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<HTML><HEAD><TITLE>Syberia II</TITLE>
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<P>&nbsp;</P>
<H1 align=3Dcenter><FONT face=3D"Book Antiqua"><EM>Syberia =
II</EM></FONT></H1>
<H3 align=3Dcenter><FONT face=3D"Book Antiqua"><EM>Walkthrough by Tally =
Ho - Spring,=20
2004</EM></FONT></H3>
<P align=3Dcenter>&nbsp;</P>
<DIV align=3Dcenter>
<CENTER>
<TABLE cellSpacing=3D5 cellPadding=3D10 border=3D3>
  <TBODY>
  <TR>
    <TD vAlign=3Dbottom align=3Dmiddle>
      <H3><FONT face=3D"Comic Sans MS"><STRONG>Read Ray Ivey's=20
      =
Review</STRONG></FONT></H3></TD></TR></TBODY></TABLE></CENTER></DIV>
<P align=3Dcenter><BR></P>
<DIV align=3Dcenter>
<CENTER>
<TABLE cellSpacing=3D0 borderColorDark=3D#808080 cellPadding=3D10 =
width=3D"80%"=20
bgColor=3D#800000 borderColorLight=3D#c0c0c0 border=3D4>
  <TBODY>
  <TR>
    <TD>
      <H4><FONT color=3D#ffff80><BR>When you are talking to another =
character in=20
      the game, always exhaust all topics of conversation. Many elements =
of the=20
      gameplay are triggered by the conversations, and if you leave some =
topics=20
      unfinished, you could feel stuck. In addition, many conversation =
topics=20
      won't appear unless they are triggered by some action. For =
example, you=20
      can't ask about a locked gate unless you have actually seen the =
gate and=20
      tried it. You may select topics of conversation in any sequence =
you wish,=20
      but the most logical order will be realized if you start at the =
top and=20
      work your way =
down.</FONT></H4></TD></TR></TBODY></TABLE></CENTER></DIV>
<P>&nbsp;</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>Romansburg</U></H2>
<P>After the introduction, Kate is standing in the train. Turn around =
and go to=20
the rear compartment, where Hans Voralberg is standing, and talk to him =
about=20
everything. It seems the train needs winding. Exit the train, and go to =
the=20
front in order to talk with Oscar. On the way, there will be a brief =
cutscene=20
where you meet Colonel Emeliov Goupatchev. </P>
<P>Find Oscar and talk with him. <BR>Hans said Oscar would tell you how =
to wind=20
the train, but nothing of the sort happens. <BR>You must figure it out =
for=20
yourself. <BR>Just to the left of where Kate and Oscar are standing is =
the=20
winder. <BR>There is a wheel on the machine, and a lever next to it.</P>
<H3 align=3Dcenter>Wind the Train</H3>
<P>Turn the wheel to extend the winder. <BR>Then pull the lever located =
at the=20
left of the machinery to wind the train. <BR>Turn the wheel again to =
retract the=20
winder, and tell Oscar the train is wound and ready to depart.</P>
<P>You didn't really think you would get going that easily, did you? Now =
it=20
seems you must find a way to load the coal car. Go one step back toward =
the=20
central platform, and turn right to inspect the coal dispensing =
machine.<BR>Kate=20
can pull the lever, lowering the coal-chute, but something's not right - =
no coal=20
is delivered. <BR>Go into the station, where you saw the Colonel enter, =
and talk=20
with him. He can't help much; have to wait for maintenance people to =
arrive -=20
maybe a week or two, maybe longer. <BR>Return to the Coal machine, and =
look over=20
the railing. <BR>Talk to Malka, the little girl below. She's friendly, =
but not=20
much help.</P>
<H3 align=3Dcenter>The Gate Key</H3>
<P>Go to the far south end of the platform and inspect the gate. It's =
locked.=20
<BR>Go back to Malka and ask her about the gate. She still doesn't know =
much.=20
<BR>Go inside again, and talk to the Colonel. <BR>It seems he has lost =
the only=20
key to the gate, and only the maintenance folks can help. <BR>Return to =
Malka=20
and see what she knows about a key. It seems she can help, for a small =
price.=20
<BR>A bit of candy will encourage her. Return to the station house.</P>
<P>Just at the end of the counter are three candy machines, how =
convenient! The=20
only problem is, it takes coins to operate them, and Kate doesn't have =
any=20
money. If you go to the back counter, where the Colonel was originally =
standing=20
and working on something, you will <STRONG>discover a small key</STRONG> =
sitting=20
there in a box. Take the key, and go look at the candy dispensers =
close-up.=20
Using the key on the coin-drawer at the base of the gumball machine, the =

