GAZ-53 GAZ-3307 GAZ-66

Siberia 3 stop at the right point. Baranur Park: restoring the nutrition of the park

Passage and saves for localizedSTEAM-versions of the game

from the company "Buka"

Gameplay Features

The character is controlled using the cursor keys (arrow keys) or the WASD. The rotation of the view camera is provided by moving the mouse to the edges of the screen. After the release of the update, it became possible to control the character with the help of a computer mouse.

We also interact with objects using a computer mouse.

Cursor types(the following icons will be placed inside the circular cursor):

  • Gear- action with an object
  • magnifying glass- closer inspection of an object
  • open palm- take an object
  • Disconnected sleeve– mechanical interaction with the object (pull, push, rotate, etc.)
  • Eye- examination of the object
  • Mouth– Kate's comment
  • sound waves- communication with another character
  • Camcorder– panoramic view of the area
  • Arrow- move, open

When Kate dialogues with other characters, a choice of phrases is offered. If they are important for the passage of the game, then this will be discussed additionally, so in other cases the player is invited to build a conversation on their own. A short time is given to select a replica. If you did not have time to select anything, then the “silent” command is automatically executed.

To make Kate look in a certain direction, you need to move the mouse pointer to the edge of the screen. To inspect objects from different angles, the mouse is also used: without pressing the mouse buttons, you need to move the mouse in different directions.

Inventory called by key I or by clicking on the mouse wheel. The inventory appears in the left screen. In the inventory, items are in round slots. You can only use the item that is in the central slot. To scroll through items in the inventory, use the mouse wheel or the cursor keys (with arrows).

To call the game menu and to pause the game, use the key Esc. From the game menu, you can exit to the Main Menu. In the "Settings Menu" you can individually disable all system messages: tasks, training, notifications in dialogs.

The game is saved automatically when you exit the game or at checkpoints. After returning to the game, you can press the "Continue" or "Download" button. You can download only those files that the game has saved in the checkpoints provided by the developers.

Note. There are several bugs in the game, when clicking on the "Continue" button, an endless loading screen appears. About such moments I noticed will be discussed in the text of the passage.

There is only one save file, so you won't be able to return to replay the right moment. You can create a separate folder for yourself, in which it is best to save the progress of the passage in separate parts. In the same folder, you can remove your last save, and insert the downloaded and unzipped save into the place of the removed save. It is not always possible to make a save immediately after completing the task, so sometimes you will have to skip videos or dialogues between characters. The save is located in a hidden subfolder at : C:\Users\UserName\AppData\LocalLow\Microids\Syberia3\Options

Warning. Be careful. After loading and using the save game, you will have the author's version of the game and all your achievements will be lost.

The game was played in the "Journey" mode.

Note. To enlarge the screenshot, click on it in the walkthrough text. To view additional screenshots, click on the active links highlighted in the text of the walkthrough in dark red.

Clinic of Dr. Zamyatin

hospital ward

After the introductory video, we come to ourselves in a hospital room. We hear someone calling our names. We greet and approach the person in the medical chair. Meet Kurk, the spiritual leader of the Yukol tribe. We speak with him all the proposed topics, choosing them by clicking on the selected phrase. We pay attention to the crippled leg of Kurk. We are interested in why Kurk is tied, and what happened to his leg.

Kurk is not only the leader of the Yukol tribe, but he is also the guide of the caravan of snow ostriches that go to the Sacred Lands for breeding. This only happens a few times in a hundred years.

We end the conversation and decide that we need to find medical personnel to report our recovery.



We approach the door on the left and move the cursor over it, in which the gear icon appears, which means "action". Press the left mouse button (LMB) and pull the handle. The door is locked. Move the mouse cursor to the right and hover it over the red button to the right of the door so that the button also has a gear icon. We click on it and find that the button does not work.



We move the mouse cursor to the right so that the box with the red button unfolds, and we can see its sidewall. There is now a magnifying glass icon in the cursor. This means that the object can be considered in the approximation. We press LMB and look at the instructions for repairing the button mechanism. But in order to be able to start the repair, we need to somehow open the box with the bell mechanism. The diagram shows that in order to open the box, we need to unscrew the screw at the top right.



We get out of the way and look around. We approach the dining table, click on the magnifying glass icon to view the table in the approximation. On the table we see a table knife, which can be used instead of a screwdriver. We click on the knife, on which the icons of the eye (examine the object) and the hand (take the object) appear. Click LMB on the hand icon and the knife is placed in our inventory.



We return to the door, move the cursor over the box with the button and press LMB. Call inventory by pressing a key I or right-click (RMB). Using the mouse wheel or cursor keys (arrow keys on the right on the keyboard) move the knife to the central compartment (circle). Then click LMB on the screw in the upper right corner of the box, and the knife will automatically appear in the slot of the screw. Click LMB on the "use" button. After the gear icon (interact) appears, hold down the left mouse button, and, without releasing it, begin to make circular movements with the mouse counterclockwise to unscrew the screw. Once the screw is loosened, Kate will automatically open the lid of the box.



Inside we find a rechargeable battery with a disconnected green wire. In the diagram, we saw that both wires must be connected to the power supply inside. We bring the cursor to the free end of the green wire, press LMB and insert the wire into the socket at the top right. The green light on the power supply unit lights up, which indicates that the mechanism has been brought into working condition. Now we need to put the battery in its place. A gear icon appears on the top of the battery. We click on it with LMB, and the upper part is recessed into the lower container.


We drag the cursor up and Kate automatically closes the bell mechanism box. We press the red button to open the door from the chamber. Kurk announces that he will rest while we look for medical authorities.

hospital hall

We go out into the hospital corridor and look around. Pay attention to the fact that in the upper right corner of the screen there is a task: to find a doctor. We go to the left screen. Along the way, pay attention to the mechanical birds in a cage behind blue bars. Pass by two patients and involuntarily stop to listen to their conversation. We hear a complaint about severe headaches that came after Dr. Olga undertook to treat him. To the left of the door to the study is the rest room. We enter it and communicate with two chess players who have been patients of the clinic for twenty years.


We leave the rest room and stop in front of the door with a sign. We read on the tablet "Doctor Mongeling" and understand that we have come to our destination.

Dr. Mongeling's office

We open the office door and enter. The doctor looks up from his papers and approaches us. He greets us as "number 10". We tell him that we have a name and ask him to address us by name, not by number. The doctor perceives our statement as a manifestation of an act of aggression. We inform you that we want to leave the hospital, but the doctor has his own opinion on this matter. Almost by force, he puts us in a medical chair and offers to take a test to determine our adequacy.

You can answer the testing questions at your own discretion, because. as a result, we still get a strange key from the doctor.



We say that before leaving we want to pick up our things. The Doctor points to a black chest of drawers in the corner of the room, and we head behind the counter. We approach the chest of drawers and point the cursor at the second box. Hold LMB and pull the box towards you to push it (point the cursor down). We touch our things and ask the doctor to turn away. We click on the stack of our things that look clean and ironed.

Kate automatically changes clothes. A new task “Leave the floor using the key” appears on the screen.


Sequels to legendary video game series are always exciting for a variety of reasons. First, you can find out what happened to the main characters after the final credits of the previous game. Secondly, thanks to the inevitable technological progress, games are becoming more and more impressive from a visual point of view. Thirdly, players hope to re-experience long-forgotten emotions and return to their beloved virtual world. But sometimes something goes wrong, and instead of the long-awaited continuation, we get something completely slurred. A striking example of such a failure is the game Syberia 3.

