15 September 2022

Syberia 3: The Complete Journey


 YEAR:  2017


GENRE:  Adventure


WHERE TO GET IT:   GOG














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CHAPTER 3:  VALSEMBOR TOWN  -  PART 2

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THE FERRY BOAT KRYSTAL

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UPPER DECK

 

Walk right a few steps, and look at the water pipe to see a close-up. 

 




Flip the lever to widen the hole slightly.  Now insert the hose into the hole, then quickly flip the lever back, to lock it in place.  You automatically exit the close-up. 

 

Walk left a few steps, open the gate on the left, and leave the boat. 

 

 

 

 

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TOWN

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HARBOUR

 

Head up towards the water tower.  Click on the ladder on the right side of it, to climb up. 

 

 

 

 

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WATER TOWER

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PLATFORM

 

Pull the lever to release the water.  Watch the short cut scene.  Climb back down the ladder. 

 

 

 

 

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TOWN

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HARBOUR

 

Walk down a few steps, and climb back up the wooden stairs, onto the boat. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE FERRY BOAT KRYSTAL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

UPPER DECK

 

Enter the cabin area on the left. 

 

 

 

 

CABIN AREA

 

Find the stairs at each side of the cabin, and climb up the stairs, up to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb up the stairs on the right, to the Bridge. 

 

 

 

 

BRIDGE

 

Walk right a few steps.  Watch the cut scene with Captain Obo - he’s lost the ignition key.  Choose how you want to respond to him.  He remembers that 20 years ago, he threw the ignition key into the water.  Work through all the dialogue with him.  You’ll have to find a replacement ignition key.  Now if you remember, there was a model replica of the Krystal boat in the basement of Steiner’s workshop.  Maybe Steiner could help you out with a replacement key?  It’s worth a shot.  Climb down the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb down the stairs to the Cabin Area. 

 

 

 

 

CABIN AREA

 

Leave the Cabin Area through any of the doors. 

 

 

 

 

UPPER DECK

 

Find your way to the gate on the side of the boat.  Open the gate, and climb down the wooden stairs to the harbour. 

 

 

 

 

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TOWN

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HARBOUR

 

Let’s go back to Steiner’s workshop.  Head up the harbour, until you see the car and the archway.  Go up, under the archway, into the next street. 

 

 

 

 

TOWN STREETS

 

The tavern is here, but there’s no point in entering it at the moment.  Walk up to the end of the street, to where the white car is parked.  Turn left into the next street. 

 

Follow the street along, through all the turns, until you reach the bottom of the stairs.  Climb up the stairs. 

 

Steiner’s workshop is building on the right - enter it. 

 

 

 

 

STEINER’S WORKSHOP

 

Watch the cut scene with Sarah, and choose how you want to respond to her.  She gives you permission to examine the model of the Krystal downstairs, and she also gives you a CRANK.  Climb down the stairs, into the basement. 

 

 

 

 

STEINER’S WORKSHOP - BASEMENT

 

Walk left a few steps, and click on the glass case in the middle of the room, where the model Krystal is kept.  You get a close-up. 

 

Navigate to the front of the case, and flip the switch to turn the lights on.  Exit the close-up. 

 

Navigate to the side of the case, and click on the panel to see a close-up.  Open your Inventory (I), scroll down to the CRANK (Up & Down Arrow Keys), and insert that into the little hole in the panel.  Now turn the crank handle clockwise to open up the casing.  Look at the plaque at the front of the boat for a cryptic clue, and pay close attention to the numbers.  Click on the model boat to get a close-up. 

 

Look at the wheel on the left of the boat, and notice the numbers above it.  Try rotating the wheel a few times, and notice the affect it has on the anchor.  The aim is to completely lower the anchor.  Rotate the wheel to 30 - the anchor lowers slightly.  Rotate the wheel to 80 (halfway between 70 & 90) - the anchor lowers some more.  Rotate the wheel to 60 (halfway between 50 & 70) - the anchor lowers again.  Rotate the wheel all the way round, to 100 - the anchor is fully lowered.  Pull the anchor chain down - the top of the boat rises up, revealing a secret compartment.  Look at the secret compartment to see a close-up. 

 

Take the MINITURE IGNITION KEY FOR THE KRYSTAL.  You automatically exit the close-up. 

 

Now this key is far too small for the full size boat.  So you’ll have to make a copy of it, and enlarge it. 

 

Walk over to the table on the left.  Look at the prosthetic leg - it’s good that Steiner managed to finish it.  Now look at the key replicator machine to the right of the prosthetic leg, to see a close-up of it. 

 

 



This key replicator machine wasn’t here before.  Zoom in on the tin on the bottom shelf. 

 

Take a KEY BLANK from the tin.  If you make any mistakes, you can come back here, and take another KEY BLANK.  Now zoom out. 

 

Zoom in on the machine on the top shelf to see a close-up of it. 

 

There are various parts to the machine.  There are 2 little doors - 1 on the left, and one on the right. 

 

 



Zoom in on the door on the left. 

