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Syberia 3 - Guida

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0% found this document useful (0 votes)
55 views44 pages

Syberia 3 - Guida

Uploaded by

clary136
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SOLUZIONE: SYBERIA 3

Valsembor Hospital

After the cut-scene you’ll be in a room with a Youkol called Kurk. Have a chat with him and
he’ll fill you in on how you arrived at the hospital. Kurk is hoping for an artifical leg to
replace the one he lost. He’ll also tell you about the sacred migrations. You’ll learn more
about them later.

Try to open the White Door to the left. It’s locked and no-one will answer. Press the Red
Call Button next to the door. Still nothing.

Take a look at the right side of the call box. There’s a diagram showing you how to turn the
call button on. Before you can do that you’ll need something to open the call button box to
get at the mechanism inside.

Take a look at the table and pick up the Knife. Look at the Red Call Button again. Open
your Inventory and select the Knife. Use the Knife on the screw to open up the call button
box.

Plug the green wire into the connection above the red wire. The top light will turn green.
Click on the cylinder the wires are attached to and push it down into the call button. Now
press the Red Call Button once more to exit the room.

Take a walk around to the right, past two patients in distress, to another white door.

Open the door and go inside. Kate will notice the call button mechanism has been
disabled. That’s why there was no answer. Talk to the doctor. It seems he’s intends to
keep you captive at the hospital.

You’ll be subjected to an interrogation. I haven’t tried all the pathways here but this
seemed to work. Tell the truth about your age and family and a half-truth about Hans
Voralberg and Oscar. When asked about the Youkols say that they should be left alone
and don’t answer the next question.
The doctor will give you a Key to the Exit. If you can find a way to leave then you are free
to go. Open the cabinet in the corner and grab your Clothes.

Leave the doctor’s office and go through the open gate just to the left. Talk to the two guys
playing chess about everything and they’ll tell you about the exit.

Head out to the left. Use the Key to the Exit on the lift. This is another puzzle. You’ll need
to match up each of the 8 tentacles with the lock mechanism. Select each of the small
circular buttons to select a particular tentacle and then move them left and right. Once
complete the key will look like this.

Even after figuring out the Key to the Exit puzzle the lift door won’t open and the doctor
refuses to let you leave.

Open your inventory and take a closer look at the Key to the Exit. Rotate it around and
examine the hole in the side. Something has been removed.

Walk to the left. You’ll pass a number of patients and staff. Enter into the doctor’s office
again.
Open the desk drawer and move the items until you find the red Brochure.

Open the Brochure and flick through the pages until you see the Key to the Exit. Open
your inventory and use the Key to the Exit on the picture of the key in the Brochure. Kate
will figure out that the key is missing a pin.

Leave the office and walk to the right. Open the door back into your room, which is the fifth
door to the right and has the door number 5 on it. Speak with Kurk and try to convince him
to leave. When he asks open your inventory and show him the Brochure with the picture of
the key in it.

Walk out to the balcony and take a look at the bird on the other building. Kate will try to call
it over but it won’t move. Return to Kurk and talk to him again. You’ll need to find
something to interest the bird.

Leave the room and head across to the left. Enter into the chess playing room and look at
the guy sleeping on the seat. Take Anton’s Key which is hanging from his neck.

Exit and walk to the left. Enter into the little alcove to the left of the lift. Look at the door
and Use Anoton’s Key on the bird cage door. Take the Mechanical Bird.

Return to your room. Go out onto the balcony and use the Mechanical Bird. Click on the
Mechanical Bird to activate it and call over the owl. When you walk back into the room
Kurk will fall into a trance and Madam Olga will enter the room.

Talk with Olga but you won’t be able to stop Kurk’s treatment. Leave the room and when
Olga comes out enter the room again. Go to the balcony and take the Repaired Key to the
Exit from the owl.

Head back into your room and speak with Kurk. He wants you to find his prosthesis so he
can leave the sick ward. Leave the room and go back to the lift. Use the Repaired Key to
the Exit on the lock. Enter the lift and click on the lift controls.
After getting out of the lift walk up to the front desk and speak with the lady. She’ll let you
know how to find Dr. Zamiatine. Head around to the back and go through the open door to
find Dr Zamiatine.

Speak with him and he’ll tell you about where to find the prosthesis for Kurk. Unfortunately,
he tells you that you won’t be able to leave the hospital until Olga gives you the all-clear.

When Dr. Zamiatine is finished speaking open your documents (J) and take a look at the
“Anthology on the Youkols”. Have a read through it if you like and then leave the office.

Enter into the door on the other side of the hallway. This is Olga’s office. You’ll catch her
having a conversation about you and then she’ll suddenly depart. Take a closer look at her
computer. Have a read of the 4 emails and when you’re done Nic Cantin will make a video
call to the computer and ask you to come back.

When the call has ended take a look at the handle hanging down to the left of the knight.
Pull it down to open the curtain next to it, revealing a jewelled shield.

Take a closer look at the hilt of the sword. Open the three small locks to the left so that you
can spin the handle. Spin the three parts until they make the figure of a squid.
You’ll then be shown the arrangement of the jewels at the bottom of the sword. Look at the
shield and arrange the jewels in the same pattern as on the sword. Click on each jewel to
change its color.

When you have it right a secret door will open up. Follow the passage down to a lift and
press the button.

You’l arrive somewhere down below the hospital. When Olga and the other doctor leave
head to the left and pick up the Empty Gas Can. Walk to the right and then cross over the
bridge to the other side of the canal.

Take a look at the small barrel to the left, it contains hydrochloric acid!

