Rune Knudsen, 28 years old biologist from Norway, goes to the research station named Alpha Polaris. He is suppose to examine polar bears but after reaching the station it turns out that scientists stationing there have completely different things on their minds and these thoughts disturb their sleep ...
There are two types of mouse cursor in game (an eye and a hand) and additionally movement cursors presented as arrows. Items your character gathers can be found in the backpack (bottom left screen corner) which you open and close with LMB. In addition to typical items which must be found in order to solve puzzles, there is also a notebook (with different annotations and articles to read) and a laptop later on, which is used at one point for specific actions.
During conversations you will be sometimes able to choose different dialog options but (except one case mentioned in this guide) it doesn't matter which one you select.
Using space bar reveals hot spots and by clicking LMB on main character you can get a hint what to do next.
All items which are useful and should be gathered are marked with red in this guide, documents are marked with blue and puzzle solutions are bolded.
Katarzyna "Kayleigh" Michalowska
Mechanic named Ted "Tully" Crean is waking your character up - answer him what you want. Get up and leave the room (door to the right). Being in the corridor, head to the garage (door straight ahead). However, Rune will hear micropaleontologist Nova Anawak talking through a radio and turn right.
After hearing the talk between Nova with technician Al Schaumann and chatting with her for a moment, go back to a corridor (cursor on the bottom of the screen) and finally go to the garage. Use the door to the left and get into the next corridor. Then go to the lab (door left to the dryer).
Rune's desk is located at the entrance (to the right). Take the sedative gear. Look at hero's backpack (left corner of the screen) and you'll see that you have tranquilizer needles, oximeter, a tracking collar and reversal syringes.
Leave the lab and locate the weapon rack - take a tranquilizer riffle. Leave the room through the double door.
Talk to Tully (it doesn't matter which dialog option you choose) and then use a ladder to the left in order to get to the station's roof.
After appraising the situation, open your backpack and load the riffle with sedative needles. Aim at the bear and shoot (LMB).
After a while both of you will appear near the stunned bear. Take a look at Rune's backpack and open his notebook (first bookmark: Bear thesis). There is a full description on how to cope with stunned bear at the right bottom of this bookmark.
Take closer look (RMB) at the animal (a polar bear) and at its paws, neck and mouth. It turns out that the bear has an infected tooth and requires antibiotics.
Use the oximeter in order to feel her pulse - put it to her open mouth and then click it (RMB).
Finally remove the sedative dart from her back and put the tracking collar on her neck.
Now you have to figure out how to transport the bear to the sled dog cage. So head right, to the western part of the station. There stands Tully's snowmobile. Examine it - you'll learn that mechanic has the keys.
Return to him (to the left) and start the chat. When Tully asks you if you already know what to do, just write SNOWMOBILE (or MOBILE) in a text field seen on the screen and accept your suggestion.
After a while he will appear on the snowmobile - go to him and take a ratchet strap from the back of the snowmobile. Now use it on the bear.
Now you need a rope. In order to get it, go back to the station (twice to the left: to the generator and to the front part). Go inside and take one of the ropes near a box (next to the entrance to the basement). Go outside and head towards Tully (down on the screen and twice to the right).
Open a sled dog cage and then tie a rope to the snowmobile, the cage pillar and the strapped polar bear (use a rope on all three elements).
Now you have to apply her antibiotic. Therefore go back to the station and head to the lab. Open the medical locker to the left and take the antibiotics out of it.
Al will enter the lab at this point. After he finishes his story, go outside to the corridor.
Take one of the EPGE flags which can be found near the entrance to the lab. Take also a packaging tape from the box. Head to the garage now (to the right).
Talk to Tully and then use the flag on the table saw to the right. You'll receive a wooden pole. Replace an antidote in the syringe with the antibiotic. Attach the cure to the pole with the tape. Leave the station.
Head to the cage - in the meantime the bear is awaken. Apply her cure using your pole with the syringe.
Return to the lab. Take closer look at a hide and bones (zoom in) lying on the table (to the left, bottom of the screen). Take the bones.
Go to the fume hood (upper right corner of the room) and open it. Take the container out of the hood.
Put the container on the table. Put the bones inside the container and fill it with distilled water and acetic acid standing next to it. Now take the container with bones in liquid solution and install it in the hood.
Go to the living room (Nova was previously using a radio there) and then to the kitchen. There is Al eating sandwich. Talk to him on all subjects.
Return to the corridor and knock at the Nova's door (bottom right). Ask her how she is doing and about tomorrows date. Finally go to your room (the door opposite). Lie down on the bed to rest.
