Syberia 3: The Complete Journey
Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.
CHAPTER 1: VALSEMBOR CLINIC
SYBERIA
WILDERNESS
Watch the intro, to see how you are found lost in a blizzard, after Hans left you.
VALSEMBOR CLINIC
WARD
After 3 months of recovering, you wake up in a run-down hospital ward. You share this ward with one other patient – a man with a missing leg. He greets you warmly, as you wake up. Choose how you want to respond to him. He introduces himself as Kurk from the Youkol tribes. You remember the Youkols fondly. The story of how he lost his leg during the annual snow ostrich migration is tragic, and you‘re shocked to see him tied to the bed. But he is hopeful that Dr Zamiatine will bring him a new artificial leg soon. When the conversation is over, you have to find a way out of the room. There’s a door with curtains on the right – go through it, out to the balcony.
BALCONY
The balcony is long, and sheltered. Look carefully at the window on the left to see a close-up.
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There’s quite a view through the window! You see an owl perched on a steeple on the building opposite. Click on the owl – what’s it doing there? Click on the area to the left of the owl, to see Kurk’s tribe’s camp. Click on the area to the right of the owl to see the town of Valsenbor.
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When you’re ready, exit the close-up.
Head right, back into the ward.
WARD
Walk left, to the white door. Try to open the door, but it’s locked. Kurk advises you to try the Call Button next to the door. Okay, try that then.
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You see a close-up of the Call Button. Push it. It doesn’t work! You’ll have to have a look at the mechanism to get it working again. In the close-up, click on the right-side of the call box, under the screw (not on the screw), and you’ll see a diagram of how it works. Now you just need to find something to get rid of that pesky screw. Kurk tells you to search the room. Exit the close-up.
Click on the table in the middle of the room, to see a close-up (this won‘t be an option, until Kurk tells you to search the room). You see a bowl of soup, and a KNIFE. Pick up the KNIFE, and exit the close-up.
Go back to the Call Button next to the door on the left. Click on the Call Button to see a close-up.
Open your Inventory (I), and scroll down to the KNIFE (Up & Down Arrow Keys). Use that on the screw in the Call Button box. Click & hold on the screw, then move your mouse in a circular motion to unscrew it. It’s tricky to get the hang off, at first.
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Look at the top box on the right, to learn that the wire has been disconnected on purpose. So someone didn’t want you to be able to get out of that room. Click on the green wire and drag it up to the top box on the right to re-connect it. Push the battery down into the compartment, and keep trying, until it stays down. Now drag the compartment lid from the bottom, to close it. Exit the close-up.
Press the red Call Button. Watch the cut scene as you finally leave the room. Poor Kurt needs a rest.
COURTYARD
The Courtyard is a big area – explore it at your leisure. Look at the fountain in the middle of the Courtyard. Talk to the various patients if you like.
Find your way to the blue gate.
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Click on the men behind the blue gate, to enter the Games Room.
GAMES ROOM
The men are enjoying a game of chess. They clearly don’t think much of the Youkols. Talk to them and work through all the dialogue with them. Make sure you ask about the Exit. They tell you that you can’t leave until Dr Olga says you are cured. When conversation is over, leave the room, and go back to the Courtyard.
COURTYARD
Enter through the white door.

DR MANGOLING’S OFFICE
Watch the cut scene with Dr Mangoling. He’s not quite what you would expect from a doctor, in fact, he’s rather sinister. Choose how you want to respond to him. He forces you to undergo a lie detector test. Again, choose how you want to respond. His actions may altar slightly, depending on how you respond. After the test, he gives you the KEY TO THE EXIT, and tells you that if you’re able to use it, then you’ve proved yourself cured. Hmm, there must be more to it than that! He also tells you that you’re things are stored in his filing cabinet. Walk over to the filing cabinet behind the desk to see a close-up.
Click on the drawer of the filing cabinet and pull it open. Now take your clothes from the filing cabinet to change back into them. That’s better!
