"Time Stand Still"
WALKTHROUGH
Len
Green
lengreen@hotmail.com
10th October
2006
{A} This walkthrough describes ALL the actions which you must take in order to succeed, together with many (though not all) which are not essential to completing the game.
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. As mentioned, some of these actions are essential, but many are not, and quite a few are 'red herrings'.
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 very quickly. This however would completely defeat its whole purpose!
{C} The walkthrough does not do
justice to "Time Stand Still"! 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 quite a lot of interesting material in the Norrköping Museum,
particularly concerning a fairly famous Swedish architect named Carl
Bergsten. In another location there
are some rather sensational details concerning racial studies and possibly
unsavory early eugenics in Sweden prior to the Nazis and World War
II.
All these details can be completely omitted when
playing the game if the object is simply to finish it as soon as possible! However, this would rob the game of much
of its rich detail and narrative content.
{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.
Much of the beautiful photography of both exteriors and interiors of this
Swedish town is only revealed through these 'wanderings', and it is a pity to
miss them.
However, some players may get frustrated by losing their way and having
to ramble around (maze-like) longer than their personal patience
permits.
Due to the above fact I have
VERY frequently (but not always) given exact
'direction-instructions' in this walkthrough as follows:- ..............
{{ Move right
(or left) twice; then move forward; then right; then move forward three times;
and finally move right again. }}
{{ I doubt that there can be much trouble finding the gardener but in case there is, proceed as follows :-
Move
forward, and then move to the left. }}
As far as
possible, I would recommend NOT using these instructions since they will
interfere with 'the spirit of exploration and discovery". Nevertheless, they are there for any who
wish to utilize them!
Often, where exploring is not too difficult
(but sometimes not all that easy either), the player will only be told where to
go, but not exactly how to get there, or even how to move around when
actually there!
{E} On 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!
{F} You should NOT
have to follow the identical order of accessing
locations as described in this walkthrough. 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) as you wish !
N.B. From time to time, some locations which you visited earlier become inaccessible later (and may even become 're-accessible' later on). A few locations subsequently disappear completely from the map when there is nothing further to be done in them!
{G} There is no need to describe ANY of the 'mechanics' &/or interface of the game. It is all contained in the short 'ReadMe.txt' file in the "Time Stand Still" folder on your Hard Disc (after installing of course).
{H} There are absolutely no action sequences, and you never get killed in this game. 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) English subtitles for ALL speech.
{I} As in most games, it is easy to
make a wrong or redundant move! So it is advisable to save
frequently.
N.B. There are absolutely NO dead-ends in the
game!
There are an infinite number of
save-slots. Each save is very small (only 8 or 9 KB), and so saving and loading
is almost instantaneous, presenting no delays to progress.
{J} EVERY TIME you
obtain items, they appear in your inventory. It's always worthwhile dragging
the magnifying glass onto each new item (or vice versa) to get an
excellent enlarged picture of the item together with a 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.
{K} 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 colour
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.
Some people may find these difficult to read
(which is the object of the exercise).
They can of course easily be enlarged, colour changed, and printed if
required!
{L} None of the
puzzles is terribly difficult, but 9 are 'tricky' (some more
so, many less!).
For ALL of these 9 'nasties', an
automatic solution has been incorporated, thus eliminating the need for
spoiling your game by having to switch to somebody else's through being
forced to request a
save-game.
Just move
your cursor up to the top right corner of your screen and click on the "By Pass"
button ... and lo and behold, the puzzle is solved for you!
At the end of the game, if you solved
every puzzle by yourself (not TOO difficult a task actually) you are
awarded 5 stars! :- )
If you use
any by pass, I'm afraid you'll see no stars at all !
Walkthrough
[ 1 ] Home (Carol
Reed's new apartment) {1st visit}
***** Look at Carol's new sign
on her front door.
***** Open the front door and enter.
***** Browse around as much as
possible. There is quite a lot to
see there, but not TOO much to do there at present!
***** Go to the kitchen and look
around.
***** Read the newspaper article
on the kitchen table... "Police passive in 'haunted house'
mystery"!
This article is the impetus for the whole
game.
It seems that the well known
(or should I say notorious?) 'Just Adventure +' Reviewer, Ray Ivey, has
absconded and taken a job as a stringer for a Swedish newspaper?? :~)
***** In the kitchen, open the
telephone book and see the address of Solvig
Liedberg.
***** Leave the
kitchen
***** Leave 'Home'... you are on
the map of Norrköping.
*****
Go to the Kiosk.
[ 2 ] The Kiosk
(Stina) {1st visit}
***** Enter the kiosk owned by
Stina's boss.
***** Talk to her, and exhaust
all dialog options.
(N.B. You can leave
this until later if you like)!
***** Get Stina to produce some
suggestions for Carol's new advertisement... 3 in all.
***** Exit to the map and go to
Katarina.
[ 3 ] Katarina
(Vogel) {1st visit}
***** Enter Katarina's (Carol's
very good friend).
***** Talk to Katarina and
exhaust all dialog options.
(N.B. You can leave
this until later if you like)!
***** Exit to the map and go to
a new location, i.e. Solvig Liedberg.
[ 4 ] Solvig Liedberg's
House {1st visit}
***** Enter the gate to Solvig
Liedberg's house.
***** Automatically speak to
Solvig and exhaust all dialog options.
Receive her mobile phone number and keys to the house (which will be
empty for the next fortnight, allowing Carol to investigate to her heart's
content).
***** Go to the front door of
Solvig's house.
***** From inventory, use the
keys and enter the front door of the house.
*****
Take 2 steps forward into the hallway. Carol exclaims, "Where's that sound
coming from?".
*****
If you want to leave the house, you can't! Carol insists, "I'm not leaving until
I've located that sound".
***** Approach the radiator... by the rear door
of the house.
***** Look closely at the radiator. The hissing noise seems to be coming
from there.
Maybe the steam pressure is
too high? And some steam needs to
be released?? But how
??
***** Go to the lounge
(downstairs) and look at the top drawer of the bureau.
{{ This
lounge and bureau may be a little difficult to find! If you have trouble, the following
directions should help :-
Go and face
the front door (the abovementioned door where Carol mentions "I'm not leaving
until I've located that sound").........
Move right
(or left) there twice so as to face in the opposite
direction. Then move forward; then
right. Enter the lounge door; then
move forward; and then move right. }}
***** Open the top drawer. You can't; it's locked!
*****
Go to the downstairs living room where there are 11 fairly old
black/white (or sepia) photographs attached to the wall.
