Speedruns are not that uncommon now for trophies and Syberia II has based the only gold trophy in the collection on this concept. This is a great shame, as Syberia II is more of an interactive story that can only really be enjoyed at a leisurely pace. As such, you have two choices if you want to have 100% of the trophies, either play the game

=============================================================================== FAQ/Walkthrough for SYBERIA II =============================================================================== GUIDE INFORMATION - Author Tom Hayes E-mail thayesguidesatgmaildotcom System PC Updated 19th June, 2008 Version CONTENTS - 1. Introduction 2. Walkthrough 3. Item List 4. Copyright Information VERSION HISTORY - 19th June, 2008 Format update 1st August, 2005 First version =============================================================================== 1. Introduction =============================================================================== Kate Walker and Hans' quest for Syberia continues in this excellent conclusion to the adventure. Starting off shortly after the events of the first game when Kate decided to leave Aralbad with Hans, the train has arrived in Romansburg, a remote town near the frozen waste. As Hans' health gradually gets worse, Kate must first seek the help of the various people she meets along the way. To make things worse, a spy has been sent out from her previous employer's company who is under orders to bring her back. Returning home is the last thing on Kate's mind however, as she has every attention of accompanying Hans to Syberia, where he can meet the mammoths that he has dreamed about all his life. =============================================================================== 2. Walkthrough =============================================================================== ROMANSBURG - The game starts in the train. Walk south and open the right door to exit the train. Walk down the steps to talk to Colonel Emeliov on the platform. Walk south to the end of the platform and use the wheel. Pull the lever to wind the train. Talk to Oscar and ask him about the Train He asks Kate to find some coal. Walk up to the other end of the platform and look at the gate. Try to open the gate to find that it is locked. Walk back down the platform and enter the shop. Look at the broken candy machine on the counter near Emeliov and get the small key. Look at the three candy machines on the table. Use the small key on the drawer of the right candy machine to get the coins from the drawer. Select the coins and then use the fifth coin on the slot of the left candy machine. Turn the handle and get the sugar candy. Use the second coin on the slot of the middle candy machine. Turn the handle and get the fish candy. Exit the shop and walk south to the coal dispenser. Talk to the girl in the area below and ask her about Romansburg. Look at the lever and pull it to find that the machine isn't working. Return to the shop and talk to Emeliov about Coal three times. Ask about the Key twice He lost it. Exit the shop and return to the coal dispenser to talk to Malka. Ask her about the Key and the Candy. Give the sugar candy to Malka to receive the gate key. Return to the gate and use the gate key on the lock. Run down the steps to the bottom level of Romansburg. Walk west twice and get the empty can from the bottom of the coal dispenser. West. North. West to the alley. Use the gate to talk to the man. Ask him about Gas. West. Look at the poster and then move it to reveal a hole in the fence. Climb through the hole. Look at the crate in the middle of the area and move the lock to release the youki. Walk to the left side of the area and get the jerry can on top of the barrel. Exit the area. East. East. East to the coal dispenser. Use the jerry can on the generator and press the red button. West. East. Walk up the steps to the top level. Walk to the coal dispenser and pull the lever to load the train. Oscar appears and says that Hans has gone missing. Return to the bottom level. West. Open the doors at the right side of the area to enter the bar. Hans faints and Kate carries him to the train. Exit the train and return to the bottom level. Return to the area where Kate climbed through the fence and continue west to see the monastery. Kate refuses to go any further as it is too cold. Return to the shop on the top level and talk to Emeliov. Ask him for Help and he will lower the ladder. Climb up the ladder to the attic and get the winter clothes. Exit the shop. Enter the train and open the left door to enter the bathroom. Kate will change into the winter clothes. Exit the train and return to the bottom level. Talk to Malka. Ask her about Mission and Monastery. Enter the bar and talk to Cirkos. Ask him about Malka and Shroud. Exit the bar and talk to Malka. Ask her about Monastery and Help to receive a token. Run west to the path leading to the monastery and then continue north to the bridge. Use the token on the slot of the machine. Pull the lever and then get the shroud. Return to the train and use the shroud on Hans to get Hans' Shroud. Return to the bridge and cross it. Follow the path south to arrive at the entrance to the monastery. Walk north and follow the path to see a monk near a frozen lake. Talk to the monk and ask him about Hans He will mention the Merula Alba. Ask about the Bird twice. Return to the shop on the top level and talk to Emeliov. Ask him for Help and he will give Kate three birdcalls. Return to the frozen lake near the monastery and use the silver birdcall on the monk. Get the monk's habit to wear it. Walk south and pull the chain. Use the elevator to enter the monastery. MONASTERY - Follow the path to the middle of the monastery. Enter the doorway. Walk to the other end of the chapel to talk to the patriarch. Ask him about Mission twice, Help and Shroud to bring Hans to the monastery. Ask about Hans The patriarch will let Kate visit Hans. North. Enter the doorway at the right side of the hall and talk to Hans. Ask about Monastery He wants Kate to find Alexei Toukianov. Exit the room and talk to the monk. Ask him about Hans and Brother Alexei twice to receive a scroll and a stained glass mammoth. Walk north and get the brush. West. Open the door to enter the library. Walk east to the bottom of the slope and get the long candle rod at the right side of the room. Think of the twelve candles as a clock, with twelve o'clock being in line with the top of the cross on the floor. Light the candles at three, four, eight, nine and twelve o'clock to open a hole at the top of the library. Walk to the top of the slope and look through the hole. Select the stained glass mammoth from the documents section of the inventory and use it on the hole. Press the bottom, left, top and right arrows to make a light appear on the pillar. Walk down the slope and look at the eye of the mammoth. Use the middle of the circle to reveal a bookcase. Look at the bookcase and get Brother Alexei's book and the Youkol relic. Exit the library. Return to the elevator and look at the wheelbarrow to get the shears. Return to the entrance of the library and continue west to the graveyard. Walk to the other end of the graveyard and look at the gravestone with the brambles on it. Use the shears on the brambles. Get the herbs and brambles and then exit the graveyard. Return to the entrance of the monastery and look at the machine on the left. Use the herbs and brambles on the bucket. Open the tube below the funnel and get a candle wick from below the chain. Close the tube. Pull the big handle at the left side of the bucket to heat the bucket. Pull the small handle in front of the bucket. Open the tube and get the herbal candle. Get the box of matches and return to Hans' room. Look at the table near the side of the bed and use the Youkol relic on it. Use the herbal candle on the Youkol relic. Use the box of matches on the Youkol relic to make Hans recover. Exit the room and return to the chapel. Enter the room at the other side of the chapel and get the ornate key. Walk to the entrance of the chapel and look at the right gate. Use the ornate key on the lock and then enter the room. Use the rope. Exit the chapel and return to the graveyard. Run to the hole in the wall at the top-left corner of the graveyard. Use the casket to move it in front of the hole. Return to Hans' room and talk to Hans to exit the monastery. ROMANSBURG - Talk to Hans about Departure to receive the mechanical heart. Exit the train and enter the bar on the bottom level. Walk to the mechanical horses and look at the pipes. Put the mechanical heart on the post. Select the post three times. Select the middle hole in the bottom-left corner of the mechanical heart, top hole in the top-left corner, top hole in the top-right corner and top hole in the bottom-right corner. Select the post to start the horses. Kate will return to the top level. Pull the lever and enter the gangcar to discover that it won't work without a youki. Enter the bar on the bottom level and talk to Cirkos. Ask him about the youki. Exit the bar and walk north to the alley. Go through the open gate and walk to the left side of the area to see the youki. Give the fish candy to the youki. Return to the top level and run to the other end of the platform. Use the gang car to exit Romansburg. FROZEN WASTE - Walk east until the youki chases a beaver into the river. Continue north and get the branches. South. West. West. West. Look at the pile of stones. Use the branches on the ice at the bottom of the stones and then use the box of matches on the branches. Get the offering and return to the river. Give the offering to the youki and he will knock down a tree. South. Walk to the tree to cross the river. North. North-west. East. North. Enter the house. Look at the fireplace shelf and get the russian doll, hatchet and fisherman's guide. South. West to the corner of the house. Look at the counter and get the fish tank. East. Open the door. Walk down the steps. Use the fishing rod at the side of the platform. Look at the fish tank and select the top-right lure. Use the rod on the dark area at the right side of the river to catch an orange salmon. Return to the house and open the front door to see the bear. Look at the left window and use the orange salmon on the bear. Exit the house. West. South. Use the hatchet on the left post of the bridge to get the rope with plate. Use the rope with plate on the tree at the left side of the bridge to swing to the other side. South. North. East. Use the hatchet on the cliff. Use the hatchet to start climbing up the cliff. Climb up twice. East twice. Up four times. West four times. Up twice. East twice. Up twice. East twice. Up four times to the top of the cliff. South. South to see Igor and Ivan. South. South. North to the satellite tower. Look at the equipment in the hut and press the red switch. Using the red buttons, set the numeric display to 0328. Press the red button on the microphone to talk to Boris. Climb up the ladder and move the handle twice to point the arrow to B. Climb down the ladder and look at the equipment in the hut. Turn on the radar by pressing the bottom-right red switch. East. South. West. North. North. Look at the plane to talk to Boris. Ask him about Train and Flying Wing. Use the plane. Set the left panel to 80 and the right panel to 20. Press the button to return to the train. Enter the passenger area of the train. Get the plan of the train from the bedroom. Continue down to the end of the train and get the oil dispenser. Exit the train and walk south to see Oscar's arm. Use the arm to talk to Oscar. Use the oil dispenser on Oscar. East. Enter the passenger area of the train. Exit the train and walk south. Board the control area of the train and talk to Oscar. Exit the control area and return to the passenger area of the train. Walk to the room with the circular panel in the floor and call Oscar on the phone. Look at the mechanism and move the first, third and fifth levers to start the train. MAMMOTH STATUE - The train arrives near a massive mammoth statue. North. South. Look at the bag at the back of the snowmobile and get the gauze blanket. Look at the bird carving and use the gauze blanket on the slot. South. North. South. Talk to Igor and ask him about Igor and then Spirits twice. He will leave on his snowmobile. West. South. Use the shoes to wear them. Use the phone to call Oscar. When Ivan turns to look at the train, look at the sled and get the ivory knife. Use the ivory knife on the sled rope. Kate falls through the ice and arrives in the Youkol village. YOUKOL VILLAGE - Walk south and open the door to exit the bedroom. Look at the basket and get the reindeer antlers. Walk to the right side of the the area and cross the bridge. South. Look at the fence at the left side of the area and get the leather strap. North. North. Use the slingshot on the icicles above the drum machine to break it. North to the shaman's house. Look at the masks at the right side of the area and get the Youkol mask. West. Look at the table and