Whispers of a Machine: Complete Walkthrough Guide – All Paths

Walkthrough:

Intro to Basics | Day 1 Locker Room | Rest of Day 1 | Day 2 | Day 3 | Day 4

Rest of Day 1:

You can watch my video for the rest of Day 1 or continue below for my step-by-step guide.

1. Talk to the worker to learn that the museum is off-limits for the day. Talk to the policeman and he’ll tell you to see the police chief before he can let you upstairs to the victim’s apartment. So head right to the town square.

2. Find the police station and head inside. Chat with Commissary Kurt Andersson and Councilwoman Stina Rooth.

3. Head through the brown door to your living quarters. Open a drawer to get a bottle of molding resin. Then head back out.

4. Head through the doorway to Andersson’s office. Chat with him to learn about the first murder victim, Maja Strand. Ask him about everything, including the photo and the note you found.

5. Leave the police station. Enter the clinic and talk to the woman here. Then go through the doorway to the left to the morgue. Talk to Dr. Persson. Ask him about everything in your notebook, as well as the photo and the note.

6. Use the Smart Scan on Maja’s body to add her bio to the data vault. Also, compare the Blade Shape to learn it’s the same one that killed Karl. Pick up the scalpel and then leave.

7. Enter the Canteen and then head up to the balcony. Talk to the smoking man. His name is Rolf. He’s the plant master of Nordsund. Ask him about everything, but in particular the Saffron. He tells you some is found up north by Mimir Road.

8. Head back out and go north to Mimir Road. The purple flowers are saffron crocuses! Use the Boot Print scanner on them to see that Karl was here. If you then scan the boot prints close to the stairs, you’ll see they also match. Now you can head upstairs and take a look. But first, pick up some clay.

9. Head upstairs. Talk to Sven. Ask him about everything and show him the note and the photo. He’ll remember Karl from the photo and says he asked about getting more electricity in apartment 113. Also, notice that he knew Maja and once saw her go into the museum and disappear. That’s important for later.

10. Try to enter apartment 113. It’s locked. Ask Sven about it and he’ll lend you his master key. Use it to unlock the door. Unfortunately, an electronic code lock stops you from getting in. Ask Sven about it and he tells you your best bet is to crack the code. Return the key to him and leave.

11. Go back to the police station. The constable should be here now. Talk to him and learn his name is Gabriel. Ask him about everything, but especially Apartment 113. He tells you to check the address records in the Commissary’s office.

12. Head down to the Commissary’s office and talk to Andersson again. He tells you to check his records in the drawers behind him. They’re actually to the left of him. Open the drawer and look for 113 Mimir Road to get the name and info of Katarina Berg. You can also look up all the other names in your notebook but it won’t help with anything at the moment.

13 If you select “Locked Door” from Vera’s notebook, she says she has everything she needs for the door code. So let’s figure it out. The answers are on the note and the scrap of paper where you wrote her info down. So let’s see what they say:

“Hi Doofus! You’re registered now, go try it out. Remember how you totally FLIPPED the day I first came to Nordsund? Kisses!”

And the other:

“Katerina Berg. Born February 2, 56 AR. Immigrated to Nordsund on May 13, 80 AR, which means she’s been in Nordsund for two years.”

Ok, so the important clue is the word FLIPPED. It tells you to flip the date that she first came to Nordsund, which was May 13, or 5/13. Flip it and you get 315. That’s the door code! Go back to 113 Mimir Road and enter 315 into the keypad. Oh no! We still need a fingerprint!

14. Talk to Sven again and he tells you to either talk to the tenant or someone else they may have given access to.

15. Head back to the morgue and talk to Dr. Persson again to see what else he’s discovered. Ok, now we need a fingerprint from Karl. You can do it one of two ways — either ask Dr. Persson about Maja’s murder and then use the scalpel to cut off one of Karl’s fingers when he’s distracted. Or use the clay to make a mold of his finger. I chose the clay. If you do that, you need to pour the molding resin into the clay mold. Do it while in the morgue so you can use the water from the sink. Now you have a fingerprint!

16. (This isn’t necessary, but if you don’t want to miss the poet, go back to the town square and then right to the shopping district. Talk to the young poet and choose what you’d like him to write a poem about. He says he’ll have it for you later, but he disappears by Day 2 and returns on Day 3 with a poem.)

17. Before we use the fingerprint, let’s visit Maja’s apartment. Head back to the town entrance and then go upstairs to Maja’s apartment. Notice the poster that’s a sketch of a museum exhibit called “Path of the Pilgrim.” Use the scanner with Maja’s Bio all over the apartment to see all her fingerprints. The important ones to focus on are on the panel below the machine. After you scan it, inspect it. Vera will open the panel, revealing a locked hidden safe.

18. Use the small key you found in the air duct to open the safe and get a book. It’s the Conduit Codex! Open it and read it.

19. A bookmark falls out that says:

“Console PW: Think ‘new’ Katarina…”

That’s important!

20. Go back to 113 Mimir Road and use the real finger or the fake finger on the fingerprint scanner and open the door. Head inside.

21. Ok, here’s where the book and bookmark come into play. First, read the letter on the desk from Karl. It says:

“Hey, Kata. Or should I use your new alias? It’s pretty ironic, since you’re the LEAST prudent person I know. j/k!”

