Go back into the dark room and walk up the large key to a secret gap above the room, where you will find another key. Then, walk back into the dark room and pick up what will now be a medium-sized key.ĭrop the key into the hole on the right so that is forms a sort of bridge between the wall and the floor, leading to the left side of the hole. Pick up the small key on the left and place it in the hole on the right. This is hard to spot because of how dark it is. There is little inherent logic here unless you manage to spot that the small holes the two smaller keys are in look like the room you just left that had the very large key. You need to make a medium-sized key to progress through a locked door in the smaller room. So what can you do Run to the central model and place the key inside, and now, in your own world, the key will appear and will be much larger, having scaled to the model’s dimensions. Later you find a key on a pedastal, but it won’t fit, it’s too small. Play through the Spiral level until you reach two rooms, one with a large key and one with two smaller keys. In Maquette you can run across a locked door with a large keyhole in it. Use this smaller key to unlock miniature house door. That’s going to be a little confusing right now, but by the end of this guide it will all make sense. Shrink the key: Drop the key in an open area on the walkway and pick up the smaller key in the maquette. The trick to this puzzle is the fact that you need to think of three rooms, not two. The key puzzle in The Spiral is our least favourite part of Maquette, as it throws the established logic of the game out the window by not really allowing you to perceive important information the way the other puzzles do.
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