Syberia 3
Syberia 3 picks Kate Walker up out of the ice: rescued by the Youkol tribe, she wakes in Dr Zamiatine’s clinic, where Dr Olga Efimova has plans for her, and takes up the Youkols’ cause, guiding a herd of snow ostriches across a poisoned lake and a radioactive fairground toward the Sacred Lands. This walkthrough covers the whole game as played in Voyage mode on the Buka-localised Steam release, including the notorious crane, mirror and smoke-machine puzzles.
How the game plays
Arrow keys or WASD move, the mouse turns the camera at the screen edges and, since the update, can move Kate too. The round cursor shows an icon: gear (act), magnifier (close-up), open hand (take), split coupling (pull, push, turn), eye (look), mouth (comment), sound waves (talk), camera (panorama), arrow (slide, open). Dialogue choices time out to silence. I or the mouse wheel opens the inventory; only the item in the centre slot can be used, scroll to it. Esc for the menu. One autosave file at checkpoints; back it up by hand if you want to replay. Some Continue loads hang; the text notes where.
Dr Zamiatine’s clinic
Meet Kurk, the Youkols’ spiritual leader and the caravan’s guide, strapped down with a ruined leg. The door is locked and the red button dead; the box’s side shows the repair diagram: take the table knife from the dining table, knife on the top right screw, hold and circle anticlockwise; plug the green wire into the top right socket, press the battery down, close, press the button. Corridor: the mechanical birds behind the blue grille, two patients complaining of Dr Olga, the two chess players (twenty years here), Dr Mangeling’s door. He calls you number 10, tests you in the chair (any answers) and gives a strange key; your clothes are in the black dresser, second drawer. The lift lock: key in, drag each of the eight pins so every tentacle sits in its matching bed; it turns and nothing happens. In the inventory press 3 to examine the key: a part is missing. Mangeling’s office: click the chair by the polygraph, open the desk drawer, slide things left, the red brochure: its last page shows the key; compare: one pin is missing. Kurk suggests the Youkol smith. The balcony: the owl on the spire ignores you; Kurk says it needs something special: a mechanical bird. Left of the lift, the bird cages, locked; in the rest room take the cage key from sleeping Anton; the right-hand bird; on the balcony sill, wind its back: the owl comes and takes the brochure. After Dr Efimova’s visit, collect the finished key from the owl’s case; promise Kurk his prosthesis from the town’s clockmaker. Lift: key, ground floor; the receptionist sends you to Dr Zamiatine (right of reception, right corridor, left, right door): he has ceded the clinic to Efimova and gives a book on the Youkols. Efimova’s office (down the corridor, right door): overhear, then her computer: the letters, the button bottom left connects Detective Cantin; the squid emblem top left. The wall lever draws the curtain from a shield lock with an inverted squid; the sword hilt: bend the three pins aside, turn the discs to form the squid on the lower hilt; the blade shows two red, one green, two blue; set the shield’s stones left to those colours; the hidden lift’s one button.
The cellar and the river
Hide and watch Mangeling and Efimova drain fuel oil into the underground river that feeds the Youkols’ lake. Take the empty jerrycan from the shelf, fill it at the hydrochloric acid tank left of the green bridge; the oil valve will not close; the chained boat: acid on the chain, ride the rapids to the Youkol camp.
Valsembor: the Youkol camp
Warn the ostrich handler off the water; the shaman Ayawaska asks you to clean it. Right along the path to the dam: the gauge, the four valves; the sign says the top and bottom gates carry the pollution and must be closed, the third fully open, the second barely: valve one a full turn anticlockwise, valve three a full turn clockwise, valve two an eighth turn clockwise, valve four untouched; the needle goes green. Burutu at the great tent sends you to Ayawaska inside: evil spirits on the lake bed, and the town now needs a stamped pass. Right, the yurt: up the ladder, the box: slide things left for candles. Out the back, left path to the checkpoint policeman: no pass, no entry; the police hut: the stamp press, a dry sponge with ink traces, unclip and take the stamp pad with the city seal’s impression; the stamps on the rack are useless. Right path, past the boat mender to the dead squid in its ink: sponge in it. Market tent: the souvenir seller (Kvilak the lake spirit; the smith fixed your key); the vegetable seller who keeps a tavern in town gives a pass form in his wife’s name. The smith (he only talks once you have examined the pad, been pointed to him, and hold form and candles): give him the pad and the candles: a stamp. Police hut: pad down, form on it, clips on, sponge in the spoon, stamp in the bottom, lever down; swing the spoon right, right click for the top, lever down and up to ink, spoon left, lever down for the print, clips off, take the pass. Cantin walks in and cuffs you; ask for water; shoulder the shelf (the bottle rolls unbroken), push the desk lamp off to break it, cut the ties on a shard. Show the pass.