When you’re ready, leave the office.
COURTYARD
Open your Inventory (I), scroll down to the KEY TO THE EXIT (Up & Down Arrow Keys), and examine it (3). You can manoeuvre the key in all different angles to see it. Look at the tentatcled end – what kind of twisted mind came up with this? Exit the close-up. Find your way to the lift.

Click on the lift door to get a close-up.
Click on the keyhole – your Inventory opens up. Select KEY TO THE EXIT (Up & Down Arrow Keys), then use KEY TO THE EXIT in the keyhole.
What a strangely shaped keyhole. And KEY TO THE EXIT doesn’t seem to fit. You have to manoeuvre the tentacles of the key to match the keyhole.
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Once in the close-up, look at the white dots in the base of the key. Each white dot controls a different tentacle, and you must manoeuvre each tentacle to the correct silhouette in the keyhole. It’s quite tricky, but keep trying until you manage it. Eventually, the key will fit. But… it still doesn’t work. It won’t unlock the door.
Dr Mangoling approaches you from behind, taunting you that you’re not yet well enough to be released. Choose how you want to respond to him.
When conversation is over, open your Inventory again (I) and select the KEY TO THE EXIT (Up & Down Arrow Keys). Observe the KEY (3), and manoeuvre the key so that it’s straight up & down or straight side to side. Look at the hole in the KEY – something has been removed from the KEY, in order to prevent it from working. You need to find a perfect copy of the KEY so that you can repair it. Find your way back to Dr Mangoling’s Office, and enter his Office.
DR MANGOLING’S OFFICE
Click on the desk drawer to open it. Watch a short cut scene as you see Dr Mangoling walk past.
In the close-up of the desk drawer, move the items around until you find the BROCHURE. Pick up the BROCHURE and put it on the desk. Open it up, and flip through the pages until you see a picture of the KEY TO THE EXIT. Open your Inventory (I) and select KEY TO THE EXIT (Up & Down Arrow Keys), then use that with the PAMPHLET to compare them. You learn that your KEY has a pin missing. You HAVE to find a replacement.
When you’re ready, leave the office.
COURTYARD
Find the door leading back to your ward.
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Open the door, and enter your ward.
WARD
Walk over to Kurk, who has woken up after his rest. Talk to him, and choose how to respond. Through dialogue, open your Inventory (I), select the BROCHURE (Up & Down Arrow Keys), and use it on him. He tells you that his tribe’s smith can repair the KEY. When conversation is over, walk right, through the door and curtains, to the balcony.
BALCONY
Again, click on the window on the left to see a close-up.
Click on the owl, perched on the steeple. No matter what you do, you just can’t get his attention! Exit the close-up.
Return to the ward.
WARD
Talk to Kurk, who tells you to find something that would interest the owl. Go through the door on the left, into the Courtyard.
COURTYARD
Head back to the blue gate next to Dr Mangoling’s Office.

Go through the gate, into the Games Room.
GAMES ROOM
The men you spoke to earlier have both fallen asleep. Click on the man on the bench to search him – you find ANTON’S KEY. Now leave the Games Room.
COURTYARD
Find your way to the shrubbery next to the lift.
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Head up through the shrubbery, to the aviary area.
AVIARY
Click on the aviary door.
Click on the automaton birds. Interesting! Try to open the door, but it’s locked. Open your Inventory (I), scroll down to ANTON’S KEY (Up & Down Arrows), and use that in the keyhole. Success! The aviary door opens! Now take the MECHANICAL BIRD on the left. Now step back, and return to the Courtyard.
COURTYARD
Find your way back to the ward.
WARD
Go through the door on the right, into the balcony.
BALCONY
Once again, click on the window on the left to see a close-up.
Open your Inventory (I), scroll down to the MECHANICAL BIRD (Up & Down Arrow Keys), and place it on the windowsill – the spot in front of your right shoulder. Now click on the MECHANICAL BIRD 2 times to activate it. Watch the cut scene with the owl. You automatically head back inside, to the ward.
