Siberia 3 seal. Siberia (Syberia) - a complete walkthrough of the game on Android, iPhone and computer with pictures

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 full walkthrough Syberia 3 with everyone existing options 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 waves goodbye to his friend and cries with a sad smile on his face, that is further fate The girls were 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 it lower part. 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 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 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 on the dial next time: 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, immediately there will be new problem. 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. Paste in side hole the handle received from Sarah, 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. Click on the button in inside mechanism so that the fasteners capture 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 inform him 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 small building on the 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 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 maximum value 50 units and a few 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 electricity 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 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 box. 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. Navigate through railways 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 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 an 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 big 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 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 under the grate where the holes are located, remains open area, 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, rotate the camera and you will see back wall stoves. 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.

Siberia 3 (Syberia 3)- continuation of the legendary series of quests, included in the golden fund of the gaming industry. American lawyer Kate Walker (now Kate Walker) continues her journey through snowy Siberia in an alternate reality.

The game begins with the Yukol tribe, having found a half-frozen girl, taking her to a local hospital. Someone calls the manager and orders to detain Kate as long as possible. Waking up, Kate finds in the ward Kurk, one of the yukols, who was also admitted for treatment. Talk to him. We need to find a doctor and report that Kate is healthy and wants to leave the hospital, but the door to the ward is locked.

  • Examine the box with the red button to the right of the door.
  • Examine the table, take the knife.
  • Unscrew the screw on the box with a knife
  • Reinstall the green wire and plug in the battery.
  • Close the box and press the red button.

Leave the room, look around the hall, pay special attention to the cage with mechanical birds and two chess players playing winter garden. Enter the doctor's office, after a conversation with him and a humiliating interrogation procedure, you will receive the key to the exit in the form of a squid. Use the key on the lock in the lattice door from the elevator. It is necessary to rotate the "tentacles" so that they coincide with the holes. Despite the correct key position, the door will not open.

Talk to the doctor, examine the key in inventory: it is missing a part. While the doctor is walking down the corridor, go into his office and open the desk drawer. Your target is a hospital brochure with a red cover at the very bottom of the drawer. Examine it and apply the key to the page with his image, Kate will understand what the missing part looks like.

Go to your room, talk to Kurk and show him the brochure. He will report that a blacksmith from his tribe can easily and quickly make such a detail. You can send the pamphlet with a messenger owl, with which Kurk sends messages to the tribe. In the ward, go out to the balcony and call the owl sitting on the spire of one of the buildings in the distance. The owl pays no attention to Kate. Talk to Kurk again, it turns out that the owl is old, and you need to find a way to call her.

Go out into the hall and return to the chess players. One of them fell asleep on a bench, search him and take the key. Use the key on the cage with mechanical birds and take one of them with you. Returning to your room, put the bird on the balcony. When the owl arrives, give it the brochure.

In the ward, Kate sees Kurk receiving a dose of medication. You have a difficult conversation with backfire with head Olga Efimova. When you wake up, take the key from the owl on the balcony and leave the department.

Chat with the receptionist, from whom Kate learns that the hospital has a closed mode. Go to the manager and part-time chief physician, Dr. Zamyatin, and tell us what Olga Efimova is doing. Zamyatin Kate will not believe it, but he will treat her kindly and advise her to return to the ward.

Go to Efimova's office and overhear an interesting conversation with a certain colonel who is interested in Kate. At the same time, you will find out that the American detective Cantin, who is also looking for a girl, should arrive soon. When Efimova leaves the office, turn on her computer and read the messages. pay attention to image of a squid in the upper left corner of the monitor. Unexpectedly, Cantin will come out on the video link, who will recognize Kate and tell her the stunning news.

Approach the knight model and activate the lever on the wall. The game will point you to a sword hilt and a shield. On the handle, you need to bend the clamps (on the left) and collect the image of a squid.

Inside there will be a clue to solving the puzzle on the shield. Rotate the stones on the shield so that the following colors are visible:

A secret passage will open. Enter it and see how Efimova and an assistant doctor open taps with fuel oil, which flows through the canal directly into the local lake, the Yukol tribe stopped next to it. When the doctors leave, take the canister and fill it with acid from the barrel in the far corner. Apply it to the chain of the boat in the channel. Get on the boat and sail away.

Congratulations, Kate Walker has left the hospital and gone to rescue a friendly tribe.

To be continued...