rightmost one, yields a pocketful of coins. You can place a coin in the =
slot on=20
any machine, but only one coin is correct for a given machine. The =
gumball=20
machine is now jammed, so don't bother trying to get something out of =
it. The=20
middle machine can be operated by placing the second coin in the slot, =
then=20
turning the handle. It yields a packet of <STRONG>Fish-Candy</STRONG>. =
The=20
leftmost machine uses the fifth coin, and provides the <STRONG>candy =
that Malka=20
likes</STRONG>.</P>
<P>Go to Malka and give her the candy. (If you give her the Fish-Candy, =
she=20
won't like it. You need the Fish-Candy later in the game, so if you gave =
it=20
away, you can get more. You would need to retrieve the coin you spent. =
Take the=20
key from the Gumball Machine and use it to open the coin-drawer of the =
enter=20
machine. Spend it again to get more Fish-Candy.)</P>
<H3 align=3Dcenter>Get the Coal</H3>
<P>Malka ties the key to her balloon and sends it up to Kate. <BR>Unlock =
the=20
gate and go to the lower village. Talk to Malka about =
everything.<BR>Examine the=20
lower portion of the Coal Dispenser.<BR>Try to start the engine by =
pressing the=20
button on the right. Koff-Koff. It's out of fuel.<BR>Take the =
<STRONG>empty=20
Petrol Can</STRONG> on the left.</P>
<P>Back away from the machinery, and walk to the left, underneath the =
train. The=20
scenery shifts as you walk, eventually providing further access to the =
left.=20
Walk along the wooden fence, again going left, although you have turned =
the=20
corner, and are actually walking in a different direction from before. =
Go until=20
you see the wooden gate, with a small barred panel. Click on the panel =
to talk=20
with Ivan. If you are really observant, you can see what looks like a =
Petrol Can=20
inside there, sitting on a barrel.</P>
<P>Talk to Ivan about everything.<BR>Then proceed further left along the =
fence,=20
until you can look closeup at a Cirkos poster.<BR>In the closeup view, =
check the=20
<STRONG>torn spot at the top left of the poster</STRONG>, just above the =
letter=20
"I".<BR>You can tear it down and enter through the gap in the =
fence<BR>Notice=20
the eyes peeking out of the crate? Open the crate and <STRONG>set Youki=20
free</STRONG>.<BR>Ivan is distracted, and you can go to the Barrel =
and<STRONG>=20
take the Jerry Can</STRONG>, leaving the empty one in its place.<BR>Exit =
through=20
the gap in the fence.</P>
<P>Return to the Coal Machine, and put the fuel into the =
engine.<BR>Start the=20
engine, then go upstairs and dispense coal into the coal-car.<BR>Just =
when you=20
thought it would be time to go, Oscar arrives in a panic, and tells you=20
<STRONG>Hans is missing</STRONG>.</P>
<H3 align=3Dcenter>Finding Hans Voralberg</H3>
<P>Go below again. Talk to Malka, who says Hans went to Cirkos' =
place.<BR>(I=20
think it's polite to turn off the engine at the coal machine, but it's =
not=20
really necessary.)<BR>Enter Cirkos Cabaret. Hans is there, looking at =
the=20
mechanical horses.<BR>He passes out, and ends up in the train, in a =
delirious=20
state.<BR>Exiting the train triggers a brief cutscene with Oscar. As =
usual he's=20
distressed, but not much help.</P>
<P>Return to Cirkos, and talk with him.<BR>Cirkos informs Kate that the =
Head=20
Monk may be a ding-a-ling, but may have some powers nonetheless.<BR>To =
find the=20
monastery, walk along Ivan's fence again. <BR>Keep going past the gap in =
the=20
fence, which has been boarded up, by the way.<BR><STRONG>Try to walk up =
the=20
hill</STRONG>, but it's "Too cold."<BR>This is an example of another=20
conversation trigger. (You can't ask for clothing until you know it's=20
cold.)<BR>Who in town might have provisions? The Colonel, of =
course.<BR>Ask him=20
to "Help" and he lets you into the attic, where there is a <STRONG>nice =
warm=20
snowsuit</STRONG>.<BR>For privacy, go into the train's bathroom and =
change=20
clothes.</P>
<H3 align=3Dcenter>Getting into the Monastery</H3>
<P>Now Kate can climb the hill. (You can ignore the odd machine at the =
bridge=20
for now.)<BR>Pretty spiffy sunglasses, Kate.<BR>Pull the bell cord. Kate =
waves=20
at the Monk above, but she is not allowed to enter. <BR>Feeling stuck? =
Return to=20
the village and talk with Malka about the monastery and her =
mother.<BR>Talk to=20
Cirkos about everything, especially about the linen =
shrouds.<BR><STRONG>Ask=20
Malka</STRONG> to let you have a shroud. She gives you a token.<BR>Go to =
the=20
machine at the bridge, and purchase a linen shroud. Return to the=20
train.<BR><STRONG>Use the shroud on Hans' face</STRONG>. Don't bother =
talking to=20
him, he's still seriously whacked.</P>
<P>Climb the hill again, and walk to to the right of where the bell-rope =

