Mr. Bill's Adventureland
by Mr. Bill
Find and Make MR. Steiner's Medicine
Convince Captain Obo To take the Youkols across the lake
Loading coal and water into the KRYSTAL
Find or Make an Ignition Key for the Krystal
Convince Mayor To Open Locks
Put on a Diving Suit
Time to Open Locks
Getting the Youkols on the Krystal
Finding the Funicular Control Room.
Getting into the Funicular Control Room. Remove Door!
Get the Funicular Running.
Getting past the colonel and his men to free Kurk
Getting Kurk free from his evil clinic bed.
Getting the Ice Breakers working).
What is holding the Krystal back? Is Quilak for real?
Syberia 3 Walkthrough Part 3 Baranour to Finale
As we start to go around the starboard (right) side of the ship named the Krystal we run into a very drunken man who turns out to be the captain of the Krystal. Yes, Captain Obo. I'm sure we will learn more about him soon. He keeps referring to a monster of the lake, also that it is out to get him for sure. Remember that we met the tavern owner at the market place. He said that Simon Steiner's granddaughter worked at the tavern so lets go find it. It is probably close by. The captain did not go back onto his ship. There it is. It's on the far side of the separation between these two buildings near the Krystal. See The screenshot on the left (red arrow). Let's go in and talk to the owner. He said that the captain has been this way for a very long time since a disaster in Baranour. We learned from Anton and Leon that the Baranour disaster was over 20 years ago. Now we know that Sarah Steiner is here so let's go talk to her. She and her grandfather like the Youkols and she told us how to get to his shop. We turn left outside the tavern and left again when we reach the street and follow it till we reach some steps. His clock shop is the first building on the left past the steps. Sarah also mentioned some health prblems he was having.
Find Mr. Steiner's Heart Medicine
After some introductory discussion between them, he asked if he could look at the thing around her neck. He got very upset with Kate and wasn't believing her story. He new and shared time with Hans Voralberg and learned a lot from him. He assumed that she had stolen it and he ended up having a heart attack. Now Kate has to find his medicine, prepare it and give it to him. You don't have to panic, this is not a timed puzzle. That is a nice thing about this game, you can take all the time you need.
In the screenshot on the left you see an A on a Drawer. This is for the single hotspot on that middle drawer. There are nine drawers all together, Ckick on that hotspot and every drawer will now have a hotspot. B represents the drawer that you need to take something from. That something is Mr. Steiners prescription (read it). Go to the part of the inventory that deals with papers collected like pictures, photos, books, documents and prescriptions. The other part of the invemtory contains things like tools, keys iron rods, machine parts, rope, you name it. Anyway when you have a paper in the active part of the inventory you can read it or look at photos (click on Observe first). The important thing here with the prescription is the time he takes this medicine. I didn't know tea time was 5 O'clock. I don't know who decided it, but there it is. This will be important in a few minutes. Notice a C over on the cabinet behind Kate (again on the screensot to the left. Kate needs to pick up this cup so that she can make his cup of tea. She needs to take the empty cup to a cuckoo clock on a different wall to her right. The steps to the basement are between these two walls of clocks. The only way to see this wall is to click on the floor and keep taking Kate to the right. Now look up on the wall and you should see what the screenshot on the right shows. A cuckoo clock with a shelf. Place the empty cup on the shelf and change the time on this clock to five o'clock.There is a Glass Cover over this clock face that needs to be moved to the right before you can move the hands. Automatically the clock makes his medicated cup of tea. Once Kate has his medicated cup of tea in her inventory click on the floor in order to turn back around to her left so she can see Mr. Steiner in his chair, Then give him the cup of medicated tea. Now he feels bad that he accused her of stealing the automaton heart and answers her questions, He then wants to show her a movie about Baranour, so he takes her to the basement and asks her to get the film while he sets up the projector. The film is in a cardboard box at the base of the stairs where Kate came down to the basement. Keep rooting through the films until one from the bottom left goes into Kate's inventory. Take it back and place it on the projector. There is also A sheet of newsprint on this back shelf near the projector that is interesting reading. Showtime!
Sarah has just arrived and Mr. Steiner wants to introduce Kate to Sarah, so we go upstairs. They talk about using the Krystal to get the Ostriches across Valsembor Lake and Mr. Steiner does not think it is a good idea. He believes that Captain Obo is a coward and does not believe in this monster stuff. Sarah seems to believe that maybe Captain Obo needs a break, a chance to redeem himself. Sarah told Kate to stop back at the Tavern and implied that she would help Kate. Sarah leaves and Mr. Steiner goes to the basement. Kate goes down to the basement and finds Mr Steiner working on Kurk's leg prosthesis. She talks to him at length until he implies that she is holding up his work on the prosthesis, so Kate heads back to the tavern. He did say he would take the prosthesis to Kurk and bring him back to the Krystal. Kate has enough to do. Right!
Convince Captain Obo to carry the Youkols across the lake
Head back to the tavern. Kate tries to talk to Captain Obo, but all Kate gets are stories from a very inebriated man. When you talk to the tavern owner he has a special drink he calls a Restorative drink. He said it will bring him around quickly, but he will probaly want to sleep for 3 days. They suggested Kate go back to talk with him and Sarah will bring the Restorative as soon as the tavern owner finishes it. Sarah shows up with the drink even before Kate begins to talk with the Captain and gives the drink to Captain Obo. It sure works fast. Now depending on the way you interact with Captain Obo determines whether you get a yes or a no. If you get a yes you both will go back to the Krystal and start getting the Krystal ready. If the answer is no, then Kate needs to go to the Krystal by herself to find out something about Captain Obo that will help Kate win him over. I would bet we need to find the Captain's Log Book and read it so she learns how to approach him on this proposition. Now go back to the tavern and talk with Captain Obo and this time you get a yes.
Need to load coal and water into the Krystal.
