Syberia: The World Before is the continuation of the adventure quest where you need to uncover the mysteries of Kate Walker. While playing, you will encounter puzzles and riddles, and you can also complete additional tasks. In this guide, we will tell you how to solve all the puzzles and get rare achievements.
After leaving the tram, follow the street to the music square. To complete the side task Explore the ghetto, examine the painting on the easel, the sign in the alley opposite the painting, talk to the man, and take note of the headquarters of the Brown Shadows.
Talk to the rector in the square and give her the invitation from your inventory. Place the sheet music on the piano and turn on the instrument.
Read the diary, talk to Katyusha, and complete all the described tasks. Before interacting with the cell grate, sit on your bed to conduct a self-analysis. This will complete the side task.
A little later, the warden will bring you personal belongings, examine them and listen to Katyusha.
Irina asks you to write a letter to Herr Gustav. For this, you'll need a pen—examine the lower drawer in the father's desk.
When one of the fascists breaks the display case, do not rush to interact with the note on the table. Before that, read several letters on the tables and in the drawer.
Choose Comply on Kate's request and find the cart. Release its brake, push it to the mining area, and interact with the pickaxe. This will open the passage to the abandoned tunnel with the fascist train. Examine the motorcycle and the cliff, then return to the wagon. To the right of it, study the soldiers' corpses. While Kate tries to start the iron horse, enter the train wagon and examine the work desk.
Read the documents, move the officer's hand, and press the button on the desk. A hidden drawer will open. Take the wooden disk with the fascist symbol and insert it into the round hole in the desk. A panel with keys will open on the right. Before this, you need to interact with all the interactive objects to complete the side task Explore the train.
Leave the wagon, talk to Katyusha, and return to the second wagon. Open it with the key. When your cellmate finds the painting, watch the lengthy cutscene.
About a year later, you will find yourself in Vagen. Using the telephone directory, select three shops:
After that, you need to find the shops on the map. Pay attention to the coordinates of each shop (D3, E5, and C4). Open the map and mark these positions. Choose the most suitable shop — C4.
Before leaving the guesthouse, go up to the second floor, take the painting and the wallet from the table. Interact with all interactive objects and talk to Frau Wagner. You can conduct self-analysis on the bed. To leave the guesthouse, interact with the door to the right of the reception.
Examine the district before getting on the tram. This will complete the side task:
First, examine all the market stalls to complete the side task. Upon reaching Muller's shop, interact with the bell three times. Show the man the painting you found on the train. A little later, you will have to solve a puzzle to start the automaton.
Look at the side parts of the mechanism and interact with the small levers. This will reveal two buttons that you need to press. Now you need to enter the correct combination. It is written on the front side of the automaton, next to the Voralberg logo — 293670. Select these numbers in sequence, and the top part of the device will open.
Return to the Voralberg logo. Lower the shields so that all the holes align and a button appears. This will give you a special key for the automaton.
Insert it into the only hole on top and install Oscar's heart into the mechanism. When the automaton runs away, walk down the street and talk to the man in the hat. You need to find the key to the chest. It is on the chest near the books on the right.
Oscar will run away again. Catch up with him and use the mop to get him out from under the cabinet. When you find him again, choose any two responses, as they do not affect the plot. Return to Muller and leave the district.
On the way to the camp, conduct self-analysis and interact with all interactive spots. Upon reaching the camp, match the drawing with the landscape. Choose the following similarities:
Talk to Mademoiselle Lenny, after which you will play as Dana Rose. Open the doors behind the counter and interact with the barrels in the top right corner. Pour the following drinks:
When the Nebel keg runs out, open the curtain below and replace the barrel. Serve the drinks to the scientists and talk to them. A member of the Brown Shadows will intervene in the conversation — ignore him.
Examine the paintings on the table and choose one of them. This will earn you the achievement Artistic Dilemma. Go outside, talk to Lenny, and examine the couple at the far end of the veranda. Pay attention to the firewood near the door — you will need it later.
Return to the building and examine the fireplace. Throw in a log, then take another one outside. Turn the camera to the right and examine the valve highlighted in the screenshot below. Remove it and apply it to the air intake on the left.
Interact with the piano and watch the cutscene. Now you control Lenny. Try to play the instrument and go up to the second floor. Proceed to the far room on the right and open the window. This will bring you back to the present time.
Approach the telescope, insert a coin, and photograph all the mountain landmarks. This is necessary to know their exact coordinates.
