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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.

June 16, 2010

Walkthrough For " Syberia II"

During the opening sequence, you'll learn that Kate's boss from New York,
Edward Marson, has decided to start searching for her to find out what in the
hell is going on with her. Meanwhile, Kate and Hans are on the train trying to
make their way to Syberia, which is where Hans wants to go and Kate is going to
help get him there.

You'll soon arrive in the small town of Romansburg.

ROMANSBURG:

Before leaving the train, go into the passenger area where Hans has turned it
into a mini-workshop. Talk to him about everything only to learn that he has a
one track mind. All he can think of is getting to Syberia, so once you're done,
leave him alone and try to exit the train. You'll receive a call from Oscar,
who says that Hans jerry-rigged something similar to Kate's phone for Oscar to
use in case he needs to contact Kate. After the conversation, you can leave the
train.

Outside you'll meet Colonel Emeliov, the local law enforcement. As he tries to
welcome Kate to Romansburg, a message will come over the PA doing exactly that.
He'll decide to go back into the station, so follow him inside. Talk to him
about everything and then leave. Go south on the platform to find Oscar working
on the train. Before talking to him, let's wind up the train. The train winder
is to the left of Oscar and the players of the first game should be pretty well
familiarized with how it works. You turn the wheel, pull the lever (which is
hidden to the left of the machine), and then turn the wheel again.  Now that
the train has been wound up, talk to Oscar. When you talk to him about the
train, you'll learn that you can't leave so easily this time because due to the
excessively cold weather, you'll need to fill the coal car with coal to keep
warm.

Go to the opposite end of the platform and check out the gate you find there.
It's locked, so you'll need to find the key if you ever want to go down there.
Go back to the station house and walk over to where Emeliov was standing the
first time you were there. You'll find a broken candy machine. You can ignore
that, but what you can't ignore is the small key sitting on the corner of the
table. Take it with you and then talk to Emeliov about the coal to learn that
you can fill the car up with coal for free. Cool beans, we might be leaving
this popsicle sooner than expected.

If you ask Emeliov about the gate, he'll tell you that it's locked to keep the
people living down below from coming up above. I don't see why that would be
necessary in such a small town, but I suppose I'll find out the answer to that
later.

Check out the candy machines near the counter. Unlock the drawer on the
right-most machine using the small key you stole and pilfer the change out of
it. Go into your inventory and grab the coins, only to have a menu pop up
displaying all the different coins you currently have.

Use the fifth coin, the one with a deer on it, and insert it into the left
machine and turn the knob to get some sugar candy. Use the second coin from the
left on the middle machine to get some fishy-looking candy. Exit the house once
again and let's get that coal car filled up so we can be our way.

The machine you need to use to fill the car is just south of the station, so go
over there and pull the handle. The machine will come to life, but what's this?
No coal came out of it, what a rip-off! Voice your complaints to the little
girl below you to learn her name is Malka and Kate will try to get down there.

While you're still angry that you have to stay in Romansburg for a little while
longer, go back to Emeliov and give him a piece of your mind by talking to him
about coal. Ask him about the key and he'll tell you that he lost it. I say
kick his peg-leg ass for being so irresponsible.

Leave the house and go talk to Malka some more. Ask her about the key and she
says she wants a present before she will tell you who has it. Give her the
sugar candy and lo and behold, Malka ties the gate key you need and almost beat
the crap out of Emeliov for losing to her balloon and sends it up to Kate. Kate
will grab the balloon and take the key with her.

Go open the locked gate you saw earlier with the key and head on down the
stairs. Back in New York, Edward Marson and his colleagues will have decided to
hire a detective, Nick Cantin to go find Kate for them.

Find Malka and talk to her about everything. She'll tell you how her mother
died and that a guy named Cirkos has been taking care of her. She also talks
about the Bourgoff brothers, who she says are nothing but a couple of liars and
thieves.

Head left to find yourself at the bottom of the coal machine. You'll see a
generator, which has run out of gas (and therefore the reason why the coal
machine isn't working) and an empty gas can nearby. Take the gas can with you
and then continue on down the road.

You'll see a fence with a door that has a peephole in it. This is the residence
of the Bourgoff brothers. Be polite and ring the doorbell. Talk to Ivan, the
guy who shows up to talk to you. You won't get a lot of help from him, so we'll
just have to find another way in. Follow the fence around until you see a
poster covering a hole in the fence. Rip it off and climb through the opening.

