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July 24, 2010

Airtel India Hack : Free Airtel GPRS Internet for computer

Free Airtel GPRS hack on computer:


Bharti Airtel has conquered telecom sector of India and hence there is huge demand for airtel hacks. If you want to enjoy free airtel gprs on computer, just follow steps below:

1. Download Microemulator and OM Browser and JADMaker software to enjoy free airtel gprs on computer.
2. The downloaded file is zipped and password protected. Click here to get the password.

Update: Your computer should have JRE installed to be able to run Microemulator software. Download JRE here.

3.
Unzip this file using Winzix (free download here) to hack Airtel for Airtel free GPRS.

4. Now, from "Microemulator" folder, run Microemulator.jar file to see:

Free Bharti airtel gprs hack

5. Set "Mobile Office" as default internet profile on your mobile and connect cell phone to computer. Now, install cell phone PC Suite (if you have not yet installed) on your computer and connect to internet from your computer using Mobile Office.

6. Now, run JADMaker software on your computer and simply drag and drop OM42.jar on JADMaker software to get OM42.jad file. This is the required browser file.

7. Now, go to File -> Open JAD File and select OM42.jad file created in step 5. Now, emulator will run OM42.jad file. Click on "Accept" and "OK" and start surfing for free using this free Bharti Airtel GPRS.

8. To increase size of browser, go to Options -> Select device. In popup box that appears, hit on "Add" and browse to Devices folder in downloaded Microemulator folder and from Devices, select "microemu-device-resizable". Hit on "Resize" and adjust size as you want. (eg. 800 x 600 or so)

9. Now, you can start browsing internet from computer using free airtel india gprs.

Note 1: You will be charged 30 paise after disconnecting airtel internet. So, you can surf as many sites as you want only for 30 paise. If you want to avoid 30 paise curtailment, simply don't disconnect airtel gprs or best way is to maintain balance below 30 paise.

Note 2: To make this airtel gprs hack work for you, you should have "Zero Rental Mobile Office" (30p/50KB) activated. To activate, simply dial *567# and select Internet Activation.
You will require to have Winzix to get Airtel free GPRS Browser software. Download Winzix here.
Thus friends, I hope you are now well approached with this airtel hack to get free airtel gprs on computer. If you have any problem in using this airtel hack to get free airtel gprs on computer, please mention it in comments.

Enjoy free airtel gprs hack to get free airtel gprs on computer...

July 13, 2010

Walkthrough For " Syberia "

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   <> I: Valadilene, France  <>
   <>========================<>


Kate arrives in Valadilene just in time for a funeral precession. Hmm... Any
guesses as to who died? Hint: Look at the automaton. What type of factory
was I buying again? Oh yeah, a toy/automaton factory. Crap. It's Anna..

You arrive in the Valadilene Inn just in the nick of time after an exhausting
trip from New York. Take the Valadilene Brochure off the wall to the right
of the stair-case. Remember to use R and L to zoom in and out if you're
having trouble reading any of the text.

After you've taken the brochure off the wall, talk to Momo, the child playing
at the desk at the back of the room. There's a reason he's not showing you
what he's drawing but you'll figure that out later.

If you try to lift up your suitcase, Kate will realize just how winded she is.
But where is the inn keeper? You'll notice a bell on the table. Look at it.
Easiest. Puzzle. EVAR! All you need to do is take the key sitting next to it
and use it on the bell. After a few dings, the kind old gent will come out
of hiding and greet you warmly.

Go ahead and introduce yourself and talk to him about whatever you want.
Ask the kind inn keeper to bring your suitcase up to your room for you by
talking to him about "help", and he will, gladly. Seems that the inn has been
pretty empty for quite some time now. It's too bad, since the town was once a
bustling economic boomtown. When you're upstairs don't bother trying to take
anything out of your suitcase(or for that matter, for the rest of the game).
Instead, take the fax that was left for you on the table next to the bed.

After reading that, call up your boss on Kate's spiffy brand-less generic
cell-phone. He'll tell you that he's sent you a fax, so go downstairs to get
it.

Talk to the inn keeper. Ask him about either mission or help(can't remember
at the moment) and he'll hand it to you. Go ahead and read it if you like.
At one point the inn keeper should get really pissed off at Momo for trying
to talk to Kate so much (I think he has the hots for her) so he'll order him
to leave. Yikes! Looks like Momo wasn't exactly drawing anything. He was
actually carving things into the desk! Very useful things... Pick the two
gears up off the table and the two off of the ground. Thank you Momo.