Rune is awakening in the middle of the night by some strange noise. Go to the living room to locate its source. It is a radio (in the corner to the left). Try to turn it off.
A sleepwalker Tully appears and begins to tell about his dreams. Calm him down (it doesn't matter which dialog option you choose).
Go out to the corridor and knock at Al's door (bottom right). He is not there. Knock also at the Nova's door, but Rune will decide not to disturb her. Go to the garage and then to the lab. Talk to Al who is looking at the aurora.
Finally return to your room and go to sleep.
Traditionally, awaken by Tully (it doesn't matter which dialog option you choose), leave the room and go outside the station. Head to the cage with the bear (to the right).
It turns out, that the bear ripped the cage open and run away being hurt. You have to track her down. In order to do so you have to determine in which direction she went. After conversation with Tully, who generously agreed to lend Rune a snowmobile, take closer look at the cage.
Return to your room to get necessary stuff. Take a laptop (computer) from a bookcase and a triangulation device lying next to it.
Go to the lobby (through the garage) and take a TACS-12 rifle from the weapon rack. Head towards the cage now.
There are blood tracks in front of the cage - Rune will notice that the bear went northwards. Get near the cage - in order to be close just click on a building roof behind the cage. Now turn back to the cage - in order to do so click LMB (even if it is not active) on the closest blood track.
Standing in this position, open your bag and examine your current location using a multitool with compass (click RMB on it). You'll notice you current heading (in degrees) at the bottom of the screen. Results can vary, but in my case it was 268.
Now connect a computer and a triangulation device together. Turn on the computer (LMB). Being on the screen select an icon to the right (double-click) - Triangulator. Next you need to enter (from your keyboard) some data. As you can see these are a bear collar id and (lower) heading (you've just checked it).
A collar id can be found in Rune's bookmark (close triangulator window for a moment), so open it on a firs bookmark (Bear thesis). A collar id of this particular bear is last on the list to the left: AOL339.
Turn on the computer again, click on the Triangulator icon (2xLMB) and enter the collar id: AOL339 and the heading: 268. Click the 'PLOT 1' button. Now it should be checked with red color. Read the command in a status field below. You have to walk 15 steps without changing direction.
Turn off the laptop and click a place in front of Rune. When he starts to walk, count his steps (15) and stop him by clicking under his feet when he makes the last step.
Check his heading on the compass (same as previously). Turn on the laptop, run Triangulator and enter a new heading (in my case it was 270). Now click the 'PLOT 2' button.
This is enough to get current position of the bear. Head right to the western part of the station where you can find a snowmobile. Start it and watch the cut-scene.
After your return to the station, you'll have to analyze data from the bear's collar. It can be done in any place, even next to the snowmobile. In order to do so, connect the bloody tracking collar to your computer. Turn it on and click (2xLMB) on ProxyTrack icon.
Select Map bookmark and East Ketek plateau. Then go to the Import bookmark and click on USB AOL339 (it is a collar id). Click on the last bookmark, Datapoints, and select information points one by one (from CP1 to CP5). In this way Rune will determine the bear's route.
Return to the station and head to the lab. Talk to Al and then open the hood and take bones out of it. Rune will place them automatically on the table next to the hide.
Zoom in the bones: cleansed humerus (1) and cleansed femur (2). On femur you'll notice deep cut (at the bottom) and calcination (at the top).
Examine the hide also and markings you can find on it. Beginning from the top: arc symbol (1), cartouche symbols (2), decomposed surface (3), two markings (4) and muddled symbols (5).
Go and talk to Nova about your findings - she is in the kitchen. She will give you an article on cannibalism in these regions.
You can find it in Rune's notebook (Articles bookmark). Click text with LMB - it will be zoomed in so you are able to read it. Take closer look at symbols in lower part of the article and their description.
A sequence of three marks to the left (1) is translated as: "Good hunting grounds in the west fells".
A sequence of three marks below (2) is translated as: "Good fishing grounds in the sea beyond two mountains".
Word which is repeated in both descriptions is "good". There is also repeated symbol - the third one - so it means reach hunting grounds. Moreover it looks like a bow with an arrow.
The first symbol in the second sequence looks like two rocks and since it says about something that is beyond two mountains, it must define direction.
So the second symbol in this sequence defines sea in this case.
Now get back to the first sequence. If the first symbol indicates the direction, in this case it means west. Since the second symbol defines the place, in the first sequence in means fells.
The third major symbol (3) in the article is the symbol of man (to the right).
Go to the lab and again take a look at the hide, specifically three cartouche symbols. After you click on each of them (LMB) you will be able to enter its meaning.
