A comprehensive guide is provided herein for the second installment of the Hapland trilogy, accompanied by contextual elucidations throughout. The purpose of this guide is to foster self-exploration by structuring it into distinct sections, thereby assisting players with less confidence in discerning their course of action. Além disso, it follows a strategic approach wherein incorrect solutions are initially presented, only to be subsequently rectified, thus avoiding a patronizing “spoon-feeding” approach.
Introdução
We extend a warm welcome to this walkthrough, which focuses on the second game in the Hapland Trilogy. It is important to note that this game revolves around the process of independent discovery. Portanto, we encourage you to attempt various actions on your own before consulting this walkthrough.
Shared Objectives in all Hapland Games
Across each level, the primary objective remains constant: to ignite the portal. The portal is considered lit when all the torches within a level have been activated. The activation of a torch is contingent upon a character successfully reaching one of the arched doorways.
Direct intervention in the course of events within a level is limited to clicking on various objects and characters to observe their actions. No dragging or keyboard input is involved.
No entanto, it is worth noting that there are no explicit indicators distinguishing helpful from unhelpful effects. Some seemingly inconsequential actions may later prove to be of significance. Adicionalmente, time-sensitive events occur where specific outcomes are achieved by rapidly clicking on items within a designated timeframe.
On a positive note, the time allowance for these timed events is quite generous. If a particular window is missed or the timing is slightly off, it is likely that the timing itself was incorrect. Adjusting to a different timing cue is recommended.
Capítulo 1: Hapland 2
Hapland 2 presents a more intricate solution with the inclusion of several deceptive states. Within these states, meaningful interactions with the level remain possible, although the level itself has already been rendered unsolvable.
In order to foster self-discovery, this guide will initially outline incorrect approaches that still yield progress in the targeted area. These erroneous approaches will be rectified subsequently.
Optimal click score: 46.
Papel 1: Removing the upper landmine
The stickman situated in the upper room of the castle needs to reach the lever positioned two floors below. No entanto, there is an obstructing landmine that must be cleared beforehand. Similar to Hapland 1, we must eliminate it using another object.
The required objects are the rocks located beneath the bird on the castle roof. Begin by clicking on the lamp to direct its light towards the rocks. Então, click on the adjacent switch to activate it. If you were to click on the bird at this point, it would pick up one of the rocks, fly across the level, and deposit it on the roof of the house to the right. No entanto, we can utilize the rocks in a more advantageous manner.
What we need to do is click on the bird and subsequently click on the second cloud at the precise moment. This will disrupt the bird’s flight, causing it to drop the rock into the catapult positioned on the roof of the central structure. Direct your attention to this building and click on the sign to rotate it to display the green arrow. Então, click on the activation arrow located beneath it. The stickman will move towards the catapult, preparing to launch.
If you were to click on the stickman now, he will activate the catapult and launch the rock. No entanto, the rock will be intercepted by the flag hanging from the castle, rather than hitting the landmine. To bypass the flag and ensure the rock reaches its intended target, we need to ignite it.
Click on the left cloud three times and observe the ensuing events attentively. Take note that when it explodes, it briefly releases a shower of hot substance. By firing the catapult while the acidic rain is falling, the rock can pass through the opening and destroy the landmine.
Upon successfully clearing the landmine, your level should resemble the following image:
While this action allows us to progress to the subsequent stage, it should be noted that we have overlooked a crucial requirement for completing the level. No entanto, I shall refrain from providing a description until we reach that point, affording you the opportunity to discern it independently.
Upon successfully navigating past the hazardous upper area, the subsequent task entails maneuvering all the stickmen to their respective levers. No entanto, this step presents its challenges. In the subsequent section, we shall explore a method to accomplish this without causing any harm.
Papel 2: Equipping the Crew Stations
A patient fisherman eagerly anticipates a meal. Lamentavelmente, there are currently no fish swimming in the moat. No entanto, there is a fish contained within the cargo crate suspended in the castle, distinguished by question mark symbols. Let us ascertain whether we can successfully guide the fish to the hook.