{{ If you
have difficulty finding this living room and photos from the abovementioned
bureau in the lounge, the following directions should guide you
:-
Move right;
then move 3 times forward; then move right; then forward; and then move right
again. }}
*****
Look closely at the center photograph, the only rectangular one,
featuring a fairly young man and woman dressed in 1940's
clothing.
*****
Turn over this photo... "Arthur & Elisabeth ...
1944".
*****
Take the key which is hanging on the wall behind the
photograph.
*****
Replace the photo.
*****
Return to the top bureau drawer in the lounge.
{{ If you
can't find your way back to the lounge and bureau from the abovementioned wall
photos, the following directions should get you there :-
Move right;
then move forward; then move left; and then move forward again. Then enter the lounge door; then move
forward; and finally move right. }}
*****
From inventory, use the key you found behind the photo to unlock the
drawer.
*****
Read the newspaper clipping of Tuesday, April 23, 1935 "Architect Carl
Bernsten dies at 55".
*****
Pick up the wooden plug.
*****
Grab the radiator key.
*****
Look at the 2 photographs.
*****
Take them both.
*****
Look at the 2 photos in inventory and examine them
carefully. Pay attention to
Carol's (very important) hint concerning them... "There is only one window in the
photo on the left ... but two on the right".
*****
Click on the puzzle box (with the 4 coloured shapes). You can't do ANYTHING with it at
present:- You'll have to
return later!
*****
Leave the bureau and the lounge.
*****
Enter the kitchen (it's downstairs and to the right when facing the back
door).
*****
Read the note from Solvig on the kitchen table.
*****
To the right of the sink and to the left of the coffee machine is a
mug.
*****
Grab the mug.
*****
Exit the kitchen.
*****
Go to the radiator which is just to the right of the back door (it is
from there that the steam is escaping causing the hissing
noise).
*****
Look closely at the top left corner of the
radiator.
*****
From inventory, place the mug there.
*****
Insert the radiator key into position just above the
mug.
*****
Turn the key in the radiator and watch the excess steam escape in the
form of condensed drops of water.
You can (only) now exit
Solvig's house.
*****
Leave the house via its front door, and its grounds... onto the
map.
*****
Go to the Kiosk.
[ 5 ] The Kiosk
(Stina) {2nd visit}
*****
Enter the kiosk.
*****
Talk to Stina "Do you know anything about Carl
Bergsten?"
*****
Exhaust all dialog options with Stina.
***** Exit to the map and go to
Katarina.
[ 6 ] Katarina
(Vogel) {2nd visit}
***** Enter
Katarina's.
*****
Ask her "Do you know anything about an architect called Carl Bergsten?",
and exhaust all the subsequent dialog options.
*****
Return to the map and see the new location which has
appeared.
*****
Go to the Museum of Design.
[ 7 ] The Museum of
Design {1st visit}
*****
Enter the Museum.
*****
Look around the museum.
There is plenty to see there, even though most of it is not essential to
actually continuing &/or completing the game.
In particular read the
several descriptive panels concerning the recognized Swedish architect, Carl
Bergsten.
*****
Look at the notice board.
What's this I see, the mug
shot of a well known veteran computer game adventurer. Seems that the fame (or is it infamy) of
Randy Sluganski, owner of the Just Adventure+ Site, has spread to the small but
historic Swedish town of Norrköping!
:~)
{{ If you
happen to miss this treat, you can indulge just before leaving the museum. Facing the (only) exit door; turn left;
and then forward; and then right.}
*****
Go to and access the computer terminal... "It looks like I have to feed
that machine something". You can't
do that until considerably later in the game!
*****
Go to the descriptive panel which details "Various
gadgets for entertainment purposes, like puzzle boxes and mechanical brain
teasers, are examples of Bergsten's inclination for designing odd and
peculiar objects,
........."
*****
To the left of this panel is a puzzle.
***** Solve the memory
puzzle!
You have to nail
down the 17 pairs of different coloured shapes. They are circles, triangles, squares,
pentagons and hexagons... all five
blue pairs, all five red pairs, all five yellow pairs, but only two white
pairs.
When you
successively click 2 identical coloured shapes, they remain fixed in place. If they are not identical in both colour
and shape they disappear after a few seconds.
***** There are 2 ways of solving this (very
easy) puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] No 'descriptive solution' can be
given to this puzzle since every time it is generated, all the 34 coloured
shapes are randomly orientated.
However the puzzle is EXTREMELY easy since you have as much time
as you like to finish it, and you are never forced to restart!
*****
When you have succeeded in solving the puzzle, take the 'Handicraft
Exhibition Admittance' ticket.
*****
N.B. It is
IMPORTANT to make a note of the four coloured shapes which have appeared
beneath a slot. You will need this
configuration later!
Does this remind you of
anything? What about that
(previous) box-puzzle in Solvig's bureau?... ... see [ 4 ].
*****
Find the stairs and go up.
*****
Look at the door to the 'Handicraft Exhibition'.
*****
Examine the slot in this door.
*****
From inventory, insert the 'Handicraft Exhibition Admittance' ticket into
the slot.
*****
Enter the 'Handicraft Exhibition'.
*****
Look around the exhibition.
There are interesting exhibits to see there, even though they are not
essential to actually continuing &/or completing the
game.
*****
Continue into the exhibition and look at a small object on the ground
(between 2 large wheels); it is a wooden dowel.
{{ If you
have difficulty finding this dowel, re-enter the exhibition :- move 5 times forward; then move left.
}}
*****
Pick up the wooden dowel.
*****
Leave the exhibition, return downstairs and exit the
museum.
***** Exit the museum, walk
outside just a very little, and go to the map. Go to Solvig Liedberg's
house.
[ 8 ] Solvig Liedberg's
House {2nd visit}
***** Enter the front
door.
***** Return to the top drawer in the
lounge... see [ 4 ].
***** Look at and then open the
drawer.
***** Click on the puzzle box (with the
4 coloured shapes).
***** There is a hole in each of the 4
corners... two are stopped up.
*****
From inventory, fill the empty hole at the top left corner (only) with
the wooden plug.
*****
From inventory, fill the empty hole at the bottom right corner with the
wooden dowel.
***** Solve the puzzle box (with the 4
coloured shapes).
You have to click on the 4 coloured shapes
until you get the correct configuration!
Then you have to perform an additional action (see
later)!
***** There are 3 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] You can solve this puzzle by
'brute force', i.e. try every combination until you get the 'correct' one. This however is very likely to be
tedious since there are 3 x 3 x 3 x 3 = 81 permutations.
[iii] The solution to this puzzle is mentioned
in [ 7
] . If you didn't make a note of this
correct configuration, you can return to the museum and easily replay the memory
puzzle there and then record the correct
sequence!