Two sequences of three symbols from the article are a clue to decipher the first two cartouche symbols on the hide.
Symbol no 1 (on the left) looks like a semi-circle above a line. It is very similar to the symbol from first sequence from the article. It meant the west. So the inverse symbol on the hide undoubtedly means EAST. Enter then this word and click: Suggest.
Symbol no 2 (on the right) looks like a half of sea symbol (a line and "plus" characters meaning fish), but there is additionally rock above a line, same as one of two rocks from the article. And a rock in sea means an island - so enter word ISLAND and click: Suggest.
Now third symbol is left (on the top). It looks like three men (as seen in the article). In the case of ancient nations it means of course TRIBE. So enter this word and click: Suggest.
After you're done with the symbols, talk to Al. He will remind Rune about a date with Nova and making her favorite dessert: Bombe Alaska. He will give Rune a recipe, which can be found in a notebook (Bombe Alaska bookmark). You'll need sponge cake, ice cream, meringue and brandy.
Go to the basement to get them (a spiral staircase in the lobby). Get the meringue powder from the second shelf, the sponge cake from the third shelf and take a closer look at the ice cream box standing next to boxes on the left. Unfortunately it is empty.
Luckily there are ingredients listed on the box: high fructose corn syrup, fine sugar, double cream - made with the traditional dry ice mixing method. So you have to gather all ingredients needed to make ice cream. Instead of the corn syrup take the maple syrup - it can be found on the second shelf, next to the sponge cake. You need also dry ice, but since this is simply frozen carbon dioxide, take an old CO2 fire extinguisher standing in the corner by the stairs.
What you need next is alcohol which can be found in Rune's room. Although you won't find brandy but there is a bottle of absinthe at the bedside. The rest of ingredients can be found in the kitchen, so go there.
Open the fridge and take a household cream from the top shelf.
Take sugar from the table next to the fridge. Go to the kitchen table and click on the bowl (select 'Continue' option). Fill it first with ingredients needed to make ice cream.
Namely: sugar, cream and maple syrup. Then use a fire extinguisher on the bowl to freeze ice cream.
Now put a sponge cake on top of the bowl, click it and select 'Flip it over' option. Rune will put it all on the plate so the sponge cake will be now on the bottom of the dessert.
Go to the sink and fill the meringue powder tin with water.
You'll get the mixed meringue - use it to decorate ice cream on the table.
Pour the dessert with an absinthe and fire it with the lighter. Click on the plate with LMB and select 'Done' option. Your preparations for a date with Nova are completed.
Your nice chat with Nova will be interrupted by visit of Euler Jr. When Nova goes with her boss to the lab, just follow them.
After Euler's disposal all will leave the lab. Go to the map of the glacier, which hangs over Al's desk now.
Take a look at test drill site marked as Schaumann 3 (at the bottom of the map). It turns out that the place where Al has found oil and artifacts is almost the same as a coordinates from the bear tracking collar.
Time to sleep. Go to your room and jump into the bed.
After waking from a nightmare go out to the corridor. Talk with not quite conscious Nova. As the sound of the shot came from outside, walk to the station exit. Before leaving the station, take a tranquilizer riffle from the weapon rack on the right.
Try to calm Tully down. After a moment Alisteir Euler joins your conversation. Regardless of dialog options you choose, you will have finally to "sedate" Tully.
The next morning you wake up disturbed by anyone. Explore the station in search of the rest of the team. You will find them all in the kitchen in a middle of the stormy discussion about last night event. During the conversation Rune will mention the promised another article from Nova and undertake to take samples from the crevasse.
Before you leave the station, you need to read a second article on ancient tribes living in these areas. Therefore go to the lab where Nova was heading and try to talk with her about. But with no success.
So go the garage where you can find depressed Tully. Talk to him - also about an article. Tully will suggest breaking into the girl's room and give Rune a blank key. Now you just have to make your own master copy.
Go to the corridor with residential rooms. Take a closer look at the bulletin board on the right, and particularly at three station keys hanging at the top of it. As Tully said all rooms in the station have very similar locks. So you have to find a common element for all three keys.
Note that one pin is located in the same place on all keys. Just count all pins (also missing ones) starting from the top in order to get the correct one.
Now use you multitool on the blank key - there is also a knife there which you need now. Just break out all pins except fifth which is common for all station keys. You will get a cut station key. If you make a mistake during the process just go to Tully to get another blank key, until you make a correct one.
Use your new crafted key to open Nova's room and go inside. Look at the trunk standing next to the closet. It turns out that it is locked with a padlock with four digit combination lock. You have just to guess the correct one.
