Complete the game Siberia 3. Preparing to sail

Kate Walker fully prepared the ferry "Crystal" for sailing, but it turned out that Mayor Bulyakin ordered the exit from the harbor to be closed, and not a single ship could leave Valsembor. We go to the city hall building, where the rally against the Yukols is taking place, and after talking with the participants (not necessary, but desirable, gives an additional argument in a difficult conversation with the mayor), we rise to the stern official. Using all her charm and good manners, Kate gets permission to open the gate, but she will have to do it herself, Bulyakin only gives a diagram of the lock mechanism.

We return to Captain Obo, he can open a warehouse with diving equipment for us, located at the lighthouse. In the warehouse, we remove the diving suit from the hanger, take the helmet from the table, take the cylinders at the entrance.

How to fill balloons with air?

  • Be sure to consider the cylinders in the inventory and remember the indicated pressure - 180,
  • we put the cylinders in the apparatus and lower the upper damper,
  • set the arrow to 180, press the green button,
  • open the taps above the cylinders.

We send Kate to the locker room and watch how, having changed clothes, she goes down into the water. We go along the wall to a large round hole with a mechanism. Around him you need to pick up 4 items: a gear, a square key and (in the approximation) two more gears. In the center we insert a stepped gear into the mechanism, two ordinary ones on the sides. The connecting chain is missing. We go further along the wall to the second of the same mechanism. We insert the square key and twist the red handle for a long time until a characteristic click. After that, we lower the lever on the left, one gate of the gate opened. We go outside and near the remains of the ship we find a chain. We return to the first mechanism, insert the chain, turn the red handle until it clicks and press the lever on the right. The gates are open.

After talking with the captain, we set off for the yukols, and inform Ayahuasca that everything is ready to sail. Unfortunately, Semyon Steiner did not bring Kurk from the hospital, and did not return himself, Kate will have to go there for them. We go to the funicular, which is located up the stairs from the square where the city hall is located. The station is closed, the funicular is raised to get to the hospital, you have to find a way to get into the station building and lower it. Before entering the station fence there is a staircase down, we go down it and go to the cart behind the bars. We knock out two large wedges from under the wheels and select a small one next to it. We return to the door of the station and look at the threshold (it is necessary to lower the camera).

How to open the station door and start the funicular?

  • We insert a small wedge in the place indicated by the penultimate active point (from left to right),
  • to the right, insert the first large wedge,
  • take out a small wedge and insert it in the place indicated by the first active point (on the left, at the beginning of the door),
  • to the right we insert the second large wedge,
  • take out the small wedge and insert it over the first large wedge.

We go into the room, it is very dark in it. At the entrance there is a shield on which you need to use a knife. We open the shield and lower the knife switch, Kate turned on the electricity supply. We activate the lever on the control panel and lower the funicular. It remains only to go to the trailer and hit the road.

Arriving at the hospital, Kate sees a helicopter that needs to be examined. Inside we find a box with essentials and pick up the radio. In the lobby of the hospital, we use the walkie-talkie on the colonel. In order for the military to leave, it can be said that on the top floor, the patients rioted. We pass into the office of Olga Efimova (on the way, Dr. Zamyatin will call Kate and show the wounded Steiner) and we see an unconscious Kurk, chained to a chair.

How to save Kurk from the hospital?

(the location of all interaction objects is described when Kate is facing the trigger)

  • we examine the notes attached to the chair on the left, and pick up the paper clip,
  • on the back of the chair at the back, open the panel and insert a paper clip,
  • we examine the large syringe on the right, open its lower part so that the liquid flows out, and close it back,
  • open the upper part of the syringe and pour the potion from the flask of Ayahuasca into it, close and activate the lever,
  • we examine the handcuffs on the chair on the left, Kurk will tell you that you need to enter the code on the right on the chair,
  • from the table of Efimova we take a note with a torn off code and a heavy figurine,
  • use the figurine on the code panel on the right on the chair and run away from the hospital (cut-scene of flight and departure on the ferry)

While sailing, the ferry encounters an obstacle in the form of solid ice, and it is required to turn on the icebreakers below , in the engine room .

How to enable icebreakers?

  • turn the round valve on the control panel all the way to the left,
  • open the transparent cover above the red button and press it,
  • move the handle to the number 1 (all subsequent actions must be performed quickly),
  • we activate the lever towards ourselves until it stops,
  • move the handle to the numbers 3, and then 2.

The ferry is attacked by a lake monster, in order to get rid of it, you need to break all the searchlights (there are 6 of them: two on each side, one on the bow of the ferry, and the last one on the stern, just next to the monster) and turn off the engines.

How to drive away the monster?

  • We take a crowbar from the box on the starboard side, lower and break all available searchlights,
  • one of the spotlights on the port side cannot be lowered, we move the box next to it, climb on it and break it,
  • inside we find an active point under one of the passenger seats, inspect the box and pick up an emergency flashlight,
  • we use a flashlight on the spotlight at the stern, and in the cut-scene we see how the monster disappears under water, preparing for the next attack, but giving Kate the opportunity to break the spotlight,
  • after talking with the captain, we go down to the engine room and turn off the engines by lowering the switch on the wall to the right of the icebreaker control panel.

The screenshots show the location of the crowbar and emergency flashlight.

$

Captain Obo asks Kate to bring him lamp. To do this, we go to the captain's apartment (below the steering wheel, to the right of the stairs) and examine the books scattered on the floor. One of them has a recess cut out and hidden a bottle of vodka, we pick it up. In the passenger compartment next to the seats, we lift from the floor homemade matches. We go down to the engine room and on the table we connect the two parts of the lamp, fill it with vodka and set it on fire with matches. When Kate gives the lamp to the captain, we will see a cut-scene describing the rescue of the ferry.

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System requirements
Siberia 3

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Core i3 Intel Core i5
RAM 4GB RAM 8GB RAM
video card Nvidia GTX 550 Ti 2GB
AMD R7 260X
DirectX 11
Nvidia GTX 960 2GB
DirectX 11
45 GB 45 GB
Operating system Windows 64-bit: 7 / 8.1 / 10 Windows 64-bit: 7 / 8.1 / 10

Walkthrough

In the first part of Syberia, a young lawyer, Kate Walker, travels from America to central Europe in search of the toy maker Hans Voralberg. In search of the elusive Hans, several cities had to be visited. Kate's task was to formalize the purchase of a toy factory, but as a result, she was imbued with Hans's dream, and together with him went further east - to Siberia, in search of surviving mammoths.

In the second part, we made the rest of the way to Siberia, Hans Voralberg fulfilled his dream by riding a mammoth into the unknown. Kate started back.

In the prologue of the third part, we see that Kate got on a boat from the North Pole to the mainland, but lost consciousness from hunger and cold. She was found and rescued by the Yukols, the indigenous inhabitants of the north, and then brought to civilization.

1. Hospital
How to pass Syberia 3

We wake up in a hospital bed. There are no doctors yet, so we communicate with a neighboring patient. Nearby lies a young man from the Yukol tribe, one of his feet has been amputated. We approach him and ask questions at our discretion (a circle and a symbol of sound will appear on the character, in order to talk, you must first come closer so that at least one dash of sound appears, in the conversation we click on the questions, or we press the indicated numbers of questions by pressing the keys).

In a conversation, we learn the story of Kurk: his tribe is involved in the migration of snow ostriches, along the way they managed to save us from death, and then came under shelling by local military for arbitrary crossing of borders (What are the borders in the center of Russia? For shooting at their citizens, all the military, up to to the generals, they would immediately fall under the tribunal, why didn’t this happen? We leave all this on the conscience of the authors of the game). This yukol is still young, but has already been appointed leader of the tribe.


Objective: Leave the room

Without waiting for the medical staff, we are trying to get out of the ward.

1. We go to the door on the left, inspect it (we point the pointer at the door, and when a circle appears, click on it). The door will be locked.

2. We examine the red button on the right on the wall, press it to call the staff. The button won't work.

3. We examine the right side of the panel with the button (we move the mouse to the right edge of the screen until the view changes). The three images show that everything is simple inside, it remains only to open the panel.

4. We approach the table in the center of the room, inspect it (the table is in front of the yukol, and you need to point it so that not the icon with the sound related to the yukol appears, but the magnifying glass icon). On the table we see a bowl of soup and cutlery. We take a table knife.

5. We go to the panel with the button, inspect the bolt in its upper right corner, use a knife on it (you can click on the bolt, on the left side of the screen select an item by moving them up and down, and then click on the bolt again; or you can manually open inventory with the "I" key and just click on the bolt once). When we put the knife, twist it several times with the mouse to unscrew the bolt.

6. Inside the box we see only two wires, one of them is neatly disconnected. We click on the lying wire, drag it to the upper terminal (we hold down the left mouse button to move objects). At the bottom, click on the button cartridge, move it down into the recess. Click on the lowered cover, drag it up to close the panel.

7. Having repaired the panel, press the red button. After pressing the door is unlocked, we leave into the corridor.



We can communicate with local patients and doctors. Most say only one phrase, but two chess players are sitting behind the lattice door on the left, they are more talkative. These two patients consider the Yukols to be inferior people, and are extremely unhappy that they are being treated in the same hospital with them. (Such a pronounced and undisguised fascism in multinational Russia? This is some other Siberia).



Objective: Find a doctor

We enter an office with a wide window, there is a sign "Doctor Mangeling" on the door. We tell the doctor that we are already healthy and want to leave the hospital. The doctor offers to take a lie detector test. We can choose any answers, it is useless to lie - the polygraph will immediately show this, but you can hide some facts.

The doctor will allow you to take your things. We go behind the counter, to the far left corner, we take clothes from the drawer (we click and pull the drawer towards us to open it). We change from a dressing gown into northern fur clothes.

The doctor offers another test: he gives us intricately shaped key, claiming that he opens the way out of the hospital. If we can open the door, they will let us go.


Objective: Leave the floor using the key

1. We go out into the corridor, go to the elevator with a lattice door.

2. We examine the door, click on the keyhole, use the key.

3. On the central disk of the key, turn all the toggle switches one by one so that the elements of the key exactly match the slots in the lock.

Having done everything right, we still won't be able to open the door. We ask the doctor about this, we talk about the malfunction of the key, but he reduces everything to our helplessness.



Objective: Find the original exit key

1. Turn on the inventory, select the key, inspect it. First, we examine the teeth of the key in the form of octopus tentacles. After that, it will be possible to inspect the hole in the center of the key handle. It lacks some detail.

2. We go into the doctor's office while he left. We examine the drawer of the table in the center. In the box itself, we shift a couple of books from the right side to the left. At the bottom we will see red advertising brochure hospitals.

3. We examine all the pages of the brochure. On the penultimate page we find an image of an ancient key. Compare our key with the image (click on the top active point, select the key in the inventory, click again). Kate will see that the key is missing a stud - a connecting shaft.


Purpose: Create a complete key

1. We return to our room number "5", it is on the right side of the hall. We tell Kurk about the problem with the key. Yukol will tell you that a blacksmith in his camp can make the missing part, and a messenger owl can deliver it from there.

2. We go out to the balcony, examine the view from the window. The bird is sitting on top of a neighboring building, we are trying to lure it, but it does not fly towards us.

