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Syberia 3 Walkthrough
Part 3 - Baranour To Finale

by Mr. Bill




Game Authored and Directed by Artist Benoit Sokal, Produced by Microids and Koalabs Studio,
Published by Anuman Interactive




INDEX

Introduction Part 3 - This is Baranour, not Nahodotsk!

Find Radiation Goggles.

Let's get familiar with Baranour Park.

Time for Kate to leave the ship and explore!

Get the Power on in Baranour Park

Let's find and check out that tractor, remove wreck and repair the ferriswheel.

Maybe now we can get some automaton restoration tools.

Now Kate can restore an XZ2000 Automaton.

Has Kate found a safe Migration Route

Where can Kate find an Activation Key?

How does Kate operate the track cart?

Kate finally meets this mysterious person in the park

Kate has the special key, let's activate Oscar, the automaton.

Kate has the most unlikely task, to find Oscar some clothes. Poor Oscar!

Can the tractor pull the Krystal Out ?

Can the ferriswheel pull the Krystal out?

Getting out from the ferriswheel area, finding the Youkols and releasing the ostriches.

Getting rid of the Red Eyed Vampire Bats!

Oscar's part in getting rid of the bats

How does Oscar deal with the firetruck?

How does Kate help Oscar get decontaminated?

What does Olympia have in store for all our friends, the Youkols and Kate? (NOT FINISHED)

Kate finds a graveyard which may provide some clues.

what does Kate learn from Khan Ti Kah's Manuscript?

Solution of Chair Puzzle!

Solution to Glass Trophy Case Puzzle!

Find location of the Swimming Pool!

Find location of the Red Moon Temple!

How to use keys to open door to the Red Moon Temple!

Crossing the Balatom River Bridge.

Bribe the Customs Officer and Watcher.

Special Smoke Prayer to the Spirits Puzzle.

Screenshot solution for filling unit A compartments - front and back (first of four units that make up the smoker).



Kate Walker! We are not in Nahodotsk. This is Baranour!

Initially it was Captain Obo's idea to go to Nahodotsk first and then to Baranour, but after the captain sacrificed himself to save the Krystal and all of its passengers, the spirits apparently decided to send the Krystal directly to Baranour. Whether that rouge wave was their idea or not, the Krystal was washed ashore at Baranour Park, much of which has a dangerous level of radiation still around as a result of the extreme power plant explosion some 20 years ago. Kate finds a device on the bow of the Krystal that supposedly dispenses pairs of Radiation Goggles when needed, like now. This will be one of the easiest puzzles here in Baranour because it can be resolved right away here on the Krystal. From here on out Kate runs into one problem after another that needs something else done before she can do this or that. Trying to explain this area is not going to be easy. I hope I am wrong about that. First of all before we do the Radiation Goggles puzzle we learn from Kurk that the Krystal needs to be moved further inland so that we can get the ostriches out of the hold which is presently hanging out over the lake. Trying to get them to jump into the water and swim ashore with the yurts on their backs would probably be a quick way to feed the monster. How are we going to pull the Krystal further inland so that the hold is over the beach? Obviously the migration cannot continue without them.

Find Radiation Goggles.

After talking at length with Kurk and Ayawaska, Kate has become aware of two problems thus far. One, they ended up at Baranour instead of Nahodotsk because of the rogue wave and two, when the rogue wave washed the Krystal ashore, it was not washed far enough in shore. Immediately they are all in danger of the severe radiation in various parts of Baranour and that they can't unload the giant ostriches from the hold in the stern because it is suspended out over the water. Ayawaska believes the spirits took them directly to Baranour so that they could use the migration route that they have always traveled.

OK, let's find some way to detect the presence of radiation before we just walk out into it. The screenshot on the left above shows a single hotspot (yellow arrow) on a very rusty round thing. Click on it and we will see what Kate sees from her perspective (look at the screenshot on the right above. If you click on the middle hotspot Kate will say "Radiation Goggles". Now we know what she needs. If you click on the top hotspot she says "The level of ambient radiation is indicated here... but I need to know that the entire zone is safe". Note in the screenshot that the indicator needle is in the green (safe) zone. This means she needs something that will help her and the Youkols avoid areas with high levels of radiation while they look for their migration route. She can't disconnect and carry this device around with her. Hopefully these radiation goggles will do the job. Ok click now on the lower hotspot of this device.

It takes you to a close-up view of a small compartment that hopefully contains some goggles. See the screenshot on the left above. Left click on the hotspot (white arrow) and while holding down the mouse button move the mouse towards yourself (downwards - yellow arrow) and the compartment opens. Two hotspots now show up as seen in the screenshot on the right above (white arrows). Click on the top one and Kate says "Empty". Well we have more looking to do. The second lower hotspot is for closing the compartment. Close the compartment and click on back.

Notice that you can move around this thing like the bed that Kurk was in at the clinic. Move your mouse cursor to the left or right side of the screen in order to change your viewpoint. You need to see the left side as seen in the screenshot on the left above. There is only one hotspot at the base of what looks like a long handle above it. When you left click on it. You will get a close up view of the left side (screenshot on the right above) showing a hotspot at the top and one at the bottom of the handle. If you left click on the top one, hold the mouse button down and move the mouse to the right, the handle will only move part way to the right (yellow arrow) and nothing happens except Kate says "Blocked". Well, let's see what the lower hotspot does. If you left click on it, the inventory opens and we don't have anything in it that will work. Ok, what do we need now?

If Kate looks very closely at this lower hotspot can she guess what she needs? Look at the very small screenshot on the left above (magnified 3 times). If you ignore the hotspot itself, don't you see a key slot? I do! What key might work? This device is part of the Krystal isn't it? Yes, the ignition key (hope the captain didn't have it in his pocket). Now you need to go to the bridge of the ship and get the key and return to here with it. Ok, Kate has the key so let's get the goggles. Place the key into the workable area of the inventory and when you see the word USE with a picture of the key like in the screenshot on the right above, left click, hold button down and turn the key one quarter turn to the right. Now left click on the top of the handle, hold button down and move handle to the right until it stops (about 90 degrees to the right). Go back to the front of this device, left click on the hotspot at the bottom, hold button down and open the compartment as before. Take the Radiation Goggles. Now Kate can leave the Krystal and hopefully avoid the radiation.

Let's get familiar with Baranour Park.


This is Baranour Park designed by Hans Voralberg.

Let us familiarize you with areas of Baranour Park. I was overwhelmed with it at first, like it went on forever. This was one of the views seen from the Krystal. Ok the first two yellow arrows on the left are in reference to a lookout or LifeGuard Station. The first arrow is where you locate an important item to help Kate with the power situation. The second arrow from the left is the ladder you climb to get up on the first level of this building. The third yellow arrow with the 1 is where Kate enters the Park. It is two large sliding doors with a gap between them. The fourth yellow arrow is a park bench with an automaton on it. The red arrow pointing down is where the boardwalk is missing all its planks. You can't go to the right past this area of the boardwalk which of course we will need to do soon. How? Well, I'm glad you asked. You need to enter the park at door number 1 and enter a building on the right from the back and exit that building in the front using the door number 2 (fifth yellow arrow). The white arrow on the far right is roughly where you enter the ferriswheel area.

Time for Kate to leave the ship and explore!

Kate will use the normal exit from the Krystal and the Youkols have constructed a ramp down to a wooden pier. Kate stops momentarily to notice electrical outlets on the outside of the Krystal and probably wonders if enough power could be available from them? Hope So! If you haven't left clicked on them, then do so. Then Kate walks over and talks with the Youkol on the pier just outside the ship and near a power pole. She looks at the power lines hanging on it. When you click on the end of the power line hotspot, she says "No Power" and when you click on the top of the pole hotspot you bring up the inventory meaning Kate needs to find something that will probably allow her to lower the power line from the pole while standing on the pier or climb up to it to throw it off. OK! How do we get off this pier or cross the broken section of this pier in order to get to the other side? First Kate sees a tractor on the other side of the gap and thinks that maybe it can be used to pull the Krystal forward enough to get the snow ostriches out of the hold (click on its hotspot and then again to get a video). Kate also spots a very steep sloped broken section of the pier reaching from the ground all the way up to the top of the pier on her side. She is certainly braver than I am. She, somehow, makes it to the ground below the pier so that she can continue exploring. Let's first check out the beach area in front of the Park. We'll start with the building to the left of the stairs. `This building makes me think of a lookout for danger. Very nice for a lifeguard station. It is built up on pilings like a pier and has a ladder to climb up to the nicely enclosed first level. On the decking area in the front we find a telescoping hook. This looks like it would reach those power lines up on the pole. Let's first check out that automaton on the bench to the right of the stairs. Click on it, looks like Oscar - memories. We need some tools to work on this automaton.

Let's get the power on in Baranour Park.

Let's go back to the Krystal by way of the beach and that steep ramp. Left click on the hotspot at the top of the pole and use the telescopic hook on it. Talk with Bouruth and now he tells you to light it up or something like that which to me says go turn on the power. Remember, that switch is on the wall past the Ice breaker. Ok, the power is now on. Let's go see what is happening. Ouch, Bouruth got shocked big time, but he says he'll be ok. Time to go and find that tractor and, oh yes, tools to work on that automaton.

Let's find and check out that tractor, remove wreck and repair the ferriswheel.

