The game guide for Syberia 3 contains useful tips for this anticipated sequel. The guide, containing many pictures, can help you out with the adventures of Kate Walker, a lawyer from New York. In the previous game she left behind her organized life in order to traverse cold north-east terrains and help an outstanding inventor to make his biggest dream come true.
To make the navigation easier each chapter is divided into subchapters that describe each tasks that you must complete. Additionally, some puzzles have headlines which allows you to find them quickly. All useful items that the heroine can acquire are highlighted with red color, blue color is used for documents, orange is for achievements and important information are bolded.
The story begins where the previous part ended – the unconscious and cold Kate is found by Jukoli tribe, travelling with their snow ostriches. The woman, brought back to life, becomes their ally and wants to do anything to help these people reach their destination – which, as it turns out, is not that simple.
The guide is based on the game played in journey mode.
In Syberia 3 game guide you can find:
- a detailed description of all actions that are necessary to continue the game and reach the end;
- solutions for all puzzles with provided pictures;
- all occasions for getting achievements are highlighted (additionally, the complete list can be seen in the separate chapter)
Katarzyna “Kayleigh” Michalowska
About Syberia 3 Game Guide
Author : Anna “Kayleigh, kassiopestka, pestka” Nowopolska for gamepressure.com
last update : May 30, 2017
Guide contains :
43 pages, 180 images.
Use the comments below to submit your updates and corrections to this guide.
Hot Topics of Syberia 3 Game Guide
- Find a way to get access to Valsembor | Chapter two | Walkthrough Syberia 3 Guide.
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Syberia 3 Video Game
- genre: Adventure
- developer: Microids/Anuman Interactive
- publisher: Microids/Anuman Interactive
- platform: PC, PS4, XONE, Switch
Syberia 3 is a sequel to a popular adventure game series created by the Belgian comic artist Benoit Sokal and Microids Studio, released over a decade after the second part. The story focuses on adventures of Kate Walker, a young lawyer, whose profession, in-born curiosity, and adventurousness get her entangled in a new mystery. The storyline picks up the themes introduced in the earlier chapters. We learn about the fate of young lawyer Kate Walker and her companions.
For the first time in the cycle’s history, the creators decided to apply a three-dimensional graphical environment, which replaced the static hand-drawn backgrounds, characteristic for the first and second part.
- Microids/Anuman Interactive – Developer and Publisher Website.
- Syberia 3 – Official Website.
More About Syberia 3
Syberia 3 gameplay footage emerged
Before Syberia 3 hits the shelves in about a month, you can indulge yourself in watching a six-minute long gameplay footage, showing off an early in-game sequence.
Syberia 3 to launch in April 2017; watch a new trailer
After having been delayed from December 2016, Syberia 3 has now been slated to launch in April, this year. Watch its first actual trailer and see how exciting an adventure game can be.
Syberia 3 delayed to early 2017
We won’t be playing Syberia 3 this December, but we might get the game before winter ends. The sequel to this cult adventure game franchise has been postponed to early 2017.
Release date for Syberia III revealed along with first dev diary video
Syberia III is officially coming out on December 1, 2016. Watch the new dev diary video to learn about some new features of the third installment in the cult adventure game series.
You can navigate Kate through the gameworld using WASD keys or arrows. Pressing Shift will make her move faster. If an interactive object (or person) is in the vicinity, a white dot appears on top of them – if you hover over it, the characteristic icons will appear (a spyglass, hand or a gear). If there is more than one, you can swap them with the up/down arrows. Those icons allow you to enter a different location, take closer look, collect an item, use an item, start a conversation, listen to a comment or perform a different contextual action, such as opening a drawer, pulling a lever or turning a key. These require an appropriate move of the mouse – if simply clicking doesn’t work, it probably means you have to imitate a certain move with the mouse, for example sliding the mouse in a circle to turn a key, etc.
There’s no way of revealing hotspots – just like in the first two games.
This game has two kinds of equipments: one with items, and one with documents. The former can be opened by pressing “I”, the latter with “J” (however, if items form your equipment are supposed to be used in a given place, a contextual icon will open the inventory automatically, , but only in the journey mode). Both types of equipment are presented as a sort of a knob – you switch positions of an arch on the left side of the screen, looking for the item you need.
The things in the equipment can be zoomed in on (pressing “3”) – you can then manipulate the 3D models with the mouse. Doing this may often allow you to discover hidden active points on items, as well as to obtain some useful, additional information about them. These zooms can be exited from by pressing “4” (also used to close the equipment). The elements of the equipment cannot be combined.
During most conversations, you will need to choose one of mutually exclusive options. Those choices aren’t terribly impactful, but they may generate some additional actions that would not be required otherwise. During some conversations, you will see a prompt in the top-right corner of the screen, telling you what does the interlocutor think about Kate – that can be important if Kate needs some sort of favor from the person she’s talking with, or when you want to get certain achievements.
You can play Syberia 3 in two game modes: journey and adventure. The latter makes the game similar to the first two installments – there are no hints what so ever, so the game’s a lot more difficult. In the case of the journey mode, , during a conversation, in the upper right corner of the screen, you can see messages that inform you about your interlocutor’s attitude towards you and in the same part of the screen during the game you can check your current objectives – press O to see them.
There are 40 Steam achievements in the game: 15 that are a result of progressing in the story and 25 that require additional actions. They are not mutually exclusive – you can obtain all of them during one playthrough, but this will require engaging in every possible dialogue, checking every nook and cranny of the game, and trying out all possible interactions. You should also make sure you conduct dialogues in a way that makes other characters like you. This walkthrough informs you of every possible achievement during its course; additionally, a comprehensive list of achievements can be found in a separate chapter.
- Operating system: Windows 7+ 64bit
- Processor: Intel Core i3
- RAM memory: 4 GB
- GPU: AMD R7 260X / Nvidia GTX 550 Ti 2GB
- DirectX: 11
- Free disc space: 45 GB
- Operating system: Windows 7+ 64bit
- Processor: Intel Core i5
- RAM memory: 8 GB
- GPU: Nvidia GTX 960 2 GB
- DirectX: 11
- Free disc space: 45 GB
*A game pad is recommended for controls.
In Syberia 3 you can get 40 Steam achievements – 15 of them are connected to the story so you get them as you progress through the game and 25 that requires a little bit of effort. Some of them have a few stages and require actions that spread throughout longer parts of the game – sadly, Steam won’t show you your progress in a given achievement unlike, e.g. in Silence.
This sure ain’t Kansas
Leave the room, the one that you share with Kurk, in the hospital in Valsembor (you get this achievement automatically by progressing through the story).
One flew over the nut-job’s nest
During Dr. Mangoling’s test you can’t let the indicator in the lie-detector move over the red field because it means that Kate is not telling the truth – you can only say truth, half-truth or remain silent.
Friends for life
Speak twice with the two old hands in the hospital – before adjusting the key from Dr. Mangoling that can open the door to the elevator and after you try to open them.
Respect the protocol
Leave Dr. Olga’s psychiatric floor by using Dr. Mangoling’s key (you get this achievement automatically by progressing through the story).
No time to lose!
Filtrate the poisoned water, near the dam, from the river near Youkol camp (you get this achievement automatically by progressing through the story).
You call that cheating…?
Examine the items that are in your equipment and click their 15 (in total) active points; most of the items have at least 1 active point, some (e.g. the key to the elevator in the hospital or oxygen tanks) have 2, also, it is worth to check them after making some changes to them (after fixing the elevator key, soaking the sponge with ink etc.) – you can get this achievement in Youkol’s camp near Valsembor.
Reach Valsembor (you get this achievement automatically by progressing through the story).
During the conversation with Steiner show that you know about the catastrophe in Baranour (by reading captain Obo’s journal).
Get Steiner’s and his granddaughter’s sympathy by giving a medicine to the old man (you get this achievement automatically by progressing through the story).
Irritate Steiner three times: try to leave the workshop when the watchmaker closes the door before Kate and gets a heart attack (1); turn on the mechanical bird that stands on the table, right from the mug (2), when you have to look for the medicine; the last one (after Sarah’s leave) when the man sits in the basement and is finishing the prosthesis for Kurk – use the light switch near the ferry’s model (3).
Crime and punishment
Convince captain Obo in the tavern to transport Youkol during your first try.
Use a previously acquired information about someone and use it as an argument to convince them (dialog option no. 2) – you can get this achievement when you speak with captain Obo and you have read his journal before starting the conversation; during a conversation with mayor Buliakin if youhad talked with a female protester beforehand; during a conversation with Katerina if you saw her photo album before the conversation.
A word to the wise…
Load the coal cart in the hangar from the right chute during your first attempt.
Time to collect your thoughts
Create a spare ignition key in Steiner’s workshop (you get this achievement automatically by progressing through the story).
Create a spare ignition key in Steiner’s workshop during your first attempt.
Start the ferry, by clicking on the ignition station, when you have the right spare ignition key (you get this achievement automatically by progressing through the story).
Get mayor Buliakin’s approval to open the underwater gate.
The Valsembor horror
Listen to the local legend about a lake monster – first from Youkol craftsman (the booth with an octopus’ sculpture in the big tent in Youkol’s camp) and then from the Valsembor’s fisherman (the platform near the quayside – above the locker with diving gear).
The scriptwriter’s nightmare
Perform 5 actions that moves the story or add something to the it but they can be done later or at all, e.g. (some of the examples below are only assumptions):
- read Dr. Olga’s mails before you speak with the detective (the screen in her office)
- speak with Youkol craftsman in the big tent in the Youkol’s camp about the monster from the lake (the booth with an octopus’ sculpture)
- read captain Obo’s journal, found in the lower part of the ferry’s bridge, before you speak with Steiner and the captain himself
- look at the automaton’s monument in the Valsembor’s market before you speak with Steiner
- speak with the female protester before you talk with the mayor
- speak with the fisherman on the platform near the quayside in Valsembor
- restore electricity to the amusement park before you have to haul away the ferry
- move the carts from the bridge near the amusement park before you have to ride in the cart with Oscar
- place a cog in the Ferris wheel mechanism before you learn that you must do it
- go through Katerina’s album before you talk with her
- start the waterwheel near the border before the customs officer asks you to do that
20,000 leagues under the lake
Open the underwater gate that allows you to swim to the lake in Valsembor (you get this achievement automatically by progressing through the story).
Turning the tables
Look through the window in the pass checkpoint when you return to Youkol’s camp during a night and learn what happened to detective Cantin.
Brave… in good time!