Once you're finished, exit the inn and go to the left a few screens. You'll
meet a very useless baker who won't let you in because the mayor has declared
that this be a day of mourning for Anna Voralberg. Go to the left once more
and pick up the newspaper sitting on the bench. Go ahead and read it to get
some more information on the late Anna. The house to the right of the bench
is actually the notary's house, so go ahead and walk up there.

Hmm.. There seems to be half of an automaton here. It's another very simple
puzzle. Simply place the letter of introduction into the automaton's hand,
pull the lever on it's chest, and pull the lever on the right of it. Very easy.
You'll see the notary checking out your letter and the door will open
automatically. Go ahead and enter.

Once inside, you'll notice that there seems to be some sort of mechanism
on the desk. Don't worry about that for the time being, you'll be using
it later. Enter the door farther into the building to meet the notary.
Sit in the chair and you two will talk a bit. After a while, the notary will
give you a letter that Anna Voralberg wrote and retire to his bedroom. It seems
his health could be better and his doctor has told him that he shouldn't be
working too much.

Okay then. Now that you have that all over and done with, exit his office and
inspect the coat rack near the door. You should find a telescopic key. After
taking it, leave the building and return to main street Valadilene.

After heading a screen or two to the right, you should get a call from Dan.
After explaining to him that you might not be able to go to the Goldbergs
this time, head to the cemetery. It is to the right of the Valadilene Inn
across the bridge. By now it should be open. There will be a few different
things to do here.

First off, your boss Mr. Marson will call you. Doesn't sound too happy, eh?
Hitch a right at the church entrance. It's locked so don't even bother
walking up to the doors.

Go all the way down the path to the door at the back of the church. This
appears to be the priests living quarters. See that small cross hanging on the
wall to the right of his dresser? Click on it to discover a key. Pretty
clever hiding place, eh?

After stealing the priests key, prepare to steal even more stuff (tsk tsk..).
Go over to the priests dresser and open it by using the key you just found
on the small lock in the top-right corner of the first drawer. Take out
the purple punch-card. The other's aren't needed. When you get to the third
drawer, turn the handle that's on the side of the dresser. This SHOULD make
the drawer extend out just a little bit more, but it's enough to give you
access to the Voralberg Key and the priests letter. Once you have that,
leave.

The first door on the right side of the church is actually an elevator.
Figure out which cog goes where on it and you'll be able to take a ride to
the top level, a sort of storage area. You should see an automaton sitting
by the window. Click on him and insert the purple punch-card. Interesting.

Go back to the main entrance of the church and go to the left. There's a turn
that goes to a large grave that has no real importance, so simply go straight
to the Voralberg mausoleum. Click on the automaton's hat. You should see a sort
of + engraving inside of the hat. Use the Voralberg key on it and the mausoleum
will open up. Enter the mausoleum.

Go down to the area with the actual bodies. The only coffin in the wall that
can be pulled out is Hans', and of course, there is no body(too bad, I know).
However, you will find the Valadilene voice cylinder and a newspaper clipping
, so even though you didn't get to see any dead bodies, it was still worth it.

There. Now you're done with the cemetery. Your next destination is the main
plaza of Valadilene where you'll encounter quite a large portion of the
town that's been simply sealed off, which is kind of weird.

You remember the place where Dan called you up about spending dinner with
the Goldbergs? Well go there again and on the right side of the screen is
a VERY hard to see door. Just walk up and down the wall until Kate just
kind of walks into it. Use the telescopic key you got in the notary's
house on the door and it should be unlocked. You'll also need to wind up the
lower automaton. Enter it to find a very beautiful fountain area with 5
different paths(I'll be referring to this place as the plaza throughout
the guide).

Start out by taking the path that's to the immediate right. You should
see an extremely beautiful large house. It's locked however, so don't bother
trying to open the front door. Head around the house and you'll
see a ladder machine. Hmm.. Maybe Kate could somehow get into the attic
by using this? Alas, it needs a key.

Head over to the hedge maze. I know, I just said one of the most feared words
in the adventure genre and I'll say it again. Hedge maze. Luckily for all of
us, you actually DON'T have to traverse a confusing maze to get the key.
Take the path left of the woman weeding. Then, go into the alcove to the
right of the LOCKED gate. The key will be sitting in a.. sink? In a hedge maze?
Couple of weirdo's must live here!

