Botanica: Into the Unknown A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2015 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Walkthrough 002a. Chapter One 002b. Chapter Two 002c. Chapter Three 002d. Chapter Four 002e. Chapter Five 002f. Chapter Six 003. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called "Botanica: Into the Unknown". To contact me about this guide, please email me at ilovecartoonssomuch@yahoo.com. I also made a video walkthrough for this game, which comes complete with audio commentary. You can see it here: http://www.youtube.com/playlist?list=PL-BD_KjCUmdwskxFuvq- 2FE1jVb2Oqx7w 002. Walkthrough ----------------------------------------------------------- 002a. Chapter One ----------------------------------------------------------- The game begins with an optional tutorial. You start in a cave in Oceania, which has a strange plant. You should get a sample of it! Look at your items in the lower/left. Take the kit and the tablet, then take the empty vial. Use the empty vial on the strange plant to collect a sample. This is a minigame. You must click on the five smaller plants in the proper order. When you do this correctly, it opens a portal to Botanica. Look at the rock here; take the stick and read the letter. The rock has a picture about feeding lizards. Examine the unique plant in the lower/left. Use the stick on the plant to keep it open, so you can take its bud. Click on your botanist's kit for a minigame. It's simple! Take the leaves of the plant and separate them into the three categories: striped, spotted and capillaried. When you solve the puzzle, you get striped leaves. Give the striped leaves to the lizard to be taken to the next area. You're at a cabin. Let's start by finding more information about Botanica. Read the note by the plant gate to the left, then look at the door. Take the ID card and the poster. Go right, to the side of the cabin. Take the shield part from the poster, and take a second shield part from the chest. Take the trowel from the chair. Go down, then use the trowel on the dirt near the plant gate. You get a third shield part. Use the shield parts on the color wheel on the door. This starts a puzzle. Your goal is to rotate the four rings, so the colors in each slice combine to make the color in the center wheel. For example, the rightmost slice has blue and red, to make purple. The leftmost slice has yellow and red, to make orange. When you solve the puzzle, the door opens so you can enter. Go inside. Use the ID card to open the control box in the upper/left. Inside it, you find a feather duster. Below the control box is a dresser. Pull the drawer open to find gloves and a diary about Botanica. You can look at the cupboard to see some artifacts, and you can look at the telegraph machine for a note about using it. Go back outside and use the feather duster on the plant wall to get rid of it. Go forward, to the new launch pad area. There are thorns on the left. Use your glove to move the thorns and get a button. Look through the telescope to see a fellow university worker named Ian. Look at the human- like machine on the right. Open up its chest cavity to get a key. Return to the side of the cabin. Use the key to open the trunk. This starts a hidden objects challenge, where you must use various items on each other. For example, you must use the sharpener on the pencil, then use the pencil on the sun design. You must use the string on the kite, the nutcracker on the nuts, and so on. Solving the puzzle gets you a coin. Go back inside the cabin. Look at the telegraph machine. Put the button on the machine, then use the coin on the screws to open it. Click on the control panel for a minigame. The goal of this game is to go from the lower/left to the upper/right. Your steps follow the order listed on the left: right piece, down piece, left piece, up piece. When you solve the puzzle, click on the telegraph to use it and contact Ian. Take the knife. Go to the side of the cabin and use the knife on the ropes that hold up the swing. You get a valve. Enter the cabin again, and use the valve on the control box. This lifts up the human-like dummy. Go to the landing pad. Use your knife to cut open the backpack. There is a flare inside. Put the flare in the dummy's hand and pull the string. A large creature like a dragonfly appears. Take the tag hanging around the creature's neck. Return to the side of the house, then use the tag on the saddle to get it off the wall. Return to the dragonfly creature. Put the saddle on its back, then go for a ride on the creature to end the chapter. 002b. Chapter Two ----------------------------------------------------------- You can't open the crate here, so go left. Talk to Ian, then look at his desk. He talks about how he came to Botanica, and you are challenged to find the things he mentions. For example, when he mentions his daughter, click on the photograph of his daughter (in the upper/left). Ian explains that he is going downriver on a steamboat, to find the spores of the plant which serves as a portal to Botanica. The more spores he finds, the closer he is to the plant portal. Ian asks you to help get the machine parts. Talk to Ian again, then go outside. On top of the post is an acorn. Make sure to grab it, then go down the left path. The boy here is Sam. Talk to him, and he goes down the pathway to the plane. Before following him, enter the cooking hut on the left. Look at the jars in the lower/right. Inside one of