YEAR: 2017
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CHAPTER 3: VALSEMBOR TOWN - PART 1
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TOWN
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HARBOUR
Welcome to the town of Valsembor. This is where you’ll get Kurk’s prosthetic
leg. There’s a huge ferry boat right in
front of you. Take the upper left path,
and make your way along the harbour.
Chat to the group of people if you like.
Continue along to the end of the harbour, and follow it right. Climb up the stairs, to the lighthouse.
Chat to the fisherman if you like. When you’re ready, climb back down the
stairs.
There’s nothing you can really do in
this part of the harbour yet, but it was good to explore it. Follow the path back along, and make your way
back to the start, where the ferry boat is.
Now take the upper right path. Follow the path along to the right, past the
ferry boat.
Watch the cut scene with the drunken
Captain Obo, and choose how you want to respond to him. He talks about his ferry boat, the Krystal,
and also a monster in the water. What
could that mean? After he staggers off,
continue along the harbour until you see the car next to the archway.
Go up the archway, into the next
street.
TOWN STREETS
The man on the bench is fast asleep, so
just ignore him. Notice that he’s
outside a tavern - look at the tavern sign next to the door. Now open the door and enter the tavern.
TAVERN
This tavern seems interesting.
Talk to the Barkeeper behind the bar -
he’s the one that helped you with the Pass, back in the Youkol camp. Work through all the dialogue with him. Talk to the woman cleaning the table. You learn that she is Sarah Steiner,
granddaughter of Simon Steiner, who is responsible for making Kurk’s prosthetic
leg. Work through all the dialogue with
Sarah. Chat to the other customers if
you like. When you’re ready, leave the
tavern.
TOWN STREETS
Now let’s follow Sarah’s directions to
find her grandfather’s workshop. Walk
right, to the end of the street, where the white car is. Turn left, and follow the street along, round
all the turns, until you reach a set of stairs.
Climb up the stairs.
There’s a quaint little shop on the
right. Look in the window - yep, this is
definitely Steiner’s workshop. Open the
door, and enter the shop.
STEINER’S WORKSHOP
Watch the cut scene with Mr
Steiner. He wants to see OSCAR’S
PENDANT that you wear around your neck, and accuses you of stealing
it. Choose how you want to respond to
him. Believing you are a thief, he locks
you inside the shop. But as you argue
with him, his heart acts up, and he asks you to fetch his medication. The problem is, that he’s hidden it! You’ll have to find it, and quickly! Walk right, to the wall with all the
clocks.
Look at both parts of the surface
beneath the clocks, and pick up the EMPTY CUP from the surface on the
right. Back away from the counter.
Walk around, behind the counter, where
Mr Steiner is sitting. Click on the
drawers to get a close-up. Number the
drawers like so
Pull open Drawer 6, and take STEINER’S
PRESCRIPTION. Close the drawer
again. Open your Inventory (I), then go
to the Documents section (J). Scroll to STEINER’S
PRESCRIPTION (Up & Down Arrow Keys), and Observe it (3).
Read the prescription (2) to learn that
his medications are best taken at tea time.
Exit the close-up 2 times.
Back out of the drawer close-up.
Look at the wall behind Mr Steiner.
Examine the cuckoo clock on the wall to
get a close-up.
Open your Inventory (I). Scroll round to the EMPTY CUP (Up
& Down Arrow Keys), and place on the platform at the bottom of the
clock. Open the glass covering on the
clock face - it’s difficult to see when it’s open or closed - and move the
clock hands to show 5.00pm. When the
time is set correctly, watch the cut scene as a cup of tea, complete with heart
medication, is prepared. Pick up the cup
of STEINER’S MEDICATION. You
automatically exit the close-up.
Walk back over to Steiner. Open your Inventory (I), scroll down to STEINER’S
MEDICATION (Up & Down Arrow Keys), and give it to Steiner. Ahhh, he’s feeling much better now! Watch the cut scene, then decide how you want
to respond to him. Follow him down the
stairs to the Basement.
STEINER’S WORKSHOP - BASEMENT
Wow, even the Basement is full of
clocks. Look at the cardboard box on the
floor in front of you to see a close-up.
Move the film reels around, until you
find the correct FILM REEL, then exit the close-up.
Head along the Basement, to where
Steiner is waiting. Chat to him - he
tells you to find a film on Baranour.
It’s the FILM REEL you found in the cardboard box. Look at the projector on the left to see a
close-up.
Open your Inventory (I), scroll down to
the FILM REEL (Up & Down Arrow Keys), and use that with the film
projector. Watch the cut scene. You view the film on Baranour, and learn
about the nuclear catastrophe on that island.