With the key in hand, go over to the ladder-machine and extend it all the
way up. Kate will go up the ladder(guess she doesn't have a fear of heights,
that's good) and enter the attic. Here you will find Anna's Diary, depicting
much of her childhood/teenage years. You'll also find an ink bottle. Head
to the right where you'll find a small corner that looks like it was used
by someone quite a bit. Turn on the light and check out the engraving
of a mammoth on the wall. Go back to where you first entered and Momo
will appear(also not afraid of heights). Before answering any questions,
he'll demand that you draw him a picture of a mammoth. He'll give you a piece
of paper and a pencil to do this with. Instead of taking the time to actually
draw a mammoth, simply use the paper and pencil on the engraving of the mammoth
on the wall, which will make a very convincing trace.

Hand over the picture to Momo and he'll agree to take you to the cave where
Hans fell down and got a rather devastating boo-boo(did I just say boo-boo?).

Instead of following Momo automatically, you'll have to follow Momo yourself.
You'll need to chase him all the way to the small gate at the left-end of town.
Then you'll have to follow him through there some more until you get to a small
crossroads where he decides to take a rest.

Head up the path to the left of Momo. You should see a dam, but it's too hard
for Kate to open. Since Momo likes to brag about being an extremely macho
10 year old, go ask for his help. Looks like he wasn't simply talking out his
ass, eh? Since Momo had to go break the lever, you'll have to find a
replacement. Now go over to the broken lever and watch Kate the Magician
magically place a lever larger than her coat disappear inside of it! Wow!
Let's give this woman a hand! *golf clap* Anyway, go back to where you saw
that rotting boat. Seems there's an ore that could possibly be used to open
that dam in place of the broken lever..

Go ahead and try to get the ore. Damn Kate. Why can't you just step in? You
could even try to stand in the boat! I couldn't believe you could be such a
sissy! Use the broken lever to bring it a little closer, but it's STILL
too far for our prissy little Kate to get. So go get Momo to get it out of
the water for you and then proceed to open the dam.

Now the path to the cave is no longer flooded, so head out over there.
Inside the cave you'll find a mammoth doll. You'll also see quite a few
impressive stalactites and stalagmites(don't ask me which are which). Pick
the doll up and head back to the plaza. At the crossroads you'll get your
first call from Kate's best friend Olivia. They chat for a bit about
this and that and then Kate decides she's too busy to keep on talking.
Head back to the plaza.

In the plaza, take the upper-left path. There should be a lever on one
of the middle-beams. Press it and a machine will take a piece of cargo
into the factory. Go back to the plaza and take the left-most path.
Enter the factory.

So this is the Voralberg Toy Factory, huh? Pretty impressive. Take a
left but don't go up the stairs. Go left again and you should get a
phone call from Kate's crazy mom. She'll ramble on for a bit about
some guy named Franck and finally you'll just kind of hang up on
her. Move forward a little until you get to a new screen. You should
see that piece of cargo you brought in sitting there. Go up to the
transporter automaton. Click on him and he'll bring that piece of
cargo over to the assembly lines.

Back out one screen. You should see a door on the north wall.
Eep! Someone's hanging there! Oh wait. It's just an automaton.
Go behind the hanging automaton and pull the lever. This will
release him and gently put him down. He will spring to life
and try to make himself comfortable.

Talk to him to learn his name, Oscar. Oscar has a pretty large role
in this game, so you should get used to seeing him around. He says
that he's actually been programmed to operate a train..

Aside from the fact he's a robot, do you notice anything strange about
him? He's missing his feet. Ask him about production and he'll tell
you to make him some feet. He'll give you his card which you need to use
to get the feet production underway.

Go back to where you first came in. Take a right but make sure you're to
the left of the assembly lines. Go straight until you reach a door. Enter
the door to find the water wheel controls. Pull both levers. The lever on the
right releases an.. automaton hamster? The Voralbergs sure are funny..

Leave the room and head back to the screen where you first came in again.
Go up the stairs and enter Anna's office, which is the first and only door
you'll see up there.

Inside her office you should see a cabinet. Zoom in on it and click on the
10th book counting down from the left. This will cause a mechanism to start
up revealing the Hans-Anna Mechanical Toy. It will play a very short
song(I like to think of it as a primitive MP3 myself). When it's done, put
the Valadilene Voice Cylinder into it. You'll be treated to a small clip
of Hans and Anna's past, revealing one of the life-changing experiences
they shared.

When the voice cylinder reaches its end, you should see the top of the toy
pop up. Pick up the toy off of it's pedestal and zoom back out.

Now you'll need to snoop through Anna's desk. The first thing you'll probably
notice is the letter sitting in the center. Sadly, it's unfinished. She didn't
die while writing that letter.. did she? Hmm...