You'll see a large crate near the center of the yard with a couple beady eyes
peeking out. Look at the crate to see a furry white animal being kept inside.
Let him out and Ivan will have to go chasing him down and returning him to his
crate. Now that the little prick is gone, swipe their gas can and Kate will
give them the empty one in return. Go under the structure and talk to Ivan's
brother, Igor, who is sleeping on the couch. Ivan will eventually return, but
not before Kate has already made her way out of there. You can listen as Ivan
berates Igor for letting Kate get away.

Head over to the coal machine and pour the gasoline into the generator. Hit the
red button on the right side and watch as this puppy springs to life. Head up
top and fill up the coal car, but after that's done, Oscar will come running
and inform you that Hans has gone missing. Go back down below and enter the
inn, which is across from Malka.

You'll find Hans here staring at the automaton horses until he becomes
delirious and subsequently collapses. Kate will bring him to the train and tuck
him into bed. Go back to the Bourgoffs' house, but if you continue along the
fence, you'll see that where you snuck in earlier has been since boarded up.
Continue following the path, but you'll hear Kate says that it's too cold for
her to keep going any further when you try to cross the bridge.

Head back into town and talk to Emeliov. Ask him for some help and he'll be
kind enough to lower the ladder that leads up into the attic. Climb up there
and there will be some winter clothes for Kate to wear. Kate needs a private
place to change, but there's no one around, so she could have very well changed
right then and there (wink wink). Let's just amuse Kate by having her go back
to the train and going into the bathroom (the door next to the exit).

Now that Kate has changed, go back and talk to Malka some more. She'll tell you
that the monks may be able to do something for Hans and then when you're done
talking, go into the inn and talk to Cirkos, the bartender. Talk to him about
Malka and the shrouds and he'll say that Malka is in charge of all that stuff,
so go back and talk to her about everything. She'll give you a token to use so
you can get a shroud, so go back to the bridge leading to the monastery and get
one. Take the shroud to Hans and use it on him to let it do its magic.

Go to the bridge once more and cross it. Follow the path up to the monastery
and pull the chain near the elevator shaft. You'll see a monk look down at Kate
and shake his head no, meaning there won't be an elevator coming to let Kate
get up there. Follow the path off to the east to find a monk doing something at
a pond.

Talk to the monk about everything and Kate will find out she can't get up to
the monastery because she's a girl (and I bet the monks think girls still have
cooties too) and make note that the conversation stops whenever the monk hears
a bird calling. Apparently the call belongs to a rare bird known as the “merula
alba”, or white raven. Time to head back to Emeliov again. Ask him for some
more help and he'll give Kate three different colored bird calls. Go back to
the monk and use the silver bird call on him. He'll run off, leaving the other
monks' habits behind. Swipe one and Kate will automatically change into it. Go
back and pull the chain again and not realizing that the monk is actually Kate
in disguise, the monk up above will send the elevator down for Kate.

Follow the path around and when Kate hears the church bell ring, she'll
automatically walk to the courtyard. Walk west and enter the chapel and go
towards the front. The patriarch will come out and realize who the “monk”
really is. Talk to him about everything and when Kate shows the patriarch the
shroud, he'll have a couple of monks bring Hans up to the monastery.

Meanwhile, back in New York, Marson gets an update from Cantin, and you realize
that he was in Aralbad and that Kate checked out a while ago. He tells them
that Kate's behavior is different and then we go to the monks carrying Hans.

In the morning, Kate will talk with the patriarch, and after much persuasion
he'll allow Kate to see Hans. Go into the hallway and there is a door along the
wall that you can open. This is Hans' room, so talk to him about everything
until you see the monk you saw washing habits come over to the door and begin
eavesdropping. When he does this, stop talking to Hans and go out and talk to
the monk. Tell him about Hans and then ask him about Brother Alexei. He'll
continue speaking in Latin, but eventually he should give you a scroll and a
stained-glass mammoth. Once you receive these you can look at the scroll
without the mammoth being in the way so you can find out how to get to Alexei.

Finish your conversation with Hans and then leave his room for now. Out in the
courtyard, you'll see a bucket on the ground with an object laying next to it.
Pick the object up to learn that it's really a brush and take it with you. Go
back to the chapel, and rather than talking with the patriarch, there are some
paintings along the wall. The one we want to look at is the one on the left,
near where you encounter the patriarch.

Use the brush on the book and Kate will brush the paint away, revealing a cross
with several dots around it. Some are in white, some not. Hmm...I wonder if
this could be a clue for a later puzzle? I think it'd be a good idea for you to
jot it down, just in case it comes in handy later.