Valsembor
Captain Obo of the Krystal ferry, drunk on the quay. Right, under the arch, the tavern: the innkeeper and Sarah, Simon Steiner’s granddaughter: his workshop is at the end of the alley off the avenue. Right, left, follow the alley to the steps: an automaton opens; Steiner sees Oscar’s heart on your medallion, recognises Hans Voralberg’s work, and has a heart attack. Take the empty mug (tea) from the clock counter; the drawers behind the counter hold his prescription from Zamiatine; the cellar: Kurk’s prosthesis, Sarah’s note (medicine three hours before supper), the prescription says at teatime; the newspaper cutting by the projector. The wall clock smells of tea: mug on its stand, open the glass, set 17:00, take the medicine to Steiner. In the cellar, the box now yields a film reel for the projector. Sarah says the captain will be at the tavern. First the ferry: up the gangway, through the cabin, up to the captain’s cabin for Obo’s logbook. Tavern: Obo rambles; Sarah and the barman Vlad mix a sobering cocktail; tell him you need him to carry the Youkols across, that others were not at Baranour, that you are going to Baranour, and that you will buy the Krystal: he agrees on two conditions.
Coal, water, key, locks
Bridge: coal first; he gives the code. On deck turn the wheel twice clockwise to open the bunker. Warehouse opposite: code 0509 on the keypad; the crowbar left of the fence, the chute by the door (examine it); tap the bunkers with the crowbar for the full one, push the wagon to the second-last bunker on the right, chute on, side button. The wagon will not move by hand: switch the points ahead, the loader: pry the top button off with the knife, set it bottom left, press, right lever up: it shoves the wagon out. Crane: code 0509 drops a ladder; panel: 1 changes view, 2 turns the turntable, 3 the jib, 4 lowers the grab, 5 tips it, 6 moves along the rails. View 1, jib left 90 degrees over the wagon, 4 to grab; view, 6 right twice onto the turntable, 2 up to the vertical rails, 6 left twice toward the ship, 2 again to the horizontal rails, 6 right; view the jib, 3 until the container is over the bunker, 5. Water: stern hose: stop lever right, hose into the drinking tank, lever left; the water tower’s pump lever down. The ignition key went into the harbour twenty years ago: Steiner made the original; Sarah gives the model key; cellar model: light switch, key in the hull, two turns to lower the grille; the plaque’s dates hold 98, 60, 80, 30; the propeller dial: drag the arrow to a number and release, the anchor drops on a right one: 30, 80, 60, 98, pull the chain: the tiny ignition key. Key blank under the bench; the copier: open the left cover, hang the small key, press the button to clamp, close; right cover, blank in, close; the scale handle down to 200 percent, red switch; take the key. Bridge: the engine starts, but the harbour locks are closed by the mayor. To the town hall: via the workshop, right, up the stone stairs, right, across, down, round the statue, the protesters, Mayor Boulakine: pick the first, calmer lines to get both permission and the lock drawing.
Diving: left of the ferry, along the dam, left, right, the shed where Obo waits: empty tanks, orange suit, helmet; examine the tanks (180 bar); tanks on the filler’s lower shelf, clamp down; the wall panel’s hex knob to 180, green button; both red levers. Underwater: keep the dam wall on your left, right to the mechanism: a big gear, a square socket key, a stepped gear and a plain gear; on to the second mechanism: key under the valve, turn right, open the cover, turn the valve left until it thuds, lever down: the right gate opens; the broken boat holds the chain. Back: plain gear top right, stepped gear bottom, big gear top left, chain from the valve gear to the stepped gear, valve right until it thuds, lever. Tell Ayawaska; the Youkols break through the checkpoint. On the ferry, Sarah reports armed men at the clinic and her grandfather missing; Ayawaska gives a flask of potion.
