The Black Mirror – FAQ/Walkthrough
PC
FAQ/Walkthrough by Naytie
Version: 1.2 | Updated: 11/16/04
_____ _ _ _____ |_ _| | | | ____| | | | |_| | _| | | | _ | |___ ____ _|_| |_| |_|_____| _ __ | __ )| | / \ / ___| |/ / | _ \| | / _ \| | | ' / | |_) | |___ / ___ \ |___| . \ __|____/|_____/_/___\_\____|_|\_\ | \/ |_ _|/ _ | _ \ / _ \| _ \ | |\/| || || |_) | |_) | | | | |_) | | | | || | > _ | _ <| |_| | _ < |_| |_|___|_/ |_|_| \_\\___/|_| \_\ A Walkthrough Version 1.2 Author: Nathan Kuslis Email: Naytie at yahoo dot com If you wish to email me, make sure that Black Mirror Walkthrough is in the subject so I know that it is not junk email. Start Date: August 24, 2004 Finish Date: September 6, 2004 Updated: November 16, 2004 Fixed Colored Stone Puzzle in Vicarage __________________ /Table of Contents/ _______________________________________________________________________________ 1. Introduction 2. Game play and Controls 3. Walkthrough 3.1 Introduction to Story 3.2 Chapter 1 3.3 Chapter 2 3.4 Chapter 3 3.5 Chapter 4 3.6 Chapter 5 3.7 Chapter 6 4. Characters 5. Items 6. Ways You Can Die 7. Copyright Information _______________________________________________________________________________ ============================= 1. Introduction ============================= Hello and thank you for reading my walkthrough for the game The Black Mirror by The Adventure Company. This is the second walkthrough that I have ever written, so if you have comments or questions, feel free to email me. As far as the game goes, whether or not you should buy it, you should probably read some player reviews such as mine that can be found at www.gamefaqs.com . I personally think this is a decent third person adventure game that is worth playing, but you should read my reviews for more details. As with all adventure games, I find that nothing is more satisfying than completing the puzzles and the game itself by myself. I assume the same is for everybody. You shouldn't spend money on a game and then just use a walkthrough to beat the game. There's no satisfaction in that. Trust me, I did it with a few games when I was younger. I highly suggest only using this walkthrough to either remember the story if you have forgotten it or if you are stuck and extremely fed up with guessing. Read the one thing you need and then don't use the walkthrough again until you need to. I will try to make this walkthrough as detailed as possible and put it into paragraph form rather than bullet form. I find it is more enjoyable to read and more understandable. ============================= 2. Game play and Controls ============================= Game play in The Black Mirror is quite simple and easy to learn. When your cursor passes over an object that you can examine or interact with, it will turn red, and the name of the object or person will appear at the top of the screen. If you left click on the object, you will interact with it or Samuel will give a description. For most objects, you will be able to click on them a limited number of times if you cannot interact with them. The right click has a different function: examine an object or person more closely. If you right click on a person, Samuel will give his impressions of a person. If you right click an object, Samuel will either not react or he will look at it more closely. Right clicking is essential since some items can be obtained only by right clicking. Accessing and using the inventory is just as easy. Since the game looks like a wide screen movie, you only have to put your cursor over the black bar on the bottom of your screen to bring up your inventory. Left clicking on items will let you grab them with your cursor. You then left click on what you wish to use it, or right click to put it back. If you right click on items in your inventory, Samuel will give a description of it, or possibly interact with it, such as opening or a box or reading a book. To use items on one another, just grab one with your cursor and click on the item you want to combine it with. Note: if you grab an item from your inventory and hold it over the appropriate object in the game screen, it will begin to "flash" by periodically getting lighter and darker. To access the options screen, hold your cursor over the top black bar and click on the rotating gears. When talking to other characters, make sure you talk about all the available subjects. During the game, you will have to backtrack in order to complete puzzles and get items. You cannot just pick up random items; sometimes you will have to realize you need an item before you can actually pick it up. You should also revisit other characters when you think you can talk about a pertinent subject. At some point in the game you will be able to travel around Black Mirror Manor with a map. Sometimes you cannot visit certain locations because you have no need to. If you need to quickly get inside the castle or get to the castle gate, I suggest using the map. In certain scenes, you must solve a puzzle or acquire items before you can leave. You will know this happens when Samuel says, "I must find out more before I leave" or "I cannot leave yet" or something to that degree. Because of this, you cannot miss items that are essential to completing the game. You can leave the scene when you have found everything that you need. You can die in this game. It is not very often that you will come across a lethal object or puzzle, but I still recommend saving often. If you wish to see the available exits, hit the tab button. If there is an exit, a small gray door will appear and if you click in the general area, you can exit the scene (usually). If there is more space to either the left or the right, gray arrows will appear on the side of the screen, and you can walk further that way. To quickly use an exit and go to the next scene, double click on the exit. If there are not any available subjects to discuss with a particular character, you cannot talk to him or her. Samuel will make up an excuse. At some points in the game, you will have to wait for other characters to complete a task. I have found that you can pass time if you go to different scenes. Standing still for a long time does not seem to work, so just keep moving around and double clicking on exits. ============================= 3. Walkthrough ============================= [3.1 Introduction to Story] You play as the character Samuel Gordon, a man in his late twenties or early thirties. He is medium build and has black hair and an English accent. His family is noble and owns a few manors in the English countryside. Most of the game play takes place at the Black Mirror Manor, where Samuel grew up. The opening cut scene shows his grandfather, William Gordon, writing Samuel a letter. He tells of how he has been searching for the truth about the family, and how he is tired and afraid. He wishes for Samuel to continue the search for the truth. As the scene plays out, a mysterious shadow appears. William tells Samuel that he must always keep an ancient ring with him. A window bursts open and then the lights in the tower flicker. It then shows William being thrown from the tower window and falling towards the metal fence. William dies from the impact. [3.2 Chapter 1: Return of the Future] A small narration by Samuel reveals that he has been away for nearly 12 years and that his family members, Victoria and Robert, feel alienated from him. As the scene opens, Victoria explains her feelings for William. Heinz, the family doctor, explains he will be in the library. Robert goes to his study. Victoria pleads to Samuel that he stays. Bates, the family servant, gives the room key to Samuel. You now control Samuel and your adventure begins. You should begin by exploring the castle and picking up items on the way. You begin in the room outside the common room. Look at everything if you wish, there is nothing too important on this screen. The picture on the wall is interesting. Go into the dining room. Look at some of the items here. Look at the bowl of fruits. Pick up the sweets. Proceed to the kitchen. There's nothing you can pick up here. Just learn where the exits are. You can't go into the cellar yet. Return to the room outside the common room. Go left towards the library. This is just another scene where you can't pick anything up. The picture of Mordred Gorden up on the wall is pretty cool and creepy. Go into the library. You can talk to Hermann Heinz. He discloses information about William's body. It seems that there are some deeply burned areas, but he doesn't feel like talking about it. Go further into the library to the left. Pick up the scroll on the table to the left. It is a map of the manor, but you can't use it yet. Look at the globe. Hmm. it seems like something is missing. Go to the rear part of the library. You can read the big book on William's desk. It tells the story of the origin of the vicarage and other things. It's interesting, but it is not essential to read. Return to the main hall and go upstairs. You can't go to the upper hall, so for now, head towards the old hall. You can go out on the balcony if you wish, but there is nothing out there. Once in the old hall, Samuel reminisces of his lover and how she died in a fire in this room. The attic is locked, so you will need the key to go in there. If you closely examine the fireplace (right click), you will discover a torn up photograph. To reassemble it, right click on it in your inventory. Pick up and drop pieces with left click and rotate them with right click. When you put it together, you get the old photograph. To see the solution, see the picture at GameFaqs. It is someone whom Samuel has never seen before. Go back to the top of the stairs and enter the hall leading to the room. This hall leads to all of the residents' rooms. Click on the newspaper rack and you'll find a note. From HH? Herman Heinz? It's strange and vague, but important to the story. Talk to Robert about everything you can. It seems that Samuel does not wish to stay and that Robert is not very interested in William's death. Go down the hall, either side. Open the door to your room with the key. Samuel seems depressed by the lack of change in his room. You can use the water basin if you wish, but nothing important happens. Look at the suitcase to get your pills and your wallet. Some of the pictures remind Samuel of his lover, Cathrin, who died in the flames of the old hall. Look at the top drawer of the bureau. There is only an old photograph album. If you click on the picture of Cathrin, you see a cut scene. Try opening the bottom drawer and you find that it is locked. Samuel claims that he must have left the key in the room. Check the doorframe and right click on it to get the key to the drawer. Open the drawer and you will see a camera, which you can't take now because you don't need it, and other junk. Go outside of the manor. Explore the garden to the right and Samuel realizes that he wants the fountain cleaned. Go down the stairs in front of the castle and you will meet Henry, the gardener. Talk to him about all available subjects, including the one about cleaning the fountain. He does not give you a lot of information. Head back to the greenhouse. If you try to enter the greenhouse, you find out it is locked. Look at the grinder. It looks like there is blood in there. Go back and tell Henry, but he does not understand. It must be another of Samuel's delusions. He also does not get along with Morris by what he says. Go back to the door of the castle and go to the right. You see the bent fence where William fell. Look at it and Samuel gives an ultimatum about finding out the truth. Continue to the right and talk to Morris. He knows little about Bates and William, but he does claim that Henry is a drinker. Obviously there is some sort of rivalry between the two. Go in the stable. Open the drawer. You will see assorted tools, but nothing useful now. Look at the bottle of wine. It comes from the wine cellar of the castle. If you ask Morris about it, he claims that William gave it to him, but that's not very believable. Go back inside the castle to the hall outside the library. Bates is tending the fireplace. Talk to him about everything you can. He explains Robert's behaviors and the general feeling around Black Mirror Manor. He tells you the cellar key is in the kitchen. When you ask about William, Bates leads Samuel to the spot he died and points out the strange symbol. Look at it. Samuel wishes to copy it down. Look at the shrub, then right click on it. You will get a strange object. Return to Bates and finish up the conversation. You can find him in the