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Help passing the game Siberia 3 4. Siberia (Syberia) - complete walkthrough of the game on Android, iPhone and computer with pictures

Siberia 3 (Syberia 3)- continuation of the legendary series of quests, included in the golden fund of the gaming industry. American lawyer Kate Walker (now Kate Walker) continues her journey through snowy Siberia in an alternative reality.

The game begins with the Yukol tribe, who found a half-frozen girl, taking her to the local hospital. Someone calls the manager and orders Kate to be detained as long as possible. When Kate wakes up, she discovers Kurk, one of the Yukols, who was also admitted for treatment, in the room. Talk to him. We need to find a doctor and report that Kate is healthy and wants to leave the hospital, but the door to the room is locked.

  • Examine the box with the red button to the right of the door.
  • Examine the table, take the knife.
  • Use a knife to unscrew the screw on the box
  • Replace the green wire and “sink” the battery.
  • Close the box and press the red button.

Leave the chamber, look around the hall, pay special attention to the cage with mechanical birds and two chess players playing in the winter garden. Go to the doctor's office, after a conversation with him and a humiliating interrogation procedure, you will receive the key to the exit in the form of a squid. Use the key on the lock on the lattice door to the elevator. You need to rotate the “tentacles” so that they coincide with the holes. Despite the correct position of the key, the door will not open.

Talk to the doctor, examine the key in your inventory: it is missing a part. While the doctor is walking down the corridor, go into his office and open the desk drawer. Your goal is a hospital brochure with a red cover at the very bottom of the drawer. Examine it and use the key on the page with its image, Kate will understand what the missing part looks like.

Go to your room, talk to Kurk and show him the brochure. He will tell you that a blacksmith from his tribe can easily and quickly make such a part. The brochure can be delivered using a messenger owl, with which Kurk sends messages to the tribe. In the chamber, go out onto the balcony and call the owl sitting on the spire of one of the buildings in the distance. The owl doesn't pay attention to Kate. Talk to Kurk again, it turns out that the owl is old, and you need to find a way to call it.

Go out into the hall and return to the chess players. One of them fell asleep on the bench, search him and take the key. Use the key on the cage with mechanical birds and take one of them with you. Returning to your room, place the bird on the balcony. When the owl arrives, give it the brochure.

In the ward, Kate sees Kurk receiving a dose of medicine. You will have a difficult conversation with unpleasant consequences with the manager Olga Efimova. When you wake up, take the key from the owl on the balcony and leave the department.

Chat with the receptionist, from whom Kate learns that the hospital has entered a closed regime. Go to the manager and part-time chief physician, Dr. Zamyatin, and tell him what Olga Efimova is doing. Zamyatin won’t believe Kate, but will treat her kindly and advise her to return to the ward.

Go to Efimova’s office and overhear an interesting conversation with a certain colonel who is interested in Kate. At the same time, you will learn that the American detective Cantin will soon arrive, also looking for the girl. When Efimova leaves her office, turn on her computer and read the messages. pay attention to image of a squid in the upper left corner of the monitor. Suddenly, Cantin appears on a video call, recognizes Kate and tells her stunning news.

Approach the knight model and activate the lever on the wall. The game will point you to the sword hilt and shield. On the handle you need to bend the clamps (on the left) and collect the image of a squid.

Inside there will be a hint for solving the puzzle on the shield. Rotate the stones on the shield so that the following colors are visible:

A secret passage will open. Enter it and see how Efimova and her assistant doctor open the taps with fuel oil, which flows through the canal directly into the local lake, the Yukol tribe stopped next to it. When the doctors leave, take the canister and fill it with acid from the barrel in the far corner. Use it on the boat chain in the canal. Get on the boat and sail away.

Congratulations, Kate Walker has left the hospital and gone to save a friendly tribe.

To be continued...

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

Plot

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

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

Gameplay

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

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

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


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

Result Siberia 3 reviews

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

In 2002, one of the most beautiful and atmospheric quests of the current millennium was released - Syberia, which was able to instantly gather an army of fans around itself. Just 2 years later, the second part was released, which surpassed the original in almost all respects. The happiness of the fans knew no bounds, but along with joy came also grief, because Benoit Sokal, the creator of the series, then announced that he was not going to make a continuation, since the story of Kate Walker was completely completed. But, as it turned out, the famous game designer still had something to talk about.

13 years later, the long-awaited third part was released, which improved significantly graphically and moved to modern consoles. In addition, its basis has remained the same, that is, we still have the same fascinating quest, in which, at times, we have to seriously use our brains. We decided to help you in this difficult task by publishing a complete walkthrough of Syberia 3 with all existing solutions.

Background

The plot of the sequel starts almost at the same moment where the previous part ended - Kate managed to fulfill Hans Voralberg's main dream, allowing him to go into the unknown riding a mammoth. The players were then only shown how Walker waves goodbye to his friend and cries with a sad smile on his face, that is, the further fate of the girl was unknown to us. Now you can find out what happened to the lawyer after these events.

Kate washes up on the shore of Mother Russia, where she is immediately found by yukols and saved from death. A couple of days later, our heroine finally wakes up and finds out that she is in the hospital. Not far from her, on another bed, lies a legless young man, who is the leader of the Yukols. He lost his leg in an artillery attack carried out by the military to intimidate the locals. Walker finally comes to his senses and decides to get out of the hospital at all costs. This is where the new adventure of the tireless dreamer begins.