get the prayer wheel. Exit the house. South. South. South. Look at the device between the pots and get the empty flask. Get the cork bung on the snow. Use the empty flask on the chain at the top-right corner of the device. Use the handle at the bottom-right corner of the device twice and then get the flask full of water. South. Look at the youki pen and get the fishbone. East. North. Cross the bridge. North. North. North to enter the cave. South. Look at the wall. Use the cork bung on the bottom-right hole. Exit the view of the wall. Look at the stick near the tree and use the prayer wheel on it. Use the prayer wheel to call the bird. Look at the wall and get the cork bung. Use the cork bung on the hole at the left side of the lemming. Get the cork bung and use it on the hole at the right side of the lemming. Use the flask full of water on the top-left hole. Use the fishbone on the hole above the lemming and then get the dream fruit. Return to the shaman's house and talk to the shaman. Ask about Hans, Dream, Mission to enter the dream. DREAM - North. North. Look at the mammoth doll at the back of the cave. Get the mammoth doll and then exit the cave. South. South. West. West. West. South. West. Talk to Anna about Kate, Anna, Hans, Father Voralberg. West. Cross the bridge to arrive on the road. North. East. Walk through the doorway at the right side of the road. East. North to enter the house. South. Look at the bottom of the clock. Use the switches at either side of the display to move the time to 245. Use both small statues on either side of the bell and they will raise their hammers. Use the left switch to set the time to and then use the pendulum. Pull the weight and then use the bell. Father Voralberg will leave the house. East. Look at the table and get the attic key. North. Walk up the steps and use the attic key on the door. Walk to the other side of the attic and give the mammoth doll to Hans. Look at the desk to return to the Youkol Village. YOUKOL VILLAGE - Exit the shaman's house. South. South. South. South. North. Climb up the ladder. South. North. South to see the train. North. South. Try to get the hook in front of the train. Enter the control section of the train and talk to Oscar. Ask him about Train and Youkol Mask. Talk to the Youkols about Oscar and Help. Walk to the front of the train and look at the hook. Pull the lever to raise the bar on the platform. South. North. South. North. South. Walk up the slope and walk south to the bar. Look at the levers and pull the right lever to move the train. South. Walk down the left slope and climb down the ladder. South. East. North. Walk up the steps. Enter the control area of the train and talk to Oscar about the Heart. Return to the shaman's house. Look at Oscar's heart. Think of the twelve buttons as a clock. Press the buttons at three and seven o'clock. Press the buttons at three, six, nine and twelve o'clock. Get the Voralberg key. Exit the shaman's house and return to the train. Enter the control compartment and look at the controls. Use the Voralberg key in the slot between the top two gauges. Pull the top-left lever to raise the snake object. Pull the small left switch at the right side of the panel. Pull the top-right and top-left levers to raise the snake object from the top of the train. Pull the small right switch at the right side of the panel. Turn the big wheel at the left side of the panel. Press the left switch at the left side of the panel and then use the small wheel at the left side of the panel to reveal the ark. Exit the train and walk down the steps. East. Cross the bridge. North. North. Talk to the youkol about Great Gates. Return to the youki pen and look at the gate. Open the gate to release the youki. Return to the ark to leave the Youkol village. ICEBERG - Exit the ark. North. North. Look at the narwhal tusk on the floor and get it. South. West. Use the narwhal tusk on the hook near the penguins. West. North- west. Look at the eggs and then use the russian doll on the nest. East. East. Use the narwhal tusk on the crack to float over to the ark. Move the barrel at the right side of the room and open the door. Climb the ladder near Hans and get the ivory hook. Down. Open the door and then climb onto the barrel to look at the mast. Use the ivory hook on the slot. Pull the rope to attach it to the hook. Exit the view of the mast and pull the lever to knock Ivan onto the ice. The ship will continue on to Syberia. SYBERIA - East. Climb up the ladder and look at the guard. Get the Youkol medallion from the body. Climb down the ladder. West. West. Walk down the steps. Look at the chest at the bottom of the path and get the three stone plates. North. Look at the flowers at the right side of the path. Get the Syberia flower and the stone plate. South. East. East. Board the ark and climb down the ladder. Use the Syberia flower on the youki to wake him. Climb up the right ladder. West. West. Walk down the steps. North. North. North. Pull the lever in front of the gate to open it. North. Walk up the steps. South. Look at the device and then look at the floor to see a disc. Get the stone plate from the top-left corner of the disc. Use the first plate on the bottom-left corner, the second plate on the right side, the third plate on the top-left corner, the fourth plate on the top and the fifth plate on the bottom-right corner. Look at the disc and get the ivory key. Walk up the steps. Walk down the steps on the left. Look at the right side of the device and use the ivory key on the slot. Get the ivory key and use it on the second hole on the bottom row. Use the wheel. Look at the pipes at the left side of the device. Half-open the top-middle hole, half-open the bottom-left hole, close the bottom-middle hole. Use the lever to complete the game. =============================================================================== 3. Item List =============================================================================== ATTIC KEY Found on the table in the Voralberg house. It is used on the door at the top of the steps in the house. BLACK BIRDCALL Found by asking Emeliov for Help after talking to the monk about the Merula Alba. It is not used. BOX OF MATCHES Found on the table near the exit of the monastery. It is used on the Youkol relic in Hans' room. It is used on the branches after they have been put on the ice in the frozen waste. BRANCHES Found in the area north of the river in the frozen waste. They are used on the ice at the bottom of the stones in the frozen waste. BROTHER ALEXEI'S BOOK Found in the secret bookcase in the monastery library. It is not used. BRUSH Found outside the hall after Hans is brought to the monastery. It can be used on the left mural in the chapel to reveal the candle locations used in the library. COINS Found by using the small key on the right candy machine drawer in Emeliov's shop. The fifth coin is used on the left candy machine and the second coin is used on the middle candy machine. CORK BUNG Found on the snow near the device in the Youkol village. It is used on the lemming holes in the cave. DREAM FRUIT Found by making the lemming walk to the end of the lemming maze in the cave. It is given to the shaman. EMPTY CAN Found at the bottom of the coal dispenser in Romansburg. It is used on the jerry can in the area behind the fence in Romansburg. EMPTY FLASK Found on the device in the Youkol village. It is used on the chain on the device. FISH CANDY Found by using the second coin on the middle candy machine in Emeliov's shop. It is given to the youki in Romansburg. FISH TANK Found on the counter in the house in the frozen waste. It is automatically put on the platform outside the house. FISHBONE Found in the youki pen in the Youkol village. It is used on the lemming hole in the cave. FISHERMAN'S GUIDE Found on the fireplace shelf in the house in the frozen waste. It is not used. FLASK FULL OF WATER After using the empty flask on the chain on the device in the Youkol village, the flask full of water is found by using the lever. It is used on the lemming hole in the cave. GATE KEY Found by giving the sugar candy to Malka in Romansburg. It is used on the lock on the gate at the end of the platform. GAUZE BLANKET Found by looking at the bag on the snowmobile near the mammoth statue. It is used on the slot on the bird carving. GOLD BIRDCALL Found by asking Emeliov for Help after talking to the monk about the Merula Alba. It is not used. HANS' SHROUD Found by using the shroud on Hans in the train. It is shown to the patriarch in the monastery. HATCHET Found on the fireplace shelf in the house in the frozen waste. It is used on the left post of the bridge in the frozen waste. It is used to climb the cliff in the frozen waste. HERBAL CANDLE Foundafter using the correct items on the machine near the exit of the monastery. It is used on the Youkol relic in Hans' room. HERBS AND BRAMBLES Found by looking at the gravestone in the monastery graveyard. They are used on the bucket on the machine near the exit of the monastery IVORY HOOK Found in the ark on the iceberg. It is used on the slot on the mast in the ark. IVORY KEY Found by putting the stone plates in the correct places on the disc in Syberia. It is used on the slot on the device in Syberia. It is used on the second hole on the bottom row on the device. IVORY KNIFE Found by looking at Ivan's sled near the mammoth statue. It is used on the sled rope. JERRY CAN Found on top of the barrel in the area behind the fence in Romansburg. It is used on the generator. LEATHER STRAP Found by looking at the fence in the Youkol village. It is not used. MAMMOTH DOLL Found in the cave in the dream. It is given to Hans in the Voralberg house in the dream. MECHANICAL HEART Found by talking to Hans about Departure in the train. It is used on the post in the bar in Romansburg. NARWHAL TUSK Found outside the ark on the iceberg. It is used on the hook near the penguins. OFFERING Found by using the box of matches on the branches on the ice in the frozen waste. It is given to the youki. OIL DISPENSER Found at the end of the train in the frozen waste. It is used on Oscar. ORANGE SALMON Found by using the fishing rod with the correct bait on the lake outside the house in the frozen waste. It is used on the bear outside the house. ORNATE KEY Found in the room in the monastery chapel. It is used on the lock in the chapel. PLAN OF THE TRAIN Found in the bedroom of the train in the frozen waste. It is not used. PRAYER WHEEL Found on the table in the shaman's house in the Youkol village. It is used on the stick near the tree in the cave. It is used in the cave to call the bird. REINDEER ANTLERS Found in the basket in the Youkol village. They are not used. ROPE WITH PLATE Found by using the hatchet on the left post of the bridge in the frozen waste. It is used on the tree at the left side of the bridge. RUSSIAN DOLL Found on the fireplace shelf in the house in the frozen waste. It is used on the penguin nest on the iceberg. SCROLL Found by talking to the monk outside Hans' room in the monastery. It is not used. SHEARS Found in the wheelbarrow near the exit of the monastery. They are used on the brambles on the gravestone. SHROUD Found by using the token on the slot of the machine near the monastery. It is used on Hans in the train to get Hans' shroud. SILVER BIRDCALL Found by asking Emeliov for Help after talking to the monk about the Merula Alba. It is used on the monk outside the monastery. SLINGSHOT Automatically made from the leather strap and the reindeer antlers. It is used on the icicles above the drum machine in the Youkol village. SMALL KEY Found by looking at the broken candy machine near Emeliov. It is used on the right candy machine drawer in Emeliov's shop to get the coins. STAINED GLASS MAMMOTH Found by talking to the monk outside Hans' room in the monastery. It is used on the hole in the library after lighting the correct candles. STONE PLATES Found in the chest, near the Syberia flower and near the disc on Syberia. They are used on the disc on Syberia. SUGAR CANDY Found by using the fifth coin on the left candy machine in Emeliov's shop. It is given to Malka in Romansburg to get the gate key. SYBERIA FLOWER Found at the side of the path near the gate in Syberia. It is used on the youki in the ark. TOKEN Found by asking for Malka about Help in Romansburg. It is used on the slot of the machine near the monastery. VORALBERG KEY Found by pressing the correct buttons on Oscar in the shaman's house in the Youkol village. It is used on the slot in the control compartment of the train. WINTER CLOTHES After trying to walk to the monastery in Romansburg, the winter clothes are found in the attic in Emeliov's shop after asking Emeliov for Help. YOUKOL MASK Found in the shaman's house in the Youkol village. It is given to Oscar in the train after talking to him about the Youkol Mask. YOUKOL MEDALLION Found on the guard's body in Syberia. It is not used. YOUKOL RELIC Found in the secret bookcase in the monastery library. It is used on the table in Hans' room. =============================================================================== 4. Copyright Information =============================================================================== This file is Copyright 2005-2008 Tom Hayes. As it can be difficult to keep track of websites that haven't posted the latest version of this file, please do not distribute it without my permission. Send an e-mail to me if you would like to post this file on your website and you will likely receive a positive response. If you do post the file, please keep it in its original form with all of the sections intact and credit the author Tom Hayes as the writer of the file. The latest version of this file can be found at

