2018: Walkthrough by: Dick
Leeuw en Louis Koot
Text by Dick Leeuw, Screenshots
by Louis Koot
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A
lot more very detailed
game walkthroughs can be found on my site at: www.pcgameswalkthroughs.nl
Chapter
4: Valsembor 2: Fire Up the Krystal
Coal
and water for the Krystal
Kate
has heard from Obo what she has to do and Obo has given her the code for the
coal shed. Go back down the stairs
Back
down you leave the passenger cabin through the door to the front of the barge.
You
will see the hatch of the coal storage and you will also see the turning wheel
with which Kate has to open that hatch.
The
turning wheel is situated next to the gate by the stairs to the quay. Zoom in on
that turning wheel.
Click
on the lever and hold down your mouse button and then rotate your mouse around
to open the hatch. The hatch must be completely open.
When
the hatch is completely open you leave the Krystal again via the stairs and on
the quay you walk to the other side, to the door of the shed. Rails are coming
out of that warehouse.
To
the left of the warehouse door is a code box, zoom in on it. Kate has to enter
the code she just received from Obo. So look at that code note in the inventory
The
number code is therefore 0509, so enter that on the box .....
.........
the door of the warehouse opens
Go
inside and walk forward. On the right there is a coal cart on the rails and for
the coal cart there is a lever to move the switch in the rail. At the wall you
see a cage of mesh and to the left of it is a wooden box. There is a piece of a
gutter in the gauze cage. Take that piece of gutter (Gutter) out of the cage
Against
the chest, which is to the left of the cage, there is an iron bar.
Grab the iron bar.
Kate
holds the iron bar in her hand. Walk to the rails and turn to the right and walk
forward along the rails. You then see, left and right, a number of green tubes
and those are the coal chutes. You get the white dots on those tubes. If you
click on the white dots Kate will hit the tubes with the iron rod and you will
hear a sound ......
If
you hear a hollow sound, the tube is empty, but if you hear a dull sound, that
tube is filled with coal. So hit all the green tubes with the iron bar and
.......
With
one tube you hear the dull sound and that is the second tube from the wall, in
the right row
Now
that you know which tube is full, you walk back to the coal cart on the rails.
Click on the white dot on the front of the cart and Kate will be behind the
cart.
Then
click on the white dot on the inside and hold down your mouse button and push
the cart to the full tube 2. Make sure that the cart is placed exactly in front
of that tube. Then move the camera, by dragging your mouse to the right and
slightly upwards, to the flap of the chute, so that you can zoom in on it ....
Then
zoom in on the lid of the tube. Then open the inventory and select the gutter in
your inventory and then click on the white dot on the flap and ........ Kate now
lays the gutter from the flap to the cart.
When
Kate has placed the gutter click on the button on the right side of the tube /
chute and ....... the valve opens and the coal rolls into the cart.
The
gutter is taken away again. Now Kate has to drive the cart with coal out the
shed, so click on the white point in the cart and Kate tries to push the cart
away.
Kate
does not succeed because the cart is too heavy to push away.
Now
first walk back along the rails to the switch handle and now turn the switch
lever to the left to change the switch so Kate can drive out of the shed with
the coal cart
Then
walk back to the wall behind the coal cart because there is a blue tractor and
Kate can push the heavy coal cart out with this tractor. So step on the blue
tractor and .....
The
tractor does not want to start because the start button is missing. You see 3
lights / push buttons on the left. On the right you see a lever and at the
bottom a push button and that is the start button but it is broken. Kate needs
to use 1 of the 3 other lights / pushbuttons to repair the start button. Select
the knife in inventory and then click on the top button on the left. Kate sticks
the tip of the knife under that top button. Then click on the handle of the
knife to release the light
Then
take that light / button and then select the light and click on the broken
button at the bottom right.
The
light is placed on the start button. Then press and the light comes on. Then
push the lever forward and ...............
............
Kate is now driving the trolley out with the tractor .........
Now
the tractor is driven a little bit backwards and Kate gets off the tractor.
Now
Kate has to lift the coals on the ferry with the crane. Walk to the back of the
crane, on the left you now see a white point.
Zoom
in on the back of the crane and you will see a combination lock again. Enter the
code 0509 again and you will see a ladder drop down at the other leg.
You
will leave the close-up by itself. Now click on the right front leg of the crane
and ...... Kate climbs up the ladder and enters the cabin of the crane.
In
the cabin you can see a number of television screens, 3 levers and 4 buttons.
-
With lever A
you let the crane move.
-
With the 2
buttons B on the middle screen you can switch cameras.
-
With button C
you lower the cable with the hook.
-
With button D
you let the hook tilt.
-
With the lever
E you can turn the arm of the crane
-
With lever F
you can turn the entire crane.
|
You
can try out how these buttons and levers work. The crane cannot come forward
further. Lever E is now at the 12 o'clock position. You can rotate lever E all
the way through the round slot. Now first turn the arm of the crane over the
cart with coal. You do this as follows:
Step
1:
Turn
lever E to the 9 o'clock position .......... The crane turns and the crane arm
is hanging above the coal cart.
Step
2:
Now
press button C and ........ the cart with coal is being picked up
Turn
lever E back through the slot to the 12 o'clock position. The crane arm then
hangs back towards the Krystal.
Now
the crane must be driven closer to the ship
Step
3:
Press
the B buttons to view the bottom of the crane.
Then
pull lever A 2 x to the right, you will see that the crane is moved onto a
turntable.
Step
4:
Move
lever F upwards and the whole crane turns, then pull lever A again to the right.
The
crane now runs to the edge of the quay. Then set lever F down again and the
crane turns again.
