2018: Walkthrough by: Dick Leeuw en Louis Koot

Text by Dick Leeuw, Screenshots by Louis Koot

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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