YEAR: 2017
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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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