Carol Reed
Mystery #6
Len
Green
26th November
2009
lengreen@hotmail.com
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 Norrkצping … 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 Norrkצping, 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}
***** There
are a few items of interest to look at… but most are not for
use.
***** Walk a
couple of steps into the hall. As
soon as you enter it, 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.
***** Listen to Oscar. He sounds worried.
***** In the living/dining room
there is a red coloured envelope.
***** Open
it.
***** It
contains a note and an invitation card to a Swedish Adventure Game Convention
--- read them both.
***** Exit to
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 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
medical doctor and most certainly 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 whatsoever:-
Home; Oscar’s
Apartment; Stina’s Bakery; Allotment; The Railway
Bridge.
[
3 ] Stina’s Bakery {1st
visit}
***** Carol enters the bakery.
***** Talk to Stina and exhaust all dialog
options.
***** Exit to
the map.
[
4 ]
The Allotment
{1st
visit}
***** Carol
visits her allotment.
***** Locate
the blue shed.
***** The
door is wide open.
***** Enter
the shed.
***** Take
the file.
***** Leave
the shed.
***** Exit to
the map.
[
5 ]
The Railway Bridge
{1st
visit}
***** Carol
is in front of the
***** Find
the old brown hut.
***** Look
close-up at the grass under a window.
***** Observe
a scrap of paper.
***** Flip
the paper over and obtain a telephone number.
***** 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 --- after ringing many times, 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.
***** 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 ]
***** Carol
approaches the front door of
***** She is
stopped by a man who evidently thinks that Carol is their cleaning-lady… “You
can’t clean the place with your hands. --- Go and get your
equipment”.
[
7 ] Home (Carol Reed’s
apartment) {2nd visit}
***** Carol is at home.
***** There
are a floor mop and bucket etc. in the bathroom.
***** Take
the floor mop and bucket.
***** Exit to
the map.
[
8 ]
***** Again
approach the front door.
***** This
time Carol is allowed in since she has brought her cleaning stuff.
***** Enter
the front door of what is evidently a bicycle club.
***** Look
for the place where there are 3 parallel standing practice
bicycles.
***** Open a
door there.
***** Notice
the blue pencil on a table.
***** Pick up
the pencil .
***** Look
around and find the computer.
***** Near to
it is a trash bin which contains a torn up note.
*****
Assemble the note… Instructions are on the puzzle
itself.
***** Read the note --- it is from
Milly and contains the address of Milly’s apartment… which is now added to the locations on the
map.
[
9 ]
Milly’s Apartment {1st
visit}
***** Carol visits Milly in her apartment.
***** Talk to Milly and exhaust all dialog
options.
***** Carol
hears about Edvin Vergerus and his parents’ apartment… which is now added to the locations on the
map.
***** Exit to
the map.
[
10 ]
Edvin’s Parents’ Apartment {1st
visit}
***** Carol
enters Edvin’s Parents’ apartment .
***** Talk to Edvin’s father and exhaust all
dialog options.
***** Edvin
spends most of his time pottering around the best of the 3 computers
there.
***** Look
around the apartment.
***** Go to
the ‘computer room’.
***** Look at
Edvin Vergerus’s rough pencil sketch on the bed. It’s maybe of some
significance!?
***** Read
the stern notification to Edvin from his rental company. They warn him to return
the second key to his own apartment… or else!!
***** Go to the guest room --- it is a ‘home
gallery”… a room filled with fabric art, paintings, patchwork quilts, handmade
dolls, etc. --- all created by Edvin’s mother.
***** There
are 3 adjoining long cupboards there.
***** Open
them.
***** The
left hand one (only) is of interest.
***** On one
of the shelves look at the ornamental box.
***** In
close up you can see a sort of coloured cubistic design.
***** By
clicking on some of the coloured squares they turn white, and by clicking on
them again they return to their original colours. There is a reset button at the
bottom.
***** There’s
nothing useful to be done there at the moment.
***** Exit
the apartment to the map.
[
11 ]
Milly’s Apartment {2nd
visit}
***** Enter Milly’s apartment again.
***** Continue to talk to Milly and exhaust
all dialog options.
***** Milly
tells Carol about Edvin’s probation officer… Ben Dorner.
***** And
also about Edvin Vergerus’s obsessions concerning the hiding of keys (and women’s tendency towards
secrecy --- “Women always hide things”)!
***** Milly
gives Ben’s phone number to Carol.
It is entered into her mobile
phone (in inventory).
***** In
inventory, open the mobile
phone.
***** Using
the mobile phone (in inventory),
phone Ben Dorner’s number.
***** Ben
will meet Carol now at the
***** Exit to
the map.
[
12 ]
The
***** Go to
the
***** Talk to Ben Dorner and exhaust all
dialog options.
***** He
directs Carol to Edvin’s old apartment… which is
now added to the locations on the map.
***** Exit to
the Map.
[
13 ]
Edvin’s Parents’ Apartment {2nd
visit}
***** Again
visit Edvin’s parents’ apartment.
***** Edvin’s
parents are not around.
***** Go to
the abovementioned “guest room/home gallery”.