Now the Captain sounds like a captain when they both get back to the Krystal, shouting out orders to Kate after she offers to help him get the ship ready. The first thing to do is load up the Krystal with coal and then water. Look at the screenshot on the left. There is a building to the right of the Krystal he refers to as the hanger (white arrow) where the coal is located and he gives you a code on a little piece of paper to get you into the hanger and to operate the crane (green arrow). Note the yellow arrow where you start your climb on these stairs up and into the ship. Now let's refer to the screenshot on the right.The first thing Kate has to do is open the place on the Krystal where the coal goes by going fore (forward), finding the bin or hatch (close to where Kate steps onto the deck when you come aboard using the stairs (white arrow in screenshot on the right]). Click on the hotspot below the yellow arrow and you will now be facing the wheel. Kate should turn this wheel untill this hatch is fully open (again you make circular motions with the mouse clockwise untill fully open). Next Kate goes to the hanger across from the Krystal's access (same side as the tavern). There is a tall white crane to the left of its door. Click on the hotspot to the left of the door and put in the code 0509 to open the door.
Movement in here at times is still a bit difficult, but here goes. The first part of this is introducing you to the situation so don't start doing anything until I mention to do this or that (in other words read this whole paragraph first before doing anything). Inside you will find a forklift that you will need to repair later, a cart that while empty you can push around on rails or tracks (this cart is on the opposite end of the straight tracks from the forklift), a track switch (see the screenshot on the left - yellow arrow) and over behind the switch there is a small chute (in a metal fenced in area - downward white arrow) that you will pick up and use to move the coal from a large green chute (4 numbered in screenshot on the right below) to the cart. You will also pick up a steel bar leaning on a wooden box to the left of the fencing (upward white arrow). This bar is used to hit the large green chutes in order to know which one has coal in it. Supposedly a hollow louder sound means full of coal and I guess a lower less hollow sound means empty (seems backwards, but what do I know about loading coal into ships?). You can hook up to an empty one and get nothing like I have. First let's move the cart into position. which is back near the forklift. Go to the cart and click on its hotspot. A new hotspot forms and while holding down the left mouse button on this hotspot move the mouse forward or sorta upward like you are actually pushing the cart forward, passing the switch and finally reaching the forklift. Ok, go back to the switch and left click on it. This will allow us to move the cart later with the forklift through the door to the outside. It's time now to go and get the small chute and then the steel bar. Don't do this in reverse order because once you pick up the steel bar you use it to hit everything. You have to go outside the hanger and then back into it in order to have Kate let go of it and it will go back to where it was before. It is not an inventory item. OK, start hitting the large green downward chutes and choose the one that is full. There are a total of eight of them (each with a hotspot). Eight again like eight tentacles of a squid? You should eventually choose the second green downchute on the right counting from the wall that the forklift is close to. It has that different sound and therefore, will be full of coal (we hope). Now its time to make sure the cart is lined up with the second downshute on the right. Just push it again as you did before so that it is close to being ligned up with it. Kate can now connect the small chute to the big downchute #2 (see screenshot on the left above) Left clicking on the hotspot on the small door of the downchute brings up use chute with door if you moved the small chute into the active location in the inventory like the screenshot shows. Kate then gets the small chute connected from the small door to the cart (see screenshot on the left below. Once the small chute is in place Kate can hit the switch (hotspot in front of white arrow ) on the side of the downchute (see lower right screenshot), and here comes the coal. Well if the coal did not come then use the hotspot in front of the yellow arrow (again lower right screenshot) so you can move it to a different downchute. :-(
Well, we need to go and get the forklift running so we can push this load of coal outside where we will lift the cart full of coal with the crane, carry it over to the Krystal and dump it into the ship's hatch (storage area). This is probably a good time to check and make sure the switch has been thrown to the left as we face it so that once we get the forklift working we can keep on pushing the cart full of coal outside. Ok lets left click on the hotspot of the forklift which is found above and behind the cart. If you find it Kate will climb up on it and then we look down on the controls. Look at the two screenshots below. Oh my, one button is missing and I bet we need one there. Sure nuff Kate has to pry off the upper left button using the Knife and then place this button on to the lower right position using the inventory as we have before.
Well now that we have a button in the right place lets push it and see what happens. Apparently the engine starts and the button lights up green. Now click on and move the throttle above this button forward so that the forklift moves the cart of coal outside of the hanger. Now walk under the crane on the left and a hotspot should appear on the front left lower area of the crane. Click on it and enter the same code 0509 to use the crane and a ladder will come down. Now click on another hotspot at the lower right corner of the crane and Kate will climb the ladder up into the control area of the crane. First we have to lift the cart full of coal with the crane, then we need to maneuver the crane into position over by the ship. Lifting the cart is the easy part. Let's take a look at the controls as seen in the screenshot on the left. A is a lever that moves the crane to the left or to the right. B is two push buttons that affect the action of the cranes hook. The top button opens the hook, lowers the hook, closes the hook on copntact and raises the hook plus its load. The bottom button lowers the hook plus its load, tilts the cart to dump the load from the cart into the ship's hatch and raises the empty cart to be taken back to the hanger. C is a lever that requires clicking the left mouse button, holding it down and circling the mouse either to the left or to the right in order to place the lever let's say at different clock settings like at 3 O'clock or 6 O'clock or 12 O'clock as it is now. D is another lever that affects the rotating of the crane. The crane has to be rotated so that the wheels are aligned with the tracks that you want it to move on. The two small hotspots on the bottom left of the monitor is to give you five, I think, different camera views from the crane. What we have in the upper left screenshot is good for getting and raisimg the cart. Move C to the 9 0'clock position and then click on the top button of B. You should now see the crane holding a full cart of coal in the air. It's now time to move the whole crane over next to the Krystal. The first thing you need to do is change the camera view To what I show above and to the right (left click on the two small dots on the lower left corner of the monitor in order to get this view). This screenshot shows where the crane sits now (labled START) and where we have to move it (labled END). We labled the left lever as A on an earlier screenshot and all the arrows reresent the use of lever A and each time it is to the right (four arrows and four moves to the right). So two moves to the right moves the crane to where the first D is located. D reprsents the lever on the right which causes the crane to turn which only can occur where there is a circular track set up (easy to see around the first D). So at the first D we move the lever on the right to the back of the controls (push forward). Next an arrow (first lever A to the right once). Then another D which again represents the lever on the right Which will turn the crane again (pull the lever forward on the right). Another arrow (Lever A on the left moved to the right once) and the crane has reached the location next to the Krystal. Next Change the camera view so you can see the deck of the Krystal and youu should notice that the arm or boom of the crane is not over the hatch where we need to dump the coal. Next have Kate rotate lever C to the twelve O'clock position (top of the circle). Does it look right in the camera view now? OK, then hit the lower button at B of the controls. Hopefully the coal has been loaded into the ship. Thank goodness!
