Complete walkthrough of all parts of Siberia 3. Siberia (Syberia) - complete walkthrough of the game on Android, iPhone and computer with pictures

"Siberia 3", or Syberia 3, as you already know, has been released. The game continues the traditions of the first two parts.

This means extremely simple problems, usually solved on the spot. Of course, sometimes you have to take a couple of steps forward, left, right or back to pick up the desired item, but if you spend some time examining the area and all the hot spots that are highlighted on the screen, then everything can be solved more than simply...

Yes, controlling a character with a mouse is a creative torment. “Siberia 3” has become a console game and understands the gamepad much better than the mouse, but in general, you can get used to the mouse in the second hour of the game. Yes, you will not fit into turns, bump into some objects, characters, but still move forward.

As befits adventure games, there is not an ounce of action in Siberia 3. Unlike, and dozens of other games, nothing is solved here by brute physical or magical force - only by conversations, beliefs and puzzles.

"Siberia 3" is an extremely scripted game. This means that characters and objects sometimes become active only when you have performed a certain action. This approach makes the passage of the game absolutely linear. The game contains bugs such as unusual camera tricks, disappearance of voice acting in some cut scenes, but all this, as you might guess, is presented by the Unity engine.

But enough chatter. Read the walkthrough of the game - “Siberia” is simple, but not always logical...

Valsembor Clinic

Kate doesn't really like her confinement. She's going to run. She is in the ward with Kurk, he has lost a leg and is tied to a chair.

First of all, you need to pick the bell off the table with a knife, then connect the green wire.

In the corridor, Kate will be met by Dr. Mangeling - only he tells who can leave the clinic and who cannot. However, he gives the key to the exit and returns the clothes. You need to try to open the door with the key - this is a simple puzzle in which you need to arrange the elements so that they cover the holes. However, this won't work.

There's something missing in the key. We need to get the original drawing of the key. It will be found in the doctor's office in the desk drawer (in the red brochure about the clinic). Match the key from inventory with the image of the key in the brochure. We need to find a hairpin. Kurk, Kate's roommate, will advise you to hand over the key along with the drawing through the owl.

The owl sits outside but ignores Kate. Mechanical birds will help lure her in. The key to the room with the birds can be stolen from one of the chess players who falls asleep. The broken exit key along with the drawing must be placed in the owl’s “backpack”. She will fly away.

The head physician Olga is waiting in the hospital room. She will inject Kate with something and she will lose consciousness. But this will only strengthen her confidence that she needs to escape from the clinic. The trigger needs a prosthesis... First of all, take the repaired key from the owl. She has already returned and is waiting on the balcony.

First floor

You can go down to the first floor of the hospital without any problems. Talk to the head physician. He will not let Kate go and invite her to turn to Olga, the same lady who injected the captive with sleeping pills. This doctor Olga is up to something - Kate overhears her conversation with some military man, a colonel.

In the office, read Olga's mail and video chat with the detective. He intends to return Kate Walker to America - she is accused of embezzlement...

And then look for a secret passage. At the wall, open the curtain, and then solve another puzzle with the knight's sword (make the same pattern as on the shield), and then arrange on the shield on the wall the same sequence of colors as on the sword handle. A passage will open.

The elevator will take Kate to the crypt. There are both doctors tinkering with the tap - they are going to poison hydrochloric acid water used by yukols. We must disrupt their plans.

What is the canister made of, that the acid did not corrode its bottom or walls, but easily “burned” the thick rings of the chain?.. Another example of strange logic...

Take the empty canister. Kate will not be able to close the tap that pours something into the ditch - she doesn’t have enough strength. Fill the canister with hydrochloric acid. The acid will not affect the canister, but will destroy the chains that hold the boat. Kate is sailing somewhere on a boat...

Tribal site

Local Aboriginal people are asking for the waters to be cleaned. This can be done by regulating the flow of water using levers. The arrow on the sensor must be in the green area. After saving the ostriches, we need to start saving Kurk. To do this you will have to look for a prosthesis. Go to the tent of the Yukol tribe to find out - the prosthesis is the simplest thing Kate has to solve. To leave the camp you need to find a pass.

Ask everything and everyone - talk to the shaman, find out from the merchant about the statue of an evil creature from one lake. One of the buyers (who is inspecting fruits and vegetables) will share his wife’s pass, but the pass must be stamped at the town hall. A fake stamp will do just fine.

The guard has his back to you. He knows that Kate doesn't have any seal. He knows that there is a typewriter in the room. He hears the door opening and closing many times. But he doesn’t react at all. When Kate shows him the stamped pass, he is not suspicious. Is he a man? Or an automaton?

Leave the tent and explore the coastline. Talk to the guard. In the house where the guard stopped Kate, there is a stamp machine. But something is missing from her, as always. Remove the side fastenings and place the pass into the stamping machine.

Alas, nothing will work out - there is no seal. Take everything you can, including the bottom backing. The seal form will be made by a blacksmith. But it needs a backing and also wax. Where can I find wax? There is a ladder leaning against one of the animals. Go up it. Inside the little room there is a box with candles in it. Candles - wax. Return to the blacksmith. Give everything you need (substrate and candles). He will make a seal.

One more thing will be needed. The sponge Kate took out of the car was dry. But on the shore you will come across a dead squid lying in an ink puddle. Dip the sponge. Run to the machine and stamp the pass.

Afterwards - an unpleasant meeting with a detective. He accuses Kate of theft and murder. He will tie his hands with a rope, but Kate will start screaming and the detective will leave. How to free yourself? Try to break a bottle on the rack by knocking it over. The bottle will fall, but will not break. You can break the bottle with a lamp from the table. The splinter will have to cut the rope. And you can get away.

Yes, I have huge doubts that such a fragment can be used to cut such veins (more likely to injure your fingers), but the script and cutscene refutes these doubts of mine...

The search for inventor Steiner

Steiner is the one who makes Kurku's prosthesis. A grandfather appears on the way with a bottle. Chat with him. This is Captain Obo. However, he is full of shit and talking nonsense.

Run along the embankment, through the narrow streets to Steiner's store.

Come inside. There are again mechanical people, mechanisms, clocks. He will be interested in the medallion.

There's something wrong with an old man's heart. We need to look for a cure urgently. However, there is no rush in the task - you need to understand what time you need to set on the clock.

Around the clock, take a mug.

Go down the stairs to the utility room. There are still a lot of hours there. By the way, there is a prosthesis on the table. It's not finished.

Read the note on the wall above the prosthesis - the medicine must be taken 3 hours before lunch. This is a hint! If you wish, also take a newspaper clipping and read it.

Return to Steiner's room. Set the time on the clock (don’t forget to put the cup on the clock) - the hour hand is at five. Medicine will be poured into the cup.

Steiner will carry the prosthesis himself. He will tell you what awaits the nomads. And he’ll even show you that there’s a movie camera in the back room.

The film is in the box, take the woman about the squid and watch the film. Steiner will blame Captain Obo, the drunkard he met on the pier.
Afterwards you can meet Steiner’s daughter.

Kate figured out how to transfer the ostriches - on the same ferry Crystal, which transported the automatons in the film. You just need to persuade the captain.

But the captain is afraid of the underwater monster.

Tavern

Go to the captain's tavern. Finding a tavern while controlling the mouse is a whole quest. Difficult! The bar is where the guy sleeps on the bench.

The captain drinks near the fireplace under a drawing of a monster. Kate asks the captain for help. It doesn't work. A different approach is needed.

Talk to the bartender and Sarah near the bar. The bartender will make a unique sobering cocktail. Sarah will treat the captain to a cocktail.

The captain will sober up instantly. Talk to him. Kate will persuade the captain.

In general, such a move was made out of nothing. In my opinion, the logic of the narrative has completely failed here. The sober captain immediately agrees. Why suddenly?

Go to the ship.

Port

Get on the ship. Look for the captain. As always, Kate will have to do something. For example, replenish coal reserves. Coal in the hangar. The captain gave me the access code to the hangar. You will have to load coal using a crane.

Take the captain's logbook on the table.

The coal storage can be opened using a valve from the outside, on the deck. Just turn it.

Your task is to find where the coal will fall from - it is only in one place, the rest are empty. In my case, the coal was in the middle compartment.

Pick up the gutter in the cage room. Place the chute in the mechanism that dumps the coal and wait for this process to complete.

It will not be possible to move a trolley with coal. She now weighs hundreds of kilograms.

Get in the car. You need to deal with the unit using a knife. Pry out the top button. The trolley needs to be taken out into the street - the arrow may have to be moved.

Now load the coal onto the ship using the crane. Use the same code to get into the crane cabin. One lever rotates the crane cabin, the second moves the crane forward and backward, the buttons raise and lower the crane. The buttons below the screen change the camera view. But controlling the crane with a mouse is, I repeat, torture.

But that's not all. We will also have to transfer water from the water tower. There is no one else. First, connect the hose to the Crystal - the lever in one direction, push the hose and lever into the previous position.

Climb the water tower and pull the switch.

Key

And again the problem. The captain lost the ignition key, or rather, threw it into the water after that incident. But Steiner can help with the key.

However, Steiner has already left; he will have to ask his daughter for help. We need to examine the model of the ship. The daughter gives him a handle that will allow him to see the ship up close; he lifts the lid over the model.

Click the toggle switch to turn on the lighting. Read the sign next to the ship, then solve a simple puzzle - place the arrow on the number 30 - 60 - 80 - 100 (these values ​​​​are indicated in the sign, look through the text from bottom to top and look for numbers in it; where did 100 come from, this number is encoded in the date: 2 -March-1976 - 2+3+19+76=100). Each time a toy anchor is lowered, and at the end a secret lid is lifted and a model of the key is revealed there.

This date puzzle will definitely be the most challenging in Syberia 3, at least from what I've seen so far. It may take some time to guess where the number 100 comes from. However, you can pick it up by chance!

Now we need to make a real key. At the table there is a machine for making keys. Take the key blank on the bottom shelf. On the unit, open the clamp, place the key there, secure it and close the clamp. Place the workpiece in the second clamp (which is smaller in diameter). Use the handle on the side to select the workpiece size (200%) and then turn on the unit using the red toggle switch.

Go to the ship. Insert the key and start the ship. The captain will be here soon. All that remains is to open the port locks - ask the mayor about it... All this will have to be done again by Kate Walker.

Underwater locks

The mayor of the city of Bulyakin is where the rally is taking place. While you were running around the city, you couldn’t miss it. Go to the square past the bar.
Talk to the mayor and persuade him to open the floodgates. Kate will have to open it herself. As usual. To do this, you need to dive underwater and turn on the underwater mechanism.

Return to the Crystal. Talk to the captain. He will say that the equipment is in a shed on the edge of the dam. Go to the barn, past the crane and trolley. The captain is already here. He opened the barn.

Diving helmet on the table. A diving suit behind rags on a hanger. Nearby are cylinders. The cylinders must be filled with oxygen: place, secure and fill at a pressure of 180 barrels (this value is indicated on the instructions). To fill out, click the green button. During pumping, switch to the installed cylinder and pull the levers. Refueling will be completed.

Then put on your suit and go under the water. Underwater, move towards the gateway. Here's another puzzle. Select gears, square key. The puzzle is solved like this: a stepped gear goes into the central compartment, a large gear goes into the right compartment, and a simple gear goes into the left compartment. If the gears do not come off, everything is done correctly.

Walk to the nearby lock. Open the lid with a square key, pull the lever and rotate the handle until the airlock opens. Pull the lever again.

Go through the opened airlock door. Pick up the chain - it’s just not enough to open the first gateway. Place the chain and open the airlock in the same sequence: pull the switch, rotate and pull the switch again. The floodgates are open.

Talk to the captain and go get some yukol.

Return to the hospital

Go to the tribe through the market. Go to the shaman's yurt and talk to her. Tell us about the ship. The Yukols reached the ship. However, Kurk is not released. Colonel in the hospital. Problem!

Kurk, however, has a prosthesis installed.

The shaman will give Kate a flask. We need to go to the hospital. Along the way, talk to the mayor. Go to the cable car. Try to enter the room where the road is.

Inspect the bottom of the door. Go down to the lower street. There you will come across a gate. Previously they were closed. But now they are slightly open.

Go to the cart and pull out the support. The cart will roll away. And you will have two wedges left - large and medium. Don't forget to pick up a small wedge as well.

Return to the door and drive in the wedges to remove the door from its hinges. The sequence is something like this:
On the left is a small wedge, next to it is a medium one. Pull out the small one and drive it in on the right. The big one is also on the right. And the small one is on top of the big one.

Come into the room. Approach the shield and use the knife on the shield. Pull the lever. Go to the console to call the cart. Get into the trailer and go to the hospital. Meanwhile, Kurk is being hypnotized...

Saving Kurk

Kate is already near the hospital. Examine the helicopter. Get into the helicopter. Take the walkie-talkie in the box.