Inicialmente, click on the stickman whose path you have recently cleared, causing him to descend to the lower level. Should you click on him again, he will endeavor to reach his lever. No entanto, the upper stickman, characterized by his unkind nature, will maliciously manipulate his lever, resulting in the crate falling upon him, irrespective of your clicking action. In order to ensure our stickman reaches his lever unhindered, we must divert the attention of the upper stickman, granting us the necessary time.
Direct your attention to the manhole located near the top of the left-hand castle room, and click on it. Another stickman emerges from the manhole, accompanied by a fly. The fly momentarily pesters the stickman before flying away.
Observe the conveniently positioned fan vent situated between the fly and the upper lever stickman. We can utilize this vent to suction the fly through, thereby causing it to annoy the stickman stationed near the upper lever. This serves as the precise distraction we require!
Portanto, our course of action entails clicking on the manhole, subsequently selecting the appropriate moment to click on the fan vent, and finally clicking on the lower stickman while the upper stickman remains distracted. Click on the stickman in the left room once more, causing him to descend to the lever below.
Once all the levers are armed, your level should exhibit the following configuration:
Now that all the crew stations are armed, we will see how we can use them to make progress. On to Part 3 of our quest!
Papel 3: Satisfying the Fishermen’s Needs
Interact with the stick figures in the central chamber by pulling their levers in any order. The bottom lever will open the hatch below, while the top lever will release a crate. A fish will then descend and land in the water, maintaining a neutral buoyancy.
If you choose to click on the stickman in the left chamber, he will activate the water turbines, creating a strong current to the left. No entanto, this left current is not what we are looking for, as it will push the fish off the level to the left, making it disappear forever. Em vez de, we are looking for a rightward current, which can be achieved by flipping the switch on the turbines before they start operating. Como resultado, the fish will be carried to the right and will eventually be hooked by the fisherman.
Stop the turbines to let the water settle, then click on the fisherman to start the next sequence. Once he has consumed his freshly caught fish, he will bounce off his fishing rod and land contentedly on the roof of the castle. Satisfied, a few more clicks on the fisherman will cause him to enter the doorway lit by his torch, thus fulfilling the requirements of the first of two torches.
The following picture illustrates the appearance of the level once these actions have been successfully completed:
If you have followed my guide so far, please note that our current situation has become even more intractable. In the next section, we will examine the mistakes we have made that are hindering our progress. We will identify the necessary changes to our previous approach to correct these problems.
Papel 4: Correcting Our Initial Error
Let us turn our attention to the right side of the level. Next to the house on the right is another red arrow sign. Using the power of arrows, we can explore our options.
Remember the green arrow sign we activated at the beginning? Try activating it again. Watch as the stickman jumps off the top of the structure and lands directly under the red arrow sign. With the sign pointing to the left, the stickman follows it up the stairs and stops on top of the bomb crate.
Now try to turn the arrow sign to the right and click on the stickman again. As he tries to enter the house on the right, he accidentally pulls out the door handle, causing the blob-like creature above him to quickly consume him. Claro, we need this stickman to stay alive, which means we missed our opportunity to complete this run. No entanto, let us explore the actions of this blob now that it is awake.
Click on the blob, and lo and behold, it follows the arrow sign, just like the stickman! When pointed to the right, it mindlessly bangs on the door, which proves unhelpful. No entanto, if the sign is pointed to the left, the blob will head for the moat, devouring the bomb crate on the way. Infelizmente, it meets its demise when it encounters the exposed electrical wiring sticking out of the ground. Given the usefulness of this blob, it is imperative that we eliminate those wires first.
First fix: Eliminate the electrical wires
To remove the electrical wires, we need to use the bird and the rocks. Anteriormente, we used the second cloud to make the bird drop a rock into the catapult. If we repeat this action for the first rock, the bird will drop it on the electrical wires, destroying them. No entanto, we can only do this before the first cloud detonates. As soon as the first cloud explodes, it disappears and we lose the opportunity to drop a rock on the wires.
Reset the level and repeat steps 1, 2 e 3, but this time use the bird and the rocks to take out the wires. Continue until you are about to click on the blob.
If you clicked on the blob at this point, it would pass the electrical wires and reach the trench, but then it would just stop unhelpfully in the middle. It would be ideal if we could use the blob to get around an obstacle. Como se vê, we can! Before we click on the blob, we should restart the water turbines. When the blob enters the water, the current will push it against the second mine, destroying it.