First chapter

Leave the room

As soon as you wake up, talk to Kurk from the Yukol tribe (press the keys according to the prompts on the screen). Go to the door (located to the left of Raven). Hover your mouse pointer over the door handle to make a gear icon appear—it means you can perform a contextual action. Click LMB to have Kate open the door, but it will be locked.

Check the button on the wall (to the right of the door). Click on it (another symbol will appear) - it will not work. Move the cursor to the right to see how to repair the device in the manual. You will be able to look inside the mechanism.

Go to the table located in the center of the room and hover your mouse over the plate of soup - click on LMB when the zoom option appears (magnifying glass icon). Take the knife lying next to the plate (hand symbol).

Return to the box with the button and while zooming, press the “I” key to open the inventory - it will appear on the left side of the screen. Using the down arrow key, change the position of the knife so that it is in the central (largest) circle. Next, click on the screw that can be seen in the upper right corner of the box. Using a knife, unscrew it using circular movements with the mouse.

When you open the box, you will see that the green wire is not connected to the main device. Click on its free end and attach it to the fuse block, holding LMB - the green diode should light up. Now you should take the top part of the battery and insert it into the sleeve using the mouse. Next, close the sleeve by holding LMB and moving the cursor up. Finally, click on the glowing red button to open the door - Kate will automatically leave the room (you will receive the achievement: “end of vacation”).

Search for a doctor

Go left - pass two patients talking near the fountain, another one standing near the door, and two paramedics in white coats. Enter the room to their left (there is a sign with the doctor's name on the door). Talk to the person you find inside. During the polygraph test, answer the questions the way you want. When the test is over (you will receive the achievement: "One Flew Over the Cuckoo's Nest") the doctor will tell you that your things are in the box. Go to the tall chest of drawers in the corner of the room.

In zoom mode, pull out the second drawer by pulling the mouse down and take your clothes.

Combine the key with the lock

Walk left until you reach a dark brown door decorated with metal decorations (located to the left of the squatting patient). In zoom mode, use the key you received from your doctor. The key looks rather unusual - however, use it on the left lock. Then, in another zoom mode, click on the gear icon in the active spot in the middle of the key. A puzzle will appear. You will have to manipulate the individual key fragments to make them match each other. To do this, you need to drag the ends of the fragments into the corresponding castle structures. Below you can see what the key should look like.

However, even after completing the puzzle, the lock will not open. Call up the inventory after talking with the doctor, move the key to the central slot and check it carefully (key “3”). By moving the mouse right to left, you can turn the key and see its lower part. After examining the item and the hole, Kate will realize that the key is incomplete.

Exit zoom mode and go to the doctor's office. Check his desk (interactive icon on the chair) standing to the right of the polygraph. After scaling the box, click on the items on the right and start dragging them to the left until you see a brochure with a red building on the cover. Take it and study it - you will see a picture of a key. Click on the interactive dot at the top of the key, and when the icon appears, click on it so Kate can see what the missing part looks like.

Now you should go to your room and chat with Kurk. During the conversation, show him the brochure you found earlier. He will tell you that the blacksmith living in his settlement can easily create the required part. The drawing can be sent using a messenger owl, which often flies to Kurk so that he can send letters to his tribe. Get out onto the balcony and try to call the bird that is sitting on the roof of one of the buildings in the distance. She won't pay any attention to you. Talk to the young man again. He will tell you that the owl is many years old, and therefore it may well not hear you. You need to find a way to attract the bird.

Go out into the corridor and return to the chess players. You will see that one of them fell asleep right on the bench. Check his pockets and take the key. Use it to open the cage containing the mechanical birds and take one of them. Return to the room and place the bird on the balcony. An owl will notice this amazing product and immediately fly up to you. Give the brochure to the owl and go into the room.

You will notice how Kurk is given a dose of some kind of drug. Talk to the manager - Olga Efimova - in high spirits. This conversation will lead to a rather unpleasant result. As soon as you wake up, go to the owl and take the part for the key from her. Now you can leave the department.

Talk to the receptionist, who will tell you that the hospital has decided to enter a closed regime. Go to the chief physician of the medical institution, Dr. Zamyatin, who is also its manager. Tell him about Efimova’s inappropriate behavior. He will not believe your words, but will not get angry, but will simply give advice to return to his room.

Head to Efimova's office and eavesdrop on the conversation between Olga and the mysterious colonel who is interested in Kate. You will also be able to find out that detective Cantin from America is scheduled to arrive here soon, who is also trying to find the main character. Wait for the manager to leave her office, and then make your way inside. Turn on Olga's computer and read the latest emails. Take a closer look at the squid picture located in the upper corner of the screen. Suddenly Cantin will contact you and tell Walker some interesting news.

Go to the knight model and interact with the lever on the wall. A tooltip will appear indicating the shield and sword hilt. On the last one, bend the clamps (on the left side) so that you get a squid. Inside you will find a clue to solve the puzzle on the shield. You need to rotate the pebbles on this object in a certain order in order to see these colors:

You will be able to open a secret passage. Walk through it, and you will notice how Olga, together with some doctor, is pouring fuel oil directly into the water, which flows through the canals into the local reservoir, near which the Yukol camp now stands. After the villains leave, get out of your hiding place, pick up the canister and fill it with acid from the barrel standing in the far corner. Douse the chain attached to the boat with acid, then board it and sail down the canal into the unknown.

