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ShowGamer.comWalkthrough TOHU



Walkthrough TOHU

Please note that the developers themselves recommend playing this exciting hand-drawn quest with headphones



Prologue

The first part of our guide is based on a demo. However, we will update this material with the release of the full version of the game. So, you control a little girl. Examine the radio on the table, after which the dog will get into trouble. Click on the girl to transform into a big robot and then pick up the fallen box. Open the door that the strange creature is knocking on and jump on it.

Walkthrough TOHU

So, the engine is damaged, some Junkle can help, but he lives on a nearby fish. Therefore, to get there, transport is needed. And they will show it to you - at the location on the right, inside the mechanical bud. They will also show the fly that stole the stone and thereby raised the bridge leading to the right.



Pick up a tablet from the ground. Its icon will appear at the top right. There are several sections there:

  • Tasks - Current Goals
  • Collectibles - all the collectibles you have collected
  • Hints - you can get a hint of what to dofurther (but for this you have to click on the lock so that the slider clicks on all the red details; if you miss, you have to start over)


The first collectible is a scissor-beaked insect ( collection card #1 ) sitting in the upper left corner. Just click on it and the card with its picture will be in your inventory.


Также рекомендуем сайт наших партнёров — ТОП лучших игр.


Go to the location on the left. Pull the lever by the bridge to make the building with the nest on the left start to shake. Climb to the bridge and turn right onto the wooden platform. Turn into a robot and pick up a large red pipe. Put it on the conveyor of the building on the left. The device will fall a little lower. Place a large load there, which lies where the pipe was. Pick up the dropped device. Click on the red cancer ( collection card #2 ) that peeks out from behind the cabinet.

Return to the previous location, open inventory and drag the device to the slot by the bridge. Four levers will appear in the center. Number them from left to right from "1" to "4" and drag in this order:



  • Second
  • Fourth
  • First
-large"> Walkthrough TOHU

By the way, perhaps the order is not important, the main thing is not to pull the third lever. Go across the bridge to the location on the right. To the right of the flower, a green creature with a light bulb sits on the stem ( collection card #3 ). Hold LMB on the middle petal and lower it straight down. Do the same with the rest. It is necessary to describe the correct arc with the mouse cursor, otherwise the procedure will be interrupted.



Then interact with the statue. You need to attract the attention of three yellow insects (one is already sitting on a transport stick). The first insect is to the right of the transport, the second is at the left edge. There is also a huge mountain with several eyes in the background. Shoot at her too, she will spit out an insect. When all the insects are on sticks, get inside the transport.

House of Mehded

open mole lock



  • We click on the horned beetle , sitting near the round window, we get the fourth PICTURE in the "Collection".

Switching to Cubehead

We take a glass jar 1. We catch five fireflies.



Note . To catch?The firefly needs to select the correct position and click on it - Cubehead will catch the firefly on the fly.

We attach a jar filled with fireflies to lamp 2.

The bright light of the lamp makes 3 weeds disappear, revealing mole holes.



Please note that each mink has its own color and designation (symbol). The colors of the moles are selected by switching the blue and red buttons 4. The choice of symbols is carried out by three switches 5.

We interact with the device 6.

We build a closed circuit, open the mole lock on the door.

Switch to girl

We go to the house.

We speak with Mehded 1.

He seems to have lost his memory and needs to find a shared photo to help him remember.

We speak with creature 2 in the center of the room.

The creature needs an eye to see again.

  • We click on the turtle above the door on the right, we get the fifth PICTURE in the "Collection".

Take the MIRROR SHARD (1/4) 3, go to the door 4 on the right.

Pick up the MIRROR SHARD (2/4) 5, talking to the mustachioed ??ukom on the portrait 6. We go to the right.

We interact with three cabinet doors:

- move the top to the end to the right;

- leave the middle one closed;

- move the bottom one compartment to the right.

Go right two screens.

We click LMB on the mouse 7. Follow the owl 8, which, in turn, follows the mouse. When the owl looks away to the right, take the GLOVE 9.

We move to the right.

