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

When Keith comes to her senses, talk to Kurk, who is tied to the chair next door. Next, examine the hospital ward and go to the door on the left side, trying to press the red button, you will not see the result. Examine the box to which the button is attached, there is a diagram on the side that needs to be inspected. To set up this cunning device, you first need to open the frame, for which you need a knife, which you will find on the table with soup in the center of the room.

Keep going Syberia walkthrough 3, opening the box with the same knife (use it on the screw of the box), and when the frame is open, connect the green wire to the hole, push down the mechanism from which two wires come out, now close the lid - the button will work. Press it, thereby get the opportunity to leave the room.

Look for the doctor's office, for which you need to go to the side of the lower part of the screen (opposite wall), talk to the doctor, proving that you are in order and ready to leave the clinic. When the dialogue ends, he will hand you a key, which will come in handy a little later. In the meantime, take things from the chest of drawers in the corner of the doctor's office, leave the room, following to the elevator. This is where our key comes in handy: you need to apply it to the hole and move the petals so that they match the cutouts on the elevator door.

True, all these efforts will eventually convince Kate that the case is at a standstill. Go into inventory and examine the key, click on the hole in the center of its handle, the main character will note that something was pulled out from there. When she says this, go back to the doctor and talk to him, he will declare that you are not yet ready to be discharged from the clinic. In the doctor's office, you need to examine his table, where you will find a red brochure in a drawer.

Examine it in your inventory, continuing the passage of Syberia 3 to find a page with a diagram of the ill-fated key, when you examine the key and its image in the brochure in sequence, you will understand what part is missing, you need to get it or take it from the doctor. First, go to Kurk to talk to him, tell him about the key, show the brochure. After listening to the answer, we are looking for a way to transfer the key and brochure to the Yukol camp, where there is a skilled blacksmith who can make a part.

We leave on the balcony on the right side, click on the window, you can see an owl in the distance on the tower, an attempt to lure it will give nothing, go back to Kurk and tell him about the situation. He will advise you to find some kind of bait. Leave this room, go to the hall, we need the opposite end, which is to the right of the elevator. There you will find a green grate with open door- get behind it, you will find a sleeping person on the bench.

From his neck you need to steal the key, then go to the elevator, there you need to find a cage with automaton birds, for which go from the elevator deep into the screen to the window, from there - to the left. After opening the cage with a stolen key, take the bird, this will be our bait for the owl.

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

Plot

Let's start our review of Siberia 3 with a plot. The story of the third part of the game cannot be viewed in isolation from the previous two, since 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, 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 firm who came to formalize the sale and purchase agreement of a local mechanical toy business. At first glance, the usual deal turns out to be the beginning of a large-scale, long-distance and fateful journey. Together with a reasonable, human-like "automaton" Oscar, Kate sets off in search of the real owner of the factory - Hans Voralberg. This eccentric and ingenious hereditary inventor dedicated his life to one great cause - the search for the legendary northern island of Siberia. On the way to Hans, Keith finds herself involved in various adventures in pseudo-German and later pseudo-Russian lands, also visiting other interesting places. Let's not "spoil" too much, in the Siberia 3 review we will simply report that in the end Kate met both Voralberg and those very 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 nomad Yukols - a tribe of short people with a dense physique. The natives just performed 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 Valsembord. She immediately faces the need to unravel a large tangle of problems, the main one of which is some villains who, for some reason, decided at any cost not to let the yukols come to the right place. The unscrupulous activities of the one-eyed army colonel and 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 with an analysis of the gameplay. There is a good plot and atmosphere in the game, but not everything turned out so well with the gameplay. First, the point-and-click system that was present in the previous parts of the series has disappeared, and which was nevertheless later added to the game with an update. Secondly, the project chose a not very good goal - in every possible way to please newcomers who are not familiar with the previous parts, which is expressed in a bunch of little things to simplify gameplay and orientation on the console. Thirdly, there are 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 cannot be cured with any patches.

