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Just Adventure original

Cold Case Summer

by Len Green 30 sections about 47 minutes to read

[ 38 ] Air Force bunker {2nd visit}

***** Enter the bunker.

***** In one of the side corridors there is a room in which something is hidden under the floor . Go to this room – if you have difficulty in finding it you can look at the graphic above and its position is marked with the letter “D”.

***** Near the bottom left corner is a heavy metal rectangular cover. Move it aside exposing a rod.

***** Take the iron rod.

***** Close the sliding cover.

***** Carry on a short way along the same subsidiary corridor.

***** Enter a room which has a light blue-grey electrical cabinet fixed to the wall. – If it’s difficult to find, you can look at the graphic above and its position is marked with the letter “E”.

***** In your inventory, combine the Iron rod with the screwdriverand you obtain a screwdriver attached to iron rod.

***** Use the screwdriver attached to iron rodto open the cabinet.

***** Examine the paper attached to the inside of the right-hand cabinet door.

*****There are some symbols marked on the paper.

*****Save the Symbols from bunker.

*****Exit the electrical box.

*****Return to the main pathway and travel along it, away from the entrance “A” until you reach a light green colouredsteel door “F”

*****Open the door by turning the handle – Impossible! It is stuck (maybe rusted?) and won’t turn.

*****Inyour inventory, combine the steel brush with the Highly effectivesolvent to create a steel brush with solvent.

*****Use thesteel brush with solvent on the handle of the steel door to open it.

*****However this involves some manipulation,as follows:-

Examine the symbols. The five vertical lines are simply dividers creating four discrete actions in order from left to right. Each of the four symbols enclosed by apair of vertical lines indicate the actions which must be performed on the handle of the door. There is a ‘rotation arrow’ cursor on the handle which makes it rotate in a clockwise direction.

Imagine that the handle of the door is the hour hand of a clock. Then the previously mentioned symbols indicate the four positions that the handle must take in order, Each position MUST be followed by a click on the red spot below the handle. Thus the first position must be 9 o’clock: The second position 2 o’clock: The third position 7 o’clock: And the fourth and last position 3 o’clock.

*****The steel door opens and you are looking down on a pool of water.

*****Take one step only forward and Carol wades into thepool, “G”.

*****See a green coloured wooden stick frosting in the water.

*****Fish out the wooden stick.

*****Return to the place where Carol is just looking down on the pool of water (not yet IN it!).

*****Choose the left-hand path and go forwards.

*****View a ladder leading up to a green lid..

*****Carol climbs the ladder ……….

*****………. And sees a cavity in the wall.

*****Inside the cavity is a white metal box – Carol would liken to reach it but can’t since it is too far away

*****So use the wooden stick to access the box.

*****On the top of the boxare two small hex –sockets one above the other.Each one is surrounded by a circle just to ‘highlight’ it.

*****Open the metal box using the hex-key — No! It’s not as simple as that.

*****Remember the Timeworn note from bunkerin your inventory? It hastwo (partial) horizontal rows of hexagons, one row beneath the otherThe upper row has three hexagons and the lower row has two.

*****Scan both lines; ‘together’ from left to right and you see that the five hexagons are arranged as follows:-lower;upper;upper;lower;upper.

*****Apply the hex key to the two hexagonal-sockets on the top of the box. You have to do this five times only to either the upper or lower sockets according to the order outlined just above (which is on the ‘Timeworn note from bunker’!).

*****View the contents of the box -inside is a bundle tied with a red rubberband and marked “Roy”, whoever that is?!

*****Inspect the bundle. There are blister packs containing pills of some sort.

*****Carol makes her way towards the entrance of the bunker, “A”.

*****But just before she gets there, she is attacked by an unknown hooded assailant.

*****Neverthelessshe she manages to get to the entrance.

,*****Exit the bunker: Oh dear; she can’t – the door is stuck and jammed (maybe deliberately by her attacker?!).

*****Fortunately there is another entrance/exit. It is at the furthest left location imn the bunker, marked “I” on the map.