Use the Empty Gas Can on the barrel. Now walk to the right and look at the chain
attached to the boat. Use the now Full Gas Can on the chain to break it. Kate will hop into
the boat and float away.
Youkol Village

Walk a little to the right until you speak to a Youkol man about a sick ostrich. When you
finish that conversation Madam Ayawaska will approach and tell you to find a way to clean
the drinking water.

Continue up the path to the right, past the sick ostrich. Continue towards the dam and take a look
at the gauge by the waterwheel. It measures the amount of water coming from the dam. There are
also 4 wheels by the ladder. Take a closer look at the sign by the gauge and you’ll see instructions
for filtering out the water.

Turn the third wheel from the top once to open up an additional water flow. Now turn the top wheel
once to close the top flap and stop the oil from flowing. Turn the third wheel again to open up the
third flap even further. Turn the second wheel once to open the second flap. The gauge will now be
pointing upwards to the green.

Run back to the Youkol village and walk towards the large tent towards the back. A Youkol man
will talk to you an tell you that they won’t leave without Kurk. Click on the entrance to the ten to go
inside.

Follow the path to the top right and enter into the Shaman’s hut. Talk with Ayawaska. She’ll tell you
that not only do they need Kurk back but the Youkols and ostriches need to find a way to cross the
lake. Leave her hut.

Walk to the right until you see the forge. Climb up the ladder at the back into another yurt.

Take a look inside the open box to the right and move items aside until you find the Candles.
Leave the yurt. Walk to the right and exit out through the large curtains.

Run to the left towards the policeman who will stop you and tell you that you must have a pass.
When he finishes talking walk into the wooden hut. Take a closer look at the stamp machine on the
table.

Click on the left and right lever to free the leather Stamp Pad. Then take the Sponge which is
behind the left lever in the picture above.

Open your inventory and look closely at the Stamp Pad. Click on the black stamp imprint and you’ll
see it looks like the Valsembor stamp. Leave the hut.

Walk back up and go into the Youkol village once more. Head around to the fruit and veggie stall.
The first time you visit here you may witness an argument. Speak to the man just behind the stall.
He owns a tavern in Valsembor. Tell him that you need to get a pass. He’ll give you his
wife’s Unofficial Pass but it needs to be stamped.

Head back to the center of the market and speak with the Youkol at the forge. He’ll agree to get
you the stamp needs a model. Open your inventory and give him the Stamp Part. He asks for wax
next so open your inventory again and give him the Candles.

Go back to the wooden hut at the police checkpoint and look at the stamp machine. Place
the Sponge Soaked in Ink back on the spoon. Pull the little lever to the right of the stamping
mechanism. Insert the Stamp and pull the little lever again.

Place the Stamp Part back on the flat surface of the machine and the Unofficial Pass on top of it.
Now close both the left and right levers.

Click on the sponge to move it under the stamp. Pull the large lever at the top to ink the stamp.
Move the spoon out of the way and pull the large lever again to stamp the Unofficial Pass. Move
the left and right levers out of the way and take the Valsembor City Pass.

Before you can leave Mr. Cantin, the detective, will enter and restrain you. When you get the
option try to ‘trick’ him. Kate will pretend to faint and Mr. Cantin will run off looking for some water.

Click on the bottle on the shelf and when Kate walks over click on the shelf again. She’ll push the
shelf over but the bottle won’t break. Click on the lamp on the table to push it over onto the bottle to
break it. Click on the broken glass and Kate will free herself.

Exit the hut. Talk to the policeman and show him your Official Pass.

Valsembor Town

After arriving at the port make your way around to the right until you stumble across a drunk
Captain Obo. Continue around the boat and walk into town.

Enter into the tavern, the first door on the left, and speak with the bartender. He’s the guy who
gave you the Unofficial Pass. Speak with him about everything.

Once he finishes talking speak with the waitress cleaning the table. Leave the tavern and continue
walking to the right, further into town. Take a left at the end and walk down to the end of the alley.

Walk up the steps and enter into the store on the right. This is Steiner’s shop.

Steiner is busy working on a clock. Have a chat with him. He’ll accuse you of stealing the
automaton heart on your necklace. Just tell him that you didn’t steal it and be polite.

During his excited talking Steiner will have a heart attack. Look at the clocks on the right and take
the Empty Cup.

Continue around to the right and look at the cuckoo clock. Open your inventory and place the
Empty Cup on the base of the clock.
Take a look at the drawers to the right of Steiner and open the one in the middle on the far right.
Take Steiner’s Prescription.

Open your document inventory and take a look at Steiner’s Prescription. The important point to
note is that the capsules must be taken at tea time.

Look at the cuckoo clock again and open the glass covering the clock face. Change the time to 5
O’clock and Steiner’s tea with the medication will be made. Grab the cup with Steiner’s
Medication and give it to Steiner.

Follow Steiner downstairs and talk to him again. Look at the counter to the left and grab
the Newspaper Clipping.

Open up you inventory and read what’s on the Newspaper Clipping. Walk to the right and look
inside the open box.Hunt around until you find the Film Reel. Look at the projector on the counter
next to where you found the clipping and place the Film Reel in the projector to watch a short film
about Baranour, your next location.

Steiner will head back upstairs giving you a chance to take a look around. There is a model of the
boat, the Krystal, in the center of the room. If you look more closely at it you can flick a switch at
the corner of the table to turn the model light on. Kurk’s prosthesis is lying on one of the side tables
but it’s not finished yet.

Climb the stairs to talk with Sarah and Steiner, then leave the shop. Run all the way back to the
tavern. Enter and speak with Captain Obo who’s sitting by himself in the corner.

