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SYBERIA 3 WALKTROUGH be tried.

There are achievements for many objectives and


other points in the game but even the completionist in me
PC version walker by ralebeau stalled upon seeing a list of them so much so that I will not
provide many of them here. You can hear what Kate thinks
Starting a second play-through I don't expect this to be a about some branching response choices by selecting the light
hand-holding walkthrough, but will try and list objectives and bulb while holding shift, but branch conversations will keep
item locations to reduce extra walking during the search. I will the other person asking for a reply the longer it takes to
not cover all the dialog choices since the branching ones could choose. Play Kate as you wish, I think there is more worry
provide a slightly different game experience but I expect them about a game crash than a GAME OVER screen on these.
to arrive at the same checkpoint save, which makes them too
trying to retry. For regular conversations old school rules Search everywhere and talk to everyone is the old school
apply and each line should be spoken to be sure and set all adventure game mantra, more work for less return in the
game triggers for new game objectives also marking doors and modern 3D worlds that are larger and more populated, but in-
items as newly useable. game hints say that more items and information will help with
some of the branching conversations. I ran into trouble with
Pixel search is gone with such a high resolution and detailed crashes and then the save would not load, only one save is
3D screen, but Kate must still search by approaching the hot kept for each play-through. These could be backed up should
location from the correct direction. If the camera does not crashes start though mine was a video hardware fault and a
follow Kate out in the distance, behind the wrecked truck and bit unique. The procedure is there on Steam support for
such, it is unlikely she will find anything there. In game hints Syberia 3. If you can see hidden directories:
mention that it is a good idea to make the camera move Users(username)AppDataLocalLowMicroidsSyberia3 is the
around to search as well, looking higher up, down, and to location, save the file there to a different location if you want
both sides will catch some key locations that the following an autosave kept safe, the lead number keeps track of how
camera does not. This is an even bigger requirement when many times the game is started new.
already zoomed in on an interactive object, since some puzzles
allow and require that the camera move all the way behind or Objectives
around the scene to see all the interactive locations. Game Leave the room-
hints mention using a controller, I do not have one for my PC
but mouse and keys are not an easy way to use items within Look at the single screw, and the diagram on the side of the
this game so those who can use a controller may want to try box, then Kurk prompts the next step.
one here. Tools, levers, and keys may need to be turned for
Find something to open the call button with-
use. If a single click does nothing hold the mouse button and
move to duplicate the required action, tight circles seemed to Knife next to the steaming bowl. Back looking at the button a
work better for me than larger arcs. Opening the inventory tutorial could show telling about opening inventory, turn the
while inspecting objects will then show a hovered over screw in a loosen direction circle with the knife.
interactive spot pictured with the selected item where it could
Repair the call button-
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Puzzle, pull the wire to the empty socket, move the switch Find a way to repair the key to the exit-
down in the holder to match the drawing, close the cover,
then push the button to open the door. Talk to Kurk.

Find a manager- Send the key to the Youkols via the messenger-
This room is the yard Kurk mentioned, we know more than Through the door to the right of Kurk is an open balcony,
Kate does but it is safe to talk to the white coats and other locate the bird perch on the sill of a foreground window for the
inmates. Dr. Mangoling's door has his name on it. viewpoint. The owl is not hard to spot but his hot spot and
two others in the view are hard to see against the light sky. No
Convince him to let you leave- help yet so talk to Kurk again and start searching the yard.
The chess player is now asleep so steal the key from his neck
Try and get around the lie detector.
and a bird from the cage, open inventory to get the cage key
Recover your things- hole active. Back on the balcony view the mechanical bird will
go on the perch, select him again to start him up so the owl
Pull open the file cabinet drawer and take the clothes. will come over to get the key.
Use your key to leave the floor- Pick up the repaired key to the exit-
Select the elevator door, that key slot on the left sure matches Return to the Balcony and take the key from the owl.
the key, bring up inventory to make the key slot active and
use the squid key. New view of the key but it will not fit yet, Leave the sick ward-
select the spot on the key and get to the tentacle control view
Double meaning there, use the key at the elevator, then an
so each one can be set to match the holes. Like most puzzles
elevator button inside.
here there are set spots the items will stay in, if they move a
little bit from the desired spot that is still good and a cut Find Dr. Zamiatine-
scene will start once correct.
Departing the elevator there is a directory board left of the
Inspect the key in your inventory- reception office that can be examined. To the right passing in
front of reception is the hall to the office doors, Dr. Zamiatine
Turn the key around as you observe it looking for interactive
to the left.
spots, check the hole through the central body.
