Passage of the game "detective novel". Nick Chase Walkthrough

  • 29.08.2020

The passage is relevant for all versions of the game

Foreword

This is the fourth game in the Carol Reed adventure series from the Swedish company MDNA-Games. In the original, the game was called "East Side Story" (East Side Story). It was published in Russian localization by the Flight of the Navigator company under the title The Mystery of the Tramp's Death. This is the first game in the Carol Reed series, made with the Wintermute engine.

This game, like all other games in the series, is made in a rare slideshow technique based on real photographs. During the game, we have the opportunity to find ourselves in real landscapes and interiors of the Swedish city of Norrköping.

Control

Game control is extremely simple. All actions are performed with the mouse. At the top of the window is your inventory. The game menu is invoked by the right mouse button. From the menu, you can save the game, load the saved game and exit the game. At the beginning of the game, small instructional comments are given.

In this walkthrough, only the required minimum of actions that will be needed to complete the game are indicated. It is highly recommended to carefully examine all locations and objects, not only in order not to miss anything, but also in order to see many beautiful and interesting things and views. Also, in this walkthrough, detailed instructions for moving within locations and between locations are not given. It is assumed that the player copes with this task easily.

Carol's dacha

The game starts with Carol lying in a hammock enjoying the blue summer sky. We get out of the hammock. We turn to the left and look at the wooden shed. You need something else to open it. We leave, we turn to the house and see a white stone lying behind the boards. We look at it, move the small stone lying on top and take key... Again we turn to the shed and use the key on the lock. Open the door and take the watering can.

We close the door, we turn to the right, we pass into the green arch. We go around the flowerbed on the right and go to the red box with cucumbers. We look at the cucumbers - they need to be watered. We go further, towards the green box, and then to the left, towards the blue plastic barrel. We look at the barrel. We use a watering can for water and get full watering can... We return to the cucumbers in the red box and use a full watering can on them. At this point, the small training course can be considered complete.

We return to the barrel, turn left from it and exit onto the map. Choosing a house.

Carol's apartment

We enter the apartment and immediately see letter from Jonas (Finally we know the name of this young man!). The letter contains a mysterious story of the murder and a request to investigate it. In addition, the letter attached newspaper note... We read it.

We enter the room, we approach the rack, which is on the left, by the door. We take from the rack wire cutters... We turn around, go to the bedroom, open the door ... Let's try again ... Carol won't go into the bedroom! You can still look into the kitchen, but there is nothing useful there. Let's take a look at Stina.

Stina's Store

We exchange a few words with Stina. We leave to inspect the crime scene.

Anders Borg's apartment

We go into the entrance, we go up the stairs. We enter the elevator, press the button of the 4th floor. We leave the elevator, turn left and move to the end of the corridor. We look at the door. Now we need to find where Anders kept the key. We look at the stop for the door on the left on the wall. We get out of it key... We use the key on the door - it does not fit. We turn from the door to the left and see the switchboard door. We look at the lock, use the found key on it. The shield is no longer there, but there is another one key... We use the found key on the door and enter the apartment.

We pass forward into the room and read a note from the police inspector. We leave the room and go to the next room. We approach the window. The right section does not open - open the middle sash of the window. We look out of the window and look to the right. And here is the shirt you are looking for. It's strange the police didn't find her. You can't just get a shirt, you need something long. We return to the hallway, we look at the shoes standing to the left of the front door. We take shoe horn.

We return to the window, use the horn on the shirt. We take shirt (please note that it is XXL) and hanger... Something falls out of the shirt. We look down and see some kind of grate in the asphalt. Let's go watch. We leave the apartment, we pay attention to another shirt, hanging by the door, it has a Medium size.

We go down to the grate, look through the gap and see the key lying below. In the inventory, we use the pliers on the hanger, we get curved hanger... We try to get the key - it doesn't work. We return to the apartment.

We go into the bedroom (directly), and then into the kitchen. We look at the refrigerator and take a fish-shaped magnet from it. We use a magnet on a curved hanger - not that. We follow in the hallway and look at the shoes standing at the door. We take lace... We use a lace on a fish magnet and get magnet on a lace.

We get down to the grate. We use a magnet on a lace on the key and take out the keys... We need to find where these keys come from. We rise again to the 4th floor, go once towards the apartment, turn left and climb the stairs. We use the keys on the attic door. We enter, turn to the right, move forward three times and look at the door number 66 on the right. We use the keys to the lock. We enter and look around. Someone lived here. Examine the wicker box on the left. We use the keys on the lock ... Aha! How! A curved hanger will help us this time. We use the curved hanger on the lock, open the drawer, remove the pillow. We take a card with incomprehensible symbols... We read newspaper clippings. We leave the house and go to the library.