ConsoleSwitch d'occasion : consultez nos annonces gratuites consoles & jeux vidéo de particuliers et professionnels sur leboncoin - page 1

Le Deal du moment Cartes Pokémon sortie d’un nouveau ... Voir le deal Forum De La Confrérie De La Chuche JEUX VIDEOS Jeux Vidéos 2 participantsAuteurMessagelaetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet syberia 1 et 2 Mar 30 Mai - 116 Alors c'est un jeu sur pc et il y a pas tres longtemps il est sorti sur graphismes sont MAGNIFIQUES !!!L'histoire c'est une jeune femme américiane qui doit faire signer un contrat a un gars nommé HANS qui possede une fabrique de jouet au moment ou elle arrive dans le village elle voit les jouets mecanique amené un cercueil au cimetiere. Elle aprend des villageois que l'homme a qui elle devait faire signer le contrat de vente pour la fabrique a disparu et declarer comme mort et que sa soeur qui tenait du coup la fabrique vient tout juste de elle decouvre que HAns n'est pas mort et par a sa recherche en utilisant le train mecanique qui fonctionne avec un ressort ne raconte pas la suite du 1 car ça serait dommage de le 2 c'est la suite en qq sorte de ce periple mais en voyage bcp plus trankil car ben voila j'peux pas raconter lolCe qu'il faut en retenir c'est que pour une fois c'est une histoire qui change completement de ce qu'on connait et que l'histoire est vraiment superbe et parfois un peu graphisme j'ai vraiment été épaté parfois je croyais que c'etait un vrai le conseil vraiment ce moi lol c'est un vrai coup de coeur_________________CONCERTS VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Mer 31 Mai - 2313 Ca a l'air interressant Mais c'est quel genre???_________________ laetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet Re syberia 1 et 2 Mer 31 Mai - 2344 ben ça fait un peu genre enquete, en gros tu esssais tout le temps de resoudre des problemes mecaniques et dans le 2 c'est des enigmes a ceux qui aime reflechir le 2 est tres interessant surtout quand on approche de la fin du jeu les enigmes se multiplie_________________CONCERTS VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Jeu 1 Juin - 2153 Ah oki je vois merci _________________ laetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet Re syberia 1 et 2 Lun 5 Juin - 2017 Ben de rien _________________CONCERTS VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Lun 5 Juin - 2105 Sinon j'aime bien aussi les jeux de ce genre .Mais bon faut avoir de la patience et être persévérant _________________ laetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet Re syberia 1 et 2 Mar 6 Juin - 1922 Tu veux que je te ramene syberia 1 quand on viendra Samemdi ou vendredi?Au passage Silent hill 1 tu l'as encore? j'me souviens VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Mer 7 Juin - 018 laetitia a écrit Tu veux que je te ramene syberia 1 quand on viendra Samemdi ou vendredi?Au passage Silent hill 1 tu l'as encore? j'me souviens plus. Non le ramène pas pour l'instant,mais merci quand même Sinon ouais c'est moi qui l'ai Silent Hill 1 _________________ laetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet Re syberia 1 et 2 Jeu 8 Juin - 2153 lool oki ben si j'y pense je le reprendrais , j'ai envie d'y jouer un peu en ce moment car final j'passe trop de temps dessus j'vais finir par m'en lasser faut que je change un peu lol_________________CONCERTS VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Ven 9 Juin - 204 laetitia a écrit lool oki ben si j'y pense je le reprendrais , j'ai envie d'y jouer un peu en ce moment car final j'passe trop de temps dessus j'vais finir par m'en lasser faut que je change un peu lol oki pas de problème laetitia _________________ laetitiaMaître ChucheuxNombre de messages 520Age 37Localisation ValenciennesDate d'inscription 19/01/2006Sujet Re syberia 1 et 2 Mar 13 Juin - 037 hii voila recupéré, reste plus qu'a y joué mais depuis ce week end j'susi fatigué j'ai vraiment pas bcp dormi .Remarque ta pas dormi beaucoup non plus toi_________________CONCERTS VU Marilyn Manson David Halyday Mylene Farmer Indochine*2L5 / BOOTLEG ABBA / Billy Crowford Superbeubeu80DIEU DE LA CHUCHENombre de messages 651Age 42Localisation PicardieDate d'inscription 17/01/2006Sujet Re syberia 1 et 2 Jeu 15 Juin - 2219 C'est clair que j'ai pas beaucoup dormi le week dernier _________________ Contenu sponsoriséSujet Re syberia 1 et 2 syberia 1 et 2 Page 1 sur 1Permission de ce forumVous ne pouvez pas répondre aux sujets dans ce forumForum De La Confrérie De La Chuche JEUX VIDEOS Jeux VidéosSauter vers

JeuxVidéoJeux Nintendo Switch à bas prix, mais également une large offre jeu nintendo switch vous sont accessibles à prix moins cher sur Cdiscount ! Cdiscount vous guide et vous permet de faire des économies sur votre achat jeu nintendo switch Jeux VidéoJeux Nintendo Switch-Syberia 3 SWITCH comme pour tous vos achats Nintendo Switch =============================================================================== FAQ/Walkthrough for SYBERIA =============================================================================== GUIDE INFORMATION - Author Tom Hayes E-mail thayesguidesatgmaildotcom System PC Updated 19th June, 2008 Version CONTENTS - 1. Introduction 2. Walkthrough Valadilene Barrockstadt Komkolzgrad Aralbad Komkolzgrad 2 Aralbad 2 3. Item List Valadilene Barrockstadt Komkolzgrad Aralbad 4. Copyright Information VERSION HISTORY - 19th June, 2008 Format update 24th May, 2003 First version =============================================================================== 1. Introduction =============================================================================== Syberia is an excellent adventure game made by Microids. It involves a lawyer named Kate Walker, who travels to the quiet town of Valadilene to close the Voralberg business, which is responsible for creating a number of robot-like creations known as automatons. Upon discovering that the owner of the business has passed away, she hears of an heir named Hans Voralberg who ran away from Valadilene to look for mammoths. She soon finds an automaton engineer called Oscar, and together they travel across Europe on their search for Hans. =============================================================================== 2. Walkthrough =============================================================================== - Valadilene - HOTEL - The game starts in a quiet hotel in Valadilene. Attempt to get the suitcase near Jane, and then walk over to the counter to view the bell and the statue. Get the small reception bell key at the right side of the bell, and use it in the statue. Press the red button to ring the bell, and ask the manager about help to go to room 6. After he leaves the room, walk over to the table and get the fax from Edward Marson. Open the inventory and use the phone to dial 12458902, and then press send to call Marson. Open the door to exit the room, walk downstairs and ask the manager about the Mission to receive the second fax from Marson. Walk to the left side of the room and get the four cog wheels Two from the floor at the left side of the table and two on the table. Exit the view of the table and run back up to the right side of the room. Get the advertising brochure from the board near the green plant, and then exit the hotel. Outside the hotel, run down the path to the road and run left three times to find Alfoter's house. Get the newspaper on the bench for more information on Anna Voralberg, and then run up the steps to view an automaton holding out it's hand. Pull the middle lever to make the automaton look at the hand, put fax 2 in the hand, and pull the right lever to enter the house. ALFOTER'S HOUSE - Open the door at the left side of the waiting room to enter Alfoter's room, and sit in the left chair to talk to Alfoter. Ask him about the Mission to find out that Anna has an heir named Hans, who is located somewhere in Siberia. After receiving the letter from Alfoter, exit his room to return to the waiting room. Get the telescopic key from the coathanger at the right side of the waiting room, and exit the house. OUTSIDE - Run right twice, and look at the door at the right side of the road. Put the telescopic key in the top automaton, turn the key in the bottom automaton, and pull the lever to open the door. Run up the path to arrive at the fountain. Run along the right path and walk to the front of the house. Run along the path at the side of the house, and continue right to see a ladder machine at the back of the house. We'll need a key to make it work first, so continue past the machine and enter the hedge maze. Take the left path at the junction, and then take the first path on the right to see a bowl with a key in it. Get the Voralberg key, and exit the maze to return to the back of the house. Walk near the ladder machine and use the Voralberg key in it to raise the ladder. Use the ladder to climb up to the room at the top of the house. VORALBERG HOUSE - Walk to the left side of the room and open the desk to get Anna's diary and the ink bottle. Close the desk and run to the right side of the room. Use the light bulb, and Momo will enter the room. Talk to Momo, and after explaining that he wants a picture of a mammoth, he will give you the pencil and paper. Exit the conversation and run back to the right side of the room to see a faint outline of a mammoth on the top beam. Look at the mammoth outline and use the pencil and paper to trace the drawing. Give the pencil tracing of the mammoth to Momo and climb out of the window. Run left at the bottom of the ladder, and continue down the path to the fountain. Run down the bottom path, and follow Momo all the way down to the gate at the end of the road. SECRET PATH - After Momo opens the gate, run through it and follow the long path through the forest to find Momo. Run up the steps and use the handle to try and open the dam. Run down the steps and ask Momo to Help. He'll try, but the lever will break off. Get the lever, run back down the steps, and continue left along the path to the boat. Use the lever to to try and get the oar from the left side of the boat, and then go back to the right and ask Momo to Help get the oar. After Momo gets the oar, run right and ask him to Help open the dam. Run down the steps, and follow the path leading up to the river to enter the cave. MAMMOTH CAVE - Run to the far side of the cave and get the mammoth toy doll. Exit the cave, and run all the way back down the long path to the road. OUTSIDE - Run right three times, and go through the gate at the right side of the road to return to the fountain. Go down the top-left path and walk up the steps to enter the building. Pull the lever on the post, and a claw will take a barrel to the factory. Return to the fountain and run down the left path to enter the factory. FACTORY - Run left twice and use the automaton at the left side of the room to carry the barrel to the start of the assembly line. Open the door, and run over to the right side of the room. Use the handle to lower the automaton named Oscar, and then run over to the left side of the room to talk to him. Ask Oscar about Production and he will give you a card. Exit the room and open the door at the far right side of the factory to enter the control room. Walk to the south side of the room and pull the chain to lower the windmill. Pull the lever and exit the room. Run left twice and climb up both sets of steps to find the machine that controls the assembly line. Look at the machine, pull the bottom-right switch to activate line 3 and press the left button three times. Use Oscar's card in the slot and press the right button to create Oscar's legs. Exit the view of the machine and run down to the bottom of the steps. Get the wooden legs at the end of the assembly line, and then give the wooden legs to Oscar. Exit the room, run right twice and open the door to exit the factory. Run down the path to return to the fountain, and go up the top-right path to enter the train station. TRAIN STATION - Run south and walk up the steps at the bottom-right corner of the area. Open the door to enter the train and ask Oscar about the Mission. Exit the train, walk down the left steps, and talk to Oscar in the ticket office. Ask him about the Mission to receive the train release permit and the train ticket. Exit the station to return to the fountain, and run down the bottom path to return to the road. Walk left twice and enter Alfoter's house. ALFOTER'S