is.<BR>Talk to the Monk, who is doing laundry. It's a long conversation, =
finish=20
it all.<BR>(If you have not pulled the bell-cord before, do it now and =
talk to=20
the monk some more.)<BR>You must distract him away from his post =
somehow. Return=20
to Romansburg.</P>
<P>Go to the Colonel's store and ask for a birdcall. He gives you three; =
gold,=20
silver and black.<BR>Return to the Monk. Give him the birdcall. The Gold =
and=20
Black ones are no good.<BR>Give him the<STRONG> Silver =
birdcall</STRONG>, and he=20
runs in pursuit of the bird.<BR>By the way, that is the same birdsong =
heard in=20
the background in the Mayan region of "Beyond Time."<BR>Take a monk's =
robe and=20
slip into it. Pretty natty - now she looks like Dorko in "Dracula, Last=20
Sanctuary."<BR>Pull the rope again and enter the monastery.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>The Monastery</U></H2>
<P>As you enter, you can see a machine of some kind on the left. It's a=20
candle-mold. Save it for later.<BR>Go straight ahead, and observe the=20
Wheelbarrow. Nothing to do there now, but there will be later.<BR>Go =
ahead=20
again, and find yourself in an overhead view of the central=20
courtyard.<BR>Straight up is the way you came in. Two other exits are =
visible,=20
one straight down, and one to the left.<BR>(The exit straight down takes =
you to=20
a different overhead view - save it for later, too.)<BR>Take the exit to =
the=20
left, and enter the chapel. Observe the locked gate just inside the =
door. <BR>Go=20
all the way to the end of the chamber, and <STRONG>speak with the=20
Patriarch</STRONG>.<BR>He is pissed at first, that you are a woman and =
found=20
your way into the Monastery. <BR>Keep talking until he mellows and =
agrees to=20
fetch Hans.</P>
<H4 align=3Dcenter>Saving Hans</H4>
<P>Cutscene from New York - Kate is being pursued.<BR>Cutscene with the=20
Patriarch - Hans is in bad shape.<BR>Talk with him about =
everything.<BR>Walk=20
through the arch, and enter the door on the right. Talk with Hans about=20
everything.<BR>Exit the room and talk with the nosy monk about =
everything.<BR>He=20
gives Kate a parchment. The last line is a clue: <BR>"The key is in the =
light of=20
the Mammoth's eye ." Whatever does that mean?<BR>Exit the archway, and=20
<STRONG>pick up the scrub-brush </STRONG>sitting there next to the =
bucket.</P>
<P>Re-enter the Chapel, and examine the two frescoes on the pillars, =
midway=20
back.<BR>The one on the left can be cleaned.<STRONG> Use the brush on =
the=20
fresco, and a clue is revealed</STRONG>.<BR>Exit the chapel, return to =
the other=20
courtyard, and enter the Library. <BR>The entrance is between the =
Archway and=20
the circular graveyard.<BR>The Library is of spiral construction. Go to =
the=20
right to reach the <STRONG>lower level</STRONG>.</P>
<P>Pick up the lamplighter's tool, it's on a hook on the right-hand=20
wall.<BR>Light the candles indicated in the clue from the Fresco. =
<BR>Think of a=20
clockface with 12 at the top of the cross.<BR>Light candles 12, 3, 4, 8, =
and 9.=20
The Iris window at the top of the spiral ramp opens.<BR>Climb up the =
ramp, and=20
look out the window. It overlooks Romansburg.</P>
<H3 align=3Dcenter>The Stained-Glass Mammoth</H3>
<DIV align=3Dcenter>
<CENTER>
<TABLE cellSpacing=3D0 borderColorDark=3D#808080 cellPadding=3D10 =
width=3D"80%"=20
bgColor=3D#800000 borderColorLight=3D#c0c0c0 border=3D4>
  <TBODY>
  <TR>
    <TD vAlign=3Dbottom>
      <H4><FONT color=3D#ffff80><BR>Here's where you could really feel =
stuck. Open=20
      your inventory (right-click) and <U>open the Documents</U>. Lo and =
behold,=20
      there is a Stained-Glass Mammoth sitting there. Use the eye icon =
to=20
      examine it, then use the hand icon to pick it up and use it. The =
fat-ass=20
      nosy monk who gave you the scroll also gave you that piece of =
stained=20
      glass and didn't mention=20
it.</FONT></H4></TD></TR></TBODY></TABLE></CENTER></DIV>
<P>&nbsp;</P>
<P>Place the stained glass into the window. Now you need to control the =
beam of=20
light.<BR>Clicking on the four shutters in clockwise order controls the =
diameter=20
of the iris.<BR>Start with the bottom shutter to focus the Mammoth's =
image on=20
the far wall.<BR>That is, click them in this order: Bottom, Left, Top,=20
Right.<BR>Now you can go over there and press a button revealing a =
hidden=20
closet.</P>
<P>Pick up Alexei's journal and READ IT. It is full of clues.<BR>The =
clue you=20
need at the moment concerns the <STRONG>Brambles and their healing=20
power</STRONG>. <BR>Take the other object from the shelf, the =
<STRONG>Youkol=20
Relic</STRONG>, and exit the Library.</P>
<P>Enter the courtyard, and go into the circular graveyard visible at =
the top=20
left.<BR>You can go either side of the tree. Go to the right, and =
examine the=20
grave.<BR>It says "<FONT face=3DSymbol><STRONG>Alexei =
Toukianov</STRONG></FONT>"=20
1895-1996. Wow, he lived 101 years. Not long enough, I fear.<BR>The =
Latin means=20
something like "The Holy Life Stole my Science."<BR>Go to the other side =
of the=20
tree, and click on the grave repeatedly. Not a good sign.<BR>Cross both=20
courtyards, and <STRONG>look at the Wheelbarrow</STRONG> again. =
<STRONG>Take the=20
Shears.</STRONG></P>
<P>Return to the headstone, and <STRONG>clip the =
brambles</STRONG>.<BR>Now go=20
all the way back to that original machine where you first entered the=20
Monastery.<BR>It's a <STRONG>candle-mold</STRONG>.</P>
<DIV align=3Dcenter>
<CENTER>
<TABLE cellSpacing=3D0 cellPadding=3D10 border=3D0>
  <TBODY>
  <TR>
    <TD><IMG height=3D338=20
      =
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Candle.jpg"=20
      width=3D463></TD>
    <TD><STRONG>Making the Candle</STRONG>
      <P>1. Pull the handle on the left to heat the wax.<BR>2. Place the =

      Brambles in the tank.<BR>3. Open the mold. <BR>4. Take a wick and =
place it=20
      in the mold.<BR>5. Close the mold.<BR>6. Pour wax into the mold. =
<BR>7.=20
      Open the mold and take the Herbal Candle.</P>
      <P><STRONG>Take the=20
Matches.</STRONG></P></TD></TR></TBODY></TABLE></CENTER></DIV>
<P>&nbsp;</P>
<P>Go to Hans' room. Put the Youkol Relic on the Table.<BR>Place the =
candle in=20
the Relic, and light it.<BR>The Mammoths' spirits revive Hans. He is no =
longer=20
quite so Blotto.<BR>However, he can't walk yet. </P>
<H3 align=3Dcenter>Escape the Monastery</H3>
<P>Go to the Chapel. Walk to the rear, and <BR>Surprise! The Old Grump =
isn't=20
there, and you can go to the altar.<BR><STRONG>Take the Ornate =
Key</STRONG>. Use=20
it to unlock that grate in the front of the Chapel, where the Bells =
are.<BR>Pull=20
the rope, calling the monks to prayer; even the gravedigger has to pray=20
sometime.<BR>Go to the cemetery, and<STRONG> push the casket</STRONG> =
into=20
position between the big rocks.<BR>Go get Hans, and go for a ride. =
Woohoo!</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>Romansburg</U></H2>
<P>Talk to Hans. He gives you the repaired <STRONG>mechanical =
heart</STRONG> for=20
the Horse Automaton.<BR>Go to the Cabaret, to see Cirkos having not much =
luck=20
teaching Youki a trick.<BR>Talk to Cirkos. He will appreciate your =
help.<BR>Go=20
to the horses, and put the mechanical heart in place.<BR>Each hose can =
be=20
attached to three different outlets. Only one outlet is correct for each =

