2014: Original Dutch Walkthrough by: Louis Koot
2019: English translation by: Louis Koot
Bosch's Damnation is the 10th game in the Carol Reed series and I assume you have already played one or more of the previous 9 Carol Reed games. So you probably know how it all works in the game. As usual, you can first play a short Tutorial in which you will be explained the intricacies of the controls. You can also skip the Tutorial to start the game right away.
Part 1: Winter
It is winter in Norrköpping and Carol muses, somewhat melancholy, about how desolate the Swedish winters are, as she stares through her kitchen window at winters Norrköpping.
Turn around. You look into Carol's hallway from the kitchen and there is a kitchen chair at the kitchen door. Carol's cell phone is charging on the kitchen chair.
Zoom in on Carol's cell phone and then grab the thing and click the phone to the inventory. Click the exit arrow and then walk into the hall and ...... Once Carol has grabbed her cell phone and walked into the hall she gets a text message from a certain George Pamper. Read the text message
George Pamper works as a cleaner for the Stierngranats family and something is bothering him about which he would like to talk to Carol.
The address of George Pamper is put on the map. Click the phone away and find Carol's front door and then click EXIT on the front door and ..... travel via the map to:
George Pamper (George the Cleaner):
Talk to George through the conversation options and use them all
George says that the Stierngranats, for which he works as a cleaner, left 5 weeks ago for a 10-day skiing holiday in Norway. But the family has not yet returned. George now has 2 weeks of salary credit and that starts to squeeze a bit with George. George has told the police that the Stierngranats have been gone for 5 weeks now, but the police are not taking it seriously. George further explains that the Stierngranats family consists of Erik and Veronica and that they have 3 children of which daughter Carlin is the oldest with her 19 years old. The 2 other kids are a lot younger than Carlin. Carlin's friend, Martin, also went. George gives Carol the key to the Stierngranats house, so Carol can look for clues.
Say goodbye when you've discussed everything with George and then travel via the map to:
Carol automatically ends up in the hall of the house. To the right is the stairs to the 2nd floor, but don't go up yet.
Turn left again and walk one step further through the hall. On the right is a locked door, so turn left and you look into a bedroom.
Enter the bedroom. There is a desk on the right wall and in the corner you see the fireplace. Stand in front of the desk.
There is an old-fashioned typewriter on the desk and a pile of books. Take the top book from the pile of books .....
The book opens in your screen but it is unreadable, so click the book back to the desk. Turn left and walk to the open door by the fireplace. Then turn right. On the mantelpiece of the fireplace is a nice flat wooden box. Open the wooden box and then take the large key from it. Click the key to the inventory.
Turn left again and enter the small back room through the doorway. There is nothing to do, so turn right and walk into the next back room.
Turn right ..... you are now looking from the left back room into the sitting room. Walk into the living room and then continue to the kitchen corner.
There is nothing to do in the sitting room and the kitchen so turn right and ..... you look from the sitting room back into the hall and see the front door. Take 1 step forward and .... you are now in the hallway. Turn left and walk down the hall to the back door of the house.
On the left is the door of a deep closet and on the right is the door of the utility room. Carol cannot open the back door. Turn left and open the closet door ..... Carol automatically enters the deep closet, which is crammed with clothing and bedding and other domestic items.
On top of the rack are among other things shoe boxes and on those shoe boxes is a tin box. Click with the magnifying cursor and listen to Carol ..... Carol would love to look at that tin box but it is too high up ..... Carol needs a step or a stool to reach the top shelf. Click the exit arrow twice to step out of the closet. Back in the hall you turn to the utility room door. Click on the door handle ....... The door is locked, but Carol has found a key so try the key on the door and ...... the key fits and Carol ends up in the utility room . There is an ironing board with iron.
If you turn left you can open the cupboard .... the cupboard contains cleaning items such as a vacuum cleaner and mops. You can't do anything with it now so step back and turn around completely. Carol then stands in front of the storage cupboards. Open the cupboard. On the second shelf, from above, is a dishwashing brush and a light bulb ...... behind the dishwashing brush and the light bulb is a pair of tongs ... take that pair of tongs and click the thing to the inventory.
Step back, turn right, open the door and step back into the corridor . Turn left and walk back down the corridor to the hall
Walk to the front door and then turn left twice and then click "Go Upstairs" on the stairs and .....
Carol ends up on the:
Carol is on the landing of the 2nd floor and she's looking into the dining room. To the left is a seating area with 2 chairs and a round table. Turn left ..... Carol is standing in front of a white bookcase, which is built between two windows in the wall. On the 3rd shelf is a jug with many openings .... view the Jug in close-up ..... Carol screams that a metal object is in the jug ..... Try to take that metal thing from the jug .... but unfortunately ... Carol's hand does not fit through the round opening. So take the pair of Tongs from inventory and click with it in the round opening and .....
Carol picks up a new Key from the jug. Click the key to the inventory. Turn left ..... you look through the landing and see the stairs and a kitchen. At the kitchen you see a staircase with 5 steps that lead to the attic door. Continue to the kitchen but do not enter yet. Turn left and ..... You are now standing in front of the double white attic door, above the small staircase.
The attic doors are closed with a metal plate .... look at that metal plate in close-up .... the plate is fixed with 4 screws that each have a slit ...... the slits of the 4 screws are each different from each other. You can click on each screw to rotate them, but because you do not do this in the right order, the screws always jump back to their original position.
Carol needs more info for this door puzzle, so leave the close-up, turn right and then enter the kitchen. Continue to the back window and then turn clockwise to the kitchen cupboards. There is a telephone on the counter top. Zoom in on the phone and then take the phone out of the holder ..... Carol reports that the "line is dead" ...... so there is no power, so the phone does not work. Click twice the exit arrow. Turn right and walk back to the landing.
Walk into the dining room and then turn right and walk into the bedroom of one of the children. Nothing to do here ..... turn right and enter the next nursery. Here is a baby bed and a normal bed. Turn right ....... Behind the room door you now see a pink fabric "puppet show". Zoom in on the puppet show and then click with your hand on the right flap (the flap with the blue queen) ..... Carol slides the flap open and....... on the floor of the "puppet show" lies a mini flashlight
Take the mini flashlight and click it to the inventory. Step back 2 times, turn left and then enter the living room. You can then walk further to the main bedroom but don't do that. Turn right and walk back to the landing. Then turn left and click "Go Downstairs" on the stairs to descend back to the:
Ground floor (1st floor):
Back downstairs in the hall, Carol is at the front door again. Turn around and walk 1 step forward and then turn right. You are again in front of the locked door. Take the key that you have taken from the jug from inventory and click with the key on the keyhole of the door and ....... Carol ends up in a deep and dark cupboard. Take the mini flashlight from inventory and click it in your screen and ..... you have light.
There is a shelf in the cupboard and on the shelf are some books and ..... there is a wallet between the books ......
Take the wallet and open it and then take the paper from the wallet ...
on the paper you read the Gameboomers password "tupilak" ..... there are also 4 lines on the paper ...... those four lines give you the solution of the 4 screws of the metal plate on the attic door. Click the paper to the inventory. Get out of the cupboard and go back to the front door and then up the stairs to the 2nd floor. Go back to the attic door and zoom in again on the metal plate.
On the paper that you have taken out of the wallet, there are 4 lines and those 4 lines are the 4 screws of the metal plate. From left to right the lines are the bottom right screw, the top left screw, the bottom left screw and the top right screw. Click in the order of the lines on the 4 screws. Click on the bottom right screw, the top left screw, the bottom left screw and the top right screw and ............. the door opens and Carol lands on the:
You cannot walk further into the attic. A gnome is smiling kindly in front of you.
Turn right ...... there is a small ladder next to the wicker basket on the left. Take the ladder and click the thing into the inventory.
Turn to the right and ...... you see the stairwell and that there is a rear part of the attic. Aim the forward arrow to the doorway, in the wooden partition, and then take 1 step forward and Carol is then in the rear part of the attic. Turn left .....there is a box on the low chest of drawers ..... there is something in the box.
Click with your hand in the box and .... Carol takes a drawing from the box .... the drawing shows symbols that are drawn with a [ felt pen in the colors blue, red, green and black. You also see 3 buttons and arrows. The arrows "tell" you the order in which you have to press those 3 buttons.
Click the drawing to the inventory. Turn left and walk back to the attic and then turn all the way around and click the down arrow in the stairwell to end up on the landing of the 2nd floor.
Go back down the stairs to the ground floor and then, through the hall and corridor, to the back door. At the back door, turn left again and dive into the deep closet again . Place the Ladder, that you have brought from the attic, in front of the rack and then click the up arrow and ..... Carol climbs the stairs. Click with your hand on the tin box ..
In the lid of the box you see the same 3 symbols as on the drawing, which you found at the attic. You can also see that there is a gray button at the 4 corners. The 3 symbols are black in color. If you click on a button, the 3 symbols will change color. On the drawing, which you found at the attic, you see that the 3 symbols, from top to bottom, have the colors blue, red, green.
You also see 3 buttons on the drawing. You can also see those 3 buttons on the lid of the box. The upper right button is missing on the drawing. You must first ensure that the symbol on the lid is the same color as on the drawing. Because in the drawing the top right button is missing, you now click on the top right button of the lid and ....... the symbol on the lid then has the colors blue, red, green.
The arrows on the drawing "tell" you the order in which you now have to click the other 3 buttons, so click on the bottom right button, the bottom left button and the top left button and ..... the box will open. There is a wrapped gift in the box. Take the wrapped gift from the box and then unpack it by clicking on the right flap, then on the left flap and then clicking in the middle.
The gift appears to be a painting ....... a still life of a vase with colorful flowers.
Turn the painting over via the turn arrow. On the back you can read the text ....