It is time to go and enter the park and see if we can find a way to reach that tractor. It is close to the Krystal, but not easy to reach. Enter through the gap between the two parts of the door at the top of the stairs. Remember door number 1. Then have Kate go in along the left side (your left, Kate's right) until you see a door behind the building on your left (see screenshot on the left above). The two yellow arrows show directions to go and the white arrow is the door to go through (see hotspot at point of white arrow). The screenshot on the right above is what you see on the other side of the door we just entered. We are now in what I refer to as a workshop. The yellow arrow indicates where Kate goes next after she investigates what is in here. The three white arrows point to hotspots. There is a fourth hotspot on the door we just came in. The white arrow closest to Kate is pointing to a Voralberg Toolbox. If you left click on it you will get a close-up of the toolbox with two hotspots. The upper hotspot brings on a comment from Kate and the lower one opens the inventory. We don't have what we need yet. The white arrow up on the wall is pointing to a poster with clues on it for probably a location that Kate needs to find and the white arrow on the left is pointing to a box of things, one of which we need to take. It is a cog for the ferriswheel which we can take care of after we look at the tractor. Take the cog from the box and then follow the large yellow arrow to the opposite corner of the workshop.

The screenshot on the left above is the door that you go through to get back out front of the park and onto the board walk just as Kate has done in the screenshot on the right above. She is now on the boardwalk past that area that was missing all the wooden planks. Now we are able to go to your right or Kate's left all the way to the tractor. Remember that in an earlier screenshot of Baranour Park this door was door number 2. It was the same viewpoint as in this screenshot on the right above, but quite a bit further away.

Look at the screenshot on the left above. This is the tractor Kate hopes can pull the Krystal further in to shore so we can get the ostriches out and continue the migration. Notice there is only one hotspot on an automaton in the driver's seat. Left click on it and now there are two hotspots, one on the rear and still one on the automaton. When you click on the rear hotspot Kate will refer to using the winch on the back to pull the Krystal. When you left click on the automaton again Kate rather abruptly pulls it out of the driver's seat. Notice that another hotspot forms on the automaton while it lies on the pier. When you left click on it, you can take something from its hand, a Voralberg key. Kate has noticed that this tractor has no controls like something she would drive. An automaton is, through the key and some other devices, in total control of the tractor, meaning that she needs a working automaton to drive this tractor. Did you notice a couple of wrecked vehicles blocking the tracks when we walked to the tractor? Look at the screenshot on the right above. The white arrow is pointing to a hotspot between the two. If you left click on it and then again on the next hotspot that forms, the tracks will be clear. The yellow arrow leads us to the ferriswheel. Go in to the ferriswheel area and find the ladder. Left click on it and Kate will climb up to the control area. Look to your right or Kate's left and left click on the hotspot. You get a close-up view and if you left click again your inventory will come up. Place the cog in the working position of the inventory and then left click again. The cog goes into place, but there is no chain connected to it yet. Left click on the knob on the right and watch it load the chain onto the cog. Go push the start button. It will run for a few seconds and then stop. Let's now go back into the workshop.

Maybe now we can get some automaton restoration tools.

When you enter the workshop you want to go to the opposite corner near the door that goes into the park itself (back door). Remember that the Voralberg toolbox is near that door on the workbench. Click on the one hotspot so we get a close-up view with two hotspots. Left click on the lower hotspot and the inventory opens. That small key we took from the automaton at the tractor needs to be moved into the working position so that you get the usual picture of the item with the word USE. Left Click and the key goes into the lock. Turn the key to the right one quarter of a turn or until it stops. Move the lid upward (away from you) and take the Voralberg wrench number 10 from the second position from the left of the upper tray. The Voralberg wench from the bottom tray will automatically follow. Now that you have the tools go back to the automaton on the bench next to the stairs.

Has Kate found a safe Migration Route?

As we leave the back of the workshop all eager and anxious to work on a new Oscar we run into Kurk and Ayawaska. See the screenshot on the left above. They want to show Kate what they found. They believe it is the route the migration should take. Kate with the Radiation Glasses sees that it is badly contaminated with radiation. Ayawaska thinks it is the original route and spirits want them to use original route, but Kurk is wise in leaving the choice of the route to Kate. Ok, let's check out some of this area. If we go left (yellow arrow pointing left) we might find an answer or at least a clue. The other yellow arrow pointing at you is the direction we want Kate to go when she is ready to leave the park. Now, as Kate goes left she passes some very weird metal creatures and she finds what appears to be an entrance to a tunnel-like area with very large, green timbers on each side. At first when we went left past it there were no hotspots to be seen so Kate went on a little further to the left and found a space between a rocket and the foot of a giant teddy bear. See the screenshot on the right above. This screenshot shows one of the green timbers (the one on the left side of the possible entrance).

When Kate went through that space she first spotted a large hole in the fence with three danger signs blocking the hole. See the screenshot on the left above. Kate could see that the radiation levels were very high beyond the signs. Kate wondered who would have cut the hole in the fence. When Kate turned to the right, she sees a bench with a metal item underneath. Again look at the second screenshot on the left above. Left click on it and a metal shank enters the inventory. Now go back to the right and find those two large green timbers. See the screenshot on the right above. As Kate walks between them towards the door a hotspot should show up. Left click on it and go inside and look at all the rubble (two hotspots in there on the rubble). Both elicit comments from Kate. She does not mention that there is any radiation. What I have found interesting is that the two entrances we use and are safe have that welcoming automaton near the door, here and back at door #1, coincidence? Anyway, we are done here so go back and locate Kurk and Ayawaska, and then (as you face them) turn around somewhere near 180 degrees and walk away from them (yellow arrow pointing toward you in that very first screenshot on the left above). I found that if I stayed just outside of the circling swings on the way back we should get somewhat near to the large double doors with the gap between them (door #1). We can now go and work on the automaton down below the stairs.

Now Kate can restore an XZ2000 Automaton.

Now that you hopefully still have the tools go back to the automaton on the bench next to the stairs. First left click on its single hotspot. You get a close-up with two hotspots. The top one has Kate say it is the same serial number as Oscar. The bottom one opens the inventory where you need to choose the Voralberg #10 wrench, left click and the wrench enters the slots for it. Again, left click on it, hold the button down and turn it to the right until it stops (about a quarter of a turn). Another hot spot appears further up on the chest plate (about halfway). Left click on it, hold the button down and move the mouse to the right and upwards (away from you) to open the chest cavity. Now it is time to swap hearts (the one Kate has with the one presently in the chest cavity). The heart in the chest cavity has two hot spots. If you left click on the top one Kate says "Out of order". Left click on the bottom one of the old heart and we get a single hotspot remaining near center of the heart area because the old heart automatically leaves. Another left click on this hotspot opens up the inventory. Move Kate's souvenir heart into the working position of the inventory, when you see the word use and the picture of the souvenir heart, left click and the hearts are exchanged. Now we need to open both small chambers on top of the new heart. Each has a single hotspot. Left click on the left hotspot, hold the button down and circle the mouse to the left until it is fully open and remains open when you let go of the button. Next left click on the hotspot on the right chamber and circle the mouse to the right until it is fully open. Now place the two ends of the two tubes or wires into the appropriate openings on the top. Left click on the left tube, hold the button down and lift it (move mouse away from you) into the left opening on the top. The right tube seems a touch harder because you might have to lift it a bit higher. Now we need to use the Voralberg wrench to loosen things up so that we can get to another key opening. Again left click on the last hotspot, the inventory opens, choose the Voralberg wrench. Left click to put the wrench in place and then left click on the handle of the wrench, hold the mouse button down, and turn to the right until it stops (roughly two and a half turns). Oh No! We are missing an activation key so we can't finish the automaton right now. Where does Kate start looking for one?

Where can Kate find an Activation Key?

Let's go back into the park. Suddenly when she is about to enter through the gap between the two large doors Kate hears something on metal rails and maybe an engine sound coming from above and to her left and then it stops. She says, "What was that!" Well, Kate knows someone else is around and she has been finding clues like that poster in the workshop with the numbers 15 + 25 and a Roman number III. See the screenshot on the left above. So, she goes through the gap in the doors and up the stairs on her left again where she had seen a cart on display with a Roman number II and that crumpled up piece of paper on the floor with more numbers. In the screenshot on the right above Kate has found the source of the noise that she heard a few minutes ago. It must be a working cart and she wants to give it a try right now herself. The hotspot for the cart is under the white arrow. Click on it and she will get seated in the cart and ready to go.

How does Kate operate the track cart?

The controls are fairly simple. First of all there is, in the beginning, one hotspot on the dashboard area. Click on it and you will get nine hotspots as seen in the screenshot on the left above. Seven are on the gauge that goes from 0 to 50 (red arrow), another is the crank handle (white arrow) on the left that sets the gauge's black needle position and the lever on the right (yellow arrow) you pull down to start the cart on its journey. OK, let's get traveling. Now Kate has to move the black gauge needle up to 50 by turning the crank handle on the left counter clockwise (to the left) until the needle is all the way up to 50 as seen in the screenshot on the right above. If it falls back down, do it again until it stays up there.