During another conversation with the mayor that can happen when Kate, during night, goes to the station and returns to the hospital to take Kurk – for that to happen you had to convince Buliakin to open the underwater gate and, in addition to that, there is a possibility that you had to speak with the female protester about the mayor; in order to meet him go from the square near the station and use the stairs that leads to the square in front of the town hall.
Colonel, are you receiving me? Over.
Impersonate Dr. Olga when you speak with Colonel by using short-wave radio (you get this achievement automatically by progressing through the story).
Let Dr. Zamiatin know who Dr. Olga really is – in order to do that you must try to convince him twice: during the first conversation in his office and after reading Olga’s mails – after that you must go back to Zamiatin and ask about his right arm again; you get the achievement during Kate’s next (secret) visit in the hospital when Zamiatin calls her to visit his office.
The long goodbye
Free Kurk, held in the hospital’s “bed” in Dr. Olga’s office (you get this achievement automatically by progressing through the story).
Start the ice breaker mechanism on the ferry during your first attempt (without turning off the engine).
We’re going to need a bigger boat
Give captain Obo a lamp for lifeboat during the end of the ferry ride (you get this achievement automatically by progressing through the story).
I am legend
Get the activation key from Katerina during your first attempt.
Activate the automaton in the amusement park and Oscar’s return (you get this achievement automatically by progressing through the story).
During the conversation near the rubble in the subway you must remind Kurk what he needs to do – right after you find clothes for Oscar you must go to the place right from the ladder that leads to the surface, where Youkol are removing rubble from the subway’s entrance and then speak with Kurk.
Restore electricity to the amusement park before you learn that you must do it in order to haul away the ferry – you get the achievement during the conversation with Oscar before you try to move Krystal.
The Community of the ostrich
“Relocate” the ferry (you get this achievement automatically by progressing through the story).
I is somebody else
Become Oscar in Baranour (you get this achievement automatically by progressing through the story).
Ironic, ain’t it?
You get it when you try to return to Kate right after the airlock is closed behind Oscar – you have to press the red button a few times, the button is next to the glass near which Kate stands.
A little tenderness, maybe…?
You have to pet an ostrich tree times, each time during a different circumstance: in the big tent in Youkol camp near Valsembor – during a day time (1), when you go back there during a night (2) and in the camp near “Olympia” swimhall (3).
Raiders of the lost temple
Lead the three rays through lenses in the pool in less than 20 moves.
O spirits, are you there?
Go through Youkol temple’s opened gate (you get this achievement automatically by progressing through the story).
Activate the water mill’s mechanism before you speak with the customs officer who gives Kate this task.
Send a Youkol guard the right smoke signals and, while doing so, you can’t let the smoke disappear in the furnace – the best way to do that is to first open the exhausts from four funnels and then close air in the pipe on the left, after that you can make a fire in the furnace.
What counts is not the destination…
Complete the game.
After you wake up, talk to the Raven from Jukoli tribe (press number keys according to the on-screen prompts). Approach the door (left from the Raven – control the character with WASD keys). Hover over the door handle for the gear icon to appear – this allows to perform a contextual action. Press LMB to prod Kate to opening the door. They’re locked.
Check out the button on the wall (right side from the door). Press it (another symbol) – it’s not working. Move the cursor right to take a look (magnifying glass symbol) at the manual that’s lying next to the box with the button – you have to be able to tamper inside the mechanism.
Approach the table in the center of the room and hover the mouse over the plateful of soup – click when an option of zooming in appears (magnifying glass symbol). Take the knife that’s lying next to it (hand symbol).
Fix the door opening mechanism
Go back to the button box and while zooming in on it, press ‘I’ to get into the inventory – it appears on the left side of the screen. With the down arrow button alter the position of the knife, so that it’s in the central (bigger) circle. Now click on the screw that’s visible in the top-right corner of the box. You will use the knife. Unscrew it by making circular moves with the mouse.
After opening the box, you will notice that the green wire is not connected. Klick the loose end of it and attach it to the fuse box by holding LMB – the green diode has to light up. Now grab the upper section of the battery and slide it down into the sleeve with mouse. Then close the sleeve by holding LMB and moving the cursor upwards. Then press the glowing red button to open the door – Kate will automatically leave the room (achievement: End of holiday).
Go left – go pass the two patients talking by the fountain, the next one, who’s standing alone at the door, and two men in white smocks. Enter the room left from them (the name of the doctor is hanging on the door). Talk to the man inside. During the test with the polygraph chose answers according to your liking (although, if you want to unlock One flew over the nut-job’s nest then you can’t allow your heroine to lie – options: 1, 1, 1 or 3, 1, 1 or 3). When after the test ends (achievement: One flew over the cockoo’s nest) the doctor says that Kate’s things are in the drawer. Approach the tall, narrow chest of drawers in the corner of the room.
In zoom, slide out the second drawer by sliding the mouse down and collect the things.
If you want you can check out the room right behind Dr. Mangoling’s office (the blue metal ornate door) and speak with the two oldest patients (required for an achievement).
Proceed left until you reach dark-brown door embellished with some metal ornaments (left from the squatting patient). While you are zooming in you must open your inventory and use the key you just got from the doctor. The entrance key is rather unusual – nevertheless, use it on the lock on the left. Then, in another zoom, click the gear icon on the active spot in the middle of the key. A puzzle will appear.
Match the key to the key hole
You have to manipulate the wrapped fragments of the key so they match. You do this by dragging the endings of the fragments into the matching structures of the lock. You can see below how the key should look.
When it turns out that even now, the lock can’t be opened, open the inventory after speaking to the doctor, move the key to central slot and examine it up close (the ‘3’ key). By dragging the mouse from right to the left you can rotate the key – you want to see the hole in its bottom part. Examine the bottom of the key and the hole, which is a bit higher, and Kate will ascertain that the key is incomplete.
(If you want to get Friends for life achievement then you should go back to Anton and Leon, the two oldest patients, that are nodding off next to chess behind the blue ornate door. Speak with them about the key that is not matching the door).
Exit the zoom and go to the Doctor’s office. Check out his desk (interactive spot on the chair) that’s standing on the right of the polygraph. When you zoom in on the drawer, click the items on the right and drag to the left, until you will spot the brochure with a red building on its cover. Take it and skim it through – you will see a drawing of the key. Click the interactive spot in the top of the key, and when the equipment appears, interact the key with the drawing from the book.
Go back to the room, where Raven is (the door on the right of the fountain – on the left of the door, there’s a steel cart loaded with stuff) and talk to him. Show him the key blueprint. He will suggest that Kate should send the key to be repaired. She can send it by a Jukol owl.
Go to the balcony (the window with greenish curtains on Raven’s right) and click on the magnifying glass icon on the pillar in front of you. Try to draw the attention of the owl sitting on the top of the tower. When this doesn’t work out, go back to Raven and tell him you failed – he’ll tell you that bait is needed.
Leave the room and go left. Go past the Doctor’s office and head through the open, sky-blue door. You will notice a man sleeping on the bench – zoom in and steal Anton’s key. Now take the corridor left from the brown door and enter the room.
Proceed into the passageway and then left – you will arrive at an aviary with mechanical birds. Zoom on the locked door and use Anton’s key on the lock. When you get inside, take the mechanical bird on the left.
Go back to Raven and head through the balcony. Click on the magnifying glass icon on the pillar in front of you and place the bird on the windowsill right from Kate. Wind the bird up to lure the owl.
You’ll be visited by Dr. Olga, who will check upon her patient and remind Kate of her current standing. Once she leaves the room, enter the balcony and approach the owl, who has returned carrying a fixed key. Return to the room and talk with Kurk, who will task you with bringing him his artificial leg. Make your way to the elevator and use the fixed key to unlock it. Interacting with the lift buttons will take you to the ground floor (you’ll also be rewarded with an achievement – Respect for Protocol).
Once you’ve turned up on the ground floor, approach the front office. Talk to the lady at the counter to receive directions to Dr. Zamiatin’s office. There is a small opening between the both sides of the wall on the other side of the counter (screenshot above) – use it. Use the door found before two plus-sized women to enter the study. The conversation with Dr. Zamiatin will go smooth, as it turns out that he’ll allow Kate to leave the facility if she manages to get the necessary permission from Dr. Olga. Moreover, you’ll receive a book describing the Jukolians. Ask him about the subject and use all of the dialogue options.
You can also look through the book. To do so, press “J” to open the document inventory. Then, press 3 to enter a close-up of the book, press 2 to translate the given page (the book is in Russian) press 4 to return to the close-up, and press the right directional button to move to the next page. Use the opportunity to read the whole book.
Leave Zamiatin’s study and make your way down the hall – the next door in line leads to Dr. Olga’s study. Open the door and get inside – Kate will be able to eavesdrop on the doctor before she unexpectedly disappears.
Use the opportunity to search the empty office. Begin by approaching the computer found on the desk. Look through the inbox (place the circle in the middle of a message to open it) and read the correspondence with three items: a somebody named Cantin, a detective from United States that looks for Kate, and Dr. Mangoling. Once you’ve read all the e-mails, look at the bottom left violet field to leave the screen and begin a conversation with the aforementioned detective.
Now, you must go back to Dr. Zamiatin and talk about Dr. Olga again (required for an achievement). Next, you must go the doctor’s office again.
Now, approach the handle located between the small drape and an armor rack. Enter a close-up and move the handle. The drape will move away, revealing a shield encrusted with coloured stones. Turn right and take a closer look at the sword found next to the handle.
Arrange a picture by moving the rings on the sword’s hilt
Begin by unlocking three rims found on top of the hilt. Remove the pins that hold them in place by pulling them away left and upwards. Now, twist the unlocked rims to rotate the three elements on the bottom side of the hilt in order to create a silhouette seen on the screenshot above. Once you’ve managed to do that, the blade will be released from the pedestal. Look at its bottom part – it has the same set of coloured stones which you could have seen on the shield. Approach the shield and make a closer look. To proceed further, you’ll need to rotate the stones to replicate the pattern seen on the bottom of the sword. The pattern is as follows: blue gem on top, green one on the left, red one below, blue one on the right, and red on the bottom right.
Setting the correct pattern will unlock a secret passage – use it and access an elevator. Press the lift buttons to descend to the basement. Make a few steps ahead – Kate will learn of a conspiracy led by Dr. Olga and Dr. Mangoling.
