6.10.2010

East Side Story (A Carol Reed Mystery)_Part6


THE OIL MOUNTAIN TUNNEL_________________________________________________

Go all the way down the now familiar trail. Enter the tunnel and go clear down to the steps on the right. Go up the steps and turn right. Go forward once and turn left into a dark cavernous area. Use the bicycle lamp when the gear symbol appears. In this screen, click left and then click on the forward arrow to go deeper inside.
Click right, against the back wall pick up a POKER. Turn around and exit the dark room.

Leave this area, retracing your steps, and return to the tunnel. Turn left. Walk forward four times and turn left to another dark cavern. Use your bicycle lamp and sweep around until you find the door in the middle of the screen. Open it and scan the area.

Click right once to find an open doorway. Go forward and swing right to see an old bed frame leaning against the wall. Click right twice to see a blue circuit box on the wall and go forward. Click on it to find that you can't open it. Click left twice and go forward.
Scan the scene to find a white piece of paper on a table. Click on it to reveal what appears to be a puzzle solution, similar in appearance to the Bunker Puzzle you solved earlier.


Click out of the close up. Go Left. Scan another dark room. Click left once and then click forward to see the tunnel exit. Turn completely around. Click left and find another door. Open it. Click right and look down to see a WRENCH sitting on a block of concrete. Click right, go forward, click right to exit to the tunnel.

Leave the tunnel area. From opening the tunnel gate, go forward three times. Click right and go back up the hill to the boulders. Go right from the boulders and forward through the fence. Go forward once and turn right.

Go down behind the bunker and enter underneath to the puzzle door.
Using the top part from the blue circuit box in the tunnel:
- move all rods to the up position.
- click the lower left red rod to the down position
- click the upper right brown rod to the down position



Note: You will see no change indicating that you have successful solved the puzzle, but something has happened back in the tunnel.

Go back to the second cavern (nearest the tunnel entry). Use your bicycle lamp and open the door in the middle of the screen. Scan the area and click right once to the open doorway. Go forward. Turn right to see the bed frame. Click right twice to see that the circuit box is now open.
Click on the box and pick up the FILE. Back out. Go left once. Go forward, right, right, right and forward to get out to the tunnel entrance. Leave the tunnel area and go back down the trail to the end.


THE FISKEBY STATION______________________________________________________

Go around to the right side of the station. Go forward twice, right, forward, left to the ruined barn red house. Go inside. Go left, forward, right, and forward to the dark closet. When you see the gears symbol, use your bicycle lamp.

Scan the area and pick up a green box with orange buttons. Find it on the right side under the red counter top. Remember the letter in your inventory to Erik Nyman from Dr. Reiner? Pull the letter up in inventory and note the scrap of paper attached with the code:
1:3, 2:4, 3:2, 4:1

The box has four orange buttons. the first number of the code above designates the number of the buttons from left to right. 1, 2, 3, 4. The second number designates how many times each button must be pressed:
- first button 3 times
- second button 4 times
- third button 2 times
- fourth button 1 time

The box opens revealing a NOTE FROM ELVIRA to Erik asking him to keep a certain combination safe. The note goes to inventory.

Leave the house. Go forward four times toward the railroad tracks. Turn left, go forward, turn left, go forward to revisit the outhouse. Enter. Use the rusty key from inventory to open the middle stall. Seeing the little hand appear over the hole might be a bit off-putting (to put it mildly). So, finding something to use as a tool would be an excellent alternative.



Try the modified coat hanger. Hmmm. That was surprising. One would think it to be the best option here. Try the poker. Nope. Try the file. Nope. Maybe the poker will work if you use the file on it first to make it sharper. Combine the file and the poker in inventory. You'll get a SHARP POKER. Click on the hole to see the gears symbol, use the sharp poker to retrieve a partially completed note to Elvira from Erik UNFINISHED LETTER FROM THE TOILET. "Hmmm, Gusum. Didn't Stina used to live there?"

It looks like its time to pay Stina another visit.


STINA AT THE STORE_______________________________________________________


Talk to Stina.




RICHARD SVENSSON'S APARTMENT__________________________________________

Richard says he doesn't know the tramp alphabet. But, he tells you that you can find some hints on the wall at the Bow of Hope.


THE BOW OF HOPE________________________________________________________
Go down to where the Bow of Hope crosses the river. Turn around to the Wall of Dreams behind you. Scan the tiles with various odd notations. On the last two sections of the wall you'll find tiles displaying the tramp language.


One of the tiles has its symbols partially obscured with bird waste. You need to remove it. The shirt from your inventory might be useful. Give it a go to remove the waste and reveal the hidden symbols.

On this particular tile there are 10 symbols. There are 26 on the first tile, indicating that the symbols correlate with the letters of the English alphabet.



THE TRAMP LANGUAGE PUZZLE




Look at your passcard with strange symbols in close up. Find these four symbols on the tile with 10 symbols. Count how far each one is from the beginning of the line.

So, counting from the left and skipping the zero, the symbols matching those on your passcard are numbers 1, 9, 7, 2.






THE SKANDIA BANK________________________________________________________

At the bank, use your passcard on the security panel and key in 1, 9, 7, 2 listening for clicks to verify your choice. If you're successful a PLEASE ENTER message will appear on the screen above the key pad.

Back up and open the gate. Enter the bank. Look around and go right to the safe and the safe deposit boxes. Well, you made some progress, but that's all we can do right now. We need something else.

THE GUSUM FACTORY______________________________________________________

Ooops. No entry today. (You must make this visit, however.)






0 comentários:

Postar um comentário