Passing Siberia 3 How to print. Full passage of the game Siberia

Passing Siberia 3 How to print. Full passage of the game Siberia
Passing Siberia 3 How to print. Full passage of the game Siberia

In 2002, one of the most beautiful and atmospheric quests of the current millennium - Syberia, who was able to instantly gather around himself an army of fans. After only 2 years, the second part was released, which almost all parameters exceeded the original. The happiness of the fans was not the limit, however, together with joy and there was a sadness, because Benua Sokal, the creator of the series, then said that he was not going to do continue, since Kate Walker's story was fully completed. But, as it turned out, the famous geimidizer was still talking about.

After 13 years, the third part was released by many people, which significantly looked in the graphic plan and moved to modern consoles. In addition, its basis remained the same, that is, we are all the same fascinating quest, in which, sometimes, it is necessary to seriously figure out the brains. We decided to help you in this difficult case, publishing full passage of Syberia 3 with all existing solutions.

Prehistory

The plot of the continuation starts almost at the same moment, where the previous part ended - Kate managed to fulfill the main dream of Hans Foorlberg, giving him to go to the astounding in the mammoth. The players then only showed how the Walker waves his hand to his friend for goodbye and crying with a sad smile on his face, that is, the further fate of the girl was unknown to us. Now you can find out what happened to the lawyer after these events.

Kate throws to the coast of Mother Russia, where YuCola is immediately found and saved from death. After a couple of days, our heroine is finally waking up and finds out that he is in the hospital. Not far from it on another bed lies a legless young man, which is the leader of Yukolaov. He lost his foot with the artwork, implemented by the military to scatter the local. Walker finally comes to himself and decides in order not to get out of the hospital. On this, the new adventure of the tireless dreamer begins.

First chapter

Leave the room

As soon as you wake up, talk to the Smoul tribe smoke (click on the keys according to the prompts on the screen). Go to the door (it is from the left of the crow). Move the mouse pointer to the door handle to the gear icon originates - it means the ability to perform contextual action. Press LKM to Kate opened the door, but it will be locked.

Check the button on the wall (right from the door). Click on it (another symbol appears) - it does not work. Move the cursor to the right to view the manual, how to fix the device. You can look inside the mechanism.

Go to the table located in the center of the room, and hover the mouse to the plate with the soup - click on the LKM when the scaling is possible (magnifying glass icon). Take a knife lying next to a plate (hand symbol).

Return to the box with the button and when scaling, press the "I" key to open the inventory - it will arise on the left side of the screen. Using the arrow keys, change the position of the knife in such a way that it was in the central (largest) circle. Next, click on the screw, which can be seen in the upper right corner of the box. Using a knife, unscrew it, making circular movements by the mouse.

Opening the box, you will see that the green wire is not connected to the main device. Click on its free end and attach to the fuse block, holding the LKM - the green diode should light up. Now it is worth taking the top of the battery and insert it into the sleeve with the mouse. Next close the sleeve while holding the LKM and moving the cursor up. Under the end, click on the luminous red button, in order to open the door - Kate will automatically leave the room (you will get an achievement: "End of vacation").

Doctor search

Go to the left - pass by two patients talking near the font, one more, which stands near the door, and two health workers in white coats. Enter the room to the left of them (the name plate with the name of the doctor hangs on the door). Talk to a person you will find inside. During the test with the polygraph, answer questions as you want. When the test is over (you get the achievement: "Flying over the cuckoo nest") the doctor will say that your things are in the box. Come to the high chest in the corner of the room.

In the scaling mode, extend the second box, pulling the mouse down, and take your clothes.

Align the key with the lock

Go to the left until you reach a dark brown door decorated with metal decorations (it is located on the left of the patient sitting in squatting). In Zoom mode, use the key you received from the doctor. The key looks rather unusual - nevertheless, use it on the left castle. Then, in another zoom mode, click on the gear icon in the outdoor location in the middle of the key. A puzzle will appear. You will need to manipulate individual key fragments so that they match each other. To do this, you need to drag the ends of fragments to the corresponding lock structures. Below you can see how the key should look like.

However, even after completing the puzzle, the lock will not open. Call the inventory after talking with the doctor, move the key to the central slot and thoroughly check it out (key "3"). Moving the mouse to the right to the left, you can turn the key and see its lower part. After studying the subject and opening, Kate will understand that the key is unfinished.

Exit the scaling mode and go to the Doctor's Cabinet. Check your desk (interactive icon on a chair), standing to the right of the polygraph. After scaling the box, click on the items on the right and start dragging them to the left until you see a brochure with a red building on the cover. Take it and read - you will see the picture of the key. Click on the interactive point at the top of the key, and when the desired icon appears, click on it so that Kate understand what the missing detail looks like.

Now it is worth going to your ward and chat with a chicken. During the conversation, demonstrate a brochure previously found. He will tell you that the blacksmith, living in his settlement, will be able to easily create the desired detail. The drawing can be sent with the help of a messenger owl, which often arrives to the jurka so that he can send the letters to his tribe. Select on the balcony and try to call a bird that sits on the roof of one of the buildings in the distance. She will not pay any attention. Sharp again with young men. He will tell you that the owner has been many years, and therefore it may not hear you. It is necessary to find a way to attract the bird.

Exit the corridor and return to the chess players. You will see that one of them fell right on the bench. Check your pockets and take the key. Open the cage using it in which there are mechanical birds and take one of them. Return to the ward and place the bird on the balcony. Owl will notice this amazing product and will immediately be flown to you. Give the owl brochure and go to the room.

You will notice how the juro is given a dose of some kind of drug. Talk to the Head - Olga Efimova - on elevated tons. This conversation will lead to a fairly unpleasant result. As soon as you wish, go to the owl and take the part for the key. Now you can leave the branch.

Talk to a female registrar who will tell you that the hospital was decided to enter the closed mode. Go to the Chief Doctor of the Medical Institution to Dr. Zamyatin, who is part-time and its managers. Tell him about the inadequate behavior of Efimova. He won't believe your words, but will not be angry, but just give advice to return to his room.

Head to the Efimova's office and overheam the conversation between Olga and a mysterious colonel interested in Kate. You will also be able to find out that in the near future the detective Cantine from America must arrive here, who is also trying to find the main character. Wait until the headpass will leave his office, and then take out inside. Turn on Olga's computer and read the latest emails. Take a look at the squid pattern located on the top corner of the screen. Suddenly, Cantine will be released with you, who will inform Walker interesting news.

Go to the model of the knight and interact with the lever on the wall. A hint pointing to a shield and a sword handle will appear. On the latter, the clamps should be bent (on the left side) in such a way that the squid turned out. Inside you will find a hint to solve a riddle on the shield. You need to turn the pebbles on this subject in a certain order, in order to see these colors:

You can open a secret passage. Go through it, and you will notice how Olga, along with some doctor, pours fuel oil right into the water, which goes to the local reservoir, near which the Yucola camp is now. After the villains leave, choose from your shelter, select the canister and fill it with an acid from the barrel standing in the far corner. Follow the acid chain attached to the boat, and then sit down in it and swim through the canal to the unknown.

Second chapter

Water purification from fuel oil

You will be able to swim on the boat to the yukola camp. Warn them about pollution, saying that it is impossible to drink water. However, this will still be a little, because people will die without water, so Kate will have to take care of her cleaning. Go to the dam on the trail going along the reservoir. The girl needs to adjust 4 dam valves in this way, in order to arrive the head of the water flow indicator fell into the green sector. The solution of this puzzle looks like this (from the top to the bottom):

  • first damper - close;
  • the second damper is to open;
  • the third damper is to open completely;
  • fourth damper - close.

Return to the camp and inform Yukola about success. Go to the tent, inspect the market platform and talk to Ayava about what is going to make a tribe further. Do not forget to mention the juro. Shaman will ask you to help the smoke get out of the medical institution. To do this, you need to go to the city and get a prosthesis for the jura.

Passion to the city

Join the dialogue with the security guard at the checkpoint - it will refuse to let the girl in the city without the relevant document with the print. Enter the checkpoint and read the device for making stamps. Relieve fastenings on it to get a leather tablet where the necessary stamp is imprinted and the ink sponge.

Go back to the tent and turn on the trail to the right there, which leads to the water. On the shore you will see a dead squid lying in the blue substance. Interact with it with a sponge to get ink. Continue to go to the tent. Log in and right next to the entrance, climb the ladder to the top level. Take out wax candles from the box. Go down and find the blacksmith on the market square. Show him a track from the stamp and give candles. After a couple of minutes, Kate will receive a print of Wallsebor. Next, chat with one of the merchants who will agree to give the heroine skipping on which there is no print.

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

  1. Put a leather tablet in your place.
  2. Then put a pass there on which there is no print, and close the clamps.
  3. Install a sponge with ink into a peculiar "spoon."
  4. Install the seal and lower the lever on the right side.
  5. Put a sponge over the site where the seal must be located.
  6. Click on the main lever (located on top).
  7. Move on the left side of the "spoon" with a sponge.
  8. Again click on the main lever.

After that, the PPC will enter a person who is well a Walker sign. As a result, the girl binds their hands, and she remains quite a bit of time for escape. You can cut the rope using a glass fragment. First try to drop the bottle on the shelf. She will fall, but will not break. Next, use the lamp on the table. Select the desired shard and free yourself from your way. Get out of the building and show the document to the guard. He will miss you in the city. "Old familiar will hammer for Kate, but YuCola will hurt him. Next you are waiting for adventures in the city.

Third Head

Search for watchmaker medication

Once in Volymablo, Kate will immediately hear near the coast of the locals, which will also talk about problems on the ferry "Crystal" and a monster that appeared on the lake. Near the ferry you can talk to the captain, drove into the insole. Go to the tavern (you can skip) and find out where you can find Steiner, a famous scientist and a watchmaker, which made a crick prosthesis when Dr. Zamyatin asked him.

Go to the shopmaker's shop. He will see a medallion to Kate and immediately recognizes the cards of a car created by Gansa Foormalberg in it. Steiner will report that Hans was his mentor and a good friend. Unfortunately, the old man will not believe you that you are also his friend, and therefore will be suspected of you in theft. After that, the watchmaker is annoyed and it will become bad. It is necessary to quickly find the medicine.

Examine the room and take a mug. Next, go down to the basement and come to the workbench, where there is a virtually finished prosthesis. Over the workbench hangs a reminder of taking tablets 3 hours before lunch. Unfortunately, the Russian localization has played a dick joke with players, as the translation of the note hints falsely for a while before dinner, which usual comes in 2 hours in the afternoon. Go to Steiner and find the watch with a backlit of blue. Put the circle on them and set the following time on the dial: 17:00. After that you will get a medicine.