Once the duo has left the area, turn right and reach the end of the alley. You’ll find an empty canister – take it with you. Double back and proceed forward to reach the bridge which will allow you to get through to the other side of the dock. You should notice a blue barrel right next to a propped ladder – perform a close-up to check its contents (hydrochloric acid), then use the tap to fill the canister with the liquid.
Turn around and make your way to the boat at the end of the alley – along the way, you can attempt to turn off the tap which spills contaminated liquid into the water, but Kate won’t be able to do that on her own.
The boat is flimsy, but should survive a short journey. Equip the canister and pour the acid on the chain to unhitch the boat.
Once you’re regained control over your character, turn right and talk with the man taking care of an ostrich. The conversation will be joined by Ayawaska, a Jukolian shaman. The nefarious actions of Dr. Olga and her helper have polluted the water in the lake, which was a source of water for the tribe’s ostriches. Kate decides to step in and solve the problem. Begin by making your way right. Go past a something similar to a flag pole and follow the path until you’ve reached the dam.
Click on the white dot in the upper part of the ladder and take a look at the pressure indicator located on the bank of the canal (marked with a red rectangle). Take a closer look at the mechanism to read the supplied walkthrough. The manual allows us to learn that the two waterways in the middle still supply the lake with fresh water, while the contaminated water enters the lake through the top and bottom waterways (all four sources are represented by four handles placed on the wall on the left). Leave the close-up.
Filter the polluted water
Now, climb onto the ladder and disable the top waterway by manipulating the top handle counter-clockwise (if you’ve haven’t touched any of the handles yet, the bottom one is turned off by default). Your task is not over yet – open the lower middle waterway by turning the handle clockwise, while the handle of the upper middle one should be left out facing a 45 degree angle (i.e. half its course). A successful modification will result in a new achievement – No time to lose!).
Return to Jukolian grounds (turn right and proceed forward) and talk to Bouruth once again. Enter the tent and make your way left until you’ve reached a tunnel marked by a hanging antler – the tribe’s shaman can be found inside. Speak to her and talk through all the subjects at hand, , after that you must leave her quarters.
Once you’ve talked to the shaman, return to the main tent and look through the vendors. Right in front of the entrance to her quarters there is a booth with wooden sculptures, including an impressive octopus or squid. Speak about them with the Youkol craftsman and listen to the local legend (required for an achievement).
Next, I recommend to head left and then straight ahead to find the man surrounded by vegetables (you can see him on the screenshot – he is standing next to the blacksmith and he is not of Jukolian descent).
Ask him about the pass – you’ll receive a?pass that belongs to his wife. The document lacks the seal from the Valsembor’s city hall, which is needed in order to gain access to the city. Make your way to the two ostriches with portable houses on their backs. Approach the one with an attached ladder and use it to climb to the housing compartment. Once you’re inside, take a look inside the chest found next to the entrance. Move a few pieces of junk at the bottom of the chest to find candles, which will prove useful in near future.
Return to the marketplace and make your way to one of the side exits. Once you’ve emerged on the outside, proceed forward then turn left to approach the wooden building which is also a police checkpoint. Talk to the posted policeman, then use the door to enter the building.
Approach the table and perform a close-up. You’ll notice a strange item in the center of the table. Take a look at the leather mat, which has an imprinted seal on its surface. Remove two grips holding the mat in place and take the item – you’ll receive an inprint of the seal. Also, click on the spoon-shaped part of the mechanism to take the small spoon. You’ve got what you’ve came for – return to the tent.
When you are inside you should go left and pet the third ostrich counting from the entrance (required for an achievement). After that you should look for blacksmith’s booth which is almost directly in front of the ostrich (you have to get closer to the man – slightly down and right). Speak to the blacksmith about the seal – you’ll learn that the he will need an outline of the seal to create a duplicate (which you already have). Open your inventory (press 3) and hand over the leather mat taken from the checkpoint and the candles stolen from the portable house. After a few seconds, Kate will receive?a mold of the seal.
Leave the tent, but before you proceed to the checkpoint, turn right and follow the path to reach the coast. You’ll notice a squid lying in a pool of ink. Enter a close-up and soak the small sponge found at the checkpoint in the ink to receive a sponge with ink.
Stamp the pass
Return to the lodge and approach the table. Enter a close-up of the stamping device and place the leather mat and the invalid pass (to place it, click the active point a bit higher from the previous one) on the object’s base. Lock both grips to keep both items in place. Now, place the seal underneath the stamping device and use a small handle in the bottom right corner to lock the seal in place. Place the sponge in the spoon-shaped arm (its original location) then move it underneath the seal.
Switch the view and use the large handle to coat the seal in the supplied ink. Release the lever and make a close-up of the bottom part of the stamping device to release the spoon-shaped arm. Leave the close-up and use the large handle once again to stamp the seal. You’re almost done – release the handle and the grips holding the document and take the stamped pass.
(If you were rather carefully checking items in your equipment then in about this moment you should find 15 active points on them and receive You call that cheating…? achievement. If not – don’t worry, you can click on items’ active points that are stored in your equipment till the end of the game).
Unexpectedly, detective Cantin will enter the room right after the forgery. Regardless of the chosen dialogue options, Kate ends up with plastic handcuffs and will be confined to the room.
You need to find a way to remove the handcuffs. Begin by locating a bottle found on the second shelf of the metal cabinet. Once you’re approached the cabinet, cast it down – unfortunately, the impact won’t shatter the bottle. In this case, approach the lamp found on one of the edges of the table.
The lamp will fall onto the bottle and shatter it, leaving a few shards on the floor. When Kate attempts to get rid of the handcuffs, choose one of the shards which are located next to her. The sharp item will be enough to remove the handcuffs. Leave the room and approach the police officer by the roadblock to show your pass.
(Reaching Valsembor is rewarded with a new achievement – The castle).
Once you’ve found yourself in Valsembor, make your way right. Go past the ferry and follow the coastline. You should encounter a very drunk person in a captain hat – talk to him.
(If you want to get one of the achievements then, right after the dialog with the slightly drunk captain, you must enter the ferry – you are next to the wooden stairs that leads to it, from there you must go to the bridge above quarterdeck, take captain’s journal from the table and read it – more details can be found two subchapters later.
Turn right at the junction and use a single door below the signpost to enter the tavern. It turns out that the owner is the man who’s helped Kate by giving her his wife’s pass.
Once you’re back with Kate, talk to the waitress wearing a folk outfit (she is polishing a table next to the door). After a short introduction, you’ll learn that she is the granddaughter of Simon Steiner, and will give you the directions to his workshop.
Leave the building and turn right. Once you’ve reached the crossroad, turn left and follow this street until you’ve reached a miniscule flight of stairs. Climb the stairs – you’ll see the shopwindow and the entrance to Steiner’s workshop.
You can enter immediately and speak with the old man but if you are collecting achievements then you shouldn’t do that yet. Head left from the workshop and go up the stairs that are in front of you. You are in the square near the station – go to the opposite side (deeper in the screen) and go down the stairs to reach the square in front of the town hall (where a protest takes place).
Go a few steps ahead and then go right until you can see the impressive monument that depicts an automaton that resembles Oscar – look at it (an active point on the automaton, but there is another one that allows you to hear Kate’s opinion on this subject – on the road next to a girl). Thanks to those two actions done before the meeting with Steiner (reading captain Obo’s journal and looking at the automaton monument) you are armed with knowledge that is necessary for getting this achievement.
Use the same path to return to Steiner’s Workshop and enter inside. Speak with the watchmaker and, sadly, during the not so calm conversation the old man will feel bad. You must give him a medicine.
Begin the search for the medication by taking a look around the workshop. Approach the set of clocks found on one of the walls (north side of the room) and click on an active point on the left side of the counter to pick-up a cup. Take a look at the mechanical bird that stands on the right from him and, while zooming in, turn it on which will irritate the host. You can also try to leave, even though the door are closed (both actions are required for an achievement). Use the staircase found on your right to descend to the basement. Reach the end of the room to find Kurk’s unfinished prosthetic leg which is lying on the table.
Make a close-up of the table with the prosthetic, and take a look at the note left by Sara (screenshot above) which reminds Steiner to take his medicine. Leave the close-up and approach the right side of the counter to find a newspaper fragment?describing a nuclear plant breakdown in Baranour (you can find it in your inventory and read the translation by using the mouse wheel to scroll down the text). Return to the ground floor.
Get behind the counter which is used by Simon (stand on the same side as he is) and make a close-up of the table to check the contents of the drawers found on this side of the table. One of the drawers hides Steiner’s prescription, but you’ll still need to find its contents.
Prepare the medicine for Steiner
Take a look at the house-shaped clock hanging opposite to the counter (on the right side of the stairs). Enter a close-up of the clock and place the previously found cup on the base of the clock. Pull back the glass guarding the face of the clock and move the hands to an hour that was suggested by the note left by Steiner’s granddaughter. The note says that the medicine should be taken (and is delivered) 3 hours before dinner. As we know, the man eats his dinner at 20, so switch the hour to 17 (place the large hand on 12, and small hand on 5) which will unlock the compartments that store the medicine. Once the cup is supplied with both the pills and the liquid, take the cup from the base of the clock and bring it to Steiner.
Once medicated, the man will feel much better , she will speak with Kate (if you have already read captain Obo’s journal then this dialog option will appear during the conversation and for that you get Valsemborgate achievement) and after that will descend to the basement. Follow him and use the opportunity to search through an open cardboard box found right next to the stairs. The box contains a number of film reels – our job is to find the one with an octopus label in its center.
Approach the projector on the far side of the basement counter and use the found film reel to begin the screening. You’ll watch a short movie about Baranour, the city that was the center of the article found earlier. Once the screening is over, return to the ground floor. You’ll encounter both Steiner and Sara, who will tell you more about Baranour. (The story is rewarded with a new achievement – Steiner family).
When the old man goes down so he can finish Kurk prosthesis you should follow him, speak about all topics and then approach the ferry’s model, standing in the center of the room, and while zooming in you must start playing with the light switch – turn the light on and off (in the lower right corner of the model). Do it a few times and Kate will manage to irritate Steiner for the third time (Grumpy old… achievement).
Leave Steiner’s workshop and double back using the same road (double back using the small street, turn right at the junction, then turn left) to return to the tavern.
Captain Obo can be found in the bottom left corner of the room (next to the chimney). Talk to him. Unfortunately, Kate won’t be able to reason with him, as he is deep into the bottle. Approach the counter to speak with Sara and the owner of the tavern. Follow their suggestions and talk to captain again (he’ll sober up a bit). To convince him right away, choose the following dialogue options: 3, 1, 3, 1, 1 (if you were successful, you’ll be rewarded with an achievement – Crime and punishment). However, if you were unable to convince the captain, you’ll need to supply him with additional reason.