them is an acorn. Then, look at the corner for another interactive scene. Use the skewer on the fish to get skewered fish, use the cup on the sugar for a cup of sugar, put the hammer head on the hammer, so you can use on the jar and get a key, and do many other things to get an empty pitcher. Exit the hut, then go to the plane. It's covered with vines. Talk to Sam for a vine sample, then read the diary to learn why the plane is here. On the final page is the third acorn. Go back a screen and look under the hut on the right. Give the acorns to the animal for a wooden shape. Put the shape on the hut door, for a puzzle. Click on a square to change the symbol on it. Your goal is to make it so the same symbol does not repeat in any row or column. There are multiple solutions. You can enter the hut when you're done. There, grab the white cloth from the back wall, then look at the table in the corner. Use your vine part on the sketch, for a puzzle. Click on the ten segments on the sketch, until they resemble the vine. When you're done, you get a carving, and you learn that you need three yellownuts to defeat the vines. Exit the hut and look at the upper/left exit. The fence is incomplete. Put the carving in the empty spot, then push all the carvings down to open the fence. Go through the fence, look at the soldiers for a scene, then go forward to the yellownut tree. You can't get the yellownuts from the tree just yet. Take the key from the tree, then go down three times. Take the right path to the shore, where Ian is. Use the key to open his toolbox, and pick up the hammer. Also, use the empty pitcher on the river to get a pitcher filled with water. Go down three times, to the first screen of the area. Use the hammer on the box to get red fruit and a lighter. Now you want to go left, forward and left. Enter the cooking hut on the left. Put the red fruit on the cutting board, on the table to the left. Run the knife over the fruit a few times, to cut the fruit. Take the chopped fruit, then look at the pot in the back. Put the water from the pitcher inside the pot. Use the lighter on the logs to boil the water, then put the chopped fruit inside. Put the white cloth inside, and you get a red cloth. Return to the yellownut tree. Use your hammer on the hook to straighten it, then put the red cloth on the hook. The creature will knock the yellownuts to the ground. Pick up three, then look at the botanist's kit for a challenge. The challenge is to move pieces of fruit around, so all four scales have the same weight on them. Solving the challenge gets you four shots of vine killer. Return to the broken plane. Use the vine killer on the four blue/yellow vine flowers. Open the plane door and go inside. Use your list on the screen for another challenge, where you find items and use items on each other. Once you find everything, you get the spare parts. Return to Ian, on the shore. Talk to him and give him the spare parts for a puzzle. With this puzzle, put all the parts where they are supposed to go. You can usually identify where a part goes, based on what's near it. For example, the red handle goes in between two other red handles of the same shape. 002c. Chapter Three ----------------------------------------------------------- You, Ian and Sam are on the steamboat, headed downriver. Talk to Ian, then pull down the periscope so you can look outside. Oh no! Queen Kassandra is here with her soldiers! You need to hide. Look at the window on the right and take the red cross. Look at the medical box on the ground. Take the brick, then put the red cross on the lid to open it. A closed tube is inside. There is an emergency box on the wall. Use the brick on the box to open it. Take the hose and the glass shard. Use the glass on the closed tube inside the medical box, and you get a light. Move the trap on the left side to see a trapdoor. Look at it for a puzzle. With this puzzle, you want to move various boxes around. Your goal is to move the box with the stamp all the way to the right. Afterwards, use the hose on the trapdoor and use the light on the trapdoor. You enter the hidden area and safely avoid capture. Some time later, Sam returns. Open the trapdoor and talk to him. Grab his hand, and he pulls you up. Talk to Sam again, then look on top of the desk for a puzzle clue. Look on the side of the desk for the puzzle. Your goal is to click various squares, so they match the symbols on the clue. Do the left-hand side and the right-hand side separately. When you solve the puzzle, you get Ian's research. Put it on top of the desk to learn about the various areas in Botanica. Exit the room at this point, and zoom in on the left for another find-it puzzle where you must find items on a list and use some items on each other. Solving the puzzle gets you a steel bar. Go right, to the other side of the boat. Here, you need to find five rungs. Put the rungs on the ladder rope, which is on the right side of the screen. This creates a full rope ladder. Go left. Look at the area in between the two doors. Put the steel bar on top, then put the ladder in place. The ladder leads up to the orange area. Climb up to the orange area. Spin the wheel to open the door, then take the compass from inside. Go down the ladder and use the compass on the trunk. This starts a puzzle. Click on the sun, wind and moon for clues, and click on the sea animals to rotate them. Solve the puzzle to open the trunk. When the trunk is opened, move the various things aside. Pick up the three glass lenses from inside the trunk. Climb up the ladder and put the three lenses inside the orange thing. Go back inside the steamboat and look at the periscope. This starts a puzzle. You want to move pieces around, by clicking the various buttons. Your goal is to fit together all three parts of each picture. 