Siberia 3 ice axe. Preparing to sail: duplicate key

The first part of this game was released back in 2002, and it was an unambiguous success. She set a new bar for the genre, which at that time was stagnant. An interesting quest about a young lawyer who, by the will of fate, finds herself drawn into a journey to a mythical island on which living mammoths are preserved, was liked by many. The continuation of the project did not take long to arrive; 2 years later a sequel was released, which turned out to be somewhat worse than the original. And now, after thirteen long years, the third part comes out. In Siberia 3 review of the game, we immediately note that part of the series turned out to be quite ambiguous.

Plot

Let's start the review of Siberia 3 with the plot. The history of the third part of the game cannot be considered in isolation from the previous two, since it is a direct continuation of them. Therefore, let's remember what happened in the game universe before the events of Syberia 3. The main character named Kate Walker comes from New York to a fictional (like everything else in the game world) town in the Alps for work. She is an employee of a law firm who has arrived to formalize a purchase and sale agreement for a local enterprise producing mechanical toys. A seemingly ordinary transaction turns out to be the beginning of a large-scale, long-distance and fateful journey. Together with the intelligent, human-like "automaton" Oscar, Kate goes in search of the real owner of the factory - Hans Voralberg. This eccentric and brilliant hereditary inventor devoted his life to one great cause - the search for the legendary northern island of Siberia. On the way to Hans, Kate finds herself involved in various adventures in pseudo-German and later in pseudo-Russian lands, also visiting other interesting places. Let’s not spoil too much, in the Siberia 3 review we’ll just say that in the end Kate met both Voralberg and those same mammoths.

The third part begins with the main character left alone in the middle of the tundra. She is saved from death by the Yukol nomads - a tribe of short people with a heavy build. The Aborigines were just carrying out a ritual migration harnessed by snow ostriches (huge fictional animals designed to partially replace mammoths). Kate regains consciousness in one of the hospital beds in the town of Valsembor. She is immediately faced with the need to unravel a large tangle of problems, the main one of which is certain villains who, for some reason, decided at any cost to prevent the Yukols from coming to the right place. The unscrupulous activities of the one-eyed army colonel and the even more disgusting doctor Olga are also aimed at Kate. Naturally, the main character without hesitation begins to help her new friends who saved her life.

Gameplay

Let's continue the Siberia 3 review with gameplay analysis. The game has a good plot and atmosphere, but the gameplay is not so successful. Firstly, the point-and-click system, which was present in previous parts of the series, disappeared, and which was later added to the game with an update. Secondly, the project chose a not very good goal - to appeal in every possible way to newcomers who are not familiar with the previous parts, which is expressed in a bunch of little things to simplify the gameplay and orientation on the console. Thirdly, there are shortcomings and bugs, of which there are a fair amount in the game. With the update, there are fewer of them, but crooked animation cannot be cured by any patches.

It should be noted in the review of Siberia 3 that during the game the character of the main character is not revealed in any way, which confirms the version that the chief developer of Syberia 3, Benoit Sokal, made the game mainly for non-fans of the original. This includes the addition of fashionable variability in dialogue (with a completely linear plot) and the ability of the main character to talk with many NPCs.

The in-game world has become a little livelier, it should be noted in the review of Siberia 3, the characters for the most part depict vigorous activity, walking around the neighborhood and pestering others who are equally active. This affected the greater dynamism of the narrative. In general, the third part became more cheerful to play than the previous two.


As for quests, in the review of Siberia 3 it should be mentioned that Sokal tried to make the puzzles more friendly, since the previous parts were difficult to complete due to a lot of non-obvious decisions by the developers. And he partially succeeded, to the delight of not only newcomers, but also old fans. But the game still has its share of difficult tasks that can discourage a fair number of players.

Result Siberia 3 reviews

Despite the technical flaws revealed in the review of Siberia 3, we came to the conclusion that the game is quite passable, although plot-wise and conceptually it does not reach the level of a duology. Those who are ready to forgive a lot just for the sake of another meeting with Kate Walker and the bizarre gaming universe will certainly enjoy the game. Benoit Sokal ultimately did a good job: he preserved the atmosphere of the original, gave us an interesting story and complemented it all with wonderful music from Inon Zur. Siberia 3 review is over.

Kate Walker takes a boat to the Yukol tribe's camp and warns them that the water is polluted and unfit for drinking. But warning is not enough, the water must be purified. We go to the dam along the road along the lake. Kate needs to adjust the four valves of the dam so that the arrow of the water pressure sensor is in the green sector. Solution (top to bottom):

  • the first valve is closed,
  • the second damper is slightly open,
  • third damper - fully open,
  • the lower flap is closed.

