Siberia 3 pick up the key from Catherine. Siberia (Syberia) - complete walkthrough of the game on Android, iPhone and computer with pictures

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...

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.

Clinic of Dr. Zamyatin

After watching the introductory video, Kate Walker wakes up in Dr. Zamyatin's clinic. Chat about everything with Kurk, a young yukol tied to a chair nearby. It turns out that he is the leader of the tribe on the sacred transition. The guy is waiting for the prosthetic leg to be delivered so he can leave the clinic.

Look around the room and go to the door on the left. Click on the red button, but nothing will happen. Study this button, namely the box on which it is installed. There is a diagram on the side - look at that too. To configure the device, you need to open the box. Go to the table with soup in the center of the room and pick up knife. Use this knife on the screw on the box to open it. Connect the green wire to the hole, then push down the mechanism itself from which the two wires come out. Close the lid and press the red button. So you go outside!

Go towards the bottom of the screen, towards the opposite wall, to find the doctor's office. Talk to him and prove that you are ready to leave the clinic. After the conversation he will give you special key, and you can (and should) pick up things from a tall chest of drawers in the corner of the doctor's office. Having done this, go out into the hall and run to the elevator. Use the key on the hole and move the petals so that they match the slots on the elevator door. To rotate the petals, you need to hold down the LMB and rotate the mouse on the table clockwise or counterclockwise. Each petal is represented by a separate point in the middle of the key.

Eventually, when the key matches all the slots, Kate will come to the conclusion that nothing happened. Examine the key in inventory. Be sure to click on the hole in the middle of its handle. Kate has to say they took something out of here. After her words, run back to the doctor and talk to him. He will say that you are not ready to leave the clinic yet.

Move to the doctor's office and examine his desk. Remove from drawer brochure Red. Inspect it in your inventory and be sure to find a page with a diagram of that same key. Examine the key and the picture in the brochure. The missing part has been found! But now it can be made or taken away from the doctor

Go back to Kurk and talk to the guy. Tell us about the situation with the key. Be sure to show the brochure (not the key). He will say that you can give the key and the brochure to the Yukol camp, to the blacksmith, who will quickly make it for you. To do this, go out to the balcony on the right and click on the window. On the tower in the distance you will see an owl. Try to lure her, but nothing will work.

Return to Kurk and tell him about the failure. The boy will tell you that you must find bait.

Go out into the hall and go to the opposite corner, to the right of the elevator. There will be a green grate with open door. Go through it to see a man sleeping on a bench. If you were here before, this man and his friend were playing chess. Steal from a man's neck key, and then go to the elevator. Here you need to go to a well-hidden place - from the elevator, go deep into the screen, to the window, and then turn left to find a cage with automaton birds. Open the cage using the stolen key and take one bird.

Hidden passage.

Together with the mechanical bird, return to the balcony and click on the window again. Use the bird on the stand at the bottom of the frame and watch what happens. The owl should fly to Kate, who will pass through her the key and brochure.

Watch the cutscene and chat with Dr. Efimova. Convince her that you agree with everything. Once outside, wait for Efimova to leave Kurk’s room. Run to Kurk and find that he is sleeping. Soon you will receive key with missing part.

Doctor Olga Efimova.

After taking the key, activate the elevator and go down.

On the first floor of the hospital, you can ask the administrator where Zamyatin and Efimova’s offices are located. Go to the corridor behind the admin station and turn left. Enter the only door next to which the orderlies are standing. Chat with Dr. Zamyatin and take it from him book. Open it in your inventory by going to the documents section using the J key and study it. This way you will learn more about the history of the Yukols.

Go out into the corridor and go right, in the other direction, to find Efimova’s office behind the slightly open door. Watch the cut-scene, after which you will need to understand where Olga went.

Approach the wall on the right and examine the shield with colored stones. You can rotate these stones, choosing red, green or blue. But what is the right combination? To the right is a statue of a knight holding a sword. Examine the sword hilt to reveal a puzzle. Rotate the three separate parts to create a cohesive design. It is quite simple to understand which part should be on the bottom - on the desired element in the lower part, the drawing breaks off before reaching the edge. The same thing happens with the top element (only we are talking about the top part).

Solving the riddle will force the knight to raise his sword. At its bottom there is a hint on the correct placement of colored stones. To be more precise, this is a direct solution to the shield puzzle.

Hint for solving the puzzle with colored stones on the shield.

Place the stones, and then go along the corridor to another elevator.