Chapter two

Water purification from fuel oil

You will be able to take a boat to the Yukol camp. Warn them about the contamination, telling them not to drink the water under any circumstances. However, this will still not be enough, because people will die without water, so Kate will have to take on cleaning it. Head towards the dam along the path that runs along the reservoir. The girl needs to adjust the 4 valves of the dam in such a way that the arrow of the water flow pressure indicator falls into the green sector. The solution to this puzzle is as follows (from top to bottom):

  • close the first damper;
  • open the second damper;
  • third damper – fully open;
  • fourth damper – close.

Return to camp and report your success to the Yukols. Go to the tent, explore the market area and talk to Ayahuasca about what the tribe is going to do next. Don't forget to mention Kurk. The shaman will ask you to help Kurk get out of the medical facility. To do this, you need to get into the city and get a prosthesis for Kurk from the master.

Passage to the city

Enter into a dialogue with the guard at the checkpoint - he will refuse to let the girl into the city without the appropriate stamped document. Enter the checkpoint and examine the stamp making device. Unclench the fastenings on it to get a leather tablet with the required stamp imprinted on it, and a sponge for ink.

Head back to the tent and on the way there, turn onto the path on the right, which leads to a pond. On the shore you will see a dead squid lying in a blue substance. Interact with it using the sponge to get ink. Continue towards the tent. Enter it and right next to the entrance, go up the stairs to the upper level. Take wax candles from the box. Go down and find the blacksmith in the market square. Show him the stamp mark and give him the candles. In just a couple of minutes, Kate will receive the seal of Valsembor in her hands. Next, chat with one of the merchants, who will agree to give the heroine a pass that does not have a stamp on it.

Go to the checkpoint and prepare a device to create a copy of the required pass:

  1. Place the leather tablet in its place.
  2. Then place the unstamped pass there and close the clips.
  3. Place the sponge with ink in a kind of “spoon”.
  4. Set the seal and lower the lever on the right side.
  5. Place the sponge over the area where you want the stamp to be placed.
  6. Press the main lever (located on top).
  7. Move the “spoon” with the sponge to the left.
  8. Press the main lever again.

After this, a person who is familiar to Walker will enter the checkpoint. As a result, the girl's hands are tied, and she has very little time left to escape. You can cut the rope using a piece of glass. First try dropping the bottle on the shelf. It will fall, but will not break. Next, use the lamp on the table. Select the desired shard and free yourself from your bonds. Exit the building and show the document to the guard. He will let you into the city. The “old acquaintance” will chase after Kate, but the yukols will prevent him. Next, adventures await you in the city.

Chapter Three

Finding a cure for the watchmaker

Once in Volsembor, Kate will immediately hear conversations of local residents near the shore, who will now and then talk about problems on the Crystal ferry and the monster that has appeared on the lake. Near the ferry you can talk to the captain, who is completely drunk. Go to the tavern (you can skip it) and find out where you can find Steiner, the famous scientist and watchmaker who made a prosthetic for Kurk when Dr. Zamyatin asked him to do so.

Go to the watchmaker's shop. He sees a medallion on Kate and immediately recognizes it as an automaton heart created by Hans Voralberg. Steiner will report that Hans was his mentor and good friend. Unfortunately, the old man will not believe you that you are also his friend, and therefore will suspect you of theft. After this, the watchmaker will become nervous and feel ill. We need to quickly find a cure.

Look around the room and take the mug. Next, go down to the basement and go to the workbench, on which there is an almost finished prosthesis. Above the workbench hangs a reminder to take pills 3 hours before lunch. Unfortunately, the Russian localization played a cruel joke on the players, since the translation of the note falsely hints at the time before lunch, which usually occurs at 2 o'clock in the afternoon. Go to Steiner and find a blue illuminated watch behind his back. Place a mug on them and set the dial to the following time: 17:00. After this you will receive the medicine.

The watchmaker will thank you and inform you that the Yukols are going to pass through Barapur. Then he will want to show you a documentary about the tragedy that happened in the city, but there will be no film in the projector. You will be able to find it in a box lying on the floor next to the entrance. You will learn that the ferry "Crystal" and Captain Obo were able to play a huge role in those sad events. Kate believes that the Yukol tribe can be transported to the right place using a ferry, but to do this, she will first have to convince the captain to help the Yukol. Steiner will tell you that his granddaughter works in a tavern, where you can often see the desired sailor. That's where you should look for it.

Removal of coal from the warehouse

Before going to the tavern, climb onto the rusty ferry and read the diary belonging to Captain Obo (it is not at all necessary to do this, but this way you will get a rather compelling argument when talking with the sailor and a new achievement). At the inn, find the drunk Obo sitting at the last table on the left side and talk to him. You won't be able to reason with him. Approach Sarah and ask her for help. Give the captain a sobering liquid to start a more constructive dialogue with him. As a result, you will be able to enlist his support in transporting the yukols. Climb on board and receive the first order from the captain - you need to load coal onto the ship. He will also give you the code for the warehouse where the coal is stored and the crane: 0509.