When you're done with that check out the blue-print  sitting to the
left of that unfinished letter. I'm pretty sure that's the genius master work
that Anna was talking about in the letter. Finally, look at the stack of papers
sitting at the top-left of the desk. Poor Anna sure was having a hard time
with the factory. She probably wouldn't of been in any if she would of just
dabbled in other products besides automatons..

Exit the office and go up the next set of stairs to the right. You'll find a
control panel that will be used to make Oscar's new feet. Let's go from left
to right. First, click on the color panel three times. If you mix this up,
simply put the color back to the one that matches the color of the panel
itself and click it another three times. Second, insert Oscar's card into
the middle. Third, pull the bottom-right switch. If you pull the right one,
then the number "3" should light up on the left of the board. Now, pull
the switch to the right of the card slot to make the feet. If you did all
this correctly, you should see a bird-like automaton going out of its way
to get some special wood, then you'll see an assembly line making the actual
feet. If you do it incorrectly, you'll simply see the assembly line make
the feet.

Go back down and go get the shoes. Return to the room where Oscar is patiently
waiting and give him his feet. He'll be very grateful, but he'll have to leave
immediately to fulfill his duty. He needs to conduct a train.

Next go to the train station. To get to the train go to the plaza and go down
the top-right path. On the right side of the train there's a janitor whistling
but you can't talk to him. There is also a strange winding machine near the
front of the train on the right side. First turn the wheel then pull the lever
to wind up the train. You'll need to turn the wheel a second time so the wire
isn't blocking your path.

After winding it up, enter the train. Oscar should be here. Talk to him about
mission and he'll tell you that you're his only passenger and that you need
both a ticket and an authorized train release. He'll leave after telling you
this. Follow him out and exit on the left side. That small wood-colored room
is actually a ticket office and guess who the ticket vendor is?

Ask Oscar about your mission and he'll give you a very dated looking ticket
and a train release permit that still needs to be authorized. The notary
should be able to handle this, right?

Head all the way back to his house. If you try to enter his room Kate will
remind you that he's still resting and that she shouldn't disturb him.
Remember earlier when I told you that you'd be using the device on his
desk later on? Well now IS later on. Click on it.

Put the ink that you got with Anna's Diary inside the stamping machine.
Then, place the train release permit onto the padded section of the
counter and press the red button. Viola! Authorized permit!

Head back to the train and enter it. Before you can though you get a call
from Dan. Sounds kind of angry, eh? Instead of giving Oscar the release
permit right away, go to the middle of the car. You should see a pedestal
and two shelves. Place the Hans-Anna Mechanical Toy on the pedestal and
both the Valadilene voice cylinder and the music cylinder on the left shelf.
Put the mammoth doll on the right counter.

When that's done, give the release permit and ticket to Oscar. Kate will
threaten Oscar if there's still anything left to do to get going but
Oscar will manage to tell her that everything's set.

You'll get to see a snazzy cutscene of the train taking off and going
through many area's of Europe. The train stops in Barrockstadt, a
University town. Oscar can't leave the train, because he says that the
air here will cause him to rust up.


  <>=====================<>
  <>  II: Barrockstadt   <>
  <>=====================<>


When you arrive at Barrockstadt Oscar will also tell you that he doesn't know
why the train has stopped and he can't help you try to start it up again. Looks
like you're on your own, Katie.

Get off the left side of the train. Walk to the right a few screens, past a
very decrepit abandoned city. Kate will make note of the winding machine up
here. Head back to the main part of the station. When you get back to the train
Oscar will have something important to tell you. So, enter the train once more
and talk to Oscar. Turns out the rectums.. err.. RECTORS of the University want
to talk to you. How did Oscar find this out again?

This time get off the train on the right side. Make note of the birds in front
of the ladder. Go up and cross the bridge. Go down the south set of stairs and
go left. Talk to the station master and pick up the hook. When you're done
with that go over the second bridge. Go to the right until you find yourself
outside the aviary. Go down the stairs and talk to the husband and wife
"sailors" as Kate likes to call them. They'll offer to move your train for
$100, after some heavy negotiations.

Now go back to where you first got off the second bridge. Exit the aviary-
station and have Kate go straight to the stairs of the University. It's pretty
useless to talk to the kid as all he does is hit on Kate and make note of her
rather large breasticles. Enter the university.

The first thing you're going to want to do is pay a visit to the Barrockstadt
University library. After entering and going past the first screen take a
left. When you're in the library go to the right and climb the ladder. Kate
will find a book. However, the print is VERY hard to read. I kind of strained
my eyes trying to read that text...