The first game in the Syberia series was born in 2002 thanks to the imagination of the Belgian artist Benoit Sokal and the efforts of the French studio Microïds. Sokal, 62, was one of the first artists to use a computer to color his paintings and graphic novels. In 1999, he was the lead designer for the Amerzone escape room, which won critical acclaim and even won the prestigious PixelINA Award. Three years later, the game Syberia was born, the story of which tells the adventures of the brave American lawyer Kate Walker. The game was critically acclaimed and won numerous awards, laying a solid foundation for sequels.

The plot of his games Benoit Sokal comes up with, borrowing elements of his personal biography, while drawing inspiration from books, newspapers and even television programs. The current paragraph is not recommended to read if you have not completed the first two games of the series at one time, or simply are not afraid of plot spoilers. The leadership of a large law firm sends talented employee Kate to a small alpine town, where she must sign an agreement to buy the once-famous toy factory owned by the Voralberg family. During the trip, she meets the brilliant inventor Hans Voralberg and, being fascinated by his worldview, decides to help him make his childhood dream come true: to find the lost island of Siberia in the Far East of the former USSR, which, according to ancient legends, is still inhabited by mammoths. Throughout the first and second games, released in 2004, Keith Walker, along with Hans and his automaton assistant Oscar, try to find a mysterious island. By the end of the second game, they succeed, although both Hans Voralberg and Oscar die tragically one after the other. And Kate is left alone in the middle of an icy desert.

No one hoped that one day the continuation of the story of Kate Walker would still see the light of day. It seemed that the plot was completely completed, and this was repeatedly confirmed by Benoit Sokal himself. However, years later, the artist decided that he still had something to tell his fans about. Or the person simply ran out of money - I also admit this possibility. Whatever it was, in 2009 it was announced the start of work on a triquel, the release of which was scheduled for 2010 for two platforms: PC and PlayStation 3. Even at the stage of preparation for the development of Syberia 3, its creators faced numerous difficulties. The situation was aggravated by the purchase in 2010 of the Microïds studio by the French publishing house Anuman, which brought confusion to the plans of the developers.

In 2011, it turned out that the direct development of the game had not even begun. Only by 2012, Sokal signed a contract with the new owner of the studio and began writing the script for the future project. Presumably, work on the game was supposed to be completed by 2015, but the release date was postponed many times, which is why Syberia 3 was born only at the end of April 2017. The platforms on which the game was released ended up being Windows, macOS, PS4, and Xbox One. Syberia 3 should also visit iOS, Android and even . After so many years and after several transfers, few believed in the success of the project. Especially considering that the game has been in “production hell” for so long, from where, as practice shows, units are successfully selected.

The plot of Syberia 3 picks up where the second game left off. Kate Walker freezes in the snow and it seems that nothing will save her, but, fortunately, a caravan of Yukols passes by - a mysterious northern people living in incredible unity with nature. The Yukolov shaman brings Kate back to life with the help of ancient rituals, and then the tribe delivers her to Dr. Zamyatin's clinic, lost in the icy wilderness. Kate wakes up in a hospital room and meets the young leader of the Yukols, Kurk, lying next to her. As a result of an accident, the guy lost his leg, and now he is undergoing a rehabilitation course, after which he will receive a brand new prosthesis and will be released on all four sides.

But not everything is so simple. It turns out that the head doctor of the clinic, Dr. Efimova, works together with the evil Russian colonel, whose goal in life is to destroy the Yukol tribe. And the main character is hunted by her former American employers from the first game, who want to accuse the girl of all mortal sins and hang a criminal case on her. After Kate manages to escape the walls of the clinic, she decides to help her rescuers achieve their goal, namely, to make a pilgrimage to the breeding site of snow ostriches, which have been faithful companions of the Yukol people for hundreds of years. The path of the pilgrims leads through picturesque, but extremely dangerous lands: the port city of Valsembor, a freezing lake in which a giant monster lives, an amusement park in the city of Baranur, which was damaged by the explosion of one of the nuclear reactor power units (an undisguised reference to the Chernobyl nuclear power plant and Pripyat), and also through the sacred river for the Yukol tribe. And all this time, our heroes are being chased by the Russian military in the best traditions of “Hollywood cranberries”.

I'll start with the fact that this game is implemented really well. Firstly, this is a simple, but quite interesting and logical plot. From the point of view of the Russian inhabitant, the game is somewhat spoiled by the “evil Russians”, who are the main antagonists of Syberia 3. On the other hand, the adventures of Kate and the Yukol tribe are interesting enough to keep players at the screen for 10-15 hours. Secondly, this is the excellent music of the Israeli composer Inon Zur, who owns the soundtracks of the games Icewind Dale 2, Syberia II, Prince of Persia, Crysis, Fallout 3, dragon age: Origins, Fallout: New Vegas, Dragon Age II and Fallout 4. Impressive track record, isn't it? Thirdly, in the game you will meet very colorful characters. For example, an alcoholic captain, a cowardly customs officer, or a former champion of the 1980 Olympics. All of them are very interestingly spelled out in the plot of the game, but, again, they are the clearest personification of the very “cranberry” that makes fun of Russian culture. Fourthly, these are quite interesting, albeit uncomplicated puzzles that obey common sense and do not require the player to have supernatural abilities. Fifthly, the developers tried to implement in their game an approach that is well known to fans of the Telltale Games adventure studio, when during dialogues with NPCs you make certain decisions that affect the attitude of the interlocutors towards you. Your actions do not have any fateful consequences on the plot, but in principle, such a system looks quite viable.

Have you read the previous paragraph? Perhaps this is all that is good in the game. When you play Syberia 3, you are constantly on the verge of shutting down the game and never touching it again. Sometimes you want to break the gamepad (I got the PlayStation 4 version), throw the console out of the window, open a bottle of vodka and drink it in one gulp for the rest of Microïds' creativity. By the nature of my work, I often have to deal with a wide variety of games, sometimes very boring or full of bugs. But I simply did not expect such frank hack-work from the French. The guys from the Russian publishing house "Buka" for the first time played me a game last year as part of the exhibition "Igromir", and even then certain doubts crept into my head about the quality of the final product. “Surely this is just an alpha version,” I thought. And I never guessed. The final version of the game did not better than that that we were shown more than six months ago. I even admit the possibility that over the past months the game has become a little worse.

Listing all the problems of Syberia 3 would take me two more such reviews, so I will try to highlight the most striking problems. Firstly, this is a very mediocre graphics, created on the basis of the Unity graphics engine. In general, this engine in capable hands is capable of much. Remember at least the game Ori and the Blind Forest or the same INSIDE - excellent projects, in which there is simply nothing to complain about. In the case of Syberia 3, everything is very, very bad. Blurry textures, straight from the early 2000s, very rough 3D models, disgusting facial animation when characters lose in artistry to unhewn logs. You know, this is the very case when you realize that the actors of the cheapest Russian series “about bandits and investigators” play much better than the characters of a modern game. An extremely rare case.

The animation of the characters' movements is no better than their wooden facial expressions. Kate moves like she's in a dream, even when she's running. She stumbles around corners, crashes into tiny objects lying on the floor, and climbing stairs is so difficult for her that a scene from the show “Mr. steps per minute. The situation is also aggravated by the fact that you constantly need to run from one location to another, and loading the next location takes an average of about a minute (what is there to load?). Seriously. I timed it with a timer. The backtracking in this game is as scary as a nuclear war. It becomes even more fun when you see how the slider on the loading screen first creeps forward and then back. With all this, the game terribly slows down almost everywhere: after loading a save, in the process of moving around locations, and even in the menu. Sometimes the framerate drops to ridiculous 3-5 frames per second. Considering that on the screen at this moment the quality of the graphics is mediocre, I just can’t imagine how the developers managed to reach such a “bottom”.