Having informed the tribe about our success, we go into the tent, examine the market and talk with the shaman Ayahuasca about the future plans of the Yukols and about Kurka. We need to help him get out of the hospital as soon as possible, and to do this we will have to go to the city and get a ready-made prosthetic leg for the young man from the master.

Talk to the policeman at the checkpoint; he will not let Kate into the city without a stamped pass. Go into the checkpoint building and examine the stamp machine. Having loosened the fastenings on it, you can take a leather tablet on which the stamp we need was imprinted, and a sponge for ink.

Return to the tent, but on the way turn onto the road on the right leading to the lake. On the shore, a dead squid lies in a pool of its own blue mucus. We use a sponge on it, we get a sponge with ink. Inside the tent, at the entrance, you need to climb the ladder and take wax candles from the box. We find a blacksmith at the market, show him the trace of the stamp on a leather tablet, give us the candles, and a minute later Kate becomes the happy owner of the seal of the city of Valsembor. There, at the market, talk to the local merchant, he will give Kate his wife’s pass without a stamp.

We return to the checkpoint and prepare the apparatus for creating a fake:

  • put a leather tablet,
  • put a pass without a stamp,
  • close the clamps
  • put the sponge with ink in a special “spoon”,
  • set the seal
  • lower the lever on the right,
  • place the sponge over the printing area,
  • press the main lever (at the top),
  • move the “spoon” with the sponge to the side (to the left),
  • press the main lever again.

A character familiar to Kate enters the building, and as a result of this meeting, she finds herself with her hands tied, she has only a couple of minutes to escape. You can cut the bonds with a piece of glass. We interact with the bottle on the shelf, but it falls and does not break. We interact with the lamp on the table and free ourselves by selecting the fragment closest to Kate. We show the stamped pass to the policeman, and he lets Kate through. The offender tries to catch up with the girl, but the yukols come to the rescue and interfere with him.

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. 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 learn that the new treatment regimen works so well for one of them 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 the chief physician, Dr. Zamyatin, is quite a good person and can be trusted. 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 is to 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. "I'm sorry to trouble 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 the 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, go around the helicopter, as there will be a passage into it from the back side. 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. There is another cover under the left trigger arm 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 spotlights 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 the 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 yukola 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 immediately points out that you can insert Oscar's heart into it, but we won't be able to 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 guy standing nearby “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. Right answers:

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

If you were unable to get the key right away, you will have to walk to the rubble at the entrance and find there the token of Katerina’s deceased husband. 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 endure 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 above 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, in a small cave, there is a tombstone, 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. Victim.
  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 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 arrange them in the correct 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 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. 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 learn that the new treatment regimen works so well for one of them 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 the chief physician, Dr. Zamyatin, is quite a good person and can be trusted. 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 is to 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. "I'm sorry to trouble 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 the 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, go around the helicopter, as there will be a passage into it from the back side. 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. There is another cover under the left trigger arm 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 spotlights 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 the 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 yukola 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 immediately points out that you can insert Oscar's heart into it, but we won't be able to 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 guy standing nearby “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. Right answers:

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

If you were unable to get the key right away, you will have to walk to the rubble at the entrance and find there the token of Katerina’s deceased husband. 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 endure 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 above 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, in a small cave, there is a tombstone, 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. Victim.
  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 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 arrange them in the correct 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:

Baranur Park: bringing Oscar to life

Convince to give automaton key– it is needed to activate Oscar’s heart. Go back the same way. Inform Kurk and Ayahuasca that we have to move through the subway. They will send the Yukols to clear the tunnel. Now, to get back to Catherine, you don't have to use the roller coaster.

Go back to the beginning of the park and turn left. Enter the building and look at the chest on the right. This is the chest with the Voralberg castle. After studying it, you will come to the conclusion that you cannot do without the key. Exit this building through the other door and follow the tracks. Along the way, YOU CAN knock over two trolleys IN ADVANCE. Thanks to this, you will receive an ACHIEVEMENT in the future.

Go right and look at another minecart with a tow rope. You need to inspect this particular cable. Doing this will force Kate to discard the corrupted automaton. Take this robot out of his hands key. Now you need a working automaton. Let's get on with it.

Head to the back with the chest and open it with the key that was pulled out of the automaton’s hands. Take two tools from the box - Voralberg key And wrench. Return to the automaton on the beach, sitting on the bench to the right of the stairs. Examine it. Use the Voralberg key on the cross-shaped hole and then remove the cover. Take out the old and install a new heart.

Open the two caps on the heart valves and connect two wires to them. After this, examine the central part of the heart. Use a wrench to unscrew the bolt and open the gold core. You will see another cross-shaped hole. If you already have automaton key from Catherine, then with its help start a heart. Talk to Oscar and describe the situation as a whole.