After taking that book go down to where there are some students studying at
tables. At the bottom right corner table there will be another book with
this same annoying impossible to read text. Try to read it if you like.
Looking at the pictures should suffice, however.

With these two books exit the library. Go to the left and enter the doors
to find the very odd trio of rectors. Talk to them about everything. Turns
out to get the $100 that you need you'll have to fix the bandstand that's
been broken for years(why the **** haven't they just called a repair man?).
They also act mighty suspicious when you talk to them about sauvignon.

When you exit the university you'll get a call from Marson. He sounds pretty
pissed... If only he knew how complicated this all was!

Go back inside the aviary-station and talk to the station master again about
sauvignon. He'll begin to act just about as suspicious as the rectors and
leave. However, he doesn't exactly go into hiding as it's very easy to
find and talk to him again. Simply go to the second bridge and he'll be
there. Interrogate him about the same subject and he'll tell you to ask
Professor Pons.

Okay.. Go back into the University and take a right at the extremely large
mammoth skeleton. You should see Pons jotting down notes at a much smaller
mammoth skeleton. Talk to him about all subjects. Turns out he actually
knew Hans. Even more interesting is that he tells you to talk to the
station master about the sauvignon.. err.... Ooookay.

Go back to the station and talk to the station master about sauvignon AGAIN.
He'll tell you that you should ask the rectors. Alright(this is turning
into a rather annoying game of cat and mouse). Go back into the University
and ask the rectors about sauvignon.

Inadvertently, the rectors will let loose just about everything they were
keeping secret about the sauvignon. That they have a secret garden in
the station, that Pons' lab has been used as a distillery, and they
drink the wine made from the berries. With this information, head
back to the station and talk to the station master once more.

With this information in hand, the station master won't have many more
ways to hide what he knows. He'll agree to show you the secret garden.
After he leaves, go across both the bridges and go down the forest-y
path. Am I the only one who didn't know what "mum's the word" meant
before playing this?

Follow the path down to the garden and pick up some sauvignon berries.
Don't go back to the ladder to use them just yet though. You need to
do something else first.

Go back inside the train and pick up the mammoth doll. Go back to
the university (the station master will give you a free bottle of wine
when you walk past him)and show the mammoth doll to Pons. He'll be pretty
flabbergasted when he realizes that it exists. After he's done being
in shock Kate will give him her cell phone number and he'll take the doll
into his lab. Follow him there.

In the cabinet there will be another voice cylinder. Move up a
screen and go to the bottom of the screen. You should be able
to zoom in on the end of the top-front lab table. There will be both
a test tube holder and some yangola cola powder.

Now go back to the station and give the cuckoo's the sauvignon berries.
They'll slowly strut out of the way. When they have, climb the ladder.

At the top of the ladder is the automaton bird that the station master was
talking about earlier. Don't worry about not picking up the right egg,
the cuckoo's egg sticks out like a sore thumb. Use the test tube holder to
get it out. When you have it, go back down the ladder and leave the station.

Enter the bandstand. Near the back of where you first enter is a small
scale. Put the cuckoo's egg on the empty side to even it out, opening
the door. Climb down the ladder inside the bandstand and pull the lever.
A cutscene will play.

Go back and talk to the rectors. They'll be most grateful for you fixing
the bandstand(even though all you really did was turn it on again). They'll
hand over a bag of money(must be all in ones) for your hard work. Yeah!
Woohoo! That's just enough for a killer party!.. Oh wait. We still need
to use it to get the train out of the station. Aw crap ... hey, take
that lamp shade off your head Oscar!

Go back to the husband and wife barge duo and throw them the 100 bucks
(literally). There's still a small matter that needs to be taken care
of, however, and the person who can deal with it won't be around
for 48 hours. Since we don't exactly have that much time to just sit
and wait around, Kate will once again have to take matters into her own
hands.

After giving you the money, they'll throw you a key. Return to the
entrance of the train station and mommy will give you a call. Of course
she's anxious for you to come home ASAP just like everyone else. When
she's done, head straight. You should see a machine here. This is what
you need to use to raise and lower the water level.

Click on the front part of it. There will be a keypad that has a piece
of class over it. Use the lock key that the husband and wife threw
you to open it up. To find out what codes need to be pressed you need
to call the number posted on the side of the machine. The number is
27666742. If you don't feel like calling them, I'll list the codes
for you here.

