Go around further back, and then exit out the back flap of the tent. Open the middle drawer on the right column and take the paper inside. Look at the screenshot on the left above. Walk in the control station and scroll left to see a fuse box. Looks like he needs to take his medication at tea time.
Exit out of this view and head into the wooden room to get your gear on. Exit out of the drawers and turn around to the wall behind Mr. Grab the Brochure red pamphlet. Go back to your room and talk to Kurk. Click the back of the tractor and view a short cutscene.
Exit out of this view and click on the panel with the buttons. Talk to Kurk, then leave your room again. Click on the automaton you threw out of the tractor rude , and grab the Small Key in its hand. Look at the table with the stamp machine, then click on the stamp machine. The screenshot on the right above shows various pieces of fruit around Oscar and one of which he can take left click on the hotspot in front of Oscar and then once again to take the green apple. Use the diary to solve the puzzle.
Go back in the tent and around the way you came until you come to another flap in the tent with a skull above it. Next Oscar and Kate are going to meet at the door and get out of here. Head to the set of gray doors opposite the Krystal. Justify why you took the ride to the Shaman. You need to find some way to reach the clinic and rescue Kurk, the Youkol chief. Go back to Oscar and tell him to Advance. Exit out of the view and walk back to the stump in the circle.
When you come to a point where the road splits, after you walk past the way back to the bonfire, turn left and follow the path to a set of large metal doors. After a cutscene, talk to her and give her back the key. Oscar goes through the door on the other side of the control panels to meet with this man and hopefully resolve the problem. Place the large cog on the left-most post, then the other cog on the post to the right of that, and the gear assembly under those two cogs. The Switch version of Syberia 3 will launch physically and digitally on October 18, publisher and developer Microids announced. Exit to the main part of the amusement park.
Pardon yourself when given the option, then introduce yourself. Important notes: — An Automaton with a Plan is a downloadable content that includes an add-on adventure for the game Syberia 3. You can talk to the Youkol who hooked up the boat… oops! Pick up a Cog in one of the cardboard boxes on a desk in front of the door. Board the Krystal and click on the water house to the right of the crank you turned to get the coal on board. Next time the car stops, look to your left and get out of the car. Head towards the camera again and click on the barrel near the door.
Insert the miniature Krystal key and then click the switch. Much of the game is spent sauntering around a vaguely medieval village dominated by a non-descript dock and an equally forgettable ferry—wonders are few and far between. Go into your inventory and look at the key. When you left click on the door, Oscar notices that it is blocked from inside. Exit the quarters and climb down the ladder. Kate was disappointed with his story.
Go through the hallway and down another set of stairs. Head to the tractor near the Krystal by going through the door to the small workshop, then out the back door. Open the glass protector of the clock face and change the time to 5:00. Typically, the answer is a quick recap. Walk back into your room and out onto the balcony. Click on the hanging clothes and move everything aside to grab the orange diving suit. Head up the stairs and through the door.
Go out the back flap of the tent and head into the cabin next to the guard. Continue right and go back and around the rock circle, and talk to Kurk. Click on the top and open the lid. Follow the path and head up some stairs. You can explore the rest of the ship if you want.
Use your Scarf on the glass door, then grab Youkol Lens 3. They were all to meet at dawn and leave for the Balatom River Bridge where they were going to cross over into Yakastan. Lastly, use the Lighter to get a fire going. Left click on that hotspot and you will find three more hotspots show up. Walk over to the wardrobe and open it with the key. Rotate the crank on the left side all the way. Push the grate up and turn the section with a quarter chunk missing so that the handle is pointing towards you.