Biomutant puzzle twist grotto guppo

Hello, friends! Biomutant is an action game with an absolutely simple combat process that can be a lot of fun. We play as an animal, fight, upgrade characteristics and equipment. You can even have your assistant in the form of a grasshopper, which can also be pumped.

Very often in the game there are puzzles that need to be solved in order to go further. Some puzzles are built into story missions, where without solving the puzzle it will not be possible to continue the game. Other puzzles play a secondary role, where after solving, access to some thing is opened. At first glance, the puzzles are simple, but if the character has low characteristics, then solving the puzzle can be difficult. Since a certain number of actions are given to solve the puzzle.

Walkthrough “Guppo Grotto”, in the game Biomutant.

The beginning of the passage of the mission “Guppo’s Grotto” begins from the location “Boerboel-bottom”, after a dialogue with the Gills. To get to the indicated place on the map, you need to move near the coast without crossing to the other coast. You won’t be able to swim across either, as the boat is inaccessible. Sooner or later you can see the bridges through which you can cross to the other side.

On the way we meet a group of enemy animals that fight among themselves. You can first select a group with a large number, and leave a large one for later. Or immediately engage in battle with all enemies. We win and continue moving to the indicated place on the map.

The Turn Valve puzzle, in the Guppo Grotto bunker, in the Biomutant game.

Having reached the bunker, you need to deal with two opponents who are in the water. After that, we continue to move, we reach the elevator and go down. Our main task will be to drain the water in order to clear the path for further passage. To do this, you need to solve the puzzle with “Turns”.

 

Before us are 6 gates with two colors, white and yellow. To solve the puzzle, you need to correctly connect the valves so that the colors match and you get a circle. With an intelligence of 78, our hero has 10 moves.

  • First action.

First we turn the lower valve on the left side, turn to the left side, so that the white color looks to the left side, and the yellow color to the right side.

  • Second action.

On the left side, turn the central valve to the right so that the white color looks down.

  • Third action.

Let’s go to the right side. We turn the central valve on the right side so that the white color looks down and the yellow looks up.

  • The fourth act.

We turn the upper left valve to the right side so that the yellow color looks down and the white color looks to the right side.

After solving the puzzle, the water drains and opens the way to further passage. We jump down, Guppo fish appear in front of us in the water. We catch these fish with our hands, in total you need to catch 5 things to complete the mission. Having collected all the fish, we pave the way out of the bunker.

Puzzle “Turn” electrical panel, in the game Biomutant.

Having broken the wall where the fish were caught, we go further and reach the next puzzle, in the electrical panel.

 

  • First action.

The first action starts with the bottom turn. We turn to the left side, so that the white color looks down.

  • Second action.

Turn 4 turn from the bottom to the right, so that the yellow color looks down.

  • Third act.

It is necessary to turn 5 turns turn to the right side so that the white color looks down.

  • The fourth act.

The last turn is 7 from the bottom or 1 from the top, turn to the left so that the yellow color looks up.

Having solved the puzzle, we open the doors to further passage. There will be high air speed in the chamber and our hero will need to learn how to move. To get through this difficult place, you need to fly to the very top to the door.

The second puzzle is the rotation of the electrical panel, in the game Biomutant.

  • First action.

Rotate turn 2 to the left so that the white color looks up.

  • Second action.

We turn 5 from above turn. Yellow up.

  • Third act.

You need to turn 6 from the top turn, white color up.

Having solved the puzzle, we pass into the opened bars and get into the initial part of the bunker. We leave the bunker and another task begins “Return to Fyutu”.