*****So go there.

*****But it’s locked.

*****Unlock the door using the Key from Crille’s box.

*****After all her experiences imn the bunker, Carol is tired and badly needs to get home and some sleep imn her own bed!

*****Exit that door to the bunker onto the map.

39 ]Carol’s home {6th visit}

*****Carol arrives at her front door.

*****She has mislaid her keys.

*****She rattles the door handle to see if by any chance she left it open or the keys inside or whatever – she did not!

*****A large man opens the door and tells her to knock like a decent person!

*****It is the plumber (Mr. Bigge.).

*****Talk to the plumber and exhaust all dialogs.

*****He leaves and Carol enters her apartment.

*****Walk into the computer room,

*****SHOCK! Her colourful knitted doll called “Len” has been strung up and ‘hanged’.

*****Examine the doll and turn it round ……….

*****……….On the back is pinned a nasty warning note in bad language.

*****Read the note…It contains a warning, also to Amber.

*****Carol is worried and decides to warn Amber.

*****Carol’s keys are also attached, so grab them!

*****Untie and take Len.

*****Remove the cord which was used to hang the doll.

*****Then exit the front door of the apartment and then the main door of the building. You are now on the map

[ 40 ]Amber’s apartment {3rd visit}

*****Talk to Amber and exhaust all dialogs.

*****Carol asks Amber about somebody called Roy,and Amber replies that he works in the Aviation Administration building ……….

*****………. So go there.

*****Exit to the map.

[ 41 ]The Aviation Administration  {2nd visit}

*****The building is open now – so enter.

*****There is a man at the reception desk.. Talk to him and exhaust all dialogs.

*****Ask if Roy is there and he tells Carol that Roy Stenson is working in the old paper archives ……….

*****………..So Carol goes there.

*****Talk to Roy and exhaust all dialog options. He talks mainly about the old times, and his friendships and contacts with Crille, Sigge and Harri when they were all much younger!

*****Exit to the map.

[ 42 ]Sigge’s apartment {3rd visit}

*****Talk to Sigge and exhaust all dialogs.

*****Sigge mentioned two interesting facts:- Firstly, that Harri once talked to him about ‘Substrata’ the name of a painting from Sigge’s childhood home -but he has no idea where it is now! And secondly, that Roy Stenson was staying in Sigge’s hostel since he had trouble with his landlord!

*****Carol decides to visit Roy again to find out more about his accommodations.

*****Exit to the map.

[ 43 ]The Aviation Administration  {3rd visit}

*****Carol enters Roy’s ‘office’ but he’s not there and so, being a sleuth, she decides to poke around there to see if she can unearth anything of interest.

*****Amongst the files etc. she finds Roy’s Pass card to Sigge’s hostel ……….

*****………. Carol grabs it since she has read a notice in his workplace informing that he will be away for the whole day at a UFO conference.
*****Turn over the pass card and there is an essential code for entering the hostel and Roy’s room number written on it.

*****Exit the office and the Admin building to the map.

[ 44]Sigge’s hostel  {1st visit}

*****Examine the number pad next to the front door

*****Enter the four digit code… In case you have forgotten it, look it up on the pass card in inventory – it is 3997.

*****Enter the hostel.

*****Go upstairs.

*****Walk to Roy’s room – number 26.

*****Use the pass card to open the door ……….

*****………. And enter.

*****Go into the bedroom.

*****On the bed is a suitcase – you can open it and look into the stuff inside, but there’s nothing of importance there and nothing you can do.

*****Between the two beds is a bedside table with one drawer in it ……….

*****……….Open the drawer.

*****Inside is part of a letter with a photograph of a most unusual location.

*****It has been chosen as a suitable location for a drop-off place fordelivering drugs – with information concerning a flag to pinpoint the exact spot.