Go back to the courtyard and this time, go north into the monastic library.
Follow the ramp down to the bottom and hidden to your right is a rather long
candle lighter. Take it and notice the view. You see that cross on the floor
and how the candles are arranged? Does it remind you of anything? We just saw a
funny-looking pattern not too long ago in the chapel and I hope you remembered
to jot it down. Anyway, the white dots you saw represent the candles you need
to light. The cross is tilted at an angle, so solve the puzzle accordingly. The
first candle you want to light is at the 12 o'clock position, but slightly off
to the left of the cross. Work clockwise (going right from 12 o'clock) and then
light the candles at the 3, 4, 8, and 9 o'clock positions.

Once you've successfully solved the puzzle, you'll notice an aperture at the
top of the library open up and allow light to shine in. Head up there and look
through the aperture to get a nice view of Romansburg. Kate will pull back from
it and the next thing you want to do is put the stained glass mammoth into the
aperture. You'll then need to shrink the aperture's hole, and in order to do
that you need to push the four panels surrounding it in the correct order.
Starting with the bottom, push the panels in a clockwise fashion and the
aperture will shrink and an outline of the mammoth will be shown on the wall.
Go back down the hall and stop to where you can see the outline of the
mammoth's eye on the wall and push the plinth in and a bookcase will move,
revealing a hidden room.

Take the book and the Youkol relic with you. Read the rather long book to learn
about various aspects of the Youkol culture, but more particularly about the
scarlet brambles. Leave the library and go back to the elevator. On your way
there you will see a wheelbarrow. Inspect the wheelbarrow to find a pair of
shears. Take them with you and now we're going to check out the monastery's
graveyard. You can find it by going to the courtyard and heading into the area
to the left of the library.

You want to head around the tree in front of you. It doesn't matter which way,
except that the right path will get you to where we want to go quicker. When
you get to where we want to be, you'll see a grave near Kate's feet with
something covering it. A close-up view of the grave will reveal that it is
covered in scarlet brambles. Use the shears to cut away the brambles and then
take the herbs and brambles (it's one item) with you.

Go back to the elevator and I'm sure you want to leave Hans behind now, but you
can't. We're back here because there is a machine nearby that we need to
utilize. Take the matches and then put the brambles into the bucket. Next you
want to open up the small cylinder underneath the spigot. Take a wick from the
left side of the machine and put it into the cylinder and close it. Pull the
handle to use the bellows that will heat up the bucket. Turn the spigot and
it'll pour some of the contents into the cylinder. Open the cylinder and take
what you find inside to realize that you've just made an herbal candle.

Go back to Hans and in his bedroom, go over to the table and put the Youkol
relic on it. Put the candle inside the relic and then light it using the
matches. The effects of the candle will heal Hans and once he's sitting up,
feel free to talk to him and Kate will tell him she'll try to find a way for
them to leave the monastery.

If you go back to the elevator, you'll find the patriarch standing nearby. He
says the only way you'll be able to leave is when Hans ends up in a box. Screw
this guy. Go back to the chapel and since the patriarch is guarding the
elevator, he isn't in the room he always popped out of whenever you entered
that area.

Go into the room and take the ornate key you find inside. You can use this key
to unlock the gate near the chapel entrance. Ring the bell to summon the monks
to go do whatever it is they do. Go back to the graveyard and take the left
path this time to arrive in the spot where you may have seen a monk digging a
grave. Check out the large hole in the wall and then position the casket nearby
so that it's in front of the hole. Go back to talk to Hans and he'll decide to
go with Kate. So much for getting out of there quickly, but once they reach the
casket  the patriarch and a couple of flunkies will show up in attempt to stop
the pair from leaving. It doesn't do much good as they take off down the hill
in the casket.

The end of the ride will leave the pair by the bridge leading up to the
monastery. They'll automatically go back to train, where Hans will go back to
working. Talk to him about leaving and he'll say there's one last thing that
you need to do. He fixed the mechanical heart for the horses in the inn, but
he's too old and weak to go fixing the horses himself. Kate will agree to go do
the job for him, so go back to the inn.

Upon arrival, you'll see Cirkos trying to train a youki to jump through a hoop.
He is unsuccessful, so he goes back behind the counter while the youki takes
off. Check out the horses on the stage and get a close-up view of their inner
workings. Put the heart in the middle and then put the lower left pipe in the
lower left middle hole (just click on the hole and the pipe will automatically
move there). Put the upper left pipe in the upper right hole of the upper left
section and put the upper right pipe in the upper left hole of the upper right
section. In the remaining section, connect the pipe to the right most hole.

Push the central post down and if you did things correctly, each horse will
buck slightly, but that doesn't mean they're fully functional yet. Disconnect
all the pipes and then push the post again. You'll see the heart rotate, and
the pointer at the top change. Rotate the heart two more times and the pointer
will be at the far right. Connect the pipes to their respective holes and push
the post again and the horses will be working again.