WARD
Watch the cut scene. You start talking to Kurk. But suddenly, he goes into a trance, and a huge needle injects him with something. That can’t be good! Finally, you meet the evil Dr Olga. Choose how you want to respond to her. She may or may not drug you, depending on what you said to her.
After the confrontation with Dr Olga, you may need to return to the ward.
Look at poor Kurk. What was injected into him? Go right to the balcony.
BALCONY
The owl has returned. Click on him to get REPAIRED KEY TO THE EXIT. Now go right, back to the ward.
WARD
Kurk wakes up again, and he’s feeling worse than ever. Choose how to respond to him. Poor Kurk! He asks you to find a craftsman in Valsembor that can make his prosthesis leg. Go through the door on the left, out to the Courtyard.
COURTYARD
Walk right a few steps, to the lift.
Click on the lift to get a close-up.
Use REPAIRED KEY TO EXIT in the strangely shaped keyhole. This time, the key turns, and the lift is called. Enter the lift.
INSIDE THE LIFT
Click on the Control Panel in the lift, and ride the lift up to the Lobby.
LOBBY
You need to find Dr Zamiatine on this level. Kurk told you he was a friend to the Youkols, so you should be able to trust him. Explore the clinic, and talk to the staff if you like. Talk to the Receptionist in the Reception Kiosk, and work through all the dialogue.
There’s a doorway to the right of the Reception Kiosk.

Go through that doorway, into the corridor.
CORRIDOR
Head right, through the open doorway next to the 2 orderlies.

DR ZAMIATINE’S OFFICE
Dr Zamiatine greets you. He’s a friendly chap, who unfortunately, has put his trust in Dr Olga. Choose how you want to respond to him. He gives you ANTHOLOGY ON THE YOUKOLS. Open your Inventory (I), go to your Documents section (J), scroll down to the ANTHOLOGY, and select it to flip through the pages if you like. When you’ve finished, exit the close-up.
When you’re ready, leave the office.
CORRIDOR
A door is ajar at the bottom right of the corridor. Go through that door, into Dr Olga’s Office.
DR OLGA’S OFFICE
Watch the cut scene, as you eavesdrop on a video conference call between Dr Olga, and someone she called ‘Colonel’. Oh dear! This is NOT good! When the video conference calls ends, you peek into her office… but she’s gone! But… where did she go? Explore her office. Click on the computer to see a close-up.
On the computer screen, read all 4 emails. After you’ve read them, quit the emails page.
Watch the cut scene with Mr Cantin. He’s the detective who was chasing you throughout Syberia II. Choose how you want to respond to him.
After the unpleasant exchange with Mr Cantin, step away from the desk. There is a suit of armour standing next to the wall, and there is a rope next to the suit of armour. Click on the rope, to see a close-up.
Click on the rope, and drag it down. The curtain next to it slides open. Click on the shield shape in the wall, that was hidden behind the curtain to see a close-up.
Hmm, there are 5 coloured buttons here, but you have no idea what to do. Exit the close-up.
Click on the sword that the suit of armour is holding, to see a close-up.

There are 3 rows at the top of the sword, and when you move them, it affects the ‘picture’ underneath. Pull up the 3 pins on the left, so you can freely rotate the rows. Now rotate the rows, and create the following picture.

You now see the bottom of the blade on the sword. Notice that there are 5 coloured gems in the blade – take note of the colours:
<span face="Tahoma, sans-serif"> Blue</span>
<span face="Tahoma, sans-serif"> Green Blue</span>
<span face="Tahoma, sans-serif"> Red Red</span>Exit the close-up.
Click on the shield in the wall again, to see the close-up.
Slide each of the 5 gems to match the colours from the blade of the sword. When the colours are correct, a secret passage will open. So THAT’S how Dr Olga got out of the office! Enter the secret passage.
SECRET PASSAGE
Press the button at the end of the secret passage, to call the secret lift. Enter the lift.
