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ShowGamer.comWalkthrough Shapik: The Moon Quest

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Walkthrough Shapik: The Moon Quest

We bring to your attention the walkthrough of the funny quest Shapik: The Moon Quest. The protagonist of the game is the only hope of mankind for the revival of life on Earth. We tell you how to complete all tasks and find each collectible item!


Level 1

After the introductory video, you will find yourself near the capsules. Open the capsule with the main character, go right to the control panel. Lower the capsules down until the next one is the one in which the owl sits. Interact with the owl. She will fly up to the beehive, from where a red key will fall out. Insert it into the remote at the door on the right. Walk right.

Level 2

Interact with the lever between the two doors and pull it down. Go through the left door. You will find yourself in the upper left room. Interact with the monitor. You need to solve the puzzle. Rotate the parts so as to apply energy from the lower input to the upper one. That is, set the lower parts vertically, to the “plus”, and from the upper ones create a curved figure. Climb down and go through the right door. You will find yourself in the upper right room. There will also be a monitor and a similar puzzle. Every detail must be included! Go down and interact with the red monitor. Are you going to a new location??right.


Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

Level 3

Chat with a scientist. Get on the elevator and go to the second floor. To the right is a greenhouse with robots. To get into it, you need to enter a three-digit code. Return to the first floor, approach the large screen behind the scientist and open the folder with the "leaf". You need to double click on it. Check out the photos. On one of them there will be a doctor at the greenhouse door and the code is 745. Go to the second floor, enter the code and go to the greenhouse. There is a panel on the back wall. Switch the top toggle switch to the right, the middle and bottom toggle switches to the left. The robots will stop. Go right and pick the red fruit. Take it to the scientist on the first floor. Place the fruit in the flask on the table next to which the scientist is standing. Before you leave the lair of the scientist, you can go up to the third floor. Here the robot is charging. Enter the room on the right. There is a collectible on the device at the entrance (which resembles a refrigerator). Take it.

Level 4

When the two characters and the robot disappear, the owl will steal the battery. Climb the green to the branch in the background, walk towards the violetto the left flower. Wait until there is an owl above it, and then click on the flower. The pollen will cause the owl to sneeze and throw away the battery. Insert it into the remote. Examine it.

You will need to solve four puzzles by setting the gears correctly:


  1. Small, big, small.
  2. Install four small gears along the right edge, from bottom to top.
  3. To the right is small, to the right is large, to the left is small, a little higher is large.
  4. Step to the right and up - put a big one. Diagonally to the right and above it is another large one. Both must rotate. Above it and to the left - three small ones, in the form of a triangle.
Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

Go to the elevator.

Level 5

Jump in the elevator to go down. Examine the robot on the right. Wait for a bug with a red key to appear. Take it. Stand on the left hill and wait for another beetle with another detail. Take her. The second same detail sticks out in the far right fly agaric, closer to the robot. Under the right hill, under its left edge, a tall brown mushroom grows. It's barely noticeable. But there is a third detail on his hat. Finally, the fourth detail is lying aroundI'm at the start of the left hill, near the left edge of the screen. Insert all four parts into the robot and interact with it. The robot will tell you that it carried the box, and then slipped and fell down. Examine the blockage with the pipe on the right. The robot will clear it and you will be able to go further together.


Level 6

Approach the door that the two characters went through and look at the green panel. The prints won't match, so you won't be able to get inside. Repeat pressing the panel again, lean your finger. This time, an alarm will go off, a person will come out and turn off the alarm. The same owl will steal the chip from him and sit on the board from above.

Look at the container on the left. Remember the drawing. Moreover, the two lower points are connected to the central one. Go inside the container and interact with the red monitor. You see 9 dots. Number them like a phone dial. Now connect like this: 1-2-3-5-8-9. That is, you will repeat the drawing from the outer wall of the container.


A magnetic tap will appear. Move it to the left to scare away the owl. She will drop the chip down. To move the crane to the left, you need to draw an arrow to the left, connect 2-4-8. Now pull all the metal to the faucet by drawing an upward arrow: 4-2-6. Among other things, a chip will be attracted. Don't let go of the trash, but move the faucet to the right (2-6-8). Drop the trash (4-8-6). ?Move to the right and pick up the chip. Apply it to the green panel on the right. interact with the panel again and place your finger. Come inside.

