15 September 2022

Syberia 3: The Complete Journey

 

YEAR:  2017


GENRE:  Adventure


WHERE TO GET IT:   GOG


















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CHAPTER 1:  VALSEMBOR CLINIC

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SYBERIA

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WILDERNESS

 

Watch the intro, to see how you are found lost in a blizzard, after Hans left you. 

 

 

 

 

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VALSEMBOR CLINIC

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WARD

 

After 3 months of recovering, you wake up in a run-down hospital ward.  You share this ward with one other patient - a man with a missing leg.  He greets you warmly, as you wake up.  Choose how you want to respond to him.  He introduces himself as Kurk from the Youkol tribes.  You remember the Youkols fondly.  The story of how he lost his leg during the annual snow ostrich migration is tragic, and you‘re shocked to see him tied to the bed.  But he is hopeful that Dr Zamiatine will bring him a new artificial leg soon.  When the conversation is over, you have to find a way out of the room.  There’s a door with curtains on the right - go through it, out to the balcony. 

 

 

 

 

BALCONY

 

The balcony is long, and sheltered.  Look carefully at the window on the left to see a close-up. 

 

 



There’s quite a view through the window!  You see an owl perched on a steeple on the building opposite.  Click on the owl - what’s it doing there?  Click on the area to the left of the owl, to see Kurk’s tribe’s camp.  Click on the area to the right of the owl to see the town of Valsenbor. 

 

 


 

When you’re ready, exit the close-up. 

 

Head right, back into the ward. 

 

 

 

 

WARD

 

Walk left, to the white door.  Try to open the door, but it’s locked.  Kurk advises you to try the Call Button next to the door.  Okay, try that then. 

 

 


 

You see a close-up of the Call Button.  Push it.  It doesn’t work!  You’ll have to have a look at the mechanism to get it working again.  In the close-up, click on the right-side of the call box, under the screw (not on the screw), and you’ll see a diagram of how it works.  Now you just need to find something to get rid of that pesky screw.  Kurk tells you to search the room.  Exit the close-up. 

 

Click on the table in the middle of the room, to see a close-up (this won‘t be an option, until Kurk tells you to search the room).  You see a bowl of soup, and a KNIFE.  Pick up the KNIFE, and exit the close-up. 

 

Go back to the Call Button next to the door on the left.  Click on the Call Button to see a close-up. 

 

Open your Inventory (I), and scroll down to the KNIFE (Up & Down Arrow Keys).  Use that on the screw in the Call Button box.  Click & hold on the screw, then move your mouse in a circular motion to unscrew it.  It’s tricky to get the hang off, at first. 

 

 

 



Look at the top box on the right, to learn that the wire has been disconnected on purpose.  So someone didn’t want you to be able to get out of that room.  Click on the green wire and drag it up to the top box on the right to re-connect it.  Push the battery down into the compartment, and keep trying, until it stays down.  Now drag the compartment lid from the bottom, to close it.  Exit the close-up. 

 

Press the red Call Button.  Watch the cut scene as you finally leave the room.  Poor Kurt needs a rest. 

 

 

 

 

COURTYARD

 

The Courtyard is a big area - explore it at your leisure.  Look at the fountain in the middle of the Courtyard.  Talk to the various patients if you like. 

 

Find your way to the blue gate. 

 



 

Click on the men behind the blue gate, to enter the Games Room. 

 

 

 

 

GAMES ROOM

 

The men are enjoying a game of chess.  They clearly don’t think much of the Youkols.  Talk to them and work through all the dialogue with them.  Make sure you ask about the Exit.  They tell you that you can’t leave until Dr Olga says you are cured.  When conversation is over, leave the room, and go back to the Courtyard. 

 

 

 

 

COURTYARD

 

Enter through the white door. 

 

 


 

DR MANGOLING’S OFFICE

 

Watch the cut scene with Dr Mangoling.  He’s not quite what you would expect from a doctor, in fact, he’s rather sinister.  Choose how you want to respond to him.  He forces you to undergo a lie detector test.  Again, choose how you want to respond.  His actions may altar slightly, depending on how you respond.  After the test, he gives you the KEY TO THE EXIT, and tells you that if you’re able to use it, then you’ve proved yourself cured.  Hmm, there must be more to it than that!  He also tells you that you’re  things are stored in his filing cabinet.  Walk over to the filing cabinet behind the desk to see a close-up. 

 

Click on the drawer of the filing cabinet and pull it open.  Now take your clothes from the filing cabinet to change back into them.  That’s better! 

 

When you’re ready, leave the office. 

 

 

 

 

COURTYARD


Open your Inventory (I), scroll down to the KEY TO THE EXIT (Up & Down Arrow Keys), and examine it (3).  You can manoeuvre the key in all different angles to see it.  Look at the tentatcled end - what kind of twisted mind came up with this?  Exit the close-up.  Find your way to the lift. 

 

 

 


Click on the lift door to get a close-up. 

 

Click on the keyhole - your Inventory opens up.  Select KEY TO THE EXIT (Up & Down Arrow Keys), then use KEY TO THE EXIT in the keyhole. 

