“The Colour of Murder”
Len Green 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, together with a relatively small number which are not essential
to completing the game.
N.B. The game contains quite a few ‘red herrings’.
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 “The Colour of Murder”! A very great part of the interest
and beauty of the game is wandering around through the vast number of
locations, views, and residences… There are actually so many that I’m pretty
certain that I missed a few ! :~)
There
is quite a lot of interesting 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. to finishing the
game.
{E} “TCoM” does not contain too many ‘stand-alone’ puzzles and
those included are generally not too difficult.
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.
In general, the player is only told where to go, but not exactly
how to get there, or even how to move around when actually there! Where this is somewhat more tricky, simple descriptive hints are
given to help in orientation. But there are a very few locations where this may
not be sufficient for some players. In
those few cases this walkthrough contains 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.
{F} On 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 VERY non-linear. There
are a VERY GREAT number of permutations of routes, and it is most unlikely that
two players will follow exactly the same itinerary. In addition it is most likely that this
walkthrough is not 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) 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 “TCoM” 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 only one extremely short sequence
where you have to act rather quickly, but if you do not succeed you are
returned immediately so that you can try as often as you need. 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) English 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 over 100 save-slots… in case
anybody needs that many! Since each save
is small, saving and loading is very rapid, presenting no delays 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.
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.
If you are not too acquainted with this
type of Quest-Adventure game, play through the short 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 not to use.
***** There is
nothing to do there at present.
***** Exit to
the map.
[ 2 ] Stina
in the Store {1st visit}
***** Enter the store.
***** Talk to Stina.
***** Exit to
the map.
[ 3 ] The Allotment {1st visit}
***** Locate
the bright blue shed.
***** Open the
door.
***** Take the Gum boots.
***** On a
bench, read the note to Carol from Willy.
***** There is
a red hut with a white door… “Willy’s shack”.
***** Knock on
the door.
***** Talk to
Willy and exhaust all dialog options.
***** During
the course of discussion obtain an Envelope
(which came from Adrian’s trash) addressed to Harald
Lund and a Key to his son Adrian’s
apartment --- also receive Adrian’s address, and hear about a week old murder.
***** Exit to
the map.
[ 3
]
*****
***** Propped up against a table
lamp is a work payment sheet from the “Zodel Moral
Mission”.
***** Look at it.
***** Enter the bathroom.
***** On one of the open shelves,
next to a basket of clothes, is a membership card for the “Maximum Paintkillers”, the “Norrköping Paintball Club”, in the name of Adrian Vinkelman with a photograph.
***** Enter the
kitchen.
***** Open a
white drawer (below the microwave oven).
***** Read the
report “Murder in
This
is the impetus for the whole game.
***** Turn the
report over and read the other side.
***** Exit the
kitchen.
***** Exit
***** On the
map notice THREE new locations.
[ 4 ] The Theatre Workshop {1st visit}
***** When entering the workshop you meet a woman
who is keeping an eye on the place whilst everyone is on vacation.
***** Talk to
her and exhaust all dialog options.
***** At the
end of the above dialogue you are automatically inside the empty theatre
workshop.
Note the
two baskets containing brown folders near the left side of the screen and to
the left of a red fire extinguisher.
***** Look
around the ground floor before going upstairs.
***** Go to the
abovementioned pair of baskets on a wall ---
ingoing and outgoing.
***** However,
since the workshop is quite large, you may need some help.
If so:- From the very first photo inside the workshop, proceed as follows
– R, F x 2, R x 2, F, F (on the right
side of the screen), F, R, close-up.
***** Pay
special attention to the ingoing basket and examine close-up --- listen to what
Carol has to say.
***** Read the
note hidden behind it (the brief two lines handwritten on white paper and
initialed “S”).
***** Locate
the spiral staircase.
***** Read the
notice at the bottom of the stairs “Memorandum and phone list”.
***** Take the Memorandum.
***** Note one
of the phone numbers - that
of Stefan, the transport person.
***** Climb the
spiral stairs and examine the upper floor.
***** Locate an
orange coloured double chest of drawers… with 6
drawers on the left side and 4 drawers on the right side.
***** Open one
of the drawers - the third one down
on the right side.
***** Grab the
birthday card with a Self-taken photo
on it and examine it.
***** Make your
way down the spiral staircase, turn completely round (180
degrees), walk forward once, and turn left.
*****
Concentrate on a box with three symbols on it.
***** By
clicking each one they rotate exposing a different symbol.
***** In order
to open the box, each of the three symbols has to assume a specific shape.
Since
each symbol can assume 5 shapes (the same 5 for each symbol), it is possible to
solve this puzzle the hard way by trying every one of the permutations until by
chance you hit upon the correct one.
This can be tedious since there are 5 x 5 x 5 = 125 possibilities but if
you go about it in an organised fashion it should be
possible.
However
there is a much better and quicker way (indicated by a broad hint):-
In inventory, look again
carefully at the Self-taken
photo mentioned above. Specifically observe
the image of the three symbols in the mirror behind and to the left of the
photographer. Remember that everything
seen through a mirror undergoes lateral-inversion; i.e. everything on the right appears
on the left, and vice versa. So the
correct orientation is ………. \ X I.