The watchmaker will thank you and report that YuCola is going to go through Barapur. Then he will want to show you a documentary movie about the tragedy that happened in the city, but the projector will not be film. You will be able to find it in a drawer lying on the floor next to the entrance. You will learn that the ferry "Crystal" and Captain Overseas could play in those sad events a huge role. Kate will consider that the YuCov tribe will be able to send to the right place with the help of a ferry, but for this you will have to first convince the captain to help yukola. Steiner will tell you that his granddaughter works in the tavern, where you can often see the desired sailor. Just there it is worth looking for it.

Export of coal from the warehouse

Before going to the tavern, climb on a rusty ferry and read the diary belonging to the captain of Oboh (do it is not at all necessary, but so you get a pretty good argument when congently with a sailor and a new achive). In the restaurant, find a drunken oven sitting at the last table on the left side, and talk to him. You will not be able to enjoy it. Come to Sarah and ask her help. Give the captain sobering fluid to start with it more constructive dialogue. As a result, you can enlist his support in the transportation of YuCov. Climb on board and get the first instruction from the captain - you should load coal to the ship. He will also give you a code from a warehouse where coal is stored, and the crane: 0509.

Select from the deck and open the coal hatch located on the nose of the ship. Come to the huge warehouse goal and enter the above code. You will see the trolley to the right of the entrance. Take the chute behind the grid (explore it in the inventory) and the lomick lying near the box. Next, follow the instructions placed below to upload the coal:

  1. Let's knock on the boxes for coal (the full one stands on the right and is the penultimate in the row).
  2. Push the trolley to the required box. Consider a box in zoom mode (if you play on the PC, then press the "3" key) and install the chute on it.
  3. Press the right button on the box to start loading coal into the trolley.
  4. Interact with a lever changing the position of rails.
  5. Try to push the trolley, but Kate will not be able to move it.
  6. Sit into the technique behind the trolley. Use the knife on the top left button and remove it.
  7. Apply the removed button on the right lower switch, and then click on it (it should light up green).
  8. Click on the lever to start moving forward.

As a result, you will be able to remove coal from the warehouse, but now it must be immersed by steam. Come to the crane and enter the previously specified code. Climb into the cab and capture the trolley. For this:

  1. Move the lever to the right until it stops straight.
  2. Then turn it around the circumference by 25 percent on the left side.
  3. Click on the top button.

Coal is shipped - you are great. The captain pushes you for work, and then give a new order - you need to fill the tanks of ferry water. Go to the nose of the ship, where the pump is located, turn the handle and insert the hose into the hole. Climb the water tower and discover the drain. Work is done.

Search key from the ferry model and creating a copy of it

However, a new problem will immediately arise. The captain will inform you that he has no ignition key, and adds that its copy may have in Steiner. Go to the inventor where Sarah will meet you and will tell you that the watchmaker went to the hospital to the smoke. Get permission to inspect the ferry model and head to the basement.

  1. Get the key from the ferry model: as follows:
  2. First, click on the button located on the stand stand to turn on the backlight.
  3. Insert the handle from Sarah into the side opening, and turn it out to the end until you become a kind of model.
  4. Read the instructions and remember the numbers 30, 80 and 60.
  5. Dial these numbers in the presented order on the wheel, and then turn the pointer to the right side until it stops (where, in fact, the figure 100 should be).
  6. Manually lower the chain with anchor to the very end.

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

  1. Open the door of the round shape on the left side and paste the key from the vessel model.
  2. Click on the button in the inner side of the mechanism so that the mounts capture the key, and then close the door.
  3. Open the door on the right side and insert the workpiece there. Specify the size: 200 percent.
  4. Turn on the device.

All, now the ferry "Crystal" is fully ready for work. It remains to tell the captain about it.

Works under water

Next, go to the captain's logging and boot the motor. A new problem will arise - I will tell you that you need to unlock the locks to exit the outdoor reservoir, and for this you need permission from the mayor. Run to the Merry and talk to the head of the city. The mayor will satisfy your request. Return to the captain and inform him of good news. He will say that now you need to go to the barn and take the diver costume. Go to the lighthouse and go to the construction. Take the necessary gear, without forgetting to grab cylinders with air lying on the floor on the right side of the entrance.

Try to fill the ballot air. To do this, close the shutter next to the handles and pull the lever. But you will not come out. Look at the left side - there you will notice the shield on which the pressure will be marked and the buttons are located. Set the pressure to 180, and then press the green button. Now you will be able to refuel tanks.

Put the diving suit and plunge into the water. Next to the right gate mechanism you just need to twist the valve and pull the lever down. After that, the first element of the gateway will open. Next, point to the sunken ship and take the chain. Swim the second gate system and pick up the gears. The largest of them need to be located on the left, standard - to the right, and stepped - bottom. Then set the chain and start rotating the valve. At the end, the lever should be pulled out. A small cat-scene will be shown, in which Yukolas will be able to break through through the cordon and get into the ferry. You will have a new task: lead to the jurka ship.

Help the juro leave the hospital

It is necessary to reach the funicular located in the city. It is quite simple to find it, since it is strongly distinguished from the environment. Not far from the place where the funicular is located, find the trolley and push it. Then pick up 3 wedges of wood. Go to the Cable Cabin Cabin and try to open the door. Put the wedges as indicated in the screenshot below. The small wedge must be put on a wedge on the right side to snatch the door with the loops.

Open the shield with a knife and pull the lever. Come to the control panel and pull the lever down. Now you can go to the funicular himself, who will immediately raise you on the hill.

You will see a helicopter on the road to the hospital. Try to enter a medical institution, however, soldiers will be stopped. Go out to the street and go the helicopter. Click on its board and find the box in it, in which the cava is a radio. Log in to the hospital again and take advantage of the radio, choosing a dialogue with an American. As soon as the military leave the building, go through the corridors where the doctor of Zamyatin will meet you. Talk to him, and then talk to the wounded Steiner.

Leave the doctor's office and go to the Efimova Cabinet, where Kurk lies. On his chair you will see the papers, which is fixed with a clip. Take the clip and go around the chair with youth. Open the rear panel and apply the clip on the mechanism. You will be able to gain access to the system for the introduction of the tranquilizer. Remove the needle and pour the "Syringe" content. Next, fill in it the tincture that the shaman gave you, and across his jurka. Choose a small statuette on Olga table and come back to Yukola's chair. On the side of the left hand of the young man is the panel for entering the code. Hit the statuette on it in order to remove the handcuffs from the juro. Now, together with him, run to the funicular, and then go to the ferry.

Fourth Chapter

Sleeping the ferry "Crystal"

Talk to about. He will ask you to go to the machine compartment and activate the ice-based system. Go to the passenger compartment and take the matches belonging to the yukola. Complete to the heating room. First twist the right upper valve and put the lever on the first gear. Then click on the button, pull the down lever, put on the third gear, and at the end - to the second.

After that you attack the huge spruit. It is necessary to destroy all the searchlights located on the ship. To do this, find scrap - it is located on the left side of the vessel near the boat. Having breakdown all the lights except one, you will come across an obstacle in the form of messengers. Go to the passenger compartment and find the box in which the emergency flashlight is located. Use the light source near the Kraken to distract it. Then go to the last searchlight and destroy it.

The giant squid will not cease to twist the ferry, so run to the department where the heating device control panel is located. There, on the right side, find the lever and pull it down to disconnect the motor. But it will not help. Lay the captain, equipping the boat. Ok is about to distract the boom from the ship. Go to the lower level to take the lamp - it will stand on the table.

There will be another problem - the absence of fuel. Go to the Captain Carrying, but do not climb the ladder. On the way, you will find the rack with books that will be scattered everywhere. In one of the books lies a bottle with alcohol. She will become your flammable for the lamp. Fill it with liquid, and then use the matches that you found earlier. Now give a plan to action.

The ship will sit straight right next to the pier. It will be necessary to check the radiation background. Go to the nose of the vessel and find the device, but you will need a key in order to pull the lever. Go to a log, where the steering wheel is located, and pick up the ignition key. Insert it into the unit and pull the lever. So you can take glasses. Exit the pier and go down on the ground boards. Then you need to go to a small building on the supports. Capture a telescopic rod and return back to the pier. Use the rod on a large cable upstairs. Next, chat with a brutal.

Baranura Park

Go to the automatic mounted behind the destroyed part of the pier and see it. Then take the key. Visit the nearby building and find a small chest there. Apply a new key on it. As a result, you will find a wrench and the key of Foralberg. It is also worth paying attention to the map on which the route and mysterious Roman tsiferki are specified.

Find another door and go through it. You will see Yukolaov. Inspect the location and find a metal rod lying next to the bench. Troat the gate to go to the beach. Go to the machine that sits right on the bench. Remove its roof by using the Foralberg's key, and then insert the Oscar's heart into it. Connect the "arteries" of the machines with valves on the heart. Try to unscrew the bolt using a wrench. Then you will understand that you have no activation key.

Climb on the left forest and go to the goal. You will hear a strange sound, and then you will see transport from the American slide. Go through the gate and turn right. Then climb on the ladder. You will be able to look closer to the typewriter and rails. Examine the dashboard: it has a scale with a maximum value of 50 units and several holes. Here you need to remember the previously found map, on which Roman numbers were written. You will be the first thing to get transport to 50 units, and then install a metal twist in one of the holes. Next, the activation lever should be pulled. The cabin will stop at the place where the rod point.

In general, to solve this puzzle, you need to recall the designations indicated on the map: 15 + 25. Therefore, first it is necessary to unscrew the arrow up to 50 units, and then insert one of the metal rods at the value 25, and the second - by 15 (this twig can be found on the right side of the control panel in the machine). Pull the lever to stop at 25, then remove the rod and drive up to 15. Here it is your end stop.

You will find yourself next to missile layouts. Exit and find the staircase leading down. Go down and inspect a new location. Rear to the car and take a look at the photo album. During the exit from the car, you will come across Catherine. Chat with her and ask you to give you a key. She will give the subject. Return to the typewriter and remove the rod installed on the number 15. Now it is worth talking to the yukola and go to the beach area to the automatic.

Get a robot, applying Catherine's key, and join the dialogue with Oscar. He will ask for clothes. Go through the gate that are in the left side and leading to the park. There you will find the passage in the subway. The stall was cleared by yukola, so you will be able to go inside without problems. Go to the car where Catherine lives. Following you will come Oscar, who will put on his clothes found by him in the girl's locker. Now go to the pier. If you have not yet conducted electricity to the park with the help of a ferry, then go to the compartment, where it is controlled by an ice-based device, and turn on the power of the crystal.