At the bottom, go forward and watch a cut-scene with both doctors. Turn left to find a box by the box. empty canister. Having taken it, run to the other side and immediately behind the bridge find a blue barrel with hydrochloric acid. Fill an empty canister with it, and then go all the way to the right, where the boat is located. Use the canister of hydrochloric acid on the chain holding the boat, and then watch the video.

Yukolov camp: dam (water purification)

Once in the camp, you will immediately come under pressure from numerous yukols. The nomads ask you to help with ostriches. Approach the ostrich on the right and talk to the man holding it. You learn that the water is polluted and the ostriches are thirsty. If they do this, they will die. So you have to purify the water.

Go right until you reach the dam (it's a long way). There are four valves here that you can turn. There is a measuring device hanging on the wall on the right - you need to make sure that the arrow is in the green zone. Next to this panel there is a sign stating that the water in the upper and lower layers is contaminated, so the upper and lower valves must be closed.

Climb the ladder and start solving the puzzle. Valves turned all the way counterclockwise are closed. These should be the upper and lower valves. Open the second one from bottom to top, turning it clockwise all the way. Turn the second valve from top to bottom clockwise, but stop it one notch until it stops (however, this will happen automatically if the other valves are configured). As soon as the combination is correct and the arrow is in the green zone, you will see a cut-scene.

Where to find the pass in the Yukolov camp

Run back to the Yukol tent and talk about everything with the Ayahuasca shaman. Enter the camp and go to its far left side to find the passage leading to the Ayahuasca hut. Talk to the Yukol shaman about everything. She will tell you that in order to get into Valsembor you will need a pass.

Shaman of the Yukol tribe Ayahuasca.

On the right side of the market, closer to the first entrance, find a man (not a yukola) with a black beard and hat, selling vegetables and fruits. Talk to him about everything. Tell them you need a pass. He will go to the meeting and give pass his wife. But there are also some nuances to this - the pass does not have Valsembor’s stamp, which makes it invalid.

Run towards the Ayahuasca hut, but turn towards the tent exit on the right. You will find yourself in another part. Go right to find a dead cuttlefish on the river bank - it is known to be a source of ink. Remember this and go back to the tent entrance, but go in a different direction. Approach the border to speak with a customs officer. He will say that he will let you through only if you have a pass.

Sign in wooden house on right. On the table to the right is a printing machine. With its help, stamps are placed on passes. Study it carefully. Take it from the stand on the left dry sponge. Move both fasteners from below and remove print stand(burgundy color). It shows the seal of Valsembor - you will need it to make a seal (item).

Go outside and go to the shore on the right side to use the sponge on the dead cuttlefish. Ink you have! Enter the tent (Yukol market) and go left, in the direction of the Ayahuasca hut, but turn down the screen. Here you will find the Yukol blacksmith. Talk to him about everything and ask him to make a seal. Give the stamp stand (with sample) to the blacksmith. Next he will need wax. Inside the tent there is a single ostrich yurt that you can climb up to via stairs. It is located between the blacksmith and the right exit leading to the border. Climb inside and search the box, inside which you will find candles.

Return to the blacksmith and give him the candles, which contain a lot of wax. After a while you will receive seal. Run to the wooden house and approach printing press. To begin, place the print pad in place. Place an invalid pass on top of it. Place the sponge with ink on the stand on the left (where you took it from earlier). Place the seal into the sleeve and clamp it with a small lever. Move out of the approach, but do not move away from the machine. Raise the large lever all the way up. Inspect the machine again and move the stand with the ink sponge under the sleeve with the seal. Use the large lever to press the stamp into the sponge to apply ink. Lift the seal with the large lever, move the support with the sponge, and then lower the same lever all the way down to place the seal and get valid pass Valsembora.

American detective.

A cutscene will start. Convince the American detective that you agree to cooperate. When he leaves, go to the cabinet in the background and knock it over so that the bottle falls out. Throw the table lamp from the table onto the bottle, and then use the pieces to cut the rope. Watch the cutscene.

Arrival in Valsembor

In Valsembor, the first thing you will see is the stern of the huge ferry "Crystal". Walk along the ferry on the right to meet Captain Obo, the local drunk. After talking with him, go a little further and find the entrance to the tavern near the man sleeping on the bench. Look inside and talk to the waitress - Sarah Steiner, the granddaughter of the same master who was supposed to make a prosthetic leg for Kurk. After communication, you will find out where Steiner's workshop is located.

Sarah Steiner.