Baranur Park: Oscar wear

The robot will refuse to help until you get clothes for it. Enter the park and go deeper. Find the door leading to the subway. The collapse is partially cleared, so use it to go down to the very bottom, to Catherine. Talk to the Yukols stuck in her carriage listening to the audio series. Having done this, re-enter the carriage and chat with Catherine. Ask for clothes. She will give you key, with which you must open the blue wardrobe in the other part. Oscar will appear automatically. Watch the cutscene.

Baranur Park: towing of the ferry "Crystal"

Return to the shore and approach the tugboat. After talking with Oscar, walk along the planks to the ship and examine the rope that is tied to the pier. Talk to the Yukols (two men) standing nearby to ask you to tie a rope to the tug. Go to Oscar and tell him to move forward. Unfortunately, nothing will work! Oscar will tell you that you need to attach the cable to something higher.

In order for Oscar to move forward, you must relax the cable. To do this, inspect the device, turn the nut with a wrench and loosen it using the lever.

ATTENTION! If you now (or before) throw two cars off the track without ordering Oscar to move on, then you will receive another ACHIEVEMENT for your foresight.

Having done this, tell Oscar to go ahead. Run after him and examine the cable. Those same yukols should appear - talk to them so that they tie the cable to the Ferris wheel. Return to the building where Voralberg's chest was to get it from the box in the middle. gear. Climb onto the Ferris wheel and insert the gear into the mechanism on the right. Click on the button to make sure it works. Start the Ferris wheel and watch the cut-scene.

Go ashore, talk to everyone and go right to find a panel at the stern to open the hold. Use it.

“Historical Center” metro station

The path forward is blocked by a tunnel with bats. Approach them to see a cutscene. We need to somehow scare away the mice. Go in the opposite direction to find one of the ostriches (near the yurt) a rag. Take it and climb up to the ledge on the right, where the table is. Find on the table bottle (with gasoline) And flint. Go down the steps on the right, follow further steps around the corner and follow the poisoned water tunnel to the very end. There will be a Yukol carpenter here who will give you stick.

Return to that same table and insert the stick into the hole. Wrap a rag on top and pour gasoline on it. Light it with a flint. Together with the burning torch, go to the tunnel with the mice. You will see that the bats cannot leave this place because of the bars on the ceiling.

Climb onto the ledge on the left and go up the steps. There will be a gateway that protects from radiation and leads outside. Oscar is standing next to him. Talk to him. Oscar must volunteer to go outside.

Oscar Game: Lattice

Once on the other side, go up the steps and go outside. Go right and you will see a fire truck. Get into the cab and take it out of the glove compartment on the right ignition(among other rubbish). Use it to start the car and lower the lever to drive forward. Once outside, go to the back of the fire truck and climb to the very top. Using the two valves and the lever, rotate the boom towards the building on the right and extend it. The boom and machine must be at right angles.

Fire engine.

Once you have the boom aligned and extended as desired, the boom control panel will no longer be active. Climb up the boom and examine the grate. It is welded, so you can't tear it off with your bare hands. Get off the car and go right to its starting location. Go even further and turn inside the bank on the right (the door is open). Pick up from the floor in the room plumber's scissors. Use them to cut the bars to provide access for bats.

By doing this, you will be attacked by mechanical dogs. Remove the lock from the red hose reel, remove the plug from under the water gun, and unscrew the hose to insert it into the hole. Turn the valve and finally attack the dogs. Go back down to the subway and enter the airlock. Click on the red button on the right.

Disinfection will stop due to lack of iodine. You will now control Kate and you need to find iodine. Go into the main tunnel and go right. Go down into the tunnel with poisoned water. Immediately after the stairs, go left to find a seaweed– source of iodine. Insert these algae into the hole to the right of the airlock. Oscar has been released.

After talking with him, return to the table, pick up the flint, insert the torch and light it. A cutscene will start.

Olympia Stadium: Temple of the Red Moon

Go right and find Kurk and Ayahuasca in the camp near the fire. Talk to them. We need to find the Temple of the Red Moon.

Go back and along the stadium wall on the right you will find an open gate. Go through them and go up the escalator. Run to the very end of the corridor with the red carpet and go down. Follow the wide stairs down and exit to the street. Go deep into the screen, along a narrow path going up, until you find destroyed wooden buildings. The distant house will be intact - click on it and watch the cut-scene. In the end, Dunyasha will give you the diary of the Yukol leader, her late father, who hid the entrance to the Temple of the Red Moon.

Dunyasha's hut.