You can easily assume that Nova, like most people, used her date of birth as a combination. So you have to find it somehow. Again, the bulletin board comes with help. Investigate a postcard in the left upper corner of a board - there are birthday wishes for a girl. Note a date on a stamp (02/08/2011) and fact that content of a card shows that Nova's birthday is next day. You must also remember that the date on stamp is in format month-day-year.
Return to Nova's room and take a look at the trunk's padlock. A postcard was sent on the 8th of February, so her birthday is on 9th of February. So click on the lock and set a combination to 0-2-0-9. Now you can open a padlock.
There is an article in the center of a suitcase. Take it. Now you can prepare to leave the station.
Leave Nova's room and go to yours. Take crampons from the wall (to the right, over a radiator).
Now head to the lobby. Take another rope from a pile lying next to the basement stairs. Take also an oil probe (next to the lab door) and a tranquilizer riffle from the weapon rack.
Go to the garage and "borrow" a 6x6 Arctic Utility Vehicle.
After you get to the place, use the winch in front of the vehicle and attach an oil probe to it.
Do not forget to put on your crampons (just use them on Rune).
Now use the rope on your character and attach it to the oil probe. Finally use (LMB) a winch remote which can be found in your bag.
After a short cutscene your character will stand at the entrance to a cave. Go inside - unfortunately it turns out that that there is terrible dark inside. Although there is ceramic pot, which can be used to set fire in it but first you need any fuel.
Go outside the cave and use a winch remote to lower down the probe. Click it again to pull up the probe.
Now use the multitool and detach an oil container from the probe. Go inside the cave.
Use an oil container to fill a pot with oil and set fire with a lighter. Head to another pot (on the right) and do the same as previously.
Take a look at mummified corpse at the screen bottom. Then go further inside a cave, which is tunnel on the right.
Use previous method to set fire in a pot on the left. Take a look at icy seat in the cave centre and bones to the left.
Return to previous cave and examine symbols visible on the central wall (mural). In the upper part of it there are cartouche symbols identical with ones on the hide found by Al. Under them there are four more symbols, one above the other. Take closer look at them - same as with symbols on the hide you must properly name them.
As a clue you can use second article from Nova (The Witiko/Ashten Myth), which can be found in your notebook. Zoom in (LMB) and read it. Check photo of shaman.
Take a look at first symbol on the wall (at the bottom). It looks like a humanoid known from the cartouche symbol, but its head is a little bit different, as it was decorated in some way. Notice feathers on shaman's head from the photo. Yes - a drawing marked as Symbol I is SHAMAN. Enter this answer in proper field and click: Suggest.
A Symbol II reminds Rune of a diamond. You should therefore associate it with an icy throne you've seen few moments ago. So enter THRONE and click: Suggest.
A Symbol III looks like two shapes on top of each other. A lower one looks like the Northern Lights (from the first article). An upper shape looks a little bit like plains from the first sequence of symbols in the first article. So it must define a place. By reading the second article you can learn, that there is a plain behind the Northern Lights where Witiko resides. This place is BOREAS. So enter your answer and click: Suggest.
The last symbol (IV) looks like a mutilated corpse. From the second article you know that WITIKO (ASHTEN) is deformed, without legs and arms. So enter one of these two names and click: Suggest.
Being in the lab, take a closer look at a wrecked monitor and a chair next to the window.
Go to the garage where you'll notice Tully's misshapen tent.
Now head to the kitchen - Nova and Alisteir are there. Talk to young Euler. You'll learn that Tully and Al are gone. Nova will get upset and when she leaves the room, follow her to the lab. Clarify few issues with her, especially how to make the creature to leave you all alone (it doesn't matter which dialog options you choose).
You have to destroy the bones - this is the only chance to get uninvited guest, who generates nightmares, out of the station. So take them along with the hide from the table in order to burn them.
You need gasoline, which can be found in the garage, next to the door on the left. Take the canister and go outside.
Just prior to the entrance you can find a barrel (on the left). Put bones into it, pour them with gasoline and fire them up with a lighter. Unfortunately this is not a way to melt the bones, what Alisteir confirms. You'll learn that in order to completely destroy the bones you need aluminum, oxidized metal and magnesium.
Magnesium can be found in the basement. There is pump standing there (on the right) which casing is prevented against corrosion by a sacrificial anode made of magnesium. Use your multitool to detach it from the pump.
Now it is time to find some aluminum. Go to the kitchen and take an aluminum frying pan from the cooker.
For the last ingredient go to the garage, where you'll see rusty barrels (on the bottom left of the screen). Use a multitool on them to get some rust.
Of course in these shapes neither anode nor frying pan will be useful - you have to make a powder out of them. In order to do so, use a grinding machine standing in the garage (on the left).