Get out and go right. At the intersection, turn into left side. After a few turns, a little further than the cart where the man is wandering, you will see steps. After going up 4-5 steps, enter Steiner's workshop from the side.

Help for Steiner (medicine)

Talk to the man about everything until he eventually feels bad. You must find a cure for your heart. If you go downstairs to the basement, you can examine the prosthetic leg. While doing this, you will see a note in the background that says that the master should take medicine 3 hours before dinner.

Go upstairs and behind the sitting Steiner, to the right of the stairs leading down, find a cuckoo clock. Remember this place and go back to the stairs. To the left of it there is a long wall and a cabinet with a clock. Find it on the shelf empty cup. Go back to the cuckoo clock to the right of the stairs and place the cup on the stand below. Wind up your watch and set it to 05:00. The cup will be filled with medicine, thereby helping Steiner. Use the cup of medicine on the watchmaker.

After talking with him, go back to the basement and take out the reel about Baranur from the cardboard box to the right of the stairs. Insert the reel into the projector next to the man and watch the footage of the radioactive city.

We persuade Captain Obo

Next you can talk to Sarah. Go to the tavern and talk to Captain Obo sitting at the table (in the back). Try to convince him, but nothing will work. Approach the tavern owner behind the bar and ask for a sobering drink. Return to Obo and wait for him to sober up. Convince him that he should help you cross the yukols to the other side. After a while the man will agree.

Preparing to sail: coal

Now you need to visit the Crystal ferry and meet Obo already on it. Do you remember the place where the captain was seen drunk? Go there and on the left you will find a wooden scaffold leading to the ship. Go through it and enter the room through any door. Climb the steps to the very top and talk to the captain about everything.

Captain Obo.

The first thing to do before departure is to load coal into the hold. You will also learn the password, which will be useful to you in the future - 0509. It is not necessary to remember, since the sheet with it is saved in your inventory.

Go out onto the deck, into the open air. On the right side of the ship, near the exit, you can find a white hold lid and see a valve that you need to turn. Do this and then leave the ship.

Approach the large gate on the right. To the left of them hangs a panel - enter the code “0509” on it and go inside. Ahead, find a slightly open cage and pick it up from the floor gutter. To the left of it you will find metal pipe. Use this pipe to tap all the green coal pipes to find out which one has coal inside. And the coal will be in the second pipe on the right, if you count from the end of the room. Find the trolley in the opposite part and move it so that it is located on the side of the desired pipe. Connect the pipe and the cart with a chute, and then press the button on the side to start loading coal.

Kate will not be able to move the loaded trolley manually. Before doing anything further, go back to the place where you found the minecart and switch the switch so that the tracks lead out of the building. At the far end is a tractor. Sit down for him. To start it, use the knife on the green button at the top left. Having scooped it out, insert it into the hole on the right and press. Drag the trolley onto the street until it stops.

Now go to the tap and enter the password “0509” on the panel on the side. Climb up the lowered ladder and begin loading.

First, let's try to figure out the controls - the buttons under the monitor allow you to change the picture to see how to turn the tap correctly. That lever, which you can rotate in a circle, moves the crane boom. The lever has 4 positions - upper, lower, left and right - exactly the same as the tap. There should be no problems with control.

WITH right side there is a lever. When activated, you rotate the rotating platforms 90 degrees. And there are only two such platforms, and you can notice them. Finally, another lever moves the crane back and forth. He cannot move sideways. If you need to change direction, then, as you understand, you will first have to turn the crane itself using rotating platforms.

Let's get started. Rotate the arrow so that the claw is positioned above the trolley, then press the top black key. Grab the coal cart and move the crane onto the rotating platform. Rotate this platform and then move the crane to the other rotating one next to the ferry. Rotate the platform again to move the crane one position to the right, closer to the bow of the vessel. Now turn the boom towards the ferry and press the bottom black button to unload the coal. If configured incorrectly, then Kate will simply refuse to do it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Part - 2: “Yukol Tribe - Lake”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Part - 3: “City of Valsembor - Watchmaker”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

Part - 5: “Town of Valsembor - Lake”

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

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

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

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

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

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

". So, first of all, insert the cylinders into the air apparatus. . Now lower the metal flap (not the red handles, but the flap). . Now switch to the panel above and use the gray arrow to set the pressure value to 180. . As soon as you post correct pressure, press the green button and don’t do anything for now, because the air slowly enters the pipes, wait until the camera changes position. . And now you can finally pull the two red taps, thanks to which you can fill the cylinders with air.”