002d. Chapter Four ----------------------------------------------------------- You're at Newsong Village! Talk to Sam. Look at the stone marker in the middle for gloves, then look at the sign to get some herbs. Since the left path is blocked, go up the right path. Talk to Sam again, then pick up the ladder from the lower/right. Enter the house on the left. Talk to Margaret. Her daughter is sick, and she needs crayons. A crayon is on the table, and one is on the corner of the bunkbed. Look at the shelf left of Margaret, then pick up the crayon and the empty jar. Use the ladder on the bunkbed, so you can climb up and get the fourth crayon. When you have all the crayons, use them on the table in front of Margaret. This starts a puzzle. You must color in parts of the drawing and click on them. This reveals how the girl got sick. Leave the hut, then go forward to the back part of the village. Get the second glove from the pigs, and take the purple herbs that are left of the gate. Go into the house here to meet the healer. Talk to him, and he offers you the use of anything in his house. Take the incense in the upper/left, the gear on the back wall and the purple herbs on the ground. Solve the hidden objects puzzle on his table to get an empty vial. Leave the hut. Look at the gate. Use your gloves to take the chain, then go down twice. Look at the fuel can in the lower/right. Use the gloves to open it, then use the empty can on it to get a can of fuel. Go forward and look at the chainsaw on the left. Put the chain on the chainsaw, then put the fuel can inside. You now have a working chainsaw. Go down and use it to clear the pathway on the left. Take a gear from the sharpening stone and pick up the five rocks scattered all over the screen. Look at the stone faces. Use the rocks on the faces to start a jigsaw puzzle. When you solve the puzzle, you get a domino. Also, you can use the empty vial on the water for a sample. Use your botanist's kit here. With this puzzle, move the lens all over the screen. Find and click the red, pink and purple particles. You get the contaminants. Return to the healer's hut and give the contaminants to him. He says that soup will help. Look at the book on the ground and flip the pages until you find the soup recipe. Take the horn left of the book and go outside. Use the horn on the swineherd for a key. Go down a screen and use the key to get into the watermill on the right. In the watermill, there is a hand scythe on the wall. Also, the final bunch of herbs is on the floor. Go back to the water and use the scythe on the sharpener to sharpen it. Go back to the area, outside the healer's hut. Use the scythe on the wheat four times, in order to get a gear and wheat. Return to the watermill. Put the wheat in the machine and put the gears on the machine for a puzzle. The puzzle is to put the gears onto the board in the order indicated by the diagram. Solving the puzzle gets you some grain. Go to the pigs and put the grain in their trough. You get George the Pig. Go down twice and use the pig on the purple truffles. This starts a game. You want to move the pig over every square on the board. The pig will find truffles. Look at your botanist's kit. You need to find five pairs of truffles, before you get the pure truffles. Return to the healer's hut. Put the pure truffles in the pot and stir the soup a few times to get soup. Go back to Margaret's hut. Give her the soup to cure Abi. In thanks, Margaret gives you a token to let you exit the village. Go to the gate at the end of the village and use the token on the guard. He opens the door for you. Go out. A flutterhawk arrives! Look at it and take the message from the case. Ian says he needs a spore to help find the portal. Take the flint from the stones in the lower/right, then go forward to the mine entrance. Look at the rocks on the right. Take the lever and read the note. Look at the machine on the left for a hidden objects challenge. Solve it to get a key. The key opens the chest in the watermill. Go there. Get the sieve and the harness from inside. Leave town and look at the water on the left. There are three dirt piles here. Use the sieve on all three of them to get a domino and a marble. Go back to Margaret's hut. Look at the shelf on the wall, behind Margaret. Use the marble on the doll for a puzzle. Make a complete doll to get a domino. Leave and use the dominoes on Sam for a puzzle. Make domino matches to win. There are multiple solutions. Go to the waterfall and talk to Sam. He gets bananas for the ramephant. Go to the ramephant. Put the harness on it, then use the bananas on the ramephant twice. It walks forward and opens up the mine entrance for you. Enter the mine. Use flint on the four lanterns to light the area. Take the green tube from the lower/right and use the incense on the lantern to light it. Use the lit incense on the ants in the back for a puzzle. You want to cover the area with smoke and trap the ants in a small area by the gate. Look at the controls and put the lever into place. This triggers a puzzle. You want to pull a lever, when all the various needles are pointing towards green areas. Do this