Ask Oscar to tug a crystal, but nothing will come out. Talk to Yukola and tell them that they tied a cable to the ferris wheel. It should be reached in advance to the control panel and install the gear into the mechanism. As soon as the cable turns out to be firmly tied to the design, press the button to start the wheel. As a result, you will be able to tow the crystal.

Fifth chapter

Metro Baranura

You will find yourself in the subway with the tribe, but your path will be blocked by volatile mice. You must try to drive them away. After several attempts, the girl will make sure that it is possible only outside, but there is too big radiation. Talk to Oscar and ask him for help. After that, the control will go to the automatic. You will choose out and find the historic center. Near him will stand fire car. Sit inside and find the ignition key lying in the glove compartment. Get out cars and pull the lever. As a result, you're even closer to the complex.

Next, get to the Lestenka control panel. Direct the arrow directly to the ventilation passages. Raise the stairs to the top and take it on it on the roof of the building. You will not be able to unlock the grille, so you need to go down and find the bank. In it you can pick up powerful plugs. Return to the roof and open the grid. Then head to the fire hydrant and remove the plug from its inlet. You also need to remove the hairpin from the hose winding and install the hose into the hole that appears.

Observe the dog and return to the subway to the girl. Unfortunately, Oscar received a strong dose of radiation, but Walker knows where to find alga, rich in iodine. You can find this plant on the same location - you should approach Yukola's camp, go to the right and go down the stairs to the river. Here you will find algae. Then the control will go to Kate again. Go through the railway tracks and climb to the table. Take the necessary items from it and look at the next cat-scene. Go to the surface, talk with a shaman and a curcken, and after pass through the gate shown in the screenshot.

Climb up using an escalator, read the corridor and find it at its end another escalator, which can be descended down. There will be a huge staircase leading to the lower level. As a result, you will find yourself near the new gate. You will get out and find the house where Dunyzha Dubrovskaya lives. She will give you a non-smoking notebook. Return to the young man and give him this thing.

Chat with a curcken and run in the parking lot along a small structure on the left side. On the other hand, you will notice the turn, which leads to the new door. Behind them you can find the pool. Come to the springboard and inspect 3 bundles of a round shape. Go down and read the stones. Now it is worth going back to yukola. There you will learn that at the place of Wpadin it is worth installing lenses.

Solution Puzzle with lenses

First of all, you need to take up the search for 3 lenses. The first of them (red) can be found if you send Kate by the corridor leading to the escalator, which can be descended down. In the middle of this corridor, you will notice the turn on the left side, which will lead you to the large doors. Go through them, and you find yourself in the Hall of Fame. Go to the cabinet having a glass door. In Him and there is a red lens. Your inventory has a scarf. Use it on the door so that the girl wrap his hand scarf and broke the glass panel. Then take the lens and go back to the house of Dunyushi.

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

Then you need to enter signs as in the screenshot. You can find a prompt in the notepad received by you from Dunyasha and the translated curcken. In general, now you have all 3 lenses. Go to the pool and climb the springboard. After put the lenses into the depression. The correct arrangement of the mirror is as follows:

Go to the entrance to the temple and look at the cat-scene. You will get to the new parking of Yuzov. Talk to the curcken and go to the customs post, located in front of the bridge. Talk to the guard that will tell you that it is necessary to lower the big wheel down.

Pull the lever to raise one part of the bridge. Behind the customs post there is a furnace. Take a resin and funnel from it.

Again, come to the customs officer - it will help you go through the bridge. Go over the obstacle and talk in the yurt with the guard. He will ask to bring him vodka. Return back. You will see how the posting by strange reasons leaves the motorcycle service. Take the brick next to the riverbed, stopped by a motorcycle, go around the checkpoint and break the glass on the door using the stone. Peel into the building and find the papers of the customs officer and the flask lying in the basket.

Solution puzzle with furnace

Go to the stove and open the bottom door. Put the right to the survey, and place a piece of paper below it. Spill fire by using fire, which can be found in the basket in the house on ostrich. Go to a lever, lowering the wheel into the water. Slightly in the distance you can find the passage to the room. It is worth clicking on the red button. Container will arrive from the opposite shore. Throw into it a flask, and then click on the button again to send the box back. After a couple of minutes, the container will return with sawdust bags. Take them with you and return to the stove. Put bags in 4 boxes. Then get all the funnels from chimneys. Here you can see the hint:

It should also be obtained from chimney all the resin, including yellow. Not far there is a stump where you can cut a blue resin with a knife. Your goal is to split pieces of resin on chimneys in the correct order. If you carefully study the hint, then you will understand that the left chimney works from a red piece, two chimns of the survey - from blue pieces, and the right chimney is from a yellow piece. Place the resin in such a way, in order to under the grill, where the holes are located, there is an open area that can be twisted using the handle. This area should be set to resin right above it:

Noticed on the screenshot at the top of the valve in a horizontal position? So, it should be installed in a vertical position. Make it need all chimneys. On the left side of the furnace, find it out. His valve needs to be left in an open state, that is, in a horizontal one. Next, disperse with funnels. To do this, turn the camera, and you will see the rear stove wall. In the left chimney, install a funnel at number 4, as followed by a funnel at number 3, then a funnel at number 2, and at the end - a funnel under the number 1. Make sure that it is confused in the desired position and complete the puzzle.

The guard will decide to bless Yukov on the crossing, after which the final cat-scene will be shown. YuCola will be safe, but Kate Walker will be captured by Olga and the military. Now it is to wait for the plot addition or the fourth part. We hope that this time it will come out much faster.

Kate Walker fully prepared a ferry "Crystal" to sail, but it turned out that the mayor of Blyulyakin ordered to close the exit from the harbor, and no vessel could leave Valsembar. We go to the city hall building, where the rally is against Yukolaov, and, talking to the participants (not necessarily, but desirable, gives an additional argument in a difficult conversation with the mayor), climb to a harsh official. Applying all its charm and good manners, Kate gets permission to open the gate, but it will have to do it myself, Blyulyakin only gives the scheme of the lock mechanism.

We return to the captain of Oboh, it can open a warehouse for us with a snorkeling equipment located at the lighthouse. In stock, remove a diving suit with hangers, take a helmet from the table, the entrance needs to take cylinders.

How to fill the cylinders with air?

  • Be sure to consider cylinders in the inventory and remember the indicated pressure - 180,
  • we put the cylinders into the device and lower the top valve,
  • i exhibit the arrow to 180, press the green button,
  • open the cranes over the cylinders.

We send Kate to the locker room and observe how changing it, it goes down into the water. We go along the wall to a large round hole with a mechanism. Near him you need to pick up 4 subjects: gear, square key and (in approximation) two more gears. In the center insert a stepped gear into the mechanism, two ordinary - on the sides. Lack of connecting chains. We go further along the wall to the second of the same mechanism. Insert the square key and turn a red handle for a long time to a characteristic click. After that, I lower the lever on the left, one target was opened. We leave out and near the remains of the vessel we find a chain. We return to the first mechanism, insert the chain, turn the red handle until it clicks and press the lever on the right. The gate is open.

Talking with the captain, go for yukola, and inform Ayavaska that everything is ready for sailing. Unfortunately, Semyon Steiner did not lead a church from the hospital, and did not return himself, Kate would have to go there behind them. We go to the funicular, which is located up the stairs from the square, where the mayor's office is located. The station is closed, the funicular is raised to get to the hospital, you will have to find a way to penetrate the station building, and omit it. Before entering the station's fence there is a foresout down, go down on it and go to the cart behind the grille. You knock down two large wedges from under the wheels and select small next. We return to the door of the station and look at the threshold (you need to lower the camera).

How to open the station door and run the funicular?

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

We go into the room, in it very dark. At the entrance there is a shield to which the knife must be applied. Open the shield and lower the chopper, Kate has turned on the flow of electricity. Activate the lever on the control panel and descend the funicular. It remains only to go to the trailer and go on the road.

Having arrived at the hospital, Kate sees the helicopter that needs to be inspected. Inside, we find a box with the basic necessities and take the radio. In the hall of the hospital we apply a width on the colonel. In order for the military to leave, we can say that on the upper floor, the patients raised the riot. We pass to the Cabinet of Olga Efimova (Dr. Zamyatin will call Dr. Zamyatin on the path and will show the wounded Steiner) and see the juror unconscious, chained to the chair.

How to save a jug from the hospital?

(The location of all objects of interaction is described when Kate face to the jurka)

  • we inspect the records attached to the chair on the left, and take the clip,
  • on the back of the chair behind, we open the panel and insert the paper clips,
  • we inspect a large syringe to the right, open it the bottom to the liquid flow, and close the back,
  • open the top of the syringe and pour in it a potion from the flasks of Ayavski, we close and activate the lever,
  • we look at handcuffs on the chair on the left, Kurk will tell you that you need to enter the code on the right on the chair,
  • with the table with an Efimova we take a note with a torn code and a heavy statuette,
  • we apply a statuette to the code panel on the right on the chair and run away from the hospital (the cat-scene of flight and sailing on the ferry)

During navigation, the ferry meets the barrier in the form of solid ice, and it is required to include ice lesters at the bottom , in the engine room .

How to turn on ice?

  • on the control panel, turn round valve until it stops left,
  • open the transparent cover over the red button and press it,
  • move the handle to the figure 1 (all subsequent actions need to be performed quickly),
  • activate the lever on yourself until you stop
  • move the handle to the numbers 3, and then 2.

A ferry attacked by a lake mind to get rid of him, it is necessary to break down all the searchlights (they are 6: two on each board, one on the ferry's nose, and the last on the stern, just next to the mind) and turn off the engines.

How to drive a monster?

  • At the box on the right side we take scrap, omit and divide all available searchlights,
  • one of the searchlights on the left side is impossible to omit, put it with a drawer standing nearby, we climb on it and smash,
  • inside, we find an active point under one of the passenger seats, inspect the box and take the emergency flashlight,
  • we use a flashlight to the spotlight on the stern, and in the cat-scene we see how the monster disappears under water, getting ready for the next attack, but giving Kate the opportunity to break the spotlight,
  • after a conversation with the captain, we descend into the engine compartment and turn off the engines, lowering the chopper on the wall to the right of the control panel of the heater.

Screenshots show the location of the scrap and emergency flashlight.

$

Captain Oko asks Kate to bring him lamp . To do this, we go to the apartments of the captain (below the helm, to the right of the stairs) and inspect the book scattered on the floor. In one of them carved deepening and hidden a bottle of vodka, Take it. In the passenger compartment next to the armchairs raise from the floor homemade matches. We go down to the machine compartment and connect two parts of the lamp on the table, refuel it with vodka and set on matches. When Kate gives the captain lamp, we will see a cat-scene describing the saving ferry.