SECRET LIFT
Watch the short cut scene as you ride down into the tunnels.
UNDERGROUND TUNNELS
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TUNNEL
Yikes, this tunnel is rather spooky, with skeletons on either side of you. Walk forward a few steps, and watch the cut scene with Dr Olga and Dr Mangoling. They are contaminating the Youkols drinking water supply with oil!
After they leave, walk down & left a few steps, and take the EMPTY GAS CAN from the wooden crate. Now head right, and follow the path along, until you reach the bridge. Cross over the bridge, to the other side.
Walk down & left a few steps, and click on the wooden crate to see a close-up.

Look at the hydrochloric acid at the top. So the whole barrel is full of hydrochloric acid. Now open your Inventory (I), scroll down to the EMPTY GAS CAN (Up & Down Arrow Keys), and use that with the tap at the bottom to get a FULL GAS CAN full of hydrochloric acid. Exit the close-up.
Follow the path up & right, until you reach the tap that Dr Mangoling was messing with. Try to turn it, but it’s stuck. Walk right a few more steps, and climb down the stairs. Look at the metal stub thing in the ground, that’s keeping the boat chained. You see a close-up.
Open your Inventory (I), scroll down to the FULL GAS CAN (Up & Down Arrow Keys), and use that on the chain to melt it. Watch the cut scene, as you climb into the boat, ride through the tunnels, and eventually arrive at the Youkol Camp.
CHAPTER 2: YOUKOL CAMP
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YOUKOL CAMP
YOUKOL CAMP
I’ll say it now – the snow ostriches are MAGNIFICANT!!!
Watch the cut scene. One of the Youkols speaks to you – choose how you want to respond to him. You learn that some of the snow ostriches are very sick, after drinking contaminated water. Poor things! There must be a way you can help them. The Shaman Woman who first found you, also speaks to you to welcome you to the camp.
Talk to the various members of the Youkol tribe – they ask you to help cleanse the river of the contamination that is making their snow ostriches sick. When you’re ready, head up the path.
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Continue along the path until you reach the river damn.
RIVER DAMN
This is where you can cleanse the contaminated water by stopping the flow of the water. Walk over to the water wheel, and look at the gauge attached to the water wheel – it indicates the water flow from the damn. If you can get a good view of the gauge (camera angles permitting), you’ll see that the indicator needle is not in the green zone.
Now click on the ladder on the wall to get a close-up. Climbing the ladder gives you access to 4 levers, and turning the 4 levers opens or closes 4 sections in the damn. It’s a tricky puzzle, not made any easier by the awkward control system. Set the levers like so.
Lever 1 – Close it completely
Lever 2 – Open it at 45 degrees
Lever 3 – Open it at 90 degrees
Lever 4 – Close it completely
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Watch the cut scene to see the contaminated oily water being held at the top, and the clean fresh water filtering through. If you look at the water gauge, the indicator needle is now in the green zone. Walk away from the damn, and head back down the path, to the camp.
YOUKOL CAMP
Walk left a few steps, and approach the market tent. The Youkol in front of the tent talks to you about Kurk – choose how you want to respond to him. When conversation is over, enter the market tent.
MARKET TENT
MARKET TENT
The tent is HUGE! Explore the tent at your leisure. Look at the white squid stone. It’s tricky to navigate through the tent, but head up the left path a few steps, then left onto the next path. You should see the Shaman’s hut.
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Walk forward and enter the Shaman’s hut.
SHAMAN’S HUT
Watch the cut scene with the Shaman, Ayawaska. Choose how you want to respond to her. Make sure you ask about the Pass, so you can leave the camp. When conversation is over, leave the hut.
MARKET TENT
Continue along the main path. A group of snow ostriches are standing at the top left. You can even stroke one of them. One of them has a yurt (cart) attached to him that has been left open.
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Climb up the ladder, into the yurt.
YURT
Explore the yurt. Look at the wooden crate on the right to get a close-up.