In a room with a closet, we climb into the channel, move to the upper tier. We go into the room on the left.

Again we go into the channel, we rise to the upper tier. We go into the room on the left.

Switch to Cubehead

Win the battle

We take the BOARD 12, put it on the gap 13 in the floor, go through it. We remove the MANOMETER 14 from the kettle. We take the BOARD 12 from the first break 13, put it on the second break 15. We pass through it, we take the MIRROR SHARD (3/4) 16 from the locker and the RED BOOK 17 from the cabinet. We pass through the gap 15 on the left, take the BOARD 8, put it on the gap 13 on the right. We move to the room on the right.

Near the mirror we find a SHARD OF ZERKALA (4/4) 18.

We place the collected fragments on the broken mirror in the required position.

Note . To rotate the fragment, click on the arrows in the corners.

We install the pressure gauge on the gas cylinder 19. We interact with the cylinder, we pump up the muscles.

We read the red book - open the inventory, click LMB on the book and drag it to the Cubehead.

We put on the glove - open the inventory, press LMB on the glove and drag it to the Cube Head.

We interact with the reflection in the mirror 20, we enter into a fight with him. Having won, we take out the EYE from the belt of the winner.

Take the elevator

Switch to Girl

We get down to the lower tier, we return to the first room.

Give the creature in the center of the eye room. Click on candies 1, 3, 4, 7 in front of him.

We select the LOLLIPOP 21, we put in the hand 11 in the freight elevator. We go into the elevator 22.

Find a photo

We are on the ceiling. Pay attention to the device 23 on wheels, go to the door 24 on the right.

  • We click on the creature under the pipe, we get the sixth PICTURE in the "Collection".

We press the switch 25, we pass to the right.

We go into elevator 26, go upstairs. We take away the VESSEL WITH FUEL 27, we go down. We click on the switch 25, we go into the room on the left. We fill the fuel into the device 23, which was paid attention to. We start the device, pick up SCISSORS . We go to the door on the right.

We climb the boxes on the table, cut off the glowing FLOWER with scissors. We get down to the floor, we click the switch 25, we pass to the right.

On the elevator 26 we go up, place the flower in the pot 28. We go down, swing the pump handle 29, charge the lamp 30. Climb up the boxes, touch the photo 31.

Mehded, who has come running to the noise, recognizes the Girl from the photo. He gives her the WRENCH and advises her to go to the Merchant to get the hammer. The girl goes to the Merchant's house.

Trader's House

We speak with Merchant 1.

He refuses to give the Girl a hammer just like that.

  • We click on the bird with a hammer head, we get the seventh PICTURE in the "Collection"

Interact with vending machine 2 four times, pick up the HOODED CLOCK. From cell 3 we take the PURPLE POT 4. We wait for the Merchant to dive into the bath, go to the right, behind the curtain 5.

Find the first ticket / Pass the gatekeeper

We click on hair dryer 6, under which the rat 7 sits.

  • We click on the caterpillar-pipe moving across the screen, we get the eighth PICTURE in the "Collection".

We go into arch 9 on the right.

Take STOOL 10, move to the right. From the shelf we take the JAR 11.

The jar falls and breaks 12. The jam spreads in a puddle on the floor.

We click on the spray gun 13.

A mosquito from vessel 14 collects jam from the floor.

Switch to Cubehead

Take the empty GLASS JAR 15, put it in the car. When the jar is filled with juice, take it and put it on the floor 17 under the vessel with the mosquito 14. Press the spray gun 13.

A mosquito gets stuck in a juice can.

We take a jar of mosquitoes??m, put in car16. We go to the hair dryer, then we move to the arch 18 on the left. We pick up a jar with a mosquito from the car, put it in a teapot 19. We speak with the elephant man 20, we scare him with a scary man.

The Elephant Man does not react at all.

We put on a jar with a mosquito a raincoat with a hood.

The elephant man gets scared and runs away.

We pick up the CRUMPLED TICKET dropped by him 21. Use the crumpled ticket for the hair dryer, we get the FIRST TICKET. We go up the carpet path 22.

