Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat. YuCola saves her, and she decides to help them fulfill an old tradition.
Syberia 3 is distinguished by an exciting plot, charming world and three-dimensional puzzles in real time. She was released by Microns on April 20, 2017.
Syberia 3 passage
Syberia 3 begins with the fact that Kate Walker dies on the river bank. Yuzola, the tribe of the wandering nomads save it, and will be dismissed in a rather dilapidated hospital.
- Hospital Vessebroba "You wake up on a hospital bed, next to you is a strange person from Yukolaov's tribe. After interrogation, one of the doctors you will learn that patients never leave this hospital. Find a way to escape and get to the village of Yukolaov.
- Village YuC. - Water in the village of Yuzk was mixed with oil. Find the way to filter the water, and then get a pass to the city of Vassembar.
- Cities Vesselbor. "Here you will meet several strange characters, including Captain Oboy Simon Steiner." Your main goal is to find Steiner and learn whether he finished the prosthesis for the Kurk's leader.
- Crystal - The only hope of Yukolaov to take a journey is a ship called "Crystal". It has not been used for 20 years and needs to be refined, before it can go on the road.
- Salvation Kurka - YuCola want to fly away, and the captain of oh with the onset of the night is becoming more violent. You need to find a way to get to the clinic and save the smoke, the leader of YuCov.
- Park Baranur - Making sure that the territory is safe for YuCov, you can explore this amusement park. You will need to find a way to bring the "crystal" closer to the shore and clear the way to migrate ostrich.
- The clarification of the tunnel - the ostrices begin to migrate on the tunnel, but they are frightened by the Horde of Vampires. Kate and Oscar must find a way to clean the tunnel so that migration can continue.
- Temple YuC - A rare lunar event occurred, and YuCola must hold a ritual in the lost temple of Yuz. You must find a way to open the entrance to the temple so that YuCola can complete their ritual before the Red Moon is over. Includes the location of the yukol lenses, a puzzle with a glyph on a chair and a puzzle with a mirror.
Hospital Vessebroba
After the introductory scene, you will find yourself in the ward with Yukola named Kurk. Talk to him, and he will tell you how you fell into the hospital. Kurk hopes to get an artificial leg in return for the one he has lost. He will also tell you about sacred migrations. More about them you will learn later.
Syberia 3 passage in Russian with pictures
Syberia 3 passage in Russian with pictures
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat.
Articles
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat. YuCola saves her, and she decides to help them fulfill an old tradition.
Syberia 3 is distinguished by an exciting plot, charming world and three-dimensional puzzles in real time. She was released by Microns on April 20, 2017.
Syberia 3 passage
Syberia 3 begins with the fact that Kate Walker dies on the river bank. Yuzola, the tribe of the wandering nomads save it, and will be dismissed in a rather dilapidated hospital.
Hospital Vessebroba
"You wake up on a hospital bed, next to you is a strange person from Yukolaov's tribe. After interrogation, one of the doctors you will learn that patients never leave this hospital. Find a way to escape and get to the village of Yukolaov.
Village YuC.
- Water in the village of Yuzk was mixed with oil. Find the way to filter the water, and then get a pass to the city of Vassembar.
Cities Vesselbor.
"Here you will meet several strange characters, including Captain Oboy Simon Steiner." Your main goal is to find Steiner and learn whether he finished the prosthesis for the Kurk's leader.
Crystal
- The only hope of Yukolaov to take a journey is a ship called "Crystal". It has not been used for 20 years and needs to be refined, before it can go on the road.
Salvation Kurka
- YuCola want to fly away, and the captain of oh with the onset of the night is becoming more violent. You need to find a way to get to the clinic and save the smoke, the leader of YuCov.
Park Baranur
- Making sure that the territory is safe for YuCov, you can explore this amusement park. You will need to find a way to bring the "crystal" closer to the shore and clear the way to migrate ostrich.
The clarification of the tunnel - the ostrices begin to migrate on the tunnel, but they are frightened by the Horde of Vampires. Kate and Oscar must find a way to clean the tunnel so that migration can continue.
Temple YuC
- A rare lunar event occurred, and YuCola must hold a ritual in the lost temple of Yuz. You must find a way to open the entrance to the temple so that YuCola can complete their ritual before the Red Moon is over. Includes the location of the yukol lenses, a puzzle with a glyph on a chair and a puzzle with a mirror.
Hospital Vessebroba
After the introductory scene, you will find yourself in the ward with Yukola named Kurk. Talk to him, and he will tell you how you fell into the hospital. Kurk hopes to get an artificial leg in return for the one he has lost. He will also tell you about sacred migrations. More about them you will learn later.
Syberia 3 passage in Russian with pictures
Syberia 3 passage in Russian with pictures
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat.
Articles
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat. YuCola saves her, and she decides to help them fulfill an old tradition.
Syberia 3 is distinguished by an exciting plot, charming world and three-dimensional puzzles in real time. She was released by Microns on April 20, 2017.
Syberia 3 passage
Syberia 3 begins with the fact that Kate Walker dies on the river bank. Yuzola, the tribe of the wandering nomads save it, and will be dismissed in a rather dilapidated hospital.