Once in Volymbar, Kate hears on the embankment of local conversations about the lake monster and ferry "Crystal". Near this ferry, you can briefly chat with drunk captain. I will go to the tavern (optional) and find out where Steiner lives, watchmaker and inventor, who, at the request of Dr. Zamyatina, makes the prosthesis feet for the jurka.

We go to the shopkeeper shop, and the owner unexpectedly learns in the medallion Kate heart of the unique work of Hans Foralberg, his friend and mentor. Suspending Kate in the stealing of the mechanism, he dried hard, and it became bad. We must urgently find a medicine.

We look at the room and take a mug. We go down to the ground floor, we see almost the finished prosthesis on the workbench. Above it to the wall of the hopping note with the words: "Do not forget to take a medicine three hours before lunch," which is inaccuracy of localization cause great difficulties when performing this task, falsely hinting at the first time half of the day. Behind Steiner has a clock with blue illumination, the only one in its own way. Put on them a mug and exhibit on the dial 17.00. The medicine is supplied automatically.

Steiner informs us that the way Yukov lies through Barapur, and wants to show Kate documentary about the tragedy in this city. There are no film in the projector, you can find it in the box on the floor, not far from the entrance. Kate will find out what role played in those events of the "crystal" and his captain about. It comes to mind that Yukolas can be scented on this ferry, if you persuade the captain. The granddaughter of Steiner Sarah works in the tavern, which the captain is often visited, it is there it should be sought.

But in front of it we will rise on board an abandoned ferry and read the Captain Diary of Oboh (it is not necessary, but gives you an achievement and a good argument in a conversation with captain). In the tavern, we are trying to talk to a drunk oven, who sits behind the most recent table on the left, - unsuccessful. We ask for help from Sarah and the owner of the tavern. After the captain drinks a sobering drink, it will become much agreed, and Kate will succeed in convincing it to transport Yulaov on the ferry. We climb on the side of the captain, and he gives Kate first task: immerse coal on the ferry, and the code from the coal warehouse and the loading crane - 0509.

We go to the deck and open the hatch for coal On the ferry nose. We go to the large gate of the warehouse and enter the code. Inside the right of the entrance we see the trolley, take the net fence gutter (Consider it in inventory) and scrap Near the drawer.

How to remove coal from a warehouse?

  • Scrap knocking on boxes with coal (penultimate on the right side full),
  • push the trolley to the desired box,
  • we consider the box near (for those who play on the default PC key with a number 3) and install the chute,
  • press the button on the right on the box (the coal fell into the trolley),
  • activate the lever changing the position of rails,
  • push the trolley (Kate shows that it can not)
  • sit into the car behind the trolley,
  • use the knife to the top left button and remove it
  • we use the removed button from the inventory to the right lower switch and click it (it will light up green)
  • press the lever until it stops forward.

Kate successfully removed coal, but now it is necessary to immerse it on the ferry. We approach the crane and enter the same code. Raise to the cabin. To capture the trolley:

  • move the right lever until it stops forward
  • turn the lever on a quarter to the left,
  • press the top button.

What actions need to be performed in the crane control to immerse the coal on the ferry, and the view on the tap monitor at the same time, look at the screenshots below.

The captain is pleased and gives another, quite light this time, task: fill the water of the ferry tanks. On the nose of the vessel, where the captain warked the pump, turn the handle and insert the hose into the hole, return the handle to the previous position. Climbing the water tower, open the drain. Everything is done, but a new attack has been discovered: the captain lost the ignition key. Perhaps a copy has a wizard Schneider. We go to the watchmaker, and learn from Sarah, that he went to the hospital for the church. We get permission to inspect the ferry model in the basement floor.

How to get the key from the ferry model?

  • Press the button on the stand stand and turn the backlight,
  • insert into the hole on the side of the handle, which was given by Sarah and twist until it stops until the model opens,
  • we read the accompanying inscription and remember the numbers 30, 80, 60,
  • we gain numbers in this order on the model's wheel and then set the pointer until it stops (there, where it could be the number 100)
  • manually omit the anchor chain until it stops.

The key turned out to be very small and is not suitable for the real ferry. It is necessary to make a magnified copy. We are approaching the device standing on the workbench, under it a box with blanks for keys, take one.

How to make a copy of the key?

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

Congratulations, Kate fully prepared a ferry "Crystal" to sailing. On success, you can finish the captain of OBS. To be continued...

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

Clinic Walsebrid.

After the dialogue with the curcken, we are trying to get out of the chamber, but the door turns out to be closed. The call next to the door also does not respond to our efforts. From the table, you can choose a knife and open the call with it, twisting the screw from it. Inside, we see how the green wire is lying out without a case, and it should be fixed, putting it back into a free slot.

Going to the corridor, we need to get to Dr. Manboning - only with his permission you can leave this strange place. Its cabinet is easy to identify in two sensers that stand right under his doors. After the dialogue with the doctor, we get the key and now we can try to open an elevator sealed by a bizarre castle. This is the first puzzle, and it is solved quite simply - you need to arrange all the tentacles so that they cover the holes. It is difficult to intimidate here, since all the puzzles exactly to-to-at-speed repeat the rotating elements, and two similar options here find more difficult here than just place everything in its place.

As it was possible to guess, the key did not come up, or more precisely, it came up, but the lattice remained closed. If you consider the key carefully, then we understand that something is missing in it, as if something stretched out of it. You have to look for a working version. We return to the office of Dr. Manning. In the drawer of the table, fighting among the books, finding out the magazine "Clinic Wallisbor". Pulling it, open the page with the image of the key. Then we open the inventory, we find our "non-working key" and use it on the journal. Everything becomes clear - there is not enough of the same stiletto. Only where to take it?

We return to our ward and talk with the curcken. Showing him a brochure from the Cabinet of Manning, we find out that the blacksmith of his tribe will easily make such a detail, and it is possible to transfer it to him through the owl. It is perfectly seen from the balcony, she sits on the next roof, but does not respond to us. Need to come up with something. To the left of the doctor's office is the local dining room, where two patients play chess. After a conversation with them, we learn that one of them is so "good" there is a new treatment scheme that he falls asleep right on the go. Going out into the corridor and waiting a little, we find one of the chess players in the center of the Hall, which complains of your buddy, they melt again fell asleep during the game. You can not miss this opportunity, go to the Sona and take the key from his neck. Now you can get into the room with animatron birds (we have the key) and pick up one of them with you. This will be our bait for owls. We put the iron bird on the handrail of the balcony in our chamber and give the owl brochure with the key scheme. Returning to the Chamber we are waiting for a meeting with Madame Olga.

After an extremely unpleasant dialogue with Dr. Efimova, we need to return to the balcony and pick up the key from Owl, which YuCola has already managed to repair. Now nothing prevents us from the floor, just talk to the curcken. He will tell the main reasons why he cannot leave the clinic, and hint that the chief doctor Dr. Zamyatin is quite a good man and he can be trusted. So, insert our serviceable key to the unlocking mechanism and, voila, the grille opens. Go down to the first floor.

It also dark and somewhat dumb. Talking with a nurse behind the counter, we understand that the hospital on quarantine, the funicular does not work, and, in general, we have one way to Dr. Zamyatin. The door to his office is a partition, but you can also navigate in two sensers that they are talking near him. The Kurk was right - Zamyatin turns out to be a very good-natured old man, but to convince him that Dr. Efimova rather harms his patients rather than healing them from Kate does not come out. And we can only come out from here with the permission of Madame Olga.

We run to Dr. Efimova, her office is very close. Having overheard the insidious plans of Madame Olga and some colonel, we learn that soon another American will appear in the clinic, the detective Nick Cantine (the one of the second part), with which it would be nice to contact. But then, first, first exploring the office, while Efimova disappeared somewhere. Let's start with a computer. After examining the letters, we will be able to communicate with Nick. He will also add sad news, promising to arrest Kate when meeting and send back to New York.

It's time for the next puzzle. Dry the rope on the wall next to the knight. Now we will transfer attention to the handle of the sword. After removing the three latches, we start rotating the wheels so that the three elements form a character that can be seen on the computer at the top of the monitor. This will lead to the fact that the sword will come out of fasteners and will open the color code. This code should be used on a shield that hangs around, and then we can open a hidden passage where Madame Olga disappeared.


We descend for Efimova and get into local sewers in the best traditions of catacombs. And here the familiar votes - Dr. Manning and Efimova, who came up with how to pump nomad tribes. We listen to their dialogue, and after do not rush to go to the other side. If you go left until you stop, you can find a canister that will be useful for us now. Now we go to the iron door, where the villains left. Next to it stands a barrel with an acid, here we use our canister. Now our goal is a boat, which can be reached by passing by tanks with chemicals. It remains only to deal with the chain holding the boat, but the acid will help us out. That's all, we got out of the hospital.

Parking Yukov

A couple of ostrichs have already managed to poison water from the lake, and we will have to help Yukolam - still helped us these guys. After a conversation with a shaman woman, we go to the right from the tent. We need to return to the dam, which we sailed, running out of the clinic. Actually, there are four valves regulating water pressure (they are numbered from the 1st to 4th on the screenshot below). If you turn counterclockwise, the sash closes, and the water cannot pass in this place, and if in the opposite direction, then water increases the pressure. Thanks to the tip next to the pressure indicator on the dam, we find out that the valves 1 and 4 should be completely overlapping (until it stops counterclockwise). And the valves 2 and 3 must be open, but if you open them completely, the opposition will be too strong. We need a barometer's arrow to remain in the green zone, so neatly twisted the valve 2. That is, the second sash should be only ajar, as you can see it in the image below.

It's time to go back to the camp, where we are met as a hero. But we need to Ayavask. We go to the tent and go to the left to the statue of not the squid, not the octopus. In fact, this creature is called Kvilak, and it lives at the bottom of the lake. In the opposite side of the statue there is a chaman room, we should look there. After dialogue with Ayava, we find out that we need to get a skip if we plan to get to Wallisbor. We will deal with this.

Now we need to get out of the tent on the other hand and approach the policeman who checks the skipping and does not let the hares in Wallisbor. It will not be possible to persuade him - he has a strict order of the mayor of Blyulyakin, so we go to his entrance next to his post. There is an apparatus, with which you can print on a document, but not enough print and document. Now we need to pick up a dry sponge and a print lining.