The painting was intended as a birthday present from Carlin to Martin. Also click with your magnifying glass on the text so that Carol concludes that Carlin never gave her gift to Martin. Click the exit arrow ...... Carol puts the painting back in the box. Click 3 times the exit arrow to return to the corridor. Go back to the front door and exit outside and travel, via the map, back to:
Ask George if he knows where that Martin, Carlin's friend, lives ..... and ...... well ...... Martin lives at George's house. Martin was looking for a room and George rented out his guest room. Carol can sniff around in Martin's room. Thank George and ..... Carol ends up in George's guest room, which is now Martin's room:
Turn right. On the orange box, which serves as a bedside table, is an envelope and in the box is a pencil case.
Take the envelope and then take the letter out.
It is a letter from the Norrköpping Tourist Center telling Martin Jensen that he has won the "Color the Falls" competition. Unfortunately, Martin has to share his prize of 5,000 crowns with 43 other winners. Click with your magnifying glass on the letter ........ Carol wants to ask her friend Stina about those "Blood Falls". Stina is put on the map.
Get out of the close-up and then take the pencil case out of the box. The case will be on your screen .... click on the zipper to open the case ..... Carol tells us that the case is empty. Get out of the close-up, turn left and walk to the window and then turn right again. You are now on the left side of the bed. Under the headboard of the bed is a small wooden box ......Take the wooden box ........
in the lid of the box you see 4 colored buttons .... you have to press these 4 buttons according to the color code with which Martin won the "Blood Falls" competition, but you do not know this code yet, so click the box back under the bed. Turn right and walk back to the room door and then click EXIT on the door and ..... you end up on the map where the Stina shop is now placed on. So travel to:
Stina has done well since the previous game and she has now invested her money in a nice fish shop. Ask Stina about "The Blood Falls". The "Blood Waterfall" is at the industrial park were Carol was in game 5 "The Color of Murder" and this location is added to the map. Say goodbye and travel to the:
We were here also in "The Color of Murder".....unfortunaly I don't have my walkthrough for that Carol Reed game anymore.........
Keep walking straight on, until you cannot continue straight on ..... these are 3 clicks.
Then turn left and ..... walk up the iron path to the closed iron gate. Open the gate and........
...... follow the iron path then continue 1 click forward, 2 times right around the corner and then on to the end.
Then turn left and ....Carol says she doesn't see any colors in the waterfall. Turn left again and ...
.......on the snowy platform, at the bottom of the stairs, is a wooden box. Descend the stairs and then turn left and ....... Carol is then directly in front of the wooden box. On top of the box pressed in the snow layer, lies a USB stick ...... Click with your magnifying glass and then grab the USB stick and click with your magnifying glass again to hear Carol's comments......
Then click the USB stick to the inventory.
Turn left and walk back up the stairs and then follow the entire route back to the EXIT and then travel back via the map to:
Carol's flat (Home):
It's evening now, but Carol wants to know what's on that USB stick. Carol needs her computer.
Walk into the living room and continue to the sofa. Then turn left. Carol's laptop computer is on Carol's sideboard.
View the laptop in close-up. Then take the USB stick from inventory and put the thing in the laptop. Then click with your loupe on the laptop screen .... you read "Hi Brian! Here is my suggestion for the leaflet. Let me know what you think.". Click the arrow to scroll to the next screen and .....
We now see a photo of those "Blood Falls" ... the photo shows the falls between 9 am and 11 pm when the falls are lit. Click with your magnifying glass ..... Carol thinks she should go and see the falls again at night and she wants to do that right away. Get out of all the close-ups, turn around and run to the hall and click EXIT again on Carol's front door and travel, via the map, back to the:
So now it's evening and Carol is back at the starting point in the Industrial park. Walk 3 clicks forward again, turn left, forward, open the gate, 1 click forward and then turn the right corner and ......... We now see the waterfalls beautifully lit ..... from left to the colors on the right are Black, Blue, Red, Yellow and Carol wants to take a picture of it. Your cursor is now Carol's cell phone and the thing is set on the camera. So drag the cell phone onto the waterfall and then click to take the photo.
The photo is then in inventory, so right click in inventory on the photo to view it.
Turn around and walk back to the EXIT ....... Carol then moans that she is tired ....... so travel back to:
Carol's flat (Home):
Walk back into Carol's sitting room and walk back to the sofa and then turn right and click on the bedroom doors and ... You end up in Carol's bedroom .... Click "Sleep" on Carol's bed to go to sleep and ... your screen goes black for a moment and then it is the next morning and Carol has automatically got up, showered and dressed. Leave the bedroom and go to the hall and click EXIT again on Carol's front door and travel back to:
You will now end up in Martin's room, in the home of George Pamper. Walk back to the window and turn right again.
Take the wooden box from under the bed again.
The box will appear large in your screen. There are 4 buttons on the box and those buttons have the colors blue, yellow, black, red. You have to press these buttons in the color sequence of the Blood Waterfalls, left to right. You've taken a photo of those colored waterfalls, so if you don't know the order, you can view that photo again.
Click in this order on the 4 buttons: Black, Blue, Red, Yellow and ......... the box opens
Take the letter from the box and read the letter. The letter is an agreement between Martin and the company Lame Samba Games, a publisher of computer games for the release of a computer game from Martin. The agreement is not so favorable for Martin because he only catches 30 percent of the net proceeds. Click the exit arrow 3 times to put the letter back in the box and to close the box again and put it back under the bed ...and .........Carol then receives a text message from George Pamper in which he reports that the Stierngranats family has returned home healthy and well.
George has received his overdue wages and they have put their house up for sale. Click the phone away and ......Your screen goes black for a moment because the Stierngranats case is apparently not a case anymore, but Carol is still not satisfied with it. However, the winter is getting worse and soon Carol has forgotten the entire Stierngranats case and eventually the summer breaks loose. Carol spends a good part of the summer on her allotment garden and there she is also when you regain control of the game.
Part 2: Summer:
Carol's allotment garden:
Carol is lying lazily in her red hammock, staring at the sky. Find the exit arrow at the bottom of your screen, and then click and move 1 step forward into the garden. Then turn around completely and walk back to Carol's red hammock.
There is a key in the hammock. Zoom in on the key and then click it again with your magnifying glass. The key has fallen out of Carol's pocket ....
take the key and click it inventory. Turn left and walk to the house and then turn right ....
You are standing in front of the white door of Carol's gazebo .... Click the door handle ..... the door is locked but now you can open the door with the just found key ... So take that Key from inventory and click with it on the door lock. But unfortunately the door stays locked because the lock has become somewhat rusty ..... lubricating oil is needed to lubricate the lock. The key stays in the lock.. Turn right and then walk 2 steps and then turn left and click EXIT and travel via the map to:
Stina gives Carol today's morning newspaper. In the newspaper we read that a corpse has been found, in a shed on the territory of the Stierngranats. The corpse has been identified as Martin Jensen's, Carin Stierngranat's boyfriend, and has been there since the winter. However ... Martin was never reported missing. The Barn location is put on the map.
Click the newspaper to the inventory and then continue talking to Stina. Stina only knows that Malt Stiergranat is buried in a pyramid but she does not know where that pyramid is located. Stina also tells us that Malta Stierngranat founded several local museums. Say goodbye to Stina and travel to
We are standing in front of the derelict barn where the corpse of Martin Jensen is found. Walk through the open sliding door into the barn. Carol lands in the barn at a trailer lying on his side. There is a pile of straw and a green net in front of the trailer. There is also something in the sand near the green net. Zoom in on the object that lies in the sand near the net....
The object appears to be a round box
Grab the round box and then click it open and then click with your magnifying glass in the opened box. It appears to be a box of powder with which fingerprints can be made visible. Click the lid on the box again and then click the box to the inventory.
Turn left ...... you will now see the hayloft and a half open door. Continue to the wooden wall.
You get your gear cursor on the wooden wall, above the blue tarpaulin ...... If Carol had a ladder, she could climb up here to the hayloft, but Carol doesn't have a ladder so that doesn't work now. Click the hand on the half opened door and ...... we end up behind the wooden wall and are now in the cow shed / pig shed. Continue one step further and then turn left. There is a ladder lying against the white wall.......how convenient.....
Grab the Ladder and click the thing to the inventory. Turn left and walk 2 steps back and then turn around again. Take the ladder from inventory and place it against the wooden wall and then click the forward arrow on the ladder to climb up to the hayloft.
Right in front of you is a round pole and just before that round pole there is something on the straw .....
Click with your magnifying glass to view that object in close-up ....
The object turns out to be a wallet, but when you try to grab it Carol shouts that it is too far away and that she does not dare to walk further down the rickety attic floor. Carol needs something to rake that wallet to her. Step back and then turn left a little and look at the box in front of you. Open the box and ...... the box is empty.
Close the box again, step back, turn left and climb back down the ladder. Back down you walk 1 step, then turn right and step out of the shed ....... You then hear Carol say that maybe she should talk to George about the room that Martin rented from him. George Pamper is now placed on the map. But don't look up the map yet. Turn left and walk 1 click forward and ..... you will now see a small wooden house, which is to the right of the large shed.
There is nothing to do in that little house, so do not walk straight ahead. Instead turn left and then walk between the shed and the house, 1 step into the forest and .......
... you will see the 2nd barn, which is smaller than the 1st barn.
Walk to the 2nd barn and you will get inside. Turn right and then grab the Rake, which is located here in this shed.
Click the rake into the inventory and then turn right and then return, in 3 clicks, to the large lawn in front of the house and the large barn. Then turn right. 1 step forward, right and step back into the large barn. Turn left, walk to the ladder and climb up the hayloft again. On the hayloft you zoom in again on the wallet and then grab the wallet with the help of the Rake .......