Hospital Vessebroba
"You wake up on a hospital bed, next to you is a strange person from Yukolaov's tribe. After interrogation, one of the doctors you will learn that patients never leave this hospital. Find a way to escape and get to the village of Yukolaov.
Village YuC.
- Water in the village of Yuzk was mixed with oil. Find the way to filter the water, and then get a pass to the city of Vassembar.
Cities Vesselbor.
"Here you will meet several strange characters, including Captain Oboy Simon Steiner." Your main goal is to find Steiner and learn whether he finished the prosthesis for the Kurk's leader.
Crystal
- The only hope of Yukolaov to take a journey is a ship called "Crystal". It has not been used for 20 years and needs to be refined, before it can go on the road.
Salvation Kurka
- YuCola want to fly away, and the captain of oh with the onset of the night is becoming more violent. You need to find a way to get to the clinic and save the smoke, the leader of YuCov.
Park Baranur
- Making sure that the territory is safe for YuCov, you can explore this amusement park. You will need to find a way to bring the "crystal" closer to the shore and clear the way to migrate ostrich.
The clarification of the tunnel - the ostrices begin to migrate on the tunnel, but they are frightened by the Horde of Vampires. Kate and Oscar must find a way to clean the tunnel so that migration can continue.
Temple YuC
- A rare lunar event occurred, and YuCola must hold a ritual in the lost temple of Yuz. You must find a way to open the entrance to the temple so that YuCola can complete their ritual before the Red Moon is over. Includes the location of the yukol lenses, a puzzle with a glyph on a chair and a puzzle with a mirror.
Hospital Vessebroba
After the introductory scene, you will find yourself in the ward with Yukola named Kurk. Talk to him, and he will tell you how you fell into the hospital. Kurk hopes to get an artificial leg in return for the one he has lost. He will also tell you about sacred migrations. More about them you will learn later.
Syberia 3 passage in Russian with pictures
Syberia 3 passage in Russian with pictures
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat.
Articles
Syberia 3 is an adventure play in Steampunk style that continues the plot of the first two games. Kate Walker left the island and jumped ashore on a pant boat. YuCola saves her, and she decides to help them fulfill an old tradition.
Syberia 3 is distinguished by an exciting plot, charming world and three-dimensional puzzles in real time. She was released by Microns on April 20, 2017.
Syberia 3 passage
Syberia 3 begins with the fact that Kate Walker dies on the river bank. Yuzola, the tribe of the wandering nomads save it, and will be dismissed in a rather dilapidated hospital.
Hospital Vessebroba
"You wake up on a hospital bed, next to you is a strange person from Yukolaov's tribe. After interrogation, one of the doctors you will learn that patients never leave this hospital. Find a way to escape and get to the village of Yukolaov.
Village YuC.
- Water in the village of Yuzk was mixed with oil. Find the way to filter the water, and then get a pass to the city of Vassembar.
Cities Vesselbor.
"Here you will meet several strange characters, including Captain Oboy Simon Steiner." Your main goal is to find Steiner and learn whether he finished the prosthesis for the Kurk's leader.
Crystal
- The only hope of Yukolaov to take a journey is a ship called "Crystal". It has not been used for 20 years and needs to be refined, before it can go on the road.
Salvation Kurka
- YuCola want to fly away, and the captain of oh with the onset of the night is becoming more violent. You need to find a way to get to the clinic and save the smoke, the leader of YuCov.
Park Baranur
- Making sure that the territory is safe for YuCov, you can explore this amusement park. You will need to find a way to bring the "crystal" closer to the shore and clear the way to migrate ostrich.
The clarification of the tunnel - the ostrices begin to migrate on the tunnel, but they are frightened by the Horde of Vampires. Kate and Oscar must find a way to clean the tunnel so that migration can continue.
Temple YuC
- A rare lunar event occurred, and YuCola must hold a ritual in the lost temple of Yuz. You must find a way to open the entrance to the temple so that YuCola can complete their ritual before the Red Moon is over. Includes the location of the yukol lenses, a puzzle with a glyph on a chair and a puzzle with a mirror.
Hospital Vessebroba
After the introductory scene, you will find yourself in the ward with Yukola named Kurk. Talk to him, and he will tell you how you fell into the hospital. Kurk hopes to get an artificial leg in return for the one he has lost. He will also tell you about sacred migrations. More about them you will learn later.
Try to open the white door on the left. She is locked, and no one will answer. Click on the red call button next to the door. Still nothing.
Look at the right side of the call block. There is a diagram showing how to enable the call button. Before you can do it, you will need something to open the call buttons block and get to the mechanism inside.
Examine the table and take the knife. Look at the red call button again. Open the inventory and select a knife. Use the knife on the screw to open the box with the call button. You will need to press the left mouse button and move it in a circle to remove the screw.
Connect the green wire to the connection above the red wire. The upper indicator lights up green. Press the cylinder to which the wires are connected, and insert it into the call button. Now click on the red call button again to exit the room.