A second thing we must do before we begin this journey is to check and see if there is something here in the cart with you that you may need and may help you know if you have something else in the inventory that you may need to use here. To your right there is a hotspot in front of the passenger seat as seen in the screenshot on the left above. Click on it and you will be able to take a second metal shank that is pointed at by the yellow arrow (again in the screenshot on the left above). Next let's place a metal shank at the number 25 position. Click on the hotspot at 25, the inventory opens, place either metal shank in the working position and if you have a picture of the metal shank and the word USE left click on it. A dark streak across 25 indicates the presence of the metal shank. Now place a metal shank at 15. When you are done you should end up with your screen looking like the screenshot on the right above. If yes Pull the lever (yellow arrow) down (left click, hold button down and move mouse toward you). The cart should now be moving. When it stops moving, click on 25 and you will remove the metal shank. The cart will start moving again. The next time the cart stops Kate will be at her desired location (25 + 15, someone is here that Kate must meet).

When the cart stops look to your left and see two hotspots as seen in the screenshot on the left above. If you left click on the hotspot above and just under the sign (white arrow) it elicits a comment from Kate. If you left click on the hotspot near the floor (yellow arrow), Kate will get out of the cart. Move Kate to the right and have her go down the ladder in the opening of the floor near the right back corner as seen in the screenshot on the right above.

Kate finally meets this mysterious person in the park.

  

When Kate reaches the bottom of the ladder, she can go two directions. My goal is to give you all of the experiences I can that make up the game so we will go both ways. To the right may not be necessary, but it depends on how you talk to our mysterious stranger. See the screenshot on the left above. Go to your right which may be finicky, but I found that if you click in the dark area on the back of the chairs (white arrow) she will go right. Here we will see two inactive automaton ticket sellers for the subway. Take the stairs up that are behind you. Here you will find more rubble like at the entrance with the two green pillars that Kate found in the other area of the park. Click on the two hotspots on the big chunk of concrete to Kate's left. Sound familiar? Pretty much what she said at the other location. OK, let's go back to the ladder area (down the stairs and to the left).

  

This time we go down a flight of stairs directly out from the ladder. Then go to Kate's left or your right as the giant yellow arrow indicates in the screenshot on the left above. You will find a hotspot on kate's left just a short distance down the way. It is near the red thing on the floor, but up on the wall. Left click on it. It appears to be a layout of the subway system and the colors could be designating safe and dangerous areas (green and red), maybe even flooded areas (blue). See the screenshot on the right above. Down near the end of this area you will see an opening to the right (yellow arrow), just beyond a stretched skin. This leads us into someone's living quarters which appears to be a converted subway car. Warning - once you enter the living quarters don't go back outside right away because the owner of this abode will show up immediately and then you will not be able to freely explore the area. The first area to look at is to Kate's left. She finds a picture and a photo album. Take the photp album. Look through the photo album (observe and read the pages, especially the one about a beauty contest). In the living room, at the other end of the living quarters, there is a radio that is tuned in to playing a soap opera. Turn it on if you wish. There are trophies also on the outside wall (right side). Now try to leave. This is Katerina. Talk with her at length, be very warm and polite to her because she has something Kate needs to borrow. By now you have seen her use an activation key on her automaton dog to bring it back to life, so to speak. Yes, Kate needs to use it on Oscar, the automaton we've been working on. If you have the activation key, then we can go back and finish Oscar. If you did not get it, you need to go back to the area with the rubble blocking it and find an automaton Dog that has found some Dog Tags that belonged to Andre, Katerina's husband. Return them to Katerina and she will let Kate borrow the Activation key. Now go back to the ladder area and climb back up and into the cart. Remove the metal shank from the position 15 and the cart starts moving again.

Kate has the special key, let's activate Oscar, the automaton.

  

When the cart returns you to the park entrance (door #1), go to the automaton on the park bench. Left click on him and you will get a close-up of his chest cover. Now left click on the middle hotspot and drag the mouse to the right and upward to open the chest cavity. Left click on the hotspot on the heart and again you will get a close-up of the heart. Open the activation key area if the heart looks like it is in the screenshot on the left above. Left click on the hotspot and drag the mouse to the right in order to expose the opening for inserting the activation key as you see in the screenshot on the right above. Left click on the hotspot (in center of slot that looks like a plus sign) and the inventory opens. Now move the activation key into the working place of the inventory (you should see a picture of the activation key with the word USE). Left click and the key is inserted into place. Left click again on the hotspot on the top of the key (place with the Voralberg trademark) and turn the key to the right several times until it stops. Enjoy the video. Talk with Oscar until it repeats, then we have to go back and return the activation key and do what? Get Oscar some clothes? You gotta be kidding!

Kate has the most unlikely task, to find Oscar some clothes. Poor Oscar!

Well Oscar's metal mind is made up, we have to go back to Katerina's place, but mostly to return the activation key, check on the clearing of the rubble from a subway passageway so the ostriches can get through and yes - find Oscar some clothes. This means we go and use the cart again. Again left click on the cart's hotspot, then on the single hotspot on the dash, use the crank handle on the left to place the black needle at 50 (rotate to the left), place a metal shank from Kate's inventory at 25 and then the other one at 15. Pull the lever on the right down and away we go. Don't forget to remove the metal shank from the 25 spot when the cart stops the first time, then the cart moves on. At the second stop click on the hotspot to your left and near the floor once or twice until Kate gets out of the cart. Now have her climb down the stairs to the right. Have her go to the right to check on the removal of the rubble from the passageway. Kate can enter the passageway now. Talk with Youkol gal and you realize that the workers have left. What are they up to? Darn, Darn, Darn! Go to Katerina's place. Oh No!!! The Youcal workers are here listening to a soap opera and eating snacks with Katerina. Oh Boy! Is Kate upset - YOU BET! That look scared me! Kate gets them to leave and then talk with Katerina (at length), who is cleaning a pelt (skin). Kate first returns the activation key to her. Katerina figures Kate needs something else. You tell her that your automaton needs clothes which surprises her a bit, but she gives Kate a key to Andre's clothes closet and says to leave some for her. Oscar shows up so Kate lets him pick them out. Oh Well - to each his or her own. Oscar says he will meet Kate at the tractor and then leaves. Kate can go over to Katerina and talk to her again. All she says is to warn Kate that some of the subway passages have been flooded. Kate now leaves and goes back to the rubble clearing project in the subway passageway and finds Kurk there. The other Youkols told Kurk about the radio show and snacks - Kate is angry again! Obviously, Kurk leaves and goes back to what he is supposed to be doing. Kate can now move all the way down this passageway. Is that welcoming automaton familiar that is all the way to the left of this passageway by the door? Kate now heads back to the cart upstairs and returns it to where she first found the cart. Remember to remove the metal shank at 15.

Can the tractor pull the Krystal?

When she gets out of the cart she heads to the back door of the workshop and diagonally crosses the workshop to the front door that leads to the boardwalk out front. Kate then follows the tracks to the tractor and talks with Oscar. Oscar asks Kate to get someone to connect the cable to both the tractor and the ship. So Kate goes to the Youkols standing on the pier beside the Krystal and asks them to hook the cable to the tractor and the Krystal. So they quickly get it done. Then Kate tells Oscar to advance and very soon tells him to stop because the bow of the Krystal is digging deeper into the sand, the angle is wrong. Oscar asks Kate to loosen the cable so that he can move ahead and get the tractor out of the way. To loosen the cable Kate had to unlock the crank handle that is used to wind in the cable onto a roller or let it out off the roller. She used the Voralberg wrench to unlock it by turning it several times to the right. Then she puts slack in the cable by turning the crank handle to the right until it stops. Kate once again tells Oscar to advance and he parks the tractor near the workshop.

Can the ferriswheel pull the Krystal?

Talk with Oscar. In Kate's discussions with Oscar he mentions how important lift on the Krystal would be. Kate has a bright idea while she looks at the ferriswheel. She goes over to the two Youkols by the fence and asks them if they could take the cable from the tractor and hook it up to the ferriswheel. They agree to do it. Remember that Kate had fixed the ferriswheel by putting the cog back in place and pushing the knob down on the right which resulted in installing the drive chain onto the cog. If that was done all Kate has to do now is climb the ladder and push the red button. Oh My! What a video!!! Finally after everything settles down you find that getting out from this area is not so easy. Head to the front of the Krystal. There will be fencing, etc. in your way, but there is a way out from here (see the first screenshot on the left).

Getting out from the ferriswheel area, finding the Youkols and releasing the ostriches.

  

Head to the front of the Krystal. There will be fencing, etc. in your way, but there is a way out from here. See the screenshot on the left above. Notice Kate is to the left of the fencing and has walked a little past it. The screenshot on the right above is an enlargement of that same area where Kate is. Once she is past the end of that bluish wall (in the screenshot it says walk behind this) she can turn right and walk out of the area to the other side where she finds the tractor, the workshop and, of course, the Krystal.

  

The screenshot on the left above shows where she walked out on the other side. She will have to enter the workshop as seen in the screenshot on the right above in order to get from this area to where the Youkols are celebrating. Once you've entered the workshop walk across the shop to the other door (back door). Leave through the back door and move Kate to your right towards the big sliding doors with the gap between them (door # 1). Have Kate go down the stairs and straight out towards the beach. Soon she will find the Youkols clustering together celebrating and as Kate talks to them, many congratulate her. Oscar will have a problem with some of the male Youkols, but Madam Ayawaska comes to his rescue. Now it is time to find the stern of the Krystal and open the hold. When you find the lever on the rear of the port (left) side of the Krystal and left click on it twice, an interesting video starts. Enjoy!

Getting rid of the Red Eyed Vampire Bats!