Library

We go to the computer, use a computer mouse and read about Elvira Wallin, mother of Victor Wallin, a murder victim. Let's get acquainted with information about the Gusum factory and Samuel Kohler. Now you need to visit the skateboard hangar.

Skateboard hangar

We go into the Sketboard hangar, open the door on the right. We speak with the owner of the hangar. Find out about Richard Svensson. His address is on the list of honorary members, which is lying somewhere in the hall. We need to find this address.

We leave the room and enter the hall. We turn left, go forward and up the white slope. Raising from the floor paper, this is the second sheet. We turn around and go forward all the way through the brown ramp. We turn left and follow in the direction of the boards stacked under the ramp. We turn left and pick up another one in the garbage sheet... These are their honorary members in the skate-hangar ... We will visit Richard Svensson.

Richard Svensson's apartment

We ring the doorbell - no one is at home. Let's go to Stina for now.

Stina's Store

Stina explains that the symbols on the card are the alphabet of vagrants, but she doesn't know anything about it. Good too. We go again to Richard.

Richard Svensson's apartment

Richard is not very kind. Before he talks about anything, he demands that Carol find his watch and glasses in River Park. It can't be helped, you have to look, otherwise Richard won't talk.

River park

We move forward, go down the stairs and take to the right newspaper... We read a note about the death of Samuel Kohler and that he left an inheritance to his grandson Leonard. We pass along the walkways, go out onto the path and go to the second spreading tree. We turn left and look at the clock hanging high on a branch. We must somehow remove them from there. We go further along the path 3 times, to the lilac bush. Turn left and take on the grass glasses Richard. We pass to the end of the path, turn around and take three steps along the path that goes to the left. We turn left and see a branch behind the bars. We use a shoehorn on a branch and get a branch and a few pebbles. We use glasses with an elastic band on a branch with pebbles and get slingshot... We return to the tree on which the clock hangs, and use the slingshot on the clock. We look down and select the clock. We return to Richard.

Richard Svensson's apartment

We hand over to Richard his things. He talks about the place where Victor Wallin spent the night. He knows something about the alphabet, but does not say. Go ahead.

Oil mountain

Move forward three times and look to the right - we see a flag on the golf course. For now, let's just remember where he is. We follow further, we pass through the fragments of the fence, we turn left, we go forward to the blue metal gates. We open the gate and enter the tunnel. We move forward and rise along the ramp to the platform on the right. We look into the dark room to the right, until we go there. We go forward and find a mattress on the right, against the wall. We examine the mattress and take out a letter from under it. Judging by the address, earlier Victor lived in some kind of Solonchak orphanage. We read a letter from Richard. We pass even further and look into another dark room. There is nothing more to do in the tunnel, we go to the shelter.

Saline shelter

We speak with the administrator of the shelter. Find out about Fiskeby station. If there was any incident, then perhaps there is a mention of it in the library.

Library

We read about the incident at the Fiskeby station, about the history of the station and about the problems associated with it now. I must go and see.

Fiskeby Station

We pass through the paths and approach the door - it is locked. We go around the yellow building of the station - all the doors are locked, you can't get inside. We return to the main entrance and go to the right of the main building. We look to the left and see an old toilet. We enter and try to open the doors of the booths - the middle door to the booth does not open. We leave from the toilet and go to the courtyard of the main building. From there we head to the neighboring yellow building, which can be seen through the thicket. Unfortunately, we cannot penetrate into this structure yet. We go back towards the main building and see on the right another brown building, we follow to it. It looks like this is the old caretaker's house. We enter, inspect the entrance - there is nothing interesting here. We turn left and enter the room. In the room we look at the workbench on the left. We examine the hat - it belonged to Eric Niemann. We turn again to the left, to the door through which we entered. To the right of her we look at the calendar for 1954 with a naked beauty, and to the left we see key and take it. We turn again to the left and go into a dark room. Nothing is visible here yet. We leave the house.

We return to the small yellow building. We use the found key on the door. We examine the room. We open the cabinet on the right. We take from the top shelf bourbon bottle with something inside. We use a curved hanger on the bottle and remove note and letter... From the letter we learn about the infertility of Eric Niemann. Was this what prompted him to commit suicide? What are the numbers on the note - it is not yet clear. We return to the main building and go to the shelter.

Saline shelter

There have been no new letters to Victor yet. We must go home.

Carol's apartment

The phone rings, we pick up the receiver. Richard Svensson calls, apologizes for the last conversation and invites you to come back. Let's go.

Richard Svensson's apartment

We talk to Richard and get from him note with poetry. Apparently, this has to do with his refuge on the Oil Mountain. Let's go to study.

Oil mountain

We take three steps forward, turn right and approach the flagpole. We look into the hole at the base of the flagpole and take golf course map... Pay attention to the colored hole numbers. We return to the path and move on. Before reaching the fragments of the fence, we turn left and climb the mountain. We crawl through the hole in the fence, not reaching the top, go forward once, and then right and down again to the right. (You can go to the top of the mountain, but there is nothing interesting there, except for the view of the chemical plant.) We turn left and go into a concrete corridor.