Captain Obo is pleased, but now Kate needs to help him get the water loaded into the ship. Go back up the stairs to where the hatch (storage of coal) is located and connect the water tower's pipe to the pipe of the Krystal that leads to its storage tank. First open the Krystal's pipe (increase diameter) by moving the small lever to the right (yellow arrow) and then placing the Water tank's connection (white arrow) into the krystal's pipe, then quickly throw the same lever (yellow arrow) back to the left before the connection jumps out. Once you have it locked in you need to go and climb to the top of the water tower so you can turn on the water.
So leave the ship and click on the hotspot near the base of the water tower. I'm not crazy about these high places, are you? Kate usually walks to the other side at the top of this tower so bring her back a little near the center. A lever gets a tiny hotspot above Kate's head (see the screenshot to the left). This she pulls down to get the water moving (only a left click is necessary). After the tank is full Kate will automatically push the lever back up. Now move Kate close to the right top of the tower until the ladder hotspot shows up (see right screenshot) and click on it. For some reason up here Kate needs to be closer to where the hotspot is supposed to be before it will show up. Once the Hotspot shows, left click on it and Kate will go down the ladder. Go to the bridge of the Krystal and talk at length with the Captain. Oh my, another problem.
Find or make an Ignition Key for the Krystal
Well Captain Obo threw the key overboard some 20 years ago in a drunken rage, I suppose. He's been pretty drunk ever since. The Baranour experience was just too much for him and very few believe in his monster of the lake story. He did say that Simon Steiner was the designer of the Krystal, so Kate will go there first to find out if there are by chance any duplicate keys available. Well Mr Steiner has already left to take the prosthesis to Kurk at the clinic. Sarah does not know anything about a duplicate key, but she agrees to let Kate look around and gives Kate a crank that will let her look more closely at the model. When you go down stairs and get somewhat close to the model (see screenshot on upper left of this paragraph) a hotspot shows up. Left click on it and you are zoomed in to a location where the crank fits (look at screenshot on upper right of this paragraph). Left click on the hotspot and If the crank is in the workable location of the inventory (right center and named) then a use should show up with the picture of the crank (see second screenshot on the left in this paragraph) - click on it . Now turn the crank clockwise until the cover is removed. After removing the cover we get two hotspots as seen in the second screenshot on the right of this paragraph. The hotspot with the yellow arrow pointing at it allows you to see and read the Commemoritive Placque (third screenshot on the right in this paragraph) that was placed with the model at the time the Krystal was launched. When you click on the second hotspot that I am about to click on in this same screenshot another security puzzle begins (see the third screenshot on the left of this paragraph). Mr. Steiner is not going to let just anyone steal his and Mr. Voralberg's secrets.This screenshot is the beginning of this security puzzle. Notice numbers (10, 30, 50, 70, 90) in the round areas in the cover over the water wheel. The answers to this puzzle are in the Commemoritive Placque. There are numbers mentioned in the placque (2 years and 98 days, 60 meters long, 80 automoton workers, 30 years from now). Two other things stand out in the plaque (if I had to sum it up; add up certain skills and when the need arises, to know how to think backwards). OK, we have numbers and so does the model of the Krystal; Sum it up or add up is difficult to picture, but the anchor chain seems to go down a little each time if the right number is put in at the right time (order of numbers); think backwards (Do we place the numbers in backwards from the way they are listed in the placque?) Hmmm, 98 and 2 (there is little difference between 98 and 100), numbers don't really go any higher than something around a hundred on the ship - lets use the maximum high for this number. To finish this off then we have 100, 60, 80 and 30, but backwards is 30, 80, 60 and 100 (max). Let's Give it a try and see what happens. If you see the anchor go up, start over (back button). You left click on the hotspot on the left (third screenshot on the left in this paragraph) and while holding the mouse button down start circling the mouse clockwise until the arrow like projection points at the correct number (like eighty in the fourth screenshot on the left) and then release finger from the left mouse button. Do not release the finger if you go past the number, just reverse your direction until you are back down to eighty and then let go. Be patient, you are not being timed here. I've been up and down several times on these, just do not let go of the mouse button till you are sure you've got the number. After you get the four numbers done correctly a hotspot will form at the top area of the anchor chain like in the fourth screenshot on the right in this paragraph. When you click on it and pull (hold mouse button down and move mouse downward-toward you) something interesting occurs. The top of the so called Quarter Deck of the model lifts up and exposes what appears to be a small key (see the last (5th) screenshot on the left in this paragraph). Kate already knows it is too small, but when she carefully examines the key she notices that the key says it is 50% the size of a usable key (last screenshot on the right).in this paragraph Now what do I do, she says, so she heads up stairs to see if Sarah has any ideas. Sarah says to try her grandfathers key duplicating machine that is near the model on one of the counters. Can it duplicate a full size key from one half the normal size? Hope so.
Duplicating a full size key for the Krystal.
Getting Mayor Bouliakine's permission to open the locks.
Now the Captain sends Kate to Mayor Bouliakine to ask for permission to open the locks so that the Krystal can leave the port. Ok, let's go find the Mayor. When you went past the tavern to go to Steiner's Clock Shop you turned left, this time you turn right down to a nearly 180 degree turn to Kate's left. Then you go about one long block and turn right. At this point you should see stairs. Go up the stairs and straight across the couryard to where you see a group of people protesting to the Mayor. You can talk with some of the protestors to get some ideas as to how to appeal to the Mayor. Walk up the stairs and approach him. Click on him. After he dismisses the protestors he responds to Kate. Appeal to his relationship with his voters. He is elected by the voters. What worked for me was 3-3-1-1-1. He will Give you a Superintendent's Notice which contains information about how the locks are constructed. Observe (read) them - left click on and hold, move mouse up and down (scroll). Go and talk with Captain at length on the bridge of the Krystal. He ends up saying that she meet him at the shed at the end of the seawall, This is near a lighthouse with a fisherman.