If you are
really stumped and want a spoiler, the correct sequence from left to right is
:- Red-pentagon; Yellow-circle; Blue pentagon; Yellow-pentagon.
*****
When you have organized the correct sequence, notice that the whole of
the box (and the small lever on the right side of the box) have become
active.
*****
Just click on either anywhere on the box (or on that small lever)... and
the puzzle is solved!
*****
The puzzle box opens up and on the right side are some old blue prints of
the house (according to the note on the left side of the box, they were drawn up
by the architect Carl Bergsten himself, dated Jan 7 1935... incidentally and
historically just a few months before his death aged only
55!).
*****
Click on the blue prints and they are transported to inventory... there are
two of them, one for the downstairs and the other for the upstairs of Solvig's
house.
*****
In inventory, examine the prints with the magnifying
glass.
*****
Look at these prints (in inventory, now magnified) and a red X appears
upstairs in the sitting room. Carol
exclaims, "That must be the missing window"!
( N.B. The above ONLY happens after the photos
of the couple have been viewed in
inventory)!
This implies that something
strange must have happened to a window in the upstairs sitting
room.
*****
Exit the 'floor plans from 1935'
(from inventory), the box and the drawer.
*****
Now leave the lounge and go upstairs.
*****
Enter the sitting room and go to a display cabinet with glass
panels. Carol remarks, "This room
must have been larger, with two windows".
{{ If you
have difficulty in finding this cabinet:-
From the top
of the stairs proceed forward; then right; then forward again; then right again;
and finally forward again. }}
*****
Click on it... it moves and there's something behind
it.
*****
Try to open the brown partition which was hidden behind the cabinet ... you can't as yet! You can knock on it... but no
more!
*****
Leave the sitting room and return downstairs. Go to the certificate on the wall. It is a diploma to Elisabeth Liedberg
for being a President of "The Gatekeeper's Lodge Herb
Garden".
{{ This
diploma may be a little difficult to find!
If you have trouble, the following directions should help
:-
Face the
front door (downstairs). Move right (or left) there twice so as to face in
the opposite
direction. Then move forward; then
left; then move forward; and then move right; then move forward twice; and
finally move right (or left) 3 times. }}
*****
Leave the house and its grounds... onto the map.
*****
Go to the Kiosk.
[ 9 ] The Kiosk
(Stina) {3rd visit}
*****
Enter the kiosk.
*****
Talk to Stina "Have you heard of the Gatekeeper's Lodge Herb
Garden?"
*****
Finish talking to Stina.
***** Exit to the map and go to
the Herb Garden.
[ 10 ] The Herb
Garden {1st visit}
***** Explore the Herb
Garden.
*****
Look at the gate to "The Gatekeeper's Lodge Herb
Garden".
{{ If you
have trouble finding the aforementioned gate, the following directions should
help :-
Move forward
14 times; then move half-left; then move forward 5 times; and then move
right. }}
*****
Open the gate and enter "The Gatekeeper's Lodge Herb Garden".
***** Talk to the
gardener.
{{ I doubt that there can be much trouble finding the gardener but in case there is, proceed as follows :-
After
entering the gate, move forward, and then move to the left.
}}
***** Exhaust all dialogs with
the gardener.
***** At the end of these
dialogs you are automatically situated at the base of a flagpole. Scattered around on the ground are a
number of 'herb-signs'... it may be a little difficult to see
them?
***** Take a good close-up look
at the signs.
***** Pick up the
signs.
*****
Look at the signs in inventory.
You'll see 6 of them all labeled
clearly with the names of different herbs.
***** Solve the herb-signs
puzzle!
*****
Look closely at the 6 boxes of herbs (N.B. the 4 boxes on the left
are clearly discernable. The 2 on
the right look rather similar and also they have overgrown the 'barrier' between
them and hence tend to look like one patch of green herbs instead of 2 entirely
different ones... one at the top right corner and the other at the bottom right
corner).
*****
From inventory, you have to insert the correct sign into its appropriate
(close-up) box of herbs. But Carol
knows very little about herbs and needs assistance in identifying the names of
the 6 different herbs.
***** Return to the
gardener.
***** Carol asks him, "How will
I recognize the herbs?".
***** The gardener produces 5
(ONLY) identification cards. "They
must be at least 70 years old. But
the herbs are still the same".
*****
Take the 5 cards.
*****
Return to the 6 herb boxes.
*****
In inventory, scrutinize the cards and decide the names of each of the
relevant 5 herbs (N.B. The 6th herb must be the remaining one i.e. the
one for which there is no picture card!).
***** There are 2 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] Examine the 5 cards in inventory
and then stick the correct sign into each one of the 6 boxes of
herbs.
If you are really stumped and want a spoiler,
the correct solution is as follows :-
Starting with the box at the top
left corner, and continuing clockwise, finishing with the 6th (last) box at the
bottom left corner .......the herb signs are :- Lemon
Thyme; Rosemary; Lemon Balm; Oregano; Absinthium; Creeping Thyme.
*****
When you think you have completed the puzzle successfully return to the
gardener... "I think I'm ready now"!
*****
If every one of the 6 signs is NOT in its correct box, the gardener will
inform Carol "That's not entirely correct, I'm afraid"!
*****
If every one of the 6 signs IS in its correct box,
the gardener will inform Carol "That looks fine! You'll find the calendar in the house",
and Carol is automatically transported to the doors of the house (which you
could not access previously).
*****
Click on the handle or lock of either door, and
enter.
*****
Access the calendar (book).
*****
Look closely at it. Notice
that Elisabeth Liedberg was President of the "The Gatekeeper's Lodge Herb
Garden" from March to April 1944 (only)!
*****
Close the calendar.
*****
Exit the house.
*****
Carol automatically speaks once again to the gardener. "If you want some more information, you
can always talk to Simona. She's
writing the history of the Herb Garden".
*****
Continue talking to the gardener.
Exhaust all topics of conversation, and follow his
directions.
*****
Go to Simona.
{{ You may
have trouble in finding her! If so,
the following directions should help :-
Move
forward; then right; then move forward 4 times; and then move left; then move
forward 8 times; and finally move right. }}
*****
Talk to Simona and exhaust the dialogs.
*****
There is a knife in the Herb Garden area. You may have picked it up already, but
if not, get it now.
{{ If you
have trouble finding the knife from where you are now (after talking to Simona),
the following directions should help :-
Move right;
move forward 7 times; then move right; and finally move forward.
}}
*****
Look at the knife.
*****
Pick it up!
*****
Exit the Herb garden area and go to the map; from there, go to Solvig
Liedberg's house.