Go to the right, past two patients in a distressed position, to another white door.This room is a large square, so passing left, you will find yourself at the same door.
Open the door and enter inside. Kate will notice that the call button mechanism has been disabled. That is why there was no answer. Talk to the doctor. Looks like he intends to keep you captive in the hospital.
You will be interrogated. I did not try all the ways, but this one seems to have worked. Tell the truth about your age and family and semi-truth about Hans Foralberg and Oscar. When you ask you about yukola, tell me that they need to be left alone, and do not answer the next question.
The doctor will give you the key to the exit. If you can find a way to leave, then you are free. Open the cabinet in the corner and take your clothes.
Exit the doctor's office and go through the open gate to the left. Talk with two guys playing chess, about everything, and they will tell you about the exit.
Go left. Use the key to the output on the lift. This is another puzzle. You need to compare each of the 8 sucks with the lock mechanism.Select each of the small round buttons to select a specific tentacle, and then move them to the left and right. After completion, the key will look like this.
Even after solving the puzzle "Key to Exit" the door of the elevator does not open, and the doctor refuses to release you.
Open the inventory and carefully consider the output key. Turn it and inspect the hole in the side. Something was extracted.
Go left. You will pass past several patients and staff. Enter the doctor's office again. Open the table box and rearrange items until you find a red brochure.
Open the brochure and scroll through the page until you see the key to the output. Open the inventory and use the key to the key in the key in the brochure. Kate will understand that there are not enough pins in the key.
Exit the office and go to the right. Open the door to your room, which is the fifth door to the right and there is a door number 5. Talk to the curcken and try to convince him to leave.When he asks, open the inventory and show him a key brochure.
Go to the balcony and look at the bird on another building. Kate will try to suggest her to himself, but she will not move off. Return to the jurka and talk to him again. You will need to find something to interest the bird.
Exit the room and go left. Enter the chess room and look at the guy sleeping on the seat. Take the key of Anton, who hangs on his neck.
Exit and go to the left. Enter a small niche to the left of the elevator. Look at the door and use the anoteon key on the door of the bird cage. Take a mechanical bird.
Return to your room. Go to the balcony and use a mechanical bird. Click on the mechanical bird to activate it and call the owl. When you return to the room, the Kurk falls into the trance, and Mrs. Olga will enter the room.
Talk to Olga, but you will not be able to stop the Curck's treatment. Exit the room, and when Olga came out, log in to the room.Go to the balcony and take the repaired key from the exit.
Return to the room and talk to the curcken. He wants you to find him the prosthesis so that he can leave the Hospital Chamber. Get out of the room and return to the elevator. Use the renovated key from the output on the lock. Enter the elevator and click on the elevator control.
After leaving the elevator, go to the reception and talk to a woman. She will tell you how to find Dr. Zamyatina. Go around the building from behind and go through the open door to find Dr. Zamiatin.
Talk to him, and he will tell you about where to find a prosthesis for the turmeric. Unfortunately, he will tell you that you will not be able to leave the hospital while Olga does not give you good.
When Dr. Zamyatin finishes to speak, open the documents (J) and look at the "anthology of YuCola". Read it if you want, and then leave the office.
Enter the door on the other side of the corridor. This is the Cabinet Olga. You will put it on the conversation about you, and then she will suddenly remove.Look carefully at her computer.
Read 4 emails, and when you finish, Nick Cantine will make a video call to the computer and ask you to return.
When the call is over, look at the handle, hanging from the left of the knight. Pull her down to open the curtain next to her and see decorated with gems shield.
Carefully inspect the sword handle. Open the three small locks on the left so that you can twist. Rotate the three parts until they form a squid figure.
Then you will show you the location of precious stones at the bottom of the sword. Look at the shield and place the jewel in the same order as on the sword. Click on each jewel to change its color.
When you do everything right, a secret door will open. Go through the passage down to the elevator and click on the button.
You will find yourself somewhere below the hospital. When Olga and another doctor leave, go to the left and take a blank gas canister. Go to the right and go over the bridge to the other side of the channel.
Look at a small barrel on the left, it is hydrochloric acid!
Use an empty gas balloon on the barrel. Now go right and look at the chain attached to the boat. Use now the full gas spray can on the chains to break it. Kate jumps into the boat and populume.
Village YuC.
Complete a little right until talk to a man from Yukola about a sick ostrich. When you finish the conversation, Mrs. Ayavska will suit you and says that you need to find a way to clean drinking water.
Go along the route right, past the sick ostrich, and continue to go to the dam. Look at the pressure gauge at the water wheel. It measures the amount of water coming from the dam. The stairs also have 4 wheels. Carefully look at the plate at the water meter, and you will see the instructions for filtering water.
The first damper should be closed, the second half-open, the third is fully open, and the fourth closed. I do not think what matters in what order you do it.To open or close the damper, click on the wheel and move the mouse in a circle. Once you set them into the correct position, the indicator will be directed up to the green area.
Run back to the Village of Yukolaov and go to a big tent in the back. Yulats will speak with you and say that they will not leave without a jurka. Click on the entrance to the tent to enter inside.