***** Look
close-up at the painting of a woman wearing a blue hat and
dress.
***** Remove
the painting and see a key on a
nail in the wall.
***** Grab
the key from behind
painting.
***** Carol
is not a thief --- From inventory, hang the painting back onto the
nail.
***** Exit to
the Map.
[
14 ]
Edvin’s Old Apartment {1st
visit}
***** Enter
Edvin’s old building.
***** From
inventory, use the key
from behind painting to
enter
Edvin’s Old Apartment.
***** Find a
fuse box fairly high up on one of the walls. Carol remarks “I can’t reach it from
here”.
***** Find a
stepladder.
***** Take
the stepladder.
***** From
inventory, place the stepladder beneath the fuse
box.
***** Climb
up the stepladder.
***** Look at
the fuse box in close up… but you cannot do anything as
yet!
***** Find
the bathroom.
***** Near to
the sink see a toilet roll.
***** Take
the toilet roll with Christmas
motif.
*****
Go to the kitchen.
***** Open
the cupboard under the sink.
***** See a
flier for fruit and vegetables but most importantly read the court notice
demanding Edvin’s presence for trial for trespassing in the Berling
Foundry.
***** Exit to
the Map.
[
15 ] Stina’s Bakery {2nd
visit}
***** Carol enters Stina’s Bakery again.
***** Talk to Stina and exhaust all dialog
options.
***** To find
out more about the Berling Foundry ( See [ 14
] ), ,Stina recommends going to the Library… which is now added to the locations on the
map.
***** Exit to
the map.
[
16 ] The Library {1st
visit}
*****
Enter the library.
***** There are 2 computers side by
side.
***** Take a
close-up look at the right hand computer --- “Article and Knowledge
Database”.
***** Use the
mouse and get a full description of the Berling Foundry … which
is now added to the locations on the map.
***** Read it
carefully.
***** On the
foundry description is a link to “The Madonna Cult”.
***** Access
the link.
***** Read
that account carefully as well.
***** On the
cult account is a link there to “The Water Tunnel at Hammer
Hill”.
***** Access
the link… The Water Tunnel is now added to the
locations on the map.
***** Obtain
a newspaper clipping, and read that carefully as well.
*****
All of these accounts are extremely important since
they include much of the background narrative of the
game!
***** Exit to
the Map (N.B. You can always return later to the library to refresh your
memory).
[
17 ] The Water Tunnel {1st
visit}
***** Carol is at Hammer
Hill.
***** Close to the entrance is a notice board attached to a pole,
informing visitors about the Hammer Hills.
***** Carry on just a little way and see a
pile of litter. Carol says “Why do people empty their trash in nice places like
this?”.
***** In close-up, notice a tube of super glue
amongst the rubbish.
***** Pick up the super glue.
***** Continue forward until you reach a very
dark cave. “I’m not going in there
without a specific reason”
exclaims Carol.
***** Close by is a lake. “So this is where
the members of that cult were baptized”.
***** Exit to the map.
[
18 ] The Berling Foundry {1st
visit}
*****
There is a hole in the main gate of the foundry area.
***** Enter
through it.
There are 3
entrances into the extremely large, complex, and spread out foundry building
itself. One
possible entry cannot be entered immediately. A second one can be entered, but never
leads into the foundry proper and hence is of no use in advancing the game at
all.
***** Go into the third entrance (Call it
Entrance A). It is a large open double door covered with yellow and blue
graffiti.
***** If you
have difficulty in finding that Entrance A --- From the first screen INSIDE the foundry
grounds (i.e. after going through the hole in the main gate:- go
Fx5; R; Fx2; R.
*****
However, the ‘easiest’ entrance (Call it Entrance B) is
possibly the one nearest to the main gate. The only way to make it
accessible is to first EXIT through it --- after which you can re-enter
and exit it at will.
In order to do this, you have to travel inside the foundry
to this entrance, i.e. from -A to -B.
***** If you have difficulty in finding this
useful Entrance B --- From
the first screen INSIDE Entrance A (i.e. after going through the graffiti
door):- go Fx4; R; Fx2; L;
Fx2; R; Fx2.
This brings you to a ladder propped against
a big rectangular opening in one of the outside walls.
**** Use the
ladder to exit via the opening.
After you
have done this once, you can enter and exit that opening (Entrance B) whenever you
like.
N.B.
You can access any/every location
in the foundry from either of the 2 entrances. One or the other generally involves a
shorter route than the other depending upon each individual objective
sought!
***** Enter
the foundry itself through Entrance B.
***** Walk
forward and right (once each only).
***** You are
in front of a huge oven affair. One
door is wide open and the other has a red graffiti ‘word’ “PLOP” (or similar)
smeared on it.
***** See a
screwdriver on the floor
***** Pick up
the short
screwdriver.
***** Exit
the huge oven.
***** Walk
left, forward twice and left again.
You are in front of the open door to what was probably once
an office.
***** Enter
the door. See a notice board on a
wall.
***** Read
the notice attached to the board --- Note the
signal informing that an additional location has been added to the locations on
the map --- the Train Repair Depot.
