Siberia 3 passage copy crystal. Siberia (Syberia) - complete walkthrough of the game on Android, iPhone and computer with pictures

Walkthrough and saves for localizedSTEAM-game versions

from the company "Buka"

Gameplay Features

The character is controlled using the cursor keys (arrow keys) or the keys WASD. Rotation of the viewing camera is ensured by moving the mouse to the edges of the screen. After the update was released, it became possible to control the character using computer mouse.

We also interact with objects using a computer mouse.

Types of cursor(the icons below will be placed inside the circular cursor):

  • Gear- action with an object
  • Magnifier- close-up inspection of an object
  • Open palm– take an item
  • Disconnected bushing– mechanical interaction with an object (pull, push, rotate, etc.)
  • Eye- inspection of the item
  • Mouth– Kate's comment
  • Sound waves- communication with another character
  • Camcorder– panoramic inspection of the area
  • Arrow- move, open

When Kate dialogues with other characters, a choice of phrases is offered. If they are important for completing the game, then this will be said additionally, so in other cases the player is invited to build a conversation on his own. A short time is given to select a replica. If you did not have time to select anything, the “keep 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. The mouse is also used to examine objects from different angles: without pressing the mouse keys, you need to move the mouse in different directions.

Inventory called by key I or by clicking on the wheel of a computer mouse. The inventory appears on the left screen. In the inventory, items are located 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 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 dialogues.

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

Note. There are several bugs in the game where when you click on the “Continue” button, an endless loading screen appears. Such moments that I noticed will be discussed in the text of the walkthrough.

There is only one save file, so you won’t be able to go back to replay the desired moment. You can create a separate folder in which it is best to save progress in separate parts. You can remove your last save into the same folder, 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 a 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 downloading and using the save, you will have your own 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 text of the walkthrough. 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 our senses in the hospital room. We hear someone calling our name. We say hello and approach the person in the medical chair. We meet Kurk, the spiritual leader of the Yukol tribe. We talk through all the proposed topics with him, selecting them by clicking on the selected phrase. We pay attention to Kurk's crippled leg. We wonder why Kurk is tied up and what happened to his leg.

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

We finish 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 a 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 point it at the red button to the right of the door so that a gear icon also appears on the button. 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 side. Now a magnifying glass icon appears in the cursor. This means that the object can be viewed up close. Press LMB and look at the instructions for repairing the button mechanism. But in order to begin repairs, we need to somehow open the box with the bell mechanism. The diagram shows that to open the box we need to unscrew the screw at the top right.



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



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



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


We pull the cursor up and Kate automatically closes the bell mechanism box. Click on the red button to open the door from the room. Kurk reports that he will rest while we look for medical authorities.

hospital hall

We go out into the hospital corridor and look around. Please note that a task appears in the upper right corner of the screen: find a doctor. Let's go to the left screen. Along the way we pay attention to mechanical birds in a cage behind blue bars. We pass by two patients and we involuntarily stop to listen to their conversation. We hear a complaint about severe headaches that began after Dr. Olga began treating him. To the left of the door to the office there is a 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 “Doctor Mongeling” on the sign and understand that we have come to our destination.

Doctor 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 contact 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 forcibly, he sits 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 receive a strange key from the doctor.



We say that we want to pick up our things before leaving. 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 drawer. Hold down the LMB and pull the drawer towards you to pull it out (point the cursor down). We touch our things and ask the doctor to turn away. We click on a 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.


Preparing to sail: water

After talking with the captain, you will receive a new task - fill the tanks with water. Climb onto the ship and find a hose near the hold lid through which the coal was poured. 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 at the helm again. He will say that he lost the key. Run to Steiner's workshop, but the master won't be here. But his granddaughter will give you handle. Go down to the basement and examine the Crystal model. Insert the handle into the hole on the side and twist to lower the protective shield. Press the button on the side to turn on the light. Explore the ship. You need to read the sign on the sign to highlight important numbers. You will need them. Now examine the ship's wheel. You need to set certain values ​​one by one. If you select the correct value, the anchor will move down a little. If you make a mistake, the anchor will rise up. The sequence will be as follows: 30, 80, 60, 90.

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

Go to the table on the left and not far from the place where the prosthesis was, find a device for making keys. Blank find it in the metal box below. Insert the workpiece into the right compartment of the device. Insert the key into the left compartment and be sure to tighten it using the lever. Set the size to 200%. This is the key you need. Start the device by clicking on the button on the right side. Taking key to the Crystal, take it to the captain's cabin and insert it into the hole to the left of the steering wheel.

Preparing to sail: opening port locks

And that is not all! Now you need to get permission to open port locks. Run to Steiner's workshop and follow it further. Go up the steps 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 gates. Induce him to believe that this will be better for the residents of Valsembor, who are tired of yukol.

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 in the location, and proceed to the left. Move to the very end until you find Captain Wallpaper not far from the lighthouse. Go through the door next to it and take it off the hanger on the right diving suit. A little lower, pick it 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. There is a corresponding device on the left. First, inspect its left side - the electrical panel. Set the pressure to 180 bar and then click the button Green colour. Attach the cylinders to the right side and turn the two levers in turn. Take the oxygen cylinders and click on the room in the corner to make Kate change clothes.

Diving underwater

After this, Kate Walker will be underwater. Go right and you will see the first castle. Pick up from the ground big gear. Examine the castle and pick up two more from the ground - regular and stepped gears. To the right of the castle, lying at the bottom square key. Having taken it, go right, since this lock cannot be opened yet.

When you reach 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. Go towards the bottom of the screen and turn left, through the open gate. Find the crashed boat and pick it up next to it chain.

Run to the first lock and install the gears and chain as follows: place a large gear on the left one, a stepped one on the bayonet below, and a regular one on the bayonet above. Apply the chain to the active point to the left of the valve. Turn the valve all the way and lower the lever. The port gates are open!

Saving Kurk

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

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

Go up the steps leading to the square, but don't go right. Go forward as soon as you came 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 the small wedge, insert it to the left. You can and should then 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 entering the room, go down the screen and find an electrical panel on the wall on the right. Once you open it, pull the switch to turn on the light.