We return to the market, but watched right before the tent. There on the shore in the pool of its own ink is a dead squid, and this is the place where you need to use a sponge to impregnate it with ink. In the market you can find a person from Vallsembor, who keeps there a tavern. You can identify it in the header, vest and red kaftan. Talking with him, we get a document form, which was intended for his wife, but that was punished, and the document was left, but, of course, without printing. In addition, we need to get into the house of one of Yukolaov on the stairs. He is here one, so do not listen. Here we are interested in a box with trash: there is a lot of any nonsense, but if you eat, you can tackle the bonds of the candles, which we will now be useful. One thing left is to talk to the Kuznets. He is ready to help us, you just have to show it a lining for printing and send a candle. Print from us. Puzzle "Print for Wallisbor" is almost solved, it remains only to properly apply all components on the "Printed Device".

We put the lining, the form itself falls on it, then fix the paper by the "4" and "5" clamps (see the screenshot below), put the sponge on the "3" stand, where we took it, now we use the seal in a place at number 2 "And pushing it by turning down the handle" 1 ". Stand "3" are injecting under the print and use the device. Then this stand "3" must be left aside and once again do a stamp, only already on the document. That's all, we remove the clamps "4" and "5", take the document. But it is early to rejoice, the very detective cantine is included in the womb, with whom we talked through the Efimova computer.


The detective does not want to listen to Kate, and binds us to deliver to New York. As soon as you distract his attention, you must first drop the cabinet with a bottle, and then split the last with a lamp that stands on the table next to the door. We go outside and show the pass to the policeman.

Valssebor.

Our main goal is to get a foot for the baby's kid. Consequently, go to the Steiner Workshop. We ride the giant ship "Crystal" on the right. If you met a drunk captain, then you are on the right track. Then you must meet "Moskvich" without the rear door, and right behind him - the blue sign "Cafe" and the entrance to the tavern, whose owner has greatly helped us in the ulacov camp. It can be chatted with Sarah Steiner. Yes, yes, the daughter of the very watchmaker, whom we are looking for. Sarah is a very nice girl, she will tell you how to go to my grandfather. We go out. If you stand back to the door of the tavern, then you need to turn left, reach the intersection and turn left again. There will be long to go, but there will be no more forklog. You do not miss the watchmaking, you can navigate the windows.

In the workshop immediately we meet Mr. Steiner. He became strongly interested in our medallion, heart of Oscar. Powdering, the old man grabs already for her heart. We must help him - find pills. At the counter opposite the watchmaker take a mug. You can explore the table boxes, follower sitting. This will give us a hint that usually the old man must take tablets during the afternoon snancake. Another tip hangs on the wall in the basement. We go to the old man and interact with the clock behind him. On the bottom stand we put a mug, then open the glass and install the arrows at 5:00. It is at such time that Steiner usually takes his medicines. Now we see that the clock starts to beat and appear tablets. Give medicine an old man.

Apologizing for his infancy, Steiner promises to complete the mechanical leg for the juro and attribute it to the hospital Dr. Zamyatin. However, it remains to understand how to help the yukola move through the lake. The watchmaker offers Kate to go down to the basement and watch the film about Baranur - the city where ostrises are sent. The film itself lies under a pile of junk in the box next to the exit from the basement. What to do, since we need to go there, you will have to look for a decision, and we only have one thing - to use that gigantic ship that we have seen when entering the city.

But we also saw the captain, and the form of him, to be honest, did not inspire confidence. At this time, Sarah comes and promises to help with this incombustible drunkard, captain about. We return to the tavern and talk to Oh, he sits next to the fireplace. As we thought, the local "legend" does not really understand what is happening around. We go to Sarah and the innkeeper who will again help us, promising to give a captain a sobering cocktail. We speak again with ob. Cocktail really helped us tie a constructive dialogue. Do not grieve in a conversation, use flattery and play for the pride of the sailor: this is what will help you to break the former "thunderstorm of the seas."

We rise to the "crystal" and go to about: He is waiting for us on the captain's bridge. The first task will be replenished with coal reserves. To do this, we need to do three things: open the hatch on the ship, where we will fall asleep the corner, then get into the hangar and get there some fuel there, and then finally, with the help of a crane, move coal to the ship. The first is the simplest - you should turn the valve, which is located very close to the place where we climb the ship.

Now we go down to land and go to the hangar. It is located directly opposite the ladder, next to the lifting crane. To get there, you need to enter the code that the captain gave us. The code is "0509". Inside, immediately take the chute and the reinforcement, they lie next to the lever changing paths. The lever itself is cycling later. Now we have enough for the trolley and roll it at the other end of the hangar. On the sides of us will be racks with sash. Here we will apply our chute on them. It is necessary to do this until we find our coal, because it will not be everywhere. The armature can also be used to determine if there is something in the rack or not. Kate just beats fittings by the box, and we should understand the sound, whether it is "client", or you can go further.

Filling the trolley, Kate can no longer be so easy to push it. We'll have to use the blue leader, which stands in a far wall. But before you go for him, jerk behind the lever, which we saw a little earlier to change the direction of the rail. Now we sit for the typewriter: we see 3 buttons and one empty slot on the control panel. Pressing these buttons will not lead to anything, so they smear the first of them with a knife and insert the resulting item into an empty hole on the right. Click on the "new" button (it should light up green), and then pull the switches up.

Last remains - immerse coal on the ship. We climb on the lifting crane, using the same code as for the hangar. Code for lifting crane: "0509". There we will find a fairly interesting control panel (see Screenshot). The lever "2" changes the direction of the tap movement: in the upper position, the faucet moves parallel to the ship, and in the lower - perpendicular. With the help of the "1" lever, movement in one of two directions defined by the position of the lever "2". The lever "3" allows you to rotate the crane relative to its axis. The "4" buttons switch the cameras of our review so that we can accurately determine the location of the crane. Finally, the "5" buttons omit / raise the lifting mechanism itself.

Next, first move the crane as close as possible to the cart, deploying it to it before. Press the upper button from the "5" block. Now I move the crane in the opposite direction until you stop, turn it face to the ship, with the help of the "2" lever approach closer and use the button from the "5" block, but now the bottom one. Here are two screenshots with the correct positions of the crane:


Well done, coal plunged, and now we need to replenish water and stocks. We climb the ship and next to the valve that we have already twisted earlier, we see the hose from the water tower and the pipe where to pour water. First, we will scold the pipe by turning the switches to the right, then we can see the hose into the opening hole and refund the switch into the original state. Here we did everything, it remains to turn on the flow of water on the tower itself and you can follow the captain.

He distinguished about again - lost the ship's ignition key. Well, how I lost, threw it out for a long time, to never get up for the steering wheel "Crystal", but not the essence. As it becomes clear from the dialogue, the ship was designed by Steiner himself, and if anyone has a duplicate, then only he has. We go to the watchmaker again.

What a favorable old man, already ran into a hospital to jams and the leg for the jura even grabbed. But in the workshop we will be met by Sarah, who is not aware of whether there was a spare key, but will tell you that the basement is the layout of the "crystal", and will give us a handle from the locking castle. We go down to the basement, insert the handle into the lock under the showcase, behind which the ship is worth, and we get access to the model itself. On the side there is a convenient toggle switch - pull it to turn on the lighting. We look at the rear wheel on the ship and see the numbers with the arrow. We need to dial the following cipher: 30 - 80 - 60 - 100. One division is ten. To get 100, just reject the arrow to the maximum and release. With each successful action, the anchor will be lowered and lower. In the end, we ourselves must pull it down until the stop. After that, the upper part of the ship will move aside and seem part of the key. We will turn it and get the whole key.

Something is small as a key, no wonder on it is engraved 50%. But the older Steiner has a solution in the basement and in this case. Right opposite the model of the ship is a machine, with which we will make a duplicate size of the size we need. Insert our mini-key in the left compartment and click on the button to fix it. In the right - the workpiece for the key (it is possible to get it under the same table in a special box). With the help of the handle, set 200% (this increase is twice) and click on the red button. All, remove the finished key from the right compartment and return to the captain.


The ship is ready for sailing, but just so Wallsembar will not let us go. The port is closed on the castle, and you can open the sash only with the permission of the mayor of Blyulyakin. No, it is also possible to dynamize, but we are civilized people, try first the method of healthy dialogue. If you can not find the Merry, then here's an indication: Stand your back to the cafe door, turn left and go to the intersection with the machine. For this very car there is a passage between the houses, passing which just go straight. The city hall building hosts a rally of dissatisfied benchmarks, and it is difficult to miss this event. We begin the dialogue. Right answer options:

  1. "I'm sorry to trouble you..."
  2. "Leave the city along with Yukola"
  3. "You are hard to risk"
  4. "Show them who is the owner in the house!"
  5. "It will benefit to you"

You can make a mistake a couple of times, but it's not difficult to break the mayor. As a result, he gives good to our company, but to open locks will have to us, plunging into the cold waters of Valsembor.

Behind the Council it is worth going to our open-up captain. Contacts that diving suit can be taken in stock. This warehouse is located right under the beacon, and the lonely fisherman is hanging nearby. Go there. Inside you need to find three things: helmet, suit and empty oxygen cylinders. Domestic suit hides behind other things hanging on the hanger. Next to him at the entrance attached cylinders, and the helmet lies on the most notable place. We put the cylinders on a special rack and fix them with a metal holder, lowering it down. Go to the control panel, where we select the value 180 and press the green button. We return to the cylinders - here it remains only to pull the oxygen feed lever and everything, the costume is assembled. We go to the locker room.

Going under the water, Kate will have to open two locks. They have the same mechanism. The first shutter on the way looks completely disassembled, and at this stage we just need to collect all the funny details: 3 gears and a square key. Now I put on the second lock (the second screenshot below). Use the square key on the hole under the valve and open the cover to see the insides of the mechanism. Turn the valve to the left and lower the lever. One sash will slowly depart aside, and we return to the first shutter (the first screenshot below). On the shaft at the number "1" insert a large gear, on "2" - a conventional gear, and on "3" we dress the remaining stepped part. Tighten the valve until it is left and use the lever. Perhaps this is a bug, but this is how this quest was counted in my case, but it is known for certain that there is a normal version of the passage (find a chain in the wreckage of the destroyed ship and add it to the rest of the details in the first gate). Riddle with gears solved.