Important Note:-
Carol must have read about the Madonna Cult in the library before accessing this
notice board --- ( See [
16 ]
).
***** Exit
the foundry building --- You are very close to Entrance B and only have to walk
a half dozen or so steps to exit the building.
***** Go to
Entrance A.
***** Walk to
a large opening without doors. It
is completely dark inside --- Carol says “It’s too dark!”, and will not
enter.
***** If you
have difficulty in finding that dark opening --- From the first screen INSIDE Entrance A:-
go Fx4; L; choose the left hand forward arrow;
Fx2.
***** Look
for electrical (fuse) boxes.
***** If you have difficulty in finding those
(fuse) boxes --- From the
abovementioned dark opening:- go Rx2;
F; L; F; R; F; R.
***** Find
your way to the stairs leading to the floor above.
***** If you have difficulty in finding those
stairs ---
From the abovementioned
(fuse) boxes:- go L; F; Rx2; choose the right hand forward arrow; F; R; F; L;
Fx2; L.
***** Climb up the stairs.
***** There
are a large number of mechanical parts scattered around. Also banks of pigeon holes containing odds and ends.
In one of these pigeon holes is a hook.
***** If you have difficulty in finding that
hook --- From the first screen after
climbing up the stairs:- go R; F; L; F; L; F; R.
***** Look at
the hook in close up.
**** Take
the hook.
***** Return
to the stairs.
***** And
walk down them.
***** Exit
the foundry (via either of the 2 entrances).
***** Outside
the building, return to the main gate.
***** Exit
the main gate.
***** Exit to
the map.
[
19 ] The Train Repair Depot {1st
visit}
***** Explore
the different facilities of the old Train Repair Depot.
***** View an
almost semicircular building with a dozen huge doors. Carol exclaims “Gosh, it’s that thing on
the drawing by Edvin”… which is on the bed in the computer room in his parents’
house ---
(
See [ 10 ] ).
*****
Continue, and talk to the janitor who’s cleaning up the
place.
***** If you
have difficulty in finding that janitor --- From the first screen INSIDE the Train
Repair Depot:- go Fx4; L; F; L; F; R.
***** After a
misunderstanding, exhaust all dialog options with the
janitor.
***** Ask for
Emil Vogler’s phone number.
***** He
would willingly give Carol the number, but it’s on his mobile phone and he left
that in the old Tower Remains nearby were they sometimes cut wood.
*****
Unfortunately the Tower Remains are locked and likely to
remain so for quite some time to come.
***** Carol
immediately walks to the old Tower Remains… just next to the main Train Repair Depot.
***** View
the janitor’s mobile phone on the ground… but Carol can’t reach it due to the
bars on the window.
***** On
leaving, Carol receives a mobile phone call from Edvin’s father… “Hi Carol!
We’re just going to our daughter’s ----------. You can roam around at our place as much
as you like ----------”.
***** Exit to
the map
[
20 ]
Edvin’s Parents’ Apartment {3rd
visit}
***** Edvin’s
father has left a note on the table in the hall… “ Carol!
We left half a bottle of wine in the cupboard in the living room” (For
her to finish off before it goes
sour).
***** Open
the cupboard in the living room
***** Take
the key from cupboard
there.
***** Go to
the large sliding glass door to the balcony.
***** From
inventory, use the key from
cupboard to open the balcony door.
***** Examine
the cubistic painting there.
***** Return
to the room which contains fabric art, paintings, patchwork quilts, handmade
dolls, etc. ( See
‘Home Gallery’ [10]
).
***** As
previously in the Home Gallery, attempt to open the cubistic picture on the box
in the cupboard --- which could not
be done previously! You CAN do this
now!
***** If you
have any trouble doing the above --- Note the positions of the 2 white
cubes and the padlock on the balcony painting. Click the appropriate 2 cubes on the
Home Gallery picture turning them white also. After that unlock the box by clicking on the cube equivalent
to the balcony’s padlock-cube.
***** The
ornamental box opens.
***** Take
the magnetic stripe
card.
***** Read
the letter from Joss to Abel.
***** Take
the letter from Edvin’s
box.
***** Go to
the bedroom door which was previously locked.
***** Open
the bedroom door and look around.
***** Next to
the sewing machine is a reel of blue-green sewing thread.
***** Take
the sewing
thread.
***** Exit
the bedroom.
***** Exit
the apartment to the map
[
21 ] The Train Repair Depot {2nd
visit}
***** Walk to
the old Tower Remains (close to and alongside the main Train Repair Depot).
***** Once
again, view the janitor’s mobile phone on the ground. As mentioned above ( See [
19 ] ) it is not
straightforward for Carol to obtain it due to the bars on the
window.
***** In
inventory, attach the sewing
thread to the hook.
Carol now has a sewing thread with hook
attached.
***** From
inventory, use the sewing thread with hook attached to grab the
janitor’s mobile phone.
***** Walk
back to the janitor.
***** Tell
him “I have your phone now”.
***** Carol
hands the
janitor’s mobile phone to him.
***** Talk to the janitor and exhaust all
dialog options.