It should be noted in the Siberia 3 review that during the game the character of the main character is not revealed in any way, which confirms the version that the chief developer of Syberia 3, Benoit Sokal, made the game mainly for non-fans of the original. This includes the addition of a fashionable variety of dialogues (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 surroundings and pestering others who are equally active. This resulted in a more dynamic storytelling. In general, it became more cheerful to play in the third part than in the previous two.


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

Total Siberia 3 reviews

Despite the technical flaws revealed in the Siberia 3 review, we came to the conclusion that the game is quite bearable, although in terms of plot and concept it does not reach the level of a dilogy. Those who are ready to forgive a lot just for the sake of another meeting with Kate Walker and the quirky gaming universe will certainly enjoy the game. Benoit Sokal eventually committed Good work: kept the atmosphere of the original, presented to us interesting story and complemented all this 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. It makes no sense to go to the right, to the balcony, so immediately approach the door on the left side of the screen. To move use the keys W, S, A, D. 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 does not work.

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

But without opening the box, the call cannot be repaired. I need a tool.

Go to the table in the center of the room, which contains a bowl of soup. Examine it and take away the knife lying here. Return to the bell and open your inventory. Select the knife instead of Oscar's heart, and then click on the bolt. Move the mouse, holding LMB, in a circular motion counterclockwise. After opening the box, examine the contents.

Take the green wire in your hands and, without releasing the LMB, move it to the hole in the upper right part.

Next, pick up a cylindrical object from which the 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 was immersed. Click on the red button to leave the room.

How do I find a doctor?

Take a look around the area. You need to go 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 choose the truth, in the third - half-truth (do not tell everything about Siberia and your journey, in the fourth - the truth. When you can keep silent, if you do this, the doctor will bite you ”) In the end, you will convince the doctor that there is no point in holding Kate.

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

How do I leave the hospital?

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

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

Unfortunately, the key won't 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 realize that something is missing.

Go to the doctor's office and interact with the chair to open drawer... Move books and other items to the left to get to the red and white brochure. Flip 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. In the course of the conversation, you will need to apply the brochure from the inventory to Trigger. Having done this, go out to the balcony (to the right of the Trigger) 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. Come back and tell Kurk about it. After talking with him, go out into the corridor and follow to the opposite corner, where there is a blue grate. Go for it. Earlier, if you examined this area, there were two men playing chess here. 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. Due to the plants, this passage is difficult to find. Use the key on the door to get inside the cage and pick up one of the mechanical birds. Run back to the room, go out to the balcony and interact with the window. Use the mechanical bird on the rack by the grate. By doing this, Keith will be able to hand over 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, it is necessary to talk with Dr. Zamyakin, the head of this clinic. A surprisingly old man will a good man... To find him, go to the corridor opposite front door and turn left where there are two women. Sign in open cabinet using the nearest door. Talk to Zamyakin. After opening your inventory, go to the documents section (J key) and examine the book telling the history of the Yukols.

Sometimes it's best not to come back. Terrible Syberia 3 review

The genre of classic quests is dead - whatever one may say, it's time to admit it. They morphed into what the industry calls adventure games. These are adventure games in which the emphasis is on the storytelling, deep story, elaboration of characters, and not on finding a tiny key in a huge estate. The second part of Syberia was released in 2004, when such a mechanic was still appropriate. Later long time the developers took up the third game and tried to bring it up to modern standards. It turned out that this was not worth doing.

During the passage of Syberia 3, it seems that the French from Microids at the top have studied Dreamfall: The Longest Journey and The Walking Dead, looked at their budget, sighed and decided to add elements of adventure at least for the sake of appearance. There is no other way to explain the changes that have occurred. Syberia 3 even pleasantly surprises at first: the game offers different lines behavior in dialogues, shows how your remarks affect the mood of the characters, and when you are silent for a long time, the interlocutor will also hurry you up - why, they say, you are silent, say something already. Everything would be fine, but before the series did excellently without this tinsel and was about something completely different.