Look at the desk to the left of the film
projector, and pick up the NEWSPAPER CLIPPING. Open your Inventory (I), go to the Documents
section (J), scroll down to the NEWSPAPER CLIPPING (Up & Down Arrow
Keys), and Observe it (3). Read the NEWSPAPER
CLIPPING (2) to learn more about the nuclear incident. Exit the close-up 2 times.
Walk left a few steps, and look at the
table again to get a close-up.
Look at Kurk’s prosthetic leg on the
table - it looks like it isn’t finished.
Exit the close-up.
Make sure you look at the model of the
ferry boat Krystal in the middle of the room.
Press the button to light up the model.
When you’re ready, exit the close-up.
Explore the rest of the Basement at your
leisure. There’s some interesting things
to see, When you’re ready, climb up the stairs and leave the Basement.
STEINER’S WORKSHOP
Watch the cut scene with Sarah and Simon
Steiner. You discuss the possibility of
using the Krystal ferry boat to transport the Youkols and their snow ostriches
across the river. Choose how you want to
respond to Mr Steiner. After some more
chat, Sarah returns to the tavern, while Steiner heads back down to the
Basement. It’s up to you to convince
Captain Obo to sell the Krystal ferry boat to you. When you’re ready, leave the shop.
TOWN STREETS
The camera angle sometimes makes things
tricky, as you leave Steiner’s shop. If
necessary, click the cursor left or right, until the camera angle is better. Now if necessary, head right, back to the
outside of Steiner’s shop (but don’t enter).
Climb down the stairs next to the shop.
Follow the street, through all the turns, until you see the white car
parked in the street. Head down the
street on the right.
Walk along the street a few steps, then
enter the tavern.
TAVERN
Walk over to the fireplace on the
left. Look at the painting on the wall
to the left of the fireplace - you see something strange in the water. Exit the close-up.
Talk to Captain Obo and decide how you
want to respond to him. Remember, you
want him to let you use his ferry boat.
However, you don’t get very far.
You’ll need to sober him up.
After your first attempt fails, find Sarah again, and talk to her. The Bartender will offer to brew you up a
restorative, to stop Captain Obo from being drunk. Choose how you want to respond to the
Bartender. Now return to Captain Obo’s
table. Talk to Captain Obo. The best way to get him onside is as follows.
- Coax
- Valsembor needs you
- Idiots can say what they want
- Baranour
- Play on his pride
After laying down some conditions, he
comes to an agreement with you. When
you’re ready, leave the tavern.
TOWN STREETS
Walk left, down to the harbour.
HARBOUR
Walk right a few steps, and head along
the harbour until you see the wooden steps leading up to the ferry boat. Climb up the stairs, and enter the boat.
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THE FERRY BOAT KRYSTAL
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UPPER DECK
The boat hasn’t left dock for many
years, so you need to get it ship-shape, so to speak. Enter through either door with the red light,
into the cabin area.
CABIN AREA
There’s lots of seating in here. About halfway along the cabin, at either side
of the cabin, are some stairs leading up.
Climb the stairs, up to the Captain‘s
Quarters.
CAPTAIN’S QUARTERS
Look at the gramophone on the back
shelf. Look at CAPTAIN OBO’S LOGBOOK on
the desk near the front, to get a close-up.
Pick up CAPTAIN OBO’S LOGBOOK.
Open your Inventory (I), and open the
Documents section (J). Scroll round to CAPTAIN
OBO’S LOGBOOK (Up & Down Arrow Keys), and observe it (3). Flip through the pages of the LOGBOOK (Left
& Right Arrow Keys), and read the pages (2). You learn about Captain Obo’s prospective on
what happened at Baranour, and the horrors that traumatised him. When you’ve finished reading, exit the
close-up.
Climb the stairs on the right, up to the
Bridge.
BRIDGE
Talk to Captain Obo and work through all
the dialogue. He tells you that you need
to fill up the coal bunker, then he gives you CAPTAIN OBO’S CODE (0509). Climb back down the stairs to the Captain’s
Quarters.
CAPTAIN’S QUARTERS
Nothing else you can do here. Climb down the stairs to the Cabin Area.
CABIN AREA
Okay, you can’t do any more repairs on
the boat, until the coal bunker is restocked.
Leave the Cabin Area through any door.
UPPER DECK
Find your way to the front of the boat,
where the coal bunker is.
Interact with the wheel of the coal
bunker to get a close-up. Turn the wheel
until the coal bunker doors are completely open - you’ll hear a clang, and
you’ll automatically exit the close-up.