  

Suddenly the ostriches stop moving through the subway. Kate has to go and investigate to find out what is bothering the ostriches. As Kate walks into the dark area of the subway ahead, she encountered a very large number of red-eyed vampire bats that came after her until she got back into the light. What do we do now? Well as usual talk with Kurk and Ayawaska at length and as usual they're not much help, but if you talk with Bouruth at length (caretaker of the ostriches) you will see a hotspot up on the side of his ostrich as seen in the screenshot on the left above. Take it, a Youkol cloth. Hmmm, I wonder what this is for? Go and talk with the smith (white arrow in the screenshot on the right above). He is on the upper walkway to the right side as you face the bats. You can get up there either by the stairs near the ostriches or a hotspot out near and to the right of Kurk which allows Kate to scale up onto the walkway (there is another like this on the left side). Talking with the smith is also of no help, but his work table might come in very handy later. Again look at the screenshot on the right above. Notice an opening (yellow arrow) in the subway further down to your left past the smith. Let's go explore it.

  

As you enter it and go down the stairs (screenshot on the left above) left click on the floor where the white arrow is located. The next view you will see is like the screenshot on the right above except you may not see Kate. Kate sometimes walks behind the wall on the left and when you left click on the stairs she will come out from behind the wall and head down the stairs to another subway that has been flooded.

  

Look at the screenshot on the left above. The white arrow is pointing to a hotspot on your left. Go and left click on it. You will get a close-up and again left click on the hotspot to take a big chunk of seaweed. Can't imagine what we want this for. Next continue to the right until you meet a Youkol out looking for things as seen in the screenshot on the right above. He gives you a large piece of root (sorta like a club). He is probably looking for a club for the female Youkol that I found up on the next floor when I had Kate go up the escalator stairs. She (the female Youkol) says that she is very afraid of the bats. Now Kate has a root, a cloth and seaweed added to her inventory. Let's go back and join the Youkols group upstairs. When we get there we find the smith's work table unoccupied. Let's check it out. First we find a hole in the table, then two things we can take from the table, a lighter and a flask (take them). Do we have anything that can go in the hole in the table? Yes the root. Suddenly the root takes on two hotspots (one on top and one at the bottom). The bottom one is for removing it from the table. We find that when you left click on the top one it opens the inventory. We find that if you have the Youkol cloth in the right place in the inventory and you left click on it Kate wraps the cloth around the top of the root. If you add the contents of the flask to the cloth and use the lighter on it we see that Kate has made a torch to frighten the bats and scare them away, we hope. Ok let's test it out on the bats. Oh No!

Oscar's part in getting rid of the Red Eyed Vampire Bats!

  

The bats settled down afterwards and went right back to their former roosting places. They tried to leave out through the vents, but the openings are too small and they are anchored strongly to the building. This is to prevent other creatures from entering the subway. Well, let's talk with KurK at length again. He mentions that the need to go outside to remove vents requires the lack of flesh and blood. Outside in Baranour there are lots of lethal levels of radiation to flesh and blood. Time to find Oscar and talk with him. Look at the screenshot on the left above. This time go up onto the walkway on the left side by either the stairs (white arrow at the top of the stairs) near the ostriches or the hotspot on the left (red arrow) for Kate to scale up onto the walkway. Enter the first opening on the left (yellow arrow). Kate finds Oscar inside hiding from Ayawaska. Talk with him at length and he volunteers to go out and fix it so that the bats have a way out of the subway. See the screenshot on the right above. He tells Kate at this time; "You need someone who is by their very nature impervious to radiation so that they can do this task in your place." So now we get control of Oscar for a little while in the game.

  

At the moment Oscar seems to be controlling himself, because after he told Kate he would do that task for her he walked into the airlock, closed the door behind him, opened the door in front of him and walked out into the contaminated subway as seen in the screenshot on the left above. Now we have control. Have Oscar walk towards you and he will go up a flight of stairs towards a very large door that leads to the outside. See the screenshot on the right above. Left click on the hotspot (white arrow) of the door.

  

See the screenshot on the left above. Oscar is now outside into the desolate town of Baranour. The yellow arrow is pointing to the exit from the subway. Oscar is there too. Somewhere near the center of this area there is a statue of a man and a boy. Move Oscar near the statue and a video starts with the chopper coming in and Oscar hiding behind the statue as seen in the screenshot on the right above.

  

When that is over have Oscar turn around 180 degrees and find the building in the screenshot on the left above. Enter the doorway directly in front of Oscar. This building was probably like a hardware store. Oscar can walk all the way to the left behind the counter to see a display of tools with one very large pair of metal shears missing in the middle of the display. Apparently Oscar needs to find them or a pair like them to get the vents open. If you noticed he walks behind the counter to avoid the two automaton dogs in here. By the way I had Oscar sketch out a map of this area. It is the picture on the right above. This map shows the order of places to visit (green arrows).

  

When we arrive at the next cluster of buildings (screenshot on the left above), we want to walk along the front of each looking for any of them to be open. The yellow arrow indicates where to go in order to walk along the front of these buildings. The next screenshot on the right above shows the buildings from the front view. Well look at that, the bank door is wide open (yellow arrow). Do you think they got to use the money? Go in, turn right, then left and left again. Well Oscar found the big metal shears lying on the floor. Now it is time to check out the firetruck and see if it will run and get Oscar up on the subway roof to open one of the vents.

How does Oscar deal with the firetruck?

  

Oscar finds the left door of the firetruck open since it has a hotspot, left click on it and he opens the door and gets in. Two hotspots show up as seen in the screenshot on the left above. The lower one is for a key (no key) and the upper one is the gear shift lever. First we have to find the key. Under the visor - NOPE!, in the glove compartment - YEP! Remember to open the glove compartment door you have to left click, hold mouse button down and move mouse downward (toward yourself). The key is under the glove in the center as seen in the screenshot on the right above. Put the key in the ignition as usual with the inventory and then left click on it and turn it a quarter of a turn. The engine starts right away. After the exhaust scene, left click on the gear shift and lower it down (move mouse toward yourself). The firetruck automatically moves the correct distance forward.

  

Now Oscar has to get out and go to the rear of the truck. Left click on the hotspot at the back of the truck and then on the lowest part of the truck and Oscar climbs up and over the bumper. When you left click on the next higher hotspot, Oscar climbs to the second level where he can maneuver the ladder into position onto a vent of the subway roof. There is only one hotspot at first while Oscar stands behind the seat. Left click on it and apparently Oscar sits down and now sees three controls (three hotspots) to work with as seen in the screenshot on the left above. The first wheel at the top left turns the ladder left and right. The second wheel controls up and down for the end of the ladder (angle of the ladder). The lever on the right extends the ladder out to your target location (a particular vent in this case). Take a close look at the screenshot on the right above which shows the correct positioning of the ladder for both the left-right and up-down controls (both wheels). If you have it right pull the lever down (towards you) as far as it will go. Now left click on the hotspot on the lower area of the ladder and Oscar will climb up to the vent. At first you see one hotspot. Click on it and three will show up. The upper hotspot on the left and the one on the right elicit comments from Oscar, but the lower one on the left is the one that gets Oscar working. It opens the inventory and you select the shears for Oscar to use. He will cut away four metal connections and then pull out the works and throw it down to the ground which really upsets the two automaton dogs that were in that hardware store.

  

Are we now going to have to help him defend himself against them? You bet! Bring Oscar down to the first level where the water gun is located. Look at the screenshot on the left above. At the beginning on this level we still have four hotspots (white arrows pointing at them). The higher left one has to do with the pin locking the roller that holds the water hose. We will deal with this one next. The one on the upper right is the one for the water gun itself which is showing through Oscar's body. The other two are for going down to ground level (lower right) or up to the 2nd level (lower left). Ok, let's left click on the pin (upper left hotspot) that is locking the roller that the hose is wrapped around. We get a close-up. Left click on it a second time and we get another close-up. Again left click on it, hold the mouse button down and give the mouse a little downward motion and the pin will be pulled out as seen in the screenshot on the right above. Now click on the hotspot where I have my cursor (again screenshot on right above).

  

You may be taken to the roller. Watch the movements of your cursor here because spinning of screen can be awful at this point. You need to remove the cap where the water hose will connect onto the front of the gun. If you see it now, left click on it as you see I am going to do in the screenshot on the left above. It should come off, if not, left click on it again. Now left click on the hotspot (white arrow) on the roller with the hose on it. You should get another hotspot further right and up a little on the turnable metal edge (will be near yellow arrow location). Left click on it and hold the button down, but no turning motion. If you are using a mouse pad as I do fix it so you can pull the mouse toward yourself a fairly long distance in order for enough hose to come off the roller and attach itself to the place where you removed the cap. It should look like the screenshot on the right above. If it disconnects itself and goes back on the roller, you did not move the mouse toward yourself far enough. Try again! We are getting close to using the water gun. Left click on that area, like I'm about to do, right above where the hose is attached to the gun as seen in the screenshot on the right above. When you get a close-up of the wheel, turn it to the right until it stops. This is either opening a valve or increasing the pressure. It is now ready to use. Have Oscar left click on the main hotspot on the top of the gun and look out dogs. When this is over go back inside the subway and back to the airlock.

How does Kate help Oscar get decontaminated?