Move the items in the crate around, until you find the CANDLES. You automatically exit the close-up.
Climb back out of the yurt.
MARKET TENT
Now concentrate on the middle section. Find the man looking at vegetables, and talk to him (he won’t talk to you unless you’ve already learned that you need a Pass) – choose how you want to respond to him.
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He gives you his wife’s UNOFFICIAL PASS. The only problem, is that you need to get it stamped at the Town Hall. Now make your way up to the back right of the tent. Go out the back door,
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BEHIND THE MARKET TENT \ CHECK-POINT
Walk left along the path, until the Guard stops you. Choose how you want to respond to him. He refuses to let you pass, until you have a valid Pass. Which you don’t yet have. Open the door of the cabin, and enter the cabin.
CHECK-POINT CABIN
Explore the cabin. You need to find a stamp to validate your UNOFFICIAL PASS. Look at the stamp machine on the desk to get a close-up.
It looks like something is missing from the stamp machine. Maybe it needs some more ink? Click on the stamp machine again to focus in on it.
Look at all the various parts. Look at the shape engrained in the leather. Take the SPONGE from the arm on the left. Open up the clamps on either side, and take the STAMP PART.
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Zoom out of the stamp machine 2 times.
Leave the cabin.
BEHIND THE MARKET TENT \ CHECK-POINT
Follow the path up & right, and continue along until you reach the lake. Look at the puddle in the ground next to the lake, to see a close-up.
A squid is frozen in the inky puddle. Open your Inventory (I), scroll down to the SPONGE (Up & Down Arrow Keys), and use that in the inky puddle, so it becomes SPONGE SOAKED IN INK. You automatically exit the close-up.
Now you still need to fix the STAMP PART.
Head down & left a few steps, so you are half-way along the path. Now go up the path, so you are back outside the market tent. Enter the market tent.
MARKET TENT
Head down a few steps, and find the man working the forge in the centre of the market.
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Talk to him, to tell him what you need. You should already have the required items, so choose the following dialogue option.
3. Open The Inventory
Now scroll up & down your Inventory (Up & Down Arrow Keys). Give him the STAMP PART, then give him the CANDLES (place it on the counter next to him). He gets to work, and gives you a working STAMP. Leave him, and head back up to the top right corner of the tent, near the snow ostrich with the ladder. Exit the tent via the right.
BEHIND THE MARKET TENT \ CHECK-POINT
Walk down & left, until you see the cabin again. Enter the cabin.
CHECK-POINT CABIN
Walk over to the table, and look at the stamp machine to see a close-up.
Zoom in on the stamp machine.
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Make sure the arm at Position 1 is straight out. Open your Inventory (I) and scroll to the SPONGE SOAKED IN INK (Up & Down Arrow Keys). Use SPONGE SOAKED IN INK in place in the arm. Now look at the lever at Position 2, and make sure it is up. Open your Inventory (I). Scroll to the STAMP (Up & Down Arrow Keys), and place it in Position 3. Now pull the lever at Position 2 down again, so it clamps the STAMP in place. Push the arm at Position 1 right a bit, so it‘s under the STAMP. Zoom out 1 level, so you can still see the stamp machine on the table.
Pull down the lever at the top of the stamp machine, thus inking the STAMP. Zoom into the stamp machine again.
Pull the arm at Position 1 left, so it’s out the way again. Place the STAMP PART in Position 4. Place the UNOFFICIAL PASS on top of the STAMP PART in Position 4. Close both clamps at Positions 5. Now zoom out 1 level, so you can still see the stamp machine on the table.
Again, pull down the lever at the top, thus stamping your UNOFFICIAL PASS. Pull the lever back up again. Zoom into the stamp machine again. Open both clamps at Positions 5, then pick up the OFFICIAL PASS.
Watch the cut scene as Mr Cantin finally catches up with you. Choose how you want to respond to him. He will leave you alone in the cabin for a while, so this is your chance to escape. Look at the bottle in the cabinet.