Step
5
Now
press the buttons B a few times until you see the cart with coal hanging above
the ship.
You
have to move the crane a bit to the left to get over the hatch,
Step
6:
Pull
handle A again to the right. The coal cart now hangs above the opened hatch,
Step
7:
Press
button D and the cart lowers and the coals fall into the hatch.
By
itself Kate is back on the quay and she goes to the captain who now puts the
water tower closer to the Krystal.
|
Water
for the Krystal
Kate
must now supply the ferry with water. Go up the boat and on the deck you
immediately go to the right.
Behind
the hatch you see a pipe coming out of the deck and next to it is the water hose
from the water tower
Zoom
in on the pipe and move the handle on the pipe to the right and then, with the
mouse button pressed, drag the tip of the hose into the opening of the pipe.
Then
immediately turn the lever on the pipe back to the left to secure the hose in
the pipe.
The
water hose is now connected to the boat. Exit the ferry and walk to the water
tower, climb up.
Walk
to the other side of the platform and pull the lever down and ...
....
you can now hear that the water flows from the water tower into the Krystal and
when the water tank is full, Kate automatically raises the lever again, causing
the hose to be disconnected.
Move
Kate back to the ladder and click on it and ......
Kate
climbs down again. Run to the steps of the Krystal and get back on board and
back to captain Obo in the wheelhouse.
You see that Obo is looking for something
..... what has he lost?
Talk
to Obo and he will say that he has lost the key to the Krystal. Then talk to the
captain via all the options. Talk to Obo about a spare key and about the Krystal
model in the Steiner workshop. So there is no spare key, but Kate will have to
come up with a spare key in one way or another and she thinks that her best
chance of this lies with that model of the Krystal.
A
spare ignition key for the Krystal
So
leave the Krystal again and return to the Steiner workshop.
Go
inside. Granddaughter Sarah is behind the counter because Grandpa Simon is now
at the clinic to deliver Kurk’s leg prosthesis.
Talk
to Sarah and explain to her what the problem is. The only thing Sarah can think
of is the model of the Krystal and she gives Kate a crank.
Go
to the basement / workshop of Steiner and walk on to the Krystal model and zoom
in on it.
When
you are zoomed in you will get 2 places where you can click .... A is on the
front and B is on the back of the model.
The
model is under an arch fence and that fence has to disappear because otherwise
Kate cannot get to the model.
So
first zoom in on A and then select the crank in the inventory and insert
the crank into the hole.
Click
on the crank and hold down your mouse button and then turn the crank around a
number of times to lower the fence.
You
then automatically go out of the close-up, or click Back. Now zoom in on spot B
....... It is a switch, put the switch over and on top of the model a lamp will
light up
In
front of the bow of the ship is a plaque, zoom in on it
Read
the story written on the plaque. In the sentences you read a number of numbers
... 2 years and 98 days, 60 meters, 80 automatons and 30 years.
At
the bottom there is another important sentence: we need to know how we can think
backwards. You must therefore use these numbers in reverse order.
Zoom
in on the paddle wheel, there you have to use the numbers.
The
paddle wheel has an arrow pointer and you see the numbers 10 to 90.
Now,
one by one, you have to turn the arrow pointer to the numbers you read on the
plaque, but in reverse order. So turn the pointer to 30 = 30 years and then
release. Then the arrow on 80 and release. Then turn the arrow to 60 and
release. Finally, turn the arrow to 100 = 2 years and 98 days = 100. After each
time you will see that the anchor chain drops a little further. If you stop at
an incorrect number, the chain will rise again.
If
you have done correct, there will be a white dot on the anchor chain. Now pull
the chain down completely and the top of the model opens up.
Then
zoom in on the now opened roof of the model ...
In
there you see the top of a key, click it and turn the key. Then take the key out
...
.........
it is a miniature key from the Krystal and on it is written 50%.
Turn
around, on the workbench you will find a device to make keys.
Zoom
in on the device and zoom in on the box, on the shelf below it.
Take
a blank key from the box and exit the close-up again.
Go
back up to the machine. You will see 2 round lids on the front of the machine.
Zoom
in on the machine and then zoom in on the left cover, pull the handle to open
the lid.
Select
your miniature key, in the middle of the round box is a pin and then click on
it.
The
miniature key is then placed in the middle, then press the switch on the left in
the round box. You see 8 pins coming out against the key, then close the left
cover.
Zoom
out and then zoom in on the right round lid, pull the handle to open the lid.
Then
select the blank key and then click on the white dot in the middle, the key will
be placed there.
Close
the lid, zoom out. Next to this cover you can see a measuring bar from 0 to
250%. Your miniature key is 50% so the good key has to be twice as big, so 200%
Click on the crank on the right and hold down your mouse button, now turn
anticlockwise until the button is at 200%.
Then
press the start button right above the crank ........
.........
the machine gets started and when it is ready you zoom in on the right cover.
Open the lid and take out the key, you now have a key of the correct size for
the Krystal.
Leave
the workshop and return to the ferry Krystal. Go back up to the wheelhouse.
Click
on the ignition lock to the left of the steering wheel, Kate will stop the key
in the ignition and the engine will start.
You
see a movie of the engine room. Captain Obo pops up and a conversation follows
in which you then use the options. Ask if everything is ready and whether we can
now sail. Unfortunately not because
Obo says there is still one problem. The locks in the dam must still be opened,
these are closed by order of the mayor. Kate must talk to the mayor to open the
locks, or blow up the locks with dynamite. Kate wisely chooses the first option.
We go further:
Chapter
5: Valsembor 3: Underwater
2018: Walkthrough by: Dick
Leeuw en Louis Koot
Text by Dick Leeuw, Screenshots
by Louis Koot