Once done, pull the lever on the control panel in front. Enter the cable car 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 to the left. Go inside and take out from the box at the far end walkie-talkie. Go to the hospital again 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 talk to him and Steiner. Move to Efimova's room and you will 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 tighten the wire and you will see that the pendulum will stop. You need to secure it with something. And you won't have to walk far. Under right hand There is a stand with a leaf hanging on the trigger (on the left for you). On the corner of the leaf there is clip– take it and use it on the chair mechanism. The pendulum will stop.

Ayahuasca gave you a flask - it contains the potion that Kurku needs. Examine the syringe above the guy's arm, move the needle away 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 your left hand. But which one? Exit the approach and go to the table on the left. Find the note. After reading it, you will understand that Olga deliberately tore off the part where the password is indicated. Take it from the table Olga figurine and hit the watch face with it. This will break the mechanism and free the Trigger.

Fighting a monster on the water

After a long cutscene, you will find yourself on a lake. First, the ship will collide with ice floes. You need to turn on the icebreakers. Go down to the engine room and go right. Go up the steps and find the icebreaker control panel. The device is specific, as is its launch. But if you know how to do everything correctly, you will figure it out without any problems.

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

Now you need to act quickly. Pull the lever on the right towards you. The pressure will begin to increase, as evidenced by the moving arrow on the scale. You need to quickly change gears in the following order - first, third, second. If you don't have time, the device will stall. You'll have to repeat it all over again - red button, lever down and gears. It may not work out 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 located on the starboard side, two on the left side, one on the stern, one on the bow. First, go to the starboard side and at the corner of the building find a box that is leaning against scrap. With its help you can break the spotlights.

Use the crank to lower the nearby spotlight and break it with the crowbar. Go to the second spotlight on the starboard side, but it will be broken by an octopus. Go to the bow, use the lever to lower the only spotlight and break it with a crowbar.

Break one of the spotlights on the left side in the same way. The other one won't go down, so move the box towards it, climb on top of it and smash it.

Try to approach the spotlight at the stern. But the approach to the last spotlight is guarded by monster tentacles. We need to distract them. Go inside the building and in the common room, under one of the benches on the left, find a box. Take out the flare from it ( emergency flashlight) and use it on the last spotlight outside. Break it down.

A bench with a box with a flashlight hidden under it.

The monster doesn't 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 doesn’t leave. Go to the starboard side where Captain Obo is in the boat. Talk to him - he has a plan. Follow the ferry inside and go upstairs. Go left to find scattered books under the globe. In one of them you will find a bottle of vodka. Having taken it, go down to the engine room and go to the left side. Find a lamp on the table. Combine it and then pour in vodka. Now you need to light the lamp - matches lying in a common room with chairs, not far from the stairs leading up to the helm. With their help, light the lantern, go to the captain and give him this device. Watch the cutscene.

Baranur Park: restoring power to the park

Having arrived at the place, you will need to find a device to measure radiation. To begin, go to the steering wheel and take out the key to the “Crystal” from the hole to the left of it. Go out onto the deck and go right, to the bow. Go up there and next to the searchlight, find a device that dispenses glasses for measuring radiation. Insert the key into the hole on the side and turn. Click on the lever and take out the glasses. This way Kate will make sure that there is no radiation in the park.

Leave the ship and inspect the cable hanging from the pole. We need to get it somehow. Run down and follow the long stairs. Getting closer to her right side, you will see a cut-scene - an automaton is sitting on a bench, which is well preserved. Kate will come to the conclusion that it is time to try to bring Oscar back to life. But for now it won’t be possible to do this without a tool.

To the left of the stairs there is a wooden hut. Climb up it and on the left side, at the end you will find telescopic rod. Use this rod on the cable hanging on the pole near the ship. You need to zoom in and click on the top active point. After this, talk to Buruk standing nearby to ask him to connect the cable to the ship. Go 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 power to the park!

Baranur Park: looking for the entrance to the metro (riddle on a roller coaster)

Go to the large staircase and go up it. Go through the large gate into the park. By the way, you should see the trolley arriving (when you enter). Once in the park, go right and climb the stairs under the arch. 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 by inertia the trolley will continue to move on.

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

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

Having both rods in your hands, return to the trolley to the right of the entrance (roller coaster) and wind it up to the maximum, turning the handle so that the arrow is located opposite “50”. You insert two rods opposite “25” and “15” (hint in the note). Start the trolley. When it stops, remove the rod from the “25” mark. Next time the trolley will stop in a covered tunnel. Exit it by clicking on the left and go down.

Setting up a roller coaster.

This way you will find yourself in the subway and go around that same blockage. Follow even lower and run along the train. Enter the open carriage. If you want to get an ACHIEVEMENT, then search the cabinet in the far part and scroll through the photo album to last page(which talks about Catherine’s second place in the beauty contest). Having done this, in a conversation with Catherine you can use the information and get the achievement.

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

) begins with the Yukol tribe finding the half-frozen main character and taking her to a nearby hospital. At the same time, during the cutscene, an unknown person calls the head of the hospital and gives the order to detain Kate (the main character) with everyone possible methods as long as possible. And when she wakes up, the girl sees that next to her lies Kurk, a member of the Yukol tribe, who was also left for treatment. Talk to him. As soon as control passes into your hands, go in search of a doctor and report that Kate is completely healthy and therefore wants to leave the hospital, but it turns out that the doors to the hall from the ward are locked, so they need to be opened. How to open the doors in the ward? Step by step steps are listed below.

First of all, inspect the red button on the right side of the doors. . Look carefully at the table and take the knife on it. . Now, using the knife you found, unscrew the screw on the red button (use the knife on the bolt on the top right). . When you unscrew the box, attach the green wire back to its place (it dangles). . After that, close the box and press the button again.

Now you can leave the room, so go out into the hall and turn Special attention: firstly, to a cage with mechanical birds; secondly, two chess players who are playing in the winter garden (you can still talk with them). After this, you can safely go to the doctor’s office. He, in turn, will conduct a conversation and a humiliating interrogation procedure, after which Kate will receive the key to the exit in the form of a squid and the opportunity to pick up things. The key will need to be used on the lock of the lattice doors that lead to the elevator. Now pay attention, because you need to rotate all the tentacles so that they coincide with the holes.

“How to open the elevator doors? Solving the puzzle."

Despite the fact that the location of the key is correct, the doors will not open, so go back to the doctor, but before that, carefully examine the key in your inventory. If you are careful, you will notice that the key is missing one part. What to do next? While the doctor is wandering along the corridor, go to his office and open the drawer in the table.