...... but unfortunately Michael Nygvist is a sadistic bastard so the wallet falls through the hole down into the stable under the attic, so you have to go find the bloody thing. Get out, turn around and climb down the ladder. Turn around, click hand on the door to get back into the stables. Take 1 step into the stable again and then turn right. You look into a stable with 2 large bags and an orange bucket. The wallet then lies between the. 2 plastic bags
Zoom in on the wallet and then grab the thing and click it open ..... there is a digital clock in the wallet ..... click on the clock and .....
..... you will see a calling card of the "Malte Stierngranat Museum" and this museum is now available on the map
Get out of the close-up .... Carol doesn't take the wallet with the clock because she doesn't need it.
Turn right and leave the shed again and find the EXIT to end up on the map and then travel to:
Ask George if he recently heard anything from the Stiernganat's, but he doesn't. In the meantime, the Stierngranat's have already sold the house. George has also heard about Martin's murder and he says that another e-mail has arrived for Martin. George has printed the e-mail and shows it to Carol. The e-mail comes from one Monica who writes that she has tried in vain to get in touch with Martin. However, Monica cannot believe that Martin has left the country without telling her.
Click the e-mail away and then ask George if you can take a look in Martin's room. That is allowed .... George says that the room still looks the same as when Carol was there in the winter. George has only stored some of Martin clothing in the wardrobe. Thank George and ...... we end up in:
Turn left immediately and open the wardrobe doors. A blue cloak hangs in the cupboard, among other things. Search the blue cloak and .......
Carol finds a note on which the new address of that Monica is written. Monica is added to the map.
Exit 2 times, turn left and EXIT on the room door and then travel to that:
Use all options again. Monica appears to have been the foster mother of Martin Jensen. Monica had a good and regular contact with Martin. Because Monica had not heard from Martin for a long time, she knew that something must have happened to him. Monica also tells that Eric Stierngranat arranged various jobs for Martin in the various museums, which he inherited from father Malte. Martin has met Stierngranat's daughter Carin in 1 of those museums. The last museum where Martin worked was the Church Museum and this location is put on the map. Monica also tells that Martin was working on a computer game about Malte Stierngranat. Thank Monica and travel to
Malte Stierngranat Museum:
Carol ends up in the hall of this memorial museum and she looks into a "school class". Enter the "school class" and immediately turn left. The "classroom" is designed as a memorial room for the founder of this museum, Malte Stierngranat. Walk to the table and then view all the information that you can view here,
On the left is a promotion for the new book about Malte Stierngranat and on that you can also see a photo of the pyramid, in which the old Stierngranat is buried. Take a closer look at the large wall painting and then take the information leaflets from the table and read through all the information from those leaflets thoroughly. There are 3 leaflets / brochures.
On the front leaflet, click with your magnifying glass on the bottom photo to view the coat of arms in the wooden coffin. The coat of arms has a crown and 3 stars. The 3rd brochure then shows us the pyramid, which Malte Stierngranat himself designed because the man was not only a collector and a restorer of paintings, but he was also an architect. You read that Malte's wife, Maria, is buried in the pyramid.
When you have viewed and read everything in this "classroom" you will return to the hall. Carol is then standing in front of the stairs. There is a collection tin on the wall and in the wall is a wooden door that is locked with a padlock. Turn right and ..... another door ... there is a short note on the door ..... read the note ..... the note tells you that the room behind the door is being redesigned and so temporarily not accessible to the public. Turn left again and then go up the stairs to the top floor:
There are 3 rooms on the top floor where you can view various items, photos and so on. You start in the hall. Walk straight into the 1st room and turn left immediately. To the right of the passage to the next room is a display case on a wall shelf ..... in the display case is the model of a ship .... you can view that ship in more detail if you want. Walk into the next room.
The items that you can view in more detail in the 2nd room are the 2 photos hanging on the wall. One photo shows you Malte amid some of the paintings he has collected and the photo that hangs above the clock shows you Malte's house, the station house and this museum house you are in now. Turn left and walk into the 3rd room.
In the 3rd room there is an antique pram next to a poo chair. Turn to the right and then take a closer look at the poster of the "Morse Code transmitter", which is stuck on the piece of blue wall ..... click with your loupe on the text, at the bottom of the poster, to read that text. Step back 2 times and turn right again. On the chest, which stands at the passage to room 2, is a brochure .... take the brochure and read it through.
The brochure tells about Malte's younger brother Sten. Turn the folder over via the curve arrow because on the back you can admire a photo of Sten and a photo of Sten's stone sarcophagus, which is outside Malte's pyramid and where he is buried in. Click the exit arrow to put the brochure back and then turn right again. You look into the hall again .... behind the open door is a book on a wooden stool.
Zoom in on that book and then pick it up ..... it is a biography of "Malte Liewe Stierngranat" and it is written by Göran Engström. The cover photo shows you again Malte's pyramid. Click on the cover to open the book. Browse through the pages, read the texts and also click on the photos to view them enlarged. The 1st page shows you a photo of the "Tjärneborg" station house, built by order of Malte. If you browse to the next 2 pages you will see 2 photos of the pyramid and this Pyramid location will then be placed on the map.
Take a closer look at these 2 photos. In the fence you see the weapon designed by Malte, which has 3 stars. Ok ..... there is no more to experience here right now. So step back and walk back into the hall, then turn right and climb back down the stairs. At the bottom, turn right and click EXIT on the outside door. Then travel via the map to:
Carol is standing on a wide forest path. Follow the forest path 2 clicks ahead. You can't go any further, so turn left and .....
the wooden arrow sign tells you have to follow the narrower path further to get to the pyramid.
So throw your backpack back on your back and follow the narrow path 3 clicks forward and ....... we end up at the gate of the pyramid.
Open the long gate and then continue to the pyramid and zoom in on the entrance door. The entrance is locked with a padlock and we do not have the key. So Carol can't enter the pyramid now. Step back and turn around and then take 1 step back, towards the fence, and then look to the right for a moment. You then see the stone sarcophagus in which Malte's brother Sten is buried .... If you want you can take a closer look at that stone sarcophagus. Turn left again and walk back to the gate, open the gate again and follow the narrow forest path 3 clicks back, then turn right and walk the wider forest path 2 steps back and then click EXIT. Travel via the map to the:
The church museum is in a large building and it is where Martin Jensen last worked. Carol ends up in front of the main entrance of the museum, but she cannot enter through the main entrance. Perhaps there is another entry. Turn left ...you then stand in front of a long and low outbuilding.
Walk through to the double door where the metal "driveway" is. This door is also locked, but to the left of the door is a numeric code box. View that numeric code box in close-up. The code box has 12 keys. The 1, 6, 9, 0 keys are darker than the other keys ..... apparently those dark keys are frequently pressed by dirty fingers ..... so maybe the code is a combination of the digits 1, 6, 9 , 0 ?. So try the different possible combinations that you can make with the numbers 1, 6, 9, 0 ..... after a few incorrect attempts, it appears that 6, 9, 1, 0 is the correct one because if you use this code you hear "Click" and you go out of the close-up automatically. Then click hand on the door again and ..... Carol goes in
Carol is in the museum and she is standing in front of a steeple with a banner with 1825 on it. Walk through one more step and then view the text sign that is attached to the steeple, in close-up ..... the sign informs you that this is the steeple of the "Saint Olaf Church" Get out of the close-up and turn right and enter the next room and then immediately turn left. Above the passage to the seating area is a large black and white photo.
View the photo in close-up and read the description. This photo was taken in 1901 and the photo shows the "St. Oscar's School". The photo was taken from this museum and today the "Stiernagrat's School Museum" is located in that school. This location is now also placed on the map. Get out of the close-ups. Turn left and walk back into the steeple room. You then look into the church hall ...... someone is praying in the church hall ... Turn left again. Carol is then behind the counter. Zoom in on the counter. On the top shelf is a card and a white dice.
Take the card ..... on the card you can read "New code for the School Museum". Click the exit arrow to put the card back on the shelf. Pick up the white dice ..... turn the dice, via the turning arrow, to all sides .... You will see that the 3 has 2 red and 1 black dot, the 4 has 3 red dots, the 5 has 4 red dots and the 6 has 1 red dot ..... As soon as you have turned the side with the 6 in front Carol shouts that she wants to take a picture of it ....... So click with Carol's cell phone on the dice to take a photo of it ....... the photo shows all 6 sides of the dice. Click the photo away to the inventory.
Get out of the counter close-up and turn right and now enter the church hall.
The pastor, or priest, is waiting in the pulpit for a poor soul who wants to hear him preach about God and damnation ......
They are all wax dolls here in the church because this room is also a museum. There are a number of niches on the right side of the room where you can view various items. But first turn left ..... you see a table with a model of this museum on it. Above the table hangs a painting ....... Walk on to the table ..... Of course Carol looks up at the painting ..... Read the description that hangs under the painting ...... you read that the painting is the most valuable piece in this museum and that it represents Hell and that it was painted by the Dutch master Hieronymus Bosch.
Step out of the close-up and then click on the painting to view it in close-up ..... You will then see the lower half of the painting .... Move your cursor up and then click the up arrow to also view the upper half of the painting. Click "Exit Painting" to step out of the close-up. Then turn around and walk to the niches on the right side of the hall
Continue to view everything in the niches that you can see. To the right of the large painting, which is hanging behind the pulpit on the wall, is a Psalm board with the numbers of the 3 favorite Psalms from Malte Stierngranat ...... You can read this on the note that is under the Psalm board ... ... These 3 psalms may be important, so write down those 3 Psalm numbers ..... 77, 331 and 172.
if you have seen everything here in the church then you return to the counter and then you leave the museum through the door behind the counter. Again outside you walk to the car and then turn clockwise and click the EXIT to return to the map. Then travel to:
The School Museum:
This is also a large building and you see 3 doors. Continue to the left door. On the left half of the door is a code box ..... zoom in on the code box. The box has the number keys 0 to 9 and with this you have to enter the correct color code. On the card that you viewed at the desk of the Church Museum, you have read that the code for the School Museum has changed and ad that card was a dice on which you saw red dots in addition to the black dots, ...... you made a picture of that die, so check that picture again .....