***** If you
have difficulty in finding that janitor --- From the first screen INSIDE the Train
Repair Depot:- go Fx4; L; F; L; F; R.
***** The guy
is now missing his notebook which he needs since he can’t remember the code to
unlock his mobile phone.
***** He has
dropped it somewhere on a tall rectangular silo --- and the location of the silos has now been added to
the locations on the map.
***** Exit to
the map
[
22 ]
Edvin’s Old Apartment {2nd
visit}
***** Enter
Edvin’s Old Apartment.
***** Go to
the stepladder and access the fuse box --- ( See [ 14
].
)
***** Look at
the fuse box in close up.
***** From
inventory, use the short
screwdriver to remove the fuse box lid. NO GO ---
“The edge is not thin enough” says Carol!
***** In
inventory, use the file on the
short screwdriver to obtain a
sharp edged
screwdriver.
***** From
inventory, you can now use the sharp edged
screwdriver to lever off the lid of the fuse
box.
***** Read
the note which is stuffed inside.
***** Exit
the apartment.
***** On the
stairs, Carol’s mobile phone rings --- It’s her friend
Jonas.
***** He’s in
Norrkצping for a short while and would like to meet
up with her. He suggests at the
Leonardo Diner… which is now added to the locations on the
map.
***** Exit to
the map.
[
23 ]
Leonardo Diner {1st
visit}
***** Enter
the Leonardo Diner.
***** Talk to
Jonas and exhaust all dialog
options.
***** He has
lost his entrance ticket to the Convention and asks Carol to let him have
hers.
***** Carol
agrees.
*****
Exit to the
map.
[
24 ] Home (Carol Reed’s
apartment) {3rd visit}
***** Enter
Carol’s home.
***** In the apartment’s
living/dining room take the Convention Card
Invitation (
See [ 1 ] ).
***** Exit to
the map from Carol’s building.
[
25 ]
Leonardo Diner {2nd
visit}
***** Enter
the Leonardo Diner.
***** Give
Jonas the Invitation.
***** Talk to
Jonas and exhaust all dialog
options.
***** Exit to
the Map.
Note --- There is nothing more to do at the
Leonardo Diner and the location has vanished from the
map
26
]
Milly’s Apartment {3rd
visit}
***** Milly is not there --- She has
left the door unlocked for her helper.
***** Enter Milly’s apartment again.
***** Enter a
bedroom.
***** Look
down the side of the bed at floor level and see a painting and some art
equipment.
***** Take a
close-up look at the stuff
***** Grab a
sharp knife.
***** Exit
the bedroom.
***** Exit
Milly’s apartment to the map.
[
27 ] The Berling Foundry {2nd
visit}
***** Enter
the hole in the foundry main gate.
***** Go to
Entrance A. ( See [ 18
] ).
***** Walk to
a sack of cement powder.
***** If you
have difficulty in finding the cement powder ---- From the first screen INSIDE Entrance A:-
go Fx4; L; choose the right hand forward
arrow; F.
***** Make a
close-up look at the sack of powder.
***** From
inventory, use the sharp knife to
rip open the sack,.
***** Take
some cement
powder.
****** Exit
the Foundry
**** Exit
the BerlingFoundry area to the map.
[
28 ] The Silos {1st
visit}
***** Look at
the Kavan Silos and particularly at a tall rectangular one.
***** Climb
up a short ladder (nearly a dozen steps).
***** Get to
a very tall metal ladder going up the side of the rectangular
silo.
***** Climb
up the very tall metal ladder. No! Carol warns “This ladder is very
slippery. No wonder the janitor almost fell off.”.
***** Carol
has no talc--- but…….
***** From
inventory, sprinkle the slippery stairs with cement powder.
***** At the
very top of the metal ladder, look along the roof of the silo.
***** See a
very heavy square metal plate (maybe a manhole cover) with handles… and next to
it, the janitor’s black notebook.
***** It’s
probably dangerous walking along the high roof of the
silo.
***** From
inventory, Carol uses the sewing thread with
hook attached to ‘fish’ the notebook towards
her.
***** Oh
dear! “Oops, I think I knocked down the notebook
somewhere”.
It seems that the notebook has fallen
down, and become lodged on one of the catwalks attached to a neighbouring
cylindrical silo.
To retrieve it, Carol will have to return to ground level and find a
different ladder to climb up part of the way.
***** Return
to the top of the metal ladder.
*****
Climb down the ladders to the ground.
***** Find a
ladder leaning against a cylindrical silo.
***** Climb
up that ladder. Carol can’t do that
because it’s broken.
***** Look
around and find a short ladder (which is OK).
***** Take
that ladder.
***** Walk
back to the broken ladder.
***** From
inventory, take the ladder and place it against the wall of the cylindrical
silo.
***** Climb
up that ladder.
*****
Continue upwards.
***** Reach a
catwalk with the janitor’s black notebook on it.
***** Take
The janitor’s note book.
***** Return
to the ground.
***** Exit
the silos.
[
29 ] The Train Repair Depot {3rd
visit}
***** Go to
the janitor.