Get off the deck and open the coal hatch located on the bow of the ship. Go to the huge warehouse gate and enter the above code. To the right of the entrance you will see a trolley. Take the chute behind the mesh (examine it in your inventory) and the crowbar lying near the box. Next, follow the instructions below to load the coal:

  1. Tap the coal boxes with the crowbar (the full one is on the right and is the penultimate one in the row).
  2. Push the trolley towards the required box. Examine the box in zoom mode (if you are playing on a PC, press the “3” key) and install a gutter on it.
  3. Click on the right button on the box to start loading coal into the trolley.
  4. Interact with the lever that changes the position of the rails.
  5. Try to push the trolley, but Kate will not be able to move it.
  6. Sit in the equipment located behind the trolley. Use the knife on the top left button and remove it.
  7. Use the removed button on the lower right switch, and then click on it (it should light up green).
  8. Press the lever to make the car move forward.

In the end, you will be able to remove the coal from the warehouse, but now it must be loaded onto the ferry. Go to the tap and enter the previously specified code. Climb into the cabin and grab the trolley. For this:

  1. Push the lever on the right all the way straight forward.
  2. Then rotate it around 25 percent to the left.
  3. Click on the top button.

The coal is loaded - well done. The captain will praise you for your work, and then give you a new assignment - you need to start filling the ferry tanks with water. Go to the bow of the ship where the pump is located, turn the handle and insert the hose into the hole. Climb the water tower and open the drain. Work is done.

Finding a key from a ferry model and creating a copy of it

However, a new problem will immediately arise. The captain will tell you that he does not have the ignition key, and will add that Steiner may have a copy of it. Go to the inventor, where Sarah will meet you and tell you that the watchmaker went to the hospital to see Kurk. Get permission to view the model ferry and head to the ground floor.

  1. You can get the key from the ferry model as follows:
  2. First, press the button located on the model’s stand to turn on the backlight.
  3. Insert the crank you received from Sarah into the side hole and twist it all the way until you can see the entire model.
  4. Read the instructions and remember the numbers 30, 80 and 60.
  5. Enter these numbers in the order presented on the wheel, and then turn the pointer to the right all the way (where, in fact, the number 100 should be).
  6. Manually lower the chain and anchor all the way down.

The resulting key will be too small, and therefore will not be suitable for a real ferry - you will have to create a large copy of it. Go to the device located on the workbench and find under it a box with blanks for keys. Take one of these and start creating a copy:

  1. Open the round door on the left side and insert the key from the ship model.
  2. Press the button on the inside of the mechanism so that the fastenings capture the key, and then close the door.
  3. Open the door on the right side and insert the workpiece there. Specify size: 200 percent.
  4. Turn on your device.

That's it, now the ferry "Crystal" is completely ready for work. All that remains is to tell the captain about this.

Underwater work

Next, go into the captain's cabin and start the engine. A new problem will arise - Obo will inform you that you need to unlock the locks in order to go into open water, and for this you need permission from the mayor. Run to the mayor's office and talk to the mayor. The mayor will grant your request. Return to the captain and tell him the good news. He will say that now you need to go to the barn and take the diver's suit. Head to the lighthouse and enter the building. Take the necessary equipment, not forgetting to grab the air cylinders lying on the floor on the right side of the entrance.

Try to fill the cylinders with air. To do this, close the bolt next to the handles and pull the lever. But you won't succeed. Look to the left - there you will notice a shield on which the pressure will be marked and buttons are located. Set the pressure to 180, and then press the green button. Now you can refill the containers.

Put on your diving suit and dive into the water. Next to the right bolt mechanism, you just need to turn the valve and pull the lever down. After this, the first gateway element will open. Next, head to the sunken ship and take the chain. Swim to the second bolt system and pick up the gears. The largest of them should be placed on the left, the standard one on the right, and the stepped one on the bottom. Then place the chain and start turning the valve. Finally, pull the lever. A short cutscene will be shown in which the Yukols will manage to break through the cordon and get on the ferry. You will have a new task: to bring Kurk to the ship.

Help Kurk leave the hospital

You need to go to the funicular located in the city. It’s quite easy to find him, as he stands out from his surroundings. Not far from the place where the cable car is located, find a cart and push it. Then select 3 wedges of wood. Go to the cable car operator's cabin and try to open the door. Place the wedges as shown in the screenshot below. A small wedge must be placed on the wedge on the right side to pry the door off its hinges.

Open the shield with a knife and pull the lever. Go to the control panel and pull the lever down. Now you can enter the funicular itself, which will immediately take you to the top.

You will see a helicopter on the way to the hospital. Try to enter the medical facility, but soldiers will stop you. Go outside and walk around the helicopter. Climb aboard it and find a box in it containing a walkie-talkie behind the helmet. Enter the hospital again and use the walkie-talkie, choosing the dialogue option associated with the American woman. As soon as the military leaves the building, go through the corridors, where Doctor Zamyatin will meet you. Talk to him and then talk to the wounded Steiner.

Leave the doctor's office and go to Efimova's office, where Kurk lies. On his chair you will see a pile of papers, which is secured with a paper clip. Take the paperclip and go around the chair with the young man. Open the back panel and use a paper clip on the mechanism. You will be able to gain access to the system for administering a tranquilizer. Remove the needle and pour out the contents of the “syringe”. Next, pour the tincture that the shaman gave you into it and inject it into Kurku. Pick up a small figurine on Olga’s table and go back to the Yukol’s chair. On the side of the young man’s left hand there is a panel for entering the code. Hit it with the figurine to remove the handcuffs from Trigger. Now run with him to the funicular, and then go to the ferry.

