15 September 2022

Syberia 3: The Complete Journey


 YEAR:  2017


GENRE:  Adventure


WHERE TO GET IT:   GOG

















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CHAPTER 4:  VALSEMBOR TOWN REVISITED

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THE FERRY BOAT KRYSTAL

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UPPER DECK

 

You soon gather all the Youkols (except Kurk) and the snow ostriches onto the ferry.  Hopefully Simon Steiner will return soon, after fitting Kurk with his prosthetic leg.  While you are waiting, head right, up 2 flights of stairs, to the front of the boat. 

 

 

 

 

FRONT OF THE BOAT

 

Talk to Ayawaska, the Youkol Shaman, and work through all the dialogue with her. 

 

 



She’s not happy about travelling on the boat to avoid Baranour.  When conversation is over, head right, down both flights of stairs, back to the Upper Deck. 

 

 

 

 

UPPER DECK

 

Continue left a few steps, until you see the gate leading off the boat.  Step off the boat, and watch the cut scene with Sarah Steiner.  Choose how you want to respond to her. 

 

 

 

 

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TOWN

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HARBOUR

 

It’s clear that Simon Steiner and Kurk are in trouble.  It’s up to you to rescue them.  Let’s go back to Steiner’s Workshop, and see if there are any clues you can find.  Head up the harbour, until you see the car and the archway.  Go up, under the archway, into the next street. 

 

 

 

 

TOWN STREETS

 

This is where the tavern is.  Talk to the crowd if you want, but they’re a bit worse for wear.  Walk up to the end of the street, to where the white car is parked.  Turn left into the next street. 

 

Follow the street along, through all the turns, until you reach the bottom of the stairs.  Climb up the stairs. 

 

Steiner’s workshop is building on the right.  But it’s closed now.  No clues to find.  Damn!  Head left along the street, to a set of stairs and an opened gate.  That gate was closed before, wasn’t it?  Head through the gate. 

 

Look at the cart to see a close-up.  Take the WEDGE, another WEDGE, and a SMALL WEDGE from the cart wheel.  The SMALL WEDGE may be left on the street, so make sure you pick it up.  The cart rolls down the hill… and crashes.  Whoops!  There’s nothing else you can do here, so go back down through the gate. 

 

Climb up the stairs to a small courtyard area. 

 

 

 

 

COURTYARD AREA

 

Head left, and follow the path into the tram station area. 

 

 

 

 

TRAM STATION AREA

 

Walk round to the side of the tram station building. 

 

 



Click on the wooden door to see a close-up.  The door is locked - you‘ll need to find a way to open it.  Pan down to the bottom of the door. 

 

Look at the gap under the door - it’s a pretty big gap.  Now click on the bottom of the door to zoom in. 

 

Open your Inventory (J), scroll down to the SMALL WEDGE (Up & Down Arrow Keys), and use that at the bottom right of the door, to raise it up slightly.  Open your Inventory (J), scroll down to a WEDGE (Up & Down Arrow Keys), and use that to the right of the SMALL WEDGE. 

 

 



Now remove the SMALL WEDGE.  Repeat the process at the bottom left of the door.  Open your Inventory (J), scroll down to the SMALL WEDGE (Up & Down Arrow Keys), and use that at the bottom left of the door, to raise it up slightly.  Open your Inventory (J), scroll down to the other WEDGE (Up & Down Arrow Keys), and use that to the right of the SMALL WEDGE.  Again, remove the SMALL WEDGE.  Finally, open your Inventory again (J), scroll down to the SMALL WEDGE again (Up & Down Arrow Keys), and use that ON TOP of the wedge at the bottom right.  The door will fall open.  Enter the Control Station. 

 

 

 

 

CONTROL STATION

 

Look at the control panel next to the window - no power.  Walk down a few steps and look at the fuse box on the right. 

 

 



Click on the fuse box to see a close-up.  Open your Inventory (J), scroll down to the KNIFE (Up & Down Arrow Keys), and insert that into the crack on the side.  Wiggle the KNIFE up and down to pry the door of the fuse box open.  Pull the red handle down.  That’s looking better.  Exit the close-up. 

 

Look at the control panel next to the window again, to get a close-up.  Pull down the handle on the right, and watch the cut scene as the tram rides down to you.  Leave the Control Station. 

 

 

 

 

TRAM STATION AREA

 

Walk right a few steps, and enter the tram. 

 

 

 

 

TRAM

 

Click the tram controls at the top left, then watch the cut scene, as you return to the clinic. 

