Siberia 3 walkthrough: how to put a stamp. Siberia (Syberia) - complete walkthrough of the game on Android, iPhone and computer with pictures

Baranur Park: bringing Oscar to life

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

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

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

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

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

Baranur Park: Oscar wear

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

Baranur Park: towing of the ferry "Crystal"

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

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

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

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

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

“Historical Center” metro station

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

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

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

Oscar Game: Lattice

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

Fire engine.

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

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

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

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

Olympia Stadium: Temple of the Red Moon

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

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

Dunyasha's hut.

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

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

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

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

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

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

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

Solving the lens puzzle.

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

Sacred Bridge

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

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

Customs officer.

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

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

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

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

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

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

– pour the sawdust into the drawers;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Congratulations, Kate managed to get to Valsembor, where new adventures await her. To be continued...

Kate Walker has fully prepared the ferry "Crystal" for departure, but it turns out that Mayor Bulyakin has ordered the exit from the harbor to be closed, and no ship can leave Valsembor. We go to the city hall building, where a rally against the Yukols is taking place, and after talking with the participants (not necessary, but preferably, it gives an additional argument in a difficult conversation with the mayor), we go up to the stern official. Using all her charm and good manners, Kate receives permission to open the gate, but she will have to do it herself; Bulyakin only gives a diagram of the lock mechanism.

We return to Captain Obo, he can open a warehouse with diving equipment for us, located near the lighthouse. In the warehouse, we remove the diving suit from the hanger, take the helmet from the table, and take the cylinders at the entrance.

How to fill cylinders with air?

  • Be sure to look at the cylinders in your inventory and remember the indicated pressure - 180,
  • put the cylinders in the apparatus and lower the upper flap,
  • set the arrow to 180, press the green button,
  • open the taps above the cylinders.

We send Kate to the locker room and watch as she changes clothes and goes into the water. We go along the wall to a large round hole with a mechanism. You need to pick it up near him 4 items: a gear, a square key and (closed up) two more gears. We insert a stepped gear into the mechanism in the center, two regular ones - on the sides. The connecting chain is missing. We go further along the wall to the second similar mechanism. We insert the square key and twist the red knob for a long time until it clicks. After that, we lower the lever on the left, one gate opens. We go outside and find a chain near the remains of the ship. We return to the first mechanism, insert the chain, turn the red knob until it clicks and press the lever on the right. The gate is open.

After talking with the captain, we go for the yukols and inform Ayahuasca that everything is ready to sail. Unfortunately, Semyon Steiner did not bring Kurk from the hospital, and did not return himself; Kate will have to go there for them. We go to the funicular, which is located up the stairs from the square where the city hall is located. The station is closed, the funicular is raised, to get to the hospital, you will have to find a way to get into the station building and lower it. Before entering the station fence there is a staircase down, we go down it and go to the cart behind the bars. We knock out two large wedges from under the wheels and pick up a small one nearby. We return to the station door and look at the threshold (you need to lower the camera).

How to open the station door and start the funicular?

  • We insert a small wedge into the place indicated by the penultimate active point (from left to right),
  • insert the first large wedge to the right,
  • take out the small wedge and insert it into the place indicated by the first active point (on the left, at the beginning of the door),
  • insert a second large wedge to the right,
  • take out the small wedge and insert it above the first large wedge.

We go into the room, it is very dark. At the entrance there is a shield on which you need to use a knife. We open the shield and lower the switch, Kate turned on the electricity supply. We activate the lever on the control panel and lower the funicular. All that remains is to get into the trailer and hit the road.

Arriving at the hospital, Kate sees a helicopter that needs to be examined. Inside we find a box with essentials and take the walkie-talkie. In the hospital lobby we use the radio on the colonel. In order for the military to leave, we can say that the patients on the top floor started a riot. We go into Olga Efimova’s office (on the way, Doctor Zamyatin will call Kate and show the wounded Steiner) and we see Kurk unconscious, chained to a chair.

How to save Kurk from the hospital?