The level should look like this after successfully removing both the electric wires and the second mine:
With both of the aforementioned obstacles removed, we are now free to take on the final challenge!
No entanto, there seems to be one crucial element missing from our setup… We lack stickmen to run the gauntlet!
Para corrigir isso, we must address our second mistake, which we will address in the next section.
Papel 5: Preparativos finais
Up to this point, we have successfully developed strategies to overcome all of the obstacles in our path to the ultimate gauntlet. No entanto, running a gauntlet requires the presence of a competitor. Portanto, we must now devise a plan to prevent the stickman on the right from falling prey to the amorphous mass, thus ensuring his availability for the task at hand.
Second correction: Creating a “hiding place” for our stickman
To save the stickman, we need to take a different approach from the start. Before sending him to the right for the first time, click on the nearby manhole cover to open it. When the green arrow lights up again, the stickman will fall through and into the gap between the two boxes below.
Click on the bomb crate on the right to make it release a bomb. As he grabs the bomb, the stickman panics and hurls it upwards through the open manhole, where it detonates. Notavelmente, there is a very valuable action we can perform while the bomb is in the air…
Our goal is to move the shield back to the side with the red air bellows. Então, como o “!” symbol materializes above the stickman’s head during the bomb’s ascent, we must activate the bellows. This action will cause the bomb to demolish the door of the house, providing a safe haven for our hero while we deal with the Blob.
Having successfully created this safe haven for our stickman, we can now lead him inside. Create a ramp by clicking on the pink plank above the box of bombs, then click on the stickman. Walking over the ramp, the box, and the stairs, they will enter the house and light the room.
If you were to click on the window now, the stickman would quickly slam it shut again. But watch how the impact of the slam removes the blob. (Please refrain from inquiring about the inconsistency between the bomb’s impact and its failure to achieve the same result; the rationale eludes me as much as it does the blob and the stickman). This allows us to release the blob without endangering the stickman’s life! Além disso, by clicking on the doorbell, we can signal the stickman to leave the house.
The next thing we need to do is figure out how to get him back up the catapult from the lower level. This is where the underground machine comes in, which I’m sure you’ve played with many times before coming here. Click on the switch to turn it on and click on the arrow pointing to the right. If you click on the stairs, they will slide over to form a way back up, and if you click on the doorbell, the stickman will use it to climb back up to the catapult.
Armed with this new method, try to complete the previous parts again, using the stairs and the window to help you fire the catapult and release the blob safely. Remember to use the green arrow sign to send the stickman back into the house from the catapult. Once you’ve satisfied the fisherman, released the Blob and cleared the electric wires and the second mine, your level should look like this, with our hero safely tucked away in the house:
Papel 6: Running the gauntlet
Having survived the series of challenges unhindered and equipped with a stickman, the next step is to run the gauntlet.
Para começar, reactivate the moving stairs and move them all the way to the left. The stairs will align with the enigmatic box on the left, signifying the irreversible decision to proceed.
After ringing the doorbell, our protagonist begins the final leg of the journey, ascending the stairs and descending towards the moat. No entanto, an unexpected twist unfolds! Contemplar, our favored adversary emerges from the box, quickly running over our stickman, only to explode at the gate. The unfortunate consequence is the interruption of our run, but the silver lining is that we are nearing the end!
Take note of the strange appearance of our enemy, as it provides a crucial clue as to our next move. As expected, by clicking on the top of the box in time, our stickman plunges into it and emerges on top of the enemy’s cart. Now all that remains is to raise the portcullis in time to let the wagon pass, ensuring that our hero will successfully navigate the gauntlet unharmed!
What better way to commemorate your triumph than by flipping the two switches next to the portal, illuminating it, and completing the game?
Additional notes
Additional points to consider that were not covered in the walkthrough:
- Be careful when using the catapult, as it can only be activated once. Pick your moment carefully.
- Remember that the clouds will burst on their third activation. Do not waste the first two clicks to avoid accidentally harming the bird.
- Once you have sent the fisherman into the entrance lit by his torch, he will move the rocks blocking the path of the torch. Como resultado, the bird and the rocks will no longer be usable. Make sure you finish using the bird and the rocks before you send him in.