Try to hedge with him (3) and he’ll let you sit down to tell you a few stories. Once he’s finished
chatting go over and talk to Sarah by the bar. When you’re talking Vlad will agree to make a
restorative for the captain.

Walk back over to the Captain and talk to him. Sarah will bring him the restorative. You’ll need to
convince the Captain to take you and the Youkols over the lake. First coax him, then tell him that
you need him.

When he counters tell him that he’s afraid. Lastly use the ‘You won’t like it’ line and then play on
his pride. Eventually he’ll agree to to take everyone over to Baranour.
The Krystal

Leave the tavern and go back out to the port. Click on the steps leading up to the Krystal. Enter
into the door on the right with the red light next to it. Walk towards the double doors until the view
changes and then turn around. Walk up either of the staircases on either side of the ship. Walk up
a further set of stairs to the bridge.

Speak with Captain Obo and tell him you’ll help with the preparations. He’ll give you instructions for
loading the coal and give you Captain Obo’s Code for the hangar.

Walk down the stairs and pick up Captain Obo’s Logbook from the table. Open your inventory
and have a read.

Walk down the next set of stairs to the passenger area and head out the single door at the front of
the passenger area. Turn the wheel to open the hold.

Head down the stairs back to the port. Click on the hangar door panel which is a little hard to see
but I’ve circled it in the picture below.
Have a look at Captain Obo’s Code which is 0 5 0 9 and type this into the control pad. The hangar
doors will open.

Click on the cart and move it forwards a little bit. Turn around and grab the Crowbar leaning
against the box and the Chute that was hidden under the cart.

You can use the Crowbar to hit the green chutes to find out which one is filled with coal. The empty
ones will have a hollow sound when you hit them. For me the chute filled with coal was the third
one along on the right but I think it’s random.
Move the Cart in line with whatever chute is filled with coal and attach it to the cart. Press the
button on the side of the chute to dispense the coal.

If you try to move the coal cart now it’ll be too heavy. First you’ll need to run back and pull the large
lever to change the rail tracks so that they lead outside.

At the other end of the hangar is a little buggy. Get on it and use the knife on the top button to pull
it off.

Use the Button on the bottom control which is missing a button and press it. Push the throttle
forwards to move forwards and drive the coal cart out of the hangar.

Click on the base of the crane and once again use the code to get access. The code os 0 5 0 9. A
ladder will descend. Climb up the ladder into the crane controls.

Click on the right gear and move it to the left to swing the crane around. Click on the bottom black
button to prepare to lower the claw and the top black button to open the claw.

Now that the coal cart has been lifted up you need to bring it to the boat. Change your viewscreen
by clicking on the right little button on the monitor.
Push the left gear to the right twice. Push the right lever upwards to spin the crane around. Push
the left gear to the right to move the crane towards the boat.

Pull the right lever back to spin the crane around again. Pull the left gear to the right to bring the
crane alongside the cargo hold of the ship.

Click the monitor buttons until you have a view of the deck of the ship.

Pull the right gear to the right to swing the crane around so that it’s over the boat. Press the bottom
black button to lower the coal.

Hopefully that was clear enough and you’re able to get the coal into the Krystal. Captain Obo will
tell you that you’ve done a good job but he still needs to fill the water tank.

Walk up the wooden steps to board the Krystal. Take a look at the pipe just in front of the cargo
hold.

Pull the little lever to the right and then click on the hose to connect it. Pull the little lever to the left
to lock it into place.

Leave the Krystal. Walk up to the north and climb the ladder to the water tower. Pull the lever
around the side to get the water flowing into the Krystal’s water tank.

Climb back down the ladder and board the Krystal. Head back up to the bridge and speak with
Captain Obo. He’s lost the ignition key! Tell him to relax and he’ll remember what happened to it.
Ask him about everything and then leave the Krystal.

Make your way back to Steiner’s shop. Sarah asks you how things are going. Unfortunately Steiner
has gone to take the prosthetic to Kurk. Tell Sarah you need a duplicate key and she’ll give you
a Crank.

Walk downstairs, take a closer look at the model and flick the switch to turn on the light. Look at
the lock at the front of the model case and use the Crank to open the case.

Take a look at the plaque on the table at the front end of the model. Take note of all of the
numbers mentioned. 2 years and 98 days, 60 meters, 80 automatons, 30 years.
The quote mentions the need to add up certain “skills” and the ability to be able to think backwards.

So we have 30, 80, 60 and 100 (2 + 98).

Take a closer look at the model and turn the wheel to each of the numbers in turn, like a lock
mechanism. As you enter in the code one by one the anchor will drop lower and lower.

Pull on the anchor and the top of the model will open up. Take a look at the top of the model and
turn the key in the center. Kate will grab the Miniature Ignition Key.

Take a look at the counter to the left of the projector and grab a Key Blank from the little box on
the lower shelf.

Now for duplicating the key into a larger size. Look at the tan-colored mechanism on the top. This
is a key maker.

Open the cylinder #1 and place the Miniature Ignition Key inside. Flick the switch to lock the
miniature key in place. Close the cylinder.Open the cylinder #2 and place the Key Blank inside.
Close the cylinder.
Turn the crank #3 once so that the percentage drops to 200%. You want to double the size of the
miniature key. Now click the button at #4 to start the machine. Open the cylinder #2 and grab
the Krystal Ignition Key.

Leave the store and run back to the Krystal. Head up to the bridge and use the Krystal Ignition Key
on the ignition to the left of the wheel. Captain Obo will come back to congratulate you but there’s
still the matter of opening the gates so that the Krystal can sail out to sea.