Return back to the Yukol camp and talk to Kurk. He will translate the diary for you, and you can read it.

Run back to Dunyasha's house and enter the cave on the left. Examine the altar, read the inscriptions below, after which you can pick up Yukolov 01 lens (green).

Go back to the stadium. Climb the wide staircase - the first staircase if you return from Dunyasha. Don't rush up the other stairs, but look at the red chair in the center. There is an active point in its lower part - study it and lower the lid. You need to put the characters in the correct order. The clue is in the Yukols' diary. The symbols must be displayed in accordance with the sequence of events: death, sacrifice, grief, death, pain, madness. You can find which symbol refers to a particular word in the Yukol diary. In any case, there is a screenshot below.

Correct solution to the puzzle under the chair (second lens).

After solving the puzzle you will receive Yukolov 02 lens (blue).

Go upstairs and run along the red carpet. About halfway up the escalator, turn deep into the screen to the double door. Enter the trophy room and examine the glass shelves immediately to the right of the door. You will see Yukolov 03 lens (red). To get it, use the scarf on the glass.

With all three lenses in hand, return back to the camp and go along the stadium to the left. There will be a turn to the left, a path going between the trees. It will lead you to a large door - go through it to get to the room with the pool. At the bottom of the pool there is a wall with colored stones - red, green and blue. Climb the tower and insert the lenses as shown in the screenshot below. There you will find the solution to the puzzle.

Solving the lens puzzle.

Your task is to rotate the mirrors so that the colored rays match the color of the crystals on the wall. Watch the cutscene. Go down and go inside the temple.

Sacred Bridge

After the caravan stops, go towards the bridge and you will see that it is lowered. Go to the right of the bridge where there is a device with four chimneys. Kurk is waiting for you there. Talk to them. Kate's task is to get to the other side.

Talk to the customs officer, who will now be visible in the window near the bridge. Convince him to let you through. Now you need to activate the bridge. Go around the customs officer's house and go down the two stairs. Here you will find a lever. Pull it to activate the bridge.

Customs officer.

Climb up and approach the bridge. The customs officer will pick it up for you. After crossing the bridge, go into the tent on the right and talk to the Guardian. He will tell you that you need to bring him vodka and also say a prayer.

Go back. You will see that the customs officer has left his post on a motorcycle. Pick up from the place where the motorcycle was, brick. Go around the customs officer's house and break the glass with a brick. Go inside and take it from the basket on the right flask with vodka. Go to the back room and find on the table on the left customs officer's papers. You'll need them soon!

Go down the stairs one tier and go inside. Click on the red button on the wooden support inside what appears to be a cave adit. A trolley will appear - put a flask of vodka in it, and then send it to the other side by pressing the red button again. Soon the trolley will return to you, and you will be able to get out of it bag of sawdust.

Go to the caravan and find the yurt where Oscar is located. Go upstairs and talk about everything with Ayahuasca. She will say that prayer in this case means special signals from the smoke. Pull out Ayahuasca rod from her chest and go downstairs.

Go to the very beginning of the caravan to return to your yurt. Take it out of the box flint And knife. You will need them now.

Follow the stove with four chimneys, near which there is a Kurk. Inspect the oven thoroughly and do the following:

– pour the sawdust into the drawers;

– remove several items from the bottom of the pipes and the cabinet below, including a semicircle of blue resin, a quarter of blue resin, two quarters of yellow resin, a quarter of red resin, three funnels with numbers, a log;

– unfold the screen so that you can see the valves at the top of the chimneys;

- one of them will be open - you must get the last funnel out of it;

– the funnels have serial numbers – in the same order from “1” to “4”, install the funnels from right to left, looking at the back of the stove;

– light a fire in the central lower part – use a log, customs officer’s papers and flint;

– make sure that you have closed the bottom left chimney (the valve should be in the cross-sectional plane of this chimney - you will understand this if there is no smoke coming out of the chimney).

The last step remains, but first - go to the stump located nearby, place a semicircle of blue resin on it and cut it with a knife. You will now have a quarter of blue resin.

You should place one quarter in each pipe so as to change the color of the smoke. From left to right, the smoke should be red, blue, blue and yellow. To do this, open the bottom of the chimney by pressing the button and lift the resin stand with holes. You will see the bottom which has no holes but one large hole. Smoke is coming out of this hole. You want to make sure there is a quarter of the resin underneath this hole on the top stand. The task is not difficult. If suddenly the large hole coincides with the same one on the upper stand, then lift the latter, and then rotate the lower one to any other position.

Finally, make sure that the dampers on all four chimneys are not blocking the path of smoke - turn them vertically. Watch the final cutscene.

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