Speak to Dr. Olga-
Find an original copy of the key to the exit-
Oh reallyKate knows almost as much as we do now, but here
The Dr. is out of his office now so return there and select the
goes. Read the Anthology book translation on the way, the
chair in front of his desk. With the drawer open grab and
translation pages will pull up using the bar on the right hand
move items aside to find the brochure, the needed item will
side, and look at Dr. Z's book collection on the way out. Olgas
usually stop the search right there. Pull open the pages to find
door is on the other side of the entrance hall already half
a picture of the key, open inventory to the key and select.
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open, go in for the cut scene to bring Kate past what we knew lowest gate is also bad so open the two middle gates with their
already. wheels by the ladder. Clean now but the flow rate is too high
on the meter, crank the upper middle gate to half open and as
Find Dr. Olga- soon as the needle changes to the green let go and see if the
The active curtain pull is where Olga left from so start with problem is solved.
the computer and read all of the active marked entries, quit is
Go see Ayawaska, the Youkol shaman, in the souk-
active so why notPull down on the curtain pull for the puzzle.
The gems on that shield must be turned to the correct color, Berut, the Youkul with the horn, will talk to Kate as she
the sword hilt also moved and is active so start there. Fashion reaches the souk door. Busy place inside, Ayawaska's door
the squid logo on the hilt by turning the three sections, they has the dream catchers on the left side and an antlered skull
will turn further if the latches on the left side are moved left over the door.
and up, tentacles are at the bottom pointing up, tail at the
top, put the side latches back when each ring looks good and Find a pass to the city-
the puzzle will finish when the last ring is stopped close Ayawaska mentions to check with the towns folk buying and
enough. Down to the sword tip we have the color key, rotate selling in the souk, along with the broken pass stamp by the
the shield gems to match. Door opens, take another elevator gate. Note the tall squid sculpture with the movie icon, these
down. provide a panorama sweep that the normal camera movement
will not always cover. Nearby Youkol merchant has more
Use the waterway to get to the Youkols-
conversation and information about the squid than most
Get the gas can located near the passage Kate entered from, others here. Around the outer section is a mobile yurt Kate
and some hydrochloric acid from the blue drum to the left can climb into once the ladder is active, look in the box and
after crossing the bridge. Olgas metal door won't open, so look sort through the items for a bundle of candles. Look for the
at the waterway and the chain holding the boat, then use the tavern owner from the town, apron and warm hat with the ear
acid on that chain to free the boat. flaps up standing in the middle between two ostriches, he can
provide an un-stamped pass.
Help the Youkols-
Stamp the pass with the Valsembor seal-
Go near the oily ostrich to the right on the beach to talk to the
Youkols and start the cut scene with Berut and Ayawaska, The exit door is between the Yurt you entered and a collection
the shaman. Back to the dam Kate rode past, she will ask for of squid statues on the ground. Panorama spot on the small
some spirit help along the walk back and is later shown a trees on the right side of the path from the souk door. The
view of the dam. guard at the gate will not let Kate pass without a valid pass,
time to enter the gate-house and fix this. The big lever stamp
Use the dam to filter the water- machine is missing a part. Need ink, take that sponge, take
A dam puzzle, ok ok, oil is on top of the water so close the out that leather base pad indented with the shape we need by
highest flow. Look at the diagram by the flow meter, the pushing the clamp levers aside. Go outside and take the right

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path before entering the souk, get ink from the dead squid book behind the bridge area on the upper deck changes
down by the waters edge. Enter the souk and see the conversation options later on. The first road leading off to the
blacksmith by the forge, give him the imprinted pad then the right and away from the water has the shield sign of the
candles to get the stamp head. (The ostrich you can pet is tavern. Listen to the argument inside, talk to the tavern
nearby.) Return to the gate house. View the stamp machine keeper, then Sarah for directions to the Steiner shop. Back
and then the base plate, return the leather pad and put the outside turn left and then left again at the intersection. Follow
blank pass on top of it, raise both clamp levers again. Put the this winding alley and go up a set of steps at the end to reach
ink sponge into the cup, and the stamp head into place then Steiner's shop.
pull down the small lever to hold the head in place. Move the
ink cup under the head and back the view out to operate the Take the medication to Steiner-
large lever to ink the stamp, close the view back in and move Check the front counter, take the cup from the far counter.
the ink cup out of the way. Back the view out again and The back side of Steiners front counter has many drawers
operate the large lever down and up to print. Closer view to with only his prescription slip removable however the clocks
open the clamps and take the pass just in time for trouble. on the wall behind Steiner deserve a look. The cuckoo clock
with the tea stain must be it, put the cup over the stain and
Free us!-
open the face to reach the hands but now a hint where to set
If you trick Canton into getting Kate a drink while they wait, them is required. Go down stairs, look at the unfinished
try the bottle, didn't break, try the desk lamp. Get the nearby prosthetic leg and the note above it for the puzzle clue of 3
piece of glass and leave the gate house. hours before dinner. Back at the clock now when is dinner
around here? Must be 8pm, set the clock hands to 5:00 and
Go to Valsembor- take the filled cup to Steiner.