Leave the tavern and make your way to the ferry (turn left, then proceed down the coast and use the wooden stairs to get onboard).
Use of one of the available doors to enter the quarter-deck and proceed up the stairs to find the bridge.
Approach the table found in the southern part of the room (the table is opposite to a stillage with the phonograph) and pick-up Captain Obo’s log book. Read through its contents, and return to the tavern to make another pass at the captain. This time, Kate will be successful – the captain will leave the tavern and proceed to the ferry. Return to the bridge and access its upper part (the one with the steering wheel). Talk with the captain to learn that the ship needs a coal supply and you receive captain Obo’s paper with access code – you can access the hangar and the crane.
(If you go to the ferry in order to get the journal before you meet with the captain in the tavern and then you start the conversation with the knowledge about his past, which can be used during the dialog – option no. 2 – you get Martingale achievement. The achievement can also be acquired in, at least, two other parts of the game that takes place later).
Leave the ferry and head to the tavern where you must speak with the captain again. This time Kate manages to convince him – when the captain leaves the place you can do the same and go to the ferry. Enter the quarterdeck and climb on the bridge. You learn that you must deliver coal to the hold and you also receive a paper with captain Obo’s access code – use it to open the hangar and use the crane.
Time for crane puzzle!
- Start the vehicle in the hangar
- Maneuver the crane
Leave the bridge and the quarterdeck – the best way is to use the door near the stairs that leads to the ferry. On this side of the deck you can find the wheel that opens the hatch to the hold – right next to where you can leave the ship. Turn the wheel right (make the correct move with the mouse) so both parts (left and right) of the hatch will go up. Go on the dock.
The hangar and the crane that were mentioned by the captain are in front of the stairs that leads to the ferry. On the left side of the gate you can find the panel that opens them. Zoom in, get the inventory with documents and check out the access code that you got from the captain: 0509. Close the inventory and on the panel’s keyboard press the right buttons (remember that the button that you want to press must be in the center of the cursor shaped as a ring). Enter the hangar.
For now you shouldn’t touch the lever coming out from the ground – it should be facing right. Take the drainpipe lying on the pallet in front of you. Also, take the rod leaning against the box on the left.
Go left – notice the green coal chutes located near the walls, on both sides of the room. Hit them with the rod in order to check which are full and which are empty. When you hit an empty chute, you can hear a more metallic sound while hitting a full chute gives a hollow sound – you can hear it when you hit the second (when facing the weird green vehicle) chute on the right.
After determining from which chute you must take coal go back to the opposite wall (near the lever in the ground). There, you can find a coal cart – click on it and when you zoom in click the active point in the center of its previous wall and move your mouse up so Kate can push the cart.
Move it close to the second chute on the opposite side of the hangar – you must stop the cart near it (the magnifying glass icon, seen when you stop zooming in at the cart, indicates that said cart is in the right spot). When you zoom in at the chute you must place the drainpipe in the bottom of it. Then, press the button on the right side of the chute – the cart will be loaded with coal (if you place the cart under the right chute and load the coal during your first attempt A word to the wise… achievement).
Go to the other end of the hangar and move the lever to the left. This changes the placement of the tracks so now Kate can move the cart to the outside. Go back to the cart.
Now, the cart is too heavy to move it just by your hands – you must use the green vehicle standing near the wall (behind the cart). When Kate sits on it and you get to see its “dashboard” it turns out that the bottom right button is missing. Without it the vehicle won’t move.
Start the vehicle in the hangar
In order to deal with this problem you must use the knife on the upper left button – you must not only get in under the button, you must also lever it up (by making a slight move with your mouse – down and then right) and then take the button. You can now place it in the missing spot on the bottom right and press it – the button will glow green. Now, move the lever above it up. Thanks to the tracks placed in the right spot the cart will now move outside.
It is time to manipulate the crane – to get on it you must zoom in the panel with the buttons (on the bottom left) and use the same code as the one used to open the hangar’s gate (0509). When the ladder slides down you can use it and climb up (the active spot in the middle of the lower part of the crane – it will appear when you move Kate behind the crane).
In the crane’s cabin you must, by using levers and buttons, place its arm and the crane itself so that the claw can catch the coal cart first and then move it above the open hold in the ship. The two buttons at the bottom of the screen are for changing camera views – in spite of what you may think, the view on the shore with the coal cart or the ship’s deck with the open hatch are not that important. What is important is to zoom on the tracks on which the crane can move – I suggest you to select them before you start maneuvering the crane.
Maneuver the crane
In order to pick up the coal cart the crane must stand closer to the hangar (in the bottom of the screen). The crane must be moved to the left as far as it can (the lever on the left) and the lever that allows you to turn the crane’s arm should be at 9 o’clock.
The lever on the right, responsible for turning the entire crane, allows you to move the crane from the tracks closer to the hangar to those that are near the ship. You shouldn’t move this lever whenever you want – this is only used when the crane stands on one of the two circular platforms (you can see them on the right side of the screen).
Starting with the default position of the crane you should do the following steps:
- make sure that what you see on the monitor are the tracks on which the crane can move – the crane should be on the lower track maximally on the left;
- set the lever used for turning the arm (the second on the right) at 9 o’clock (you must move your mouse in the right direction);
- select the view on the shore from the hangar’s side so you can be sure that the crane’s arm hangs above the coal cart;
- press the upper button in the middle of the dashboard.
If you want to get the coal into the hold then the crane must be on the tracks that are closer to the ferry (the second lower monitor). The crane must be placed to the right as far as it can (one point to the right from the circular platform) and the lever responsible for turning the arm should be pointing at 12 o’clock.
After you catch the coal cart you must do the following steps:
- adjust the view so on the monitor you can see the tracks on which the crane can move;
- move the arm lever (the second one on the right) and point it at 12 o’clock (make the correct move with the mouse);
- the left lever must be moved 2x to the right (make the correct move with the mouse) to move the crane to the right as far as you can;
- the lever on the right must be moved up (make the correct move with the mouse) so you can turn the platform with the crane;
- the lever on the left must be moved to the right (make the correct move with the mouse) so the crane can be moved to the second track (closer to the ferry);
- the lever on the right should be moved down (make the correct move with the mouse) so you can turn the platform with the crane;
- the lever on the left must be moved to the right (make the correct move with the mouse) so you can move the crane to the right as far as you can;
- change the view so you can see the ferry and to be sure that the coal cart hangs above the opened hold;
- press the lower button in the middle of the dashboard
After you receive the new quest from the captain go on the Krystal’s deck to connect the water supply first.
On the right from the exit, near the now closed hold, you can find the end of the green narrow pipe. Zoom on the soft tube hanging from it. Start with moving the lever to the right (make the correct move with the mouse), the one that protrudes from the deck. Next, catch the end of the loose tube and put it into the said pipe (make the correct move with the mouse). Finally, secure the tube from popping out of the pipe by moving the lever back to the left.
Leave the ferry and head to the metal tower with the water tank on top of it which is next to you. Climb up the ladder and move the lever, on the left side of the tank, down (the one that comes out from under the pipe).
Go down and return to the ferry. Go to the quarterdeck and then to the bridge where you can find the captain standing next to the steering wheel. Speak with him – it turns out that after his infamous cruise with automatons he threw the ignition keys into the water. You must solve this problem.
Leave the ferry and head to Steiner’s workshop. There, you find Sara – tell her about the situation and you will receive a crank.
- Get the key from the ferry’s model
- Create a spare ignition key
Go to the basement where in the center you can find a ferry model. Zoom on the model and at a small lever (on the right) in the stand on which the model stands. Next, switch the light on (move the small lever from right to left) so you can see the model better. Zoom out and place the crank into the hole in the longer side of the stand (while zooming in). Then, turn it right (make the correct move with the mouse) so you can remove the metal rods around the model.
Take a look at the plate about the Krystal, fixed to the stand. Then, zoom out. Now zoom on the ferry’s right broadside. You must point the correct numbers in the right order by using the dial on the left. By doing that you can extend almost the entire chain hanging on the right (the one next to the “Krystal” name written on the broadside).
Get the key from the ferry’s model
The text engraved on the plate is a hint that can help you in finding the right numbers – the numbers 98, 60, 80 and 30 and the sentence that says that sometimes you need to go back. The code for the ferry’s model is 30-80-60-98. Start with the number 30 (by making a proper move with your mouse while holding LMB move the pointer at 30 and then allow it to go back to the beginning) – the chain will lower a little bit. The pointer should be moved slowly so you won’t go too far and miss the number that you want to point at (when this happens the chain goes back and you must start from the beginning). In the case of the last number you must go beyond 90 on the scale (all the way).
When the active point appears on the chain you can pull it which raises the quarterdeck’s roof and reveals the hidden miniature Krystal’s ignition key. Take it (while zooming in).
Now, by using the acquired template, you must make the ignition key that has the right size. Go to the table on which Kurk’s prosthesis was previously lying – right from that place, left from the projector, you can find the machine that makes keys. Zoom in at it and from the small box on the lower shelve you must take (while zooming in) a raw key. Zoom out and look up so you can see the device clearly (but don’t move the camera too high because when you zoom in the active points can be outside of your frame).
Create a spare ignition key
When zooming in look at the chamber on the left. When you zoom in again open it (move the mouse from right to left) and in the center place the miniature ignition key. Move the button on the left (move the mouse downwards) so spikes can come out from the borders of the half-circular plates. Close the chamber’s cover (move the mouse from left to right). Zoom out and take care of the right chamber. Open it while zooming in (move the mouse from right to left) and place the raw key in the center. Close the chamber’s cover (move the mouse from right to left) and stop zooming in at it.
Now, by turning the crank on the right side of the device, set, on the percentage scale, the size of the key in relation to the miniature template. 100% means that the created key is the same size – because the miniature from the ferry’s model is smaller than a real key you must choose a bigger scale: 150, 200 or 250%. 200% is the right choice – on the key you can see the indication saying 50% (you can check it in the equipment) so if the key is smaller by a half from the original then the original is 2x bigger then it. By turning the crank (move the mouse properly) move the round pointer at 200. Lastly, start the device by using the red bolt on the upper right (move it up and down). When the machine stops working (Time to collect your thoughts achievement) you can zoom in and open the right chamber and take out the duplicate of the Krystal’s ignition key (if the key has the wrong size you can take another raw key from the shelve and start again but if you did it on your first try then you receive Master locksmith achievement).
