Syberia's complete solution

Please note:

The solution is based on the American version of the game, so there may be differences for the Spanish version.

CHAPTER I: VALADILENE, FRANCE

Kate arrives in Valadilene just in time for the funeral procession. Hmm ... any idea who died? Hint: Look at the automaton. What kind of company was I buying? Oh yeah, a toy automaton factory. Shit. It's Anna ...... You finally arrive at Locanda Valadilene after a long journey from New York. Take the Valadilene brochure from the wall to the right of the spiral staircase. Remember to use R and L to zoom if you are having trouble reading the texts. As soon as she takes the pamphlet off the wall, she talks to Momo, the child who is playing near the reception at the back of the room. There's a reason he doesn't show you what he's drawing but you'll find out later. When you try to lift your suitcase, Kate will realize how exhausted she is. But where is the innkeeper? You notice a bell above the counter. Watch it. Hmm ..... a puzzle. All you have to do is take the key and use it on the doorbell sitting next to you.After a few rings, an old gentleman comes out of the darkness greeting you cordially. Introduce yourself and talk to us a little. Ask the friendly innkeeper to take your suitcase up to your room letting him know that you need "help", and he will oblige. The inn does not seem to have had many customers in recent times. Too bad since the town was once economically prosperous. When you are upstairs do not start pulling anything out of your suitcase (and to be precise for the rest of the game). After reading it, call your boss using Kate's sleek cell phone. She'll tell you she sent you a fax, so go downstairs to get it. Talk to the innkeeper. Ask him for help (I think about the mission I don't remember exactly at the moment) and he will send you the fax. Read it if you want. At this point the innkeeper gets nervous with Momo because he tries to talk too insistently with Kate (I think he has a crush on her) and orders him to leave. Ouch! It looks like Momo wasn't drawing anything in particular. She was just hacking the reception desk a little! Useful writings .... Take the two gears from the table and the two that are on the ground. Thanks Momo. When you're done, exit the inn and go left past a couple of screens. You will meet an insignificant baker who will not let you in because the mayor has decreed a day of mourning for Anna Voralberg. Go left again and take the newspaper on the bench. Read it for more information on poor Anna. The house on the right of the bench is that of the notary, head in that direction.
Hmm .. there seems to be part of an automaton here. It's another simple puzzle. Just put the introduction letter in the hand of the automaton, pull the lever on its chest, and pull the lever on the right. Easy. You will see the notary read your letter and the door will open automatically. Enters. Once inside, you will notice some kind of mechanism on the desk. Forget about it for now, you'll use it later. Go through a second door to meet the notary. Sit in the chair and talk to him. After a while the notary will give you a letter written by Anna Voralberg and retire to her room. His health seems to be improving and the doctor told him not to work too hard. Okay. Now that you've done all this, get out of the office and examine the coat rack near the door. You should find a telescopic wrench. As soon as you get it, leave the house and go back to the main street of Valadilene. After going through a screen or two on the right you should get a call from Dan. After explaining that you may not be able to go to the Goldbergs this time, he arrives at the cemetery. It is located to the right of the Valadilene Inn across the bridge. You should find it open. There are a few things to do in here. First, your boss will call you Mr. Marson. He doesn't seem happy, huh? Go to the church entrance on the right. It's closed, don't waste time walking up to the doors. Walk the path that takes you behind the church. This seems to be where the priests live. See the little cross hanging to the right of the chest of drawers? Click on it to find a key. Not bad as a hiding place, huh? After stealing the priests key, get ready to steal again (tsk tsk ..). Go to the chest of drawers and open it using the key you just found in the small lock at the top right of the first drawer. Take the purple punch card. You don't need the others. When you get to the third drawer, turn the handle on the side of the dresser. This should cause the drawer to open further enough to gain access to the Voralberg key and the letter from the priests. When you have everything, go away. The first door on the right side of the church is an elevator. Find out which gear takes you where you want to go and take the elevator to the top until you reach a sort of warehouse. You should see an automaton above the window. Click on it and insert the purple punch card. Interesting. Go back to the main entrance of the church and go left. There are a few curves leading to a large tomb of no importance, so continue straight to the Voralberg mausoleum. Click on the automaton hat. You should see some sort of hollow inside the hat. Use the Voralberg key on the hollow and the mausoleum will open. Enter the mausoleum. Go down to the area where the bodies are. The only coffin that can be pulled out of the wall is Hans's, and of course it's empty (too bad, I know). However, you will find the Valadilene cylinder and a newspaper clipping, so despite not having seen any dead bodies it was worth it. You are now done at the cemetery.
Remember where you were when Dan called you to go to the Goldbergs for dinner? Ok go back there and on the right side of the billboard you will notice a hidden door. She paces back and forth across the billboards until Kate slips into them. She uses the telescopic key you found at the notary's house on the door which will open. You will also need to load the automaton at the bottom. Beyond the door you will find a beautiful fountain with 5 different paths (while driving I will refer to this place as the square). Start by taking the path that is immediately to the right. You should see a very nice and big house. Unfortunately it's closed, so don't waste your time trying to open the front door. Walk around the house and you will notice a mechanical staircase. Maybe Kate should use it to enter? Need a key alas. Go to the maze. I know I just said one of the worst words in the adventure genre and I will say it again. Labyrinth. Fortunately for us, you don't have to go through a complicated maze to get hold of the key. Take the path to the left of the woman. Then go to the pavilion to the right of the closed gate. Will the key be in a ..... sink? In a maze? It took a couple of oddities! With the key in hand, go to the mechanical ladder and fully extend it. Kate will go up the ladder (I guess she won't be afraid of heights, better) and enter the attic. Here you will find Anna's diary in which much of her childhood is described. You will also find an ink bottle. Go to the right where you will find a nook that appears to have been used by someone. Turn on the light and check the engraving of a mammoth on the wall. Go back to where you entered earlier and you will find Momo (also not at all afraid of heights). Before answering any questions, he will ask you to draw him a mammoth. She will give you a sheet of paper and a pencil. Instead of drawing the mammoth she uses the paper and pencil on the mammoth engraving on the wall, so you will get a nice result.