***** If you
have difficulty in finding that janitor --- From the first screen INSIDE the Train
Repair Depot:- go Fx4; L; F; L; F; R.
***** “Here
is your notebook. I almost risked
my life for it”.
***** Carol
hands the janitor’s note book to
him.
***** Talk to
him.
*****
In his notebook, the janitor finds the code to open his mobile phone, and he
finds and gives Carol the address of Emil Vogler’s house… which is now added to
the locations on the map.
***** To the
left of the janitor is a locked office door.
***** From
inventory, try to use the magnetic stripe
card, to open the door --- “Not while he’s standing here” Carol
remarks to herself.
***** Exit to
the map.
[
30 ] Emil Vogler’s House
{1st
visit}
***** Enter
Emil Vogler’s House.
***** Talk to
Emil and exhaust all dialog
options.
*****
He(?She?) hands Carol a newspaper clipping (from Emil) which also opens
up a new location on the map… i.e. The Shrine.
***** Exit to
the map.
[
31 ] The Shrine {1st
visit}
***** Enter
the shrine area and look around.
***** Find a
chisel on the ground, close to a burnt out campfire.
***** If you
have difficulty in finding the chisel ---
From the first screen after
entering the shrine area:- go Fx2; R; Fx2; L.
*****
View it in
close -up.
***** And take the chisel.
***** Exit to
the map.
[
32 ] Stina’s Bakery {3rd
visit}
***** Enter the bakery.
***** Talk to Stina and exhaust all dialog
options.
***** Stina
asks Carol “Have you seen this newspaper article?”.
***** She
gives Carol the newspaper clipping (from
Stina) about Edvin Vergerus.
No --- Nothing has gone wrong. That’s the last of Stina (on the map) in
this episode!
***** Exit to
the map.
[
33
] The Berling
Foundry {3rd
visit}
***** Again
enter the foundry area through the hole in the fence.
***** See [
18 ].
***** Enter
the foundry building itself through Entrance B.
***** Again
enter the office (where you previously examined the notice board).
***** Look at
the first aid box which is fixed to the wall.
***** Carol
exclaims “That will be the ‘band aid thingie’ that Joss mentioned in the letter
to Abel”.
***** From
inventory use the chisel to lever
the band aid box away from the wall.
***** Look
inside.
***** Read
the message behind the first aid
kit (from Abel).
***** Also
observe the sketch indicating that … an additional
location has now been added to the locations on the map --- the
Mine.
***** Exit
the foundry.
***** Exit to
the map.
[
34
] The
Mine {1st
visit}
***** After entering this location, there are
2 different ‘Forward’ paths… left and right.
***** Enter the left-hand forward
path.
***** Walk
until you reach a metal door barring further progress.
***** If you have difficulty in finding the
metal door ---
From immediately
AFTER taking the abovementioned left-hand forward path :- go Fx7; L; F;
L: F.
***** Open
the metal door.
***** See a
crowbar on the ground
***** Pick up
the crowbar.
***** Return
to the opening screen of the mine area.
***** This
time, enter the right-hand forward path.
***** Walk
until you find a brick.
***** If you
have difficulty in finding the brick --- From immediately AFTER taking the
abovementioned right-hand forward path :- go Fx2; L.
***** Pick up
the brick.
***** Exit the mine area, to the
map.
[
35 ] The Train Repair Depot {4th
visit}
***** Enter the depot
area.
***** Find
the depot office --- it has a single large door with a magnetic stripe card lock
and handle --- ( See [ 19 ] ).
***** From
inventory, use the magnetic stripe
card to unlock the door.
***** Use the
handle to open the door.
***** Enter
the depot office.
***** Look at
the roll of insulating tape.
***** Grab
the roll of insulating
tape.
***** There
is a letter from Ben to Ron. It’s
above and behind the large laser printer which sits on a table near the middle
of the office.
***** Take
the letter from Ben
Dorner.
***** Read
the letter. There is a reference to
a code --- (1024). Also a new location
opens up on the map … i.e. Ben Dorner’s office
(alongside the snazzy restaurant called ‘Restaurang
***** Exit
the depot office.
***** Exit to
the map.
[
36 ] Ben Dorner’s Office {1st
visit}
***** Enter the office. Hold it --- you have to enter a code
into the access pad by the side of the door.
***** Enter
the correct code --- See [ 35 ] .
***** Go into
the office.
***** There
is an elevator ahead.
***** Open
the door to the elevator. There is
a notice there saying “Locked for maintenance sporadically during the
week”.
***** Look
closely at the panel of the floor buttons from 0 thro’ 6.
***** Note
that beneath each of the buttons is a different arrangement of dots. They actually belong to the Braille
number system (to help blind and visually impaired folk)!
***** Go upstairs to the first
floor.
***** There
are many rooms --- look in all of them.
***** In one
room there is a safe. Try to open
it --- You can’t without knowing the numeric code.
***** In
another room there is a piece of yellow paper (a “Post-it
note”).
***** Take
the note with strange
code.
***** Examine
the note with strange code carefully in
inventory. It seems to have
indentations where somebody had written something on the page
above.
***** Read
what was written there. Carol can’t
--- the indentations/impressions are too faint.