“The first thing we need to do is examine the key, otherwise Kate will refuse to examine the doctor's office. And when examining the key, you need to point a circle at the hole in the key - this is where the key part is missing.”

So, when you start examining the drawer in the doctor’s desk, your goal will be a brochure about the hospital, which has a red cover. And it will lie at the very bottom of the box. When you find it, open it and flip through the pages until you come across an image of a key with tentacles. Next, apply the key from the inventory to the picture in the brochure, after which Kate comes to the conclusion that the hairpin is missing.

It's time to go back to your room and talk about everything with Kurk, plus show him the brochure you found. From him you will learn that a blacksmith from his tribe can easily make such a part. However, the fact is that the brochure can only be transmitted through a messenger owl, with the help of which Kurk sends messages to his tribe. So you'll have to use this owl.

Therefore, go out onto the balcony and call the owl sitting on the spire, although this will not give anything. Now return back to Kurk and talk about how the owl does not respond to commands at all. He, in turn, will tell you that the owl is quite old, so you need to find a way to call it to you.

To find bait for the old owl, you will need to get into the barrier with mechanical birds, but first this barrier will need to be opened. Therefore, go out into the hall and return back to the chess players in the winter garden, where one chess player will already be sitting, although to be more precise, he will be sleeping.

“How to open a cage with mechanical birds? The first thing you will need to do is find the key, which is in the pocket of a sleeping patient named Anton. Don't be afraid, he won't wake up. Take the key and leave."

Having opened the cage with mechanical birds (with a new key), take the parrot and return back to the chamber. Go to the balcony. Then everything is simple: go to the active zone, take out the mechanical parrot from your inventory, place it on the windowsill, turn the key behind it and a cutscene begins, during which Kate will hand over the brochure to the owl, which in turn will fly away. The job is done, so return back to the ward.

In the ward main character will see that Kurk was hypnotized and then, using modern technology, injected with an unknown medicine (if it is even a medicine). Next, during the cutscene, a rather difficult conversation will follow with unpleasant consequences with the manager, about whom they talked so much, Olga Efimova. However, if you do not anger Olga Efimova, but calmly leave, then the stern woman will not inject anything and the girl will not lose consciousness. Nothing will change significantly either in the first or in the second case. It’s just that in the first version the main character will wake up on the floor after some time. That's all.

However, no matter how you behave, in any case you will need to go back to the balcony and pick up a brand new key from the waiting owl. Therefore, it will now be possible to leave the department. Before leaving, you can talk to Kurt again, because he will wake up and from his condition it will be clear that he is very bad.

After descending, you will need to talk to the receptionist. From her, the main character learns that the hospital is now under a closed regime. Therefore, you will have to go to the manager/chief physician, Dr. Zamyatin. The story of what Olga Efimova is actually doing will not give anything, so Dr. Zamyatin will be quite good-natured and ask you to return back to your room.

When you talk with Zamyatin, leave his office and go to Olga Efimova's office to overhear a rather interesting conversation with an unknown colonel, in whom Kate is very interested. In addition, in addition to this, you will be able to find out that very soon an American detective named Cantin, who is searching for the girl, should arrive. But when Olga Efimova leaves her office, turn on the computer and read all the messages. Moreover, pay attention to the “image of a squid in the upper left corner of the monitor.” On top of that, completely unexpectedly, Cantin gets in touch, finds out about Kate Walker and tells him that the girl is wanted for a bunch of uncommitted crimes.

Now it's waiting for you new puzzle. So, first of all, go to the knight model and press the lever on the wall. After this action, the game will point to the hilt of the sword and the shield. Switch to the sword, where you will need to bend the clamps on the left side and collect another picture of a squid.

“How to solve a sword puzzle? The hilt of the sword spins and all you have to do is collect the image of the squid that is found everywhere in the hospital.”

After you unlock the secret of the sword puzzle, the stones will be revealed to your attention. Pay attention to the stones (2 blue stones, 1 green stone and 2 red stones). So on the shield there will be exactly the same stones and to set the desired colors, you just need to twist them.

“Now switch to the shield. This screenshot shows the correct sequence of stones to solve the small shield puzzle."

Once you do everything correctly and the entire puzzle (which is divided into two parts) is solved, a secret passage will open. Walk forward along the corridor, get into the elevator, press the button and go down.

Below, having walked a little forward, Kate will stumble upon Efimova and her faithful assistant, who decided to open the taps with some oil products in order to prevent the yukols from crossing the lake. When the doctors leave and control passes to you, take the canister on the left. Now go across the bridge to the other side and near the same bridge you will find a barrel of hydrochloric acid. Fill the canister with acid and go to the boat with it to burn the metal chain that prevents you from going on the boat through the sewer to the lake. The cutscene will begin.

Part - 2: “Yukol Tribe - Lake”

How to set up a dam/dam? How to purify lake water? How to get to the city? Where can I get a stamped pass?

Kate will safely sail on her boat to the temporary camp of the Yukol tribe. Once control is returned to you, talk to the yukols and warn them that the water is contaminated, so it is not suitable for drinking, the animals could be seriously harmed. And yet, warning is only the smallest part of the job. Because now the water in the lake has to be cleaned. So, where to go now after talking with the Yukols? Go to the right along the path, which in turn goes along the lake (there is a passage to the path with an ostrich yukol and a red banner).

Follow the path until you reach the dam (or dam - whichever is more convenient for you). Near the stairs on the dam there will be a sensor that shows the level of water pressure. The only problem now is that near the sensor there is a tooltip with a poor quality image, which shows how to properly configure the operation of the cleaning dam.

“The table in question is marked in the screenshot above and I want to note that there are four waves marked on this line, two of which (1st and 4th) are prohibited by an exclamation mark in the triangle. To make it easier to understand, all the signs are marked in the screenshot above.”

On the first and fourth lines, they stand exclamation marks in the triangles, which imply a ban, but on the second and third, the thickness of the drawn lines (which represent water) show how much the valves need to be closed.

« How to open or close the damper? It’s quite easy to get confused with this matter, so remember: to close the valve, turn it left side To open, turn to the right."

Now move on to the dampers that are located near the stairs above. I'll start with the dampers that need to be closed: the first damper - close it completely (turn it all the way); fourth damper - the point is that this damper is closed by default, so you don’t have to touch it at all. The dampers that need to be opened: the third damper - you open it completely, so again turn the lever all the way, but in the other direction; second damper - with this damper everything is not so simple, because it only needs to be opened slightly, and not opened completely.

