15 September 2022

Syberia 3: The Complete Journey

 

YEAR:  2017


GENRE:  Adventure


WHERE TO GET IT:   GOG



















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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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