***** From
inventory, use the pencil
(graphite) to ‘highlight’ the impressions on the note with strange code.
***** The
previous person had scribbled a 6 digit number in Braille.
***** Return
to the elevator to translate the. Braille numbers into ordinary everyday digits
(Arabic decimal characters).
***** Read
the equivalent numbers
(40 70 60).
***** Return
to the safe.
***** Enter
the 6 digit code into the dial in order to open it. If you have difficulty with this:-
Click the clockwise arrow
increasing the reading from 0 to 40; then click on the anti-clockwise arrow to
reduce the reading through zero down
to 70; finally again click on the right arrow to increase the reading
through zero to 60.
***** Open
the safe.
***** Read the blue file hidden in
the safe. A new location is opened up on the map
revealing Ben Dorner’s home.
***** In another room see a trash
can. In it is a note written by somebody called Veronica informing that Ben and
his family will be away for a few days (so presumably his house will be
empty).
***** Leave
Ben Dorner’s office for the map.
[
37 ] Oscar’s apartment
{2nd visit}
***** Talk to
Oscar again and exhaust all dialog options.
***** Did you
read the newspaper today?
***** Oscar
gives Carol a clipping from the newspaper.
***** An additional
location has now been added to the locations on the map --- The place the body was
found.
[
38 ] The place the body was
found {1st visit}
***** Visit
the place where the body was found.
***** Walk to
the river and turn.
*****
See a pair of rubber gloves.--- “I’ve seen those as used in crime
scenes”
***** Pick up
the rubber
gloves.
***** Exit to
the map.
[ 39 ] The Berling
Foundry {4th
visit}
***** Again
enter the foundry area through the hole in the fence of the main gate of the
foundry area
.
***** See [
18 ].
***** Enter
the foundry building itself through Entrance A.
***** Walk to
a large opening without doors. It
is completely dark inside --- Carol says “It’s too dark!”, and will not
enter.
***** If you
have difficulty in finding that dark opening --- From the first screen INSIDE Entrance A:-
go Fx4; L; choose the left hand forward arrow;
Fx2.
***** Look
for electrical (fuse) boxes.
***** If you have difficulty in finding those
(fuse) boxes --- From the
abovementioned dark opening:- go Rx2;
F; L; F; R; F; R.
***** Look at
the heavy duty electric cable and examine it in close-up. The insulation has
been damaged and the bare wires are very dangerous.
***** Carol
puts on the rubber gloves
(against electrocution) and repairs the cable.
***** She
flips the main lever-switch, but… “I still don’t trust that
cable”.
***** Use the
insulating tape toad insulation to
the wires and make the cable 100% safe.
***** Carol
operates the lever switch again and this time all is OK.
***** Return
to the dark opening… “It’s lit up now”.
***** In
inventory, carefully read the whole message from
behind the first aid box (from Abel ) --- it leads very clearly
to what to do next.
***** Enter
the now lit opening.
***** Proceed
to the 3 plates on the floor.
***** If you
have difficulty in finding those 3 plates --- From the first screen INSIDE the lit
opening:- go L; Fx2; L; F.
***** Lift
the middle plate --- Carol can’t; it’s cemented to the
floor.
***** From,
inventory, use the crowbar to prise open the plate and lever it from the
floor.
***** Look at
the contents hidden beneath the plate.
See the cocaine --- A new location is
opened up on the map revealing the Police
Station.
***** Take
the stuff (bags of cocaine).
***** Remove
the key
impression of Ben Dorner’s
home.
***** Exit
the lit area.
***** Exit
the foundry.
***** Exit
the foundry area.
[
40
] The Police
Station {1st
visit}
***** Go to
the Police Station.
***** From
inventory, give the cocaine to
the police. --- “I’d better leave the drugs to the
police”.
[
41
] Ben Dorner’s
Home {1st
visit}
***** Take a
close-up look at the front door of Ben Dorner’s Home .
***** The
door is locked.
***** Carol
exclaims… “I hope he hasn’t
changed his lock for the last 13 years”.
***** In
inventory, pour the super glue
into the key impression to make a
key made of
glue.
***** From
inventory, unlock the front door using the key
made of glue.
***** Go to the kitchen
(downstairs).
***** Read
the letter from Ben to Dolly (presumably a lady cleaner). This
Carol what to do later.
***** Look
around the hallway.
***** Notice
a chest of drawers with laundry on it. There is a bag there
too.
***** Open
the bag and take the key from Ben Dorner’s
house. It is the key
to his cellar & cinema.
***** Walk
upstairs.
***** Go to
the room with the computer.
***** Look at
a tray-rack of papers to the immediate left of the
computer.
***** Take
the paper from Ben Dorner’s
apartment.--- Memorize the sketch on it, and the positions of the
numbers from 1 thro’ 4.
***** Return
downstairs.
***** Go to
the verandah.
***** Exit
the house via the verandah onto the grass outside.
*****
Walk to the cellar.
***** From
inventory, open the cellar door using
the key from Ben Dorner’s
house.
***** Enter
the cellar.
***** Look
for Ben Dorner’s extra phone.