After Kate is finished, there'll be a rumbling and she'll realize that the
train is leaving without her. She tries to catch up to it, but she's too late.
Go and talk to Emeliov and he'll tell you about the gangcar down below. If you
want to use the gangcar, go out to the platform and pull the lever near the
stairs to go down below. Hop in the gangcar and let's catch that train! Sadly,
it's not meant to be as the gangcar comes to a halt on the other side of the
platform.

Go to the inn and talk to Cirkos. He'll let you have the youki, as it's not
really his to begin with. You can find the youki back at the Bourgoffs' place,
and this time their front door is open. You'll find the youki sulking near
where you met Igor when you first arrived. Give him some fish candy that you
had been carrying around and he'll agree to follow you. Go back up to the
gangcar with the youki in tow and hop on. This time you'll be able to take off
after the train, but soon Ivan will spot Kate following him and when the train
crosses the bridge, it'll collapse, leaving Kate to find another way around.

THE MIDDLE OF NOWHERE:

No walkthrough I've seen for Syberia 2 refers to the place you're in now as the
middle of nowhere, but seeing as you're not near any type of civilization, I'd
say that would be the best thing to call it, wouldn't you agree?

The path you need to follow is a bit hard to find, but it veers off in a
northeasterly direction. Follow it and along the way you'll see a frozen Youkol
altar. Continue on until the youki sees a beaver and decides to go over and
harass it by barking. While he's occupied with that, continue up the path
without him by following the one that doesn't take you to the youki. You'll be
in a clearing and you should be able to see some branches laying on the ground.

Take the branches with you and go back to the altar. Place the branches under
it and then light them on fire using the matches. The altar will thaw,
revealing a fish. Take the fish with you and go back to the youki. Give the
fish to the youki and Kate will lead him to the clearing. As the youki as
eating the fish, a tree near the river in the other screen will topple over,
allowing Kate to cross the river.

Do so and on the other side continue to follow the path until you see some logs
sticking out of the ground. There is a fork here, so take the left fork and
follow it until you see a log cabin, ignoring the collapsed footbridge along
the way.

Inside the youki will take a seat. Check out the mantle and take the three
items you find there. The book will tell you about the orange salmon. Before
you head outside, go towards the back door and then to your left to find the
kitchen counter. On the left side is a fish tank, so take it with you and then
head out the back door to the pier. You'll want to save your game here in case
you mess up the fishing, but with me as your guide, it'll be practically
impossible to mess it up. Take the fishing rod and then check out the tackle
box near Kate's feet to see what kind of lure we have to work with.

You want to use the third lure in the first row and then cast your rod into the
rightmost part of the lake. If all goes well, and it should, Kate will catch an
orange salmon, which is something we'll need to be using in just a moment. If,
in the off-chance you catch anything but an orange salmon, you'll need to load
your game and try it again until you have the right fish.

Go back into the cabin and then leave it again using the front door. As Kate
goes to usher the youki out, the youki suddenly yelps and jumps back into the
cabin. Kate will take a peek out the door and she'll realize that there's a
humongoid grizzly bear standing outside her door, and she'll quickly close the
door. (Just so you know, you never have to worry about Kate being killed in
either of the Syberia games, as it just doesn't happen). To get rid of the
bear, open the nearby window and toss the orange salmon at it and it'll go away.

Leave the cabin and go back to the footbridge you ignored earlier. Hack away at
the nearest post using the hatchet and Kate will pull up a rope and plate. Use
the rope and plate this time and Kate will use it to swing across to the other
side of the chasm and the youki will set a new long jump record for animals
everywhere as he follows Kate across.

As you begin to follow the next path, the youki will run off to chase after a
bird. Continue on and you'll realize that the Bourgoffs are here and they're
trying to kill Kate and the youki by flinging boulders down at them. Just as
Igor prepares to toss another rock, you'll hear the motor of an airplane and
you can see that it's coming in for a not-so-smooth landing.

What you'll want to do now is try to climb the cliff only to learn that the
first hold is too far out of Kate's reach. You can remedy this problem by using
the hatchet on it. The next part does take a bit of time to accomplish, but
you'll have to work your way up the cliff. You may have to backtrack here and
there, but please be patient and you will get up to the top.

Head over to the wreck by going south and then west from your present location.
Go past the downed plane to find the pilot hanging in the tree. You can talk to
him if you want, but he's sleeping (which seems odd) and the headset on his
head will prevent him from hearing Kate.

