Saturday, October 18, 2008

Time Stand Still - walkthrough under construction

I'm still working on solving the Time Stand Still game. However, I'm submitting my current walk-thru. Updates to come very soon.

Home:
1.) Go to the kitchen.
2.) Read the newspaper.
3.) Locate the telephone book on the chair.
4.) Open it and find the address for SOLVIG LIEDBERG.

Kiosk:
1.) Start talking to STINA.
2.) Look at your notepad to ask Stina questions.
3.) Watch the ads Stina shows after the interview.

Katarina's home:
1.) Open the door to enter.
2.) Use the notepad to ask her questions.
3.) After asking all the questions, leave the apartment.
4.) Go to the SOLVIG LIEDBER home.

Solvig's home:
1.) Interview Solvig. She will give you house keys. These keys will be used later - enter the home when it is empty.
3.) Go to the rear door to find the hissing sound, which is coming from the radiator. You will be unable to repair it because you need a key.
4.) Enter the living room/lounge area. (move so that you are facing away from the radiator)
5.) Go to the bureau. Try to open the top drawer. It is locked.
6.) Go to the living room.
7.) Find a rectangular photograph and take the key from the underside. Replace the photo and return to the desk in the lounge.
8.) Open the drawer with the key. Keep the wood plug, radiator key, and two pictures.
9.) Look at the photos, especially the differences (a window is removed in the later picture).
10.) Go to the kitchen and read the note on the table.
11.) Take the coffee mug.
12.) Return to the radiator area and place the mug in the left corner, just under the keyhole. Place the key in the hole to release steam.

Kiosk:
1.) Talk to Stina about Carl Bergsten, asking all the questions in the notebook.

Katarina's home:
1.) Ask about Carl Bergsten.
2.) Look at your map as you leave - there is now a new location.

Museum of Design:
1.) Read all of the panels.
2.) Go to the computer. You'll need a token to turn it on.
3.) Look for the panel that has 17 boxes. It will be a memory match game. Once you've matched the shapes, you'll get a ticket.
4.) Write down the colors and shapes below the ticket. You'll need this information later to open the puzzle box at Solvig's house.
5.) Go to handicraft exhibit (via the stairs) and use the ticket in the door slot.
6.) Find and take a small dowel on the floor (between 2 wheels).

Solvig's house:
1.) Return to the desk and open the top drawer.
2.) Select the puzzel box. Use the dowel and place it in the hole in the bottom right corner.
3.) Use the color/shape sequence from the ticket to solve this puzzle. Alternatively, you can bypass the puzzle (or return to the museum and write down the shape/color sequence.) (note: I believe the solution is always the same: red pentagon, yellow circle, blue pentagon, yellow pentagon)
4.) Once you have the correct order, a lever will activate, but you need to clik on the box to open it.
5.) Take the blueprints.
6.) Look at the couple's photo in your inventory, then look at the blueprints using the magnifying glass. A X will mark the spot in an upstairs room.
7.) Go to the sitting room and click the cabinet with glass panels. The cabinet will move, but the room can not be opened yet.
8.) Head downstairs and look at the diploma from the herb garden.

Kiosk:
1.) Ask Stina questions from the notebook.

Herb garden:
1.) Talk to the gardner and get 5 herb cards.
2.) Solve the puzzle. (Bypass or place in the correct order: thyme, rosmary, lemon balm, oregano, absintium, creeping thyme)
3.) Talk to the gardner.
4.) Enter the house.
5.) Look at the calendar.
6.) Speak with the gardner about Simona.
7.) Find Simona in the garden.
8.) Ask Simona your questions.
9.) Pick up the yellow jacknife from the ground.

Solvig's house:
1.) Go back to the sitting room and move the cabinet.
2.) Use the knife on the wallpaper to tear it. Use it on the wall

again to make a secret door appear.
3.) Enter the room.
4.) Read from the book on the table.
5.) Exit the house and look at the map - notice a new location.

Library:
1.) Use the computer. Use the mouse to read the entire article.