Go along the path to the left and talk to the souvenir trader if you want. Then enter the Shaman's room, located behind you. Talk to Ayava, and she will tell you that they need not only to return the jurka, but also that YuCola and Ostrichs find a way to cross the lake.
Get out of her shaman hut and go to the right. Climb the stairs in the rear of the market square.
Take a look into an open box on the right and move the items aside until you find the candles. Leave the yurt. Go to the right and use the rear out of the market square through large curtains.
Run the track to the left, and when you reach the hut, you will stop the policeman and says that you have to have a pass.When he finishes talking, enter the cabin. Look carefully on the stamp machine on the table.
Click on the left and right lever and move them aside to release the leather stamp block. Take it, and then take a sponge that is behind the left lever in the figure above.
Open the inventory and carefully look at Stamp Pad. Click on the black print print, and you will see that it looks like a Wallisbor. Leave the hut.
Go back and again enter the YuzC Market Tent. Come to the seller of fruits and vegetables. It is difficult to notice for ostriches. Talk to a man who holds several fruits.
He owns a tavern in Valsembore. Tell him that you need to get a pass, and he will give you an unofficial pass of his wife, but it needs to be stuck.
Return to the center of the market and talk to Yukol in the forge. He agrees to supply you a seal, but he needs a sample. Open your inventory and give it a stamp. Then he will ask wax, so open the inventory again and give it a candle.When he finishes, he will give you the newly manufactured rolling stamp.
Exit through the rear way out and descend along the path to the water on the right. You will notice squid in a small pool with water. Place the sponge into the water to turn it into a sponge impregnated with ink.
Return to a wooden hut from a police station and look at the stamp machine. Place the Valsembor stamp in the center of the car and pull for a small lever to the right of it to keep the stamp on the spot. Place the sponge impregnated with ink, back to a spoon.
Place the stamped pad back to the flat surface of the machine, and the unofficial passage is on top of it. Now close the left and right levers to fix them in place.
Click on the sponge to move it under the stamp. Pull the large lever at the top to apply ink on the stamp. Move the spoon aside and pull back the big lever to put the print on the unofficial pass. Move the left and right levers to the side and take the pass of the city of Vassembar.
Before you can leave, Mr. Cantine will enter, detective, and will hold you. When you have the opportunity, try to "deceive" it. Kate will pretend that fainted, and Mr. Cantin will run in search of water.
Click on the bottle on the shelf, and when Kate is suitable, press the shelf again. It shifts the shelf, but the bottle does not break. Click on the lamp on the table to push it on the bottle and break it. Click on the broken glass, and Kate will be released.
Get out of the hut. Talk to the police and show him your service pass. He will allow you to leave, just when Mr. Kantin comes run back. Fortunately, someone from Yucov has time to intervene, so that he does not catch you.
Cities Vesselbor.
After arriving at the port, go to the right until it turns on a drunken captain about. Continue to bypass the ship and go to the city.
Enter the tavern, the first door to the left, and talk to the bartender. This is the same guy who gave you an unofficial pass. Talk to him about everything.
When he finishes the conversation, talk with a waitress that retracts from the table. Exit the tavern and continue to go to the right, further to the city. At the end, turn left and go to the end of the alley.
Climb the steps and enter the store on the left. This is Storener shop. Steiner is busy working on the clock. Talk to him. He accuse you in the stealing of a heart-machine on your necklace. Just tell him that you did not crawl it, and be polite.
During an exciting conversation, Steiner will have a heart attack. Look at the clock on the right and take an empty cup.
Continue to bypass the right for the counter and look at the clock with a cuckoo. Open the inventory and place an empty cup on the base of the clock.
Inspect the boxes to the right of Steiner and discover the one that is in the middle, the extreme right. Take the shooter's recipe.
Open the document inventory and look at the "Schtain Recipe". It is important to note that the capsules need to be taken during tea.
Look at the clock with a cuckoo again and open the glass closing the dial.Move the time for 5 hours, and the tea with the price of Steiner will be welded. Take a cup with a cassette of Steiner and give it to Steiner.
Follow the Steiner down and talk to him again. Look at the rack on the left and take the newspaper clipping.
Open the inventory and read what is written on the newspaper clipping. Pass right and look into the open box.
Drain around until you find the coil with the film. Look at the projector at the rack next to the place where you found a clipping, and place the coil with the film in the projector to watch a short film about Baranur, your next place.
Steiner will come back up and gives you the opportunity to look around. In the center of the room is the model of the ships "Crystal". If you take a closer look, you can click the switch on the corner of the table to enable the lighting of the model. The Kurka prosthesis lies on one of the side tables, but it is not finished yet.
Climb the stairs to talk to Sarah and Steiner, and then leave the store. Run back to the tavern.Sign in and talk to the captain of the monitoring of one in the corner.
Try to talk with him (3), and it will allow you to sit down to tell several stories. As soon as he finishes chat, come and talk to Sarah at the bar. When you talk, Vlad will agree to make a regenerating agent for captain.