three times to fix the elevator. Go forward, which means you take the elevator down a level. Turn on the light. Look at the machinework in the lower/left for a handle. Some numbers are written here. They are 80, 25 and 55. Look at the robot on the right and use those numbers to open up the combination lock. Go back a screen. Use the handle on the pickaxe head to get a full pickaxe. Go down and use the pickaxe on the rocks for a blue tube and a mechanical heart. Go down once more and use the pickaxe on the rocks for a red tube. Go back into the mines and go to the robot. Put the mechanical heart inside to trigger a minigame. Click on pipes to rotate them. Connect all the pipes and turn on the switch. You have three colored tubes. Put them into the slots here. Click on a tube to play a brief video from Gustav, Ian's friend. Take the key. Use the key on the container in the lower/left to get a spore. Go back several times to the messenger bird, then put the spore in its pack to end the chapter. 002e. Chapter Five ----------------------------------------------------------- You travel to Aquadeux, where Gustav lives and works. Talk to Sam, and he leaves. Look at the pedestal on the right pathway) and take the ladder rung. You need to find a lever for this pedestal. Go through the door of the main building to meet Gustav. Talk to him, and he tells you to turn off the smoke machine. Use the ladder rung on the ladder, on the left. Pull the ladder down, then look at the machine for a puzzle. The puzzle is to move pieces up and down, until each red piece is in the correct spot. You can move the blue covers to help improve your visibility. Once the room is cleared, talk to Gustav and give the robot serial plate to him. This starts a game, where you must click on the items Gustav describes. He is descended from Victorian-era Earthlings, but he has never been to Earth. Gustav gives you a blue key card. Go forward to enter his study. Look at the green cabinet for a puzzle. You want to find all ten differences between the two panels to get two bottles. Go back twice and use the blue keycard to open up the right door. Go forward. Look at the lily on the right and use a bottle on it. Talk to the harbormaster, then look at the key box near the harbormaster. This triggers a puzzle, where you must make matches. Match all the keys to get a red keycard. Go forward to the tortoise. Take the palette knife from the lantern. Go back twice and use the red keycard to open the door on the left. Go forward. The baby tortoise is here, trapped in a shell. Use the palette knife on the egg to get an aqua moss sample. Look at the light here, flip the switch, then take the light. Go right and look at the lily that is left of the dock. Put the lightbulb in the area to open up the lily. Use the bottle on it, and you have two bottles of lilies. Go back to Gustav's study. Look at the bookshelf and place the aqua moss sample here. This starts a hidden objects scene, and when you're done, you get a recipe for destroying the moss. Surprise, surprise, the recipe includes lilies. You also get a key. Use the key to open the display case with the saber inside. Go back to the harbormaster and use the saber on the blue bamboo for a valve. Return to Gustav's study and use the valve on the water dispenser for a solution and a locker key. Use your botanist's kit for a puzzle. You must arrange the various liquids from lightest to heaviest, and you can test the weight of three liquids at a time, in the machine on the left. When you're done, you get the moss-eating algae. Go to the area with the baby tortoise. Use the moss-eating algae on the egg to free the tortoise. You get a lever, and the tortoise swims away. Look at the locker (at the base of the tower here) and use the key to open it. Inside, you get grease. Go back a screen. The tortoise is stuck! Use the lever on the pedestal (next to the fork in the road), and use the grease on the gate. Pull the lever to free the tortoise. Pick it up. Go to the mother tortoise and give the baby to her. Look at the tortoise's shell. Put the two keycards in place, then solve the tangrams puzzle to gain access to the diving bell. Select the yellow panel for a puzzle. Cross off all the areas that are noted on the list. The only areas that aren't crossed off are the lower/left square and the rightmost square in the second-from-bottom row. In the middle of the control panel is a grid for the robot arm. You want to activate all the parts of the grid in numerical order. The numbers are listed in roman numerals. The order is this: I II III IV V VI VII VIII IX After every third correct input, a green light turns on. You should be able to use the diving bell now. In the first area, solve a hidden objects challenge for tentacle pieces. Look at the wrecked ship and use the newly-fixed robot arm to grab a pipe joint. Use the steering wheel to go right. Use your tentacle pieces on the gate to open it. A spore is in the crystals! Look at the lever panel for a puzzle. Put each lever in the correct position, to grab the spore. The positions are middle, up, down and middle. When you solve the puzzle, the spore is taken. A cutscene plays, in which Gustav remotely takes control of the tortoise diving bell. How mean! He betrays you and takes you up to an unknown area. There are pipes here. Put your pipe into the joint, then solve the pipes puzzle. Your goal is to rotate the pipes, but pushing buttons. Have all the pipes connecting to solve the