The 3 has 2 red dots, the 4 has 3 red dots, the 5 has 4 red dots and the 6 has 1 red dot. The code is therefore at least a combination of the numbers 3, 4, 5, 6 ..... you just have to put them in the right order ..... the number of red dots indicates the order so the code is then 6, 3, 4, 5. So click on the keys 6, 3, 4, 5 and ........ you will hear "Click" again and will automatically go out of the close-up. Now click with your hand on the doors and ...... Carol goes inside
Inside, Carol is in the reception hall. Turn right immediately. You look into the staircase and across the hall is a small kitchen with a white fridge.
Take 2 steps forward and you will be in the kitchen next to the fridge. Turn to the right ....... you now see the counter and a table with a tea towel and 2 coffee makers on it. Under the table is a garbage bin ...... zoom in on the garbage bin ..... there is an old school photo in the garbage bin .....
Take the photo from the trash bin and then turn it over via the curve arrow ...... The photo was a postcard from Martin Jensen to Carin Stierngranat .... Martin asks Carin if she will come to paint the numbers above the abacus. Click the card back into the waste bin and turn right and walk back to the reception hall and then turn right again. You just started here. You see again the white door that is half open and in the back is a window with blue curtains. Take 1 step forward and then turn left and then, through the half-opened door, enter the classroom.
Immediately turn left ..... You are standing in front of an old-fashioned abacus and on the board that hangs above it there are sliding boards with numbers. You can view the number board in close-up ..... would this be the number board that Martin mentioned on his postcard?
If you want, you can walk around in this room to admire all the beautiful antique things. Then leave the room again and turn left and walk a little further to the window with the blue curtains and then turn right at the window and ... an emergency exit door, but the emergency exit is locked. Turn right and go back to the white outside door, click hand on the door to end up outside again and then walk on to the garage and exit to the map. Travel back to:
Ask George if he knows where Carin Stierngranat's studio is and then ask him about it. Well ..... George was a buzzybody because he also cleaned Carin's studio and so he has the key. Carin's studio is then placed on the map. Thank George and say goodbye and travel to:
Carol ends up in a corridor with a white door. Walk through 1 step ... you may not go any further, so turn left and click the door handle of the white door and .....
Carol enters Carin's studio and she is then standing in front of Carin's work table.
Turn left ..... on the left wall is a metal rack with tools in / on it. There is, among other things, a drilling machine and behind the drilling machine is a battery charger with 2 batteries. There is a pair of pliers behind the battery charger. Zoom in on the drill and then click hand on the battery charger and ...... Carol then picks up a pair of pliers ..... a hole cutter. Click the tongs to the inventory.
Turn around to the computer table. On the shelf above the computer is a postcard of the pyramid...take it
Carin has pasted a post-it note on the card with the question whether the pyramid is suitable for Martin's computer game. Click the card back on the shelf and turn back to the work table. Now walk on to the work table and turn clockwise .... you are now standing in front of the bookshelf that is hanging on the wall to the left of the computer table.
Zoom in on the bookshelf and then grab the Folder, which is on top of the photo frames .....
it is a folder about an old and dilapidated sound factory and Martin has pasted a green note for Carin, on it .... read the green note ...
Martin has been in that old factory to shoot pictures for his game. Martin also had his sound recorder with him, but he accidentally left it in doe factory.
Click the green letter away and ..... the location of the Sonic Force sound factory is put on the map and you can now read the entire text of the brochure, if you feel the need to do this then do this. Get out of the close-up and turn back to the work table and then left again. You look again at the left wall and at the blue tool board and a small wooden shelf. There is a flat box on the shelf ..... Zoom in on the shelf and then take the box off .....
well ...... the top of the box contains a matrix with the numbers that you have also seen in the classroom of the school, above the abacus. Between the numbers you can also see asterisks and you can click those asterisks, but that makes no sense at the moment because you don't know what the purpose of this is. Get out, turn left and leave the room through the door and then take another step forward in the corridor and then click the EXIT and now travel like lightning to that:
Sonic Forge Factory:
We end up in a large factory hall and I have the suspicion that we have already been in these kind of derelict halls in earlier Carol Reed games.
Walk forwards 2 steps and then turn left.
There is something on a wooden pallet that is rather sloppily packed with a tarpaulin. Zoom in on it and then grab the bottle of Oil that is also on the pallet.
Click the oil bottle to the inventory, turn left and walk 1 step forward and then turn left again. Enter the office and turn left again.
On the metal table are a few cogwheels ....... zoom in and ..... behind the left cogwheels is Martin's sound recorder.
Take the sound recorder and click the thing to the inventory.
Get out of the close-up, turn left and walk back into the main hall. Turn left and take another step forward. You cannot go any further, so turn left and ..... you will now see the toilets. Walk past the toilets and then turn left. A door with a wooden partition and a window that is broken.
Click hand on the door ...... the door is very tightly closed and Carol can't not open it.
Ok .... we're done here, so turn left, 1 step forward, right and then 4 steps forward and then click EXIT on the outside door. Travel back via the map to the:
Malte Stierngranat Museum:
You look back in the classroom. Immediately turn left and .... The door of the room, which you previously could not enter because of renovation, can now be opened, so open the door and .... Carol ends up in that now renovated room. Turn right. On the large chest is a folder on a green cloth
Take the brochure ..... the brochure is about the "Johansson Peak Park" that was founded by Malte Stierngranat to promote the artistic career of his brother Sten. Turn the brochure to also read the back side also and the location of the "Johansson Park" is put on the map. Get out of the close-up. Carol does not take the brochure. Turn right and walk back into the hall and click EXIT on the front door and then travel via the map to the:
Johansson Peak Park
The park is on a mountain top so it is a bit of climbing. But first read the text on the information board. The information board tells something about the Stairs, which you have to climb up to the park. Then walk to the stairs and climb up. We end up on the 1st terrace and see a "Church".
Walk on 1 more step. On the right is a grassy path that you can follow but do not do so now. Turn left and then follow the wide gravel path further up.
After 3 clicks you are then in a bend of the gravel path and you cannot continue. Turn left........
You look back over the path and you see, in the bend, a "roofed sign" with colored areas, ...... walk back to the "roofed sign".
The "roofed sign " is one of the works of art that can be admired here and there on the mountain. You can view all those artworks if you want. This "roofed sign" has 4 color areas in the colors dark blue, orange, light blue and gray. There are 2 white slashes in the dark blue area, a V in the orange area and 4 white dots in the gray area. They are the numbers 2, 5, 0, 4 ..... Remember this or write this down.
Turn left ....... you will see a yellow sign and, in the distance, a white sign ..... Follow the wide path so now 2 clicks back down and then turn left again and ......
You see the "Church" again and the grass path. Now follow the grass path .....
you walk down the mountain a bit and you end up on the path, in front of the round brick tower....
you cannot see the round stone tower in more detail, so turn left here and follow the narrow path up to the junction, at the wooden Ark.
Turn right at the fork and walk to the wooden Ark.
Zoom in on the doors of the Ark. The Ark is closed, but there is a numeric code box on the doors that also requires a magnetic card. If you have viewed the code box in close-up then you step out of the close-up and turn around completely. You see now, further up, an electrical grid and a house. Take 1 step forward and ..... you are standing at a bench ...... there is a magnetic card on the ground at the bench ....
Zoom in on the Magnetic card and then take it. Turn the pass through the turning arrow .......
You see that the pass has 3 holes, top right (you see the holes top left because you have flipped the card) ..... this pass is not for the Ark.
Click the card to the inventory
Then turn to the right and then continue your way further up via the gravel path, where after each step you can view the various art objects, to the house and the electrical mast.
Turn right just before the house. You see 2 sculptures and there is a leaflet on the floor next to the lying sculpture. Zoom in on the leaflet and then grab it ....... the leaflet tells you something about the Ark and it also has a photo of Mikael Nyqvist, the creator of the Carol Reed games ...... Zoom in on the Nyqvist photo ...... Nyqvist stand at the Ark and he has a magnetic card in his right hand and that card has 4 holes .....
So......to access the Ark code box you need a magnetic card with 4 holes. Turn the brochure over via the turn arrow to also read the backside of it
Get out of all close-ups. Ok ..... Carol now has a magnetic card with 3 holes but she also has a hole cutter. I assume that you know how to combine items in inventory. Click in inventory with the Hole Cutter on the Magnetic card to cut an extra hole in it and ....... Carol then has a magnet card with 4 holes. Turn right and follow the route back to the Ark and zoom in again on the code box. Take the magnetic card from inventory and pull the card through the slot ....... you hear "beep" and a small green light comes on.
Now enter the correct number code ..... On the "roofed sign" you saw the symbols II, V, nothing and 4 dots. II = 2, V = 5, nothing = 0 and .... = 4
so key in 2, 5, 0, 4 and ...... the doors of the Ark open and Carol steps inside
In the Ark:
It's a bit empty in the ark, but there are pictures and a painting and a brochure that you can see more closely. Zoom in on the brochure.
The brochure tells something about the "Forest of Fontainebleau". On the brochure you also see a photo of a tree. The photo is a reproduction of a painting by Sten and it was the only painting that Malte had from his brother and it hung next to the painting by Hieronymus Bosch. The Bosch painting was cut into 2 pieces and one part is in the Church Museum but the second part is in the Saint Maria Church, just outside Norrköpping. This church is now placed on your map. On the other short wall you can view the tree painting "Under the Bridge" in more detail. Leave the Ark. Again outside you go 1 click forward to the bench. Then turn left and follow the path 2 clicks down, up to the brick tower.
Then turn right and follow the narrow grass path up to the "Church".
Then turn left and walk down to the wooden stairs and go down again via the wooden stairs and then click the EXIT below.
Travel via the map to the:
The Saint Maria Church:
Enter the church. Carol enter into the front hall.