Return to the ferry, and then go to the bridge. Click on the ignition (the top socket in the column left of the steering wheel; you will receive the achievement Mechanical Awakening).
Leave the ferry and head to Steiner’s Workshop. When you are there head left and use the stairs that are ahead. You reach the square near the station (on the left) -go to the opposite side (deeper in the screen) and go down the stairs to reach the square in front of the town hall where a protest takes place: citizens of Valsembor are protesting against Youkols.
Speak with one of the female protesters – the stout woman in beige coat that holds a protesting board (the one farthest to the left). You learn a few things about the mayor.
Go up the stairs to reach the platform, where the mayor is standing. Talk to him. If you want Kate’s mission to finish successfully (and to simultaneously gain the Lobbyist achievement), pick the dialogue options, which will not antagonize Buliakin (3, 3, 3, 1, 3). Truth be told, in both cases our hero will need to perform the same task, but when granted the mayor’s permission, she will gain certain aids – the supervisory commissar’s note.
(If, in addition to that, during the moment when you try to convince the mayor you use the information received from the protester – option no. 2 – you receive Martingale achievement – unless you already got one during a conversation with the captain).
Afterwards, head back aboard the ferry via the same route, once there you should head to the bridge. Discuss the situation with the captain. He will point Kate towards a shed at the end of the seawall, where she can prepare to go underwater.
Leave the ferry – head to the right of the stairs that lead to it, and then go along the shore until you reach a large platform, with a tower that resembles a lighthouse on top of it. The captain will be waiting for you by the door to the shed – head inside without further ado.
(You can also try to use the stairs to climb the platform first and speak with the fisherman. If before that Kate talked with the craftsman in the big Youkol tent about the octopus’ sculpture and listened to the local legend about a monster you will receive The Valsembor horror achievement. If up to this point you have managed to complete four actions in advance that has an impact on the progress of the game then this one will be your fifth and for that you receive The scriptwriter’s nightmare achievement – more details for this achievement can be found in the dedicated chapter).
In the storeroom from take the diving suit from the hanger by the door – in order to do that swipe (by moving the mouse in the appropriate directions) the other clothes aside, so that the large suit underneath them becomes available. You should also grab the empty oxygen tanks, that are standing to the right of the hanger. Take a look at them in your inventory – you will learn, that the required oxygen pressure for said tanks is equal to 180 bar.
Go further into the shed and take the quite archaic diving helmet. You should also take a look at the device on your left. When in the close-up, install the oxygen tanks into the relevant positions (under the first levers on the left).
Fill the tanks with oxygen
Now take a look at the metal box, that is hanging on the left. While in the close-up, turn the knob to the right of the circular indicator, and set the pressure to 180 bar. Press the green button at the bottom of the box – the device will start to shake slightly. Zoom in on the tanks. First, pull the grey handle down (with the correct mouse movement) for safety, then pull the red lever on the left down (with the correct mouse movement), and pull the right one after a moment, in order to fill the tanks.
When Kate collects them, move to the changing room in the right corner of the room (the open door with the lifebelt, the active point is deep inside, in the middle).
When Kate is underwater, keep going to the right and stick to the wall – after just a few steps you will encounter a large, circular recess with a valve and several bolts inside. Pick up the large cog (on the left) and the square key (on the right). Zoom in on the recess. You will see two more cogs, right underneath it, which you should also collect.
Install them onto the bolts: the large one on the left, the ordinary one at the top, and the one named the gearwheel (which looks a bit different than the others) below them.. If you have the commissar’s note, you can check in the documents inventory, that the chain is still missing. You have to go further and find it.
Keep going to the left, changing the route only when Kate gets stuck somewhere (go down on the screen a bit to avoid the obstacle, and then continue going to the left). This way, after some time, you will reach another large metal hatch on the wall to your left – approach it, to perform the necessary operations.
Open the first lock
In order to unlock the hatch, place the square key you found by the first recess into the hole under the valve, and then turn it to the right (with the correct mouse movement). The hatch will open up a bit – you should open it entirely (by moving the mouse from the right to the left side, the active point is located left of the valve).
A recess with cogs and a chain will be unveiled – turn (with the correct mouse movement) the valve to the left as far as possible, and then pull the lever (with the correct mouse movement) on the left down.
Go through the open gate (on the left). Take a few steps to the left when the perspective changes, and then a few more towards the middle of the screen, where the wreckage of a ship is located. Take the chain, which is lying more or less in the middle of the debris.
Go back through the gate and keep going right (it might take a while), in order to reach the other recess with the cogs, the one with the missing chain.
Open the second lock
Place the chain between the valve and the lower gear (the active point is on the left of the gear to which the valve is attached; if you have not put the gears in the correct positions yet, the picture above shows where exactly they should be placed). Turn the valve to right as far as you can, and then click on the lever on the right (you will receive the achievement 20,000 leagues under the lake).
When Kate is at the police checkpoint, , look inside the building through the window on the right of the door (Turning the tables achievement) and then run to the Youkol tent. When you are there you must pet the third ostrich on the left of the entrance (required for an achievement). Next, you must go to the shaman’s quarters – inform her that the nomads can go through the lake.
Return to the ferry and head towards the exit from it, and then discuss the situation with Sarah and Ayawaska – Kate will receive a wineskin from her with the shaman’s beverage.
To get to the hospital, first you need to reach the train station. Head out from the ferry in the direction of Steiner’s workshop, turn left once you reach the workshop.
Make your way to the stairs, but before you go up, head left, into the back alley – behind an opened gate you’ll find a wooden cart. Help yourself to the pair of wedges that block its wheels (just pick up one of them, the other one will find its way to Kate’s inventory by itself). Once the cart rolls down, pick up one more wedge – the small one – from where it was standing.
Turn back and go upstairs (if you head to the other side of the square near the station and go downstairs, by the city hall, you’ll have another chance to talk to the mayor, assuming you’ve parted on good terms- Brave… in good time! achievement).
When on the square, head for the building on the left. Go across the fence and approach the building. Try to open the door. Unfortunately, it will be locked.
Forcing open the station building door
Look closely at the crevice under the door and slide in the wedges, first the small one to the left, then a normal one right beside it (a new active point will appear). Now extract the small wedge and slide it on the right side of the door, then another “large” one (again, a new active point will appear on the right). This will open the door.
Enter the building. Before you put your hand on the panel right of the door, focus on the power box hanging on the wall (left of the door). Zoom in and try to open it – to no effect.
Take your knife and slide the blade into the crevice on the right (upper active point) and use it to pry open the box cover (move the mouse down). Move down the red slide (move the mouse) you’ll find inside the box.
Once the control panel near the window lights up, zoom in and move down the switch on the right. A train will come and stop right by the window. Exit the building, head right and enter the train car through the open door on the right.
Once inside, go left and approach the driver panel (left of the large metal wheel; click on the active point).
After you approach the hospital, proceed through the open gate to the courtyard. Notice the military helicopter on the left.
Circle around the chopper and get inside the machine. Search the large compartment at the end of the fuselage. Remove some items to access the walkie-talkie in the right lower corner. Pick it up.
Leave the helicopter and head for the hospital. Once Kate hides behind a pillar, use the walkie-talkie on the soldiers at the front office (achievement Colonel, are you receiving me? Over.). After the men leave, go through the corridor where you’ll find the rooms of doctor Zamiatin and doctor Olga (left of the front office, looking from the entrance).
After you talk to Zamiatin (Cassandra achievement – you can get it if, after reading Dr. Olga’s mails, you tried one more time to convince the hospital’s director about Efimova’s real identity) and Steiner, head for Olga’s room. There, you’ll find Kurk. Unfortunately, your Youkol guide will be unconscious – hypnotized with a pendulum and drugged – you’ll have to deal with both of those problematic conditions.
Zoom in and notice the note attached to the left side of the Kurk’s seat. Take the clip that’s holding it. Notice something like a small tube hanging out from the headrest. If you click it, Kate will try to wake Kurk, to no effect, unfortunately.
Zoom in on the back of the seat and slide down (with a mouse movement) the headrest cover. You’ll see little cogs that move correspondingly to the pendulum – block them (upper active point) with the clip you took from the note. Now look at the other side of the seat.
Zoom in on the instruments you’ll see on that side of the seat and displace the needle to the right (mouse movement), to cause the fluid to leak from the syringe. Now put the needle back on its place. Pull back (move the mouse up) the piston of the syringe and fill it with the potion you got from the shaman. Plug the syringe and pull down the switch on the right.
Once your guide comes back to his senses, you’ll just have to undo the restraints on his forearms, holding him on the seat. Below the right side of the seat, you’ll find a small flap, which you’ll have to pull down (with a mouse movement) – underneath, you’ll notice a keypad, most likely requiring a key code, which you do not know.
Zoom out and look around the room in search of something that may put Kate on the right track. Approach the desk and pick up Olga’s figurine, standing left of the monitor, along with an underlying note – message from doctor Mangoling. Read it (documents in your inventory) – unfortunately, the fragment with the key code is missing. Having no other choice, zoom in back to the keypad and use the figurine on the active point right above the keypad (achievement The long goodbye).
Before you board the ferry, Sara will give you her shawl. Once you’re on the bridge, talk to the captain of the latest problem you’ll have to face. The lake is covered with thick ice, preventing you from going any further. Leave the bridge using the stairs on the left. Head to the other side of the quarterdeck, and then to the engine room, once again taking the stairs on the left.
There, take another stairs to get off the catwalk (to the right) and head for the icebreaker control panel located to the center of another catwalk. Take a close look at the panel.
Zoom in, and turn left the valve (mouse movement) as far as you can, then raise the transparent cover of the button located below the valve (move the mouse up), and press the said button – after several attempts to shift gears, the captain will call your from the bridge. Talk to him through a voice tube and Obo will instruct Kate what to do.
You’ll have to perform, in the right order and rather smoothly, the following maneuvers (assuming you’ve already turned the valve and raised the button cover – you don’t have to do it again): push the button on the right, move the gear stick (with your mouse) to 1, pull down the lever (mouse) on the center, move the gear stick (mouse) to 3, and then to 2. (If you fail to do this the first or second time, the sequence will have to be repeated until you succeed – until Kate will be able to open a channel in the ice for the ferry). (If you fail during the process then you must repeat the whole sequence until you complete it – when Kate goes through the ice by using the ferry, however, if you make it during your first attempt, you will receive Ice breaker achievement).