When Oscar comes back into the airlock the decontamination of Oscar automatically starts, but it can't finish the decontamination process. Oscar tells Kate to go on without him and Kate will not have anything to do with that idea. The decontamination machine is asking for more iodine so Kate opens the door (left click, hold button down and pull downward) to the machine in front of her and places the seaweed inside and then closes the door (left click, hold button down and move mouse upward). The machine processes the seaweed and says it has enough iodine to finish decontaminating Oscar. Afterwards Kate tells Oscar to tell Kurk to be ready to leave while she goes back to relight the torch and go frighten the bats so that they leave the subway through the opened vent. All Kate has to do is go to the smith's table and take the lighter from it and a video starts. When the video stops we have arrived at Olympia.

What does Olympia have in store for our friends, the Youkols and Kate?

  

Well, it seems as though we have maybe arrived at a university. It is being referred to as Olympia. We have left the subway and everyone is happy, especially the Snow Ostriches. They are hungry as usual, but there is food here. The screenshot on the left above shows what Kate sees when she first arrives. She sees a large black gate ahead and as Kate starts to walk towards it (to her right) she is met by Bouruth with good news. He has an extra Ostrich with a yurt on its back that is hers to use for the rest of the migration. He has also taken her to see the yurt which is on the other side of the large bonfire the Youkols have created. Seems like such a beautiful evening and night. And oh what a beautiful reddish colored Moon. Kate wants to sleep, but before she can do that she has to meet with Kurk and Ayawaska and speak with them at length. Look at the screenshot on the right above. Notice that the large white arrow on the left is pointing to her new ostrich and yurt. The little yellow arrow on the left is pointing to Oscar and the little yellow arrow in the lower right is where Kate can find kurk and Aawaska. Notice the red glow on the Youkols near Kurk, that is because the large bonfire is in front of them. They tell her about what the Red Moon's appearance means to the Youkols. The spirits are present and a special celebration is expected by the spirits in a Temple that has disappeared under tons of concrete, hidden by the former migration guide Khan Ti Kah and his tribe some 20 or so years ago. All the members of that migration worked for the construction company, but only because it was their mission to save their sacred Red Moon Temple. Unfortunately all of them died doing it, working all night to hide the temple while not being observed by the foremen of the construction company. So Kate's first goal, that was going to be sleep, is now searching for clues and finding the sacred temple this very night for the special celebration to appease the spirits. Look at the screenshot above and on the right again. There is also a large white arrow at the top right. Left click over there so Kate can go find that large black gate she saw earlier.

Kate finds a graveyard which may provide some clues.

  

Kate decides to explore a new area if she can find one. Youkols are all over the grounds and if she can search some remote area, just maybe she could find a local in the area that can provide some helpful information. Remember, the spirits are with Kate! She remembers that gate that was in front of her when she first got there. Bouruth took her from that location to give her a yurt, but things have changed since the Red Moon showed up. Ok, let's find and go through that gate. If you left clicked on that area of the large white arrow (screenshot on the right in the previous paragraph), you should be near the stadium. Chances are you will be near the area as seen in the screenshot on the left above. From wherever you are, go right until you see a gate part way open. Actually this open gate is visible in both the screenshot on the left above (no arrow) and the screenshot on the right above (yellow arrow). Notice the large black gate is just beyond the open gate as seen in the screenshot on the right above. Go through the large black gate (white arrow).

  

Look at the screenshot on the left above. After Kate has gone through the large black gate we find another large black gate (yellow arrow) which we will ignore for now. Don't worry we'll check it out a little later. Right now let's follow the white arrows. They lead Kate through a smaller gate as seen in the screenshot on the right above.

  

She will go up two small flights of stairs to reach those two very large boulders as seen in the screenshot on the left above. In the screenshot on the right above Kate is standing next to the two large boulders just before going down the concrete walkway that goes to the left from the boulders.

  

Now take a look at the screenshot on the left above. When you reach the end of this concrete walkway you turn to the right and go up a few stairs and again turn right and walk behind a wooden fence to a cemetery just a short distance to the right as seen in the screenshot on the right above.

  

There are many hotspots throughout the cemetery, but most of them give no information. Kate will simply say "It is illegible". There are several larger gravestones that provide some information pertinent to the former migrating Youkols that were trying to save their temple. Check them out. Note the screenshot on the left above shows two white arrows obviously implying go to the left here, yes you do, but I discovered that using the arrow keys on the keyboard was a little better here than using the mouse. Sometimes clicking the mouse up ahead had Kate going past somewhere I wanted her to go. Obviously, do whatever works best for you. Anyway, after the two arrows going left, walk left a little more until you see a cabin with a lit light on the porch like the one in the screenshot on the right above. Now left click on the porch in front of the light and Kate will walk up onto the porch. Once Kate is on the porch, she can see a well lit cave that is to her left. Someone is living here in this cabin at the back of this cemetery.

  

Notice in the screenshot on the left above that Kate is already heading to the cave. Let's go with her. Once you enter the cave, you see an interesting shrine of some sort. It has two hotspots. The lower one indicates that it is a memorial to all the nomads and non nomads that worked to save the sacred temple. The upper one reveals an item Kate can take called a Youkol lens. Wonder what this is for? Now it's time to go and knock on the cabin door that has the light on the porch. Left click on the door's hotspot. Kate knocks, no answer, so what does Kate do, goes in. The first thing she notices is a book lying on the table so she picks it up. She reads through it a little until a woman shows up behind Kate. Be polite with her. Kate tells her who she is and that this book could help the Youkols find the sacred temple they are trying to find. The woman is upset and snatches the book back and calls Kate a Bolshevik. She stays mad until Kate uses the phrase that Both Kurk and Ayawaska used with Kate earlier to refer to Khan Ti Kah, the Youkol Guide that was the one who led and helped his people save and hide the sacred temple. She then tells Kate who she is, Dunyasha, the daughter of Khan Ti Kah and gives the Manuscript back to Kate. She also tells Kate that she has no idea where the Temple is located. Kate cannot read the manuscript and now has to take it to Kurk to get it translated. When you do get the translated copy of the manuscript, read it carefully.

I have one more screenshot here to help you get back to Kurk. Finding even this location can be a challenge. Remember to go past and sorta behind the little shed with the red sign to find what this screenshot above shows. This is the opening to walking behind the fence (yellow arrow) that takes Kate back to a small flight of stairs and that concrete walkway. Just back track from this concrete walkway back to Kurk, still next to the huge bonfire. Talk at length with Kurk. After he translates the manuscript he leaves to go and meet with Dunyasha. Kate starts reading the manuscript.

what does Kate learn from Khan Ti Kah's Manuscript? (Also Chair Puzzle Solution!)

  

Kate is still reading the manuscript. Obviously everything is in a sorta code so that the bad guys don't find the temple and destroy it. Again remember the bad guys are following Kate, hoping she will lead them to things they can destroy and put an end to the nomad life as the Youkols know and love it. It also appears they want to put an end to Kate's life in any way they can. As Kate studies the manuscript, she finds references to keys, glyphs and Spirits, also the pictures could be hiding places for say the keys he refers to or something else. We'll have to check out these locations if we come across them. Remember that large Black gate that Kate found just inside that other black gate we came through earlier looking for new areas. Kate did well finding the cemetery, Khan Ti Kah's daughter (Dunyasha), a lens and the Manuscript. Now we are heading for that other gate that goes to a lower level of the stadium as seen in the screenshot on the left above. Left click on its hotspot and into the stadium we go. The screenshot on the right above shows Kate inside and the arrow indicates for you to go left in here until you find the stairs.

  

Both the left and right screenshots above show that you must continue left and finally you have found the stairs. Notice that I have a Youkol in front of Kate that is anxious to show her something.

  

In the screenshot on the left above he is pointing at a chair and if you click on him he says it is a clue for Red Moon Temple (remember a picture of a chair like this in the manuscript). The screenshot on the right above shows four different hotspots up here. Obviously I am about to click on the chair's hotspot which will start a chair puzzle, but before we do that let me indicate what the others are for. The yellow arrow is pointing at two hotspots, one to talk with the Youkol and the other elicits a comment from Kate. The white arrow points to a hotspot on the left stairs to go up the stairs which we will do after doing the chair puzzle. OK, left click on the chair's hotspot.

  

As a result we get a close-up of the chair with a hotspot on its lower cover as seen in the screenshot on the left above. To open the cover, left click on the hotspot, hold the button down and move the mouse downwards (toward yourself). Now Kate sees six rotating locations with pictures of glyphs as seen in the screenshot on the right above. These are the glyphs we saw in Khan Ti Kah's manuscript. I think I have figured out the reason for the order of the glyphs from the manuscript. See if you agree. Page four and five of his manuscript lists the first four with the Spirit of Sacrifice being used twice (sacrifice [page 4], pain [page 4], death [page 4], sacrifice [page 5]), Mourning [page 16] and Madness [page 16]. Page 16 indicates the last two glyphs that will probably, but hopefully not, be the fate of his daughter.

  

The screenshot on the left above shows the glyphs and their order to be placed into the chair puzzle. After you get it right it moves to a close-up of the seat of the chair with a hot spot on it. Left click on the hotspot, hold the button down and move the mouse upwards (away from yourself). Look at the screenshot on the right above. Kate now sees a second Youkol lens, blue in color, and takes it. I bet these are somehow the keys Khan Ti Kah refers to in his manuscript. Next let's left click on the hotspot on the stairs to the left. Kate goes upstairs as seen in the first screenshot on the left in the next paragraph.

Solution to Glass Trophy Case Puzzle!