HOUSE - Walk to the left side of the room and look at the ticket stamp on the desk. Put the ink bottle under the hat of the statue and put the train release permit on the tray. Press the red button to approve the permit. Get the permit, exit Alfoter's house, and run right along the road to the cemetery. CEMETERY - Run along the path at the right side of the church and open the door at the end of the path. Run over to the right side of the room and move the crucifix to get the key. Look at the desk to see five drawers. Use the key in the keyhole at the top-right corner of the desk and open the second drawer to get the purple punch card. Open the third drawer and turn the handle at the right side of the desk to get the Voralberg key and the priest's confession. Exit the room and run north up the path. Look at the panel at the top of the steps near the elevator. Put the four cog wheels on the spindles and pull the right lever to to ride the elevator up to the top floor. Look at the automaton at the left side of the room and put the purple punch card in the slot to lower the hat of the automaton near the crypt. Ride the elevator down to the path and run left to the crypt at the other side of the cemetery. Look at the hat and use the Voralberg key in it to open the crypt. Enter the crypt and open the Hans Voralberg drawer. Look at the coffin and get the Valadilene voice cylinder and press cuts. Exit the crypt and the cemetery, run left down the road and return to the fountain. FACTORY - Run down the left path to enter the factory and open the door at the top of the first set of steps on the left. Look at the cabinet at the right side of the room and pull the ninth book on the top shelf to reveal the gramophone. Use the Valadilene voice cylinder in the gramophone, and a cutscene will be shown where Hans attempts to get the mammoth toy doll from the top of a tall pillar in the cave and falls. After the cutscene, get the Hans-Anna mechanical toy from the top of the gramophone and exit the factory to return to the fountain. Run up the top-right path to enter the train station. TRAIN STATION - Run south, go up the path on the right and continue over to the right platform of the station. Run south, turn the wheel on the machine, and then pull the lever on the left to wind the gears in the train. Turn the wheel. Walk north, go up the path on the left and open the door to enter the train. Run left to the museum on the train. Put the Hans-Anna mechanical toy on the stand in the middle of the room and put the mammoth toy doll on the platform at the bottom- right corner of the room. Look at the shelves and put the Valadilene voice cylinder on the top-left platform and the music cylinder on the top-right platform. Run back up the train and give Oscar the train release permit and the train ticket to leave Valadilene. - Barrockstadt - TRAIN STATION - Exit the train, walk down the left steps and run right along the platform. Go down the steps at the end of the platform and run along the path until Kate sees the winding machine. Run back to the station and Oscar will say that he has received a message. Enter the train and Oscar will explain that Kate has been summoned to meet the rectors of the university. Exit the train, walk down the left steps and run over the bridge on the left. Walk through the doors on the other side of the bridge to exit the station. Run along the path on the left and walk down the steps to talk to the man on the boat. Ask him about Help, and he will agree to move the train for 100 dollars. Walk back up the steps, go up the steps on the right, and run through the courtyard to enter the university. UNIVERSITY - Walk to the middle of the floor and run right to talk to Professor Pons near the mammoth. Ask him about Hans to find out that the toy mammoth doll was made by the Youkols in north Siberia. Run back to the middle of the university and open the first door on the left to enter the library. Run left along the path at the side of the library and climb the ladder to get the mushroom guide. Run left once and walk down the steps to the study area. Get the blue Amerzone book on the bottom-right table, and then run up the steps to exit the library. Run left and open the door to enter the rector's office. Walk down the red carpet to the massive desk at the end of the hall, and ask the rector's about Sauvignon. Ask them about money, and they will agree to reward Kate 100 dollars if the bandstand in the courtyard is fixed. Exit the rector's office and run back to the right side of the university to ask Pons about Sauvignon. Exit the university and return to the train in the station. TRAIN STATION - Run right to the museum on the train and get the mammoth toy doll from the platform. Exit the train and walk down the left steps to the platform. Run up the next set of steps on the left, and continue down the steps to arrive on the beach. Get the hook at the right side of the beach, and ask the stationmaster about Sauvignon. Run up the steps and talk to the stationmaster about Sauvignon on the right bridge. Exit the station and return to the university. UNIVERSITY - Run right and talk to Pons about Sauvignon. Give him the mammoth toy doll, and he will open the laboratory. Enter the laboratory and look in the cupboard at the top-left corner of the room to get the Barrockstadt voice cylinder from the middle shelf. Exit the view of the cupboard and run to the left side of the lab. Look at the bottom-right table and get the Yangala-cola powder and the test tube holder. Exit the laboratory and return to the rector's office. Ask the rectors about Sauvignon to find out that it is grown in a secret garden behind the station. Exit the university and enter the train station. TRAIN STATION - Ask the stationmaster on top of the bridge about Sauvignon, and he will open the gate to the garden. Run left across both bridges and run up the long path to enter the garden. Run to the far side of the garden to get the Sauvignon grapes growing on the plants, and then return to the station. Run back down the path to the platform, and run right to find the cuckoos at the bottom of the ladder. Give the grapes to the cuckoos, and climb up both ladders to the nest at the top. Look in the nest and use the test tube holder to get the cuckoo's egg. Exit the station and return to the courtyard. COURTYARD - Run across the bridge and look at the door on the other side. Put the cuckoo's egg in the scale and enter the bandstand. Climb down the ladder and pull the lever at the right side of the room to start the band playing. UNIVERSITY - Enter the university and run left to the rector's office. Ask them about Money to receive the 100 dollars, and then exit the university. Run down the steps at the other side of the courtyard, and go down the steps on the left. Give the money to the man on the boat, and he will throw the lock key onto the path. Get the key and run up the steps to return to the station. TRAIN STATION - Run left twice and look at the machine near the door. Look at the number pad and use the lock key in the key hole. Enter 4, 2, and press the bottom-left button to lower the water level. Exit the station and run down the steps on the left. Talk to the man on the boat about Locks, and run up the steps to return to the station. Run left twice and look at the number pad on the machine. Enter 4, 1, and press the bottom-left button to raise the water level. Run left twice and cross over the bridge. Walk down the right steps and run right twice. Ask the man on the boat about Help, and he will throw the chain to the platform. Use the hook on the chain, and the boat will pull the train further up the track. Run down the steps on the right and continue along the path until Kate receieves the call from Pons. Return to the university. UNIVERSITY - Walk to the middle of the floor and run up the steps at the left side of the mammoth. After the lecture has finished, walk down the steps on the left and run right to the laboratory. LABORATORY - Run to the left side of the lab and get the paleontology notes and toy mammoth doll from the table. Exit the university and return to the station. TRAIN STATION - Cross over the bridge, walk down the steps on the right and continue right to exit the station. Run left along the path twice and walk over the ledge on the train to the platform on the other side. Turn the wheel on the machine, and then pull the lever on the right to wind the gears in the train. Enter the train and run left to the museum. Put the mammoth toy doll on the platform at the bottom-right corner of the room, and put the Barrockstadt voice cylinder on the stand in the middle of the room. After the cutscene, run left and ask Oscar about the Mission to ride the train further along the track to the border post. BORDER POST - Exit the train, walk down the right steps and run left to the back of the ticket office. Open the door to the tower and walk up to the top of the steps. Run left over the bridge, and open the door to enter the guard's room. Talk to Captain Malatesta and ask him about the Mission to find out that there is a horseman outside. Look in the telescope and press the right red button twice to discover that the horseman is just a dead tree. Exit the view of the telescope and look at the desk. Use the wine bottle and the Yangala-Cola powder on the wine glasses, and exit the view of the desk to give the captain the wine. After he looks through the telescope and realises his mistake, he will give you the exit visa. Exit the tower and give the exit visa to Oscar in the ticket office to receive the train ticket. Enter the train and give Oscar the train ticket to leave Barrockstadt. - Komkolzgrad - TRAIN STATION - Exit the train and walk down the right steps. Run up the platform and Oscar will explain that the train gears have unwound. Run left twice and climb the ladder to the bedroom. Look at the cupboard at the top-left corner of the room and get the Komkolzgrad voice cylinder, Hans' Designs and the handle. Exit the view of the cupboard and look at the panel near the window. Put the handle in the slot and push the handle forward twice to move the statue near the train. Press the red button to wind the gears of the train, and then pull the handle back twice to move the statue back to the ladder. Exit the view of the panel and exit the bedroom to return to the station. Run up the platform and enter the train. Run down to the end of the train and talk to Oscar to find out that his hands have been taken. Walk to the left side of the room and get the metal sheers from the floor. Walk left to the musueum and put the Komkolzgrad voice cylinder on the stand in the middle of the room. After the cutscene, run left twice and open the door to exit the train. Walk down the right steps to the platform, and run up the platform to the statue. STATUE - Climb up the ladder to the bedroom, and look at the panel near the window. Push the lever forward once. Exit the view of the panel and exit the bedroom. Jump over the gap to the ledge on the right and look at the window. Use the metal sheers on the hole to enter the storage room. Run to the right side of the room and look at the shelf on the left. Get the spark plug and exit the view of the shelf. Climb through the hole to exit the storage room, and then climb up the ladder to the bedroom. Look at the panel near the window and pull the lever back once to move the statue back to the ladder. Exit the view of the panel and climb down the ladder to return to the station. TRAIN STATION - Run up to the other end of the platform and pull the lever to raise the elevator. Enter the elevator to descend to the tunnel. TUNNEL - Look at the machine at the left side of the tunnel and put the spark plug in the slot. Move the lever below the spark plug to turn on the lights, and then enter the elevator at the other end of the tunnel to arrive in the factory. FACTORY - Run right and walk up the steps. Look at the automaton and get the screwdriver on the left side of the pipe organ. Walk down the steps and run to the ladder at the other side of the factory. Look at the panel on the ladder and use the screwdriver on the four screws to remove it. Climb up to the top of the ladder and open the door on the left to enter the control room. Talk to the director in the chair and ask him about the Mission to find out that he is looking for a singer named Helena Romanski. Exit the control room and climb down the ladder. Run up the steps at the top-right corner of the room and go through the door to enter the museum. Run to the right side of the museum and look at the desk to get the press cuts and letters to Helena. Exit the view of the desk and go left to exit the museum. Climb up the ladder and open the door to the control room. Open the inventory and select the phone. Press the down arrow twice and press send to call Kate's mother, who will say that Helena may be found in Aralbad. Talk to the director and tell him about Aralbad. Ask him about the Mission and exit the control room. Enter the monorail to ride to the space