After the exciting roller, we return to the "crystal". First, let's talk with Ayava on the nose of the ship, and then on the descent from the vessel we will meet an excited Sarah. It turns out that Steiner never returned from the hospital, and the juro is still not. We'll have to return to the "Efimova" lair, where another type was already settled, with whom Kate would have wished not to do, some colonel with a bandage on the eye. But there is nothing to do, we need to find and use the funicular. You can get to it either by walking the Steiner's workshop, or through the mayor. I would advise to go through the second way, since it is possible to get a achive, talking there with an excited mayor. Immediately after the city hall, a local lifting station was attached, the door of which is closed. The funicular itself is not visible, but most likely it is on the other end. Now we need to move away from a closed door and go through a couple of homes, go down the stairs and go to the lane, fenced with a grid. There will be a cart, under the wheels of which the wedges lie so that it does not lead. We take one wedge, the second will fall into the inventory automatically, but the third, smallest, will need to raise from the place where some kind of cart was stood, yes, yes in the past, exactly what "stood."

We return to the closed door and we look at its lower part. We will need wedges. The sequence of actions to solve this puzzle is as follows: on the left insert a small wedge, next to him push the usual wedge, now pull out a small wedge and insert it on the right. The last wedge, the remaining wedge, we will do another to the right of a small "fellow", and get the "small" and we pull it on top of the right wedge. The door drops, and Kate gets inside. There is no electricity in the room, so we open the powerport with the help of our knife and call through the controller's control panel. The cabin comes, and we go to it and use the console already inside it.


And so we returned to the Hospital of Wallisbor. Before you go inside the building, go around the helicopter, since the back of it will be opened on the reverse side. In it, among all unnecessary things (garnet, cartridges and other things), we will find and take a radio with you. Now open the door and get to the hospital. Colonel and his soldiers at the rack, where we once talked with a nurse, we distracted with the help of a new radio. We go to the doctor Zamyatin, and then in the Cabinet Madame Olga - there we will find a jurka in very poor condition.

You need to save the young conductor, but for a start, take the statuette from the table. Now inspect the smoking chair. Under his right hand, a tablet with documents is attached to the chair, we need to pick up the paper clips. Turn the back view, open the lid to the side and clamp the wires using this clip. After that, you need to deal with the tranquilizer. We take the needle of the syringe to the side, thus pouring its contents. We return the needle to the place, but we open the top of the syringe and pour a shaman potion that Ayavascus gave us. It is necessary to make a jurka this injection, and then he will come to himself. However, there were clips on their hands. Under the left hand, the juro has another cover behind which the panel is hidden. Here you need a password. We do not have it, but there is a figurine - we use it on the panel. Everything, Yukola we freed. It's time to leave this place!


When the ship will dock into ice, the captain will send Kate to the machine compartment for the inclusion of super-icebreakers. There we will find another "terrible" panel. Puzzle solution scheme:

  1. Turn the valve until it stops.
  2. Press the red button and choose the first gear.
  3. Lower the lever down.
  4. We switch the third gear, and then we immediately choose the second.

It should be noted that the main thing is to quickly change with the third transfer to the second. I do not know how difficult it is to do on the joystick, but with the mouse it is definitely not as easy as it could be.

We almost arrived in Nazaw, how something hit the back of the ship. Who will check? In general, we go to watch that it caught. Kraken! Here, however, I click on Kvilak, but the essence is alone. According to the captain of OK, the monster was attracted by the light from the spotlights, and it should be cut into them in any way. I advise you to start with the right part, because there next to the box is a lombing that we will quench the light. Two spotlights on the left, two on the right, one on the nose "crystal", and another one in the very back of the ship under reliable protection of the supreet. One lantern broke the trigger mechanism, and Kate need to move the box to it, climb this box and then allow the mount to complete the started. Now we run inside the ship, where YuCola is hidden. There on the floor it is necessary to find homemade matches and one posikhok, hidden between benches (screenshot below). In this cache, there is a "emergency flashlight", they should divert the monster from the last searchlight, and after calmly approach and "deactivate" it.

Apparently, not only the light attracted Kvilak to our ship. It is necessary to turn off the engine, so we descend into the engine room to the ledger control panel - the switch you need is completely close to the right of this remote. We climb back to the stern and talk to the captain - he climbed into the rescue boat on the right side of the ship. He wants to distract squid from the "crystal", but he needs a light source. We rise to the captain's bridge, but not to the helm, but to the bookcases, where the gramophone was stood. Inspect the book fallen from the shelves, a bottle of vodka is planted in one of them. You need to look at a suspicious book twice, since Kate will first only show interest, and then looks inside. Go back to the engine room to the workbench, next to which YuCola rubs. It lies the lamp, we collect it, pour the vodka, set up this case and return to the captain.

Baranur

While Kate was in the shutdown, the ship managed to get a stranded, and not in Naida, but in the Baranar itself, where we did not want to get. And immediately radiation around! It is necessary to get special anti-radiation glasses from the machine, which stands on the nose "Crystal". True, it is blocked, but it is easy to fix, inserting the very key of the ignition that Kate, one might say, did it. You can find this key near the captain's steering wheel. Owing glasses, it becomes clear that the beach is relatively pure from the point of view of the radiation background. Therefore, we go ashore, we need a ship to somehow pull out to the beach so that the ostriches can quietly leave the ship hold, otherwise they just drown. Looking around, you can see a special tractor, which can pull the "crystal" to the shore, but it still needs to be reached. Even immediately we see that the cables hanging on the pillar next to Yukola goes from the tractor in our side. Remember them, we need to somehow remove them.

Go down to the beach from a wooden berth on a leaning board. A staircase is visible slightly away, and next to her on a bench is sitting a car. Kate immediately notes that it is possible to insert the heart of the Oscar in it, but until we can open the chest plate, so we will return to him later. The staircase is still not climbing, but go to a wooden house at the end of the beach. Raising the stairs, examine the veranda of this house - there is a "automatic probe". Now we return to our ship and remove with the help of the Wire Probe from the pillar. Near the standing short borut "assures", which can insert them into the outlet, and we will believe him.

Now we need to go to the park itself through a massive rusty gate and wrap in the first house on the right hand of Kate. It will be something like the Foralberg workshop, but we still do not delay here, but we run to another end and leave the rear door. We need to get to that tractor at the beginning. We go along the rails, and, between the case, inspect the two broken cars on the paths. Kate skillful hand movement will remove this barrier. We interact with the rear of the tractor - the winch is quite a balanced condition, but the driver-automation has nothing to do anything. But in his hands it has a key. Take it and return to the workshop. Thanks to this key, you open the casket and get a cruciform key of Foralberg and a wrench. Immediately on the opposite there is a box, it can be found in it a gear. And the most delicious one - the map hangs on the wall, which promises the extremely "delicious" puzzle of the Baranur Park.


YuCola threw another headache - here is their way through poisonous couples and that's it. At the end of our tasks we will assign this goal. Let's go back to that automaton, in which we wanted to insert our friend's heart. Now we can open the chest plate. Inside the slightly beating the old heart, pull it out and insert our "medallion". We raise the top valves and insert the plugs in them. Using a wrench, unscrew the bolt and raise the shiny cover. And there is another castle, and for him you need an even more individual key of Foralberg.


We go back to the park, but before the Kate, turns our work on the machine from the American slide. Yes, it is this puzzle that needs to be solved now. However, you must first get one thing: there is a giant diver in the park without a head (it looks like a teddy bear from below), and if you go for it, then you can pick up a twist next to the bench.


Now we go to the building over which we saw a typewriter. It is to the left of the entrance to the park, if you stand back to it. We rise to the roof of this house and sit in the car on the rails. We see the control panel of the attraction in front of him, and on the right on the adjacent seat you need to raise the second iron twist. Now, in fact, a puzzle:

  1. Scroll through the handle so that the arrow reached the stop and stopped there.
  2. One twitch stick in "15", and the second in "25".
  3. Lower the right lever down.
  4. When the trolley stops, take out the twig from "25".

The cart brought us to the attraction in which we could not get from the inputs from the entrance. Go down and go to the traps. The very last looks very much. We go into it, take the photo album and go. And at the exit we encounter the hostess of this cozy place, the former military katerina. If you do not be sad and be polite, you can very just get the key from all carons in the park. Right answers:

  1. Apologize.
  2. [Introduce yourself].
  3. Sold about a cozy atmosphere.

If you could not immediately get the key, you will have to take a walk before the inputs at the entrance and find the gate of the deceased husband of Katerina there. And already this token to exchange the key. Return back to the park.

We go to the car entrance to the park and, finally, we bring his heart. Oscar again with us! And he does not like the prospect of walking "naked". We will have to drive again to Katerina and ask her clothes her late husband. She is not against if we refund the key from the park robots. We agree, and Oscar receives an extremely fashionable suit.

We return to the tractor and begin the dialogue with Oscar. He is ready to start towing, but no energy, and the ship is not yet tied to the tractor. For energy supply, it is necessary to return to the machine compartment and turn on the lever that we used to disconnect the engines. When gathering from the ship, there are nomads, talk to them that those tied the cable to the tractor and can be given the start team for Oscar. The first attempt showed that in this way we only drive the "crystal" deeper into the sand. " We unscrew the bolt in the rear of the tractor and weaken the cable. Again, we ask Oscar to start the process. Now everything went much easier. We ask two YuCov nearby, so that they chuck down the hook and tied it to the ferris wheel. Walking the wheel on the right, climb up the stairs. Next, insert the gear into the mechanism and pull the lever. Press the red button and enjoy the result.


The ship was pulled as the shore, so you can release ostriches finally. Through the beach we go to the back of the ship and jerk there. No longer keeps us in Baranur.

Metro Station "Historical Center"

We go check the tunnel with "red glazing", and then talk to the curcken. It is necessary to somehow scare volatile mice. We go into the passage on the right, inside which the sign "Center of Atomic Research" is banging. Going along the stairs, I fall into the flooded tunnel: at one end you need to choose algae, and in the other - pick up the root in Yukola. Return to the central hall.

At the very beginning there are ostriches, with one of them you need to pick up a rag (left screenshot below). Raised the forest on the right and inspect the blacksmith table (the right screenshot below). We take the bottle, lightly, and insert the root into the hole. Watch the wood with a cloth, pour the contents of the bottle and set fire to the torch using the fire. We try to scare mice.


The bats were very frightened, but they could not fly away - just not where. But from above, Kate notices the ventilation hatch, therefore it is necessary to open it. We go to the left pass, where Oscar is already waiting for us. He understands that besides him, no one will cause street radiation and is caused by a volunteer on this campaign.

We go out on the street, inspect the hatch on the roof, which we need to open, and go in the direction of the monument. Not far from it there is a fire truck. Sitty in it and start using the key (the key lies in the glove compartment). Remove the handbrake and drive up closer to the hatches we need.


Let's go back, where the fire truck was faced before, and it would come to the end of the street. If you go on the right side, you can go to the jar in which you can go. We pick up the locksmith scissors. Now we will rise to the fire for the stairs control panel. The easiest way to first raise the staircase up to the stop up, then turn it down above the hatches, with the help of the lever we extend it and lower down until it is staring into the roof. Climbing the hatch and open it with scissors as a canson.