[ 11 ] Solvig Liedberg's
House {3rd
visit}
***** Enter the front door, go
upstairs, enter the sitting room and go to the display cabinet with glass
panels.
*****
Click on the display cabinet... it moves and there's something behind
it.
*****
Knock on the wall behind the display cabinet... sounds like there's
something there.
You've done all this (so
far) before... at the end of [ 8 ].
*****
From inventory, use the knife to tear the wallpaper behind the display
cabinet.
*****
That's not sufficient. From
inventory, use the knife again. A
(secret) door is revealed behind the display cabinet.
*****
Open this door.
*****
Enter the secret room.
*****
Look at the books on the table there.
*****
Read a bit about some early Swedish forays (before even the German Nazis)
into "Eugenics: Practices in Racial Biology", authored by Herman Lundborg.
*****
Go to the left. There's
something to do there, but at present you can't see anything there... it's pitch
dark!
*****
Leave the secret room, go downstairs, exit the house and its grounds...
onto the map, and see the new location which has appeared.
*****
Go to the Library.
[ 12 ] The
Library {1st visit}
*****
Go forward to the computer.
*****
Open the computer... by clicking the keyboard or the mouse.
*****
Read up about "The Institute of Racial Biology" and learn more about the
man who headed it, the abovementioned Herman Lundborg.
*****
Leave the computer.
*****
Exit the Library... onto the map, and return to Solvig Liedberg's
house.
[ 13 ] Solvig Liedberg's
House {4th visit}
*****
Go to the front door.
Somebody has been there.
*****
Look at and read a note which has recently been attached to the front
door.
*****
Take the key that is attached to the note.
*****
Remove the note. Carol
remarks, "She stuck the paper to the door with chewing gum".
*****
Take the chewing gum.
*****
Go to the padlocked hut very close to the front
door.
*****
From inventory, use the key you just obtained to open the door to the
hut.
*****
Enter the hut.
*****
Look around the hut and take the flashlight from the shelf
there.
*****
Exit the hut.
*****
Go to the (open) shed... it is near to the front gate of Solvig Liedberg's
house and to a dumpster nearby.
*****
Enter the shed.
*****
Look around the shed and take the 2 batteries from a bench
there.
*****
In inventory, load the flashlight with the batteries to obtain a 'working
flashlight'.
*****
Enter the front door to Solvig Liedberg's house, go upstairs and open the
secret room... see [
8 ].
*****
Go to the left. It's (still)
pitch dark and you can't see anything there.
*****
From inventory, use your 'working flashlight'.
*****
Go to the right.
*****
On the table, to the left of the Eugenics book is a 1944 newspaper...
look at it.
*****
Explore the (now lit) secret room.
*****
Look at 3 sheets of white papers entitled "Autobiography
notes".
*****
Read what's written there... "Memoirs of Dietrich
Gunter".
*****
You'll probably hear some creaking noised and you are quite likely to
come across a 'down-arrow' revealing a carpet. If you do and move (click on) the
carpet, you'll see some floorboards.
You evidently have to do something with these floorboards, but you can't
do ANYTHING with them at present... you'll have to return
later!
*****
Leave the secret room, go downstairs, exit the house and its grounds...
onto the map, and go to the Library.
[ 14 ] The
Library {2nd
visit}
*****
Go forward to the computer.
*****
Open the computer... by clicking the keyboard or the mouse.
*****
This time, access "Dietrich
Gunter". You obtain the front page
of a very old newspaper dated 'Thursday, May 3, 1945'.
*****
Highlight the extreme left hand column, "German official found dead in
lake".
*****
Read it carefully. Hah
! ... the plot thickens !!
*****
click the right arrow and you obtain the front page of another very old
newspaper dated 'Friday, May4, 1945'.
*****
This time, highlight the extreme right hand column, "Body in lake: Still
no lead".
*****
Read that also with care.
Hah ! ... the plot thickens even more
!!
*****
Exit the computer.
*****
Leave the Library... onto the map, and see the new location which has
appeared.
*****
Go to Mona Redvall's house.
[ 15 ] Mona
Redvall {1st
visit}
*****
In order to enter the house you first have to open the numerical
keypad.
***** Solve the keypad
puzzle!
*****
Look at the keypad. Carol
says "It seems like someone with dirty hands has been using
this".
*****
Further scrutiny of the keypad reveals that 4 of the 12 buttons are
somewhat dirty. These are
apparently the 4 buttons that have to be pressed in order to open the entrance
gate.
***** There are 2 ways of solving this (very
easy) puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] There are 4! = factorial 4 = 24
permutations of the 4 different buttons.
There are no further clues and so the only way is to try them all
preferably using some 'system'. If
you are terribly lucky you might succeed at your very first attempt... but if you
are abnormally unlucky, it COULD take you 24
tries!
This may seem a
bit tedious but actually it is very easy.
Since pressing the 4 buttons, failing, and starting again takes probably
less the 10 seconds, the worst case scenario can only take 3 or 4 minutes
!
If even this is
too frustrating, the correct sequence is 1;
9; 2; 0.
*****
When you succeed, the green indicator at the top left corner lights
up.
*****
Open the gate and enter the house.
*****
Talk to Mona and exhaust all topics.
***** Exit to the map, and go to
the Herb Garden.
[ 16 ] The Herb
Garden {2nd
visit}
***** At the side of the river
is a small comfortable looking construction apparently designed for
fishermen. Find
it!
*****
Look at the fishing rod which somebody has (conveniently) left
there.
{{ You may have some difficulty in locating this fishing rod. If you DO have trouble, the following directions should help :-
At this
stage of the game, as opposed to your previous visit there, when you enter the
Herb Garden from the map you are now 'deposited' at the gate of "The
Gatekeeper's Lodge Herb Garden" (although the whole of the Herb Garden is
accessible)!
From there :- Move right; then move forward 5 times; then move half-right; then move forward 6 times; then move right; and finally move forward. }}
*****
Look at the fishing rod.
*****
Take it,
***** Exit to the map, and go to
the Museum of Design.
[ 17 ] The Museum of
Design {2nd visit}
*****
Do NOT enter the museum !
*****
Instead, move once forward {{
half-left/half-forward
}} onto the bridge to the left
of the entrance to the museum.
*****
Search for and find a glittering object... "That looks like a token of some
kind".
{{ This
glittering object may be a little difficult to find! If you have trouble, the following
directions should help :-
Move forward
7 times; then right; then move forward; and finally move left.
}}
*****
Take the glittering object... You can't, you need something to get to
it.
*****
From inventory, use the primitive fishing rod to get the glittering
object... Still no good!... "It won't stick to the
hook".