Before you enter the church hall, first turn left and zoom in on the table, where the guest book and some brochures are located.
Take a brochure from 1 of the boxes and read through the brochure. In the brochure you can read more about the Hieronymus Bosch painting and what happened to it.
If you have read the brochure then you step out of the close-up and ...... Carol then receives a text from Jonas, Carol's friend. Jonas is bored and wants to meet Carol in the "The Dome" cafe. Click the phone away and that Dome Café will be placed on the map.
Get out of the close-up and turn right again. Read the information board, which is to the right of the entrance to the church hall, and walk into the church hall.
Walk through 2 steps and then turn left and then walk into the left side aisle of the room and turn right and ......
A copy of the half Bosch painting is leaning on the wall here ... click on the painting to take a closer look and then get out of the close-up again. Turn right and walk back to the center aisle of the hall, turn left and walk on to the altar. Turn left and enter the sacristy room through the gate.
Then turn right and zoom in on the table. Take the leaflet that's on the table and read it ..... you read about the altar of this church.
The altar was made by Sten. The brochure also contains a photo of the Sten car wreck ..... the wreck is on a car graveyard.
Click with your loupe on the photo. Carol would like to know where the car graveyard is. Perhaps Jonas knows this?
Get out of all the close-ups and walk back to the church hall and then back outside. Click EXIT on the entrance gate and then travel to:
Jonas apparently does well because he can afford a Cadillac, but Carol does not feel like a ride. Go through the conversation options and ask Jonas if he knows where the car graveyard is located and this location will now also be displayed on the map. Say goodbye and travel to it:
The Car Graveyard:
Carol ends up in a forest and on a forest path again. If you keep looking left and right, you will notice that there are old car tires and wrecks everywhere along the path. Walk 2 steps ahead and ...Carol then reports that she is not wearing the right footwear to continue strolling on the muddy path.
Carol needs her boots. Turn right here and then take a look inside the dilapidated barn, but you won't find anything there.
So make sure you end up on the forest path again and then walk back 2 steps and click EXIT. Travel back to Carol's allotment garden:
Turn to the right and walk through 2 steps, turn to the right and ..... you are back in front of the barn door where you previously put the key in. The key is still in the lock but the lock is stuck. Fortunately, you now have the bottle of oil that you brought from the sound factory. Take the bottle of oil from inventory and drop some oil in the door lock and ...... Carol will come in automatically. Turn right and grab Carol's boots and click them into the inventory.
Turn right and step out of the shed. Turn left, 2 steps forward, left and click the EXIT and travel back to the:
Walk 2 steps further along the forest path. Then take the Boots from inventory and click with them on the path and ...... Carol puts on her boots and takes 1 step forward. Take another step forward and then turn left. Carol is standing in front of a car wreck ..... Click with your loupe on this wreck and ......
Carol recognizes the wreck of the photo that she saw in the brochure of the Maria church. Turn right again and continue 3 steps further along the path. We end up in an open space in the forest. Walk another 1 pass and then turn right and walk to the red painted barn.
You can enter the barn through the right doorway, but first click with your hand on the left barn door to look into the left part of the barn.
An old bicycle tire sticks out of the pile. Take the bicycle tire and click it to the inventory.
Get out and then dive into the right part of the shed. Inside, turn right and zoom in on the rickety work table. There is an old toilet bag on the table.
Take the toilet bag and then click on the zipper and..... A knife comes out of the bag.
Click the knife to the inventory and step back 2 times. There is also a wallet and a rusty tin on the work table that you can both look at more closely. A card from this scrap yard is in the wallet, but you can't do anything with it and that also applies to that rusty tin. So turn right and walk out of the shed and walk back to the path. Carol is then at 2 car wrecks
Zoom in on the left car wreck. There is a hammer in the wreck. Grab the hammer and click the thing into the inventory.
Get out, turn left and follow the path now 1 click back and then turn left ..... you will see the smaller red barn again.
Go to the barn, turn left and enter the barn.
Turn left immediately in the barn and then pick up the Crowbar and click the thing to the inventory.
Turn right, walk out of the shed, turn right and walk back to the path. Turn left and follow the path back to the EXIT and then travel back via the map to the:
Sonic Forge factory:
There was a door here in the factory that Carol couldn't open. But Carol now has a crowbar, so perhaps it will help in wringing the door open. Walk through the hall again until you can go no further, then turn left and walk past the toilets to the door with the broken window. Wring the door open with the crowbar and ........
Carol ends up in what must once have been the office of the factory and she is then at the door of the former archive. First turn left. There is a box of cables on the workbench. Click on the box to look at in in close-up. Then click with your magnifying glass on the cables in the box ...... Carol tells you that they are audio cables. Then click with your hand to take an audio cable out of the box.
Click the cable to the inventory. The audio cable is intended to connect the sound recorder to an external speaker.
You can already plug the cable into the sound recorder, then you have already done so.
Turn right again and click with your hand on the gray door ..... Carol ends up in the archive and is standing in front of a drawing table.
Turn left and zoom in on the opened bottom drawer of the file cabinet.
Take the form the drawer ..... One Emhart Zurich tells Erik that he has moved to 13 King Street and this location is put on the map.
Get out of the close-ups. Turn 2 times to the left or 2 times to the right and then walk one step forward to the yellow wall, and then turn left again. There is a letter in the cabinet that you can also view and read further, so do it but it doesn't help you. Turn left, walk back and turn left again and click on the gray door again to leave this archive and then click on the broken window door to return to the factory hall. Well ........ walk back past the toilets and then right and on to the EXIT and now travel to that
Talk to Emhart Zurich about everything you can talk about.
Zurich worked as a coordinator for Erik Stierngranat but he has not seen Erik for a while. Since the plant was closed, Zurich has been the manager of the museums that Erik inherited from his father. Zurich also knew Martin Jensen. Zurich thinks that Erik Stierngranat was not very fond of Martin, because Zurich was given the strange assignment to find a job for Martin, as far away as possible from here. However, Martin did not want to leave.
Zurich thought Martin was a nice young man and even gave him permission to use the country house of Zurich's father with his girlfriend Carin's last Christmas . Carol can take a look at that country house and this location is put on the map. Zurich says that there is someone in the country house who takes care of the plants. Zurich has no idea where the Stierngranat family is currently staying and he also says that his father was a radio amateur, a so-called "Radiot". Many of his father's things are still in the country house.
Say goodbye once you've discussed everything and travel to:
Well .... this is quite a big country house ..... Click the door handle of the white door and ...... Carol steps inside and ..... we bump into an old acquaintance. ... Bigge, whom we met in earlier Carol Reed cases and had jobs as a caretaker and so on .... Now, Bigge is a gardener who takes care of the plants for Zurich. Well .... go through the option ...
Bigge has no time to let Carol into Zurich's house. He had a list of things he still had to do, but he has lost that list. Bigge suspects that the list is somewhere with his sister because he spent the night at his sister's house, because he would drive her and her son to the airport that morning. Biggie wants Carol to pick up that list from his sister. When Carol returns with the list, the Big will leave her in the Zurich house. The address of Biggie's sister is shown on the map. So just sigh and say goodbye and travel to the Bigge's sister:
The Sister's House:
Nice semi-detached house ..... Click on the front door to let Carol in and then immediately walk up the stairs to the upper floor
Look in all the rooms and click on everything you can click on.
However, you will only find one thing that really matters and that is the jewelry box that is in the bedside table in the parental bedroom.
Zoom in on the bedside table and then take the box out. The lid of the box has 16 round stones in the colors red, blue and green. You can click on those round stones and then all the stones turn red ..... You need more info, so get out of all the close-ups ...... The box disappears into the bedside table again. Walk out of the room, turn left and go down the stairs ...... Carol is at the front door ..... do not go outside but turn around and walk into the living room.
Take a look around the living room. To the right is the fake fireplace and to the left next to the fireplace you can admire a beautiful dollhouse and take a closer look. If you click the left and the right upper window of the dollhouse you can also look inside, but you will not find a list in the dollhouse. Continue to the window, behind the black sofa, and then turn clockwise twice ...... In front of the sofa is a beautiful table made of solid oak .... There is a drawer in the table top .... Zoom in and open the drawer ... On top of all kinds of junk there is a Key....
Take the Key and click it to the inventory. Close the drawer and get out and then turn 3 times to the left, or 3 times to the right, and then walk into the kitchen.
Walk through the kitchen to the back door. Open the back door and .... Carol ends up in the garden.
Take 1 step straight to the brown wooden shed and then zoom in on it. Use the recently found Key on the padlock that closes the door and ..... Carol ends up in the shed, which is loaded with all kinds of junk. On the right is the frame of a garden chair, on top of a pile of junk and on 2 bags. 1 of those 2 bags is open. Click with your Hand and .... Carol takes a piece of paper from the bag.
On the piece of paper you see a sketch of the stones on the jewelry box and you see which stones should be pressed in which order .....
But you also read that this sketch is the mirror image of the real jewelry box, so left = right and right = left.
Click the paper to the inventory and then get out of the shed and turn around and walk back to the kitchen doors. On the right there is a wooden garden house, but the door is locked and Carol does not have the key. So go back in through the kitchen door and walk through the kitchen and living room to the front door. Then turn around and climb up the stairs to the top and dive back into the parental bedroom
Zoom in again on the bedside table and then take the jewelry box out again. The box comes with the lid facing you again large in your screen. Now you have to press 4 color stones and you can see which stones they are in the drawing that you found in the shed. Look at that drawing again but remember ..... the drawing shows you the lid in mirror image. So you have to turn the drawing around in your mind. Click on the box then on the middle blue brick, the top left red brick, the bottom left red brick and the bottom right red brick and ........ the box will open. Take the Key from the box and click it to the inventory.