Show the pass to the gate guard.
Help Steiner in the cellar-
Find Simon Steiner, the craftsman- The box on the floor just as Kate enters has the film Steiner
The town is not huge with some extra areas blocked off, but a wants to show. Mount the film on the projector.
pain without a map function unless you do go old school and
Go see Steiner upstairs-
make your own, that tavern keeper was nice so look for his
shield sign as you travel. Kate will start in town facing the Take the newspaper clipping to read the translation and go
ferry ship in the harbor. While there are things to explore in back upstairs, the tools and the ship model, with its light
the harbor off to the left that trip can be saved for later, off to switch, are of interest, more for that model later on.
the right and around the ship Kate meets Captain Obo. No
help finding Steiner there, but that ship is an obvious solution Find Captain Obo in the tavern-
to the migration problem, and Obos condition another Retrace steps down the alley to return to the tavern. The
problem. The Krystal can be explored now with views and painting above the Captain is a worth a look. Talk to Obo,
comments that are gone later on, plus the Captains new log

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then return to the Tavern keeper and Sarah to talk with them. and likely, no coal came out. I didn't find any hints here but
Get advice on how to talk to Obo. there is a rod against the crate just outside the cage, once in
hand all 8 chutes are active and get a whack from Kate when
Convince Captain Obo to take the Youkols across selected so listen for the full one and position the cart there
the lake- for the coal. Now there is a problem since Kate has that rod in
Talk to Obo and get him to agree. hand and I never found the release point for it, walk back
outside and it will be gone so the full chute can take the
Join the Captain on board the Krystal- folding one and fill the cart with coal. Use the track lever to
Head back to the harbor and enter the gangway for the switch for going outside. Loaded Kate can't push the cart so
fire up the motorized push cart, and the next puzzle. Assume
Krystal. Enter the passenger cabin, there is a door straight
ahead from the gangway amidships, also to the left of Kate, aft the lever would control direction, the two lower right buttons
down the starboard side (sorry , old sailor here). Go aft down depress and latch but not the top one, Hmm. Open inventory
the center isle of the seats, stairs down to the engines can be and the top button and the lower right slot are both active,
seen on either side at the end of the cabin, but just forward of use the knife on the top button as a lever and then remove it
to inventory where it will go into that right hand spot. Click on
these are enclosed stairs going up which is toward the bridge
and Captain Obo. The next level has an old gramophone and it there, push the lever forward and Kate will be off on her
the Captains new log book, up another small set of stairs to own. Now for the crane, locate the code box which is on a
reach the bridge. seaward side leg, corner closer to the tavern. Enter the code to
lower the ladder then climb to the cab. The operation must be
Load the Krystal with coal- controlled viewing the different video cameras, controlled by
the small buttons, the crane is already close enough to pick
Obo gave instructions and the code needed. Return to the
up the coal cart. The T handle on the right rotates the
passenger cabin and exit through the forward or starboard turntables on the pier, and the circle track lever turns the
door to reach the coaling hatch. Operate wheel to open the
boom, so turn that over the cart. With a view of the boom and
white coaling hatch. Walk to the large door across from the
cart, the top square button will auto-open up, lower, clamp
ship, to the left of the door is the key pad to enter the code
and raise the coal cart. Switch to a camera showing the crane
Obo gave. Enter the coal yard, to the right is the cart to fill,
tracks and move using the left hand lever to move and T
empty it can be pushed by hand which is what Kate will do
handle for the turntables. The position needed is one move in
when it is selected. There is a lever to send the full cart
the direction of the ships bow from the pier turntable close to
outside, it may be set to run straight through already. Eight
the ship, swing the boom out over the ship. Use the camera
coal chutes line the walls, the cart will go to the next pair with angle from the deck of the ship to check alignment and push
just a slight push forward or back if there are any behind.
the bottom square button to finish loading.
Kate can look at a coal chute with the cart there but an
inventory item is needed, locate the portable chute inside the Fill the water tanks on the Krystal-
wire cage opposite the entry door. Place the folding chute
Up the gangway and forward alongside the coal hatch is the
between a chute hatch and the cart, press the button and,
fill nozzle from the water tank and its coupling on the deck.
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Open the coupling wider with the lever, then move the nozzle lever on the left to extend the pointed arms, and close the
inside. Latch the nozzle with that same lever and return to the door. Blank goes on the right side, open the door and place
pier. Climb the water tank ladder and operate the lever to fill the blank from inventory there and close the door. Set the
the tanks. wooden crank handle to the size change needed, 200, and hit
the red switch. If correct, taking the finished key will stop the
Join the Captain on board the Krystal- (2) puzzle.