3. We return to Kurk, we ask how to deal with an owl. We learn from him that the owl is old and does not hear well, therefore it must be attracted with something material.

4. We leave into the corridor, we go to the left side, behind the decorative lattice. One of the chess players is sleeping on the bench, we search it, we find the key to the cage.

5. We go even more to the left, to a cage with mechanical birds. We use the key on the cell door, inside we take one mechanical bird.

6. We return to the ward, go out onto the balcony, put the toy in the recess. An owl will see a bird and fly to our balcony. We put the key and brochure in her bag.

We see how the device on Kurt's bed puts him into a trance, and then injects some kind of sleeping drug. A little later, Dr. Olga Efimova (the character is negative to the point of caricature) will come up, we find out from her what kind of strange methods of treatment. We can either make a scandal, or find out everything calmly, this will change relations with Olga.

7. We return to the balcony, the owl has already returned, we take it from her full key. We go to the elevator, now its doors will open.



Objective: Get out of the hospital

On the first floor we speak with the receptionist. We find out that the entire hospital is closed for quarantine.

We go into the corridor on the right, we enter the door in the upper dead end. We find ourselves in the office of the director of the hospital - Dr. Zamyatin. We tell that Olga does not want to let us out. The doctor will reassure us, but will support Olga's decision.


In the corridor we go a little lower, we get into Efimova's office. Just at this moment, she has a secret video conference with the one-eyed colonel (he is depicted as an even more caricatured villain). We eavesdrop on the conversation, we learn that the main goal of the conspirators is to stop the Yukols. We also hear that detective Cantin from America will soon arrive to take us home.

Olga will leave the office through a secret corridor. We approach the computer, read her latest messages. The whole hospital has long been under the control of Olga, and Zamyatin was left in office, so that in case of failure, all the blame would be shifted to him.

When we try to move away from the computer, Detective Cantin will get in touch. He will tell you that Kate Walker has been put on the wanted list, we are accused of fraud in the sale of the Voralberg toy factory. We never completed the original task of the legal agency, now they want to recover all their losses at our expense. Kate does not admit her guilt, and categorically refuses to return to America. (Then where is she rushing from the hospital? She didn’t go for Voralberg, she’s not going home. The motivation of the main character is completely incomprehensible).


Objective: Find Dr. Efimova

1. We are trying to open a secret passage and follow Olga. We approach the decorative knight, to the left of him we move the curtain, we see 5 turning colored stones.

2. We examine the handle of the sword. On the left, move up the three blocking clips. We twist three disks so as to make a squid pattern out of them. After that, the sword will rise, we will see on its lower part the correct answer for the puzzle with stones.

3. We twist 5 stones so that they correspond to the stones on the sword. A secret path will open.

We go down to the basement. From around the corner we observe how Olga and Mangeling open the taps on the tanks and pour fuel oil into the water canal. According to their plan: the polluted water will not be drinkable, and this will force the Yukols to return back to the north. (Brilliant idea - to poison your own water to drive away temporarily passing people. What will prevent the tribe from turning back, but rather moving further faster? The nomads will leave, but the doctors will stay here, what will they drink themselves?).


Objective: Get on the water to the yukols

The short-sighted villains returned upstairs, and we are going to inspect the basement.

1. To the left of the exit we take an empty canister.

2. We cross the bridge, in the far left corner we pour hydrochloric acid into the canister, we get a full canister.

3. We go back across the bridge, in the right corner we find a tied boat. Her chain has long since rusted, and is not unhooked. We pour hydrochloric acid on the chain, the boat will be released. We sit in the boat and swim downstream. It turns out that Keith knows how to steer a boat perfectly, even without oars.


2. Yukol camp
Siberia 3 Walkthrough

Objective: Help the Yukols

By boat we get to the Yukol camp on the shore. Without our prompting, the residents guessed that the water was polluted and should not be drunk. But their mounts are eager to quench their thirst. Yukols are still holding them back, but something needs to be done quickly. We meet the shaman who saved us in the prologue. Now she is sure that we will repay the debt - we will help to clean the water.


Objective: Use the dam to purify the water

We go along the path to the right, we go out to the dam on the river. Here you need to adjust 4 dampers so that the water is cleared of contaminants. There is a sensor at the bottom, if we do everything right, the arrow should fall into the green sector. We look at the poster below, it shows the correct combination. Adjust the dampers from top to bottom:

1 damper - close (it traps debris floating on the surface, including spilled oil).

2 damper - open one turn (it delays the flow of water).

3 damper - open completely two turns (a clean part of the water passes through it).

4 damper - close (it traps bottom debris).


Objective: Find Ayahuaska, the Yukol Shaman, in the Bazaar

We return to the camp, we report that the water is drinkable. We pass into a large tent, we get to the market square. Here we can do two optional actions that will bring us an achievement in the future.


We go to the far wall, we find a door with a skull, we enter the shaman. We communicate with Ayahuasca, we learn that the tribe is not going to go anywhere without Kurk. And one more problem for the future - the lake, along which the ostrich migration route should pass, did not freeze this year, it will be necessary to look for a bypass route. The shaman asks us to help Kurk, and for this you need to go to the city and get a prosthetic leg.


Objective: Find a pass to the city

1. We go outside, go to the left side, there is a checkpoint and a guard. We learn that to enter the city you need to have a document with a seal.

2. While the policeman turned away, we enter the checkpoint building, inspect the device for affixing seals. The seal itself is not here, but there is its imprint on the substrate, we move the fasteners on the left and right, we take it for ourselves leather lining. We examine the movable holder under the seal, take a dry sponge for ink from it.

3. We go to the right, we pass by the tent to the shore. We examine the land near the water, we find a dead squid in a blue puddle. We use a sponge on a squid, we get sponge with ink.

4. We go to the tent. To the left of the entrance there is an open yurt on the back of an ostrich, we climb up the stairs there. Inside, we examine the box, shift things, among them we find wax candles.

5. On the market square in the center we find a forge. We ask the blacksmith Yukol to forge a new seal for us. To do this, we give him a substrate where the drawing is visible, and then candles to make an imprint of this drawing out of wax. A few moments, and the blacksmith will hand over the finished Walsembor's seal.

6. In the market at the far wall we find a tall merchant in a hat with earflaps, he is the owner of a restaurant in the city. We find a common language with him, and he will give us an unused form - pass without printing.


Purpose: Put the seal of Valsembor on the pass

Now we have everything we need: the letterhead, the seal, and the ink. It would be possible to put the seal manually, but Kate Walker is not looking for easy ways. We return to the checkpoint building and try to deal with a bulky device:

1. Put the leather backing in place.

2. Put an empty form on top. We fix the paper with side clips.

3. Turn the lever on the right to open the central hole. We insert the forged seal into the center. Quickly twist the right lever to fix the seal. If we do not have time, the seal will fall out, we try to put it again.

4. Put the sponge with ink into the movable holder on the left. Move it to the center, under the print. We move away from the table a little further, we press the upper lever. So we dip the seal in ink.

5. We examine the table again, move the ink holder to the left so as not to interfere. We move away, press the upper lever. The machine will print on the letterhead.

6. We inspect the table, remove the left and right clips, pick up the finished pass with stamp in the form of a squid.


Goal: Free yourself

We will not have time to get out, detective Kantin from America will enter the checkpoint. We are trying to negotiate with him, but in any case, he will tie our hands behind our backs. We start screaming (but it's better to deceive the detective, this is a condition for obtaining an achievement in the future), and Cantin will go outside to convince the locals that nothing happened.


While we are alone, we need to free ourselves from the handcuffs.

1. We push the cabinet to drop the bottle on the floor, but it will not break.

2. From the table we push the lamp, it will fall and break the bottle.

3. We sit on the floor, pick up a piece of glass, and cut the shackles.

We leave the building, show the pass to the policeman, go to the city. Cantin will try to grab us, but he will be prevented by yukols.


3. City of Valsembor
Siberia 3 game

Objective: Find the watchmaker Semyon Steiner

We appear on an empty square. We can go to the left, there are several residents. We approach the fisherman near the lighthouse, and if we previously talked with the carpenter in the Yukol tribe about the squid statue, now the fisherman will tell a local legend about a monster living in the lake.


We go to the right side. On the way there is a tower crane and the entrance to the ship. In this place we meet a drunken captain Obo, we can ask him a couple of questions, but we will not get clear answers.

We can inspect the ship right away. We climb the ladder, on board we enter the room, inside we rise to the floor above. On the second floor we examine the table, we find captain's diary, we study it. This will open access to three achievements at once in the future.

dark past(Valemborgate)
Learn about the region's dark past.
1. You need to read the captain's journal before meeting with Steiner.
Crime and Punishment(Crime and punishment)
Try on the first try to persuade the lost soul to atone for his guilt and help you.
Strong argument(Martingale)
During the argument, bring irrefutable evidence that you have found while studying the world around you.
1. You need to read the captain's journal before he sobers up.
Screenwriter's nightmare(The scriptwriter's nightmare)
When passing the game, perform 5 optional actions that will affect the course of the game.
2. You need to read the captain's journal before meeting with Steiner. 3. You need to read the captain's journal before he sobers up.

We go to the right along the streets of the city. We go out to the main square, we see a monument to the automaton, which looks like Oscar. Nearby, local residents staged a rally in front of the city hall, they demand to evict the Yukols from the outskirts of the city.


We find Steiner's shop. We enter, the automaton opens the door, and the whole shop is filled with clocks. Simon Steiner will immediately notice Oskar's mechanical heart hanging around our necks. Hans Voralberg was his mentor and good friend, and Simon immediately recognized his work. He will suspect us of stealing, we enter into an argument, but this will make the old man's heart ache. We need to find a cure for it quickly.


Objective: Find a cure

1. On the table on the right we find an empty mug.

2. We examine the drawers of the table from the inside, to the right of Steiner. In the right middle box we find a prescription for medicine from Dr. Zamyatin, it indicates the time for taking the medicine.

3. We can go down to the basement, inspect the prosthesis, the layout of the ferry. There is a leaflet hanging on the wall above the prosthesis with a reminder of when to take the medicine (but the time is incorrect).

4. We return to Steiner, behind him we find a wall clock with a shelf. We put the mug on the shelf. We move the hands on the dial to set exactly five hours - 17:00. The mechanism will work in the clock, it will fill the mug with medicine.

5. We give a full mug to Steiner.


Objective: Help Steiner in the basement

The watchmaker will thank you, and will be more accommodating in communication. We talk about the problem of the Yukols, ask him about the prosthesis, about the events in the city.

If we read the captain's diary, we can ask the master a special question, and this will greatly surprise him. He decides to show us a documentary about the events of 20 years ago. We go down with him to the basement. We examine the box to the right of the entrance, sort through all the reels with film. When we take the desired film strip, it will automatically be added to inventory. We go to the film projector, put the found film, watch the film.

In Barnarur, 20 years ago, there was an accident at a nuclear power plant. To eliminate its consequences, Steiner and Voralberg created a detachment of automatons, such as Oscar, to evacuate people from the dangerous radioactive zone. Captain Obo on the ferry "Crystal" took the automatons to the shore of the infected city, but did not wait for them with the rescued people, but immediately sailed back, seeing the monster in the water. As a result, all the inhabitants of Barnarur died.


