
- #Transport giant walkthrough how to
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To make things easier, I will define the doors like this – the entrance door is south, the doors opposite the entrance are north, and the left / right doors are west and east respectively. In this massive, golden chamber, you’ll need to collect a key to progress. The first major puzzle of the chapter is located ahead. Go up the stairs on the left and enter the huge gold doors (your fox pal is barking to lead you there) to reach your first real puzzle. Use the white chalk-marked ledges to climb up and over, then drop down to escape. Unfortunately, the light orbs aren’t enough to get rid of the shades blocking the exit. Just run by him, you’ll be able to survive and reach the generator. Continuing on, there’s a shade right in your path. In the waterfall passage, you’ll need to lure the shade away from the generator, then grab an orb and use it on the pair of shades on the right, guarding a white chalk-marked ledge the boy can use to climb up. Don’t get too close, or they will attack. Take an orb and activate it near the shade swarm to clear the path through the door. These won’t sit around passively – they actively chase the kid! Rush to the far end, go up the steps, and reach the corner to the left of the exit door guarded by a swarm of shades. You’ll need one of these robots to finish the puzzle and escape the Chapter, so there’s only one way to go now.Įnter the doorway that the walker kicked down to reach a new cave chamber filled with shades. Up the stairs, he’ll send you a message – he needs your help. Using the sunburst revived one of the robots! He’ll help you, so follow him back to the chamber up the stairs.
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Grab a second light orb from the generator (it will infinitely spawn more orbs as they’re used up) and activate a sunburst near the giant pile of derelict bots. Shout to activate the light orb, and the burst of sunlight will in turn activate the machine. Grab the light orb from the generator on the right, and use it on the strange set of mechanical legs blocking your path in the foggy hallway. Through the door, take the ancient orb and place it on the pedestal, then enter the doorway with your barking fox friend.ĭown below, you’ll find a room filled with sparking ancient machines. You don’t have much time, so carry the ancient orb close to the door, then shout and run through the exit while it’s still open. Grab it and take it to the moon marker – shout, and the orb will explode with light! When the moon marker becomes a sun marker, the exit door will open.

Past the debris, the fox will lead you to a strange ancient glowing blue orb. In the fountain room, follow the fox right and use the white chalk-marked ledges to get through the debris.
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The mysterious room is full of watching shades, but let’s ignore them for now. Follow the water bubbles and swim to the surface. With the shades gone, you can now enter the next room and dive underwater. Use the fallen tree to reach the turntable and push it to redirect the light onto the shades. You’ll have to drive them off, and you can use light to do it. These creatures won’t run away like the ones in Chapter 2. In a dark chamber, you’ll encounter a new problem – shades. In the fountain hallway, you’ll find a wall will appear when you turn around the first time turn around again to find a statue room, then swim in the fountain (behind the statue) and follow the waterways, using the bubbles to lead you. This chapter is full of strange geometry and trickery, so be prepared to explore.


In the fountain hallway, run forward for a short time, then turn around. Go through three doors, and you’ll appear in an endless hallway filled with fountains. It doesn’t matter which doors you use – they’ll always lead back to the massive central chamber. The kid wakes up in a chamber full of identical doors and pathways. Get a helping hand with all the puzzle solutions in our walkthrough below, or use the gallery for a guiding tour through this beautiful location. There’s a lot to soak in during Chapter 3. As you travel into the temple, you’ll encounter strange walking contraptions, dangerous shadows, and weapons to fight against the dark. And the situations only get weirder from there.
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See how to overcome every puzzle room with this step-by-step guide for Chapter 3: Bargaining.Ĭhapter 3 begins with a giant chamber of doors that transport the boy to locations that make no logical sense. The longest chapter of RiME yet makes things confusing with tons of brain-twisting challenges.