Some of the textures in the game are of such low resolution that it simply interferes with a comfortable gameplay and even solving some puzzles. So you want to read an email on the display of a detected computer, but the font is so small and so blurry that you can do it with great difficulty, only close to the screen of your TV (and I have a very good TV). And such graphic problems in the game are a dime a dozen! Due to crooked lighting and incorrect color reproduction, I struggled with one puzzle for about 20 minutes, although it was solved in an elementary way. The shadows of characters and objects disappear, then abruptly reappear. Sometimes in Syberia 3 the night suddenly falls, and you literally can’t see anything in front of you, but the game with enviable persistence continues to show you plot screensavers in pitch darkness. Even the inventory in this game works badly. To find the desired item in it, you will have to slowly scroll down a long list that moves extremely reluctantly.

My PlayStation 4 game console, during the playback of Syberia 3, was literally “red hot” and howled loudly with a cooler there that the neighbors woke up, and my cats hid under the sofa. And this is surprising, given that the incredibly beautiful game, where 100,000 polygons were allocated for the main character’s hair alone, practically did not heat up the console. And here, probably, the most detailed character is about a couple of thousand polygons. The funny thing is that the developers, it seems to me, just decided to score on the quality of the console version (I don’t know what the PC owners got in the end). Everything about her is crooked. How could the quality control department perform its direct duties so obscenely? Where were the testers looking? What did Benoit Sokal and the producers hope for? To go on the popularity of the previous two games and quickly cut down the money? When you sell people such a low-quality product, no past merits will save you from a flurry of criticism. Once the game froze stupidly at the moment when I was looking at a picture on the wall. Seriously? The game severely cut off my game controller and started an endless loop of animation in a circle, from which I could only exit by starting the game from the last save.

The quality of the voice acting and subtitles of the characters' dialogues matches their animation. Moreover, people scold not only the domestic dubbing of the game, but also the original English-language one. The young leader of the Yukols is voiced by an adult (judging by the voice) man, and the elderly patient in the clinic is voiced by a young girl. Further more. Characters confuse the emotional coloring of phrases, intonation, and sometimes the words themselves. The process of localization is not easy, I understand this very well, since I myself once translated games into Russian. But in Siberia 3 localizers "set the heat" in full. For a long time I have not seen in games text errors from the category “ts” and “ts”, mixed up cases and pronouns, the wildest discrepancies in the text of subtitles and voice acting. In general, you just want to close your eyes, plug your ears and be in silence for a while. What else can be said about a game in which even the end credits are translated with errors?

But this is far from the end of reproaches against the localization team. Sometimes phrases break off in mid-sentence, and you simply do not understand what the character wanted to tell you. And sometimes, when the sentence has already been fully voiced, the character continues to talk to you about something in silence for a few more seconds, actively moving his lips. The scariest thing about all of this is that there is NO way the game dialogues can be skipped or sped up. It becomes especially painful when, after a frozen game, you have to listen to a long dialogue in the second round. And separately, I would like to criticize the French developers for the fact that while you choose one of the answer options in the dialogue, your computer interlocutor starts yelling at you naturally and very angrily so that you think faster. It's just a terrible, disgusting decision that ruins the game's already troubled atmosphere.

Pros:

  • The plot of the game is able to please fans of the original dilogy.
  • In Syberia 3 you will meet some very colorful characters.
  • The puzzles are logical and mostly fun.
  • The music of the composer Inon Zur creates an amazing atmosphere.
  • The dialogue system looks rather curious.

Minuses:

  • Catastrophic game optimization ruins everything.
  • The buggy game camera often storms.
  • The whole game you will be haunted by brakes and friezes.
  • Mediocre graphics and blurry textures.
  • Creepy animation of the faces of the characters and their movements.
  • You can not skip dialogues and story clips.
  • Completely unpredictable lighting.
  • And again, the evil Russians are to blame for everything.
  • Disgusting management.
  • Lots of mistakes in Russian translation.
  • Serious audio issues.

The game Syberia 3 is not saved by the name well-known to connoisseurs of quests, nor by the involvement of the famous artist Benoit Sokal in its development, nor by numerous attempts to play on the nostalgic feelings of fans of the franchise. This project is able to bring even the most balanced and calm person to hysterics. The game should be exhibited in museums, as an example of how IN NO EVENT SHOULD you make sequels to once-great adventure games. I'm afraid that neither the release of patches, nor even the apology of the developers will help Syberia 3. The credibility of the series was seriously and irrevocably damaged. I even know a few fans of the original duology who bought Syberia 3 and tried to sell it at half price the very next day. Just to never see this nightmare again. At the end of the game, it becomes clear that sooner or later a continuation of the story of Kate Walker will be born, but I want to believe that I will never see “such continuations” in my life again. I bet the game 4 points out of 10.

Schrödinger's game: it shouldn't have happened, but what a wait!

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Zoe Castillo was in a coma for eight years. And then she woke up and, full of strength, went to save such different worlds dreamfall. Kate Walker spent ten whole years in oblivion, and now she opened her eyes. Zoya was followed by the best doctors, while Kate was brought to her senses by northern shamans and horsemen from the Siberian psychiatric hospital. Will the former employee of the New York law office manage to prove that we have not been waiting for her return in vain?

Don't go back to old lovers

Sometimes stories end so well that it doesn't occur to me to demand a sequel. The image of the sweet and timid Kate Walker, with tears in her eyes seeing off the herd of mammoths and the dying dreamer Hans, is kept in a hidden corner of the heart of every lover of classic quests. That is why the announcement of the sequel caused mixed feelings: the joyful expectation of a new adventure and the bewildered “Why?”.

“There are no former lovers in the world. There are duplicates,” Andrei Voznesensky claimed. And in a way he was right. Kate awakened from a ten-year faint Walker to begin with, she lost one letter and in Russian localization turned into Walker. Of course, this is grammatically correct, but associations with the Texas Ranger are initially unsettling.

As well as the new pronunciation of Hans's name: the stress in "Voralberg" now falls on the last syllable. Well, poor Oscar's heart dangling around Kate's neck took the lead in the list of oddities. It looks completely different than in the second part, and the moment of extracting an organ from a good robot passed us by.

Be that as it may, Kate Walker (or Kate Voka, as her funny yukals call it) rises from a public hospital bed. So, we are waiting for new challenges!

All for console owners

Over the past years, the genre of classic point'n'click quests, beloved by owners of not the most powerful computers, has seriously changed. Quests turned into adventure games and moved to consoles. In their footsteps obediently stomped and Siberia 3.

And somehow it turned out that those loyal to both the genre and the platform were overboard: those who try to control Kate with the mouse and keyboard, the game will seem like a poor port of the console version. The space has received volume, but the handcuffs have not been removed from the camera, and when moving, it sometimes makes clumsy somersaults. With a fixed viewpoint, it is not easy to guide Kate through a cluttered area - the poor girl constantly crashes into jambs and stumbles over every bump.

It is no coincidence that developers warn from the very first screens: do not suffer, take a gamepad. Better yet, finally move to the console! Although there are difficulties. Let's say, to choose the only one you need from a cluster of active points with a stick - that's another task.