Get out of all the close-ups and go back down and to the kitchen and go back into the garden through the back door. When you are back in the garden through the back door, you immediately turn left and ....... Carol is in front of the wooden garden house. Open the door with the Key from the jewelry box and Carol goes in
At the pink chair is a trash can ...... zoom in on the trash can and then take Bigge's To Do List out .....finally .....
The list also tells when Bigge has to pick up his sister from the airport again. Click the list into the inventory and step back to leave the garden house. Turn left and enter the kitchen through the back door and work your way through the kitchen and living room to the front door and leave the house through the front door by stalling on the door handle of the front door. Outside click the EXIT and travel back to:
Click the handle of the white front door again to get in and then, via the talk options, give the list to Bigge and ....... Bigge disappears to finish the things from the list. Carol is allowed to look around the house everywhere, but Bigge still says that she should stay away from the radio equipment.
We're in the kitchen. Walk straight into the living room. There is a life-size loom device in the corner of the living room. You can take a closer look at the loom but you can't do anything with it, so turn right immediately. On the low table, which is under the window, is a beautiful white bedspread and there is also a Christmas card on it. Zoom in on the Christmas card.
The Christmas card is on a drawing of a small abacus with a number plate on it. Take the Christmas card and then turn it over. The card comes from Carin's mother and she writes that she is delighted that Carin and Martin are coming to celebrate Christmas Eve with them. Click the card away and then click with your magnifying glass on the license plate, or on the abacus. The drawing was made by Carin and she has, on the license plate, made some numbers darker than others. Click with your hand on the drawing to put it to your inventory. The Christmas card remains on the table because Carol does not need it.
Get out of the close-up and turn right. You look back into the kitchen but you can now also just see the right corner of the fireplace mantel.
There is something on the ledge, so zoom in on it ...... it turns out to be a Key ...... Take the Key and click it to the inventory.
Walk back into the kitchen and then continue to the hall with the front door. Do not open the front door now but turn left ........You are then standing in front of a brown wooden door with a white / copper door handle. Click on the door handle ...... the door is locked. So put the just found Key in the keyhole and .......
then climb the stairs to the attic. You stand in front of a bed ...... turn clockwise.
To the right of the window is a low cupboard with a radio on it ..... a letter is in front of the radio ..... Go and read that letter......
It turns out to be an email from a Nick from CCK Games, a publisher of computer games. That Nick answers an earlier email from Martin .....Martin reports that he has the key to Malte's pyramid, but not the access code. Martin suspects that Malte also has an unknown painting by Hieronymus Bosch, which is called "Paradise" and that is the counterpart to his "Hell" painting. Martin wants to make this painting the main theme of his computer game. Martin has called his studio "Triangle Games" and the logo with three triangles is at the bottom of the mail. View the Logo and remember the 3 colors of the 3 triangles.
Click the e-mail to the inventory. You can also browse around in the attic, but you will not find anything of interest here.
Descend down the stairs, then turn left and disappear through the front door. Then turn left and click the EXIT and return to:
It is late in the evening again and Carol screams that she is exhausted and that she wants to go to sleep. So turn right and click the door handle of the bedroom door to end up in Carol's bedroom. Turn clockwise to Carol's bed. Carol's Tablet is on Carol's night stand. Zoom in on the tablet and then grab the thing.
The Tablet is in a nice brown leather case, so click on the case and ..... the Tablet will turn on ........ if that does not happen you must click the on / off button. A police news message appears about Martin Jensen ..... read the news message ....... Martin was killed by several blows to his head but the police thinks they can still find the perpetrator, though the murder took place six months ago. Get out of the close-ups and Carol turns to her bed ..... Click "SLEEP" to go to sleep and ....
.... after a good night's sleep it will be the next morning. Turn left and go through the double white doors to Carol's living room. Turn right and zoom in again on Carol's Laptop, which is still on the dresser cupboard. Take the audio recorder, to which you have previously plugged the audio cable, from inventory and click the thing on the laptop.
If you have not yet attached the audio cable to the audio recorder, you must first do so ...
We then hear a recording that Martin Jensen made in the Sonic Forge factory ......
We hear Martin who says something to himself about an empty space in his wardrobe and that he could use that space as a storage room
Get out of the close-up and pick up the sound recorder again to put the thing back in the inventory. Get out of the close-up, turn left twice and step into Carol's hall. Standing in front of Carol's front door you turn 1 time clockwise and then you open Carol's hall closet. In the junk box is a red bicycle helmet and behind the bicycle helmet is a flashlight. Grab the flashlight and click the thing to the inventory.
Get out of the closet, turn left again and click EXIT on Carol's front door and travel back to:
Immediately turn left and dive back into the wardrobe and click on the clothes to slide them aside and ....... in the back wall of the wardrobe, Carol now discovers a hatch that is held in place with 2 wooden locking blocks. Click on the right locking block ...... Carol tells you that she cannot turn the block with her hand. So take the hammer from inventory and ram with the hammer on the right locking block. The right block then turns around. Then click with your hand on the left block to turn it over. Then click with your hand on the hatch to lift it out of the wall. Click with your magnifying glass in the hole ....... Carol does not want to crawl into the dark hole without light, so grab the flashlight from inventory and click with it in the hole and......
.....we have light ..... well .... crawl into the hole now.......Your cursor is now the light circle of the flashlight.
Move the light across the screen to find the arrows. First find the left arrow and then click to turn left.
Then move the light to the right and you will see a wooden ladder.
Move the light up the ladder, until you see the magnifying glass on the top ladder rung. Click with your magnifying glass and ...
Carol climbs up a little ........ move the light up a little ..... you will get the hand on the front of a wooden box that Martin has hidden here ..... click with your hand and ..... The box turns around and you see the top of the box ..... The top of the box has 6 triangles, which stand on top of each other like a pyramid ....
If you click on a triangle it will get a color ....... Number the triangles, from top to bottom right, 1 to 6 and then click on each triangle to see which color they get. Triangle 1 becomes green, triangle 2 becomes orange, triangle 3 becomes blue, triangle 4 becomes pink, triangle 5 becomes yellow and triangle 6 becomes purple. Do you remember the logo of Martin's Triangle Games studio? That logo is at the bottom of the email that you found in the Zurich country house. You have taken that mail with you, so view it now and you will see that Martin's logo consists of 3 triangles in the colors Pink, Blue, Green.
Store the mail again and then click on the box on Triangle 4, Triangle 3 and Triangle 1 and the box will open. In the box is once again a Key.
You don't do much else in the game than finding keys and solving codes to open boxes and doors. Take the Key and click it to the inventory.
Move the light to the bottom of the screen and then click the exit arrow and do it 2 more times to descend the ladder. Then find the right arrow 3 times to turn 3 times to the right and then find the short down arrow to climb out of this crawl space
Carol is then at Martin's bed and bedside table. You have read the letter on the bedside table before, so turn right and click EXIT on the room door and travel back to
Malte Stierngranat Museum:
Do not walk into the "classroom" but turn all the way to the stairs but do not go up. A collection box hangs in the wooden scrap stair wall and in the wall is a door. Both the collection box and the door are locked with a padlock. Carol has nothing to do with the collection box, so open the padlock of the door with the Key that you just have stolen from Martin's box and ...... it turns out to be the door of a storage closet and Carol goes in
There is a brochure on the bottom shelf of the rack. Take the brochure and read it through
The folder tells about Malte and his brother Sten and the thing also has a photo of these 2 Stierngranat brothers
You read that Malte has always tried to maintain good contact with his brother Sten and that he has even given his brother a key to his pyramid. That pyramid is said to contain golden plates on which the Stierngranat's pedigree is engraved. Malte would have added blank plates on which, on the back, he would have scratched the names of the still-living Stierngranat's because he hoped that those family members would also be buried in his pyramid. Sten, however, wanted nothing to do with that whole pyramid nonsense and he even made jokes about it ..... Sten would have said that he "kept the key of the pyramid under his as", so that he could use the pyramid as a toilet in case of need. Sten is buried in the stone sarcophagus, which stands outside the pyramid.
Click the exit arrow twice to put the brochure back and to step out of the storage room.
Then turn left and click EXIT on the outside door and travel back to the:
The Car Graveyard:
We are back on the forest trail. Go 4 steps forward and then turn left and ...... you are again in front of the car wreck that was once Sten's car.
Click your loupe on the door ....... Carol then looks through the door window into the car ...
On the seat of the chair you get the gear cursor ..... Take the Knife from inventory and click it on the chair and .......
Carol cuts an opening in the seat and you zoom in further on that hole in the seat .....Now click as often as necessary with your hand to make the opening larger and you will see something sticking in the hole. Take the object out of the hole and ...Yes ..... it turns out to be another Key ......
would this be the Pyramid Key from Sten Johansson? Click the key into the inventory.
Turn left and walk along the forest path back to the EXIT and now travel back to Malte's:
Well .... follow the wide path and then the narrower path to the entrance gate, click open the gate and continue to the entrance gate in the pyramid.
Zoom in on the padlock and then unlock it with the Key from Sten's car wreck.
You are not really inside yet because the gate is now open but the steel entrance door is still closed and locked.
On the steel door you see 5 round orange buttons .....zoom in on it .....
It is gradually becoming boring ..... again a code because you can press the 5 round buttons but that has to be done in a certain order and Carol does not know that order yet, so step back 2 times and then turn around. We have to figure out the order in which Carol has to press these 5 round buttons. Remember the drawing of Carin ..... the drawing of the abacus and the number plate. That drawing refers to the abacus and the number plate that you saw in the School Museum. So let's go back to the School Museum. So walk back to the EXIT and then travel back to the:
Carol ends up outside again in front of the school building. Walk through to the left door again. You don't have to enter the code again ...
.Click hand on the door and Carol steps inside again. Walk on and enter the classroom through the half-opened door.
Then immediately turn left and ..... you are again in front of the abacus and the number plate ......
Carol's cell phone appears because she wants to take a picture of the original number plate .... So click to take the picture.