 

What a strangely shaped keyhole.  And KEY TO THE EXIT doesn’t seem to fit.  You have to manoeuvre the tentacles of the key to match the keyhole. 

 

 



Once in the close-up, look at the white dots in the base of the key.  Each white dot controls a different tentacle, and you must manoeuvre each tentacle to the correct silhouette in the keyhole.  It’s quite tricky, but keep trying until you manage it.  Eventually, the key will fit.  But… it still doesn’t work.  It won’t unlock the door. 

 

Dr Mangoling approaches you from behind, taunting you that you’re not yet well enough to be released.  Choose how you want to respond to him. 

 

When conversation is over, open your Inventory again (I) and select the KEY TO THE EXIT (Up & Down Arrow Keys).  Observe the KEY (3), and manoeuvre the key so that it’s straight up & down or straight side to side.  Look at the hole in the KEY - something has been removed from the KEY, in order to prevent it from working.  You need to find a perfect copy of the KEY so that you can repair it.  Find your way back to Dr Mangoling’s Office, and enter his Office. 

 

 

 

 

DR MANGOLING’S OFFICE

 

Click on the desk drawer to open it.  Watch a short cut scene as you see Dr Mangoling walk past. 

 

In the close-up of the desk drawer, move the items around until you find the BROCHURE.  Pick up the BROCHURE and put it on the desk.  Open it up, and flip through the pages until you see a picture of the KEY TO THE EXIT.  Open your Inventory (I) and select KEY TO THE EXIT (Up & Down Arrow Keys), then use that with the PAMPHLET to compare them.  You learn that your KEY has a pin missing.  You HAVE to find a replacement. 

 

When you’re ready, leave the office. 

 

 

 

 

COURTYARD

 

Find the door leading back to your ward. 

 

 



Open the door, and enter your ward. 

 

 

 

 

WARD

 

Walk over to Kurk, who has woken up after his rest.  Talk to him, and choose how to respond.  Through dialogue, open your Inventory (I), select the BROCHURE (Up & Down Arrow Keys), and use it on him.  He tells you that his tribe’s smith can repair the KEY.  When conversation is over, walk right, through the door and curtains, to the balcony. 

 

 

 

 

BALCONY

 

Again, click on the window on the left to see a close-up. 

 

Click on the owl, perched on the steeple.  No matter what you do, you just can’t get his attention!  Exit the close-up. 

 

Return to the ward. 

 

 

 

 

WARD

 

Talk to Kurk, who tells you to find something that would interest the owl.  Go through the door on the left, into the Courtyard. 

 

 

 

 

COURTYARD

 

Head back to the blue gate next to Dr Mangoling’s Office. 

 

 



Go through the gate, into the Games Room. 

 

 

 

 

GAMES ROOM

 

The men you spoke to earlier have both fallen asleep.  Click on the man on the bench to search him - you find ANTON’S KEY.  Now leave the Games Room. 

 

 

 

 

COURTYARD

 

Find your way to the shrubbery next to the lift. 

 

 

 

Head up through the shrubbery, to the aviary area. 

 

 

 

 

AVIARY

 

Click on the aviary door. 

 

Click on the automaton birds.  Interesting!  Try to open the door, but it’s locked.  Open your Inventory (I), scroll down to ANTON’S KEY (Up & Down Arrows), and use that in the keyhole.  Success!  The aviary door opens!  Now take the MECHANICAL BIRD on the left.  Now step back, and return to the Courtyard. 

 

 

 

 

COURTYARD

 

Find your way back to the ward. 

 

 

 

 

WARD

 

Go through the door on the right, into the balcony. 

 

 

 

 

BALCONY

 

Once again, click on the window on the left to see a close-up. 

 

Open your Inventory (I), scroll down to the MECHANICAL BIRD (Up & Down Arrow Keys), and place it on the windowsill - the spot in front of your right shoulder.  Now click on the MECHANICAL BIRD 2 times to activate it.  Watch the cut scene with the owl.  You automatically head back inside, to the ward. 

 

 

 

 

WARD

 

Watch the cut scene.  You start talking to Kurk.  But suddenly, he goes into a trance, and a huge needle injects him with something.  That can’t be good!  Finally, you meet the evil Dr Olga.  Choose how you want to respond to her.  She may or may not drug you, depending on what you said to her. 

 

After the confrontation with Dr Olga, you may need to return to the ward. 

 

Look at poor Kurk.  What was injected into him?  Go right to the balcony. 

 

 

 

 

BALCONY

 

The owl has returned.  Click on him to get REPAIRED KEY TO THE EXIT.  Now go right, back to the ward. 

 

 

 

 

WARD

 

Kurk wakes up again, and he’s feeling worse than ever.  Choose how to respond to him.  Poor Kurk!  He asks you to find a craftsman in Valsembor that can make his prosthesis leg.  Go through the door on the left, out to the Courtyard. 

 

 

 

 

COURTYARD

 

Walk right a few steps, to the lift. 

