YEAR: 2017
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CHAPTER 2: YOUKOL CAMP
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YOUKOL CAMP
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YOUKOL CAMP
I’ll say it now - the snow ostriches are
MAGNIFICANT!!!
Watch the cut scene. One of the Youkols speaks to you - choose how
you want to respond to him. You learn
that some of the snow ostriches are very sick, after drinking contaminated
water. Poor things! There must be a way you can help them. The Shaman Woman who first found you, also
speaks to you to welcome you to the camp.
Talk to the various members of the Youkol
tribe - they ask you to help cleanse the river of the contamination that is
making their snow ostriches sick. When
you’re ready, head up the path.
Continue along the path until you reach
the river damn.
RIVER DAMN
This is where you can cleanse the
contaminated water by stopping the flow of the water. Walk over to the water wheel, and look at the
gauge attached to the water wheel - it indicates the water flow from the
damn. If you can get a good view of the
gauge (camera angles permitting), you’ll see that the indicator needle is not
in the green zone.
Now click on the ladder on the wall to
get a close-up. Climbing the ladder
gives you access to 4 levers, and turning the 4 levers opens or closes 4
sections in the damn. It’s a tricky
puzzle, not made any easier by the awkward control system. Set the levers like so.
Lever
1 - Close
it completely
Lever
2 - Open
it at 45 degrees
Lever
3 - Open
it at 90 degrees
Lever
4 - Close
it completely
Watch the cut scene to see the
contaminated oily water being held at the top, and the clean fresh water
filtering through. If you look at the
water gauge, the indicator needle is now in the green zone. Walk away from the damn, and head back down
the path, to the camp.
YOUKOL CAMP
Walk left a few steps, and approach the
market tent. The Youkol in front of the
tent talks to you about Kurk - choose how you want to respond to him. When conversation is over, enter the market
tent.
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MARKET TENT
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MARKET TENT
The tent is HUGE! Explore the tent at your leisure. Look at the white squid stone. It’s tricky to navigate through the tent, but
head up the left path a few steps, then left onto the next path. You should see the Shaman’s hut.
Walk forward and enter the Shaman’s
hut.
SHAMAN’S HUT
Watch the cut scene with the Shaman,
Ayawaska. Choose how you want to respond
to her. Make sure you ask about the
Pass, so you can leave the camp. When
conversation is over, leave the hut.
MARKET TENT
Continue along the main path. A group of snow ostriches are standing at the
top left. You can even stroke one of
them. One of them has a yurt (cart)
attached to him that has been left open.
Climb up the ladder, into the yurt.
YURT
Explore the yurt. Look at the wooden crate on the right to get
a close-up.
Move the items in the crate around,
until you find the CANDLES. You
automatically exit the close-up.
Climb back out of the yurt.
MARKET TENT
Now concentrate on the middle
section. Find the man looking at
vegetables, and talk to him (he won’t talk to you unless you’ve already learned
that you need a Pass) - choose how you want to respond to him.
He gives you his wife’s UNOFFICIAL
PASS. The only problem, is that you
need to get it stamped at the Town Hall.
Now make your way up to the back right of the tent. Go out the back door,
BEHIND THE MARKET TENT \ CHECK-POINT
Walk left along the path, until the
Guard stops you. Choose how you want to
respond to him. He refuses to let you
pass, until you have a valid Pass. Which
you don’t yet have. Open the door of the
cabin, and enter the cabin.
CHECK-POINT CABIN
Explore the cabin. You need to find a stamp to validate your UNOFFICIAL
PASS. Look at the stamp machine on
the desk to get a close-up.
It looks like something is missing from
the stamp machine. Maybe it needs some
more ink? Click on the stamp machine
again to focus in on it.
Look at all the various parts. Look at the shape engrained in the
leather. Take the SPONGE from the
arm on the left. Open up the clamps on
either side, and take the STAMP PART.
Zoom out of the stamp machine 2
times.
Leave the cabin.
BEHIND THE MARKET TENT \ CHECK-POINT
Follow the path up & right, and
continue along until you reach the lake.
Look at the puddle in the ground next to the lake, to see a
close-up.
A squid is frozen in the inky
puddle. Open your Inventory (I), scroll
down to the SPONGE (Up & Down Arrow Keys), and use that in the inky
puddle, so it becomes SPONGE SOAKED IN INK. You automatically exit the close-up.
Now you still need to fix the STAMP
PART.
Head down & left a few steps, so you
are half-way along the path. Now go up
the path, so you are back outside the market tent. Enter the market tent.
MARKET TENT
Head down a few steps, and find the man
working the forge in the centre of the market.
Talk to him, to tell him what you
need. You should already have the
required items, so choose the following dialogue option.
3. Open
The Inventory
Now scroll up & down your Inventory
(Up & Down Arrow Keys). Give him the
STAMP PART, then give him the CANDLES (place it on the counter
next to him). He gets to work, and gives
you a working STAMP. Leave him,
and head back up to the top right corner of the tent, near the snow ostrich
with the ladder. Exit the tent via the
right.
BEHIND THE MARKET TENT \ CHECK-POINT
Walk down & left, until you see the
cabin again. Enter the cabin.
CHECK-POINT CABIN
Walk over to the table, and look at the
stamp machine to see a close-up.
Zoom in on the stamp machine.
Make sure the arm at Position 1 is
straight out. Open your Inventory (I)
and scroll to the SPONGE SOAKED IN INK (Up & Down Arrow Keys). Use SPONGE SOAKED IN INK in place in
the arm. Now look at the lever at
Position 2, and make sure it is up. Open
your Inventory (I). Scroll to the STAMP
(Up & Down Arrow Keys), and place it in Position 3. Now pull the lever at Position 2 down again,
so it clamps the STAMP in place.
Push the arm at Position 1 right a bit, so it‘s under the STAMP. Zoom out 1 level, so you can still see the
stamp machine on the table.
Pull down the lever at the top of the
stamp machine, thus inking the STAMP.
Zoom into the stamp machine again.
Pull the arm at Position 1 left, so it’s
out the way again. Place the STAMP
PART in Position 4. Place the UNOFFICIAL
PASS on top of the STAMP PART in Position 4. Close both clamps at Positions 5. Now zoom out 1 level, so you can still see
the stamp machine on the table.
Again, pull down the lever at the top,
thus stamping your UNOFFICIAL PASS.
Pull the lever back up again.
Zoom into the stamp machine again.
Open both clamps at Positions 5, then pick up the OFFICIAL PASS.
Watch the cut scene as Mr Cantin finally
catches up with you. Choose how you want
to respond to him. He will leave you
alone in the cabin for a while, so this is your chance to escape. Look at the bottle in the cabinet.
Nudge the cabinet, so the bottle falls
to the ground. Unfortunately the bottle
didn’t break. Look at the lamp on the
desk, and nudge it off the desk - it falls onto the bottle, thus breaking
it. Now click on the rug to sit
down.
Use one of the shards from the broken
bottle to cut your bonds. Free at
last. Now simply leave the cabin.
BEHIND THE MARKET TENT \ CHECK-POINT
The Guard is still here. Talk to him, and choose the following
option.
- Open the Inventory.
Scroll to your newly acquired OFFICIAL
PASS (Up & Down Arrow Keys), and give it to the Guard. He accepts the OFFICIAL PASS, and
raises the barricade for you. Watch the
cut scene as Cantin returns, arrest warrant in hand. Luckily, the Youkols help you out, to stop
him from catching you. You continue on
your journey, and soon arrive in Valsembor.
Continued In Chapter 3: Valsembor Town...
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