Head back into Valsembor Town and this time at the end of the street take a right. Keep running to
the right and then loop around at the end of the street and follow it up.

Follow the street around and walk up the steps. Run to the left and you’ll see a number of people
protesting. Kate will interject and start talking with a lady from the crowd.

Walk up the steps and speak with the Mayor. Ask him to open the locks. Tell him that you want to
take the Youkols with you. He’ll refuse but tell him to “think about the elections”. He’ll agree but the
port locks need to be opened manually! He’ll give you the Superintendents Notice.

Run all the way back to the Krystal and speak with Captain Obo on the bridge. Tell him “I have to
dive for it”. He’ll tell you that all of the equipment is in the shed at the end of the seawall. Talk to
him about everything.
Leave the Krystal and run to the right. Keep following the path around the edge of the water until
you come to the lighthouse with the shed beside it. Captain Obo will be waiting here for you.

Click on the door and go into the shed. Pick up the Empty Air Bottles. Look at the clothes and
move some of them aside so that you can grab the Diving Suite. Grab the Diving Helmet at the
back and then take a look at the controls to the left.

Look closely at the air dispenser on the left and place the Empty Air Bottles underneath. Go back
and look at the gauge to the top left.

Turn the little cog to the right of the oxygen gauge until it points to 180. Press the green button to
turn it on.

Look back at the Empty Air bottles and click on the grey bar above to lock the bottles into place.
Pull each of the red levers to fill both of the bottles. You’ll now have Full Air Bottles. Walk into the
changing room to get changed into your Diving Suite.

After the cut-scene you’ll be underwater. Run to the right and pick up the Large Cog off the sea
floor.
Also pick up the Square Key on the other side of the hatch. Take a look at the gate
mechanism and pick up the Stacked Gearwheel and the Cog that have fallen down.

Place the Large Cog on the top left, the Cog on the top right and the Stacked Gearwheel on the
bottom position. You’ll still need a chain to get this working and there is another hatch on the other
side of the lock.

Run along the wall to the right to the other gate mechanism. Use the Square Key on the lock and
open the hatch. Turn the wheel to remove the bar and then pull the lever on the left to open this
side of the lock.

Run back to the left and go out the gate you just opened. You’re looking for a small sunken ship.
Among the debris you’ll find a Chain. Come back inside the lock and run to the left to the first gate
mechanism. Place the Chain around the Stacked Gearwheel and then turn the wheel to remove
the bar.

Pull the lever to open the gate and watch the cut-scene.
Rescuing Kurk

Enter through the large tent into the Youkol village. Head to the back and go into the Shaman’s
yurt. Talk to her and she’ll tell you the Youkol’s are waiting for Kurk.

Back on the Krystal the Captain is getting anxious about leaving. Walk to the front end of the deck
and speak with the Shaman, who’s now on the boat.

Speak to her about everything. Go into the passenger section of the boat and walk down the stairs
in the back corner.

It’s a little dark down here but click on the door to the cargo hold to make sure the Ostriches and
Youkol have found their place

Walk around to the side of the ship with the stairs leading to the port. Sarah will call out to you. Her
grandfather has not returned. The Shaman will give you a Shaman’s Beverage.
Head into town and take a left, the way to the Steiner shop. Continue past the shop and follow the
road all the way to the end. The gate at the end of the road should be open. Follow it through and
take a look at the cart.

Release the block under the wheel and Kate will grab the Wedge. Pick up the
other Wedge and Small Wedge on the ground also.

Come back inside the gate and walk up the steps to the top. Look at the door of the house on the
corner. You’ll need to run around the fencing to get close to the door.

This house has the controls to the rail car up to the clinic. You won’t be able to open the door so
pan to the right and look through the window at the controls. Now look down at the bottom of the
door.

Use the Small Wedge under the door and then a Wedge next to it.
Grab the Small Wedge and use it under the door on the other side. Place the second Wedge next
to the Small Wedge and remove the Small Wedge. The door should look like this.

Now use the Small Wedge and place it on top of one of the larger Wedges. The door will fall off it’s
hinges. Walk inside and take a look at the controls. There’s no power to get it working. Walk down
the screen until the power box is in view. Have a look at it and use your Knife to jimmy it open. Pull
he red lever to turn the power on.

Go back to the controls and pull the lever on the right to bring the rail car to the house. Go outside
and enter into the rail car. Take a look at the controls and Kate will drive up to the Valsembor
Hospital. Enjoy the cut-scene and music while you make your journey up the side of the mountain.

Valsembor Clinic

Enter through the gates to the clinic, walk through the yard and enter into the building. You won’t
be able to take on the guards so click on ‘back’. Enter through the door behind you to head outside
again.

Take a look at the helicopter. Run around to the back of the helicopter and enter. Look in the trunk
at the back and move things around until you find the Walkie-Talkie. Leave the chopper.

Now head back into the clinic. Use the Walkie-Talkie on the guards at the reception. Use option ‘2’
to trick the guards into thinking Kate is in a different location.

Walk to the left and enter into the back hall. You’ll be called over by Dr. Zamiatine. After the talk
leave the room and enter into the other room across the other side of the hall. Kurk is here.

Take a look at Kurk and try to talk to him. Take a look at the clipboard on the side of his chair and
take the Paperclip.
Rotate the view around and have a look at the back of the chair. Click on the back panel to open it.
Use the Paperclip on the gears to stop the mechanism working.

Rotate the view around to the needle. Click on the head of the syringe to open it and flush out the
chemical. Open the top of the syringe and use the Shaman’s Beverage. Click on the lever to the
right to inject Kurk with the liquid and wake Kurk up.

