15 September 2022

Syberia 3: The Complete Journey


 YEAR:  2017


GENRE:  Adventure


WHERE TO GET IT:   GOG














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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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