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


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

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

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

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

Part - 6: “Town of Valsembor - Funicular”

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

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

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

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

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

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

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

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

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

Part - 7: "Hospital - Rescue"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

Part - 9: "Baranur Park"

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

.
10. Sacred Bridge.

  • Achievements . Questions - answers .
  • Walkthrough

    4. Preparation of the ferry "Crystal"
    Syberia 3. Walkthrough

    Objective: Load coal onto the Crystal

    We go to the ship, inside we climb to the very top - into the captain's cabin. Obo begins preparing the ferry for departure. He instructs us to load the coal supply on board. We receive from him a piece of paper with the code for the warehouse and tower crane.

    1. We go out onto the deck. On the right in front of the ladder there is a white hill - this is a hatch, open it by turning the round lever. You will need to pour coal into the hatch.

    2. We go down to the shore, to the right of the crane we approach a large gate. On the panel we enter the code received from the captain: 0509 .

    3. Inside the warehouse we see a trolley. Behind the lattice door we take the gutter. To the left of the grate there is a box with a crowbar on it, we also take it away.

    4. Front mounted square pipes, four pieces on each side. Only one of them contains coal. To find a filled pipeline, knock on all the pipes with a crowbar. Empty pipes will sound ringing sound, and hitting a full pipe will produce a dull sound. (The full pipe is the second to last one on the right).

    5. Push the trolley forward and stop it opposite the desired pipe. Now you need to install a gutter between the pipeline and the trolley. (Point to active point, turn the mouse wheel so as not to hit the crowbar, but to apply an object to the pipe). On the right side of the pipe, press the button to start loading coal.

    6. On the railroad, move the switch so that the path leads outside the warehouse.

    7. The full trolley can no longer be moved by hand, so we sit in the loader on rails. To turn it on, use a knife on the top button, remove it, and then put the button in the empty space on the right. Press the right button and move the lever forward to start moving. We tow the trolley onto the street to a dead end.


    On the street we transfer to the tower crane. The access code for it is the same: 0509 . There are many buttons and levers inside. A couple of small buttons on the screen change appearance, the rest control the crane itself.

    1. Turn the left lever to the right so that the crane approaches the trolley.

    2. Turn the circular lever to the left, this will cause the crane boom to rotate.

    3. Press the top big button, so we will capture the trolley.

    4. Move the left lever to the left several times to get closer to the ferry. At the crossroads railway press the right lever to rotate the circular platforms under the crane. Thus we get to the left dead end of the railway.

    5. Turn the circular lever up, the crane boom will turn towards the ferry.

    6. Press the lower large button, this will lower the trolley into the hold of the ship. If this does not happen, we move the crane further and try to lower the load again.


    Goal: fill the water tanks on the Crystal

    We report to the captain about the completion of the task. We receive a new order: fill the ferry tank with water.

    1. Let's go to the deck. There is now a pipe hanging near the coal hatch, let's inspect it. Move the lever to the right to widen the hole. We insert the hose there. Move the lever to the left to lock it.

    2. We get down from the ship and climb onto the water tower. We simply press the lever on it and wait for the water to fill. Let's go to the captain.


    Objective: Find a duplicate key for the Crystal

    Captain Obo remembered that 20 years ago he deliberately drowned his only ferry ignition key. Steiner was the designer of the mechanical ferry, so he may have another key.

    Let's go to Steiner's shop. The master has already finished the prosthesis and went to the hospital, so we communicate with Sarah. She will give us the handle to open the model, we go into the basement.

    1. We examine the model of the ferry "Crystal". Turn on the backlight. We insert the handle into the hole on the side and twist it to remove the layout fence.

    2. We read the memorial plaque in front of the ship, remember all the numbers found in the text.

    3. We examine the model itself, we see numbers and an arrow on the running wheel. Enter the combination: 30, 80, 60, 100 . This will cause the ship's anchor to move lower and lower.

    4. Pull the anchor, the model will open, a key is hidden inside.


    Goal: Find the right size ignition key

    The found key is too small for a real ferry. You need to make an enlarged copy of it. Let's go to the workbench and start making the key:

    1. We examine the key, we find the inscription 50% on it. This means that to create a full-size key, you need to make it twice as large. Turn the knob on the right to set the machine to 200%.

    2. Open the round door on the left and install the original key there. Press the key inside to lock the key.

    3. Take the key blank from the shelf below. We install it in the right door.

    4. Press the red button on the upper right side of the machine. We get the "Crystal" key. We return to the ferry, use the key, and watch how the mechanical engine starts.