 

Open the little door.  Open your Inventory (I) and scroll down (Up & Down Arrow Keys) to the MINITURE IGNITION KEY FOR THE KRYSTAL.  Insert that into middle of the compartment.  Push the switch down to hold the MINITURE KEY in place.  Close the little door, then zoom out. 

 

Zoom in on the door on the right. 

 

Open the little door.  Open your Inventory (I) and scroll down (Up & Down Arrow Keys) to the KEY BLANK.  Insert that into the middle of the compartment.  Close the little door, then zoom out. 

 

Crank the handle on the right, and notice that it changes the percentages on the indicator.  Crank it to 200% to double it‘s size, then press the button at the top right of the machine.  Watch the cut scene, as the machine works it magic.  Zoom in on the door on the right again. 

 

Open the little door again and take KEY OF THE KRYSTAL from the compartment.  You automatically exit the close-up. 

 

That’s all you can do here in the basement, so when you’re ready, climb up the stairs on the right, and return to the shop. 

 

 

 

 

STEINER’S WORKSHOP

 

Leave the shop. 

 

 

 

 

TOWN STREETS

 

As before, the camera angles might make things awkward as you leave the shop.  Pan left or right, until you can see where you are. 

 

Now you have an IGNITION KEY, so let’s get back to the Krystal.  Climb down the stairs next to Steiner’s Workshop. 

 

Follow the street, through all the turns, until you see the white car parked in the street.  Take the road going right. 

 

Continue down the street until you reach the Harbour. 

 

 

 

 

HARBOUR

 

Head right a few steps, so you see the wooden stairs on the water.  Climb up the stairs, onto the Krystal. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE FERRY BOAT KRYSTAL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

UPPER DECK

 

Enter the cabin area on the left, through any of it’s doors. 

 

 

 

 

CABIN AREA

 

Find the stairs on either side of the cabin that are heading up.  Climb up the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb up the stairs on the right, up to the Bridge. 

 

 

 

 

BRIDGE

 

Captain Obo isn’t here anymore, but look at the panel next to the steering wheel. 

 




You automatically use your IGNITION KEY.  Captain Obo arrives - choose how you want to respond to him.  He tells you that the last thing you need to do, is persuade the Mayor to open the port locks on the river, so that the boat can set sail.  Well, I guess there’s nothing else for it then.  You’ll have to find the Mayor.  Climb down the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb down the stairs on the left, into the Cabin Area. 

 

 

 

 

CABIN AREA

 

Leave the Cabin Area through any of the doors. 

 

 

 

 

UPPER DECK

 

Find your way to the gate at the side of the boat, and climb down the wooden stairs to the Harbour. 

 

 

 

 

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TOWN

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HARBOUR

 

Walk up to the car and the archway. 

 

Head right through the archway, into the next street. 

 

 

 

 

TOWN STREETS

 

Head up to the top of the street, where the white car is parked. 

 

Now remember, you’re looking for the Mayor.  So this time, turn right into the next street. 

 

Follow the street along, past the green car, until you see a fountain. 

 

 



Click on the fountain if you like, but you don’t have any coins to throw in.  Walk forward a few steps, past the fountain, so you see a street parallel to the street you just came from.  Head up & right along this new street.  The street winds right, and then you’ll see some stairs.  Climb up the stairs. 

 

Walk forward a few steps.  This area is the Town Square.  You hear voices of several people protesting.  Continue forward, and you’ll see the protestors.  Talk to them to learn that they are protesting against the Youkols.  While you are here, explore the darker ground in the middle of the area.  If you can get the right camera angle, you’ll see a huge statue of Oscar.  But it’s tricky to get the correct angle.  Anyway, climb up the stairs in front of the protestors.  The Mayor is standing on the balcony here.  Talk to him and choose how you want to respond to him.  You want to persuade him to open the port locks for you, so the best options to choose are as follows. 

 

 

        -       Sorry for bothering you

        -       Leave with the Youkols

        -       You’re risking a lot

        -       Show them who’s boss

        -       It can make you 

 

 

You’ve convinced him.  He authorises you to open the port locks.  BUT… it will have to be done manually.  He gives you a SUPERINTENDENT’S NOTICE, which is instructions on how to fix the underwater mechanism of the port locks.  After he leaves, climb down the stairs, away from his balcony.  Walk right a few steps, and climb down the next set of stairs. 

 

Walk forward a few steps, then follow the street round the corner.  Continue on, past the fountain, and back to the parallel street.  When you see the white car parked in the street, take the road on the left. 

 

Follow the street down to the Harbour. 

 

 

 

 

HARBOUR

 

Head right a few steps, so you see the wooden stairs in the water.  Climb up the stairs, onto the Krystal. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE FERRY BOAT KRYSTAL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

UPPER DECK

 

Enter the Cabin Area on the left. 

 

 

 

 

CABIN AREA

 

Find the stairs on either side of the area, leading up.  Climb up the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb up the stairs on the right, to the Bridge. 

 

 

 

 

BRIDGE

 

Talk to Captain Obo and decide how you want to respond to him.  He tells you that there’s a diving suit in the shed at the far end of the harbour.  Let’s go and get it then.  Climb down the stairs, to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb down the stairs on the left, to the Cabin Area. 