Return to the captain and talk to him. Sarah will bring him a regenerating agent. You will need to convince the captain to forward you and YuCov through the lake. First persuade him, and then tell me what you need it. When he will object, tell him that he is afraid. Finally, use the phrase "you will not like it", and then play on his pride. He will still say "no", but Sarah will suit you and tell you that you do not give up.
Exit the tavern and climb the steps to Krystal. Enter the side door to the passenger part. Go to the back, and the camera viewing angle will change. You will see the staircase leading upstairs.Complete the stairs to the captain's office and look at his desk. You will see the captain's magazine about. Take it and read it.
Return to the tavern and talk to the captain again. This time you know that he really wants to redeem his guilt. This time he will be convinced and agree to forward YuCov through the lake.
Crystal
Leave the tavern and return to the port. Click on the steps leading to the crystal. Enter the door to the right, next to which the red light is burning. Go to double doors until the view change, and then turn. Climb on one of the stairs on both sides of the ship. Climb on another staircase on the bridge.
Talk to the captain about and tell him that you will help with the preparation. He will give you instructions for the loading of coal and will give you the Captain Cap code for hangar.
Coal
Go back on the stairs into the passenger area and exit through the only door in front of the passenger zone. Turn the wheel to open the trum.
Go down the stairs back to the port. Click on the hangar door panel, which is a little difficult to see, but I broke it in the picture below.
Look at the Captain Code Code - 0 5 0 9 and enter it on the control panel. The doors of the hangar will open.
Click on the trolley and move it a little forward. Turn around and take the lomick leaning to the box, and the parachute, which was hidden behind the cart.
You can use the Lomik to hit the green grooves to find out which one is filled with coal. Empty gutters will make hollow sound when you hit them. The chute filled with coal should be the third right.
Move the trolley onto one line with a green chute filled with coal, and attach a smaller chute to the trolley. You will need to carefully look at the trolley to attach the chute. Press the button on the side of the gutter to pour coal.
If you try to move the trolley with coal now, it will be too heavy. First you need to go back and pull over the big lever to change the rails so that they lead out.
At the other end of the hangar is a small stroller. Rear to it and use the knife on the top button. Click on it and take off.
Take the free button and use it on the lower control panel on which there is no button. Click on it and click on the throttle to move forward. You will take out a carbon cart from the hangar.
Click on the base of the crane and use the code again to access. Code - 0509. The staircase will go down. Climb the stairs to control the crane.
Click on the right gear and move it to the left to rotate the crane. Click on the bottom black button to prepare the claw and on the top black button to open the claw and raise the carbon trolley.
Now that a carbon trolley is raised, you need to deliver it to the boat. Change the review screen by clicking on the right small button on the monitor.
Double-click the left gear to the right to turn the entire crane to the right. Press the extreme right lever up to promote the crane.Click the left left lever to the right to move the crane towards the boat.
Pull the extreme right lever back to promote the crane again. Pull the left left lever to the right to rotate the crane on to the right and bring it to the ship cargo compartment.
Press the monitor buttons until the ship's deck appears.
Pull the ruth right gear to the right to turn the crane so that it is above the boat. Click on the bottom black button to omit coal.
I hope everything was clear enough, and you can deliver coal to "Crystal". Captain OK will tell you that you have done a good job, but it still needs to fill the water tank.
Water
Climb on wooden stages on the side of the "crystal". Look at the pipe right in front of the cargo compartment.
Pull the small lever to the right, and then click on the hose to connect it. Pull the small lever to the left to fix it in place.
Leave the crystal. Go to the north and climb the stairs to the water tower.Pull the lever on the side so that the water flows into the Krystal tank.
Go back on the stairs and climb on the board "Crystal". Return to the bridge and talk with captain about. He lost the ignition key! Tell him so that he relaxed and remembered what happened to him. Ask him about everything, and then leave the "crystal".
Ignition
Return to Steiner Shop. Sarah will ask you how things are going. Unfortunately, Steiner left to take prosthesis smoke. Tell Sara that you need a duplicate key, and she will give you a jurka.
Go down, carefully inspect the model and click the switch to turn on the light. Look at the lock in the front of the body of the model and use the key to open the housing.
Look at the table on the table in the front of the model. Pay attention to all indicated numbers. 2 years and 98 days (100), 60 meters, 80 automata, 30 years.
The quote is mentioned the need to add certain "skills" and the ability to think in the opposite direction.So, we have 30, 80, 60 and 100.
Carefully look at the side of the model and turn the dial alternately to each of the numbers. As you enter the code in turn, the anchor will go down the lower and lower. If you make a mistake, anchor will rise, and you will have to start from the very beginning.
After entering the last digit, pull the anchor, and the upper part of the model opens. Inspect the top of the model and turn the key in the center. Take a miniature ignition key.
Look at the rack to the left of the projector and take the key billet from a small box on the bottom shelf.
Now about the duplication of the key in a larger size. Look at the tanning color mechanism at the top. This is a mechanism for making keys.
Open the cylinder number 1 and place the miniature ignition key inside. Click the switch to lock the miniature key on the spot. Close the cylinder.
