
Nov
Carto Walkthrough – Chapter 4
23 Nov, 2020
Stuck in Carto? This walkthrough will guide you through the fourth chapter of the game, including the story chalet and the drowsy plants.
- Carto Walkthrough – Chapter 1
- Carto Walkthrough – Chapter 2
- Carto Walkthrough – Chapter 3
- Carto Walkthrough – Chapter 4
- Carto Walkthrough – Chapter 5
- Carto Walkthrough – Chapter 6
- Carto Walkthrough – Chapter 7 (Part 1)
- Carto Walkthrough – Chapter 7 (Part 2)
- Carto Walkthrough – Chapter 8
- Carto Walkthrough – Chapter 9 (Part 1)
- Carto Walkthrough – Chapter 9 (Part 2)
- Carto Walkthrough – Chapter 10
Welcome to the Into Indie Games walkthrough guide for Carto. This is a puzzle-focused guide to complete the story and it does not cover extras or hidden collectibles.
Learn more about Carto here.
Chapter 4
Go South from where you start, until you reach the river. You can’t cross this river just yet, so head East.
Enter the Chalet and examine the book. After the sequence, you are free to read any of the books you see shining in the Chalet. To proceed, go upstairs, and then go to the room to the West.
In this room, read the book in the top-right shelf to learn about the Magic Boots. You’re going to need these to cross the river.
As the book says, you’ll find them in the “Grassland Wing of Basement Two of the Story Chalet”. As you are already standing in the Grassland Wing, you only need to take it to Basement Two.
Pull up your map. The room with the red door will always be your Ground Floor. Place the rooms as shown below, so that the rooms are connected to each other (by diagonal stairs), and the Grassland Wing is two floors below the Ground Floor.
If you get it right a pair of boots will appear near the door in the Grassland Wing room. Grab em.
Head up the Ground Floor and then exit the Story Chalet. Feel free to read any books along the way.
Go all the way West across the river and examine the signboard to go back to the grassland.
Upon arriving the Grassland, you’ll have your next clue: to talk to Mo the Shepherd and find out how he gets sandy.
Find Mo on the map and go where he’s dozing off. Wake him up, only to find that you need to knock him out again with some soporific plants.
Go to the teacher with three students, and talk to her. Then, talk to each of the three kids to learn about one plant that can induce drowsiness.
First, to find Whisper Grass, you have to find the mouth of the river. Simply pick up an ocean piece (one with nothing but ocean on it), and place it one piece removed from the river bridge piece. This will cause a river mouth piece to appear in the middle, like below.
You’ll find the Whisper Grass at the very end of land on that piece. It can be found on either side of the river.
To get the Slumber Stalk, you must go to the centre of a field of yellow leaves. For this one, pull up your map and find the three pieces with yellow leaves on them. Place them in a square arrangement, so that the yellow leaves are at the centre of the square. Have a look below.
When the new piece spawns, go to the centre of the four yellow-leaf clusters, and find the Slumber Stalk.
To get the Dozing Daisies, you must find the ‘circle road’. This is something you’ve done before, only with a river instead of a road.
Find three curved-road pieces and connect them to each other to form an incomplete circle, and the fourth piece will pop into place. Note that one of the pieces will be the same one that the teacher and her students are on.
Once you have the Dozing Daisies, head back to the shepherd and talk to him. Keep giving him the plants one by one, and watch the cutscene that follows.
When you reach the sandy area, head into the cave doorway to enter the next chapter.
Head on to the next chapter of Carto here!