Now you can safely go back to the leader of the Yukols (who will stand out from the rest of the people with gray clothes) and tell them that the water has been purified. After a rather lengthy conversation with him, enter the tent that stands directly in front of the main character. Inside, talk to the shaman named Ayahuasca. You will need to talk to her about future plans Yukolov, and about Kurka, of course. After talking, it will be decided that it is necessary to help the young Yukol get out of the terrible hospital as soon as possible. However, to do this you will have to somehow go to the city and, on top of everything, get a ready-made prosthetic leg from the master.

But before you go further, I recommend that you carefully examine the yurt and collect all the useful items that will be useful during the further passage of Siberia 3. First of all, I suggest visiting the only available mini-yurt on an ostrich. There is a box in the yurt, and in the box under the junk there are candles: you remove the trash from above, take the candles and leave. Below is a screenshot of a marked box in a yurt with candles inside.

« How and where to find candles? Candles lie in the yurt. Therefore, I don’t think that in this large hut it will be difficult to find the only available yurt on an ostrich. Another thing is that in this yurt you can examine many things. So in the box you can find candles that lie at the bottom of the box under various junk.”

Now you can leave the large hut and go to the checkpoint. At the exit there will be two paths: one leads to the right, the other leads to the left. Now you need to follow the path that leads to the left. You will go to the right side towards the lake a little later.

In any case, at the end of the path (which goes on the left side) Kate Walker will come across a guard who refuses to let the girl through, even though she clearly does not look like a yukol. In general, this comrade demands a pass with a stamp. End the useless conversation with this person and enter the checkpoint (checkpoint). The entrance to the building is directly behind the girl.

First of all, inspect the table, and on the table there is a stamp machine. Now everything is simple: release the fasteners (just turn them to the side, one fastener to the left side, the second fastener to the right side), take a leather tablet (on which the official stamp has been successfully imprinted) and be sure to take the ink sponge (the sponge will lie on the same machine near the stamp).

“Be sure to inspect the seal backing (particularly the seal itself in the corner at the top). The point is that if you don't examine the item, there won't be any further interaction. Therefore, you can even walk in circles around the locations, but nothing will happen simply because you haven’t examined it in detail. in this case lining with print. For the future, remember: you must always inspect objects.”

After you take the lining and examine it (and I want to note that it also has a squid on it), leave the house and go back to the large yurt (market), where you now turn to the right, which in turn leads towards the lake . At the end, near the lake on the shore, there will be a dead squid lying in a pool of blue goo. So, at the same place, take a sponge and dip it straight into this puddle of blue liquid (if Kate refuses to do this, then it is enough to examine the sponge in her inventory for the heroine to realize that the sponge is dry).

Now it’s time to go back to the market tent and find the local yukol blacksmith there (to create a pass), to whom you can show the trace of the stamp on the tablet. He will also ask for more wax (candles), but if you followed this walkthrough, then you should already have the candles, if not, look Syberia 3 walkthrough higher. In any case, in just a minute Kate will receive the seal of the city of Valsembor, but that’s not all. In addition, in the market, in the same large tent, you will need to find a merchant who has a hat with earflaps on his head, and he himself has a black beard. Talk to him and soon you will receive his wife's pass, only without the stamp, but you will already take care of this yourself. The main thing is that you now have all the necessary things in your hands.

Now go back to the checkpoint. Arises logical question: how to make a pass?. Place a leather pad for printing on the table. . Now select a pass without a stamp in your inventory and post it too. . Close the clamps back. . Now place a sponge that has been soaked in ink on a specially made “spoon”. . Next, install the seal. . Lower the lever on the right side of the device. . Now turn the “spoon” with the sponge onto the printing area. . At the top, now press the main lever (the largest one). . After this, move the “spoon” with the sponge back to the side (this is the left side). . And finally, press the main lever from above again. Ready.

As soon as the seal is ready, a cutscene will begin, during which Mr. Cantin will enter the house. As a result, the girl ends up with her hands tied, but soon after the conversation Cantin will leave, so the girl will have time to escape. First of all, grab the shelf with the bottle, although after falling the bottle will not break. Next, grab the lamp on the table: push it so that it falls, then sit on the floor and use the glass fragments. As soon as you are free, leave the house, present your pass to the guard and Kate will calmly pass through. Cantin will soon notice Kate leaving, but his attempt to stop the girl will end a complete failure, because the Yukols will get down to business, interfere with the agent and take away the order for the arrest of Kate Walker

Part - 3: “City of Valsembor - Watchmaker”

How to save a watchmaker? Where can I find the medicine? How to set the time correctly?

Now, thanks to you, Kate Walker finds herself in a city called Volsembor. As soon as control passes back to you after the cutscene, you will be able to hear from local residents on the embankment, or from a drunkard (Captain Obo) a little further ahead, about a lake monster and a ferry called “Crystal”. In any case, don’t linger around him for long and go straight to the tavern, near which another drunkard is already sleeping on a bench. Inside, go to the bar counter and talk to the bartender, who will turn out to be the same merchant who gave his wife’s pass to the Yukol tribe. Afterwards, be sure to talk to Sarah, the granddaughter of the watchmaker Steiner.

In any case, you will need to soon leave the tavern and turn right towards the car. Turn left from the car and follow the road forward. The path will be linear, so you will soon reach the watchmaker's shop. Enter, a cutscene will begin inside. Talk to Steiner.

During the conversation, Steiner will notice that Kate is wearing the heart of an automaton around her neck - a medallion uniquely made by Gangs Voralberg. It turns out that Hans was not only a friend for Steiner, but also a mentor. Therefore, he will suspect the main character of stealing the mechanism and no excuses will help. Because of this incident, Steiner will become very nervous and feel very bad, so he will have to find a cure as soon as possible. First, take an empty cup near the clock.

“When Steiner becomes ill, first of all take an empty mug, which will contain the actual medicine. The mug stands about a clock on the next shelf.”

Did you take the mug? So, go around the table at which Steiner is sitting and carefully examine all the shelves that will be in the table.

“There will be only nine shelves in the table: three shelves per three rows. You won't find a cure there. All that can be found among all these shelves is a recipe. The recipe is in the third row from Steiner in the second shelf.”