Go back to the wreck and look at the cockpit. The name of the pilot is shown at
the top of the instrument panel, and it reads "Boris Charov". Hmm, why does
that name sound so familiar? Oh yeah, I know! He's the guy Kate sent into space
in the first game!

Turn the power on by pressing the upper left switch. In order for us to be able
to get through to Boris's headset, we need to find out its frequency. To do
that, you'll have to play with the switches on the bottom right and the two at
the top. I don't remember how to get the first couple numbers, but I believe to
get the second set you need to flick the right top switch on and turn the other
off and at the bottom right panel, flick the first switch in the down position
and flick the other two up. I don't believe the knobs below them come into play
at all, but once you've figured it out the numbers "28" show up.

You'll have to play with the switches to get the first set, and those numbers
are "03". This means that the frequency for the headset is "0328". There isn't
a way that I'm aware of to get them both to display on the panel, so don't
worry about it. When you're done, go back out into the clearing and head south.
Just as you enter the next area, Ivan and Igor will just about run over Kate
with their snowmobile.

Follow their track back to the last scene and head on over to the equipment
shed. Turn on the intercom system by pushing the lone red button at the top and
set the frequency to "0328" by using the other red buttons to the left of it.
Each button controls one number, so pushing the first button along the top will
increase the first box by a number while the first button along the bottom
decreases it by one.

Once the frequency is set, push the button on the microphone and Kate will
speak to Boris over the intercom. He'll get himself out of the tree, so feel
free to go back to the crash site at your own convenience. You'll find Boris
working on his flying wing, so talk to him about everything and he'll let you
know that you can use the ejector seat in manual mode to get to the train.
However, you will need to find out the coordinates. You can push the button on
the right side that has a symbol next to it, but when you talk to Boris about
it he'll say that the radar is working right now.

To get the coordinates, go back to the equipment shed and turn on the radar.
Climb up the ladder near the shed to get up to the dish and then turn the crank
so that the arrow points to the letter B. Go back to the shed and check out the
radar. You can see that it's picking up a large blip, so that must be the
train. Check out where it's located to get the coordinates, which is 80 degrees
by 20 degrees. Go back to the crash site and get a close-up view of the cockpit.

Looks like Boris put in a new panel, so on the left side, enter 80 in the first
display and 20 in the second one and push the button. Watch the somewhat
amusing sequence as Kate is launched into the air by the ejection seat. She'll
come to a landing near the train and we're one step closer to getting the hell
out of here.

Head towards the front of the train, but when the scene changes, you'll see the
youki checking out an object that's sticking out of the ground. Go over it and
try to pick it up, and Kate will end up yanking it out of the snow and suddenly
come to life. She'll realize that it's Oscar and right now he's all froze up.

Go down to the passenger car and hop in. You'll see the mess the Bourgoffs have
made out of this car, but as you go into Hans' workshop, take the rolled up
paper on the floor near his bed to find the blueprints of the train. Search in
front of the overturned table to find an oil dispenser and take it with you.

Go back to Oscar and get him lubed up. He'll go back to his engine and he says
that you can leave as soon as Kate enters the passenger car. Do as he says but
when he tries to move the train, it won't get very far as the passenger car is
stuck on the collapsed bridge. Go up to the engine and talk to Oscar to find
out that since it is stuck on the bridge, the car will have to be decoupled
from the rest of the train.

In order for Kate to decouple the train, you will have to go back to the
passenger car and into the room where the pedestal used to sit. Try to open the
round panel on the floor, but it's not going to happen. Call Oscar on the
cellphone and he'll open it for you. Slide the top, bottom, and middle sliders
in that order and just as the passenger car is about to go over the bridge,
Kate makes it out to the next car in one piece and the train will be off.

The next stop for the Clockwork Express (my name for the train) is near a
massive mammoth monument (try saying that three times fast).

Head northeast towards the monument and then east to find Igor. Since he's
here, it must mean that Ivan is somewhere in the vicinity as well. Talk to him
about everything to learn that Hans has once again gone missing and that he
isn't going anywhere due to the "evil spirits" that must obviously be lurking
around the area.

Go back one screen and head south to find the snowmobile that they rode in on.
Look in the saddle bag on the back and take the gauze blanket with you. Go over
to the statue and stuff its mouth with the blanket and you'll stop the noise
you kept hearing. Go back to Igor and Kate will convince him that the evil
spirits have gone and he'll decide to take off for home on the snowmobile.