The lid from the hatch falls with the root down and attracts the attention of dogs-automaticons. It is necessary to somehow get rid of them. We descend slightly lower to the firefighter. I pull out two plugs on the chains, insert the hose into the front opening, turn the valve and refer the evil psam. You can return to Kate.


When an Oscar starts the disinfection procedure, it turns out that the system lacks iodine. We will not throw a friend, especially since we have algae - iodine in them even debt. We put them in a special compartment and wait for the end of the check. We return to the blacksmith vestica and leave the subway.

Temple of the Red Moon

Thinking with Klurca and Ayava, it turns out that somewhere near the sacred temple of the Red Moon is hidden. And the yukola must be made a pilgrimage to it. But find it. We go to the stadium and turn the right, passing through the gate. There we see a couple of shorteys who are afraid to enter a small lit pass. And correctly do. After all, we will soon understand that this path leads to the cemetery. But we must go there. In the house of the Ummaker lives the daughter of the previous Conditioner of the Dunyash. She will share a very useful father's diary and asked Kate to organize a meeting with the curcken.

Before leaving from here, you need to run left from home if you stand to it face. There in a small cave stands the tombstone, and the lens is inserted above it. She takes and return to the fire to talk to the Knok. It will translate the diary for us.

In these records, the history and description of the UCHC signs is kept, it will help in solving the next puzzle. We return to the cemetery, but I do not go into it, but on the stadium. Now they just go straight until it is stumbled upon a lonely chair. Opening the bottom, we get a code lock from six elements. It separates us from the second lenses. The correct decision on the screenshot is lower, and the correct sequence of signs is as follows:

  1. Death.
  2. Victim.
  3. Sorrow.
  4. Death.
  5. Pain.
  6. Madness.

Let's go back a little back and climb the escalator to the second floor. There is to find a room with trophies. We look at the glass and use a scarf to get to the last third lenses.

Let's go out from the stadium and run left. We go along the wall almost until you stop until you see a turn to the left of Kate, marked by a pair of lampposts. This is the path to the pool (see Screenshot below), it is necessary for us now. Getting inside, immediately climb the ladder to jump into the water. At the very edge you can notice three holes, they need to insert lenses:

  • The first pocket is the lens "2".
  • Second hole - Lens "1".
  • The third pit is the lens "3".

And Yuzola was able to hide their temples. We have to solve a puzzle with mirrors in the pool. Only three rays at the entrance, and at the end we must illuminate one red stone, two green and four blue. You can always click on the door of the temple and Ayavaska will show the current state of affairs.

Let's start with a green beam. In the pictures below are those mirrors to be turned for each specific case. For the blue beam, simply rate all the remaining unused mirrors and use them. As a result, the starting blue beam should be divided into four separate rays and highlight all the stones of the desired color.


Holy Bridge

The old Yolk Bridge is destroyed, and to go on a new one, you need to get the blessing of the guard that sits on the other side of the river. We return to the house we ran when they went to the smoke. In the back of it there is a passage and staircase down. Go down below, and then on another staircase we get to the bottom and jerk the lever here. Now we return to the bridge and knock on the window to the customs officer.

Once upon the other side, go to the yurt to the guard. That configured very friendly and is ready to help us, but he needs a vodka to abrupt spirits. And after already a prayer with a special ritual, so that it is quite certain. Return back across the bridge. The customs officer caught the extremely timid, and he simply could not stand, running on the motorcycle. We go to the place where the "iron horse" was stood and pick up a brick there.

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

Inside it is necessary to find vodka and paper. Flask with vodka is waiting for us in a basket with fresh fish, and paper lies a little further, on the table next to the radio.


We leave the building and go down on one floor below. Here we run into the room where you can click the button and call the trolley. Throw this cart and send it back. In the exchange of guard sends us sawdust. Almost everything is ready, so that we can start a final puzzle, but before we break to the Ayava tent (an Oscar is standing next to her). The shaman in the chest lies a rod with an extremely useful information for us.

Now let's start understanding everything in order. In front, we see four drawers. In each of them you need to float. Now we look at the bottom. Press the button and open the door of the lower compartment. We take a resin from here, three funnels for smoke and linen. In the center we put a tree, put paper and set fire to the fire.


We close the sash and inspect the back of the apparatus. We see here four chims, each opens. Take the last funnel and begin to express them in the right order. All funnels are numbered. We begin to arrange them in the reverse order. In the first chimney will go the funnel "4", and in the last, respectively, funnel "1". We close all the sash and come back to the front side.

We look at the pipes - they also open the chimney sash. We take the whole resin and move away from the device. Behind us there is a funeral, put the semicircle of blue resin on it and cut the quarter with a knife. We return to the pipes that have just discovered. Everything is more complicated here. Each pipe has a special grid, one quarter of which is empty. Under this grid there is a special block with the same empty quarter. It is necessary to make it so that the empty slot is not below the empty slot on the grid. If this happened, then raise the mesh to the upstream, we twist the bottom to change the position of the hole and lower the grid back.

It remains to decompose the resin. We put the quantity on the grid so that at the bottom of the pipe under this place it was empty. Four pipes are four quarters of the resin. One yellow quotaure will be superfluous. The colors should be positioned in the following order according to the rod: red - blue - blue - yellow. We close the front sash and rotate the bottom handles on each pipe into the vertical position. You need to turn the same handle on the pipe that comes out of the device on the left.

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

Walkthrough

7. Entertainment Park Baranur
Siberia Episode 3. Passage of the game

Purpose: Find a way to measure radiation

We were hit by a wave, and while we were in infamousism, YuCola managed to take the ferry to the shore. True, we fell not in Snezhinsk, but in the radiation Baranur, and also got a stranded. First of all, check the radiation background before going to the shore.

1. On the deck we go to the nasal part. There is a round sensor on the hill, it shows normal radiation. From below, you can take anti-radiation glasses, but the mechanism is blocked. We look at the left side, we see the keyhole.

2. We go to the cabins, climb the captain's logging, take the ignition key.

3. Returning to the sensor, insert the key on the side, press the lever. In the lower tray we take the fallen antiradiatic glasses. On the bank, the background is also normal.


Purpose: Restore the power supply "Crystal"

Go down on the ladder. Local pier is broken into two parts, the wires are hung nearby. On the side board we descend on the sand. Around many dead robots.

1. On the shore we go to a wooden building, we climb on it, we find telescopic Prut.

2. Returning to the Pier. Long twig getting a wire from a pillar. Yuzk Burut is called to help us, it connects the wires to the ferry.

3. We go to the ship, go down to the engine room, to the right of the ice-tape mechanism turn on the lever. Electricity will include the entire Park Baranur.


Purpose: Repair a machine gun

On the bench at the entrance to the park sits almost not a damaged ZX2000 automation, we can revive it with a mechanical heart, but its body is closed while closed, you need a crossed key.

We enter the gate of the park. On the right we can climb the stairs to the site of the American slides, here we find a "Crumpled note" document, where there are several calculations of the speed and distance of the attraction.

On the left side in the park we can enter the building where the broken conveyor belt with robots. On the table locked in the trunk, on the wall poster with the route of the American slide.

1. In the building, we go through the other door, finding ourselves on the broken part of the pier. We go to the end, inspect the tractor. Pull the car from the car, in his hands we find a small key.

On the way back on turn inspect an inverted car. We are trying to depart it, but it falls from the pier.

2. We return to the building with the conveyor, open the trunk on the table found the key. Inside take the cross key of Foralberg., wrench . At the exit we will meet Yukolaov, they went after us, and now took the entire park. But the ostriches are still not unloaded.

3. Returning to the sandy shore. We inspect the machine on the bench, we use the key to open its housing. Inside, disconnect the old heart, put the mechanical heart of the Oscar. We open two valves from above, insert the tubes in them. On the big round thickening we use a wrench, move the round lid. Inside we see that you need another little key of the hearts.


Purpose: Find the activation key

We return to the park, at the entrance hearing that someone drove through the American slides, and left the car on the court.

1. We go deep into the park, before entering the subway. From this place we go to the left, we pass between the figures of the red rocket and an elephant. Near the hole in the mesh fence, under the bench lies metal Prut..

2. Near the entrance gate of the park climb the stairs to the American slide site. Now there is a car at number III, sit down in it.

3. In the car inspect the right neighboring seat, we take another one metal Prut..


We look at the dashboard, on it a pair of levers and a dial, showing how much it remains. Solution puzzle read in a crumpled note.

1. We install the arrow to the maximum value 50.

2. Metal rods put on numbers 25 and 15.

3. Lower the right lever to start moving.

4. When we reach the number 25, pull out the blocking rod. This stop was needed just to throw the speed.

5. Diva to the figure 15, we leave at this stop.


We are closely with missile layouts. On the right we find the hatch down, go down. Find out in the subway. If you go to the right, you can see the lounge at the entrance. Go down below. On the way there is a train, we enter the open car.

Inside someone's home. We find a photo album on the table, and better immediately read it to learn more about the owner of the shelter.

When we try to get out of the car, we will meet a woman accompanied by a mechanical dog. We see how she turns the dog with a special key. We persuade it to transfer to us the activation key.


Purpose: Complete the repair of the automation

We return upstairs, sit down in the attraction car, take out the rod from the number 15, and reach the initial site.

We communicate with a chicken and a shaman waiting for us here. YuCola go to fulfill our request - to clear the path in the subway (we can go to the long door and see how they dig).

Return to the sandy shore. We start the heart of the robot found the key. The robot will come to life, and he will have the identity of the Oscar. Thus, our old friend returned to life. But he does not hurry to help us, first he needs to get clothes to cover his naked metal.


Purpose: Find clothes for Oscar

Return to the park. We go deep into, go to the furthest door. We see that YuCola has already cleared the path in the subway at half, but now they are not. A person here can already go through, so we go down in the subway on this path.

We find the missing workers in the car in Katerina, they sit together and listen to the melodrama transmitted by radio. We send Yuzov to work further. Give Katerina the key, ask clothes for a robot, get andrei Cabinet Key. When we look at the clothes, the Oscar will come and puts it.

On the way back, we encounter a juro descending into the subway. Be sure to talk to him to get achievement.


Purpose: Help Oscar to tow the "crystal"

We go to the building with a conveyor, through it we go on the right side of the pier. Oscar is already sitting in the tractor. We come to him, explain the task. He will ask to turn on electricity, remove the car on the way, tie a vehicle cable. The first two conditions can be done in advance, then the Oscar will praise us.