***** Now you
can open the box: So do so using the
handle on the middle of the right side.
***** Take the
(lower) Key from theatre workshop.
***** Keeping
on the ground floor, go to the computer and printer.
***** However,
once again, since the workshop is quite spread out, you may need some help.
If so:- From the very first photo inside the workshop, proceed as follows –
R, F x 3, L, F, R, F x 2, L, F, R, F x 5, close-up.
***** Alongside
them notice a box of tea bags and look inside.
***** Take the
“Extra key”, the Key from tea package.
***** Look
around the ground floor until you get to a white door with a fairly large dirty
splash of paint which has dripped downwards.
If you miss it, it is in the same area as a wall with
three posters on it, the middle one being a representation of Napoleon… and
underneath about three dozen tins of paints.
***** Open the
door and enter.
***** You can’t
do anything (as Carol notes) since it’s dark inside. You need some illumination.
***** So exit
the door.
***** VERY
close by is a dark grey door: Go to it.
***** Look at
the keyhole… you see a gear icon indicating that something is needed there.
***** Use the Key from theatre workshop.
***** Open the
door and enter.
*****
Investigate inside and find a fuse board.
***** Examine
the fuse board and notice that the left two fuses are live (red lights) but not
the right fuse.
***** Press the
switch beneath the right fuse and it is now also live.
***** Leave
that room.
***** Return to
the dark room mentioned just above… it is now lit up --- apparently the
inoperative fuse had turned off the light in that room.
***** Look
around inside and see a letter from somebody called Iris to Harald
on a filthy pair of sinks, propped up against a tin.
***** Read the
letter.
***** Leave the
room and leave the Theatre Workshop.
[ 5 ] The Zodel Moral
***** Read the
green brochure (alongside the newspaper).
***** The Zodel Moral Mission representative appears and Carol talks
to him.
***** Exhaust
all dialog options.
***** Exit the Zodel Moral
[ 6 ] Iris’ apartment {1st visit}
***** IMPORTANT
NOTE:- You must have finished at the Zodel
Moral Mission, as described above. before you can access Iris’ apartment.
***** If you
try to enter the front door, you can’t… as yet.
***** Go to the
‘call panels’ at the side of the door.
***** Enter the
correct code to contact Iris – since
her apartment is apparently #2, press the buttons “A” and then “2”.
***** Iris
tells you to enter.
***** Talk to
Iris and exhaust all dialog options.
***** You
automatically exit Iris’ apartment.
[ 7 ] Harald’s
apartment {1st visit}
***** Enter the
building.
***** Look at the apartment door marked Harald Lund in close-up.
***** Unlock the front door using the Key from tea package and enter the apartment.
***** Inside, close to the front door look at the
envelope on the floor.
***** Open the envelope and read its contents --- a
‘boat space rental agreement’ addressed to Harald
Lund from the Calibri Marina. Carol remarks, “So he owns a boat!” .
***** Continue inside and view a large full screen
3 x 3 coloured matrix. It is a puzzle; but cannot be solved until
much later on.
***** Underneath this, open the brown cabinet.
***** Take the test
tube from there.
***** Nearby, on a red table, is a note.
***** Read the note. It is from Rebecca to Harald,
requesting overdue rent for a fortnight.
***** Exit Harald’s apartment.
[ 8 ] Home (Carol
Reed’s apartment) {2nd visit}
***** Go to the
kitchen and use the telephone there.
***** Make a
phone call – to the delivery
man… if you don’t know his number, look in your inventory at the list you
picked up from the theatre workshop (as described above) --- it is 187795.
***** Exit
Home.
[ 9 ] Three Princes’ Alley {1st visit}
***** Examine
the alley… Carol exclaims “So this is where the murder took place”.
***** Find a
red candle.
***** Snatch
it.
***** Exit the
Three Princes’ Alley.
[ 10 ] The Calibri
***** Get onto
the boat.
***** There is
a very tough blue canvas protection preventing entry.
***** There is
a zip in this canvas… open it.
***** You can’t
– “It’s stuck”.
***** Ever
heard of candle wax?
Use the candle
on the zip to loosen and free it.
***** Enter the
boat.
***** Search
around the cabins fore and aft.
***** Find a
note from Dennis to Harald concerning the ‘ph’ of
some water. On the note is a piece of
yellow litmus paper to test ‘ph’ - i.e. acidity or alkalinity of liquids.
***** Take the litmus paper.
***** Keep
looking around and take a boat hook.
***** Continue
and you’ll find a fish hook - take
it also.
***** Exit the
yacht and the Calibri Marina.
[ 11 ] Harald’s
apartment {2nd visit}
***** Inside
the apartment go to the semi translucent round green plastic box with a key
inside.
***** Use the fish hook to open the box and take the Key
from Harald’s apartment – N..B. You do not use the fish hook on the keyhole as you might think,
but on the slit at the top of the box when it’s standing up vertically.
***** Exit Harald’s apartment.
[ 12 ] Harald’s
attic {1st visit}
***** Still
keeping inside the same building, turn
around etc. and go up just a few stairs to the door to Harald’s
attic.