Syberia's complete solution

Hand the sheet with the engraving to Momo and he will be available to take you to the cave where Hans fell and made a nice tumble. Instead of following Momo automatically, you'll need to follow him manually. You will have to follow their tracks all the way to the small gate located on the far left of the town. Then you will have to follow him a little longer to a small intersection where he will decide to rest. Take the path to the left of Momo. You should see a lock, but it's too hard for Kate to open. Since Momo prides himself on being a great young macho, ask him for help .. Uhh it looks like she wasn't talking bullshit huh? Since Momo had to break the lever you have to replace it. Now approach the broken lever and observe Kate the Sorceress who magically manages to make a lever larger than her coat disappear inside the same wow ... a pat on the back of the lady .. In any case she goes back to where you saw the boat. There appears to be an oar you could use to open the lock instead of the lever. She tries to take the oar. Damn Kate… why can't you take a step forward? You might even be standing on the boat! I couldn't believe you were such a "sissy". He uses the broken lever to bring her closer, but she's STILL too far for our cautious Kate to grab. She goes back to Momo and ask him to get out of the water for you, then proceed to open the lock.
Now the path to the cave is no longer flooded, so you walk it to the end. Inside the cave you will find a mammoth doll. You will also see suggestive stalactites and stalagmites (don't ask me which is one and which is the other). Collect the doll and return to the square. At the intersection, you will receive the first call from Kate's best friend, Olivia. They will chat a little bit more and less, so Kate decides that she is too busy to continue the chat. She goes back to the square. From the square, take the path at the top left. There should be a lever on one of the shelves in the center. Press it and a machine will bring the raw material to the factory. Go back to the square and take the leftmost path. Enter the factory. So this is the Voralberg Toy Factory? Very suggestive. Keep left but don't go up the stairs. Go left again and you should get a call from Kate's extravagant mother. She will rave about a certain Franck for a while and you will finally cut off the conversation with her. Continue to the new screen. You should see the raw material you have previously processed. Go to the transporter automaton. Click on it and he will bring the raw material to the assembly line. Step back one screen. You should see a door on the north wall. Hey! Someone is hanging over there! Oh wait. It's just an automaton. Go behind the hanging automaton and pull the lever. In this way it will be released and placed back on the ground. It will start up and try to get back into operation. Talk to him to find out his name, videogamingallday.com. videogamingallday.com plays a very important role in this game, you will have to get used to seeing it around. He tells you that he has been programmed to run a train. Besides the fact that he is a robot, do you notice anything strange about him? He has no feet. Ask him about the production and he will tell you to build him some feet. He will give you his punch card that you need for the foot manufacturing process. Go back to where you came from in the beginning. Take a right but make sure you are to the left of the assembly line. Go straight until you reach a door. Enter to find the water wheel controls. He pulls both levers. The right lever releases a ... automaton hamster? Certainly these Voralbergs are funny. Leave the room and go back to the screen you came in from. Go up the stairs and enter Anna's office which is the first and only door you see up there. In her office you should see a shelf. Zoom in on it and click on the 3th book counting from the left. This will cause a mechanism to be inserted that will reveal the Hans-Anna music box. It will play a short song (I like to think of it as a primitive MPXNUMX). When it's done, insert the Valadilene cylinder into it. You will be taken back to a short film about Hans and Anna's past, which will reveal one of the experiences that have marked their life.