    Master mechanic Master locksmith
    When solving a riddle, make a correct copy the first time.
    You need to immediately set the correct proportion of 200%.
    Awakening the mechanism(Mechanical awakening)
    Thanks to your efforts, the mechanical masterpiece is working again.
    Plot. Start the engine of the ferry "Crystal".

    Objective: Convince the mayor to open the locks

    The ship is completely ready, but there is one more obstacle outside. The city's port is closed by underwater castles; permission from the mayor is required to enter the open sea.

    Let's go to the city square. The mayor just came out to talk to the protesters. We are trying to persuade him to open the port. In dialogue, you can click on the light bulbs next to phrases to listen to Kate Walker's thoughts. Sooner or later the mayor will agree.


    Purpose: Prepare diving equipment

    We return to the captain. Together with him we go to the lighthouse, enter the room with underwater equipment. Inside, to the left of the entrance, we take empty cylinders, on the hanger behind the clothes we take them out diving suit, on the left on the table is a diving helmet. You need to fill oxygen cylinders in a wall-mounted installation:

    1. We examine the cylinders in the inventory, find an inscription on them with the pressure level. We inspect the device on the wall, set the pressure on it 180 bar.

    2. Press the green button.

    3. Install the cylinders in the recess.

    4. Lower the semicircular holder from above.

    5. Alternately lower the left and right levers to fill both cylinders. We can change clothes.


    Objective: Open two locks underwater

    1. In the suit, we go down under the water, go to the right side. We find the left huge round castle. It's not open yet, so we pass by.

    2. Near the right lock we find three gears and a square key. Here, too, nothing can be completed yet.

    3. We return to the left castle. We insert the square key into the hole. We can open the lid and look at the inside of the mechanism. Turn the red flywheel counterclockwise until it ends. Then press the lever. This will open the left port flap.

    5. We return to the right castle. We place three gears on the axle: a large one on the left, a smaller one on the right, and a stepped one on the bottom. We install the chain. We turn the flywheel and press the lever. The port is open.

    5. Evacuation of yukols
    How to pass Siberia 3

    Objective: Tell Ayahuasca everything is ready to go

    We return to the Yukol camp to bring them to the ferry. Together with the Yukols we break through the cordon riding on ostriches.

    Stepping on his own rake(Turning the tables)
    Secret achievement.
    2. At the entrance we look into the checkpoint window and see a policeman interrogating a detective.
    A little care...?(A little tenderness, maybe...?)
    Tell one of your companions three times that you really like him.
    You need to stroke the same snow ostrich three times:
    2 times - we return to the camp in the evening, when the Yukols begin to pack their things, we pet the middle ostrich near the right wall.

    Objective: Return to the clinic

    We find ourselves on the ferry. All the yukols are already here, but Steiner and Kurk never returned. We go to the bow of the deck, there we communicate with the shaman. We go to the exit from the ship, we meet Sarah. She will tell you that the hospital was surrounded by soldiers, and her grandfather was captured.

    It is better to go through the city along the right path - through the central square to meet the mayor. He will also tell you about the arrival of the soldiers, but will not help you in any way, only asking you not to talk about the deal with him.


    To the left of the city hall we go up the stairs and approach the funicular station. The entrance is on the left under the sign. There is no cabin at the station, the building is closed, and we need to somehow get inside.

    We go down the left stairs. On the left behind the bars we see a cart, we take it out from under it three wooden wedges. We return to the funicular building, examine the door and its lower part. You need to lift the door off its hinges by placing wedges under it:

    1. Small wedge on the right.

    2. Large wedge on the right.

    3. Take out a small wedge and place it on the left.

    4. Large wedge on the left.

    5. Take out a small wedge and place it on top of the right wedge.

    The raised door will fall, we can go inside. In the room on the left we examine the right wall, open the cabinet, turn on the switch to supply power.

    In the left room we approach the control panel, lower the lever so that the monorail cabin descends towards us.

    We enter the cabin and take the monorail up to the hospital on the cliff.


    Objective: Find Kurk

    At the top we see a military helicopter, we go around it, a ladder is lowered on the left side, we go inside along it. On board we search the box, take the walkie-talkie, although it would be better to take a grenade.

    We quietly enter the hospital building and overhear the dialogue between the colonel and the soldiers. We use the walkie-talkie and tell the colonel in the voice of Olga Efimova that we need help. All military personnel will go up to the top floor.