The first part of this game was released back in 2002, and it was a definite success. She set a new bar for the genre, which at that time was in stagnation. An interesting quest about a young lawyer who, by the will of fate, becomes involved in a journey to a mythical island where live mammoths have survived, was liked by many. The continuation of the project was not long in coming, after 2 years a sequel comes out, which turned out to be somewhat worse than the original. And now, after thirteen long years, the third part comes out. In Siberia 3 review of the game, we immediately note that part of the series turned out to be rather ambiguous.

Plot

Let's start the review of Siberia 3 with the plot. The history of the third part of the game cannot be considered in isolation from the previous two, as it is a direct continuation of them. So let's remember what happened in the game universe before the events of Syberia 3. The main character named Kate Walker comes from New York to a fictional (like everything else in the game world) town in the Alps for work. She is an employee of a law office who has arrived to complete a purchase agreement for a local mechanical toy business. A seemingly ordinary deal turns out to be the beginning of a large-scale, long-range and fateful journey. Together with the sentient, human-like "automaton" Oscar, Kate goes in search of the real owner of the factory - Hans Voralberg. This eccentric and brilliant hereditary inventor devoted his life to one great cause - the search for the legendary northern island of Siberia. On the way to Hans, Kate is involved in a variety of adventures in pseudo-German, and later on pseudo-Russian lands, also visiting other interesting places. Let's not "spoiler" too much, in the Siberia 3 review we will simply report that in the end Kate met both Voralberg and those same mammoths.

The third part begins with the fact that the main character was left alone in the middle of the tundra. She is saved from death by nomadic yukols - a tribe of short people with a dense physique. The aborigines were just performing a ritual migration on harnessed snow ostriches (huge fictional animals, designed to partially replace mammoths). Kate regains consciousness in one of the hospital beds in the town of Valsembor. She immediately faces the need to unravel a large tangle of problems, the main of which is some villains who, for some reason, decided at all costs not to let the yukols come to the right place. The unscrupulous activities of the one-eyed army colonel and the even more disgusting doctor Olga are also directed at Kate. Naturally, the main character without hesitation begins to help her new friends who saved her life.

Gameplay

Let's continue Siberia 3 review with gameplay analysis. A good plot and atmosphere are present in the game, but not everything turned out so well with the gameplay. Firstly, the point-and-click system that was present in the previous parts of the series, and which was later added to the game with an update, disappeared. Secondly, the project chose not a very good goal - to please beginners who are not familiar with the previous parts in every possible way, which is expressed in a bunch of little things to simplify the gameplay and focus on the console. Thirdly, flaws and bugs, of which there are a fair amount in the game. With the update, there are fewer of them, but the crooked animation can no longer be cured by any patches.

It should be noted in the review of Siberia 3 that during the game the character of the main character is not revealed in any way, which confirms the version that the main developer of Syberia 3, Benoit Sokal, made the game mainly for non-fans of the original. This includes the addition of fashionable dialogue variability (with a completely linear plot) and the ability of the main character to talk to many NPCs.

The in-game world has revived a little, it should be noted in the review of Siberia 3, the characters for the most part depict violent activity, walking around the neighborhood and pestering others who are just as active. This made the story more dynamic. In general, the third part became more cheerful to play than the previous two.


As for the quests, in the review of Siberia 3 it should be mentioned that Sokal tried to make the puzzles more friendly, since the previous parts were difficult to pass due to the mass of non-obvious decisions of the developers. And he partially succeeded, to the delight of not only newcomers, but also old fans. But the game still has its share of difficult tasks that can discourage a considerable number of players.

Outcome Siberia 3 reviews

Despite the technical flaws revealed in the review of Siberia 3, we came to the conclusion that the game is quite tolerable, although it does not reach the level of a dilogy in terms of plot and concept. Those who are ready to forgive a lot just for the sake of another meeting with Kate Walker and a bizarre gaming universe will certainly enjoy the game. Benoit Sokal ended up doing a good job: keeping the atmosphere of the original, giving us interesting story and supplemented it all with wonderful music from Inon Zur. Siberia 3 review is over.

Zamyatin Hospital

How to get out of the hospital room?

After the introductory video, chat with the guy in the hospital chair. Now you need to leave the room. There is no point in going to the right, to the balcony, so immediately go to the door on the left side of the screen. To move, use the W, S, A, D keys. To inspect the invisible parts of the room, move the mouse cursor to the edge of the screen. Examine the door and then the red button to the right of it. The call is not working.

While in zoom mode, move the mouse cursor to the right side of the screen to see what is on the side. This is a schema.