When the cylinder runs out you should see the head of the music box pop up. Pick up the head and zoom out. Now you will have to search Anna's desk. The first thing you will probably notice is the letter placed in the center. Unfortunately it is not over. She didn't die writing that letter ... did she? Hmm ... When you are done check the project lying to the left of the incomplete letter. I'm pretty sure it's the project Anna mentioned in the letter. Finally, take a look at the stack of papers on the top left of the desk. Poor Anna was certainly having a hard time at the factory. He would have had no problems if he had chosen to produce other products rather than automata .. Exit the office and go up the flight of stairs to the right again. You will find a control panel that will be used to make the new videogamingallday.com feet. We go left to right. First, click on the color panel three times. If you get confused simply go back to the color that coincides with that of the panel itself and click on it three more times. Second, insert the videogamingallday.com punch card in the center. Third, pull the switch at the bottom right. If you roll the correct one, the number 3 should light up on the left of the board. Now, pull the switch to the right of the punch card slot to fabricate the feet. If you've done everything correctly, you should see an automaton-bird moving forward to get some special wood, then you will see the assembly line produce the feet. If you have done the process incorrectly, you will simply see the assembly line produce the feet. Go down to get your shoes. Go back to the room where videogamingallday.com is patiently waiting and offer him his feet. He will be very grateful but will have to leave you quickly to fulfill his task. He has to drive a train. Go to the station now. To get to the train go to the square and get off along the path at the top right. On the right side of the train there is a stationmaster who whistles but you can't talk to him. There is also a strange winding machine next to the train head on the right hand side. First turn the crank and then pull the lever to start the train. You will need to turn the crank a second time to make sure the cable doesn't block your way. After starting the engine, get on the train. videogamingallday.com should be there. Talk to him about the mission and he will tell you that you are the only passenger and that you both need a ticket and valid authorization for the train. He will leave you telling you this. Follow it and exit on the left side. The small wood-colored room is actually the ticket office and guess who the conductor is? Ask videogamingallday.com about your mission and he will give you a very old looking ticket and a train permit that has yet to be validated. The notary should help us, right? Move to his house. If you attempt to enter her room, Kate will remind you that she is still resting and shouldn't be disturbed. Do you remember when I told you you were supposed to use the device on his desk later? Well the time has come. Click on it. Put the ink you got with Anna's diary into the stamping machine. Now, enter the train permit in the stamping machine floor and press the red button. And There you go! Authorization granted! Go back to the train and willow. Before you do, you get a call from Dan. Seems angry huh? Instead of giving videogamingallday.com permission, go to the middle of the carriage. You should see a pedestal and two shelves. Place the Hans-Anna music box on the central pedestal and the Valadilene cylinder along with the musical cylinder on the left shelf. Put the mammoth doll on the shelf on the right. When you have done this, give the authorization and the ticket to videogamingallday.com. Kate will question videogamingallday.com if there is still more to do before leaving but videogamingallday.com will reassure her by telling her that everything is fine. You will now see a sequence of the train leaving and traveling through different areas of Europe. The train stops in Barrockstadt, a university town.