That’s the part we need. Notice he mentions Katarina’s new alias. He also says she’s the least prudent person. The bookmark also mentioned new Katarina. So take a look at the Conduit book. Notice that it says “Melinda, sister of Prudence.” Aha! MELINDA is the password for the console!

22. Enter MELINDA as the console password. Now you can control the chamber. Press CHAMBER OPEN and CHAMBER STATUS. Then inspect the chamber to find a fetus! It’s a womb tank! Vera will also have a sort of vision.

23. The light is red on the chamber. The chamber status also says the heart rate is abnormal. So we need to fix that. First, use your Muscle Boost to loosen the oxygen valve. Then, turn on your Biometric Analyzer to hear the baby’s heartbeat. Turn the valve left or right until the heartbeat is RELAXED. Then, close the chamber and head out the door.

24. You’ll automatically go to the balcony to talk to Stina Rooth. Fill her in on what you found. You’ll have to make a couple of dialogue choices here that will affect your personality. Then leave and you’ll have a dream of Alex. That’s the end of Day 1!

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

  1. Brade

    Realy cool walkthrough, thank you. I don’t have Amnesia perk so gotta find for myself how to go on (

    1. AppUnwrapper

      IΓÇÖm 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.

    2. Deirdre

      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.

  2. PN mitty

    I have an Energize power from my pathway and now IΓÇÖm 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 canΓÇÖt seem to proceed further. (Already done nutrient fill up for the baby and opened the hidden room in the museum).

    1. AppUnwrapper

      IΓÇÖm replaying the game on the Assertive route now, so IΓÇÖll update my walkthrough as I play to add the other abilities. If no one else helps you before then, just hold tight!

      1. Nowhere Girl

        So you will be updating the walkthrough, yes? Thanks a lot in advance. Your walkthrough for “Unavowed” was already really helpful.

        1. AppUnwrapper

          Yup! IΓò¼├┤Γö£├ºΓö£├╗ve already updated it for Assertive through Day 2. 🙂

          1. Nowhere Girl

            I don’t see the update, still only the walkthrough for the Empathetic solution is displayed. Is it under the same link?

            1. AppUnwrapper

              Yeah, IΓÇÖm adding alternate solutions throughout. Try refreshing the page or clearing your cache if youΓÇÖre not seeing the changes. IΓÇÖm already working on Day 4 for Assertive. Will add Analytical when I start another game.

              1. Nowhere Girl

                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”.

                1. AppUnwrapper

                  I broke up the pages so that the augmentation descriptions get their own page. Try refreshing the page if youΓÇÖre 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

    2. Elyse

      Lock your target on the girl when you are scanning her heart rate, then walk towards the fridge.

  3. Gaia

    IΓÇÖm a bit stuck. IΓÇÖm in the commissaryΓÇÖs office disguised as Kalle, but the ΓÇÿgardenΓÇÖ tack isnΓÇÖt getting me anywhere. I donΓÇÖt get ΓÇÿsonΓÇÖs asthmaΓÇÖ as an option. The only options I have are ΓÇÿherbs for the patientΓÇÖ or ΓÇÿveg for dinnerΓÇÖ. IΓÇÖve scoured your walkthrough, but I canΓÇÖt see anything IΓÇÖve missed.

    Empathetic path, if it matters (IΓÇÖm not sure that it does).

    1. AppUnwrapper

      ThatΓÇÖs weird. Did you stick around in the patient room long enough to hear Kalle and the other guard chatting?

    2. bleurte

      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.

  4. bleurte

    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!

    1. AppUnwrapper

      Glad to help! 🙂
      And have you played Technobabylon or Unavowed?

      1. Evilcow21

        Just finished game as well. Played it in one sitting without meaning to. Game was amazing and this was a great walkthrough. IΓÇÖd second the recommendation for the Unavowed that game was one of the most amazing IΓÇÖve ever played. As much as I love this game, I think I like the Unavowed just a little more.

    2. Teta

      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 😉

  5. Gaia

    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 ΓÇÿasthmaΓÇÖ choice, instead I have asking for herbs for the patient and vegetables for dinner, neither of which have the desired effect. IΓÇÖve been back through the walkthrough, but I canΓÇÖt find anything that I might have missed to give me that dialogue choice.

    I’ve obviously missed something…

    1. AppUnwrapper

      Have you listened in on Kalle and the other guard as much as possible? I donΓÇÖt know what else it could be. When I played, the option was just there.

      If nothing works, IΓÇÖd say contact the developer in case itΓÇÖs a bug.

  6. jlo909

    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.

    1. AppUnwrapper

      Sounds like it might be a bug? You should contact the developer.

  7. garwan

    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!

  8. Terry

    Help
    I know where the fridge door switch is but I can’t open it

  9. Barnabas Berki

    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?

  10. Lfrohling

    Thank u soooo much!!!

  11. KSS

    Hey; about Day 2 point 22: the secret room is actually mentioned, albeit indirectly, when you ask Rolf about Maja on Day 1.

    1. AppUnwrapper

      I think they might have added that later due to feedback.

  12. KSS

    Indeed, it was Sven, not Rolf. Hazy memory 🙂

  13. KSS

    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.

  14. matt

    Thanks AppUnwrapper, a really good walk though for a really fun game.

  15. Fox

    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?

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