the patient room long enough to hear Kalle and the other guard chatting?
You need to get back to the patient room in the clinic and listen to the conversation two guards are having. Kalle will mention his sick kid and the herbal medications he uses. After that, get back to commissary’s office and the option will appear.
I’ve just finished the game and this walkthrough helped a lot! Thanks!
I LOVED the game. Would love to explore more of this kind!
Glad to help! 🙂
And have you played Technobabylon or Unavowed?
Just finished game as well. Played it in one sitting without meaning to. Game was amazing and this was a great walkthrough. IΓò¼├┤Γö£├ºΓö£├╗d second the recommendation for the Unavowed that game was one of the most amazing IΓò¼├┤Γö£├ºΓö£├╗ve ever played. As much as I love this game, I think I like the Unavowed just a little more.
Technobabylon (2 endings), Primordia (about 5 endings) and Shardlight (3 endings) for scifi adventures. Unavowed and the whole Blackwell series for more spiritual… or supernatural ghost adventures. Or short, just anything from Wadjet Eye Games and Dave Gilbert 😉
I posted a comment the other day, but it seems to have vanished. My dialogue options for talking to Gabriel as Kalle seem to be completely different, I have no Γò¼├┤Γö£├ºΓö£ΓöÉasthmaΓò¼├┤Γö£├ºΓö£├╗ choice, instead I have asking for herbs for the patient and vegetables for dinner, neither of which have the desired effect. IΓò¼├┤Γö£├ºΓö£├╗ve been back through the walkthrough, but I canΓò¼├┤Γö£├ºΓö£├╗t find anything that I might have missed to give me that dialogue choice.
IΓò¼├┤Γö£├ºΓö£├╗ve obviously missed somethingΓò¼├┤Γö£├ºΓö¼┬¼
Have you listened in on Kalle and the other guard as much as possible? I donΓò¼├┤Γö£├ºΓö£├╗t know what else it could be. When I played, the option was just there.
If nothing works, IΓò¼├┤Γö£├ºΓö£├╗d say contact the developer in case itΓò¼├┤Γö£├ºΓö£├╗s a bug.
Can anyone help… I’m on Day 4 but I think I’ve broken the game. I went to the commissary’s office and asked to go in the garden, but didn’t realise what I needed to do til it was too late, and now Vera won’t talk to Gabriel again so I can’t mimic him. Completely stuck, doesnt seem like there’s a way out of it. I have Amnesia and Mimicry.
Sounds like it might be a bug? You should contact the developer.
I chose the Fenrir option and chose to keep the baby after realizing it has no one else. It was a short but good adventure game, I’m curious about what happens if you chose other options if someone is kind enough to share the other endings!
I know where the fridge door switch is but I can’t open it
Hi, please help me. I’m stucked on day2, i play in the assertive path. I need a better picture from Melinda, I need to go to school, but I can’t enter. Why?
Thank u soooo much!!!
Hey; about Day 2 point 22: the secret room is actually mentioned, albeit indirectly, when you ask Rolf about Maja on Day 1.
I think they might have added that later due to feedback.
Indeed, it was Sven, not Rolf. Hazy memory 🙂
Btw, just replaying the game; there’s another hint about the importance of the museum displays when you ask the children about Maja on day2.
Thanks AppUnwrapper, a really good walk though for a really fun game.
Do you have to minmax Vera’s personality traits? I just started this game, and I feel like I should be able to vary my approach based on circumstances, like any good cop would. Will it hurt my game if I do this? Do I have to go strictly with one trait or can I mix it up?