Walkthroughs / Botanica: Into the Unknown / Bonus Chapter: Epilogue

Bonus Chapter: Epilogue

Botanica Into the Unknown Walkthrough for the bonus chapter features tons of helpful tips, advice, and a complete step-by-step guide to completing this beautiful hidden object adventure game.

Originally posted:

Ask for help in the comments below!

Bonus Chapter: Epilogue

For Collector's Edition of the game only:

 

  • Note that Eddie needs to be fed
  • Note the box at the bottom of a tree needs a star shape
  • Note the thorns in front of Eddie
  • Note the MOTH

 

  • Examine the tree house
  • Pick up the WALKING STICK
  • Note the door is missing a piece
  • Note the locked chest

 

  • Head right
  • Examine the hole in the tree
  • Use the WALKING STICK 3 times and pick up TIGERFRUIT
  • Note the MOTHS
  • Examine the bushes in front of the ZEBRAFFE

 

  • Find the available objects
  • Move the toy car
  • Click on the 4 purple flowers to temporarily cause them to close
  • Receive SHEARS

 

  • Return and examine the thorns
  • Use the SHEARS on the outermost vine and then on in
  • Move the leaves
  • Pick up TIGERFRUIT (2/5)
  • Pick CHEST KEY
  • Examine tree house
  • Use CHEST KEY on chest
  • Pick up ROPE and NET
  • Use NET on the MOTH (1/5)

 

  • Go right
  • Use NET on the MOTH (2/5)
  • Use ROPE on zebraffe rung
  • Climb up
  • Pet the zebraffe; you need to make a trade for leaves to get the TIGERFRUIT
  • Use WALKING STICK on the nest 3 times and receive TIGERFRUIT (2/5)
  • Use NET on 3 MOTHS (3/5, 4/5, 5/5)
  • Pick up TIGERFRUIT (3/5) on the right and then the LEAF (1/5) next to it
  • Pick up 4 more LEAVES
  • Give the zebraffe the LEAVES
  • Go back
  • Pick up TIGERFRUIT (4/5) on the ground
  • Examine the nest
  • Give the baby bird the MOTHS
  • Pick up the TIGERFRUIT (5/5)
  • Back up
  • Give Eddie the TIGERFRUIT
  • Pick up the TOKEN he drops

 

.

  • Examine the tree house door
  • Use the TOKEN on the door
  • Click on the blocks to raise and lower them to make a plant
  • Note the very faint outline on the metal grids; you want to match those
  • You can also see the valleys to match up

 

  • Enter shed
  • Examine the basket to the left
  • Click to remove all the papers
  • Pick up the STAR
  • Back up

 

  • Examine lunchbox
  • Place the STAR and click on it
  • Pick up the CODE BOOK and AWL
  • Go back into the shed
  • Examine the cook stove
  • Use the AWL on the hinge
  • Pick up the SLATS
  • Examine the back table
  • Click on the cover and click again

 

  • Trade the tiles around until you get all the wires connecting
  • Note you can start with the edge pieces first
  • Place the CODE BOOK
  • Click on the machine

 

  • Click on the dot or dash button to match the code shown
  • Use the redo button if you make a mistake
  • Press the play button and you will receive a reply
  • Flip through the code book to find the matching code on the bottom of the page
  • Enter in the top code and enter
  • Do this 3 times

 

  • Turn the red door handle
  • Place the SLATS on the bridge
  • Place the individual slats in the correct spot
  • They will click into place if they are in the correct place

 

  • Head across the bridge
  • Examine the table
  • Pick up the BATTERY (1/2)
  • Examine the clock
  • Examine the drain in the floor
  • Examine the bookshelf

 

  • Head out
  • Examine the flying machine
  • Pick up WRENCH

 

  • Examine the desk
  • Click on the various drawers to find all the objects
  • Blue prism:  Place the blue light bulb into the lamp.  Place the glass prism on the blue light.
  • Salt:  Place beaker of solution on top of the burner
  • Infinity:  Click on the 8 ball to turn it on its side.
  • Receive SMALL BONES

 

  • Cross the bridge
  • Examine panel to the left
  • Use the WRENCH on the 4 nuts
  • Pick up the SLIDE
  • Pick up HOOKED SPEAR at the side of the turbine
  • Note the metal chest

 

  • Examine turbine
  • Click on the circles to turn all the red lines to green without duplication
  • You can cross over the lines.
  • One solution is above.  There are many more.
  • Open the door
  • Pick up the BATTERY (2/2)
  • Note it's dark.

 

  • Back up twice
  • Examine the table
  • Place the BONES on the toy man
  • Arrange the bones to make a dinosaur according to the drawing
  • Pick up the TOY WOODCUTTER

 

  • Use the SLIDE on the microscope
  • Use the 3 dials to bring the numbers into focus
  • From the start it is twice for each one, but you probably did not count so keep at it.
  • You can match 2 to get a clear number and then try the third.  If that does not work, click to match 2 in another fashion and keep trying
  • Receive a NUMBER CODE

 

  • Examine the grate
  • Use the HOOKED SPEAR to pick up the METAL KEY
  • Go forward once
  • Examine the crate to the right
  • Use the NUMBER CODE on the lock
  • First you need to get 4 holes on the top and 3 holes on the bottom (this is not alternating)
  • Second you need to do this while matching the yellow and black patterns above
  • Third, click the blue buttons to get the correct top numbers visible in the window and the red button to get the bottom numbers visible
  • 7  2  3  1
  •   5  4   6

 

  • Click on the flashlight
  • Examine the time setting, which goes in the journal
  • Pick up the TOY AXE
  • Place the BATTERIES
  • Close the flashlight and pick it up

 

  • Go forward once
  • Examine the metal chest
  • Use the METAL KEY
  • Pick up a time setting, which goes in the journal
  • Pick up TOY DOG

 

  • Back up twice
  • Examine the clock
  • Place the WOODCUTTER on the right
  • Place the AXE in his hand
  • Set the time from where you got the AXE (2:30
  • The green button turns the minute hand
  • The red button turns the hour hand
  • Place the TOY DOG on the left
  • Set the clock to 4:15
  • Pick up the now exposed WINDER
  • Examine the shelf
  • Place the WINDER in the cat and click on it
  • Note the time on the cat's paw
  • Pick up the TOY BIRD
  • Return to the clock
  • Place the TOY BIRD
  • Set the time to 9:10
  • Pick up the METAL SHAPE
  • Go forward once
  • Examine the copter
  • Place the METAL SHAPE
  • Pick up the TURBINE MANUAL

 

  • Go forward to the turbine
  • Examine the crate with the parts
  • Use the TURBINE MANUAL on the parts
  • Find the matching part
  • Click on the manual to turn the page and find the next parts
  • Receive the TURBINE PARTS

 

  • Examine the turbine
  • Use the FLASHLIGHT
  • Place the parts in the correct place to fix the turbine

 

  • Examine the panel to the left and click on it
  • Your goal is to turn on the correct light in the correct order.
  • With each color there is a pattern of X (on) and 0 (off).
  • These patterns overlap with each other.
  • There are some lights already fixed on.  
  • There are some unlit area that are fixed also.
  • Start with green, then yellow in the first open lights after green, then gray, then red.
  • On the 3rd line, iit's red, yellow, gray, green, and then red.
  • See above for solution.
  • Return to copter
  • Flip the switch
  • Ride the copter to finish the game
Ask for help in the comments below!
Comments

Comments will load when you reach this part of the walkthrough.