Find a second ticket

Talk to the three-eyed creature 23. Move the sandbags 24, open the curtain 25. Click on the elements on the portrait 26, restore the portrait.

Puppets appear on the stage.

We go to the right.

Cubehead takes a seat in the audience chair.

Alternately, we click on the pictures hanging over the stage 27, we watch the performance. At its end, we go to the right, remove from the tower SECOND TICKET .

Find the third ticket

We return to the screen with the Merchant.

Switch to Girl

When the Merchant dives into the bath, we remove the KEYS 28, we open cell 29 with them. We go into the room on the left.

  • We click on the fish-periscope, we get the ninth PICTURE in the "Collection"

Switch to Cubehead

We go into the room with the samurai.

We pick up TROPHY 30 from the shelf. We take the trampoline 31 and transfer it to the bottom point 32.

Switch to Girl

With the help of a trampoline, we jump onto the diving suit 33. When the samurai passes to the right, we jump down.

Switch to Cubehead

Move the trampoline to the left 34.

Switch to Girl

We place a stool 35 under the stack of books. We strengthen the staggering stack with a purple pot 36 and a trophy 37. Climb up, take PEPPER 38.

We go down (you can catch the eye of a samurai to speed up the game).

We put the pepper in the mixer 39, disable the samurai, pick up the MAGNET that fell from the samurai's head. We use it on the helmet of the diving suit 33, we select the THIRD TICKET that has fallen out. Idem to the right.

Open the safe

Click on the bike horn 40.

A dog with a pliers head runs out of the previously opened cell 29 and rushes after the cat. The merchant follows.

We apply to the safe 41 the first ticket. We are waiting for the return of the Merchant. Open the cage with the key, press the horn. When the merchant runs away after the dog, we apply the second ticket to the safe. We repeat the steps for the third time.

We use the third ticket on the safe.

The girl takes the HAMMER from the safe. After collecting the tools, she returns home to repair the Sacred Engine.

Girl's House

Taking advantage of the Girl's inattention, the dark creature steals the tools she brought and begins to destroy everything. We need to catch the thief and return the tools.

  • We click on the essence in the form of a fork, we get the tenth PICTURE in the "Collection"

We speak with the snail 1.

Help the snail

We collect:

- HORN 2, from the ground near the machine,

- SCREW 3, on the plate;

- PIPE4, on the ground on the left.

Switch to Cubehead

Remove cover 5 from the sphere.

Switch to Girl

We insert a screw into the first hole on the left of sphere 6. We stick a bugle into the second hole. We leave the third hole empty, and fit the pipe to the fourth. We pass to the right, interact with the pipe 7 above the snail 1.

The snail runs away.

We go to the right.

  • We click on the mosquito with the body of the retort, we get the eleventh PICTURE in the "Collection"

We speak with prisoner 8 in the cell, we learn the secret formula - we need to prepare a potion, which includes heated orange liquid and cooled green and red liquid.

Create the desired potion

We enter the door 9, we rise to the upper tier. We head to the device for the manufacture of potions 10.

We turn on the fire. We click on the cups with cherries and nuts (first and second), pour their contents into the cauldron. We press the pear, to the left of the vessel with a transparent liquid, we get an orange liquid. Turn off the fire, pour the juice from the second and third cups into the cauldron. Clickm per pear, we get a green liquid. Pour the juice from the first cup into the cauldron, press the pear, we get a red liquid. We pick up the POTION, we take it to the prisoner.

Stop feeding

We notice on the wall of the cell that the prisoner left, a new formula 11. Pay attention to the formula 12 to the left of the cell.

We click on the frog 13, we drive it off the sheet. Now we click on the fly until the frog knocks down all the leaves from the plant with its tongue. Take the BERRIES 14. Interact three times with the generator 15 until the water in the river 16 turns red. We rise to the upper tier. Take MUG 17, go down. We collect red water in a cup, we rise to the upper tier. We interact with the device for the preparation of potions 10.

Turn off the fire if it is on. Pour the juice from the third cup into the cauldron. We get a blue cooled liquid.