Enter the hospital. There are military men inside. They don't trust Dr. Efimova. Use the walkie-talkie. Kate will fake Efimova's voice. We must lie that the patients rebelled. The military will leave.

Look around. Doctor Zamyatin will call Kate. Watchmaker Steiner is ill, but conscious. Zamyatin will handle Steiner, and Keith will handle Kurk. He will hint that Oscar can be revived with the help of the amulet heart that Kate is carrying.

Kurk in Efimova’s office. Talk to him. Look at the side of the chair - there are Efimova’s notes. Take the paperclip. Open the back wall of the chair - there is some kind of mechanism there. Break it using a paper clip.

Drain Efimova’s potion from the syringe (click on the needle) and pour in the shaman’s potion (click on the top of the syringe). Inject a new potion. Kurk will come to his senses.

There is a control panel at the bottom of the chair - Kurk will tell you about it. There is a clue to the code in the room. Take Olga's figurine from the table and the note. The code was in this note. But the problem is that a piece of the note is torn off. So we’ll do it easier - use the figurine to hit the combination lock. And Kurk is free. When the fugitives find themselves in the waiting room, the military appears with Doctor Efimova.

But Kate and Kurk still escape by transport on a cable car. Halfway there, the train stops and... moves backwards. This is the influence of Dr. Efimova. Transport breaks down. Luckily, it's where it needs to be. Kate and Kurs escaped.

Steiner's daughter gives a scarf before parting. The schooner set sail. But Efimova and the colonel have new villainous plans. Of course, they still have a helicopter. As soon as it was damaged by a grenade in the box...

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The game has two difficulty levels:

  • journey, if you only care about the plot and want to receive more hints during the game;
  • And adventure- you will receive fewer hints, as was the case in previous parts of the series.

Let's watch the opening video. Kate is found dying on the shore by the Yukol tribe and is rescued. A local shaman brings her back to life with her rituals and she is sent to a clinic. There, some doctor talks to a suspicious guy who asks to keep Kate longer in the clinic.

Kate wakes up in her room. Lying nearby, along the way, is a representative of the Yukolov tribe. The Yukols move with their snow ostriches to sacred lands. The boy introduces himself as Kurk. He also says that their tribe saved Kate’s life and now they are in Dr. Zamyatin’s clinic for treatment. Kate notices his leg, or rather the lack thereof. The clinic doctor ordered a prosthetic leg from a master from Valsembor. We talk with the boy about the remaining topics to find out all the details. Now we need to tell the doctor that Kate has woken up.

Clinic of Dr. Zamyatin

Exit from the ward

It's time for gameplay. The controls here are different from previous parts; now individual keys or a stick on the gamepad are responsible for movement. It is better to play on a gamepad, which is what we are advised to do in the game menu.

We are trying to leave the room. The door turns out to be closed. Kurk advises pressing the bell button near the door. It doesn't work either. Looks like this is the first puzzle on the way. Let's examine the mechanism. There are instructions on the right side of the box. To open, you need to unscrew the screw. We examine the table in the room and take the knife. We return to the bell and open the inventory. We select the knife, it will automatically be aimed at the action that needs to be done, in our case it will be aimed at the screw. We use it, hold down the button and turn the screwdriver with the movement of the stick. I think it’s clear even without instructions what needs to be done. Take the green wire and insert it into the appropriate socket. Now we push down the mechanism with the button. Now the door is open and the path is clear. Let's go out.

Search for a doctor

Let's go left. Strange, seemingly crazy patients can be seen everywhere. There will be orderlies near the doctor's office. They advise you to find a doctor as soon as possible. Let's go inside. Dialogue options now include response options, so Kate can now react differently to what is said. The choice is yours. Doc seems pretty weird. He obliges her to undergo a series of tests that will verify her well-being and determine whether she is ready for discharge. Kate takes a seat and he asks the first question. We answer the truth, because... the chair is a lie detector. Then we answer all questions either truth or half-truth. This way you can find out the story about her family. After completing the tests and convincing the doctor that we can give Kate a chance to leave the clinic, we receive from him a special key with which we can leave the floor. In his opinion, this can be done by those who have truly recovered.

Leaving the clinic

We go behind the doctor's table and take our things from the closet. Now you can leave this place. But before that, you can chat with two interesting patients who play chess a little further from the doctor’s office. We communicate with them on all topics and find out additional information.

We go to the elevator - this is the exit. Open the inventory and select the key received from the doctor. We press the button on the key and it comes into working position. Now you need to arrange all its parts in accordance with the holes. Each "tentacle" has a separate control button. Hold down the button and rotate the tentacles.

This is what the final result should look like

What the hell? The key is broken. The doctor insisted that only those who open the door could leave the floor. Now it’s clear why these patients have been here for decades. Open the inventory, select the key and examine it. We notice that it is missing some part, there is an empty hole on the tube. We go to the doctor's office and interact with the table. Kate opens her desk drawer. We sort through the documents until we find a red brochure for the Valsembor clinic. We scroll through it to the page with the image of the key. We open the inventory and take out the key for comparison. The key is missing a pin. We return to Kurk’s room. We show him the brochure. He says that original model his tribe's blacksmith can make the missing part. On the balcony, he interacts with the messenger (owl), who can send a message. We go out onto the balcony and call the bird to us. She doesn't react at all. We return to Kurk and ask what to do. He advises her to lure her with something. And this is an idea! We go out into the yard and see that one of the chess players is sitting on a bench. He says that Anton fell asleep again in the middle of the game. We go to this Anton, he is really sleeping, we take the key from his neck. We leave and go opposite to the cage with mechanical birds. We use Anton's key on the door. We go in and pick up one “Keshu”. We return to the balcony in the chamber and place the bird on the perch, then click on it. The owl reacts to the bait; it clearly likes its mechanical friend. Message sent.

We tell Kurk that everything is done. He immediately finds himself under the hypnosis of the pendulum. Madame Olga, the head, appears from behind. departments of the clinic. After talking with her, you can calmly leave or start figuring things out. In the second case, you will receive an injection and wake up after a while. In the first one, you can just walk around the yard and come back when the doctor is finished with Kurk. We go out onto the balcony to check how the message is going. The owl has already returned. We take the repaired key to exit.

Kurk got worse. He asks to go to Valsembor and pick up his prosthesis from the master. Then he could put it on and return to the tribe. We head to the elevator. We use the key again, this time the door opens. We go in and press the button.

We go forward to the registration desk. There you can ask where to find a doctor. Doctor Zamyatin is on the left along the corridor, the first door. Kate tells the doctor about what Dr. Efimova does with patients. He refuses to believe it and says that he trusts her completely. We talk with him on all topics, after which we ask Zamyatin to let us go to the master in Valsembor to pick up a prosthesis for Kurk. He says that our doctor is Efimova, so it’s worth asking her. As a farewell, Zamyatin gives a book in which it is written about the Yukols.

We leave the office and head down the screen along the corridor to the half-open door. We notice Efimova in her office, she is talking through the computer with a certain one-eyed Colonel about Kate. Efimova also tells him that an American detective has arrived who is looking for Kate, the same one from the first two parts.

After the conversation, the doctor leaves somewhere and magically disappears. We examine the room. We go to the computer and look at the messages. A video link with the detective will appear on the screen. This is the meeting. From the conversation it follows that Kate is wanted. They believed that Kate had absconded with a contract for the sale of a mechanical toy factory in Voralberg. Having completed this unpleasant conversation, we go to find out where Efimova disappeared.

Let's approach knight's armor and interact with him. We pull the handle and drag it down. The curtain opens and a passage with a shield is visible behind it. We examine the sword near the armor. We open the fastenings on the disks and rotate them to compose a picture. It should turn out to be an octopus. The sword rose higher and colored pebbles appeared at the bottom of the blade. There is something similar on the shield in the opening. We remember the location of the colors on the sword and copy their location onto the shield. The secret door opens, we go inside. We go to the elevator, press the button and go down.

Walking forward through the sewers, Kate notices Efimova and Dr. Mangeling. They turned on the tap to poison the water. First, go left and take the old canister. We cross to the other side through the bridge and find a barrel of hydrochloric acid. Open the inventory and select the canister. Let's pour ourselves some, we'll need it now. We go right to the end and find a boat. She is tied with a chain. We use a canister of acid to burn through the chain.

We sit down and leave the clinic. We reach the Yukolov refuge through the dam along the water.

Camp Yukolov

Water purification

Immediately upon arrival, the nomads began to panic and ask Kate for help. On the right we approach three yukols trying to reason with a raging ostrich. One of them says that ostriches drink poisoned water. We need to somehow clean it up before all the ostriches get poisoned.

Later, the shaman Yukolov, who saved Kate’s life, comes up. She subtly hints that Kate could purify the water in the river. We run to the right along the path to the dam. We approach the stairs. There is a sensor on the wall that shows the water pressure at the dam. Our task is to filter the fuel using it. We look at the diagram next to the sensor. It shows that waste, garbage, etc. pass through the upper and lower tiers, therefore, they must be closed. We open the second tier from the top halfway, and set the third to allow water to flow through completely. The arrow of the sensor indicating the pressure will be in the green sector. Everything worked out.

We return to the refuge of the Yukols. At the entrance to the camp we speak with Burut. He asks how Kurk is doing and says that they need to move on soon, because... ostriches will want to move on. After talking with him, we go inside.

Getting a pass

We turn left and head to the shaman. An animal skull hangs above the entrance to her abode. To get to the master in Valsembor, who has a prosthesis for Kurk, you need to get a pass to leave the city. The Jukols are not allowed to go to Valsembor now, they won’t let us through either. Previously, they could use the machine in the hut at the exit of the camp, but then it was broken. So you can only get a pass in Valsembor. But we can’t get there without a pass. This is the situation.

Leaving the shaman, we follow to the right. Along the way we will meet an ostrich that you can climb on. We climb inside along the stairs. In the box on the right among the different temples we find a candle. We'll need her wax later. We leave the tent and head right towards the exit. We find ourselves on the other side of the camp. We go left and talk to the policeman at the checkpoint. He won’t let us into the city, because there are nomads here and, by order of Mayor Bulyakin, entry is only possible with stamped passes. You can try to stab him with a knife, but he will just react to it in an interesting way, it’s cool. Well, you'll have to find a pass. We go into the hut nearby.

We examine the table and see a device for printing. The seal itself is not there. We take the sponge on the left. There was an ink mark from the seal on the leather lining. Open the fastenings on the sides and take away the lining. There is nothing more to do here for now. We leave the hut and head to the camp. We find it there. We ask him to help us get a pass. He gives us his wife's pass. All that remains is to put a stamp. Now we find a blacksmith nearby. To create a seal, he needs an example. We open the inventory and give him the seal lining. Then he needs wax for casting. Fortunately, we already have it. We took it earlier. The blacksmith reports that the seal will be ready soon. We take the seal and leave the camp towards the checkpoint. Let's go right. Near the shore we find a squid in a pool of ink. Let's borrow a little. Open the inventory and use the sponge. We return to the hut to stamp the pass.

We interact with the table. We put the lining in place, the pass itself on top, then fix the sheet with fasteners on the sides. We return the sponge with ink and turn the holder to the right. We lift up the lever on the right, which holds the seal in the slot. We insert the seal and lower it down again. We go back one zoom level and pull the topmost lever to dip the stamp in ink. Let's return to the study of the pass. We move the sponge holder to the left and pull the upper lever again to stamp the pass. Hurray, now you can go to Valsembor! Don’t forget to pick up the pass, first opening the fastenings.

Suddenly, out of the blue, an American detective, Mr. Cantin, enters the hut. He intends to arrest Kate, he has a warrant. Choose any option in the dialogue that you want. Then you can deceive him or call for help. Either way, he'll walk out the door. On the counter is glass bottle. What if you drop it? Unfortunately, the bottle falls on the carpet and does not break. There is a lamp on the table that can be dropped on the bottle. That's what we do. We select the fragment closest to us (left). After liberation, we leave the room and approach the policeman. We give him a valid pass. Now he has no choice but to let Kate into Valsembor. A detective appears behind us, but our friends, the Yukols, help us deal with him. Hehe.

Valsembor

Help for a watchmaker

Immediately in front of us there is a view of some kind of ship. We go to the right and meet a drunkard near the ship. The fool almost falls into the water. We ask what's the matter.

He introduces himself as Captain Obo, behind him is the “Crystal” - his vessel. Kate decides to ask him where to look for the watchmaker Steiner, but the old man begins to talk about some kind of monster and nothing more. Well, we won't get anything from him. There is no point in going onto the ship for now; we won’t find anything interesting there. We go further and near the car we turn towards the tavern. It is located on the left side, we go there and talk to the bartender. We ask about Steiner. He advises to talk to his granddaughter, who works here as a waitress. Let's go and meet the girl. She says where to find her grandfather, adding that she herself will visit him later. We'll meet there. By the way, you can also spot Captain Obo here, probably a regular customer of this establishment. We leave the tavern and go further, turn left, then along the paved path we get to Steiner’s workshop.