Putting on a Diving Suit
The first thing Kate has to do is find the shed at the end of the seawall, then pick out a diving outfit, fill oxygen tanks, and open the locks (nothing to it she says). The first time I had her under water it took me 3 days to get her out (I was so worried about her (those are amazing tanks). Can't you see the headlines, Mr. Bill Kills Kate Walker, Star of Adventure Game, By Letting Her Drown. Microids Hires Detective Nic Cantin To Arrest Him For Her Murder. OK, maybe I'm losing it, let's find the shed. See the screenshot on the left. Obviously you have to leave the Krystal only this time go aft (to the right) around the stern (rear of the ship - yellow arrow is pointing at the stern) and turn left (red arrow) along a row of business buildings (green arrow). Talk to the people here along the way to get a better feeling for what is happening. At the end of the buildings you have to turn right along the seawall. See the screenshot on the right. At the base of the lighthouse (white arrow pointing at it) we find Captain Obo standing to the right of the shed door (red arrow) who tells kate that he has just unlocked the shed for her. Kate enters the shed. The followimg description of what to do in the shed is summarized with pictures below if you get confused here. Just inside the door you find and take a pair of empty tanks straped together. Look at (observe) the tanks carefully. You need to know what pressure you can put into these tanks. Now root through the diving suits that are hanging up, It will be a yellow one that she chooses (goes into her inventory). Next is the dressing room, but she doesn't have everything yet, so keep going left, take the diving helmit sitting on a shelf. Now the wall on the left is where we fill the tanks. Click on the hotspot to Kate's left and we will get a full view of that wall. See the second screenshot on the left. There are two hotspots present on the wall. The yellow arrow points to the power box hotspot and the white arrow points to a place where Kate will hang the tanks so that she can fill them. First let's get the tanks ready by hanging them on the wall. At this point make sure the tanks are in the appropriate place in the inventory so that when you left click on the hotspot (white arrow) you will be seeing USE with a picture of the tanks. Left click and the tanks will now be hanging on the wall. Left click on the bar above the tanks and pull it forward and down in front to lock them in place. Ok, now let's go and get a good look at the power box. Either left click on the word Back on the lower right of the screen or right click anywhere on the screen to see the whole left wall again. Left click this time on the hotspot on the Power Box in the upper left corner (yellow arrow) in order to get a closeup view which shows the red (OFF) and green (ON) buttons and a pressure setting device. Set the pressure to 180 by left clicking on the hexagonal button and while holding the mouse button down circle the mouse clockwise until the needle reaches 180. Next Push the green button to start the pumping of air (begins to vibrate). Now left click on Back again and then the hotspot on the tanks. Time to fill tanks, left click and pull forward on the right lever (toward yourself) to fill the right tank, then pull down the left red lever as seen in a screenshot below. Each tank should now be full and it will automatically go back into Kate's inventory. Now Kate will get dressed so click on the dressing room. A video shows Kate emerging from the shed and going to an area under water near where she has to work on opening the two halves of a lock
Has Kate finally taken on more pressure than she can handle? - OPEN LOCKS
Kate is now on the bottom of lake Valsembor and just inside the lock she needs to open. Walk to your right until you aproach 3 hotspots. Two of them are on the bottom and one up higher. Take the item on the lower left which turns out to be a fairly large cog, then take the square key on the lower right. Now click on the higher hotspot that is still there. You are zoomed into a view of a mechanism you should recognise if you looked at the Superintendent's Notice that the Mayor gave you. First we have to pick up two more cogs on the seafloor under this mechinism that go into Kate's inventory. Next Kate has to place the three cogs we have in the inventory. Each cog will go on each location, but will not work if in the wrong location (meaning each has a specific place to be). Large cog (upper left), smaller cog (upper right), stacked cog (lower position where a chain goes). Uh-oh! We don't have a chain to use here. Maybe we should move on and see what else Kate can do. Keep Kate moving along the lock's wall to your right until we see a single hotspot. Click on it and she reaches another mechanism similar to the one we left a few moments ago except this one has a cover over it. Place the square key into the workable location of the inventory and then left click the lower hotspot. If the square key was in the right spot in the inventory you should get a USE and a picture of the Square Key. Left click again and hold the mouse button down on the lower hotspot. Move the mouse in a circular clockwise motion (to the right) about a quarter of a turn (can't turn it anymore). Now left click on the upper left hotspot, hold down button and move the mouse to left so that the cover pops off. It looks like the other one now, but it has a chain and hopefully we can open this part of the lock. Now left click on the red wheel, hold button down and move mouse (wheel) counter clockwise (to the left) untill you hear a distinct bang and can't turn it anymore (this requires quite a few turns of the mouse so don't give up). Now left click on the lever on your right and pull it down (move mouse toward you). This Lock is now opening. OK, You can easily get lost out there so don't wander far. Try to keep your berrings to the mechanism you just left. There is a shipwreck just outside the wall on the other side of this opening (opening in the wall Kate created by opening this half of the lock). She needs to find that wall again to her left (see screenshot on left) in order to get back to that mechanism we found earlier, but we also need to find that shipwreck because the missing chain we need for that mechanism is in the middle of that wreck. So, instead of going forward, go left to find the wall on the other side. It might help to follow a somewhat formed line by the plants growing on the bottom. Again look at the screenshot on the left. That is the wall you are looking for. Once you have that other wall go into the lake side of the wall (behind Kate) to see if you can also spot the shipwreck. I did, (see screenshot on right) and near that area where you could see both the wall (light green arrow pointing left) and the shipwreck (white arrow) at the same time there is a small white square (yellow arrow pointing down) with a strange pattern on it. Use This as a reference point so you don't get lost. Now head to the shipwreck and find two hotspots with it. One gives you a revolving video and the other is to get the missing chain. Take the chain and head back to the wall shown in the left screenshot. Once you have found that location in the left screenshot and you have the chain do as it shows in the left screenshot, head back to that first mechanism that was missing the chain. When you find that mechanism you will notice it has two hotspots. One for adding the chain and one for turning the wheel. Be sure to place the chain into the working position of Kate's inventory, go to the hotspot for the chain and put it in its place. Now left click on the wheel and while holding the button down move the mouse in a circular motion to the right (clockwise) untill you hear a distinct bang (won't turn anymore). Now left click only on the lever to the right and enjoy the video.