But the console version will certainly start, will not give out a “black screen”, will not slow down at any settings and will not force the next flight to replay a piece of the game again. There are no manual saves, as well as the ability to skip dialogues, so if you have already started playing, it’s better not to be distracted.

Welcome to Russia?

But it is not all that bad.

This time we will not be sent on a trans-European tour. Kate's new pilgrimage will take place across Siberia, which she discovered ten years ago. Or rather, Siberia, because the location of Syberia 3 has as much in common with the Russian land as with the province of Provence.

The snow-covered expanses of Siberia look quite taiga-like. But the quiet town of Valsembor obviously migrated from somewhere in Europe. But at the same time, Zhiguli are rusting on its streets, a suspicious type offers to buy alcohol and cigarettes for cheap, and the first city dweller you meet turns out to be a drunken captain. The northern Yukol tribe lives in yurts that are attached to the backs of snow ostriches, and the local incarnation of Chernobyl is more like Nuka-World from Fallout .

The game according to ancient tradition shamelessly uses clichés about exotic totalitarian Russia. Here you have a conspiracy of doctors, and the oppression of national minorities, and the authorities, stubbornly hiding something, and socialist propaganda. At times, the game veers dangerously towards caricature. This is facilitated by the exaggerated appearance of the characters, which stands out against the background of a more realistic environment.

But no matter where we go along with the restless Kate, all the places will be very, very "Sokal". Precise recognizable details in them are still tightly intertwined with bold fiction. In addition, the locations are literally saturated with a nagging feeling of elusive time.

The third part is not rich in fabulously beautiful backgrounds, unlike its predecessors. In a three-dimensional world, it is difficult to choose a jewelry-adjusted compositional angle, and even beautiful textures from a distance can turn into a dirty rag upon closer inspection. But as compensation, we are sometimes allowed to turn on the panoramic view: the camera will fly around the area, showing what was not in the field of view.

The world has become much more alive, and not only thanks to the huge number of people everywhere: you can talk to almost everyone you meet and sometimes even hear something appropriate to the situation! Some of the "decorative" characters are still standing or sitting, staring into the void. But there are also enough of those who wander and try to interact with objects or neighbors in the location.

And in the dialogues, Kate got answers. In some cases, we can even listen to her reflections on certain remarks. However, with a linear plot, any choice is just a sweet illusion.

The spy unscrewed the locknut

It is unlikely that someone will not will play Syberia 3 just because of the textures and animations. True fans of the cult "Siberia" are much more interested in the plot and quests! But we’ve talked enough about the plot in the preliminary materials, one more step, and spoilers will go. So let's just say "fun". But it is worth talking about the tasks in more detail!

The main thing that has changed over the years: Kate has become more modest. Now she does not pull everything she sees into the inventory, with the expectation of "maybe it will come in handy." The game has acquired triggers: to take a knife, you must first find out that it is needed. Namely: talk to the roommate, inspect the box, examine the box more closely, talk to the neighbor again... wow, now you can circle around the table, catching the right hot spot!

The moderate logic of the puzzles has been preserved: most of the puzzles can be completed without prompts, if you take your time and think. But there are exceptions. Say, take the medicine three hours before dinner - what time is it? The situation is aggravated by the fact that in the Russian translation "dinner" for some reason is replaced by "lunch", and the "dying" man sarcastically comments on Kate's actions, but does not say a word about where his pills are stored.

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

Clinic Valsembora

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

After going out into the corridor, we need to get to Dr. Mangeling - only with his permission can we leave this strange place. His office is easily recognizable by the two orderlies standing right outside his doors. After a dialogue with the doctor, we get the key and now we can 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 is difficult to confuse here, since all the puzzles exactly repeat the rotated elements, and finding two similar options here is more difficult than just putting everything in its place.

As you might have guessed, the key did not fit, or rather, it fit, but the grate remained closed. If we examine the key carefully, we understand that something is missing in 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 drawer of the table, rummaging among the books, we find the magazine "Clinic of Valsembora". Having looked through it, we open the page with the image of the key. Then we open the inventory, find our "broken key" and use it on the magazine. Everything becomes clear - only one hairpin is missing. But where can I get it?

We return to our room and talk with Kurk. Showing him a brochure from Mangeling's office, we find out that the blacksmith of his tribe can easily make such a detail, and you can transfer the drawing to him through an owl. She is perfectly 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 canteen, where two patients are playing chess. After talking with them, we learn that one of them is so “good” with the new treatment regimen that he falls asleep right on the go. Going out into the corridor and waiting a little, we find one of the chess players in the center of the hall, who complains about his friend, they say he fell asleep again during the game. We must not miss this opportunity, we go to the dormouse 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 owl bait. We put the iron bird on the railing of the balcony in our room and give the brochure with the key scheme to the owl. Returning to the ward, we are waiting for a meeting with Madame Olga.

After an extremely unpleasant dialogue with Dr. Efimova, we need to return to the balcony and take 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 the main reasons why he cannot leave the clinic, and will hint that the head doctor, Dr. Zamyatin, is quite a good person and can be trusted. So, we insert our serviceable key into the unlocking mechanism and, voila, the grille opens. We go down to the first floor.

It is also dark and somewhat dull here. 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 way - to Dr. Zamyatin. The door to his office is ajar, but you can also navigate 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 does not succeed in convincing him that Dr. Efimova is more likely to cripple his patients than treat them. And we can get out of here only with the permission of Madame Olga herself.

We run to Dr. Efimova, her office is very close. After listening to the insidious plans of Madame Olga and a certain colonel, we learn that another American will soon appear in the clinic, detective Nick Cantin (the same one from the second part), with whom it would be nice to contact. But this is later, first we examine the office, while Efimova disappeared somewhere. Let's start with the computer. After examining the letters, we will be able to chat with Nick. He will also add sad news, promising to arrest Kate at the 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. After removing 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 can open the hidden passage where Madame Olga disappeared.


We go down after Efimova and get into the local sewerage in the best traditions of the catacombs. And then familiar voices reach us - doctors Mangeling and Efimova, who figured out how to annoy the nomadic tribes. We listen to their dialogue, and then we are in no hurry to cross over to the other side. If you go all the way to the left, you can find a canister, which will come in handy right away. Now we go to the iron door where the villains left. Next to it is a barrel of acid, here we use our canister. Now our goal is a boat that can be reached by passing chemical tanks. It remains only 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 lot

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 get back to the dam that we swam through while escaping from the clinic. Actually, there are four valves waiting for us there that regulate the pressure of water (they are numbered from 1 to 4 in the screenshot below). If you turn it counterclockwise, then the sash closes, and water cannot pass in this place, and if it is turned in the opposite direction, then the water increases the pressure. Thanks to the hint next to the dam pressure indicator, we find out that valves 1 and 4 should be closed completely (counterclockwise as far as they will go). 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 leaf should only be ajar, as you can see in the image below.

It's time to go back to the camp, where we are welcomed as a hero. But we need to 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 Quilak, 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 a dialogue with Ayavaska, 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 go to the policeman who checks the passes and does not let hares into Valsembor. It will not work to persuade him - he has a strict order from Mayor Bulyakin, so we go into his lodge next to his post. There is an apparatus with which you can put a seal on a document, but the seal itself and the document are missing. Now we need to pick up a dry sponge and lining for printing.

