Botanica game guide


















Select the bottom of the hatch to access a HOP. Select Gustav C. Use the buttons and arrows to pull out all the bricks and complete the image. See screenshot for solution N. Go up to the ledge O. Take the KEY R. Examine the vines to trigger a puzzle U. Untangle the ropes. See screenshot for solution V. Assemble the jug. Go to Temple hall. Examine the desk to access a HOP I. Go to Abandoned camp. Rotate the rings to complete the image. See screenshot for solution Q.

Pull the lever V. It will be added to your Chemist's kit. Open the Chemist's kit to trigger a puzzle X. Create the right combination of colors. See screenshot for solution Y. Examine the doorway D. See screenshot for solution E. Go forward; go forward again after cutscene. Enter the submarine. Go to Temple courtyard. Complete the schematic. Connect the nodes with the correct number of wires. See screenshot for solution P. Go forward and left over the bridge.

Speak to Sullivan T. Examine the crate to access a HOP U. Back out; go forward. Go to Mediterranean vista. Go to Plane house 1F. Go to Forest drawbridge. Turn over all the tiles.

See screenshot for solution Go to Mountain shore. Go up the vines. Find the correct pages to match the flower. See screenshot for solution M. Take the recipe which will be added to your Botanist's kit. Go up the right to Forest edge. Select the Botanist kit to access a puzzle O. Adjust the vial levels per the clue.

Go to Joe's outpost and up the stairs to the Bell tower. Read the note R. Go to Bell tower. Return to Bell tower. Examine the top of the ladder to trigger a HOP Y. Go to Forest edge. Solving the puzzle gets you a steel bar. Go right, to the other side of the boat. Here, you need to find five rungs.

Put the rungs on the ladder rope, which is on the right side of the screen. This creates a full rope ladder. Go left. Look at the area in between the two doors. Put the steel bar on top, then put the ladder in place. The ladder leads up to the orange area. Climb up to the orange area. Spin the wheel to open the door, then take the compass from inside. Go down the ladder and use the compass on the trunk. Click on the sun, wind and moon for clues, and click on the sea animals to rotate them.

Solve the puzzle to open the trunk. When the trunk is opened, move the various things aside. Pick up the three glass lenses from inside the trunk.

Climb up the ladder and put the three lenses inside the orange thing. Go back inside the steamboat and look at the periscope. You want to move pieces around, by clicking the various buttons.

Your goal is to fit together all three parts of each picture. Chapter Four You're at Newsong Village! Talk to Sam. Look at the stone marker in the middle for gloves, then look at the sign to get some herbs. Since the left path is blocked, go up the right path.

Enter the house on the left. Talk to Margaret. Her daughter is sick, and she needs crayons. A crayon is on the table, and one is on the corner of the bunkbed. Look at the shelf left of Margaret, then pick up the crayon and the empty jar. Use the ladder on the bunkbed, so you can climb up and get the fourth crayon.

When you have all the crayons, use them on the table in front of Margaret. You must color in parts of the drawing and click on them. This reveals how the girl got sick. Leave the hut, then go forward to the back part of the village. Get the second glove from the pigs, and take the purple herbs that are left of the gate. Go into the house here to meet the healer. Talk to him, and he offers you the use of anything in his house. Solve the hidden objects puzzle on his table to get an empty vial.

Leave the hut. Look at the gate. Use your gloves to take the chain, then go down twice. Use the gloves to open it, then use the empty can on it to get a can of fuel.

Go forward and look at the chainsaw on the left. Put the chain on the chainsaw, then put the fuel can inside. You now have a working chainsaw. Go down and use it to clear the pathway on the left. Take a gear from the sharpening stone and pick up the five rocks scattered all over the screen.

Look at the stone faces. Use the rocks on the faces to start a jigsaw puzzle. When you solve the puzzle, you get a domino.

Also, you can use the empty vial on the water for a sample. Use your botanist's kit here. With this puzzle, move the lens all over the screen. Find and click the red, pink and purple particles. You get the contaminants. Return to the healer's hut and give the contaminants to him.