(locations of all interaction objects are described when Kate is facing the Trigger)

  • we examine the notes attached to the chair on the left and take the paper clip,
  • open the panel on the back of the chair and insert a paper clip,
  • inspect the large syringe on the right, open its lower part so that the liquid flows out, and close it back,
  • open top part syringe and pour the potion from the Ayahuasca flask into it, close and activate the lever,
  • we examine the handcuffs on the chair on the left, Kurk will tell you that you need to enter the code on the right on the chair,
  • from Efimova’s desk we take a note with a torn code and a heavy figurine,
  • use the figurine on the code panel on the right side of the chair and run away from the hospital (cut-scene of escape and departure on the ferry)

While sailing, the ferry encounters an obstacle in the form of solid ice, and you need to turn on the icebreakers below , in the engine room .

How to turn on icebreakers?

  • on the control panel, turn the round valve all the way to the left,
  • open the transparent cover above the red button and press it,
  • move the knob to number 1 (all subsequent actions must be performed quickly),
  • activate the lever towards you all the way,
  • move the knob to numbers 3, and then 2.

The ferry is attacked by a lake monster, to get rid of it, you need to break all the spotlights (there are 6 of them: two on each side, one at the bow of the ferry, and the last one at the stern, right next to the monster) and turn off the engines.

How to drive away the monster?

  • We take a crowbar from the box on the starboard side, lower it and break all available spotlights,
  • one of the spotlights on the left side cannot be lowered, we move the box next to it, climb onto it and break it,
  • inside we find active point under one of the passenger seats, inspect the box and take away the emergency flashlight,
  • we use a flashlight on the spotlight on the stern, and in the cut-scene we see how the monster disappears under water, preparing for the next attack, but giving Kate the opportunity to break the spotlight,
  • after talking with the captain, we go down to the engine room and turn off the engines by lowering the switch on the wall to the right of the icebreaker control panel.

The screenshots show the location of the crowbar and emergency flashlight.

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Captain Obo asks Kate to bring him lamp. To do this, go to the captain's apartment (below the helm, to the right of the stairs) and examine the books scattered on the floor. A recess was cut into one of them and hidden a bottle of vodka, let's take her. In the passenger compartment next to the seats we lift them from the floor homemade matches. We go down to the engine room and connect the two parts of the lamp on the table, fill it with vodka and light it with matches. When Kate gives the lamp to the captain, we will see a cutscene describing the rescue of the ferry.

Once in Volsembor, Kate hears locals talking about the lake monster and the Crystal ferry on the embankment. Near this ferry you can have a short chat with the drunk captain. Let's go to the tavern (optional) and find out where Steiner lives, a watchmaker and inventor who, at the request of Dr. Zamyatin, makes a prosthetic leg for Kurk.

We go to Steiner’s shop, and the owner unexpectedly recognizes in Kate’s medallion the heart of an automaton uniquely made by Hans Voralberg, his friend and mentor. Suspecting Kate of stealing the mechanism, he became very nervous and felt ill. We urgently need to find a cure.

We examine the room and take the mug. We go down to the ground floor and see an almost finished prosthesis on the workbench. Above him, pinned to the wall is a note with the words: “Don’t forget to take your medicine three hours before lunch,” which, due to inaccurate localization, causes great difficulty in completing this task, falsely hinting at a time in the morning. Behind his back, Steiner has a blue illuminated watch, the only one of its kind. We put a mug on them and set the dial to 17.00. The medicine is given automatically.

Steiner tells us that the Yukols' route lies through Barapur, and wants to show Kate documentary about the tragedy in this city. There is no film in the projector; you can find it in a box on the floor, not far from the entrance. Kate learns what role the Crystal ferry and its captain Obo played in those events. The idea occurs to her that the Yukolov can be transported on this ferry if you persuade the captain. Steiner's granddaughter Sarah works in a tavern that the captain often visits, which is where he should be looked for.

But before that, let's board the abandoned ferry and read Captain Obo's diary (this is optional, but it gives you an achievement and compelling argument in a conversation with the captain). In the tavern we try to talk to the drunken Obo, who is sitting at the very last table on the left, but unsuccessfully. We ask for help from Sarah and the tavern owner. After the captain drinks a sobering drink, he will become much more accommodating, and Kate will be able to convince him to transport the Yukols on the ferry. We get on board for the captain, and he gives Kate the first task: to load coal on the ferry, and the code for the coal warehouse and loading crane is 0509.

We go out on deck and open the coal hatch on the bow of the ferry. We go to the large gate of the warehouse and enter the code. Inside to the right of the entrance we see a trolley, take it behind the mesh fence gutter(look at it in inventory) and scrap near the box.

How to remove coal from a warehouse?