Alright, once there Kate gets a new problem to solve.
Try your duplicate ignition key on the Krystal-
Find out if there is duplicate ignition key for the Click on the key slot and Kate will go ahead and try the key
Krystal- right away.
Return to Steiners shop, Sarah is there now but does not Convince the mayor to open the locks-
know of any key. Ask to look at the model so Sarah will
provide the hand crank to open its display. Past the tavern again but turn right this time and forge ahead
a few streets to a wide set of steps and the central plaza with
Inspect the model of the Krystal- the town hall. The merchants protest is still going on, wait for
Return to the model in Steiners basement locate the light quiet then talk to the mayor and convince him.
switch and move it to on. Back the view out and look at the Join the Captain on board the Krystal- (3)
hand crank socket, install the crank and open up the display.
Read the plaque under the bow for the puzzle clues, all the Go to the shed at the end of the seawall- Now explore all the
numbers and backwards. The view of the side of the model dock, that shed is on the seawall past the stern of the Krystal.
will show her side-wheel with a pointer and numbers. Reverse There is a view spot of that boat outside the seawall just
the order of the numbers listed on the plaque so set the before the shed, and the fisherman up by the lighthouse has a
pointer to the last number shown and see the models anchor tale to tell.
chain lower a bit. A wrong number or the pointer latching a
Prepare and assemble the diving equipment-
wrong number will raise the chain again and require starting
over. 30, 80, 60, stop at 98, back the view out and return if Take the full length yellow dive suit from the hanging clothes,
the anchor chain is not active yet, pull down on the anchor and the empty dive tanks next to the clothes, the dive helmet
chain to open up the top of the model. There is a key there is on the table past the air charging station. Observe each of
with two actions, turning will start the engine, take the key. these items in inventory and their hot spot comments, the
dive tanks have a plate with puzzle information, 180bar, and
Obtain an ignition key that is the right size- the gauge showing empty. Select the charging station twice
Take the 50% key to the key cutting machine on the and use the tanks from inventory. Lower the long metal bar
workbench. Get a key blank from the shelf below before the over the valves to connect, back out the view to see the
next zoom on the machine. Original goes on the left side, open compressor station to the left and view it. Use the hex knob to
the door and put the model key in the center, pull the silver set the pressure needle to 180bar and press the small green
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button. Back to the tank valves, operate one red lever to fill Kate needs the funicular car to get to the clinic, the route past
one side then return it upright and do the other side, when Steiners shop will show an open gate with needed supplies, or
both are full Kate will get the tanks back in inventory. Select the via main plaza for a cut scene with the mayor. Stairs from
the entry of the changing booth to put on the dive gear. both locations lead to the now closed station. The ticket office
is empty, look at the loading platform for a panorama view,
Open the two locks- and now the door puzzle. The door is locked but there are
In the water have Kate walk along the seawall to the right side views at the bottom of the door, a big gap but some special
of the camera view to where she saw the red hand wheel. things are needed in inventory. Up the alley from Steiners
There is a gear and a square key in front of the puzzle plus there is a newly open gate with a wagon inside. Go along the
two more gears when the view is close. Refer to the outer railing from the ticket office and down the steps to reach
superintendents notice translation in document inventory for the opening and take a wedge from under the wheels. Kate
hints, the gears have their foundry numbers on them when will have two wedges but look for another smaller wedge right
turned over for inspection. Once in the correct places they where the wagon used to be. Back at the door puzzle there are
cannot be removed, but there was no chain here. Push on two placement spots when the bottom of the door is examined
further to the next door. The other side can be opened right with the inventory open. Only the small wedge will fit either
away, but to see how it works turn the square key from now, so place it on the left side and see the door go up with
inventory in the square hole below the red hand wheel and another placement spot show up right next to the wedge. Put
open the cover. Turn the red hand wheel then pull down the a wedge in the new spot and take back the small wedge,
lever on the left side to open the door. Now to search for the repeat on the other side. With two large wedges in place and
missing chain, both the inner harbor and just outside that the small in inventory new placements on top of both large
open lock door can be searched. The small shipwreck just wedges are needed, put the small wedge on the right side by
outside has a panorama view and the chain. Install the chain the hinge and get rid of the door. No power on the panel, and
and single click the lever on the right to start the cut scene. the electric box beside the tall wood cabinet is shut tight.
Sticking a knife into an electric box? Work the knife down to
Inform Ayawaska that everything is ready for open the box and operate the switch. At the control panel pull
departure- the handle down. Enter the car and view the controls for Kate
to take over.