 

 

 

 

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VALSEMBOR CLINIC

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CLINIC GATES

 

You arrive outside the gates of the clinic.  Head up through the gates, into the clinic grounds. 

 

 

 

 

CLINIC GROUNDS

 

Follow the path along, past the helicopter, and enter the door into the clinic. 

 

 

 

 

LOBBY

 

The place really is full of soldiers.  Yikes!  Listen to the soldiers conversation.  You’ll have to get to Kurk without being caught.  But you have to find a way to distract the soldiers first.  Exit the close-up.  You automatically sneak back outside. 

 

 

 

 

CLINIC GROUNDS

 

Go back over to the helicopter, and walk behind the helicopter. 

 

 



Climb up the stairs, and enter the helicopter. 

 

 

 

 

INSIDE THE HELICOPTER

 

Walk left a few steps.  Look at the opened  trunk to see a close-up. 

 

Move all the items out of the way, until you find a WALKIE TALKIE.  You automatically exit the close-up. 

 

Leave the helicopter. 

 

 

 

 

CLINIC GROUNDS

 

Head right a few steps, so you are in front of the helicopter again.

 

Continue right, and enter the clinic through the front door. 

 

 

 

 

LOBBY

 

Sneak right a few steps, so you are hiding behind the pillar.  Notice the soldier in the Reception Kiosk.  Open your Inventory (J), scroll down to the WALKIE TALKIE (Up & Down Arrow Keys), and use that on the soldier.  Choose how you want to respond.  That’s got rid of the soldiers… for now!  Head up, past the Reception Kiosk, and then enter through the doorway on the right, into the corridor. 

 

 



CORRIDOR

 

Take a few steps right, and watch the cut scene.  Dr Zamiatine calls you into his office. 

 

 

 

 

DR ZAMIATINE’S OFFICE

 

Watch the cut scene.  Poor Steiner - after he fitted Kurk’s prosthetic leg, Olga and her goon soldiers pounced on him, leading to another episode with his heart.  A bad one!  He urges you to protect the Youkols from Olga.  Choose how you want to respond.  If only Dr Zamiatine had listened to you earlier, when you tried to warn him about Olga!  Steiner also tells you that it may be possible to get Oscar back.  That makes your heart soar!  When you’re ready, leave the office. 

 

 

 

 

CORRIDOR

 

Enter Dr Olga’s office at the bottom right. 

 

 


 

DR OLGA’S OFFICE

 

Head through the door on the right. 

 

You see poor Kurk strapped to his chair, here. 

 




Click on Kurk to see a close-up. 

 

 



Notice the pendulum in front of him.  Try to talk to Kurk, but he’s in a trance, and he can‘t hear you.  Try to use the mouthpiece on the side of the chair, at the top left - it’s useless.  Pan round to the side of the chair, to where the clipboard is.  Zoom in on the clipboard. 

 

Take the PAPERCLIP from the clipboard, then zoom out of the close-up. 

 

Pan round to the back of the chair. 

 

There’s a small panel at the back of the chair - zoom into it. 

 

Pull the panel off, to reveal the mechanism inside.  Open your Inventory (J), scroll down to the PAPERCLIP (Up & Down Arrow Keys), and use that in the mechanism.  This jams the mechanism, so the pendulum in front of Kurk stops swinging.  Exit the close-up. 

 

Pan round to the other side of the chair (opposite the mouthpiece), and click on the syringe to see a close-up. 

 

Click on the needle part at the bottom, and open it to empty the drugs that was being pumped into poor Kurk.  Close the needle part again.  Open the lid at the top part of the syringe.  Now open your Inventory (J), scroll down to SHAMAN’S BEVERAGE (Up & Down Arrow Keys), and pour that into the syringe.  Close the lid of the syringe.  Pull the lever over on the right, to lower the syringe and inject Kurk with SHAMAN’S BEVERAGE.  This brings him out of his trance, however, he‘s still restrained in the chair.  You need to free him, somehow.  Exit the close-up 2 times. 

 

Head over to Olga’s desk.  Take OLGA’S STATUETTE, and take NOTE FROM DR MANGOLING.  You can read the NOTE in your Inventory if you like, but it proves useless.  Hmm, OLGA’S STATUETTE seems rather solid and weighty.  You could do some damage with that.  Head back over to Kurk in his chair, and click on the chair to get a close-up. 

 

Click on the bottom right area to zoom in on it. 