We leave the basement. Upstairs, Simon Steiner introduces us to his granddaughter Sarah. We tell our plan: to transport the yukols across the lake on the Kristall ferry. To do this, you need to persuade Captain Obo to return to work. Sarah promises to help us with this. And Simon takes over the completion of the prosthesis for Kurk.

Steiner family(Steiner family)
You and the yukols can count on new allies in Valsembor.
Plot. Enlist the support of the Steiner family.
Grumpy...(Grumpy old...)
Get rejected three times by the same character.
We make old man Steiner grumble:
3 times - When Steiner sits down to finish the prosthesis, we examine the layout of the ship, turn on its backlight several times.

Objective: Find Captain Obo in the tavern

1. We return to the tavern, we find the captain at the far left table. We talk to him, but he is completely drunk and does not listen to us.

2. Approach the waitress Sarah, ask for help. She prepares a sobering cocktail and brings it to the captain.

3. Again we communicate with the captain while he is sober. We have several phrase combinations to choose from. If you can’t convince him right away, try other options. As a result, he agrees to take the Kristall ferry on a voyage.

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9. Temple of the Red Moon. 10. Sacred bridge.
Achievements . Questions - answers.
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The sequel to the cult series of adventure games from the French studio Microids. This time even more mystery, adventure and, of course, puzzles!

Clinic Valsembora

After a dialogue with Kurk, we are trying to leave the room, but the door is closed. The bell next to the door also does not respond to our efforts. From the table, you can pick up a knife and use it to open the bell by unscrewing the screw from it. Inside, we can see the green wire lying around, and this should be fixed by putting it back into the free slot.

After going out into the corridor, we need to get to Dr. Mangeling - only with his permission can we leave this strange place. His office is easily recognizable by the two orderlies standing right outside his doors. After a dialogue with the doctor, we get the key and now we can try to open the elevator, sealed with a fancy lock. This is the first puzzle, and it is solved quite simply - you need to arrange all the tentacles so that they cover the holes. It is difficult to confuse here, since all the puzzles exactly repeat the rotated elements, and finding two similar options here is more difficult than just putting everything in its place.

As you might have guessed, the key did not fit, or rather, it fit, but the grate remained closed. If we examine the key carefully, we understand that something is missing in it, as if something had been pulled out of it. We'll have to look for a working version. We return to Dr. Mangeling's office. In the drawer of the table, rummaging among the books, we find the magazine "Clinic of Valsembora". Having looked through it, we open the page with the image of the key. Then we open the inventory, find our "broken key" and use it on the magazine. Everything becomes clear - only one hairpin is missing. But where can I get it?

We return to our room and talk with Kurk. Showing him a brochure from Mangeling's office, we find out that the blacksmith of his tribe can easily make such a detail, and you can transfer the drawing to him through an owl. She is perfectly visible from the balcony, she sits on the neighboring roof, but does not react to us in any way. Need to come up with something. To the left of the doctor's office is the local canteen, where two patients are playing chess. After talking with them, we learn that one of them is so “good” with the new treatment regimen that he falls asleep right on the go. Going out into the corridor and waiting a little, we find one of the chess players in the center of the hall, who complains about his friend, they say he fell asleep again during the game. We must not miss this opportunity, we go to the dormouse and take the key from his neck. Now you can get into the room with animatronic birds (we have the key) and take one of them with you. This will be our owl bait. We put the iron bird on the railing of the balcony in our room and give the brochure with the key scheme to the owl. Returning to the ward, we are waiting for a meeting with Madame Olga.

After an extremely unpleasant dialogue with Dr. Efimova, we need to return to the balcony and take the key from the owl, which the yukols have already managed to repair. Now nothing prevents us from leaving the floor, just talk to Kurk. He will tell the main reasons why he cannot leave the clinic, and will hint that the head doctor, Dr. Zamyatin, is quite a good person and can be trusted. So, we insert our serviceable key into the unlocking mechanism and, voila, the grille opens. We go down to the first floor.

It is also dark and somewhat dull here. After talking with the nurse at the counter, we understand that the hospital is in quarantine, the funiculars are not working, and, in general, we have one way - to Dr. Zamyatin. The door to his office is ajar, but you can also navigate by two orderlies who are talking not far from him. Kurk was right - Zamyatin turns out to be a very good-natured old man, but Kate does not succeed in convincing him that Dr. Efimova is more likely to cripple his patients than treat them. And we can get out of here only with the permission of Madame Olga herself.

We run to Dr. Efimova, her office is very close. Having overheard the insidious plans of Madame Olga and a certain colonel, we learn that another American will soon appear in the clinic, detective Nick Cantin (the same one from the second part), with whom it would be nice to contact. But this is later, first we examine the office, while Efimova disappeared somewhere. Let's start with the computer. After examining the letters, we will be able to chat with Nick. He will also add sad news, promising to arrest Kate at the meeting and send her back to New York.

It's time for the next puzzle. Pull the rope on the wall next to the knight. Now let's turn our attention to the hilt of the sword. After removing the three latches, we begin to rotate the wheels so that the three elements form a symbol that can be seen on the computer at the top of the monitor. This will cause the sword to come out of the fastener and reveal the color code to us. This code should be used on the shield that hangs nearby, and then we can open the hidden passage where Madame Olga disappeared.


We go down after Efimova and get into the local sewerage in the best traditions of the catacombs. And then familiar voices reach us - doctors Mangeling and Efimova, who figured out how to annoy the nomadic tribes. We listen to their dialogue, and then we are in no hurry to cross over to the other side. If you go all the way to the left, you can find a canister, which will come in handy right away. Now we go to the iron door where the villains left. Next to it is a barrel of acid, here we use our canister. Now our goal is a boat that can be reached by passing chemical tanks. It remains only to deal with the chain holding the boat, but here acid will help us out. That's it, we got out of the hospital.

Yukolov parking lot

A couple of ostriches have already been poisoned by water from the lake, and we will have to help the yukols - after all, these guys helped us. After talking with the female shaman, we go to the right of the tent. We need to get back to the dam that we swam through while escaping from the clinic. Actually, there are four valves waiting for us there that regulate the pressure of water (they are numbered from 1 to 4 in the screenshot below). If you turn it counterclockwise, then the sash closes, and water cannot pass in this place, and if it is turned in the opposite direction, then the water increases the pressure. Thanks to the hint next to the dam pressure indicator, we find out that valves 1 and 4 should be closed completely (counterclockwise as far as they will go). And valves 2 and 3 should be open, but if you open them completely, the pressure will be too strong. We need the barometer needle to remain in the green zone, so we carefully tighten valve 2. That is, the second leaf should only be ajar, as you can see in the image below.

It's time to go back to the camp, where we are welcomed as a hero. But we need to Ayahuasca. We go into the tent and go left to the statue of either a squid or an octopus. In fact, this creature is called Quilak, and it lives at the bottom of the lake. On the opposite side of the statue is the shaman's room, we should look there. After a dialogue with Ayavaska, we learn that we need to get a pass if we plan to get to Valsembor. This is what we will do.

Now we need to leave the tent on the other side and go to the policeman who checks the passes and does not let hares into Valsembor. It will not work to persuade him - he has a strict order from Mayor Bulyakin, so we go into his lodge next to his post. There is an apparatus with which you can put a seal on a document, but the seal itself and the document are missing. Now we need to pick up a dry sponge and lining for printing.

We return to the market, but turn right in front of the tent. There is a dead squid on the shore in a pool of its own ink, and this is the place where you need to use a sponge to soak it with ink. In the market you can find a man from Valsembor who runs a tavern there. You can identify him by his hat, waistcoat and red caftan. After talking with him, we get a blank document that was intended for his wife, but she fell ill, but the document remained, but, of course, without a seal. In addition, we need to climb into the house of one of the yukols by the stairs. He's the only one here, so don't get lost. Here we are interested in a box of rubbish: there is a lot of all sorts of nonsense, but if you dig, you can remove a bunch of candles, which are now useful to us. There is only one thing left - to talk to the blacksmith. He is ready to help us, you just need to show him the lining for printing and give the candles. We have a print. The puzzle "Print for Valsembor" is almost solved, it remains only to correctly apply all the components on the "printing machine".

We put the lining, the form itself rests on it, then we fix the paper with clamps "4" and "5" (see the screenshot below), we put the sponge on the stand "3", where we took it, now we use the seal in the place numbered "2 ” and clamp it by turning the handle “1” down. We move support “3” under the print and use the device. Then this stand "3" must be taken aside and once again we make a stamp, only this time on the document. That's all, remove the clamps "4" and "5", pick up the document. But it's too early to rejoice, the same detective Kantin, with whom we talked through Efimova's computer, enters the lodge.


The detective does not want to listen to Kate, and ties us up to take us to court in New York. As soon as you distract his attention, you should first drop the cabinet with the bottle, and then break the latter with the help of the lamp that is on the table next to the door. We go outside and show the pass to the policeman.

Valsembor

Our main goal is to get a leg for baby Kurk. Therefore, we head to Steiner's workshop. We run around the giant ship "Crystal" on the right. If you met a drunken captain, then you are on the right track. Then you should meet "Moskvich" without a back door, and right behind it - a blue sign "Cafe" and the entrance to the tavern, the owner of which helped us a lot in the Yukol camp. In it you can chat with Sarah Steiner. Yes, yes, the daughter of the very watchmaker we are looking for. Sarah is a very nice girl, she will tell you how to get to her grandfather. We go outside. If you stand with your back to the door of the Tavern, then you need to turn left, reach the crossroads and turn left again. It will be a long walk, but there will be no more forks. You will not miss the watch workshop, you can navigate through the shop windows.

In the workshop we immediately meet Mr. Steiner. He was very interested in our medallion, Oscar's heart. Nervous, the old man grabs his heart. We need to help him find the pills. On the counter opposite the watchmaker we take a mug. You can explore the drawers of the table at which Steiner is sitting. This will give us a hint that usually the old man should take his pills during his afternoon snack. Another clue is hanging on the wall in the basement. We go to the old man and interact with the clock behind him. We put a mug on the lower stand, then open the glass and set the hands to 5:00. It is at this time that Steiner usually takes his medications. Now we see that the clock starts to strike and the pills appear. We give the medicine to the old man.

After apologizing for his incredulity, Steiner promises to complete Kurk's mechanical leg and take it to the hospital to Dr. Zamyatin. However, it remains to figure out how to help the yukols cross the lake. The watchmaker invites Kate to go down to his basement and watch a film about Baranur - the city where the ostriches go. The film itself lies under a pile of junk in a box near the exit from the basement. What to do, since we need to go there, we will have to look for a solution, and we have only one thing - to use that giant ship that we saw at the entrance to the city.

But we also saw the captain, and his uniform, to be honest, did not inspire confidence. At this time, Sarah comes and promises to help with this deep drunk, Captain Obo. We return to the tavern and talk to Obo, he is sitting next to the fireplace. As we thought, the local "legend" does not really understand what is happening around. We go to Sarah and the innkeeper, who will help us again, promising to give the captain some sobering cocktail. Talk to Obo again. The cocktail really helped us start a constructive dialogue. Do not be rude in conversation, use flattery and play on the sailor's pride: that's what will help you convince the former "thunderstorm of the seas."