***** Open the
door – you can’t; it’s locked.
***** Use the Key from Harald’s apartment
to open the attic door.
***** Enter and
look around, keeping very close to the door.
***** There is
some brown paneling with a door closed simply with a wooden rotatable
latch.
***** Open the
latch and look inside.
***** It’s a
junk room – enter and see a large round tin; its top half is green and bottom
half red.
***** Open the
tin and see the letters.
***** Read the
top letter; it’s from Iris to Harald.
***** Click on
it and read a review of a fascinating biography of Kurt Haijby
– who nearly brought the Swedish Monarchy to an ignominious end.
***** Exit the
junk room.
***** Walk a
little further into the fairly long corridor of the attic. On the right side see another. door and latch
rather similar to the previous one – it has the number 30 stencilled
on it.
***** Open the
door, enter and look around.
***** Take the stepladder.
***** Exit the
room.
***** Continue
walking along the corridor to the end and look around.
***** Take the fuse.
***** Turn
round and walk all the way back to the attic door and exit.
***** Exit Harald’s attic.
[ 13 ] Harald’s
apartment {3rd visit}
***** Enter Harald’s apartment.
***** Go to the
kitchen.
***** Get close
to the refrigerator and see a red/orange bowl on top.
***** Carol
tries to get to it, but “Either the fridge is too high, or I’m too short”.
***** Step back
and put the stepladder alongside the fridge.
***** Now Carol
can get to the bowl easily.
***** Look
at and read the two (following) papers that are inside the bowl.
They are of great importance and contain serious clues.
Take the Note from Harald’s apartment.
Take the Strange
messages to Harald.
Pick up the stepladder
again.
***** Exit Harald’s apartment.
[ 14 ]
***** Alongside the entrance to the living room is
a closet with a red coloured file.
***** It is on top of a high set of shelves.
***** Carol needs to get at that file – she can’t,
it’s too high up:-
“No way, it almost touches
the ceiling”.
***** Put the
stepladder alongside
the shelves.
***** Now you
can take the file.
***** Read
the contents – it is a lease agreement between Frejas
Inc. and Adrian Vinkelman.
***** Remove
the stepladder.
***** Exit
[ 15 ] The Trailer Park
{1st visit}
***** Open the door to the
trailer… you can’t, it’s closed from the inside.
***** Try the window… Carol opens
it without difficulty.
***** Climb in: Impossible, the opening is too narrow.
***** Look inside. Carol can see
the inside handle but can’t reach it.
***** Use the boat hook to unlatch the door on the
inside.
***** Close the window and leave
it.
***** Go to the door and enter the
trailer.
***** On the table are two notes…
read them.
***** Lift the cover of the sink.
***** Read a biographical article
about Kurt Haijby.
***** Click on the article and
read the unfinished rather illiterate note.
***** Take the article about Kurt Haijby.
***** Close the sink cover.
***** Look around the trailer and
open one side of the sliding doors of a closet.
***** See a Screwdriver and take it… “This could come in
handy”.
***** Now open the other side of
the sliding doors of that closet.
***** See a Removable Handle and take it.
***** Look for a closed closet.
***** Use the Removable
Handle to open the closet.
***** Look inside the closet --- a pair of boots…
“Mud, and it’s still wet”.
***** Leave the trailer.
[ 16 ] The Allotment {2nd visit}
***** Talk to
Willy and exhaust all dialog options.
***** Exit to
the map.
[ 17 ] The National Tax
Board {1st visit}
***** Talk to
the janitor and exhaust all dialog options.
***** Carol
wants to get into the tax board office.
***** During
the course of discussion the janitor mentions that, for certain reasons, he
would let her in if she could find
“seven wild flowers in seven certain colours”… “and
remember, they have to be wild”.
***** The janitor says that he already has a green
wild flower, and he gives her the List of flowers to get for the janitor – There are six of them… red, white, yellow,
pink, blue, purple.
***** Exit to
the map.
[ 18 ] The Docks {1st visit}
***** Look around
--- it’s not a large area.
***** Find some
white flowers (some are for picking… others not).
***** Pick
some.
***** “I think
I’ll take another one” Carol says, and
obtains a white flower and
also some white flowers.
***** Leave the
docks.
[ 19 ] The Lavender
Brook {1st visit}
***** Go
forwards --- only 7 (different) directional arrows… if you go further you will
come across the brook and two tunnel openings.
You need to go there eventually - but later and not now).
***** See some
brightly coloured wild flowers.
***** Take a
close-up look at one gorgeous pink flower.
***** Pick that
flower.
***** Exit to
the map.
[ 20 ] Stina
in the Store {2nd visit}
***** Enter the store.
***** Talk to Stina
and exhaust all dialog options.
***** Exit the store.
***** Notice
that there are now two new locations on the map.
[ 21 ] The Milestone {1st visit}
***** Take a
step or two forwards.
***** View the
milestone… Carol exclaims “I can’t see what it says. 1755 something”.
*****
Immediately behind the milestone are some coloured
wild flowers.
***** Take a
close-up look at the brilliant blue flowers.
***** Pick the
flowers.
