Walkthrough of the game Nick Chase. Detective story. Walkthrough of the game "detective novel" Walkthrough of the game detective story

*all pictures can be enlarged by clicking on them
First scene
The first task in the game will be to clean the aquarium and feed the fish.
Take it 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 that is behind the room and take food for fish, which is on the right side.
Bring it up food for fish to the aquarium and feed the fish.
When the phone rings, pick up the receiver.

Find 20 blue envelopes
Pick up the bullets 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 press the squares correctly.
You have 4 squares:
1 - Changes only itself.
2 - Changes all squares.
3 - Changes 1, 3 and 4 squares.
4 - Changes 1st and 4th square.
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 clues on the screen. Items to find include blood, hair, a brown stain, a piece of red cloth, a button, prints, and blue thread.

An excursion into the past.

Find the parts of the analyzer and assemble it.


Video solution:

Prepare the reagent.

Video solution:

Finish the experience.

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

Open Joe's apartment.


Video solution:

Find 16 box pieces in Joe's room.

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

Repair the box.

Collect all the pieces of the puzzle into a single whole.

How to get to the club?

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

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

Forgery of pass.


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

Turn off the lights in a dark room

Close the door of the dark room.
Click on the ventilation grille that is on the top right side of the screen.
Click on the 3 beams of light that penetrate the fabric on the back wall.

Collect 9 bottles

Place the film in the small round tray that is located on the laboratory 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 is mixed correctly, the negative will be added to your inventory.
Place the negative in the enlarger that is on the back wall, above the cabinet that is next to the drain. Get a photo.
Go back through the door.

Place the photo on the card.
Zoom into the drawers at your desk and use the cubes to make a first and last name. Then stamp it.

Video solution:

Collect the picture.

McKenzie's office.



Click on the top left side of the screen to zoom in on the books. Nick tells you that several books are missing from the shelves.
List the 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 safe combination.
Open the pop-up window for the safe by clicking on it.
Enter the combination in the same order as on the books.
Correct code:
5 4 8 2
1 8 3 7
Once the code has been entered, the safe will open. Take the punch card from the safe.
Place the punch card in the database and a new window will ask you 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 set off. If by this point in time the road has not been built, we 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 container 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 an umbrella to lower the ladder.
Take the rod from inventory and press it on the alarm block.
Video solution:

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


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The walkthrough is relevant for all versions of the game

Preface

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

This game, like all other games in the series, is made using a rare slide show 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

Controlling the game is extremely simple. All actions are performed using the mouse. At the top of the window is the inventory. The game menu is called up with the right mouse button. In the menu you can save the game, load the saved game and exit the game. At the beginning of the game, small educational comments are given.

This walkthrough shows only the minimum necessary actions that will be needed to complete the game. It is strongly recommended to carefully examine all locations and objects, not only so as 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 can easily cope with this task.

Carol's dacha

The game begins with Carol lying in a hammock enjoying the blue summer sky. We get up from the hammock. We turn left and look at the wooden shed. To open it, you need something else. We move away, turn towards the house and see a white stone lying behind the boards. We look at it, move the small stone lying on top and take little key. Again we turn to the shed and use the key on the lock. We open the door and take the watering can.

We close the door, turn right, go through 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 left, towards the blue plastic barrel. We look at the barrel. We use a watering can on the water and get full watering can. We return to the cucumbers in the red box and use a full watering can on them. This short training course can be considered complete.

We return to the barrel, turn left from it and go out onto the map. We choose a house.

Carol's apartment

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

We enter the room, approach the shelf, which is on the left, near the door. We take it 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 also look into the kitchen, but there is nothing useful there. Let's look at Stina.

Stina's store

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

Anders Borg's apartment

We go into the entrance and go up the stairs. We enter the elevator, press the button for the 4th floor. We exit 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. Let's get it out of it key. We use the key on the door - it doesn’t fit. We turn left from the door and see the electrical panel 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 go forward into the room and read the 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 window sash. We look out of the window and look to the right. And here is the shirt you are looking for. It's strange that the police didn't find her. You can’t just get a shirt, you need something long. We return to the hallway, look at the shoes standing to the left of the front door. Let's take it shoe horn.

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

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

We go to the bedroom (straight), and then to the kitchen. We look at the refrigerator and take a fish-shaped magnet from it. We use a magnet on a curved hanger - not the same. We follow into the hallway and look at the shoes standing by the door. Let's take it lace. Apply the string to the fish magnet and get magnet on lanyard.

We go down to the grate. We use a magnet on the cord on the key and take it out keys. We need to find where these keys come from. We go up again to the 4th floor, walk once towards the apartment, turn left and go up the stairs. We use the keys on the attic door. We enter, turn right, move forward three times and look at door No. 66 on the right. We use the keys for the lock. We enter and look around. Someone lived here. We examine the wicker box on the left. We use the keys for the lock... Aha! Why! This time a curved hanger will help us. We use a curved hanger with a lock, open the drawer, and remove the pillow. Let's take it card with strange symbols. We read newspaper clippings. We leave the house and go to the library.

Library

We go to the computer, use the computer mouse and read about Elvira Wallin, the 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 and open the door on the right. We speak with the owner of the hangar. Let's learn 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. We lift 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 the direction of the boards stacked under the ramp. Turn left and pick up another one in the trash sheet. These are the honorary members they have in the skate hangar... Let's visit Richard Svensson.

Richard Svensson's apartment

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

Stina's store

Stina says that the symbols on the card are the tramp alphabet, but she knows nothing about it. Good too. Let's go back to Richard.

Richard Svensson's apartment

Richard is not very nice. Before talking about anything, he demands that Carol find his watch and glasses in River Park. There's nothing you can do, you'll have to look, otherwise Richard won't talk.