*****There are also some pills which are thesame drugs as thosethat Carol saw previously inthe bunker ( See[38] ).

*****Close the drawer.

*****Leave the room.

*****Go downstairs and exit the front door to the map.

45 ]Harri’s summer house {3rd visit}

*****SEE37 ] – If there is ANYTHING there that you COULD HAVE DONE butHAVE NOT DONE, you can do it now!!

*****Enter the summer house.

*****Go to the right-hand (“HOGANAS”) poster in close-up.

*****Note the numbers on the poster.

*****Move the poster aside revealing a safe with a number pad on it.

*****Get a close-p of the number pad.

*****Enter the correct code of four numbers.If not obvious, the numbers are1; 9; 5; 1..

*****The safe opens.Inside is an envelope ……….

*****……….Open it.

*****In the envelopeis a blank sheet of paper (apart from three words on it… “Next drop-off”).

*****Close the safe etc.

*****Replace the poster.

*****Exit to the map.

46 ]Harri’s apartment {5th visit}

*****Open the front door.

*****Then open the door to Harri’s apartment.

*****Go to the brown bureau which is locked.

*****Scrutinize it in close-up.

*****Use the Key from Harri’s shirt to unlock the bureau.

*****Inside see a printed page describing, among other things, a revolver box which had apparently once contained a gun.

*****Also there is a green cigarette lighter in the bureau … Take it.

*****Exit the apartment and the house.You are now on the map.

47 ]Harri’s summer house {4th visit}

*****SEE37 ] – If there is ANYTHING there that you COUD HAVE DONE butHAVE NOT DONE, you can do it now!!

*****Go to the black stove.

*****Open the panel near the bottom of the stove.

*****Put the firewood and paper into the stove.

*****Light a fire in the stove using Sigge’s cigarette lighter.

*****Hold the blank sheet of paper near to the fire to warm it gentlyand watch as gradually an ‘invisible’ message materializes – it is the coordinates of a new unusual location called ‘Nimis’.

*****Carol exclaims “This is the classic baking soda method”.

*****Exit to the map.

48 ]Nimis {1st visit}

*****You have read the coordinates of Nimis (you’ve previously seen a photo of this unusual place!) and you’ve also previously seen the new location of Nimis marked on the map (and blinking – indicating that it has never been visited!).

*****So it is natural to go from the map to Nimis now!

*****But you cannot do this until you first replace Roy’s pass card.

*****So you MUST now return yet again to the Aviation Administration building.

[ 49 ]The Aviation Administration {4th visit}

*****Once again enter the Aviation Administration and return to Roy’s ‘office’

***** Return the pass card to the place where you ‘borrowed’ it. But this does not work – Carol says that she’d rather give the pass card back to Roy personally!

***** Find a mobile phone nearby ……….

***** Go to it and read the message on it – it deals with the helicopter landing area

***** There is the sound of a toilet flushing and Roy enters.

***** Carol gives him his pass card.

***** They carry out a tense conversation – exhaust all dialog options.

***** Roy orders Carol to get out – and she does so!

***** You are now on the map.

50 Nimis {2nd visit}

***** Notice the many unusual wooden tower-like constructions on Nimis.

***** Obtain a nice view from the top of the tower nearest the calm sea.

It might be a bit tricky to get to the right spot and if you have too much trouble you can take the following steps from the very first frame after accessing Nimis:- Forward nine times; Right; Forward; Left; Forward twice; Up; Forward.

***** Turn right ……….

***** ………. And you receive an urgent message from Amber on your mobile phone. She tells you to come at once since she has just received a letter from (the murdered) Harri!!??

***** So return to the entrance to Nimis.

***** Exit to the map.

[ 51 ] Amber’s apartment {4th visit}

***** Amber is there expecting Carol.

***** Talk to Amber and ask her if she really just deceived a letter from Harri.

***** She replies that it was like getting a letter from the grave!! But then she realized that he had got her address a bit wrong and this alone caused the delay!