After you feel a powerful shock, leave the bridge at the captain’s request and go check the situation on the stern.
On the way – when crossing the quarterdeck – pick up the handmade matches, lying near the first chair (the row on the left, near the Youkols). Then, look under the first chair in the next row. Zoom in, and retrieve a small box (mouse movement) from under the chair, remove (with the mouse) the small bolt that’s keeping it locked, and open the lid. Look inside and move the things on top to find a flare. Take it. Leave the quarterdeck and proceed to the stern.
Once Kate learns what causes the shocks, she’ll be ordered to destroy the light sources on the ferry. Head for the giant floodlight on the stern and use the flare on it to distract the kraken. Now, you’ll need some tools to smash each and every floodlight on board (there’s six of them: one on the stern, second one on the bow, and two on each board).
Head for the port – the right side of the ship – there’s a nice solid rod on a chest right beside the quarterdeck. Take it. Get back on the stern and smash the floodlight. Now, head for the starboard, where you’ll have to move one of the chests near the quarterdeck to access the floodlight. Climb the chest and smash the light.
Proceed along the starboard. Once you reach the next floodlight (right behind the quarterdeck) turn the crank to lower it and turn towards Kate, then smash it. Carry on. Use the stairs to climb the catwalk on the ship’s bow. Smash the fourth floodlight. Take the stairs to the port and head back for the stern – the first floodlight (near the exit) will be smashed without any action from Kate, the last, a bit further, you’ll have to once again lower by turning a crank, before you can smash it.
Unfortunately, it won’t be enough – captain’s next idea will be to turn off the engines. Enter the quarterdeck from the stern and take the stairs on the left, leading to the engine room.
Head towards the control panel, but do not stop there. Proceed to the right. The lever that will shut down the power (and turn off the engines) is at the end of the catwalk (on the right) – lower it.
Exit the engine room, and then the quarterdeck (towards the stern). Go to port – you’ll find the captain in a lifeboat – talk to him. He’ll send Kate to retrieve a lamp.
First, head for the bridge. Not where the steering wheel is, but a bit lower – to the room with the gramophone.
Examine the books lying in the corner (near the globe), focusing on the one to the right. Zoom in and open it – inside, Kate will find a bottle of powerful vodka.
Now, return to the engine room (best take the stairs on the left). Once you’re on the catwalk, circle around the stairs you’ve just used and head down once again, taking a new flight of stairs to the left. You’ll reach a place with a group of Youkols, and on the right, there will be something like a workshop – a desk and a long workbench with some tools hanging above it.
Take a closer look at the things on the desk – zoom in and pick up the lamp on the right, Kate will combine it with the stand on the left. Examine the bottom of the stand – turns out there’s no fuel in the lamp. That’s where the captain’s vodka will come in handy – fill the lamp (second active point from the bottom), and light the wick with the matches. Pick up the lamp, and head back to the captain in the lifeboat (achievement We’re going to need a bigger boat).
Talk to Kurk about your current situation, leave the catwalk on the bow and head for the quarterdeck, and then for the bridge. Find the ignition, left of the steering wheel, zoom in, and pull out the key to the Krystal.
Head back to the bow and inspect the mechanism right in front of the smashed floodlight (from there you’ll be seeing only the round, upper part of the mechanism). It’s a dispenser with radiation detecting goggles.
Use the goggle dispenser
Stand in front of the dispenser and zoom in on its lower portion, move down (with the mouse) the cover – turns out it’s empty. Take a closer look at the left side of the dispenser. There’s a lock at the base of the lever. Zoom in and insert the key to the Krystal, then turn it right (moving the mouse) and pull the lever (moving the mouse). Protective goggles will fall into the box on the bottom – pick them up (when zoomed in).
Get off the catwalk on the bow and head for the exit to get off the ferry. Use the trap to go down to the pier and head right. Once you reach a destroyed section of the pier, use the broken planks to descend to the beach. Proceed to the right until you see a wooden, stilted house – head there.
Climb the ladder and circle around the house. You’ll find a telescopic hook propped against one of the walls. Take it. Climb down the ladder and return to the pier the same way you came.
Zoom in on the cables hanging from the pole (near Bouruth). Drop them on the pier with the hook (active point on the pipe, on which the cables are hanging). Talk to Bouruth as he offers his help.
Get back on the ferry and head for the engine room. Enter the catwalk with the icebreaker control panel and lever – the one you used to shut down power on the ship at the captain’s request when the kraken attacked. Now use the lever to turn the power back on.
Leave the ship and proceed towards the amusement park (take the gangway off the ship, then the broken planks on the right – beside the big house with wide stairs leading to it, Kate will notice an automaton similar to Oscar. Since you don’t have the tools, you have to leave it for now). Go through the gate that stands ajar at the top of the stairs.
Directly behind it, go left and enter the building through the shabby doors with an awning above it (as shown above). You will find yourself in a sort of a workshop – go to the other side of it (towards the bottom of the screen and left) and exit through the door in the corner.
You will be outside again, on a pier with train tracks. This pier could lead you to the ship, had it to been for a pretty big gap there, which made you go off to the beach in the first place. Go right – when you reach some toppled carts: zoom in on them and detach them all, hence removing the obstacle. Go further right and you’ll reach another vehicle with another automaton inside.
Zoom in on the vehicle, especially the back of it. On the lower half of it, there’s a winch with a hook there. Kate will have a brainwave and figure out a solution to the problem of wrongly moored Krystal.
When Kate removes the automaton from the vehicles, take (in zoom) a key from its right hand.
Follow the tracks to the left and through the door – back to the workshop.
Approach the worktop next to the second door (the one with a poster), on which a small chest with Voralberg emblem. In zoom, insert the key you just found at the automaton and turn it right. After opening the chest, take the second wrench on the left from the middle tray –Voralberg wrench no 10. Don’t forget to take the Voralberg wrench that lies on the bottom of the box as well!
Check out the map on the wall on the right – there’s important information here, next to the III circle (highlighted above) – it says 15+25. You will soon need this.
Then, take a look at the boxes lying on the table near the center of the room (also highlighted above). Take the gear from the container behind them. Exit through the door with the poster. Talk to Shaman and Kurk, they’re both waiting.
From the gate leading to the contaminated area, to which Kate was brought, go left until you reach a fence behind the rocket-shaped building (you have to go through the passage between the rocket and the sitting-bear-without-a-head sort of building – it’s on the left of the fountain with the mechanical octopus).
Pick up a metal shank (shank 01) lying underneath the bench (right from the yellow triangle hazard signs).
Go back towards the main gate (left from the “bear”, you have to walk around the chain merry-go-round and leave the park. Go down the stairs, back to the automaton that reminded Kate of Oscar, sitting on the bench. Approach it.
Fixing Oscar’s heart
Zoom in on Oscar’s chest, and use Voralberg’s key and turn it to the right. Open his chest by dragging your mouse to the right. Take out the automaton’s heart and replace it with the Souvenir of Oscar.
Unplug the cable slots in the heart with your mouse. Plug the cable on the right to the right slot, and the one on the left to the left slot. Zoom in some more on the heart. The screw above the convex part in the center can be unscrewed with the Voralberg Wrench – unscrew it to the right with your mouse, while holding the end of the wrench. Open the cover of the convex (drag mouse to the right). You will learn that one more thing is needed – another key.
Go back inside the park. Right after the gate, turn right and go all the way up the stairs, as shown above.
Pick up the crumpled up note that’s lying on the ground next to the car, and then approach the car on the track – it’s the one that’s just arrived.
Setting up the route for the rollercoaster car
First off, zoom in on the right front seat – there’s another shank there that you obviously have to take with you in another zoom. Then zoom in on the dashboard and closely examine the gauges there.
Use your mouse on the knob on the left to turn it counter-clockwise to move the needle on the larger gauge to its maximum position – number 50. Number III is painted on this car, and that’s where it takes you – to the place described as III on the map in the workshop. According to the hint from the same map (15 + 25), place the shanks you’ve found (the first from underneath the bench inside the park and the next that was in this car) in numbers 15 and 25 on the bigger gauge. Lower the lever on the right with your mouse.
The car will slowly accelerate. When it stops for the first time, remove the 25 shank. After a moment, the car will stop again – look left and press the active point on the bottom of the screen. Kate will exit the car.
On the right, there will be an entrance with a ladder in the floor – get down there and you’ll make it to a metro station. Take the stairs near the bottom of the screen, and then go left (up the screen).
Keep walking until you reach the passage shown above. Enter and look around. Seems somebody’s living here.
Zoom in on the picture of the man, which is standing on a cupboard next to the bed, and then take photo album from the same cupboard. Go through it carefully (inventory, documents). In the other part of this “house” there is a radio – you can turn it on and listen to a fragment of a melodramatic play.
Get outside – Kate will now personally meet the owner of the flat we’ve just visited. Talk to this corpulent woman – the conversation will reveal that she has the activation key we need. If you’d like to get it without unnecessary problems (and get the I Am Legend achievement) choose those dialogue options that will appease her (3, 1, 2) – it’s especially important to mention the album picture (achievement: Martingale, unless you got it earlier – during your first conversation with captain Obo or mayor Buliakin).). If, however, the conversation should go south, you will need an additional argument to convince Katerina.
In order to do that, go back to the place where you’ve entered the metro station, but instead of taking the ladder, go right. In the next room, got towards the bottom of the screen and take the stairs.
You will arrive at a pile of rubble, around which the Katerina’s mech dog is poking. In the zoom, take the dog tags lying on the right from the dog. The tags belong to Katerina’s late husband.
Go back to Katerina (she’s sitting at the table in her “flat”) and give the dog tags to her – this is enough for her to give you the activation key.
Take the ladder and go back to the coaster cart – its active point is at its front, somewhat obscured by the rocket columns (on the left side of the screen). Zoom in on the dashboard and remove the 15 shank – Kate will get back to the place she originally departed from. Exit the cart and talk to Ayawaska and Kurk. Finally, exit the platform with carts (take the stairs near the brick wall – behind the hand rail, to the right).
Exit the amusement park and approach the automaton sitting on the bench right from the stairs. Open its chest and zoom in on the heart and use the activation key – using the mouse, grab it at the end and turn all the way right (achievement: XZ2000…2.0).
Talk to Oscar – the automaton will insist that it’s inappropriate for him to move around without “decent attire”. You’ll have to get some clothes for it.