And it was about the fabulous adventure of the lawyer Kate Walker, who from noisy New York went to the provinces to make up something model contract on the sale of a factory for the production of mechanical toys. Soon, the girl forgot about her former life and went to look for a brilliant inventor and the only heir to the company, who left to look for mammoths in a mysterious land. Perfectly written character images, subtle humor, complex but logical tasks, study of documents and cozy atmosphere became strongly associated with Syberia.









Don't say that in new game none of this. Kate is again in a mess: in the snow, the Yukol tribe finds her. Nomads have a peculiar tradition: they periodically migrate from one place to another on snow ostriches so that creatures can reproduce in a new location. Local residents, in whose territory the tribe is stuck, are not happy with this way of life. These people are more advanced and dislike wanderers, so they are in no hurry to solve their problems. Keith starts helping the Yukols.

The game has moved entirely into a three-dimensional dimension. But the camera is not attached to the back of the heroine, but hangs at the corner of the location. The movement is controlled from the keyboard, and together with unsuccessful (not always, but often) viewing angles, this translates into a disaster. To move forward, sometimes you need to hold the stick or buttons in any direction: up, down, left, right or diagonally - depending on which angle we see Kate. But the problem lies in the change of perspective when moving to another location. First look at Kate from the back, she goes forward. Loading next card- the heroine is already shown to us from the front, and, accordingly, it is necessary to press "downward movement" so that she walks straight.

Sometimes the controls do not work correctly or you did not set the side accurately - then Kate slowly turns around and goes to the last map, you cannot interrupt this animation. The worst thing is with the stairs: the heroine barely crawls along them, and the step up the first step is more difficult for her than for Neil Armstrong when going to the moon. Walker runs into walls, rams characters, stops in front of ankle-high bushes and can get stuck where the girls will not stagger on stiletto heels, let alone in hiking boots.

The real hell begins when the heroine goes somewhere in the background. It's hard to see where she got confused. Such a situation happened in an underwater episode: it's dark, you can't see it, Kate doesn't go further - is this the edge of the location or is she stuck? But after all, she cannot go back and forth - it means that she is still bogged down.

Walker runs into walls, rams the characters, stops in front of ankle-high bushes and can get stuck where the girls will not stagger on high heels.

The main puzzle here is not to find the damn chain or to find out what time the watchmaker will deign to have supper, but to master the controls. When this is difficult to succeed, you can start, in fact, the study of the game. Although Syberia 3 has passed in terms of characters, it is still addictive with a story. You take the problems of the Yukols as your own: either the ostriches risk drinking poisoned water, the character needs help with a prosthetic leg, or something else. Of the minor heroes, perhaps the best was the captain of the ship: at first he was always drunk, but if you take him "weakly", then he will help a lot and, in general, will show himself on the good side.

Puzzles are one of the few that Microids did not break in Syberia 3. Most of the problems are solved in a logical way, only in a couple of cases a real "gag" can arise, which is brute-force available options... Otherwise, there should be no problems: we pick up everything that we see, remember the principle of operation of the devices, and then think about how to put it all into practice. There were even situations typical for quests: the character felt bad, you need to find his medicine. It will take about thirty minutes, if not more, but the hero stoically endures a seizure - remains conscious and will never say where he left the potion.















The developers only changed the approach to solving puzzles. As a rule, before we first found a ton of junk, and then we tried to understand why all this is needed and how it fits under Kate's jacket. Now they often set a clear goal: find something to do sho. In terms of simplification and orientation towards the "new generation" of players, this approach is appropriate, but for fans of the first parts of Syberia, the quest may seem too simple.

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 him. 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 joy came the chagrin, because Benoit Sokal, the creator of the series, then announced 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 tell.