- Do not lower the pink plank until you have cleared the entrance to the house. Once the pink plank is lowered, it will prevent any more bombs from being released, and the entrance will no longer be demolishable.
Finalmente, there are three hidden gems that can be acquired through cunning maneuvers. I hope to write another guide in the near future that will reveal these secrets. Until then, good luck in your quest!
Capítulo 2: Second Quest
Similar to its predecessor, Hapland 2 features a second quest level. In this iteration, several mechanics have been modified to add an extra layer of challenge. É importante notar, Contudo, that unlike the second quest in Hapland 1, there is no need to deal with background objects, nor does the weather transformation have any significance.
Cuidado: Revealing the peculiarities of the Second Quest and its changes independently increases the enjoyment of the game! To access this level, you must have successfully completed a sufficient number of the previous levels. Need help? Feel free to consult my additional guides.
Top click score: 61.
The changes
When experiments were carried out at this level, significant changes were observed compared to the original version:
- The initial object picked up by the bird has been transformed into a bomb with a time-triggered mechanism after being picked up or disturbed.
- Next to the bird there is a second light source that points upwards. This light can only be activated once and stays on for the duration of the level.
- The electrical wires can now be deactivated.
- The first cloud no longer releases a ball onto the electrical wires or causes them to be destroyed.
- The cargo crate no longer contains a fish.
- In the underground cave, near the power supply, there are two additional levers and a stickman. One lever changes the direction of the shield, while the other changes the configuration of the crate below.
- The other lever can be used to adjust the bomb box to dispense either bombs or bananas.
- The turbine no longer has any positive effect on the water flow.
The solution to this level is so different from the original that it requires separate sections for explanation. This guide will be presented in an exploratory manner, starting with incorrect solutions and then expanding to correct previous sections.
To successfully complete this level, we must address three primary questions:
- How can we satisfy the fisherman’s requirements without the presence of a fish in the box?
- What is the best way to deal with the blob?
- How can we overcome the portcullis obstacle to clear the second mine?
In the following sections of this guide, we will provide comprehensive answers to these questions, as well as other aspects of the level.
Papel 1: Experimentação
We have some experimentation to do in order to understand how this level works.
Let’s familiarize ourselves with the underground area. The lever at the bottom flips the direction of the sign, including the green arrow and the red blower. We can use this to direct our stickman both left and right, and we can also now blow the items from the mystery box left and right.
If we click on the switch connected to the underground lamp, the stickman moves over to the second lever. This lever switches the item that will come out of the mystery box between bombs and bananas.
Experiment 1: The bomb-rock
The first item the bird picks up is a bomb. Experiment with what the bomb does to see what options we have. Inicialmente, we have these options before us:
What happens if we drop the bomb at the first cloud?
- It destroys the electrical wires. And what happens when the electrical wires are destroyed? We can no longer turn on the underground lamp to send the stickman there to the second lever.
What happens if we drop the bomb onto the catapult?
- It kills the stickman if he is near, mas se não, it causes no harm.
What happens if we let the bird carry the bomb all the way to the house?
- It dislodges the blob creature instantly. De novo, don’t ask me why the window and the red bomb dislodge the blob, but the green bomb doesn’t. Não sei, and neither do the stickmen nor the blob.
What happens if we drop the bomb onto the catapult and then quickly launch it?
- It destroys the flag, but it does not clear the landmine in the castle.
What happens if we drop the bomb onto the catapult and explode the first cloud and then we launch the bomb through the fire?
- It explodes in midair as soon as it hits the fire.
Experiment 2: Launching items from the mystery box
Let’s direct the stickman up top to fall into the manhole, then start launching things out of the mystery box. Note that we cannot bring the stickman there back to the first lever, so you’ll need to restart a few times in order to figure out these:
What happens if we launch a bomb and blow it to the left?
- It destroys the doorway to the house, just like in the original level.
What happens if we launch a banana and blow it to the left?
- Nothing happens.
What happens if we launch a bomb and blow it to the right?
- We ruin our fisherman’s fishing session.
What happens if we launch a banana and blow it to the right?
- Our fisherman catches and accepts the banana as his catch!
And we’ve answered our first big question:
- Key insight #1: Instead of a fish, we need to get our fisherman a banana instead from the mystery box.