Since there is nothing else in this part of the house (including medicine), go down the stairs nearby. Below, in addition to the unfinished prosthesis, you can also find a note with the words: “Grandfather, don’t forget to take your medicine three hours before lunch.” However, the subtitles will tell you to take your medicine before dinner. Therefore, if you encounter the same error in the game, then know that the correct hint is three hours before dinner. Climb back to Steiner and go behind him, where a clock with an inconspicuous blue backlight will hang. Switch to the clock, then start by placing an empty mug. After that, set the dial to “17:00”.

« How to solve the clock puzzle? It's quite simple. In the screenshot above, the time has already been set correctly, so you can easily do exactly the same. Just don’t forget to put the mug down first.”

Along with the medicine, turn back to Steiner, open your inventory and use the mug on him. Moreover, you definitely need to go into your inventory and use the mug - you won’t be able to automatically give your grandfather the medicine. In general, when you talk to him, follow him down to the basement.

When you find yourself at the bottom, don’t rush to go far and immediately look into the box near the exit. Remove all the trash and take the reel of film (it's just film), which Steiner will now ask for. Now go to the watchmaker. Next, use the found reel on the projector and the film will begin, thanks to which Kate will find out exactly what role the Crystal ferry played at one time along with Captain Obo. Therefore, soon the girl comes up with the brilliant idea of ​​transporting the Yukols by ferry. The only problem is that Captain Obo drinks terribly, but in any case, you still need to find him and this can be done in the tavern where Steiner’s granddaughter works.

Part - 4: “Town of Valsembor - Ferry “Crystal”

How to remove coal from a warehouse? How to get the key from a model ferry? How to operate a crane?

Now you need to persuade Captain Obo to transport the Yukol tribe on the Crystal ferry. Obo, in turn, sits in the tavern and you can go straight there, but you can also visit the Crystal ferry before that. It is not at all necessary to inspect the ship, but if you want to have a strong argument in a conversation with the captain or simply want Syberia 3 walkthrough was full, then it is better, of course, to inspect the ferry. If the ship does not interest you, skip this part of the walkthrough and move on to the next part of the article below.

Return back to the Crystal, go on board and go to the deck. There will be no one on deck, so go higher straight to the captain's bridge. There is a table on the upper deck, and on the table is “Captain Obo's Logbook,” so take it and be sure to go into your inventory afterwards to read the logbook: flip through the pages and read. Why read it? Thanks to this magazine, the main character learns that the captain keeps the key to the ferry in his jacket. Now you can return back to the tavern.

Captain Obo will be sitting at the last table on the left side, so go to him and try to talk to the drunkard. In general, talking to the captain will not yield anything, because he is simply insane. So now you should turn to the tavern owner and the watchmaker’s daughter Sarah for help.

The conversation with them will turn out to be quite long, but in the end Kate will receive a sobering drink. Return back to Obo and soon Sarah will bring you a “drink” at the house’s expense. Captain Obo will now be much more accommodating, so after several weighty arguments from you, he will agree to transport the Yukol tribe to the other side. So now you can go back to the Crystal. On board the ferry, climb onto the captain's bridge and Obo will give you the first task: he will order the coal to be loaded onto the ferry and for this he will provide the heroine with the code for the coal warehouse and loading crane. The code looks like this - “0509”.

"Captain Obo's code to get Kate Walker into the coal yard and operate the loading crane (0509)."

Go back out onto the deck, be sure to tear off the hatch right there (into which you will then unload the coal) and go down. The warehouse is located opposite the ferry. Near the large gate that leads to the warehouse, on the side (on the left side) there is a combination lock on which you will need to dial the code - “0509”.

“The same code panel that is located on the left side of the warehouse doors. Due to the fact that the controls are designed for consoles, it will be a little awkward to enter, but you are guided by the center of the circle, even though the circle will cover several buttons at once.”

Now Kate is in the warehouse. Go forward and you will see a trolley on the right side. Go further to the mesh fence and take the chute there. There will be a box near this gazebo (on the left side). Go to the box and take the crowbar nearby.

“Be sure to inspect the chute in your inventory so that further interaction can begin. Otherwise, Kate will never understand that the chute is connected to coal.”

How to remove coal from a warehouse? To do this, you will need to complete the following few steps. . From the box (near which you took the crowbar) go to the left. Now you will have to knock on the rectangular iron pipes (boxes) to determine where the coal is (if you don’t want to waste time going through all the iron boxes, then see the screenshot below). . After you determine where the coal is, return to the minecart and push it towards the desired box. . When the cart is in place, carefully examine the box and install the gutter (the place where you need to install the gutter will be the only one, so there will be no problems with this matter). . Installed? Now press the button on the right side of the box, after which the coal will begin to fall directly into the trolley. . Next, go back and pull the lever, which will change the position of the rails in the desired direction. . Now Kate must definitely try to move the trolley, although nothing will work. . So now get into the car, which is located behind the trolley. Using a knife, pick out the top green button on the left. . Next, you need to attach the same button to the lower right switch (below is a screenshot that will help you better understand what needs to be done). . Finally, you click on the button (which you installed). . And pull (press) the lever all the way.

“This screenshot shows the location of the desired box.”


“The topmost green button on the left side needs to be picked out with a knife. And the resulting button will then need to be installed on the lower switch on the right side.”

If you do everything correctly, then the girl will successfully remove the trolley loaded with coal. And in just a couple of minutes the coal will be loaded onto the ferry. To do this, go now to the tap and enter a fairly familiar code - “0509”. The panel with the code, in turn, is located on the side of the same tap. After the code is entered, a ladder will lower, so go up to the cabin. Now there's quite a lot to be done challenging puzzle, which raises a logical question: How to load coal on a ferry? Below the screenshot will list the steps you need to perform to load coal onto the ferry.

". Move the first lever in the screenshot forward until it stops. . Turn the second lever, which moves in a circle, so that the top of the tap is above the coal (turn a quarter to the left). . Press the button to open the crane's tentacles, after which the trolley will be captured (if the tentacles do not fall, then press the second button). . Next, pull the lever to the right all the way, be sure to return to the first lever and lower it down, after which you pull the lever under the number “4” again to the right. . Again, pull the lever under the number “1” all the way up and again pull the lever under the number “4” to the right. . Now all that remains is to use the lever under the number “2” to turn the cabin so that it is above the hatch and the job is done. The main thing is to carry out the steps described step by step and everything will work out.”

