Len Green              4th December 2009              lengreen@hotmail.com 

There should be no need to use this walkthrough since there is a very sophisticated & detailed hint system built into the game itself!  (It is fully described both in the tutorial and the Manual.)

          It has been excellently and almost uniquely devised for a non-linear game so that the player can get help at EVERY stage of the game without revealing future gameplay.

      ******    But if you so desire --- carry on !    ******

 

FOREWORD

 

{A}   This walkthrough describes ALL the actions which you must take in order to succeed. However also included are 3 activities which are not ESSENTIAL to completing the game --- these are included and described  without any differentiation since they are well worth playing.

However, please don’t use this walkthrough unless you absolutely have to.  Some aspects which are not absolutely imperative have been omitted.  A lot of these are interesting and provide much of the background story to the game, and particularly to the fascinating (and artistic) character, scenery and history of Norrköping … a relatively small town in Sweden, and home to the Developers, Mikael and Eleen Nyqvist.

{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 “Black Circle”!  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 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}  Black Circle” does not contain many ‘stand-alone’ puzzles, and those included are generally not 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. 

          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 greenEvery 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 Railway Bridge.

*****  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 ]  27 Cotton Road  {1st visit}

*****  Carol approaches the front door of 27 Cotton Road  --- it is a bicycle club.

*****  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 ]  27 Cotton Road  {2nd visit}

*****  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 Riverside Café… which is now added to the locations on the map.

*****  Exit to the map.

[ 12 ]  The Riverside cafe {1st visit}

*****  Go to the Riverside Café.

*****  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 Dinerwhich 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 housewhich 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 China’).

*****  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 Railway Bridge location.

*****  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 “Black Circle.

See you in about a year’s time with “Carol Reed Mysteries #7”.