To do that, go back to the park, take the stairs in the building on the right and reach the platform with carts and, repeating the sequence on the cart’s dashboard, get back to Katerina. Enter her room; when Kate excuses the Youkols, enter the room again. Katerina will be sitting at the table on the other side of the room. Talk to her – give the activation key back and tell her you need some clothes.
Kate will get the Key to Andrei’s Cabinet. Go to the bedroom and open the cabinet on the right from the bed. Talk to Oscar – he will appear here the very same moment.
Leave the Katerina’s, but before you climb up the ladder you must go right and then down. After using the stairs you find yourself near rubble that is being cleaned up by Youkol. There, you can find Kurk – speak with him (Available brainwidth achievement).
Go to the ladder and, by using the cart, reach the cart’s starting point. Exit the cart, walk down from the platform and go to the building on the left. Go through the workshop and exit on the other side – you’ll be on the broken pier with tracks, at the end of which awaits Oscar, ready to tug the boat with the tractor. Talk to him (when Oscar mentions the issue of power in the park, which by that time will have been long before solved by Kate, you will get the achievement Tripping).
Through the makeshift bridge that has connected the pier in the meantime, approach the Youkols standing near the ship. Look at the line coiled around the mooring and talk to Bouruth. When the Youkols attach the rope to the tractor, go to the automaton and tell it to start tugging. Unfortunately, this won’t work.
You have to loosen the rope attached to the tractor so that Oscar can drive away.
Zoom in on the winch at the back of the tractor. The rope is attached to it – try to turn the crank to the right with your mouse (it won’t work). To unlock the crank, you have to use the wrench to turn the screw to the right with your mouse. When you do that, try to turn the crank again – this time with success.
If the two carts are still blocking the corner (left from Oscar in the truck), zoom in and disjoin them. Tell the automaton to move.
Now ask the Youkols standing at the broken fence (to the right from the place, where Oskar stopped) .
When they attatch the rope to the ferris wheel, go towards it – go through the gap in the fence (to the right from Oscar) and go further inside, so that you end up on the right side of the ferris wheel. Use the metal ladder to get to the control panel.
Powering up the ferris wheel
First, you’ve got to check the mechanism on the right. Zoom in and install another gear (the one taken from the Voralberg chest in the workshop) onto the big gear. Then pull the lever on the right. Zoom out and press the button on the panel (right side of it) that’s located on the right from the ladder. When you manage to move Krystal (achievement: The Community of the Ostrich), go down the ladder and go back to the pier with tracks (from the ferris wheel inwards and when the camera shifts – to the right, and right again after the fence).
Enter the building through the door shown above – you will find yourself in the workshop; leave it on the other side.
Exit the park through the gate; go down the stairs and the right, where you will meet the Youkols waiting on the beach. Kurk will start talking. After the conversation go right pass a group of Youkols and proceed along the ship and next to the last remaining of the pier, go inwards.
After reaching the ship’s stern, zoom in and click the lever to the left off the cargo hold entrance.
When the caravan stops, march into the tunnel (first left, and onwards), in which mysterious, red eyes are gleaming. When it turns out that it’s bats and Kate runs, approach Ayawaska and Kurk – they’re standing on the track to the right.
Talk the situation through with them – and then climb onto the platform (there’s an active point right there – we’ve highlighted it above). Go to the passage on the right. Turn left and again down the stairs – you will get to a location flooded with greenish water.
First, make a couple of steps to the left and pick up the seaweed next to that big column. Then go all the way to the right – you will meet one of the Youkols (talk to him); he will give Kate a root. Go back to the exit – left, and up the stairs to the platform. Check out the blacksmith table right at the exit.
Crafting a torch
Since the smith is nowhere to be seen, go ahead and swipe the lighter and bottle with some sort of substance. Get down to the tracks and go towards the caravan (vis-a-vis the tunnel with the bats).
Approach the ostrich cuddled by a Youkol, and take a cloth from the yurta on its back.
Go back to the smith’s bench (you can take the stairs next to the ostriches) and zoom in on the work surface. Into the hole on the right, stick the wood you’ve just gotten from the Youkol. Wrap the tip of it with the cloth and pour the liquid from the bottle on it. Light it up with the lighter. When Kate takes the torch, go towards the bat tunnel – on your way, you’ll have to get down onto the tracks. Go inside the tunnel to scare off the bats. Unfortunately, it won’t be permanent.
Get back to the main area and climb on the platform on the left (active point is left from the ostrich standing on the track). Go up the stairs that can be seen in the passage on this side of the track. You will see Oscar there. During the conversation, the automaton will voluntarily offer to go out and open the conduits so that the bats can leave.
As Oscar (achievement: I is somebody else), go towards the bottom of the screen, take the stairs, and go straight ahead – towards the exit from the metro station (however, if you go back and enter the airlock on the left, the one from which Oscar entered, and then press the red button near the glass, behind which there is Kate, a few times you get Ironic, ain’t it? achievement).
Outside, go straight ahead (towards the bottom of the screen) and to the right. From the monument, behind which Oscar hides, go a few steps inwards and then run towards the fire truck – pass the truck on the right. Right behind the green van, go to the near sidewalk.
Go past the building with the partially boarded windows and enter the next one through the open door. It’s a small bank.
Proceed towards the passage on the right – you will get to a room with barred windows and an open safe (on the left). Take the shears that are lying on the floor next to it.
Leave the bank, walk off the sidewalk onto the street and proceed right, to the fire truck. Enter it from the driver’s side.
Open the glovebox in front of the passenger’s seat. Zoom in and shuffle the things inside in order to extract the ignition key, that is among them somewhere. Insert it into the ignition (on the right side of the steering wheel). When the truck finally starts, Oscar should pull down the lever that’s on the right side of the steering wheel. Ocar will be able to get drive near the metro staton.
Setting up the ladder
When the automaton exits the truck, go to the back of the truck and climb the two small ladders in order to get to the ladder control panel.
Zoom in. Turn the upper wheel to the right with your mouse, so the ladder is perpendicular to the metro station building. Then turn the lower one right to raise the ladder so that it’s on roughly the same height as the air conduits on the roof. Then pull the lever to extend the ladder.
Take the ladder (active point on the bottom-right). Zoom in, use the shears on the conduits’ grating (active point to the far left). Having done what you needed, get off the ladder (active point behind Oscar).
Unfortunately, mechanical dogs were lured by the noises and now don’t want to let Oscar off the tuck. You have to chase them off somehow.
Controlling the water cannon
Using the short ladder, get one level down and check out the water cannon. Zoom in on the lower chain and take the pomp plug out (move mouse down), then zoom in on the upper one and unlock the fire hose coil. Change the perspective a little bit to the right, zoom in on the coil and release some hose – it will automatically fit where it should.
Now zoom in on the wheel on the pump (above the fire hose), turn it (with mouse) as far right as possible, and click on the handle on the cannon.
Walk down from the truck and go back to the metro station. Walk down the stairs and enter the decontamination chamber (on the left). Close the door with the red button (on the right from the door).
In the airlock, Oscar undergoes decontamination. The problem is that at some point the process will be aborted because the level of iodine is insufficient. The automaton is in quarantine.
Since Kate has a particular affinity to the automaton, you will have to load iodine to the airlock – if you don’t have any seaweed, run down the stairs and get across the train tracks onto the next platform, take the passage next to the blacksmith’s workbench and get one level down. The Seaweed grow near the stairs (left of the stairs, to be exact).
If you already have the seaweed (you could have collected it the previous visit), zoom in on the device that opened asking for iodine. Put some seaweed in and then close it with the mouse. Oscar will soon join Kate – talk to him.
Use the stairs to get to the platform, get across the train tracks, to the blacksmith’s. Click on the lighter lying on the table so that Kate lights up the torch.
Having gotten near the stadium with the Yukols, take a couple steps to the right, and Bouruth should appear. He will show to her yurta and remind her that Kurk and Ayawaska are waiting to talk to you. From your yurta, proceed to the left towards a small bonfire – the shaman and the guide are waiting near the tent with an impressive antler totem. Talk to them and you will learn of a concealed Yukol temple, the entrance of which has to be discovered.
Start the search by locating the cemetery, where the members of the previous caravan lay buried. From the place where Kurk stands, go towards the top of the screen, take the azimuth on the great building of a bleak, brick-red color – however, don’t enter through the gate above which hangs a poster.
Instead, take to the closed gate right next to the place (as shown above) – right before it, on the right, is another gate, but for now, don’t bother going there.
Instead, take the path opposite of it, among the trees, up the hill.
Follow the path until you reach some abandoned wooden houses, and gravestones (you can read them in zoom). In the center of this place, a sort of a stone obelisk stands, from it, proceed to the left (as shown above).
You will now make it to a house that’s clearly inhabited – enter it. After a while, it’s resident will appear – talk to her. You will receive a journal of the last Yukol caravan’s guide – Youkol manuscript.
Leave the house of Khan Ti Kah’s daughter and check the illuminated cave on the left. See the sculpture on the pedestal and snatch the Yukol lense 01, which is installed roughly at its center.
Get out and proceed down the path back to where we began. Now you can take the gate to the left, then proceed towards the bottom of the screen and to the right in order to reach the Yukol camp. Talk to Kurk, who’s standing more or less where you’ve stood before (closer to the bonfire) and give him the manuscript. He will give you back a translation. Read it closely (via equipment) – you will learn that one of the Yukol keys can be found within on of the idol of idleness.
Proceed towards the brick building (top of the screen) and now enter the open gate. Directly behind it, go to the stairs on the right (shown above). You will enter the bulding.
From the top of the stairs go left, and when the perspective changes, go to the right, via the corridor with red carped and a glass wall – take the first left, and enter the door at the end (shown above).
In the room that you enter, look at the display case – right next to the door. Crack the window in zoom – use the Sara’s scarf from your equipment to protect Kate’s arm. Take the Yukol lense 03.
Get outside and continue walking down the corridor with the glass wall. When the perspective changes, go to the left and go down the first staircase you see.
Opening the safe in the Yukol chair
You’ll find yourself on a landing above the wide stairs. In front of a pile of rubble there, stands a quaint chair. Zoom in on it, and open the cover below its seat with your mouse.
You will se a sort of a cipher lock. There are six entries here – each with a Yukol symbol on it. The clue can be found in the manuscript; the symbols signify ghosts: sacrifice, pain, death, mourning and madness. As you can see, there are only five symbols in the manuscript; one of them is doubled in the combination. Each dial in the lock has only one genuine Yukol symbol – the remaining ones are fake, so the task is to recognize the Yukol symbols. The only exception is number 4, which contains two genuine symbols.