In inventory you then have the abacus drawing of Carin and the photo of the original number plate. Ok ...... We now have to compare the photo with the number plate on Carin's box and for that we have to go back to Carin's studio. So leave the school museum and click the EXIT in the garage and travel back to:
Walk 1 step forward in the corridor, then turn left and dive back into Carin's studio.
Continue to the table and then turn left and zoom in again on the flat box on the wall shelf.
Take the box from the shelf. In the lid of the box you see the number plate
Take the photo from the number plate and then compare the numbers on the photo with the numbers on the box .....
You see that on the box, where the numbers 3, 4, 6 and 2 should be are an asterisk state. Note which asterisk is 3, 4, 6 and 2.
You can click the 4 asterisks on the box, but in which order should you do that ?. Take the drawing of the abacus and the number plate.
On the drawing you see that there are a number of dark colored balls in the abacus ....
from top to bottom it is 4, 6, 2 and 3 dark balls .... that would be the order in which you have to place the 4 asterisks click
Click the drawing away again. You must now click on the box with the 4 stars in the following order: The 4 star, the 6 star, the 2 star and the 3 star and ....... the box will open. In the box is an envelope that says "Open on your 18th birthday". Take the envelope from the box and then take the letter out. The letter is from Martin to Carin and consists of several sheets and a newspaper article is also attached. Read the letter ..
Martin writes that he wants, after her father's death, that Carin is the only one who has a key to the pyramid. Martin also gives Carin directions for the door code in the form of questions. Carin can find the answers to Bosch's paintings. Click with your magnifying glass on the poem written in red. The letter is not complete and Carol wonders where the rest is.
Click the letter away and then read the newspaper article about Malte Stierngranat and the lost Bosch painting which he cut in two. Click the article to the inventory and then step out of all close-ups. Carol takes the paper with the poem rules and the newspaper article into inventory, the rest of the letter is left in the box. Look at the poem again and write down the questions to which an answer must be found:
The answers to these 5 questions can therefore be found on the 2 halves of the Hieronymus Bosch painting. Leave the studio and travel via the map to the:
St. Maria Church:
Enter and enter the church hall 2 steps ahead, turn left and walk back into the side aisle. Turn right and click again with your hand on the Bosch painting.
This is a copy of a part of the Hieronymus Bosch painting. On the right of the painting the Devil is sitting on his throne ....
he Devil is busy eating up a person and at the same time he is busy pooping out 2 digested people, you can see that under the throne.
The answer to question 4 "How much does the Devil poop and eat" is therefore 3.
Get out of the close-up and leave the church and travel via the map to the:
Turn left again and enter the museum through the doors above the driveway
Continue to the steeple and then turn left and enter the church hall again.
Then immediately turn left and walk on to the Bosch painting, which hangs on the wall above the model
Zoom in on the painting and then click on "Go to upper half" to view the upper part of the painting.
In the upper part of the painting you see 2 human ears with a large knife sticking through. 1 spear also sticks through the ears. The answer to question 2 "How many spears pierce the human ears" is therefore 1. You also see 3 ladders in the upper part of the painting. Go back to the lower part of the painting (Go to lower half). On the lower part you see a white tree structure and in that tree you see 5 human beings. The answer to question 1 "How many poor souls do you see in the human tree" is therefore 5.
You also see 1 ladder standing against the tree structure and together with the 3 ladders in the upper part this makes 4 ladders. The answer to question 3 "How many ladders do you see in total in the paintings" is therefore 4. Also in the lower part you see 2 white flags / banners with a human heart on them and those 2 flags therefore represent the ace of hearts card. The answer to question 5 "How many playing cards have hearts in the lower part of the painting" is therefore 2. You have now answered all 5 questions.
The answer to question 1 = 5, The answer to question 2 = 1, The answer to question 3 = 4, The answer to question 4 = 3, The answer to question 5 = 2 ....
so the code for the pyramid is ....5, 1, 4, 3, 2.
Leave the museum and travel back to the:
Follow the forest paths to the gate again, open the gate and continue to the pyramid and click on the gate that will open automatically.
Zoom in on the 5 orange round buttons.
Number the buttons, from left to right, 1 to 5 and then click in this order on the buttons: 5, 1, 4, 3, 2 and ......Finally we get inside the pyramid . Turn left. You see 4 niches in the wall. In the leftmost niche is a newspaper article and in the next niche is a photo of Malte Stierngranat. Take the newspaper article and read it through
The article is about the theft of some copper plates from this pyramid and also about a break-in and destruction of the old train of Malte. The location of the train carriage is now placed on the map. Get out of the close-up and take a look at Malte's photo, which is in the next niche. Then turn right again and continue to the altar.
The gold nameplates hang on the wall ...... view the nameplates. Some plates are blank .... those are the images on which Malte has scratched the names on the back. But the plates are screwed in, so you can't see the back because Carol doesn't have a screwdriver. On the coat of arms you see 3 stars above a hand grenade. under the crown. Zoom in on the coat of arms . You can click on the 3 stars and if you do that they will change color ..... The left star is blue, the middle star is green and the right star is red.
Get out of the close-ups. Turn left ...... you will see 4 niches again and in 2 of the niches has a vase. You can pick up the 2 vases and then turn it in all directions via the turning arrow, but there is nothing in the vases. Turn around to Malte's coffin.... the coffin also has the coat of arms ..... you can't do anything with the coffin, so turn right and leave the pyramid and run back through the forest to the Exit and then travel to the place where Malte's train wagon is parked, so travel to:
Malte's Rail Car:
Try if Carol can climb into the wagon but unfortunately it is too high., ..... a "step" is needed. Take the bicycle tire from inventory and click it in or on the wagon and Carol places the bicycle tire against the car. The bicycle tire therefore serves as a step, so now climb into the car.
In the wagon you turn left and then walk through 2 clicks forwards. Do not yet click on the door handle, but turn to the right.
A green screwdriver is located in the fuse box. Take the screwdriver and click the thing to the inventory.
Turn left again and click on the door handle and Carol is in the cabin and in front of the back door. Turn right.
You will see a number of "mailboxes". There is a wallet in the upper right-hand box and a letter in the lower-left box.
Take the wallet and open it ...... it is the same wallet as the one you found in the shed and a digital clock is also inserted in this thing. Click with your magnifier on the clock and then click with your hand on the clock to open the wallet further. In the middle section you will see a "Star card". The stars resemble the 3 stars of Malte's family crest. Take the card and click it into the inventory.
Then take the Letter from the bottom left-hand section ..... it is a letter from the railway company announcing that from January 1986 no private train cars are allowed on the track. Click the letter back in the box. Turn right and walk 3 steps back, turn right and jump out of the wagon and click EXIT and travel back to the:
Well ..... it will be monotonous, but those are the Carol Reed games. Work your way through the forest to the pyramid and enter it again. You don't have to do the button code again, just click with your hand on the steel door to get inside. Continue to the altar and zoom in again on the nameplates. Now zoom in closer on the 3 blank nameplates and then unscrew them with the screwdriver that you took from the train wagon. So you have to zoom in on the 4 left blank nameplates. Then unscrew the middle plate, from the 3 right plates, and then turn the plate over and .... you read the name Erik Stierngranat.
Click the nameplate back and ...... now you can also unscrew the 2 bottom blank pictures, so do that and turn them over. On the bottom of the picture below is nothing, but on the bottom right of the picture is the name of Martin Jensen ....... Carol is very surprised. Get out of all the close-ups and ...... Carol receives a text message from George Pamper ........ George was thinking of a strange coincidence and he wants to talk about it with Carol. You can't unscrew the 3 blank nameplates in the right side with the screwdriver, so apparently you don't have to. Leave all close-ups and leave the pyramid again and run to the Exit and travel to:
Talk to George and ...... Georgio now tells that he is also cleaning the ski hut of the Stierngranat's, but that he did not have to do that this year from Erik. And George thought that was strange, De Ski hut is now placed on the map as a location, so travel straight to it:
Enter through the red diamond door and search the ski hut thoroughly. It is clean and empty everywhere. Cabinets are empty and the kitchen is also empty. At the back of the living room is a door that is locked and of which Carol does not have the key either. Make sure you stand in front of the sofa.
A note sticks out under the one red pillow .... Zoom in on the red pillow and then yank the note from under the pillow ......
One Lars says he thinks it's ok to rent out his furnished house to the Stierngranat's for the rest of the month. This location is immediately put on the map.
Get out of the close-ups, turn around, walk towards the kitchen, turn right, walk to the window, turn left and walk back into the hall, turn right and dive back out through the door handle of the front door. Walk straight through the porch and turn left and click the EXIT and travel to:
The Rented House:
Carol ends up at the rear of the house and she looks into the front garden. There is a blue rain barrel ...... walk into the garden. Carol is then on the terrace and in front of a garden table that is full of all kinds of junk. Turn left ...... a door ..... the doorbell sticks to the left of the door so ram on the doorbell ...... nobody seems to be home.
Turn back to the table clockwise ... at the front right of the table you get a close look, so click to zoom in on the right corner of the table.
Under a pile of rusty things lies a white card ..... grab that white card .....
on the card a grid of 3 by 4 squares has been drawn in which 4 circles are drawn. Click the card to the inventory and turn clockwise and click on the handle of the white barn door. Carol looks into the mess. On the left is a white plastic bag. Click with your hand on the opening of the white bag and ......
Carol fishes a "pickaxe" out of the bag that she might use as a crowbar. Click the thing to the inventory. There is a Hammer on the yellow circular saw, but Carol does not want to take it with him. Get out of the shed, turn left and walk back to the path at the blue rain barrel. Turn left and walk to the dark red fence.
Turn left and walk 2 steps forward and then turn left again.
Take another step forward and then turn left again ...Carol is now at the rear of the rented home, in front of the back door.