*****
In inventory, stick the chewing gum onto the end of the primitive fishing
rod (or vice versa), and you obtain a 'Fishing rod with chewing
gum'.
*****
From inventory, you can now use the 'Fishing rod with chewing gum' to
acquire the glittering object.
*****
Look at it... it is indeed a token!
*****
Return to the entrance to the museum.
*****
Enter the museum.
*****
Go to the computer terminal... see [ 7 ].
*****
Look closely at the slot in the terminal.
*****
From inventory, insert the token into the slot.
*****
Read some more details about the recognized Swedish architect, Carl
Bergsten.
*****
Look at photographs of 3 of
the buildings that he designed in Norrköping (and in particular the third
building).
***** Exit the Museum of
Design. On the map see the new
location which has appeared. Go to
this location, the St. Olof School.
[ 18 ] The St. Olof
School {1st visit}
***** Walk around outside the
school and find the janitor (at work).
{{ If you
have trouble finding the janitor, the following directions should help
:-
Move
forward; then move right; then move forward twice; then move right twice; then
move forward 4 times; then move right and finally move forward.
}}
***** Talk to the janitor and
exhaust all topics of conversation.
*****
He tells Carol that she'll "......... have to come back later" since he's
"......... quite busy at the moment".
***** Exit St. Olof School and go to the map; from there, return to
Carol's Home.
[ 19 ] Home {2nd
visit}
*****
Enter the kitchen.
*****
Look at the phone on the counter.
*****
Use the phone to talk to Solvig (you only need to click on the phone in
close-up and you get connected).
*****
Amongst other matters, Solvig mentions a strange clock (she means a
pocket 'watch') and a key that she mislaid!
She mentions that the
'clock' is "...... in the left drawer in the chest of drawers in the living
room". She also informs Carol that
apropos the missing key, "I must have dropped it somewhere to the left of the
front door".
*****
Exit the kitchen and Carol's home and go to the map; from there, go to
Solvig Liedberg's house.
[ 20 ] Solvig Liedberg's
House {5th
visit}
***** Go to the front door of Solvig Liedberg's house... but don't
enter.
*****
Look closely at the shrubbery on the ground to the left of the front
door.
*****
Look down at the grass.
Seems there's something to do there, but you don't appear to be able to
do anything... yet!
***** Exit Solvig Liedberg's
house, onto the map, and go to Katarina.
[ 21 ] Katarina
(Vogel) {3rd
visit}
***** Talk to Katarina and ask
her for a favour... she readily agrees.
***** Carol is (automatically)
transported to Katarina's son's room.
[ 22 ] Katarina's son's
room {1st visit}
*****
Walk forward and look at the orange coloured box. You presumably will have to open
it!
***** Solve the orange coloured box
puzzle!
***** There are 2 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] Examine the orange coloured box
and note that there are six buttons of different colours, and when pressed, each
one emits a different musical note.
*****
To the left of the window is a computer. Take a good look at
it.
*****
There are a couple of computer game boxes to the right of the
computer. Take a good look at
them.
*****
Move the top box ("The Dark Eye").
*****
Take a good look at the yellow Post-it on the "Jack Orlando" game box
beneath it.
*****
Note what's written there.
***** Return to the orange coloured
box.
*****
In a partly open drawer beneath the orange coloured box is a booklet
entitled 'Guitar Basics'. Examine
it.
*****
Look at the 'First Lesson' and see the musical note-notation (D, A,
E & G, B, E) of the
guitar.
*****
Go to the right of the window and take a good look at the guitar
there.
*****
Pluck the 6 strings of the guitar and listen to the musical notes
emitted!
*****
Proceed and solve the orange coloured box puzzle.
Despite the above description, the solution
to the above puzzle may not be obvious, so if you are really stumped and want
spoilers, here they are :-
(a)
The
bottom of the Post-it reads ......... Box:
A - D – G.
(b)
The
'First Lesson' of 'Guitar Basics'
shows that the notes A - D - G are
created by the strings of the guitar from left to right ... the second, the third
and the fourth.
(c)
Pluck
the strings of the guitar in the order from left to right ... the second, the
third and the fourth, and memorize the 'tune'.
(d)
Reproduce
that 'tune' on the orange coloured box by pressing the 3 appropriate coloured
buttons.
(e)
The
buttons which have to be pressed on the orange coloured box from left to right
(in order to reproduce the abovementioned tune) are :- #1 (blue); #6 (yellow); and #4 (green).
*****
When you've solved the puzzle, you'll hear a 'click'... open the handle and
see the metal detector inside.
*****
Take the metal detector.
*****
Exit Katarina's son's room and go to the map; from there, go to Solvig
Liedberg's house.
[ 23 ] Solvig Liedberg's
House {6th
visit}
***** Go to the front door of Solvig Liedberg's house... but don't enter
(yet!).
*****
Look closely at the shrubbery on the ground to the left of the front
door.
*****
Look down at the grass.
*****
From inventory, use the metal detector on the
grass.
*****
Eureka! You've found the
missing key.
*****
Grab the key.
*****
Enter the front door of Solvig Liedberg's house.
***** In one of the living rooms on the ground
floor there is a chest of drawers with a
smiling colour shot of a guy in the middle of it. Go to this chest of drawers!
[[ N.B. The author of this walkthrough was
amazed to see his face in the game.
Unknown to him, the Developers had {innocently} fished out a
fairly rare photo of Len Green on the internet.
It was taken 17 years ago
when he was then a young man of only 65 years old, on the occasion of his
mother's 90th birthday !
:~) ]]
{{ If you have trouble finding that chest of drawers, the following directions should help :-
Immediately after entering the front door... Move forward; then move left; then move forward; move right; then move forward twice; then move right twice; and finally move forward. }}
*****
Look closely at the left drawer of the chest of
drawers.
*****
From inventory, use the key (from the grass) on the keyhole of that left
drawer.
*****
Open the drawer.
*****
Look at the pocket watch inside the drawer.
*****
You can 'use' this pocket watch a little... but not significantly
(yet!!).
***** Exit the living room and
Solvig Liedberg's house. Using the
map, go to the Herb Garden.
[ 24 ] The Herb
Garden {3rd
visit}
***** Open the gate and go to
the gardener (who's enjoying himself fishing)!
{{ I doubt
that there can be much trouble finding the gardener (who has moved) this time,
but in case there is, after opening the gate simply move forward 4 times.
}}
***** Look at and then speak to
the gardener... ask about a crowbar!
***** Exhaust all topics with
the gardener.
*****
Leave the gardener and exit the gate to the "The Gatekeeper's Lodge Herb
Garden".