During the conversation, the watchmaker notices Oscar's heart on Kate's neck. He recognizes the device and asks her where she got it. In the end, it turns out that Hans Voralberg lived here for some time and he and Steiner worked together. The old man suddenly feels unwell, his heart. He asks to bring him medicine. Hmm...which one? Okay, let's figure it out. We select a mug on the shelf with the clock. We examine the desk drawers. It's empty. We go down to the basement. Below you can see a model of the "Crystal", perhaps Steiner designed it. We find Kurk's prosthesis on the table, but it is not finished yet. Nearby hangs a note, a reminder from my granddaughter: “Grandfather, don’t forget to take your medications three hours before dinner.” This looks like a clue.

So, three hours before dinner is probably five hours (5:00 p.m.). We go upstairs and approach the clock on the shelf on the right.
There were drops of tea left on the stand below. We put the mug in this place, open the glass of the dial on the watch and set it to 17:00. The mechanism works and the healing tea is prepared. We take the mug and give it to Steiner. The old man is grateful to Kate and says that as soon as the mechanical leg is ready, he will visit Kurk and lead him to the rest of the Yukols. He also says that he does not advise crossing the lake, since Baranur is further away. We follow Steiner down to continue the conversation. Having gone down, we immediately pick it up in the box. We insert it into the player and watch the picture. Baranur turns out to be a ghost town with nothing alive after the explosion of a nuclear power plant. Baranur and Valsembor border and are separated by water. Kate notices Oscar, the XZ-2000 robot, in the film, although there are many of them. They were created to help residents. Their mission was to save the people of Baranur from the radiation after the accident and transport them to Valsembor.

The conversation is interrupted by Sarah. We go upstairs with Steiner. He introduces Kate to his granddaughter, but we already know each other.

Steiner asks his granddaughter to help Kate figure out how to transport the Yukol tribe across the lake. But she already had an idea. Her plan is to use the Crystal ship. But the problem is that the captain swore not to go there again, talking about the lake monster. We will have to somehow convince the superstitious drunkard captain to go to Baranur.

We go to the tavern and talk to Sarah. Then we approach the captain at a table in the corner and start a conversation. He somehow sharply evades and begins to tell his stories. The conversation didn't go well. We approach the bartender and tell him that Obo is terribly drunk and there is no way to talk to him. The bartender says he'll make him a sobering cocktail, so his head should clear up. Sarah also does not advise criticizing him. We talk with them about the remaining topics and return to Obo. We must try to convince him the first time. For this, it was necessary to find out more information from the bartender and Sarah.

Let's start a conversation. You should immediately cheer him up by saying something flattering. Then say that the city needs him. The next two answers can be anything, after them it is better to play on his pride by intimidating that you will buy a ship from him. Ultimately the captain agrees. All that remains is to prepare the ship for departure.

Preparing to sail

We leave the tavern and now head to the ship. We go onto it and go up to the captain's bridge. We talk with the captain on all topics. He gives us a couple of tasks for the final preparations before setting sail. First you need to open the hatch to the coal bunker. Then go to the warehouse and replenish the supply of coal, we also receive from him the code to enter the hangar. And use a crane to load the coal into the bunker.

We go out onto the deck and open it near the exit from the ship. Press the button and rotate the wheel. Now we get off the ship and go opposite to. On the panel enter the access code ( 0509 ), received from Obo. There is a cart inside on the right; we move it forward almost to the very end. We immediately pull the lever to move the rails to the position we need. We go into a place fenced with a net. There we select a chute through which coal will be fed into the cart. There is a pipe nearby, but not in the cage. We take it and check all the compartments for sound output. If the sound is dull, then there is coal there (the penultimate compartment is in the right row). We approach the compartment that produces coal, interact with it and take it out of the inventory. Click on the button to start the process. When the filling is complete, we board the blue “locomotive”. We take out the knife from the inventory and on the panel. We attach it to the lower right part, where the button is also missing, and pull the lever forward. The coal has been mined, now all that remains is to load it onto the ship.

We go to the tap and enter the code. It is the same as from the door. We go up the descending stairs. In the cabin we see a dashboard with which we need to control the crane. The lever on the left is responsible for crane moving on the ground (1), buttons on the monitor - camera change for ease of use (2), the top button is used to lower the hook (3), the bottom button is used to tilt it (4), the lever has a circular stroke turns the crane tower(5), well, the rightmost lever is behind turning the crane around its axis(6). First, turn the crane tower to the left (5), press the top button (3) to grab the trolley, then turn the crane tower again by turning the lever to the upper position. Now pull the left lever (1) twice to the right to move the tap. Press the right button on the monitor once to switch the camera (2). We press the right lever (6), then pull the left lever to the right (1), turn the tap again and pull the left lever again. Switch the camera twice with the right button on the monitor (2) and press the bottom button (4) to pour out the coal.

The next step is to connect the water tower to the ferry. After this, you need to climb the tower and supply water. So, we go onto the deck, turn right and pull the hose, lowering it into the gutter. Then we lower the lever back to the left. Press the lever on the tower to fill the tank with water. We return to the captain with a report. We learn from him that we won’t sail far because the ship’s ignition key has disappeared. Moments later, he remembers that he threw it into the water when he swore that he would never return to the lake. Perhaps Steiner will have a duplicate key, he designed the ship, he must have a spare one. Let's go to him.

Steiner is not in his place; his granddaughter replaces him. We explain the whole situation to Sarah, after which we get a handle from her to examine the model. We go down to the basement. To the right of the layout there is a toggle switch that turns on the light. We select the handle in the inventory and insert it into the lock, rotate it until it opens. Another puzzle. On board the ship there is a disk with numbers. We read the attached sign near the layout. The text contains numbers...60...80...30... With each correct number entered, the anchor on board lowers. The sequence is as follows - 30, 80, 60, 100. Then we pull down the anchor. The roof on the captain's bridge will open. There will be a key inside. We press the button, turn it and take it out. Kate notices that it's a little small for the Crystal.

Opposite the layout is an installation. We approach it and take the key blank from the box below. Let's look at the car above. There are doors on its sides. Open the left one and install a miniature key there, press the button on the left to lock it. We close the door. We place the workpiece in the right door and close it. Using the handle, set the value to 200 and press the start button. We open the door and take away the brand new key to the Crystal. We return to the ship and insert the key into the ignition. Obo reports another problem that is preventing us from sailing away. Port locks. The captain advises asking permission from Mayor Bulyakin to open them.

We get off the ship and head to the tavern. After it we turn right and run along the path around the buildings to the square where some kind of protest is taking place. Residents demand that the Yukols be thrown out of the city. We go up the stairs and talk to the mayor. We inform you that you want to leave the city with the Yukols, after which we select the option “think about the elections.” He gives the go-ahead, but clarifies that the locks will have to be opened manually, plunging into the depths. The mayor gives us a drawing that will help us open the underwater mechanism.

Opening underwater castles

We return to the captain on the bridge. We talk about all topics, after which we will need to meet him at the edge of the dam to get equipment for the descent.

From the ship we go down and run left to the lighthouse. In the barn we find and. We take it in the corner. They need to be filled out. We approach a gas station. We place the cylinders and lower a metal hoop onto them. We inspect the cylinder. It says "180 bar". We set the same value with the arrow on the panel on the left. Press the green button. The air supply has started. We return to the cylinders and press two levers. Ready, the cylinders are full. Now we go into the locker room and put on a suit.

We dive under water. Let's go right. We select 3 gears, two of which are located near the bolt mechanism itself. We head right to the second shutter mechanism. Turn the valve and pull the lever. The first part of the gateway will open. We go inside and approach the sunken ship. We pick up the chain near it and return to the first bolt mechanism. We look at the drawing received from the mayor. It follows that the gears are arranged like this: large on the left, regular on the right and stepped at the bottom. We put on the chain, rotate the valve and then pull the lever. Let's watch the video. We go to the shaman Ayahuasca and say that the camp can be closed, because a way was found to transport ostriches across the lake. The Yukolov tribe breaks through the security post and ends up on the ship. Now all that remains is to bring Kurk to the Crystal.

Saving Kurk

At the exit from the ship, Kate meets Sarah, who says that the hospital is closed and there are soldiers at the entrance. It looks like Kurk and Steiner are in captivity. We are going to help them. To access the hospital we use a cable car with a funicular. We head to Steiner's shop and pass it further. There will be an open gate on the fence ahead. We go forward and inspect the cart. We take the wedges from under the wheels. Two will appear in your inventory. Don't forget to pick up the third wedge on the ground. We go up the stairs and head to the operator's booth. The door is closed. We look out the window, there is a control panel for the funicular. We have to get inside somehow. We approach the door and interact with it. There is a small gap under the door.

We proceed like this:

  • We use a small wedge and squeeze it through to the right.
  • Then open the inventory and insert the second wedge next to the first small one. The door will rise.
  • We take out the small wedge and insert it on the left side of the door.
  • Take another wedge from inventory and insert it next to the small one on the left.
  • Again we take out the small wedge and place it on the wedge on the right.

The door was removed from the curtains and fell. We go to the control panel and try to call the cable car. Nothing comes of it. No electricity. There is a shield hanging on the wall to the right. Insert the knife and open the lid. We lower the lever down. We return to the panel and pull the lever down. We leave the point and get into the carriage. We go up to the clinic. Doctor Efimova is already putting all her brains into the trigger.

We go out the gate to the hospital. There is a military helicopter nearby. We head to the entrance and get inside. On the way there are military men led by a colonel. It won't work to break through. We leave the hospital and head out to explore the helicopter. We go in from the other side and find ourselves in the cabin. At the end we find a walkie-talkie in the box. Let's go to the hospital again. We use it to distract the soldiers, pretending to be Doc Efimova. We go into the corridor behind the register. We are found by Doctor Zamyatin, who is caring for the wounded Steiner. They say that we need to help Kurk as soon as possible. We leave the office and walk along the corridor to Efimova’s office. Let's go inside.

There we will find Kurk in a chair. We examine the sheets of paper on the side of the chair. We take the paperclip from above. At the back of the chair we open the panel and see the mechanism. We use a paper clip on it. On the other side of the chair there is a needle for injecting a tranquilizer. Interact with the needle to pour out the contents of the syringe. Open the lid on top and pour in the shamanic potion. On the right we lower the needle to make an injection. Kurk comes to his senses. On the same side, we lower the lid down a little lower; a code panel is installed there. We look around the room looking for a combination. There is nothing like that here. On the doctor’s desk we find her figurine and a note from Dr. Mangeling. We take a closer look at the note in the inventory; the part with the code on the note is torn off. Damn it! All that remains is to try to use the figurine. We use it on the panel and Kate breaks the mechanism with a heavy thing. We watch the video of Kate and Kurk escaping from the hospital. Near the ship, Sarah asks about her grandfather and gives her scarf as a farewell gift. "Crystal" goes on a journey!

Fighting the Kraken

On board, Captain Obo battles his fear of meeting his monster by drinking alcohol. Suddenly, the ship bumps into something. Monster? No, just ice. The captain sends Kate to start the icebreaker in the engine room. We go down the stairs twice. Along the way, you can pick up yukol matches at the seats. Having picked it up, we go left and down the stairs again. Then right to the central panel.

First, turn the valve at the top right (1). We put the gearbox in first (2), then press the red button (3), then pull the lever to the lower position (4), quickly first third and then second gear.

"Crystal" overcomes the ice obstacle. But after a while something holds him back again. The captain asks to go check on this time. We go out to the stern of the ship and watch the video. The ship was attacked by a giant octopus. But the captain, it turns out, wasn’t lying. The captain says that the monster is attracted to light, we need to turn off the lights. On the starboard side near the lifeboat you can find. We use them to break all the spotlights around the perimeter, there are 4 of them in total. The monster prevents us from breaking the last one. We go into the passenger lounge and find it under the seat. Inside we take away the emergency flashlight. We go out to the monster and take out a lantern from the inventory, distracting it. Now you can break the last spotlight.

But the kraken doesn’t stop there and pulls the ship to the bottom. The captain gives the order to turn off the engine. We go down to the engine room and go to the place where the icebreaker was launched; a little to the right there will be a lever to turn off the engine. But this doesn't seem to work either. We return to the captain. You can find him in the boat on the starboard side. He came up with a plan to distract the monster. We need to get a lamp. We run into the engine room and turn left on the stairs; there will be a lamp on the table. However, it requires fuel. We go up to the captain's bridge, but do not go up the small stairs. Near the bookcase. We examine them; in one, it turns out, there is a bottle of strong vodka hidden. We pick it up and go down again to the engine room. We fill the lantern with fuel and light the yukols with matches. We return with a flashlight to the captain's boat and watch the video. The Kraken unsticks from the ship and Kate, along with the yukols, continues on her way.

Baranur

The ship gets into strong storm. Kate wakes up on a ship that has run aground right next to the pier, the pier...Baranura? There's a lot of radiation here.

