Syberia II is a 2004 graphic adventure game developed and published by MC2-Microïds. As the direct sequel to 2002's Syberia, it is a third-person puzzle-solving game. Although it is stylistically identical, Syberia II improves upon the first game by introducing more realistic character animation. The game includes a recap of the first chapter, so it does not require the player to have experienced the first game. Syberia II achieved global sales of 600,000 units by early 2006. The game was received favorably by critics. Gameplay Like its predecessor, Syberia II is a third-person, mouse-driven adventure game in which the player must solve various puzzles and follow certain procedures in order for the linear storyline to proceed. As a pure graphical adventure game, Syberia follows the guidelines first introduced by LucasArts: it is impossible to die or to get stuck at any moment in the game, which allows the user to become fully immersed in Syberias universe without the fear of making a mistake or the constant need to save the game. Plot The game begins following the events of Syberia with the law firm that American lawyer Kate Walker worked for in New York, calling in a private detective. The firm instructs the detective to locate and find Walker since heading out to oversee a business takeover of an automaton toy factory, who has since abandoned her job, hoping to appease her family in bringing her back home. In the fictional Russian town of Romansburg, Kate provides assistance for eccentric inventor Hans Voralberg, who seeks to find living prehistoric mammoths, and his automaton train engineer Oscar, by prepping his specially crafted clockwork train with coal. Shortly after completing this, Hans falls ill, forcing Kate to seek treatment for him at a nearby monastery perched on a clifftop. When she learns that the patriarch believes he cannot be cured and decides he should be given spiritual salvation, Kate opts to find a cure for Hans, learning about a friend of his who uncovered information on Youkol medicine. Finding his notebook hidden in the monastery, Kate recreates the medicine and uses it to treat Hans, before being forced to create an escape route for the pair when the patriarch refuses to let them leave. Returning to Romansburg, Kate agrees to take a mechanical part to a local tavern and repair an automaton device he created there for its owner. Upon completing the