Put both items into the machine and then use a broom (it stands next to the door) to get metallic dust from the floor. You should have now aluminum dust and magnesium dust in your equipment.
Go outside and put rust, magnesium dust and aluminum dust into the barrel. Fire it up with a lighter.
Being outside go to the left (kitchen side), to the place with a snowmobile. There you will find out what has happened to Tully.
Now you need to find Al. In order to do so, go to his room. Open the locked door with your cut key.
There is a crumpled paper on his desk - read it (LMB). Then go to the living room and talk to Alisteir Euler about everything. Visit Nova also - she is in the lab, and tell her what the situation is (you can talk to her again if you didn't select all dialog options previously).
Finally go to your room, but Rune will be accused by Nova. During conversation with her think carefully about your answers - this is the only moment in the game, when your decisions may influence further actions (but not the plot line).
Awaken in the night, Run will notice that the power is off. Go outside and head to the right - to the generator. Take closer look at the valve (to the right from the generator cabinet). Turn it in order to start fuel flow (open).
Then open the generator cabinet - you'll find a control panel there. Note that B2 fuse is missing (bottom left), but it seems not to influence generator work.
In order to start the generator pull the lever and the choke and then turn the start switch. Then quickly, before the engine goes off, pull the choke and the lever. If you don't manage to do it for the first time, just start over the whole sequence.
When you want to go back to the station, it turns out that man Alisteir is standing at the entrance. He will shut main door, leaving Rune outside to freeze to death. You have to find a way to get inside the station. Try to climb to the roof (with the ladder to the left of the front door).
Then you'll notice that its left side is very icy. In order to climb there you need crampons.
You'll find them near Tully's snowmobile. Take them, get back to the roof and put crampons on. Climb higher (to the left).
Look at the hatch there. It is frozen. In order to melt ice you need special fluid. It can be found in the generator cabinet but you have to get it somehow.
Remember the pole syringe you made? It will be helpful now. It can be found near the cage. Take it, click on it with LMB in your equipment in order to separate an empty syringe and a pole.
Now go to the generator cabinet, open it and use an empty syringe on an antifreeze pipe (upper right corner of the panel). This way you'll get an antifreeze fluid.
Get back to the roof. Climb its icy part on the left and use an antifreeze syringe on the hatch. Open it and get inside - you'll find yourself in the garage.
Now you have to disarm crazy young Euler somehow, otherwise you have no chances to move freely on the station. So you have to lure him to the garage and then distract and disarm him. In order to do so, take a wrench from a tool table (upper right corner).
Then use the ladder or just click on stored wares over you - Rune will hide there.
Now use a wrench and throw it at the window over the gate in order to lure Alisteir into the garage.
When it is all over take a look at Alisteir body and then take a revolver (on the right).
Go to the lab. Of course Nova is not there anymore but maybe you can find any track - after all Al kidnapped her. Take a crumpled paper from the floor, next to the door.
Zoom it in (LMB in the bag). There are symbols you already know, but there are also new ones. Of course you have to decipher them.
The lowest symbol no I (click it with RMB) looks like interlocking V-shapes. Their position may indicate that they show a down direction, which means something which is underground and where you can get by a crack in the surface. This is of course a CREVASSE found by Al, in which a ritual CAVE is located (you can use both names). Click LMB and enter the correct word. Then press: Suggest.
A Symbol II (click it with RMB) looks like inverted Wendigo character (a negative of the deity at the top). So it must mean something which is opposite to the deity. What is Wendigo missing? A heart - instead of this Wendigo has an empty hole. And on the new symbol a HEART is clearly visible (with black color) and this is the correct meaning. So enter this word and click: Suggest.
After deciphering both symbols Rune will learn that this is all about human sacrifice. Then a question appears on the paper: Where is Nova? A B@ fuse on the floor is a hint - it is the same fuse which is missing in the generator panel.
Go to the left - there is a station blueprint hanging on the wall. Zoom in and find a room marked with B2 - this is a water pump. So now you know the room where Al cut off the power to.
Select a paper with symbols from your equipment again (LMB) and answer the question: Where is Nova. A correct answer is WATER PUMP (or just PUMP). Click: Suggest.
Go to the basement and look at mutilated Tully's corpse. Try to lift a pump lid (next to the boxes on the right). Unfortunately you won't be able to do it.
Use a meat hook hanging on the right and attach it to the pump lid.
After the lid is open, go down to the pump room. (If your character doesn't want to go there it means that you forgot to take a revolver. So you have to go back for it to the garage). And all will be clear after few moments...