Talk to her. Find Kurk!-

Go over the situation with your allies- Look at the helicopter, go inside then from the box at the rear
take the walky-talky and examine it. Enter the clinic and
Walk toward the gangway to start a cut scene, do not go visit overhear, with the focus still on the soldiers use the walky-
Obo unless that last patch prevents getting stuck on the talky on them. I prefer saying Kate Walker is here, have fun
bridge. with the others. Sneak around reception past the guard by
the front door past the view of the medication cart mess to
Go back to the clinic- reach the offices. Dr. Z will flag Kate into his office.
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Bring Kurk round and free him- ice breakers lowered, up through the gears 1, 2,3 then right
back to 2.
Kurk is in Olgas office, but will not respond to Kate yet so
start to work on that chair. The back of the chair has a sliding Inspect the Krystals stern-
panel that will expose some of the workings such as for the
Watch for another inspect as Kate moves aft down the center
hypno-pendulum, holding the belts will stop them, use the
isle again. There is a box under the seat, pull it out and lift
paper clip from the medication list on one side of the chair.
the latch then lid, she needs that flare.
Need to stop the medical injections, examine the hypo, move
the needle to dump Olgas but put it back on. Open the top Destroy the lights on the bridge-
part now and from inventory use the shamans bottle here and
reclose. Use the wheel in the back to bring Kurk around. Click No, not the ones inside, but the large lights around the
on the arm restraint, need to deal with that code box. Search outside of the main deck. Cannot do that by hand, look on the
Olgas desk check out the statue, but the code is torn from starboard side going forward for a crate and boat hook leaning
that note. Look at the code box on the chair, there is nothing on it. Now Kate can take out those lights, lower the light with
else in the room so bring up inventory, grab something Kate a hand crank, if she can't then move something to stand on.
said was heavy and bash, like Olgas statue on the box The stern light is different with a tentacle right there, use the
number display. flare on the light then bash it out.

Activate the ice breakers in the machine room- Turn off the Krystals engines-
In the center isle of the passenger cabin look out for some Back in the machine room by the ice breaker controls, go
matches. Use stairs in the aft part of the cabin to reach the further starboard to a switch on the side, funny way to control
machinery. Below deck go forward to the raised platform a steam powered side wheeler but anyway, off.
behind the large gears of the ice breaker and its controls. Go back to Captain Obo-
Engage the gears with the wheel on the right side, the start
button below has a cover that needs to be lifted off first. Lets For a side trip head back aft on the port side to the work
see if the patch made this any easier, the trick is to keep the bench (and what might be needed soon but can't be touched
torque needle close to green, easy as we speed up through the yet) the center door aft is a view of the ferry cargo hold in the
gears with the breakers raised, but will not stay in high for stern. Using the starboard stair out of the machine room, Obo
long anyway, and once the ice breakers are lowered with that will be visible in the starboard lifeboat so head out there.
middle lever to do work things go bad fast. Obo will say we Bring the Captain a light source-
have to be quick to shift back to 2 from 3. By the mouse I
could not do it fast enough. With the gear lever held by the The lamp parts were there on the machine room work bench
mouse key it will also respond a bit better to the WASD and port side aft, but unlikely to have any fuel for the puzzle
arrow keys, something else to try, if you are not so good at nearby, so look for where Captain Obo might have some
twitch like me. Seems the trick is easier to pull off with the alcohol on the bridge front or back. Open up that book on the
deck where Kate says something's wrong. That will work an
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alcohol lamp. At the work bench inspect the lamp parts, use circle and results for III, those red marks are stops on the
the vodka on the fuel port of the base, not the wick on top. track. Even better is the Voralberg tool box on the bench but
Light it with the matches, and install the top section. Take the it needs a key. Leave by the door on the back wall to reach the
lamp to Obo. rest of the boardwalk, the Ferris wheel is reachable from here
but that can be saved for later. Walk over to the two cars on
Find a way to measure the surrounding radiation- their sides and check the coupler. Oops, but now the tracks
There on the foredeck is fixed radiation monitor, check the are clear at least so we skipped one objective Another ZX2000
front and sides, need a familiar key. Go to the bridge, take the in a more serious looking tractor, check the driver and the
key of the Krystal from the post near the helm. Turn the key winch on the back, Kate wants to drive and tow the Krystal
on the handle of the radiation monitor, pull the handle and but the seat is for automatons, now check the poor one she
take the goggles. dragged off the seat and take the key. Another objective is
showing now. After the cut scene at the Parks gate into town
Find a way to pull the Krystal from the sand- go to the left for another door to check on and further left is a
From the foredeck you can use the panorama for the billboard hole in the park fence blocked by danger signs and views of
on the pier. Leave via the gangway, on the pier check those the radiation hazard. On the ground here is a metal shank
cables hanging in the air, then look at the small hatch just Kate needs to take. Stalled getting Oscar back, return to the
forward of the gangway on the Krystal and the round pier alongside the Krystal and use the telescoping hook to
connectors there. The pier has a gap for now, use the broken bring down those power cables, accept Beruts offer to help. A
section to walk down to the beach and over to the bow, on the new objective for power shows. After the park is repowered
port side of the bow is a view spot and then for the breaker on Kate will be on the ships bow to watch, head back into the
the bow. As Kate nears the benches below the boardwalk and park. At the park doors Kate gets a hint about who was
its stairs a cut scene will start and show a new quest objective working out car stops on that map, time for the next puzzle.