Radiation check

The first step is to measure radioactivity in the area. At the bow of the ship, opposite the searchlight, there is a device that measures background radiation. There is a lever to the left of the device, but you need a key to start it. We go up to the captain's bridge and take Crystal ignition key. We return to the device, turn the key and lower the lever. Open the lid below and take away the glasses. They allow you to see the radiation. Kate looks around, everything seems clean. We leave the ship to look around.

Restoring electricity

We go down to the beach and go down the screen. Kate notices the automaton. Suddenly she remembers what Professor Steiner told her. The XZ-2000 brought soul and mind together, so with Oscar's heart, it won't be hard for us to bring it back. We examine the automaton; there is a lid on the chest that opens with Voralberg’s special key. We don’t have this yet, so we’ll leave this matter for later. We go to the building on the left, climb the stairs and find it near the wall telescopic rod.

We return to the ship. At the pier, we remove the wires on the pole using the rod we selected earlier. Then we talk to Burut. Kate asks him to connect the cable to the Crystal.

Baranura Park

We go down the board and go to the stairs. We go through the gate. We go to the building on the left. Can be found in the trash inside gear And chest, which is marked with the Voralberg sign. Also hanging on the wall is a map of the park marked with Roman numerals. We go out through the other door to the other side of the bridge. We go down the screen, we will find ourselves at the broken part of the pier. There is an automaton sitting in the locomotive, we take the key from him. Kate notices that it is possible to tow the ship using a tractor, but there must be an automaton sitting there, which is connected to a contact. We return to the building and open the chest on the table with this key.

We take it from it Voralberg key And spanner. We leave the building and meet Yukolov at the threshold. After talking with them, we go left deep into the park and find near a wooden bench metal rod. We leave the park through the gate leading to the beach. We approach the bench on which the automaton is sitting and use Voralberg's key to open the lid on his chest. Turn the key to the right, cling to the cover and also turn it to the right. We take out the old heart and insert Oscar's heart. We open the covers on the heart valves and insert the “artery contacts” there. We unscrew the bolt with a wrench and see the activation lock. We don't have a key for it, so we'll leave it at that for now. Wait, Oscar, we'll be back!

We go up the stairs and enter the park. Upon entering, Kate hears the sound of a cart approaching. In the park we again climb the stairs on the right and we will get to the car that drove up recently. We pick up a clue on the ground. We get into the carriage. On the seat on the right we immediately select the second one metal rod. Zooming in on the dashboard. On the left there is a lever for changing the marks on the dial (1), on the dial (2) there is a scale up to the “50” mark and many holes on it. On the right is the machine launch mechanism (3). This is where the map with Roman numerals that we saw on the wall earlier comes in handy. First, you need to unscrew the value to “50” (it won’t work less), then insert a metal rod into the right place and press the machine’s start lever. She will stop where the metal rod allows her to reach. The map had the designations "15+25". Use the lever to set the value to “50”, then insert the rods into the hole near “25” and “15”. Let's start the machine. It will stop at “25”, remove the rod from this value and the next stop will be point “15”. This is exactly what we need. We leave the transport and go down the stairs.

Now that Oscar is ready to work, we return to the tractor, which will tow the Crystal. All that remains is to conduct electricity from the ship to the tractor. We go to the "Crystal" and go down to the engine room; next to the control of the ice ax device you can find the power switch. Near the ship we tell the Yukols to tie the tractor to the Kristall. We return to Oscar and ask him to start towing. Also, if you have not removed the fallen cars from the tracks, then you should do so. Nothing comes of it, the ship only buries itself further into the ground. Oscar asks to loosen the cable in order to move the tractor further along the pier. We inspect the rear of the tractor. You won't be able to turn the lever manually. We use a wrench, then the lever will give way. We tell Oscar to move the carriage. We approach Yukoly near the tractor and ask him to tie the cable to the Ferris wheel. We climb onto the wheel and insert the gear into the mechanism on the right, if you have not done this before. Now we launch the wheel on the button on the panel on the left. We watch the cut-scene, after which we get out to the beach to Yukoly. All that remains is to release the ostriches from the ship outside. We run to the stern of the ship and press the button. And the shaman seems to have a crush on Oscar...

We watch the cut-scene. The colonel and the thugs follow close behind.

“Historical Center” metro station

Kate and the rest of the expedition end up on the subway. Unfortunately, the path is blocked by bats. Let's find a way to get rid of annoying creatures.

We try to get to the mice, but Kate just runs away from there. We raise our heads up and see the ventilation, where bats are stored. We go up the stairs to the left of the tracks and talk to Oscar. We ask him how to drive away the bats. He gives a clue that they fear anything that harms their "physical integrity." Remember. We go down the stairs to the right of the tracks and go along the corridor to the left. We go down another staircase and on the left we find seaweed, they will be needed later. We go near the canal to the right and meet Yukol, who will give us stick. We go out on the path, and on the right we see a workbench at which you can do something. We select on the table lighter And bottle. We insert the stick into the hole on the table. It looks like you can build a torch and drive away the mice. We go to the ostriches on the right and pick them up. We return to the workbench and wrap the stick with a rag. We use the bottle on it and then set it on fire. We try to drive away the bats with fire. This doesn't work, they try to escape through the ventilation, but it is closed with bars. We need to somehow open the hatch from the outside.

We go to Oscar, because he is a machine and he is not afraid of radiation. He agrees to help and goes into the radioactive zone. Now we will manage Oscar. We go up the stairs and go to the surface. We head along the building historical center and we find a red fire truck.

We inspect the ignition switch. There is no key. Open the glove compartment on the right and find key. We start the car and pull the lever behind the steering wheel. The car drives closer to the building. We climb onto the back of the body and take control of the boom. The upper left lever is responsible for turning the turret, the lower one for lifting, and the last one on the right for extending the boom forward. We go up the stairs and inspect the hatch. You can't just open it, the edges are welded.

We leave the car and go forward until we find the bank building on the right. We select plumber's scissors on the floor. We return to the car and use them on the grill. Ready! ...but there's one problem. The sound of a falling grate attracted the mechanical dogs. We get off the boom and inspect the fire hydrant. Remove the plug from the hole and take out the pin for the hose reel. Let's inspect the coil. Pull out the hose and connect it to the hydrant. Then we inspect the hydrant and turn the valve. The last step is to start the water pressure and wash off the mechanical dogs. We return to the metro. Oscar has received a dose of radiation, so the decontamination procedure is started. But it is interrupted because... not enough iodine to continue. However, Kate has seaweed that is rich in iodine. We insert the algae from the inventory into the receiver and complete the cleansing procedure.

All that remains is to scare away the bats. We approach the workbench where the torch was created and take the lighter. We watch the cut-scene. Kate and the Yukols leave the metro and stop for a rest.

Temple of the Red Moon

We find Kurk and the shaman Ayahuasca near the fire and talk to them about all topics. Hidden somewhere nearby is the Yukolov Temple, which remains to be found.

We leave the camp and go to the open gate on the right. We go up the escalator and head left. We follow the corridor and go down the first staircase at the end. On the site we find yukol tools, we cannot take them. We go down even lower and run along the corridor to the gate, go into it. We go forward and find the village. We go into the house. After the conversation, Dunyasha Dubrovskaya gives the notebook and asks to give it to the conductor, i.e. Kurku. We leave her house and go into the cave on the left. Taking it from the wall green lens yukolov (01). We return to Kurk and give the diary so that he can translate it. To quickly get to it, there are others near the gate that we used to get here; we exit through them.

After he translates the diary, we leave the camp and go left. Continue straight along the path until you turn left. In the distance you will see a building with a large door. We follow there and go inside. This is a swimming pool. We climb onto the large springboard and inspect the three depressions at the end of the side. We go down from the springboard and look for a ladder to the bottom of the pool. We examine the stones on the wall.

Now we return to the camp and open diary, which Kurk translated for us. We must put lenses in place of those holes on the pool diving board. We already have one, it was picked up in a cave near the home of Dunyasha Dubrovskaya. is located in the corridor (where we went up the escalator and went left). In the middle of the corridor there is a door leading to the hall of fame. Immediately to the right behind the glass door there will be a lens. We take out the scarf in our inventory and use it on the door so that Kate doesn’t hurt her hand when she breaks the glass. the lens is located where we saw the Yukol tools on the landing. We go further along the corridor and go down the first staircase. We interact with the chair, open the panel under it and find a lock with symbols. A hint on how to solve this puzzle is in the diary that Kurk translated. Enter the characters as in the screenshot below.

All lenses are collected. We go back into the pool and install the lenses on the diving board in the order (from left to right): blue, green, red. Now we begin to direct the mirrors. Below is how the mirrors should be positioned.

A passage in the wall opened. We go down to the pool and go inside the temple. We watch a cut-scene about Kate's past.

Sacred Bridge

Kate wakes up in the yurt. The screams of the Yukols can be heard outside. After she is on the ground, we return to the yurt and take our things from the box - knife And flint.

After that, we leave and head to the bridge. Kate needs to be found. He stands on the edge of the cliff, which is to the right of the building. On the way to it you can see a stove with four pipes. We talk with Kurk on all topics. We learn that the old sacred bridge was destroyed. And the one next to it is customs. To cross, the Yukols must obtain permission from the Guardian on the other side, but since the bridge was destroyed, they will not be able to cross. Kate volunteers to cross the river on the new bridge and talk to the guardian.

We head to the customs post and talk with the customs officer. At the end of the conversation, he says that it is necessary to connect the water wheel on the river to cross to the other side. We go behind the building and go down the metal stairs to the very bottom. We go to the lever and pull it. After this, one part of the bridge will rise. We return to the bridge, the customs officer will let us through to the other side. We turn right and enter the Guardian's tent. We talk with him and understand that we need to bring vodka as gifts to the spirits. But they will absorb it through the Guardian, cunningly! In addition to gifts, you need to read a prayer to the spirits. They understand only the language of fire and smoke. Maybe a stove on the other side of the river will help? Having finished the conversation, we cross back across the bridge. The customs officer will get scared of something and ride away on his motorcycle.

We approach the place where the motorcycle was and pick it up nearby. We go around the customs post from behind and use the brick on the locked door to break the glass and get inside. On the table near the window we select in the basket flask with vodka. We go further and pick it up on the table in the room.

We leave the point and go down the stairs one level below. We pass through the opening and find ourselves in a room with stone walls. We find a red button on the wall. We press, thereby calling the trolley from the other side. We put the flask with vodka inside and press the button again to send the Guard to the other side. After a while, the Guardian will send in return sawdust, we take away the bag of sawdust.

We go upstairs and go to the ostriches. We find it near one of Oscar's yurts. We climb inside and talk with the shaman Ayahuasca. According to the shaman, prayer means sending smoke signals using ancestral machines. We are in no hurry to leave the yurt. We get it from the chest next to Ayahuasca rod.

We head to the place where we talked with Kurk and find that very stove. We inspect the car. Inside we will find several items - red, blue, two yellow resin quarters, and also full blue resin circle. Some funnels And log. Three of the four funnels will be located behind the left oven door, and the last one, the fourth, will be in one of the pipes at the back of the oven.

We leave the furnace inspection screen and approach the stump nearby. Place a circle of blue resin on it and use a knife to cut off just a portion. Will appear in inventory quarter blue resin.

When all the items are collected, you can start lighting the stove. To do this, you need to turn on all the valves correctly and place the objects in the right place:

  • We place the Ayahuasca wand in the middle of the stove - this is a hint that tells what color and shape the smoke coming out of the funnels should be. The funnels determine the shape, and the color of the resin, of course, is, as is not difficult to understand, the color of the smoke.
  • Rotate the screen so that you can see the back of the stove. We open the valves on each of the chimneys. We must place funnels in the chimneys in in a certain order. Each funnel is numbered, we arrange them from “1” to “4” from right to left.
  • Open the drawers and pour sawdust into them
  • Close the vent at the bottom left of the stove by turning the valve to the vertical position
  • We open the large doors from below and place a log in the middle, lay paper under it and light the whole thing with a flint.
  • We place the resin in the chimneys: from the hint on the wand it is clear that you need to put a red piece of resin in the left chimney, a blue piece in the two central ones, and a yellow one in the right one. Inside each chimney there is a stand with holes on which you need to put the resin.
  • Each stand has handles that can be used to lift them up. Below them there are also stands with a quarter cut out. We place the pieces of resin on the upper stand so that there is a cut out sector under them on the lower stand. As in the screenshot below. The lower stands can be rotated.

  • There are valves under the stands, they are set to a horizontal position, turn all the valves to a vertical position

When everything is done in the specified sequence, the oven will release a colored smoke signal and the transition will be possible. We watch a long cut-scene that concludes the third part of the series.