The first code you want to input is #42*. After this, go back and talk
to the couple about locks. They'll move their boat up near your train.
Go back and input the code #41*. The graphics will look a little
freaky for a second(did anyone else have this on their game?) and the
barge will successfully move out of the station.

You can tell during the cutscene where the barge stops, so walk over
there and talk to the couple. They'll throw you a chain to connect
to your train. Use the hook that you got when you first arrived here
on the chain and Kate will automatically put it on the train. You'll
see a cutscene of the train going just far enough for the winding
machine to work. Finally, out of the smelly aviary!

Go up to the train and you'll receive a call from Professor Pons.
Turns out that he's done writing his impromptu lecture and he
wants to see you there. Before we go though we might as well
wind up the train!

To get on the side of the winding machine you'll have to get on
the train then off again on the opposite side. Use the winding
machine the same way you used the one in Valadilene. Turn
the wheel, pull the lever, turn the wheel. After winding
the train up, you'll get a call from Dan. Rawr.

While you're here, you might as well listen to/watch the
Barrockstadt voice cylinder you got in Pons' laboratory.
When you're done, Kate will automatically put it on the shelf with
the others. Leave the train and trek back to the University.

It's pretty easy to get to the lecture hall. Just go straight
towards the giant mammoth skeleton and you should see a set
of stairs. Go up them and prepare to be underwhelmed when you see
just how many students showed up to see this lecture. Strange that
Pons doesn't seem disappointed.. As long as you're here, I guess.

After Pons' long but interesting lecture, the few students who are
here will leave and Pons will tell you that you can pick up your
mammoth doll and some notes that he took for this lecture.

Go to Pons' office and take him up on his offer. You don't need to
talk to him again but he does say a few interesting things. Now you
can finally leave this place. Don't worry about returning the books.
Kate didn't sign them out, so how is anyone going to find out she
took them?

As soon as you're in the train return the mammoth doll to the counter.
Talk to Oscar about the mission! Yes! Finally outta here!.. kinda.

Exit to the right. What's that little small building? Oh no.. not a..
yes. It's another ticket office. Oscar says we need an exit visa to
go beyond the wall. Talk to Oscar about all the subjects to hear some
half-funny dialogue.

Take the path that goes behind the ticket office. Don't bother trying
to sneak up on Oscar by going through the back door, Oscar already
locked it in fear for his life. Enter the door at the end of the
path. Head up the stairs. At the top of the wall, Olivia will call
you up. Turns out Dan is pretty upset after that last conversation.
Hmm.. Gee Kate, I wonder why Dan has such a goody-too-shoes attitude
of you? Let's think for a moment...

*remembers Kate opening a dam rather than walking through two feet
of water*

*remembers Kate being afraid to touch a "slimy and wet" ore*

*remembers Kate not being able to lift her small suitcase to her room*

Eh, I got nothin.

Head across the bridge. Enter the door. When I first went to this place
I had a hard time seeing the Captain standing there.. His coat kind of
makes him blend into the background...

Apparently Captain Malatesta thinks it's too dangerous to go pass the
gate because of a Cossack Archer that's been there for.. years? Look
through the telescope and press the red button on the right a few
times. Crazy.

Check out the Captain's desk. Inspect the pair of glasses to discover
why he's made this mistake for so long. See those wine glasses? Fill
them up with some of the wine the station master gave you. Also, put
some Yangola Cola Powder in one. After you've done this, zoom out and
Kate will automatically propose a toast to the Captain. After he
drinks it, Kate will convince him to look through the telescope again.
Guess what happened when he consumed the Yangola Cola Powder? Yep.
Eyesight = Better.

After being extremely ashamed, he has no problem at all giving you
the exit visa. Once you have it, go back to the ticket office and
give it to Oscar. Of course, he has to give you a ticket and you
have to give it to him inside the train... *thwacks Oscar on the
head* With the ticket, Oscar finally has no more qualms about leaving.
Prepare for another beautiful cutscene!


  <>=====================<>
  <>  III: Komkolzgrad   <>
  <>=====================<>


Wow. Talk about polar opposites, eh? Going from the beautiful picturesque
Barrockstadt to the dingy, creepy as hell Komkolzgrad.  Get off the train
and head down towards the giant robot thingy. Climb up the ladder and inside
on a shelf you'll find three of Hans's things. There's the Komkolzgrad Voice
Cylinder, a design of the giant statue and a handle. Look at the design
to see where the winding mechanism is.