Getting the Youkols on board the Krystal
Most of this is quite easy and automatic for all the Youkols at the market and their campground. When you first arrive at the Valsembor checkpoint there is a hotspot for the window in the cabin. Take a look and listen well. The Detective, Nic Cantin, is in trouble. Good! Kate enters the market and continues to circle that same wall she enters on all the way around to Madam Shaman Ayawaska's quarters while here at the Market Place. She is happy to see Kate and heard about the transportation by ship to the other side of the lake. They are nearly ready to go, but are very concerned about Kurk getting to the ship with his new leg. Suddenly we see a video of all of them leaving and going to the ship, but now we wonder what has happened to Kurk, He has not arrived yet. Sarah shows up and says she had taken the funicular up to the clinic and that the lobby has several soldiers there. She is very afraid for her grandfather. Madam Ayawaska is very worried for KurK, The Youkols cannot leave without their Leader. Ayawaska gives Kate a container of Shaman's Beverage and tells Kate she will need it. Kate now heads out to rescue both Mr. Steiner and Kurk. She now knows that they will have to leave as soon as she gets back and decides not to tell the captain. He is already quite stressed out. As she goes to leave the ship Sarah talks with her and suggests that she use the funicular to get up to the clinic.
Go left past the Tavern towards the Clock Shop. When you reach the Clock Shop talk to the two men in front of it, one talked about the military chopper that was flying overhead and the other says the funicular is now shut down. I tried looking for more clues that would clarify why we even think about using wedges to break into the funicular's control room - no clues other then hotspots at the bottom of the door (is this normal?). Ive asked Microids support - nothing yet. Any way if you go to the control area of the funicular and walk around you will learn that the funicular has been moved up to the clinic, so we not only have to use it to get up there, but get it down here first, obviously. It would be more appropriate to go to the funicular area first, search around and decide how we are going to break in (like break a window, pick the lock, use the youkol smith, or whatever. We are near where the wedges are if you and I are still at the Clock Shop. Just go past the clock Shop and turn to Kate's right or your left to where you see stairs (yellow arrow pointing up - see screenshot on left). The yellow arrow at the top of the stairs is the beginning of the funicular area. The entrance to the alley is left of the stairs and in front of Kate (white arrow is in the alley). Enter the ally and turn right (like the white arrow). Part way up the alley Kate sees a cart with two fairly good size wedges under its wheels. If you look carefully in the picture on the right you will see a smaller wedge a little further up the hill lying under the front center of the cart (all three wedges are pointed at by white arrows). When you click on the wedge on the left you should get all three wedges that go into Kate's inventory. Check and make sure you have all three before going on. In earlier versions you had to click on and take the third wedge separately.
Finding the Funicular Control Room
Again look at the screenshot on the left of the previous paragraph. The two yellow arrows, up the stairs and to the right essentially get you to the funicular area. Now we will look at a couple more screenshots that will lead you to the door that needs to be removed because it is locked. Look at the screenshot on the left. When you reach the top of the stairs (yellow arrow pointing up) you will then want to move along the fence (two yellow arrows pointing left). This fence is to Kate's left. Eventually Kate will reach the front of the window area where normally one would buy tickets to travel on the funicular. The second screenshot on the left in this paragraph shows this window area. It has been closed down and the military have moved the device itself (the funicular) up to the Clinic area. The screenshot to the right shows Kate at a position about halfway from the stairs (at her right) and the building housing the Funicular Control Room (to her left). The white arrow is pointing to the door she needs to remove. The one to the Control Room. Again following all of the yellow arrows leads Kate to the door of the Funicular Control Room. Notice in the last two screenshots here that the target door is in front of the first sitting bench outside. When Kate reaches this door, left click on the door's hotspot and then pan downward to the bottom of the door where you will see two more hotspots.
Getting into the Funicular Control Room. Remove Door.
Look at the screenshot on the left. If you left click on the lower of the two hotspots Kate will simply say "That's a pretty big gap." Then that hotspot disappears. When you left click on the upper hotspot you will see two more hotspots form as seen in the screenshot on the right (one on each side of the bottom of the door and not equally spaced). Let's start by left clicking on the hotspot on the left. The inventory opens, but the small wedge is not in the working position of the inventory. Do that now and when it is in the working position you will see a picture of the small wedge along with the word use. Left click on the hotspot (under the wedge picture) now and the small wedge will go under the door in that position. Another hotspot forms to the right of the small wedge. Place one of the other two larger wedges here. Use the same procedure you used when you placed the small wedge under the door. Left click on the hotspot, move another wedge into the working area of the inventory and when a picture of that wedge and the word Use show up left click on it and the thicker wedge slides under the door. Now we have the smaller wedge to the left of a larger thicker wedge so we can pull out the smaller wedge and move it to the hotspot on the other side (right side) of the door. Left click on this hotspot and put the small wedge into the working position of the inventory, then left click there when you see the word USE show up. Now we have a larger wedge under the left side of the door and a smaller one on the right side, but did you notice that another hotspot showed up to the right of the small wedge again (like before that occured on the left side). Well you're right, that is where the second larger wedge goes. Do that now. Hey two more new hotspots show up on the top of the larger wedges. All we can do now is take the small wedge out and put it on top of one of these larger wedges. It could work on either side of the door, but I believe our chances of getting it off its hinges would be more likely on the right side of the door because the lock and the door knob were on the left side of the door so the hinges must be on the right side. When you place the small wedge on the top of the larger wedge on the right, the door falls inward. Success!
