Papetura is a fun point and click adventure that will remind you of the amazing work of Amanita Design (Samorost, CHUCHEL, Pilgrims, Creaks series). Pape and Tura's little creatures are fighting monsters who want to burn down their beloved paper world.
After the monster leaves, wake up the main character by clicking on it. Interact with the bud on which the insect sits. It will move to the ceiling, and a pot of midges will fall from there. Activate the rest of the flowers from below, and throw midges from the pot into the buds from above. To do this, click on the "ring" above the hero's head. Fallen midges can touch the buds from below, which will go out. Just re-interact with them. It is also necessary to light the flower on which the large insect sits. When everyone is glowing, a passage to the right will open.
Stand on the edge of the petal and throw the midge into the thorn over the strange monster. Throw another midge into the monster's mouth. It wakes up and pulls on a midge on a thorn. You will be able to pass the monster and climb up thestem. Walk to the right and interact with the strange insect. Listen to him. He will give food. At any time, you can click on the "question" in the upper right corner of the screen to find out the hint. In this case, the game hints that the rectangular monster below should light up. Climb down and hit him on the right side to push him into the first room. Push under the big glowing fly so that he eats it. Push the glowing creature back and carefully examine its body. It has 6 dots. Like 6 stems on the surface. Check which dots are not lit. Do the same with the buds on the surface. For example, the second and sixth dots on my monster did not glow. Therefore, I went upstairs and made sure that the second and sixth buds were not glowing (and the rest were glowing). If you do everything right with the buds, you will hear a loud sound. Go downstairs, a huge flower has opened. Push the monster to the right and follow him.
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Push the monster to the right to open the branch, and go right. Jump down the hole and follow to the left. Run forward avoiding falling fireballs. In c?At the end on the left, go down the slope and run to the right.
Push the yellow insects down to fully lower the bar. Go down to them and pick three fruits from right to left to raise the bar all the way up. Now you can run across it to the right. Go down below, remove the leaf and pick up a black creature resembling a kitten.
Pick the round fruit on the left. The room will be lit up. On the bottom right is a floating monster. Throw a ball at him, as you did with midges. The monster's eyes will light up. Move down the path and quickly climb up when the monster swims in your direction. Stay upstairs. The monster will stop in the middle of the location and will look up. Wait until a bud from the central part of the ceiling falls on his head. If this happens, the monster will be stunned and stay in the middle. Go down to it and interact. You will use the monster as a floating boat.
Swim to the left, into the room with the long-necked creature. Throw a ball at him to awaken him. Swim to the right as the creature is afraid of you. When you are far away, it will stretch its neck. Swim back to him, but slowly. That is, make a couple of movements with an oar and stop so that the creature is stretched againbent his neck. So you have to get to him, stroke and talk. Ask to lower the water and swim to the left.
Throw the ball at the vine in front and go further up. Leave the location. You will see the key. Go to the building on the left.
It will be a great location. If you go to the left, the hero will refuse to go further because of the darkness. A little higher in the room there is a locked cabinet. Climb even higher, to the right and go outside. The path to the right leads to another dark room. There is a broken staircase on the top left. Rise up to her. To the left and to the right of it there are three bowls. Throw three balls into these bowls so that the ladder goes down, and quickly climb up. Talk to the creature. It will give you the key if you get a book, glasses and a bottle.
Throw the balls at all the brown objects in the room to set them on fire. The ball can bounce off objects and fly into others. Use this trick. When all objects light up, leave the location.
Go along the bridge to the right and you will see a watereat. Interact with the bait and throw it into the water. It will gradually go down. Catch two large fish (in fact, only one will be in the inventory). Then wait for the small fish to swim to the left and throw the bait next to you. She will sink to the very bottom, where a small octopus swims. Return to the main room. Various creatures will appear in the bar. Talk to the bartender and give him the captured octopus to get a bottle .
Go down into the room on the lower left. Throw balls at three vines and get past them while they are safe. Go into the room on the left. Interact with the painting to see some white dots. You need to activate them in a certain order. Approach the window on the left and click on it. The hero will lower the sheet, and you will see the correct sequence of pressing the buttons. You need to start with the "head", that is, the top left button. Click on these buttons in the correct sequence to open the stash of glasses .
All that was left was to get the book. It lies in the same locked cabinet in the main room. Return to the upper room and turn off any light bulb by throwing the ball. Go down to the vines and throw the ball at the creature that hangs on the nearest vine under the ceiling. It wakes up and runs away. Re-light the lights everywhere and go tohall with a bar. The creature you saved will appear next to the cabinet. Talk to him, give the fish and get the book .
Give all collected items to the creature in the room with light bulbs. It will allow your friend to get inside the flower. Visit every stem and light all the bulbs. They light up every time you touch them. If you touch again, they go out. Use this mechanic. When all the lights come on (some will have to be returned three times), go to the back room and pick up the key. Dodge the insects until the exit opens and go back.
Run back to the pond and ask the long-necked creature to raise the water level. Twice. Swim to the right and insert the key into the keyhole.
Climb up the stairs and stand on the balloon. Fly upwards, shooting flying enemies as they open their mouths. Rising upstairs, interact with the pipe where the smoke comes from. Then block it by throwing a ball inside, and enter the hole where the monster hid. Watch the final video of the Papetura walkthrough on ShowGamer.com.