Thirteen years later, the long-awaited third part was released, which became much prettier in graphic terms and moved to modern consoles. In addition, its basis has remained the same, that is, we have the same fascinating quest in front of us, in which, at times, we have to seriously brainwash. We decided to help you in this difficult matter 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 obscurity riding a mammoth. The players then only showed how Walker waving his hand to his friend goodbye and crying with a sad smile on his face, that is further destiny the girl was unknown to us. Now you can find out what happened to the lawyer after these events.

Kate throws Mother Russia ashore, where Yukols immediately find her and save her from death. A couple of days later, our heroine finally wakes up and finds out that she is in the hospital. Not far from her, on another bunk, lies a legless young man who is the leader of the Yukols. He lost his leg in the shelling carried out by the military to intimidate the locals. Walker finally comes to his senses and decides to get out of the hospital by all means. 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). Approach the door (located to the left of the Raven). Move the mouse pointer over the door handle to reveal a gear icon - it means that you can perform a contextual action. Press LMB for Kate to 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 hover your mouse over a bowl of soup - click on LMB when you can zoom (magnifying glass icon). Take the knife next to the plate (hand symbol).

Return to the box with the button and when 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 center (largest) circle. Next, click on the screw that can be seen in the upper right corner of the box. Using a knife, unscrew it in a circular motion with the mouse.

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

Finding a Doctor

Go left - walk 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 plaque with the doctor's name on the door). Talk to the person you find inside. During the polygraph test, answer the questions the way you want. When the test is over (you get the achievement: One Flew Over the Cuckoo's Nest), the doctor will tell you that your belongings are in the box. Go to the high chest of drawers in the corner of the room.

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

Align the key with the lock

Walk left until you reach a dark brown door decorated with metal decorations (located to the left of the squatting patient). In magnification mode, use the key you received from your doctor. The key looks pretty unusual - use it on the left lock nonetheless. Then, in another zoom mode, click on the gear icon in the active spot in the middle of the key. A puzzle will appear. You will have to manipulate the individual pieces of the key to match each other. To do this, you need to drag the ends of the fragments into the corresponding structures of the castle. Below you can see how the key should look like.

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

Exit zoom mode and go to the doctor's office. Check his desk (the interactive 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 examine it - you will see a drawing of a 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 necessary 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 will not 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 the bird.

Exit into 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 containing the mechanical birds and take one of them. Return to the room and put the bird on the balcony. The owl will notice this amazing product and will immediately fly up to you. Give the owl the brochure and go into the premises.

You will notice how Kurk is given a dose of some drug. Talk to the manager - Olga Efimova - at the increased tonnage. 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 it. Now you can leave the department.

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

Head to Efimova's office and overhear a conversation between Olga and a mysterious colonel who is interested in Kate. You will also be able to find out that detective Cantin from America is to arrive here in the near future, 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 the squid, located in the upper corner of the screen. Suddenly, Cantin will contact you, who will tell Walker 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 last one, bend the clamps (on the left side) so that you get a squid. Inside you will find a clue to the puzzle on the shield. You need to turn the stones on this object in a certain order in order to be able to see these colors:

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

Chapter two

Water purification from fuel oil

You will be able to get by boat to the Yukol camp. Warn them about contamination by informing them that you should never drink water. However, this will still not be enough, because people will die without water, so Kate will have to take on cleaning it. Head towards the dam along the path that runs along the reservoir. The girl needs to adjust 4 dams of the dam in such a way that the arrow of the water flow pressure indicator falls into the green sector. The solution to this puzzle looks like this (top to bottom):

  • close the first damper;
  • open the second flap;
  • the third damper - fully open;
  • the fourth flap is to be closed.

