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The Uncertainty Machine – Walkthrough (Eduardo Campos/2003)

By Leon | November 15, 2008

The Uncertainty Machine Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Day 1:

You are witness of a robbery.

Use your purse in your inventory to see what’s in it. Take the phone and select the one and only number to the newspaper. When you hang up, the villain thinks you called the police and run off.

Enter the building and talk to the guard. He’ll give you a NOTE. It’s from Colin. Take the NEWSPAPER from the desk and go to the elevator. It doesn’t work. Talk to the guard again and he’ll give you a SCREWDRIVER.

Use the screwdriver on the panel of the elevator. Look at it to see a broken wire. To fix it you can use the paperclip from your handbag but it’s bare metal. Leave the panel for now and look at the plant to the left of the elevator. There’s a paper handkerchief WRAPPER in it that you’ll take out.Look at the ashtray on the right and take the GUM out. Use the wrapper with the paperclip and use the gum on the insulated paperclip. Use the sticky insulated wire on the broken wire in the panel and it’s fixed.

Leave the panel and use it to call the elevator. Once inside select level 10. Walk to the right and use the door to enter Colin’s office. Talk to him and he’ll give you an assignment. Talk to him about the details but all he can give you is the address. Leave his office again and talk to Phill. Ask him about the division and the places to search for information.

Look at Peter’s desk. There’s a LIGHTER on it and an ashtray. Look at the ashtray to see the brand Peter smokes. Use the panel of the elevator to return to ground level and walk to the left to exit the building. Outside walk to the left to see the map and go to the mansion of the vice-consul.

Walk to the front door and use the door to talk to the butler. He’s not cooperative and after using the door again, show your press card. He still isn’t very helpfull. Look in the bush to the left of the door. A lot is hidden there: a PAPERKNIFE, a FOLDER, a PAINTING and a STONE. Use the door again and give the painting the butler. Still you’re not allowed to come in. Use the door again and talk to the butler try everything until you can ask him about the vulnerability of the mansion. Since the butler is a bit anxious about the security he’ll let you in.

Talk to the vice consul. Ask him all you can to see what’s missing: only a statuette. Walk to the right to leave the mansion. Walk to the south to see the map again and your next stop is the police station. Inside talk to the police officer behind the desk. He can’t give you the photo without permission and you haven’t got that long.

Hide behind the pillar  so the police officer can’t see you and use the stone on the window on the left above him. He’s distracted now so you can take the PHOTO from the desk. Leave the police station on the right. On the map select the newspaper building. Enter the building and use the elevator to go to the 10th floor. Give the photo to Phil and ask for some details about the artist. Use the elevator and go to the left to leave the newspaper office, walk to the left to see the map.

On the map select the artist garden. Go to Styl standing next to the statue. Talk to him and give him the photo. He’ll tell you about the carvings. Look at the picture again to see what he means. On the ground next to the statue is a board with wax on it. Take the WAX from the board. Walk to the right to return to the map and return to the newspaper building.

Enter the building and use the elevator to go to the 10th floor. Against the wall are bookshelfs and use the photo on the anthropology books in the left bookcase, second shelf from the top, on the left side. You’ll find the translation of the carvings and write them in your notebook. Look in your notebook to see what the carvings mean.

Use the door on the right and talk to Colin. He’ll tell you about the painting. Look at the painting in the office and conclude it’s not what you’re looking for. Leave the room on the left and use the elevator to go to the ground floor. Look at the painting next to the elevator. While having a closer look you can see some marks on it. Again they are written in the notebook. Use the elevator again to return to the 10th floor. Use the notebook on the laptop on your deskand a translation will be added. Look at your notebook and look at the translation. It’s the same as the other symbols.You now also take the NOTEBOOK with you.

Use the elevator to return to the ground floor and look closely at the painting again. Use one of the symbols to note these are buttons. You can press them, but in what order? So, if we recreate the sentence and press the buttons in that order? The painting says: a lies above sky the truth.  That should be, according to the statue: above a sky lies the truth. So we should push (from left to right) the third, first, fourth, second, fifth, sixth.