hose<BR>You can experiment by pressing the center button on the heart =
and see=20
which horses move.<BR><STRONG>With no hoses attached</STRONG>, press the =
center=20
button on the heart to <STRONG>wind the spring</STRONG>. It takes three=20
times.<BR>Attach the hoses as shown in the image.<BR>Press the center =
button=20
again. The horses do their thing - Cute.</P>
<P align=3Dcenter><IMG height=3D355=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Heart.jpg"=20
width=3D474></P>
<P>Oh No! The train is heard starting up, and it leaves Romansburg, =
apparently=20
stranding Kate.<BR>Go up to the tracks.<STRONG><BR>Pull that =
lever</STRONG> at=20
the South end of the boardwalk, upper level.<BR>The track inverts, =
bringing the=20
handcar to the top side.<BR>Climb aboard and it works! But not for very =
long.=20
<BR>G into the store and talk to the Colonel. Birth of an idea maybe? =
Let's look=20
for an animal.</P>
<P>Go below and talk to Malka. Several times. She tells you what you =
need to=20
know.<BR>Go to Ivan and Igor's place. Listen to Oscar's plight.<BR>Go =
into their=20
living quarters, where Youki is sulking.<BR>Look on the table and pick =
up the=20
old newspaper. A clue about Ivory reveals Ivan's real motive.<BR>Give =
Youki=20
some<STRONG> Fish Candy</STRONG> and you have a<STRONG> friend for=20
life</STRONG>. Now you can leave Romansburg,<BR>Optional - you can say =
goodbye=20
to Cirkos, Malka and the Colonel if you like.<BR>Go to the Gangcar, =
click on it=20
and Youki will take you out of Romansburg forever.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>In the Wilderness</U></H2>
<P>Whoops, that old bridge, she ain't what she used to be. <BR>The train =
is=20
stuck on one side and you are on the other.<BR>Might as well head on =
out. Ivan=20
jeers from the train.<BR>Continue along the trail. You should see a =
cairn (a=20
pile of rocks,)<STRONG> with a fish frozen in it</STRONG>.<BR>Further =
along,=20
Youki spots a beaver gnawing on a tree, and decides to bark at =
it.<BR>Walk=20
beyond Youki, and see the house at the bottom of the falls.<BR>You can't =
get=20
there from here; must cross the river somehow.<BR>Looking at the house, =
search=20
on the ground close to where you are standing, and<STRONG> pick up some=20
brush</STRONG>.<BR>Return to the Cairn, place the branches under it, =
and<STRONG>=20
light the fire</STRONG>. <BR>Aren't you glad you still have those=20
matches?<BR>Take the fish to Youki. He is true to his stomach.<BR>The =
beaver is=20
brave enough to finish his work, and you can cross.</P>
<P>Continue along the trail. Pass the little pile of logs, and come to a =
broken=20
rope-bridge. <BR>You need to figure out how to get across.<BR>Can't go =
that way=20
(yet) so continue to the house, getting a call from Kate's Mum on the=20
way.<BR>Enter the house. Now try to leave via the <STRONG>front =
door</STRONG>.=20
Woooh! Where's Davey Crockett when you need him?</P>
<H3 align=3Dcenter>Lose that Bear</H3>
<P>Now your problem is getting rid of that bear. Look around the room =
for useful=20
things.<BR>Look on the Mantel and take three items: The<STRONG> Russian =
Doll, a=20
Hatchet, and the Fisherman's Guide</STRONG>.<BR><STRONG>Read the =
guide</STRONG>.=20
Orange Salmon's preferred food: Green Frog. <BR>Preferred habitat: Cold =
water,=20
shady places.</P>
<P>Before going out the back door (yes, it's safe) be sure to go to the =
kitchen=20
counter and find the Creel.<BR>They call it a Fish Tank. Exit the back =
door. Go=20
down to the dock, and open the tackle-box.<BR>You need to select one of =
the=20
twelve lures. Green frog, remember?<BR>Then, you need to select a place =
in the=20
river to cast. There are three, right, center, and left.<BR>Shade, =
remember?=20
</P>
<P>&nbsp;</P>
<DIV align=3Dcenter>
<CENTER>
<TABLE cellSpacing=3D0 borderColorDark=3D#808080 cellPadding=3D10 =
width=3D"80%"=20
bgColor=3D#800000 borderColorLight=3D#c0c0c0 border=3D4>
  <TBODY>
  <TR>
    <TD>
      <H4><FONT color=3D#ffff80><BR>Any time you catch the wrong color =
fish, Youki=20
      would be glad to take it off your hands. Of course, you could also =
traipse=20
      upstairs and feed it to the bear (through the window) but =
<STRONG><U>only=20
      the Orange </U></STRONG>one will please=20
him.</FONT></H4></TD></TR></TBODY></TABLE></CENTER></DIV>
<P>&nbsp;</P>
<P>That only comes to thirty-six combinations if you do it by brute =
force. Look=20
for shade.<BR>It is the<STRONG> far-right </STRONG>place in the stream. =
Now look=20
for a green frog in the box.<BR>There are several, three at least that =
seem to=20
qualify. Obviously not the red or silver things.<BR>The correct one is =
the=20
<STRONG>top row, right end</STRONG>. Catch the Orange Salmon.<BR>Enter =
the=20
house, and throw the fish out the window. Ta-Ta for now, bear.</P>
<P>Important. When you exit the house, pick up the <STRONG>fish =
bones</STRONG>=20
left behind by the bear.<BR>They are found under the fence. (Improbable =
of=20
course, bears eat fish whole.)<BR>Actually, if you don't take them, =
there will=20