puzzle! Enter the elevator here, and Queen Kassandra captures you. Oh no! 002f. Chapter Six ----------------------------------------------------------- You wake up in a prison. Take the cloth by the left window, then look at the right window. Grab the piece of wood. See the sharp thorns in the middle of the tree? Use the wood on the thorns to sharpen it. Use the sharpened wood piece to collect all six red flowers in this area. When you're done, look at the roof. Use the sharp wood on the ropes for a lens and a minigame. With this game, you want to move ropes around so no ropes are overlapping. Then, you have a puzzle where you want to clear away all the leaves. You can now climb out to the roof. Put the red flowers in the bowl, then add the lens. This creates smoke, which attracts your dragonfly friend. Take the two vines. Put the cloth and vines on the dragonfly to form a makeshift saddle. Ride the dragonfly to a new area. Solve the hidden objects challenge at the weapons rack to get a spear. Go forward. This area is patrolled by guards, so you cannot move freely. Look at the picture of a servant on the right, to get a gem and a diagram. Take the gem from the left side of the screen, and look at the mosaic on the ground for a slider puzzle. The location of the final piece of the puzzle is randomly determined. Solving the puzzle gets you a gem and a rod. Go down. Use the metal rod on the statue twice to get the arm. Use the spear on the arm to get a long arm. Now go forward and look at the door. Use your armed spear to pick up the key. It drops on the ground, so look at the ground and pull the carpet back to get the key. Use the key on the lock to enter the captain's quarters. Get a gem from the counter (on a mortar and pestle), and get a gem from the mirror. Look at the closet for a puzzle. You need to click the colored buttons, in the same order you would go over them, if you were going through the maze. When you solve the puzzle, you get a gem, and you get your tablet and botany kit back. You have all the gems now, so look at the bust. Put the gems and the diagram down, then make the medal match the diagram, by putting gems in the correct spots. You get a fancy medal. Look at the closet and put the metal on the cape, then take it. Look at the mirror and put the cape on yourself. Pretty good disguise, right? Go back a screen, then go forward. This is where Ian is being held prisoner! Look at the side of the prison and move the bricks aside. He gives you a formula for knocking out the guard. Look at the berries on the far right here for a hidden objects challenge. This gets you berries. Go forward and take the dagger from the statue. Look at the throne for a puzzle. You want to arrange the colors and symbols here, so they match the banners in the throne room. The colors will be yellow, red, green and purple, from left to right. Solving the puzzle gets you a message from your father and an empty dart. Go backwards three times and use the dagger on the tree four times to get mushrooms. Return to the captain's quarters. Use the berries and the mushrooms in the mortar and pestle. Look at your botanist's kit for a puzzle. Sort the items by color, according to the diagram. Purple is K, blue is alpha, red is zero and yellow is six. Solving the puzzle gets you a sleeping dart. Go back twice and use the dart on the statue pipe to get a blowgun. Go to Ian's prison and use the blowgun on the guard to knock him out. Take his key and his stool, then look at the cell door. Take the valve. You can't open the door yet. Go back to the captain's quarters and use the key on the pantry for a hidden objects challenge. This gets you an empty jug. Go back to the throne room. Put the valve into the fountain to fix it, then use the fountain water to fill your empty jug. Place the stool on the right side here, so you can get the vine-ropes in the top/right. Go back to Ian's prison. Put two mechanical pieces in the correct spots, then put the jug of water in the contraption on the door. It opens, and Ian is free. Go back a screen. Use the stool on the left, so you can reach the lantern. Go down and talk to Ian. Use the rope on the tree and go down to the hidden cave. The portal leading back home should be here! Put the lantern here and use your father's notes for a math puzzle. The sides of a cube are seven, minus two, plus one. The seasons are five, minus one. A spider's legs are ten, minus three, plus one. Go forward to the portal plant. Talk to Ian and touch all six crystals to light the area. Look at the base of the flower for a longish puzzle. You need to rotate six squares on the two pillars for circle pieces. Put the circle pieces into the holes and rotate them into place to see colors and numbers. See the design on the bottom? Click on the moons, to make them match the colors, with pink first, orange second, yellow third, green fourth and red last. Try to enter the portal. Kassandra and Gustav appear, and they both try to stop you. Talk to Kassandra and Ian, then grab the crossbow. This is the final puzzle of the game! You must stop Gustav. You can shoot something, when the arrow is in the green area. Shoot the three rocks and the four spores. Finish by shooting the gun out of Gustav's hand. His hand is a moving target, making it harder to hit. When you do, the game ends! 003. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2015. If you want to use any part of this FAQ, ask me first (instructions under general information).