***** Exit to
the map.
[ 22 ] The Paintball
Hall {1st visit}
***** Walk
forward several times until you get close to the tall ladder alongside the
actual paintball hall itself.
***** Turn left
and you’ll see some coloured wild flowers.
***** View the flowers close-up.
***** Pick a purple flower.
***** Enter the
open door to the paintball hall.
***** Search
around the hall.
***** Approach
a scattered group of about a dozen discarded car tires.
***** Look at
and grab some headlights - “For the
night games, maybe?”.
***** There is
a tin of paint on the ground and alongside it is a can of spray.
***** In front
of the can, see and pick up a blood paint capsule - “----- it’s filled with a very strong red
paint”.
***** Leave the
paintball hall.
***** Exit to
the map.
[ 23 ] The
Zodel Moral
***** See a
pair of scissors on the table – to
the right of the green brochure (alongside the newspaper).
***** Look at
and take them.
***** Again the
Zodel Moral Mission representative appears and Carol
talks to him.
***** Exhaust
all dialog options.
***** Exit the Zodel Moral
[ 24 ] The Allotment {3rd visit}
***** “I could pick some flowers here, but they
wouldn’t be wild then” says Carol.
***** Go to a wide rather scruffy white door.
***** Open the door and enter.
***** Make a close-up view of the tin can on the
floor.
***** Using the screwdriver, open the tin can.
***** Put the blood paint capsule into the open
tin.
***** Cut the
capsule open with the scissors.
***** Dip the white
flower into the red paint in the tin.
***** Hey; now you’ve got a “red flower”.
***** Close the
tin.
***** Exit to
the map.
[ 25 ] The Petroglyphs {1st visit}
This is a location full of objects of
historical and archeological interest.
You don’t actually have to view everything there, but it would be
a pity to rush and not take your time to see and read about these unique items…
not limited to
In all there are 6 stands with genuine
pictures of petroglyphs with textual descriptions and
explanations. There are also about a
half dozen photographs of actual petroglyphs in that
area.
***** Before
you start your tour, take another look in inventory at the Note from Harald’s apartment.
***** Look
around the whole of the petroglyph location as
mentioned above.
***** In
particular examine the stands with the following information:-
***** Finally
take another look in inventory at the Note
from Harald’s apartment. --- Note the
significant difference!
***** Exit to
the map.
[ 26 ] Stina
in the Store {3rd visit}
***** Enter the store.
***** Talk to Stina
and exhaust all dialog options.
***** Stina asks for a favour (for a
change!). “If you’re going to visit the
Industrial Park, you can look for my earring”.
Stina dropped it last Christmas, and it fell
down a grating in the waterfall observation (very) large pipe.
***** Exit the store
***** Notice
that there is now a new location on the map
[ 27 ] Industrial Park {1st visit}
***** Search
the area for some wild flowers
***** You'll
find some near to the catwalk
***** However,
since the area is quite large, you may need some help
If so:- From the very first
photo inside the park, proceed as follows -
F x 8, R, F x 4, L, F x 8, L x 2, F (i.e. Upwards, in the right section
of the frame), R, F, R, F x 2, L.
***** See the flowers and take a close-up look.
***** Take some yellow
flowers.
***** LEAVE the industrial park.
***** Immediately reenter the park.
***** Search
the area for some red water
***** There is
a ramp leading down to a construction
area in the industrial park since the red waterfall is being overhauled. You can go down that ramp and then left to a
stream and get some from there.
***** However,
once again, since the park covers quite a large area, you may need some help.
If so:- From the very first
photo inside the park, proceed as follows - F x 8, R, F x 6, L, Place the ladder against the wall and climb up it, R, F, L, F x 3, L, F.
***** Take the test
tube and fill it with red water.
***** Exit to the map.
[ 28 ] The National Tax
Board {2nd visit}
***** Not far
from the door see a memo on the wall --- to Johanna from Lotta.
***** Read it
and take it --- it’s a Message from archives.
***** Go to the far end of the room.
***** See a
pile of hooks, slightly to the left on the bottom shelf.
***** Pick up
one --- Carol exclaims “This could be used for a lot of things”.
***** Take the Screw hook.
***** To the
right of these hooks is a pass card belonging to Stephan Lundgren (alias our
truly brilliant Swedish Developer Mikael Nyqvist --- ain’t he
something!!).
***** Turn over
the pass card.
***** Read what’s
written there on the back.
***** Return to
the door and alongside it see a copying machine.
***** Take a
close-up look at the copier.
***** Try to
print something --- seems you can’t… the panel reads “Load paper to continue
copying”. Apparently it’s out of paper.
***** So use
the back of the abovementioned message from archives as a sheet of paper
***** Now you
have paper you can print --- but no; another obstacle… the panel reads “Enter
personal 4 digit code”.
***** If you
haven’t already done so, turn over the pass card.
***** Read
what’s written there:-
***** Maybe
that’s a clue to the missing code – The words are:- Ivan ~ Xerxes ~ Victor. The first capital letters of these
words are I, X, V… in Latin numbers that’s 1, 10, 5 How about trying the code 1105..
