Carol Reed
Mystery #6
Len
Green 20th November
2009 lengreen@hotmail.com
DEMO WALKTHROUGH
There should be no need to use this
walkthrough since there is a very sophisticated & detailed hint system
built into the game itself! (It is fully described both in the tutorial
and the Manual.)
It has been excellently and almost uniquely
devised for a non-linear game so that the player can get help at EVERY stage of
the game without revealing future gameplay.
****** But if you so desire --- carry on !
******
FOREWORD
{A}
This walkthrough describes ALL the actions which you must
take in order to succeed. However also included are 3 activities which are
not ESSENTIAL to completing the game --- these are included and described without any differentiation since they are
well worth playing.
However, please don’t use this walkthrough unless you absolutely have to.
Some aspects which are not absolutely imperative have been omitted. A lot
of these are interesting and provide much of the background story to the game,
and particularly to the fascinating (and artistic) character, scenery and
history of Norrköping … a relatively small town in
{B} “Warning”:- The main purpose of this game is to examine items,
interview people, view the interesting sights and scenery, and generally ‘act
the tourist’, etc. .
If you simply take this walkthrough in your
hand and follow exactly what to do and not to do, you can probably finish the
game fairly quickly. However that would completely defeat its
whole purpose!
{C} The walkthrough
does not do justice to “
There is a lot of
interesting history and material in Norrköping,
a small but quite important city whose population is a little under 100,000 and
whose original roots date back to the 14th century, or earlier!
{D} This is a first-person
game and much of the intricacy and pleasure lies in browsing around … and as
aforementioned there is a lot of that. I personally frequently
‘got lost’ looking for some location or object (even occasionally inside a
residence!), and sometimes after finding it, lost my way again on
returning in order to continue the game.
{E} “
However there IS
one main puzzle for some players
which runs right throughout the game. It is the necessity to ramble
around (maze-like) without losing one’s way and getting frustrated due to
this.
Generally, the
player is only told where to go, but not exactly how to get there!
Where this is somewhat more tricky, simple descriptive
hints are given to help in orientation. But there are some locations where this
may not be sufficient for some players. In those cases this walkthrough
contains exact instructions such as:-
Move right twice (R x 2); then move forward (F); then left three times (L x 3);
then move forward five times (F x 5); and finally move right (R) again.
KEY :- Right .…. Left ….. Forward (‘Up’) ….. Back (‘Down’).
It is sometimes rather difficult to exit a location after having fulfilled
all possible tasks there. However. since the location is now much better known, in this
walkthrough, no detailed description is given as to how to exit. If the
worst comes to the worst, the player is bound to stumble upon the large exit
icon sooner or later.
{F} Upon entering every new
location, it is highly advisable to browse around as much as possible in order
to explore the general layout. However, the walkthrough never tells
you explicitly to do this!
{G} You should most certainly NOT
have to follow the same order of accessing locations as described
in this walkthrough since the game is NOT linear and only
one route is outlined here. There is a
VER large number of permutations of routes, and it is almost impossible
that any pair of players will follow exactly the same itinerary.
In addition it is
most likely that this walkthrough does not describe the best or even optimum
route to play the game (and finish it completely)!
Some locations of
course will not appear on the map until you have completed certain tasks, and
so a particular order is sometimes
obligatory. Other than this, you are free to visit (&/or revisit) all
locations as you wish !
{H} There is no need to describe ANY of the
‘mechanics’ &/or interface of the game. It is all contained in the
Manual which is to be found in the “Black Circle” folder on your Hard Disc
(after installing of course), and also as a shortcut in the same program group
as the installed game.
{I} There is no
so-called ‘bad language’ or ‘adult material’. It is all first person and mouse
driven point & click. There are full (and excellent)
subtitles for ALL speech.
{J} As in most games, it is easy to
make a wrong or redundant move! So it is advisable to save
frequently.
There are 108 save-slots… in case anybody needs
that many! Since each save is fairly small, saving and loading is
reasonably fast, presenting little delay to progress.
N.B. There are
absolutely NO dead-ends or crashes in the game!
{K} EVERY
TIME you obtain items, they appear in your inventory. It’s always
worthwhile observing each new inventory item by right clicking on it to get an
excellent greatly enlarged picture of the item
together with a very brief description of it.
N.B. It is imperative
to view, and sometimes to manipulate, some of the inventory items in close-up
to complete the game.
{L} There are no
instructions in the walkthrough to close drawers, cupboards, cabinets, etc
since the game ensures that you cannot continue if you do NOT!.
{M} There are a
number of puzzles in the game. Wherever there is an outright spoiler, I
have inserted it in smaller print and a light green color that is not TOO easy
to read, as follows:-
Spoilers are inserted like this ………
I have done this deliberately since many
players do not want to see spoilers unless absolutely essential.
The Walkthrough
~~~~~~ In the text, all objects which are acquired and
entered into the inventory are written in bold-underlined-red.
~~~~~~ All objects which are taken & used from the
inventory are written in bold-underlined-blue.
~~~~~~ Whenever and wherever a new location is added to the
map, the event is marked in bold-dark-red
--- generally in the form:- “…which
is now added to the locations on the map”.
~~~~~~ N.B.
….. The first time you are about to access any
location, it is displayed on the map in green. Every time
after that in ordinary white.
