“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.