We return to the market, but turn right in front of the tent. There is a dead squid on the shore in a pool of its own ink, and this is the place where you need to use a sponge to soak it with ink. In the market you can find a man from Valsembor who runs a tavern there. You can identify him by his hat, waistcoat and red caftan. After talking with him, we get a blank document that was intended for his wife, but she fell ill, but the document remained, but, of course, without a seal. In addition, we need to climb into the house of one of the yukols by the stairs. He's the only one here, so don't get lost. Here we are interested in a box of rubbish: there is a lot of all sorts of nonsense, but if you dig, you can remove a bunch of candles, which are now useful to us. There is only one thing left - to talk to the blacksmith. He is ready to help us, you just need to show him the lining for printing and give the candles. We have a print. The puzzle "Print for Valsembor" is almost solved, it remains only 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 the 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 the handle “1” down. We move support “3” under the print and use the device. Then this stand "3" must be taken aside and once again we make a stamp, only this time on the document. That's all, remove the clamps "4" and "5", pick up the document. But it's too early to rejoice, the same detective Kantin, with whom we talked through Efimova's computer, enters the lodge.


The detective does not want to listen to Kate, and ties us up to take us to court in New York. As soon as you distract his attention, you should first drop the cabinet with the bottle, and then break the latter with the help of the lamp that is 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 met a drunken captain, then you are on the right track. Then you should meet "Moskvich" without a back door, and right behind it - a blue sign "Cafe" and the entrance to the 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 door of the Tavern, then you need to turn left, reach the crossroads and turn left again. It will be a long walk, but there will be no more forks. You will not miss the watch workshop, you can navigate through the shop windows.

In the workshop we immediately meet Mr. Steiner. He was very interested in our medallion, Oscar's heart. Nervous, the old man grabs his heart. We need to help him find the pills. On the counter opposite the watchmaker we take a mug. You can explore the drawers of the table at which Steiner is sitting. This will give us a hint 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 put a mug on the lower stand, then open the glass and set the hands to 5:00. It is at this time that Steiner usually takes his medications. Now we see that the clock starts to strike and the pills appear. We give the medicine to the old man.

After apologizing for his incredulity, Steiner promises to complete Kurk's mechanical leg and take it to the hospital to Dr. Zamyatin. However, it remains to figure out how to help the yukols cross 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 near the exit from the basement. What to do, since we need to go there, we will have to look for a solution, and we have only one thing - to use that giant ship that we saw at the entrance to the city.

But we also saw the captain, and his uniform, to be honest, did not inspire confidence. At this time, Sarah comes and promises to help with this deep drunk, Captain Obo. We return to the tavern and talk to Obo, he is sitting next to the fireplace. As we thought, the local "legend" does not really understand what is happening around. We go to Sarah and the innkeeper, who will help us again, promising to give the captain some sobering cocktail. Talk to Obo again. The cocktail really helped us start a constructive dialogue. Do not be rude in conversation, use flattery and play on the sailor's pride: that's what will help you convince the former "thunderstorm of the seas."

We rise to 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 fill the coal, then get into the hangar and get some fuel there, and then, finally, use the crane to move the coal to the ship. The first is the simplest - you should turn the valve, which is located very close to the place where we climb on the ship.

Now we go down to land and go to the hangar. It is located directly opposite the gangway, 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 chute and fittings, they lie next to the path change lever. The lever itself will be used later. Now we grab the cart and roll it to the other end of the hangar. On the sides of us there will be racks with doors. Here we will use our gutter on them. This will have to be done until we find our coal, since it will not be everywhere. Armature can be used to determine if something is in the rack or not. Kate just hits the box with rebar, and we have to understand by the sound whether this is our “client”, or we can move on.

Having filled the cart, Kate will no longer be able to push it so easily. We'll have to use the blue jalopy, which stands against the far wall. But before you sit on it, pull the lever that 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 of them with a knife and insert the resulting part into the empty hole on the right. Click on the "new" button (it should turn 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. Crane code: "0509". There we are waiting for a rather interesting control panel (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 - perpendicularly. Lever "1" moves 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 the cameras of our review so that we can accurately determine the location of the crane. Finally, buttons "5" lower / raise the lifting mechanism itself.

Next, first we move the crane as close as possible to the trolley, 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 the lever "2" to drive closer and use the button from block "5", but now the bottom one. Here are two screenshots with the correct tap positions:


Well done, the coal was loaded, and now we need to replenish water supplies. We go up to the ship and next to the valve, which we already turned earlier, we see a hose from the water tower and a pipe where water is to be poured. 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 did everything, it remains to turn on the water supply on the tower itself and you can go report to the captain.

Obo distinguished himself again - he lost the ship's ignition key. Well, how I lost it, I threw it out a long time ago, so that I would never again take the helm of the Kristall, 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, then only he has. Again we go to the watch workshop.

What a nimble old man, he had already run off to the hospital to Zamyatin and even grabbed a leg for Kurk. But Sarah will meet us in the workshop, who does not know if there was a spare key, but she will tell us that there is a “Crystal” model in the basement, and will give us a handle from the locking lock. We go down to the basement, insert the handle into the lock under the showcase behind which the ship stands, and get access to the model itself. On the side there is a convenient toggle switch - pull it to turn on the lighting. We examine the rear wheel on the ship and see the numbers with an arrow. We need to dial the following cipher: 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 drop lower and lower. In the end, we ourselves will have to pull it down to the stop. After that, the upper part of the ship will move to the side and part of the key will appear. We'll turn it around and get the whole key.

The key is a bit small, it's not for nothing that 50% is engraved on it. But old Steiner in the basement has a solution for this case too. Directly opposite the model of the ship 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. In the right one - a blank for the key (you can get it under the same table in a special box). Using the knob, set 200% (this is a twofold 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 gates can only be opened with the permission of Mayor Bulyakin. No, you can also use dynamite, but we are civilized people, let's try the healthy dialogue method first. If you can't find City Hall, then here's an indication for you: stand with your back to the cafe door, turn left and go 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 dissatisfied shopkeepers is taking place near the city hall, and it is difficult to miss this event. We start a dialogue. Correct answers:
  1. "I'm sorry to trouble you..."
  2. "Leave the city with the yukols"
  3. "You are taking a big risk"
  4. "Show them who's boss!"
  5. "It will do you good"

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

For advice, you should go to our bosom captain. Obo will tell you that a 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 tanks. The diving suit is hidden behind other things hanging on a hanger. Cylinders lurk next to him at the entrance, and the helmet lies in the most conspicuous place. We put the cylinders on a special rack and fix them with a metal holder, lowering it down. We 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 dressing room.

Going down under the water, Kate has to open two locks. They have the same mechanism. The first shutter on the way looks completely disassembled, and at this stage we just need to collect all the loose parts: 3 gears and a square key. Now we stomp further to the second castle (second screenshot below). We use the 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 crawls to the side, and we return to the first shutter (first screenshot below). We insert a large gear on the shaft at number "1", on "2" - a regular gear, and on "3" we put on 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 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 details in the first gate). Gear puzzle solved.


After an exciting video, we return to the Kristall. First, we will talk with Ayahuasca at the bow of the ship, and then on the descent from the ship we will meet an excited Sarah. It turns out that Steiner never returned from the hospital, and Kurk is still missing. We'll have to return to the Efimova's lair, where another type has already settled, with whom Kate would not like to deal, 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 you to go the second way, as for this you can get an achievement by talking to the excited mayor there. Immediately after the city hall, the local lift station lurked, the door of which was closed. The funicular itself is not visible, but most likely it is 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 the lane, fenced with bars. There will be a cart, under the wheels of which there are wedges so that it does not roll away. We take one wedge, the second one will automatically go into inventory, but the third, the smallest one, will need to be picked up from the place where some kind of cart seemed to have stood, yes, in the past, exactly what it “stood”.

