Len
Green
4th December
2009
lengreen@hotmail.com
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} ***** 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 Norrköping 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 Norrköping detective Carol Reed, the truth behind two of the
most gruesome murders in Norrköping’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 Norrköping River last week. 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 Norrköping 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
(5th
December) Cheers --- I hope you enjoyed “ See
you in about a year’s time with “Carol Reed Mysteries #7”. |