Turn on the fire, pour the juice from the first cup into the cauldron. We get a red heated liquid.

With the fire on, pour the contents of three cans into the cauldron. We get a black heated liquid.

We take the POTION, pour it into the mixer. We add red water and berries there - feeding is stopped. We speak with the appeared snail, we go to the right.

  • We click essentially on the spring, we get the twelfth PICTURE in the "Collection"

We speak with musician 18, who plays the banjo.

Save the group

We strike the tuning fork 19 in order:

- left, right, right, left, left, right.

We select the POT dropped by the released musician. On the vessels 20 on the left we climb up, we cover the carnivorous flower with 21 pots - the second musician is freed 22.

We go down, we approach the look to the stone 23 on the right. We solve a puzzle in which you need to bring the firefly to the center while it glows.

We click on three symbols, the same as those depicted on the stone, we release the third musician 23.

We click on the labyrinth on the stone.

A dark being appears. Clinging to a nail, he drops the sheets.

We lift the sheets, read their contents.

The girl returns home. Finding the dismantled totem, she goes to the illusionist to retrieve the first missing part of the totem.

House of the Illusionist

The Illusionist requires the Girl to pass three testsania to get a part of the Totem.

We speak with Illusionist 1 again.

  • We click on the creature rolling down the rope stretched over the hammer, we get the thirteenth PICTURE in the "Collection"

We speak with the woman 2, we go into the tent 3 on the left.

The girl is in the hole. Barrels fall from above. We follow when a shadow from a barrel appears over the hole in which the Girl is located, we click on the neighboring hole to get over there. The mini-game consists of three rounds. In the second and third rounds, we hide when several barrels fall from above after a period of time. After passing the test, go to tent 4 in the center.

In the next test, we need to place all the pieces of the box in the center. There are four parts. Interacting with parts:

2, 2, 4, 4, 3, 3, 2, 1.

We pass into tent 5 on the right.

We move the pointer over the drawings, pay attention to its behavior - if it starts to vibrate on some drawing, we linger, and the drawing starts to glow. We do the manipulations three times, we try to have time to highlight the symbols while the rest are lit.

We interact with the gun control panel 6. We set the same symbols asand on the tents, get the FIRST PART OF THE TOTEM.

If someone has problems with the passage of this segment of the game, then you can use the proposed save.

swamp world

  • We click on the creature with the gramophone pipe in the upper right corner, we get the fourteenth PICTURE in the "Collection"

We speak with the fisherman.

To build a bridge

From the cannon flower 1 we shoot at flying insects 2, knock down the boards they carry. A shot is considered successful if both ends of the board rest on the ground. We spread out six boards, and the rest lay down automatically.

Digging up two FRUIT 3, go right a screen.

We take out the DIRTY MASK 4 from the ground, tear out the FRUIT 5, interact with the part of the totem 6.

We speak with the appeared Marsh Grandmother.

Grandmother is ready to give away part of the Totem if the girl makes her lizard look like a dragon.

Make her big

We feed the lizard three fruits - it grows to a given size.

Make her scary

eideat two screens to the left.

  • We click three times on the essence in the form of a bell, we get the fifteenth PICTURE in the "Collection"

Click on the bamboo stalks 7.

By clicking on the leaves on the stems, we must build a viaduct to drain water from left to right.

Option:

Leaf on stem 1 - once;

Leaf on stem 4 - once;

Leaf on stem 7 - once;

Leaf on the stem 6 - 2 times;

Leaf on the stem 11 - 2 times;

Leaf on the stem 10 - 1 time;

Leaf on the stem 5-3 times.

We wash the dirty mask in the water, go two screens to the right.

We put the mass on the drawing of the face on the board 8 .

We complete the mask, make a gas mask out of it - attach glasses and a nose with a tube. We go two screens to the left.

We put on a mask on the Girl, go through the fog, climb the tree branch.

Switch to Cubehead

We break off the branches, we reach for the umbrella. Once on the ground, pick up the BROKEN UMBRELLA (automatically in andinventory turns out to be a DRAGON NOSE). We go two screens to the right.