To break it down: turn each dile (with the mouse). The first one should be the ghost of sacrifice. Then comes pain, death, sacrifice again, mourning, and madness. The right combination is shown above.
Getting the combination right will let you rise the seat of the chair (with mouse of course) – from the cache, pick up the last Yukol lense (02).
Now take the wide stairs (towards the bottom of the screen) and proceed to the exit – take the closed gate (it’s the one opposite to the path leading to Ti Kah’s daughter’s house). Take the next gate (on the right) and march to the left, along the brick building.
When you reach the place where a gap in the fence is visible (top of the screen), turn into the path between the lampposts – it will lead you to another building, with the door embellished with golden ornaments. Enter these doors.
You will find yourself in a swimming pool. Go left and take the ladder (around the middle of the pool) and get to the bottom of the pool.
Proceed to the right and notice the interesting mosaic at the end of the pool – pay particular attention to the colors of the stones there (2 blue on top, 2 green in the middle – a red one in-between them – and 2 blue at the bottom). Go back to the ladder and climb back up – proceed left.
Now take the stairs leading to the higher diving platform (straight across the entrance door) and get to the top. Go through the end of the end of the platform and zoom in. Install the three lenses in the holes. The blue on to the left, the green one in the middle, and the red one on the right. Click twice on the active point at the end of the platform that Kate is standing on.
Direct the lens rays to the right stones
You will now switch to a top-down view and see the lenses that have came out of the pool’s bottom. Some of them can be turned in zoom (spyglass icon), thus changing the angle of the rays. The other ones can be turned from the top (gear icon). The task is to lead the rays to the corresponding stones on the door. The red ray has to land in the bottom. On both sides of it, you want to have green rays. As concerns the blue ones, two have to be at the top, and two at the bottom.
The easiest way of getting about this is by beginning with the red ray. You want the red ray to go as shown above.
In order to do that click on the lens marked in the picture by letter A and while zooming in (by moving your mouse to the right) aim the red ray at the lens no. 1 and then zoom out. Now you only need to aim, while zooming in, the ray from the lens no. 2 (by moving your mouse to the right) at the red stone in the center of the temple’s gate (3) and then zoom out.
Then the green ones. Refer to the photo above. For the sake of clarity, we’re showing only the path of the green rays – you might as well begin with them.
Click on the ray marked in the picture by letter B and, while zooming in (by moving your mouse to the left), aim the green ray at the lens no. 4 (and then zoom out). Now, you must aim the two rays that comes out from the lens no. 5 in a such way (by moving your mouse to the right) that one of them is reflected by the lens no. 6 and the second ray by no. 7. Finally, while zooming in, you must aim the ray from lens no. 8 (by moving your mouse to the left) at the green stone on the right of the temple’s gate (9; right from the red one) and the ray from lens no. 10 (by moving your mouse to the right) to the left green stone on the temple’s gate (11; left from the red one).
Then the blue ones. The path of the blue ras should look like on the above picture. (Again, for clarity, we’re showing only the blue ray here, but mind you that the green ray has to be set first, otherwise the blue one will be disrupted when setting up the green one). As you can see, the green ray had to be moved a bit in order to give a full exposition to the blue one.
Click on the lens marked in the picture by letter C and while you are zooming in (by moving your mouse to the left) aim the blue ray at lens no. 12 (then you must zoom out). Next, the two rays that comes out from that lens must be send to (by moving your mouse to the right) – one to the lens no. 13 and the second one to no. 14. Two rays from lens no. 15 must be aimed at (by moving your mouse to the left) – lens no. 16 and the second one at no. 17. When they deflect them off they will automatically hit the two blue stones on the temple’s gate. Then, while zooming in, you must send the ray from the lens no. 18 (by moving your mouse to the right) to no. 19 (and then zoom out). From that lens you must send two rays (by moving your mouse to the right) – one to the lens no. 20 and the second to no. 21. Now, while zooming in, the ray from the lens no. 20 must be send (by moving your mouse to the right) to the blue stone in the lower right part of the temple’s gate (22) and the ray from the lens no. 21 must be send (by moving your mouse to the right) to the left stone in the lower left part of the gate (23).
The right shape of all the rays – the last move is turning the highlighted lens towards the bottom-left blue stone on the door (the screen doesn’t provide the perfect set up because it was impossible to take a screen – you can see the right angle of this lens on the previous picture).
(If you manage to figure out this configuration in less than 20 moves, you will get the Raiders of the lost temple achievement).
When the gate opens, go down from the platform and towards the bottom of the screen, then left. Get to the bottom of the pool using the ladder. Go through the door (achievement: O spirits, are you there?).
When Kate leaves the yurta, proceed towards the bottom of the screen, amongst the ostriches. When you reach the caravan, got left and proceed down the sand way – leaving the small, beige building behind you on the left.
Having gone past it, go towards the sheer riverbank – you have to walk around on the left the place reminding a furnice with four chimneys surrounded by dark stones. You will se Kurk there – talk to him. Kate will promise to go across the bridge and talk to a Yukol guardian living on the other side.
Then go to the building you’ve just went by – it’s the local checkpoint (or whatever they have in Siberia instead of these). Approach the window (on the left, next to the bridge) and talk to the guard. He will allow Kate to cross the bridge if she manages to get the mill wheel going. (If you want to get Anything goes achievement then you must lower the water mill’s wheel into the water before you speak with the customs officer – you get this achievement in the moment when he speaks about this subject).
In order to do that, go to the other side of the building, where the terrace is – at the very end of the building is a metal ladder – use it to go down. On the terrace below go back a bit and use another ladder to get below.
When you’re there, click the big lever (on the right, shown above). Kate will manage to pull it. Go back to the guard – inform him of the success and go to the bridge (left of the building). Run through the first part of the bridge, then the other part – the guard will raise them.
Behind the bridge go towards the wooden fence (on the right) and talk to the Yukol guard. You will learn that the ghosts require special smoke signs and… some vodka. Leave the yurta and go back the bridge onto the other side.
Since the guard has left his post, go there to investigate. However, first go to the spot where his bike was parked, and pick up the brick in zoom. Go to the checkpoint, enter the terrace and go around it – there are glass doors on the river side of the building. They’re obviously closed, just like those on the opposite side, but you can utilize the brick to “open” it.
Get into the next room and collect the papers lying on the table (customs officer’s pile of papers).
When getting back, zoom in on a wicker basket and take the hip flask (customs officer’s flask).
Get outside and go to the left on the terrace, get to the ladder and get down. Then go right and enter another room in the building – it’s a sort of a magazine/cellar.
Press the red button on the beam supporting the ceiling (vis-a-vis the door). From the opposite side of the river, a Tyrolean will arrive – a metal basket traversed on a rope. Put the flask inside, enter the building again and press the button. The basket will depart and presently come back with a gift from the watcher – zoom in and take from it bags of sawdust. Get back up on the ladder.
Get to the Yukol caravan (left from the central point) and find the shaman’s yurta (the third ostrich on the right, Oscar is standing next to it). Enter using the ladder and talk to Ayawaska. She’s not going to be especially talkative – when she falls asleep, search her chest (on the right). Move the junk there to uncover the Ayawaska’s staff.
Exit the yourt and go to Kate’s quarters – her yurt is at the back of the caravan, more to the left; there’s a ladder there as well. From the chest at the entrance, take the lighter and knife.
Go back to the checkpoint, but don’t leave the building – enter the mysterious ring on the right, near the river – surrounded by dark stones, with red floor. There’s a sort of a furnace, or, as Ayawasca puts it, the old machine of the ancestors.
Emitting smoke signals
Check this furnace out carefully, it’s this thing that will deliver the message to the shaman.
Start from the top – the four chimneys. Zoom in on each and turn them right with the mouse. The lowest handle should be switched into a vertical position. Press the button to open the doors. Form the first one from the left; take a chunk of yellow and blue resin. From the third one, take another chunk of yellow resin. Numbers 2 and 4 are empty.
Now, the lower section of the furnace. Zoom in and open the door with the button. From the higher shelf on the left, take a chunk of red resin and a bigger round chunk of blue resin. From the lower one, take three funnels: 01, 03 and 04. Also, take the log which is on the right hand side, and place it in the central part of the furnace. Combine that with the customs officer’s papers and light it up using the lighter from Kate’s yurta. Close the doors.
See that there’s a pipe coming out? It’s just above the ground, on the left. Turn the damper so that it’s set vertically (as above), so that the exhaust leaves the furnace only through the four chimneys. Exit the zoom.
Now approach the chopping block that stands opposite to the furnace. Zoom in and place the round chunk of blue resin there. Use a knife (if you have, use the one you took from yurta), and cut out a small chunk of blue resin so that you’ve got a quarter like the other ones.
Go back to the furnace, zoom in and place (the active point in the middle) Ayawaska’s staff there. Zoom in o the staff, and you will see a clue as to the color and the shape of the smoke that you need to produce. Start from the colors. The first chimney – red resin. The second and third – blue; the fourth – yellow.
It doesn’t matter where you place the chunks themselves inside the pipes. What matters is how you set the upper and lower round grates. Raise the upper one to gain access to the lower.
The whole in the lower one should correspond to the position of the resin on the upper one – so that the smoke is able to get dyed. Make sure all of these are set in such a way.
When you do, lower the upper grates and close the door in all four chimneys. Make sure the lowest knobs are set to vertical (so that air is fed to the chimneys).
Now open the shelves and fill them with saw dust that you got from the metal basket that came across the river in exchange for the vodka. Close the drawers.
Now change the perspective so that you’re able to see the back of the furnace. Note that the second chimney from the left (in this perspective!) is open at the back (hence the smoke isn’t coming out). Zoom in and take out the funnel 02. According to numbers (and the shape of it) this one should go to the third chimney (looking from this pespective) from the left. All the funnels should be located according to their numbers – if you count when looking at the furnace from the back, you should count from right to left.
So, place funnel 01 into the first chimney on the right, the funnel 02 to the second, 03 to the third, and 04 to the forth. Each of the chimneys has to be opened with the button – then you enter the funnel and close the door.
The right color and shape of the smoke.
This should be enough for Kate to send the right message to the watcher (achievement Mobile communication; you get it if the smoke doesn’t disappear, even for a moment – you can’t allow for a situation in which all four furnaces have closed exhausts at the same time, the same goes for the pipe that comes out from the left side of it).).
(For reaching the end of the game, you get the achievement What counts is not the destination).