Enter the building, talk to the mountaineer, and go up to the second floor. Examine the utility room and Lenny's room. Interact with the lever to lower the ladder to the attic.
Take the receiver spool near the entrance and approach the chest. Now you need to solve the puzzle. Screenshots with the correct images are presented below.
Turn the top panels to unlock the two combination locks. The correct combinations can be seen in the photos of these places:
In the chest, examine the medicine, film, and read the diary. This will allow you to switch between Dana and Kate. Playing as Dana, take the key from the chest and hide it in the secret compartment. Switch to Kate, find the key, and open the secret panel. Enter the following combination:
You can see this combination in the photos in the darkroom. Take the projector and insert the two films in order. Return to Lenny, watch another scene with Dana and Leon, and head back to the tram.
Before going to bed, use the computer. Read all the available information to get the achievement Searcher. When you go to rest, you will be transported to the past.
Examine all the highlighted objects in the room. If you find a book in the drawer of the cabinet, you will get the achievement Classic Novel.
When the additional activity is completed, take the music box near the fireplace. Returning to the real time, go downstairs and call Olivia.
In the morning, go downstairs and chat with Frau Wagner. Head to the music academy by tram and pick up Oscar on the way to the square. Go up to the gazebo, engage in self-analysis on the railings, then enter the academy building. Talk to the rector, listen to his proposal. He will give you a document that will allow you to inspect the square from Dana's perspective.
Look at the first automaton mechanism (to the left of the gazebo). Open it using the code 1973 and assemble the correct combination. To do this, set the necessary letters as shown in the screenshot below, then use the levers to lower the parts down. When you do this, press the green button.
In the present time, approach the only van in the square. Examine it and remember the phone number. Return to the rector, dial the number, and ask the owner to move the vehicle. Examine the spot where the van was and enter the code 9708 to open the box.
Now you need to assemble the combination of registers on the right and left, as it was done in Dana's time.
If everything is done correctly, switch to the central button. Pull the upper lever to the right, and the lower lever up. Then press it.
Playing as Kate, head to the coffee shop on the corner. Talk to the barista and go around the building to the right. Here you will see the back exit. Move the trash container to the door and climb inside. Move the shelf, enter the elevator.
Find the engine control mechanism. Pull the lever on the right, then lower the handle on the left. Press the button — the engine is started.
Go around the platform and go down the second staircase. Interact with the valve to open the gate, then pick up the part for the automaton on the toolbox.
Approach the last mechanism in the square and forcefully break the box. Insert the automaton part, start the device. Head to the gazebo.
Place the hymn notes on the piano and press any key. The engine start mechanism will open. Turn the central gear so that it releases the latches on the right and left.
Get rid of the broken automaton and replace it with Oscar. After the cutscene, return to the rector and take Dana Rose's dossier.
Get on the tram and head to the Bridge of Mists district. Find house number 20 and enter the shop. Before that, we recommend interacting with all interactive objects to complete the additional task Find out the latest news about Wagen.
Talk to the shop owner and ask for her help. When she refuses, leave the shop and return to the tram stop. Right under the stop, you will find an automaton. Insert a coin into the machine and take the musical toy.
Return to the shop, place the toy on the shelf next to the seller's table. While Frau Heigel is distracted, use the ladder and go upstairs. Examine the second and third floors. When you reach the third floor, pay attention to the hole in the floor. This way you will see another photo. If you find all the photos on the second and third floors, you will get the achievement Where is her bedroom?.
Exit the building and examine the fire escape to the right of the entrance. Choose Climb the drainpipe [Oscar]. This way you will reach the mechanism and lower the ladder.
In Dana Rose's bedroom, find the two parts of the note. One is on the floor near the piano, and the other is under the bed. Also, take the diploma with the hint and assemble the combination for Dana's chest:
It is important that this combination matches the pattern you assembled from the two parts. More details in the screenshots below.
Now you are playing as Leon. Examine your tent, collect all the items and the backpack. Outside, draw water from the barrel — you will get the achievement Be Prepared. Examine Bauer's pocket watch and remember the daughter's birth date. Enter the second tent and open the chest using the combination 0408.
When you finish examining the camp, leave it and follow Sauer. Use the machete to cut down the tree and cross over to the island to the gorum. Give the beast some biscuits, find several sticks and pieces of liana. Make an improvised splint on the gorum's leg and return to the camp. After a long cutscene, the game will switch you to Dana Rose. There will be no puzzles here. Pack the plot items in the suitcase and read the diary to return to the present time.