*****
In front of you is a river... Look at it.
***** Inside inventory, attach
the metal detector to the fishing rod (or vice versa).
***** From inventory, use the
'fishing rod with metal detector' on the river... in the close-up on the right
side of the screen.
***** You fish out a crowbar...
Grab it!
*****
Leave the Herb Garden. You can't leave... "I don't think I
should take the crowbar without asking"!
***** Open the gate again and go
to the gardener.
*****
Talk to him and offer to do him a favour. He would like a branch of Salvinia
auriculata... "It's a plant that grows in water"; "They have a magnificent
Salvinia in the Water Garden in Marieborg".
***** Exit the Herb Garden and go to the map; from there, return to
Carol's Home.
[ 25 ] Home {3rd
visit}
***** Enter the kitchen and look
around for a cupboard (if you haven't already done so!).
***** Open the
cupboard.
***** Look and take a drinking
glass from the cupboard.
***** Look at the taps beneath
the cupboard.
***** From inventory, fill the
drinking glass with water from the taps.
***** (The following 3 actions
are not essential, but you may want to do them anyhow).
***** Look at the greenery
(basil) at the bottom of the kitchen window.
***** From inventory, use the
drinking glass with water to freshen up the basil.
***** If you do this however,
you will have to refill the glass with water (as above).
***** Leave the kitchen and Carol's home. Go to the map; from there, go to a location
that you haven't visited before... the Water Garden.
[ 26 ] The Water
Garden {1st
visit}
***** Enter the door to the
Water Garden.
*****
Look for the Salvinia auriculata...
see
[ 24
].
{{ You
shouldn't have any serious trouble finding the Salvinia
auriculata, but if you do, the following directions will take you there
:-
Immediately
after entering the door... Move right; then move forward 4 times; finally move
right again. }}
***** Find the Salvinia
auriculata and look closely at it.
***** Take some Salvinia
auriculata.
***** In inventory, put the
Salvinia auriculata into the drinking glass of water (N.B. The reverse works as well
!).
Important note :-
If you fail to put the Salvinia auriculata into the glass of water, you
will have trouble when you re-enter the Herb Harden.
***** Exit the Water Garden and
use the map to return to the Herb Garden.
[ 27 ] The Herb
Garden {4th
visit}
***** Note :- If you forgot to place the Salvinia
auriculata into the drinking glass of water (in inventory), then when you return
into the Herb Garden it will have shrivelled and died.
Take care :-
In the abovementioned case, you cannot get 'fresh' Salvinia auriculata
until you have got rid of the dead stuff... which you can only do by handing it to
the gardener!
You then have to return to the Water Garden, get a fresh specimen of
Salvinia auriculata as in [ 26 ], and this time do not forget to put it into
the drinking glass of water (in inventory).
*****
Return to the gardener.
*****
Talk to him.
*****
From inventory, hand him the Salvinia auriculata... IN the drinking
glass of water.
*****
That's fine! He now gives
Carol the crowbar.
*****
Exit the Herb Garden and go to the map; from there, go to Solvig
Liedberg's house.
[ 28 ] Solvig Liedberg's
House {7th
visit}
*****
Walk upstairs, into the sitting room, move the cabinet, enter the secret
room, and go to the floorboards... see [ 13 ].
*****
From inventory, use the crowbar on the floorboards.
*****
There are 2 items concealed there... examine them.
*****
On the right is a box with the 4 letters "J; U; G;
O".
*****
You can alter these letters by clicking on them... but nothing will come of
that (as yet!).
*****
At the lower left corner is a letter from Elisabeth to Dietrich. Read it very
carefully.
*****
Now exit the floorboards, the secret room and the upstairs sitting
room. Go down the stairs to the
left drawer of the chest of drawers in the downstairs living room...
see
[ 23
].
*****
Open the drawer.
*****
Look at the pocket watch inside the drawer.
*****
You can 'use' this pocket watch (you may have tried earlier without
success... but now you CAN utilize it)!
***** Solve the pocket watch
puzzle!
***** There are 3 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] You can solve this puzzle by
'brute force', i.e. try every combination until you get the 'correct' one. This however not to be recommended since
there are 31 x 12 = 372 permutations.
[iii] Find an easy way of solving
this puzzle!
*****
Press the top left knob on the pocket watch and run through all the
numbers you obtain on the bottom left small 'window'.
*****
Press the top right knob on the pocket watch and run through all the
numbers you obtain on the bottom right small 'window'.
*****
Taking into consideration that this is a watch, do these numbers signify
any common everyday feature?
They
appear to represent the maximum number of days per month, and the number of months per
year.
*****
Is this a European pocket watch or an American one (What significance
does this have)? It
is a European watch, and hence the days of the month always appear to the LEFT
of the months of the year!
*****
Where have you seen something that may have a bearing on the above? In
the (abovementioned) letter from Elisabeth to Dietrich are 2 dates.
*****
Now you ought to be able to solve this first part of the pocket watch
puzzle. If however you still have
troubles, here is the spoiler solution:-
There
are 2 dates written in that letter... the date the letter was written i.e.
15/2/1945, and the 'expected-birth' date of 16/9/1945. You can try them both... but it is the
latter more memorable date that you need; i.e. obtain the numbers, from left to
right, 16 &
9.
*****
Enter the appropriate numbers.
*****
Click on the curved arrow and observe the back of the pocket
watch.
*****
Open the back of the pocket watch, and see the 3 x 3 matrix of 9 golden
coloured squares.
*****
Click on these squares... some disappear and some are 'replaced'. The object is to remove them
all.
***** Solve the 9 golden coloured squares
puzzle!
***** There are 2 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] You can solve this puzzle by
simple trial and error; i.e. click
different squares and observe the results until you get the 'correct' one. It is not difficult and you generally do
not have to click many times.
If however you need one of
the quickest/shortest solutions, do as follows:
Starting
at the bottom left corner and calling the rows from bottom to top 'A'; 'B'; 'C', and
the columns from left to right '1'; '2'; '3', ......... click on 'A2'; 'C3', 'C2',
'C1', and finally 'B3'.
*****
When you have done this, you obtain the smiling graphic of a
toddler.
*****
Click on the graphic and you reveal the mechanism of the pocket watch
with a note inserted at the bottom.
*****
Click on the note and you get the original photo of the
child.
[[ N.B. The Developers needed a photo of a 2
year old toddler. The author of
this walkthrough provided a satisfactory one of his 2nd child taken 47½
years ago aged a little over 1½ years old!
:~) ]]
*****
Underneath photo is the name of the watchmaker/jeweller who manufactured
the pocket watch... 'LANGERS ~ Jewellery & Watches'.