Level 7

Drive to the second floor and go right to see a robot with a circular saw. Now nothing can be done about it. Climb to the third floor and look through the peephole into the room where the stranger works. Then take the elevator down to floor 0. Ask the robot to take the big barrel on the left. Ride to the second floor and use the barrel on the robot with a circular saw. Your robot will deal with the enemy.


Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

There is a panel on the wall. Set the two toggle switches to the right and press the mushroom button. Yellow mushrooms will grow. Pick one mushroom. Move the panel that covers the hole in the floor next to the mushrooms and the panel. Look into the room below and see the bedroom. On one of the walls hangs a sign with a crossed-out yellow mushroom. Use the yellow mushroom on the man from the top shelf. He will fall asleep. Click on it. The robot will lower you down, and you can pull the chip out of the pocket of the sleeping person.

Use the panel on the wall again. switchpush the top switch to the left. Click on the red button to remove the mushrooms, and then on the purple one. Purple mushrooms will grow. Grab one of these. Why purple? Through the peephole on the third floor, you can see a sign with a crossed-out purple mushroom.

Ride to the first floor and use the chip on the panel on the right to open the door. Examine the lockers with electronic locks. Each is closed with a four-character code. These symbols are displayed between the beds on the right. You need to open the right locker. To do this, use the third code from the top: circle, triangle, triangle, rhombus. Inside you will find a gas mask.

Go down to floor "0" and apply the chip to the panel on the right. Go into the room and interact with the blue screen on the right, from where the plants fly out. You will see robots destroying the planet by destroying vegetation. Go back and throw a purple mushroom into the pipe. Watch what happens.

After the explosion on the third floor, drive there and enter the room. The hero will put on the gas mask that you found on the first floor, in one of the lockers. Interact with the green button on the screen where the person is sitting. You will open the door to the bedroom on the first floor. Go down there and go outside.

Level 8

Onclick on the red button on the right. Go back to the left and stand in the yellow square. Click on it so that the device from above magnetizes the robot. You will be on the right side. Walk right. The robot will tell you that when interacting with water, it is shocked. Cross the puddle to the right and interact with the circle in the wall. You will find yourself in the upper left room. A piece of paper depicting snails hangs on the wall. Even to the right you can find a portrait of Gagarin. There is an empty bottle on a stool. Take her.

Return to the robot and interact with the stairs. He will lift you up (you need to click on the middle of the stairs). Examine the water tank and the red arrows. There's a vent missing. Climb down and interact with the flow of water from the pipe to fill the bottle with it. Follow through the hatch on the right into the upper left room. A glowing collectible will appear on the shelf. Place the water bottle on the stool. Go downstairs and return to the room back. A red valve will appear on the stool instead of a bottle. After taking it, go down, up the stairs and turn off the water. Go right and ask the robot to open the tunnel. Leave the location.

Level 9

Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

Ask the robot to turn the red valve behind the bridge. You can click on the clam on the right. The robot will throw a plant to him, he will eat it, but will not move. Follow through the hatch, which opened the robot. You will be in the room above. Nearby there is a device with test tubes. When you heat the test tubes, the liquid starts to change color. Pay attention to the color of the stoppers on these test tubes. Then examine the terminal on the right. Look for tubes that are marked with a "green checkmark". Pay attention to the color of their corks. Remember what color of liquid corresponds to each stopper. As a result, from left to right on the table there should be test tubes with yellow, red and blue liquids, interact with the table and start heating all three test tubes. When one of them is the right color, turn off the burner. In this case, the temperature will drop over time, which means that the liquid can change color to the previous one. That is, you periodically need to heat up the already cooled test tubes. As soon as there are yellow, red and blue liquids from left to right, the puzzle will be considered complete.

Take the red test tube that appeared on the table. go downstairs and pour the substance from the test tube onto the plants near the robot. Click on the clam on the right to have the robot throw a plant at it. cogto make the clam disappear, go right and call the elevator by pressing the red button. Climb up by clicking on the elevator. Examine the stone on the right. you teleport to a new location.