Apply the nose of the dragon to the drawing of the face, make changes - attach the eyes-glasses and the nose of the dragon. Apply the resulting mask to the lizard, make it scary.

Give her wings

We attach a broken umbrella to the lizard.

We get the second part of the Totem from the Marsh Grandmother.

The girl goes for the last piece of the Totem.

Time travel

Move in time

We speak with Cicada 1 - she needs a charge.

  • We click on the essence in the form of a compass, we get the sixteenth PICTURE in the "Collection".

Rotate clock hands 2 to the left, move to the past.

save heads

We speak with the Artist 3. We raise the stand 4, we take out the hand drill 5 from the rock. We rotate the hands of the clock 2 to the right, we move to the present.

We go into the passage opened on the left.

  • We click on the creature with the body of the castle, we get the seventeenth PICTURE in the "Collection".

Pwe go up the steps 6, we speak with the upper right head 7 - she asks to save her from the cup. We speak with cup 8, swinging on a swing, tied to the upper right head - the cup wants sweets. We go down, interact with the lower right head 9.

The head takes its place, driving away bird 10 with a spoon, and opening access to panel 11.

Interacting with panel 11.

We solve a puzzle in which you need to swap chains of blue and red balls.

We cross the raised bridge 12, take the CANDY 13. We speak with the left head 14 - she needs a patch for the hole. We take the candy to cup 8.

The cup runs away.

Interact with head 7 to get a BANDAGE.

The second head takes its place, scaring bird 10 with a spoon.

We go to the head on the left, put a bandage on hole 15.

The third head takes its place, the frightened bird drops the spoon.

Assemble a team of pirates

We select the SPOON, we go to the right.

Interact with crystal flower 16 - it crumbles.

What?We walk along the caterpillar moving along the branch, we get the eighteenth PICTURE in the "Collection".

We go to the left.

We speak with the captain of pirates 17 - the captain asks for help to assemble a team.

We go up the steps 18, we speak with the pirate 19 with a fork in his hand - he needs a spoon. Give the pirate a spoon - The girl fights with the pirate and pushes him onto the ship.

We enter the portal 21, we find ourselves on the platform with the pirate 22, sitting on the edge of the board. We speak with him - the pirate is upset. Interact with the ship, pull it to the right edge. We push the pirate to the ship

We enter the portal 23, we find ourselves on the site with the old pirate 24. We speak with him - the pirate needs a bird. We attract the ship of pirates to the right edge. We move between the portals, make the bird 27 move until it sits on the shoulder of the old pirate 24 - he jumps onto the ship.

We speak with the pirate 28 with the hands of a crab - he is scared. We move to the lower platform on the right, push the pirate ship to the left edge. We take the medallion of the hypnosis session 29. We return to the pirate 28, we use the medallion on him.

First we hold LMB on it and rotate the lines on it. Then, we swing the medallion, synchronously with its shadow - a piratehe jumps on the ship. We pick up the MEDAL left by the captain of the pirates.

Charge Cicada

Through the portal we move to the right side, we go to the right.

We give the medal 30 to the bird, take the KEY 31. We open the door 32 in the tree trunk for them, we take the COFFEE. Rotate the arrows to the left, return to reality.

We give coffee to Cicada - it is charged.

The cicada transports the Girl to the world of ice.

ice world

melt the ice

  • We click on the creature with the head-watering can, we get the nineteenth PICTURE in the "Collection".

We click on the Musician and the choir so that they all begin to sing. We go to the right, we find ourselves in a cave.

  • We click on the furry creature, at the bottom left, we get the twentieth PICTURE in the "Collection".

We speak with character 1 sitting on the lift - you need a handle to start the winch. Remove from the pillar TORCH 2, go left.

Calm down the mammoth

We click on each of the characters - they close their eyes.

Mammoth freezes.

Go down to the bottom floor

We climb the suitcases to the mammoth, we take away the HANDLE 3.

Break the Ice (end)

We go down, light three lamps with a torch 4. We click on each of the characters - they begin to sing joyfully.

The fire of the lamps melts the ice, freeing the wolf 5.