***** Close and leave the watch
and the drawer. Leave the living
room and Solvig Liedberg's house, and go to the map; from there, return to
Carol's Home.
[ 29 ] Home
{4th visit}
***** Go to the kitchen.
***** In the kitchen, open the
telephone book and see the address of Solvig Liedberg... you have
done this before; see [ 1].
*****
Examine the phone book and notice that a new address has been added to
that of Solvig Liedberg, i.e. that of 'Langers Gold'.
*****
Exit the kitchen and Carol's house onto the map and go to a new location,
i.e. Langers Gold shop.
[ 30 ] Langers Gold
{1st
visit}
*****
Enter the shop.
*****
Talk to the proprietor and exhaust all topics of
conversation.
*****
The owner finds and produces a 57 year old stock-card with a copy of the
photo of the child as found in the pocket watch... see [ 28].
*****
Take the stock-card.
*****
In inventory, use the magnifying glass to enlarge the
stock-card.
*****
In this magnified version, flip over the child's
photo.
*****
Read the inscription on the back of the photo... "Adam Quilting, 2
years".
*****
Exit Langers Gold onto the map and go to Carol's
home.
[ 31 ] Home
{5th visit}
***** Go to the kitchen.
***** In the kitchen, open the
telephone book and observe the address of Adam Quilting... you have
done this twice before; see [ 1] and [ 29].
*****
Exit the kitchen and Carol's house onto the map and go to a new location,
i.e. Adam Quilting's house.
[ 32 ] Adam Quilting
{1st
visit}
*****
Go to the front door and ring the bell.
*****
Enter the house.
*****
Talk to Adam Quilting and exhaust all topics and important
revelations!
*****
Adam asks Carol to get him some Pepsi from the kitchen (he's hurt his
leg).
*****
Go to the kitchen.
*****
Open the refrigerator.
*****
Take the can of Pepsi.
*****
Return to Adam... in close-up.
*****
Adam offers Carol a photo of his father.
*****
Take that photo (and give Adam his Pepsi).
*****
In inventory, turn the photo over and read the inscription on the back...
"To
Elsy and Arthur; Dietrich".
*****
Exit Adam Quilting's and go to the map; from there, go to Solvig
Liedberg's house.
[ 33 ] Solvig Liedberg's
House {8th
visit}
*****
As Carol approaches the front door she hears suspicious
footsteps.
*****
As she enters the front door she sees and hears the back door slam shut...
intruder??
*****
Exit the back door (use the door handle).
*****
Look around the garden for the interloper... no luck, "Whoever it was seems
to have gotten away pretty fast".
*****
Re-enter the front door.
*****
Walk upstairs, into the sitting room, move the cabinet, enter the secret
room, and go to the opened floorboards... see [ 28 ].
*****
Look again at the box with the 4 letters "J; U; G;
O".
*****
As you probably saw previously, you can alter these letters by clicking
on them... and now they serve an important purpose.
***** Solve the "JUGO" box
puzzle.
You have to click on the 4 lettered buttons
until you get the correct configuration!
***** There are 3 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] You can solve this puzzle by
'brute force', i.e. try every combination until you get the 'correct' one. This however is very likely to be
terribly tedious since there are 4 x 4 x 4 x 4 = 256
permutations.
[iii] The solution to this puzzle is hinted at
in [ 32
] . If you didn't make a note of this, the
photo is still in your inventory!
If you are
really stumped and want a spoiler, the correct sequence is :-
E,L,S,Y (N.B. This name, short for Elisabeth, was on
the back of the photo of Dietrich Gunter)!
*****
Just click anywhere on the box and it opens up.
***** On the left, read the letter and the
plaintive poem (... and incidentally notice why the game is called "Time
STAND Still" rather than the
more usual "Time stands still"!).
*****
Look at the yellow envelope on the right and open
it.
*****
Inside the envelope is a sheet of paper with a small maze printed on
it. You quite possibly have an item
in inventory with which to fill in the maze. If not you'll have to acquire something
suitable!
*****
Leave the floorboards and the secret room, and go
downstairs.
*****
Mona Redvall has entered the house to pick up some
tools.
*****
Talk to Mona and ask her about the car she saw racing away from Solvig's
house.
*****
Apparently "...... it was a small car and it had the name 'Equinox' painted
all over one side"!
***** Exit Solvig Liedberg's
house, onto the map... and go to the St. Olof School.
[ 34 ] The St. Olof
School {2nd
visit}
***** The janitor is now working
at the front of the school.
Talk to him and exhaust
all topics of conversation.
*****
He gives Carol a brown envelope "......... it was hidden behind a drawer and
it fell out by itself ......... ".
*****
Take the envelope.
*****
Examine the (torn and apparently old) envelope in inventory. It contains a very important 'strange
card' and a significant note from Dietrich.
*****
Enter the school.
*****
On one of the benches alongside the entrance is a
pencil.
*****
Grab it!
***** Exit St. Olof School and go to the map; from there, return to
Carol's Home.
[ 35 ] Solvig Liedberg's
House {9th
visit}
*****
Enter the front door.
*****
Walk upstairs, into the sitting room, move the cabinet, enter the secret
room, access the opened floorboards, the "JUGO" box and envelope, and look at
the maze... see
[ 33
].
***** Solve the maze
puzzle.
***** There are 2 ways of solving this
puzzle:-
[i] By pressing the "By Pass"
button at the top right corner of your screen. However, if you do this, you'll forfeit your 5 stars at
the end of the game!
[ii] Now that you have a pencil, simply fill
in the appropriate squares of the maze from its entrance-arrow to its
exit-arrow.
If you make a mistake,
simply click on pencilled-in squares and an eraser immediately deletes the
offending squares!
If you are
really stumped and need help, the solution is as
follows:-
(
N.B. I could
easily insert a screenshot here, but it would almost certainly be
seen, and that would spoil the puzzle totally for those who don't want to see it
completed! )
Starting at the bottom left corner and
calling the rows from bottom to top 'A' thro' 'N', and the columns from left to
right '1' thro' '15':-
Click on 'B-1' thro'
'B-6'; 'C-6' thro'
'I-6'; 'I-7' &
'I-8'; 'J-8' &
'K-8'; 'K-7' thro'
'K-5'; 'L-5' &
'L-4'; 'M-4' thro'
'M-2'; 'N-2' thro'
'N-8'; 'M-8' &
'M-9'; 'L-9' thro'
'I-9'; 'I-10' thro'
'B-10'; 'B-11' thro'
'B-13'; 'C-13' &
'D-13'; 'D-14' &
'D-15'; 'C-15' &
'B-15'.