***** From
inventory, choose the mobile phone Carol picked up at the
***** Dial
the number displayed next to it (i.e. 011- 23 80 70) which is apparently Ben
Dorner’s extra phone number and should lead to his mislaid extra
phone.
***** A phone
is ringing. Find the source of the
sound by walking in the cellar to where the ringing sound is
loudest.
***** Go to
where there is a water tap and sink.
***** Grab
Ben Dorner’s extra
phone.
***** In
inventory, examine Ben Dorner’s extra phone
.
***** There
is a message on the display… “1 missed voice message”.
***** Listen
to the message… it is from Edvin who sounds as though he’s dying… “I shouldn’t
have taken that speedball”.
***** Near to
Ben’s extra phone is a metal button.
***** Pick up
the metal
button.
***** search
other rooms in the cellar --- they are full of junk.
***** In one
of them is a blue wall-cupboard.
***** Open
it.
***** Inside
examine an ornate box.
***** It has
a number of squares embossed on it ---
in the centre of each square is a metal button. However one metal bottom is
missing.
***** From
inventory, fix the metal button
into the hole in the ornate box.
***** In
inventory, compare the numbers on the paper from
Ben Dorner’s apartment with the squares on the
box.
***** Open
the box.
***** If
there is difficulty in opening the box
--- Press the squares in the order that is shown
on the paper from Ben
Dorner’s apartment.
1st, the top
square; 2nd, the bottom one; 3rd, the square immediately below the
top one; 4th and last, the square
immediately below and to the right of the 3rd one.
***** From
the open box, take the letter from Hugo
Berling to his brother.
***** Read
the letter.
***** From
the open box, take the ceremonial
document.
***** Examine
the ceremonial
document.
***** Beneath
the document, there are 3 coloured keys:- red, blue, and
green.
***** Take
the red key, the blue key, and the green
key,
***** Exit
the cellar.
***** If you
like, you can use the key from Ben Dorner’s
house
to enter the home cinema.
***** You can
look around but not accomplish anything there!
***** Exit
Ben Dorner’s house and grounds.
[ 42 ] The Shrine {2nd
visit}
***** Enter
the shrine area.
***** Go to
the shrine itself.
***** If you
have problems finding the shrine itself ---
From the first screen INSIDE the shrine area:- go
Fx2; R; Fx2; L;
F;R.
***** Carol
exclaims… “This mist have been that shrine”
***** View
the shrine in close-up.
***** In
inventory, look at that ceremonial document.
***** Make
your way to the place where “X” marks the spot at the corner of the concrete
labyrinth.
***** If you have troubles finding that spot
-- From the (previous)
shrine itself:- go L; Fx3; L; Fx2; L; F; R; F; L; F; R.-
***** The
place is covered with moss.
***** From
inventory, use the chisel to
scrape away the moss --- this leaves a dirty rectangular
patch.
***** Look at
the patch in close-up.
***** From
inventory, clean the dirty patch
using the toilet
roll.
***** Read
the inscription revealed on the metal plate after cleaning… “The key to the keys
is at the turn of the tunnel”.
***** Exit
the labyrinth (there is an exit icon at the bottom right corner of the
screen).
***** Exit
the shrine area.
[ 43 ] The Water Tunnel
{2nd
visit}
***** Enter
the water tunnel area.
***** Proceed mainly forward and enter
the water tunnel itself.
*****
Continue forward until you find 3 coloured numbers carved
near the roof of the tunnel.
***** Take a
close-up look at the numbers ---
Carol says… “I’d better write this down”.
***** The
numbers from tunnel are added to
the inventory.
***** The
numbers are written down and entered into the inventory… they are from top to
bottom:- red=3; blue=1; green=2.
***** Exit
the tunnel itself.
***** Exit
the whole tunnel area.
[ 44 ] The Mine {2nd
visit}
***** After entering this location, there are
2 different ‘Forward’ paths… left and right.
***** Enter the left-hand forward
path.
***** Walk
until you find a wooden door.
***** If you have difficulty in finding the
wooden door --- From
immediately AFTER taking the abovementioned left-hand forward path :- go
Fx3; L.
***** The
door has 3 keyholes, 1 beneath the other.
***** From
inventory, unlock door by using the 3 coloured keys in the appropriate keyholes
and in the correct order.
***** In case
this is difficult, from inventory …
First, use the
blue
key on the middle
keyhole; then use the green key on the bottom keyhole; and finally use
the red
key on the top
keyhole.
***** The
wooden door opens revealing steps down into a vault.
***** Walk
down the staircase.
*****
Approach an arch shaped opening
which is blocked up with rectangular stones.
*****
Try to push the stones inwards… but Carol says “The stones
seem to be loose. I just can't move them with my bare
hands.”
*****
From inventory, bang the stones inwards (one by one) a bit
using the brick. However, nothing
happens.
N.B. We can reset all the bricks to their
original positions by clicking a small stone button at the bottom of the
opening.
*****
Continue further into the vault.
*****
See the painting which you saw previously in Milly’s
apartment --- it has 2 sinister
evil eyes! Carol remarks… “It’s that painting I found under Milly’s
bed”.