We return to the closed door and inspect its lower part. We 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 a small wedge and insert it on the right. We push the last wedge remaining with us even more to the right of the small “brother”, and we take out the “small” one and squeeze it over the right wedge. The door falls and Kate gets inside. There is no electricity in the room, so we open the power panel with 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 Valsembora hospital again. Before you go inside the building, go around the helicopter, as the passage to it will be opened from the back side. In it, among all sorts of unnecessary things (grenades, cartridges, etc.), we will find and take a walkie-talkie with us. Now we open the door and get into the hospital. We will distract the colonel and his soldiers at the counter, where we once communicated 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 a very bad condition.

We need to save the young guide, but first we take the figurine from the table. Now we examine the chair of Kurk. Under his right hand, a tablet with documents is attached to the chair, we need to pick up a paper clip from it. We turn the view to the back, open the lid to the side and clamp the wires with this paper clip. After that, you need to deal with the tranquilizer. We take 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. You need to give Kurk this injection, and then he will come to his senses. However, there were clamps on the hands. Under the left hand of the trigger there is another cover behind which the panel is hidden. Here you need a password. We do not have it, but there is a figurine - we use it on the panel. Everything, yukola, we freed. 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. There we are waiting for another "terrible" panel. Puzzle solving scheme:

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

It should be noted here that the main thing is to quickly change from third gear to second. I don't know how difficult it is to do it on a joystick, but with a mouse it's definitely not as easy as it could be.

We almost arrived at Nakhodsk when something hit the back of the ship. Who's going to check? In general, we go to see what happened. Kraken! Here, however, they call him Quilak, but the essence is the same. As Captain Obo suggests, the monster was attracted by the light from the searchlights, and it is necessary to cut them down by any means. I advise you to start from the right side, since there is a crowbar next to the box, with which we will put out the light. Two searchlights on the left, two on the right, one on the prow of the Krystal, and another at the very rear of the ship, well protected by tentacles. One of the lanterns has a broken trigger, and Kate needs to move the box up to it, climb onto that box, and then let the tire iron finish the job. Now we run inside the ship, where the yukols are hiding. There, on the floor, you need to find homemade matches and one secret hidden between the benches (screenshot below). In this cache is the "Emergency Flashlight", they should distract the monster from the last searchlight, and then calmly approach and "deactivate" it.

Apparently, not only the light attracted Quilak to our ship. It is necessary 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 panel. We rise 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 rise to the captain's bridge, but not to the helm, but to the bookcases, where the gramophone used to be. 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, as Kate will only show interest at first, and then look inside. We go down back to the engine room to the workbench, next to which the yukolas are rubbing. There is a lamp on it, we collect it, fill it with vodka, set fire to this case and return to the captain.

Baranur

While Kate was out, the ship managed to run aground, and not in Nakhodsk, but in Baranur itself, where we did not want to go. And then the radiation all around! You need to get special anti-radiation goggles from the machine gun that is on the nose of the Kristall. True, it is blocked, but this is easy to fix 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 helm. Putting on 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 to 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 it still needs to be reached. 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 notices that Oscar's heart can be inserted into it, but until we can open the chest plate, we will return to it later. We don’t climb the stairs yet, but go to a wooden house at the end of the beach. Climbing the stairs, examine the veranda of this house - there is an "automatic probe". Now we return to our ship and remove the wires from the pole with a probe. Shorty Burut, who is standing nearby, “assures” that he can plug them into the socket, and we will believe him.

Now you need to go into the park itself through a massive rusty gate and turn into the first house on Kate's right hand. It will be something like a Voralberg workshop, but we do not linger here yet, but run to the other end and exit the back door. We need to get to that tractor at the beginning. We go along the rails, and, in the meantime, inspect two broken cars on the tracks. Kate will remove this barrier with a skillful movement of her hand. We interact with the rear of the tractor - the winch is in quite a tolerable condition, but the automaton driver is no longer capable of anything. But he has the key in his hand. We pick it up and return to the workshop. Thanks to this key, we open the box and get the cross-shaped Voralberg key and wrench. Immediately opposite is a box, in it you can find a gear. And the most delicious thing is that there is a map hanging on the wall, which promises an extremely “delicious” puzzle of Baranur Park.


Yukols threw another one headache- here goes their way through poisonous vapors and that's it. We will add this goal to the end of our tasks. Let's go back to the automaton in which we wanted to insert our friend's heart. Now we can open the chest plate. Inside, an old heart beats slightly, we pull it out and insert our “medallion”. Raise the top valves and insert the plugs into them. Using a wrench, unscrew the bolt and lift the shiny cover. And there is another lock, and it needs an even more individual Voralberg key.


We go back to the park, but before entering Kate draws our attention to the car from the roller coaster. Yes, this is the puzzle that needs to be solved now. However, first you need to get one thing: there is a giant headless diver in the park (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. This is to the left of the entrance to the park, if you stand with your back to it. We rise to the roof of this house and sit in the car on the rails. We see the control panel of the attraction in front of us, and on the right on the next seat you need to raise the second iron rod. Now the actual puzzle:

  1. We scroll 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, take out the twig from "25".

The cart brought us to an attraction that we could not get into because of the blockages at the entrance. We go down and go to the trailers. The last one looks very lively. We go into it, pick up the photo album and leave. And at the exit we meet the mistress of this cozy place, the former military Katerina. If you are not rude to her and be polite, then you can very easily get the key to all the automata in the park. Right answers:

  1. Sorry.
  2. [Introduce yourself].
  3. Lie about a cozy environment.

If you didn’t manage to get the key right away, then you will have to walk to the rubble at the entrance and find the token of Katerina’s deceased husband there. And already this token is exchanged for a key. We return back to the park.

We go to the automaton at the entrance to the park and, finally, start his heart. Oscar is back with us! And he does not like the prospect of walking "naked". I'll have to drive again to Katerina and ask her for the clothes of her late husband. 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 start a dialogue with Oscar. He is ready to start towing, but there is no power, and the ship is not yet tied to the tractor. To supply power, you will have to go all the way back to the engine room and turn back on the lever that we used to turn off the engines. When leaving the ship, nomads are standing, talk to them so that they tie the cable to the tractor and you can give the “Start” command for Oscar. The first attempt showed that in this way we only drive the Kristall deeper into the sand. We 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. Having bypassed the wheel on the right, we climb up the stairs. Next, insert the gear into the mechanism and pull the lever. Press the red button and enjoy the result.


The ship was pulled ashore, so that the ostriches can finally be released. Through the beach we go to the back of the ship and pull the switch there. Nothing else keeps us in Baranur.

Metro station "Historical Center"

We go to check the tunnel with the "red eyes", and then talk to Kurk. Gotta scare the bats somehow. We go into the passage on the right, inside of which there is a sign "Center for Atomic Research". Going 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 from the yukol. We return to the central hall.

At the very beginning there are ostriches, you need to pick up a rag from one of them (left screenshot below). We rise along the stairs to the right and inspect the blacksmith's table (right screenshot below). We take the vial, flint, and insert the root into the hole. We wrap the piece of wood with a rag, pour out the contents of the bottle and set fire to the torch with a flint and flint. Trying to scare away mice.


The bats were very frightened, but they couldn’t fly away - there was simply nowhere to go. But from above, Kate notices a ventilation hatch, so you need to open it. We go into the left passage, where Oscar is already waiting for us. He understands that no one can endure street radiation except him and volunteers for this campaign.