Return to camp and report your success to the Yukols. 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 Kurka. The shaman will ask you to help Kurk 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 security guard at the checkpoint - he will refuse to let the girl into the city without a corresponding stamped document. Enter the checkpoint and examine the die-making device. Unclench the fasteners on it to get a leather tablet, where the necessary stamp is imprinted, 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 an ink sponge. Continue towards the tent. Enter it and right next to the entrance, go up the stairs to top level... Take out of the box wax candles... Go downstairs and find the blacksmith in the market square. Show him the stamp from the stamp and give the candles. In a couple of minutes, Kate will receive the Valsembord seal on 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 required pass:

  1. Put the leather tablet back in place.
  2. Then put the missing decal in there and close the clamps.
  3. Place the ink sponge into a kind of "spoon".
  4. Install the seal and lower the lever on the right side.
  5. Place a sponge over the area where the seal should be located.
  6. Press down on the main lever (located at the top).
  7. Move the "spoon" with a sponge to the left.
  8. Press the main lever again.

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

Chapter Three

Finding a cure for a watchmaker

Once in Volsembore, Kate will immediately hear the conversations of local residents near the shore, who will now and then talk about the problems on the "Crystal" ferry and the monster that has appeared on the lake. Near the ferry, you can talk to the captain, who is intoxicated. Go to the tavern (you can skip it) and find out where to find Steiner, the famous scientist and watchmaker who made Kurk's prosthesis when asked by Dr. Zamyatin.

Go to the watchmaker's shop. He sees a locket on Kate and immediately recognizes it as an automaton heart, 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 will get nervous and feel bad. 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 about taking pills 3 hours before lunch. Unfortunately, the Russian localization played a cruel joke on the players, as the translation of the note falsely hints at the time before lunch, which usually comes at 2 pm. Go to Steiner and find a blue backlit watch behind him. Place a mug on them and set on the dial next time: 17:00. You will then receive your medicine.

The watchmaker will thank you and inform you that the Yukols are about 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 her 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. Keith believes that the Yukol tribe can be transported to the right place by ferry, but to do 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. This is where it is worth looking for.

Removal of coal from the warehouse

Before going to the tavern, climb on the rusty ferry and read the diary belonging to Captain Obo (this is not at all necessary, but this way you will get a pretty weighty argument when talking with the sailor and a new achievement). In the tavern, find the drunk Obo sitting at the last table on the left side and talk to him. You will not be able to reason with him. Go to Sarah and ask her for help. Give the captain some 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 assignment from the captain - you should load coal onto the ship. He will also give you the code for the coal warehouse and the crane: 0509.

Get off the deck and open the charcoal hatch at the bow of the ship. Walk up to the huge warehouse gate and enter the above code. You will see a minecart to the right of the entrance. Take the gutter behind the net (examine it in your inventory) and the crowbar that lies near the box. Then follow the instructions below to load the coal:

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

As a result, you will be able to remove the coal from the warehouse, but now it needs to be loaded onto the ferry. Go to the tap and enter the previously indicated code. Climb into the cockpit and grab the minecart. For this:

  1. Move the lever on the right as far as it will go straight forward.
  2. Then rotate it around 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 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 the 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 an ignition key and will add that Steiner may have a copy. 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 ferry model 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 into side opening the handle you got from Sarah and twist it all the way until you can see the whole model.
  4. Read the instructions and memorize the numbers 30, 80 and 60.
  5. Enter these numbers in the order presented on the wheel, and then turn the pointer to the right side until it stops (where, in fact, the number 100 should be located).
  6. Lower the anchor chain by hand 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. Go to the device on the workbench and find a box with blanks for keys under it. Take one of these and start making 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 grip the key, and then close the door.
  3. Open the door on the right side and insert the blank there. Specify the size: 200 percent.
  4. Turn on the device.

That's it, now the Kristall ferry is completely ready for operation. It remains to tell the captain about this.

Underwater work

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 to go out into the open water, and for this you need 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 a diver's suit. Head towards the lighthouse and enter the building. Take the necessary equipment, not forgetting to grab the air cylinders lying on the floor on the right side of the entrance.

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

Put on your diving suit and dive into the water. Next to the right-hand bolt mechanism, you just need to twist 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 bolt system and pick up the gears. The largest one should 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 cutscene will be shown in which the Yukols manage to break through the cordon and get on the ferry. You will have a new task: to bring Kurka to the ship.