Zoom in on the green code box on the left next to the sliding door. A 4-digit code must be entered again, but which one? Take the card that you stole from the garden table. There is a grid of 12 squares on the card. Number the squares, from top left to bottom right, 1 to 12. A circle is drawn in squares 1, 7, 9 and 11. The 4 circles are in ascending size and those circles give you the code.
he code is therefore the order of the large ascending circles, so the code is 1, 9, 7, 0 (because 11 is not possible, so that becomes 0). Click the card away again and then press on the code box the numbers 1, 9, 7, 0 and ...... the sliding door slides open, so go inside. Carol is in the attached conservatory. The connecting door is locked, so turn left.
On the table there is a note from that Lars in which he writes that there is no throwing with the connecting door because there is a loose plank on the left next to the connecting door. Turn back to the interconnecting door and now zoom in on the white shelf, which sticks between the door and the window .... Carol wonders if this is the shelf that Lars meant. Click with your magnifying glass at the top of the shelf ..... The shelf is loose but Carol cannot reach it.
Get out of the close-up and turn right and then take the kitchen step that is in the corner here. Click the steps into the inventory and turn back to the door.
Then put the steps against the board and then climb up and then click with your hand on the board and ......
Carol screams that she cannot pull the plank loose with her hands, so take that "Pickaxe" from inventory and use the thing to pry it loose and ....... Carol climbs down the stairs again and again we see that a key is in the groove.....Take the key and click it to the inventory.
Get out of the close-up and then open the white back door with the key and Carol finally can go in and is in a bedroom. Turn left. There is a toilet bag on the bed.
Take the bag and unzip it and take out the diary ..... it won't be ..... the diary has a lock and we don't have the key.
Get out of the close-ups and turn left twice. You look in a cupboard ..... Behind the yellow tube is a Tablet ....
Take the Tablet and turn it on ..... unfortunately ..... you have to enter a password and Carol does not know this password yet either. Turn the tablet off and get out of the close-up. Turn left and disappear through the door into the dining room. Turn left ..... you see the white bedroom door of the bedroom where you were just now, and you see an open door and another closed door.
Walk into the 2nd bedroom through the open door. Turn right immediately and zoom in on the low box.
Open the drawer and take out the white card ..... "Gork 1998-2012" is on the card.
Turn the card to admire the photo of cat Gork ...... So Gork is 14 years old. Get out of the close-ups.
Turn right and walk back to the dining room and walk to the red pram and then turn right and ..... you look into 2 rooms.
The left room is a bedroom and you can enter it. The right-hand room is an office where you can look in through the magnifying glass. Walk into the bedroom and turn left ..... Carol sees a suitcase in the middle of a lot of other things, and she concludes that the residents don't want to stay long. Turn left ..... you now look through the dining room / kitchen to the living room. Take 3 steps ahead ...... Carol is then just outside the living room. Do not yet enter the living room but turn right and then dive into the bathroom, through the white bathroom door. Turn left.
You stand in front of shelves and a medicine cabinet. On the bottom shelf there is a blue / gray box .... Pick up the box and click it open .....
there are 2 hairpins in the box, one gold-colored and one silver-colored .... Take the gold-colored hairpin and click it to the inventory.
Carol does not need the silver-colored hairpin, so close the box again and step out of the close-up to put the box back on the shelf. There is nothing to score in the medicine cabinet, so you save time. Turn left and walk out of the bathroom. The brown door is the front door that you could not open from the front garden. There is nothing to do in the living room, so turn left and walk 2 steps through the dining room, turn right and walk 1 step and dive into the back bedroom through the white door.
Turn around again to the bed and pick up the toilet bag again and unzip the bag and take the diary out again .....
Then open the lock with the golden hairpin and read all pages of the diary ....
t is Carin's new diary and she writes that they are not allowed to sit in the conservatory during the day because her father is afraid that they will be recognized.
Carin also writes that they move on to a different home every week, until they move abroad.
On the next page of the diary is a post-it piece of paper stuck on which Carin has drawn 3 symbols. Take the Post-it paper with you
Get out of all the close-ups and turn around to the bookcase again and grab the Tablet and turn the thing on again .... On the Tablet you will see the screen with the alphabet ........ Well. .... it seems that a lot of people use the name of their pet as a password .... and you have seen that the pet of Carin was the cat Gork ...... so let's try it .... click on the letters G, O, R, K and .......
You then read a reminder from Carin in the screen ... you read, among other things, that Carin forgot to take her suitcase, which is in the cupboard in the ski hut. In that suitcase is Carin's old diary, which she should have destroyed. Carin thinks daddy hid the key to that room in the stove.
Put the tablet back ...... well ..... That's it in this house, so turn left and step out the door.
Walk straight, turn right and walk to the EXIT and travel like a bat out of hell back to the:
Enter again through the red door. You are in the hall again. Turn left and walk into the sitting room and walk back to the sofa and then turn right. You look into a bedroom and, on the left, to the locked door, but you are now also in front of the stove Open the door of the stove and then take the Key out and click the thing to the inventory.
Get out of the close-up and then zoom in on the door to the left of the bedroom and put the key in the keyhole. Carol ended up in the main bedroom. Turn left and zoom in on the suitcase, which is on the floor here .... unfortunately .... another code lock ...... Zoom in on the padlock.
The padlock has a green button with 10 symbols around it. The upper symbol is now illuminated. You must now highlight the correct 3 symbols and those are the 3 symbols on the post-it note that you took from Carin's new diary. On the paper of Carin you see, from left to right, a "bat", an "Eye" and an "H".
Click with the right turning arrow, or the left turning arrow, as often as necessary to turn on the "Bat" and then click with your hand on the green button to confirm.
Do this also with the "Eye" and then with the "H" and ..... the lock disappears and the case is open.
Carin's red and old diary lie underneath all clothes. Grab the diary and .....
..... oh well ... why not .... also this diary is locked, so toddler the lock open again with the golden hairpin. On the first page you see a picture of Carin's dad
click with your magnifying glass on the photo so that Carol knows that this is Erik Stiergranat.
Then browse to the following pages and read the sticky note and also click on it with your magnifying glass.
This letter is the remainder of Malte's letter and he writes to Carin that her father Erik, in the first year of his marriage to Carin's mother, has cheated and therefore has a son who is Carin's half-brother. Malte paid that woman to keep her mouth shut, but now he wants Carin to talk to her father about it.
Scroll to the next page and read what Carin has noted down in her diary ....
You read that Carin understood why her father always sent Martin away .....
Martin Jensen was therefore Carin's half-brother and the bastard son of Erik .. Carin wanted to talk to Martin about this
Browse to the last page where you read ...
...that Martin had suspected for a long time that he was Carin's half-brother, but it did not prevent him from courting Carin. Carin has become so angry about this that she hit Martin on the brain with a rock and she thinks she killed her half-brother. Daddy has discovered what Carin has done and promised to take care of it.
Get out of all the close-ups ...... well .... that's quite a tough story ..... are you madly in love with a boy and then it turns out to be your half-brother and then it turns out that that dude had known for a long time that he was fucking his half-sister, apparently that gave the jerk an extra kick ....... no wonder that Carin was "freaked out" when she found out.
Turn left, open the brown room door and ....... Erik Stierngranat is standing in front of Carol ......
Talk to Erik through all the conversation options and listen to what he has to say ........
Erik says that Carin only hit her half-brother Martin unconscious and that he has finished the job .....
Carin doesn't know that her father killed Martin. Erik then threatens to kill Carol, but he first shows Carol a note with numbers on it .....
Grab the paper ..... these are the numbers that you have already seen in the Church Museum .....these are the numbers of the favorite Psalms of Malte .... Click the paper away and .... Eric says that the note has fallen out of Martin's pocket and he asks if Carol knows what it means.
You now get the gear on Erik's face, so dive into the inventory and take the round box with Fingerprint powder out of it and click with this box on Erik and .....
Erik gets the powder in his face and is off guard for a moment .........
Quick ..... Click the Forward arrow, right next to Erik and run into the hall and then through the front door to the outside.
Outside Carol automatically calls the police and you end up on the map.
Carol still wants to unravel the Secret of Malte because she has that Psalms letter in inventory. So travel back to the:
Enter again through the double door above the "driveway". Walk back to the steeple, then turn left again and enter the church hall. To the right of the huge painting, behind the pastor, is the Psalms board. Walk towards it via the right side of the room and .....
Carol's phone will reappear automatically, so take a picture of the psalms board. Leave the museum again and travel back to the:
Via the forest paths and the fence you walk back to the pyramid and you enter again.
Continue to the altar and zoom in again on the gold nameplates and then on the crown weapon.
You have to press the crowns in the right order, but then what is the correct order. View the Psalms card you took from Erik and compare that card with the photo you took from the Psalms board ..... find the differences .....
On Erik's card you can see that in front of .... 31 there is an asterisk and there is also an asterisk behind the 17 ...... The asterisk for 31 is completely closed but in the asterisk behind 17 there is a circle. The photo shows that there are 331 and 172 on the board.
Now also look at the star card that you took out of the wallet in the train carriage. On the card you see that a dense black star equals a dense green star, and that a star with a hole is equal to a blue star.
On Erik's card the 3 of 331 has disappeared and there is a dense black star instead. The 2 on Erik's card has also been replaced by a black star with a hole. All this means that you have to click 3 times on the green star and 2 times on the blue star. Make sure you are back in close-up of the family crest / coat of arms and then click 3 times on the green star and then 2 times on the blue star and ............
The hand grenade will flash and you will hear a sound and of course you will be out of the close-up and ..... in the wall of the altar a secret compartment has been slid open and there is a scroll. Zoom in on the secret compartment and take the scroll out and then roll out the scroll and .... it appears to be a Bosch painting .............
look further and listen to Carol's final conclusions .........
2014: Original Dutch Walkthrough by: Louis Koot
2019: English translation by: Louis Koot