Komkolzgrad - Syberia Walkthrough
When the train stops again you'll find yourself in an area called Komkolzgrad which is an industrial city. Exit the train and go up one screen towards the giant automaton in the distance. Oscar will stop you and tell you that that air here is too polluted for him so he's going to stay in the train. Continue towards the automaton until you find a ladder that you can climb up next to one of its feet. A screen shot of this location is shown above.
Inside the foot of the automaton you'll want to search the open cupboard above the bed and pick up the Komkolzgrad Voice Cylinder, Diagram and Handle. To the right of the bed you'll see a little computer panel which you can inspect as well. Equip the Handle and then insert it into the open gap in the middle of this panel.
Move the handle forward twice to move the automaton down to the train then press the big red button to wind the train up. After you've done this put the automaton back where it originally was by moving the handle down twice. This will allow you to disembark the foot of the automaton and continue back towards the train.
You'll get a brief scene of a person sneaking out of the train once you leave the automaton. Return to the train and use the Komkolzgrad Voice Cylinder on the Hans-Anna Device in the center of the "Display Room" to watch a new scene. Search the bedroom in the back when you're done and you'll find Oscar tied up.
Click on Oscar to untie him and he'll explain that his hands have been stolen. Make sure you grab the Metal Sheers which are on the ground next to Oscar before leaving this room, we'll need them for the next part of this area. Return to the large automaton that we just used to wind up the train and go back inside of the foot.
This time move it forward once then exit the automaton's foot. A picture of the area I am talking about is shown below. Kate will jump across a small gap after which you'll want to use the Metal Sheers you picked up on a hole in the side of the building to make it bigger.
Enter the room after opening the hole and investigate the shelving unit on the other side of the room from where you entered. There is an item on the shelf you're able to pick up called Spark Plug (it looks more like a Voodoo Doll), once you have this item you're free to leave this room and return to the giant automaton. Move the automaton back a single space and exit it again.
This time you'll want to go up a couple of screens and past the train where you'll find a mine entrance. Next to the mine entrance there will be a lever that you can pull to summon the elevator, do that then board the elevator to proceed. When you arrive inside the mine you'll get a phone call from Dan but the connection will be too bad to actually have a conversation.
Inside the mine the first thing you should do is investigate the generator next to you and place the Spark Plug into the top of it. Pull the lever to the left of the Spark Plug after you insert it and the lights throughout the mine will activate. The location of this generator is shown in my screen shot below if you're having trouble finding it.
Now that the entire mine is lit up the first thing you'll want to do is proceed to the opposite end of this mine shaft and ride the elevator at the other end. This will put you in a room that has 2 different routes, one goes east and the other south. First we'll go to the east where you'll find a giant organ that has an automaton sitting in front of the keys. Investigate the automaton at the keyboard for a closeup screen of the area, grab the Screwdriver from this screen then return to the intersection.
This time you'll want to go south until you reach the large open room that's shown in my screen shot below. In this room you'll want to inspect the panel on a ladder on the left hand side of the screen; the exact location if you're having trouble finding it is shown below. Use the Screwdriver we just got on the 4 screws to remove them from the panel and then you can climb the ladder.
Upstairs you'll meet a man named Serguei Borodine. Choose the 'Mission' dialogue option when speaking to him and you'll get him to lower his shrine of Helena Romanski in the adjacent room so you can investigate it. Search the back of this room inside of a drawer for a scrapbook which contains Press Cuts about Helena Romanski as well as some Letters to Helena written by our obsessed lover Serguei.
If you don't remember your mother mentioned Frank Malkovitch once before so what you'll want to do is take out your phone and press the down arrow until Mom's number comes up then press Send to call her. You'll learn that Helena Romanski is currently in a place called Aralbad. Return to Serguei with this news and choose the dialogue option 'Aralbad' and 'Mission' when speaking to him.
When you're done exit this room and board the Monorail at the top of the screen to be taken someplace else. Follow the linear path when you arrive in this new area; you'll get a call while on the catwalk from your friend Olivia but there isn't much else to note in this area. Our destination is an open cylinder which contains a drunk colonel that you can speak with, I have included a screen shot of this location below.