Chapter Four

Departure of the ferry "Crystal"

Talk to Obo. He will ask you to go to the engine room and activate the ice pick system. Go to the passenger compartment and take the matches belonging to the Yukols. Go to the room to control the ice axing equipment. First, turn the upper right valve and put the lever in first gear. Then press the button, pull the lever down, put it in third gear, and finally in second.

After this, you will be attacked by a huge octopus. It is necessary to destroy all the spotlights located on the ship. To do this, you should find a crowbar - it is located on the left side of the ship not far from the boat. Having broken all the lights except one, you will stumble upon an obstacle in the form of a monster. Head to the passenger compartment and look for a box on the floor containing an emergency flashlight. Use a light source near the kraken to distract it. Then go to the last spotlight and destroy it.

The giant squid will not stop destroying the ferry, so run to the compartment where the ice pick control panel is located. There, on the right side, find the lever and pull it down to turn off the motor. But this won't help either. Find the captain fitting out the boat. Obo is going to distract the octopus from the ship. Go to the lower level to take the lamp - it will be on the table.

Another problem will arise here - the lack of fuel. Go to the captain's cabin, but don't go up the stairs. Along the way you will find a shelf with books scattered everywhere. In one of the books there is a bottle of alcohol. This will become your lamp fuel. Fill it with liquid and then use the matches you found earlier. Now put the plan into action.

The ship will run aground right next to the pier. It will be necessary to check the background radiation. Go to the bow of the ship and find the device, but you will need a key to pull the lever. Head to the control room, where the steering wheel is located, and pick up the ignition key. Insert it into the unit and pull the lever. This way you can take points. Go out onto the pier and go down the boards to the ground. Then you need to go to a small building on supports. Take the telescopic rod with you and return back to the pier. Use the rod on the large cable at the top. Next, talk to Burut.

Baranura Park

Approach the automaton lying behind the destroyed part of the pier and look at it. Then take the key. Visit the nearby building and find a small chest there. Use the recently found key on it. As a result, you will find a wrench and a Voralberg key. It is also worth paying attention to the map, which shows the route and mysterious Roman numbers.

Find another door and go through it. You will see yukols. Examine the location and find a metal rod lying next to the bench. Open the gate to access the beach. Go to the automaton that sits right on the bench. Unlock its roof using Voralberg's key, and then insert Oscar's heart into it. Connect the “arteries” of the machine with the valves on the heart. Try to unscrew the bolt using a wrench. Then you realize that you are missing your activation key.

Climb the left ladder and approach the gate. You will hear a strange sound, and then you will see transport from a roller coaster. Go through the gate and turn right. Then go up the stairs. You will be able to take a closer look at the car and the rails. Examine the instrument panel: it has a scale with a maximum value of 50 units and several holes. Here you need to remember the previously found map on which Roman numerals were written. First of all, you have to start the vehicle up to 50 units, and then install a metal rod in one of the holes. Next, pull the activation lever. The booth will stop at the place where the rod points.

In general, to solve this puzzle you need to remember the symbols indicated on the map: 15+25. Therefore, you first need to unscrew the arrow to 50 units, and then insert one of the metal rods at a value of 25, and the second at 15 (this rod can be found on the right side of the control panel in the car). Pull the lever to stop at 25, then remove the rod and drive to 15. This is your final stop.

You will find yourself next to rocket models. Exit and find the stairs leading down. Go down and explore the new location. Climb into the carriage and look at the photo album. As you exit the carriage, you will run into Ekaterina. Talk to her and ask her to give you the key. She will hand over the item. Return to the machine and remove the rod installed at number 15. Now you should talk to the yukols and go to the beach area to the automaton.

Start the robot using Catherine's key and enter into dialogue with Oscar. He will ask for clothes. Go through the gate on the left side leading into the park. There you will find a passage to the subway. The rubble was cleared by yukols, so you can get inside without any problems. Go to the carriage where Catherine lives. Oscar will come after you, who will put on the clothes he found in the girl’s locker. Now head to the pier. If you have not yet provided electricity to the park using a ferry, then go from the compartment where the control of the ice ax device is located and turn on the power to the crystal.

Ask Oscar to tow the crystal, but nothing will work. Talk to the Yukols and tell them to tie the rope to the Ferris wheel. You should get to the control panel in advance and install the gear in the mechanism. Once the cable is firmly tied to the structure, press the button to start the wheel. As a result, you will be able to tow the crystal.

Chapter Five

Baranura Metro

You will find yourself on the subway with the tribe, but your path will be blocked by bats. You need to try to drive them away. After several attempts, the girl will be convinced that this can only be done outside, but there is too much radiation there. Talk to Oscar and ask him for help. After this, control will pass to the automaton. Get outside and find the Historical Center. There will be a fire truck standing next to it. Sit inside and find the ignition key in the glove compartment. Start the car and pull the lever. As a result, you will move even closer to the complex.