A drawer will open and although it seems empty at first, there’s still a thin glass DISC left behind. Take it and leave the painting. Use the elevator to go back to the 10th floor and enter the room on the right. Talk to Colin and he’ll suggest to return to the vice-consul. Leave the room on the left and use the elevator to go downstairs. Leave the building on the left and go left to go to the map. Select the mansion of the vice-consul.

Walk to the door and use the door to speak to the butler. You can enter straight away. Talk to the consul about the statuette. Ask him who gave it and you’ll get another name. He’s connaisseur of ancient languages and can normally be found near the museum. But he’s away for a few days.

Walk to the right to leave the consul and walk to the south to return to the map. Select the museum of history and look around. The museum is closed so you need to return tomorrow. Walk to the left to go to the map and select the newspaper building on it. Enter and use the elevator to go to the 10th floor. Walk to the right and notice the officer standing in front of Colin’s office.

Talk to the officer and ask what’s going on. Ask for suspects and who’s in charge of the investigation. It’s Madji again. Talk to Phil and find out what he knows about the case. Let’s talk to Madji next. Use the elevator on the left to go to the ground floor. Leave the building on the left and walk to the left to go to the map. Select the police station.

Walk to the desk and talk to the officer of duty. Ask for Madhi and you can enter. Use the door next to the desk to enter the office of Madji. Talk to him. Ask him everything you can about the case and about Colin’s kidnapping. But he won’t tell you much more. Look around the office and notice the poster of the Carribean. Leave the office and once outside use your phone. There must be more about the case but Madji won’t tell. Call the police station and tell that Madji won a trip to the Carribean. He’ll be out of the office and you can enter again.

Look at the file on the table. The important things will be added to your notebook. Look in the bin to find some more NOTES. Leave the office and look at the note and the notes in your notebook. You learn more abouth the changes in the investigation reports that Jet Obrero made. Talk to the man behind the desk and ask who Obrero is. It’s the commissioner. Ask to see Madji again, since you can’t talk to the commissioner, and when you’re inside ask inspector Madji about Obrero.

Leave the inspector and use the door on the right to return to the map. Go back to the newspaper building and go inside. Use the elevator to go to the 10th floor. Everyone’s gone now. Use the door on the right to enter Colin’s office. The door on the right in his office is locked. Use your press card on the door to force entry. You’re now in Colin’s secret room.

Near th hi-fi player on the left is a CIGARETTE on the floor. It’s one of Pete’s brand. In the cabinet on the right is a green GLOVE next to the fish food. Take it. Walk back to Colin’s office and use the glove with the fishtank to find a PLASTIC BAG. Look at the bag and inside is Colin’s ACCESS CARD. Use the press card on the door again and use the elevator on the left.

Insert the access card in the slot and push the button for the eleventh floor. Look around the administration. In the plants left of your entrance you can find some CIGARETTES. Again the same brand as Pete’s. On the right is a door, closed by an access panel. Look at the panel and use the access card in it. But now you have to enter a code, which you don’t know. To find that out, use the nail polish on the panel to leave marks when someone tries to push the buttons.

Use the elevator on the north to go to ground level and walk to the left to leave the building.

Day 2:

A new day, a fresh start. Enter the building and take the NEWSPAPER from the desk. Look at the newspaper and the article. Look at the author and discover it’s a friend of Phil’s. Use the elevator to go to level 10 and find it still empty. But there’s an envelope on Pete’s desk. Take the ENVELOPE and look at it. It’s from Obrero and there’s a KEY inside. Look at the key to see it’s from a postal box and the number with it.

Use the door on the right to enter Colin’s office and use the door on the right to enter the secret room. Use the elevator and insert the access card in the slot. Then push 11 to go up one level. Walk to the panel next to the door on the right and look at the keys. Only two are pushed. So the code is a combination of 7’s and 3’s. And looking by the smudges, the 7 is used more than the 3. So try several combinations of three 7’s and one 3. Only four posibilities. Insert the access card in the slot and press 7737. You can now enter the room.