***** Amber shows the letter to Carol – it contains important information and instructions.

***** Finish talking to Amber and exhaust all dialog options.

***** Exit to the map.

[52 Harri’s summer house {5th visit}

***** SEE [ 37 ] – If there is ANYTHING there that you COULD HAVE DONE but HAVE NOT DONE, you can do it now!!

***** Use the Key from bread box to open the right-hand door of the wardrobe. (Carol couldn’t do that previously – but now she knows that she must lift the door somewhat whilst unlocking it !).

***** Inside is a box with something round on it ………..

***** ………. So grab the (round) Lens filter.

***** Open the box and look inside it.

***** There is an obviously empty impression of a revolver (but not the gun itself).

***** Look also above, at the inside of the lid… There is a clocklike-face which can be adjusted by the hour, and to the right of it an enigmatic rectangular pattern containing rectangles some of which are coloured orange or green.

***** Look at the shelf above the box – there are some important documents there which Harri presumably composed before being murdered:-

(i) A notepad containing items Harri intended to do.

(ii) A page describing some ‘historical’ details. They include:- Sigge’s ailing father; A small fortune in diamonds; The Countess Aurora Roswall; A revolver box; The Dead City (an uncompleted leper colony); etc.

(iii)                 A list of matters Harri intended to consult

Carol about.

***** Close the door of the wardrobe and exit to the map.

53 Nimis {3rd visit}

***** There is a bright red and white coloured flag half hidden amongst the rocks. It was put there to use as a signal for indicating the best place to land a helicopter (smuggling drugs and booze!) ……….

***** Go to it.

If you have too much difficulty finding the flag you can take the following steps from the very first frame after accessing Nimis:- Forward nine times; Right; Forward twice; Right;.

***** Examine the flag in close up. There are two messages attached to it.

***** Read both messages and pay attention to Carol’s comments concerning each one.

***** Return to the entrance to Nimis and exit to the map.

[ 54 ] Amber’s apartment {5th visit}

***** Continue a discussion with Amber which you started a short while ago ( See [ 51 ] ).

***** Conclude all dialogs with Amber.

***** Exit to the map.

[ 55 ] The Old Town {1st visit}

***** Walk a fair bit forward until you see a narrow alleyway.

***** Proceed along the alley until you come across what used to be a casino and now deals in antiques amongst other things,

***** Knock on the door,.

***** Talk to Phil, (who makes some very suggestive unacceptable passes at Carol)!) and exhaust all dialogs.

***** Carol asks about Roy and about the ‘Substrata’ painting.

***** Phil gives her a Message to Roy – i.e. a crude flight plan to take to Roy..

***** Phil goes away and Carol enters and explores.

***** View in close-up a round table with a candle on it (supported by one leg only!) just to the right of a large trunk.

***** Just to the left of the candle is a price tag ……….

***** ………. Move it aside revealing a key.

***** Pick up the Key from antique shop.

***** Move to the left and use the Key from antique shop to open a locked door.

***** See the Substrata painting and remove it!!

***** Exit the antique shop and then the old town to the map

[56 Carol’s home {7th visit}

***** Enter and go to the bathroom to check progress on the renovations there.

***** The workman has left something there ……….

***** ………. Pick up the chisel.

***** Exit the bathroom and Carol’s apartment and building to the map.

[57Harri’s summer house {6th visit}

***** Enter the summer house.

***** Go to the clock-like face which is in the inside of the lid of the revolver box.

If you haven’t accessed this‘clock’ previously, See [52]! – You can do it now.

*~*~*~*~* It’s about time to solve another puzzle, and for that you need a code to apply to the clock-like face!

Take a very good look at the primitive map from Harri’s summer house… There are several extremely important clues on it! It refers to the female quarters in the Dead City. There are two rows of buildings there. Four of the buildings are coloured in the order from top to bottom:- Orange; Black; Green; and Blue. This indicates that there are FOUR digits in the required code. Furthermore, two of the buildings are not coloured but have numbers alongside them.

