Swim inside and you’ll appear in a chamber with the windmill key. There’s an underground (underwater!) ruin path that’s marked with water bubbles. The Windmill Key #1: Underwater, look near the submerged statue square. Like before, you’ll need a key to enter the windmill tower on the island. Dive low, and swim into the air bubbles to get more precious oxygen. Look in the distance to spot boats on the shore – but there’s no place to hide. Out on the beach, the sun is shining bright. The underground path leads down and around to the beach. Your fox friend will bark to draw you closer. To progress, go toward the cliffs facing the shore and move left until you find a large ruin entrance surrounded by shadows. Pull the second block to release a storm cloud that zaps the bird, making the area safe – for now. Find the ramp and jump across the gold sections until you can drop into a new area – once again, rush to the soul statue and activate it before the bird gets you. Use the block to jump the wall, then rush to the soul statue and shout, lowering more awnings the kid can hide under. Pull the crate near the crate-marked wall – it’ll take some time, so make sure the gold awning is lowered or the bird will get you! Shout at the soul statues to lower golden awnings, making it possible to hide from the bird. Up top, you’ll be exposed to the elements. Jump onto the platform and ride it up to leave through the high door. Simply stand near the sun marker to project the kid’s shadow, and the exit platform will lower. That causes the chamber platform to lower and reveal a second sun marker. To solve the puzzle, shout so the shadow of the Earth covers the sun marker to the left of the exit. Upstairs, you’ll reach an orrery – a model of the Earth and the sun. Inside the windmill ruin, shout to activate the first soul statue and enter the open door up the steps before it seals again. According to the murals, the windmill is how you’ll scare off that killer bird and regain the lost gold orb. Use the right exit (from the key) to return to the surface and run back to the locked windmill door to gain access. Stand on the left, shout, then move ahead, then shout again until you reach a path to the key. When you shout, it will turn to face you. The spirit statue in the center is looking at the kid. Down below, you’ll encounter a strange puzzle. The Windmill Key: The key is located underground – enter the ruin where the barked fox is waiting near the entrance. The fox will bark and signal you to look inside. There’s a large half-circle roofed ruin that leads down into a dark catacomb. You’ll need to obtain a key – from the windmill door, continue toward the shore. The screen will slowly fill with red when the bird is hunting you. Stay under the shaded areas, inside the ruins, and run toward the windmill in the distance. In the open dunes, the angry bird will swoop and attack if you stay out in the open too long. Approach, and the bird will attack, forcing the kid to hide in the ruins below. The bird returns to its nest at the far end of the long desert bridge. Push the gold orb – it won’t be long before a deadly bird steals the orb away. Leave the temple, and outside you’ll find another sundial device. When the kid wakes up, he’s surrounded by creepy salt statues. We’ll walk you through each one with simple instructions and screenshots. There are plenty of threats to face here, including new types of head-scratching puzzles. Rather than puzzle your way to the giant tower, you’ll start there and work your way around the open area until you can reclaim the solution to a particular puzzle. The kid is transported to a vast arid desert in Chapter 2 - you’ll have to dodge an angry bird of prey while exploring abandoned catacombs. The RiME puzzle guide continues into Chapter 2, covering all the tricky challenges that cause the kid problems hidden in the ruins of an ancient civilization.
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