Before us is an iron door with four colored levers. It's time to remember the verses:

Over the place where I often rest

We are located just above this place.

I know one secluded spot.

Yes, the place is pretty secluded.

The answer is at the base of the flagpole

There we took a map of the golf course. Apparently it has to do with leverage.

The ball in the hole will be of little use.

Yes, you don't need to put anything in the hole.

Quickly lift all four up,

We raise all the levers up.

Then: one, two, four, six - come in.

We are guided by the numbers and colors of the holes: 1 - red, 2 - brown, 4 - green, 6 - blue... We lower the levers in this order and the door opens. Take a golf ball and read the inscription on it. Now you need to find the Lisen fortress and its southwest corner.


For those who have encountered difficulties in the gameplay, I present a complete walkthrough of the game.

NOTE:
The items listed in each game may differ.
Therefore, in this passage, only key points are marked, as well as solutions to mini-games.

Click on the glowing monitor on Alex's desk for a closer view.
You will not be able to turn on the computer if you press the "Online Base" button. Press the "Offline Base" button.
On the next screen you will see four options: Name, Photo, Fingerprints, and Back.
Click on the "Name" button and write the name "Lisa Wang" (note: she introduces herself as Liza Wang - this is a typo. Her name is Lisa with an “s”, and this is the name you should type into your computer.)

Find all the items on the list and watch a short scene.


When everything is found, a new item will be added to your list: “tracks” (evidence).

Click on the footprints in the scene, then click on the plastic pouch to add them to your inventory.

Shelter.

Find all the items on the list.
Once everything is found, find the safe on the wall.

Mini-game.

Restore the image of the photo.
The part can be rotated with the right mouse button.
The pieces will lock automatically if placed correctly.

Next, click on the bunch of lottery tickets to pick them up and add to your inventory. There were several more parts of the photo under the tickets. Use them to complete the image.

Now the story branches out, giving you the choice of which place to visit first.
Choose from: Detective's Office and Laboratory. Let's start with the Lab. Click to move there.

Laboratory.

You also have a choice: you can return to the office, or investigate the dirt.
Let's go to the lab first. Click to take the dirt for research.
Find all the items on the list.
Examine the dirt. Click on the glowing microscope.

Mini-game.

Find the matching pairs of microbes.
In the screenshot, the corresponding pairs are marked with the same color.

A new location has opened: Pier 21.
But for now, back to the detective's office.

Detective's Office.

Collect five scraps to complete the other half of the photo.

Find all the items on the list. Once everything is found, you will be asked to find ribbons.

Mini-game.

Sort the ribbons alphabetically and by color.

Click on the blazing computer monitor, and this time click on "Online Base".
Select a photo of Alex's father.

Pier 21.

Find all the items on the list.
Take the CROWBAR and it will be added to inventory.

After all the items are found, click on the glowing box.

Mini-game.

Use the pry bar on the top of the box to remove the lid.

Then, use the pry bar on the sign and paperclip to remove them too.
Then click on those two boards to remove.



Then, click on the back board and the four metal rods to remove them.

Then, click on the four side boards to remove them.

Next, click on the two boards crossing each other in front of the box, and then click on each board around the box to remove everything.

Then, press down on the clips and the hinge to remove them.

Then, click on the next row of clips.

Then we remove the square from the boards and two metal clips.

Remove as many boards as you can. The final clip will appear.
Click on it and then on the three remaining boards.

Remove the next six boards, starting with the top three.

Click on the two metal plates and then on the three burlap pieces to remove them.

The box is open!
Play through the short cutscene and then collect all the items on the list.

Find all the items on the list until the laptop is on fire in the patrol car.
Wait until the login and password information is automatically filled in, then click "OK".
Click on the "Research" button, and click the "Next" button until you see the attack message in the dock garage.

Pier 21.

Find all the items on the list.
Take powder.

Laboratory.

Find the items on the list.
Examine zinc dust under a microscope in the same way as for microbes in the first game.

Cafe "Roadtrip"

Find all the items on the list.
After that, click on the glowing gallery cabinet to play the video game.

Mini-game.

Use your mouse to control two firefighters holding a trampoline at the bottom of the screen. Move them back and forth to catch the third fireman as he bounces up and down. Make the third fireman touch the people to save them.
The goal is to hit the highest score: 9999.
Once you beat the highscore, you can either continue playing or right-click to exit the game.

Metro.

Find all the items on the list, then click on the flaming doorway.

Mini-game.

There are four bolts that need to rotate. If you pay attention to the streaks of dirt both on the lock and on the bolts, you will know which hole each bolt belongs to. Click on the bolt to rotate it.