Pick up the Vodka behind where the Colonel is and you'll trigger a scene with him leaving the container and falling into a nearby bin. Head back inside of the container and pick up the Space Project Cancellation Letter as well as the Key. You can find both of these items on the small shelf next to the photograph of the astronaut.
What we need to do next is wake up the colonel, to do that you'll first have to turn on the water supply. Nearby where the colonel is sleeping you'll find a wheel crank on the wall, it's marked in my screen shot above if you need help locating it. Use the wheel crank to turn on the water then return to the platform with the large cylinder that he started in.
Here you'll find a control panel that will operate the water, I have included 2 pictures of this control panel below. Insert the Key that you just obtained into the key slot on the control panel then take a good look at the 3 levers. 2 of them go up and down whereas the 3rd goes side to side.
I've included an explanation of what each lever does below so you'll be at least somewhat acquainted with what each one does. Each lever is marked on my screen shot above from left to right with a number. Check my list below explaining what each lever does or skip the whole explanation and go straight to how to solve the puzzle.
Lever #1: Moves the bin forward and back
Lever #2: Turns the water on and off
Lever #3: Moves the bin left and right
Solution: Move the bin left once then up once. Then turn on the water.
Essentially you'll want to move the bin with the colonel in it into the center of the room which is where the water pipe's opening is. Once it's in the center of the room activate the water and you'll wake him up. Unless you have the 'Airship' dialogue option there is nothing you need to say to him right now. If you do have the 'Airship' dialogue option say that now for the Airship Key that we need.
Go to the screen that's right of the colonel and you'll find yourself at the same intersection I have pictured below.
The next few things we have to do are easier to explain in a list format since there will be a lot of running around and completing minor tasks. I've included a picture of the control panel I talk about in these steps below if you need a visual aid.
1. Investigate the Airship area to get the 'Airship' dialogue option
2. Return to the colonel and use the 'Airship' dialogue option to get the Airship Key
3. Go to the Airship and use the Airship Key on the door; pull the lever inside
4. Visit the colonel again who is now standing nearby the rocket in the Cosmodrome area. Talk to him and he says he'll help you if you help him first
5. On the right hand side of the screen with the colonel you'll find stairs leading into a control room; go up them and inside
6. In the rocket control room inspect the computer panel and take the Voralberg Key on the left, use it on the key slot on the left
7. Left click the panel below the joy stick on the right to open it up then left click the 2 wires inside to reconnect them
Only the button that controls the claw (up and down arrow) works right now. Pressing any other button will give you a pop up that says "Blood Sample Required". What you'll want to do now is grab the Blood Testing Apparatus from the slot to the right of the control panel and return to the colonel with it.
Hand the colonel the Blood Testing Apparatus and he'll give you a sample of his blood. Return to the machine with this sample and place it inside the same slot we took it out of then press the button on the control panel that looks like a needle (second button from the left).
Right click (or left click) the Blood Testing Apparatus while it is inside the machine to trigger a scene with Kate using a sample of her own blood. I had to fidget with it to make it actually take a sample of my blood, Kate kept pulling it out when I clicked it but it eventually worked. After Kate uses a sample of her own blood press the button that looks like a needle again to complete this process.
Now we'll need to press a couple buttons in a specific order to send the colonel into space.
1. Click the left most button (with the up and down arrow) to pick up the cylinder
2. Press the button with the arrows going in a circle next
3.
Last but not least press the triangle button to launch him into space
Before the colonel leaves he'll throw a Crank Handle onto the ground and tell you that you'll need to use it to activate the airship. You can find the Crank Handle at the Cosmodrome intersection screen; where the path splits and you can either go towards the airship or the rocketship, it'll be lying on the ground by some boxes. The item is red so it'll stand out amongst the gray back drop.
We need to back track a little bit past the cylinder we first met the colonel in. Proceed one screen past the cylinder until you find yourself in the same area as my screen shot below. You can go behind the rocketship looking thing here and up the stairs which will lead you to a foghorn and an eagle.
Use the Crank Handle on the foghorn to let the eagle out which will clear the sky of all the birds. Now you can return to the airship and use the lever inside of it to leave this place and head straight to Aralbad.
Continue to Aralbad - Syberia Walkthrough
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