Kurk is still restrained in the chair. Click on them and he’ll tell you where there controls are. Rotate
the camera around to the right and open the panel at the base of his chair.

Enter in 4 random numbers and then Kate will ask Kurk if he knows the code. Click back to end the
conversation. Take a look at the desk and pick up Olga’s Statuette and the Note from Dr.
Mangoling. Open your inventory and read the note.
Go back to Kurk and look at the control once more. Use Olga’s Statuette on the control panel to
smash it. Kurk will be freed.

Run out of the room. You’ll be intercepted by the Colonel. Enjoy the cut-scene of the escape down
the mountain. As you board the Krystal Sarah will give you her Scarf.

After the cut-scene talk to Captain Obo and tell him drinking at the helm isn’t a good idea. The
Krystal will get stuck on the ice. The Captain tells you to go to the machine room and to start up the
breakers.

Walk down the stairs to the passenger area. Head towards the double doors at the back but don’t
go outside. Instead walk down the stairs on the right side to the machine room. Take a look at the
console.

Turn the wheel anti-clockwise as far as you can to connect the pipe to the gears. Press the red
button to get the machine started. Pull the central lever down. Move the gear stick to change
gears. You want the breaker to be revving so that the gauge above the gear stick is pointing to the
green area. Move it to 1, then 3 and then back to 2. The breaker should settle within the green
area. The Krystal will get moving again but the beast will awaken!

Walk down to the passenger area. Before going outside pick up the Handmade Matches that one
of the Youkols dropped on the floor.
Take a closer look at the row of seats behind where you picked up the matches. Pull out the trunk
and search inside for an Emergency Flare. Walk out the double doors at the back.

After saving Kate, the Captain will tell you to turn off all the lights. Ask him ‘how’ and he’ll tell you to
break them all. Head over to the right and pick up the Crowbar.

Click on the base of the large lights that are shining out to sea and Kate will lower them and break
the bulbs inside. Do a lap around the ship, breaking all of the large lights. One of the lights on the
other side of the ship is too high for Kate to smash so you’ll need to push the crate up towards it to
stand on before you can break the bulb.

Once the only light left on the ship is the one in front of the beast then open your inventory and use
the Emergency Flare on the light to distract the beast. You can then smash the last light bulb and
the monster will leave the ship alone.

It’s not over yet! The beast comes back. Head down to the machine room again and walk up to the
platform in front of the engine. Pull the lever on the wall to the far right to turn the motors off.

Head out to the rear of the ship and click on the mast. The monster is still grabbing onto the ship.
Walk over to the right and tell the Captain that it didn’t work.
Enter through the double doors again and head up to the Captains area just below the bridge.
Take a look at the floor below the bookshelf and search the book to find the Extra Strong Vodka.

Walk down to the machine room and then take the stairs down to the right to the cargo area where
the Ostriches are staying. Go towards the Youkol and then take a closer look at the desk.

Pick up the Gas Lamp. Unfortunately it’s empty. Open your inventory and use the Extra Strong
Vodka on the lamp and then use the Handmade Matches on the lamp to get it lit. Pick it up and
take it out to Captain Obo.

Watch the cut-scene and then get ready for the next section. The Krystal was knocked off course
and will arrive at Baranour Park.

Baranour Park

Take a look at the white post near to the front of the ship. This measures the amount of radiation
and also dispenses radiation goggles. Look at the bottom of it and open the compartment for the
goggles to come out. Look to the left side of the dispenser and pull the handle. The device is stuck.

Walk down the stairs and enter into the door to the interior of the Krystal. Walk up to the bridge and
take the Key of the Krystal out of the ignition. Open your inventory and inspect the Key of the
Krystal. It fits most locks on board the Krystal.
Head back out to the front of the ship. Look at the dispenser again and turn it around to look at the
lever. Use the Key of the Krystal at the base of the lever.

Turn the key to the right and then pull the lever. Pick up the Radiation Goggles from the chute.
Kate will take a look at the Amusement Park and see that everything looks safe.

Leave the Krystal. Walk down the pier and then down the broken plank onto the sand. Take a look
at the front and side of the Krystal.

Run up the beach towards the lifesavers lookout. Climb the ladder and take the Telescopic
Hook from the front of the building. Go back down the ladder.

Walk up the steps to the Amusement Park and Kate will see an automaton just like Oscar. Watch
the cut-scene and then try to open the front panel. It’s locked.

Walk up the steps into the Amusement Park. Enter through the front gates and then walk up the
steps to the right.

Take a look at the Crumpled Up Note lying on the ground. Open your inventory and read the note.

Take a look at the red piece of an amusement park ride and then walk back down the stairs. Run
over to the right and enter into the green building (garage) with the single grey door.
Take a look at the small silver chest on the counter to the right. It’s a Voralberg chest. You can also
take a closer look at the Baranour Park map on the wall.

Exit out the other side of the room, through the double doors by the roller door. Make your way to
the right and follow the train track along to the second tractor.

Take a look at it and then look at the winch on the back. Look at the automaton and Kate will figure
out how to start it. Look at the automaton that Kate removed from the tractor and grab the Small
Key from its hand.

Run back along the track to the first set of carts. Click on the connection between them and Kate
will disconnect them.

Enter through the double doors back into the garage and take a look at the silver chest on the
counter. Use the Small Key to unlock it. Turn the key until it opens and then grab the Voralberg
No.10 Wrench, second from the left along the top, and the Voralberg Wrench from the bottom of
the chest.