We go outside, inspect the hatch on the roof, which we need to open, and go in the direction of the monument. There is a fire truck next to it. We sit in 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 to where the fire engine used to be and reach the end of the street. If you walk on the right side, you can go to the bank, which you can go to. There we select locksmith scissors. Now let's go up to the fire station to the staircase control panel. The easiest way is to first raise the ladder all the way up, then turn it sideways over the hatches, use the lever to lengthen it and lower it down until it hits the roof. We rise to the hatch and open it with scissors like a tin can.


The manhole cover crashes down and attracts the attention of automata dogs. Gotta get rid of them somehow. We go down a little lower to the fire hose. We take out two plugs on the chains, insert the hose into the front hole, turn the valve and fight back the evil dogs. You 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 leave a friend, especially since we have algae - there is more than enough iodine in them. We put them in a special compartment and wait for the end of the test. 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 the 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 men who are afraid to go into a small lighted passage. And they do it right. After all, we will soon realize that this path leads to the cemetery. But we definitely need to go there. The daughter of the previous guide, Dunyash, lives in the undertaker's house. She will share a very useful diary of her father and ask Kate to arrange a meeting with Kurk.

Before you leave 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 pick it up 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 Yukol signs, which will help in solving the next puzzle. We return to the cemetery, but we go not into it, but into the stadium. Now we just go straight until we come across a lone chair. Opening 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 signs is as follows:

  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. Examine the glass and use the scarf to get to the last third lens.

We leave the stadium and run to the left. We go along the wall almost to the stop, until you see a turn to the left of Kate, marked by a pair of lampposts. This is the path to the pool (see the screenshot below), we need it now. Once inside, we immediately climb the ladder for jumping into the water. At the very edge, you can see three pits, you need to insert lenses into them:

  • The first pit is Lens "2".
  • The second pit is Lens "1".
  • The third pit is Lens "3".

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

Let's start with the green beam. The pictures below mark those mirrors that have to be rotated for each specific case. For the blue beam, simply evaluate any remaining unused mirrors and engage 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 Yukolsky bridge has been destroyed, and in order to cross the new one, you need to get the blessing of the guardian who sits on the other side of the river. We return to the house that we ran through when we went to Kurk. In the back of it 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 window to the customs officer.

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 after that, a prayer with a special ritual, to be absolutely certain. We return back across the bridge. The customs officer was caught extremely timid, and he simply could not stand it, escaping on a motorcycle. We go to the place where the "iron horse" stood and pick up a brick there.

We go around the building on the right, where the "fugitive" was sitting, and with the help of a brick we open the back door.

Inside you need to find vodka and paper. A flask of vodka is waiting for us in a basket of fresh fish, and the paper is a little further on, 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 the button and call the trolley. We throw a flask into this cart and send it back. In exchange, the guard sends us sawdust. Almost everything is ready so that 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 staff in her chest with extremely useful information for us.

And now let's start 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 look at the bottom. We press the button and open the doors of the lower compartment. We take the resin from here, three funnels for smoke and a log. In the center we put a tree, put paper and set it on fire with a flint and flint.


Close the sash and inspect the back of the device. We see here four chimneys, and each one opens. We pick up the last funnel and begin to arrange them in the correct order. All funnels are numbered. Let's start putting them in reverse order. Funnel “4” will go into the first chimney, and funnel “1”, respectively, into the last one. We close all the doors and return to the front side.

We examine the pipes - they also open, like the chimney flaps. We take all the resin and move away from the apparatus. Behind us is a stump, put a semicircle of blue resin on it and cut out a quarter with a knife. We return to the pipes that have just been opened. Here everything is somewhat more complicated. Each pipe has a special grid, one quarter of which is empty. Under this grid there is a special block with the same empty quarter. It is necessary 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 grid all the way up, twist the lower part to change the position of the hole and lower the grid back.

It remains to decompose the resin. We put the quarters on the grid so that at the bottom of the pipe under this place it is empty. Four pipes - four quarters of resin. One yellow quarter will remain superfluous. The colors must be arranged in the following order according to the wand: Red - Blue - Blue - Yellow. We 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 exits the apparatus on the left.

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

Preparing to sail: water

After talking with the captain, you will receive a new task - to fill the tanks with water. Climb onto the ship and next to the cover of the hold, through which the coal was poured out, find the hose. First you need to use the red lever, and then connect the hose and secure it. Go down, climb the water tower and activate the water supply. It is done!

Preparing to sail: duplicate key

Talk to the captain again at the helm. He will say that he has lost the key. Run to Steiner's workshop, but the master will not be here. But his granddaughter will give you handle. Go down to the basement and inspect the Crystal model. Insert the handle into the hole on the side and turn to lower the protective screen. Press the button on the side to turn on the light. Examine the ship. You need to read the inscription on the tablet to highlight the important numbers. They will come in handy. Now examine the wheel of the ship. You need to set certain values ​​in turn. If you select the correct value, then the anchor will move down a bit. If you make a mistake, the anchor will rise up. The sequence will be: 30, 80, 60, 90.

Pull the dropped anchor and remove the key from the ship model. This key, although it is a duplicate, is miniature. That is, you need to make a larger model.

Go to the table on the left and near the place where the prosthesis was, find a device for making keys. blank find in the metal box below. Insert the blank into the right compartment of the device. Insert the key into the left compartment and be sure to clamp it with the lever. Set the size to 200%. This is the key you need. Start the device by pressing the button on the right side. Taking away Key to Crystal, take it to the captain's cabin and insert it into the hole to the left of the helm.

Preparing to sail: opening port locks

And that's not all! Now you need to get permission to open port locks. Run to Steiner's workshop and follow through. Climb the stairs and go right to the square near the town hall. Go up to the mayor and talk to him. Convince him to give you permission to open the port gate. Incline him to the fact that it will be better for the inhabitants of Valsembor, who are tired of yukola.

Mayor of Valsembor.

Return to Captain Obo and tell him that permission has been received. But the locks will have to be opened manually. After leaving the ferry, go to its stern, where you first appeared on the location, and proceed to the left. Move to the very end, until you find Captain Wallpaper near the lighthouse. Go through the door next to him and remove from the hanger on the right diving suit. A little lower, pick up from the floor empty oxygen cylinders. On the far left, find diving helmet. But that's not all - the cylinders need to be filled. On the left there is a corresponding device. First, inspect its left side - the electrical panel. Set the pressure to 180 bar and then click on the green button. Attach the cylinders to the right side and turn the two levers in turn. Take the oxygen tanks and click on the room in the corner so that Kate changes clothes.

Immersion under water

After that, Kate Walker will be under water. Go right and see the first castle. Pick up from the ground big gear. Examine the castle and pick up two more from the ground - conventional and stepped gears. To the right of the castle, lying at the bottom square key. After taking it, go to the right, because this lock cannot be opened yet.

When you get to the second lock, use the square key on the hole and turn it. Open the door and turn the red valve all the way. Pull down the lever to open the first part of the port gate. Walk towards the bottom of the screen and turn left through the open gate. Find the crashed boat and pick up next to it chain.

Run to the first lock and install the gears and the chain as follows: put a large gear on the left piece, step gear on the bayonet below, regular gear on the bayonet above. Apply the chain to the active point to the left of the valve. Turn the valve until it stops and lower the lever. Port gates are open!

Saving Kurk

Talk to Obo and you will find yourself in the Yukol camp. Chat with the shaman to talk about the ferry. Go back to Valsembor and talk to Sarah. So she will say that her grandfather has not yet returned. You need to visit the hospital and save Steiner and Kurk.