to work on as well as this one. To the left of the boardwalk The car she heard stopped above ground, look to the right for
steps is a dark beach house with a ladder, on the front the stairs. With power in the park it might be time to look for
landing is a handy telescoping hook. That hook is the item another part in the maintenance building, the active box on
needed to restore power to the park, when I used it early the the center table has a gear cog to take. Upstairs at the car
Youkols were all enjoying the rides, at some point there is a park find the paper scrap on the floor and examine it for more
cutoff since the rides didn't start running on my second play, hints, look at the car off the track then get in the one on the
the power instructions are further below. Enter the park track for a ride. Once in the car the lock bar comes over and
doors. Inside the park the maintenance building is to Kates Kate is in a view mode, backing out will exit the car, pan right
right or the left side as we look back at Kate in the entrance. to collect a metal shank. That hand crank will wind the spring
Inside the building is a map of the park on the near wall with and raise the release lever on the right, the spring will not
the panorama icon, someone has made a lot of notes here on latch unless fully wound when the hand crank is released.
that track ride around the park, they were working on the The metal shank will go in the holes of the dial with those
same puzzle Kate must solve so pay attention to the white numbers matching the map and note Kate saw, once wound
the shank can be installed in a hole to stop the car on the
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track, no other actions can be done except removing the Repair an automaton-
shank and finishing the ride. Kate must have two metal
shanks for this puzzle since the car needs to stop more than Back inside the workshop turn the key, open the toolbox, and
once around the track, one from the car and one from the take the two wrenches needed, return to the beachfront
ground near the hole in the fence mentioned above. Take a automaton. At the door to the beach a cut scene runs, need a
slow trip around the track, by pulling down the long new route through town, to the left of the gate to town is a
lever keeping a shank in each hole in turn, Kate will get a door that leads to a passage blocked by rubble. Explore
better chance to see the views and that passage view, the trick further to the left for a hole in the fence and a metal shank on
to stopping there is to have the right speed/distance between the ground. The beach gate is to the right of the town gate.
stops. Need to stop the car at that one interior viewpoint on Find a Voralberg activation key-
the inside of the track where Kate wonders where the passage
goes, the exterior outside viewpoints have nothing new. Use Get the key from Katerina.
25 and 15 as shown on the map so Kate can leave the car at Restore power to the Krystal-
the passage and explore. The new area is the subway entrance
to the park, up the stairs is the rubble seen from the other Close that switch Kate opened to stop the engines in the
door, down stairs is the subway line. Along the left side is the machine room.
subway system map view then an interesting porthole similar
to one on the left of the stairway as we entered. Further down
Finish repairing the automaton-
on the floor past the animal skin and laundry is a shrine then Return to the ladder and car, remove the shank to finish the
a mushroom farm. Enter the subway car, view the dishes, ride. Ayawaska and Kurk are waiting there. Open the chest
radio, and Olympic hardware on the right, photo and album panel again and wind the key from inventory.
on the left side. The wardrobe is locked waiting for the right
inventory key. Observe the photo album, while departing Find clothes for Oscar-
Katerina will arrive and show off her Voralberg key that Kate Time to take that key back to Katerina, check and see if the
needs. rubble is cleared out from the passage to the subway. In the
Install Oscars heart in the automaton- subway car give Katerina her key back and ask for clothes.
Open the wardrobe with the key, though Kate seems to say it
Turn the cross wrench to unlock the chest plate, then open it. won't work. When leaving view the Geiger counter on the
Click on the old heart to view then again to remove it. Use subway wall.