River Park

We move forward, go down the stairs and take the right newspaper. We read a note about the death of Samuel Kohler and the fact that he left an inheritance to his grandson Leonard. We walk along the walkway, go out onto the path and walk to the second spreading tree. We turn left and look at the clock hanging high on a branch. We need to get them out of there somehow. We go further along the path 3 times, to the lilac bush. Turn left and take the grass glasses Richard. We walk 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 the 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 pick up the watch. Let's return to Richard.

Richard Svensson's apartment

We hand Richard his things. He talks about the place where Victor Wallin recently spent the night. He knows something about the alphabet, but doesn’t say anything. Go ahead.

Oil Mountain

We move forward three times and look to the right - we see a flag on the golf course. For now, let's just remember where it is. We follow further, pass through the fragments of the fence, turn left, go forward to the blue metal gate. We open the gate and enter the tunnel. We move forward and climb the ramp to the platform on the right. We look into the dark room on 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, Victor used to live in some Solonchak shelter. We read a letter from Richard. We go further forward and look into another dark room. There is nothing else to do in the tunnel, we go to the shelter.

Salt Marsh Shelter

We speak with the shelter administrator. Let's learn about Fiskeby station. If there was some kind of incident, then perhaps there is a mention of it in the library.

Library

We read about the incident at Fiskeby station, about the history of the station and about the problems associated with it today. We need to go take a look.

Fiskeby station

We cross the path and approach the door - it is locked. We walk around the yellow station building - all the doors are locked, we 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 the toilet and go to the courtyard of the main building. From there we head to the neighboring yellow building, which is visible through the thickets. Unfortunately, we cannot penetrate this building yet either. We go back towards the main building and see another brown building on the right, we follow it. Looks like it's an old caretaker's house. We go in and look around the entryway – there’s 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 Nieman. We turn left again, towards 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 left again and go into a dark room. Nothing 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. Open the cabinet on the right. Take it from the top shelf bourbon bottle with something inside. We use a bent hanger on the bottle and remove it note And letter. From the letter we learn about Eric Niemann's infertility. Wasn't this what pushed him to commit suicide? It is not yet clear what the numbers are on the note. We return to the main building and go to the shelter.

Salt Marsh Shelter

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

Carol's apartment

The phone rings, we pick it up. Richard Svensson calls, apologizes for the last conversation and invites us to come again. Let's go in.

Richard Svensson's apartment

We speak with Richard and receive from him note with poetry. Apparently, this has to do with his refuge on Oil Mountain. Let's go 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 layout. Please pay attention to the color numbers of the holes. We return to the path and move on. Before reaching the fragments of the fence, we turn left and climb the mountain. We climb through the hole in the fence, not reaching the top, go forward once, and then right and down right again. (You can go to the top of the mountain, but there is nothing interesting there except the view of the chemical plant.) Turn left and go into the concrete corridor.

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

Above the place where I often rest

We are located right above this place.

I know one secluded place.

Yes, the place is quite secluded.

The solution is at the base of the flagpole

There we took a map of the golf course. Apparently it has something 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.

Raise all four up quickly,

Raise all the levers up.

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

We focus on 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. We take a golf ball and read the inscription on it. Now you need to find the Lisen fortress and its southwestern corner.


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

NOTE:
Items listed may vary in each game.
Therefore, in this walkthrough only key points are noted, as well as solutions to mini-games.

Click on the flaming monitor on Alex's desk to zoom in.
You will not be able to turn on the computer if you click the "Online Base" button. Click on 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 the 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”.

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 photo image.
You can rotate the part with the right mouse button.
The pieces will lock automatically if placed correctly.

Next, click on the pile of lottery tickets to grab them and add them to your inventory. Under the tickets were several more parts of the photograph. Use them to complete the image.

Now the story branches out, giving you the right to choose which place to visit first.
To choose from: Detective's Office and Laboratory. Let's start with the Laboratory. Click to go there.

Laboratory.

You have a choice here: You can return to the office, or explore the dirt.
Let's go to the laboratory first. Click to take dirt for research.
Find all the items on the list.
Explore the dirt. Click on the flaming microscope.

Mini-game.

Find matching pairs of microbes.
In the screenshot, the corresponding pairs are indicated in the same color.

A new location has opened: Pier 21.
But for now, let's return 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 the tapes.

Mini-game.

Sort the ribbons alphabetically and by color.

Click on the glowing 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.
Pick up the crowbar and it will be added to your inventory.

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

Mini-game.

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

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



Next, click on the far board and the four metal rods to remove them.

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

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

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

Then, press 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 pieces of burlap to remove them.

The box is open!
Watch a short scene and then collect all the items on the list.

Find all the items on the list until the laptop in the patrol car bursts into flames.
Wait until your login and password information is automatically filled in, then click “OK.”
Click on the “Research” button, and click the “Next” button until you see a message about an attack in the dock garage.

Pier 21.

Find all the items on the list.
Take the powder.

Laboratory.

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

Cafe "Roadtrip"

Find all the items on the list.
After that, click on the flaming 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 people to save them.
The goal is to get the highest score: 9999.
Once you beat the record, you can either continue playing or right-click to quit 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 on both the lock and the bolts, you will know which hole each bolt belongs to. Click on the bolt to rotate it.

After a few short scenes and searching for objects, you will return to the same room where you started. Find items from the list. Take the radio.

Fire station.

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

Power station.

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

Mini-game.

The goal is to connect all the wires so that the colored fuses light up.
Fuses that are illuminated will appear a bright color.
The red fuses cannot rotate.

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

Watch a short scene. Game over!