 

 

 

 

CABIN AREA

 

Leave the Cabin Area  through any door. 

 

 

 

 

UPPER DECK

 

Find the gate on the side of the boat, and climb down the wooden stairs. 

 

 

 

 

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TOWN

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HARBOUR

 

Head down, and continue to the end.  Now turn up, past the front of the boat, and follow the edge of the water all the way along, until you reach the wall with lobster cages stacked in front of it. 

 

Turn right, and see Captain Obo waiting for you in front of the shed.  He’s already opened it for you.  Enter the shed. 

 

 

 

 

SHED

 

This is where you can prepare for your diving trip to open the port locks.  Pick up the EMPTY AIR BOTTLES from the ground, near the door.  Look at the rail of clothing to get a close-up. 

 

Move the front clothing out of the way, and take the yellow DIVING SUIT behind.  You automatically exit the close-up. 

 

Walk to the end of the hut, and pick up the DIVING HELMET from on top of the cabinet at the back.  Click on the contraption on the wall on the left, to get a close-up. 

 

Click on the rusty-looking section to zoom in. 

 

 



Open your Inventory (J), scroll down to the EMPTY AIR BOTTLES (Up & Down Arrow Keys), and use that in the rusty area to place them down.  Notice that the gauge shows empty.  Also notice that the green label on the bottles says ‘180 Bar’.  Pull down the handle at the top, to lock the bottles in place.  Zoom out 1 time. 

 

Look at the panel at the top left, and zoom in on it. 

 

 



Rotate the octagonal knob at the top right, until the dial shows 180.  Click on the green button at the bottom.  Now zoom out 1 time. 

 

Look again at the empty water bottles in the rusty area. 

 

There are 2 red handles at the top - pull them both down.  You automatically take the FULL AIR BOTTLES, and exit the close-up. 

 

Enter the changing room in the corner of the shed.  Watch the cut scene as you change into your diving gear and enter the water. 

 

 

 

 

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UNDER WATER

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BOTTOM OF THE LAKE

 

Now you have to unlock the underwater mechanism in order to open the port locks.  Go right, and continue right, until you see a round door. 

 




Pick up the LARGE COG, and pick up the SQUARE KEY at the base of the door.  Now click on the door to see a close-up. 

 

You need to repair this door.  In the close-up, pick up the COG, and pick up the STACKED GEARWHEEL.  Look at the 3 spikes on the door.  Open your Inventory (I), scroll down to LARGE COG (Up & Down Arrow Keys), and use that on the top left spike.  Open your Inventory again (I), scroll down to COG (Up & Down Arrow Keys), and use that on the top right spike.  For the 3rd time, open your Inventory (I), scroll down to STACKED GEARWHEEL, and use that on the bottom spike.  That’s half the job done, but the door still won’t open.  Exit the close-up. 

 

Go right, and continue right, until you see another door.  Look at the door to see a close-up. 

 

There is a socket underneath the red wheel.  Open your Inventory (J), scroll down to the SQUARE KEY (Up & Down Arrow Keys), and use that in the socket.  Rotate the SQUARE KEY, so that the door opens slightly.  Rotate the red wheel anticlockwise as much as you can.  Pull down the lever to the left of the door.  Watch the short cut scene of a giant door sliding open.  Now pull this round door open to reveal the mechanism inside.  Exit the close-up. 

 

Go left a few steps, then head up through the giant door you just opened. 

 

Walk forward a few steps, and enter the wreckage of the boat.  What on earth could have left these marks?  Pick up the CHAIN from the wreckage.  Walk left to leave the wreckage.  Now the camera angles can make things quite tricky, so the easiest way to get out of here is to walk left a few steps to the wall, and continue left through the huge doorway.  Keep going left, until you’re back at the first gear mechanism you fixed a little while ago.  Look at the round door to see a close-up. 

 

Open your Inventory (I), scroll down to the CHAIN (Up & Down Arrow Keys), and use that on the gap between the 3 gears and the red wheel.  Turn the red wheel clockwise as much as you can.  Pull down the lever to the right of the round door.  Watch the cut scene as the port locks are completely opened, and you return to the Youkol Camp to tell them the good news. 

 

 

 

 

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YOUKOL CAMP REVISITED

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BEHIND THE MARKET TENT \ CHECK-POINT

 

You arrive back at the Youkol camp, excited to tell the Youkols that you’ve found safe passage for them across the lake.  Knock on the door of the check-point cabin, but you’re not allowed inside.  Look through the window to witness Mr Cantin interrogated and arrested.  Serves him right for threatening you earlier on (hee hee).  Follow the path up & right, until you reach the market tent.  Enter the market tent. 

 

 

 

 

MARKET TENT

 

Head left, and follow the path along, until you see the Shaman’s tent. 

 

 



Enter the Shaman’s tent. 

 

 

 

 

SHAMAN’S TENT

 

Chat to Ayawaska, and tell her about the ferry that can take all the Youkols across the lake. 

 

 

 

 

Continued In Chapter 4:  Valsembor Town Revisited...


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