Oscars heart from inventory, open the two top caps by lifting
and connect the now interactive pipes, they will insert if close Join Oscar on the Pier-
enough when released. Now the brass colored dome cap is Either path will reach the tractor, there is a patch between
interactive as is the bolt holding it, use the L wrench and pier sections now.
open the cap to finish this pair of objectives for now, return to
the Krystal objectives. Help Oscar tow the Krystal-

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Talk to the Youkuls for help hooking the tow cable to the Oscar is on the left side, while looking down the tunnel
tractor. Have Oscar try and tow the ship. The winch will only toward the bats, standing next to an airlock with some hints
try to tighten, use the L wrench to change direction, I have to give. Inside the airlock, go ahead and press the far red
not found an in-game hint for this, now use the winch crank button to let Kate check things out. On the right hand side of
to loosen until Kate stops on her own. Have Oscar try again. the tracks the next subway tunnel is flooded, but grab the
orange seaweed to the left of the stairs. View the water as Kate
Find another way to tow the Krystal- walks down the flooded tunnel, then talk to the Youkol at the
Need something tall and moving, now for the Ferris wheel. Ask far end for the nice piece of wood. With a torch in mind some
the Youkols for help again. Climb up the ladder to the cloth is needed, check out the ostrich yurts to find one
controls, look at the gears, next view Kate will say something hanging on the outside. Use the workbench set up for you in
is wrong so use the gear from the maintenance building. Pull the dry tunnel, put the round stick in the square hole, add
down the lever on the right and the chain will shift to the new the cloth and use the flask from the bench on it. Light the
gear, now hit the button on the panel to the left of the ladder. torch with the lighter from the bench and head for the bats.
Not effective, return to this objective later. With the conduit
Go back to the Krystal- open click on the lighter at the workbench for Kate to relight
Some good some bad done there, head back through the the torch and solve the bat problem once and for all ,and the
maintenance building to reach the beach, walk ahead once journey to continue in cut scene.
out on the sand, and the cut scene starts. Find a way to open the conduits in the ceiling-
Bring the ostriches out of the hold- To high to reach, talk to Kurk then check with Oscar about
Operate the control port side aft to start the show. going outside.

Inspect the tunnel- Open the conduits for Kate Walker-


Walk to the tunnel. As Oscar, exit the subway. Just past the statue is a view of
the conduits on the roof, notice the fire truck just down the
Go over the situation with Kurk- road for this puzzle. In the cab of the fire truck look at the key
slot and the gear lever just for fun, scan right then pull open
the glove box. Use and turn the ignition key from the glove
Talk to Kurk. box in the slot, pull down for some drive on the gears, Oscar
will drive to the right spot and climb out of the cab. Climb to
Get rid of the bats- the ladder controls from the back of the truck. The upper
Take a moment to walk closer to the tunnel until Kate can see wheel is direction, lower is elevation, and the lever is ladder
the source of that light from above and the several views up extension. A correct aim will shift the view to the back of the
there. Now try the steps up either side of the station, there are truck with an action spot on the ladder, click and Oscar will
places to climb up from the tracks adjacent to each archway. climb to the conduit opening. Need tools, go back down the

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ladder, assume the truck and wrecks have been stripped for later and locate the swimming pool, go left at the stadium
already look for an open door along the street. There are views fences and look for a left hand path as the walk curves
from sight-seeing binoculars on the other side of the circle, around the stadium. Take that left hand path to a set of brass
and in a broken shop window down the street the fire truck double doors. The red moon through the skylight and design
came from. Further down that street is a an open door to a at the far end of the empty pool are part of the final puzzle,
small bank where Oscar can find shears to remove the metal climb the diving tower for the panorama view and to find that
conduit covers. the end of the platform likely needs 3 inventory items.
Ayawaska is here but not talking. Now for the stadium,
Escape the mechanical dogs- retrace the path to the iron fences, the gate that would be to
The fire nozzle on the rear of the truck was active before but the left of Kate as she came from the pool is a large area with
now will change the view. Remove the lock pin from the hose some subway station doors and a view into the stadium but
reel, then the cap from the nozzle stand, now rotate the view seems empty otherwise. On around the stadium one gate to
to see the active spot on the reel and turn it to connect the the interior is open, enter and climb the escalator. Around the
hose to the stand. Open the valve above the hose connection, upper level there is an inset door to locked trophy cases,
then the bail valve handle on top of the nozzle and Oscar will lounge areas and another view of the moon. Keep going
deal with the metal dogs. around the level until the dead end with escalators going
down, on the lower level there is a gate to go back outside but
Join Kate Walker- also a set of stairs and Youkol searcher further inside. The
Return to the airlock Youkol says there must be clues here, and the chair has a
compartment with a puzzle for sure, but need a clue for that
Load iodine into the airlock- too. Return to the outside gate just down the stairs from the
chair, this is a new area to search straight ahead from the
Talk to Kurk then Ayawaska, put the seaweed from the
gate, turning right outside the gate is back toward the Youkol
flooded tunnel into the airlock cup.