Next, get to the ladder control panel. Point the arrow directly towards the ventilation passages. Lift the ladder up and climb it to the roof of the building. You won't be able to unlock the grate, so you need to go downstairs and find the Bank. In it you can pick up powerful nippers. Return to the roof and open the grate. Then head to the fire hydrant and remove the plug from its inlet. You also need to remove the pin from the hose reel and install the hose into the hole that appears.

Deal with the dog and return to the subway to the girl. Unfortunately, Oscar received a strong dose of radiation, but Walker knows where to find algae rich in iodine. You can find this plant in the same location - you should approach the Yukol camp, go right and go down the stairs to the river. This is where you will find algae. Then control will pass back to Kate. Cross the train tracks and go up to the table. Take the necessary items from it and watch the next cutscene. Go to the surface, talk with the shaman and Kurk, and then go through the gate indicated in the screenshot.

Go upstairs using the escalator, explore the corridor and find another escalator at the end of it, along which you can go down. There will be a huge staircase leading to the lower level. As a result, you will find yourself near a new gate. Get out and find the house where Dunyasha Dubrovskaya lives. She will give you a notebook for Kurk. Return to the young man and give him this thing.

Talk to Kurk and run through the parking lot along the small structure on the left side. On the other side of the path you will notice a turn that leads to a new door. Behind them you can find a swimming pool. Approach the springboard and examine the 3 round depressions. Go down and examine the stones. Now it’s worth going back to the yukols. There you will learn that you should install lenses in place of the depressions.

Solving the lens puzzle

The first step is to start looking for 3 lenses. The first of them (red) can be found if you send Kate along the corridor leading to an escalator, along which you can go down. Halfway through this corridor, you will notice a turn on the left side that will lead you to large doors. Go through them and you will find yourself in the hall of fame. Go to the cabinet with a glass door. It contains the red lens. There is a scarf in your inventory. Use it on the door to make the girl wrap her hand in a scarf and break the glass panel. Then take the lens and return to Dunyasha's house.

On the right side of the house you can find a cave in which there is a second lens (green). The third lens (blue) lies on a chair standing in front of a huge staircase, along which you can go down and thereby get to Dubrovskaya’s apartment.

Then you need to enter the characters as in the screenshot. You can find the clue in the notebook you received from Dunyasha and translated by Kurk. Basically, you now have all 3 lenses. Go to the pool and go up the diving board. Then place the lenses in the sockets. The correct location of the mirrors is as follows:

Go to the temple entrance and watch the cutscene. You will be taken to a new Yukol site. Talk to Kurk and head to the customs post located in front of the bridge. Talk to the guard, who will tell you that you need to lower the big wheel down.

Pull the lever to raise one part of the bridge. There is a stove behind the customs post. Take resin and funnels from it.

Approach the customs officer again - he will help you cross the bridge. We cross the obstacle and talk in the yurt with the guard. He will ask you to bring him vodka. Go back. You will see a guard leaving his duty station on a motorcycle for strange reasons. Take the brick next to the track stopped by the motorcycle, go around the checkpoint and break the glass on the door using the stone. Get into the building and find the customs officer's papers and a flask lying in a basket.

Solving the oven puzzle

Go to the stove and open its bottom door. Place the log right in the middle, and place a piece of paper under it. Light a fire using the flint found in the basket in the ostrich house. Head towards the lever that lowers the wheel into the water. A little further away you can find a passage into the room. There you need to press the red button. A container will arrive from the opposite bank. Throw the flask at it, and then click on the button again to send the box back. In a couple of minutes the container will return with bags of sawdust. Take them with you and return to the stove. Place the bags in 4 boxes. Then remove all funnels from the chimneys. Here you can see a hint:

You should also remove all resin from the chimneys, including the yellow one. There is a stump nearby where you can use a knife to cut the blue resin. Your goal is to scatter the pieces of resin along the chimneys in the correct order. If you carefully study the clue, you will realize that the left chimney is powered by a red piece, the two chimneys in the middle are powered by blue pieces, and the right chimney is powered by a yellow piece. Place the resin in such a way that there is an open area under the grate where the holes are located, which can be twisted using a handle. This area should have resin placed directly above it:

Did you notice in the screenshot above that the valve is in a horizontal position? So, it should be installed in a vertical position. This must be done for all chimneys. On the left side of the stove, find a blower. The valve must be left open, that is, horizontal. Next, deal with funnels. To do this, turn the camera and you will see the back wall of the stove. In the left chimney place funnel number 4, in the next one - funnel number 3, then funnel number 2, and at the end - funnel number 1. Make sure that the blowers are in the right position and complete the puzzle.

The guard will decide to bless the Yukols for the crossing, after which you will be shown the final cutscene. The Yukols will be safe, but Kate Walker will be captured by Olga and the military. Now we have to wait for the plot addition or the fourth part. We hope that this time it will come out much faster.

Go left to the next door. This is the rectors' office. Talk to its inhabitants. Ask them about Savignone, as well as about rewards for certain services. Leave the office, go to the other end of the university. On the way you should meet Professor Pons. He is quite keen on studying the mammoth skeleton. Ask him about Hans and also Savignon. Leave the university. When further passing the game Siberia 1, you need to return to the train again. Take the mammoth figurine from the pedestal on the train. After this you need to get off the train. Go to the station master. Ask him about Savignon. An avid smuggler will run away from you. Follow back to the stairs and right across the bridge. On the bridge you can find the station master. Start torturing him about Savignon again. This time he will turn the arrows on Professor Pons. Go to university.