Look at everything, especially the statue. Only the duck’s beak is strange. Use the beak to open another secret compartment. Inside you can read the red book. There are notes in it. In the compartment is also a notebook where you take a PAPER from. Look at the paper and notice the markings. Use your pencil to make the markings more visible. Look at all the parts that are drawn and discover the lens and the sub-particles.There’s also a number writen.

Walk to the north to leave the room and use the elevator to return to ground level. Walk to the left to leave the building and go left again to see the map. Select the post office and once there you find a lot of people in front. Talk to the man with the sign to learn about the strike. You can talk all you want, you’re not going inside. Walk to the right to find a hole in the floor.

Looking inside you see a SUIT you can take. Use the suit on yourself to change clothes and disguise and look at the hole again. You’re not going down. But you can enter the building now. Look at the boxes. Now try to find the right one. Looking on the left wall find the boxes between 301 and 400, starting from the fourth column from the left. Then there’s one box instead of boxes. Look closer at that one.

You don’t have a key anymore but using the screwdriver you can almost open the box. But not quite. Leave the box and exit the building on the right. Talk to the man with the sign again and ask for his KEY. Walk into the building and use the key on box 345. Now it’s open. :Leave the money but take the TICKETS, the SYRINGE and VIAL and the ENVELOPE.

Open the envelope and read the LETTER that’s inside. So they took Colin. And you also know the contents of the vial. Use your phone to call the police. You explain everything to Madji but he won’t act. Walk to the right to leave the post office and walk to the right again to see the map. Return to the newspaper building and enter. Use the elevator and go to the 10th floor.

Phil is back so talk to him. Tell him about Loris and ask him to call. He’ll tell you about the KEY he found and give it to you. Use the door on the right to enter Colin’s office and use the key on the panel below the fish tank. There are some PAPERS in there with the addresses of personnel. You note the ones of Pete and Jodd.

Leave the office and use the elevator to go to ground level. Leave the building on the left and walk to the left to go to the map. Select Pete’s house on it. Use the credit card to open the door and look around. But when you hear someone entering, you must hide. Stand behind the wide side of the left pillar and watch Pete enter. When he stands in the center of the room use the vial with the syringe to create a powerful weapon. Use the syringe on Pete and he’ll go out. Talk to him to get nothing usefull. Search him and find two KEYS.

Try the keys on the door on the left until you can open the door. Behind it you find Colin. Talk to him to find him cuffed and gagged and remove those.

After the conversation in Colins office use the door on the left to return to your desk. Loris has arrived so talk to him. Learn all about Ilja and his possible whereabouts. He has a lab at the docs. Now you also know what 65a stands for. Use the elevator to go downstairs and leave the building. Walk to the left to go to the map and select the museum on it.

Enter the museum, walk to the right and talk to the clerk. He isn’t much of a help. He starts walking around and when he’s out of sight, behind the statues, enter the door to the staff room, third door from the left. On the tabke are some BROCHURES. Take one and look at it. It has a map on it.  On the right are lockers. Open them and in the second from the left you’ll find a STRANGE KEY. Use the lighter on the wax to make it softer and use the strange key with the wax to make an imprint. Use the synthetic resin in your inventory with the mould you’ve created to make a COPY OF THE KEY.

Use the red door to leave and walk to the left to leave the building. Go left to go back to the map and select the warehouse at the docks on it. Use the copy of the key next to the door to enter the warehouse. As soon as you enter someone else runs off. Walk to the point where he disappeared, the brown cases on the right.

Use the locks of the white containers to see what’s inside. The rightmost container is locked. Use the cardboard box to find a CROWBAR inside. Use the crowbar on the cover in the floor and see it’s the electrical circuit inside. On the floor is a green HOSE. Pick up the hose and attach one end to the water tap on the left. The other end of the hose goes on the right most container. Open the water tap and see the water run over the floor, into the hole, short circuit the power and open the container.