  

Well Kate went up the stairs on the left to the upper level of the stadium as seen in the screenshot on the left above. This was quite a place some 20 years ago. From this location Kate wants to follow the red carpet like the white arrow shows. If you left click on the floor near the point of the arrow you will come out at a location near what the screenshot on the right above shows. Follow the white arrow.

  

Again continue following the white arrows until you see a hallway branch off in towards a door from this outer walkway as seen in the screenshot on the left above. Left click on the door's hotspot and Kate will enter a very special room of the stadium. There are several glass trophy cases, two bars and lots of chairs and windows overlooking the stadium field. Remember what the eighteenth page of the manuscript said and the picture it showed. Take a look at the screenshot on the right above and compare it to the trophy case in this room. They are the same trophy case and we should find another lens in it.

  

The screenshot on the left above is a closer view of the trophy case then when we first entered this room. I or you clicked on it then or you still need to. Anyway you need to click on the same hotspot one or two more times in order to open the inventory. When the inventory opens choose Sarah's scarf to be used as seen in the screenshot on the right above. Kate will wrap the scarf around her hand and hit the glass twice then you can take the third Youkol lens or key if you prefer. We have accounted for two of the four pictures in the manuscript (chair and trophy case).

There are two more pictures (page one, building where temple is hidden; and page thirteen, diving board platform. These two pictures are shown in the screenshot above. I guess we will be looking for a building housing a swimming pool. But first we need to exit the stadium. At present we want to backtrack all the way from here, where the trophy cases are, to and through the two large black gates. Once we have passed through the second large black gate, we are very close to the bonfire and the Youkol camp and Kate's bed. Oh well, there is no time for sleeping. Have Kate go to her right or your left and circle around the stadium until you reach a location pictured and described in the next paragraph.

Find the swimming pool!

  

The first screenshot on the left is showing a number of things to look for when you are getting close because Kate will cover a fair amount of ground before she gets to where we are now. The white arrow pointing left is the path we want to travel down. The white arrow pointing down and near the one pointing left shows a structure made of logs and nearly square which is almost directly opposite the path we want to take. Notice the posters on the building just before we get to that path. They should be the easiest thing for you to spot and warn you that you are close to that path. The other white arrow closer to you is pointing to a fencing log of a corral that is containing a Youkol's snow ostrich (behind us). OK, look at the screenshot on the right above. This going left on that path (white arrow) may or may not be a difficult point in the game. When I used the mouse and clicked down this path Kate would go past it and wander off into another area, so once again it was easier to use the arrow keys to get her through the light poles or at least on the other side of those trees so that we could see a clearing or swale.

  

Look at the screenshot on the left above showing the swale with a very faint outline of another building in the distance (under white arrow). Also in one other instance Kate walked past those two light poles and one seemed to disappear, so I would have to have Kate go back to the left until the camera angle would change and show me two light poles once again when heading back to the right. I believe this is due to possibly the age of the save I am using. I am playing 4 games (four saves) one after the other to check my walkthrough, but I have noticed that a number of things change between games (not huge changes, but still changes). In my last play I had no difficulty getting Kate through the opening between the two lamp poles and there was the swale with the silhouette of the building showing through the haze. In the screenshot on the right above Kate has reached the door to this building and a hotspot shows up on the door (slightly to Kate's right). Left click on it and Kate enters the building.

Find location of the Red Moon Temple!

  

When Kate first enters the building she sees the swimming pool and diving board, but also Ayawaska and some other Youkols are around the diving board area. They tell Kate that Ayawaska can't be bothered. She is in a trance, trying to get help from the spirits. Kate decides to go down into the pool and see if she can find anything. The screenshot on the left above shows Kate climbing down the ladder. She heads to your right and checks out what appears to be a work of art at one end of the pool as seen in the screenshot on the right above. It is quite elaborate with 7 gems (4 sapphires, two emeralds and one ruby) placed into the design. If you click on the hotspot on it Kate says "Who'd put that at the bottom of a pool?" Come on Kate, the spirits are supposed to be with you! Notice that the gems are blue, green and red, same colors as the three lenses she has collected. Coincidence? I doubt it. I also had hotspots show up on the top edge of the pool at the other end with the diving board. One was a Youkol repeating that Ayawaska was in a trance and the one on the base of the diving platform gets Kate to climb up onto the platform without her having to use the ladder in the pool to get up there.

  

There was also a hotspot with an opening in the floor that started a short video showing a line of these holes in the floor and then three small holes on the end of the diving board. Kate's comment on the holes in the floor was "What on earth is that" and for the three holes in the diving board was "Hmmm". I guess she had an idea. The screenshot on the left above shows the holes in the floor and the screenshot on the right above shows the three holes in the end of the diving board. Gee, I wonder what goes in them? Have Kate go up to the diving board and place the three Youkol Lenses into the three holes in the diving board in this order (blue - hole on Kate's right, green - center hole and red - hole on Kate's left). This order is a mystery to me other then there are 4 blue gems, two green gems and one red gem in the artwork on the wall of the pool which appears to be a temple, doesn't it?.

How to use keys to open door to the Red Moon Temple!

Well, by now Kate should have three beams of light, blue, green and red hitting specific spots on the floor that triggered several mirrors of two types to rise up out of the holes in the floor. What a sight! Even Madam Ayawaska praised Kate and invited her to the ceremony. I think we still have a door to the temple to open, don't we? This is quite a puzzle. If you are reading this then apparently you need some help, but maybe not much. Some of you may only want a picture of the nearly finished puzzle for each color and just want to try to figure out for yourself how each color solution was reached. Others may want the step by step instructions for each color. This will take some time, but I can do that. The step by step instructions are now finished for all colors. It follows right after the screenshot solutions that are next after I show a couple of screenshots on how you begin this puzzle.

How does this puzzle start? After Kate places the three Youkol lenses in the end of the diving board and all the excitement stops, Kate will be seen standing on the end of the board with her back to us and a hotspot will appear to her left as seen in the screenshot below and on the left. Left click on the hotspot and the view will change to seeing Kate from the front as she kneels down on the board. Another hotspot forms in front of her as seen in the screenshot below and on the right. Left clicking on that hotspot takes you to the beginning of the puzzle as seen in the third screenshot below. How you solve it now is up to you. Enjoy!

  

Screenshot solutions for each color light beam.

Screenshot solution for each color, but added to other colors. In other words my first screenshot is the solution for just the blue, the most complicated because it involves getting light beams to four different sapphires. Then the green solution is next, but added to the blue solution and cannot share any mirrors with the blue light beams because the blue and or green would get messed up. Again the red will be added to the blue - green solution, again with no sharing of mirrors. The red solution will not be complete because the puzzle would have been solved, the temple door would open and no picture would be available, so to speak. To complete it, the loose end (white arrow, third screenshot below) of the red light beam would have to be re-directed to the single ruby.

Blue Solution
Blue Light Beam Solution!

Green Solution
Green Light Beam Solution!

Red Solution
Red Light Beam Solution! Not Completed!
To complete it, the loose end (white arrow) of the red light beam would have to be re-directed to the single ruby.

Step by Step Instructions for each color light beam solution.

First we need to identify each of the mirrors we can work with or manipulate (13 in all). There are two types, those that we can rotate from above that I have labeled as RM 1-4. RM is for Rotating Mirror. These mirrors may have multiple effects and send the beam off in more than one direction depending on the arrangement of other mirrors to them. Then there are those we turn from below that I have labeled as GTM 1-9. GTM is for Go To Mirror. These mirrors are used to re-direct a single beam of light in one specific direction or at one specific target like the gems. The next screenshot will show where they are and the names I have given each. I also need to point out that along the walls of the pool there are stationary mirrors that light beams can be directed to and their reflective surfaces will re-direct the beam to some other mirror. To see examples of these stationary mirrors look along the left wall and the right wall when you are down under with the mirrors at the bottom of the pool. Notice the mirrors are similar to others and we can make use of these mirrors, but we cannot manipulate them.

Mirror Locations
Mirror Names and Locations. This screenshot shows the starting position of the colored beams.

BLUE:

Step 1 - We need to move the Green Beam from RM 1 to another location on the left wall of the pool (left wall is the one nearest GTM 5). Left click on GTM 2. Now left click on the mirror's hotspot, hold button down and move mouse to the left. The green beam will pass over the red beam and go just a little past the last mirror that is next to the left wall. When you let go of the mouse button the beam should stay with that last mirror. Click on the back button or right click to see if your screen is like the screenshot on the left down below. This is being done to let the blue beam have the access down the middle of the pool. Remember that we have four sapphires to reach with the blue beam.

  

Step 2 - Next we move the Blue Beam to RM 1. Left Click on GTM 1. Left click on the mirror's hotspot, hold button down and move mouse to the left until beam is on RM 1 (Where the green beam was earlier). Release mouse- if the beam stays there all is good, if it does not stay there, move it to RM 1 again and again until it stays there. Right click or hit the back button. Your screen should look like the screenshot on the right above.

Step 3 - Left click on RM 1, hold mouse button down and move the mouse to the right say 3 inches or so. Click on the back button or right click to see if your screen is like the screenshot on the left down below. If not move it to the right or left as needed until it is like the screenshot on the left below. The yellow arrow is RM 1 that you should have used to get this result.

  

Step 4 - Left click on RM 2, hold mouse button down and move the mouse to the left until you have two beams heading for the top two sapphires. Click on the back button or right click to see if your screen is like the screenshot on the right up above. If not move it to the right or left as needed until it is like the screenshot on the right above. The yellow arrow is RM 2 that you should have used to get this result.