Getting the Funicular running so we can go up and get Kurk.
When Kate first enters the control room, she checks to see if the Funicular Controls have power. Left click the hotspot up front and to Kate's left as seen in the screenshot on the left (yellow arrow points at it). She says there is no power, so we have to look for a power box. One can be found to Kate's right on the same wall the door was hanging on. When you first click on it you will end up with two hotspots (see the screenshot on the right). The lower one is informational, Kate finds that the cover of the box is stuck. Thus we need to use Kate's knife to pry it open. Place the knife in the working place of the inventory and again when you see the word Use with the picture of the knife on the upper hotspot, left click and the knife should be wedged under the power box cover. Left click on the knife handle and pull it down somewhat quickly (move mouse toward yourself while keeping left button down). The box cover should open. Notice that there is a red handle inside that Kate can pull down. When she does so, two green lights come on. Kate now goes up front to the Funicular Control Unit and finds it has power. This is the same hotspot (yellow arrow) mentioned in the beginning of this paragraph. Left click on it and see the second screenshot on the left. Notice That there is a hotspot just under a lever (upper right of control unit) that is back away from Kate. That probably means that the lever was moved back in order to move the Funicular back up the slope to the clinic before the shutdown. Apparently all we have to do is pull the lever forward and Walla, the Funicular arrives back down here. See the second screenshot on yhe right. Now all Kate has to do is drive it back up the hill and rescue Kurk. Anyway have kate leave the control room and head for the Funicular. Left clicking on the window to her right will get her outside easily. See the third screenshot on the left to find the hotspot that will allow Kate to board the Funicular. Left click on it. Now in the third screenshot on the right, Kate is aboard and ready to drive the funicular up the slope to the clinic where Kurk is being held hostage. There are two hot spots here in the funicular. The white arrow points to the one you would use if you want Kate to leave the funicular. It has strange results for me. Kate walks out of the vehical ok, but when she is outside she mysteriously or magically floats to the left all the way to a tree on the corner of the building without any leg movement. Then I have to walk her back into the car to get her to drive it. So you probablly don't want to use that hotspot. The hotspot that has the yellow arrow pointing to it is the one to use. Everyting from there is all automatically taken care of in a video untill you reach the clinic. Enjoy the ride.
Getting past the colonel and his men to free Kurk
Kate arrives at the lower clinic and sees the helicopter. Sara was right. Kate decides to inspect the chopper and see if there is something there that may help her with this mission. You will find two hotspots on the chopper (see screenshot on the left). The one on the left only elicites a comment from Kate, but the one on the right (front end) takes her around to the other side of the chopper where she can climb aboard (see screenshot on the right) . She notices a large box in the back and roots through it and finds a walkie-talkie, under a helmet, that may prove useful. Leave the chopper and enter the clinic. Kate sneaks in. Click on the hotspot in the receptionist area where the soldiers are and listen to them. Both of them are a little afraid of Olga, so Kate gets an idea. Place the walkie-talki into the workable position of the inventory and again left click on the hotspot in the receptionist area. See the second screenshot on both the left and the right. If the word USE and a picture of the walki-talki are present, left click again and Kate will call the colonel imitating Olga's voice to draw away the soldiers to the upper clinic. As Kate starts off towards Olga's office behind the receptionist's office she almost stumbles over an overturned cart (left click on hotspot here) before reaching the doorway to the offices. When she reaches the office area in back Dr. Zamiatine calls her into his office. Talk with him at length. Simon Steiner was beat up by the soldiers and he had another attack. They urge Kate to go and rescue Kurk right away. But, before she leaves, Steiner tells her that with her automoton heart she could easily restore her friend Oscar. Let's see if we can find Kurk in Olga's office. Yes, he's here.
Getting Kurk free from his evil clinic bed.
See the screenshot on the left. Left click on the hotspot that is in front of his face and we will get a front view of Kurk in his chair-like bed. See the screenshot on the right showing four hotspots (white arrows) and two yellow arrows where hotspots will form later as we get to those areas. The upper white arrow is pointing to a hotspot on a microphone that Olga uses to brainwash Kurk. You saw Olga doing it a little while ago. Kate will only use it once to tell Kurk the opposite of what Olga said, but only once. >This hotspot then dissapears. The second white arrow is actually pointing to two hotspots, one just above Kurk's mouth and under his nose (for talking to Kurk) and the other one just below his chin which takes us to a compartment in the back of his bed. The fourth hotspot (lowest white arrow) takes us to some papers on the right side of Kurk's bed. The two yellow arrows, as I said earlier, indicate where two more hotspots will appear later. The upper yellow arrow deals with the drug Olga is giving Kurk and the lower yellow arrow deals with how Kurk is secured to his bed. Kate has a number of things to do here. Kurk is being secured to his bed at the wrists, brainwashed, hypnotized and drugged all at the same time. She has to wake him, unbind his wrists from the bed and bring him back to reality quickly (counteract the drugs and hypnotism). She starts by stopping the hypnosis thing going back and forth before his eyes controlled by the mechanism in the compartment in the back of his bed. First left click on the hotspot under his chin (the lower of the two hotspots on his head area). We come to a greyish compartment with a cover and a hotspot in the middle of it. See the screenshot on the left. Left click on the hotspot and while holding the mouse button down move the mouse downward (towards you) and the cover comes off. See the screenshot on the right. Now we get two more hotspots. If you left click on the lower hot spot and hold the mouse button down all of that back and forth motion apparently stops, at least down here. I don't believe we can see it stop where Kurk is out front. I've tried to check it out with no success. Anyway we'll assume that pinching these strands together is the answer, but we can't sit there pinching them together forever because we have to free Kurk from this blasted evil bed and get on with the game, I mean migration. What can we use? Let's check out that fourth lower hotspot on Kurk's right side of the bed. Left click on it and it goes to paperwork and look what else is in the upper left corner of the papers. That is a paperclip which will go into the inventory. Go back to that compartment in the back of the bed. Left click on the upper hotspot and then move the paperclip into the working position of the inventory. Now you should see USE with a picture of the paperclip as seen in the lower screenshot on the left. Left click and it stops, the paperclip worked, here in the back anyway. See the lower screenshot on the right.