First, move to Steiner's workshop. Go beyond it and see the steps leading up to the square near the town hall. To the left of them there is an open passage. Go there and pull them out under wagon wedge. Pick up one more - in total you will have three wedges- two large and one small.

Climb the steps leading to the square, but don't go right. Go forward as soon as you climbed up to find the funicular. More precisely, the funicular itself will not be here - you need to call it. Examine the wooden door and inspect its lower part. There will be a puzzle here. Insert the small wedge on the right. After that, place a large wedge next to it. Having pulled out a small wedge, insert it already to the left. Then you can and will need to insert a second large wedge next to it. Pull out the small wedge and insert it on top of the large wedge on the right. The door will collapse.

After going into the room, go down the screen and on the wall to the right, find the electrical panel. After opening it, pull the switch to turn on the light.

Once done, pull the lever on the front control panel. Enter the funicular and start it to return to the hospital.

Go inside the hospital, but you will see soldiers and a colonel ahead. Go back outside and go around the helicopter on the left. Go inside and from the drawer at the far end, get walkie-talkie. Go back to the hospital and use the radio on the colonel. Say that you need to meet (Kate will pretend to be Efimova).

Conversation with Steiner and Zamyatin.

Go to Zamyatin's office and chat with him and Steiner. Move to Efimova's room and see Kurk chained to a chair. Examine the chair. Rotate the screen so you can see the back. Remove the cover on the back and you will see the mechanism. Try to pull the wire and you will see that the pendulum will stop. You need to fix it with something. And you don't have to go far. Under the right hand of the Kurk (for you on the left) hangs a stand with a leaf. On the corner of the leaf clip- take it and apply it to the mechanism of the chair. The pendulum will stop.

Ayahuasca gave you a flask - it contains the potion that Kurk needs. Examine the syringe above the guy's hand, move the needle to drain the medicine, and then return it to its place. Now move the top of the syringe and pour the potion into it from the flask in your inventory. After talking with Kurk, you will need to save the guy. To do this, you need to enter the password on the panel under the left hand. But what? Exit the approach and go to the table on the left. Find a note. After reading it, you will understand that Olga deliberately tore off the part where the password is indicated. Take away from the table figurine of Olga and hit it on the watch face screen. This will break the mechanism and free Kurk.

Battle with a monster on the water

After a long cut-scene, you will find yourself at the lake. First, the ship will collide with ice floes. You need to turn on the icebreakers. Get down into the engine room and go right. Climb the stairs and find the icebreaker control panel. The device is specific, as is its launch. But if you know how to do everything correctly, then you will figure it out without problems.

So, first click on the red button at the top right to launch the icebreakers. Turn the red valve so that the actuator is connected to the rest of the device. You will see that the lever on the right has lifted and become active.

Now you need to act quickly. Lower the lever to your right. The pressure will begin to rise, as evidenced by the moving arrow on the scale. You need to quickly shift gears in the following order - first, third, second. If you do not have time, the device will stall. We'll have to repeat everything from the beginning - the red button, the lever down and gears. It may not work the first time, but you can do it.

The next stage is a huge octopus that attacks the Crystal. You will need to break the spotlights on the deck. There are six of them in total. Two are on the starboard side, two are on the port side, one is aft, one is in the bow. First, go to the starboard side and on the corner of the building find the box on which the scrap. With it, you can break the spotlights.

Lower the nearest searchlight with the handle and smash it with the crowbar. Go to the second searchlight on the starboard side, but it will be broken by an octopus. Go to the bow, lower the single spotlight with the lever and break it with a crowbar.

Break one of the searchlights at the port side in the same way. The other one won't go down, so move the crate towards it, climb on it and smash it.

Try to approach the searchlight on the stern. But the approach to the last spotlight is guarded by the monster's tentacles. You need to distract them. Go inside the building and in the common room, under one of the benches on the left, find a box. Get a flare out of it ( emergency flashlight) and cast on the last spotlight outside. Break it.

Bench, under which a box with a flashlight is hidden.

The monster does not calm down. Go down to the engine room and turn off the Crystal engine using the lever on the wall to the right of the icebreaker control panel.

Return to the deck - the monster still does not leave. Go to the starboard side, where Captain Obo is in the boat. Chat with him - he has a plan. Follow the ferry inside and go upstairs. Walk left to find scattered books under the globe. In one of them you will find a bottle of vodka. After taking it, go down to the engine room and go to the left side. Find a lamp on the table. Connect it, and then pour vodka. Now the lamp needs to be lit - matches lying around in the common room with chairs, not far from the stairs leading up to the steering wheel. With their help, light the lantern, go to the captain and give him this device. Watch the cut-scene.

Baranur Park: restoring the nutrition of the park

Upon arrival, you will need to find a device for measuring radiation. To get started, go to the steering wheel and pull out the key to the "Crystal" from the hole to the left of it. Exit to the deck and go to the right, to the bow. Climb up there and next to the searchlight, find a device for issuing glasses for measuring radiation. Insert the key into the hole on the side and turn. Click on the lever and take out the glasses. So Kate will make sure that there is no radiation in the park.

Leave the ship and inspect the cable hanging from the pole. You need to get it somehow. Run down and follow the long stairs. Approaching its right side, you will see a cut-scene - an automaton is sitting on the bench, which is well preserved. Kate will come to the conclusion that it's time to try to bring Oscar back to life. But so far, without a tool, this will not work.

To the left of the stairs there is a wooden hut. Climb it and on the left side, at the end find telescopic rod. Use this rod on the cable hanging on a pole near the ship. You need to enter the approximation and click on the top active point. After that, talk to Buruk standing nearby to ask you to connect the cable to the ship. Get inside the ferry and go down to the engine room. Turn on the power using the lever located on the wall to the right of the icebreaker control panel. You have restored the food in the park!

Baranur Park: Looking for the Subway Entrance (Roller Coaster Mystery)

Go to the big staircase and climb it. Enter the park through the large gate. By the way, you should see the trolley arrive (when you enter). Once in the park, go to the right and go up the stairs under the archway. Pick up from the floor crumpled note and study it to learn about some formula that will allow you to get to the right place. The formula refers to a certain distance that you must travel. But due to inertia, the trolley will always follow further.

Examine the cart on the rails and see holes next to each number. Move away from the control panel and look at the adjacent seat on the right. Find here first metal rod. Climb down and go deep into the park. When the camera is behind you, keep to the left. After the attraction with swings rotating in a circle, there is a turn to the left. A little further than this turn there is a door leading to the building, but inside there will be a dead end - this is the entrance to the subway.

So, you need to go left, to a large red and white rocket, and to the left of it, by the bench, find second metal bar.

With both rods in hand, return to the cart to the right of the entrance (roller coaster) and wind it up to the maximum by turning the crank so that the arrow is located opposite the "50". You insert two rods opposite "25" and "15" (hint in the note). Launch the cart. When it stops, remove the rod from the "25" mark. Next time the trolley will stop in the covered tunnel. Get out of it by clicking on the left, and go down.

Setting up rollercoasters.

So you will find yourself in the subway and go around the same blockage. Follow even lower and run along the train. Enter the open car. If you want to get an ACHIEVEMENT, then search the cabinet in the far part and scroll through the photo album to the last page (where it says about Catherine's second place in the beauty contest). By doing this, in a conversation with Catherine, you will be able to use the information and get an achievement.

And the conversation will begin after you try to get out of the car. That is, in fact, you just need to enter and exit it.