At the university, give the mammoth figurine to Professor Pons. He will then open the laboratory for you. In it, in the closet next to the entrance, take Barrockstadt's voice cylinder. Go forward and take the flask holder on the table on the right. You also need to take a strange secret powder. Go to the professor, ask him about Savignon.

Return to the station master. He needs to be told that you know everything about the smuggling of Savignon (we are talking, apparently, about wine). Then the station master will unlock the door to the garden for you. The grapes for Sauvignon grow there. Go left across the bridge over the railway tracks. Then you need to enter the garden. Follow the path to the end. You should see the gates open. Here you will need to enter them and follow the path to the thickets of the vineyard. Take some grapes. Walk back to the bridge, but now you don't need to climb the bridge. When further progressing through the game Syberia 1, you need to turn right and go to the flock of birds. She is guarding the stairs. We'll have to give the birds grapes. While they are busy eating berries, you go up the stairs. Use a flask holder in the nest on the cuckoo egg. Go downstairs.

100 dollars

Go back again to the bridge where the station master is. To make friends with you, he will give you a bottle of smuggled wine. Go to the university, where the broken mechanism with violinists is located. Find the entrance to the mechanism. You need to examine the door, use the cuckoo egg on the empty scale. At the moment when the bowls are balanced, you need to turn the wheel in the middle. Come inside. Go down the stairs. Start the mechanism using the lever. You can exit the mechanism. Go to the rectors to get your reward. You will receive a bag of money.

Gateway management

Bring the money to the captain. He will give you the key to the castle. Return to the station building. Go left to the control panel. She controls the gateways. Use the key to open the panel. You need to enter a code for the gates to open. To do this, you can make a call by phone, which will be indicated on the sign on the right side. After this, select the combinations you need to find the one you need (combination pattern: #two numbers*).

If, when passing the game Siberia 1, you don’t want to do this, you can enter the following combinations: #42* (open the gateway), return to the barge captain, tell him about it, after #41*. This will close it. Then the barge will float to your train. Walk towards the train again until you spot a barge.

Then you need to ask the captain for help. He will throw you a metal chain. Attach the hook to the chain that you carry with you. Then the barge will pull your train along with it. We must run after him. At this time there will be a call from Professor Pons. He will invite you to attend a lecture on mammoths. Go to university. Come inside. Walk forward to the mammoth skeleton, then go up the stairs to the auditorium. Listen to the lecture. It will be long, so you can have time to have a snack. When the lecture is over, go to Professor Pons's laboratory, take the mammoth figurine there, as well as photocopies of the lecture from his desk. Get back on the train. Without going inside, go to the opposite side to the winding mechanism. We need to repeat the same thing as in Valadilein. Go inside the train. Use Barrockstadt's voice cylinder on Anna and Hans' mechanical toy. Then put the mammoth figurine in place.

Visa for travel and Barrockstadt

Talk to Oscar. You will finally be able to leave Barrockstadt. However, the train will stop immediately after it starts moving. Something happened again.

When further progressing through the game Siberia 1, you need to get off the train. Ask Oscar about the mission. He will require a visa. Impudent! Walk around the ticket booth on the left side. Go through the door that leads to the tower. Climb up. Talk to the captain. Explore the telescope. Press the red top button until you notice a clear image. Go to the table, look at the glasses, as well as the glasses for wine. You'll have to sacrifice your bottle of wine and powder from your inventory. Drink to the brotherhood with the captain. He decides to look through the telescope one more time. After this he will understand that he was wrong. Then he gives you a visa. Come back before Oscar, let's get a visa. The impudent guy gives me a train ticket. Go inside the train, give the ticket to Oscar. Well, you are definitely leaving Barrockstadt.

Kolkhozgrad

So, you find yourself in Russia. Huge figures of automatons with hammers and sickles clearly resemble something Soviet.

Starting the train

When exiting the train, walk straight to the figure of a huge worker. Climb up the stairs. We need to examine the shelf above the bed. Take from there the voice cylinder of Kolkhozgrad, as well as Hans’s drawings and the handle. Look at the automaton control panel. Use the handle. You need to move it up a couple of times until the giant is above the train. Then click on the red button. Then a cable will appear on their giant feet. He will start the train. Return to the stairs the same way. Go downstairs and go to the train.

Oscar's hands

The walkthrough of the game Syberia 1 continues. You will meet a stranger near the train. He will hide in the factory building. Get on the train. Go to the bedroom where poor Oscar is holed up, his hands stolen. Untie his mouth, talk to him. Then pick up the pliers from the floor. Listen to the voice cylinder of Kolkhozgrad. Get off the train.

Return to the giant again. Pull the handle forward 1 time. Climb the stairs to the ledge of the second floor of the plant. Use pliers to widen the hole in the wall. Get inside. In the room, make your way a little forward, examine the shelves on the left side. Take the spark plug. Return to the giant. Pull the handle back 1 time. Get down to the ground.

Walk past the train to the left end of the station. Pull the lever. Then the elevator will appear. You need to go underground. Explore the generator on the left side. Use the spark plug and start the generator. Press the lever on top of the machine. Then the light will come on. Go into the mine. At the opposite end of the adit, go to the elevator and go up. Go right and up to the organ. Do some research on the pianist sitting at the organ. Take the screwdriver that is on the organ.