Walkthrough of the game

7. Baranur Amusement Park
Siberia episode 3. Walkthrough

Goal: Find a way to measure radiation

We were hit by a wave, and while we were unconscious, the yukols managed to take the ferry to the shore. True, we sailed not to Snezhinsk, but to radiation Baranur, and besides, we ran aground. The first thing we do is check the background radiation before going ashore.

1. We go along the deck to the bow. There is a round sensor on the hill; it shows normal radiation. You can take anti-radiation glasses from below, but the mechanism is blocked. We examine the left side, there we see a keyhole.

2. We go to the cabins, go up to the captain's cabin, take the ignition key.

3. We return to the sensor, insert the key on the side, and press the lever. In the lower tray we take the fallen anti-radiation glasses. On the shore, the background is also normal.


Objective: Restore power to the Crystal

We go down the ladder. The local pier is broken in two, with wires hanging nearby. We go down the side board onto the sand. There are many dead robots around.

1. On the shore we go to a wooden building, climb onto it, find telescopic rod.

2. We return to the pier. We use a long rod to pull out the wires from the pole. Yukol Burut volunteers to help us, he will connect the wires to the ferry.

3. We go to the ship, go down to the engine room, and turn on the lever to the right of the ice pick mechanism. Electricity will be provided to the entire Baranur Park.


Objective: Repair the automaton

An almost intact ZX2000 automaton sits on a bench at the entrance to the park. We can revive it with a mechanical heart, but its body is still closed, we need a cross-shaped key.

We enter the gates of the park. On the right we can climb the stairs to the roller coaster platform, here we find the document “Crumpled Note”, where there are several calculations of the speed and distance of the attraction.

On the left side in the park we can enter the building where there is a broken conveyor belt with robots. There is a locked chest on the table, and a poster with the route of a roller coaster on the wall.

1. In the building, we exit through another door and find ourselves on the broken part of the pier. We go to the end and inspect the tractor. We take the automaton out of the car and find a small key in his hands.

On the way back, at the turn, we inspect the overturned car. We try to unhook it, but it falls off the pier.

2. We return to the building with the conveyor, open the chest on the table with the found key. Inside we take the cross Voralberg key, wrench. At the exit we will meet the Yukols, they followed us, and now they have occupied the entire park. But the ostriches have not yet been unloaded.

3. We return to the sandy shore. We examine the automaton on the bench, use the key to open its case. Inside we disconnect the old heart and install Oscar’s mechanical heart. Open two valves on top and insert tubes into them. On the large round thickening we use a wrench and move away the round cover. Inside we see that we also need a small key to start the heart.


Goal: Find the activation key

We return to the park, at the entrance we hear that someone drove on a roller coaster and left the car on the site.

1. We go deep into the park, to the entrance to the metro. From this place we go to the left, we pass between the figures of a red rocket and an elephant. Near the hole in the mesh fence, under the bench lies metal rod.

2. Near the entrance gate of the park, we go up the stairs to the roller coaster platform. Now there is a car number III here, let’s get into it.

3. In the car we inspect the right adjacent seat, there we take another one metal rod.


We examine the dashboard, there are a couple of levers and a dial showing how much time is left to travel. We read the solution to the puzzle in a crumpled note.

1. Use the left lever to set the arrow to the maximum value of 50.

2. We place metal rods on the numbers 25 and 15.

3. Lower the right lever to start moving.

4. When we reach the number 25, we pull out the blocking rod. This stop was needed simply to slow down.

5. We reach number 15 and get off at this stop.


We are in a cramped room with mock-up rockets. On the right we find a hatch down and go down. We find ourselves in the subway. If you go to the right, you can see a blockage at the entrance. Let's go lower. There is a train on the tracks, we enter an open carriage.

Inside is someone's home. We find a photo album on the table, and it’s better to read it right away to find out more about the owner of the shelter.

When we try to get out of the carriage, we will meet a woman accompanied by a mechanical dog. We see how she starts the dog with a special key. We persuade her to give us the activation key.


Objective: Complete repairs to the automaton

We return upstairs, get into the attraction car, take out the rod from the number 15, and drive to the starting area.

We communicate with Kurk and the shaman waiting for us here. The Yukols are going to fulfill our request - to clear the path to the subway (we can go to the far door and watch them dig).

We return to the sandy shore. We start the robot's heart with the found key. The robot will come to life and have Oscar's personality. Thus our old friend came back to life. But he is in no hurry to help us; first he needs to get clothes to cover his bare metal.


Goal: Find clothes for Oscar

We return to the park. We go deeper, go into the farthest door. We see that the yukols have already cleared half the way to the metro, but now they are gone. A person can already pass here, so we go down to the metro along this path.

We discover the missing workers in Katerina’s carriage; they are sitting together and listening to a melodrama broadcast on the radio. We send the Yukols to work further. We give Katerina the key, ask for clothes for the robot, we get key to Andrey's closet. When we examine the clothes, Oscar will appear and put them on.

On the way back, near the rubble, we meet Kurk, going down to the metro. Be sure to talk to him to get the achievement.


Objective: Help Oscar tow the Crystal

We go into the building with the conveyor, through it we exit to the right side of the pier. Oscar is already sitting in the tractor. We approach him and explain the task. He will ask you to turn on the electricity, remove the car from the path, and tie the ship's cable. The first two conditions can be made in advance, then Oscar will praise us.

We go directly to the ferry; the Yukols have already restored the collapsed part of the pier. We ask the Yukols to tie the ship to the tractor with a cable. We return to Oscar, we command to start towing, but nothing happens.


Objective: Find another way to tow the Crystal

1. Extend the cable; to do this, inspect the winch at the back of the tractor. We use a wrench to unscrew the bolt, then turn the lever. Oscar will drive his tractor closer to the Ferris wheel.

2. We approach a new place on the tractor, here we tell the yukols to tie the cable to the cabin of the Ferris wheel.

3. We go to the next building on the left, in the center of the conveyor belt we inspect the cardboard boxes, inside we find a gear.

4. On the street, we go around the Ferris wheel on the right, climb the stairs to the wheel control platform. We examine the mechanism on the right, install the gear there, and press the lever. Press the red button on the left. The wheel will begin to spin and pull the ship ashore.


Goal: Get the ostriches out of the hold

The Yukols greet the metal Oscar with caution, but the shaman stands up for him. We go to the back side of the ferry, there we press the opening lever. All the ostriches get out, and we ride them down into the subway. The military arrived by helicopter, but did not have time to notice where we had gone.

8. Metro "Historical Center"
How to pass Siberia 3

Objective: Check the tunnel

At the intermediate station, a flock of bats blocks our path. We are looking for a way to scare them away.

We go up to the right platform, go out into the flooded tunnel, there we find algae under the stairs. On the right, at a dead end, one Yukol will give us a root in the form of a club.

We go up to the left platform, there we find Oscar on a hill, he is hiding from the shaman’s excessive attention. The robot tells us that mice can be driven away by fire, water or noise.

We return to the platform. The carpenter left and left his table unattended. On the table we find a bottle and flint. Here you can make a torch, but first we'll take the last ingredient. We inspect the ostriches in the entrance tunnel, tear off the yukol rag from the yurt. We return to the workbench, prepare the torch:

1. Insert a root stick into the hole in the table.

2. Wrap a rag on top.

3. Pour fuel from the bottle.

4. Set fire with flint.

Let's go to bats, we try to drive them away with a lit torch. The mice are afraid, they want to fly away, but the ventilation hatches on top are closed, and they cannot fly away anywhere.


Goal: Find how the ceiling vent opens

We return to Oscar, he volunteers to go out onto the radioactive surface and open the hatches. Now we control the automaton. We leave through the airlock chambers.

I am not her(I'm somebody else)
Admit it: you didn’t expect this...
Plot. We'll get it when we start managing Oscar.
How ironic, right?(Ironic, ain't it?)
Admit that you really wanted this after leaving Valadilen...
When we start playing as Oscar, we immediately try to return to Kate, press the red button several times, listen to the dialogue.

Objective: Open the vent for Kate Walker

We go out into the street and examine the dead city. We enter the cooperative store, inside there are two mechanical dogs and a stand with tools, where there are not enough wire cutters. A little further between the houses you can look at the shore through a telescope.

2. There is a fire truck with a ladder in front of the metro building. We sit in her cabin. On the right we inspect the glove compartment, find the ignition key. There is also a child’s drawing signed “Sara” (apparently, Sarah’s father and Steiner’s son worked as a fireman and died during the rescue operation). We insert the key into the keyhole and start the car. We press the lever to drive closer to the hatches on the roof.

3. We get out and climb onto the body of the car. On the control panel, we turn the ladder towards the metro building, raise the ladder with the lower flywheel, extend it with a lever, and lower it lower to the hatch itself.

4. On the roof, use wire cutters to remove the grille from the hatch.


Goal: Escape from mechanical dogs

The job is done, but we are prevented from returning by two running dogs. We inspect the hydrant and prepare it for use:

1. Remove the locking hook from the hose reel.

2. Open the lid under the hydrant in front.

3. Unwind the hose and insert it into the connector under the hydrant.

4. Turn the valve slightly above the connected hose.

5. We pick up the barrel of the hydrant. We drive away the dogs.


Goal: Join Kate Walker

We go through the doors on the left and go down to the subway. At the airlock we close the doors behind us, the radiation cleaning system will turn on. But the procedure stops in the middle, there is not enough iodine supply for decontamination.

We begin to control Kate. We can get iodine from algae that grows near the river. We insert the algae into the receiver, the device itself will extract iodine from it. Oscar will come to us.

We return to the platform, approach the carpenter’s table, take the flint, and Kate will light the torch again. We scare away the mice with fire and go to the next metro station.

9. Temple of the Red Moon
Siberia 3. Puzzle with light

Objective: Meet with Kurk

We stopped for the night at the exit of the Olympia station. We are offered to spend the night in one of the yurts, but we refuse. Behind the round pen we can go up to the distant ostrich and pet it.


We communicate with Kurk and the shaman. We learn that an ancient temple is hidden under the stadium building, we need to find the entrance to it.

We find an open grate in the building, enter, and go up the escalator. We go left along the corridor. Halfway up there is a buffet lined with sports cups. We reach the left escalator, go down, and go out into the backyard.

We walk along a mountain path, along the way we read the inscriptions on the graves of the Yukols. One of the graves has been dug up, but is still empty. We find a forest hut, there is no one inside, but soon Dunyasha Dubrovskaya - Ti Kah, a half-breed girl - arrives. After talking with her, we get the diary of her father Han Ti Kah.

We enter the illuminated cave on the left, read the tombstone, and above it we take the item Yukolov Lens 01.


Goal: Translate the Yukolov manuscript

We return to Kurk and ask him to translate the text of the diary for us. He translates it, but not into Russian, but into English, so you can only navigate by pictures where important objects are hidden.


Objective: Find the secret temple of the Yukols

We leave the camp, go left along the wall. Ahead there will be a path back to the metro, where we don’t need to go, but before reaching it, between the fir trees on the left there is a path to a separate swimming pool building.

Inside the building we go down to the bottom of the pool and examine the recesses in it. We climb onto the springboard; there are three notches in it. Three colored lenses need to be installed here.

1. We can immediately place in the center the green lens 01, found in a cave near Dunyasha.

2. We return to the stadium building, on the second floor we enter the buffet. Now Kate will look at the red lens 03 behind the glass. We use Sarah's scarf to wrap our hand and break through the glass. (Although, it would be more logical to take any nearby chair and break through the window without getting hurt, but this is not available to Kate).

3. We go to the far escalators, go down, and then go up the central staircase. There is a red chair on the intermediate platform, we examine it, and open the panel from below. We see a combination lock of six Jukol symbols. We read the clues in the translated diary, enter the symbols. Inside the chair we take the blue lens 02.


4. We return to the pool and install the lenses. We examine the colored stones on the far wall, we need to send colored rays into them. We rotate the mirrors and prisms so that the light reaches the desired stones.


The Abandoned Temple Robbers(Raiders of the lost temple)
By solving the riddle, open the doors to the temple in less than 20 moves.
Ideally, 12 moves are needed, so you can make 8 mistakes.
Oh, spirits, are you here?(O spirits, are you there?)
The spirits have given you a blessing... and a sacred path!
Plot. We take part in the Yukol ritual in the temple under the stadium.

10. Sacred Bridge
Siberia 3. Puzzle with smoke

Objective: Meet with Kurk

While we were sleeping, the yukols reached the border. At the very beginning, we return to our yurt, examine the box, take a knife and flint from it. There is a bridge ahead, go to the right of it, go around the large stove, and find Kurk on the cliff. The sacred bridge has been destroyed, and to cross the modern bridge, you need to know the opinion of the guard on the other side.


Objective: Meet the Guardian on the other side

We go to the next building. First, we go down two stairs and press the lever at the bottom. The water wheel will lower into the water and raise half of the bridge.

After that we go to the top floor. We approach the back door of the checkpoint, but the guard does not let us in. We walk around the building and communicate with the border guard through the front window. In the conversation we convince him to let us cross the bridge.