Syberia's complete solution

CHAPTER II: BARROCKSTADT

When you arrive in Barrockstadt videogamingallday.com will also tell you that it does not know why the train has stopped and cannot help you get it started again. Looks like you have to get by on your own, Katie. Get off the left side of the train. Walk to the right for a few screens, pass an abandoned city with a decrepit air. Kate will notice the winder back at the main part of the station. When you get back to the train videogamingallday.com will have something important to tell you. So get on the train one more time and talk to videogamingallday.com. Turns out the straight ... err .. rectors of the university want to talk to you. How did videogamingallday.com find out? This time get off the right side of the train. Note the birds on the ladder. Go up and cross the bridge. Go down the flight of stairs to the south and go left. Talk to the stationmaster and pick up the hook. When you are done proceed over the second bridge. Go right until you find yourself beyond the aviary. Go down the stairs and talk to the pair of "boatmen" as Kate likes to call them. They will offer to move the train for $ 100 after long negotiations. Now go back to where you left the second bridge. Exit the station and lead Kate straight to the University stairs. It is somewhat useless to talk to the boy as all he does is hit Kate and notice her large breasts. He enters the University. The first thing you intend to do is pay yourself a visit to the Barrockstadt University library. After entering and passing the first screen, turn left. When you are in the library go to the right and go up the ladder. Kate will find a book. However, the print is VERY difficult to read. I'm afraid I'll put a strain on my eyes to read that text ... After taking that book, go to where there are some students sitting at the tables. On the table in the lower right corner will be another book with an impossible-to-read text. Try reading it if you like. Looking at the pictures should suffice, however. With these two books you leave the library. Go left and enter the doors to find this unlikely trio of rectors. Talk to them about everything. You find that to get the $ 100 you need you'll have to fix the music stage that's been broken for years (but why the hell didn't they call a mechanic?) They also get suspicious when you tell them about sauvignon. When you leave the university you will get a call from Marson. He looks kind of pissed off ... If only he knew how complicated it was! He goes back inside the aviary station and talks to the stationmaster about the sauvignon again. He will start to be as suspicious as the rectors and walk away. In any case, he does not go into hiding in fact it is easy to find him and talk to him again. Simply proceed to the second bridge and you will find it there. Question him again on the same subject and he will tell you to ask Professor Pons.
Okay .. Go back to the university and go to the right of the huge mammoth skeleton. You will notice Pons taking notes in front of a much smaller mammoth skeleton. Talk to him about everything. Find out he knew Hans. Even more interesting is when he tells you to talk to the stationmaster about the sauvignon .. err .... Ooookay. He goes back to the station and talks to the stationmaster ANCORA about the sauvignon. He will tell you that you should ask the rectors. Okay (it's becoming the boring game of cat and mouse). Go back to the university and ask the rectors of the sauvignon. The rectors inadvertently let slip a lot of secrets about sauvignon. And that is that they have a secret garden in the station, that Professor Pons' laboratory has been used as a distillery, and that they drink wine made from the berries. With this information, he returns to the station and talks to the stationmaster once more. In possession of this information, the stationmaster will have no way of concealing what he knows. He promises to show you the secret garden. When he walks away, retrace both bridges and go down the wild path. Am I the only one who didn't know what "water in the mouth" meant before playing this game? Follow the path down to the garden and pick up some sauvignon berries. Don't go back to the ladder to use them again. You have other things to do first. Go back to the train and take the mammoth doll. Go back to the university (the stationmaster will give you a bottle of wine when you walk past him) and show the mammoth doll to Pons. He will be somewhat shocked to discover that it exists. After the shock, Kate will give him her cell phone number and he will take the doll to her laboratory. Follow him over there. There will be a vocal cylinder in the locker. Move up one screen and go to the bottom of the screen. You should be able to zoom in on the edge of the workbench at the top front of the lab. There will be both tube clamps and Yangola-cola powder. Now go back to the station and give the cuckoos the sauvignon berries. They will slowly move away. When they are gone, go up the ladder.