Walk down a few steps, and leave the
boat via the wooden stairs.
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TOWN
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HARBOUR
Walk over to the gray warehouse doors
opposite the boat - there are tyre tracks on the ground. Look at the keypad to the left of the door to
get a close-up.
Enter the code Captain Obo gave you -
0509 (you won‘t get any indication until all 4 numbers are entered). The warehouse doors open. Enter the warehouse.
WAREHOUSE
The warehouse is where all the coal is
stored. Walk forward a few steps, so you
see the cage. Take CHUTE from the
cage.
There’s a small wooden crate to the left
of the cage, with a METAL BAR leaning up against it. Take the METAL BAR. There‘s a big lever in the middle of the
floor - ignore it for now. Now walk left
along the track a few steps.
There are 4 green lights on either side
of you - 8 green lights in total. Each
of these green lights indicates a coal chute.
7 of them are empty, one 1 of them is full. Your job is to find the one that is full of
coal. With METAL BAR in hand,
simply hit the metal chutes, and listen for the one that sounds different.
Go back to the start of the warehouse,
and stand behind the coal cart.
Push the coal cart forward, until it’s
next to the second last coal chute on the right. Now exit the close-up.
Turn your attention to the 2nd
last coal chute on the right. With the
chute highlighted, press the Up Arrow, so that the Look option is
selected. Now click on the coal
chute. You see a close-up the coal chute
door.
Open your Inventory (I) and scroll down
to the CHUTE (Up & Down Arrow Keys).
Use the CHUTE in your Inventory with the coal chute door - watch,
as you balance it onto the coal cart.
Now press the button on the side of the coal chute, and watch as the
little metal door slides open, and the coal is transported into the coal
cart. You automatically exit the
close-up.
Now the coal cart is full of coal… you
need to find a way to get it onto the boat.
Walk up to the lever in the floor, and flip the lever, so that the
tracks move. Go back to the coal
cart. Now you can try and push the coal
cart if you like, but since it’s full of coal, it’s much too heavy for you to
move. Climb into the little blue car
behind the coal cart.
There are several controls in the little
blue car.
Look at the 3 green buttons on the left
- if you look closely, it seems like there’s something wrong with the top
button when you press it. Also notice
that there is no green light at the bottom right hole. Open your Inventory (I), scroll down to the KNIFE
(Up & Down Arrow Keys), and use that on the top green button. Wiggle the KNIFE around slightly, then
pry off the green BUTTON. Now
insert the green BUTTON into the hole at the bottom right, and push the
green BUTTON to activate it. Now
push the lever at the top right up, and watch the cut scene as you push the
coal cart out of the warehouse, and onto the harbour next to the boat.
HARBOUR
Well, you got the coat out of the
warehouse. Now you have to use the crane
to get it onto the boat. Look at the
keypad at the base of the crane.
Enter Captain Obo’s code again - 0509 -
to lower the ladder. Climb the tall
ladder, until you’re inside the crane.
CRANE
Be prepared for a very frustrating
puzzle! Flick through the channels on
the monitor, and set the channel so you can see the warehouse door, with the
cart full of coal in front of it. Like
this.
Look at the circular lever, and rotate
it anti-clockwise 1 time, so that the circular lever is on the left side of the
circle, and the monitor shows the crane hanging over the crate full of
coal.
Look at the 2 buttons in the middle, and
push the top one.
The crane grabs onto the cart full of
coal, and lifts it up.
Flick through the channels on the
monitor again, and set the channel that shows the boat.
Look at the lever on the left, and pull
it towards the right 2 times. The entire
crane slides over to the right, so it‘s sitting on top of a circle in the
ground.
Flip the lever on the right, up to the
top - the crane rotates round.
Look at the lever on the left again, and
pull it towards the right. The crane
moves forward, towards the boat.
Look at the lever on the right, and pull
it back down. The crane rotates.
Look at the lever on the left, and pull
it towards the right. The crane slides
right again.
Flick through the channels on the
monitor, and set the channel so you can see the crane hovering over the opened
coal bunker in the boat.
Look at the round lever, and rotate it
clockwise 1 time, so the lever is at the top.
Look at the 2 buttons in the middle, and
push the bottom button. The coal is
successfully loaded into the coal bunker.
HARBOUR
Watch the cut scene with Captain
Obo. The next job is to fill the water
tank. Choose how you want to respond to
him. After he leaves, click on the
wooden stairs on the left, and climb aboard the ferry boat.
Continued In Chapter 3: Valsembor Town (Part 2)...
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