Goal: Find some booze for the Guardian

We enter the yurt and communicate with the Guardian. He asks to bring him vodka as a gift for the spirits. Then you will need to communicate with the spirits using fire and smoke.

1. We return to our shore. The customs officer lets us through, but then quickly leaves on a motorcycle, obviously to notify his superiors. We examine the place where the motorcycle stood and select a brick.

2. We approach the back door of the customs office, use a brick to break the glass, and get inside. We examine the bag on the table and take it from it. customs officer's flask with vodka, you can take it in the next room customs officer's papers.

3. We go out into the street, go down, on the intermediate floor we enter the room, press the button, a hanging basket will come to our side. Place a flask of vodka at the bottom of the basket. Press the button again to send the package to the Guardian. Soon the Guardian will send us a reply bags of sawdust.


Objective: Offer a prayer to the spirits

We go to the ostrich camp, find Oscar, and near him we climb into the shaman’s yurt. We ask her about the ritual, she will tell you about the colored smoke from the stove. We examine her chest and find a wooden Ayahuasca rod.

We go to the furnace behind the checkpoint building. Open the cabinet below and take log, three funnels, set of colored resin. We open the pipes from above, they still contain three pieces of colored resin. Fourth funnel lies in the stove pipe, on the back side. There is a stump nearby, we put it on it full circle blue resin, cut a quarter with a knife. We can begin the ignition process itself.

1. Place a log in the bottom center. We put the border guard's papers under it.

2. Place the shaman’s wand on the center of the table; there is a hint on it - four colored pictures different shapes. This is exactly the kind of smoke we should get.

3. We look at the back side of the pipes; we need to insert funnels of a suitable shape into them so that they swirl the smoke. We arrange funnels by numbers from "1" to "4", starting from right to left. Close the side flaps of the pipes.

4. Pull out 4 drawers in front, fill them with sawdust, and close them.

5. Place colored resin inside the pipes, from left to right: red, blue, blue, yellow.

6. The resin stand can be lifted, look under it to see where the hole is. The resin should be placed on the quarter that is located above the hole. If you can't put anything above the hole, turn the bottom part and the hole will be in the other quarter.

7. At the bottom of each pipe there is a blower lever, turn all four levers from horizontal to vertical so that smoke can pass through.

8. Only after all this do we light the paper and log using a flint. Close the bottom of the stove.

9. On the left there is a blower, where the smoke comes out from first. We switch the lever on it from horizontal to vertical position. The vent will close and smoke will flow through the main pipes.


In response to our colored smoke, the Guardian will release regular smoke, thereby allowing us to cross. The Yukols will begin to cross the bridge, and Oskar will remain to switch the mechanism. At this moment, a helicopter will fly up and the military will quickly neutralize Oscar. Kate will go to help, press the bridge switch lever, but at the same time she will be captured.

This is where the plot of the third part of “Siberia” ends.

Achievements

Cumulative
Siberia 3. Achievements

Most of the achievements relate to the plot or to plot-related optional activities. All of them are described directly in the text of the walkthrough. This section contains only the remaining cumulative achievements.

The sequel to the cult series of adventure games from the French studio Microids. This time there is even more mystery, adventure and, of course, puzzles!

Valsembor Clinic

After a dialogue with Kurk, we try to leave the room, but the door is closed. The bell next to the door also does not respond to our efforts. You can pick up a knife from the table and use it to open the bell by unscrewing the screw from it. Inside we see how the green wire is lying around, and this needs to be fixed by pushing it back into the free slot.

Going out into the corridor, we need to get to Doctor Mangeling - only with his permission can we leave this strange place. His office is easily identified by two orderlies who stand right outside his doors. After a dialogue with the doctor, we receive a key and can now try to open the elevator, sealed with a fancy lock. This is the first puzzle, and it is solved quite simply - you need to arrange all the tentacles so that they cover the holes. It’s difficult to get confused here, since all the puzzles exactly repeat the rotated elements, and finding two similar options here is more difficult than simply putting everything in its place.

As you might have guessed, the key did not fit, or rather, it did fit, but the grille remained closed. If we examine the key carefully, we realize that something is missing from it, as if something had been pulled out of it. We'll have to look for a working version. We return to Dr. Mangeling's office. In the desk drawer, rummaging among the books, we find the magazine “Clinic of Valsembor”. After looking through it, we open the page with the image of the key. Then we open the inventory, find our “non-working key” and use it on the magazine. Everything becomes clear - just one pin is missing. But where can I get it?

We return to our room and talk with Kurk. Having shown him a brochure from Mangeling’s office, we find out that the blacksmith of his tribe can easily make such a part, and you can give him the drawing through an owl. She is clearly visible from the balcony, she sits on the neighboring roof, but does not react to us in any way. We need to come up with something. To the left of the doctor's office is the local cafeteria, where two patients are playing chess. After talking with them, we find out that one of them has such a “good” effect new scheme treatment so that he falls asleep right on the go. Having gone out into the corridor and waited a little, we find one of the chess players in the center of the hall, who is complaining about his friend, saying that he fell asleep again during the game. We can’t miss this opportunity, we go to Sonya and take the key from his neck. Now you can get into the room with animatronic birds (we have the key) and take one of them with you. This will be our bait for the owl. We place the iron bird on the railing of the balcony in our room and give the owl a brochure with a key diagram. Returning to the ward, we will meet with Madame Olga.

After an extremely unpleasant dialogue with Dr. Efimova, we need to return to the balcony and pick up the key from the owl, which the Yukols have already managed to repair. Now nothing prevents us from leaving the floor, just talk to Kurk. He will tell you the main reasons why he cannot leave the clinic and hint that chief physician Dr. Zamyatin is quite a good person and you can trust him. So, we insert our working key into the unlocking mechanism and, voila, the grille opens. We go down to the first floor.

It's also dark and somewhat depressing. After talking with the nurse at the counter, we understand that the hospital is in quarantine, the funiculars are not working, and, in general, we have one path - to Dr. Zamyatin. The door to his office is slightly open, but you can also be guided by two orderlies who are talking not far from him. Kurk was right - Zamyatin turns out to be a very good-natured old man, but Kate is unable to convince him that Dr. Efimova is more likely to cripple her patients than to treat them. And we can leave here only with the permission of Madame Olga herself.

We run to Dr. Efimova, her office is very close. Having overheard the insidious plans of Madame Olga and a certain colonel, we learn that soon another American will appear at the clinic, detective Nick Cantin (the same one from the second part), with whom it would be nice to contact. But that’s for later, first we’ll explore the office before Efimova disappears somewhere. Let's start with the computer. After studying the letters, we will be able to communicate with Nick. He will also add sad news, promising to arrest Kate upon meeting and send her back to New York.

It's time for the next puzzle. Pull the rope on the wall next to the knight. Now let's turn our attention to the hilt of the sword. Having removed the three latches, we begin to rotate the wheels so that the three elements form a symbol that can be seen on the computer at the top of the monitor. This will cause the sword to come out of the fastener and reveal the color code to us. This code should be used on the shield that hangs nearby, and then we will be able to open the hidden passage where Madame Olga disappeared.


We go down after Efimova and find ourselves in the local sewer in the best traditions of the catacombs. And then familiar voices reach us - doctors Mangeling and Efimova, who figured out how to annoy the tribe of nomads. We listen to their dialogue, and then we are in no hurry to cross to the other side. If you go all the way to the left, you can find a canister, which we will need right now. Now we go to the iron door where the villains went. Next to it there is a barrel of acid, here we use our canister. Now our goal is a boat, which can be reached by passing tanks with chemicals. All that remains is to deal with the chain holding the boat, but here acid will help us out. That's it, we got out of the hospital.

Yukolov parking

A couple of ostriches have already been poisoned by water from the lake, and we will have to help the yukols - after all, these guys helped us. After talking with the female shaman, we go to the right of the tent. We need to return to the dam that we swam while escaping from the clinic. Actually, there are four valves waiting for us there that regulate the water pressure (they are numbered from 1 to 4 in the screenshot below). If you turn it counterclockwise, the valve closes and water cannot pass through this place, and if you turn it in the opposite direction, the water increases the pressure. Thanks to the hint next to the pressure indicator on the dam, we find out that valves 1 and 4 should be closed completely (all the way counterclockwise). And valves 2 and 3 should be open, but if you open them completely, the pressure will be too strong. We need the barometer needle to remain in the green zone, so we carefully tighten valve 2. That is, the second valve should only be slightly open, as you can see in the image below.

It's time to head back to camp, where we are given a hero's welcome. But we need Ayahuasca. We go into the tent and go left to the statue of either a squid or an octopus. In fact, this creature is called Kvilak, and it lives at the bottom of the lake. On the opposite side of the statue is the shaman's room, we should look there. After dialogue with Ayahuasca, we learn that we need to get a pass if we plan to get to Valsembor. This is what we will do.

Now we need to leave the tent on the other side and approach the policeman who checks passes and does not allow hares into Valsembor. It will not be possible to persuade him - he has a strict order from Mayor Bulyakin, so we go to his guardhouse next to his post. There is a machine there that can be used to put a stamp on a document, but the seal itself and the document are missing. Now we need to pick up the dry sponge and printing pad.

We return to the market, but turn right before the tent. There's a dead squid lying on the shore in a pool of its own ink, and that's where you need to use a sponge to soak it in the ink. In the market you can find a man from Valsembor who runs a tavern there. You can identify him by his hat, vest and red caftan. After talking with him, we receive a document form that was intended for his wife, but she fell ill, and the document remained, but, of course, without a seal. In addition, we need to climb into the house of one of the yukols using the stairs. He's the only one here, so you won't get lost. Here we are interested in the box with rubbish: there is a lot of nonsense in there, but if you dig around, you can steal a bunch of candles, which will be useful to us now. There is only one thing left to do - talk to the blacksmith. He is ready to help us, we just need to show him the lining for the seal and give him the candles. We have the print. The “Print for Walsembor” puzzle is almost solved; all that remains is to correctly apply all the components on the “printing machine”.

We put the lining, the form itself rests on it, then we fix the paper with clamps “4” and “5” (see screenshot below), we put the sponge on the stand “3”, where we took it, now we use the seal in the place numbered “2” ” and clamp it by turning handle “1” down. We move the stand “3” under the seal and use the device. Then this stand “3” needs to be moved to the side and we make a stamp again, only this time on the document. That's all, remove the clamps “4” and “5” and take the document. But it’s too early to rejoice; the same detective Cantin, with whom we talked through Efimova’s computer, enters the guardhouse.


The detective does not want to listen to Kate, and binds us to take us to trial in New York. As soon as you distract his attention, you should first drop the cabinet with the bottle, and then break the latter using the lamp that stands on the table next to the door. We go outside and show the pass to the policeman.

Valsembor

Our main goal- get a leg for baby Kurk. Therefore, we head to Steiner's workshop. We run around the giant ship "Crystal" on the right. If you meet a drunk captain, then you are on the right track. Then you should come across a Moskvich without a back door, and right behind it is a blue “Cafe” sign and the entrance to a tavern, the owner of which helped us a lot in the Yukol camp. In it you can chat with Sarah Steiner. Yes, yes, the daughter of the very watchmaker we are looking for. Sarah is a very nice girl, she will tell you how to get to her grandfather. We go outside. If you stand with your back to the Tavern door, you need to turn left, go to the intersection and turn left again. It will be a long walk, but there will be no more forks. You won’t miss the watch workshop; you can navigate by the windows.

In the workshop we immediately meet Mr. Steiner. He became very interested in our medallion, Oscar's heart. Having become nervous, the old man clutches his heart. We need to help him - find the pills. We take a mug on the counter opposite the watchmaker. You can examine the drawers of the table at which Steiner is sitting. This will give us a clue that usually the old man should take his pills during his afternoon snack. Another clue is hanging on the wall in the basement. We go to the old man and interact with the clock behind him. We place the mug on the lower stand, then open the glass and set the arrows to 5:00. This is when Steiner usually takes his medications. Now we see the clock start to strike and the pills appear. We give the medicine to the old man.

Apologizing for his distrust, Steiner promises to complete the mechanical leg for Kurk and take it to the hospital to Dr. Zamyatin. However, it remains to figure out how to help the yukols get across the lake. The watchmaker invites Kate to go down to his basement and watch a film about Baranur - the city where the ostriches go. The film itself lies under a pile of junk in a box next to the exit from the basement. What can we do, since we need to go there, we will have to look for a solution, and we have only one - to use that giant ship that we saw at the entrance to the city.

But we also saw the captain, and his form, frankly speaking, did not inspire confidence. At this time, Sarah arrives and promises to help with this incessant drunkard, Captain Obo. We return to the tavern and talk with Obo, he is sitting next to the fireplace. As we thought, the local “legend” does not really understand what is happening around him. We go to Sarah and the innkeeper, who will help us again, promising to give the captain a certain sobering cocktail. We talk with Obo again. The cocktail really helped us start a constructive dialogue. Don’t be rude in conversation, use flattery and play on the sailor’s pride: this is what will help you persuade the former “thunderstorm of the seas.”