Back to the clinic
Funicular platform: via the workshop alley toward the town hall, up the stairs, straight with the railing on your left, through the gap; the operator’s booth is locked with a gap under the door: through the gate left of the stairs to the cart: two big wedges and a small one. Small wedge right, big wedge right of it, move the small to the left side, the last big right of it, small onto the right big wedge: the door falls. Knife on the fuse box, lever down, control lever down, ride up. The unguarded helicopter: the chest under the helmet holds an old radio that distorts voices; from the hall use it on the reception door and pick the second line about the American: the colonel’s men leave. Zamiatine hides Steiner, who reveals the medallion’s secret; Efimova’s office: Kurk cuffed and drugged; the statuette and Mangeling’s note from the desk; a paper clip from the side sheaf, open the back panel, clip on the strings to stop the pendulum; the other side: slide the needle to spill the tranquilliser, needle back, flip the cap, potion in, press the injector; the small door below hides a keypad whose code Efimova tore off the note: hit it with the statuette. Escape to the ferry; Sarah’s scarf.
The Krystal at night
Ice: matches from the front seats; engine room, left, down and up the small ladder, the ice-breaker panel: top right valve fully anticlockwise, lift the cover, red button, then quickly regulator down and the gear lever to 1, centre, right and up to 3, centre, left and down to 2 (repeat from the button if you are slow). The kraken: Obo says kill the lights: the crowbar by the crate opposite the lifeboat; left side: push the tall crate under the high lamp, climb, smash; lower the second lamp and smash; the bow lamp; starboard the fifth (the monster smashes the fourth); the stern lamp is guarded: the emergency lantern in the box under a passenger seat distracts it, then the crowbar. Now it hears: engine room, right past the panel, the wall breaker down; Obo in the lifeboat wants a light: the captain’s cabin books by the globe, one hides vodka; engine room by the other stair, down again, right to the table: fit the glass on the kerosene lamp, vodka in the tank, matches; hand it to Obo. His sacrifice.
Baranour
Aground. The Radiation Goggles machine on the bow: the lower compartment is empty, the side lever locked: the ignition key from the bridge, quarter turn, lever, take the goggles. The pier’s torn cable: the beach right, the stilt house, up the ladder, round the corner for a telescopic rod, pull the cable down, Burut helps; engine room breaker: power to ship and park. The automaton on the bench below the stairs has Oscar’s number. Park gate, stairs right: a crumpled note and a wagon marked II; the building right of the carousel: the poster’s numbers, a locked Voralberg box, a gear from the toolbox; out the far door, right: the wagon with a broken automaton driver and a tow rope; pull him out, push the wagon over, take his little key: it opens the box: a Voralberg wrench and cross key. Ayawaska and Kurk: the sacred path lies under the asphalt, but Baranour is radioactive. The bench automaton: cross key, open the chest, out with the old heart, Oscar’s heart in, uncap two valves, plug both arteries; wrench off the bolt of the round cover: an activation socket needs another key. Park: left to the rocket, a metal rod under the bench; the upper platform: a second wagon has arrived, a second rod on its seat; wind the spring to 50, rods into holes 25 and 15, lever: stop at 25, pull that rod, stop at 15; down the stairs to the metro; the last carriage: Katerina’s photo album (second in the 1979 regional beauty contest); be polite, use what you read, and she gives the activation key. Pull the second rod to ride back; send Kurk’s people to clear the metro entrance. Activation key in Oscar’s chest: Oscar lives, and wants clothes. Through the cleared door to Katerina: return her key first, then ask for clothes: her late husband’s wardrobe key; Oscar dresses himself. Pier: over the planks to the tractor; the Youkols free the tow cable; Oscar drives, the ferry digs in; slacken: wrench a full turn clockwise on the winch lock nut, crank anticlockwise; forward again to the Ferris wheel; the Youkols move the cable to the wheel; up the ladder, red button, the wheel stalls; your spare gear into the drive, lever down, button: the wheel collapses and the ferry beaches. Through the tool building and down the main stairs; Ayawaska vouches for Oscar; the stern hold lever frees the ostriches.