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Nudge the cabinet, so the bottle falls to the ground. Unfortunately the bottle didn’t break. Look at the lamp on the desk, and nudge it off the desk – it falls onto the bottle, thus breaking it. Now click on the rug to sit down.
Use one of the shards from the broken bottle to cut your bonds. Free at last. Now simply leave the cabin.
BEHIND THE MARKET TENT \ CHECK-POINT
The Guard is still here. Talk to him, and choose the following option.
– Open the Inventory.
Scroll to your newly acquired OFFICIAL PASS (Up & Down Arrow Keys), and give it to the Guard. He accepts the OFFICIAL PASS, and raises the barricade for you. Watch the cut scene as Cantin returns, arrest warrant in hand. Luckily, the Youkols help you out, to stop him from catching you. You continue on your journey, and soon arrive in Valsembor.
CHAPTER 3: VALSEMBOR TOWN – PART 1
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TOWN
HARBOUR
Welcome to the town of Valsembor. This is where you’ll get Kurk’s prosthetic leg. There’s a huge ferry boat right in front of you. Take the upper left path, and make your way along the harbour. Chat to the group of people if you like. Continue along to the end of the harbour, and follow it right. Climb up the stairs, to the lighthouse.
Chat to the fisherman if you like. When you’re ready, climb back down the stairs.
There’s nothing you can really do in this part of the harbour yet, but it was good to explore it. Follow the path back along, and make your way back to the start, where the ferry boat is.
Now take the upper right path. Follow the path along to the right, past the ferry boat.
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Watch the cut scene with the drunken Captain Obo, and choose how you want to respond to him. He talks about his ferry boat, the Krystal, and also a monster in the water. What could that mean? After he staggers off, continue along the harbour until you see the car next to the archway.
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Go up the archway, into the next street.
TOWN STREETS
The man on the bench is fast asleep, so just ignore him. Notice that he’s outside a tavern – look at the tavern sign next to the door. Now open the door and enter the tavern.
TAVERN
This tavern seems interesting.
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Talk to the Barkeeper behind the bar – he’s the one that helped you with the Pass, back in the Youkol camp. Work through all the dialogue with him. Talk to the woman cleaning the table. You learn that she is Sarah Steiner, granddaughter of Simon Steiner, who is responsible for making Kurk’s prosthetic leg. Work through all the dialogue with Sarah. Chat to the other customers if you like. When you’re ready, leave the tavern.
TOWN STREETS
Now let’s follow Sarah’s directions to find her grandfather’s workshop. Walk right, to the end of the street, where the white car is. Turn left, and follow the street along, round all the turns, until you reach a set of stairs. Climb up the stairs.
There’s a quaint little shop on the right. Look in the window – yep, this is definitely Steiner’s workshop. Open the door, and enter the shop.
STEINER’S WORKSHOP
Watch the cut scene with Mr Steiner. He wants to see OSCAR’S PENDANT that you wear around your neck, and accuses you of stealing it. Choose how you want to respond to him. Believing you are a thief, he locks you inside the shop. But as you argue with him, his heart acts up, and he asks you to fetch his medication. The problem is, that he’s hidden it! You’ll have to find it, and quickly! Walk right, to the wall with all the clocks.
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Look at both parts of the surface beneath the clocks, and pick up the EMPTY CUP from the surface on the right. Back away from the counter.
Walk around, behind the counter, where Mr Steiner is sitting. Click on the drawers to get a close-up. Number the drawers like so
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Pull open Drawer 6, and take STEINER’S PRESCRIPTION. Close the drawer again. Open your Inventory (I), then go to the Documents section (J). Scroll to STEINER’S PRESCRIPTION (Up & Down Arrow Keys), and Observe it (3).
Read the prescription (2) to learn that his medications are best taken at tea time. Exit the close-up 2 times.
Back out of the drawer close-up.
Look at the wall behind Mr Steiner.
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Examine the cuckoo clock on the wall to get a close-up.