Syberia's complete solution

At the top of the ladder is the mechanical bird the stationmaster was talking about earlier. Don't be afraid of not getting the right egg. The cuckoo egg sticks out like a swollen thumb. Use the tube clamps to collect it. When you've made it, go back down the ladder and leave the station. Enter the music stage. Next to the back of where you first entered is a small barbell. Place the cuckoo egg on the empty side to level it by opening the door. Go back down the ladder into the music stage and pull the lever. A sequence will begin. Go back and talk to the rectors. They will be largely grateful for fixing the music stage (even if all you did was turn it on again). They will pay you back with a bunch of money for your hard work. Yeah! Woohoo! There is enough to frolic! ... Hey wait, you still have to use the money to get the train out of the station. Ah shit ... hey Get moving videogamingallday.com! Go back to the newlywed duo boatmen and throw them the 100 bucks (literally). There is still one small matter that needs your attention, anyway, and the person who can handle it will not be available for 48 hours. Since we don't exactly have that much time to sit and wait, Kate will once again have to fend for herself. Once the money is received, the couple will throw you a key. Go back to the station entrance and you'll get a call from Mommy. She of course she is anxious about you, she wants you to come home soon like everyone else. When you're done with her, go straight. You should see a mechanism here. What you need to raise and lower the water level.
Click on the front. There will be a panel with a glass panel on it. Use the key the couple gave you earlier to open it. To find out the code to enter you have to call the number written on the side of the machine. The number is 27666742. If you don't feel like calling them I'll give you a list of codes here. The first code you need to enter is # 42 *. After this, go back and talk to the couple about the locks. They will move their boat close to your train. Go back and enter the code # 41 *. The graphics will look a little wobbly for a second (has anyone else encountered this in their game?) And the barge will exit the station. During the cutscene you can tell where the barge will stop, then go over to it and talk to the couple. They will throw you a chain to attach to the train. Use the hook you got when you got here on the chain and Kate will automatically be aboard the train. You will see a video of the train going a fair distance for the mechanical arm to work. Get out of there finally! Proceed in the train and you will receive a call from Professor Pons. Turns out he has transcribed the reading and wants to see you there. Before we go we should be able to load the train! To go to the winder side you will have to get on the train and get off on the opposite side. Use the winder in the same way you used the one in Valadilene. Turn the crank, pull the lever, turn the crank. After charging the train, you'll get a call from Dan. Rawr. While you are here, you might listen to / examine the Barrockstadt cylinder you picked up at Pons' lab. When you're done, Kate will automatically put it back on the shelf with the others. Get off the train and go back to the University. It is quite easy to enter the reading room. Go straight to the giant mammoth skeleton and you should see some stairs. Climb the stairs and be prepared to be impressed when you see how many students have gathered to see this reading. Strange that Pons isn't upset. Since you're here, I bet.
After Pons' long but interesting reading, the few remaining students leave and Pons will tell you that you can take back the mammoth doll and some notes he took for this reading. Go to Pons' office and accept his offer. You don't need to talk to him again but he tells you a couple of interesting things. Now you can finally leave this place. Don't worry about returning the books. Kate didn't sign so is there anyone who can trace who took them? As soon as you are aboard the train put the mammoth doll back on the holder. Talk to videogamingallday.com about the mission! Yes! Finally out of here .. Exit to the right. What is that tiny little building? Oh no.. not a .. si. It's another ticket office. videogamingallday.com says we need additional permission to go over the wall. Talk to videogamingallday.com about everything to hear a dialogue that is also funny at times. Take the path that goes behind the ticket office. Don't try to sneak up on videogamingallday.com through the back door, videogamingallday.com has already locked himself in fearing for his own safety. Enter the door at the end of the path. Go to the stairs. At the top of the wall, Olivia will call you. Find out that Dan is quite upset after the last conversation. Hmm .. Oh oh Kate, I wonder why Dan has this top class behavior with you? Let's think about it for a moment ... * remembers Kate opening a lock rather than walking two feet in the water * * remembers Kate being afraid to touch a "dirty and wet" oar * * remembers Kate not being able to carry her small luggage to the room * Eh, there is nothing. Proceed across the bridge. Enter the door. The first time I was in this place it was hard to talk to the Captain the Captain. The sight of his coat heralds his appearance in the background ... Apparently Captain Malatesta thinks it is too dangerous to go through the gate because of a Cossack archer who has been around there from .. years? Look through the scope and press the red button on the right a couple of times. Crazy. Search the Captain's desk. Inspect the pair of glasses to find out why he's been making the same mistake for so long. Do you see those wine glasses? Fill them with some of the wine the stationmaster gave you. Also put some Yangola-cola powder in one of the glasses. After you're done, turn your camera away and Kate will automatically offer the Captain a taste. After drinking it, Kate will convince him to look through the spyglass again. Guess what happened when he gobbled up the Yangola-cola powder? Well yes. View = Definitely better. After deep embarrassment, he has no problem giving you permission to go out. Once you have received your permission, go back to the ticket office and give it to videogamingallday.com. Of course he gives you a ticket which you will return to him once on the train .... Slam the ticket on videogamingallday.com's head, videogamingallday.com finally has no hesitation in leaving.

