Botanica: Into the Unknown
A Walkthrough by Michael Gray
AKA The Lost Gamer ([email protected])
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 [email protected].

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
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002a.  Chapter One
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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
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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).