    On the left we can enter the office of the chief physician Zamyatin. Here the doctor takes care of the beaten Steiner, who got into a fight with the military. Steiner can no longer go on a journey, and he tells us for the future that the automaton’s heart can be used to revive one of the robots.

    Colonel, can you hear me? Welcome!(Colonel, are you receiving me? Over)
    You showed the soldiers that cunning always triumphs over brute force.
    Plot. Use a walkie-talkie to distract the soldiers.
    Cassandra(Cassandra)
    Prove to the hospital staff that you are right, no matter what.
    Talk to Dr. Zamyatin twice:
    2 times - when we return to the hospital for Kurk.

    We enter Efimova’s office, it turns out that Kurk was transported here. We try to talk to him, but he is in a trance and does not answer. We are trying to bring him back to his senses with the medicine that the shaman gave him:

    1. On the left we examine the table, we find an object Olga figurine squid, and a snippet of a recipe from Mangeling.

    2. We examine the trigger's chair. Move the mouse cursor to the left to rotate the screen. There is a tablet with papers attached to the left; remove the paper clip from the top. (If the camera shows the papers just below and the paperclip is not visible, then you need to restart the game).

    3. We examine the back of the chair, open the back cover, inside there is a mechanism with gears and cables. We use a paper clip to secure the cables.

    4. Inspect the medication administration system on the right side. Move the needle aside to pour out the green liquid. We open the syringe from above to pour in the purple shamanic potion and give an injection.

    5. Open the code panel at the bottom right. We use the figurine to break the panel screen. The trigger will be freed from the handcuffs.

    Together we run to the funicular and get to the ferry. We say goodbye to Sarah and set sail before the soldiers catch up with us.

    6. Lake Monster
    Siberia 3. How to launch an icebreaker

    Goal: Turn on the icebreakers in the engine room

    On the lake, a large ice floe blocked our path. The captain asks to turn on the ice ax system. We go down to the engine room, go to the platform in front of the gears. Inspecting the control panel:

    1. Turn the valve in the upper right corner to connect the shaft to the engine.

    2. Press the button below the valve to start the device.

    3. Engage 1st gear, pull the lever to the right of the panel, the icebreaker will start working.

    4. Quickly engage 3rd gear until the arrow drops and the engine stalls.

    5. Quickly switch to 2nd gear before the needle exceeds the maximum and the engine overheats.


    Objective: inspect the stern of the Crystal

    A little later the ferry will stop again. We go to inspect the stern, and we see the tentacles of a huge octopus. The captain will save us in time by firing his gun. After consulting, we decide that the lake monster was attracted by the spotlight. Now you need to break 6 lamps on the ship.

    1. On the right stern near the box we find a crowbar with a red handle. First, we turn the handle to lower the lantern, then we hit it with a crowbar. So we turn off 4 spotlights.

    2. The fifth spotlight does not go down. There is a box nearby, move it closer, climb onto it and break the lantern.

    3. The approach to the last 6th spotlight is guarded by a monster. We need to temporarily distract him. We enter the passenger compartment, examine the second row on the left, and find a box under the seats. We open it, inside there is an obvious fake of Russian brands: a “survival food” ration pack, an incomprehensible “strange package”, and a “hand of fire” lantern. Take it from the box emergency flashlight, which is actually a signal checker. We go out onto the deck, light the saber and throw it into the water. While the monster is distracted, we break the last spotlight.


    Objective: Turn off the Crystal's engine

    The monster is back. Now we decide that the giant squid may be attracted to sound. We go down to the engine room, go to the ice pick device, lower the lever to the right of it, this will stop the engine.


    This doesn't help either. The captain decides to distract the monster from the ship with the help of a boat. He settled down there with a gramophone, and asked us to bring a lamp.

    1. We go down into the hold. Near the coal firebox in the corner we examine the table, there is a disassembled lamp on it. We connect the two parts. But the lamp is empty, we need to find fuel for it.

    2. On the first passenger floor in the center we inspect the floor, we find homemade matches Yukolov.

    3. We go up to the captain on the intermediate floor. On the right we examine the books lying on the floor. We open the rightmost book, there is a hiding place inside, we take out a bottle of vodka, which is essentially 90% alcohol.

    4. We go down into the hold. Pour alcohol into the lamp and light the wick.

    With the finished lamp we run to the captain. But he deceived us: while we were fiddling with the lighting, he managed to sail further away. He decided to sacrifice his life to distract the monster from his ferry.

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