But without opening the box, the bell cannot be repaired. Need a tool.

Go to the table in the center of the room that has a bowl of soup on it. Examine it and take the knife lying here. Return to the call and open inventory. Select the knife instead of Oscar's heart, and then click on the bolt. Move the mouse by holding the left mouse button in a circular motion counterclockwise. After opening the box, inspect the contents.

Pick up the green wire and, without releasing the LMB, move it to the hole in the upper right part.

Next, pick up a cylindrical object, from which red and green wires come out, and, without releasing the LMB, lower it down. Close the lid, interact with that part of it into which the cylindrical object is immersed. Click on the red button to leave the room.

How to find a doctor?

Take a look around. You need to the opposite side common hall to find the door leading to the doctor. Open it and watch the cut-scene. Answer the doctor's questions. If you want to get “ticks” everywhere, then in the first two, select the truth, in the third - half-truth (do not tell everything about Siberia and your trip, in the fourth - the truth. When you can remain silent, if you do this, the doctor will bite you (“cross In the end, you will convince the doctor that there is no point in keeping Kate.

Now you need to take your things and leave the floor using the unusual key that the doctor gave you.

How to leave the hospital?

After the interrogation, go to the metal locker, standing in the corner near the window, and take Kate Walker's belongings from one of the drawers.

Follow the grated elevator and use the key from inventory on the hole on the side. You need to solve a puzzle. Everything is quite simple: move the mouse cursor over each point in the center in turn, hold down the LMB and move the mouse by turning one of the petals of the key. It is necessary to make sure that the petals of the key coincide with the slots.

Unfortunately, the key will not help you. Return to the doctor and talk to him. He will say that you are not yet healthy enough to leave the clinic. Examine the key in inventory and click on the hole on the handle to understand that something is missing.

Go to the doctor's office and interact with the chair to open drawer. Move the books and other items to the left side to get to the red and white brochure. Scroll through the brochure until you find a page with the same key. Examine it to see what detail is missing.

Run to your room where Kurk is. Talk to him. He will offer to send the key to the Yukol camp, to the blacksmith, who will complete the necessary part. During the conversation, you will need to apply a brochure from inventory to Kurk. Having done this, exit to the balcony (to the right of the Kurk) and interact with the only active point on the window bars. In the distance you will see a tower with an owl on its roof.

Try to lure the owl just by interacting with it. Nothing will come of it. Go back and tell Kurk about it. After talking with him, go out into the corridor and follow to the opposite corner, where the blue grate is located. Follow her. Previously, if you looked around this area, there were two men playing chess. Now there is only one man - Anton, and he fell asleep. Steal the key from his chest.

Follow the elevator and go to the left of it, deep into the screen. Approaching the window, turn left again. Plants make this passage difficult to spot. Use the key on the door to get inside the cage and pick up one of the mechanical birds. Run back to the room, exit to the balcony and interact with the window. Use the mechanical bird on the stand by the grate. By doing this, Kate will be able to give the key to the yukols.

Watch the video and chat with Dr. Olga Efimova. After the conversation, when control returns to you, take the key from the owl and, finally, activate the elevator. Get down to the first floor.

You can go outside through the main door, but you will not be able to leave the territory of the blade. In addition, in accordance with the current assignment, you need to talk with Dr. Zamyakin, the head of this clinic. Surprisingly, the elderly man turns out to be a good person. To find him, go to the corridor opposite front door and turn left where two women are standing. Sign in open office using the nearest door. Talk to Zamyakin. After opening the inventory, go to the documents section (J) and examine the book that tells the history of the yukols.

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

Gambling https://www.site/ https://www.site/

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?”.

Hello, harsh Siberian just... oh yes, Kate can now be seen up close.

“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 Voka, as her funny yukals call it) 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.

The main riddle of the game: why is the owl square?

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 .

Meet a provincial town in the Siberian wilderness, with a purely Russian name Valsembor.

Residents of Valsembor protest against the visit of nomadic yukols. Also somehow not in Russian.

Game by 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.

Fantastic snow ostriches are one of the most wonderful inventions in the game.

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.

Looks like the Skype conversation didn't work!

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.

They came to work without saying a word in the same suits and with the same hairstyles. Well, it happens.

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!

A classic retroquest: there is no way to slap a seal by hand, you must definitely set up a slapping machine.

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!

Modified inventory. The most inconvenient thing about it is that it opens with one button and closes with another.

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.