He says that soup will help. Look at the book on the ground and flip the pages until you find the soup recipe. Take the horn left of the book and go outside. Use the horn on the swineherd for a key.

Go down a screen and use the key to get into the watermill on the right. In the watermill, there is a hand scythe on the wall.

Also, the final bunch of herbs is on the floor. Go back to the water and use the scythe on the sharpener to sharpen it. Go back to the area, outside the healer's hut. Use the scythe on the wheat four times, in order to get a gear and wheat. Return to the watermill.

Put the wheat in the machine and put the gears on the machine for a puzzle. The puzzle is to put the gears onto the board in the order indicated by the diagram. Solving the puzzle gets you some grain. Go to the pigs and put the grain in their trough. You get George the Pig. Go down twice and use the pig on the purple truffles. This starts a game.

You want to move the pig over every square on the board. The pig will find truffles. Look at your botanist's kit. You need to find five pairs of truffles, before you get the pure truffles. Return to the healer's hut. Put the pure truffles in the pot and stir the soup a few times to get soup. Go back to Margaret's hut. Give her the soup to cure Abi. In thanks, Margaret gives you a token to let you exit the village. Go to the gate at the end of the village and use the token on the guard.

He opens the door for you. Go out. A flutterhawk arrives! Look at it and take the message from the case. Ian says he needs a spore to help find the portal. Look at the rocks on the right. Take the lever and read the note. Look at the machine on the left for a hidden objects challenge. Solve it to get a key. The key opens the chest in the watermill. Go there. Get the sieve and the harness from inside. Leave town and look at the water on the left.

There are three dirt piles here. Use the sieve on all three of them to get a domino and a marble. Look at the shelf on the wall, behind Margaret. Use the marble on the doll for a puzzle.

Make a complete doll to get a domino. Leave and use the dominoes on Sam for a puzzle. Make domino matches to win. Go to the waterfall and talk to Sam. He gets bananas for the ramephant. Go to the ramephant. Put the harness on it, then use the bananas on the ramephant twice. It walks forward and opens up the mine entrance for you. Enter the mine. Use flint on the four lanterns to light the area.

Use the lit incense on the ants in the back for a puzzle. You want to cover the area with smoke and trap the ants in a small area by the gate. Look at the controls and put the lever into place. This triggers a puzzle. You want to pull a lever, when all the various needles are pointing towards green areas. Do this three times to fix the elevator. Go forward, which means you take the elevator down a level. Turn on the light. Some numbers are written here.

They are 80, 25 and Look at the robot on the right and use those numbers to open up the combination lock. Go back a screen. The Five Keys. The Five Wishes. The Three Lost Children.

The Fourteen Birds. The Four Colored Discs. The Five White Orbs. Twig — Is a tall and skinny creature with many arms that can stretch to reach items. Diablo III. Diablo II. TBC Classic. WoW Classic. New World. More Games Diablo IV. Path of Exile. Overwatch 2. Borderlands 3. Last updated on Jul 25, at by Abide 1 comment. The Botanica Quests 2. The Botanica Entrance Location 3. Layout of The Botanica 4. Reputation From The Botanica.

Notable Trash in The Botanica 6. Overview of Bosses in The Botanica 7. Recommended Group Composition for The Botanica. The Botanica Quests. The Botanica Entrance Location. Layout of The Botanica. Normal Difficulty. Heroic Difficulty. Notable Trash in The Botanica. Bloodwarder Protector. Bloodwarder Mender. Bloodwarder Greenkeeper. Tempest-Forge Peacekeeper. Bloodwarder Steward. Bloodwarder Falconer. Sunseeker Chemist. Sunseeker Channeler. Nethervine Reaper.

Nethervine Inciter. Sunseeker Herbalist. Sunseeker Harvester. Sunseeker Gene-Splicer. Mutate Fear-Shrieker. Overview of Bosses in The Botanica. Commander Sarannis. Loot from Normal. Loot from Heroic. High Botanist Freywinn.



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