The passage of the game Siberia 1 continues. Follow the elevator back and turn the corner. You need to investigate the plate that is blocking the path up the stairs. Use a screwdriver to remove the 4 screws. Go up the stairs. Go to Director Borodin's office. Talk to him about Oscar's missing hands. Go back down the stairs.

Elena's room

Enter Elena's room. We need to look in the open drawer in the chest of drawers. Take newspaper clippings, as well as letters to Elena. Call your mother. Then go to Borodino. You need to tell him that you know about Elena’s whereabouts. Go outside and take the monorail on the right side.

Sometimes it's better not to go back. Review of the terrible Syberia 3

The classic quest genre is dead - whatever one may say, it's time to admit it. They have transformed into what the industry calls adventure games. These are adventure games that focus on storytelling, deep history, character development, and not on finding a tiny key in a huge estate. The second part of Syberia was released in 2004, when such mechanics were still appropriate. After a long time, the developers began working on the third game and tried to bring it up to modern standards. It turned out that it was not worth doing this.

While playing Syberia 3, one gets the impression that the French from Microids studied Dreamfall: The Longest Journey and The Walking Dead, looked at their budget, sighed and decided to add adventure elements at least for show. There is no other way to explain the changes that have occurred. Syberia 3 even pleasantly surprises you at first: the game offers different lines of behavior in dialogues, shows how your remarks affect the mood of the characters, and when you are silent for a long time, the interlocutor will also hurry you up - why are you silent, say something already. Everything would be fine, but before the series managed perfectly well without this tinsel and was about something completely different.

And it was about the fabulous adventure of lawyer Kate Walker, who went from noisy New York to the provinces just to draw up a standard agreement for the sale of a factory for the production of mechanical toys. Soon the girl forgot about her former life and went to look for the brilliant inventor and sole heir of the company, who had gone to look for mammoths in a mysterious land. Well-written characters, subtle humor, complex but logical tasks, studying documents and a cozy atmosphere have become firmly associated with Syberia.









Not to say that the new game doesn’t have all this. Kate is in trouble again: the Yukol tribe finds her in the snow. Nomads have a peculiar tradition: they periodically migrate from one place to another on snow ostriches so that the creatures can reproduce in a new location. The locals, on whose territory the tribe is stuck, are not happy with this way of life. These people are more advanced and do not like wanderers, so they are in no hurry to solve their problems. Kate begins to help the Yukols.

The game has completely moved into a three-dimensional dimension. But the camera is not attached to the heroine’s back, but hangs on the corner of the location. Movement is controlled from the keyboard, and together with poor (not always, but often) viewing angles, this results in a disaster. To move forward, sometimes you need to hold the stick or buttons in any direction: up, down, left, right or diagonally - depending on what angle we see Kate from. But the problem lies in the change in perspective when moving to another location. First look at Kate from behind as she walks forward. The next map is loading - the heroine is already shown to us from the front, and, accordingly, we need to press “move down” so that she walks straight.

Sometimes the controls don’t work correctly or you didn’t set the direction precisely enough - then Kate slowly turns around and goes to the previous map; this animation cannot be interrupted. The worst thing is with the stairs: the heroine can barely crawl along them, and taking the first step is harder for her than it was for Neil Armstrong when walking on the moon. Walker runs into walls, rams characters, stops in front of ankle-high bushes, and can get stuck where girls can easily walk in stiletto heels, let alone hiking boots.

Real hell begins when the heroine goes somewhere into the background. It's hard to see where she got confused. This situation happened in the underwater episode: it’s dark, you can’t see anything, Kate doesn’t go any further - is this the edge of the location or is she stuck? But she can’t get back, which means she’s still stuck.

Walker runs into walls, rams characters, stops in front of ankle-high bushes and can get stuck where girls can walk unstaggering in stiletto heels.

The main puzzle here is not to find the damn chain or find out what time the watchmaker wants to have dinner, but to cope with the controls. When this is difficult to achieve, you can begin to actually study the game. Syberia 3, although it has given up in terms of characters, is still captivating with its story. You accept the problems of the Yukols as your own: either the ostriches risk drinking poisoned water, or the character needs help with a prosthetic leg, or something else. Of the secondary characters, perhaps the captain of the ship was the best: at first he was always drunk, but if you take him “weakly”, he will help a lot and generally show himself to be a good side.

Puzzles are one of the few things that Microids did not break in Syberia 3. Most puzzles are solved logically, only in a couple of cases can a real “gag” arise, which is solved by searching through the available options. Otherwise, there shouldn’t be any problems: we pick up everything we see, remember the operating principle of the devices, and then think about how to put it all into practice. There are even situations typical for quests: a character becomes ill and needs to find his cure. This will take about thirty minutes, if not more, but the hero stoically endures the attack - he remains conscious and will never say where he left the mixture.















The developers only changed the approach to solving puzzles. Typically, we used to find a ton of junk first, and then try to figure out what it was all for and how it fit under Kate's jacket. Now they often set a clear goal: find something to do that. In terms of simplification and targeting the “new generation” of players, this approach is appropriate, but fans of the first parts of Syberia may find the quest too simple.