He left a pair of snowshoes behind, but I don't think he'll miss them too much.
Put the shoes on and then head up the ramp. As you go into the next area, Ivan
will come out of nowhere and threaten Kate with a mammoth tusk. Talk to Ivan
until he can stand no more and then call Oscar on the cellphone. He doesn't
want to come and help you, but he will honk the train's horn. Sounding the horn
will distract Ivan momentarily, so go over to the sled in the upper left corner
and check it out. Take the ivory knife you see hiding under some bones and use
it to cut the rope at the right of the sled.

Didn't quite make the impact you thought it would, did it? Ivan comes after
Kate, but as he does so, the ice underneath them cracks and Kate falls into a
hole that forms. What will happen to our daring heroine this time? Stay tuned
to find out!

YOUKOL VILLAGE:

Kate awakes from a dream naked (and looking good, I might add) and finds
herself in a strange hut. She'll get dressed and then you're free to do what
you want. Leave the hut and talk to the guy standing near the door. You're in
the Youkol village and he'll tell you that Hans is sick again and is on the
verge of death.

He'll tell you that if you want to see him, you'll have to find the spirit
woman, and in order to do that, just follow the sound of the drums. Check out
the basket on the other side of the door and take the antlers with you. Head
east to find the drums that the Youkol man mentioned earlier. Awfully long
drumsticks, aren't they? Ignore them for now and continue on to the southeast.

There's a spot just south of the hides that you need to check out because
there's a leather strap on the ground that you'll need to take. Once you have
it, it'll automatically combine with the antlers to form a slingshot. Go back
to where you saw the drums and go up to the drumsticks as they beat away. Kate
should focus on some icicles hanging over the drumsticks, so use the slingshot
on them and she'll use it to knock down an icicle and jam them up, allowing
Kate to pass.

Head north to find the spirit woman's hut. You'll find Hans here all strung up,
but he isn't dead yet. To the right side of him are some masks hanging on the
wall. Take one and the woman will allow Kate to have it. On the other side is a
Youkol altar. Take the prayer wheel you find sitting there and the woman will
allow Kate to have that too.

Talk to the woman about everything to learn that Hans is in a dream state and
that he doesn't want to come back. Kate is adamant that she try to bring him
out of it, but in order to do that, she needs some dream fruit that grows from
a rare plant. We'll just have to see what we can find around here, so when
you're done talking, leave here.

From where you picked up the leather strap, go southwest. Check out the machine
you find there. Take the cork bung from the ground and then take the empty
flask from the middle of the machine. Put the flask in the holder at the top
(it may be a bit hard to find, but it's hanging over the river, if that helps
any) and then turn the crank to lower the flask into the water. Turn it again
to bring it back up and take the flask to get one full of water.

Head south and go over to the youki pen and check out the gate. Take the
fishbone with you and then go east and follow the path as it turns to the
north. You'll eventually come to a cave lined with torches. Enter the cave
following the path to the northwest and continue on to you find an ice wall.
You'll see a lemming scuttling about (it'll eventually run off to the right),
some tunnels in the wall, as well as some berries growing within.

Plug up the bottom right hole using the cork bung and then back out of the
view. Go over to the perch near the tree and hang the prayer wheel from it.
Give the wheel a spin and a harfang bird will fly over to the perch, scaring
the lemming back over to the tunnels.

Go back to the ice wall and the lemming will follow the tunnel to a small hole
within the tunnels and now he has no way to get across. Take the cork bung out
of the first hole and plug up the hole near the lemming and it'll jump across,
but now it's at the bottom of a shaft and it has no way to get up to the top.

Pour the water from the flask into the hole at the top of the shaft to fill it
up. The lemming will then swim to the top, pick some berries, and wait for you
at the next problem spot. Drop the fishbone into the hole above him and the
lemming will use it as a ladder. He'll tumble down the next half of the tunnel
and drop the berries he picked.

Take the berries to learn that they're actually the dream fruit you've been so
desperately needing.  Make the long trek back to the spirit woman's place and
talk to her to tell her that you have the dream fruit and watch the sequence as
Kate goes on a trip and enters the dream world.

VALADILENE (DREAM WORLD):

Holy flashback, Batman! If you've played the original Syberia, you'll know
exactly where you end up, but notice anything different? Everything's in a
yellowish color. Head down into the cave and take the mammoth doll you find
laying on the ground at the very back of the cave. Leave here and follow the
path until you reach the courtyard.

You'll find a young girl here, so talk to her about everything to learn that
she is indeed Anna Voralberg, albeit a younger version, the woman who died at
the beginning of the first game. She'll eventually talk about her father, whom
she says might be at home right now. Once you're done talking to her, go down
the stairs and across the bridge to enter the town of Valadilene.