When you leave the garage out the single door Kurk and the Shaman will be there. Ask them what
they’re doing here. They want to show you the path they want to take for the Ostriches.
Walk back down the screen and then over to the left. Enter the single door betweent the two green
pillars. Have a look at the rubble. The path is blocked. Exit and all the way to the right. This leads
back to the entrance of the Park.

Head out through the gates and take a look at the automaton sitting on the bench. It’s time for
some heart surgery. Use the Voralberg No.10 Wrench to open the front panel. Click on the ‘heart’
and remove it. Open your inventory and use the Souvenir of Oscar in its place.

Open the two caps at the top of the heart and insert the wires on the left and right side into each
one. Take a look at the bronze cap to take an even closer look at the heart.

Use the Voralberg Wrench to undo the bolt and open the bronze cap. Inside is another lock but you
don’t have the right key at the moment.

Walk back up the steps and enter through the gate to Baranour Park. A cut-scene will play of
someone arriving on a rail car.

Walk down into the Park and take a left between the large statue and the two green pillars.
Continue around to the left of the rocket and you’ll find a Metal Shank underneath a bench.
Take a look at the signs in the hole in the fence.

Run back to the entrance and then walk up the stairs to the right. Take a look at the red roller
coaster car and kate will hop in. Look at the seat to the right and pick up another Metal Shank.
Look at the controls.

Use the crank to turn the speed all the way to the maximum. Do you remember the map in the
garage? It has the numbers 15 + 25. Use one Metal Shank on 25 and the other Metal Shank on
15. This will stop the roller coaster at these locations.

Pull the lever at the top right to start the ride. When the roller coaster stops pull out the Metal
Shank at 25 to start moving again. The next time it stops take a look at the passage under the sign
and Kate will get out.

Climb down the hole in the ground. At the bottom walk down the stairs and then follow the platform
along. There is another strange diagram in an alcove to the left.

Continue towards the end of the platform and enter into the train to the right. Take a look around.
In the corner you’ll find a recording device.
Play it to listen to an old recording. Walk to the other side of the train carriage and look at
the Photo Album on top of the dresser. Open your inventory and have a look at the Photo Album.
As you try to leave the train you’ll be confronted by Katerina.

Be polite to her and introduce yourself. When she doesn’t want to give you the key, mention the
Photo Album. After a lengthy chat she’ll agree to lend you the Voralberg Activation Key.

Head on back but before you climb up the ladder walk to right and follow the path around. Climb up
the steps and look at the debris which is blocking this path. Now head back, climb up the ladder
and hop in the roller coaster. Remove the Metal Shank so you can continue your journey back to
the Park.

Kurk and the Shaman will be there. Have a chat to them about everything and then leave the Park
and take a look at the automaton sitting on the bench by the beach.

Take a look at the the automaton and open the front piece. Look closely at the heart and use the
Voralberg Activation Key. ‘Oscar’ will be brought back to life in a new automaton’s body. Oscar
needs to catch up on the news and get used to his new body.

Oscar a bit shy and needs clothing before he will help! Walk back up the stairs and enter into the
Baranour Park. Walk up the steps to the right and hop back into the roller coaster.

Look at the speed gauge and set it to maximum. Place the Metal Shanks at the same place as last
time, 25 and 15. When the coaster stops pull out the Shank at 25. Get out of the Roller Coaster
and climb back down the secret passage.

Walk down the stairs to the train platform and enter into the carraige at the end. Once the Youkols
leave talk to Katerina and give her back the Voralberg Activation Key. She’ll also let you take some
clothes for Oscar.

Look at the cabinet. Use the Key to Andrei’s Cabinet. Oscar will have a look and pick some
clothes for himself. Run back to the roller coaster, remove the Metal Shank to travel back to the
Park.

Meet Oscar on the Pier by the tractor and have a chat with him. The Krystal must be connected to
the tractor and it has to be powered.

Walk out to the end of the pier and take a look at the power cords. Use the Telescopic Hook to
reach them and Kate will pull them down.
When the Youkol asks if you want help tell him “Yes. Board the Krystal and go down to the
machine room. Turn the motors on by pulling the lever on the right side of the platform and power
will be delivered to the Park.

Leave the Krystal and talk to the little Youkol by the boat. He got charred by the electricity but he’s
ok! Talk to the other two Youkol. They’ll attach the cable to the tractor.

Run back to Oscar and let him know everything’s ready to go. When he asks for slack take a look
at the Winch and use the Voralberg Wrench to unlock it. Then you can turn the handle to loosen
the cable.

Speak to Oscar again and tell him to ‘Advance’.

Follow Oscar and speak with him again. You need to find some way to lift the Krystal up. Speak
with the two Youkol to the right.

Kate will ask them to attach the cable to the Ferris wheel. Run in through the white door to the
garage and take a look at the boxes on the table.

Grab the Cog from the box. Go back out the the white door. Walk to the right and follow the cable
to the Ferris wheel. Climb up the ladder on the right side to the top.Look at the gears.
Place the Cog as shown in the picture below and then pull the lever to the right.

Go back and look at the controls to the left of the ladder. Kate will start the Ferris wheel and the
Krystal will be pulled forwards.

Climb down the ladder, walk out of the ferris wheel area and go back into the garage. Head out the
single door on the other side and exit out through the Park gates to the beach. Walk down the
steps and meet with the Youkol.

Run to the right and go around to the side of the ship. Take a closer look at the side and pull the
lever to open the cargo ramp and let the Ostriches out.

Enjoy the cut-scene as the Ostriches and Youkol make their way through the underground tunnel.

Clearing the Tunnel

Run down the tunnel to the left to see what’s upset the Ostriches. As you enter Kate will notice
dozens of Vampire Bats hanging from the roof.