We rise to the "Crystal" and go to Obo: he is waiting for us on the captain's bridge. His first task will be to replenish coal reserves. To do this, we need to do three things: open the hatch on the ship, where we will fill the coal, then get into the hangar and get some fuel there, and then, finally, use the crane to move the coal to the ship. The first is the simplest - you should turn the valve, which is located very close to the place where we climb on the ship.

Now we go down to land and go to the hangar. It is located directly opposite the gangway, next to the crane. To get there, you need to enter the code that the captain gave us. This code is "0509". Inside, we immediately take the chute and fittings, they lie next to the path change lever. The lever itself will be used later. Now we grab the cart and roll it to the other end of the hangar. On the sides of us there will be racks with doors. Here we will use our gutter on them. This will have to be done until we find our coal, since it will not be everywhere. Armature can be used to determine if something is in the rack or not. Kate just hits the box with rebar, and we have to understand by the sound whether this is our “client”, or we can move on.

Having filled the cart, Kate will no longer be able to push it so easily. We'll have to use the blue jalopy, which stands against the far wall. But before you sit on it, pull the lever that we saw a little earlier to change the direction of the rail. Now we sit down at the machine: we see 3 buttons and one empty slot on the control panel. Pressing these buttons will not lead to anything, so we pick out the first of them with a knife and insert the resulting part into the empty hole on the right. Click on the "new" button (it should turn green), and then pull the switch up.

The last thing left is to load the coal onto the ship. We climb onto the crane using the same code as for the hangar. Crane code: "0509". There we are waiting for a rather interesting control panel (see screenshot). Lever "2" changes the direction of movement of the crane: in the upper position, the crane moves parallel to the ship, and in the lower position - perpendicularly. Lever "1" moves in one of two directions determined by the position of lever "2". Lever "3" allows you to rotate the crane about its axis. Buttons "4" switch the cameras of our review so that we can accurately determine the location of the crane. Finally, buttons "5" lower / raise the lifting mechanism itself.

Next, first we move the crane as close as possible to the trolley, turning it towards it in front. Press the top button from block "5". Now we move the crane in the opposite direction until it stops, turn it to face the ship, use the lever "2" to drive closer and use the button from block "5", but now the bottom one. Here are two screenshots with the correct tap positions:


Well done, the coal was loaded, and now we need to replenish water supplies. We go up to the ship and next to the valve, which we already turned earlier, we see a hose from the water tower and a pipe where water is to be poured. First, uncork the pipe by turning the switch to the right, then insert the hose into the opened hole and return the switch to its original state. Here we did everything, it remains to turn on the water supply on the tower itself and you can go report to the captain.

Obo distinguished himself again - he lost the ship's ignition key. Well, how I lost it, I threw it out a long time ago, so that I would never again take the helm of the Kristall, but that’s not the point. As it becomes clear from the dialogue, the ship was designed by Steiner himself, and if anyone has a duplicate, then only he has. Again we go to the watch workshop.

What a nimble old man, he had already run off to the hospital to Zamyatin and even grabbed a leg for Kurk. But Sarah will meet us in the workshop, who does not know if there was a spare key, but she will tell us that there is a “Crystal” model in the basement, and will give us a handle from the locking lock. We go down to the basement, insert the handle into the lock under the showcase behind which the ship stands, and get access to the model itself. On the side there is a convenient toggle switch - pull it to turn on the lighting. We examine the rear wheel on the ship and see the numbers with an arrow. We need to dial the following cipher: 30 - 80 - 60 - 100. One division is equal to ten. To get 100, simply deflect the arrow to the maximum and release. With each successful action, the anchor will drop lower and lower. In the end, we ourselves will have to pull it down to the stop. After that, the upper part of the ship will move to the side and part of the key will appear. We'll turn it around and get the whole key.

The key is a bit small, it's not for nothing that 50% is engraved on it. But old Steiner in the basement has a solution for this case too. Directly opposite the model of the ship is a machine with which we will make a duplicate of the size we need. We insert our mini-key into the left compartment and press the button to fix it. In the right one - a blank for the key (you can get it under the same table in a special box). Using the knob, set 200% (this is a twofold increase) and press the red button. That's it, we take out the finished key of the correct size from the right compartment and return to the captain.



The ship is ready to sail, but Valsembor will not let us go just like that. The port is locked, and the gates can only be opened with the permission of Mayor Bulyakin. No, you can also use dynamite, but we are civilized people, let's try the healthy dialogue method first. If you can't find City Hall, then here's an indication for you: stand with your back to the cafe door, turn left and go to the intersection with the car. Behind this very car there is a passage between the houses, after passing which just go straight. A rally of dissatisfied shopkeepers is taking place near the city hall, and it is difficult to miss this event. We start a dialogue. Correct answers:
  1. "I'm sorry to trouble you..."
  2. "Leave the city with the yukols"
  3. "You are taking a big risk"
  4. "Show them who's boss!"
  5. "It will do you good"

You can make a mistake a couple of times, but it's not difficult to convince the mayor. As a result, he gives the go-ahead to our enterprise, but we will have to open the locks, plunging into the cold waters of Valsembor.

For advice, you should go to our bosom captain. Obo will tell you that a diving suit can be taken from the warehouse. This warehouse is located right under the lighthouse, and a lone fisherman hangs out nearby. Let's go there. Inside you need to find three things: a helmet, a suit and empty oxygen tanks. The diving suit is hidden behind other things hanging on a hanger. Cylinders lurk next to him at the entrance, and the helmet lies in the most conspicuous place. We put the cylinders on a special rack and fix them with a metal holder, lowering it down. We go to the control panel, where we select the value 180 and press the green button. We return to the cylinders - here we just have to pull the oxygen supply lever and that's it, the suit is assembled. We go into the dressing room.

Going down under the water, Kate has to open two locks. They have the same mechanism. The first shutter on the way looks completely disassembled, and at this stage we just need to collect all the loose parts: 3 gears and a square key. Now we stomp further to the second castle (second screenshot below). We use the square key on the hole under the valve and open the cover to see the inside of the mechanism. Turn the valve to the left and lower the lever. One shutter slowly crawls to the side, and we return to the first shutter (first screenshot below). We insert a large gear on the shaft at number "1", on "2" - a regular gear, and on "3" we put on the remaining stepped part. Turn the valve all the way to the right and use the lever. Perhaps this is a bug, but this is how this quest was counted by the game in my case, but it is known for certain that there is also a normal passage option (find a chain in the wreckage of a destroyed ship and add it to the rest of the details in the first gate). Gear puzzle solved.


After an exciting video, we return to the Kristall. First, we will talk with Ayahuasca at the bow of the ship, and then on the descent from the ship we will meet an excited Sarah. It turns out that Steiner never returned from the hospital, and Kurk is still missing. We'll have to return to the Efimova's lair, where another type has already settled, with whom Kate would not like to deal, a certain colonel with an eye patch. But there is nothing to do, we need to find and use the funicular. You can get to it either by going through Steiner's workshop, or through the city hall. I would advise you to go the second way, as for this you can get an achievement by talking to the excited mayor there. Immediately after the city hall, the local lift station lurked, the door of which was closed. The funicular itself is not visible, but most likely it is at the other end. Now we need to move away from the closed door and go through a couple more houses, go down the stairs and go into the lane, fenced with bars. There will be a cart, under the wheels of which there are wedges so that it does not roll away. We take one wedge, the second one will automatically go into inventory, but the third, the smallest one, will need to be picked up from the place where some kind of cart seemed to have stood, yes, in the past, exactly what it “stood”.

We return to the closed door and inspect its lower part. We need wedges. The sequence of actions to solve this puzzle is as follows: insert a small wedge on the left, push a regular wedge next to it, now pull out a small wedge and insert it on the right. We push the last wedge remaining with us even more to the right of the small “brother”, and we take out the “small” one and squeeze it over the right wedge. The door falls and Kate gets inside. There is no electricity in the room, so we open the power panel with our knife and call the funicular through the control panel. The booth arrives, and we go into it and use the remote control already inside it.


And so we returned to the Valsembora hospital again. Before you go inside the building, go around the helicopter, as the passage to it will be opened from the back side. In it, among all sorts of unnecessary things (grenades, cartridges, etc.), we will find and take a walkie-talkie with us. Now we open the door and get into the hospital. We will distract the colonel and his soldiers at the counter, where we once communicated with the nurse, with the help of a new walkie-talkie. We go to Dr. Zamyatin, and then to Madame Olga's office - there we will find Kurk in a very bad condition.

We need to save the young guide, but first we take the figurine from the table. Now we examine the chair of Kurk. Under his right hand, a tablet with documents is attached to the chair, we need to pick up a paper clip from it. We turn the view to the back, open the lid to the side and clamp the wires with this paper clip. After that, you need to deal with the tranquilizer. We take the syringe needle to the side, thereby pouring out its contents. We return the needle to its place, but open the upper part of the syringe and pour in the shamanic potion that Ayahuasca gave us with it. You need to give Kurk this injection, and then he will come to his senses. However, there were clamps on the hands. Under the left hand of the trigger there is another cover behind which the panel is hidden. Here you need a password. We do not have it, but there is a figurine - we use it on the panel. Everything, yukola, we freed. It's time to leave this place!


When the ship hits the ice, the captain will send Kate to the engine room to turn on the super icebreakers. There we are waiting for another "terrible" panel. Puzzle solving scheme:

  1. Turn the valve all the way.
  2. Press the red button and select first gear.
  3. Lower the lever down.
  4. We switch the third gear, and then immediately select the second.

It should be noted here that the main thing is to quickly change from third gear to second. I don't know how difficult it is to do it on a joystick, but with a mouse it's definitely not as easy as it could be.

We almost arrived at Nakhodsk when something hit the back of the ship. Who's going to check? In general, we go to see what happened. Kraken! Here, however, they call him Quilak, but the essence is the same. As Captain Obo suggests, the monster was attracted by the light from the searchlights, and it is necessary to cut them down by any means. I advise you to start from the right side, since there is a crowbar next to the box, with which we will put out the light. Two searchlights on the left, two on the right, one on the prow of the Krystal, and another at the very rear of the ship, well protected by tentacles. One of the lanterns has a broken trigger, and Kate needs to move the box up to it, climb onto that box, and then let the tire iron finish the job. Now we run inside the ship, where the yukols are hiding. There, on the floor, you need to find homemade matches and one secret hidden between the benches (screenshot below). In this cache is the "Emergency Flashlight", they should distract the monster from the last searchlight, and then calmly approach and "deactivate" it.

Apparently, not only the light attracted Quilak to our ship. It is necessary to turn off the engine, so we go down to the engine room to the icebreaker control panel - the switch we need is very close to the right of this panel. We rise back to the stern and talk with the captain - he climbed into the lifeboat on the starboard side of the ship. He wants to distract the squid from the Crystal, but he needs a light source. We rise to the captain's bridge, but not to the helm, but to the bookcases, where the gramophone used to be. Examine the books that have fallen from the shelves; a bottle of vodka is hidden in one of them. You need to look at the suspicious book twice, as Kate will only show interest at first, and then look inside. We go down back to the engine room to the workbench, next to which the yukolas are rubbing. There is a lamp on it, we collect it, fill it with vodka, set fire to this case and return to the captain.

