
Head back towards the hotel, and you’ll be interrupted by a call from Kate’s boyfriend Dan (get used to this). Once the notary has retired, grab the key from the coat stand by the door in the reception room and then return to the streets. Be sure to choose the “Mission” topic last, as this will end the conversation. Sit in the chair he offers, and talk to him for some important background information. Enter, and use the door to the left to find the notary. To enter the notary’s office, take fax #2 and put it in the automaton’s hand, then pull the lever. In the same area, there’s one building you can enter (look for a set of stairs leading up to a door with an automaton next to it). Talk to both men, then head left again until you find a gazette sitting on an empty bench. Up the hill to the right there’s an old man on a bench, and to the left there’s a baker standing outside his shop. There are a few things you can do right now. Outside the hotel, you’ll find yourself on a long, mostly empty street. You might want to do a rough sketch of it on a notepad so you don’t have to come back later.

Pick up the four cogwheels he dropped, and take a look at the pattern on the table. Before you leave the hotel, go left past the reception desk to the table where Momo was sitting. Choose “Mission” and he’ll give you the fax. Marson, tells you he’s sending you another fax, so leave your hotel room and head back downstairs to talk to the innkeeper. You should probably inform your boss of the contents, so take out your cellphone and call the preprogrammed OFFICE number. In your room, you’ll find a fax on the nightstand. Then the innkeeper will take you to your room. So go through all the topics, although the crucial ones here are “Kate” and “Help.” After you choose “Help,” a small boy named Momo will interrupt the conversation and run out of the hotel.

When you speak with people in Syberia, it’s best to click all the dialogue options at least once so you don’t miss anything. Now you can press the red button to call the innkeeper. There’s a key on the desk near the bell-pick it up and insert it into the automaton.
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There’s a bell to call the innkeeper, and if you’ve read the brochure you should know how to make it work. When the curser looks like a magnifying glass, click to zoom in closer. Go over to the reception desk and place your curser over it. Kate says she’s too tired to carry it-maybe someone can help her. Read it carefully, and you’ll learn a few important things about automatons. The first thing you’ll want to do is grab the advertising brochure from the bulletin board by the door. The game opens with you (Kate Walker, an American lawyer) inside Valadilene’s only hotel. This first Syberia walkthrough will help you through the first half of the Valadilene storyline, explaining how to solve any puzzles you encounter along the way. Get used to it, because you’ll be spending a while here.

As you can tell from the opening cutscene, there’s something a little unusual about this place. You begin the adventure that is Syberia in a strange, sleepy little town called Valadilene.
