Sea of Solitude is an unusual colorful action about a girl who turned into a monster. She explores the sunken city in search of possible solutions to this problem. In our guide you will find the walkthrough of the entire Storyline Sea of Solitude.
Swim to the beam of light. Next, follow the flying girl. At some point, she wants to play hide and seek. Just shoot a tower of light in the middle of the tower and swim for it to find the girl. The giant monster will block you further path. Swim to the left and disembark at the port.
Look for a lantern and a staircase nearby, climb it and go up to the light silhouette in the dark. Next, send a ray of light to the monster with the mouse. Then return to the port and open the lattice door nearby. Further path will be linear, but do not forget to pick up a bottle with a message in the corner.
Soon you will reach the channel in which the monster floats. Wait for the monster to sail away and quickly swim across to the other side. Then the procedure will have to be repeated. At the end, you swim to the lighthouse:
Activate it; the darkness will leave the city. Swim over the lighthouse, where you will fall into a small building. Immediately pick up a bottle with a message in the corner. Another note – you will find in the garden on the roof of the building. And you can run the seagulls next to the door and from the edge of the roof. To go further, look for the following passage:
As a result, you get on the roof, where you can also drive the seagulls. You will find one on the way, and the other you look for next to the triangular glass roof. Do not miss a bottle with a message to which you can get if you go down the stairs at the edge of the roof. Next, go to the following place:
There will be another bottle with a message. Then go to a bunch of dark energy and develop it. Use the silhouette to direct another ray to the monster. After you need jump into the water and swim to the boat.
Use the boat to find the following place:
After arriving at the port, you will need to overcome the channels again and avoid the monster. As usual, wait for the monster to be far and quickly swim across to the other side. Lanterns will be your guide. Climb the stairs, look at the cut-scene and pick up the bottle on the left.
Then go to the light that your boat radiates. Look for the gate with lanterns on the sides. If you sink into the water, the monster will try to break the grate. But still swim up to the gate and open it, and then quickly get out on the shore and go to the boat, open the door through the grid. Once in the transport, swim through the open passage, and in the middle of the channel, find the light from which you want to remove the darkness.
Now you just need to go for a strange creature, until you reach the dark zone. There go to the small platform above which there are luminous windows. Then go to the ledge on the ledge. Next, climb to the roof, where do not forget to pick up a note:
At the very top, wait for the monster to go as far as possible, jump into the water and swim to the tower, next to which the light hovers. Then there will be the usual hide and seek from the monster. Climb the stairs; do not miss a note in the bottle:
Next, go to the lanterns and get to the desired place, where the cut-scene with a giant bird will begin.
Arriving at the station, immediately look around the corner to find a bottle with the message:
After that, go along the left side of the road where you should turn to the next place to find another note:
Then go the other way until you get to school. There is going to pass through the shadows without touching them. When you get close to your enemies, they will start chasing you. Bait the monsters away from the passage, go around them and run into another room.
Then you will meet with whole crowds of shadows that can be destroyed. Use the light and lure them to the lighted place. At the end you will fall into a dark space. Try to find a way out and do not go where red eyes are visible.
At the end of the chapter will be the usual hide and seek from the underwater monster. Go to the boat. When you come to transport, look around on the building to the left, where seagull sits on the roof.
Once in the boat, you need to swim to a giant bird in the distance. The bird will constantly fly away from you, and you will have to follow it. In the process of chasing, do not miss the letter in the bottle:
Next, there is a seagull. Chase the black bird until it starts moving between two points. If you use the light, it will show where you need to land. In this place, you will find another bottle:
If you go to another cell, you can also find a note there:
Land on the place where the bird sits and walk to it. Then get on the boat and head for the flying monster. In the end, you will find yourself on land. Follow the glowing light and it will lead you to the shadows. You just need to go through the balls of light.
Then you need to dispel the darkness around the lights in the center of the location. Climb to the four roofs and use balls of light. Climb on all the right places, you can use the stairs. Also near the central light, find two gulls. By doing so, the light will be released and lead you to the gym.
There you need to not touch the shadows again and go through a bunch of balls of light. Be careful, as one will be at the height and will have to climb the stairs. As soon as you pass four waves, you can save the central light. Toward the end of the head, sail behind Sunny and follow the big boat.