YEAR: 2017
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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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