Return after the manipulations with the coal back to Captain Obo. The captain will be pleased with the work done, so he will provide the following task: now you will have to fill the ferry tanks with water. At the bow of the ship, near the hatch (into which you unloaded the coal), go to the pump. Now you need to connect the hose to the pipe by first turning the lever. And when the hose is connected, the lever will need to be turned again to secure the pump. Now go down to the shore.

Go to the water ladder and go up the stairs. At the top, near the huge pipe, pull the lever. When the short cutscene has passed, return back to the captain and report on the work done (Obo is on the captain's bridge).

So, in the course of the dialogue, Kate learns that Obo lost the ignition key 20 years ago and comes to the conclusion that the trip is cancelled. However, he let slip that Schneider designed the ship at one time, so perhaps he has the key. Return back to the watchmaker's shop and learn from Sarah that her grandfather went to the hospital to pick up the trigger. But all is not lost, because Sarah allows us to go to the basement and examine the model ferry, which may contain the key. So come down. A model of a ferry stands in the center of the room and a logical question arises: how to get the key from the ferry model?


« How to remove the grate from a model ferry or solve the ferry puzzle?. First of all, click on the button to turn on the backlight for the layout. . On the side of the model there is a hole for the handle that Sarah had previously given to the heroine, so insert the handle and twist it all the way until the model is completely open. . When the grate lowers, be sure to read the inscription next to the layout and remember the following numbers: 30, 80, 60. . There will be a wheel available on the ship model, so switch to it and dial the numbers in the following order: 30, 80, 60. After this, be sure to set the pointer all the way to the right side (in general, where the number 100 could be). And pay attention: you need to type numbers from end to beginning. . If you do everything correctly, then the anchor chain will become active and you can pull it. . When the layout opens, take the key."

But since Kate only got a model of a real key, it turned out to be too small, so it’s not suitable for a real ferry, and for the same reason, a new key will now have to be made. First of all, pay attention to the workbench nearby: approach it, look at the shelf below and you will find a box with blanks for keys. Take one blank and go to the machine on the table. How to make a copy of the key? See description below screenshot. The sequence of actions in the description, as usual, is numbered, so I strongly recommend following the numbering.

« How to make a copy of a ferry key?. Open the round door on the left side and insert the key from the ferry model into the center. . Now to prevent the key from slipping, clamp the inserted key in a vice using the button next to it. . Next, open the doors on the right side and now insert the key blank. . There is a bar in the center that will set 250%, but you need 200%. . Now all that remains is to press the red button and the key will soon be ready.”

Now Kate has acquired a real key to the Crystal ferry and so she can continue on her journey. You can report your success to Captain Obo. However, it will not be on the captain's bridge, so insert the key yourself and the cutscene will begin.

The problems don't end there, so Captain Obo says that now he has to talk to the mayor, otherwise he won't be able to leave the port. To find Mayor Bulyakin, go to the square where he will give his speech. You can talk to the protesting people along the way, but you go up to the mayor and talk to him. Moreover, it will not be difficult to persuade him to remove the “locks” in order to sail away from the city. The only problem is that there is no engineer who would dive into the water and remove those very “locks”. So go back to Captain Obo and tell him everything. During the conversation, it turns out that it is Kate who will plunge into the water. In addition, the captain will tell you about the monster that lives in these waters.

Part - 5: “Town of Valsembor - Lake”

How to fill air cylinders? How to open a gate underwater? Where can I find the chain from the mechanism? How to run a cable car?

It's time to go to the warehouse, where you can get the appropriate diving equipment. Captain Obo will be standing near the warehouse. Go inside to get the diving suit.

“Although Captain Obo will offer to select the appropriate equipment, you will only be able to take an orange diving suit. So move things aside and take it.”

After taking the suit, do not rush to enter the fitting room, because first you should be fully prepared for the dive. Therefore, go to the table nearby and take the diving helmet on it. Have taken? Now take the cylinders, which in turn will lie directly under the hanger from which Kate previously removed the diving suit.

“Be sure to check the cylinders in your inventory, otherwise Kate will not be able to fill them with air. The main character must see that the required pressure is 180.”

But now a logical question arises: How to fill air cylinders? It's really simple. Below is a screenshot from the correct sequence actions.

". So, first of all, insert the cylinders into the air apparatus. . Now lower the metal flap (not the red handles, but the flap). . Now switch to the panel above and use the gray arrow to set the pressure value to 180. . As soon as you set the correct pressure, press the green button and do nothing for now, because the air slowly enters the pipes, wait until the camera changes position. . And now you can finally pull the two red taps, thanks to which you can fill the cylinders with air.”

Now take the cylinders and go to the locker room, after which the cutscene will begin. Kate now goes down into the lake to restore order there. So, once in the water, move to the right (sticking to the wall) until you find yourself near the mechanism. Kate will have to repair this mechanism. First of all, pick up all the gears and the square key - everything is right next to the mechanism, so just be careful.


“The correct arrangement of the gears is as follows. A little higher you can see the diagram that the city mayor gave Kate.”

How to find a chain from a mechanism? Let's go on a search. Continue moving to the right along the wall. At the very end there will be doors - insert a square key into these doors and turn the valve. It will be quite difficult to turn, especially with a mouse, but you still turn. When you hear a click (characteristic sound), you can pull the lever. As a result, the first gate leaves will open.

« Chain location for mechanism can be seen in the screenshot above. You need to find a boat broken in two, among the wreckage of which you can find a chain for the mechanism.”

Together with the chain, feel free to return back to the mechanism to completely repair it. Inserting the chain is not a problem, so do it yourself. Next, turn the valve to the right until a characteristic sound is heard. After that, feel free to pull the lever. The cutscene will begin.

Part - 6: “Town of Valsembor - Funicular”

How to run a cable car? How to open the station door? How to solve the wedge puzzle? Solving the puzzle.

After talking with Captain Obo, you need to go back to the Yukols and talk with Ayahuasca, because everything is ready to sail. The only problem is that Semyon Steiner never brought Kurk from the hospital, so the main character will have to go after him personally. In any case, after the conversation with the shaman, a cutscene will begin.

In general, to save Kurk you will have to go to the funicular. It, in turn, is located near the city hall, up the stairs from the square. Go there. Although all the roads in the city lead to the funicular station, so you won’t get lost.