After a few short scenes and a Hidden Object Scene, you will return to the same room from where you started. Find the items on the list. Take the radio.

Fire station.

Find all the items on the list and then click on the glowing board to inspect it.
Click on the top right note.

Power station.

Find all the items on the list, then click on the glowing gearbox.

Mini-game.

The goal is to connect all the wires so that the colored fuses light up.
Fuses that are lit will turn bright in color.
The red fuses cannot rotate.

Then you must find out where the bomb is. First you have to damage each red fuse one by one. When you hear a hissing sound, it means that the red fuse that was just disconnected is the location of the bomb.
See screenshot below for solution:

Watch a short scene. The game is over!

* all pictures are enlarged by clicking on them
First scene
The first task in the game will be to clean the aquarium and feed the fish.
Take away brush, which lies on a small dressing table.
Click on the fish net.
Use brush on the aquarium 9 times to clean it.
Open the tall cabinet behind the room and take food for fishwhich is on the right side.
Bring food for fish to the aquarium and feed the fish.
When the phone rings, pick up the receiver.

Find 20 light blue envelopes
Pick up the bullets that you find around the stage and you will get extra points.

Get out of the trap

A puzzle will appear on the door, you need to click the squares correctly.
You have 4 squares:
1 - Changes only himself.
2 - Changes all squares.
3 - Modifies 1, 3 and 4 squares.
4 - Changes squares 1 and 4.
Correct pressing sequence: 222334411 .
Video walkthrough of the puzzle from the game "Nick Chase. Detective Story":

Find 6 clues.

Use the magnifying glass to find evidence on the screen. Among the items to find are blood, hair, a brown stain, a piece of red cloth, a button, prints, and a blue thread.

A glimpse into the past.

Find the parts of the analyzer and assemble it.


Video solution:

Prepare reagent.

Video solution:

Finish the experience.

Click on the tap to drain the reagent into the flask.
Place the reagent in the beaker on the counter on the left side.
Put fuel in the burner and light it with matches.
As soon as the reagent has been analyzed, Nick Chase will say that everything is "OK". Now, to get the results, you need to click on the tap at the end of the analyzer.
When the flask is filled with green liquid - take it.
Video solution:

Open Joe's apartment.


Video solution:

Find 16 pieces of the box in Joe's room.

Collect the items shown in the screenshot. Put all the collected items into the box on the left on the couch (highlighted in yellow).

Repair the box.

Assemble all the pieces of the puzzle into a coherent whole.

How to get to the club?

You need to build a solid line of pipes between the inlet and outlet. The task in each game is given randomly, so making a universal screenshot is impossible.
Video solution:

Restore the club pass
Collect all parts of the badge into a single whole.

Fake badge.


Open the bottom drawer of the table and take the film.
Place the film in the camera that is on the upper right side. Nick tells you the camera is ready.
Click on the camera to take a photo. The film will return to inventory.
Click on the door on the right side of the scene to enter a dark room.
Video solution:

Turn off the lights in a dark room

Close the dark room door.
Click on the ventilation grill that is on the upper right side of the screen.
Click on the 3 beams of light that come through the fabric on the back wall.

Collect 9 bottles

Place the film in the small round tray that is on the lab table.
You need to develop the film. To do this, place the reagent components in the tray so that each color measures exactly 60.
Once everything has been mixed correctly, the negative will be added to your inventory.
Place the negative into the magnifier on the back wall, above the cabinet next to the drain. Get a photo.
Go back through the door.

Place the photo on the card.
Examine the boxes at the work table and use the cubes to make a first and last name. Then put the stamp.

Video solution:

Assemble the picture.

McKenzie's office.



Click on the upper left side of the screen to zoom in on the books. Nick tells you that several books are missing from the shelves.
Submit books according to their alphabetical title. Each time the book is in the correct place, a number appears that will be needed to select the combination of the safe.
Open the pop-up window for the safe by clicking on it.
Enter the combination in the same order as in the books.
Correct code:
5 4 8 2
1 8 3 7
Once the code has been entered, the safe will open. Take the punched card out of the safe.
Place the punch card in the database, and in a new window you will be asked to enter a password.

Path to Frank.
Build a continuous road for the car from the left side of the screen to the right. After some time, the car will start moving. If by this time the road is not built, you will have to start over.

Dirty backyard.

Take an umbrella from the trash can.
Click on the stairs. A rod will fall to the ground, pick it up.
Click on the brick that is blocking the trash can on the left side and the word "OK" will appear.
Click on the trash can to move it towards the stairs. Take the bullet behind the trash can.
Use the umbrella to lower the ladder.
Take the rod from inventory and click on the alarm block with it.
Video solution:

A puzzle is activated in which you need to assemble a continuous electrical circuit. All bulbs should light up.


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