  • We use a crowbar to knock on the boxes with coal (the second to last one right side full),
  • push the trolley to the desired box,
  • We look at the box close up (for those who play on a PC, the default key is number 3) and install the gutter,
  • press the button on the right on the box (coal fell into the trolley),
  • activate the lever that changes the position of the rails,
  • push the trolley (Kate shows that she can’t),
  • we get into the car behind the trolley,
  • use the knife on the top left button and remove it,
  • use the removed button from the inventory on the lower right switch and press it (it will light up green)
  • press the lever all the way forward.

Kate has successfully removed the coal, but now she needs to load it onto the ferry. We approach the tap and enter the same code. We go up to the cabin. To capture a minecart:

  • move the right lever all the way forward,
  • turn the lever on the circle a quarter to the left,
  • press the top button.

What actions need to be performed in controlling the crane in order to load coal onto the ferry, and the view on the crane monitor at the same time, look at the screenshots below.

The captain is satisfied and gives another task, quite easy this time: to fill the ferry tanks with water. On the bow of the ship, where the captain moved the pump, turn the handle and insert the hose into the hole, return the handle to its previous position. Having climbed the water tower, we open the drain. Everything was done, but a new misfortune was discovered: the captain lost the ignition key. Perhaps Master Schneider has a copy. We go to the watchmaker and find out from Sarah that he went to the hospital to pick up Kurk. We get permission to examine the model ferry in the basement.

How to get the key from a model ferry?

  • Press the button on the model stand and turn on the backlight,
  • insert the handle that Sarah gave into the hole on the side and turn it all the way until the model is completely open,
  • we read the accompanying inscription and remember the numbers 30, 80, 60,
  • we dial the numbers in exactly this order on the model wheel and after that we set the pointer all the way to the right (to where the number 100 could be)
  • manually lower the anchor chain until it stops.

The key turned out to be very small and not suitable for a real ferry. We need to make an enlarged copy. We approach the device standing on the workbench, under it there is a box with blanks for keys, we take one.

How to make a copy of the key?

  • Open the round door on the left and insert the key from the ferry model,
  • we press the button inside, the fasteners grab the key, and we close the door,
  • open the round door on the right, insert the key blank
  • choose size - 200%
  • activate the device.

Congratulations, Kate has fully prepared the Crystal ferry for departure. You can report your success to Captain Obo. To be continued...

We will soon find out that by the will of fate, we, along with a whole ferry of yukols, were brought into Baranur, contaminated with radiation. It is necessary to check whether everything is so bad with the radiation level. To do this, go to the captain's bridge and pick up the key there, which was once made with your own hands in Steiner's workshop. Return to the bow of the ship. You need this device.

Insert the key into the hole (1) and pull the lever. Then open the lid (2) and take away the glasses through which you can see radiation (all corporations in the world would fight for a patent for this invention). By putting on glasses, Kate will make sure that there is no infection, and you can safely go ashore. Here you will immediately begin receiving the “Emergency Mode” achievement. To do this, go down the ladder from the “Crystal”, and then go ashore along the board and head right, to the entrance to the park.

Don't go through the gate yet, but examine the wooden guardhouse to the left of it. Climbing up the stairs, you will find a telescopic rod. Return to the ferry entrance. Apply the rod to the top of the pole with hanging wires (first you need to inspect the pole). The friendly Yukol Burut is standing nearby; he will agree to help connect the wires to the ferry generator. Go down to the engine room to the icebreaker control panel, where you turned off the engine during the squid attack. Turn on the engine and get off the ferry. Electricity has been restored, although Burut is a little smokey.

Return to the park gate and examine the automaton sitting on the bench. No, you won’t be able to return Oscar that easily; for this, at a minimum, you need a special key, which Kate doesn’t have yet. Now enter the park through the large gate.

After the entrance, immediately turn right and go through the door there. On the table near the door is the box of our old friend Hans, but we don’t have the key to it yet either. There is a box on the table in the center of the room - go through the things in it and take the gear. A map of the park with notes hangs above the table. Study it.

