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ShowGamer.comPassage of Carto - the solution to all puzzles



Passage of Carto - the solution to all puzzles

Instead of a complete walkthrough of the game, this Carto guide will present the solution to the most difficult puzzles.



Chapter 2 - where to find the last of the lost sheep

At the very beginning of the 2nd chapter in the "Meadows" location, the dozed-off boy Mo will ask Karto to find his runaway sheep. Three of them are grazing on adjacent map fragments, the fourth, Penelope, is nowhere to be found. Mo will assume that she has retired to her favorite place, surrounded by bushes with white flowers.

To solve this puzzle, you need to form a square from the sides of the pieces of the map with these bushes, leaving free space in the center. It is there that after this procedure a new fragment of thickets will appear, in which Penelope is hiding.


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Chapter 3 - How to get through the misty forest

The journey through the foggy forest in chapter 3 consists of three small stages, each of which has two map fragments. During this test, each time you need to focus on the visual clue on the first fragment, and then substitute the second one in the right direction. The game will notify you of the transition to the correct fragment with a characteristic sound and image of a note.

During the first segment (crossroads), you need to focus on the trees with a ribbon tied to them:



During the second (turns) - in the direction indicated by fallen trees:

During the third (thicket of the forest) - on the slope of the surrounding trees:

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How to find the Captain among the rocks in Chapter 5? After encountering a camel lazily chewing a scarf and a stone with an inscription, rows of rocks will appear on the changeable yellow fragments of the desert, running along the entire edge. These fragments must be arranged in such a way that the rocks form something like the letter "P" (or "C" or "U") with an empty space between them. In this empty space, a grotto will appear, in which the Captain is waiting for us.

What to do after the Captain activates the artifact in the 5th chapter? After the Captain inserts a special sign into the image of the Sun, you need to open the card while inside the grotto. A special schematic light projection will appear on it.

Chapter 6 - Where to find Senya (the new Overseer)

During the 6th chapter, Karto again finds himself in the "Forest" location, where the goThe Ntsy are looking for the missing Senya, the new Overseer. An important clue is the testimony of Ansso, a laconic messenger whose pet is a vulture. After "consulting" with the bird, he suggests looking to the northwest. This is a translation error, in the English version of the game he sends Karto to the northeast (northeast).



If we take a place on the map with a tree and a messenger to the south, then a map fragment that will help find Senya will be found between the spreading trees in the upper right (northeast) fragment of the forest on the same large square with the Mother's sprout.

Chapter 7 - How to Escape a Volcanic Eruption

Once in the mouth of a volcano ready to erupt, do not worry. You can get to the surface by spinning the only available "shaking" fragment of the map, on which Karto is currently located.

After tWow, once the girl is on the surface and reunited with the locals, they will tell her that they should all get away from the volcano as soon as possible. Usually for this it is enough just to remove a fragment of the map away from the mouth of the volcano, after which an eruption will occur.
Some players write that in their case this method does not work. The reason is currently unknown, but do not despair! In this case, the reverse option may work: remove the volcano from the fragment with the inhabitants.

Secret Carto Achievements

We will not describe the plot.



Thunderous applause

Location : Meadows

Chapters : 2 or 4.

This achievement can be obtained at the end of the 2nd chapter or at the end of the 4th, in the "Meadows" location.

In the second chapter, the inhabitants of the location will gather for a feast with music near one of the huts. There is also a special plant with which you can interact. After completing the scene, approach him and press Space several times.



When you return to the location during the search for the desert in the 4th chapter, the plant is in the same place and is still available for interaction and getting the achievement.

Doesn't wobble at all

Location : Desert

Chapter : 5

The desert that Kartho will explore during Chapter 5 is full of cacti. Any one of them will work to get the achievement. It is enough just to interact with him several times with the help of "Space".



Kar-kar-tet

Location : Forest

Chapter : 6

When returning to the forest in Chapter 6 (during which the messengers will ask Karto to help them find the missing Senya), you can find that something new has appeared on some fragments of the map: quite noticeable blue birds perched on the tops of trees.

Each of the birds sits on the corner of its map fragment. To get the achievement, you need to connect the four corners with the birds so that they are close and can sing all together.

Necessary fragments of the map and how to join them d??y with a friend - in the screenshot below.

I twist and turn

Location : Volcano

Chapter : 7

In Chapter 7, Karto will witness a volcanic eruption. After this happens, you need to go to the map screen, select the volcano (several fragments made up of a cross) and spin it several times. Local entrepreneurs will receive a new attraction to attract tourists, and you will receive an achievement.

Strange catch

Location : Island

Chapter : 8

To get this achievement, while participating in the fishing competition in Chapter 8, you need to fish out a puzzle piece from the lake, consisting only of a fish "head" and "tail". It is caught in the same way as a fish: we cast a bait, we wait for the movementmeltdown, pull out.

snow friend

Location : Iceberg

Chapter : 9th

While wandering through the snowy expanses of the iceberg, Karto may stumble upon several items, from which in order to get the achievement you need to assemble a smart snowman. These items are:

  • The basis of a snowman is a large clod of snow that cannot be carried away with you. All found parts of the snowman must be attached to the base. It is located in that corner of the square fragment of the map with the camp, where the soil has a dark color. The gate to this part of the snowman opens from the inside.
  • The snowman's head is on the opposite side of the same square fragment, matching the color of the ground with the main part of the camp. The gates open from the inside.
  • Branches-hands are also on a square fragment, namely in that part of it, the gate to which opens from the outside. Branches are usually picked up after walking through a misty gorge and visiting a lighthouse.
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  • The hat is a part of the snowman that can be a bit tricky to find. It is located on the ice part of the map fragment in the shape of the letter "L". To get to it, you have to skate a little on the ice, but in the end, you can find the right way by sorting through the options.

...And it's better at home

Location : Main menu of the game

Chapter : after collecting 6 puzzle pieces

After receiving the previous six achievements, you must go to the "Secret" section in the main menu of the game. The pieces of the puzzle will come together, opening up access to a small additional location with a couple of pleasant surprises.

Not a day without a page

Location : House of stories

Chapter : 4-10

To get this achievement, you need to read all the stories in the House of stories. Every time you get there, check all the availableroom at this point (their number increases over time) and look for illuminated shelving. Some stories will have to be read to advance the plot, some only serve to reveal the world.

Also, do not forget to regularly read the book lying on the table at the entrance. It is constantly updated, replenished with descriptions of new adventures of Karto. The appearance of a new entry in it is also evidenced by a glow.

From the height of intellect

Location : House of stories

Chapter : 8

"Towers of Hanoi" is a puzzle with the movement of the pyramids of books from the left to the right position on behalf of the Loremaster. There are three in total. To describe the optimal solution path, we will use the following conventions:


The first is solved in 3 moves: S for 2, M for 3, S for 3.

Second in 15 moves: S for 2, M for 3, S for 3, L for 2, S for1, M on 2, S on 2, XL on 3, S on 3, M on 1, S on 1, L on 3, S on 2, M on 3, S on 3.

Third in 1 turn on the map screen: