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Samorost 2: passing game

Never mess with gnomes! And especially do not steal from them. These shorties are ready even to another planet to fly, just to return their goods. One of these stories tells the game Samorost 2. The description of her missions will be presented below, and it may seem strange to many. But is it because of this that you should not devote an hour of your precious time to perform some unusual developer puzzles?

Poklop

In general, the matter is this. At night, when the dwarf was sleeping, a spacecraft landed next to his house, from which came a pair of alien creatures. They plundered his garden, and at the same time seized the alarmed dog. Such impudence the dwarf could not endure, so he just chased the robbers in his pajamas.

Passage of the game Samorost 2 begins after the gnome landed on a strange planet. Only when he leaves the ship does he fall into a trap. To get out of it, we move the rodent sitting on the next plant, and the gnome is released.

Next, go to the left location. There will be a slug with a hammer in his hands, the tool must be seized. We go into the house, click the mouse on the bottle and pick up the cork that fell from it. Then we come to the pipe behind the building. On it will be strange creatures, one of which will pump out water from the pipe. We throw off the smallest of them and, while the elder raises it, we plug a hole in the tube with a cork. Then pull the lever and fill the boiler.

Now it is necessary to add poppy seeds to the cauldron. To do this, you need to tilt the right funnel hanging to the right to the right, and then go outside and shake the poppy stem so that the seeds begin to fall out. Now we heat the water, we open the tap and, when the slug begins to drink, we take away its hammer. We move to one screen to the right, hit the robot with a hammer and go into the opened passage.

Sopouch

In this location Samorost 2, the passage should begin with the movement of the pipe to the right. We wait, when the pipe breaks, and from the formed aperture the fly will fly out.

We pound it into the web, hanging in the upper right corner, and wait for the spider to weave the cocoon. Will only grab for it and jump into the hole from the pipe. So far, everything is more or less logical. Go ahead.

Kompotarna

The dwarf is in a small room with a refrigerator and a light on the ceiling. You can move only to the right, and then a few steps, since the path is blocked by a green man. But there will be a flashlight there, and in the future it will come in handy.

The next goal is to connect the refrigerator. True, the socket is one, and an electrical appliance is already connected to it. Then open the refrigerator and look where the mouse will run. Then click the mouse on that place, pick up the dropped tee, insert it into the socket and turn on the refrigerator. He will start to move to the left, under it there will be a hatch. He lifts the hook hanging on the wall, and goes down.

There will be a room filled with water. Only a dwarf can not swim, so pull the rope and, when the water is gone, turn the first valve. Then drain again and turn the next valve. After that, we climb into the hole from the bottom. In the next location, you need to turn the valves so that the red marks are in one line. After that, we pull the main valve and, when the water is gone, we move further.

In the next location of the game Samorost 2, the passage begins by inserting a coin into the terminal on the wall and pressing "button 1". When the robot appears, take the key from his hand and begin to unscrew the nuts on the tank to the right. Attention! The key does not unscrew all the nuts, so we return it to the robot, send it back. Then again insert the coin, press "button 2" and, having received a large key, unscrew the remaining bolts.

Then we disable the pipeline, wait for the alien creature to descend, return the same way back and go to the same location on top. We climb up the stairs, use a lever to close the hole, from which the apples fall out. Then we move the remaining apples to the basket on the left, jump down and already in the barrel we move to the next area. And only so, in another way "the matter will not burn out".

Budoar

In this room there will be a cage with a dog, a fan, a TV and a fat alien sitting in a chair. The dog runs in the wheel, she clearly wants to get to the sausage hanging on the right. A pipe sticks out of the ceiling. When the creature in the armchair presses the button, something long crawls out of it and drags the dwarf.

So, you need to take a sausage and weigh it on the horns. After that, press the button on the arm of the chair and release the gnome. Then roll the chair to the TV and, when the alien is trapped, take the key that fell out of it. We release the dog, call the elevator, go up to our ship and fly away. It's a pity, only fuel is not enough to get to the house. Have to make a stop on the next planet.

Planina

This is the smallest and lightest location of those that includes the game Samorost 2. Secrets will be here, but there are not many of them. To begin with, you need to release the gnome. After all, jumping out of the ship with a parachute, he caught hold of the table. It's good that the dog is luckier than the owner.

Managing the dog, swing the column. When the dwarf is on the ground, we press on the butterfly flying near the wreckage of the spaceship. In the place where it sits, a blade of grass will grow. There are two beetles under it, one of them is asleep. We take the smallest one and put it on the blade of grass, so that he wakes up the big one. There is no cunning plan here, just sit on this beetle and drive on.

Lesik

And then even worse. Although, probably, this is what the creators of the game Samorost 2 sought. Passage will take place in the forest, where the dwarf for some reason came on foot. On the stump there will be a "squinted" guy, and above him hang a glowing ball. The gnome needs what's inside it. True, he will get it only in exchange for a tube and a bag.

The tube lies in the nest, under the bird. We take one of the bells hanging on the hat, and we hang it on the branch next to the bird. And when she flies to him, we click on the nest - and here she is a pipe.

Now we send the dog behind the bag, because he is lying in a cave under a stump. It is guarded by a badger. He, of course, just does not share his charm, but will gladly exchange it for a bone. So, we drink from the pond on the left and write to the luminous flower. When it sprouts, a bone appears. We throw her to the beast, take away the bag and give the guy on the stump. All this is done in order to get a firefly out of the ball and continue the path. Theoretically, one could do without it, but the three of them are more fun.

Majak

"Mayak" - you can not think up any more. It is about him and will be discussed. And this is the last location of the game Samorost 2. Passage of it will take more time than usual. A taxi is parked nearby, and the gnome needs to go home. And at first glance it's easy to do, because a taxi is parked nearby. Just how to get the sleeping driver to drive? Can I make him some coffee?

We go inside the lighthouse, open one single cupboard, fill the kettle with water, add coffee and put it on the fire. Then we go out into the street and, when the bell rings, treat us with a drink of a sleepy taxi driver.

Now take the ball from the apparatus, which stands slightly lower, and rise to the mountain on the right. There will be two hills. Between them a barrel and a trough. A crane, a pipe and a piston will protrude from one hill, and on the second there is a creature resembling a seal, and a pitchfork. The ball must be filled with gas. To do this, we tear off a long blade of grass and go with it to the seal so that it sneezes and throws off the pitchfork. We take them and put food into the trough from the barrel. Seals will fly up, eat and let out gases.

We hang the ball to the pipe sticking out of the mountain on the left. It is important that the piston is lowered. Gases catch the crane, which is controlled by the valves in the mountain. We suck the bubble, raising the piston, and repeat the procedure until the ball is pumped. Then take it and return to the lighthouse.

We hang the ball into place, sit in a taxi and jump, so that it drops a little. Then we press on the fur and wait until the ship will refuel. Now we invite on board the driver and go home. This is the last mission in the game Samorost 2. Passage is over. But the dwarf - all the same fellow. It seems that he did something stupid, but saved the dog. It's probably his pajamas. Otherwise, why on his next trip did he put it on again?

By the way, if someone has caused difficulty the game Samorost 2, the full version of the passage is in the videos.

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