Step 5 - Left click on GTM 9. Now left click on the mirror's hotspot, hold button down and move mouse to the right until the beam reaches and stays on RM 4. Again if it does not stay on RM 4 keep working on it until it does. Click on the back button or right click to see if your screen is like the screenshot on the left below. If not move it to the right or left as needed until it is like the screenshot on the left below.

  

Step 6 - Left click on RM 4, hold mouse button down and move the mouse to the right several inches or until you have two beams (one striking GTM 4 and one striking GTM 5). Click on the back button or right click to see if your screen is like the screenshot on the right above. If not move it to the right or left as needed until it is like the screenshot on the right above. The yellow arrow is RM 4 that you should have used to get this result. You have two more things to do to complete the blue. The two white arrows in the screenshot above and on the right are pointing to beams that need to be redirected to the lower sapphires (they are not going anywhere special now, sorta dead ends). The following explains how to do this. Left click on GTM 4. Now left click on the mirror's hotspot, hold button down and move mouse to the right until the beam reaches and stays on the lower right sapphire. Left click on GTM 5. Left click on the mirror's hotspot, hold button down and move mouse to the right until the beam reaches and stays on the lower left sapphire. Blue is complete as seen in the two screenshots below.

  

GREEN: The screenshot on the left above for the blue solution shows the starting point for the green. The last time we did anything with it was to move it out of the way of the blue by bouncing it off a mirror near the left wall. Now we need to get two green beams to the two emeralds.

Step 1 - Left click on RM 3, hold mouse button down and move mouse to the right until both GTM 7 and GTM 8 have beams going to them and your screen looks like the screenshot below on the left.

  

Step 2 - Notice that GTM 7 and GTM 8 Have beams reflecting off of them to what we could call a dead end. The white arrows are pointing to them. We need to get both of these beams to the two emeralds. The following explains how to do this. Left click on GTM 7. Now left click on the mirror's hotspot, hold button down and move mouse to the left until the beam reaches and stays on the right emerald. Left click on GTM 8. Left click on the mirror's hotspot, hold button down and move mouse to the right until the beam reaches and stays on the left emerald. Does your screen look the same as the screenshot on the right and above? If yes! Green is complete.

RED: The Red beam only has two basic moves to complete the entire puzzle. Until now we have basically ignored the red, but this is its moment. Soon the Spirits and the Youkols will be celebrating.

Step 1 - Left click on GTM 3. Left click on the mirror's hotspot, hold mouse button down and move the mouse to the right until the beam hits a mirror on the right side and forms zigzags all the way down the pool as it bounces from mirror to mirror. A dead end forms (white arrow) as a re-direction from GTM 6. Compare your screen to the screenshot on the left below.

  

Step 2 - Left click on GTM 6. Left click on the mirror's hotspot and move the mouse right until you can place this beam on the single ruby (white arrow) that is located between the two emeralds as seen in the screenshot above on the right. The door to the temple should now be opening. Let's celebrate.

Crossing the Balatom River Bridge.

  

Kate is awakened by some noises made by the Youkols when they arrive at the Balatom River Bridge. She hurries to get dressed. Next she checks her storage box to see what she may need. She takes her trusty knife and the lighter she got from the smith. Next she needs to find Kurk and find out what is going on. She climbs out of the Yurt and heads for a building that is in front of the caravan of ostriches and Youkols as seen in the screenshot on the left above (yellow arrow points to where the Customs Officer's work place and home is located behind Kate. The screenshot on the right and above shows the Customs Officer's quarters (yellow arrow on the left points towards the new bridge, white arrow points to a service window where Kate will have to talk with the Customs Officer (it is closed now). Kurk does not appear to be on this side of the building so let's look over on the other side. Notice the bent yellow arrow on the right of this same screenshot shows where to begin looking for Kurk. The bent yellow arrow seems to be running along a wall or a fence maybe. Let's take a look over there.

  

See the screenshot on the left above and notice that Kate has found a path (yellow arrow) leading down to the river and waterfalls at the end of that black fence or wall. What is all that stuff, Kate is walking past, in the screenshot on the right above. I have a feeling that she will need to do something here. Oh Great!, there's Kurk.

  

See the screenshot on the left above. Kurk looks worried. Talk with him at length. The old bridge is gone and will the authorities who built the new bridge allow them to cross and will the Watcher (a Youkol on the other side of the bridge who is supposedly in contact with the spirits and speaks for them) accept their gift and special prayer that they must do to please the Spirits and the Watcher. Kurk mentions that they have a fair amount of money to share with the person controlling the bridge if he'll allow them to cross. Brib the Customs Officer? OH NO! OHHH YESSSS!

Bribe the Customs Officer and Watcher.

Customs Officer

Well Kate left Kurk just a few minutes ago and has two major jobs to do. The first is to get permission for the caravan to cross the new bridge from the Customs Officer without the numerous official documents he will ask for and also allow Kate to go across first to find out what the Watcher and Youkol Spirits require from the tribe to allow their caravan to cross the border into Yakastan. Obviously you talk with the Customs Officer at length with emphasis on bribery and The Watcher. To Kate's surprise he knows very little about his job, only been on it for six months and this caravan has been the only people he has seen all that time. He does not even know how to turn on the motor to work the bridge and wants Kate to go start it if she wants to cross now. He says he can't leave his post. Kate found out that he loves to fish. See the fishing rod in the last screenshot on the right in the previous paragraph. He's so lonely that he talks to his dead fish. She tells him that with that money he can become a full time fisherman.

  

OK, let's go get the motor running so we can go and talk to the Watcher and see what he and the Spirits want. The motor is a paddle wheel under the bridge and this building. We need to head towards where Kurk is, but make a sharp left turn onto the metal walkway behind the Customs Officer's building (screenshot on left above). Notice where the back door is located for later reference. Now go down the ladder (white arrow) to the second level of the metal walkway (screenshot on right above). This screenshot also shows you where the ladder is for going down to the third and lowest level of the walkways.

  

This level is quite close to the water's surface (screenshot on left above). Kate has to pull a lever (white arrow pointing to it - red arrow shows direction to move it). Moving the lever lowers the paddle wheel into the water which starts turning and powers the raising and lowering of the two bridge units. The screenshot on the right above shows the paddle wheel in action. Kate is now ready to cross the bridge. Go see the Customs Officer and again talk with him at length.

The Watcher

  

The Customs Officer has never met this person on the other side, but he sends him vodka now and then on the zip line (red arrow in screenshot on the left) to keep good relations between them. Well I guess it's time for Kate to go meet him and find out for herself. Kate tells him she is ready to go across so she goes to the edge of the bridge and waits. The first section comes up and she crosses. When she gets to the edge of the second section it starts to rise and she goes across. At the end of the second section we see a small hut (yellow arrow) off to Kate's right (your left) as seen in the screenshot on the left above. Could that be the home of the Watcher? Let's find out. When Kate enters the door someone starts talking about Kate Walker and what the Spirits say. You don't see him at first and suddenly he appears (see the screenshot on the right above). Speak with him at length to learn all you can about what he and they expect from the caravan. Of course Vodka and a special prayer to both the spirits and the Watcher to receive their Benediction (their blessings to cross safely into Yakastan). After their discussion Kate heads back across the bridge. When she gets back to the first section of the bridge, she has to signal to the Customs Officer that she is ready to come back. The bridge rises and suddenly she sees the Customs Officer running to his motorcycle and taking off in a big hurry. Either he doesn't want the authorities to know what he has done until he is long gone. I hope he hasn't turned in Kate and the Youkols to the bad guys. You know, the Colonel and Dr. Olga Effimova. Have Kate go and look at the spin out marks that the Customs Officer left when he took off. Pick up the brick laying here. Kate now needs to go and ask Ayawaska about Vodka and the prayer and then we've got to break into the Customs Officer's building so we can operate the bridge and get the caravan across it. Let's find the Shaman's Yurt. It's one with a ladder and Oscar is beside it looking out for the Shaman. Have Kate talk to Oscar about that twice. OK, let's go into the yurt and talk to Ayawaska at length until she goes to sleep, then go into the trunk of Ayawaska and borrow her staff. It has clues on it about the prayer the Youkols are to do for the Spirits and the Watcher. Remember that Ayawaska said that the Spirits primarily understand the language of fire and smoke.

Now it's time to break into the Customs Officer's Quarters. Go to the first level of the metal walkway in the back and use the brick on the glass of the back door. This time you must open the inventory first yourself and move the brick into the working position, then click on the glass of the door (you will see the brick with the word USE) and Kate will throw the brick through the glass after you left click. Kate will reach in and unlock the door. Enter the building and take two things, a pile of papers from a small table with a row of books across the back and a flask of vodka in a pot to the left of where the Customs Officer sat when he was talking with Kate. One last thing now before we do the fire and smoke prayer, send the Vodka to the Watcher so that he and the Spirits can get soused.

  

Go out the back door and down to the second level of the metal walkway. Go to the right of the ladder, down an extension of the metal walkway (yellow arrow) and through a doorway (yellow arrow) into a room on the left as seen in the screenshot on the left above. In this room, a bit towards the back, there is a red button to push to retrieve the Zip line container. See the screenshot on the right above. After pushing the red button (white arrow points to its hotspot) the large empty container will arrive. Kate is to go to the container and place the flask of vodka inside it and go push the red button again to have it delivered to the Watcher. Kate waits to see what happens. The container comes back full of bags of sawdust, Kate takes a couple of the bags. These are probably needed in the Fire and Smoke Prayer we need to send to the Spirits and the Watcher. Ok, it's time for the Prayer.

