

Get to it and hover in the air until the rotating platforms come around for you to reach the next ledge. Use the riple valve and then a curved pipe to aim some air at the dropping platform. Drop down in the next section to play with some pipes. After you've finished killing each and every Goblin, pull the switch to move on. Stay on the defensive to triumph here, using the Knight's shield as often as you can. There is a Flaming Berserker, an Armored Goblin, and a few other Goblins to make this fight more difficult. The next fight is rough and may make you wish you'd been playing easy mode.

Drop another crate against the wall, and be ready to move quickly, as the flames will destroy the crate, dropping the platform. Use the lowest ledge you see next to wait for the swinging spikes to swing past, then jump on the platform. Let the Crab hit the switch to extend the platform above, and quickly jump across. Drop off the edge to your right and stand on the coconut below. You can't kill it, but jumping on it will knock it out long enough to get past it. Leap from coconut to coconut to cross the next gap, and then you'll come along a Crab. Move toward the right, get the hang of jumping in water, as you'll be doing quite a bit of it throughout this level.
#Trine 2 level 10 series#
Trine 4 is a series of middles sewn together with the thread of great puzzle design.Below is a table which shows the total amount of level experience, monster experience, and secrets that can be found in this level.

The story offers no cohesion either, being far too lightweight to sustain interest.
#Trine 2 level 10 how to#
I breezed through most of the final stage, while three hours earlier I was struggling with how to progress. The final boss is anticlimactic and overly simple, whereas the second boss had me stumped for a while due to its reliance on puzzles. Then I consider things holistically, and it clicks-or, rather, it doesn’t.Īs a whole, the experience doesn’t feel complete and consistent. The puzzles, which I really do love the art, which nails the dreamy fairytale vibe the music and sound effects, which support the atmosphere of the graphics perfectly the inclusion of a talking badger with a curious number of platforming puzzles in his house. Nonetheless, something soon starts to feel off about Trine 4, and it takes me a while to identify what it is. For a game that leans on its superb puzzles for its appeal, this is very much a good thing.Īs a whole, the experience doesn’t feel complete and consistent. Not once during my 12 hours or so playing Trine 4 did I see a game over screen. Checkpointing is generous, characters resurrect almost instantly outside of combat, and during those horrible fights, a fallen comrade can be brought back to life within a few seconds. The blow of the terrible combat is softened somewhat by the overall determination to make the whole experience gentle and friendly. My reaction to each and every one of these fights is a roll of the eyes and a desire to get it out of the way as quickly as possible. The thief’s bow and arrow is a fair second choice, while hitting things with boxes as the wizard is awkward and silly. The best tactic is usually to get the knight in there, mashing the attack button and using his shield to deflect any projectiles. Rather than dotting enemies throughout each level, the developers have created enclosed single-screen arenas for fights with multiple foes, triggered when a player walks past a certain point (look carefully, and you might spot telltale purple smoke). (Image credit: Modus Games/Frozenbyte) The Knight BeforeĬombat fares much less well. It’s at times like these that I experience an immense rush of satisfaction, and an intense hit of admiration for the evil geniuses behind these setups. I always persist, never frustrated, and always end up working out the solution. Sure, many puzzles I solve very quickly, but more than once I hit a roadblock that initially seems utterly insurmountable. While the fundamentals may sound limiting-reflecting sunlight, making rope bridges, diverting water, weighing platforms down, and other familiar concepts-they are used in all sorts of ingenious ways. Just as well too, as the puzzle design is superb, and deserves to have players explore it. Many high platforms have barriers specifically designed to prevent placement of any of the wizard’s items. Mind you, it’s clear that the developers know people will be doing this. Take that, spiky pit of death! Thought you could make me use my brain, eh? Hah! In Trine 4’s case, this means using the wizard to conjure up a box, and levitating it to a position where the thief can jump, attach her rope in mid-air, and pull herself up. I’ll occasionally cheese my way past a problem, as I so often do in life, with a simple but effective fix.