Experiment 3: The turbine
Let’s place a stickman down by the turbine lever, and give it a pull. It appears that the turbine is only powered for a brief time, and it’s kind of weak. Is there any change if we click it multiple times in a row?
Sim, na verdade! We explodinate the power supply, and it is now broken. Mas, (and this is a big “mas”), did you notice anything crucial?
Dica: Try dispensing a few things from the mystery box first…
Key insight #2: Overloading the power supply by running the turbines scares the stickman in the cave, making him go back to the first lever.
And furthermore, do that again, but a bit more slowly. You’ll find that clicking the turbine exactly four times scares the stickman without destroying the power supply.
This now means that you are now able to go back and forth between the two levers, which will be crucial as we go on.
Experiment 4: The new lightbulb
The new light switch near the bird can only be activated once. We need to figure out when this light will have a meaningful effect, because most times, it appears that switching it on doesn’t do anything.
Dica: A sudden burst of light is just as startling as a sudden burst of gas.
Key insight #3: The lamp can be used a maximum of one time, which will make the bird drop the item it’s holding before it even leaves the castle.
This lamp would not be useful on the bomb, because it just explodes and has no effect, and is a waste of the one-use of the lamp. Portanto, the correct way to use this lamp must be in conjunction with one of the other two rocks. Mas como?
We’ll get back to that one, mas por enquanto, let’s recall our three key insights from before:
- Instead of a fish, we need to get our fisherman a banana instead from the mystery box.
- Using the turbine lever four times scares the stickman in the cave, making him go back to the first lever, but clicking on it five times will destroy the power supply.
- The lamp can be used a maximum of one time, which will make the bird drop its item before it even leaves the castle. This is almost certainly going to be done with a rock, and not with the bomb-rock.
The ability to flip the green arrow sign gives us a lot more flexibility, as we can now direct the stickman to more places than we otherwise could. We also have reusable methods to get our underground stickman between both levers. Let’s see what progress we can make with what we have discovered.
Using what we’ve learned so far, você pode:
- direct our stickman to the mystery box,
- deliver a banana to our fisherman,
- and use a bomb to destroy the door of the house?
Depois de fazer isso, lower the pink board off the top of the mystery box so that the stickman can go into the house. Your level should look like this:
All good? Ótimo! Now we’re ready to move onto our second Big Question.
Papel 2: Making progress with what we know
Let’s recall our second Big Question: What’s the best way to deal with the blob?
With our next experiment, we’re about to find out.
Experiment 5: How helpful is the blob?
Just like in the original level, the blob can be released by clicking on the window while the stickman is inside. If we click on the blob again, it will begin its quest into the moat. Let’s watch what happens:
- It gobbles up the mystery box, and the pink board disappears along with it.
- If the electrical wires are active, the blob gets dissolved.
- If the electrical wires are não ativo, it comes to rest at the bottom of the moat.
Consider each of these events. Which of them are good, and which are bad? Experiment with this by yourself before reading on.
Using your answers from the previous part, now see if you can answer these questions:
- Do we even precisar to release the blob, or is it better to just leave it alone?
- If we fazer choose to release the blob, what should we do with it?
Looking at it, nós vemos isso:
- Concerning the mystery box, nós fazer want it to be gobbled up, as that is the only way to get the stairs up against the demon box, allowing our stickman to hitch a ride. So the gobbling of the mystery box is bom.
- If the blob were to come to rest at the bottom of the moat, então there is nowhere else for it to go! Because the turbines no longer create a current in the water, there is no way to further influence the blob at all, so it is just stuck there and in fact becomes an obstacle. Portanto, the blob coming to rest at the bottom of the moat is ruim!
So this tells us that nós need to release the blob, e isso we need to dissolve it on the electrical wires.
Adding onto our list
So now, we’ve learned that we need to do all of the following, em ordem:
- Deliver a banana to the fisherman.
- Destroy the house door with a bomb.
- Release the blob, allowing it to gobble up the mystery box, but leave the electrical wires on so that it gets dissolved.
Doing all of those in order, your level should look like this:
We’re getting closer to the final solution, but we still have one more Big Question to answer.
Papel 3: The second landmine
Now onto our third Big Question: How can we clear the second landmine if it’s behind the portcullis?