be more available when you really need them.</P>
<H3 align=3Dcenter>Must Get to that Train</H3>
<P>Take the trail to the left and return to the broken =
rope-bridge.<BR>Use the=20
Hatchet to cut the rope with wooden plate attached.<BR>Swing the rope =
over the=20
branch. Eeeek! Hope it holds!<BR>Youki jumps too. Continue, watch Youki =
chase=20
the Harfang (Owl) then the cinematic.<BR>Those two bozos, Ivan and Igor =
are=20
back, and trying to kill Kate. <BR>Boris (remember him from the first =
game?)=20
sacrifices his plane to save Kate's life.</P>
<P>Got to climb the ice-cliff. Can't get started? Use the hatchet. Here =
are the=20
moves:<BR><BR>Hatchet, <BR>up, up, right, right<BR>up, up, up, up, left, =
left,=20
left, left <BR>up, up. right, right <BR>up, up, right, right, <BR>up, =
up, up, up=20
- done.</P>
<P>Easier to read like this?<STRONG> U2, R2, U4, L4, U2, R2, U2, R2,=20
U4.</STRONG></P>
<P>At the fork, up-right takes you to a view of the train. It's much too =
far=20
away.<BR>Left takes you to the wreck. Go past the wreck, to find Boris =
has=20
bailed out.<BR>He's hanging from a tree, and asleep, no less! <BR>(His =
'chute=20
straps must be more comfortable than mine!)<BR>He can't hear Kate yell =
because=20
he's still wearing the headset. <BR>She needs to figure out how to talk =
through=20
the earphones.</P>
<H3 align=3Dcenter>Wake Up Boris</H3>
<P>Look in the cockpit. Turn on the power with the switch at the upper=20
left.<BR>Note that A and B are both on. To solve this puzzle, only one =
at a time=20
will work.<BR>Turn B off. Go to the lower left, and insure that both =
toggle=20
switches under 1, 2, and 3 are on.<BR>You should see the green light to =
the left=20
of the toggle switches.<BR>Flip 1 and 2 up, and 3 down. You should see =
"03" in=20
the display at the top.<BR>This is half the information you need.</P>
<P><IMG height=3D400=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Panel.jpg"=20
width=3D526></P>
<P>Now turn A off, and B on. Flip 1 down, and 2 and 3 up.<BR>You should =
see "28"=20
in the display. This is the remainder of the clue.</P>
<P>Exit the airplane, backtracking until you are at the fork. Exit the =
area to=20
screen-bottom.<BR>Those brutes almost run Kate over with the=20
Snow-Sled.<BR>Follow the track to the Antenna tower and shed. Enter the=20
shed.<BR><STRONG>Turn the power on</STRONG> the radio (that's the thing =
with=20
eight red buttons.)<BR>Use the buttons to enter the frequency you =
learned -=20
0328.<BR>Press the <STRONG>button at the base of the =
microphone</STRONG>. Kate=20
wakes up Boris.</P>
<P>Go to Boris and talk to him. You need to figure out the coordinates, =
so that=20
if you<BR>use the ejector seat, it will send you in the right =
direction.<BR>Look=20
in the cockpit. The controls for the ejector seat are now open, at the=20
left.<BR><STRONG>Ignore all the other switches</STRONG> you used =
before.<BR>The=20
horizontal and vertical coordinates can be put in the display, then =
pressing the=20
button -<BR>Or maybe it's Azimuth and Range.<BR>How to learn the =
coordinates?=20
Maybe the Radar can help. Return to the shed.</P>
<H3 align=3Dcenter>Thinking "Outside the Box"</H3>
<P>Turn on the power to the Radar. The switch is at the <STRONG>very=20
lower-right</STRONG> of the square green screen.<BR>You should see the =
scan=20
working. It starts out showing the upper left quadrant.<BR>You want to =
scan the=20
lower right quadrant. That's the direction the train lies in.<BR>Climb =
the tower=20
and rotate the antenna. It takes two turns from its original=20
position.<BR>Scanning the Southeast quadrant reveals a blip. You can =
hear it=20
beep too! Hey, maybe it's Sonar.<BR>Anyway, read the coordinates; 80 and =
17. Go=20
to the plane.<BR>Put those numbers in, push the button and enjoy the =
ride.</P>
<P>Yikes! I wouldn't want to do that every day. Enter the engine. On the =
way,=20
the Colonel calls.<BR>Click on the engine's controls and listen to what =
Kate=20
says. "Nothing works without the key."<BR>Looks like you have to find =
the key.=20
Go toward the passenger car. </P>
<P>Whoops - what's that sticking out of the snow? Pull on it, only to =
discover=20
Oscar buried there.<BR>Talk to him, then enter the passenger car. Go =
through the=20
car to Hans' bedroom. Find the Plans on the floor.<BR>Continue to the =
rear of=20
the car and<STRONG> find the Oil Dispenser</STRONG>. It's on the floor, =
under=20
the fallen door.<BR><STRONG>Oil the Tin Man</STRONG>, Dorothy. He feels =
better,=20
and goes to the Engine, telling Kate to get in the car.<BR>Ooops, the =
train=20
appears to be stuck on the collapsed bridge.<BR>Go to the engine and =
talk with=20
Oscar. Listen carefully to what he says about the=20
panel:<BR><EM>"</EM><EM><STRONG>Call me when you find=20
it</STRONG></EM><EM>."</EM></P>
<P>Go into the passenger car and find the panel. It's where the pedestal =
was,=20
before it tipped over.<BR>Call Oscar on the phone, and he opens the =
panel. The=20
sliders control two or three bars at a time.<BR>You must get all of them =