Level 10

Ask the robot to open the hatch on the right. Unfortunately, it will close immediately. Go back and click on the ledge above (while standing under it). The robot will lift the hero up. Move the box with the rope, to the left of it, find the pipe. The hero will throw it down. Go down there and click on the pipe lying on the floor. Ask the robot to reopen the passage on the right. He puts a pipe in there.

You will see a huge robot. Go back and examine the panel on the left. Press the button below when there is an element of the outer ring in the square. Then repeat the steps for each ring, clicking on the button to fix all the chips. Walk to the right and see what happens.

Level 11

You will find yourself in a new location. Look around. See the three red flashing lights on the wires? Click on them and go to the monitor. Open any folder for a scientist to call. Answer him. He will say that one more crystal is missing. A strange creature sits at the top right, and in its hands is a crystal. Examine the screen and in addition to the folders you will find a green label with an arrow. Click on it, huh??imite from all over the "tick" and click on the green arrow. This label will change shape to "diamond". Click and see the picture on the left. On the right, you need to repeat the same. Moreover, you can move the tiles across all the cells around the main area. The drawing itself should be in the central area, consisting of 9 cells. Repeat three patterns. Red berries will appear to the right of the stone. Pick them up and give them to the creature (automatically). After taking the crystal, set it in place. Answer the scientist and then interact with the revealed stone to teleport to a new location.

Level 12

Go to the right, you can knock on the branch, inside which sits a creature with red eyes. Go to the right and stand on the wobbly board where the flying insect was sitting. Interact with it to loosen it and fall inside. You can't go any further because the web is in the way. Return upward and iditol to the left, to the distant branch on which the moth sits. You will scare him away, he will fly to where the plank was, and will end up in a hollow. Climb down and free the moth to drag the web behind it. Go to the water flowers on the left and take one bud. Return to the surface, fill the bud with water from the stream to the left and water the branch to the right of the creature sitting in the hollow. More mushrooms will grow. Climb up them.

Level 13

Try to reach the rope tied to the bell on the other side. Nothing will come of it. Go right to the new location. You will see a nest with a large owl and an owlet. They are sleeping. Jump onto the branch under the nest and break off the branch sticking out from under the nest. Return to the bridge and pull the rope using the twig. Call several times for the old man to appear. He will lower the bridge. Go to the other side and enter the house. You learn that the old man has a temperature. There is a book on the left. Study it. Scroll to see what herbs and berries you need.

Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

Page 14 of the book shows the correct combination for the lock. Remember it and open the lock on the chest to the right of the bed. Leave the house, cross the bridge and look under the mushroom. There are yellow flowers growing there. Rip them off. Go right to the owl nest. To the left of it grows one grass, under the nest - a similar second and berries. You have collected 4 components, but the fifth is missing. Go to the bridge, pull the lever and quickly stand on the bridge. You will climb higher and be able to pluck the leaves.

Examine the book in the old man's house again. On page 20 shows lek?Rstv from temperature - yellow flower + green leaves + yellow flower. Load these ingredients into the kettle while interacting with the old man. Click on the water barrel (zoom in). The hero will pour water into the teapot with the ingredients. Click on the teapot and you will see a stove in the approximation (on the right). Put the kettle on the stove by simply pressing it. The hero pours tea for the old man, he will recover. Wait for him to prepare a yellow drink. Drink it.

The hero will wake up at night. As you know, owls do not sleep at night. Go to the owl's nest. Try to approach the key, but a spider will appear. Jump on the branch under the nest and scare away the bats hanging under the branch on the right. The spider will go down. Take the key, return to the old man's house and open the door on the left.

Level 14

Walk to the right and press the red button. Watch the cut-scene.

Level 15

Now there will be two of you. Interact with the fisherman. He needs worms. Go to the location on the right. you can knock on the door of the upper left house. Someone will look through the window, but will not open the door. Interact with the old lady. She needs pumpkin and fish to make soup. She won't let you into the house. You cannot enter the garden because of a predatory plant.