Help Kurk leave the hospital

You need to walk to the funicular located in the city. Finding him is quite simple, as he stands out from the environment. Near the location of the funicular, find the cart and push it. Then pick up the 3 wood wedges. Go to the cable car operator's booth 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 flap 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 up the hill.

You will see a helicopter on your way to the hospital. Try to enter medical institution, however, you will be stopped by soldiers. Go outside and go around the helicopter. Climb aboard and find a box in it, in which there is a walkie-talkie behind the helmet. Enter the hospital again and use the radio, choosing the dialogue option associated with the American. As soon as the military leaves the building, go through the corridors, where doctor Zamyatin will meet you. 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 a paperclip on the mechanism. You will be able to access the tranquilizer injection system. Remove the needle and empty the contents of the "syringe". Next, pour into it the tincture that the shaman gave you, and inject it into Kurka. Pick up a small statuette on Olga's table and go back to the yukola chair. On the side of the boy's left hand there is a panel for entering the code. Hit her with a statuette in order to remove the handcuffs from the Trigger. Now run with him to the funicular, and then go to the ferry.

Chapter four

Departure of the ferry "Crystal"

Talk to Obo. He will ask you to go to the engine room and activate the ice ax system. Go to the passenger compartment and take the matches belonging to the Yukols. Go to the ice-axing equipment control room. Turn the upper right valve first and place the lever in first gear. Then press the button, pull the lever down, put it in third gear, and at the end - in 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 need to find scrap - it is on the left side of the ship, not far from the boat. Having broken all the lights except one, you will stumble upon an obstacle in the form of a monster. Head to the passenger compartment and find a box on the floor that contains an emergency flashlight. Use a light source near the kraken to distract him. Then go to the last spotlight and destroy it.

The giant squid will not stop crushing the steam, 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 shut off the motor. But that won't help either. Find the captain loading the boat. Obo is about to distract the octopus from the ship. Go to the lower level to take a lamp - it will be on the table.

Another problem will arise here - the lack of fuel. Go to the captain's cockpit, but do not climb the ladder. On the way, you will find a bookcase with books that will be scattered all over the place. One of the books contains a bottle of alcohol. It will become your lamp fuel. 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 check the background radiation. Go to the bow of the ship and find the device, but you will need a key in order to pull the lever. Head to the wheelhouse, where the steering wheel is located, and pick up the ignition key. Insert it into the unit and pull the lever. This way you can take the glasses. Exit to the pier and go down the planks to the ground. Then you need to go to small building on supports. Bring the telescopic rod with you and head back to the pier. Use the twig on the coarse cable at the top. Next, talk to Burut.

Baranur park

Go to the automaton lying behind the destroyed part of the pier and watch it. Then take the key. Visit the nearby structure and find a small chest there. Apply the recently found key on it. As a result, you will find a Wrench and a Voralberg Wrench. It is also worth paying attention to the map, which shows the route and mysterious Roman numerals.

Find another door and go through it. You will see Yukols. Examine the location and find a metal bar lying next to the bench. Open the gate to go to the beach. Go to the automaton that 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 up the left ladder and go to the gate. You will hear a strange sound, and then you will see the transport from the roller coaster. Go through the gate and turn right. Then go up the ladder. You will be able to get 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. First of all, you have to start the transport up to 50 units, and then install a metal rod in one of the holes. Next, pull the activation lever. The booth will stop where the rod will indicate.

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

You will find yourself next to the dummy rockets. Exit and find the stairs leading down. Go downstairs and inspect the new location. Climb into the car and take a look at the photo album. As you exit the carriage, you will encounter Catherine. Talk to her and ask her to give you the key. She will hand over the item. Go back to the typewriter and remove the rod set at number 15. Now it's worth talking to the Yukols and go to the beach area to the automaton.