Speak with Kurk and the Shaman about getting through the tunnel. They don’t have any ideas but
agree to give Kate a hand if she needs it.

Walk up the steps onto the platform on the right and walk down the stairs to the right. Continue
around and walk down a further set of steps. Walk to the left and pick up the Seaweed growing by
the green water.

Run all the way to the right and speak with the Youkol by the root growing through the wall. He’ll
give you a piece of Root.

Run back and then walk back up the steps to the platform. Walk down onto the train tracks and
grab the Youkol Cloth dangling down from one of the Ostriches.
Speak with the Youkol tending the Ostrich about everything, but he’s not much help. Walk up the
steps on this side of the tracks, the left side when facing towards the tunnel. Walk up the steps on
the left and speak with Oscar about everything.

Enter the airlock and and click on the red button on the other side of the room. Kate will notice the
radiation. Walk back down the steps and climb down onto the railway tracks. Climb up the other
side (the right side) and look at the table.

Take the Lighter from the table and the Flask. Place the Root in the small hole on the right side of
the table. Use the Youkol Cloth on the top of the Root. Use the Flask on the top of the Root and
then light it with the Lighter.

Walk down the steps and along the tracks into the tunnel. Kate will scare away all of the bats but
they’ll return immediately.

Come back towards the Ostriches and speak with Kurk and the Shaman. Walk up the steps on the
left side of the tracks. Go up the steps to the left and speak with Oscar. He’ll volunteer to go
outside and open the grates so that the bats can escape.

You’ll now take control of Oscar. Walk towards the bottom of the screen and up the steps. Exit out
the doors at the end of the corridor.

Walk out of the station and Oscar will notice a helicopter flying overhead. Take a look at the grate
at the top of the train station then run towards the fire truck to the right. Continue down the street
and head into an open shop.
Walk around to the back of the counter and pick up the Shears from the floor.

Run back to the fire truck and open the driver’s door. Oscar will get inside. Look to the right and
open the glovebox. Look inside and search around until you find the Ignition Key. Use the Ignition
Key to start the engine. Pull the gearstick down to move the fire truck forwards. Oscar will get out.

Run around to the back of the fire truck and click on the steps at the back to climb up. Click on the
next set of steps to climb up again. Take a look at the ladder controls.

Turn the top wheel to the right until the ladder faces the train station. Turn the bottom wheel to the
right to lift up the ladder. Pull the lever down to extend the ladder. Keep playing with the controls
until you have it just right.

Oscar will walk up the ladder. Take a closer look at the ventilation grating. Open your inventory and
use the Shears on the grating. Climb back down the ladder.

Climb back down the first set of steps on the fire truck. Take a look at the fire hose.

Turn and pull out both pins, shown in the picture above. Look at the hose housing (where the hose
is wound up). Turn the side of it until the hose comes out and attaches to the water gun base. Turn
the little red wheel on the water gun base where the end of the hose connects. Look at the top of
the water gun and click on the handle. Oscar will wash away the dog automatons.

Climb off the fire truck. Head back into the train station and go into the airlock. Click on the red
button. Oscar will be decontaminated but the machine will run out of iodine.

Now back as Kate Walker. Look at the rectangular compartment to the right of the airlock door.
This is the iodine compartment.

Open your inventory and use the Seaweed in the iodine compartment. The iodine will slowly be
extracted from the seaweed and Oscar will be freed.

Run back to the other side of the platform and once again grab the Lighter from the table. Kate will
scare the bats away, this time for good and the Ostriches will continue on their journey.

Youkol Temple

The Youkols have set up camp for the night. Walk to the right, towards the bonfire and speak with
Kurk and the Shaman. Speak with them about everything.

Walk up towards the stadium but don’t go in. Instead open the gates to the right of the stadium and
run around the side. Walk up the steps to the north and follow the path around to the top. Continue
through the graveyard. You can read some of the inscriptions on the gravestones as you walk
along.
Continue towards the log cabin and head inside the lit cave to the left. Look at the gravestone and
then grab the Youkol Lens 01 from the stone above the gravestone.

Leave the small cave and knock on the log cabin door. A lady will interrupt you reading an ancient
Youkol manuscript. Tell her “The Youkols are my people”. She’s a daughter of one of the leaders
of the Youkols. After the conversation she’ll give you the Youkol Journal.

Run back to the bonfire and speak with Kurk. Open your inventory and read the now Translated
Youkol Manuscript. Take note of the shape of the Glyphs.
Head towards the stadium and enter through the open gate. Walk up the escalator and then along
the red carpet to the left. When the red carpet veers off to the left follow it and enter through the
doors.

Look at the trophy cabinet to the right of the door and use the Scarf on the glass to smash through.
Click on the trophy cabinet again and Kate will grab the Youkol Lens 03. Leave through the same
doors you entered.

Continue walking down the red carpet to the right and go down the escalator at the end. Take a
look at the base of the red chair and open the panel at the front.

Look at the Translated Youkol Manuscript again and have a look at the Glyphs. It says that the
joining of Mourning, Pain, Sacrifice and Death gave rise to another spirit, that of Madness.

Now this chair glyph puzzle is very confusing because there are 5 glyph symbols but 6 parts on the
chair puzzle and I’m still not sure why they’re in the order that they’re in.
Anyway, here’s the solution: Sacrifice, Pain, Death, Sacrifice, Mourning and Madness.

Once you have it right the seat of the chair will lift up and you can grab the Youkol Lens 02.