compound. SPACE COMPOUND - Run down the path and walk up the steps to the rocket. Run right along the path and walk up the steps to enter the guard's house. Get the vodka bottle at the right side of the house. After the cutscene where the guard falls over the rail, enter the house and look at the shelves at the right side of the desk. Get the key from the bottom shelf and the space project cancellation letter from the middle shelf. Exit the view of the shelves and exit the house. Walk down the steps and run right twice to enter the cosmodrome. COSMODROME - Run along the left path and walk up the steps to the control room. Look at the panel on the right and get the Voralberg key. Use the Voralberg key in the keyhole and push the lever forward. Open the hatch at the bottom-right corner of the panel and connect the two wires to turn on the system. Get the blood testing apparatus at the right side of the panel and exit the control room. Exit the cosmodrome and run down the path to return to the sleeping guard. SPACE COMPOUND - Turn the wheel near the guard, and then run up the steps on the left. Look at the panel and put the key in the keyhole. Move the bottom lever to the left, push the left lever forward, and push the right lever forward to wake up the guard. Walk down the steps and run right to the guard. Ask him about the Airship to receieve the airship key, and run right to return to the cosmodrome. COSMODROME - Walk up the steps at the right side of the cosmodrome and use the airship key on the door to enter the airship. Pull the lever at the right side of the automaton, and then open the door to exit the airship. Run to the left side of the cosmodrome to find the guard. Give him the blood testing apparatus, and then run up the steps to the control room. Put the blood testing apparatus in the slot, and press the first and second buttons to discover that the blood sample is not accepted by the machine. Press the top of the blood testing apparatus and Kate will add her blood sample. Press the second, third and fourth buttons, and the guard will fly away in the spacecraft. Open the door to exit the control room and run left at the bottom of the steps. Get the crank handle from the floor and exit the cosmodrome. Run left twice, and walk up the steps on the other side of the rocket. Walk right and use the crank handle in the hole to blow the horn. After the cutscene where Soyouz catches a bird, walk down the steps and run right to return to the cosmodrome. Run up the steps at the right side of the cosmodrome and open the door to enter the airship. Pull the handle at the right side of the automaton to leave Komkolzgrad. - Aralbad - Open the door to exit the airship and run down the path to the fountain. Open the door to enter the hotel and talk to the manager. Run to the top-left corner of the lounge and open the cupboard to get the detergent. Exit the hotel and pour the detergent in the fountain. Enter the hotel and open the curtains. Ring the bell to talk to the manager, and he will rush outside after seeing the fountain. Run behind the counter and get the hotel brochure. Press the red button, and then open the door at the top-left corner of the lounge. Run through the arch on the left to enter the dining hall. Run south and look at the keypad near the gate. Enter 0968 and pull the lever to open the gate. Walk through the doorway and get the mask on the hook. Open the door and run down the pier to talk to Henena Romanski in the building. Look at the post on the pier outside the building and get the bell. Run back to the other end of the pier and put the bell on the post. Pull the chain to ring the bell, and then open the door to return to the hotel. Run south to exit the dining hall and run north through the arch. Return to the dining hall and talk to James, who will leave to get Helena. When they return, ask Helena about Hans. Open the cupboard at the right side of the bar and get the crystallized honey and lemon. Run north to exit the dining hall and run south to the jacuzzi at the side of the pool. Turn the wheel and put the crystallized honey in the jacuzzi to make the liquid honey. Return to the dining hall and look at the cocktail machine on the bar. Put the lemon, liquid honey and vodka in the slots on the machine. Press the I/O first button, and press the second key. Pull the small lever at the right side of the bar and press the third key. Press the snowflake second button, lemon fourth button, honey fifth button and create sixth button. Put the crystal dish on the bar and talk to Helena. Exit the hotel and return to the airship to leave Aralbad. - Komkolzgrad 2 - After the cutscene, look at the door to the cage and use the metal sheers on the lock. Look at the pipe organ and use the screwdriver to remove Oscar's hands from the automaton. Run down the steps and enter the elevator to ride down to the tunnel. Run to the other end of the tunnel and pull the lever. Return to the other end of the tunnel and climb up the vent to arrive on the platform. Run up the platform and talk to Oscar. Run up the steps and enter the train. Exit the train and run down the right steps to the platform. Run up the platform and use the dynamite on the leg of the statue to leave Komkolzgrad. - Aralbad 2 - Open the door to exit the train, and walk down the right steps to the platform. Run to the other side of the platform and turn the wheel on the machine. Pull the lever at the right side of the machine to wind the gears in the train. Ask Oscar about the Mission, and the manager of the hotel will say that a parcel has been delivered. Enter the hotel and look at the parcel at the left side of the desk to get the mammoth automaton. Open the door at the top-left corner of the lounge and run through the arch on the left to return to the dining hall. Talk to Helena. Run through the gate and talk to Hans to complete the game. =============================================================================== 3. Item List =============================================================================== - Valadilene Item List - ADVERTISING BROCHURE Found on the board near the green plant in the hotel. It explains the history of Valadilene. ANNA'S DIARY Found in the desk at the left side of the attic in the Voralberg house. It explains why Hans ran away from Valadilene. BLUE PUNCH CARD Found in the fifth drawer of the desk in the room on the first floor of the church. It can be used in the slot at the back of the automaton on the top floor of the church to ring the bells. BROKEN LEVER Found after Kate asks Momo to Help open the dam near the secret cave. It is used to pull the oar from the boat closer to the path. FAX 1 The first fax from Edward Marson is found on the table in room 6 of the hotel. It explains to Kate that she is expected to close the business negotiations with Anna Voralberg. FAX 2 After calling Edward Marson on the phone, the manager of the hotel will give Kate the second fax when asked about the Mission. It explains to Alfoter to give instructions of the business sale to Kate. It is put in the hand of the automaton outside Alfoter's house. GREEN PUNCH CARD Found in the fourth drawer of the desk in the room on the first floor of the church. It can be used in the slot at the back of the automaton on the top floor of the church to ring the bells. HANS-ANNA MECHANICAL TOY Found by using the Valadilene voice cylinder in the gramophone in the room at the top of the first set of steps in the factory. It is put on the stand in the museum on the train. INK BOTTLE Found in the desk at the left side of the attic in the Voralberg house. It is put under the hat of the statue on the desk in Alfoter's house. KEY Found behind the crucifix in the room on the first floor of the church. It is used in the keyhole at the top-right corner of the desk. LARGE COG WHEEL Found on the floor at the left side of the table in the hotel. It is one of four cogs used in the panel near the elevator at the side of the church. LETTER FROM ANNA TO THE NOTARY Alfoter will give Kate the letter from Anna to the notary when he is asked about the Mission. It explans that Anna has an heir named Hans Voralberg. MAMMOTH TOY DOLL Found at the far side of the secret cave. It is put on the platform in the museum on the train. MEDIUM COG WHEEL Found on the floor at the left side of the table in the hotel. It is one of four cogs used in the panel near the elevator at the side of the church. MUSIC CYLINDER After pulling the ninth book from the shelf in the room at the top of the first set of steps in the facrory, the music cylinder can be found on the gramophone. It is put on the top-right shelf in the museum on the train. OSCAR'S CARD Oscar will give Kate his card when she asks him about Production in the factory. It is used to operate the assembly machine. PENCIL AND PAPER Momo will give Kate the pencil and paper in the attic in the Voralberg house. It is used on the outline of the mammoth at the right side of the attic. PENCIL TRACING OF MAMMOTH Made by using the pencil and paper on the outline of the mammoth. It is given to Momo in the attic, who will show Kate the location of the secret cave. PRESS CUTS Found in Han's coffin in the crypt. It explains Rudolph Voralberg's story of how Hans died. PRIEST'S CONFESSION Found at the back of the third drawer of the desk in the room on the first floor of the church. It explains that he was tricked by Rudolph Voralberg into thinking that Hans was dead. PURPLE PUNCH CARD Found in the second drawer of the desk in the room on the first floor of the church. It is be used in the slot at the back of the automaton on the top floor of the church to lower the hat of the automaton in the cemetery. RECEPTION BELL KEY Found at the right side of the bell on the desk in the hotel. It is used in the statue to ring the bell. RED PUNCH CARD Found in the first drawer of the desk in the room on the first floor of the church. It can be used in the slot at the back of the automaton on the top floor of the church to ring the bells. SMALL COG WHEEL Found on the table in the hotel. It is one of four cogs used in the panel near the elevator at the side of the church. TELESCOPIC KEY After talking to Alfoter about the Mission, the telescopic key is found on the coathanger in his house. It is used to open the gate to the fountain. THE VALADILENE GAZETTE Found on the bench outside Alfoter's house. It contains information on Anna Voralberg. TINY COG WHEEL Found on the table in the hotel. It is one of four cogs used in the panel near the elevator at the side of the church. TRAIN RELEASE PERMIT Oscar will give Kate the train release permit in the ticket office at the station when she asks him about the Mission. It is used with the ticket stamp at Alfoter's house and is given to Oscar on the train. TRAIN TICKET Oscar will give Kate the train ticket in the ticket office at the station when she asks him about the Mission. It is given to Oscar on the train. VALADILENE VOICE CYLINDER Found in Han's coffin in the crypt. It is used with the gramophone in the room at the top of the first set of steps in the factory. It is put on the top-left shelf in the museum on the train. VORALBERG KEY Found in the bowl in the garden maze. It is used in the machine at the back of the Voralberg house to raise the ladder. VORALBERG KEY Found at the back of the third drawer of the desk in the room on the first floor of the church. It is used in the hat of the automaton in the cemetery to open the crypt. WOODEN LEGS Found after using Oscar's card in the assembly machine and selecting line 3. They are given to Oscar in the factory. - Barrockstadt Item List - AMERZONE BOOK Found on the bottom-right table in the study area of the university library. It contains information on the Amerzone cuckoo and the Sauvignon grape. BARROCKSTADT VOICE CYLINDER Found on the middle shelf in the cupboard at the top-left corner of the university laboratory. It is played on the stand in the museum on the train. CUCKOO'S EGG Found in the nest at the top of the ladder in the station. It is put on the scale on the door to the bandstand in the courtyard of the university. EXIT VISA After the captain in the tower has drunk the wine and the Yangala-Cola powder, he will give you the exit visa after he looks through the telescope. It is given to Oscar in the ticket office for the train ticket. HOOK Found on the beach at the left side of the station. After the man on the boat has been given the money, the hook is attached to the chain to pull the train further up the track. LOCK KEY After the man on the boat has been given the money, he will throw the lock key onto the path. It is used to open the machine in the station. MAMMOTH TOY DOLL Found on the platform in the museum on the train. It is given to Professor Pons in the university. MUSHROOM GUIDE Found at the right side of the shelf at the top of the ladder in the university library. It contains information on the Yangala-Cola mushroom, which is said to improve vision. PALAEONTOLOGY NOTES After Processor Pons has given the lecture on the Youkols, the