In the original level, the blob would do the job of removing the second landmine, with the help of the current from the turbines. But as we’ve established from the previous part, the blob no longer plays any helpful role in reaching or removing the landmine, as the turbines no longer produce any meaningful current.
Então, em vez disso, we need to find some other way of removing this landmine. I’d like you at this point to experiment with it a bit before you read on, maybe you’ll find something.
Dica: The solution is very closely related to one of the Additional Notes I wrote above for the original level. See if you can figure out which one!
Solução: It’s the one about the fisherman tripping on the rocks after he makes it to the roof of the castle. Combine that with the additional lamp that we can use to scare the bird, and we have our solution!
De fato, all we need to do is make the bird drop a rock at the lamp before we send the fisherman towards his torch doorway. Então, when the fisherman trips on the rock, the rock falls into the gap, landing on the upper floor of the castle.
This is very promising progress, as if we could get the rock all the way to the bottom, it just might clear that landmine. No entanto, that does present us with one more challenge: we actually need to clear the upper landmine too, and bring the hatch stickman to his lever like we did in the original level.
So this adds two more things to our list of steps:
- Clear the upper landmine with a rock.
- Get the hatch stickman on the top floor to his lever.
- Deliver a banana to the fisherman.
- Destroy the house door with a bomb.
- Release the blob, allowing it to gobble up the mystery box, but leave the electrical wires on so that it gets dissolved.
Here comes a tricky part, no entanto. Remember how we had to use a fly to distract the upper stickman so that the lower stickman could reach his lever? That still applies, também, and remember that the fly only appears once, antes the turbine stickman reaches his lever.
So this means that we can’t use the turbines, and hence move the cave stickman back to the first lever, until the hatch stickman reaches dele alavanca. Complicado, huh?
So we need to thread our steps in order carefully to make sure we won’t have to move the cave stickman back over until our hatch stickman is in position. This is possible if we do it in the right order:
- Get rid of the bomb-rock by dropping it in the catapult.
- Use the first rock to destroy the upper landmine.
- Use our new lamp to place the second rock to the left of the gap in the roof.
- Feed the fisherman his banana, and have him push the rock into the gap.
- Have our hatch stickman kick the rock down to the next floor.
- Use the fly to distract the crate stickman so that the hatch stickman can reach his lever.
- Apenas agora can we bring the turbine stickman to his lever, resuming full control over the cave stickman’s behaviour.
Ufa, that’s a lot of steps! If you did it right, your level should look like this:
Papel 4: Juntando tudo
So we’ve now got our full list of steps:
Antes the turbine stickman reaches his lever, we have to:
- Get rid of the bomb-rock by dropping it in the catapult.
- Use the first rock to destroy the upper landmine.
- Use our new lamp to place the second rock to the left of the gap in the roof.
- Feed the fisherman his banana, and have him push the rock into the gap.
- Have our hatch stickman kick the rock down to the next floor.
- Use the fly to distract the crate stickman so that the hatch stickman can reach his lever.
- Apenas agora can we bring the turbine stickman to his lever, resuming full control over the cave stickman’s behaviour.
Only after this is done, can we:
- Destroy the house door with a bomb.
- Release the blob, allowing it to gobble up the mystery box, but leave the electrical wires on so that it gets dissolved.
- Activate the crate and hatch stickmen’s levers, dropping the rock onto the second landmine.
All that is left to do is to run the final gauntlet. Once you’ve set everything up, simply run the final gauntlet the same way you did in the original level. Ensure that the electrical wires are turned back off, lest you destroy the demon cart before it even hits the water. With the second landmine gone, our hero makes it into the castle, completing the Second Quest of Hapland 2.
Video Walkthrough
Here’s a video walkthrough of Hapland 2 showing the full solution with all corrections included, in the proper order.
Alerta de spoiler: This video already has the corrections that you had to do at the beginning to complete the game. It’s more fun to figure out what you need to change by yourself! Consider reading the textual walkthrough first, as I’ve saved writing the corrections up until they are absolutely necessary.
https://youtu.be/9uqg1n6b_kw
Isso é tudo o que estamos compartilhando hoje para isso Trilogia do Hapland guia. Este guia foi originalmente criado e escrito por Experimentative Foolishness. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.