 

You see a small Control Box.  This Control Box is what powers the torture chair.  Pull open the door to the Control Box, to reveal a numerical pad.  Sadly, you don’t know what code to use here.  But concentrate on the area above the numeral pad.  Open your Inventory (J), scroll down to OLGA’S STATUETTE (Up & Down Arrow Keys), and use that on the area above the numerical pad.  You smash the Control Box, thus releasing Kurk from his torture.  Watch the long cut scene, as you and Kurk make your daring, nail-biting escape!  As you board the Krystal again, Sarah Steiner gives you her SCARF as a memento.   

 

 

 

 

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THE FERRY BOAT KRYSTAL

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STEERING AREA

 

Captain Obo still has some concerns.  Choose how you want to respond to him.  It isn’t long before the boat gets stuck in an iceberg, and Captain Obo wants you to use the boat’s ice breakers to break free.  Work through all the dialogue with him.  When conversation is over, head down to the Machine Room.  Climb down the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb down the stairs to the cabin area. 

 

 

 

 

CABIN AREA

 

Look carefully at the ground near the benches, and pick up HANDMADE MATCHES from the ground. 

 

 



There are some Youkols seated in the benches at the front - chat to them if you like.  Now, find the stairs leading down, on either side of the boat. 

 

 



Climb down those stairs, into the Machine Room. 

 

 

 

 

MACHINE ROOM


You’re on a small platform, with stairs on the left heading up, stairs on the left heading down, and stairs on the right heading down.  Climb down the stairs on the right. 

 

There’s another set of stairs in front of you, to the left. 

 

 



Climb up those stairs.  Walk right a few steps, to the Control Panel. 

 

 



Click on the Control Panel to get a close-up. 

 

 



Now get ready for some major frustration!  You have to use this Control Panel to activate the ice breakers, but the control system makes it very tricky.  The monitor on the left lets you see how the ice breakers are performing.  Note the gauge panel - the aim is to get the arrow into the green area. 

 

Turn the wheel at the top right, and keep turning it, until the pipe on the right extends itself, and connects to the gears on the left.  Look at the red button on the bottom right, and pull open the cover.  Now push the red button to activate the gears. 

 

Now this next part has to be done quickly, otherwise the gears will stall, and you’ll have to push the red button again.  Pull the lever in the middle, down towards the bottom of the screen, to lower the ice breakers.  Now concentrate on the gear system underneath the gauge.  Pull the lever into 1st position, then quickly pull the lever into 3rd position, then quickly pull the lever into 2nd position.  So… Position 1, Position 3, Position 2.  Remember, if the gears stall, push the red button to start again.  If things go well, watch the cut scene as the ice breakers cut through the ice. 

 

 

 

 

STEERING AREA

 

You automatically return to the Steering Area.  But just as you breathe a sigh of relief… you’re hit with another problem.  Captain Obo asks you to investigate.  Climb down the stairs on the left, to the Captain‘s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Climb down the stairs on the left, to the Cabin Area. 

 

 

 

 

CABIN AREA

 

Chat to the Youkols if you like.  Look at the bench area to get a close-up. 

 

 



Pull the box out from under the bench.  Open the box, and look at it to zoom in. 

 

Move the items around, until you find an EMERGENCY FLARE.  You automatically exit the close-up. 

 

Head left, and leave the Cabin Area through the back door. 

 

 

 

 

UPPER DECK

 

Walk left a few steps, and watch the cut scene.  Oh no!  The Kraken!  So everything Captain Obo said… was true!  Captain Obo saves you from the Kraken’s attack, and tells you that the monster is attracted to the running lights on the boat, so you have to turn them off.  Choose how you want to respond to him.  Walk round to the side of the boat, and pick up the CROWBAR that’s leaning against a wooden crate. 

 

 

 



Walk up the side of the boat a few steps, to the running light.  Click on the running light to lower it, then click on it again to smash it.  Walk up a few more steps, to the next running light.  The Kraken smashes it.  Climb up the stairs on the right, to the front of the boat. 

 

 

 

 

FRONT OF THE BOAT

 

Click on the leading light to smash it.  Walk left a few steps, and climb down the stairs. 