Go back to the fisherman and talk to him again. He dast jar for worms. Go to the right location and go inside the thick tree, right in the middle, above the stone. Talk to the farmer a couple of times and find out that he needs poison. Climb upstairs and flip through the photo album lying on the bedside table. The farmer, by the way, gave you a bottle of poison.

Go outside and knock on the house on the left. The woman will take the bottle, and after a while she will take out a full bottle of the potion (knock again). Go to the garden on the lower right and spray the contents of the vial. Go to the farmer and give the empty bottle, saying that there are no more weeds. He will give you a shovel.

Follow him to the garden. There are holes at the bottom of the garden. Interact with them to dig up the worms. You will receive a JAR OF WORMS. To the right is a pumpkin. Look around. The farmer will say that you need to pour water on it. Go to the river bank and give the jar of worms to the fisherman. Follow him into the house. There is a leaflet hanging on the wall with instructions on how to crochet hooks. But you need to take a bucket from the floor. You can also chat with the fisherman. He will say that he needs time to catch the fish.

Go to the pier and use the bucket on the water. Pour the water over the pumpkin in the vegetable garden. Pick a pumpkin and give it to the old lady by the pot. Go to the pier. The fisherman catches a fish. But another fish is already hung near his house. Take one fish and give it to the old ladyChristmas tree. She will ask you to bring her a salt shaker. Enter the house, take the salt shaker at the beginning. You can examine the sleeping leader. Go outside and watch the cut-scene. In the end, the old woman will indicate where to go (glowing symbols will appear). You can salt the soup or immediately go to the bushes with a glowing symbol.

Level 16

Interact with the rock on the right to make the girl create a bridge. He will collapse. You will need to shoot magic at different objects: a moth on a tree on the left. Shoot the mushrooms on the log below the tree. They can hide, but you repeat the steps until you hit all the mushrooms. The second character will be destroyed. Then shoot the rock to the left of the tree (dotted). It will start to glow. Three glowing dots will appear on the branches at the top. Remember their location. When they go out, shoot where these points were. Repeat the action with the stone so that four points are already lit. Remember and shoot them. Finally, repeat the steps a third time. Now look into the water. There are 6 stones on the left and right that make different sounds. There is also a root with holes on the right side of the cliff. Shoot him and hear the melody from the stones. Just memorize their sequence and then repeat. In this case, you will destroy the fourth seal. It remains to shoot at the monster with red eyes, hiding in the hollow. Goto the right.

Level 17

Interact with the blue orb and place symbols on all rings:

Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

Examine the glowing object on the right. Watch the extended cut-scene.

Level 18

Just go left.

Level 19

Cross the bridge that will appear when you are at the cliff. There is a collectible under the tree near which the woman is standing. Chat with her and go left.

Level 20

Look into the hut to the leader, go outside and see an elevator in the garden. Enter it.

Level 21

Walk left and meet the scientist. Talk to the scientist in the room on the left. He will tell you that the squirrel tore off part of the notebook. You will receive a leaf piece. Interact with the protein in the cell. She won't hand over the paper. Go to the elevator to go down. Turn on the device with the red button and wait for the scientist to contact you through the computer. Answer his call. To the left of the monitorbut there is a pot (do not confuse with the capsule inside which the plant is located). Click on it a few times to make it bloom. When the fruits appear, the protagonist will take one. Give it to the squirrel on top to get the second part of the notebook.

You will find out the code - 710893. Go downstairs and enter this code on the door on the left.

Level 22

Walkthrough Shapik: The Moon Quest
Walkthrough Shapik: The Moon Quest

This is the final level of the game. go left and press the red button on the table with the monitors. Turn the two red levers until you fill the bottom of the rocket with fuel. Climb to the top tier on the elevator on the right. Tap on the glass of the aquarium on the left side where the crab is. He will go to the right. Enter the door on the right to enter the aquarium. Take the boot from the crab (if it had remained on the left, you would not have reached it). Swim to the top of the rocket on the left. Pike will appear in the algae. Wait for a hook with a worm to appear on the right. Place a shoe on it. Then the fisherman will cast a lure and catch a pike. Move the driftwood off the top of the rocket on the left, and then return to the first floor. Enter the rocket, which is now ready to launch.