Reversing the effect of Olga's drug.
Next Kate is going to try and get Kurk out from the influence of Olga's drug. After all, she can't carry him all the way to the Krystal. Let's hope his new leg works well. After we finished with the use of the paperclip we got a new hotspot with Kurk as can be seen in the screenshot on the left and when we click on it we see a new view on Kurk's left side of the bed as seen in the screenshot on the right. The first step is to drain out Olga's bad drug and replace it with Ayawasaka's Shaman's Beverage that she gave Kate just before leaving the Krystal to go and get Kurk. We can assume that there are some very good spirits in this beverage. To drain out the bad drug, you left click on the hotspot just above the needle and while holding that mouse button down make a downward and to the right movement of the mouse (toward you and to your right). Super! Look at the green drug run out and stain Kurk's shirt. I should mention that now would be the time to close the needle cap before we try to fill it with the beverage. Just reverse the previous movement you used when you opened it. The reverse would be up [away from you] and to the left. Now its time to fill the tube with the beverage. Notice a new hotspot has appeared on the black top of this injection device, as seen in the second screenshot on the left (yellow arrow). When you left click on the hot spot hold the button down and move the mouse upward (away from you) very little and the top opens. Just a slight movement back down (toward you) closes it again. Leave it open for now and notice two more hotspots have formed as seen in the second screenshot on the right (one on the lower area of the black top and one showing on the very top edge of the black top (seems to be on Kurk's forehead). The top one is for opening or closing the top of this black injection device and the bottom one is to fill the tube with whatever. This Time with the Shaman's Beverage. Click on the lower of the two hotspots and the inventory opens. Now move the Shaman's Beverage into the workable place of the inventory as seen in the third screenshot on the left. As usual when you have the curser over this hotspot and the word USE with a picture of the beverage appears, you left click and the beverage starts filling the tube of this device rather quickly. Notice that the beverage is reddish in color. Now look at the third screenshot on the right. Here you left click on the hotspot on the right next to the yellow arrow and hold the left mouse button down as you move the mouse toward yourself (downward). The yellow arrow indictes the direction you move the mouse so that Kate injects the beverage into Kurk as seen in the fourth screenshot on the left. Notice how quickly Kurk wakes up and seems lucid. Next Kate, with Kurk's help, has to free his wrists from the bed. See the fourth screenshot on the right. This screenshot shows two new hotspots after we wake up Kurk. One near his right wrist (white arrow) and one somewhere near his lower left leg (yellow arrow). If you click) on the hotspot at the wrist Kate will make a comment and Kurk will prbably give some advice. Now let's left click on the hotspot near his lower left leg. This takes us to what looks like another compartment (see fifth screenshot on the left), but when we open it (left click, hold and move mouse toward you) it opens to reveal some coding device with lots of numbers. That means we have to find the code, otherwise we will be here all week trying to figure it out . OOOOH NOOOOO! Kurk sugests to Kate that she look around and Olga's desk would be a good place to look. The first thing you find is a statuete and if you look at it (Observe) she says it is very heavy. Next find a torn piece of paper, which interestingly enough, did not have a hotspot that I noticed. It has a torn off corner and when I placed my cursor over a part of it a hand symbol came up to take it, so I did. If you look at it in the inventory (Observe) you will find that the missing corner is where the code was written, so we have no code and we have to get out of here before the soldiers come back. Kate uses what I call the Brog Method. Brog is a character in "Zork - Grand Inquisitor". What he lacked in intelligence he had in brawn. What Kate lacks in brawn. she has in intelligence and she knew that there time was running out so she decided to use Olga's statuette to smash the code thingy and hopefully it would let go of Kurk in the shutdown. Again look at the fifth screenshot on the right that shows that Olga's Heavy statuette is about to be used to smash this code thingy shown in the last screenshot on the left. Success was achieved and the last screenshot on the right shows Kate helping Kurk get out of that evil bed. Enjoy the video. When next we meet we are back on the Krystal and heading out into the lake.
Finding and Getting the Ice Breakers Working.
This is probably the hardest puzzle of all the puzzles in the game, It is apparently a timed puzzle and has as many theories as to how to approach it as there are walkthrough writers. If you get the timing, or whatever it is, it starts to seem easier and you wonder what made it so hard in the first place. Captain Obo leads you to believe that the secret is to get from first gear to second and third and back to second as fast as possible before the engine over accelerates and stalls out. You have a gauge that you can keep an eye on and keep the engine's RPMs within the green portion of the gauge (or nearly so). It can wander a little below or above the green, but not far for very long. Today I saw some of what I was doing when I had success. I saw that the RPMs were getting too high so I shifted back to 1, then I saw that the RPMs were getting too low so I went back up to 2 and then 3 and back to 2. The RPMs stopped at the topside of the green area of the gauge. Finally after what seemed a lengthy wait, the breakers started working. OK! That's my theory. So how do we go about all this? Before we learn about the breakers and my theory let's make sure you know where this machinery is located and how to operate it. Talk at length with the captain and then go down the stairs on the left (starboard) side of the ship. Go down both levels of stairs and you will enter the large passenger room with all the chairs. See the screenshot on the left (yellow arrow pointing to the last of the second set of stairs after leaving the captain). As you go towards the center of this room, you notice a package of hand made matches lying on the floor next to a chair. These could come in handy so pick them up. Now continue down the central area of this room (to your left) towards the rear (stern) and over to the right (port) side of the ship (in this first screenshot on the left - it is sorta the area behind you where another set of stairs is found. See the first screenshot on the right. Use these stairs in this back corner to go down into the machine room area. See the second screenshot on the left. At the bottom of the stairs (white arrow points in the direction of the bottom of the stairs you just came down). The yellow arrow is the direction you travel to find the ice breaker machinery. In other words go around to the left following the railing. At the other side of this catwalk you will see a youkol down below and up behind him there is a bunch of machinery with a hotspot (second screenshot on the right. The youkol also has a hotspot. The easyiest way to get to this machine is to click on it's hotspot from the catwalk and watch Kate go down one small flight of stairs and then up another, turn right and stop in front of the Ice breaker controls where you will automatically get a closeup view of them (as seen in the third screenshot on the left). A little later in the game you will need to kill the power supply to the ship and if you were to continue past this machine to the right all the way to the end of this walkway you will find where you can pull a lever to kill the power. Not now, of course.