The handle is immediately useful. Place it in the mechanism on the side of
the bed. Push the handle up twice and press the red button to wind the train
up. With the train wound, head back and talk to Oscar. Before you can though
you'll see a short crippled-looking man run away after apparently coming from
the train. Kate yells out at him, but he deliberately doesn't hear anything she says.
You should get a call when going up to the train. When you're done talking, head
into the train.

Inside the passenger area, you'll find Oscar. It appears you've come at a
bad time since he's... all tied up.

*dead silence*

Okay, so I'll never make it as a comedian. Shoot me. Before you untie Oscar
pick up the shears sitting next to him. Why? Just because he needs to be taunted.
After laughing at him a bit, untie Oscar and listen to his explanation. No, the
guy you saw running away took them? Didn't see THAT one coming.. :P

You might as well listen to the new voice cylinder you got while you're here.
After listening to it, go back to the giant statue. Enter it and press the lever
forward once. Exit the robot and after Kate hops to the other side use the shears
on the extremely flimsy wall to cut open a door for yourself.

Inside the room, pick up the spark plug sitting on the shelf. With the spark
plug in hand, leave this place and set the statues so you can go back down.

When you're back down, head all the way to the opposite side of Komkolzgrad. When
you're there, press the button to call the elevator. Take the elevator down into
a mine. When you're here, you'll get a staticy call from Dan. I always wondered how
well cell phones would work in a mine shaft...

See that small machine to the left? That's actually a generator. Put the spark plug
in it and push the small lever to get the juice flowin'. With the lights on, Kate
won't be afraid of getting lost. Go all the way down to the other end where you'll
find another elevator. Take this elevator up.

Now you're actually inside the building. There is a switch to the left of the large
door that will open it for access to the outside area. Go ahead and push that now.

After you've pressed the button, head to the right and go up the steps. Inspect
the automaton pianist at the organ. To the left of him will be a screwdriver. Go
ahead and pick that up.

With the screwdriver in your inventory, exit the organ and go to the other side
of the room. You should see a plate screwed onto a ladder. Inspect it and take
out each screw with the screwdriver. When the plate falls off, climb up the
ladder and enter the room to the left.

Here you'll find the great hand bandit. Turns out his name is Serguei Borodine
and he needs the hands for his automaton pianist. This pianist is going to play
the gigantic organ that he's created to accompany the great opera singer Helena
Romanski. Problem is, he doesn't know where she is and he's never really been able
to make contact with her since she came to Komkolzgrad many years ago.

After he's brought the room down to the ground, go inside and inspect it. Take
the scrapbook and the returned letters out of the drawer at the end of the room.
After taking them, call up your Mother.(Thanks to Ken K. for pointing out I missed
this!
With them, go back and talk to Serguei about Mission.

You should now be able to take the monorail outside of Serguei's control room
Go ahead and ride it to the space station area. Go forward and keep on trekkin
until you come across a capsule. Enter it to find a washed up cosmonaut with a
taste for vodka. He seems a little wasted right now so you probably won't be able
to get very good information out of him, but some of the stuff he says is kinda
funny. Behind him is a bottle of vodka you need to pick up.

After a while he'll leave. Inside his medicine cabinet you'll find a key and some
papers on the cancellation of the space program.

With those things, go back outside. By the cosmonaut is a wheel that needs a good
turning. After that, inspect the control panel. Put the key in the keyhole and
You're going to need to move the cosmonaut. Move the left arrow, then the up
arrow. Now, to drench him, push the middle lever. Ask him about the airship to
get the airship key(you might have to actually look at the airship/try to go in
it to get the option to ask him about it). When you're done, head past him into
a very creepy looking abandoned space project grounds.

Go to the 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 keyhole and push the lever.
You then need to open the small compartment on the bottom right and connect the
two wires. Take the blood testing aparatus out of the socket as well.

Run back down and tell the cosmonaut you need some of his blood. He'll gladly
give it to you. Head back to the control room and insert the blood testing
aparatus. Press the first two buttons to learn that the alcohol level of his
blood is much too high. So, throwing any chances of getting a blood
transmitted disease to the wind, Kate sticks her finger into the machine.
Since we all know Kate is clean and sober(except for that one cocaine binge
in the late 80's, but that's a whole 'nother story) the blood test proves
positive.

Press the second button again and the others. Now the cosmonaut will finally
be able to fly away. If that spaceship works just as well as the train, I
think we can all expect what someone will find a few hundred miles away in
a small crater. You mean there aren't any winding machines in DEEP SPACE?!
Sheesh.

After this, head back down and pck up the handle on the ground. Head back
and you should find a cage-like thing with a bird sitting in it. Put the
crank handle inside the blow horn. This will trigger a nice cutscene. After
it, head back to the airship. Go inside and pull the handle. Toodles.