open.</P>
<P align=3Dcenter><IMG height=3D412=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Kupplung.jpg"=20
width=3D451></P>
<P>Just click on the middle slider and both end sliders.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H3 align=3Dcenter>Ivan and The Youkols</H3>
<P>The train is freed, and ends up near the entrance to the Youkol=20
village.<BR>Go around to the other side of the locomotive, and find Igor =

standing there, that Great Oaf.<BR>He is afraid of the evil spirits, =
which is=20
actually the sound of the wind whistling in the totem.<BR>Go back to the =
front=20
of the locomotive, and toward the Totem.<BR><STRONG>Try to climb the=20
slope</STRONG>. It's too slippery. <BR>Inspect the Sno-Bike. Look in the =
saddle=20
bag to find the Gauze Blanket.<BR>Put the blanket into the Totem's mouth =
to=20
silence it.<BR>Talk to Igor again, and he doesn't hear the spirits any =
more. He=20
is able to leave.<BR>Look where the Sno-Cat was parked - and =
<STRONG>find the=20
Crampons</STRONG>.<BR>(In a previous play of this game, I was able to =
talk to=20
Igor about the Crampons.)</P>
<P>Notice the Harfang sitting there, keeping an eye on Kate.<BR>Now that =
you=20
have crampons, climb the hill. Oh no, it's Ivan the Terrible =
again.<BR>I've=20
about had it <STRONG>right up to here</STRONG> with that dude.<BR>Talk =
to him,=20
again and again until the conversations are finished.<BR>Try to examine =
the sled=20
at the top-center. Ivan won't let you.<BR><STRONG>Call Oscar</STRONG> on =
the=20
phone. He blows the train's whistle, distracting Ivan.<BR>Go to the =
sled, and=20
take the<STRONG> Ivory Knife</STRONG>. Use the Knife to <STRONG>cut the=20
rope</STRONG>.<BR>The sled slides toward Ivan. Yikes!! Just when you =
think all=20
is lost - </P>
<H2 align=3Dcenter><U>Youkol Village</U></H2>
<P>The ice under Kate and Ivan collapsed, and Kate wakes up in a hut in =
Youkol=20
Village.<BR>Look out the window if you like; it reveals that you are at =
the side=20
of a river.<BR>Exit the hut, and talk with the Chief. <BR>After talking =
with=20
Chief, turn around and take a <STRONG>set of Antlers</STRONG> from the =
basket.=20
Exit to the right.<BR>You should see drums in the distance, and your =
friend, the=20
Harfang sitting on a perch.<BR>Examine the perch to discover a hotspot.=20
Something to do here, perhaps later.<BR>Continue to the lower right, =
away from=20
the drums.<BR>In this scene, look on the ground, at the lower left. Find =
the=20
<STRONG>Leather Strap</STRONG>.<BR>It combines with the antlers to make =
a=20
<STRONG>slingshot.</STRONG></P>
<P>Go to the drums. You can talk to the two Youkols, but they don't =
speak=20
English.<BR>Koonooqmaat. TookToot!</P>
<P align=3Dcenter><IMG height=3D152=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Icicle.jpg"=20
width=3D218></P>
<P>You could try to walk under the drums, but as long as they are =
operating, you=20
can't.<BR>Look at the image. There is a <STRONG>hotspot high up on the=20
wall</STRONG>, left of the banner. <BR>If you have the Slingshot, use it =
on that=20
spot. <BR>Kate will automatically pick up the pebble at her feet and =
bring down=20
a huge icicle.<BR>The machinery is jammed, the drums are silenced, and =
you can=20
enter the Shaman's hut.<BR>Look at Hans, poor thing. Then talk with =
Spirit=20
Woman.</P>
<H3 align=3Dcenter>That's the Spirit!</H3>
<P>Talking with her about the dream world indicates that you must find =
fruit of=20
laughing tree.<BR>Important - before you leave the hut, take the =
<STRONG>Prayer=20
Wheel</STRONG> from the table in the left alcove.<BR>If you like, also =
take the=20
<STRONG>Youkol Mask</STRONG> found hanging on the right wall near the =
fire. It's=20
used later.</P>
<P>Exit the hut, and continue to the spot where you found the leather =
strap, and=20
once further in that direction.<BR>You should see a device at the =
water's edge=20
made of branches lashed together, with a crank.</P>
<P align=3Dcenter><IMG height=3D276=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Crank.jpg"=20
width=3D368></P>
<P>Take the empty flask, and hang it on the hook. Turn the crank to =
lower it=20
into the water.<BR>Take the <STRONG>flask full of water</STRONG>. Also =
take the=20
<STRONG>Cork</STRONG> seen at the lower left.<BR>Exit to the left. You =
can see=20
an enormous gate to the upper right. Exit this scene to the left,<BR>and =
see a=20
railroad bridge very reminiscent of Romansburg.<BR>Under the tracks, =
there is a=20
bridge made of tusks, and an illuminated cave in the distance. <BR>You =
need to=20
<STRONG>enter that cave</STRONG>. At the entrance, there is a choice; =
right or=20
left.<BR>If you look at the right side, there is a Harfang perch.<BR>If =
you look=20
at the left, two steps in, there is another Harfang perch at the =
right,<BR>and=20
to the left, an ice-wall containing a frozen mammoth. <BR>At the lower =
portion=20
of the wall, there appears to be a <STRONG>tube-maze in the =
ice</STRONG>. Look=20
close.</P>
<H3 align=3Dcenter>Mother's Little Helper</H3>
<P>Frozen within the tubes are red berries - could it be - Fruit of =
Laughing=20
Tree?<BR>That animal is not afraid of Kate. You need to send it through =
the=20
tubes somehow.<BR>Maybe it's afraid of owls. Can you bring the Harfang=20
here?<BR>Go to the perch. Hang the prayer wheel on the perch and spin=20
it.<BR>Sure enough, the Harfang comes, and the critter is frightened =
into the=20
tubes.<BR>Unfortunately, it hides in the lower right hole and quakes =
with fear.=20
What to do?</P>
<P>Take the prayer wheel back. Go into the other side of the cave and =
hang it on=20
the other perch.<BR>Spin it to call the bird into the far side of the=20
cave.<BR>Now the animal is out of the tubes. Use the cork to<STRONG> =
block the=20
right-hand hole</STRONG>.<BR>Bring the bird back around to the left =
side.<BR>The=20
little guy goes into the left tube, and up to the deep pocket. He is=20
<STRONG>afraid to jump across</STRONG>.<BR>Take the cork back, and use =
it in the=20
hole in the deep chamber.<BR>Bounce-bounce. That worked, but now he =
can't climb=20
up the vertical passage.<BR>Perhaps he could float to the top. <BR>Take =
the cork=20
back, and plug the hole at the bottom of the vertical tube.<BR>Use the=20
<STRONG>Flask Full of water</STRONG> at the top of that tube on the=20
left.<BR>Glug-glug, blub-blub. He makes it to the top, shakes dry, and =
fills his=20
cheeks with berries. Yum!<BR>Now, how to help him next? Maybe he can =
climb a=20
ladder. Put the <STRONG>fish-bone</STRONG> into the top hole.<BR>Yes! He =
tumbles=20
down to the bottom, and unloads his cargo for you to pick up.<BR>Take =
the=20
berries, and go see the Spirit Lady.</P>
<P>(If you missed taking the fishbone at the house in the woods, you can =
find=20
one at the Youki's Corral here in the village. Just go to the gate of =
the corral=20
and look on the ground.)</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>Dream world - Valadil=E8ne</U></H2>
<P>You have the choice of the cave, or an open path. Enter the cave, and =
find=20
the <STRONG>Mammoth Doll</STRONG>.<BR>Now take the path. It's not a =
maze, just=20
continue past the rowboat, through the woods to the park.<BR>Talk with =
little=20
Anna. Then continue, exiting to the left. <BR>Keep going until you get =
to the=20
entrance to the Voralberg complex.<BR>You can examine all the paths, but =
only=20
the Mansion, at the right, is accessible.<BR><STRONG>Look at the =
clock</STRONG>,=20
It doesn't work. In fact, it's Sstuck!<BR>Go upstairs and try the attic =
door.=20
It's locked, of course.<BR>Go into the parlor, and talk with Rodolphe =
Voralberg.=20
He's not very nice.<BR>You need to find a way to get him out of =
there.<BR>Back=20
to the foyer, and look at the clock. If you could set it to 7:15 - he =
might=20
leave.</P>
<P><A name=3DClock></A></P>
<H3 align=3Dcenter>Set the Clock</H3>
<P>To get the clock working, read the time on the face. It says=20
2:45.<BR><STRONG>You need to set the chiming mechanism to match the=20
clock.</STRONG> <BR>Set it to 2:30 with the right switch, then add 15 =
minutes=20
with the left switch.<BR><STRONG>Wind the both sides</STRONG> of the =
clock by=20
clicking on the little men.<BR><STRONG>Start the pendulum</STRONG> =
swinging.=20
<BR>Advance the time by <STRONG>pulling down on the right=20
weigh</STRONG>t.<BR>Now <STRONG>set the chime timer to 7:15.</STRONG> =
Click on=20
the bell.<BR></P>
<P>Mr. Voralberg assumes it's time to go to the factory, and he leaves, =
placing=20
a key on the table.<BR>Take the key, and use it to <STRONG>unlock the =
attic=20
door.</STRONG></P>
<P>Talk to Hans. Use the Mammoth Doll to get his attention. <BR>He slips =
in and=20
out of reality, and finally disappears.<BR>Click on the table to return =
to the=20
real world yourself.</P>
<H3 align=3Dcenter>Helping to Revive Hans Again</H3>
<P>As you exit the hut, check out the Dreamcatcher hanging there. =
<BR>(That's=20
the circular webbed thing with feathers hanging from it.)<BR>It repeats =
some of=20
the things you heard in the dream.<BR>Again you hear Hans say Oscar must =
open=20
his heart.<BR>Return to the elevated railroad tracks, and again, go =
under the=20
tracks through the tusk-bridge.<BR>This time, go the other way, away =
from the=20
cave. (Down-screen.)<BR>Keep going until you come to a<STRONG> tall=20
ladder</STRONG>.<BR>Go up the stairs, crossing left to right. You can =
check out=20
the <STRONG>big winding device</STRONG> if you like.<BR>Go down the =
stairs on=20
the other side, and proceed left (down) to exit the cave.<BR>Observe the =
cable=20
lying on the tracks as you go.<BR>Talk to the Youkol dudes. Beek Metaal =
Nanook=20
TookToot Naa!!<BR>My guess is they're saying: "Big Metal Guy Not =
Friendly" -=20
Yep, they are afraid of Oscar.</P>
<P>Enter the train and talk to Oscar. He doesn't want to discuss the =
heart thing=20
right now.<BR>Get him to <STRONG>wear the mask</STRONG> and reassure the =