Baranur

While Kate was out, the ship managed to run aground, and not in Nakhodsk, but in Baranur itself, where we did not want to go. And then the radiation all around! You need to get special anti-radiation goggles from the machine gun that is on the nose of the Kristall. True, it is blocked, but this is easy to fix by inserting the same ignition key into it, which Kate, one might say, made with her own hands. You can find this key next to the captain's helm. Putting on glasses, it becomes clear that the beach is relatively clean in terms of background radiation. Therefore, we go ashore, because we need to somehow pull the ship to the beach so that the ostriches can safely leave the ship's hold, otherwise they will simply drown. Looking around, you can see a special tractor that can pull the "Crystal" ashore, but it still needs to be reached. We also immediately see that cables are coming from the tractor in our direction, hanging on a pole next to the yukol. Remember them, we need to remove them somehow.

We go down to the beach from a wooden pier along a leaning board. A staircase is visible a little in the distance, and an automaton sits on a bench next to it. Kate immediately notices that Oscar's heart can be inserted into it, but until we can open the chest plate, we will return to it later. We don’t climb the stairs yet, but go to a wooden house at the end of the beach. Climbing the stairs, examine the veranda of this house - there is an "automatic probe". Now we return to our ship and remove the wires from the pole with a probe. Shorty Burut, who is standing nearby, “assures” that he can plug them into the socket, and we will believe him.

Now you need to go into the park itself through a massive rusty gate and turn into the first house on Kate's right hand. It will be something like a Voralberg workshop, but we do not linger here yet, but run to the other end and exit the back door. We need to get to that tractor at the beginning. We go along the rails, and, in the meantime, inspect two broken cars on the tracks. Kate will remove this barrier with a skillful movement of her hand. We interact with the rear of the tractor - the winch is in quite a tolerable condition, but the automaton driver is no longer capable of anything. But he has the key in his hand. We pick it up and return to the workshop. Thanks to this key, we open the box and get the cross-shaped Voralberg key and wrench. Immediately opposite is a box, in it you can find a gear. And the most delicious thing is that there is a map hanging on the wall, which promises an extremely “delicious” puzzle of Baranur Park.


Yukols threw up another headache - that's their way through poisonous vapors and that's it. We will add this goal to the end of our tasks. Let's go back to the automaton in which we wanted to insert our friend's heart. Now we can open the chest plate. Inside, an old heart beats slightly, we pull it out and insert our “medallion”. Raise the top valves and insert the plugs into them. Using a wrench, unscrew the bolt and lift the shiny cover. And there is another lock, and it needs an even more individual Voralberg key.


We go back to the park, but before entering Kate draws our attention to the car from the roller coaster. Yes, this is the puzzle that needs to be solved now. However, first you need to get one thing: there is a giant headless diver in the park (he looks like a teddy bear from below), and if you go behind him, you can pick up a twig next to the bench.


Now we go to the building above which we saw the typewriter. This is to the left of the entrance to the park, if you stand with your back to it. We rise to the roof of this house and sit in the car on the rails. We see the control panel of the attraction in front of us, and on the right on the next seat you need to raise the second iron rod. Now the actual puzzle:

  1. We scroll the handle so that the arrow reaches the stop and stops there.
  2. We stick one twig into "15", and the second into "25".
  3. Lower the right lever down.
  4. When the trolley stops, take out the twig from "25".

The cart brought us to an attraction that we could not get into because of the blockages at the entrance. We go down and go to the trailers. The last one looks very lively. We go into it, pick up the photo album and leave. And at the exit we meet the mistress of this cozy place, the former military Katerina. If you are not rude to her and be polite, then you can very easily get the key to all the automata in the park. Right answers:

  1. Sorry.
  2. [Introduce yourself].
  3. Lie about a cozy environment.

If you didn’t manage to get the key right away, then you will have to walk to the rubble at the entrance and find the token of Katerina’s deceased husband there. And already this token is exchanged for a key. We return back to the park.

We go to the automaton at the entrance to the park and, finally, start his heart. Oscar is back with us! And he does not like the prospect of walking "naked". I'll have to drive again to Katerina and ask her for the clothes of her late husband. She doesn't mind if we return the key to the park robots. We agree, and Oscar gets an extremely fashionable suit.

We return to the tractor and start a dialogue with Oscar. He is ready to start towing, but there is no power, and the ship is not yet tied to the tractor. To supply power, you will have to go all the way back to the engine room and turn back on the lever that we used to turn off the engines. When leaving the ship, nomads are standing, talk to them so that they tie the cable to the tractor and you can give the “Start” command for Oscar. The first attempt showed that in this way we only drive the Kristall deeper into the sand. We unscrew the bolt at the rear of the tractor and loosen the cable. Again we ask Oscar to begin the process. Now everything went much easier. We ask two yukols nearby to unhook the hook and tie it to the Ferris wheel. Having bypassed the wheel on the right, we climb up the stairs. Next, insert the gear into the mechanism and pull the lever. Press the red button and enjoy the result.


The ship was pulled ashore, so that the ostriches can finally be released. Through the beach we go to the back of the ship and pull the switch there. Nothing else keeps us in Baranur.

Metro station "Historical Center"

We go to check the tunnel with the "red eyes", and then talk to Kurk. Gotta scare the bats somehow. We go into the passage on the right, inside of which there is a sign "Center for Atomic Research". Going down the stairs, we find ourselves in a flooded tunnel: at one end you need to pick up algae, and at the other - pick up the root from the yukol. We return to the central hall.

At the very beginning there are ostriches, you need to pick up a rag from one of them (left screenshot below). We rise along the stairs to the right and inspect the blacksmith's table (right screenshot below). We take the vial, flint, and insert the root into the hole. We wrap the piece of wood with a rag, pour out the contents of the bottle and set fire to the torch with a flint and flint. Trying to scare away mice.


The bats were very frightened, but they couldn’t fly away - there was simply nowhere to go. But from above, Kate notices a ventilation hatch, so you need to open it. We go into the left passage, where Oscar is already waiting for us. He understands that no one can endure street radiation except him and volunteers for this campaign.

We go outside, inspect the hatch on the roof, which we need to open, and go in the direction of the monument. There is a fire truck next to it. We sit in it and start it with the key (the key is in the glove compartment). We remove the handbrake and drive closer to the hatches we need.


Let's go back to where the fire engine used to be and reach the end of the street. If you walk on the right side, you can go to the bank, which you can go to. There we select locksmith scissors. Now let's go up to the fire station to the staircase control panel. The easiest way is to first raise the ladder all the way up, then turn it sideways over the hatches, use the lever to lengthen it and lower it down until it hits the roof. We rise to the hatch and open it with scissors like a tin can.


The manhole cover crashes down and attracts the attention of automata dogs. Gotta get rid of them somehow. We go down a little lower to the fire hose. We take out two plugs on the chains, insert the hose into the front hole, turn the valve and fight back the evil dogs. You can go back to Kate.


When Oscar begins the disinfection procedure, it turns out that the system does not have enough iodine. We will not leave a friend, especially since we have algae - there is more than enough iodine in them. We put them in a special compartment and wait for the end of the test. We return to the blacksmith's workbench and leave the subway.

Temple of the Red Moon

After talking with Kurk and Ayahuasca, it turns out that the sacred temple of the Red Moon is hidden somewhere nearby. And the yukols definitely need to make a pilgrimage to him. But go find him. We go to the stadium and turn right, passing through the gate. There we see a couple of short men who are afraid to go into a small lighted passage. And they do it right. After all, we will soon realize that this path leads to the cemetery. But we definitely need to go there. The daughter of the previous guide, Dunyash, lives in the undertaker's house. She will share a very useful diary of her father and ask Kate to arrange a meeting with Kurk.

Before you leave here, you need to run to the left of the house, if you are facing it. There, in a small cave, there is a tombstone, and a lens is inserted above it. We pick it up and return to the fire to talk with Kurk. He will translate the diary for us.

These records contain the history and description of the Yukol signs, which will help in solving the next puzzle. We return to the cemetery, but we go not into it, but into the stadium. Now we just go straight until we come across a lone chair. Opening the lower part, we get a combination lock of six elements. It separates us from the second lens. The correct solution is in the screenshot below, and the correct sequence of signs is as follows:

  1. Death.
  2. Victim.
  3. Sorrow.
  4. Death.
  5. Pain.
  6. Madness.

Let's go back a little and go up the escalator to the second floor. There you will find a room with trophies. Examine the glass and use the scarf to get to the last third lens.

We leave the stadium and run to the left. We go along the wall almost to the stop, until you see a turn to the left of Kate, marked by a pair of lampposts. This is the path to the pool (see the screenshot below), we need it now. Once inside, we immediately climb the ladder for jumping into the water. At the very edge, you can see three pits, you need to insert lenses into them:

  • The first pit is Lens "2".
  • The second pit is Lens "1".
  • The third pit is Lens "3".

And the yukols knew how to hide their temples. We have to solve the puzzle with mirrors in the pool. There are only three beams at the entrance, and at the end we have to illuminate one red stone, two green and four blue ones. You can always click on the door of the temple and Ayahuasca will show the current state of affairs.

Let's start with the green beam. The pictures below mark those mirrors that have to be rotated for each specific case. For the blue beam, simply evaluate any remaining unused mirrors and engage them. As a result, the starting blue beam should split into four separate beams and illuminate all the stones of the desired color.


sacred bridge

The old Yukolsky bridge has been destroyed, and in order to cross the new one, you need to get the blessing of the guardian who sits on the other side of the river. We return to the house that we ran through when we went to Kurk. In the back of it there is a passage and stairs down. We go down below, and then along another ladder we get to the very bottom and pull the lever here. Now we return to the bridge and knock on the window to the customs officer.

Once on the other side, we go into the yurt to the guard. He is very friendly and ready to help us, but he needs vodka to appease the spirits. And after that, a prayer with a special ritual, to be absolutely certain. We return back across the bridge. The customs officer was caught extremely timid, and he simply could not stand it, escaping on a motorcycle. We go to the place where the "iron horse" stood and pick up a brick there.

We go around the building on the right, where the "fugitive" was sitting, and with the help of a brick we open the back door.

Inside you need to find vodka and paper. A flask of vodka is waiting for us in a basket of fresh fish, and the paper is a little further on, on the table next to the radio.


We leave the building and go down one floor below. Here we run into a room where you can press the button and call the trolley. We throw a flask into this cart and send it back. In exchange, the guard sends us sawdust. Almost everything is ready so that we can proceed to the final puzzle, but first we run to the Ayahuasca tent (Oscar is standing next to it). The shaman has a staff in her chest with extremely useful information for us.

And now let's start to deal with everything in order. On the front we see four drawers. In each of them you need to fill up sawdust. Now let's look at the bottom. We press the button and open the doors of the lower compartment. We take the resin from here, three funnels for smoke and a log. In the center we put a tree, put paper and set it on fire with a flint and flint.


Close the sash and inspect the back of the device. We see here four chimneys, and each one opens. We pick up the last funnel and begin to arrange them in the correct order. All funnels are numbered. Let's start putting them in reverse order. Funnel “4” will go into the first chimney, and funnel “1”, respectively, into the last one. We close all the doors and return to the front side.

