Syberia - Part 2

[Note: If you own the original Syberia, this is the same adventure.] Continue the journey in Syberia: Part 2. Kate Walker is in search of the last remaining heir of a manufacturing estate, Hans Voralberg, who has mysteriously disappeared into the wilds of Syberia! Kate is unsure whether to continue her journey which has taken her so far away from home, but the experience is bringing out an adventurous spirit within her that she never realized she had. Follow the trail to Barrockstadt and get closer to solving the mystery.

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Syberia Walkthrough - Part 2: Barrockstadt


Kæreste Syberia - Part 2 pour

Run south and then Summertime Mahjong. Examine the chest near the fence and get the three stone plates from inside. Run south, north and then south to see the train. Return to the chapel. This was done before anybody knew what HO stands for so no hidden object scenes, just good old fashion wonderful adventure play for hours. Walk up the stairs to the platform. Look Prat the table and get the Sybegia wheel. Crossed catapult: Cannot perform an action. Examine the controls. Run east one screen Paart see Hans boarding the ark. Return to the entrance of the library and continue north to the graveyard. Numbers that are stored in the memory can be accessed by using the up or down arrow on the phone. First of all, I bought the original 2 game series of Syberia and loved them, couldn't get enough of them!

Walk up the left steps. Oscar then appears and tells Kate that Hans has gone missing. Go to the rocket control panel and take the Voralberg key on the left. Walk south and pull the chain. They were so mesmerizing I felt transported into that world. Pull the top-right D and top-left E levers to raise the snake device from the top of the train. In one of the drawers is a scrapbook. Run east, south, west and north twice to the plane. Catapult: Perform an action. Use the Voralberg key in the slot between the top two gauges A. Talk about the Train: The flying wing has broken. After putting the voice cylinder back head out of the train and back to the controls of the giant automaton. Pull the right lever to move the train into the village. Use the token on the slot of the machine.

Return to the gate Syneria the north end of the platform and use the gate key on the lock. Use the Flying Fish Quest flower on the youki to wake him. Run south, north and then Syveria to see the train. 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. Exit the view of the mast. Large files games can take a bit of getting used to and the graphics may seem a little awkward, but only at first. It is used on the chain on the device. Nowadays, once one gets stuck Sybeeia a few minutes, off Zumas Revenge the walkthru or strategy guide it is and a game hardly lasts longer than a weekend.


It is used on the slot on the bird carving. Go down the steps. Go back up the small staircase to the water pump control panel. It is used on the branches after they have been put on the ice in the frozen waste. Run south to the other side of the cave. The handle will move the automaton forwards and backwards. Enter the train and open the left door to enter the bathroom. Return to the elevator and look at the wheelbarrow to get the shears. Get the herbs and brambles and then exit the graveyard. There are two ways to go from here, to the south and the east. Get the Syberia flower and the stone plate. The launch button is the one with the triangle above it. Exit the train.

Run south one screen and examine the device in the middle of the area. Cross over the bridge below the train track and then run north three screens to enter the cave. Pull the lever and a section of the track will flip over to reveal a gangcar. Return to the shop. Guess I should have downloaded this one and played again but last time I did it I couldn't stop again. To see what topics are available, press ESC or click the right button and then select the dialogue notebook. Date published: Rated 5 out of 5 by zorabelle from A Rare Gem! It is used on the slot of the machine near the monastery. Both inventions were created by Hans. Get the ivory key and use it on the second hole on the bottom row. Return to the gate at the north end of the platform and use the gate key on the lock. Examine the crate in the middle of the area and move the lock to release Youki.

Right click or press escape to skip a cutscene or skip a line of dialogue. It took me a while to get to grips with the movement of the game but once I was in tune with the play it was wonderful. Run east and then north to enter the Voralberg house. Large files games can take a bit of getting used to and the graphics may seem a little awkward, but only at first. Walk up the stairs to the platform. Talk about the Train: The flying wing has broken. Use the rope with plate on the tree at the left side of the bridge to swing to the other side. Kate will then automatically combine the leather strap with the reindeer antlers to make a slingshot. Talk about Father Voralberg: He should be at home. Climb back down the ladder and exit the shop. Turn the big wheel G at the left side of the panel. It is used on the door at the top of the steps in the house. Run east four times to the river.

10 thoughts on “Syberia - Part 2

  1. Use the Russian doll on the eggs and Kate will call the penguins over. Walk up the steps on the left. Examine the narwhal tusk on the floor and then get it. Press the red button on the microphone to talk to Boris.

  2. Talk to the shaman about Hans: He is in a dream world. The director is fascinated with Helena Romanski and is preparing for her to return one day. Press the button to return to the train area. It's very much old adventure and the story line was captivating.

  3. Pull the top-right D and top-left E levers to raise the snake device from the top of the train. Go back to the airship, open the door with the airship key and pull the lever. Talk to Malka about the Mission: The monks at the monastery may be able to help. Return to the lower level.

  4. Talk about Brother Alexei twice to receive a scroll and a stained glass mammoth. Exit the room. Right click or press escape to skip a cutscene or skip a line of dialogue. It is used on the stick near the tree in the cave. Run south one screen.

  5. Go back to the airship, open the door with the airship key and pull the lever. Run east and north. Take the blood testing apparatus and hand it to the colonel. Run north and then south. Take it back to the control panel and press the button second from left.

  6. We need to find some way to wake up the colonel so we can talk with him. Enter the shop and ask Emeliov for Help to get three birdcalls. Look at the table near the side of the bed and use the Youkol relic on it. Return to the shop.

  7. I usually don't write reviews, but this deserves all the glory it can get. Run north and then south down the icy slope. Nowadays, once one gets stuck for a few minutes, off to the walkthru or strategy guide it is and a game hardly lasts longer than a weekend. Pull the small left switch C at the right side of the panel to fill the train with coal. Exit the chapel and return to the graveyard.

  8. Use the Voralberg key in the slot between the top two gauges A. For all these reasons, Syberia is not easy; the challenge level is quite high. Take the Komkolzgrad voice cylinder, diagram and handle. Run north and west three times to see the monastery. Run south one screen and then west to the corner of the house.

  9. Throw the orange salmon on the bear and it will leave the area. Talk to Malka about the Mission: The monks at the monastery may be able to help. 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. Ask about the Key twice: He lost it. Use the jerry can on the generator.

  10. Use the narwhal tusk on the hook near the penguins. Run west to the other side of the house. Use the casket to move it in front of the hole.

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