YEAR: 2017
============================================================
CHAPTER 3: VALSEMBOR TOWN - PART 2
============================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE FERRY BOAT KRYSTAL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOWN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HARBOUR
Head up towards the water tower. Click on the ladder on the right side of it,
to climb up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WATER TOWER
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLATFORM
Pull the lever to release the
water. Watch the short cut scene. Climb back down the ladder.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOWN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOWN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOWN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOWN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UNDER WATER
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
YOUKOL CAMP REVISITED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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...
No comments:
Post a Comment