Syberia's complete solution

CHAPTER III: KOMKOLZGRAD

Wow. Talk about opposites, huh? From the pretty and picturesque Barrockstadt to the bleak, horrifying as hell Komkolzgrad. Get off the train and head down to the giant robot contraption. Climb up the ladder and on a shelf you will find three of Hans's things. There is the Komkolszgrad cylinder, the giant statue design and a joystick. Take a look at the blueprint to see where the winder is located. The control lever becomes immediately useful. Insert it into the mechanism on the side of the bed. Push the joystick forward twice and press the red button to activate the train. Once the train has started, go back to talking to videogamingallday.com. Before that happens you will see a sinister looking little man running off apparently coming from the train. Kate yells at her, but he deliberately doesn't listen to anything she says. You should get a phone call when you get on the train. After the conversation, get on the train. Inside the passenger area, you will find videogamingallday.com. He seems to have had a hard time as he's ... completely tied up. Okay, I'll never do it as an actor. Shoot me. Before freeing videogamingallday.com pick up the pair of scissors next to him. Because? Simply to hang it around. After laughing at him for a while, free up videogamingallday.com and listen to his story. No, the little man you saw running away stole them from him? He hadn't seen it coming. You might hear the new top hat you got when you were here. After listening to him, he returns to the giant automaton. Enter it and push the lever forward once. Exit the robot and then Kate will jump to the other side and use the scissors on the thin wall to break through. Once inside the room, take the candle from the shelf. Candle in hand, she leaves the place and sets up the statues so you can go back. Once back, take yourself to the opposite side of Komkolzgrad. When you are there, press the button for the elevator. Take the elevator down to a mine. When you're done, you'll get a call from Dan. I've always wondered how cell phones can work in a mine shaft. See the small mechanism on the left? It's a generator. Place the spark plug in the generator and push the small lever to drain some liquid. With the lights on, Kate won't be afraid of getting lost. Go down to the other side where you will find another elevator. With this you go up.
You are now right inside the building. There is a switch to the left of a large door that will open to free access to the outside area. Press it. After pressing it, go right and go up the stairs. Inspect the automaton-pianist At the organ. To his left is a screwdriver. Go and pick it up. With the screwdriver in your inventory, leave the organ and go to the other side of the room. You will see a plate screwed to a ladder. Inspect it and unscrew the screws with the screwdriver. When you have removed it, go up the ladder and enter the room on the left.

Syberia's complete solution

Here you will find the handjob bandit. You will discover that his name is Serguei Borodine and that he needs hands for his automaton-pianist. The pianist is about to play the huge organ he created to accompany the great opera singer Helena Romanski. The problem is that he doesn't know where the woman is and he has never been able to approach her since she was in Komdolzgrad many years ago. After Serguei lowers the museum, go to her room and inspect it. Take the book of photos and letters sent back to the sender from the cabinet at the back of the room. After you've got it all, call your mom. (Thanks to Ken. K for pointing this out, I forgot! With everything you took, go back to Serguei and tell him about the Mission. You are now able to take the monorail located outside Serguei's control room. Inside the cosmodrome area. Go ahead and come to a spaceship. Inside you find a cosmonaut who loves vodka. He seems drunk enough now so he won't give you much information, but some of the things he says are funny. Behind him there is a bottle of vodka that you will pick up. After a moment it will go away. In the medicine cabinet you will find a key and some papers with the cancellation of the space program.
With these things, get back out. There is a crank next to the cosmonaut that needs to be turned. Then inspect the control panel. Insert the key in the slot and you will have to move the cosmonaut. Move the left arrow, then the top one. Now, to wet it completely, push the lever in the middle. Ask him about the spaceship and to get the spaceship key (you may have to look at the spaceship, try to enter to unlock the option to ask him the question). When you are done, pass it into a terrifying abandoned area destined for the space project. Go left and enter the control room. Zoom in on the control panel and you should see a key, another Voralberg key. Use it in the slot and push the lever. You will then need to open the small compartment at the bottom right and connect the two cables. Take the blood analyzer from the container. Run down and talk to the cosmonaut telling him you need to get some of his blood. Will agree. Press the first two buttons to find that his blood alcohol levels are too high. So, once the hypothesis of risking an infection by half-blood transmission is ruled out, Kate inserts her finger into the mechanism. Since we know Kate is clean and sober (except for that 80s cocaine thing, but that's a whole other story) the blood analyzer is positive. Press the second button again and the others. Now the cosmonaut is finally able to fly away. If the spacecraft works like the train, I think we can speculate what they'll find a few hundred miles away in a small crater. Do you want to tell me that there are no winders in DEEP SPACE? UUhhh Now go back and pick up the crank from the ground. Turn around and you should find some kind of cage with a bird sitting inside. Insert the crank into the siren. This will allow you to watch a nice movie. Then go back to the ship. Enter it and pull the lever again. Regards.