Open the cylinder number 2 and place the key harvesting inside. Close the cylinder. Turn the crank # 3 once so that the percentage fell to 200%.You want to double the size of a miniature key. Now click on the # 4 button to run the machine. Open the # 2 cylinder and take the crystal ignition key.
Exit the store and run back to the crystal. Climb the bridge and use the Krystal ignition key on the ignition lock to the left of the wheel. The captain of everything will be back to congratulate you, but still need to open the gate so that the "crystal" could go to the sea.
Opening of castles
Return to the city of Vassembore and at the end of the street turn right. Continue run right, and then at the end of the street, get it up and follow it up.
Go down the street and climb the steps. Run left and see several protesters people. Talk to a woman in the back of the crowd to find out what is happening.
Climb the steps and talk to the mayor. Ask him to open locks. Tell him that you want to pick up YuCola. He will refuse, but ask him to think about the election. He will agree, but the port locks need to be opened manually! He will give you a notice of superintendent.
Run back to the "Crystal" and talk to the captain of the bridge. Tell him: "I have to dive with him." He will tell you that all the equipment is in the barn at the end of the seawater. Talk to him about everything.
Get out of the "crystal" and run right. Continue to walk along the path along the edge of the water until you come to the lighthouse with a barn next to him. Captain OU will be waiting for you here.
Click on the door and log in to the barn. Choose empty air cylinders. Look at the clothes and move away some of them aside so that you can take a diving suit. Take a diving helmet behind, and then look at the controls on the left.
Look carefully on the air dispenser on the left and put empty ballons with air under it. Return back and look at the pressure gauge in the upper left corner.
Turn the small clove to the right of the oxygen pressure gauge until it shows 180. Press the green button to turn it on.
Look back on bottles with empty air and press the gray strip over them to fix the bottles on the spot.Pull out for each of the red levers to fill both cylinders. Now you have complete air bottles. Go to the locker room to change clothes into a diving suit.
After the introductory scene, you will find yourself under water. Rate and lift a large gear from the seabed.
Also take the square key on the other side of the hatch. Inspect the gate mechanism and pick up the down gear wheel and gear.
Place a large gear in the upper left position, gear in the top right position and a stacking gear to the lower position. To work, you still need a chain, and on the other side of the castle there is another hatch.
Run along the wall right to another gate mechanism. Use the square key on the lock and open the hatch. Turn the wheel to remove the goals, and then pull the lever on the left to open this side of the lock.
Run back to the left and go through the gate that you just opened. You are looking for a small sunken ship.Among the wreckage you will find a chain. Return to the castle and run to the left to the first gate mechanism. Place the chain around the laced gear, and then turn the wheel to remove the goals.
Pull the lever to open the gate, and look at the scene.
Salvation Kurka
Enter the big tent to the village of Yuzk. Go back and log in to Yurt Shaman. Talk to her, and she will tell you that YuCola is waiting for a juro.
On the ship "Crystal" the captain is no longer wailing to leave. Go to the front of the deck and talk to Shaman, which is now on the ship.
Talk to her about everything. Go to the passenger part of the boat and go down the ladder in the far corner.
Down here is dark, but click on the door in the cargo compartment to make sure that the ostriches and Yuks have found their place.
Go to the side of the ship, where there is a staircase leading to the port. Sarah is called you. Her grandfather did not return. Shaman will give you a shaman drink.
Go to the city and roll left, on the way to the Steiner store.Go through the store and follow the road to the end. The gate at the end of the road should be open. Go through them and look at the cart.
Free the block under the wheel, and Kate grabs the wedge. Choose another wedge and small wedge on Earth.
Return to the gate and climb the steps to the very top. Look at the door of the house at the corner. You will need to get around the fence on the left to get to the door.
In this house there is a car control panel to the clinic. You will not be able to open the door, so carefully inspect it, turn right and look through the window on the control panel. Now look down on the bottom of the door. Click to consider the bottom of the door closer.
Use a small wedge under the door, and then the wedge next to it. Take a small wedge and use it under the door on the other hand. Place the second wedge next to the Small Wedge and remove the small wedge. The door should look like this.
Now use a small wedge and place it on top of a large wedge on the right side.The door is angry with the loops. Go inside and inspect the controls. There is no electricity here to make it work. Go down the screen until you see the power supply. Inspect it and use the knife to open it. Pull the red lever to turn on the power.
Return to the control panel and pull the lever on the right to bring the car to the house. Go outside and enter the car. Look at the Office, and Kate will come to the vyssemoba hospital. Enjoy the scene and music until you climb the mountainside.
Clinic in Vassembore
Enter the gateway to the clinic, go through the courtyard and enter the building. You will not be able to cope with the guards, so click "Back". Enter the door behind you to go out again.
Look at the helicopter. Job to the back of the helicopter and enter inside. Take a look at the trunk from the back and rearrange things until you find a walkie-talkie. Leave the helicopter.
Now go back to the clinic.Use a wound on the guards in the registry. Use the option "2" to fool the guards and make them think that Kate is in another place.