Youkols. <BR>Try to attach the hook to the front of the train. It's too=20
heavy.<BR>Talk to the little dudes.<BR>Now they think he's okay. Metaal=20
TookToot! Ask them to <STRONG>help with the cable</STRONG>.<BR>They =
attach the=20
hook to the train. Examine it after it's attached, and <STRONG>operate =
the=20
ratchet</STRONG>.<BR>With the cable under tension, the Big Winder will =
now=20
function. Climb the steps, and pull the right lever.<BR>The train is =
pulled into=20
position at the far end of the tracks.<BR>Great, but it looks like the =
track=20
ends there. Now what?</P>
<P>(Ter-jerker warning - You might want to have a box of Kleenex =
handy.)<BR>Go=20
down the long ladder (there is one on this side of the tracks as =
well.)<BR>Enter=20
the train and talk to Oscar about his heart. <BR>Oscar will bid =
farewell, exit=20
the train, and walk to the <STRONG>Spirit Woman's hut.</STRONG> Follow=20
him<BR>Look close at Oscar. His mechanical heart has twelve buttons, =
like a=20
clock.<BR>Remember the 7:15 idea? Press the buttons at the 3 and 7 =
positions.=20
<BR>The interior is revealed. To open it further, press the four =
cardinal=20
points.<BR>12, 6, 3 and 9. <STRONG>Take the</STRONG> <STRONG>Voralberg=20
Key</STRONG> that appears.<BR>Oscar has fulfilled his ultimate purpose; =
Hans had=20
planned it this way all along.</P>
<H3 align=3Dcenter>The locomotive's final deed</H3>
<P>Return to the engine. Place the Key in the top-center spot, between =
the two=20
gauges.<BR>Refer to the picture. Operate the controls in sequence.</P>
<P align=3Dcenter><IMG height=3D403=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Engine.jpg"=20
width=3D590></P>
<OL>
  <LI>Extends pickup arm downward.=20
  <LI>Fills water tank. Gauge A reads full, lever 1 resets.=20
  <LI>Enables upper pickup arm.=20
  <LI>Extends pickup arm to coal-car.=20
  <LI>Loads coal into engine. Gauge B reads full.=20
  <LI>Starts boiler, Gauge C reads full pressure. Steam is ready=20
  <LI>Extends front arm.=20
  <LI>Applies steam, melts ice. </LI></OL>
<P>The ark is revealed. Remember the boat in Alexei's journal? - it's =
all yours=20
now. <BR>Descend to the main level, and proceed toward the village. Go =
up to the=20
large gates.<BR>The Chief is there, waiting to talk with Kate. He will =
open the=20
gates, but not until Youki goes too.<BR>Go to the Youki-corral, and open =
the=20
gate. Now you can leave on the Ark.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H3 align=3Dcenter>Freeing the Ark</H3>
<P>Ooops - we seem to be stuck on the ice. Exit the boat. Go forward =
twice, and=20
find the <STRONG>Narwahl tusk</STRONG>.<BR>That thing should come in =
handy! Now=20
back away from there, and go to the far left.<BR>Find the anchor and =
<STRONG>pry=20
it loose</STRONG> from the ice with the tusk. Now you can go.<BR>Return =
to the=20
boat. Uh-oh, that swine, Ivan is back. He must have stowed away.<BR>You =
can't go=20
to the boat because he raised the lift, so turn around and go see the=20
penguins.<BR>Proceed all the way to the point, where you can click on =
the boat=20
in the distance.<BR>Observe how the current carries the floating chunks =
of ice=20
toward the side entrance on the boat.<BR>You need to get those penguins =
to move=20
out of the way.<BR>Go left, and left again, toward the other flock of=20
birds.<BR>See the nest on the ground? It has two eggs in it. Look in =
your=20
inventory for an idea.<BR>Put the Russian Doll in the nest. Now it has =
three=20
eggs! Call the birds' attention to it.<BR>The gaggle of penguins comes =
stumping=20
over, and they gather 'round the nest in fascination.</P>
<P>Return to the point. Eeeek, a crack forms behind you. <BR>Use the =
Narwahl=20
Tusk in the crack to break off the ice-floe.<BR>Risking it all, Kate is =
carried=20
to the side door, and enters the lower level of the Boat.<BR>Ivan can be =
seen=20
pacing around over her head.<BR></P>
<H3 align=3Dcenter>Getting Rid of Ivan</H3>
<P>Pull the lever once, to lower a rope slightly from the sail=20
mechanism.<BR>Move the barrel so you can stand on it. <BR>Looking at the =