Special Fire & Smoke Prayer to the Spirits Puzzle.

  

See the screenshot on the left above. There are four units to this old Smoker. I will refer to them as unit A, unit B, unit C and unit D. Each of the four units is handled in exactly the same way. The only difference between them will be the color of the resin placed in the front upper compartments and the shape of the smoke funnels in the higher compartments in the back. Since I have mentioned these compartments, the red arrows point to where these compartments are located and both of them are open. You should be able to see them better on your screen. As I said, they are both open here and they should not be. Once you think you have completed this puzzle and it is not doing what you expect, check for an open compartment first. The compartment in the back is higher up and containing a specially shaped device (smoke funnel) made to affect the shape of the smoke coming out of the pipe at the top (rings or spirals or whatever). The compartment in the front is down closer to the fire and contains a colored resin that colors the smoke being made. Thus the message we send has to be a correct order of colors and shapes of the smoke coming out of each of the four pipes. We are still discussing the screenshot on the left above. The white arrow is pointing to the hotspot that leads to opening the bottom area which is used for storage and a fire compartment. Two large doors will open revealing those three compartmental areas below. The yellow arrow is pointing to a hotspot of a small drawer that we put sawdust in to create a good amount of smoke (a little like using wood chips to create smoke to smoke fish or other meats). Each unit of the smoker has a small drawer for sawdust. Let's now look at the screenshot on the right above. In this screenshot we show three colored arrows, we have a red and a white arrow. Each of those is pointing to the hotspot of that compartment (white arrow - lower compartment of unit A in the front of the smoker; red arrow - upper compartment of unit A in the back of the smoker. The yellow arrow is pointing at a hotspot that will bring up the inventory. The item it will want is Madam Ayawaska's Staff that Kate removed from her trunk when she went to ask the Shaman about the prayer. This staff has clues on it about the order of the colors and shapes of the smoke that make up the correct prayer. When the staff is in the working position of the inventory and you see the picture of the staff with the word USE, left click and the staff will attach itself to the top of this smoker.

  

Now when you left click on this same hotspot you will see a close-up of the staff like in the screenshot on the left above. It is easy to see the order of color, but interpreting the order of shape to the funnels is a little more difficult. You have to observe the back of each funnel in order to see what shape of engraving is on each funnel and compare them to where that symbol or shape is on Ayawaska's staff. The screenshots and answers to where they go is near the end of this puzzle description and this walkthrough. The screenshot on the right aboveshows both of these compartments finished for unit A except they need to be closed to work properly. This is how they should look after after you and I follw the procedure that follows. After we show you how to get these results for Unit A you can then do the other 3 units by yourself. Warning: the front views of this smoker can spin on you and when you click on a hotspot for the upper compartments in the back your screen view will spin on you to show you that compartment from behind the smoker. Don't let this disorient you when you are putting funnels into these back compartments. Each funnel needs to be in a particular unit (A, B, C or D).

  

We will get back to these compartments very soon, but let's first deal with the little drawers below the front compartments. Since we have the sawdust we will start with them. Left click on each drawer's hotspot (one at a time) and you will get a close-up of the drawer. Again left click on the drawer's hotspot and hold the button down and move the mouse towards yourself just a little. The drawer is open and if you put your cursor in the front area of the open drawer and left click on the hotspot that forms, the inventory will open. Look at the screenshot on the left above. Obviously put the bag of sawdust in the working position and left click, the drawer gets filled with sawdust as seen in the screenshot on the right above. Now, close the drawer (white arrow - opposite of opening the drawer). Do the same for the other 3 drawers. When they are all done, let's make sure all of the compartments are empty before we open the bottom area and get ready to say our prayer.

If you have not done this yet, remove the quarter blue and quarter yellow resins from unit A front compartment, take quarter yellow resin from unit C front compartment and smoke funnel 02 from unit C back compartment.

  

Ok, now we need to open the bottom area. If you left click on the hotspot (white arrow) as seen in the very first screenshot on the left - four screenshots above (you will be given a close-up as seen in the screenshot on the left above here and if you left click again on that same hotspot (one above the ostrich head), the big doors will open and it wii look like the screenshot on the right above. We have five items on the two shelves on the left that we can take, a fire pit in the middle, and a pile of fire wood on the right (some of which we can take). Take the two resins (quarter piece of red and a whole round disc of blue that needs to be quartered) from the top shelf on the left and the three smoke funnels (numbers 01, 03 and 04) from the bottom shelf. Since the smoker only takes quarter sized pieces of resin and we only have one quarter size of blue Kate will need to cut another quarter piece of blue out of the larger disc shaped blue resin.

  

This quartering of the blue disc is done on a stump with a hotspot over on Kate's right as she faces the smoker. See the screenshot on the left above. This screenshot is showing the second step to the procedure. The first step is to click on the stump's hotspot which brings up Kate's inventory as she kneels down at the stump. You put the whole round blue resin disc in the working position and left click. Kate puts the resin disc on the stump as you see it. The resin disc then has a hotspot which you left click on and the inventory is called up once again. Now choose the knife, left click and Kate cuts a quarter section out of the disc. We now have everything we need except getting the fire ready to go, loading all of the compartments correctly and closing the larger vent of the smoker. Again look at the screenshot on the right above. Open the lower unit again if you closed it and if you have not yet taken the log from the pile of fire wood, do it now. We will build the fire where the hotspot (white arrow) is located. Look at the screenshot on the right above. This shows that the fire is ready to be lit. When you left click on this hotspot for the first time, it opens the inventory and accepts the log. Then the log has a hotspot and again when you left click on it the inventory is opened and put the Customs Officer's papers into the working place of the inventory. Left click and we now have good starter material for our fire. Notice that the log still has a hotspot for using the lighter we got from the smith. I don't light mine until all things are ready. It's up to you.

Screenshot solution for filling unit A compartments - front and back (first of four units that make up the smoker).

Solution for filling unit A front compartment:

    

The first screenshot on the left is the close-up view one gets after clicking on the original lower front Compartment's hotspot of unit A that was seen in the first screenshot on the right in the previous paragraph. It is being pointed at with a white arrow in that earlier screenshot. Notice in this first screenshot that I am about to left click on the hotspot at the top of this compartment and after I do the compartment opens as seen in the second screenshot above. Notice now that I am about to left click again on the handle of the resin holder (metal with holes in it) and lift it up away from the lower portion underneath. Notice that a quarter section of metal is missing on this lower section. You want that open area to be directly underneath the resin. The resin goes on the left front section of the resin holder so the open area underneath must also be on the left front area. This allows the heat and smoke to come right up and at the resin itself to add color. There is a handle on the right side that will allow you to move that open quarter to any of the four positions. Once you left click on this handle you circle the mouse to get the open quarter into a different location (left front area instead of right front as it was in the third screenshot above).

    

Notice that when you rotated that handle you were able to move that open quarter to the left front area as seen in the first screenshot on the left above. In this same screenshot I am about to left click on the resin holder's handle to bring it down again over the portion with the open quarter space as seen in the middle screenshot above. Notice that I am about to left click on that hotspot in the center of the resin holder. The screenshot on the right above shows that you get a close-up view of the whole resin holder in a look down on view. This view shows 3 hot spots. Chose the location where we want the resin to go. Of course, left front. When you left click on the left front hotspot the inventory comes up.

  

The Screenshot on the left above shows that the inventory is opened when we left click on one of the three hotspots. We have to choose the hotspot for the left front quarter of the resin holder. Ayawaska's staff shows the first smoke from unit A has to be red. Now if you right click or left click on BACK the view will go back to a front view of this compartment.

    

Now we are back to the front view of unit A's front compartment as seen in the screenshot above on the left. I am presently left clicking on the control for the bottom air vent. Left click, hold the button down and circle the mouse until it becomes vertical (open) as seen in the middle screenshot above. This screenshot also shows that I am about to left click on the hotspot at the top of the compartment in order to close the compartment as seen in the screenshot above on the right. The unit A front compartment is finished. You must do exactly the same procedure for the front compartments of the other 3 units B, C, and D except use blue resin for units B and C and yellow resin for unit D.

Solution for filling unit A back compartment:

    

The first thing you need to do is left click on the hotspot up above on unit A as seen in the screenshot on the left above. This gives you a close-up of the back compartment as seen in the screenshot in the middle above. Now left click on the hotspot at the top of the compartment which will open the compartment as seen in the screenshot on the right above. Left click on the hotspot (white arrow) in the compartment. This will bring up Kate's inventory as seen in the next screenshot below.

  

The screenshot on the left above shows that the inventory was opened. From the inventory choose funnel 01. When you see the picture of funnel 01 with the word USE, left click and the funnel will appear into the back compartment as seen in the screenshot on the right above. All you have to do now is click on the hotspot at the top to close the back compartment. Now do the same thing for the other three unit back compartments. Unit B gets 02 funnel, unit C gets 03 funnel and unit D gets 04 funnel. Look at the following screenshots.

      

Last two things to do before the ending video starts:

Start the fire using the lighter you got from the smith and close the large vent (from horizontal to vertical) on the left side of the smoker. Again it is a circular movement of the mouse to turn the vent.

I hope you enjoyed the game.



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