 <>========================<>
 <>      IV: Aralbad       <>
 <>========================<>


After Kate has made her grandois entrance, head to the inn(don't worry it's
easy to find). Talk to the inn keeper who has a problem tearing himself
away from his game. He gives some shitty service, so I guess we'll have to
do something drastic. There's a cleaning closet in the room. Open the door
and pick up the detergent. Head back outside and use the detergent in the
fountaint to make a fluffy wonerland. Go back inside and open the curtain.
Now ring the bell to get the asshats attention again and he'll notice the
suds outside. He'll rush out and start to mop them up, so take full advantage
of his absence.

Head behind his desk and take the brochure. Press the button and head through
the barred door. Take a left to enter the dining room. Walk down the dining
room until you reach a door. Hmm.. I can tell you the code to go through
here right now or you can go in search of the card with the code on it.
If you don't feel like getting the card, the code is 0968.

If you want to get the card, go down and to the left a few times until you
come in what looks like a mail-room. The card will be on the floor.

After entering the code, enter the room. Put on the gasmask and go outside.
Run down the pier to the gazebo where you'll meet up Helena. The inn keep
will rush out and try to kick you out but Helena wants to keep you around
for a bit longer, as she hasn't had any excitement in about 20 years.

Right outside the gazebo is a small post with James's bell hanging on it.
Take it. Run back down the dock and place the bell on the post down here.
Ring it and go back inside to the dining room. You'll meet up with James,
Oscar's.... brother? I guess so! He'll run out to get Helena.

When they come back in, interrogate that bitch. Especially about Hans.
I guess her voice has become pretty decrepit now... Look at the number on
the brochure and call it up. You'll get the recipe for a Blue Helena, yay!

Check out the cabinet under the bar. You'll find some crystallized honey
and the lemon. Of course, you can't exactly use crystallized honey in a
drink, so head outside of the dining hall the opposite way you came in and
go down to where you see two guys playing chess in a pool. Take a left and
you'll see a hot tub. Turn the wheel and place the honey in the tub to create
liquid honey.

You'll also need a crystal dish(trust me). Take a left outside the dining
room and go in the hallway. At the end of the hall will be a serving cart
with one on it, so just go ahead and steal it, just like with everything
else...

Go back to the dining room. Place the crystal dish on the end of the bar.
Now you'll need to make the actual drink. Put the honey vodka and lemon
in the upper slots that they fit in. First, press the far-left lever to
actually turn the thing on. Then, press the second piano key. Pull the
little lever on the right and press the third piano key. Now, add ice,
lemon, and honey by pressing the the buttons with the honeycomb, lemon,
and ice respectively. With all of it in, press the button on the far right.
If she says it's no good, then either talk to her again or put the crystal
dish on the side of the bar if you forgot and talk to her again. When she
sings this time, it should break the dish, reminding her that her voice is
still good as gold. Go back to the airship to leave.


   <>==========================<>
   <> V: Return to Komkolzgrad <>
   <>==========================<>


Can you imagine what that Serguei wants to do with poor old Helena? Yick!
Now I need a shower.

As soon as you've gotten over that, use the sheers on the lock. After
Helena has taken her sweet ass time getting out (couldn't she speed it
up? Her life is kind of on the line!) use the screwdriver to get Oscars
hands back(you know.. I just thought of something. Kate's had the screwdriver
this whole time. Couldn't she of taken them out when she first got here?
...).

After the next scene, take the elevator down to the mine shaft. Head all
the way down to the opposite site and press the button on the elevator
to make it come down. Yikes! Good thing it wasn't that powerful. Now
that the grate over the ventillation duct is off, crawl through it.

In the box to the left is another bomb. Pick this one up. Head down to
the large robot/statue(are you sick of me not being able to make up my mind
on what it is yet? :P) and put the bomb on it's leg. Leave. NOW.

   <>========================<>
   <> VI: Return to Aralbad  <>
   <>========================<>

Exit the train to the right. Use the winding machine just like you used the
others to get everything back in working order. Talk it up with Oscar for a
bit. The thing you need to talk to him about, though, is your mission.

The inn manager should come out saying that a packadge has been dropped off
for you inside. Go inside and check out the small box on the left of the
counter. Pick up the mammoth automaton sitting inside.

Go to the dining room. Chat a bit with Helena. Go outside when you're done
and talk to... well, you should know by now. When you're done talking to him,
Kate will finally make one last decision.

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