« How to open the station doors? Problems can arise with this, and all because when inspecting the doors you only need to look at the bottom.”

Upon arrival at the desired location, go to the funicular rails and inspect them, then go inside the booth. And now you can get confused, because this moment you just need to lower the camera down to the threshold, and then go down the stairs (which is located on the left side of the station), on the side of which there is a cart behind bars.

There will be wedges under the wheels of the cart - knock them out. After this, the cart will roll down, and you, in turn, will need to take these wedges with you. And nearby in the same place there will be a small wedge - you must also take it, otherwise you will not be able to advance further. Now it's time to head back to the station doors. Click on the door and lower the camera down again.

« How to insert wedges correctly? The point is that you need to use these planks to lift the door. . First of all, insert a small wedge into the marked place under the number “1” in the screenshot. . A little to the right, then insert the first large wedge to raise the doors even more. . After that, pay attention, take out a small wedge and insert it into the left accessible point to lift the left side of the doors. . Now insert a large wedge near the small wedge (a little to the right). . And now pull out the small wedge again, this time pushing it over the large wedge on the right.”

So, when you manage to open the doors, they will simply fall, so you can safely go inside. It will be incredibly dark inside and the only thing you will notice is the shield on the left side of the entrance. Of course, you won’t be able to open the shield with your bare hands, so take a knife and use it to open it. Having opened the shield, lower the red switch down and thus turn on the light.

Now pay attention to the control panel in front - approach it. Lower the lever down and the funicular will go down to the heroine. The cutscene will begin. Exit the booth, go inside the funicular and click on the control panel, after which the next cutscene will begin.

Part - 7: "Hospital - Rescue"

How to free Kurk? Where can I find the password for the code panel?

Returning back to the hospital, first of all get to the helicopter on the left side, which you can enter from the back side. In the helicopter, there will be a chest inside at the back, and inside this chest you can find a walkie-talkie (the item is located directly under the helmet). You can now enter the hospital. The cutscene will begin.

So, Kate will hide behind a column and at a certain moment, after a conversation between two armed people in the reception area, you can click on them. So, click on them and select the radio in your inventory, after which the main character will carry out a small and short scam - she will make a false call. The security will eventually leave, and control will pass to you.

Examine the overturned cart and go to the offices where Steiner will be found. In general, after the conversation, return to Dr. Efimova’s office, where you have already been. This time Kurk will be lying in the room.

« How to free Kurk?. To begin, take a paper clip on the side of the piece of paper below. . Next, switch to the back of the chair: open the flap, take out a paperclip and insert it into the mechanism to stop the pendulum. . Now switch to the medicine and open the bottom of the syringe to empty the contents. . And now you need to pour into the same syringe (using the equipment) the medicine that Ayahuasca gave. . Kurk will come to his senses, but now you need to remove the shackles, so to do this, switch to the locker on the side of the chair and a code panel will appear.”

Where can I find the code for the code panel on Trigger's chair? Examine Efimova’s table, on which you will find a figurine and a note. The note in the inventory will need to be read. The corner of the letter with the password for the combination lock will be torn off, so there will be nothing left but to gouge the code panel with a heavy figurine of Olga Efimova. A rather long cutscene will begin.

Part - 8: “Sea monster - The path to Nakhodsk”

How to launch ice axes? How to break a searchlight on the stern? How to remove or distract the monster? How to turn off the engine? Where can I get a lamp?

Arose new problem- ice. The problem is that a thick layer of ice has appeared along the way, and sailing the roundabout route is too long, so Captain Obo orders the launch of icebreakers. So you will need to turn on the icebreakers, lower them onto the ice and apply voltage.

“After talking with Obo on the captain’s bridge, Kate will go downstairs, where you, in turn, will need to pick up homemade matches, the location of which is marked in the screenshot above.”

Did you take the matches? Then go down to the engine room (this is the adjacent staircase, which is located near the staircase that leads to the captain's bridge). At the bottom, go down the stairs below and up the other stairs nearby to reach the ice ax control panel. But now the most important thing: how to turn off ice axes? Pay attention to the screenshot below and its description. But as soon as you do everything correctly, the screensaver will begin.

". First of all, turn the red valve (or handle - whichever is convenient) all the way. . After that, open the cover on the red button and press it. . Now the most difficult thing: the handbrake needs to be switched according to the numbers 1-3-2 (and after switching to “1”, you will need to pull the lever down). And don’t forget to do everything quickly, otherwise the captain will scream a lot.”

During the cutscene, problems will arise and therefore Captain Obo will send the main character to check what’s wrong. Having gone downstairs, as usual, do not rush to go further and carefully inspect all the seats, because under one of them you can find an emergency signal in a box.

“After you turn on the icebreakers, the captain will send Kate on a mission again, then pay attention to the seats below, because under one of them there is a box, inside of which you can find an emergency signal, so don’t miss it.”

In any case, go outside through the back doors. The cutscene will start soon. A sea monster will appear, whose attention was attracted by the light on the ship, so Obo will order to turn off all the lights. Of course, you won’t be able to break the spotlights with your bare hands, so as soon as control passes back to you, go to the right side and find the box. There will be a crowbar near the box. Now you need to break six spotlights: 2 - on the left, 2 - on the right, 1 - at the stern, 1 - at the bow.

“The only problem will be with the searchlight on the port side, because you won’t be able to lower it, so you’ll have to go up to it. In order to rise, you need to move the box nearby. Then everything is simple: get up, break the spotlight and move on.”


“As for the spotlight at the stern of the ship, you won’t be able to simply approach it because the monster’s tentacles will drive the heroine away, so open your inventory and use the emergency signal. This way, the girl will distract the attention of the sea monster.”

After the cutscene, Captain Obo will order you to turn off the engine, because the monster is still not far behind, so go back to the engine room. This time, go through the icebreaker control panel a couple of steps forward. Then you just need to pull the lever and return back to Obo. Upon arrival, the captain will order to find the lamp. The point is that he plans to distract the monster, but this will require a gramophone and a lamp. There is a gramophone, so all that remains is to find the lamp. Where can I find the lamp? Return once again to the engine room.

“Be sure to visit the captain’s bridge and examine the books lying on the floor, among which Kate will find a hiding place. There will be vodka inside the cache - take it.”