Solvig's house:
1.) Read the note on the front door. Take the attached key and chewing gum.
2.) Use the key on the padlock to open up the hut.
3.) Take the flashlight.
4.) Enter the shed.
5.) Take the batteries from the bench.
6.) In your inventory, drag the batteries over the flashlight. Voila - light.
7.) Go back to the secret room in the sitting room.
8.) Use the flashlight.
9.) Read the paper. Read all the papers, but most importantly the autobiography notes.
10.) You should hear a creaking sound as you're reading the papers.

Click on the carpet and it will lift up to show floorboards.

Library:
1.) Use the computer. Find the new topics - two articles about Dietrich Gunter's body. These articles have some important plot points.
2.) As you leave the library, notice that you have a new location on your map: Mona Redvall's house.

Mona's house:
1.) Examine the keypad. The most worn keys are the ones you need for the code. I believe the solution always is 1,0,2,9.
2.) Once the green light appears, open the gate.
3.) Ask Mona the questions on your notepad.

Herb garden:
1.) Don't enter the lodge, but head to the deck.
2.) Take the fishpole.
3.) Walk by the lake.

Museum:
1.) Don't enter the museum. Find the shiny token (below the bridge left of the museum pathway).
2.) Use the fishing rod and chewing gum to get the token.
3.) Enter the museum and use the token on the computer.
4.) Read about Carl and the buildings he designed.
5.) Notice St Olof's school on your map.

St Olof School:
1.) Try to talk to the janitor. (He won't talk to you now).

Home:
1.) Use the phone to call Solvig. Ask questions. You'll need to find a lost key and clock.

Solvig's house:
1.) Look at the green shrubs beside the house. There will be no key.

Katarina's house:
1.) Interview her.
2.) Ask to borrow her son's metal detector. (Oddly, this places you directly in his room; you don't have to navigate there.)
3.) Look at the orange box on the dresser. You'll need to finish a puzzle to open it.
4.) Look at the computer game boxes. click on the top box to move it - read the post-it note.
5.) Look at the orange box. Open the Guitar Basics book in an open drawer. Write down the musical notes.
6.) Go to the guitar and pluck the strings in the right order. (light blue, yellow, green).
7.) Press the buttons in the same order on the orange box.
8.) Click on the box to open.
9.) Take the metal detector.

Solvig's house:
1.) Use the metal detector on the bushes next to the door.
2.) Take the key.
3.) Enter the house and go to the living room, to the chest.
4.) Use the key to open the left drawer.
5.) Take the pocketwatch.

Herb garden:
1.) Talk to the fishing gardener.
2.) Go to the river.
3.) Find the crowbar in the river.
4.) In your inventory, drag the metal detector over the fishing rod. Place that in the water.
5.) Take the crowbar.
6.) Talk to the gardner and ask for permission to take the crowbar.

He asks for salvinia from the water garden.

Home:
1.) In the kitchen, open up the cabinet and take a glass. Fill it with water from the kitchen sink.
2.) Water the basil plant in the kitchen window.
3.) Fill the glass of water again.
4.) When leaving your apartment, notice that you have a new location on your map: the water garden.

Water garden:
1.) Find the salvinia. Place it in the drinking glass.

Herb garden:
1.) Give the gardener the salvinia in the glass. Take the crowbar.

Solvig's house:
1.) Go back to the sitting room; move the cabinet and enter the secret room.
2.) Move the rug and use the crowbar to pry up the floorboards.
3.) Select the box that says JUGO. Read the letter. Notice the birth date.
4.) Replace the items.
5.) Go back to the living room chest.
6.) Solve the watch puzzle.
(watch puzzle steps: 1. depress the top left knob and run through all the numbers in the bottom left window. 2. Do the same thing for the top right knob and right window. 3. The numbers are the days per month and months per year. It's backwards from American notation (so it's dd:mm) 4. Use the birth date from the letter. (16:9).)
7.) Flip the watch over and open the back. There will be another puzzle.

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