apparatus above, there appears to be a looped rope and a capstan of some =

sort.<BR>Go through the door, into the main cabin. Youki is there, sound =
asleep.=20
<BR>Talk with Hans. Go up the ladder. That's where Ivan must have been=20
hiding.<BR>Take the Ivory Hook from the floor.</P>
<P>Return to the inner room, and stand on the barrel. <BR>Place the =
Ivory Hook=20
on the Capstan, then attach the rope to the hook.<BR>Pull the lever to =
raise the=20
sail. It has two effects: The boat is freed from the ice and<BR>Ivan is =
flung=20
overboard. He picks up an egg intending to throw it at Kate.<BR>The =
penguins are=20
protective, and have other ideas.<BR>You can finally be sure; that is =
the last=20
you will see of Ivan.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H2 align=3Dcenter><U>Syberia</U></H2>
<P>You are there at last. Hans heads on down the trail by himself.</P>
<P>IMPORTANT: There is a vital clue you may not have seen. <BR>Re-enter =
the=20
boat, and <STRONG>go into the room where the sail mechanism =
is</STRONG>.<BR>Go=20
to the other end of the room (down-screen) and inspect the wall.<BR>You =
will=20
find two parchments. Make a note of the<STRONG> patterns</STRONG> =
associated=20
with the images.<BR>Now you can explore the island.</P>
<P>By the way, Youki is still sound asleep. <BR>There was something in =
Alexei's=20
journal about hibernating Youkis.<BR>You will need to find something to =
wake him=20
up.<BR>As you exit the boat, you can go two ways; far left or far right. =
Go=20
right. Climb the ladder.<BR>Examine the man. No, it's not Hans. This guy =
has=20
been dead for years. Take the <STRONG>Youkol Medallion.</STRONG><BR>It =
shows=20
Youkol symbols in their correct sequence.</P>
<P>Descend, and go left and down the steps. At the bottom, there is a =
chest in=20
the foreground.<BR>Come to the chest, open it, and <STRONG>take the =
three stone=20
plates</STRONG>.<BR>You will find a forward (up) exit cursor, and one to =
the=20
left. Left takes you back, up takes you onward.<BR>At the entrance to =
the=20
tusk-covered path, there is a place you can examine, at the lower =
right.<BR>Take=20
the <STRONG>stone plate</STRONG>, AND <STRONG>take the Syberia=20
flower.</STRONG></P>
<P>Might as well revive Youki - go to the ark and give the Syberia =
Flower to=20
Youki.<BR>Exit the boat, and go left as before, down the steps, forward =
and=20
through the tusks.<BR>There is the gate, where Hans has been waiting. =
<BR>Pull=20
the lever, lowering the mechanism.<BR>Youki has seen a Hamster-Cage =
before, and=20
knows what to do.<BR>Tha gate opens, Hans walks in, and you have further =

understanding into Oscar's makeup, right?<BR>Follow him.</P>
<P>See that thingy with the wheel attached?<BR>That will provide the key =
to=20
operate the machinery on the other side.<BR>Look at it close-up. =
Recognize the=20
pattern? It resembles the Youkol medallion, with some pieces =
missing.<BR>You=20
have found four stone plates, and there is a fifth one there, at the =
upper=20
left.<BR>All you have to do is put them in the correct position.<BR>Some =
of them=20
are very obvious because of their shape.</P>
<P>Exit the close-up, and use the wheel to spill some sand into the=20
device.<BR>If the stones are correct, the <STRONG>Ivory Key</STRONG> =
will rise=20
and you can take it.</P>
<P><STRONG>LOOK VERY CAREFULLY at the stones</STRONG> as you pick up the =
Ivory=20
Key.<BR>A clue is revealed that helps with the next problem.<BR>Watch as =

<STRONG>ONE of the stone segments moves </STRONG>slightly as you take =
the=20
key.<BR>It's the one at the bottom, slightly left of center.<BR>Climb =
the steps=20
and talk with Hans if you have not already done so.<BR>He tells you to =
play the=20
music that will attract the Mammoths.</P>
<H3 align=3Dcenter>Mammoth Music</H3>
<P>Face the machinery. At first, you see a wooden panel, with a =
cross-shaped=20
keyhole at the bottom<BR>Use the Ivory Key in the keyhole, and the panel =
opens=20
revealing five rows of five symbols.<BR>Twenty-five choices. Not too =
bad, until=20
you look at the rotating antenna above.</P>
<P>Aww, it's Sstuck!<BR>If you place the Ivory Key into one of the =
symbols, then=20
you can turn the antenna.<BR>You realize it rotates into one of five =
positions.=20
<BR>Each row allows the antenna to be turned to a different =
direction.<BR>Fine,=20
that's only 125 things to try. What now?</P>
<P>The <STRONG>clue comes from the stone that shifted </STRONG>when you =
took the=20
Ivory Key.<BR>If you know the symbol on the stone, then you need to look =
at the=20
Medallion again.<BR>The Stone symbol was in the 7 o'clock position. Find =
it on=20
the<STRONG> inner row</STRONG> on the Medallion.<BR>Look at the symbol =
on the=20
<STRONG>outer row.</STRONG> Then find the matching one on the<STRONG> =
bottom row=20
</STRONG>of five.<BR>It's the <STRONG>second from the left.</STRONG></P>
<P align=3Dcenter><IMG height=3D358=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Key.jpg"=20
width=3D224></P>
<H3 align=3Dcenter>Tune the pipes.</H3>
<P>This clue came from the parchments in the boat. There were five =
clues, but=20
you want only one.<BR>The picture of the man riding a Mammoth would seem =

appropriate.<BR>The clues consist of two rows of three markings.<BR>The =
marks=20
are large, small, and nothing.<BR>The Mammoth clue shows Large - Small - =
Large=20
on the top row.<BR>It shows Small - Nothing - Large on the bottom =
row.</P>
<P>The pipes tuning device has two rows of three.<BR>Corresponds to the=20
clue.<BR>Large means wide open, Small means half open, and Nothing means =

closed.</P>
<P>Set the top row: open - half - open.<BR>Set the bottom row: half - =
closed -=20
open.<BR>(If you haven't played with them, that is all are open, =
-<BR>click once=20
on the top-middle, once on the bottom-left, and twice on the =
bottom-middle.)</P>
<P>You should see a close-up view of the antenna, hear the pipes call, =
and the=20
closing cinematique.</P>
<P>If you don't shed a tear at the final scene, then I'll do it for you. =

<BR>Hans meets his destiny, and final satisfaction. Thank you, Ben=F4it, =
for this=20
wonderful game.</P>
<P align=3Dcenter><IMG height=3D30=20
src=3D"http://www.justadventure.com/Walkthroughs/TallyHo/Walkthroughs/Syb=
eria2/Syberia2%20Files/Rocks.gif"=20
width=3D528></P>
<H6 align=3Dcenter>Copyright 2004 by Tally Ho. All images property of =
Ben=F4it=20
Sokal, Micro=EFds or The Adventure Company. Used with=20
Permission.</H6></BODY></HTML>

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