Open your Inventory (I). Scroll round to the EMPTY CUP (Up & Down Arrow Keys), and place on the platform at the bottom of the clock. Open the glass covering on the clock face – it’s difficult to see when it’s open or closed – and move the clock hands to show 5.00pm. When the time is set correctly, watch the cut scene as a cup of tea, complete with heart medication, is prepared. Pick up the cup of STEINER’S MEDICATION. You automatically exit the close-up.
Walk back over to Steiner. Open your Inventory (I), scroll down to STEINER’S MEDICATION (Up & Down Arrow Keys), and give it to Steiner. Ahhh, he’s feeling much better now! Watch the cut scene, then decide how you want to respond to him. Follow him down the stairs to the Basement.
STEINER’S WORKSHOP – BASEMENT
Wow, even the Basement is full of clocks. Look at the cardboard box on the floor in front of you to see a close-up.
Move the film reels around, until you find the correct FILM REEL, then exit the close-up.
Head along the Basement, to where Steiner is waiting. Chat to him – he tells you to find a film on Baranour. It’s the FILM REEL you found in the cardboard box. Look at the projector on the left to see a close-up.
Open your Inventory (I), scroll down to the FILM REEL (Up & Down Arrow Keys), and use that with the film projector. Watch the cut scene. You view the film on Baranour, and learn about the nuclear catastrophe on that island.
Look at the desk to the left of the film projector, and pick up the NEWSPAPER CLIPPING. Open your Inventory (I), go to the Documents section (J), scroll down to the NEWSPAPER CLIPPING (Up & Down Arrow Keys), and Observe it (3). Read the NEWSPAPER CLIPPING (2) to learn more about the nuclear incident. Exit the close-up 2 times.
Walk left a few steps, and look at the table again to get a close-up.
Look at Kurk’s prosthetic leg on the table – it looks like it isn’t finished. Exit the close-up.
Make sure you look at the model of the ferry boat Krystal in the middle of the room. Press the button to light up the model. When you’re ready, exit the close-up.
Explore the rest of the Basement at your leisure. There’s some interesting things to see, When you’re ready, climb up the stairs and leave the Basement.
STEINER’S WORKSHOP
Watch the cut scene with Sarah and Simon Steiner. You discuss the possibility of using the Krystal ferry boat to transport the Youkols and their snow ostriches across the river. Choose how you want to respond to Mr Steiner. After some more chat, Sarah returns to the tavern, while Steiner heads back down to the Basement. It’s up to you to convince Captain Obo to sell the Krystal ferry boat to you. When you’re ready, leave the shop.
TOWN STREETS
The camera angle sometimes makes things tricky, as you leave Steiner’s shop. If necessary, click the cursor left or right, until the camera angle is better. Now if necessary, head right, back to the outside of Steiner’s shop (but don’t enter). Climb down the stairs next to the shop. Follow the street, through all the turns, until you see the white car parked in the street. Head down the street on the right.
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Walk along the street a few steps, then enter the tavern.
TAVERN
Walk over to the fireplace on the left. Look at the painting on the wall to the left of the fireplace – you see something strange in the water. Exit the close-up.
Talk to Captain Obo and decide how you want to respond to him. Remember, you want him to let you use his ferry boat. However, you don’t get very far. You’ll need to sober him up. After your first attempt fails, find Sarah again, and talk to her. The Bartender will offer to brew you up a restorative, to stop Captain Obo from being drunk. Choose how you want to respond to the Bartender. Now return to Captain Obo’s table. Talk to Captain Obo. The best way to get him onside is as follows.
– Coax
– Valsembor needs you
– Idiots can say what they want
– Baranour
– Play on his pride
After laying down some conditions, he comes to an agreement with you. When you’re ready, leave the tavern.
TOWN STREETS
Walk left, down to the harbour.
HARBOUR
Walk right a few steps, and head along the harbour until you see the wooden steps leading up to the ferry boat. Climb up the stairs, and enter the boat.