 

 

 

 

UPPER DECK

 

Walk forward a few steps, to the running light.  Click on the running light to lower it, then click on it again to smash it.  Follow the railing along to the next running light.  Click on the running light to try and lower it, but it’s stuck.  But you can’t let that stop you.  Look at the nearby wooden crate, and push is over to the running light.  Climb on top of the wooden crate.  Now click on the light to smash it.  Climb down off the crate.  That’s 5 lights so far.  But there’s 1 more light to smash.  Head down to the back of the boat, where the Kraken is guarding the light.  You need to distract it, so you can smash that last light.  Open your Inventory (J), scroll down to the EMERGENCY FLARE (Up & Down Arrow Keys), and use that with the running light.  Watch the cut scene as the Kraken is distracted.  Now click on the running light to smash it.  With no more lights to attract it, the Kraken releases it’s grip on your boat.  Choose how you want to respond to Captain Obo. 

 

But you spoke too soon!  The Kraken grabs the boat again, and tries to drag it down into the sea.  Captain Obo has another plan - cut the engines.  Maybe it’s the sound of the engines that’s attracting the beast.  Well, you need to go back down to the Machine Room, in order to cut the engines.  Enter the Cabin Area through any door. 

 

 

 

 

CABIN AREA

 

Find the stairs near the back left, that head down.  Climb down those stairs, into the Machine Room. 

 

 

 

 

MACHINE ROOM

 

Climb down the stairs on the right.  As before, climb up the small set of stairs in front of you, to the left.  Head right along the platform, past the Control Panel, and on to the end of the platform.  Pull the lever on the right. 

 

 



The engines are cut now, so hopefully the monster will leave you alone.  Let’s go back to Captain Obo.  Walk back left, along the platform, and climb down the small set of stairs at the end.  Climb up the stairs on the left.  Climb up the next set of stairs on the left, back up to the Cabin Area. 

 

 

 

 

CABIN AREA

 

Leave the Cabin Area through any door. 

 

 

 

 

UPPER DECK

 

Go along the right side of the boat, until you find Captain Obo in the lifeboat.  Talk to him and choose how you want to respond to him.  He tells you that he has a plan to lure the monster away from the Krystal.  He can use the lifeboat and the gramophone as bait.  He just needs a light source.  Okay then, enter the Cabin Area through any door. 

 

 

 

 

CABIN AREA

 

Find your way to the stairs halfway along the Cabin Area, and climb up the stairs to the Captain’s Quarters. 

 

 

 

 

CAPTAIN’S QUARTERS

 

Look at the pile of books on the ground, in front of the bookcase on the left, to get a close-up. 

 

Look at the 3 books on the ground.  The book on the right seems a little odd.  Open the book… Ah-Ha.  It has a secret cut-out section.  Take the bottle of EXTRA STRONG VODKA from the book.  Exit the close-up. 

 

Climb down the stairs, to the Cabin Area. 

 

 

 

 

CABIN AREA

 

Walk left a few steps, to the back of the Cabin Area, then climb down the stairs at either side, down to the Machine Room. 

 

 

 

 

MACHINE ROOM

 

This time, climb down the stairs on the left, to the back area of the Machine Room. 

 

Go right, to the desk, and click on the desk to get a close-up. 

 

There are 2 parts of a lamp here.  Pick up the part on the right, and you automatically attach it to the other part.  Look at the fuel inlet on the left of the lamp.  Open your Inventory (J), scroll down to the EXTRA STRONG VODKA (Up & Down Arrow Keys), and pour that into the fuel inlet.  Now open your Inventory again (J), scroll down to the HANDMADE MATCHES (Up & Down Arrow Keys), and use that to light the lantern.  Pick up the lantern. 

 

Return to the stairs on the left, and climb up those stairs.  Climb up the next set of stairs on the left. 

 

 

 

 

CABIN AREA

 

Leave the Cabin Area through any door. 

 

 

 

 

UPPER DECK

 

Head along the right side of the boat, until your see Captain Obo still in the lifeboat.  Click on Captain Obo, and give him the lantern you repaired.  However, he wasn’t entirely honest with you when he told you about his plan to lure the Kraken away.  He will use the lifeboat, yes, but he has to stay onboard the lifeboat in order to steer it away from the Krystal.  He… he’s sacrificing himself in order to save everyone else.  He’s waited 20 years for this!  Twenty years to redeem himself!  And now, in this act of bravery, he’s more than earned his redemption.  Any guilt he felt, and any blame the villagers felt towards him, can finally be laid to rest.   R.I.P. Captain Obo.  You truly died a hero.   *sob* 

 

Watch the cut scene, as a huge tsunami hits your boat. 

 

 

 

 

Continued In Chapter 5:  Baranour...


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