Go left and enter the rear corridor. Dr. Zamyatin will cause you. After conversation, leave the room and enter another room on the opposite side of the corridor. Here is Kurk.
Look at the jurka and try to talk to him. Look at the tablet on the side of its armchair and take the paper clips.
Turn the look around and look at the back of the chair. Click on the back panel to open it. Use paper clip on gears to stop the operation of the mechanism.
Turn the look around and look at the needle. Press the syringe head to open it and wash the chemical. Open the top of the syringe and use the beverage of the shaman. Click on the lever to the right to injected the jurka liquid and wake the jurka.
Kurk is still chained to the chair. Click on them, and he will tell you where the controls are located.Turn the camera to the right and open the panel at the base of its chair.
Enter 4 random numbers, after which Kate will ask the Jurik, whether it knows the code. Click Back to complete the conversation. Inspect the table and take the statuette of Olga and a note from Dr. Mangoling. Open inventory and read a note.
Return to the smoke and look at the control panel. Use Olga statuette on the control panel to break it. Kurk will be released.
Run out of the room. You will capture the colonel. Enjoy the scene escape from the mountain. When you raise to the "crystal", Sarah will give you his scarf.
Trip to Baranur
After the end of the scene, talk to the captain about and tell him that drinking behind the steering wheel is not the best idea. The ship "Crystal" will be stuck in the ice. The captain tells you to go to the engine room and run the switches.
Go down the stairs into the passenger area. Go to double doors from the back, but do not go out. Instead, descend on the stairs on the right side into the engine room.Inspect the console.
Turn the wheel counterclockwise until it stops to connect the tube with gears. Press the red button to start the machine. Pull the central lever down. Move the gear lever to switch the transmission. You want the switch to rotate so that the indicator above the gear lever indicated the green zone. Switch it to 1, then on 3 and again on 2. The interrupter must be installed in the green zone. Krystal will start moving again, but the beast will wake up!
Go down to the passenger zone. Before entering the street, pick up handmade matches, which one of YuCov dropped to the floor.
Carefully inspect the seats behind the place where you took matches. Remove the trunk and find inside an emergency signal rocket. Exit through double doors from behind.
After salvation, Kate Captain will tell you to turn off all the light. Ask him "how, and he will tell you to break them all. Pass right and take Crowbar.
Click on the base of large lanterns that shine at sea, and Kate will lower them and breaks the light bulbs inside.Make a circle around the ship, breaking all the big lanterns. One of the lamps on the other side of the ship is too high, so that Kate can break it, so you have to push the box to him to get up on it before you can break the light bulb.
When only one light bulb remains on the ship before the beast, open the inventory and use the emergency flash on the light bulb to distract the beast. Then you can break the last light, and the monster will leave the ship alone.
But this is not the end! The monster returns. Go to the engine compartment and go to the platform in front of the engine. Pull the lever on the wall on the right to turn off the engines.
Go to the back of the ship and click on the mast. The monster still holds for the ship. Go to the right and tell the captain that nothing came out.
Enter the double doors again and climb the captains zone, located just below the bridge. Inspect the floor under the bookshelf and aimed book to find "especially strong vodka."
Go to the engine room, and then go down the stairs to the right in the cargo compartment, where there are ostriches. Come to Yuku, and then carefully inspect the table.
Raise the gas lamp. Unfortunately, it is empty. Open the inventory and use a particularly strong vodka on the lamp, and then use the handmade matches on the lamp to light it. Raise the lamp and take it captain about.
Look at the scene, and then prepare for the next part. Krystal ship knocked down from the course and arrives at the Baranur Park.
Park Baranur
Pay attention to the white pillar next to the front of the ship. It measures the amount of radiation, and also gives glasses to protect against radiation. Look at its lower part and open the compartment for issuing points. Look at the left side of the distributor and pull the handle. The device is stuck.
Go down the stairs and enter the door to the inside of the crystal. Go to the bridge and take the key of the crystal from the ignition castle. Open the inventory and inspect the "crystal" key.It comes to most castles on board "Crystal".
Return to the front of the ship. Look at the machine and turn it to look at the lever. Use the crystal key at the base of the lever.
Turn the key to the right, and then pull the lever. Take gutter radiation glasses. Kate will examine the amusement park and make sure that everything looks safe.
Exit the "crystal". Go through the pier, and then go down the broken flooring on the sand. Inspect the front and side part of the "crystal".
Run up the beach to the observation site of rescuers. Climb the stairs and take a telescopic hook with front of the building. Go back on the stairs.
Climb on the steps in the amusement park, and Kate will see an automatic model similar to Oscar. Look at the scene, and then try to open the front panel. She is locked.
Lift up the steps in the amusement park. Enter the front door, and then go along the steps to the right.
Look at the crumpled note lying on the ground. Open your inventory and read a note.
Look at the red fragment of the attraction in the amusement park, and then descend back the stairs. Run left and enter the green building (garage) with a single gray door.
Examine a small silver chest on the counter on the right. This is a voralberg chest. You can also carefully look at the Baranur Park map on the wall.