***** Enter the code. Hey! it works.
***** You get a
printed Archives list (on the
other side of the ‘Message from archives’).
***** Exit to the map.
[ 29 ] The Theatre Workshop {2nd visit}
***** Return
to Harald’s desk.
It is where you got the ‘key from tea package’ in section [ 4 ] (where the
computer and printer are situated).
***** However,
once again, since the workshop is quite spread out, you may need some help:-
If so:- From the very first
photo inside the workshop, proceed as follows – R, F x 3, L, F, R, F x 2, L, F,
R, F x 5, close-up.
***** In
front of the printer is a small pile of CD cases --- take a good look.
***** Take
the strange instruction.
***** Exit to
the map.
[ 30 ] Industrial Park {2nd visit}
***** From the
first photo inside the park go forward quite a number of times until you can go
no further. You find yourself in front
of a building that looks somewhat like an austere church but in actual fact was
the Norrköping heating station (note the tall chimneys).
***** Turn
right and again make a number of steps forward.
You are now at a museum which recalls the period from about the mid 19th
to the mid 20th centuries when the foundries of Norrköping
were producing products from different metals… possibly the best in
***** Enter
the museum and look around. Part of it
is rather dimly lit, the other part is very brightly illuminated mainly by the
strong light from large windows.
***** Go to
the brightly lit part and search around until you find a pair of pliers ---
they are in front of a very large window made up of a dozen substantial panes
of glass.
***** Pick up
the pliers..
***** Now go
to the darker part of the museum and get to a section illustrating a lot of the
excellent metal work, workers, and foundries of Norrköping.
***** Look at
the posters and read them, and particularly a poster depicting the work of
blacksmiths.
***** To its
left there is a vise clamped to a bench… approach it and view it in close-up.
***** Close
the vise by clicking on its ‘handle’.
***** Insert
the screw hook between the jaws
of the vise.
***** Use the
pliers to bend the screw hook.
***** Take
the bent screw hook which you have
made.
***** Leave
the museum: You can’t! You can’t purloin
an historical item (even in a Quest/Adventure) from a national museum.
***** Return
the pliers to the place from
which you took them.
***** Now you
can leave the museum… so do that.
***** Exit
the industrial park.
[ 31 ] Harald’s
apartment {4th visit}
***** Enter Harald’s apartment.
***** There
are 2 doors facing Carol. The left door leads to the bathroom/toilet.
***** Enter the right door --- You can’t; it’s
locked.
***** Look at
the handle and keyhole.
***** Use the
bent screw hook to open the door
and enter Harald’s bedroom.
***** Go to
the trash bin and look at it in close-up.
***** Take
the Letter from Harald’s
trash - It’s not 100% certain,
but it seems likely that it was written by Harald
himself and trashed… Something in that letter will have a bearing on a later
action.
***** Click
on the Letter from Harald’s
trash and see a brochure concerning “Happy Rentals – Premium
Membership”… it is still in the trash can (and can be read again).
***** It’s worth while remembering anything of importance in that brochure – particularly Harald’s
Birth Date…
***** Open
the closet.
***** Look at
the pocket of Harald’s brown jacket. There is something there.
***** Take a
piece of paper with just two 4 digit numbers on it --- Note from Harald’s pocket.
The numbers are 8591 and 1173.
***** Exit
the closet.
***** Leave
the bedroom.
***** Leave Harald’s apartment.
***** Exit to
the map.
[ 32 ] The Theatre Workshop {3rd visit}
***** Go to
the paint room. If you have difficulty
in finding it, it is the place Carol visited earlier on in section [ 4 ] --- the white door with a fairly large dirty splash of
paint which has dripped downwards. If you miss it, it is in the same area as a
wall with three posters on it, the middle one being a representation of
Napoleon… and underneath about three dozen tins of paints.
If you have trouble getting there the following may
help - Keeping on the ground
floor, go to Harald’s desk (where the computer and
printer are) as you have done twice before i.e. From the very first photo
inside the workshop, proceed as follows – R, F x 3, L, F, R, F x 2, L, F, R, F
x 5,. From there it is easy – R x 2, F x
4, L.
***** Enter
the paint room.
***** Turn right and look at the code lock on the door.
Perhaps you should try one of the two 4 digit numbers on the note from Harald's pocket on it? The note should be in your inventory, and the correct code is 8591.
***** Look at
the International Color Chart.
***** Aren’t
there two familiar numbers there? - Look (in inventory) at the note from Harald’s apartment. They are 101 – yellow colour and
202 – pink. Colour..
***** Do you
remember the puzzle box in Harald’s apartment - The above 2 colours
appear on it. You cannot solve that
puzzle yet, but will have to wait until a fair bit later.
***** Beneath
the chart are two large square open bins.
***** Look into
the left bin and notice the corner of a white envelope.
***** Open the
envelope.
***** Inside it
is a note – read it. It is from somebody
called Stefan describing some sort of cache in a mountain somewhere (“….… in a
small room with a green door to the left …...in a box …… ”).
***** The same
envelope contains a key.
***** Pocket
the key from envelope - it opens
both the door and the box.
***** Leave
the paint room.
***** Then
leave the theatre workshop.