« Where can I find the lamp? How to light a lamp? So, in the engine room, behind the stairs that take you down to this part of the ship, there will be a table. There will be parts of the lamp on the table. You assemble the lamp, pour vodka inside and use the matches you found earlier.”

With the lamp lit, now return back to Captain Obo. The cutscene will begin. Obo will sacrifice himself to distract the sea monster and it will, of course, retreat, thereby leaving the Crystal ferry alone.

Part - 9: "Baranur Park"

How to pull the ferry ashore? How to connect power? How to remove the cable? How to turn on the automaton? How to get anti-radiation glasses? How to open the box?

So, the ferry "Crystal" lost its course, ran aground and ended up in Baranur. There are many problems now, but the main problem right now is that the ostriches cannot get out of the hold, because they will simply drown, so we need to find a way to pull the ship ashore.

“First of all, pay attention to the box on which it says “Radiation Glasses” - you will need to get them now.”

Before going down, you need to get the above-mentioned glasses. If you open the box with glasses now, the heroine will not receive anything, so in Baranur we will start with this. Return to the captain's bridge and near the helm, take out the key that you once made from the watchmaker Steiner. With the key you can return back to the box. Switch to the box, turn the camera to the left and there will be a place on the side where you can insert the key. Insert the key, turn it, open the drawer and get anti-radiation glasses. Now you can go down. If you look carefully, you will find ropes that cannot be used because there is no power. In any case, go down to the beach and move to the wide staircase on the shore, near which there will be a small cutscene.

“Be sure to climb up the stairs to this guard house to find a telescopic rod at the top.”


“You now need to use the telescopic rod to remove the rope from the pole.”

Found a telescopic rod? Did you remove the rope using it? Wonderful. Now return to the engine room. Now everything is simple, because there you need to go to the same lever with which you turned off the engine during the attack, and then pull it. In general, eventually, thanks to the Crystal ferry, power will be connected to the city.

So, you now have three important tasks: the first is to pull the ferry “Crystal” ashore, the second is to try to restore the automaton, the third is to take the yukols out of Baranur. Go back down to the shore and go to the gate of Baranur Park.

In the park, turn right and go up the stairs. Pick up the crumpled note on the ground above, and then examine it carefully in your inventory. Next, be sure to inspect the trolley nearby. Come down. Now go to the left side and enter the building through the accessible doors.

“Inside, look at the poster on the wall and remember the numbers 15 and 25. They will come in handy later.”

Near the poster presented above, examine another box with the Voralberg emblem. You won't be able to open the box yet, but you will remember where it is.

“Don't rush to go out. In this same room, in addition to everything, there is a box inside which you can find a gear. Be sure to take it."

When you have completely inspected the room, exit it, but through another door (which is located on opposite side). Outside, move to the right until you come across some trolleys lying down. Carefully inspect the trailers, after which they will fall down. After that, turn to the right and move on, until this time you come across a train that at one time pulled carriages. There will be a winch at the back, thanks to which it will be possible to tow the Crystal. When Kate informs you that the train will not work without an automatic machine, be sure to take the key from the hands of the robot lying on the ground.

« How to open the box? Thanks to the found key, which, by the way, must be examined in the inventory, you can now open the box, so go back to the room.”

When you insert the key, be sure to turn it, because everything must be done manually. In the box that opens, be sure to take the Voralberg key (cruciform) and take the Voralberg wrench. All this will be useful in order to repair the automaton. Outside, Kate will be greeted by the yukols. The cutscene will begin. In any case, after the conversation, you can go back to the automaton sitting on the beach to turn it off.

“Into this cross-shaped hole you will need to insert a corresponding cross-shaped key, and then turn this key to open the chest.”

« How to connect Oscar's heart?. First, insert Oscar's heart to replace the regular one. . Next, be sure to open the valves on the heart (there are two of them and they resemble caps). . Now insert the tubes into these open valves. . Now switch to the central ball and unscrew the bolt that prevents the heart from opening (unscrew it with a wrench).”

If you do everything correctly, then the main character will see and understand that she now needs to find another key with which she can start the automaton.

When Kate comes to her senses, talk to Kurk, who is tied to the chair next door. Next, look at the hospital room and go to the door on the left side, trying to press the red button, you will not see any results. Examine the box to which the button is attached; there is a diagram on the side that you need to examine. To set up this cunning device, you first need to open the frame, for which you need a knife, which you will find on the table with soup in the center of the room.

Continue through Syberia 3, opening the box with the knife (use it on the screw of the box), and when the frame is open, connect the green wire to the hole, push down the mechanism from which two wires come out, now close the lid - the button will work. Press it, thereby getting the opportunity to leave the room.

Look for the doctor's office, for which you need to go towards the bottom of the screen (the opposite wall), talk to the doctor, proving that you are fine and ready to leave the clinic. When the dialogue ends, he will give you a key, which will come in handy a little later. In the meantime, take the things from the chest of drawers in the corner of the doctor's office, leave the room, following the elevator. This is where our key comes in handy: you need to apply it to the hole and move the petals so that they coincide with the cutouts on the elevator door.

True, all these efforts will eventually convince Kate that the matter has stalled. Go to the inventory and examine the key, click on the hole in the center of its handle, the main character will note that something was pulled out of there. When she says this, go back to the doctor and talk to him, he will state that you are not yet ready to be discharged from the clinic. In the doctor's office, you need to examine his desk, where you will find a red brochure in the drawer.

Examine it in your inventory while continuing to play through Syberia 3 to find the page with the diagram of the ill-fated key. When you examine the key and its image in the brochure in sequence, you will understand what part is missing, you need to get it or pick it up from the doctor. First, go to Kurk to talk with him, tell him about the key, show the brochure. After listening to the answer, we are looking for a way to transfer the key and brochure to the Yukol camp, where there is a skilled blacksmith who can make the part.

We go out onto the balcony on the right side, click on the window, in the distance on the tower you can see an owl, trying to lure it will not work, go back to Kurk and tell him about the situation. He will advise you to find some bait. Leave this room and go to the hall, we need its opposite end, which is to the right of the elevator. There you will find a green grate with open door- make your way behind it, you will find a sleeping man on the bench.

You need to steal the key from his neck, then go to the elevator, there you need to find a cage with automaton birds, for which go from the elevator deep into the screen to the window, from there to the left. Having opened the cage with the stolen key, take the bird, this will be our bait for the owl.

Views