Go down to the bottom floor (end)

We go to the cave. We give the handle to the character. We go into the cabin of the lift, press the "Down" button.

The wolf enters the cave.

We have to solve the classic wolf, goat and cabbage puzzle - the wolf cannot be left alone with the goat, and the goat with the cabbage.

We switch to the robot, take the goat. We go into the cabin, go down to the middle level. We place the goat on the platform of the counterweight under the fruit symbol, we go down to the lower level. We lower the three handles of the knife switch, we rise to the upper level. We take the fruit, we go down to the middle level. We place it under the goat symbol. We pick up the goat, we take it upstairs, we pick up the wolf. We carry the wolf to the middle level, place it under the wolf symbol. We take the fruit, we place it under the symbol of the fruit. We go upstairs, take a goat and take itm it under the goat symbol on the middle level. We get down to the lower level, we leave into the door opened on the right.

Open a frozen door

  • We click on a mosquito with a nose-flute, we get the twenty-first PICTURE in the "Collection".

We go under the rotating stones 6, we let ourselves be knocked down. We speak with the Hooded Bird 7. We break off a piece of stalagmite 8, we find a drawing under it. We get on trampoline 9, we rise to the middle tier. We seize the moment, we pass under the rotating stones 6. We climb onto the turret 10 on the right. Having risen to the third platform, we install a piece of stalagmite in the hole, we stand on it. We take a piece of stalagmite from below, install it in the hole above. We climb, take out a piece of stalagmite from the hole below, insert it into the hole above. We rotate the stone block with drawings 11, we expose the drawing of the head of an elk. We go down, repeating the steps in reverse order.

We rotate the stone block with drawings 12, expose the drawing of a rat. We go into the tunnel, climb to the upper tier.

Switch to Cubehead

Take stone 13 on the right, place it on stone 14 on the left.

Switch to Girl

Vzbira?We climb onto the upper stone, turn the stone block with drawings 15, expose the drawing of a sailing boat - the frozen door 16 thaws. We get down to the floor, go to the door. We get the third part of the Totem.

Girl's House

The dark creature continues to do its dark deeds.

We pass into the dark opening on the right.

Switch to Cubehead

We pull the lever 1, fill the vessel 2 with four divisions (five measures) with liquid. We put it on the left bowl of the overflow device 3 in the center. We take vessel 4 with two divisions (three measures), put it on the right bowl of the overflow device 3. Press button 5, pour three measures of liquid from vessel 2 into vessel 4. Put vessel 4 on fire 6.

The liquid evaporates, filling balloon 7 with gas. But there is not enough gas for the balloon to fly in - four measures are needed

We put the vessel 4 again on the right bowl of the overflow device 3. Press the button 5, pour the remaining two measures of liquid from the vessel 2 into the vessel 4. We carry the vessel 4 under the filling pipe 8, pull the lever 1, fill it. We carry the vessel 2 to the left bowl of the overflow device 3, press the button 5 - four measures of liquid remain in the vessel 4. Put it on fire 6.

Ball 7 receives the requiredfour measures of gas and it takes off.

Switch to Girl

We go outside, we select RADIO 9. We install it in the ship 10, we go to the right.

Amplifier

We pass through the door 11, we rise to the second tier. We interact with the device 12.

We solve the puzzle with lasers, in which you need to direct the beam at the crystal above.

Three round panels open, with the help of which you need to create three figures in turn on the central screen, which can be seen on the covers below. After solving the puzzle, we go to the right on the second tier.

The wire

  • We click on the arachnid creature, we get the twenty-second PICTURE in the "Collection".

We speak with TV 13 in a T-shirt. We click on the round panels 14, open the puzzle for a while.

We need to cut the wire, which has a light bulb at the top.

Satellite antenna

We pass to the right, select the GEAR 15. Place it on the shaft 16, click on the left door 17.

Building a chain drive. We click on the right door 18.

Building a chain drive. We go to the girl's house. We interact with the ship.

Aim at the dark creature and shoot.

We deal with him, watch the final game.

Game completed.