***** Leave the wardrobe and then the summer house to the map

[58The Dead City {2nd visit}

***** Access the secondary map ( See [32].

***** Choose the female quarters.

***** Turn left and note a building marked ‘1’.

***** Turn right, then forward, and then left, and note two buildings, one marked ‘3’ and the other ‘3b’.

***** Again turn right, then forward, and then left, and note two buildings, one marked ‘5’ and the other ‘7’.

***** Lastly turn right, then forward, and then left, and note a building marked ‘9’.

***** The above calls attention to the six numbers 1, 3, 3b, 5, 7., and 9. However the primitive map from Harri’s summer house has suggested ignoring the two building numbers ‘3b’ and ‘5’ – See [ 57 ], and hence it appears that the required code consists of the four numbers only, 1, 3, 7, and 9 – BUT in what order???

To determine that correct order we have to consult the colours from both the primitive map from Harri’s summer house and also the Substrata painting together with the abovementioned four digits, and all in their absolutely ‘correct’ orders.

Again, as just above, refer to the primitive map from Harri’s summer house. As mentioned there, the order of the colours there is Orange; Black; Green; and Blue. Now compare that order with the order of the colours from left to right on the Substrata painting – this is likely to be vague &/or unclear, and so here is a much fuller explanation:-

The first colour on the primitive map is orange ….. Orange is the third colour on the Substrata painting ….. Hence the first number of the random list above (1; 3; 7; 9.) i.e. “1” must be the third digit of the true code ,,,,, In other words, the code is x x 1 x.

The second colour on the primitive map is black ….. Black is the first colour on the Substrata painting ….. Hence the second number of the random list above (1; 3; 7; 9.) i.e. “3” must be the first digit of the true code ….. In other words, the code is 3 x 1 x.

The third colour on the primitive map is green ….. Green is the fourth colour on the Substrata painting ….. Hence the third number of the random list above (1; 3; 7; 9.) i.e. “7” must be the fourth digit of the true code ….. In other words, the code is 3 x 1 7.

The fourth and last colour on the primitive map is blue ….. Blueis the second colour on the Substrata painting ….. Hence the fourth number of the random list above (1; 3; 7; 9.) i.e. “9” must be the second digit of the true code ….. In other words, the code is:- 3; 9; 1; 7.

[59Harri’s summer house {7th visit}

***** Once again go to the clock-like face – If you haven’t really examined this‘clock’ previously, See [52]! – You can do it now It is actually the same as a simple dial combination lock on a (cheap) safe. There are two opposite rotation-arrow cursors in order to turn the ‘clock’ clockwise or anticlockwise to cause the numbers to decrement or increment. The position where each number of the code has to be set is at the very topmost point, i.e. the position where the 12 o’clock is situated on a real standard ( analogue) clock.

You have to set the four numbers of the code that you worked out in [58], in the correct order of course and in Latin numerals, and after each setting you MUST click the center button.

In the case of any serious problems, the settings are:- III (3)’ IX (9); I (1); VII (7).

Take the photo from revolver box that you receive when you have completed the above task correctly.

*****Exit the revolver box, the wardrobe, and the summer house to the map.

[60The Dead City {3rd visit}

***** On accessing the Dead City from the map youfind yourself automatically on the subsidiary map ( See[32] ).

***** Choose the hospital although this step is not necessary to complete the game!!

***** Carol tries to approach the hospital but decides never to go there since, as she says, “I have a feeling there might be snakes here”.

***** Return to the secondary map.

***** Choose the manager’s residence.

***** Go right up to the very top of the (uncompleted) building.

***** There is a sort of mosaic made up of rectangular slabs, one of which was marked in black on the photo from revolver box described in [59].