We examine the pipes - they also open, like the chimney flaps. We take all the resin and move away from the apparatus. Behind us is a stump, put a semicircle of blue resin on it and cut out a quarter with a knife. We return to the pipes that have just been opened. Here everything is somewhat more complicated. Each pipe has a special grid, one quarter of which is empty. Under this grid there is a special block with the same empty quarter. It is necessary to make sure that the empty slot at the bottom is not under the empty slot on the grid. If this happens, then raise the grid all the way up, twist the lower part to change the position of the hole and lower the grid back.

It remains to decompose the resin. We put the quarters on the grid so that at the bottom of the pipe under this place it is empty. Four pipes - four quarters of resin. One yellow quarter will remain superfluous. The colors must be arranged in the following order according to the wand: Red - Blue - Blue - Yellow. We close the front flaps and turn the lower handles on each pipe to a vertical position. The same handle must be turned on the pipe that exits the apparatus on the left.

If you did everything right, you will get exactly the same result:

Schrödinger's game: it shouldn't have happened, but what a wait!

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Zoe Castillo was in a coma for eight years. And then she woke up and, full of strength, went to save such different worlds dreamfall. Kate Walker spent ten whole years in oblivion, and now she opened her eyes. Zoya was followed by the best doctors, while Kate was brought to her senses by northern shamans and horsemen from the Siberian psychiatric hospital. Will the former employee of the New York law office manage to prove that we have not been waiting for her return in vain?

Don't go back to old lovers

Sometimes stories end so well that it doesn't occur to me to demand a sequel. The image of the sweet and timid Kate Walker, with tears in her eyes seeing off the herd of mammoths and the dying dreamer Hans, is kept in a hidden corner of the heart of every lover of classic quests. That is why the announcement of the sequel caused mixed feelings: the joyful expectation of a new adventure and the bewildered “Why?”.

“There are no former lovers in the world. There are duplicates,” Andrei Voznesensky claimed. And in a way he was right. Kate awakened from a ten-year faint Walker to begin with, she lost one letter and in Russian localization turned into Walker. Of course, this is grammatically correct, but associations with the Texas Ranger are initially unsettling.

As well as the new pronunciation of Hans's name: the stress in "Voralberg" now falls on the last syllable. Well, poor Oscar's heart dangling around Kate's neck took the lead in the list of oddities. It looks completely different than in the second part, and the moment of extracting an organ from a good robot passed us by.

Be that as it may, Kate Walker (or Kate Voca, as her funny yukolas call) rises from a public hospital bed. So, we are waiting for new challenges!

All for console owners

Over the past years, the genre of classic point'n'click quests, beloved by owners of not the most powerful computers, has seriously changed. Quests turned into adventure games and moved to consoles. In their footsteps obediently stomped and Siberia 3.

And somehow it turned out that those who were loyal to both the genre and the platform were overboard: those who try to control Kate with the mouse and keyboard, the game will seem like a poor port of the console version. The space has received volume, but the handcuffs have not been removed from the camera, and when moving, it sometimes makes clumsy somersaults. With a fixed viewpoint, it is not easy to guide Kate through a cluttered area - the poor girl constantly crashes into jambs and stumbles over every bump.

It is no coincidence that developers warn from the very first screens: do not suffer, take a gamepad. Better yet, finally move to the console! Although there are difficulties. Let's say, to choose the only one you need from a cluster of active points with a stick - that's another task.

But the console version will certainly start, will not give out a “black screen”, will not slow down at any settings and will not force the next flight to replay a piece of the game again. There are no manual saves, as well as the ability to skip dialogues, so if you have already started playing, it’s better not to be distracted.

Welcome to Russia?

But it is not all that bad.

This time we will not be sent on a trans-European tour. Kate's new pilgrimage will take place across Siberia, which she discovered ten years ago. Or rather, Siberia, because the location of Syberia 3 has as much in common with the Russian land as with the province of Provence.

The snow-covered expanses of Siberia look quite taiga-like. But the quiet town of Valsembor obviously migrated from somewhere in Europe. But at the same time, Zhiguli are rusting on its streets, a suspicious type offers to buy "alcohol" and cigarettes on the cheap, and the first city dweller you meet turns out to be a drunken captain. The northern Yukol tribe lives in yurts that are attached to the backs of snow ostriches, and the local incarnation of Chernobyl is more like Nuka-World from Fallout .

The game according to ancient tradition shamelessly uses clichés about exotic totalitarian Russia. Here you have a conspiracy of doctors, and the oppression of national minorities, and the authorities, stubbornly hiding something, and socialist propaganda. At times, the game veers dangerously towards caricature. This is facilitated by the exaggerated appearance of the characters, which stands out against the background of a more realistic environment.

But no matter where we go along with the restless Kate, all the places will be very, very "Sokal". Precise recognizable details in them are still tightly intertwined with bold fiction. In addition, the locations are literally saturated with a nagging feeling of elusive time.

The third part is not rich in fabulously beautiful backgrounds, unlike its predecessors. In a three-dimensional world, it is difficult to choose a jewelry-adjusted compositional angle, and even beautiful textures from a distance can turn into a dirty rag upon closer inspection. But as compensation, we are sometimes allowed to turn on the panoramic view: the camera will fly around the area, showing what was not in the field of view.

The world has become much more alive, and not only thanks to the huge number of people everywhere: you can talk to almost everyone you meet and sometimes even hear something appropriate to the situation! Some of the "decorative" characters are still standing or sitting, staring into the void. But there are also enough of those who wander and try to interact with objects or neighbors in the location.

And in the dialogues, Kate got answers. In some cases, we can even listen to her reflections on certain remarks. However, with a linear plot, any choice is just a sweet illusion.

The spy unscrewed the locknut

It is unlikely that someone will not will play Syberia 3 just because of the textures and animations. True fans of the cult "Siberia" are much more interested in the plot and quests! But we’ve talked enough about the plot in the preliminary materials, one more step, and spoilers will go. So let's just say "fun". But it is worth talking about the tasks in more detail!

The main thing that has changed over the years: Kate has become more modest. Now she does not pull everything she sees into the inventory, with the expectation of "maybe it will come in handy." The game has acquired triggers: to take a knife, you must first find out that it is needed. Namely: talk to the roommate, inspect the box, examine the box more closely, talk to the neighbor again... wow, now you can circle around the table, catching the right hot spot!

The moderate logic of the puzzles has been preserved: most of the puzzles can be completed without prompts, if you take your time and think. But there are exceptions. Say, take the medicine three hours before dinner - what time is it? The situation is aggravated by the fact that in the Russian translation "dinner" for some reason is replaced by "lunch", and the "dying" man sarcastically comments on Kate's actions, but does not say a word about where his pills are stored.

In 2002, one of the most beautiful and atmospheric quests of the current millennium was released - Syberia, which was able to instantly gather an army of fans around itself. After only 2 years, the second part was released, which surpassed the original in almost all respects. The happiness of the fans knew no bounds, but along with the joy came grief, because Benoit Sokal, the creator of the series, then said that he was not going to continue, since the story of Kate Walker was completely completed. But, as it turned out, the famous game designer still had something to talk about.

After 13 years, the third part, long-awaited by many, came out, which became much prettier in graphic terms and moved to modern consoles. In addition, its basis has remained the same, that is, we still have the same fascinating quest in which, at times, we have to seriously think about it. We decided to help you in this difficult task by publishing a complete walkthrough of Syberia 3 with all the existing solutions.

background

The plot of the continuation starts almost at the same moment where the previous part ended - Kate managed to fulfill the main dream of Hans Voralberg, letting him go into the unknown riding a mammoth. The players were then only shown how Walker was waving goodbye to his friend and crying with a sad smile on his face, that is, the further fate of the girl was unknown to us. Now you can find out what happened to the lawyer after these events.

Kate is thrown onto the shore of Mother Russia, where she is immediately found by the Yukols and saved from death. After a couple of days, our heroine finally wakes up and finds out that she is in the hospital. Not far from her, on another bunk, lies a legless youth who is the leader of the yukols. He lost his leg in the shelling carried out by the military to scare the locals. Walker finally comes to his senses and decides to get out of the hospital at all costs. This is where the new adventure of the tireless dreamer begins.

First chapter

leave the room

As soon as you wake up, talk to Kurk from the Yukol tribe (press the keys according to the prompts on the screen). Go to the door (located to the left of the Crow). Hover the mouse pointer over the door handle so that the gear icon appears - it means the ability to perform a contextual action. Press LMB to make Kate open the door, but it will be locked.

Check the button on the wall (to the right of the door). Click on it (another symbol will appear) - it will not work. Move the cursor to the right to see the manual on how to fix the device. You will be able to look inside the mechanism.

Go to the table located in the center of the room and move the mouse pointer over the bowl of soup - click on LMB when the zoom option appears (magnifying glass icon). Take the knife lying next to the plate (hand symbol).

Return to the box with the button and while zooming, press the "I" key to open the inventory - it will appear on the left side of the screen. Use the down arrow key to change the position of the knife so that it is in the central (largest) circle. Next, click on the screw that can be seen in the upper right corner of the box. Using a knife, unscrew it by making circular movements with the mouse.

Upon opening the box, you will see that the green wire is not connected to the main unit. Click on its free end and attach it to the fuse box while holding LMB - the green diode should light up. Now it's worth taking the upper part of the battery and inserting it into the sleeve with the mouse. Next, close the sleeve by holding LMB and moving the cursor up. At the end, press the glowing red button to open the door - Kate will automatically leave the room (you will receive the achievement: "end of vacation").

Doctor search

Go left - go past two patients talking near the fountain, another one standing near the door, and two paramedics in white coats. Enter the room to their left (there is a sign with the doctor's name on the door). Talk to the person you find inside. During the polygraph test, answer the questions however you like. When the test is over (you will get the achievement: "one flew over the cuckoo's nest") the doctor will say that your things are in the drawer. Go to the tall chest of drawers in the corner of the room.

In zoom mode, pull out the second drawer by dragging the mouse down and grab your clothes.

Align the key with the lock

Head left until you reach a dark brown door adorned with metal ornaments (located to the left of the squatting patient). In zoom mode, use the key you received from the doctor. The key looks rather unusual - nevertheless, use it on the left lock. Then, in another zoom mode, click on the gear icon in the hot spot in the middle of the key. A puzzle will appear. You will have to manipulate the individual key fragments to match each other. To do this, you need to drag the ends of the fragments to the corresponding castle structures. Below you can see what the key should look like.

However, even after completing the puzzle, the lock will not open. Call inventory after talking with the doctor, move the key to the central slot and carefully check it (key "3"). By moving the mouse to the right to the left, you can turn the key and see its bottom. After examining the item and the hole, Kate will realize that the key is incomplete.

Exit zoom mode and go to the doctor's office. Check his desk (clickable icon on the chair) to the right of the polygraph. After scaling the box, click on the items on the right and start dragging them to the left until you see a brochure with a red building on the cover. Take it and study - you will see a drawing of the key. Click on the interactive dot at the top of the key, and when the desired icon appears, click on it so that Kate understands what the missing part looks like.