Historic Centre station
Bats stop the herd. Up to the platform, down, left down the small stairs to the flooded tunnel: pick the algae; right along the platform to the Youkol with a dry root; the table right: root into the hole, take the fluid and flint; tear cloth from an ostrich’s pack; cloth on the torch, fluid, flint: the bats flee up to a grated vent. Oscar volunteers (save here: quitting during his section can hang the load). Oscar: out, right, hide from the helicopter, the grated roof, the fire engine: the ignition key in the glovebox, turn, lever; up two ladders, the boom panel: top wheel turns, bottom wheel raises, lever extends; test by clicking the right ladder until the panel goes dead, climb; the hatch needs a tool: the dead-end alley’s bank, bolt cutters behind the grille; cut the grate: mechanical dogs come. The hydrant: pull the plug, the reel pin, hose onto the socket, valve clockwise, top button. Decontamination chamber: red button; it stops for lack of iodine. Kate: algae into the niche tray. Take the flint from the table.
The Temple of the Red Moon
Kurk and Ayawaska: the hidden temple must be found for the ceremony. Right to the open gates, the construction site, up the escalator, left along the red carpet, down the other escalator, the stairs, the iron gate, toward the glow, past two Youkols, the bridge, the path to the abandoned village with Youkol-lettered gravestones, the inhabited house: take the diary, tell Dunyasha the Youkols are your people. The lit cave left: read the altar, look at the green lens, take it (lens 01). Kurk translates the diary. From the fire, right, left at the crossroads to the stadium: the diving board’s three sockets, the ladder into the empty pool, the matching hollows, the temple painting. The Olympic building, escalator, left, the room left off the corridor: the trophy case holds something odd: scarf on the glass (only after the translation and both pool inspections): red lens 03. Left to the end of the carpet, down to the landing: the dirty red chair’s plate: six symbol drums from the diary: sacrifice (leaving the caravan), pain (traditions insulted), death (one by one), sacrifice (the greatest, for Dunyasha), grief (borne alone), madness (born of grief, pain, sacrifice and death): lift the seat, blue lens 02. Diving board: blue, green, red lenses; mirrors rise. Green first: turn the first green mirror left so its beam hits the wall mirror and the centre mirror; drag the centre mirror until its beam splits onto the third and fourth green mirrors; turn each into its wall holes. Blue: first blue mirror into the left blue mirror, drag the second to the third, turn the third so the second refracts both beams into the upper holes. Red: turn the red mirror right, then the tall mirror toward the painting. Lower blue: turn the lower right and lower left wall mirrors toward the painting, drag the low mirror by the tall one toward it, aim the low blue mirror at it so the beams split to both sides, then turn left and right mirrors at the painting. A fresco turns and the temple opens; down into the pool, the door.
The Balatom crossing
Morning: a knife and flint from your yurt’s box; down past the motorcycle, left, to Kurk at the riverside machine: the sacred bridge is ruined and the Guardian must give leave. The customs window: the new officer says to connect the water wheel to the engine; round the left, down the galleries to the wheel’s lever: the bridge sections rise and fall in pairs; back to the window, then wave from the bridge edge and he raises your section. The Guardian’s yurt right of the bridge: he wants vodka for the spirits and a prayer in fire and smoke. The officer rides off: the brick where his bike stood; round the upper gallery to the locked control room, brick on the window, in: the flask in the basket, old forms from the next room. Ayawaska (Oscar guards her yurt): the ancestors’ smoke machine; take her staff from the chest while she sleeps. Middle gallery, right, round the left, the doorway, red post button: a container crosses; flask in, button: it returns with sawdust bags. The machine by the river: open the centre chimney: a log, half-disc of blue resin, quarter of red, funnels 04, 03, 01; close; turn it round, the second pipe’s doors: funnel 02; front, log and forms into the centre, close. Lay the staff on top and memorise the smoke shapes, colours and order. Sawdust into the four drawers, close them. Back: funnels into their numbered pipes (button, insert, button). Front: pipe one’s niche holds a quarter of blue and a quarter of yellow; pipe three’s niche another yellow quarter (clear it). Cut the blue half-disc on the stump with the knife. Pipe one: red quarter bottom right, lift the upper plate, check the cut-out quarter sits under it, lower, close, turn the pipe handle vertical; pipe two: blue top right, align the lower cut-out, close, handle vertical; pipe three: blue bottom left, same; pipe four: yellow bottom right, same; the centre handle vertical too; open the centre, flint on the kindling, close: four coloured smokes rise. The ending.
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