Follow the road down for a couple of scenes (the original game had a third that
took you by the notary's house) and enter the door on the right. It may be a
bit hard to find, but the view will change when you get into the area. Once
you've found it, head through the door and into the fountain plaza. From the
fountain, take the right path and head into the house. The players of the first
game will recognize this house because it was locked when you came here, and
you ended up having to sneak into the attic by using a ladder.

Moving on, go into the room to the left to find Hans and Anna's father,
Rodolphe Voralberg. Talk to him about everything to learn that he'll be leaving
for the factory shortly and that Hans is in the house as well, but he's being
punished and is currently locked in the attic.

When you're done with the father, go out and check out the clock near the
stairs. Note its current time and then look at the bottom of it and look at the
time there. Not exactly synchronized is it? Head back and talk to Anna again to
learn that her father leaves for the factory at exactly 7:15.

Go back to the house and mess with the clock again. On either side of the
bottom clock face are two switches. The one on the left advances the clock by
15 minutes while the other advances it by 30 minutes. First, let's synchronize
the clock by setting the bottom clock face so that it reads 2:45 (it'll end up
just before the III, which is Roman for the numeral three). Touch the figures
next to the bell to raise the counterweights and then set the bottom clock face
so that it reads 7:15 (in other words, a little past the VII, which is Roman
for the numeral seven). Set the pendulum in motion to get the clock working and
then pull on one of the counterweights to move the hands of the clock.

Touch the bell and if everything went as planned, the clock will begin to
strike 7:15 (I messed up on this one and couldn't get the clock to strike. If
this happens, try pulling on the other counterweight. In my case, I had pulled
the left one earlier and then when I figured out the problem, I ended up
pulling on the right one to get it to work).

Once the clock begins to strike, Rodolphe will get up and leave for the
factory. In doing so, he'll set a key down on the table. Go into the room and
take the attic key off of the table. Go upstairs and unlock the door and enter
the attic. You'll find Hans tinkering away here, so give him the mammoth doll
and you two will get to talking, with Hans switching between his current self
and his former self as the conversation goes on.

Make note of how he talks about Oscar and that Kate must find a way to open his
heart. When you're done talking, Hans will disappear and you should use the
thing on the table to leave the dream world.

YOUKOL VILLAGE REVISITED:

Leave the hut and go back to the youki pen. From there, go north  and climb up
the ladder. Follow the path past the stairs to find a couple of Youkol to talk
to. You won't be able to understand them, but you can try to talk to them about
everything if you wish. Continue past them to find the train, and in front of
the train you'll find a hook. If you try to pick up the hook, Kate will say
it's too heavy for her to move on her own.

Try to ask the Youkol for help, but they'll apparently refuse to do so. Go back
to the train and climb into the engine to find Oscar. Talk to him and
eventually you'll be able to talk to him about wearing the Youkol mask. Do so
and he'll agree to put it on, but doesn't exactly like the idea either. Go back
to the Youkols and talk to them about Oscar and then ask them for help to move
the hook.

This time they'll go over and hook the train up. Examine the hook and pull the
lever to take up the slack. Go back down into the tunnel and this time go up
the stairs you went past earlier. Follow the ledge to the left and then
southeast. Pull the right lever to bring the train down and then climb back
down and continue to backtrack. You'll have to go east past the youki pen and
follow the path there until you find the train. Go up the stairs and then go
into the engine and talk to Oscar about everything.

He'll eventually decide to go off on his own to the spirit woman's place and
Kate will be left to follow him there. At the hut, you will find Oscar laying
on the bed underneath Hans. Push the dreamcatcher near the door to hear Anna
say "7:15 exactly". Check out Oscar's chest to notice some buttons arranged in
a clock pattern. Push the ones at 7 and 3 and more buttons will appear. Push
the new ones at 12, 3, 6 and 9 and a key will pop out. Take the key and watch
the sequence.

Talk to the spirit woman and she'll tell Kate that she'll have to prepare the
voyage for her and Hans. Go back to the train and climb up into the engine. Get
a close-up view of the instrument panel, and use the key in the slightly
discolored spot between the two gauges near the top.

Pull the lever at the top right and top left and a snake automaton will emerge
from the top of the train. Flip the far right switch near the wheel in the
middle and the snake will take some coal and then go back into the train. Flip
the top right and top left levers again and this time you'll see the snake come
out of the bottom of the train.

Flip the switch to the left of the last one you moved and the snake will take
in some water. Turn the large wheel at the far left and the fire will be
stoked. Use the switch at the far left and something will come out of the front
of the train. Turn the wheel above that last switch and the train will spew
some steam to melt some ice to reveal a massive ark.