Now it's worth going to your room and chatting with Kurk. During the conversation, show him the brochure you found earlier. He will tell you that the blacksmith living in his settlement can easily create the desired part. The drawing can be sent using the messenger owl, which often flies to Kurk so that he can send letters to his tribe. Get out onto the balcony and try to call the bird that sits on the roof of one of the buildings in the distance. She won't pay any attention to you. Talk to the young man again. He will inform you that the owl is already many years old, and therefore it may well not hear you. You need to find a way to attract a bird.

Exit to the corridor and return to the chess players. You will see that one of them fell asleep right on the bench. Check his pockets and take the key. Use it to open the cage in which there are mechanical birds and take one of them. Return to the ward and place the bird on the balcony. The owl will notice this amazing product and immediately fly up to you. Give the brochure to the owl and go into the room.

You will notice how Kurk is given a dose of some kind of drug. Talk to the manager - Olga Efimova - at elevated tons. This conversation will lead to a rather unpleasant result. As soon as you wake up, go to the owl and take the part for the key from her. Now you can leave the department.

Talk to the receptionist, who will tell you that the hospital has decided to go into closed mode. Go to the head physician of the medical institution, Dr. Zamyatin, who is also its manager. Inform him about Efimova's inappropriate behavior. He will not believe your words, but will not become angry, but will simply give advice to return to his room.

Head to Efimova's office and eavesdrop on a conversation between Olga and a mysterious colonel who is interested in Kate. You will also be able to find out that in the near future detective Cantin from America should arrive here, who is also trying to find the main character. Wait for the manager to leave her office, and then make your way inside. Turn on Olga's computer and read the latest emails. Take a closer look at the picture of a squid, located on the upper corner of the screen. Suddenly, Kantin will contact you, who will tell Walker some interesting news.

Go to the knight model and interact with the lever on the wall. A tooltip will appear pointing to the shield and sword hilt. On the latter, you should bend the clamps (on the left side) so that you get a squid. Inside you will find a clue to solve the puzzle on the shield. You need to rotate the pebbles on this item in a certain order in order to be able to see these colors:

You will be able to open a secret passage. Pass through it, and you will notice how Olga, together with some doctor, pours fuel oil directly into the water, which enters the local reservoir through the canals, near which the Yukol camp now stands. After the villains leave, get out of your hiding place, pick up a canister and fill it with acid from a barrel in the far corner. Pour acid on the chain attached to the boat, then get into it and swim through the canal into the unknown.

Second chapter

Water purification from fuel oil

You will be able to take a boat to the Yukol camp. Warn them of contamination by telling them not to drink the water. However, this will still not be enough, because people will die without water, so Kate will have to take on cleaning it. Head to the dam along the path that runs along the reservoir. The girl needs to adjust 4 dampers of the dam in such a way that the arrow of the indicator of the pressure of the water flow falls into the green sector. The solution to this puzzle is as follows (top to bottom):

  • the first damper - close;
  • second damper - slightly open;
  • the third damper - fully open;
  • fourth damper - close.

Return to the camp and inform the yukols of your success. Go to the tent, inspect the marketplace and talk to Ayahuasca about what the tribe is going to do next. Don't forget to mention Kurk. The shaman will ask you to help Kurka get out of the medical facility. To do this, you need to get into the city and get a prosthesis for Kurk from the master.

Passage to the city

Enter into a dialogue with the guard at the checkpoint - he will refuse to let the girl into the city without an appropriate document with a seal. Enter the checkpoint and examine the stamp making device. Release the fasteners on it to get a leather tablet, where the necessary stamp was printed, and an ink sponge.

Head back to the tent and on the way there, turn onto the path on the right, which leads to the reservoir. On the shore you will see a dead squid lying in a blue substance. Interact with it with the sponge to get ink. Keep walking towards the tent. Enter it and right next to the entrance, climb the stairs to the upper level. Take the wax candles from the box. Go down and look for the blacksmith in the market square. Show him the trace of the stamp and give the candles. In a couple of minutes, Kate will receive the seal of Valsembor in her hands. Next, chat with one of the merchants, who will agree to give the heroine a pass that does not have a seal.

Go to the checkpoint and prepare the device to create a copy of the desired pass:

  1. Put the leather tablet in its place.
  2. Then place the missing pass in there and close the clips.
  3. Set the sponge with ink in a kind of "spoon".
  4. Install the seal and lower the lever on the right side.
  5. Place the sponge over the area where the print should be placed.
  6. Click on the main lever (located on top).
  7. Move the “spoon” with the sponge to the left side.
  8. Press the main lever again.

After that, a person who is well acquainted with Walker will enter the checkpoint. As a result, the girl's hands are tied, and she has very little time left to escape. You can cut the rope with a glass shard. First try dropping the bottle on the shelf. She will fall but not break. Next, use the lamp on the table. Choose the desired shard and free yourself from your fetters. Exit the building and show the document to the guard. He will let you into the city. An "old friend" will chase after Kate, but the yukolas will interfere with him. Further adventures await you in the city.

Third chapter

Finding a cure for the watchmaker

Once in Volsembor, Kate will immediately hear conversations of local residents near the shore, who will now and then talk about problems on the Crystal ferry and a monster that has appeared on the lake. Near the ferry, you can talk to the captain, who got drunk as a fool. Go to the tavern (can be skipped) and find out where you can find Steiner, the famous scientist and watchmaker who made the prosthesis for Kurk when Dr. Zamyatin asked him to.

Go to the watchmaker's shop. He sees a medallion on Kate and immediately recognizes in it the heart of an automaton created by Hans Voralberg. Steiner will report that Hans was his mentor and good friend. Unfortunately, the old man will not believe you that you are also his friend, and therefore will suspect you of theft. After that, the watchmaker gets nervous and becomes ill. A cure must be found quickly.

Examine the room and take the mug. Next, go down to the basement and go to the workbench, on which there is an almost finished prosthesis. Above the workbench hangs a reminder to take pills 3 hours before lunch. Unfortunately, the Russian localization played a cruel joke on the players, as the translation of the note falsely alludes to the time before lunch, which usually comes at 2 pm. Go to Steiner and find a blue backlit watch behind him. Put a mug on them and set the following time on the dial: 17:00. After that, you will receive the medicine.

The watchmaker will thank you and inform you that the yukols are going to pass through Barapur. Then he wants to show you a documentary about the tragedy that happened in the city, but there will be no film in the projector. You will be able to find it in a box lying on the floor next to the entrance. You will learn that the ferry "Crystal" and Captain Obo were able to play a huge role in those sad events. Kate believes that the Yukol tribe can be transported to the right place using the ferry, but for this you will first have to convince the captain to help the Yukols. Steiner will tell you that his granddaughter works in a tavern where you can often see the right sailor. That's where it's worth looking for.

Removal of coal from the warehouse

Before going to the tavern, climb onto the rusty ferry and read the diary belonging to Captain Obo (it is not necessary to do this at all, but this way you will get a pretty strong argument when talking with the sailor and a new achievement). In the tavern, find a drunken Obo sitting at the last table on the left side and talk to him. You will not be able to reason with him. Approach Sarah and ask her for help. Give the captain a sobering liquid to start a more constructive dialogue with him. As a result, you will be able to enlist his support in transporting yukols. Climb aboard and receive the first order from the captain - coal should be loaded onto the ship. He will also give you the code for the warehouse where the coal is stored and the crane: 0509.

Get off the deck and open the hatch for coal, located on the bow of the ship. Approach the huge warehouse gate and enter the above code. To the right of the entrance you will see a cart. Take the chute behind the net (look at it in inventory) and the crowbar next to the box. Next, follow the instructions below to load the charcoal:

  1. Tap the crowbar on the coal boxes (the full one is on the right and is the penultimate one in a row).
  2. Push the cart to the required box. Examine the box in zoom mode (if playing on PC, then press the "3" key) and install a chute on it.
  3. Click on the right button on the box to start loading coal into the cart.
  4. Interact with the lever that changes the position of the rails.
  5. Try to push the cart, but Keith will not be able to move it.
  6. Get into the vehicle behind the cart. Use the knife on the top left button and remove it.
  7. Use the removed button on the lower right switch, and then click on it (it should glow green).
  8. Click on the lever to make the car move forward.

As a result, you will be able to take the coal out of the warehouse, but now it needs to be loaded onto the ferry. Approach the faucet and enter the previously indicated code. Climb into the cab and grab the cart. For this:

  1. Move the lever on the right all the way straight forward.
  2. Then rotate it around the circumference 25 percent to the left.
  3. Click on the top button.

Coal is loaded - you are great. The captain will praise you for your work, and then give you a new assignment - you need to start filling the ferry tanks with water. Go to the bow of the ship, where the pump is located, turn the handle and insert the hose into the hole. Climb the water tower and open the drain. Work is done.

Finding a key from a ferry model and creating a copy of it

However, a new problem will immediately arise. The captain will inform you that he does not have the ignition key, and will add that Steiner may have a copy of it. Go to the inventor, where Sarah will meet you and tell you that the watchmaker went to the hospital to Kurk. Get permission to inspect the model ferry and head to the basement.

  1. You can get the key from the ferry model as follows:
  2. First, press the button located on the base of the model to turn on the backlight.
  3. Insert the handle received from Sarah into the side hole and twist it all the way until you can see the whole model.
  4. Read the instructions and remember the numbers 30, 80 and 60.
  5. Dial these numbers in the order presented on the wheel, and then turn the pointer all the way to the right (where, in fact, the number 100 should be).
  6. Manually lower the anchor chain to the very end.

The resulting key will be too small, and therefore not suitable for a real ferry - you will have to create a large copy of it. Approach the device located on the workbench and find a box with key blanks under it. Take one of them and start creating a copy:

  1. Open the round door on the left side and insert the key from the boat model.
  2. Press the button on the inside of the mechanism so that the fasteners grab the key, and then close the door.
  3. Open the door on the right side and insert the workpiece there. Specify size: 200 percent.
  4. Turn on the device.

Everything, now the ferry "Crystal" is completely ready for work. It remains to tell the captain about it.

Works under water

Next, go to the captain's cabin and start the engine. A new problem will arise - Obo will inform you that you need to unlock the locks in order to go into open water, and this requires permission from the mayor. Run to the city hall and talk to the head of the city. The mayor will grant your request. Return to the captain and tell him the good news. He will say that now you need to go to the barn and take the diving suit. Head to the lighthouse and enter the building. Take the necessary equipment, remembering to grab the air tanks lying on the floor on the right side of the entrance.

Try to fill the cylinders with air. To do this, close the shutter next to the handles and pull the lever. But you won't get anything. Look to the left side - there you will notice a shield on which pressure will be marked and buttons are located. Set the pressure to 180 and then press the green button. Now you can refill the containers.

Put on your diving suit and dive into the water. Next to the right bolt mechanism, you just need to turn the valve and pull the lever down. This will open the first element of the gateway. Next, head to the sunken ship and take the chain. Swim up to the second shutter system and pick up the gears. The largest of them must be placed on the left, the standard one on the right, and the stepped one on the bottom. Then put the chain on and start turning the valve. At the end, pull the lever. A short cut-scene will be shown, in which the Yukols will manage to break through the cordon and get on the ferry. You will have a new task: bring Kurk to the ship.