~~~~~~ If you are not too
acquainted with this type of Quest-Adventure game, play through the tutorial
which will familiarize you with the controls and interface.
**** Otherwise…
skip it! ****
[ 1 ] Home
(Carol Reed’s apartment) {1st
visit}
***** You are in the kitchen in Carol’s
apartment.
***** There are a few items of interest
to look at… but almost all are not for use in the demo.
***** As soon as you leave the kitchen and
enter the hall, you see a very old fashioned vintage telephone on the wall. On
it is a modern mobile phone which is ringing.
***** Pick up the mobile phone.
***** Somebody is phoning Carol.
It’s Oscar, Carol’s downstairs neighbour… he is a medical doctor.
***** Answer him.
***** Exit the front door and onto the
stairs in Carol’s building.
[ 2 ] Oscar’s
apartment {1st visit}
***** Descend the stairs.
***** Knock on Oscar’s door and enter.
***** Talk to Oscar and exhaust
all dialog options.
***** Oscar has seen a
dead body and leaves the scene to call the police. When he returns, the
body has gone and the police refuse to believe him despite the fact that he’s a
retired medical doctor and definitely recognizes a corpse when he sees one!!
This
discussion is the impetus for the whole game.
***** Automatically exit to the map.
At this
early stage of the game, there are 5 locations on the map which can be visited
in any order :- Home; Oscar’s Apartment; Stina’s
Bakery; Allotment; The Railway Bridge. The last 3 are
displayed on the map in green since none of them has yet been visited.
[ 3 ] Stina’s
Bakery {1st visit}
***** Enter the bakery.
***** Talk to Stina and exhaust
all dialog options.
***** Exit to the map.
[ 4 ] The
Allotment {1st visit}
***** Locate the blue shed. This
should be pretty easy but if you have difficulty at this early stage --- From
the first screen inside the allotment:- go F; L; F; ; R; F; R; F; R.
***** The door is wide open.
***** Enter the shed.
***** Take the file.
***** Leave the shed.
***** Exit to the map.
[ 5 ] The
Railway Bridge {1st visit}
***** Cross the bridge.
***** Proceed to the old brown hut.
***** Carol exclaims “This must have been
where the dead man was sitting”.
***** If you feel like it, look around
the hut.
***** Look close-up at the grass under a
window.
***** Observe a small scrap of white
paper.
***** Flip the paper over and view a
telephone number. At the same time see (top left corner of your monitor) and
hear the location-icon indicating
***** Pick up the scrap of paper and it attaches itself to the
mobile phone in inventory.
***** In inventory look at the mobile
phone together with the scrap of paper and
an operator button.
***** In inventory, click on the scrap of paper (attached
to the mobile phone) and dial the phone number --- it rings many
times, but there is no reply.
***** In inventory, click on the operator button (attached
to the mobile phone) and learn that that phone number is unlisted.
***** Continue walking from the hut a
little and reach a river bank and the jetty that Oscar mentioned.
***** Search around until you find a
cigarette case in the water very close to the bank.
***** Look close-up at the cigarette
case… it has the name “Milly” inscribed on it.
***** Pick up the cigarette case.
***** Exit to the map.
[ 6 ]
***** Go to
***** Approach the front door.
***** Carol is stopped by a man who
evidently thinks that she is their cleaning-lady.
“You can’t clean the place with your hands. ----- Go and get your
equipment.”
***** Exit to the map.
[ 7 ] Home
(Carol Reed’s apartment) {2nd
visit}
***** Enter Carol’s home.
***** There are a floor mop and bucket
etc. in the bathroom.
***** Take the floor mop and bucket.
***** Exit to the map.
[ 8 ]
***** Carol again approaches the front
door with her mop and bucket.
***** Once more see the same man
***** Carol again approaches the front
door with her mop and bucket.
***** Now that Carol has her equipment,
the same man in front of the door tells her… “Good. I'll be going home
now. Lock the door when you leave”.
***** He lets you in, but this area isn't
accessible in the demo… “You can’t enter this place in the demo. Click anywhere
to exit”.
Ending the demo.
This is a very
non-linear game. Thus there are many
different ‘orders’ of gameplay to complete the demo!
But, of necessity, this
walkthrough only describes one single itinerary through the demo out of
many. This means that the demo can be
finished not by performing one single action (as is generally the case) but by several
different actions! This ‘ending-action’ depends on
the player’s particular individual path through the demo.
There are 4 different
actions the player MUST perform to complete the demo and be
informed of this. Due to the game’s
non-linearity, you can perform these 4 actions in ANY ORDER (---
although there is one action only that you cannot get to until you have
finished one of the others!).
In each case, the
essential action is only completed when you actually leave the
particular location.
The
4 essential actions are (in no particular order):-
{a} Obtain the file.
{b} Obtain Milly’s cigarette case.
{c} Finish talking to Stina.
{d} Enter the bicycle club.
Like the other 3
you can perform {d} whenever. BUT as opposed to the other 3 which you
can do direct from the appropriate location on the map, to perform {d} you must
first:-
1.
Pick
up the scrap of paper from “The Railway Bridge”.
2.
Approach
the man at “
3.
Obtain
Milly’s mop and bucket.
4.
Return
to “The Bicycle
Club”.
When you have
completed the last of the 4 conditions, whichever one it is, you get the
following message, and the demo is completed:-
This is the end of the demo.
Thank
you for playing.