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The original game became an epic Flame Bait immediately after the release: while the hardcore, long-time adventure gamers panned it for a simple story and primitive puzzles, the newer generation (many of them introduced to the genre through Syberia in the first place) universally admired its artwork and atmosphere, considering it a Spiritual Successor to The Longest Journey classic. Originally planned as a single game, it was split in two due to Executive Meddling, with Syberia being released in 2002, and Syberia II in 2004. Syberia (not to be confused with that cold, unfriendly place in Soviet Russia called S iberia) is a Clock Punk Adventure Game duology, developed by Microids, designed by Benoit Sokal, and written by Catherine Peyrot. Both intrigued by Hans' persona and determined to finish the deal, Kate embarks on a surrealistic journey through all the failed utopias of Europe in pursuit of the elusive craftsman, whose lifetime goal is to reach Syberia, a mysterious island in the Russian Arctic where mammoths are still rumored to exist. who just happens to be none other than Hans Voralberg himself. She also learns that the factory didn't produce "toys"-but instead, "automatons", Ridiculously Human Clockwork Creatures imbued with a Soul by their inventor.
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Very soon, however, she discovers that the owner of the factory, Anna Voralberg, has recently passed away but there is an heir: Anna's long-lost little brother Hans. Kate Walker, a lawyer working for an American toy company, comes to a remote French village of Valadilene to finalize the purchase of the local "toy factory". PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace.
#SYBERIA II TIME TO BEAT MANUAL#
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