palaeontology notes are found on the table in the laboratory. The notes contain information on the legend of the ivory ark. SAUVIGNON GRAPES Found at the back of the garden outside the station. They are given to the birds at the bottom of the ladder in the station. TEST TUBE HOLDER Found on the bottom-right table in the university laboratory. It is used to get the cuckoo's egg in the nest at the top of the ladder in the station. TRAIN TICKET Oscar will give Kate the train ticket when he is given the exit visa. It is given to Oscar in the train to leave Barrockstadt. WINE BOTTLE After getting the cuckoo's egg, the stationmaster will give Kate the wine bottle before she leaves the station. It is used in the wine glasses in the guard's room at the top of the tower. YANGALA-COLA POWDER Found on the bottom-right table in the university laboratory. It is used in the wine glasses in the guard's room at the top of the tower. - Komkolzgrad Item List - AIRSHIP KEY The guard in the cosmodrome will give Kate the key when he is asked about the Airhip. It is used to open the door to the airship. BLOOD TESTING APPARATUS After the two wires have been connected on the control panel in the control room at the cosmodrome, the blood testing apparatus is found in the slot at the right side of the panel. It is used on the guard in the cosmodrome, and is then returned to the slot in the control panel. CRANK HANDLE The guard will throw the crank handle down to the entrance of the cosmodrome before he leaves in the spacecraft. It is used on the horn at the top of the steps behind the rocket. DYNAMITE On the second visit to Komkolzgrad, the dynamite is found in the crate at the left side of the platform. It is used on the leg of the statue. HANDLE Found in the cupboard in the bedroom at the top of the statue. It is used in the slot on the panel in the bedroom to move the statue. HANS' DESIGNS Found in the cupboard in the bedroom at the top of the statue. The designs show that the winding mechanism for the train is in the foot of the statue. KEY Found in the cupboard in the guard's house near the cosmodrome. It is used on the control panel outside the guard's house. KOMKOLZGRAD VOICE CYLINDER Found in the cupboard in the bedroom at the top of the statue. It is played on the stand in the museum on the train. LETTERS TO HELENA Found in the drawer at the back of the museum in the warehouse. The letters are about the director's obsession with Helena. METAL SHEERS After using the statue to wind the gears in the train, the metal sheers are found in the bedroom at the end of the train. After the statue has been moved forward once, the metal sheers are used to open the hole in the panel outside the storage room. On the second visit to Komkolzgrad, the sheers are used in in the lock on the door to the cage in the warehouse. OSCAR'S HANDS On the second visit the Komkolzgrad, Oscar's hands are found on teh automaton at the pipe organ in the warehouse. PRESS CUTS Found in the drawer at the back of the museum in the warehouse. The press cuts are of Helena's career. SCREWDRIVER Found on top of the pipe organ in the warehouse. It is used to remove the four screws from the panel on the ladder. On the second visit to Komkolzgrad, the screwdriver is used to remove Oscar's hands from the automaton at the pipe organ in the warehouse. SPACE PROJECT CANCELLATION LETTER Found in the cupboard in the guard's house near the cosmodrome. It explains why the space project was cancelled. SPARK PLUG Found on the shelf at the left side of the storage room. It is put in the slot on the machine in the tunnel. VODKA Found at the back of the guard's house near the cosmodrome. It is put in the slot in the cocktail machine on the hotel bar in Aralbad. VORALBERG KEY Found at the left side of the control panel in the control room at the cosmodrome. It is used in the slot on the control panel. - Aralbad Item List - CRYSTAL DISH Found on the table in the hall north of the swimming pool in the hotel. After making the Blue-Helena cocktail, the crystal dish is put on the bar. CRYSTALLIZED HONEY Found in the cupboard at the right side of the bar in the hotel. It is put in the jacuzzi to make the liquid honey. DETERGENT Found in the cupboard at the top-left corner of the lounge in the hotel. It is poured in the fountain outside the hotel. HOTEL BROCHURE Found on the counter in the hotel. The phone number for the Hotel Meurite is written on the brochure, which can be called to find out the recipe for the Blue-Helena cocktail. JAMES' BELL Found on the post near the building at the end of the pier. It is used on the post near the start of the pier. LEMON Found in the cupboard at the right side of the hotel bar. It is put in the slot in the cocktail machine on the hotel bar. LIQUID HONEY Made by putting the crystallized honey in the jacuzzi. It is put in the slot in the cocktail machine on the hotel bar. MAMMOTH AUTOMATON On the second visit to Aralbad, the mammoth automaton is found at the left side of the counter in the hotel. It is not used in the game. MUSICAL SCORE Found on the cocktail machine on the hotel bar. It lists the various drinks that can be made by the cocktail machine. TEMPORARY CODE After trying Helena's code 1270 on the keypad in the dining hall of the hotel, the temporary code card can be found in the locker room near the pool. It shows the temporary code 0968 to open the gate to the pier. =============================================================================== 4. Copyright Information =============================================================================== This file is Copyright 2003-2008 Tom Hayes. As it can be difficult to keep track of websites that haven't posted the latest version of this file, please do not distribute it without my permission. Send an e-mail to me if you would like to post this file on your website and you will likely receive a positive response. If you do post the file, please keep it in its original form with all of the sections intact and credit the author Tom Hayes as the writer of the file. The latest version of this file can be found at
Amazonfr: syberia 2 switch. Nous utilisons des cookies et des outils similaires qui sont nécessaires pour vous permettre d'effectuer des achats, pour améliorer vos expériences d'achat et fournir nos services, comme détaillé dans notre Avis sur les cookies.Nous utilisons également ces cookies pour comprendre comment les clients utilisent nos services (par exemple, en
Bonjour à tous et bienvenue sur nos pages pour y découvrir sans plus attendre la présentation de la solution pour Super Mario Maker 2. Disponible sur la Nintendo Switch depuis quelques jours, c’est un nouveau jeu de plateforme mettant en scène le plombier moustachu. Proposant une aventure assez courte dans laquelle vous allez devoir reconstruire le château de Peach, son intérêt principal réside dans l’éditeur de niveau reprenant le système de plusieurs jeux mythiques de la saga et en particulier des jeux 8 bits, Super Mario 1 et 3. Publicité Mais vous l’aurez compris, ici on ne va pas vous proposer de solution pour ce mode qui repose en grande partie sur l’esprit d’initiative et la créativité des joueurs. En plus, les possibilités sont quasi infinies. Par contre, on vous propose ici de découvrir un guide complet en vidéo pour réussir à finir le mode story de Super Mario Maker 2, et ainsi reconstruire entièrement le château de Peach. C’est déjà pas mal non ? Allez on y va ! Cette solution pour Super Mario Maker 2 est proposée par BeardBear avec un guide comprenant 9 vidéos. On espère que cela va vous plaire ! Solution pour Super Mario Maker 2 Partie 1; Partie 2; Partie 3; Partie 4; Partie 5 Publicité Partie 6; Partie 7; Partie 8; Partie 9 Et voila, cette solution pour Super Mario Maker 2 sur Switch est maintenant terminée. Nous espérons qu’elle vous a été utile et que grâce à elle vous avez pu avancer et finir ce nouveau jeu de réflexion et de plateforme. Si c’est le cas tant mieux ! Revenez nous lire chaque jour pour découvrir quotidiennement de nouvelles solutions pour tous vos jeux vidéo préférés. Merci à tous de nous avoir lu ! Merci de nous soutenir sur les réseaux sociaux pour nous encourager à continuer notre travail. A très bientôt sur nos pages ! Recherche depuis Internetsolution mario maker 2super mario maker 2 solucesoluce mario maker 2soluce super mario maker 2solution jeu super mario maker 2 switchmario maker 2 passer un niveausolution jeu super mario maker 2 switch les clesoluces mode histoire super mario maker 2soluces mario maker m1-2solution jeu super mario maker 2 switch niveau 9 ou sont passer les cle Read more articles BiberB Passionné de jeux vidéo en général, je cherche pour vous toutes les meilleures soluces de jeux et j'en fais certaines. Lerésumé et le descriptif du jeu vidéo Syberia ne sont pas pour le moment disponibles. Ils seront ajoutés prochainement ainsi que Langrisser I & IIThe battle between light and chaos comes to a head in this remake of legendary Strategy RPGs Langrisser I and Langris...Raiden IV x Mikado Remix & Raiden V Director's CutRAIDEN IV X MIKADO REMIX Raiden IV, the popular shoot 'em up arcade and console game, debuts on Nintendo Switch wi...The Life is Strange Arcadia Bay CollectionExperience two award-winning Life is Strange games on Nintendo Switch for the very first time! Rewind time with Max C...Super Mario PartyThe party comes to Nintendo Switch in this complete refresh of the Mario Party series! The Mario Party series is com...Mario Party SuperstarsMario Party is back with five classic boards from the Nintendo 64 Mario Party games. Frosting meets flowers as you ra... Prenezla gaffe et allumez les bougies comme indiqué sur la fresque (-10, dans le sens des aiguilles d'une montre). Remontez observer l'iris qui s'est ouvert, insérez-y le vitrail donné par le moine. Cliquez sur l'oeil du mammouth, puis sur les triangles comme suit: bas - gauche - haut - droite. Rendez-vous devant la rosace désignée par la lumière de l'iris. Appuyez sur le bouton
> Accueil > Syberia Web Syberia Syberia commentaires donnez votre avis ! Imprimer Valadilène, Alpes françaises La Grande Rue Dès votre arrivée dans la ville de Valadilène, vous assistez au passage d'un convoi funéraire avant de pouvoir entrer à l'hôtel. L'hôtel Sur le panneau d'affichage à droite en entrant, récupérez la "brochure de bienvenue". Avancez jusqu'au comptoir et prenez la "clé de réception". Avec la clé, remontez le mécanisme de sonnerie de la réception. Appuyez sur le bouton rouge pour appeler le réceptionniste et parlez-lui. Prenez votre valise et cherchez de l'aide pour la porter. Traversez la salle et parlez au jeune garçon Momo. Demandez au réceptionniste de vous donner un coup de main. Vous apprenez la mort d'Anna Voralberg, la propriétaire de l'usine d'automates. Une fois dans la chambre, récupérez le "Fax 1" et notez le numéro de téléphone du cabinet Marson 12 458 902. Prenez votre téléphone portable et appelez Marson; un deuxième Fax vous attend à la réception. Descendez à la réception, récupérez ce Fax et parlez au réceptionniste. Récupérez les 4 engrenages qu'a laissé Momo près de sa place et sur la table. Sortez de l'hôtel et visitez la ville. La Grande Rue Vous pouvez parler à un promeneur assis sur un banc et au boulanger de la ville. Récupérez sur un banc la "Gazette de Valadilène" du 17 avril 2002. Trouvez l'étude notariale il y a un automate à côté de la porte d'entrée. Montez les escaliers et disposez le deuxième Fax dans la main de l'automate. Manoeuvrez les deux leviers de l'automate et entrez dans la maison. L'étude notariale Traversez la pièce d'accueil et entrez dans le bureau du notaire. Asseyez-vous dans le fauteuil et parlez au notaire. Vous apprenez qu'il y a un héritier de l'usine Hans, le frère soit disant disparu d'Anna. Sortez du bureau et récupérez une "clé télescopique" sur le porte manteaux près de la porte d'entrée. Sortez de l'étude et dirigez-vous vers la porte de l'usine Voralberg. L'entrée de l'usine Voralberg La porte se trouve dans le mur qui longe la Grande Rue. [ coup de fil de Dan, votre mari ] Il y a un mécanisme qui ouvre la lourde porte de l'usine. Déposez la clé télescopique dans les mains de l'automate en haut de la porte et remontez la clé mécanique de l'automate du bas. Abaissez le levier qui se trouve au milieu de la porte. Avancez jusqu'à la fontaine. Il y a 5 directions. Vous arrivez de l'entrée de l'usine et vous trouvez de gauche à droite - la fabrication d'automates; - l'entrepôt à piles; - la gare; - la maison des Voralberg. Dirigez-vous vers la maison des Voralberg. La maison des Voralberg Faites le tour de la maison, toutes les portes sont fermées. Il y a une grande échelle mécanique mais il manque une clé. Allez dans le jardin derrière la maison. Vous pouvez parler à la jardinière. Entrez dans le labyrinthe et récupérez la "clé Voralberg" cachée dans une fontaine. Enclenchez cette clé dans le mécanisme de la grande échelle. Montez jusqu'au toit. Vous entrez dans le grenier. Dans un pupitre d'écolier, récupérez une "bouteille d'encre" et le "journal d'Anna". Dans un