Start the robot using Catherine's key and enter into a dialogue with Oscar. He will ask for clothes. Go through the gate on the left that leads into the park. There you will find a subway passage. The blockage has been cleared away with yukols, so you can get inside without any problems. Go to the carriage where Catherine lives. Oscar will come after you, who will put on the clothes he found in the girl's locker. Now head to the pier. If you still haven’t connected the electric power to the park by means of the ferry, then go from the compartment where the ice ax control is located and turn on the power of the crystal.

Ask Oscar to tow the crystal, but nothing will come of it. Talk to the Yukols and tell them to tie the cable 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

Baranur metro

You will find yourself on the subway along with the tribe, but your path will be blocked bats... You must 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. Climb outside and find the Historic Center. There will be a fire engine next to it. Sit inside and find the ignition key in the glove compartment. Start the car and pull the lever. As a result, you will get even closer to the complex.

Next, get to the ladder control panel. Aim the boom straight towards the ventilation passages. Lift 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 downstairs and find the Bank. In it you can pick up powerful nippers. Return to the roof and open the grate. Then head to the fire hydrant and remove the plug 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 heavy dose of radiation, but Walker knows where to find the iodine-rich seaweed. You can find this plant at the same location - you should go to the Yukol camp, go to the right and go down the stairs to the river. Here you will find algae. Then the control will go back to Kate. Go through railways and go up to the table. Take the necessary items from him and watch the next cut-scene. Come to the surface, talk to the shamaness and Kurk, and then go through the gate indicated in the screenshot.

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

Chat with Kurk and run along 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... A pool can be found behind them. Go to the trampoline and look at the 3 circular depressions. Go downstairs and examine the stones. Now it's worth going back to the Yukols. There you will learn that lenses should be installed in the place of the depressions.

Lens puzzle solution

The first step is to start looking for 3 lenses. The first one (red) can be found by sending Kate down the corridor leading to the escalator, through which you can go down. In the middle of this corridor, you will notice a turn on the left, which will lead you to big doors... Walk through them and you will find yourself in the hall of fame. Go to the locker with glass door... This is where the red lens is located. You have a scarf in your inventory. Use it on the door so that the girl wraps a scarf around her hand 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 the second lens (green) is located. The third lens (blue) lies on a chair facing a huge staircase, along which you can go down and thus get to Dubrovskaya's dwelling.

Then you need to enter the characters as in the screenshot. You can find a hint in the notebook you received from Dunyasha and translated by Kurk. Basically, you now have all 3 lenses. Go to the pool and climb the trampoline. Then put the lenses in the hollows. Correct location the mirror looks like this:

Go to the temple entrance and watch the cut-scene. You will be taken to a new Yukol parking lot. Chat with Kurk and head to the customs post located in front of the bridge. You will have a talk with the guard, who will inform you that it is necessary to lower the large wheel down.

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

Go to the customs officer again - he will help you cross the bridge. We cross the obstacle and talk to the guard in the yurt. He will ask to bring him vodka. Go back. You will see how the guard leaves his duty station on a motorcycle for strange reasons. Take the brick next to the track stopped by the motorcycle, go around the checkpoint and break the glass on the door using the stone. Enter the building and find there the customs officer's papers and a flask lying in a basket.

Oven puzzle solution

Go to the stove and open the lower door at it. Place the log right in the middle, and place a piece of paper underneath. Light the fire using the flint that can be found in the basket in the ostrich house. Head towards the lever that lowers the wheel into the water. A little in the distance you can find a passage to the room. It is worth clicking on the red button. A container will arrive from the opposite bank. 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. Place bags in 4 boxes. Then remove all the funnels from the chimneys. You can see a hint here:

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

Notice the horizontal valve in the screenshot above? So, it should be set in a vertical position. This must be done for all chimneys. Find the blower on the left side of the stove. His valve must be left open, that is, horizontal. Next, deal with the funnels. To do this, turn the camera and you will see back wall stoves. Place funnel 4 in the left chimney, next funnel 3, then funnel 2, and at the end funnel 1. Make sure the vents are in position and complete the puzzle.

The guard will decide to bless the Yukols on 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 it comes out much faster this time.