***** Exit to
the map.
[ 33 ] The National Tax
Board {3rd visit}
***** It
seems that Harald changed his name… so look at the Archives list.
***** Apparently
name changes are filed in the Tax Office under section ‘Fa’.
***** Go to
that section.
***** Now
what was Harald’s birthday? It was printed on that brochure concerning
“Happy Rentals – Premium Membership”… it is still in the trash can in Harald’s bedroom (and can be read again --- see [ 31 ]).
***** The only thing that was worth remembering in that brochure was:- Harald’s Birth
Date…
***** So look
at the white card marked ‘23’.
***** Take a
file from that section.
***** Look at
the file --- it is tied with string.
***** Cut the
string with scissors.
***** Keep
the string.
***** Examine
the National Tax Board form for Harald Lund.
***** It
seems that his original name was Harald Haijby.
***** Exit to
the map.
[ 34 ] Industrial Park {3rd visit}
***** Go to
the waterfall viewing area (The waterfall of red water is not in operation due
to renovations)… you passed it on your way to the catwalk in [ 27 ].
If you have difficulty finding it – Follow the first half of the instructions in
[ 27 ] approximately:- i.e. F x
8, R, F x 4, L, F x 6.
***** If you
haven’t already done so previously, look down close-up at the grating and see
something down there.
***** It is
the earring which Stina accidentally dropped down
there last Christmas. “That must be Stina’s
earring.”… see [ 26 ].
***** In
inventory, attach the string to
the fish hook or vice versa and
obtain a string with fish hook.
***** Fish
the earring out using the string with fish hook…
it is Stina’s earring.
***** Leave
the Industrial Park and exit to the map.
[ 35 ] Stina
in the Store {3rd visit}
***** Talk to Stina,
***** Give Stina’s earring back to her… she thanks Carol etc.
[ 36 ] Harald’s
attic {2nd visit}
***** Go to Harald’s place but don’t enter his apartment.
***** Instead,
enter his attic --- see [ 12 ].
***** Walk
along nearly to the far end, and on the right side there is a door marked
“Clockwork Mechanism”.
***** Open
the door – you can’t it’s locked.
***** So, use
the bent screw hook on the
keyhole.
***** Enter
the room.
***** Look
around; amongst other things there is a ladder leading upwards.
***** Climb
up the ladder, and another one. Carol exclaims “I can’t see anything up there”…
obviously it’s much too dark.
***** Return
down again.
***** Go to a
fuse board.
***** Look at
it closely.
***** Notice
that one fuse is missing.
***** So plug
in the fuse.
***** Again
return to the ladder.
***** Climb
up the ladders and view a large standing clock mechanism.
***** Up
there and in the vicinity is an oil can,
on one of the horizontal beams.
***** Take
it.
***** Return
down the ladder. (You can play a few notes on the organ if you wish).
***** Go out
of the “Clockwork Mechanism” room.
***** Leave
the attic.
***** Exit Harald’s apartment house.
[ 37 ] The Docks {1st visit}
***** Look
around --- it’s not a large area.
***** Go to the
entrance of a cave… it is very close to the location where you picked the white
flowers in section [ 18 ] .
***** The cave is closed with heavy locked metal
doors.
***** Look
close-up at the doors,
***** Insert
the key from envelope into the
keyhole.
***** Open the
door --- you can’t “It’s stuck” --- “So I guess I’ll have to find another way
in”. (Don’t move too quickly i.e. before
Carol has finished speaking!)
***** Go to the
left and rear of the heavy doors. Climb
up a few stairs and keep going forwards.
***** You will
find a rear entry (which was probably illegally broken into at some stage).
***** Go into the rear entry and walk in.
***** “It’s too
dark” to proceed, and Carol can’t see a thing.
***** Put on
the headlights. Now she can see reasonably well.
***** Go forward a couple of times and right, and
then forward again three times and then left, and see a hammer on the ground.
***** Pick up
the hammer.
***** From
where you picked up the hammer, go right and forward as much as you can and
notice the metal cutters.
***** Grab
them.
***** Go one
(only) step to the left, and you will see a locked box.
***** Open the
box – you can’t; you need the key.
***** If you
read the letter in the Theatre Workshop ([ 32
]…from Stefan), it says that the same key opens the main doors and
also the box.
***** But that
key is outside in the main doors.
***** Exit the
rear entry to the cave.
***** Make your
way to the front doors.
***** Take the
key --- you can’t… it’s stuck inside the keyhole.
***** Maybe you
can push it out from inside the cave.
***** Return to
the rear entry and enter.
***** Go to the
very end and view the inside of the main doors.
***** If you
have difficulty finding the main doors inside the cave – From the time you put on the headlights - F x 2, R, F x 5, L, F,R, F, close-up.
***** Try to
push the key out from inside… that doesn’t work - you need something to push it
out.
***** Use the oil can on the keyhole --- still no go!
***** Bang on
the oilcan with the hammer.
***** At last…
it shoves the key out.
***** Again
exit the cave through the rear entry.
***** Go to the
main doors.
***** Nearby
you will see the key from envelope
on the ground.
***** Pick it
up.