recoin sombre du grenier, allumez l'ampoule au plafond. Cela provoque l'arrivée de Momo. Parlez à Momo; il veut un dessin de Mammouth. Il vous donne du "papier et crayon". Retournez dans le recoin et appliquez la feuille de papier sur le graffiti de Mammouth sculpté dans une poutre de bois. Vous obtenez un "décalque de Mammouth". Donnez le dessin à Momo. Il vous emmène dans un endroit secret. Suivez-le. La Grande Rue Traversez la ville en passant devant la boulangerie et l'étude notariale. Le parc Momo vous ouvre la grille du parc. Traversez le pont puis les jardins et enfin la forêt. Poursuivez le chemin le long du cours d'eau. Passez devant une barque abandonnée. Vous retrouvez Momo; Parlez-lui. Il vous apprend l'existence d'une grotte. Montez les escaliers jusqu'au barrage et essayez de l'ouvrir. Demandez un "coup de main" à Momo. Le bâton casse ! Récupérez le morceau de bois et dirigez-vous vers la barque abandonnée. A l'aide du morceau de bois ,rapprocher la rame du rivage. Demandez à Momo de récupérer la rame puis demandez lui d'ouvrir le barrage. Momo ouvre le barrage et le niveau du cours d'eau baisse, laissant le passage sur un gué près de l'endroit où se tenait Momo. Traversez le gué et entrez dans la grotte aux Mammouths. Récupérez une "poupée de Mammouth" qui traîne au fond de la grotte. Quittez-le parc et retournez à l'usine Voralberg. [ coup de fil d'Olivia, votre copine de boulot ] L'entrepôt à piles Actionnez le levier qui se trouve sur l'un des piliers. Un bras mécanique vient prendre une des piles. La fabrique d'automates Entrez dans la fabrique. Avancez sur la gauche de Kate en contournant la chaîne de montage de fabrication des automates et jusqu'à la porte de la salle de production de l'énergie hydraulique. Tissez sur la poignée au bout de la chaîne pour libérer un hamster automate. La grande roue à eau se plonge dans la rivière et se met à tourner. Actionnez le levier de gauche pour connecter l'alimentation en énergie de l'usine. Sortez de la pièce et traversez tout l'atelier. [ coup de fil de votre mère ] Approchez-vous du chariot élévateur et remontez son mécanisme. Le chariot démarre et soulève la pile pour la placer sur la chaîne de montage. Entrez dans la pièce du fond et tournez la manivelle pour faire descendre Oscar l'automate conducteur de locomotive. Parlez-lui. Vous devez terminer sa fabrication en lui apportant une paire de jambe d'un modèle bien précis. Oscar vous donne une "carte perforée". Empruntez les escaliers dans l'atelier de fabrication et entrez dans le bureau d'Anna juste en haut des marches. Regardez tous les documents sur le bureau factures, lettre à Hans et plan de la locomotive. Regardez dans la bibliothèque et tirez sur un des livres. Une trappe secrète pivote et fait apparaître un phonographe à disques cylindriques. Récupérez le cylindre à musique. Sortez du bureau et montez jusqu'au pupitre de commande de la chaîne de production. Introduisez la carte perforée d'Oscar. Activez le voyant rouge tout à droite. Avec le levier de gauche, sélectionnez la matière première en faisant défiler les couleurs jusqu'au beige 3 clics. Activez le levier de droite pour lancer la production de la paire de jambe d'Oscar. Récupérez la paire de jambes sur la chaîne de montage et donnez-la à Oscar. si ce n'est pas la bonne il suffit de recommencer la fabrication en choisissant une autre matière première Oscar part rejoindre sa locomotive pour préparer la départ. Suivez le jusqu'à la gare. La gare Montez dans le wagon du train et parlez à Oscar. Il faut récupérer un billet de transport. Allez à l'office de la gare et récupérez un billet de voyage. Vous obtenez aussi une lettre d'héritage du notaire qui doit être signée pour autoriser la sortie du train. Remontez dans le wagon et visitez l'intérieur. Il y a 4 emplacements pour des objets de valeur. Déposez le cylindre à musique sur l'un des emplacements de l'étagère. Déposez la poupée Mammouth sur l'emplacement du guéridon. Parlez à Oscar; il refuse votre billet de voyage sans l'autorisation de sortie dûment signée. Quittez l'usine Voralberg pour vous enquérir du cachet du notaire. L'étude notariale Sur le premier bureau de l'étude il y a un mécanisme à cacheter. Déposez l'autorisation de sortie sur le sous-mains. Soulevez le chapeau du mécanisme et remplissez-le avec la bouteille d'encre de votre inventaire. Appuyez sur le bouton rouge pour obtenir le coup de tampon "Approuvé" sur le document. Récupérez le document. Sortez de l'étude et remontez toute la Grande Rue jusqu'à l'église. [Coup de fil de Marson, votre patron] L'église Faites le tour de l'église par la droite et allez vers le fond de la cours. Entrez dans la sacristie. Avancez jusqu'à l'autel et déplacez la croix. Prenez la "clé". Avec cette clé déverrouillez tous les tiroirs du buffet. Récupérez 4 "cartes perforées" de couleurs différentes. Ouvrez le tiroir du milieu et tournez la manivelle à droite qui débloque le double fond. Prenez la lettre de confession de l'ancien curé et une longue "clé des Voralberg". Sortez de la sacristie. Approchez-vous d'un ascenseur extérieur qui monte le long du clocher. Regardez le mécanisme de commande et déposez vos 4 engrenages à leur emplacement. Actionnez le levier de droite. En haut du clocher, approchez-vous de l'automate joueur de carillon et introduisez la carte perforée "mauve" pour provoquer la salutation du gardien du caveau de la famille Voralberg. Quittez le clocher et allez au caveau familial. Introduisez la clé Voralberg dans le mécanisme du chapeau. Entrez dans le caveau et ouvrez le cercueil de Hans. Il n'y a pas de corps mais vous pouvez prendre un extrait de la "Gazette de Valadilène" et un autre cylindre à musique. Retournez dans le bureau d'Anna à la fabrique d'automates. La fabrique d'automates Déposez le deuxième cylindre dans le phonographe. Vous assistez à la scène de l'accident de Hans. Récupérez le cylindre et le plateau aux deux marionnettes. Retournez dans le wagon à la gare. La gare Déposez les deux objets cylindre et plateau à marionnettes sur les emplacements réservés à cet effet. Remettez l'autorisation de sortie du train à Oscar puis le billet de voyage. Oscar vous indique qu'il faut remonter le ressort de la locomotive. Descendez du wagon par votre gauche en sortant. Avancez le long de la locomotive et tournez le mécanisme à roue. Puis actionnez le levier. Le ressort de la locomotive est remonté. Rétractez le bras mécanique en tournant à nouveau la roue. Allez présenter votre billet de voyage à Oscar. [ coup de fil de Dan, votre mari ] Un long et beau voyage commence vers une destination encore inconnue. La cité universitaire de Barrockstadt La gare Arrivée dans la gare de Barrockstadt, parlez à Oscar. Il faut trouver un moyen de remonter le mécanisme à ressort de la locomotive. Descendez du wagon sur votre droite, longez la locomotive et poursuivez votre chemin le long des rives jusqu'à la Grande Muraille. Au passage vous remarquez l'existence d'un mécanisme pour remonter le ressort de la locomotive. Retournez vers la gare, Oscar vous interpelle pour vous transmettre un message. Les recteurs de l'université vous convoquent pour un entretien. Poursuivez l'exploration de la gare en partant de l'autre côté des quais. Parlez au chef de gare. Vous apprenez l'existence d'un aigle mécanique perché en haut de la gare et qui ramasse les oeufs de Coucou d'Amerzone. Ramassez le crochet qui traîne sur la plage. Traversez le canal en empruntant le pont métallique. Longez le canal jusqu'à la péniche et parlez aux mariniers. La péniche Vous acceptez un marché pour tracter la locomotive avec la péniche vous devez lui faire franchir l'écluse et donner 100 dollars. Le kiosque à musique Dirigez-vous vers l'université. Vous passez devant un kiosque à musique. Faites le tour du kiosque. Il y a une porte bloquée par un mécanisme à bascule. Il faut trouver un oeuf pour le débloquer. Entrez dans la grande université. La salle du conseil Allez à votre gauche au fond du couloir et entrez dans la salle du conseil des recteurs. Parlez-leurs. Ils vous ordonnent de faire partir votre train. Vous acceptez un marché ils vous donneront 100 dollars contre la réparation du kiosque à musique. Quittez la salle du conseil et traversez tout le Grand Hall d'honneur. Le Grand Hall Vous rencontrez le Professeur de paléontologie Pons. Parlez-lui. Il connaît bien Hans. Ils ont la passion commune des Mammouths. Le professeur est à la recherche de la poupée Mammouth dont lui a parlé Hans. Quittez le Professeur et passez par la bibliothèque. La bibliothèque Prenez sur une des tables le livre des "souvenirs d'une expédition en Amerzone". Vous y apprenez que le Coucou rouge d'Amerzone aime les baies de "Sauvignon forestier". Dans la galerie du haut, montez sur l'échelle et récupérez un livre sur les "plantes et champignons". Vous y apprenez que le champignon Yangala-Cola a la faculté de décupler l'acuité visuelle. Allez dans votre wagon récupérer la poupée Mammouth pour la donner au Professeur. [ coup de fil de Marson, votre patron ] Le Grand Hall Donnez la poupée au Professeur. Il se retire dans son laboratoire pour l'étudier. Suivez le. Le laboratoire Prenez dans un placard un nouveau "cylindre" à musique. Prenez sur une des paillasses une "pince à éprouvette" et une bouteille de "poudre de Yangala-Cola". Parlez au Professeur du "Sauvignon". Il vous envoie en discuter avec le chef de gare. La gare Rencontrez à nouveau le chef de gare et parlez-lui du "Sauvignon". Il semble très embarrassé ! Le train Montez dans votre wagon et écoutez le message contenu dans le troisième cylindre pour écouter les cylindres, il faut les disposer dans le mécanisme sous le plateau aux marionnettes au centre du wagon. En quittant la gare, reparlez du sujet "Sauvignon" au chef de gare. Il vous envoie en discuter avec le Professeur Pons. Le laboratoire Rencontrez le Professeur et parlez-lui à nouveau du sujet "Sauvignon". Il vous envoie en discuter avec les recteurs. La salle du conseil Parlez aux recteurs du sujet "Sauvignon". Ils avouent qu'il existe un petit trafic de vin de Sauvignon forestier et donc l'existence d'un jardin pour cultiver la vigne. La gare Retournez à la gare parler au chef de gare à propos du sujet "Sauvignon". Il avoue l'existence du petit trafic et vous conduit au jardin. Suivez-le. Traversez la voie ferrée par le pont métallique et continuez le chemin qui s'engage dans la végétation. Le jardin Au fond du jardin, ramassez des "baies de Sauvignon". La gare De retour sur le quai de la gare, avancez vers l'avant de la locomotive sans traverser la voie ferrée. Il y a une échelle qui monte vers la passerelle au sommet de la gare. Des Coucous rouges d'Amerzone vous empêchent l'accès. Donnez-leur les baies de Sauvignon à manger. Montez à l'échelle jusqu'à l'aigle mécanique. Avec la pince à éprouvette, attrapez "l'oeuf de Coucou". Redescendez et allez au kiosque à musique. Le chef de gare, pour s'excuser, vous donne une bouteille de "vin de Sauvignon". Le kiosque à musique Avancez jusqu'au mécanisme de la porte. Déposez l'oeuf de Coucou dans son emplacement et ouvrez la porte. A l'intérieur du kiosque, descendez au sous-sol et manoeuvrez le levier. Toute la mécanique se met en marche le kiosque est réparé. Allez voir les recteurs pour leur annoncer la bonne nouvelle. La salle du conseil Parlez aux recteurs du sujet "argent". Ils vous remettent 100 dollars. La péniche Allez donner les 100 dollars aux mariniers. Ils vous jettent la clé du tableau de contrôle de l'écluse. Ramassez-la. Il faut maintenant ouvrir l'écluse et faire passer la péniche. Dirigez-vous vers le tableau de commande de l'écluse qui se trouve dans la gare le long du quai. [coup de fil de votre mère] L'écluse Approchez-vous du poste de commande de l'écluse. Ouvrez le panneau avec la clé. Les instructions de commande sont dans une langue incompréhensible. Regardez à droite du pupitre, il y a un panneau d'affichage. Notez le numéro de téléphone 2766 6742. Composez ce numéro avec votre portable et notez bien la procédure Pour commencer, appuyer sur ; Pour les écluses de Barrockstadt, appuyer sur 4; Pour faire monter le niveau d'eau, appuyer sur 1; Pour faire descendre le niveau d'eau, appuyer sur 2; Pour confirmer, appuyer sur *. Composez maintenant le code "42*" pour faire descendre le niveau de l'eau et ouvrir l'écluse. Allez prévenir les mariniers. Composez ensuite le code "41*" pour fermer l'écluse et faire monter le niveau de l'eau. La péniche est passée de l'autre côté. La gare Allez sur les quais entre la locomotive et la péniche. Parlez aux mariniers de "coup de main" pour accrocher le train. Assemblez le crochet de votre inventaire avec la chaîne qu'a lancée le marinier. La locomotive est tractée jusqu'au poste de remontage des ressorts. Avancez sur les berges jusqu'au train. [ coup de fil du Professeur Pons ] Vous êtes conviés à assister au cours de Paléontologie du Professeur dans l'amphithéâtre. L'amphithéâtre L'amphithéâtre se trouve à l'étage de l'université. Suivez le cours magistral et allez au laboratoire. Le laboratoire Récupérez la poupée Mammouth et les polycopiés du