Inside the container you find an entrance. Walk through the entrance and find complete darkness. Walk to the right and in the middle of the screen you’ll see some questionmarks. Use them until you find the switchpanel then use that panel to turn on the light. Above the light switch is a drawer with TAPE, a MAGNET and a STRANGE OBJECT in it. Take them all.

Open the grate on your left. Inside you can see two pieces of metal. You can pick up the piece of METAL in the front but you can’t reach the one in the back. Use the magnet on it to get the second piece of METAL. Take the replica of the key you use to enter the building and look at it. Use the two pieces of metal on both sides of the key and use the strange object you found in the drawer in the middle of those. You now have a new key.

Use the new created key on the panel below the light switch and reveal a new passage. Walk all the way down the stairs until you’re outside again and walk to the left. You’re in the secret lab. Look around, at the machine until you meet Illja. Talk to him and explain everything. He’ll tell you all about the machine.

When he asks you to put the filter in, walk up the stairs and use the glass disk on the white tip of the frame. Illja starts the machine but it doesn’t come to life. Talk to the professor again and he tells you he has to study some more. He’ll give you a MESSAGE and a KEYCARD for the elevator. Your task is to decrypt the message. When you’re in the main hall, look at the message you received. That needs some reseach. Use the lab card on the doors on the left. This will take you straight to the library. Look at the books on the right, above the row of blue ones about the sea. There are all kinds from Kafka to Nuno Grande. Let’s see what more there’s to find at the newspaper.

Use the door on the right to leave the library and walk to the south to exit the building. Walk to the left to see the map. Select the newspaper building and enter. Use the elevator to go to the 10th floor and talk to Phil. Talk about Robinson Crusoe and Kafka en Nuno Grande. The books of Grande do ring a bell with Phil. Now you know the explaination for the encrypted sentence.

Look at the brochure of the museum again. You can now see the map. At the bottom you can see the Hall of the Representation of Concepts. Look at it. Maybe you can find more information there. Use the elevator to go downstairs and walk to the left to leave the building. Walk to the left and select the museum on the map.

Enter the museum and inside look at the brochure again. Select the Hall of Representation of Concepts to go to that area in the museum. Look at the objects and read their plaques, especially the statue with Ladies in the Sky on the left. The painting above it is the Sword of Truth. They all refer to the encrypted sentence Art left behind. But what? When looking at the statue first and then the painting makes you realize that above the sky lies the truth. And the truth is pointing at … the statue left of the door.

Have a closer look at the statue and read the plaque next to it. The visitor that has been wondering around will talk to you but you don’t understand what it is he wants. Give him the brochure and he’ll leave. Now you can have a good look at the statue. Read the plaque on the left and look at every detail of the statue.

Between the feet of the statue is shadow. Take a good look at it and find something shiney in it. It’s another GLASS FILTER. So the first was maybe a decoy? Walk to the left to leave the statue and left twice to leave the museum. Left once more to see the map and select the warehouse on it.

Use the replica of the key to enter and use the lab card on the door on the left to enter the lab. Walk to the left and use the new filter on the filter support at the tip of the white frame. Walk to the console on the right and use the switch to power up the machine. Then use the red button to start the program.  Now you need to enter some coordinates.

On the description of the statue were some numbers: 1945, 15 and 288. Enter these as coordinates. Then the machine starts to work. A huge circle of light appears at the front of the machine. Walk into the sphere of light it will become dark. Walk to the right until you find a wave of light. Use the light and it starts talking to you.

After a lenghty discussion he’ll give you something. Walk to the left and use the door to leave the dark. Back in the lab you have a lot of questions and wonder what to do next. Look at the device to find the message for Illya. The future is now up to you. You have three choices:

– Call Illya and tell him everything.
– Walk away and pretend nothing happened. Use the door above the stairs to go out.
– Use console again, this time entering 10722×290 or 1072297×3 as coordinates where x can be any number.

Game source: A copy of the game was found here on the internet.

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