***** Return to
the rear entry and enter.
***** Go to the
locked box which needs the key as
mentioned above.
***** Use the key from envelope to open the locked box..
***** Look at
and read the letter from Harald to Stefan, and the
reply from Stefan to Harald.
***** Carol
realizes that she got mixed up, and what she thought was “milestone” was
actually “limestone” (a simple partial anagram!).
***** Leave the
cave .
***** Exit to
the map.
[ 38 ]
***** Open the
door to
***** Look at
the door handle… Carol remarks “It looks like one of these removable
handles. But where is the handle?”.
***** You
probably picked one up in the trailer.
***** Open the
balcony door using the Removable handle.
***** Notice a
red and white coloured trash bag there.
***** From
inside the trash bag, read the letter from Lizzy to
***** Leave the
balcony
***** Exit
[ 39 ] The Paintball
Hall {2nd visit}
***** Walk
forward several times until you get to the first door in the paintball hall.
***** Enter the
door.
***** Turn left
and look closely at the machine there … Carol says “Can this be the turquoise
machine?”.
***** Look at it
in close-up… on the left side of the top brown box is a small lever..
***** Open the small
lever – impossible! “I think it needs some oiling”.
***** Use the oil can on the small lever.
***** Now you
can open the brown --- box, so open it!
***** Use the boat hook
on the open brown box to pick up a plastic bag with a note in it.
***** Read the
note from Lizzy. Apparently,
***** Replace
the note and the plastic bag.
***** Close the
brown box.
***** Leave the
paintball hall.
***** Exit to
the map.
[ 40 ] The Lavender
Brook {2nd visit}
***** Go
forwards several times. Now and then you need to turn to the right when there
is no forwards arrow. Eventually, you will come to two tunnel openings.
***** Carol
expostulates: “I’m not going to jump into that water in these shoes”.
***** She changes
into gum
boots.
***** One of
the notes in
***** Go forwards.
***** But “I
can’t even see the rats in here now”.
***** So put on the headlights in order to see.
***** Go
forwards as many times as possible.
***** Turn left
and see a briefcase on a ledge connecting the left and right tunnels. The case
is attached to the ledge with a metal chain.
***** Use the metal cutters
to sever the chain.
***** Pick up
the briefcase (obtaining a close-up of it).
***** Notice
the numpad on the front of it.
***** You need
the correct code for it.
***** Remember
what
***** Enter the
code number (127) into the numpad
on the briefcase, and watch it open.
***** The briefcase
contains lots of money. Look at it
closely.
***** Carol
says “I think I should try to find
***** Click on
it and the Briefcase with money
goes into inventory.
***** Get out
of the tunnel.
***** Exit to
the map.
[ 41 ] The Trailer Park
{2nd visit}
***** Open the
door to the trailer… You will find
***** Talk to
***** During
the course of discussion obtain a bucket.
***** At the
end of the dialog, Carol is reminded that it is Midsummer’s Eve. We’ve learned
from a letter on her kitchen table that she was supposed to meet up with her
friend Jonas in his cottage today.
***** After the
dialog, you’re automatically transported to………….
[ 42 ] The Allotment {4th visit}
***** At the
allotment, you meet Jonas, apparently not in a very good mood. Exhaust all
dialog options, and his mood soon changes for the better.
***** Watch the
barbeque cut scene.
[ 43 ] Stina
in the Store {4th visit}
***** Enter Stina’s store. Carol
asks “I simply must find a limestone quarry in Kolmarden”!
(It is the one that Harald corresponded about with
Stefan in the cave--- at the end of
[37]).
***** Stina will give you directions.
***** Leave Stina and return to the map.
***** The
Limestone quarry is now on the map.
[ 44 ] The Limestone
Quarry {1st visit}
***** Go to a
small lake containing green water --- amazing!
Carol mentions “That water is green alright!”.
If you have difficulty finding that lake – From the first screen; Walk forward a couple of times then right
and you’ll see some white stones. Walk
up to the stones and then turn left. Then, walk forward until you get to the
lake.
***** If you
want to, you can look at the water in close-up, but you can’t do anything there
yet.
***** Look for
a rope…it’s a little way away on the limestone.
You nay find it difficult to find the rope; if so – From the small green lake, go Rx2, F, L,
Fx5, R, close-up.
***** Pick up the rope.
***** Tie the rope to the bucket or vice versa in
inventory – now you have a bucket with
rope.
***** Go back
to the lake of green water and look at it in close-up.
***** Lower the
bucket with rope into the water,
and obtain some green water.
***** Return to
the place where you found the rope.
***** Turn left
and walk forward until you get to an “Exit” icon. Turn to the right. Walk
forwards as far as possible and turn
left.
***** Observe
some indecipherable writing on the wall.
***** Remember
what the note in Harald’s apartment said about a
message being revealed by the rain on this particular limestone wall ([31]).
***** Use the green water
on the wall, and the message will be revealed.
***** Look at
the message, and Carol exclaims “That’s the night of the murder”.
***** Mix the green water with the red water from the test
tube in inventory, and get red and green water mixed.