 

Click on the lift to get a close-up. 

 

Use REPAIRED KEY TO EXIT in the strangely shaped keyhole.  This time, the key turns, and the lift is called.  Enter the lift. 

 

 

 

 

INSIDE THE LIFT

 

Click on the Control Panel in the lift, and ride the lift up to the Lobby. 

 

 

 

 

LOBBY

 

You need to find Dr Zamiatine on this level.  Kurk told you he was a friend to the Youkols, so you should be able to trust him.  Explore the clinic, and talk to the staff if you like.  Talk to the Receptionist in the Reception Kiosk, and work through all the dialogue. 

 

There’s a doorway to the right of the Reception Kiosk. 

 


 


Go through that doorway, into the corridor. 

 

 

 

 

CORRIDOR

 

Head right, through the open doorway next to the 2 orderlies. 

 

 


 

DR ZAMIATINE’S OFFICE

 

Dr Zamiatine greets you.  He’s a friendly chap, who unfortunately, has put his trust in Dr Olga.  Choose how you want to respond to him.  He gives you ANTHOLOGY ON THE YOUKOLS.  Open your Inventory (I), go to your Documents section (J), scroll down to the ANTHOLOGY, and select it to flip through the pages if you like.  When you’ve finished, exit the close-up. 

 

When you’re ready, leave the office. 

 

 

 

 

CORRIDOR

 

A door is ajar at the bottom right of the corridor.  Go through that door, into Dr Olga’s Office. 

 

 

 

 

DR OLGA’S OFFICE

 

Watch the cut scene, as you eavesdrop on a video conference call between Dr Olga, and someone she called ‘Colonel’.  Oh dear!  This is NOT good!  When the video conference calls ends, you peek into her office… but she’s gone!  But… where did she go?  Explore her office.  Click on the computer to see a close-up. 

 

On the computer screen, read all 4 emails.  After you’ve read them, quit the emails page. 

 

Watch the cut scene with Mr Cantin.  He’s the detective who was chasing you throughout Syberia II.  Choose how you want to respond to him. 

 

After the unpleasant exchange with Mr Cantin, step away from the desk.  There is a suit of armour standing next to the wall, and there is a rope next to the suit of armour.  Click on the rope, to see a close-up. 

 

Click on the rope, and drag it down.  The curtain next to it slides open.  Click on the shield shape in the wall, that was hidden behind the curtain to see a close-up. 

 

Hmm, there are 5 coloured buttons here, but you have no idea what to do.  Exit the close-up. 

 

Click on the sword that the suit of armour is holding, to see a close-up. 

 

 



There are 3 rows at the top of the sword, and when you move them, it affects the ‘picture’ underneath.  Pull up the 3 pins on the left, so you can freely rotate the rows.  Now rotate the rows, and create the following picture. 

 

 



You now see the bottom of the blade on the sword.  Notice that there are 5 coloured gems in the blade - take note of the colours: 

 

 

                        Blue

 

        Green                        Blue

       

        Red                           Red

 

 

Exit the close-up. 

 

Click on the shield in the wall again, to see the close-up. 

 

Slide each of the 5 gems to match the colours from the blade of the sword.  When the colours are correct, a secret passage will open.  So THAT’S how Dr Olga got out of the office!  Enter the secret passage. 

 

 

 

 

SECRET PASSAGE

 

Press the button at the end of the secret passage, to call the secret lift.  Enter the lift. 

 

 

 

 

SECRET LIFT

 

Watch the short cut scene as you ride down into the tunnels. 

 

 

 

 

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UNDERGROUND TUNNELS

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TUNNEL

 

Yikes, this tunnel is rather spooky, with skeletons on either side of you.  Walk forward a few steps, and watch the cut scene with Dr Olga and Dr Mangoling.  They are contaminating the Youkols drinking water supply with oil! 

 

After they leave, walk down & left a few steps, and take the EMPTY GAS CAN from the wooden crate.  Now head right, and follow the path along, until you reach the bridge.  Cross over the bridge, to the other side. 

 

Walk down & left a few steps, and click on the wooden crate to see a close-up. 

 

 



Look at the hydrochloric acid at the top.  So the whole barrel is full of hydrochloric acid.  Now open your Inventory (I), scroll down to the EMPTY GAS CAN (Up & Down Arrow Keys), and use that with the tap at the bottom to get a FULL GAS CAN full of hydrochloric acid.  Exit the close-up. 

 

Follow the path up & right, until you reach the tap that Dr Mangoling was messing with.  Try to turn it, but it’s stuck.  Walk right a few more steps, and climb down the stairs.  Look at the metal stub thing in the ground, that’s keeping the boat chained.  You see a close-up. 

 

Open your Inventory (I), scroll down to the FULL GAS CAN (Up & Down Arrow Keys), and use that on the chain to melt it.  Watch the cut scene, as you climb into the boat, ride through the tunnels, and eventually arrive at the Youkol Camp. 

 

 

 

 

Continued In Chapter 2:  Youkol Camp...

 

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