To get to the ark, go back down the stairs and follow the path east. Cross the
bridge and head north. Once you get to the dock leading to the boat, talk to
the Youkol standing nearby. He says you'll want to take the youki with you and
that he'll open the doors when you're ready to leave.

Go onto the ark and talk to Hans and he'll reiterate that you need a youki
before you can leave. Go back to the youki pen and let the youki out. He'll
take off for the ark, and you should follow him back there too and get aboard.
You'll set sail for the next area.

THE ICE SHELF:

As you sail through the water, the boat will eventually run aground on a
penguin-infested ice shelf. Talk to Hans and Kate will wonder if this is
Syberia, but alas, it's not. Disembark from the ark and head northeast to find
some skeletons and then head north. Find the tusk and take it with you to learn
that it came from a narwhal.

Go back one screen and then head west. You'll find the ark's anchor stuck in
the ice, so use the narwhal tusk to free it and then continue on past it. Kate
will turn around and watch as Ivan Bourgoff has somehow found his way here and
has decided to commandeer the ark. It won't be going anywhere as it's still
stuck on the ice shelf.

Follow the path southwest and then go south until you can't go south no more.
You can try to go east, but you'll only find a crowd of penguins blocking your
way. Go northwest instead to find a nest of penguin eggs and put the Russian
doll in it. Kate will call the penguins over to check out their new egg and
it'll free up the eastern path as well.

Go onto the ice where the penguins were originally only to have a crack form
behind Kate. Use the narwhal tusk on it and Kate will break off the large chunk
of ice from the rest and use it to float over to the ark. You'll next find
yourself in the ship's hold.

Move the barrel out of the way and go through the door. Climb up the ladder
near Hans to find the anchor room and take the hook you find on the floor.
Climb back down into the hold and check out where the mast goes through the
deck. Use the hook on the ivory part and then attach the rope to the hook.

Pull the lever on the floor and watch as the mast swings around and launches
Ivan off the boat into the crowd of penguins. The boat will leave without Ivan
while the penguins get to have their way with him.

SYBERIA:

We'll have arrived at the place we've been searching so long to find, but I was
hoping for something a little more spectacular. Hans will take off on his own
and Kate should leave the boat as well. Go east and climb up the ladder to the
guard tower. Check out the guard only to find that he's long dead. Take the
medallion you find off his body and then climb back down the ladder.

Follow the path to the other side and walk down the stairs. Run down the pier
to the end and look at the chest you find there. Take the stone plates with you
and then follow the pier north (but don't go back up the stairs). Look at the
grass here to find another stone plate and pick one of the flowers as well.
Continue down the path to find Hans sitting on a bench. There is a lever on the
right side of the door that you need to pull, but it may be a bit hard to see.
The lever will lower another youki cage, similar to the one you saw on the
gangcar.

Go back to the boat and climb down into the hold. You'll find the youki
snoozing away here, and you can wake him up by waving the flower in front of
his nose. The youki will continue to impress me as he wakes up and jumps all
the way up to the deck of the boat.

Before following the youki, go through the door and check out the paintings on
the canvas.  Once you're done looking, go topside and lead the youki back to
the gate and he'll automatically jump into the cage and open the door before
collapsing from exhaustion. Hans will go through the gate as Kate shakes her
head, so when she's done, follow him through the gate.

Walk up the stairs and go across the walkway. At the end you will find yet
another strange machine. Look at the ground underneath it and at the top left
is another stone plate. I could go into a lengthy discussion about how to use
the medallion to figure out which stone goes where, but I won't. Here's the
solution: Put the first plate in the southwest part of the circle, the next
goes in the east, and then place the rest of the stones as they appear in your
first inventory slot in the northwest, north, and southeast parts of the circle.

Turn the wheel on the left side and a key should come out of the middle. Take
the key with you and then go up the stairs to the north. Hans is here looking
out into the horizon, so talk to him and he'll tell Kate that he wants her to
summon the mammoths by using the flute. Go down the other set of steps and
you'll find the flute in question. Look at the panel and use the ivory key at
the bottom to reveal a set of buttons. Put the key into the second hole on the
bottom and then turn the wheel to turn the dish.

Go over to the left side and examine it. You'll have to arrange the valves so
that the flute will play the right tones. All the valves are currently open,
and if you turn the handle next to them once, it'll partially close them. A
second pull will close them all the way.

Set the top row so that the first hole is open, the second hole is partially
closed, and the last is left open. The bottom row should have the holes set to
partially closed, fully closed, and fully open. Pull the horizontal lever and
watch as the amazing journey that you've been on for so long finally comes to
an end.

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