***** Dip the litmus paper into the red and green water mixed in
inventory. The paper turns blue (i.e. the water is alkaline… with a ph
greater than 7). You get blue coloured
litmus paper.
***** Exit to
the map. (If you just turn to the left from the message, and then continue
forwards, you find a very close exit icon).
***** Notice
the new location which has appeared on the map.
[ 45 ] The Hedwig Church {1st visit}
***** Go to the
***** Enter via
the main entrance.
***** Just
before the main part of the church, there is a storage room to the right.
***** Enter the
storage room.
***** To the
left, find a reacher, and “borrow” it. Carol apologizes “OK, but I have to return it
later. I’d hate to steal from a
church.”.
***** Leave the
storage room.
***** Go
through the whole church (in which the game’s
creator Mikael Nyqvist and
his lovely wife and co-worker Eleen got married)
and look at the beautiful windows.
***** Reach the altar; and then go to the left, forward
twice, and right twice, and you’ll find a back door to the church.
***** Exit the
church through that back door.
***** Outside
the church and near the back door, there is a mobile phone lying partly
hidden in some grass (it is near some cigarette butts).
***** Carol
muses “Maybe Harald dropped his mobile phone here, if
he was standing here waiting.”.
***** Pick up
the mobile phone.
***** Look at
it in close-up (by right clicking it in inventory).
***** Maybe one
of the codes found on the note in Harald’s pocket [31] will activate the phone The note should be in your inventory, and the correct code is
1173.
***** There are
2 messages from Iris on the phone, one of which reports that she has changed
her door code to 3395.
***** Wander
around outside the church – but outside it. In the vicinity you may see the
“Three Princes’ Alley”.
***** If you go
to that alley, Carol will note that Iris’ apartment is close by.
***** Exit to the map.
[ 46 ] Harald’s
apartment {5th visit}
***** Enter the
right hand one of the 2 doors.
***** Go
straight to the box with the 3 x 3 coloured matrix,
which is close to the bed in the living room.
***** You now
have the three colours that are referred to in the
note you picked up in the bowl on top of the refrigerator… see [13]
***** Press the
appropriate three coloured squares on the box – blue, pink, and yellow… in that order.
***** The box
opens.
***** Look at
and take the machine handle in the box.
***** Leave Harald’s apartment and without leaving the building go to
his attic.
[ 47 ] Harald’s
attic {3rd visit}
***** Enter the
“Clockwork Mechanism” room ([36]), and find the clock mechanism.
***** View the
mechanism in close-up.
***** Use the machine handle
on it.
***** Pull the
handle twice, and a compartment opens up right above you; (You see it only
temporarily!).
***** Remove
the machine handle.
***** Climb the
ladder just behind the clock mechanism to access that compartment. If you have
difficulty – Go down to exit
the close-up. Then go forward and
left. Then finally up the short ladder.
***** Get
something from there --- you can’t because it’s too high up.
***** Use the reacher
on the compartment to get the contents.
***** Find and
take the key; “For my favourite water flowerer”.
***** Look at
the envelope and open it.
***** Read the
letter from Kurt Haijby to his son Harald (Haijby)
***** Go down Below.
***** Exit the
“Clockwork Mechanism” room,
***** Leave Harald’s attic.
***** Exit to
the map.
[ 48 ] The Hedwig Church {2nd visit}
***** You can’t
steal an object from a holy place!
Return to the
***** Replace the
reacher.
***** Leave the
storage room.
***** Exit to
the map.
[ 49 ] Iris’ apartment {2nd visit}
***** Enter her
apartment --- No way! You must first operate the call panel.
***** Go to the
‘call panels’ at the side of the door.
***** Enter the
NEW door code 3395 to open the outer door.
***** Use the
key from the envelope in the attic ([47]) to open Iris’ door.
***** Once
inside Iris’ apartment, go to her bedroom.
***** Locate a night
desk in the bedroom and examine it in close-up.
***** There is
a drawer in that desk… Open it.
***** In the
drawer is a key.
***** Get that key from Iris’
apartment.
***** Leave the
bedroom and on the wall in the first room to the left notice 2 photographs. [The lower one is of the author of this
walkthrough dancing at the wedding of one of his grandchildren. That was 2 years ago when he was 82 years
old. She now has a 5 month old daughter,
so he’s now a great granddaddy :)]
***** Proceed
to the room with the TV set.
***** Beneath
the TV is a cabinet.
***** Open a
cabinet door with the key from Iris’
apartment
***** Open the
drawer in the cabinet and see a letter.
***** Read the
letter --- “I know that handwriting.
It’s that guy from the Zodel Moral Mission”
says Carol. It looks like the Mission
representative has tried to blackmail Iris.
***** Try to
leave the apartment from any of the doors that lead outside.
***** Ooops, it seems like Iris didn’t go on that trip after all.
She’s just coming home!
***** You now
have to exit the apartment from the opposite door. But be quick, Iris will enter the apartment if you’re not fast
enough – R x 2, F x 2, click on the door handle!
[ 50 ] Look at the ending, the Credits and the EPILOGUE which completes
the narrative.
HOPE
YOU ENJOYED CAROL’S
FIFTH INVESTIGATION.