We go directly to the ferry, YuCola has already restored the collapsed part of the pier. We ask Yukolaov to bind the ship to the tractor. We return to the Oscar, command the towing, but nothing works.


Purpose: Find another way to tow the "crystal"

1. We extend the cable, for this we look at the winch behind the tractor. We use a wrench to unscrew the bolt, then turn the lever. Oscar will drive up on the tractor closer to the ferris wheel.

2. We approach the new place of the tractor, here we speak the yukola to tie a cable to the Cabin of the Ferris Wheel.

3. We go to the next building on the left, in the center of the conveyor belt inspecting cardboard boxes, inside we find a gear.

4. On the street we go around the ferris wheel on the right, we climb the stairs to the wheel control platform. We inspect the mechanism to the right, install the gear there, press the lever. Left press the red button. The wheel will start spinning, and stretches the ship ashore.


Purpose: Invil out of the truma

YuCola with caution meet Metal Oscar, but the shaman takes place for it. We go to the back of the ferry, there are pressing the opening lever. All ostriches are chosen outward, we descend on them in the subway. The military flew to the helicopter, but did not have time to notice where we left.

8. Metro "Historical Center"
How to go through Siberia 3

Purpose: check the tunnel

At the intermediate station, the path is blocking a flock of volatile mice. We are looking for a way to scare them.

We rise to the right peerron, we go out into the flooded tunnel, there we will find algae under the staircase. On the right in a dead end, one Yuzk will hand over the root in the form of a baton.

We rise to the left side, there we find Oscar on the hill, it hides from the unnecessary attention of the shaman. The robot tells us that mice can be driven by fire, water or noise.

Return to the peer. The carpenter left and left his desk without supervision. On the table we find a bottle and fire. Here you can make a torch, but at first we will take the last ingredient. We look at the ostriches in the input tunnel, we tear off the Yukola's rag from the yurt. We return to the workbench, prepare the torch:

1. In the opening of the table insert stick-root.

2. Top wind rag.

3. Pour fuel from the bottle.

4. Gilt the fire.

We go to the volatile mice, trying to drive them a burning torch. Mice are afraid, they want to fly away, but on top of the hatch ventilation closed, and they can't fly away.


Purpose: Find the ventilation on the ceiling

We return to the Oscar, it is called to enter the radioactive surface and open hatches. Now manage the automatic machine. We go through the sluice chambers.

I'm not she (I Is Somebody ELSE)
Admit: You did not expect this ...
Scene. We get when we start to manage the Oscar.
What irony, yes? (Ironic, AIN "T IT?)
Admit that you really wanted to do this after leaving Valadilen ...
When we start playing Oscar, you immediately try to return to Kate, press the red button several times, listen to the dialogue.

Purpose: Open ventilation for Kate Walker

We go out on the street, see the dead city. We enter into a cooperative store, inside two mechanical dogs and a stand with tools where there is not enough bustard. A little further between the houses you can look ashore through the telescope.

2. Before the subway building is a fire truck with a staircase. Sit down in her cabin. On the right inspect the glove box, we find the ignition key. Here is a children's drawing, signed by Sarah (apparently, the father of Sarah and the son of Steiner worked as a fireman, and died during a rescue operation). Insert the key into the well, we start the car. Press the lever to drive up closer to the rooftop hatches.

3. Get out and climb the car body. In the control panel, turn the staircase towards the subway building, raise the ladder by the Lower flywheel, we lengthen it with a lever, lowered down to the hatch yourself.

4. On the roof we use plugs to remove the grille from the hatch.


Purpose: fall from mechanical dogs

The case is done, but two came up with two came ups. We inspect the hydrant, prepare it for use:

1. Remove the blocking hook from the hose coil.

2. Ahead under hydrant, open the lid.

3. Unwind the hose and insert into the connector under hydrant.

4. Tighten the valve just above the connected hose.

5. Take in hand the trunk of the hydrant. We run dogs.


Purpose: Join Kate Walker

We go to the door on the left, go down in the subway. In the gateway, close the door for ourselves, the radiation cleaning system will turn on. But the procedure stops in the middle, there is not enough iodine stock for deactivation.

We start driving Kate. Iodine can get from algae, which grown by the river. We insert the algae to the receiver, the device itself will add to the iodine. Oscar will come to us.

We return to the peer, approach the carpenter's table, take a light, and Kate will light up the torch again. Displays mice with fire, pass until the next metro station.

9. Temple of the Red Moon
Siberia 3. Puzzle with light

Purpose: Firm with a curken

We stopped for the night at the exit from the Olympia station. We are offered to spend the night in one of the yurt, refuse. For a round pimento, we can approach the far ostrich and stroke it.


Communicate with a chicken and a shaman. We find out that under the building of the stadium, an ancient temple is hidden, you need to find an entrance to it.

In the building we find an open grille, we enter, climb the escalator. We go to the left by the corridor. After halfway there is a buffet, stirred by sports cups. We reach the left escalator, go down, go to the backyard.

We go on the mountain path, on the way, we read the inscriptions on the Mogilas Yukola. One of the graves is dug, but so far it is empty. We find a forest hut, there is no one inside, but the Dunya Dubrovskaya is coming soon, a half-blooded girl comes. Talking to her, we get the diary of her father Khan Ti kakh.

We enter the lit cave to the left, read the tombstone, take the subject of Linza Yukolaov 01.


Purpose: Translate YuCov's manuscript

We return to the smoke, ask him to translate the text of the diary for us. He translates it, but not to Russian, but in English, so you can only focus on the pictures where important items are hidden.


Purpose: Find the secret temple of YuCov

We leave the camp, go to the left along the wall. Ahead will be the way back to the subway, where we do not need, but not reaching it between the Christmas trees on the left there is a way to a separate building of the pool.

Inside the building we descend on the bottom of the pool, we inspect the deepening in it. We climb on the springboard, there are three excavations in it. Here you need to install three colored lenses.

1. We can immediately put into the center of the green lens 01, found in the cave near Dunyushi.

2. We return to the stadium building, we enter the buffet on the second floor. Now Kate will consider the red lens 03 glass. We use a sir scarf to wind the hand and break through the glass. (Although, it would be more logical to take any nearby chair and break through the showcase, without hurt, but Kate is not available).

3. We go to long escalators, go down, and then climb the central staircase. On the intermediate site there is a red chair, inspect it, open the panel from below. We see a code lock from six yolk characters. We read the tips in the translated diary, enter the characters. Inside the chair take the blue lens 02.


4. We return to the pool, install lenses. We inspect colored stones on the far wall, we need to send colored rays into them. Ground mirrors and prism so that the light reached the right stones.


Rewrkers of an abandoned temple (Raiders of the Lost Temple)
Solving the riddle, open the door to the temple in less than 20 moves.
Ideally need 12 moves, so you can allow 8 errors.
Oh, perfume, are you here? (O Spirits, Are You there?)
Perfumes gave you a blessing ... and the sacred way!
Scene. We participate in the ritual of Yuzov in the temple under the stadium.

10. Holy Bridge
Siberia 3. Puzzle with smoke

Purpose: meet with a church

While we slept, YuCola got to the border. At the very beginning we return to your yurt, we look at the box, take a knife and fire from it. Ahead of the divorced bridge, we go to the right of it, go around a large stove, find a juro on the break. The sacred bridge is destroyed, and to go through the modern bridge, you need to know the opinion of the guard on the other side.


Purpose: Meet the Guard on the other side

We go to the neighboring building. First we descend on two stairs, downstairs press the lever. The water wheel falls into the water, and raise half the bridge.

After that we go to the top floor. We approach the back door of the checkpoint, but the guard does not let us. We go around the building around, we communicate with the border guard through the front window. In the conversation we convince him to skip us across the bridge.


Purpose: Find the custody drinking

We enter the yurt, we communicate with the guard. He asks to bring him vodka as a gift for spirits. Then it will be necessary to communicate with spirits with fire and smoke.

1. Return to your shore. The customs officer misses us, but then quickly leaves on a motorcycle, it is clearly to notify your bosses. We inspect the place where the motorcycle stood, we select brick.

2. We approach the back door of the customs, we use the brick to break the glass, penetrate inside. On the table inspect the bag, take it out of it flagu of customs officer with vodka, in the next room you can take customs paper.

3. We go out into the street, we go down, we enter the intermediate floor, press the button, the suspension basket will arrive on our side. On the bottom of the basket put a flask with vodka. Press the button again to send the package of the guard. Soon the guard in response will send us bags with sawdust.


Purpose: Ascend the prayer to the spirits

We go to the parking lot of ostriches, we find Oscars, we climb in the yurt of the shaman. We ask her about the ritual, she will tell about the colored smoke from the stove. We look at her chest, find the wooden rod of Ayava.

We go to the furnace for the PPC building. Reveal the cabinet down, take full, Three Funnels, Color Resin Set. Above open pipes, they still three pieces of color resin. Fourth Voronk Lies in the stove tube, on the back side. Nearby there is a stump, put it on it a full circle of blue resin, cut off the quantity with a knife. We can proceed to the process itself.

1. At the bottom of the center put it in the center. Under it put paper border guards.

2. To the center of the table we put the rod of the shaman, it has a hint - four color drawings of different shapes. You must get such a smoke.

3. We look the back side of the pipes, they need to insert the funnel of the appropriate form so that they are spinning smoke. Arrange funnels by numbers from "1" to "4", starting right to left. Close the side sash pipes.

4. Ahead put forward 4 boxes, we fall asleep in them sawdust, close.

5. Inside the pipes arrange a colored resin, from left to right: red, Blue, Blue, Yellow.

6. Stand for resin can be lifted, we look under it where the hole. The resin must be put on that quarter, which is above the hole. If you can not put anything over the hole, turn the lower part, and the hole will turn out to be another quarter.

7. At the bottom of each pipe there is a lever pondered, turn over all four levers from the horizontal position to the vertical position so that the smoke can pass.

8. Only after all this it is smearing the paper and covered with a fire. We close the lower part of the stove.

9. On the left there was imagined, from where the smoke comes at the beginning. We switch the lever on it from the horizontal position to the vertical. Infused closes, smoke will go through the main pipes.


In response to our colorful smoke, Guard will release the usual smoke, thereby solving us by crossing. YuCola will begin to move the bridge, and Oscar will remain switching the mechanism. At this moment helicopter will be flown, the military will quickly neutralize Oscar. Kate will help help, press the bridge switch lever, but at the same time he will capture.

On this plot of the third part of Siberia ends.

Achievements

Cumulative
Siberia 3. Achiviments

Most of the achievements refers to the plot or to the communal optional action. All of them are described right in the passage text. This section contains only the remaining accumulative achievements.