Walk down the stairs behind you and go through the gate at the end. Open another set of gates to
your right. Follow the stadium all the way around to the left and take a left between the trees,
shown in the picture below.
Enter through the large doors to the indoor pool. Climb up the steps and walk out to the end of the
diving board. Look at the three holes at the end and place the Youkol Lens 02 to the left,
the Youkol Lens 01 in the center and the Youkol Lens 03 to the right.

You will now need to reflect the beams off the mirrors and direct them towards the temple
entrance. It’s a pretty tricky puzzle and you’ll need to direct the colored beams to match the colored
gems on the temple entrance. Here’s a closeup of the temple entrance.

Turn the mirrors until the beams are directed to the next mirror along and finally to the gemstone
on the temple door. The final placement should look like the picture below. The last mirror with the
red beam (circled in red) has not yet been directed towards the temple door in the center as a cut-
scene plays as soon as it is completed (click on the picture for a larger version).

Climb down the diving platform and then climb into the pool using the ladder on the left side. Enter
the temple and enjoy the ritual with the Youkols.
Crossing the Bridge

Get back onto your Ostrich and have a look at the box next to the exit. Grab
your Knife and Lighter and then head out again.

Run down the screen towards the front of the line of Ostriches. Head down the small path between
the rocks to the left to find Kurk and speak with him about everything.

Head back and walk around the side of the building. Take the ladder down to the lower level.
Walk around to the right and go inside the building. Press the red button on the far wall to bring the
basket across the zip line. Exit the room.

Climb down the second ladder to the lowest level and pull the lever which will lower the wheel to
the river and lift up the second half of the bridge. Climb back up both ladders. Walk around to the
front of the building and speak to the man at the counter.

When he asks for the appropriate documents use option #1 to bribe him and he’ll agree to let you
across. After the conversation make your way across the bridge to the other side and enter the
small hut.

Ask the Youkol watcher in the hut about everything. He wants some alcohol before he’ll let you
cross. Run back across the bridge. The guard on this side will drive away. Take a look at the skid
marks and pick up the Brick.

Head back to the Ostriches and climb up the one with the ladder by the side to speak with the
Shaman. Look in the Shaman’s trunk just to the right of her. Hunt around until you
find Ayawaska’s Staff. Climb back down the ladder.

Run around to the back of the custom officer’s building and use the Brick to smash the window on
the door. Click on the door to enter. Have a look in the pot on the table to the right. Inside you’ll find
a Custom Officer’s Flask with alcohol.

Walk to the back of the office and pick up the Custom Officer’s Pile of Papers from the table on
the left. That’s all you need from here so leave the building and go down the ladder to the zip line
on the lower level.

Place the Custom Officer’s Flask inside the cart. Go into the room behind you and press the red
button on the far wall to send the cart across the zip line. When the cart returns have a look inside
to pick up the Bags of Sawdust. Climb back up the ladder and head to the smoke stacks to the
left of the building.
Open the cupboard underneath and grab everything. A Log, the Round Chunk of Blue
Resin, Quarter Part of Red Resin, Funnel 01, Funnel 03 and Funnel 04. Close the cupboards
and look at the first chimney on the left.

Click on the red button to open the base of the chimney. Look inside and take the Quarter Part of
Blue Resin. Click on the top right quarter of the tray to find the Quarter Part of Yellow Resin. Go
back and click on the handle of the top tray to lift it up. Turn the bottom tray around until the
opening is in the bottom left quarter. Lower the top tray and close the chimney. Turn the handle at
the bottom.

Look at the second chimney and do the same thing. Lift up the top tray. Turn the bottom tray until
the opening is in the bottom left quarter. Lower the top tray. Close the chimney and turn the bottom
handle.

For the third chimney follow the same steps above although you’ll also find a Quarter Part of
Yellow Resin inside.

Now it’s time to get the fire lit. Open the cupboard once more and place the Log in the center
compartment. Use the Custom Officer’s Pile of Papers on the log. Open each of the four trays
and place a Bag of Sawdust inside.

Have a look at the pipe coming out of the left side of the smoke stacks. Turn the handle so that it’s
vertical. Now have a look at the central compartment again and use the Lighter to light the paper.
Close the cupboards. Smoke should be billowing from the three of the four smoke stacks. Turn
your view around to look at the other side.
The third chimney is open at the back. Take a closer look at it and take the Funnel 02. Close the
back compartment and smoke should now be coming out of all four chimneys.

Scroll around to the front once more. Use Ayawaska’s Staff on the point between the two middle
chimneys. This is a clue to the colors and funnel types you need for each chimney.

Before you can get the correct color smoke you’ll need to cut up one of the resins. Go back and
walk down the screen towards the tree stump. Place the Round Chunk of Blue Resin on the tree
stump. Use the Knife on the resin to cut a quarter piece out of it. You’ll receive a Quarter Part of
Blue Resin.
Look at the smoke stacks again. The colors are red, blue, blue and yellow. Look at the first
chimney on the left. Open the compartment at the base and place the Quarter Chunk of Red Resin
in the lower left quarter of the top tray. Close the compartment.

Open the second chimney. Place the Quarter Part of Blue Resin on the bottom left quarter of the
top tray. Close the compartment.

Open the third chimney. Place the Quarter Part of Blue Resin on the bottom left quarter of the top
tray. Close the compartment.

Open the last chimney. Place the Quarter Part of Yellow Resin on the bottom left quarter of the
top tray. Close the compartment.

Turn the view to look at the back of the chimneys. Open the back of the first chimney with red
smoke. Place in Funnel 01 and close the back compartment. Do the same for the other chimneys.
They need Funnel 02, 03 and 04 in order. Once you close the last chimney you’ll see the final cut-
scene.

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