***** Dig out that Slab from manager’s residence. using the chisel you purloined from Carol’s unfinished bathroom.

***** Turn the slab over ……….

***** ………. And read the writing on it “+ Inside 4th stone —— 5th row, left wall”.

***** Exit the Dead City to the map.

61 Nimis {4th visit}

******* Very close to the entrance of Nimis is a sledgehammer ……….

***** ………. Pick it up.

***** Exit Nimis to the map.

[62The Dead City {4th visit}

***** On accessing the Dead City from the map youfind yourself automatically on the subsidiary map ( See[32] ).

***** Choose the male quarters.

***** Go towards the (uncompleted) church.

***** Carol remarks “It’s terribly sunny here today”.

***** Enter the church.

***** Turn left and see a dark patch near the centre.

***** Examine the dark patch in close-up.

***** Smash a hole in the middle of the dark patch using the sledgehammer.

***** Remove the white bag which was in the hole.

***** Open the white bag – it is full of dazzling Diamonds.

***** Take possession of the diamonds.

***** Exit the church.

***** Roy appears threatening Carol with a revolver ( Is it the one which originally resided in the revolver box as described in [ 52 ])

***** Roy and Carol exchange belligerent dialogs – exhaust them all!

***** Roy holds up a card which he wants Carol to decipher! He got it from Harri when he had his “accident” .

***** Take the Card that Roy took from Harri from Roy, ostensibly to decipher it for him – it has four illustrations of mushrooms on it and also four Morse code symbols on it.

***** Carol throws the Lens filter into Roy’s face temporarily blinding him.

***** She escapes to the right.

**** The scene automatically shifts to an attractive nighttime view with Carol phoning the Norrkoping police, giving them the name and details of Harri’s murderer… Since this is a whodunit I won’t reveal here who it was – although it is probably obvious !! (He was frightened that Harri would spill the beans and expose some illegal activities)!

***** In inventory use, your Morse code list to decipher the four alphanumerics ontheCard that Roy took from Harri from top to bottom. You obtain the code numbers:- 1; 9; 7; 0.

[ 63 ] Norrkoping Central Station {2nd visit}

***** If you haven’t done so previously ( See [ 23 ] ), examine the storage box in close-up.

***** There is a numerical keypad there……….

***** Enter the code you found at the end of the previous hint, i.e. [ 62 ].

The top right hand storage box lid opens revealing a green safe-box and a series of numbers:- 8; 6; 3; 9; 5. In order to open that green safe-box we must again deduce the correct code.

***** Exit theNorrkoping Central Station to the map.

[ 64 ] Harri’s apartment {6th visit}

***** You may have done the following previously and also noted the ‘results’. If so you do not have to repeat this hint!

***** Go to Harri’s bedroom.

***** Examine in close-up the poster illustrating nine types of mushroom which is attached to the back of the door.

***** There are four types of mushroom on the Card that Roy took from Harri. Identify those four species on the abovementioned close-up. and number them consecutively from “1” from left to right starting from the top left corner (and counting each of the three lines from left to right). The order is fifth; sixth; eighth; and ninth.

Hence the code must be the four numbers 5; 6; 8; 9.

***** Exit to the map.

[ 65 ] Norrkoping Central Station {3rd visit}

***** So click the numbers 5; 6; 8; 9 in that order on the aforementioned list in the storage-box.(8; 6; 3; 9; 5).

***** The box opens.

***** Look at the pouch inside the green safe-box.

***** Carol reads and recites the document within – it was written by Harri and deposited in his storage-box. It relates his account of the murder of Olof Palme!!

***** Against a background of lovely night time photographs, Harri’s very plausible description of the murder of Olof Palme is now described fully including the suggested name of the murderer and the events leading up to the crime!.

This is NOT fiction but one of the theories suggested in true life. Since the statute of limitations in Sweden has recently been abolished, this 27 year old case is still open and still remains a mystery albeit with different conjectures!

***** You are automatically transferred to Carol’s allotment and then the bathroom in her apartment.

[66]Carol’s home  {7th visit}

***** Carol’s bathroom has now been completely renovated and looks very nice.

***** Exit the bathroom.

***** Time now for the photographs and names of the dramatis Personae. The credits, and a dedication of the game to the late Randy Sluganski.

 

I HOPE THAT YOU ENJOYED THE GAME AS MUCH AS I DID.

 

There will be another Carol Reed Mystery, number 10, not more than a year from now barring any unforeseen circumstances.

 

SO SEE YOU THEN!