It’s difficult to understand anything for now, but just in case, remember that the point on the map, indicated by the Roman three, is somehow connected with the numbers 15 and 25. From the table, go left and find the second door. Coming out to the other side of the building, head to the right side of the screen to the coupled carriages lying down. Inspect the coupling and interact with it - the cars will fall and clear the path. Go further to the right and examine the transport with the automaton sitting in it. Examine the tow rope - Kate will come to the conclusion that this small car will help tow the huge ferry to land. A bold statement, but you shouldn’t argue with the heroine. Now we need to deal with the driver. Kate will throw it to the ground, and, after examining the cabin, will come to the conclusion that a working mechanical person is needed to operate the car. Take the key (from Voralberg's box) from the hand of the fallen automaton and return to it. From the box, Kate will take a Voralberg cross-shaped key and a wrench. Go to the entrance to the park and again examine the automaton sitting on the bench. Use a cross-shaped key to open the lid on his chest (turn it all the way) and fold it back. Remove the broken heart and place Oscar's heart in its place.

There are two valves on the top of the heart that need to be opened. The left one opens by holding down the left mouse button and then rotating it counterclockwise, the right one, accordingly, needs to be opened clockwise. Wires (1) and (2) must be inserted into the open valves. A correctly inserted wire will remain in place and will not fall out. Now use the wrench on the head of the bolt (3) and turn it. We don’t have the key for the hole that opened, so the meeting with our old friend will have to be postponed again. Return to the park. From the subsequent cutscene, we learn that not only broken automatons live in the park. From the gate, go straight, past the rotating carousel. Past the headless statue, turn left and go around the rusty red rocket.

There is a bench behind the rocket. Take the metal rod from under the bench and return to the exit of the park. Facing the exit, turn right and go up the stairs. On the site with the broken trolley, pick up and read the crumpled note. Now the numbers from the poster have become a little clearer - these are calculations of the speed for stopping the trolley at certain points. Get into the trolley standing on the rails. Move the cursor to the right side of the screen and look at the right seat. Take the second metal rod and examine the dashboard.

Turn the handle (1) so that the arrow on the dial (2) points to 50. Now insert the rods opposite the numbers 15 and 25 and lower the lever (3). Enjoy the trip. After the first stop, pull out the rod opposite the number 25. At the second stop, do not touch anything - here you need to get out of the trolley. Go down the hatch, then go up the stairs and go forward along the cars. One of them is open, go inside. Examine the carriage and find a photo album on the table. Scroll to the end and check out touching story owner of the album. Get out of the carriage - you will immediately encounter an angry Catherine. Apologize and introduce yourself, and then talk about the beauty pageant. The “I Am Legend” achievement is yours. A conversation with Ekaterina will bring you two useful things - an activation key for automata and information that there is no radiation in the metro. It seems that migration should continue through the metro. Return to the trolley and pull out the second rod. You will return to the park. Go to the automaton on the bench and use the key on the cross-shaped hole that opened last. Hello Oscar.

Our friend, as always, is charming and obstinate - he refuses to go anywhere without clothes. It remains to turn again to the only inhabitant of the park - Ekaterina. Go into the park and head straight, past the fountain and the rides. Go through the small metal door.

Behind the door you will find out that the Yukols have done a good job of clearing the rubble, but the work is not finished yet. Go further and go to Catherine's carriage. There you will find the culturally decaying Yukols (they are listening to a soap opera on the radio). Return the key to the owner, then ask for clothes. Use the resulting key on the cabinet on the left side of the car. You won't have to choose clothes yourself - Oscar will overcome his shyness and come to the closet himself. When returning from the metro, be sure to talk to Kurk standing near the exit. By dissuading him from listening to the radio, you will receive the achievement “Enough Brains.”

Go to the towing vehicle from which you threw the automaton and talk to Oscar. Get the "Emergency Mode" achievement. The Yukols put boards on the pier, walk along them to the ferry and inspect the mooring ropes.

Ask the yukols standing nearby to tie the ropes to the tug. Return to Oscar and give the command "forward". As usual, you won’t be able to do everything the first time. Examine the back of the vehicle and use the Voralberg wrench on the nut. First turn the key until it stops, then the handle. Give Oscar the command to move forward again.

Go to the place where the trolleys were pushed and look at the Ferris wheel. Hmm, that's a good idea! Talk to the yukols who came up to the wheel, they will meekly tie the cable to the attraction. Go around the wheel to the right and go up the stairs. Place the gear on the panel on the right and activate the lever next to it, then press the red button on the remote control. Now the ferry is on land, but no one will ride on the wheel anymore. Go to the ferry. After communicating with the yukols, go along the ferry to the stern and activate the lever that opens the hold. Ostriches are free, you can go down to the metro.

Olesya Klimchuk

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