*****
Exit the vault.
*****
Exit the mine area to the map.
[
45 ]
Milly’s Apartment {3rd
visit}
***** Enter
Milly’s Apartment.
***** Talk to
Milly and exhaust all dialog options.
***** Find
out about Milly’s paintings and who commissioned them.
***** Milly
gives Carol the sketch by Ben
Dorner.
***** Exit to
the map.
[ 46 ] The Mine {3rd
visit}
***** Return
to the vault --- ( See [ 44
] ).
***** Once
again go to the arch shaped opening
which is blocked up with rectangular stones.
*****
In inventory, look at the
sketch by Ben
Dorner.
***** From
inventory, again use the brick on the stones in the opening, but this time as
shown in Ben Dorner’s sketch.
***** If this
is unclear --- From
inventory, use the brick on the following 3 full length stones --- in any
order:- Row 2 from the top… the rightmost stone; Row 4 from the top… the
rightmost stone; Row 6 from the top… the leftmost full length
stone.
***** The
bricked-up opening opens up fully.
There is a chalice
behind it.
*****
Look inside the chalice. There are
some
chopped off fingers in it --- Ugh!!!!
(Fortunately they are not too well focused)!
*****
Handle the chalice and the murderer appears determined to
kill Carol.
*****
There is no need to panic however! This is NOT a timed
action. The
murderer keeps threatening Carol over and over but never gets to actually carry
out the threats.
*****
Carol escapes the murderer’s
clutches.
*****
If you can’t escape --- From inventory, throw the cement powder
into the criminal’s face and escape.
*****
The criminal is left blinded, spluttering and gasping for
breath.
Carol
rushes out of the vault and exits the vault.
*****
She automatically exits the mine and phones the
police.
*****
The criminal is apprehended!
Epilogue.
We
read the following newspaper article:
13
year old murder case near solution
As
a result of a series of highly complex events revealed by the Norrkצping
detective Carol Reed, the truth behind two of the most gruesome murders in Norrkצping’s
history might finally be unveiled.
It
all started when Miss Reed took an interest in the disappearance of Edvin Vergerus, whose mutilated
body was found in the
Among
Edvin Vergerus’ belongings,
Miss Reed found several clues that led her to the brothers Abel and Joss Kant,
who were ritually murdered in 1996. Their employer, and leader of the so called
Madonna cult and owner of the Berling Foundry, Hugo
Berling, was arrested by the police as the sole
suspect for the murders. He died from a heart attack before the trial started.
Since he didn’t deny the crimes, and there was no other suspect, the murders
were considered solved by the police, and no other investigations were
conducted.
Miss
Reed’s investigations led her to a hidden letter at the Berling Foundry from Joss to Abel Kant, which led her to
conclude that the Kant brothers were local drug pushers. The letter revealed a
secret location in the old foundry, where the brothers had hidden 500 grams of
cocaine. The letter also divulged that a man named Ben Dorner was trying to compete with the brother’s drug
business.
This
was where the parallel factors really started coalescing for Miss
Reed.
She
had met the very same Ben Dorner only days before,
then in the role of Edvin Vergerus’ parole officer.
Edvin Vergerus’
former girlfriend, one of Ben Dorner’s acquaintances,
had suggested that he’d take on the assignment of parole
officer.
Miss
Reed later established that Ben Dorner was a
(previously unknown) member of the Madonna cult, and drug dealer, and that he
now used Edvin Vergerus for
deliveries and pickups.
As
Miss Reed’s suspicions of Ben Dorner grew in many
directions, she managed to secure evidence that Hugo Berling had given Ben Dorner keys
to the back entrance of the foundry on the day that Hugo Kant was murdered,
working alone in his section at the foundry.
These
facts alone were enough to make Ben Dorner the prime
suspect for the murder, since Hugo Berling’s
possession of the keys would have been the prosecutor’s main
argument.
The
day after the murder of Abel Kant, his brother Joss was found murdered in his
home. His heart was later discovered in a chalice in a ceremonial area used by
the cult.
This
bizarre episode was repeated 13 years later, when Edvin Vergerus’ fingers were found
in a secret vault close to another area which was used by the cult for ritual
ceremonies.
Ben
Dorner will not be charged for the murder of Edvin Vergerus, however.
It
has been determined that Edvin Vergerus died of an intravenous overdose of morphine and
cocaine in the same syringe (commonly known as a speedball) prior to being
mutilated.
It
is most likely that the state prosecutor will uphold the theory that Ben Dorner was going to move some narcotics by boat, probably to
the Norrkצping
harbor, and furthermore that Edvin was going to
deliver these narcotics. But Ben Dorner found Edvin Vergerus’ dead body at the
pickup spot.
Ben
Dorner will still face several charges
though:
-
The murders of the Kant brothers. The statute of limitation period has not yet
expired.
-
Several drug related charges.
-
Desecration of a human corpse.
Erik
Bergman
The End.
2009
(26th
November)
Cheers --- I hope you
enjoyed “
See you in about a
year’s time with “Carol Reed Mysteries #7”.