camp through another gate. On the path with the candles,
Join Kurk- read the legible tombstones, must be maintained by the dark
clad figure who watched the arrival. Look for the graves and
As Kate starts to move Berut offers a yurt for her to sleep in, fresh dug grave by the shovel. Check the window and door at
Oscar has found a friend nearby to occupy him so check out the log cabin house. With the translated journal clue in bold
the yurt if you like but no supplies or nap just yet. Kurk and print for the stadium chair return there to solve it. Sacrifice,
Ayawaska are to the left of the yurt close to the fire pit, look pain, death, sacrifice, mourning, madness. The view will
for the tent with the antlered skull. change to the chair seat, lift it to reach the lens. Return to the
Find the hidden Youkol temple- trophy case in light of that journal hint, wait for Kate to
comment on the case and the view to shift with another
The Olympic complex is large and hard to search, as it should interactive spot to click for the next hint. Use the scarf from
be, the camera angle changes make left/right directions inventory on the glass. With all three lenses return to the
confusing. Save the iron fences and gates of the stadium area swimming pool. If not already done so climb to the bottom of
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the pool and look at the design on the end, take note of the Start the bridge engine-
color and position of the seven lights and return to the top of
the diving platform for the final temple puzzle. With the view Behind the customs house, go down the ladder. Under the
of the three hole at the end of the platform open inventory for house there is the control for the cargo line car. Go down
the three locations to go active, each lens will only go into one another ladder and operate the lever.
particular location, at least for the difficulty I was playing, Go back and talk with the customs officer-
good luck if the lenses go anywhere.
Talk to him.
Get the Youkol journal translated-
Find alcohol for the watcher-
The small cave by the cabin has one of the Youkol lenses.
Open the gate along side the stadium and talk to Kurk. Read The customs officer said they used to trade so head back over
the translated journal and return to the temple objective. the bridge. The officer leaves in a hurry look at the tracks he
left behind and take that brick. Try to get into the customs
Help the Youkols open the hidden temple- house since there didn't seem to be good supplies in that
Click on the end of the platform to see and control the whole downstairs area. The first side door is locked, break the glass
puzzle. The four blue lights may be the best place to start with with the brick at the other side door. View the bridge controls,
four needed and both highest and lowest positions. Mirrors someone will have to stay behind for the migration to cross.
redirect and crystals can split beams, correct positions are Take the flask from the fishermans basket, view the imposing
latched and mentioned by Kate, have fun! poster, and take the pile of customs papers from the table.
Send the flask over on the cargo line and get back some bags
Join the Youkols in the Temple- of sawdust for the spirit smoke puzzle.
This is the last chance to go back to the log cabin and see if Recite the prayer for the spirits-
Kurk went there.
This shows a bit early, get the watcher his booze first, likely
Join Kurk- (2) this sets interaction spots for the smoke signals. Check with
Ayawaska for help with this, she tells about the smoke then
Not as easy as it sounds, to the right of the bridge and
goes to sleep, take just her staff from the chest. Observe the
customs house look for some black rocks sticking up past
staff for the puzzle hint, now just which direction to read
some stove pipes and go around them to the edge of the river.
them. Do some last minute shopping in your own yurt, take
If he can't be found climb down the ladders behind the house
the lighter and knife from the box. At the smoke pipes the
and start the waterwheel, as you climb back up Kurk can be
wood outside is wet, open the lower section to take the colored
seen on the riverbank.
resin, dry log, and the three smoke shapers. Examine each
Meet the watcher on the other side- item, the smoke shapers have a symbol to match Ayawaskas
staff. Put the papers and then the log in the center section.
Talk to the agent in the customs house. Close the door for now and back the view out to put sawdust
in each of the four drawers. Open each of the pipe chambers
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on the front side, zoom in to take any resin already there.
Back the view out to the whole smoker, the first selected view,
and select Aywaskas staff from inventory which should fit
behind the middle pipes and give the order when viewed
there. The colors are red, blue, blue, yellow, and just a
quarter of resin is needed for each with only one blue quarter.
Turn away from the smoker to the interactive tree stump and
cut the round blue resin with a knife, Kate takes the quarter
with her. Place a resin quarter in each pipe over a set of holes,
back out and raise the platform with the handle to see the
opening in the lower section, be consistent with alignment
choices for all four pipes to find errors quicker, I put the resin
in the lower left and the opening below in the lower left
avoiding the open section on the upper left above. Lower the
resins back down and close the pipes. With the resin in place
swing the view around to the back and install the proper
smoke shapers in each stack, taking this reversal of order into
account, and close the pipes. Open the fire box in the front
again and with the damper on the far left open, to keep it
burning, light the fire with the lighter. Open each of the four
pipes dampers, and close the damper on the left to start the
smoke, if correct the cliff hanger finale will start.

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