Help Kurk leave the hospital

You need to walk to the funicular located in the city. Finding him is quite easy, as he stands out from the environment. Not far from the place where the funicular is located, find the cart and push it. Then pick up 3 wood wedges. Go to the operator's cabin of the funicular and try to open the door. Place the wedges as shown in the screenshot below. A small wedge must be placed on the wedge on the right side to pry the door off its hinges.

Open the shield with a knife and pull the lever. Go to the control panel and pull the lever down. Now you can go into the funicular itself, which will immediately take you to a hill.

You will see a helicopter on the way to the hospital. Try to enter the medical facility, however, soldiers will stop you. Go outside and go around the helicopter. Climb aboard and look for a box in it, in which there is a walkie-talkie behind the helmet. Enter the hospital again and use the walkie-talkie, choosing the dialogue option associated with the American. As soon as the military leaves the building, go through the corridors where you will be met by doctor Zamyatin. Talk to him and then talk to the wounded Steiner.

Leave the doctor's office and go to Efimova's office, where Kurk lies. On his chair you will see a pile of papers, which is secured with a paper clip. Take a paper clip and go around the chair with the young man. Open the back panel and use the paperclip on the mechanism. You will be able to access the system by administering a tranquilizer. Remove the needle and pour out the contents of the "syringe". Next, fill it with the tincture that the shaman gave you, and inject it into Kurk. Pick up a small figurine on Olga's table and go back to the yukola chair. On the side of the young man's left hand is a panel for entering the code. Hit it with the figurine to remove the handcuffs from Kurk. Now run with him to the funicular, and then go to the ferry.

Fourth chapter

Departure of the ferry "Crystal"

Talk to Obo. He will ask you to go to the engine room and activate the ice pick system. Go to the passenger compartment and take the matches belonging to the yukols. Go to the room to control the ice-cutting equipment. First, turn the right upper valve and put the lever in first gear. Then press the button, pull the lever down, put it into third gear, and finally into second.

After that, you will be attacked by a huge octopus. It is necessary to destroy all searchlights located on the ship. To do this, you should find a crowbar - it is located on the left side of the ship near the boat. After breaking all the lanterns except one, you will stumble upon an obstacle in the form of a monster. Head to the passenger compartment and find the box on the floor that contains the emergency flashlight. Use the light source near the kraken to distract it. Then approach the last spotlight and destroy it.

The giant squid won't stop smashing the ferry, so run to the compartment where the ice ax control panel is located. There, on the right side, find the lever and pull it down to turn off the motor. But that won't help either. Find the captain outfitting the boat. Obo is going to distract the octopus from the ship. Go to the lower level to take the lamp - it will be on the table.

There will be another problem - the lack of fuel. Go to the captain's cabin, but do not climb the stairs. Along the way, you will find a bookcase with books scattered all over the place. One of the books contains a bottle of alcohol. It will become your fuel for the lamp. Fill it with liquid and then use the matches you found earlier. Now put the plan into action.

The ship will run aground right next to the pier. It will be necessary to carry out a background radiation check. Go to the bow of the ship and look for the device, but you will need a key to pull the lever. Head to the cabin, where the steering wheel is located, and pick up the ignition key. Insert it into the machine and pull the lever. So you can take points. Exit to the pier and go down the boards to the ground. Then you need to go to a small building on supports. Grab a telescopic rod with you and go back to the pier. Use the rod on the large cable at the top. Next, talk to Burut.

Baranura Park

Approach the automaton lying behind the destroyed part of the pier and look at it. Then take the key. Visit a nearby building and look for a small chest there. Apply the newly found key on it. As a result, you will find a wrench and Voralberg's key. It is also worth paying attention to the map, which shows the route and the mysterious Roman numbers.

Find another door and go through it. You will see yukolov. Examine the location and find a metal bar lying next to the bench. Open the gate to get to the beach. Go to the automaton, which sits right on the bench. Unlock its roof using Voralberg's key, and then insert Oscar's heart into it. Connect the "arteries" of the machine to the valves on the heart. Try to unscrew the bolt with a wrench. Then you will realize that you are missing an activation key.

Climb the left ladder and approach the gate. You will hear a strange sound, and then you will see a transport from a roller coaster. Go through the gate and turn right. Then go up the stairs. You will be able to take a closer look at the machine and the rails. Examine the dashboard: it has a scale with a maximum value of 50 units and several holes. Here you need to remember the previously found map, on which Roman numerals were written. You have to first start the transport up to 50 units, and then install a metal twig in one of the holes. Next, pull the activation lever. The booth will stop at the place where the rod points.

In general, to solve this puzzle, you need to remember the symbols indicated on the map: 15 + 25. Therefore, first you need to unscrew the arrow to 50 units, and then insert one of the metal rods at a value of 25, and the second at 15 (this twig can be found on the right side of the control panel in the car). Pull the lever to stop at 25, then remove the bar and drive up to 15. This is where your final stop is.

You will find yourself next to the models of rockets. Exit and find the stairs leading down. Go down and inspect the new location. Climb into the car and look at the photo album. While exiting the car, you will run into Ekaterina. Talk to her and ask her to give you the key. She will hand over the item. Return to the typewriter and remove the rod located at number 15. Now you should talk to the yukols and go to the beach area to the automaton.

Start the robot using Ekaterina's key and enter into a dialogue with Oscar. He will ask for clothes. Go through the gate on the left side leading to the park. There you will find a passage to the subway. The blockage has been cleared with yukolas, so you can easily go inside. Go to the car where Catherine lives. After you come Oscar, who will put on the clothes he found in the girl's locker. Now head to the pier. If you still haven't wired power to the park using the ferry, then go to the compartment where the ice ax control is located and turn on the power to the crystal.

Ask Oscar to tow the crystal, but nothing will come of it. Talk to the yukols and tell them to tie a rope to the ferris wheel. You should get to the control panel in advance and install the gear in the mechanism. Once the cable is firmly attached to the structure, press the button to start the wheel. As a result, you will be able to tow the crystal.

Fifth chapter

Metro Baranura

You will find yourself in the subway with the tribe, but your path will be blocked by bats. You need to try to drive them away. After several attempts, the girl will be convinced that this can only be done outside, but there is too much radiation there. Talk to Oscar and ask him for help. After that, control will pass to the automaton. Get out and find the Historic Center. Near it will be a fire truck. Sit inside and find the ignition key lying in the glove compartment. Start the car and pull the lever. As a result, you will drive even closer to the complex.

Next, get to the ladder control panel. Aim the boom directly towards the ventilation passages. Climb the ladder up and climb it to the roof of the building. You will not be able to unlock the grate, so you need to go down and find the Bank. In it you can pick up powerful wire cutters. Return to the roof and open the grate. Then head to the fire hydrant and remove the cork from its inlet. It is also necessary to remove the pin from the hose winding and install the hose in the hole that appears.

Deal with the dog and return to the subway to the girl. Unfortunately, Oscar received a strong dose of radiation, but Walker knows where to find iodine-rich seaweed. You can find this plant at the same location - you should go to the Yukol camp, go right and go down the stairs to the river. Here you will find algae. Then control will again pass to Kate. Cross the railroad tracks and go up to the table. Take the necessary items from it and view the next cut-scene. Exit to the surface, talk to the shaman and Kurk, and then go through the gate indicated in the screenshot.

Climb up using the escalator, explore the corridor and find another escalator at its end that you can go down. There will be a huge staircase leading to the lower level. As a result, you will find yourself near the new gate. Get out and find the house where Dunyasha Dubrovskaya lives. She will give you a notebook for Kurk. Return to the young man and give him this little thing.

Talk to Kurk and run through the parking lot along the small structure on the left side. On the other side of the path, you will notice a turn that leads to a new door. Behind them is a swimming pool. Approach the springboard and inspect 3 hollows of a round shape. Climb down and examine the stones. Now it's worth going back to the yukols. There you will learn that it is worth installing lenses in place of the depressions.

Solving the lens puzzle

The first step is to start looking for 3 lenses. The first one (the red one) can be found by sending Kate down the corridor leading to the escalator that you can go down. In the middle of this corridor, you will notice a turn on the left side that will lead you to large doors. Pass through them and you will find yourself in the hall of fame. Go to the locker with glass door. It contains a red lens. You have a scarf in your inventory. Use it on the door so that the girl wraps her hand in a scarf and breaks the glass panel. Then take the lens and return to Dunyasha's house.

On the right side of the house you can find a cave in which there is a second lens (green). The third lens (blue) lies on an armchair, standing in front of a huge staircase, along which you can go down and thereby get to Dubrovskaya's housing.

Then you need to enter the characters as in the screenshot. You can find a clue in the notebook you received from Dunyasha and translated by Kurk. In general, now you have all 3 lenses. Go to the pool and climb the trampoline. Then put the lenses in the cavities. The correct location of the mirrors is as follows:

Go to the entrance to the temple and watch the cut-scene. You will come to a new yukol parking lot. Talk to Kurk and head to the customs post located in front of the bridge. Talk to the guard, who will inform you that you need to lower the big wheel down.

Pull the lever to raise one part of the bridge. Behind the customs post is a furnace. Take resin and funnels from it.

Approach the customs officer again - he will help you cross the bridge. We cross the obstacle and talk in the yurt with the guard. He will ask you to bring him vodka. Come back. You will see how the sentry, for strange reasons, leaves his duty station on a motorcycle. Take the brick next to the rut stopped by the motorcycle, go around the checkpoint and break the glass on the door using the stone. Get into the building and look for the papers of the customs officer and the flask lying in the basket.

Solving the oven puzzle

Go to the stove and open the bottom door of it. Put the log right in the middle, and place a piece of paper under it. Kindle a fire using the fire starter found in the basket in the ostrich house. Head to the lever that lowers the wheel into the water. A little further away you can find a passage to the room. It is worth pressing the red button. A container will arrive from the opposite shore. Throw a flask at him, and then click on the button again to send the box back. After a couple of minutes, the container will return with bags of sawdust. Take them with you and return to the stove. Put the bags in 4 drawers. Then remove all funnels from the chimneys. You can see the hint here:

You should also get all the resin from the chimneys, including the yellow one. There is a stump nearby, where with a knife you can cut the blue resin. Your goal is to scatter the pieces of resin down the chimneys in the correct order. If you carefully study the hint, you will understand that the left chimney is powered by the red piece, the two chimneys in the middle are powered by the blue pieces, and the right chimney is powered by the yellow piece. Place the resin in such a way that there is an open area under the grate where the holes are, which can be twisted using the handle. This area should be placed resin directly above it:

Notice in the screenshot above the valve, which is in a horizontal position? So, it should be installed in a vertical position. This must be done for all chimneys. On the left side of the furnace, find the blower. His valve must be left in the open state, that is, in a horizontal position. Next, deal with funnels. To do this, turn the camera and you will see the back wall of the stove. Place funnel number 4 in the left chimney, then funnel number 3 in the next one, then funnel number 2, and finally funnel number 1. Make sure the blowers are in the correct position and complete the puzzle.

The guard will decide to bless the yukols for the crossing, after which you will be shown the final cut-scene. The Yukols will be safe, but Kate Walker will be captured by Olga and the military. Now we have to wait for the plot addition or the fourth part. We hope that this time it will be released much faster.