We climb onto the “Crystal” and go to Obo: he is waiting for us on the captain’s bridge. His first task will be to replenish coal reserves. To do this, we need to do three things: open the hatch on the ship, where we will pour the coal, then get into the hangar and get some fuel there, and then, finally, use a crane to move the coal onto the ship. The first is the simplest - you need to turn the valve, which is located very close to the place where we board the ship.

Now we go down to land and go to the hangar. It is located directly opposite the ramp, next to the crane. To get there, you need to enter the code that the captain gave us. This code is "0509". Inside we immediately take the gutter and fittings, they lie next to the track change lever. We'll use the lever itself later. Now we grab the cart and roll it to the other end of the hangar. On either side of us there will be racks with doors. This is where we will use our gutter. This will have to be done until we find our coal, since it will not be available everywhere. The fittings can be used to determine whether there is something in the rack or not. Kate simply hits the box with the reinforcement, and we have to understand by the sound whether this is our “client” or we can move on.

Once the cart is full, Kate will no longer be able to easily push it. You'll have to use the blue jalopy that stands against the far wall. But before you get on it, pull the lever we saw a little earlier to change the direction of the rail. Now we sit down at the machine: we see 3 buttons and one empty slot on the control panel. Pressing these buttons will not lead to anything, so we pick out the first one with a knife and insert the resulting part into the empty hole on the right. We press the “new” button (it should light up green), and then pull the switch up.

The last thing left is to load the coal onto the ship. We climb onto the crane using the same code as for the hangar. The code for the crane is "0509". A rather interesting control panel awaits us there (see screenshot). Lever “2” changes the direction of movement of the crane: in the upper position the crane moves parallel to the ship, and in the lower position it moves perpendicularly. Using lever “1”, movement occurs in one of two directions, determined by the position of lever “2”. Lever “3” allows you to rotate the crane about its axis. Buttons “4” switch our viewing cameras so that we can accurately determine the location of the crane. Finally, buttons “5” lower/raise the lifting mechanism itself.

Next, we first move the crane as close to the trolley as possible, turning it towards it in front. Press the top button from block “5”. Now we move the crane in the opposite direction until it stops, turn it to face the ship, use lever “2” to move closer and use the button from block “5”, but now the lower one. Here are two screenshots with the correct tap positions:


Well done, we loaded the coal, and now we need to replenish the water supplies. We go up to the ship and next to the valve, which we had already turned earlier, we see a hose from the water tower and a pipe where to pour water. First, uncork the pipe by turning the switch to the right, then insert the hose into the opened hole and return the switch to its original state. Here we have done everything, all that remains is to turn on the water supply at the tower itself and you can go report to the captain.

Obo distinguished himself again - he lost the ship's ignition key. Well, I lost it, I threw it away a long time ago so that I would never take the helm of the Crystal again, but that’s not the point. As it becomes clear from the dialogue, the ship was designed by Steiner himself, and if anyone has a duplicate, it is only him. We go to the watch workshop again.

What a nimble old man, he had already run to the hospital to see Zamyatin and even grabbed a leg for Kurk. But in the workshop we will be met by Sarah, who does not know whether there was a spare key, but will tell us that there is a model of the “Crystal” in the basement, and will give us the handle for the lock. We go down to the basement, insert the handle into the lock under the display case, behind which there is a ship, and gain access to the model itself. There is a convenient toggle switch on the side - pull it to turn on the lighting. We examine the rear wheel on the ship and see numbers with an arrow. We need to dial the following code: 30 - 80 - 60 - 100. One division is equal to ten. To get 100, simply deflect the arrow to the maximum and release. With each successful action, the anchor will sink lower and lower. In the end, we ourselves will have to pull it down all the way. After this, the upper part of the ship will move to the side and part of the key will appear. We'll turn it around and take out the whole key.

The key is a little small, it’s not for nothing that 50% is engraved on it. But old man Steiner has a solution for this case in his basement. Directly opposite the ship model there is a machine with which we will make a duplicate of the size we need. We insert our mini-key into the left compartment and press the button to fix it. On the right - a key blank (you can get it under the same table in a special box). Using the knob, set it to 200% (this is a double increase) and press the red button. That's it, we take out the finished key of the correct size from the right compartment and return to the captain.


The ship is ready to sail, but Valsembor will not let us go just like that. The port is locked, and the doors can only be opened with the permission of Mayor Bulyakin. No, dynamite is also possible, but we are civilized people, let’s first try the method of healthy dialogue. If you can't find the city hall, here's a guide: stand with your back to the cafe door, turn left and walk to the intersection with the car. Behind this very car there is a passage between the houses, after passing which just go straight. A rally of disgruntled shopkeepers is taking place outside the city hall, and it’s hard to miss this event. Let's start a dialogue. Correct answer options:

  1. "Sorry to bother you..."
  2. “Leave the city with the Yukols”
  3. "You're taking a lot of risks"
  4. "Show them who's boss!"
  5. “This will benefit you”

You can make a mistake a couple of times, but it’s not difficult to persuade the mayor. As a result, he gives the go-ahead for our enterprise, but we will have to open the locks, plunging into the cold waters of Valsembor.

It’s worth going to our bosom captain for advice. Obo will tell you that the diving suit can be taken from the warehouse. This warehouse is located right under the lighthouse, and a lone fisherman hangs out nearby. Let's go there. Inside you need to find three things: a helmet, a suit and empty oxygen cylinders. The diving suit is hidden behind other things hanging on a hanger. The cylinders are hidden next to him at the entrance, and the helmet lies in the most conspicuous place. We place the cylinders on a special rack and secure them with a metal holder, lowering it down. Go to the control panel, where we select the value 180 and press the green button. We return to the cylinders - here we just have to pull the oxygen supply lever and that’s it, the suit is assembled. We go into the locker room.

Having descended under the water, Kate has to open two locks. They have the same mechanism. The first bolt on the way looks completely disassembled, and at this stage we just need to collect all the parts lying around: 3 gears and a square key. Now we stomp further to the second castle (second screenshot below). We use a square key on the hole under the valve and open the cover to see the inside of the mechanism. Turn the valve to the left and lower the lever. One shutter slowly slides to the side, and we return to the first shutter (first screenshot below). On the shaft numbered “1” we insert a large gear, on “2” - a regular gear, and on “3” we put the remaining stepped part. Turn the valve all the way to the right and use the lever. Perhaps this is a bug, but this is exactly how this quest was counted by the game in my case, but it is known for certain that there is also a normal passage option (find a chain in the wreckage of a destroyed ship and add it to the rest of the parts in the first shutter). The gear puzzle is solved.


After the exciting video, we return to the Crystal. First, we'll talk to Ayahuasca at the bow of the ship, and then on the way down from the ship we'll meet the excited Sarah. It turns out that Steiner never returned from the hospital, and Kurk is still missing. We’ll have to return to “Efimova’s” lair, where another guy has already settled with whom Kate would like not to have anything to do with, a certain colonel with an eye patch. But there is nothing to do, we need to find and use the funicular. You can get to it either by going through Steiner's workshop or through the city hall. I would advise taking the second route, as you can get an achievement for this by talking to the excited mayor there. Just after the city hall, the local lift station lurks, the door of which is closed. The funicular itself is not visible, but most likely it is located at the other end. Now we need to move away from closed door and go through a couple more houses, go down the stairs and go into an alley fenced with bars. There will be a cart there, under the wheels of which there will be wedges to prevent it from rolling away. We take one wedge, the second will go into inventory automatically, but the third, the smallest one, will need to be lifted from the place where some kind of cart seemed to be standing, yes, in the past, that’s exactly what “stood.”

We return to the closed door and examine its lower part. We will need wedges. The sequence of actions to solve this puzzle is as follows: insert a small wedge on the left, push a regular wedge next to it, now pull out the small wedge and insert it on the right. We push the last wedge we have left even further to the right of the small “brother”, and take out the “small” one and squeeze it on top of the right wedge. The door falls and Kate is trapped inside. There is no electricity in the room, so we open the power panel using our knife and call the funicular through the control panel. The booth arrives, and we go into it and use the remote control already inside it.


And so we returned to the Valsembor hospital again. Before going inside the building, walk around the helicopter, as reverse side the passage into it will be open. In it, among all sorts of unnecessary things (grenades, cartridges, etc.), we will find and take the walkie-talkie with us. Now we open the door and find ourselves in the hospital. We will distract the colonel and his soldiers at the counter where we once talked with the nurse with the help of a new walkie-talkie. We go to Dr. Zamyatin, and then to Madame Olga’s office - there we will find Kurk in very poor condition.

We need to save the young guide, but first, let's take the figurine from the table. Now let's examine Kurk's chair. A tablet with documents is attached to the chair under his right hand; we need to take a paper clip from it. We turn the view to the back, open the lid to the side and clamp the wires using this paper clip. After this you need to deal with the tranquilizer. We move the syringe needle to the side, thereby pouring out its contents. We return the needle to its place, but open the upper part of the syringe and pour in the shamanic potion that Ayahuasca gave us with it. We need to give Kurk this injection, and then he will come to his senses. However, there were clamps on my hands. Under the left trigger arm there is another cover that hides a panel. A password is needed here. We don’t have it, but we have a figurine - we’ll use it on the panel. That's it, we freed Yukola. It's time to leave this place!


When the ship hits the ice, the captain will send Kate to the engine room to turn on the super icebreakers. Another “scary” panel awaits us there. Puzzle solution scheme:

  1. Turn the valve all the way.
  2. Press the red button and select first gear.
  3. We lower the lever down.
  4. We shift to third gear, and then immediately select second.

Here it should be taken into account that the main thing is to quickly change from third gear to second. I don’t know how difficult it is to do this on a joystick, but with a mouse it’s definitely not as easy as it could be.

We had almost arrived in Nakhodsk when something hit the back of the ship. Who's going to check? In general, let's go see what happened. Kraken! Here, however, they call him Kvilak, but the essence is the same. As Captain Obo suggests, the monster was attracted by the light from the spotlights, and they must be knocked out in any way. I advise you to start from the right side, since there next to the box there is a crowbar that we will use to put out the light. Two searchlights on the left, two on the right, one on the nose of the Crystal, and another one at the very rear of the ship under the reliable protection of the tentacles. One of the lanterns has a broken release mechanism, and Kate needs to move the box towards it, climb onto the box, and then let the pry bar finish what it started. Now we run inside the ship, where the yukols are hiding. There on the floor you need to find homemade matches and one cache hidden between the benches (screenshot below). In this cache lies the “Emergency Flashlight”, they should distract the monster from the last spotlight, and then calmly approach and “deactivate” it.

Apparently, it was not only the light that attracted Kvilak to our ship. We need to turn off the engine, so we go down to the engine room to the icebreaker control panel - the switch we need is very close to the right of this control panel. We go back to the stern and talk with the captain - he climbed into the lifeboat on the starboard side of the ship. He wants to distract the squid from the Crystal, but he needs a light source. We go up to the captain's bridge, but not to the helm, but to the bookcases where the gramophone used to stand. Examine the books that have fallen from the shelves; a bottle of vodka is hidden in one of them. You need to look at a suspicious book twice, since Kate will first only show interest and then look inside. We go back down to the engine room to the workbench, next to which the yukolas are rubbing. There is a lamp on it, we collect it, fill it with vodka, set the thing on fire and return to the captain.

Baranur

While Kate was passed out, the ship managed to run aground, and not in Nakhodsk, but in Baranur itself, where we really didn’t want to go. And then there’s radiation all around! You need to get special anti-radiation glasses from the machine that stands on the nose of the Crystal. True, it is blocked, but this can be easily fixed by inserting the same ignition key into it, which Kate, one might say, made with her own hands. You can find this key next to the captain's wheel. Putting on the glasses, it becomes clear that the beach is relatively clean in terms of background radiation. Therefore, we go ashore, because we need to somehow pull the ship onto the beach so that the ostriches can safely leave the ship’s hold, otherwise they will simply drown. Looking around, you can see a special tractor that can pull the Crystal ashore, but you still need to get to it. We also immediately see that cables are coming from the tractor in our direction, hanging on a pole next to the yukol. Remember them, we need to remove them somehow.

We go down to the beach from a wooden pier along a leaning board. A staircase is visible a little in the distance, and an automaton sits on a bench next to it. Kate quickly points out that you can insert Oscar's heart into it, but we can't open the chest plate yet, so we'll come back to it later. We don’t go up the stairs yet, but go to the wooden house at the end of the beach. After going up the stairs, examine the veranda of this house - there is an “automatic probe” there. Now we return to our ship and remove the wires from the pole using a probe. The short man standing nearby, Burut, “assures” that he can plug them into the socket, and we will believe him.