Go out into the corridor, find the medical report, the inscription on the wall, and Dana Rose's handkerchief. Go down to the street, head to the tram stop and read the book on the table to the left.
This will not be enough. Return to the shop, go to the left side and go down the steps to the memorial to the fallen. Use Dana's old handkerchief to remove the dust and read the surnames.
Return to the tram stop. Watch the cutscene.
Talk to Yunta and choose Leave when the game offers a choice. Reach the cemetery, interact with the map. Leave Oscar to watch the map (you can switch to him if necessary). You need to follow the path shown in the screenshot below.
When you do this, the game will transport you to the past, where you will control Dana.
Dana needs to position the troops on the map. To do this, you can use the command reports or refer to our screenshot. Note that all infantry divisions of the Brown Shadows are located only on the shores of Europe.
After talking with Yunta, you need to prepare the telegraph for operation. To do this, interact with the mechanism on the left side of the room. Raise the pressure in the left chamber and lower it in the right. When the side panel opens, turn the handle clockwise several times.
Sit at the telegraph. Compose the following combination:
After several cutscenes, you will return to the cemetery. Head to the exit to trigger the script. The gates will close, and you will have to find a way to open them. If you thoroughly explored the cemetery, you probably already know what to do. If you find all the objects and dead ends, as well as the patrons' plaque, you will get the achievement Cartographer.
First of all, you need to find the patrons' plaque to complete the side task. After that, take Oscar and head to the place on the map labeled Pickaxe. Use the automaton to retrieve the tool.
Run to the barn and use the pickaxe. Take the handle. Now examine the right side of the cemetery, find the mechanism, and apply the handle to it.
On the way to the camp, examine the fuel on the right side of the stairs. In the common room, find the photographs and take the key from the table.
Go outside, interact with the generator. Examine the fuel tank, then return to the stairs and take the canister. Fill the fuel tank, apply the found key to the box. Take the handle and turn on the ignition. Insert the handle into the hole in the front of the generator, then start the engine.
Examine the three bodies in the tent, read the forensic reports. Return to the building and go up to the second floor. Here you will meet Ludwig. Examine the room of your new acquaintance to complete the side task. When you are ready, head to Leni.
You are playing as Dana again. If you examine the painting you chose at the beginning of the game, you will get the achievement Art Critic. Go up to the attic and find the old radio. Take Herr Günter's antenna and go down to the first floor. Before interacting with the radio, go out to the veranda and talk to the other members of the Resistance. This will complete an additional task. You can also conduct self-analysis on the veranda steps.
When you are ready, return to the house and find the radio on the first floor. Examine the left pocket of the case and take the documents. Now you need to correctly set up the radio station to communicate with London.
Examine the Voralberg antenna in the backpack. Turn the dial — this will allow the device to be installed on the radio. Pull the handle up, then tilt the antenna to the right. To open it, turn the lever clockwise.
If you read the documentation, you can decode the necessary channel for communication using Morse Code:
Turn on the receiver and transmitter, then set the values mentioned above.
Watch the long cutscene, after which you will find yourself in the hospital. Talk to the fascist, the scientist, and Leni's father. After that, enter the ward. When you return to the present time, Leni will suggest examining the automaton in her room.
To open Leni's automaton, go down to the first floor and examine the woman's wheelchair. In the armrest, find a special key that can change its shape. Return to the robot. Flip two petals of the tie so that the key can be inserted.
Pay attention to the key's construction. During the puzzle solution, you will have to change its shape several times, depending on the holes.
Reach the automaton's heart and perform the following actions:
Replace the device with Oscar's heart. Now he will help you. Switch to your buddy and lower the automaton's body once. This will allow you to open the drawer at the back of the robot and unlock the ball.
Switch back to Oscar and lower the robot's body even further. You will gain access to a hidden lock. The ball cannot be moved where the weights are located. Use Oscar to control the automaton's hands to lift or lower them. Use the key to adjust the tubes.
Once you've done this, change the shape of the key one last time and open the lock in the robot's mouth. From this point, simply follow the game to the final location.
Wagen, Central Station. How to present the correct train ticket
Walk along the platform and find the special device for preparing tickets — the validator. Set the date to 30.11 and place the ticket on the table. Punch the ticket and stamp it. Since the ink is dried up, move the stamp back and press on it.
Before leaving, don't forget to call Olivia to complete an additional task. Board car #3 and watch the final cutscene. End of the game.