How to operate the Ice Breakers.
The first thing that has to be done is connect a pipe to this system. Possibly steam pressure is used to drive this system. Use the wheel in the upper right of this control panel. See the screenshot on the left. Left click on it's hotspot and while holding that mouse button down, turn the wheel counter clockwise (left) one full turn until it stops. This process extends a pipe out to fit over and connect to the pipe on the left. See the difference between the screenshot on the left (yellow arrow - no connection) to the one on the right (yellow arrow - have connection). OK, now you can ignore the wheel and concentrate on getting the breakers started. Now Kate has to uncover the red starter button by left Clicking on the hotspot and while holding it down move the mouse upward sorta like a flick of the wrist movement upward to flick off the cover. See the screenshot on the right. Now you have two hotspots show up, but the top one does nothing other then to maybe be a nuscence. Sometimes people in there excitement trying to do this puzzle would accidentally hit it and make it go down over the red starter button again and they wanted to know why they had just lost two very important hotspots that they use to have. Don't make the same mistake. When this cover is down you can't start the engine and the lever in the middle will not come up and have a hotspot as you see in the third screenshot on the left. Notice in the third screenshot on the right that once the engine has been started (left clicked as seen in the third screenshot on the left) Kate can pull the lever in the middle, that had the hotspot, forward (left click, hold down and move mouse toward yourself) in order to engage the engine to the breakers. This is where troubles begin because you don't want the needle to get anywhere near the black (engine will stall out). If it stays in third too long it will stall out. I've tried everything (all theories I know about). I believe you need to go to each gear and let go of the mouse button to engage each gear at least once. I have been able to downshift (from 2 to 1 or 3 to 2) in order to lower rpms when they were going to high. When you feel you have it low enough try going to 2 then 3 and then back to 2. If it stops near the upper range of the green and the lever in the middle was pulled forward before the shifting of the gears started then the breakers should start working. Good Luck!
What is holding the Krystal back? Is Quilak for real?
After using the ice breakes and moving on for quite some time the Krystal comes to a sudden stop again and the captain fears the worst. This time something at the stern (rear) of the Krystal is where the ship is being held back, He sends Kate out to see what the problem is and to report back to him right away, however he follows her because he is sure that this is the lake monster he saw some 20 years ago. The Youkols call it Quilak. Its a good thing he brought a shotgun with him. Kate was about to be squashed by a tentacle and just before it came down on her he shoots the tentacle which pulled back. Kate moved away and thanked the captain who once again is giving her orders. The running lights have to be put out. He says they all have to be broken so Kate picks up a crowbar that is leaning against a box on the starboard (right) side of the ship. She is to turn the cranks that lower each light so she can break it. One of them is stuck so she needs to slide a large box over to it, climb up on the box and then break the light. You need to also click on the box for Kate to be able to climb down off the box. Kate is to circle around and break all of them. I believe there are six running lights all together (one at stern and bow and two on each side - starboard and port). One is broken by the monster itself. The one at the stern is not reachable because of the monster so Kate needs to come up with a plan to divert the attention of Quilak away from the stern light, so she can also break it. Have Kate go back into the passenger area and look for something that can be used to help her with the monster. In the area of the room just behind the seat where she found the matches there is a hotspot on a box unit that needs to be pulled out (mouse pulled towards you), the latch unhooked (mouse away from you) and the top lifted (away from you). Again you left click on the appropriate hotspot and while holding the mouse down make the approprite movement of the mouse as indicated in the previous sentence. Kate will find a flare in the back that will work well. Take it and then head back to the stern. When Kate is fairly close and in front of the monster and the stern light, use the flare on the light when you are given the monster's viewpoint. The monster will follow the flare long enough for Kate to go and break the last light. Now go find the captain. Talk with him as long as you can. Oh rats, the monster is back and very angry. The captain says he's going to work on something else and sends you to turn off the power. Remember the power switch is to the right of the ice breaker machinery and up on the wall. Pull the switch down. Go find the captain again, I think he's on the starboard (right) side in a life boat. Now the captain wants Kate to get him a light (lantern). Go back into the passenger area and go down the stairs in the back on the opposite side from the one you used to enter the machine area where the ice breaker machines were found. These are the stairs in the back of this passanger room on the port (left) side of the ship. when you go down this first level of stairs you will see another flight of stairs going down to your left. Use them and when Kate stops at the bottom of these stairs go right until you see a workbench to the right of a few youkols. On this workbench you will see a couple of black objects and one hotspot. Click on the hotspot and you will see the two black halves of a lantern with numerous hotspots. Left Click on the upper half (right side) with only one hotspot and Kate will assemble the lantern. Then explore the other hotspots and you discover there is no fuel. Let's check the captain's quarters below the bridge for something flamable. Go back to the passenger room upstairs and then take the stairs up to the captains quarters Notice what appears to be 3 books. The one on the right is not a book. Kate discovers that it is a hiding place for some very strong vodka. Gee, that might work in the lantern. Let's give it a try. Take the vodka and head back down to the lantern on the workbench. Click on the place where the fuel goes and if you have the vodka in the workable location of the inventory you should be able to fill the tank. Now to light the lantern use the hand made matches with the appropriate location (hotspot) on the lantern, Kate will strike a match and light the lantern. Now take the lantern to Captain Obo. See you in Baranour.
Syberia 3 Walkthrough Part 3 Baranour to Finale
For comments, corrections or suggestions for this walkthrough, send email to email@example.com
This document may be freely distributed by any means as long as the context is not altered in any way and all reference links and copyright notices remain intact.