Now you need to enter the park itself through the massive rusty gates and turn into the first house on Kate’s right hand. This will be something like Voralberg's workshop, but we don't linger here for now, but run to the other end and exit out the back door. We need to get to that tractor at the beginning. We walk along the rails, and, in the meantime, look at the two broken cars on the tracks. Kate will remove this obstacle with a skillful movement of her hand. We interact with the rear part of the tractor - the winch is in quite tolerable condition, but the automatic driver is no longer capable of anything. But he has a key in his hands. We take it and return to the workshop. Thanks to this key, we open the box and get a Voralberg cross-shaped key and a wrench. There is a box opposite, in which you can find a gear. And the most delicious thing is that there is a map hanging on the wall that promises an extremely “delicious” puzzle of Baranur Park.


The Yukols have thrown up another headache - now they are on their way through toxic fumes and that’s it. We will add this goal to the end of our tasks. Let's go back to the automaton into which we wanted to insert our friend's heart. Now we can open the chest plate. The old heart beats slightly inside, we take it out and insert our “medallion”. Raise the top flaps and insert the plugs into them. Using a wrench, unscrew the bolt and lift the shiny cover. And there is another lock, and it requires an even more individual Voralberg key.


We go back into the park, but before entering Kate draws our attention to the roller coaster car. Yes, this is exactly the puzzle that needs to be solved now. However, you need to get one thing first: in the park there is a giant headless diver (he looks like a teddy bear from below), and if you go behind him, you can pick up a twig next to the bench.


Now we go to the building above which we saw the typewriter. It's to the left of the park entrance if you stand with your back to it. We go up to the roof of this house and get into the car on rails. We see the control panel of the attraction in front of us, and on the right on the next seat you need to lift the second iron rod. Now, actually, the puzzle:

  1. We turn the handle so that the arrow reaches the stop and stops there.
  2. We stick one twig into “15”, and the second into “25”.
  3. Lower the right lever down.
  4. When the trolley stops, remove the twig from “25”.

The cart took us to an attraction that we couldn't get into because of the rubble at the entrance. We go down and go to the trailers. The very last one looks very lived-in. We go in, pick up the photo album and leave. And on the way out we meet the owner of this cozy place, former military officer Katerina. If you don't be rude to her and are polite, you can very easily get the key to all the automata in the park. Correct answers:

  1. Apologize.
  2. [Introduce yourself].
  3. Lie about the cozy atmosphere.

If you couldn’t get the key right away, you’ll have to walk to the rubble at the entrance and find the token there dead husband Katerina. And exchange this token for a key. We return back to the park.

We go to the automaton at the entrance to the park and finally start its heart. Oscar is with us again! And he doesn’t like the prospect of walking around “naked.” I’ll have to go to Katerina again and ask her for her late husband’s clothes. She doesn't mind if we return the key to the park robots. We agree, and Oscar gets an extremely fashionable suit.

We return to the tractor and begin a dialogue with Oscar. He is ready to start towing, but there is no power, and the ship is not yet tied to the tow vehicle. To supply energy, we will have to go back all the way to the engine room and turn back the lever that we used to turn off the engines. When disembarking from the ship, there are nomads, talk to them so that they tie a cable to the tractor and you can give the “Start” command to Oscar. The first attempt showed that in this way we are only driving the Crystal deeper into the sand.” Unscrew the bolt at the rear of the tractor and loosen the cable. Again we ask Oscar to begin the process. Now everything went much easier. We ask two yukols nearby to unhook the hook and tie it to the Ferris wheel. Going around the wheel on the right, we go up the stairs. Next, insert the gear into the mechanism and pull the lever. Press the red button and enjoy the result.


The ship has been pulled ashore, so the ostriches can finally be released. We go across the beach to the back of the ship and pull the switch there. There is nothing keeping us in Baranur anymore.

“Historical Center” metro station

Let's go check out the tunnel with the red eyes, and then talk to Kurk. We need to somehow scare the bats. We go into the passage on the right, inside of which there is a sign “Atomic Research Center”. Having gone down the stairs, we find ourselves in a flooded tunnel: at one end you need to pick up algae, and at the other, pick up the root of the yukol. We return to the central hall.

At the very beginning there are ostriches, from one of them you need to pick up a rag (left screenshot below). We go up the stairs on the right and examine the blacksmith’s table (right screenshot below). We take the bottle, the flint, and insert the root into the hole. We wrap a piece of wood with a rag, pour out the contents of the bottle and light the torch using a flint. We are trying to scare away mice.


The bats were very scared, but they couldn’t fly away - they simply had nowhere to go. But Kate notices a ventilation hatch from above, so she needs to open it. We go to the left passage, where Oscar is already waiting for us. He understands that no one else can stand the street radiation except him and volunteers for this trip.

We go out into the street, examine the hatch on the roof, which we need to open, and go in the direction of the monument. There is a fire truck not far from it. We get into it and start it with the key (the key is in the glove compartment). We remove the handbrake and drive closer to the hatches we need.


Let's go back where the fire truck used to be and go to the end of the street. If you walk along the right side, you can come to a bank where you can go. There we select plumber's scissors. Now let's go up to the firehouse to the ladder control panel. The easiest way is to first raise the ladder all the way up, then turn it sideways over the hatches, use a lever to extend it and lower it down until it rests against the roof. We go up to the hatch and open it with scissors like a tin can.


The manhole cover falls down with a roar and attracts the attention of the automaton dogs. We need to somehow get rid of them. We go down a little lower to the fire hose. We take out two plugs on chains, insert the hose into the front hole, turn the valve and fight back the evil dogs. We can go back to Kate.


When Oscar begins the disinfection procedure, it turns out that the system does not have enough iodine. We will not abandon our friend, especially since we have algae - there is more than enough iodine in it. We put them in a special compartment and wait for the end of the check. We return to the blacksmith's workbench and leave the subway.

Temple of the Red Moon

After talking with Kurk and Ayahuasca, it turns out that the sacred temple of the Red Moon is hidden somewhere nearby. And Yukols definitely need to make a pilgrimage to him. But go find him. We go to the stadium and turn right, passing through the gate. There we see a couple of short people who are afraid to enter a small illuminated passage. And they do it right. After all, we will soon understand that this path leads to the cemetery. But we definitely need to go there. The daughter of the previous guide, Dunyasha, lives in the undertaker’s house. She will share her father's very useful diary and ask Kate to arrange a meeting with Kurk.

Before leaving here, you need to run to the left of the house, if you are facing it. There is a tombstone in a small cave, and a lens is inserted above it. We take her and return to the fire to talk with Kurk. He will translate the diary for us.

These records contain the history and description of the Jukol signs, this will help in solving the next puzzle. We return to the cemetery, but we do not go into it, but into the stadium. Now we just go straight until we come across a lonely chair. Having opened the lower part, we get a combination lock of six elements. It separates us from the second lens. The correct solution is in the screenshot below, and the correct sequence of characters is:

  1. Death.
  2. Sacrifice.
  3. Sorrow.
  4. Death.
  5. Pain.
  6. Madness.

Let's go back a little and go up the escalator to the second floor. There you will find a room with trophies. We examine the glass and use the scarf to get to the last third lens.

We leave the stadium and run to the left. We follow the wall almost all the way until you see a turn to Kate's left, marked by a pair of lampposts. This is the path to the pool (see screenshot below), which is where we need to go now. Once inside, we immediately go up the stairs for diving. At the very edge you can see three holes; lenses need to be inserted into them:

  • The first fovea is Lens “2”.
  • The second fovea is Lens “1”.
  • The third fovea is Lens “3”.

And the Yukols knew how to hide their temples. We have to solve the puzzle with the mirrors in the pool. There are only three beams at the entrance, and at the end we must illuminate one red stone, two green and four blue ones. You can always click on the temple door and Ayahuasca will show the current state of affairs.

Let's start with the green beam. The pictures below indicate those mirrors that need to be rotated for each specific case. For the blue beam, simply evaluate all the remaining unused mirrors and use them. As a result, the starting blue beam should split into four separate beams and illuminate all the stones of the desired color.


Sacred Bridge

The old Yukol bridge has been destroyed, and in order to cross the new one, you need to receive the blessing of the guard who sits on the other side of the river. We return to the house that we passed when we walked to Kurku. At the back there is a passage and stairs down. We go down below, and then along another ladder we get to the very bottom and pull the lever here. Now we return to the bridge and knock on the customs officer’s window.

Once on the other side, we go into the yurt to the guard. He is very friendly and ready to help us, but he needs vodka to appease the spirits. And then a prayer with a special ritual, just to be absolutely sure. We return back across the bridge. The customs officer was extremely timid, and he simply could not stand it, running away on a motorcycle. We go to the place where the “iron horse” stood and pick up a brick there.

We go around to the right of the building where the “fugitive” was sitting, and use a brick to open the back door.

Inside you need to find vodka and paper. A flask of vodka is waiting for us in a basket with fresh fish, and the paper lies a little further, on the table next to the radio.


We leave the building and go down one floor below. Here we run into a room where you can press a button and call a trolley. We throw the flask into this cart and send it back. In exchange, the guard sends us sawdust. Almost everything is ready so we can proceed to the final puzzle, but first we run to the Ayahuasca tent (Oscar is standing next to it). The shaman has a wand in her chest with extremely useful information for us.

Now let's begin to deal with everything in order. On the front we see four drawers. In each of them you need to fill up sawdust. Now let's inspect the lower part. Press the button and open the doors of the lower compartment. We take the resin, three funnels for smoke and a log from here. We place a tree in the center, cover it with paper and set it on fire using a flint.


We close the sash and inspect the back of the device. We see four chimneys here, each one opening. We take the last funnel and begin to place them in in the right order. All funnels are numbered. We begin to arrange them in reverse order. Funnel “4” will go into the first chimney, and funnel “1” will go into the last one, respectively. We close all the doors and return to the front side.

We inspect the pipes - they also open, like the chimney flaps. We take all the resin and move away from the apparatus. There is a stump behind us, we place a semicircle of blue resin on it and use a knife to cut out a quarter. We return to the pipes that we just opened. Everything is a little more complicated here. Each pipe has a special mesh, one quarter of which is empty. Under this grid there is a special block with the same empty quarter. We need to make sure that the empty slot at the bottom is not under the empty slot on the grid. If this happens, then raise the mesh all the way up, twist the lower part to change the position of the hole and lower the mesh back.

All that remains is to spread out the resin. We place the quarters on the mesh so that the bottom of the pipe under this place is empty. Four pipes - four quarters of resin. One yellow quarter will remain extra. The colors must be placed in the following order according to the wand: Red - Blue - Blue - Yellow. Close the front flaps and turn the lower handles on each pipe to a vertical position. The same handle must be turned on the pipe that comes out of the device on the left.

If you did everything correctly, you will get exactly the same result:

The long-awaited third part Syberia has gone on sale, so some may have problems launching the game.

What to do if it slows down, lags, crashes or won’t start at all"Siberia 3"? We will try to inspect common problems problems that may arise with the game.

It is worth noting that the game is quite well optimized and will run even on a weak computer.First of all, you should check whether your computer meets the specifications specified by the developers.

Minimum system requirements :

  • Processor: Intel CPU Core i3 or better
  • RAM: 4 GB RAM
  • Video card: NVIDIA GeForce GTX 550 Ti (2 GB) or AMD R7 260X (2 GB) or better
  • DirectX: Version 11
  • Sound card: any
  • Operating system: Windows 7, 8, 8.1, 10 (64 bit)
  • Processor: Intel Core i5 or better
  • RAM: 8 GB RAM
  • Video card: NVIDIA GeForce GTX 920 (4 GB) and better
  • DirectX: Version 11
  • Free space: 45 GB
  • Sound card: any

Lags, slowdowns, low FPS, freezes, crashes and black screen most often occur due to weak hardware, so make sure your PC meets the system requirements.

If everything is ok, then update software. First, download the latest drivers for your video card, which can be found on the official websites of AMD Radeon and Nvidia GeForce. Don't forget to download latest update for your processor.

In addition, you can optimize your computer for video game needs by installing Razer Game Booster or Nvidia GeForce Experience. And don't forget to update DirectX.

If in game no sound, you should check your audio device. Make sure that it is connected to the PC and that there is sound in other games or programs (start a video on YouTube, for example). Update your audio and video card drivers, if available.

Gamepad doesn't work(joystick) - try reconnecting the device to the USB connector. If this does not help, close the game, connect the gamepad and only then launch the game. Make sure Windows has downloaded the necessary drivers for your gamepad. It's also worth noting that some joysticks do not work with some video games.

List of gamepads that are supported :

  • Microsoft Xbox 360
  • Microsoft Xbox One
  • Xbox One Elite Controller
  • PlayStation 4
  • Steam Controller

IN Syberia 3no Russian language. The game has full localization into Russian (voice and text), so download Russifiers not worth it. If in Syberia 3 no Russian language , go to the game settings and check that it is selected there. If this does not help, go to Steam properties and set “Russian” in the “Language” field.