When you click on the bottom
right corner square (A-15), the whole bottom line fills in and the maze is
completed!
*****
When the maze is completed successfully, take a good look at it and it
becomes an indelible graphic of a common object.
*****
Carol exclaims "Now, what does THAT look like?". There
is one very close by... a single candle in a holder.
*****
Leave the floorboards, but not the secret room.
*****
The object you are seeking is very close by.
*****
Go to it and tip it upside down.
*****
You obtain a crude hand drawn sketch of a clock.
*****
Look at this clock carefully... you may have seen clocks shaped like this
before?! (N.B. The hands of
this roughly drafted clock point to 6:35.
This may or may not have some significance?!).
*****
When you've finished looking at the drawing, an intricate key has been
uncovered.
*****
Grab it!
***** Leave the secret room and
the living room. Go
downstairs and exit Solvig Liedberg's house. From the map go to
Katarina's.
[ 36 ] Katarina
(Vogel) {4th visit}
***** Enter
Katarina's.
***** Ask her "Do you know of anything called 'Equinox' around here?".
***** "There is a New Age bookstore down the road with that name".
*****
Leave Katarina. On the map
see the new location which has appeared.
Go to this location, 'Equinox'.
[ 37 ] Equinox
{1st
visit}
***** Enter the New Age shop and
talk to the owner.
*****
Complete all discussions with him.
*****
Exit 'Equinox' onto the map and go to Adam Quilting's
house.
[ 38 ] Adam Quilting
{2nd
visit}
*****
Enter Adam's house.
*****
( N.B. It's quite
likely that you will have performed this step before, and hence this will now be
completely redundant ).
If you have NOT performed the aforementioned
step, you cannot get to see Adam.
You CAN however enter the kitchen.
Take a close-up look at the blue mug on
the counter next to the modern looking stove... It has the logo 'Equinox'
inscribed upon it.
You can NOW enter the living room!
*****
Talk to Adam Quilting. In
particular ask if he has a picture of his adoptive
brother.
"There is one in a frame in
the kitchen. Just go ahead and look
at it".
*****
Go into the kitchen and look at the photograph in close-up. (This is not absolutely essential for
continuing the game... but it is of great interest to the
narrative!).
*****
To the right of the kitchen window is a red clock. It IS essential to look at that,
in close-up!
*****
Return to Adam; "Can I take a closer look at that red clock in the
kitchen?".
*****
Return to the kitchen.
*****
Take a close look at the red clock.
*****
Open the transparent clock front covering.
*****
From inventory, use the intricate key on either of the holes in the clock
face.
*****
Click on the clock face.
Hey! The hands jump to 6:35...
see
[ 35
].
*****
Close the clock front covering.
*****
Pan down and see an ornamental lid at the bottom of the
clock.
*****
Click on it and it opens up revealing part of the mechanism of the
clock.
*****
Look at this in close-up.
*****
Click there and you obtain a white document.
*****
Take it.
*****
Look at it... it is a map of some sort.
*****
Exit the kitchen and Adam Quilting's house. From the map go to the
kiosk.
[ 39 ] The Kiosk
(Stina) {4th visit}
*****
Enter the kiosk.
*****
Talk to Stina "Can you make out anything from this map?".
*****
"It's a large quay. It must
be by the docks".
*****
Finish talking to Stina.
***** Exit the kiosk onto the
map and see the new location which has appeared... Go to the
docks.
[ 40 ] The Docks
{1st visit}
***** In inventory, put the
'strange card' onto the 'map from clock' (or vice versa).
***** In inventory, look at the
'decoded map'. The large red cross
seems to be where Carol is at present.
The small blue cross on a bridge appears to be where she needs to make
for!
***** Go forward to this
bridge.
{{ It
shouldn't be too much trouble finding the bridge since it's straight ahead, but
in case there is, just move forward 10 times. }}
***** Look at the bridge... notice
the "C2" marked upon it!
***** In inventory look at the
decoded map... in close-up.
*****
Click on it... something important happens and Carol exclaims
"That must be the spot"!
*****
There's apparently something important (outlined in red on the decoded
map; it seems like some sort of pylon!).
Go to it.
{{ You may
have considerable difficulty finding this pylon. If you have trouble, the following
directions should help :-
First continue forwards from the bridge 4 times and exit the docks onto the map. Then re-enter the docks, and starting from there :-
Move forward
4 times; then move left; then move forward 4 times again; then move right; then
move forward 6 times; then move left; then move forward twice; then move right;
and finally move forward twice again. }}
***** Look closely at the
pylon. Then look again closely,
particularly at its base.
*****
Look at the shrubbery on the ground around the
pylon.
Carol exclaims "Now, where have I seen something to dig with ?".
So it seems that there's
something buried in the ground there.
But you can't get at it
(yet!).
***** Exit the whole docks
area.
{{ You may
have difficulties in exiting? Or
you may have none at all??
In actual fact you only have
to move once to the left of the pylon, and a VERY convenient exit has been
provided there. }}
[ 41 ] Solvig Liedberg's
House {10th
visit}
*****
Enter the front gate, but this time don't enter the house
itself!
*****
Go to the (open) shed... it is near to the front gate of Solvig Liedberg's
house and to a dumpster nearby.
*****
Enter the shed.
*****
Look around the shed and take the shovel (N.B. It was never 'available'
before!).
***** Exit Solvig Liedberg's
house to the map, and go to the docks again.
[ 42 ] The Docks
{2nd
visit}
*****
Go directly to the pylon... see [ 40 ].
{{ You may AGAIN have considerable difficulty finding this pylon. If you have trouble, the following directions (once again) should help :-
From the map-entrance to the docks :~
Move forward 4 times; then move left; then move forward 4 times again; then move right; then move forward 6 times; then move left; then move forward twice; then move right; and finally move forward twice again. }}
***** Look closely at the
pylon.
*****
Look at the shrubbery on the ground around the
pylon.
*****
From inventory, use the shovel on the shrubbery. This uncovers a patch of bare
ground.
*****
From inventory, use the shovel again on the ground. This unearths a brown
object.
*****
From inventory, use the shovel a third time on the brown object. It is rectangular in shape and looks
like the lid of a box.
*****
Lift up the box (i.e. Click on it) .........
*****
......... and open it (i.e. Again, click on it).
***** Inside are a number of objets
d'art.
Touch
one and the newspaper clipping relates how the "Local sleuth solves 60 year old
mystery."
********** See the short finale,
observe the credits (including the author of this
walkthrough... "Creative consultant"!) .........
and look forward
to another Carol Reed mystery in the reasonably near future! :~)