Inspect the drawer on the counter until you find a gear. She will need you later to repair the ferris wheel. Get out on the other side of the room through double doors near the roller door. Go to the right and follow the railway track to the second tractor.
Look at it, and then look at the winch at the back. Look at the machine, and Kate will understand how to run it. Look at the machine that Kate removed from the tractor, and take a small key of his hand.
Run back along the path to the first group of carts. Click on the connection between them, and Kate disconnects them.They will fall over the edge, freeing the rails.
Enter the double doors back to the garage and look at the silver chest on the counter. Use a small key to unlock it. Turn the key until it opens, and then take the keyberg key number 10, the second left from above, and the Voralberg key from the bottom of the chest.
When you leave the garage through the only door, there will be a smoke and shaman. Ask them what they do here. They want to show you the way to Ostrich.
Go to the left and enter the only door between two green pillars. Inspect the ruins. The path is littered. Get out and run right. This will lead you to the entrance to the park.
Go through the gate and look at the machine sitting on the bench. It's time for an operation on the heart. Use the VORALBERG NO.10 key to open the front panel. Click on the "Heart" and remove it. Open inventory and use Oscar souvenir in its place.
Open the two covers in the top of the heart and insert the wires in each of them on the left and right side.Take a look at the bronze lid to consider the heart even closer.
Use the Waralberg key to unscrew the bolt and open the bronze cover. Inside there is another lock, but you now do not have a suitable key.
Climb back to the steps and enter the gate to the Baranur Park. In the scene will be shown how someone arrives on the car.
Go down to the park and turn left between the large seated statue and two green pillars. Keep moving to the left of the rocket, and you will find a metal shank under the bench.
Look at the signs in the hole in the fence.
Return to the entrance and climb the stairs to the right. Look at the red carriage of the American slide, and Kate jumps inside. Look at the seat on the right and take another metal shank. Inspect the controls.
Use the handle to increase the speed to the maximum. Remember the map in the garage? It has numbers 15 + 25. Use one metal shank at 25, and the other - by 15.It will stop the American slides in these places.
Pull the lever in the upper right corner to start moving. When the American slides stop, pull out the metal shank in position 25 to start moving again. The next time she stops, look into the passage under the sign, and Kate will get out.
Go down to the hole in the ground. Below go down the stairs, and then go along the platform. There is another strange diagram in the left of the left.
Pass to the end of the platform and enter the wagon on the right. Drain around. In the corner you will find a recorder.
Turn it on to listen to the old entry. Go to the other side of the train car and look at the photo album on the chest. Open the inventory and look at the photo album. When you try to leave the train, you will come across Katerina.
Be polite with her and appear. When she does not want to give you the key, mention about the photo album. After a long conversation, she will agree to lend you the activation key of Woralberg.
Now return back, climb the stairs and jump into the American slides. Remove the metal shank to continue the journey to the park.
Kurk and shaman will be there. Talk to them about everything, and then leave the park and look at the machine sitting on the beach bench.
Inspect the machine and open the front part. Look carefully on the heart and use the Waralberg activation key. Oscar "will be returned to life in a new body of the machine. Oscar needs to learn news and get used to its new body.
Oscar clothes
Oscar is a little shy and needs clothes before it starts to help! Climb back on the stairs and log in to the Baranur Park. Go along the steps to the right and jump onto the American slides again.
Look at the speed meter and install it to the maximum. Place the metal shanks in the same place as last time, 25 and 15. When the American slides stop, pull the shank at 25.Get out of the American slides and go back on the secret passage.
Go down the stairs to the railway platform and enter the car at the end. When YuCola is coming, talking to Katerina and give her the activation key of Woralberg. It will also allow you to take clothes for Oscar.
Inspect the cabinet. Use the key from Andrei cabinet. Oscar will look and choose clothes for himself. Run back to the American slides, remove the metal shank to return to the park.
Liberation of Crystal
Meet Oscar on a tractor pier and talk to him. The crystal must be connected to the tractor, and it must be activated.
Come to the end of the pier and look at the power cords. Use a telescopic hook to get to them, and Kate pulls them down.
When YuC will ask if you need help, tell him "yes."
Sit on "Crystal" and descend into the engine room. Turn on the engines by pulling the lever on the right side of the platform, and the energy will be served in the park.
Leave the "Crystal" and talk to the little YuC with a boat. He burned from electricity, but everything is in order with him! Talk to two other yukola. They attach the cable to the tractor.
Return to the Oscar and tell him that everything is ready for work. When he asks the slack, look at the winch and use the Woralberg key to unlock it. Then you can turn the handle to weaken the cable.
Talk to Oscar again and tell him "forward."
Follow Oscar and talk to him again. You need to find a way to raise the crystal up. Talk to two yukola on the right.
Kate will ask them to attach the cable to the ferris wheel. If you still do not have a gear, go through the white door to the garage and look at the boxes on the table.
Take the gear from the box. Exit back across the white door. Go to the right and follow the cable to the ferris wheel. Climb the stairs on the right side to the very top.
Look at the gears. Place the gear, as shown in the figure below, and then pull the lever to the right.