Syberia's complete solution

CHAPTER IV: ARALBAD

After Kate makes her grand entrance, head to the inn (fear not, it's easy to find). She talks to the keeper who is having trouble letting go of her game. She does not provide adequate service, so you have to get busy. There is a cleaning cabinet in the room. Open the door and get the cleaner, She comes back out and uses the cleaner with the fountain to clog her with foam. Go back inside and open the curtain. Now ring the bell to get the doorman's attention and he'll notice the disaster that's happening out there. He will run away to clean up, so you will take advantage of his absence of him. Go behind the reception desk and take the brochure. Press the button and unlock the iron grate. Turn left to enter the dining room. Go through it until you reach a door. Hmm .. I can tell you the code to open it or you can look for the tab it's written on. If you don't feel like searching, the code is 0968. If you want to find the card, go down and left a few times until you come to a room that looks like a post office. The punch card sits on the floor. After entering the code, enter the room. Put on the gas mask and go out. Run along the pier to the gazebo where you will find Helena. The inn keeper runs out to chase you away but Helena wants you around for a little while longer, also because she hasn't had a great time in the last 20 years. To the right outside the gazebo is a small perch with James's bell hanging on it. Go back to the dock and put the bell on the perch down here. You play it and go back inside the dining room. Will you still meet James, the brother of .... videogamingallday.com? I think yes. He will run out to join Helena.
When they come in, question that bitch. In particular about Hans. I think her voice has become somewhat decrepit now ... she Look at the number on the brochure and dial it. You will get a recipe for a Blue Helena, wow! Check the locker under the bar. You will find crystallized honey and lemon. Of course you can't use crystallized honey in a drink, so go back out of the dining room on the opposite side of the one you came in and go down to where you see two men playing chess in a swimming pool. Turn left and you see a hot tub. Turn the knob and put honey in the tub to make it liquid. You will also need a crystal plate (believe me). Turn left out of the dining room to the hall. At the end of the hall you will find a trolley with one of them so steal it, as with everything else ... Go back to the dining room. Put the crystal plate at the end of the bar. Now you will need to prepare the drink. Put the honey, vodka and lemon in the spaces provided at the top. First, press the leftmost lever to turn everything on. Then press the second button. Pull the small lever on the right and press the third button. Now, add ice, lemon, and honey by pressing the knobs with honey, lemon, ice respectively. With all these ingredients, use the knob on the far right. If she says it's not okay, talk to Helena again or put the crystal plate on the side of the bar if you forgot and talk to her again. When he starts singing he should break the plate, reminding her that her voice is still golden. He goes back to the ship to leave.

Syberia's complete solution

CHAPTER V: RETURN TO KOMKOLZGRAD

Can you imagine what Serguei wants to do with poor old Helena? Yick! Now I need a shower. Once all this is done, use the pincers on the lock.Once Helena is out at ease (but she might as well move no? She doesn't seem like she has much left to live!) Use the screwdriver to get back videogamingallday.com's hands (you know .. I thought something. Kate has had a screwdriver for a long time. Couldn't she get her hands back as soon as she got hold of it? ...). After this sequence, take the elevator up to the mine shaft. Take the path below on the opposite side and press the button on the elevator to make it go down. Yikes! Good thing it wasn't that powerful. Now that the ventilation duct grate is off, crawl inside. In the box on the left is another bomb. Pick it up. Go to the big robot statue (will you blame me if I haven't been able to tell you what it is yet ?: P) and put the bomb on her leg. Get out now.

CAPITOLO VI: RETURN TO ARALBAD

Exit the train on the right. Use the winder as you used all the others previously to get it back into operation. Talk to videogamingallday.com for a moment. What you need to talk to him about is your mission. The hotel manager should arrive announcing that a package has been left for you inside. He walks in and examines the small box to the left of the counter. Collect the mammoth automaton inside. Make your way to the dining room. Chat briefly with Helena. Get out when you're done and talk to ... well, you should know by now. When you're done talking, Kate will finally make the final decision.

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