cours. La locomotive Retournez à la station de remontage des ressorts de la locomotive. Passez de l'autre côté du train et comme dans la gare de Valadilène, remontez le mécanisme à ressort de la locomotive. [ coup de fil de Dan, votre mari ] remontez dans le wagon et déposez la poupée Mammouth sur son socle. Parlez à Oscar. Le train avance jusqu'à la Grande muraille. Le guichet Sortez du train et allez au guichet pour récupérer une autorisation de passage. Contournez le guichet et montez en haut de la Grande Muraille. [ coup de fil d'Olivia, votre copine de boulot ] Le poste de garde Entrez dans le poste de garde et parlez au Capitaine Malatesta. Il ne veut pas vous délivrer de visa de passage. Regardez dans la longue vue. Effectuez la mise au point. Vous constatez qu'il n'y a pas de cavalier à l'horizon. Parlez à nouveau au Capitaine de l'arbre mort. Regardez sur le bureau, il y a une paire de lunettes brisées et deux verres. Remplissez les verres de vin de Sauvignon et ajoutez de la poudre de Yangala-Cola. Parlez encore une fois au Capitaine. Sa vision oculaire va être décuplée et il va reconnaître son erreur d'appréciation de situation. Il vous accorde l'autorisation de franchissement de frontière. Le guichet Retournez au guichet et donnez le visa à Oscar. Vous obtenez un billet de voyage. Le train Retournez dans votre wagon et donnez le billet de voyage à Oscar. Le voyage continue vers une destination toujours inconnue. Le complexe industriel de Komkolzgrad Le quai Descendez du train et longez le quai vers la locomotive. Oscar vous interpelle. Il faut à nouveau remonter le mécanisme à ressort de la locomotive. Parlez à Oscar. Avancez jusqu'au bout du quai vers le portique en forme de Géant. Le portique Montez dans la cabine du portique. Récupérez sur une étagère un "cylindre à musique", un "plan" du portique et une "manette". Enclenchez la manette sur le pupitre de commande. Faites avancer deux fois le portique vers la locomotive. Appuyez sur le bouton rouge pour procéder au remontage du ressort de la locomotive. Faites reculer deux fois le portique. Descendez du portique; vous assistez à la fuite d'un inconnu qui était monté à bord du train. Le train Montez dans votre wagon. Délivrez Oscar de ses liens; l'inconnu lui a volé ses mains. Parlez à Oscar. Ramassez le "ciseau à métaux" qui traîne au sol. Ecoutez le message enregistré sur le quatrième cylindre. Le portique Retournez dans la cabine du portique et faites-le avancer une fois. Quittez la cabine et sautez sur le rebord du bâtiment. Avec le ciseau à métaux, découper la plaque métallique et entrez dans le local. Sur une étagère, récupérez une "bougie automate". Retournez dans la cabine du portique et faites-le reculer une fois. Quittez le portique. Le quai Allez à l'autre bout du quai. Actionnez le levier de l'ascenseur de la mine et montez dedans. [ coup de fil de Dan, votre mari ] La mine Approchez du boîtier de commande de l'éclairage. Déposez la "bougie automate" dessus et actionnez la manette. La mine s'illumine. Traversez la galerie et montez dans l'ascenseur. Les hauts fourneaux Ouvrez la grosse porte métallique à partir d'un boîtier se trouvant juste à gauche. Montez les marches qui mènent à un orgue géant. Avancez près de l'automate pianiste et prenez le "tournevis". Faites le tour des canalisations. Il y a une échelle qui est obstruée par une plaque métallique vissée dessus. Utilisez votre tournevis pour la démonter. Montez à l'échelle et entrez dans la salle de contrôle de l'usine. La salle de contrôle Vous rencontrez le directeur du complexe minier. Il avoue avoir emprunté les mains d'Oscar pour permettre à son propre automate de jouer de l'orgue. Parlez avec le directeur. Il veut faire venir la cantatrice Helena Romanski pour un récital dans son usine. Allez dans le musée. Le musée Romanski Au fond du musée, dans un tiroir de table, récupérez un livre dédié à Helena ainsi qu'une pile de lettres envoyées par le directeur. Téléphonez à votre mère pour en savoir plus sur Helena. Rencontrez à nouveau le directeur. [ coup de fil de Dan, votre mari ] La salle de contrôle Parlez au directeur du sujet "Aralbad" puis les autres sujets pour vous rendre dans la base spatiale. Sortez de la salle de contrôle et emprunter le monorail qui se trouve juste en sortant. La base spatiale [ coup de fil d'Olivia, votre copine de boulot ] Montez les marches vers la station. En haut à gauche du propulseur, un escalier monte vers la cage d'un aigle royal. A droite du propulseur se trouve la capsule du Commandant de la base. Entrez dans la capsule. La capsule Parlez au Commandant. Ramassez la bouteille de vodka. Le Commandant quitte la capsule en titubant et va s'écrouler plus loin. Fouillez la capsule et récupérez une "clé" et une "lettre de la direction générale des programmes". Elle indique que le programme Voralberg a été abandonné. Sortez de la capsule et avancez vers le pupitre de commande du bras mécanique. La base spatiale Avec la clé, activer le pupitre de commande. Faites translater vers la gauche le bras mécanique, puis vers le fond. Descendez de la plate-forme. Sur le côté de celle-ci, tournez le volant d'alimentation en eau. Remontez près du pupitre et actionnez la manette de versement de l'eau. Le Commandant se réveille de sa gueule de bois. Parlez au Commandant de tous les sujets. Le pas de lancement Poursuivez l'exploration de la base vers le pas de lancement. Sur la gauche, montez les marches jusqu'au labo de contrôle. Le labo de contrôle Sur le pupitre de commande, prenez la "clé" et enclenchez-la dans la serrure. Ouvrez le couvercle et reconnectez les deux câbles. Poussez le levier d'alimentation. Aucun des boutons ne fonctionne sans analyse sanguine! Retirez le boîtier d'analyse sanguine" à droite du pupitre. Quittez le labo et traversez le pas de tir. Le dirigeable De l'autre côté se trouve un dirigeable au sommet d'un escalier métallique. Il est fermé à clé et de nombreux oiseaux en ont pris possession ! Retournez voir le Commandant. La base spatiale Parlez au Commandant du dirigeable. Il vous remet la "clé". Le dirigeable Montez dans le dirigeable et actionnez le levier. Rien ne se passe! Le pas de lancement Retrouvez le Commandant de l'autre côté du pas de lancement. Vous faites un marché le transport vers Aralbad contre la réparation de la fusée. Présentez-lui l'analyseur sanguin. Montez au labo de contrôle. Le labo de contrôle Déposez l'analyseur sanguin dans son emplacement sur le pupitre. Appuyez successivement sur les boutons de gauche à droite. L'analyse sanguine est positive et bloque le processus. Mettez votre doigt dans l'analyseur et poursuivez la séquence. Après le décollage, allez récupérer la manivelle que le Commandant a jetée. Montez jusqu'à la cage de l'aigle royal. L'aigle royal Enclenchez la manivelle dans l'orifice. L'aigle royal part en chasse de tous les volatiles gênant le départ du dirigeable. Allez dans le dirigeable. Le dirigeable Actionnez le levier. Le voyage continue vers Aralbad. Les thermes d'Aralbad L'hôtel Entrez dans l'hôtel. [ coup de fil de Marson, votre patron ] parlez au réceptionniste. Il refuse de vous aider à rencontrer Helena. A côté des grilles qui mènent aux thermes, il y a un placard à balais. Récupérez un "bidon de lessive". Allez verser la lessive dans la fontaine et revenez dans l'hôtel. Ouvrez le rideau qui donne sur la cour extérieure. Appelez le réceptionniste en appuyant sur la sonnette du comptoir. Effrayé par ce qui se passe dans la fontaine, le réceptionniste quitte son poste. Faites le tour du comptoir et regardez dans le registre des inscrits. Il y a le nom de Helena; et en face le numéro de pension 1270. Prenez aussi le prospectus de l'hôtel Kronskey. A l'intérieur il y a le numéro de téléphone de l'hôtel Meurizt à Paris 46433643. Appuyez sur le bouton rouge pour déverrouiller la grille qui donne dans les bassins des thermes. Les thermes Prenez à votre gauche et approchez-vous de James, l'automate infirmier. Il vous apprend qu'Helena est sur le ponton face à la mer. Continuez votre chemin. Il y a une grille qui mène au ponton et un pupitre de commande permet son ouverture si l'on connaît le code à 4 chiffres. Essayez "1270" et abaissez le levier. Cela n'ouvre pas la grille mais la porte des vestiaires. Avancez jusqu'au fond des thermes et récupérez une coupe de champagne en cristal. Continuez le tour du bassin et entrez dans les vestiaires. Ramassez une carte d'accès portant le numéro 0968. Retournez au pupitre de commande et entrez le code 0968. Abaissez le levier. La grille s'ouvre enfin. Entrez dans le sas et prenez le masque à gaz. Sortez sur le ponton. Le ponton Allez jusqu'au bout du ponton et parlez à Helena. Elle vous demande d'appeler James. Près du kiosque il y a une cloche. Prenez-la et retournez vers l'hôtel. Avant d'arriver à l'hôtel, il y a un support pour la cloche. Accrochez la cloche dessus et sonnez. Les thermes Entrez dans l'hôtel et parlez à James. [ coup de fil de votre mère ] Helena arrive au bar. Parlez-lui. Elle vous apprend qu'elle n'a plus de voix pour chanter. Mais une fois à l'hôtel Meurizt, le barman lui a préparé une boisson miraculeuse qui lui a permis de retrouver sa voix. Téléphonez à l'hôtel Meurizt au 46433643. et notez la recette du cocktail blue Helena. Ouvrez le placard au bas du comptoir et récupérez un citron et une bouteille de miel cristallisé. Faites le tour du bassin et tournez la vanne qui permet de faire chauffer le petit bassin. Plonger la bouteille de miel dedans pour le rendre liquide. Retournez au bar, face au distributeur mécanique. Déposez dans leurs emplacements le citron, la bouteille de Vodka et de miel. Prenez le morceau de papier qui est coincé dans les tuyaux. Il indique la combinaison du clavier pour verser les divers ingrédients. Pour faire le cocktail blue Helena Allumer la machine en appuyant sur le bouton tout à gauche; Versez de la Vodka en positionnant le joystick sur la clé de "fa" et en appuyant sur la deuxième touche du clavier; Versez du curaçao bleu en positionnant le joystick sur la clé de "sol" et en appuyant sur la troisième touche du clavier; Versez du miel en appuyant sur le cinquième bouton; Versez du citron en appuyant sur le quatrième bouton; Versez de la glace en appuyant sur le deuxième bouton; Et checker le tout en appuyant sur le bouton tout à droite. Helena a retrouvé sa voix. Parlez-lui. Il faut encore faire un test. Déposez le verre à champagne sur le comptoir et parlez à nouveau à Helena pour qu'elle chante. Le verre casse. Helena accepte d'aller à Komkolzgrad. Montez dans le dirigeable. Le dirigeable [ coup de fil d'Olivia, votre copine de boulot ] Embarquement immédiat pour Komkolzgrad. Le complexe industriel de Komkolzgrad Les hauts fourneaux Helena commence le récital mais le directeur la fait prisonnière dans une cage. Montez vers la cage et utilisez le ciseau à métaux pour casser le cadenas. Avec le tournevis, récupérez les mains d'Oscar. Quittez la scène. Helena arrive à s'échapper. Empruntez l'ascenseur vers la mine. La mine Traversez la mine vers l'autre ascenseur. Actionnez le levier, mais le directeur à tout piégé. Utilisez la gaine de ventilation pour vous échapper. Le quai En sortant, vous remarquez qu'une des caisses est ouverte. Prenez l'explosif qui s'y trouve. Allez jusqu'à la locomotive et parlez à Oscar. Le train Montez dans le wagon. Le portique se rapproche et bloque la passage. [ coup de fil de Dan, votre mari ] Parlez à Helena. Le quai Sortez et parlez à Oscar. Avancez près du portique et déposez la bombe sur le pied. Il s'en ait fallu de peu ! Les thermes d'Aralbad La gare Sortez du train et avancez jusqu'à la locomotive. Remontez les ressorts de la locomotive. Parlez à Oscar. Le réceptionniste vous annonce l'arrivée d'un colis à l'hôtel. L'hôtel Allez prendre le colis à la réception de l'hôtel. Il s'agit d'un automate Mammouth. [ coup de fil de Marson, votre patron ] [ coup de fil à la réception ] Helena vous demande au bar. Les thermes Parlez à Helena. Elle vous raconte son aventure avec Hans. Allez rejoindre Hans sur le ponton. Le ponton Parlez à Hans. Il signe le contrat de vente de son usine à Valadilène. [ coup de fil de Marson, votre patron ] Scène finale... Vos commentaires Donnez vous aussi votre avis iciPseudoCommentaire Plus Copyright 2001 - 2022 - Développement de site internet - Nous Contacter
\n syberia 1 et 2 switch solution
Syberia1 et 2 bientôt sur iPhone et iPad Montreuil, le 14 décembre. Partenaires commerciaux depuis 2010, Anuman Interactive et Big Fish Games continuent de se rapprocher et annoncent la signature d’un accord exclusif pour l’exploitation de la licence Syberia sur les plateformes suivantes : PC, iPhone et iPad.
Vous ĂŞtes ici Accueil > Jeux > SWITCH > Syberia 1 Et 2 Attention, ce produit ne fait actuellement pas ou plus parti du catalogue de vente
YRPGnIH.
  • 136pa42ix0.pages.dev/157
  • 136pa42ix0.pages.dev/152
  • 136pa42ix0.pages.dev/389
  • 136pa42ix0.pages.dev/385
  • 136pa42ix0.pages.dev/13
  • 136pa42ix0.pages.dev/72
  • 136pa42ix0.pages.dev/210
  • 136pa42ix0.pages.dev/327
  • 136pa42ix0.pages.dev/59
  • syberia 1 et 2 switch solution