kitchen. He mentions you should talk to Henry about the strange object. Take the key to the attic while you are there. Go back to your room. Open the bottom drawer. Now that you need a camera (to record the strange symbol outside), you can pick it up. Talk to Robert and ask him about film for your camera. He tells you he has some upstairs in the attic. Go to the old wing and open the door to the attic with the key. Look around. You will notice that Robert's chest is locked and that the door to William's study is boarded up. Return to Robert to get the key. Put the key to the attic back in the kitchen. Go to the stable and get the hammer out of the drawer. Now go back to the attic. Open the chest and take the film. Use the film in the camera to make it usable. Use the hammer on the boarded up door. Unfortunately it's locked, so you must find the key. You can return Robert's key to him. Go to your room and you see Bates coming from your room since he just lit a fire. You can go to the kitchen and ask him about the boarded up door. Go outside and take a picture of the stain. It looks like the sun has gone down (the backgrounds are great aren't they?). You can go visit Henry in the greenhouse. Look around and then talk to him. He knows something about the strange object. In fact, he found something like it and sold it at the pawnshop in the town. You try to get the bill of exchange but he claims he doesn't have it. There's nothing else you can do. You have to check the door to William's study again. Samuel says he should ask Victoria. Go in the common room and talk to her. Make sure the last thing you talk to her about is the key because after that she will ask you to leave. Go to Bates and ask about Victoria. He will tell you that you should apologize as soon as possible. Return to Victoria and talk to her. She tells you that William may have an extra key, but you have to talk to Hermann about his possessions. He is in the library. He will send a man with a box of William's items from the morgue at seven o' clock. You can talk to Robert about the picture. It may be someone he is treating at Ashburry sanatorium. Now you can use your map to travel around the manor. Go to Willow Creek. The fisherman, old Jim, to the right does not have much to say. The boy in front of the Three Kegs will talk to you if you give him the sweets you found earlier. Right now, he isn't helpful, so go inside the Three Kegs. Talk to Tom just for conversation. When you talk to Harry, he playfully threatens Tom that he will not serve him unless he pays his debt. Talk about all the topics with Harry and you will learn about William's behavior. Talk to Tom again and you can get more information out of him by paying off his debt. Do so and you find out that William used to go to the vicarage late at night. Quite strange. Finish talking and leave. You can check out Murray's shop, but it's locked and you don't know when he is returning. Talk to Old Jim and then Vick. He will break the window with his ball. Speak to Henry once more and you get the general opinion about Murray. You can now voyage to the Warmhill Vicarage. You can't enter the church right now, but you can talk to the Grave-Digger to the right and find out more about the strange behavior of William. Apparently, he and Father Frederick would meet late at night in the church. Go to the cemetery to the left and look at William's grave. Return to the Grave-Digger and ask about Father Frederick. He tells you to leave and a bell tolls. You return to the castle and receive the package of William's possessions from Mark. Open the box and you will get William's watch. Open the watch and you will get a small piece of paper. Read it. It is a riddle that tells you to go to the library. Go there. At the rear of the library is William's desk. Look at the inkwell and Samuel will push a button that reveals a secret cabinet. Get the box with the planets and return to the middle part of the library. Look at the globe. Use the planets on the globe and they will appear in the grooves. Put them into the right spot around the sun. If you don't know your solar system, it goes Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune, and Pluto. The order in size is (from closest to the sun) second smallest (red), fourth smallest (red), fifth smallest (blue), third smallest (red), largest (brown), second largest (orange with ring), third largest (green), fourth largest (blue), smallest (white). If you do it correctly, the plate will move and reveal William's key. Take it and return to the attic. Open the door with the key and enter the tower. The door will lock behind you, but don't worry. The chest and the massive chest are locked. Look in the drawer to the roll-top desk and take the untitled book. Look at it and you will get a key. Right click on the drawer and you will receive William's diary. Samuel will read it to reveal important information. Look at the roll-top desk and take the chess piece and the small cabinet. Open the massive chest with the key and take the Strange Sphere. Right click on the chess piece to make it into a small knife and use it on the door. Exit. Samuel passes out from head pains and wakes up in his room. Bates and Robert speak for a bit and then the chapter ends. [3.3 Chapter 2: Back to the Light] In the dream sequence, you see a body laying face down in water. A key sinks and hits the bottom. The corpse's eyes open. Samuel awakens to a knock at the door of his room. Bates explains that Henry has been found dead in the pond this morning. It resembles your dream. Detective Collier wishes to speak to Samuel, so they go down to the common room. Collier thinks that Henry was drunk and passed out in the fountain. He leaves in the rain (more cool effects) and Samuel wonders how he is going to get the second part to the strange object. You now have control. Go see the fountain where Henry drowned. Samuel is suspicious and questions how anyone could have drowned in it. Right click on the fountain and Samuel will see something glittering at the bottom. Go in the kitchen. You'll notice that the cellar door is open. Go down and talk to Bates about everything. Go to the rear part of the cellar and look at the pump controls. A valve is missing. Ask Bates about it. He says the display second from the right displays the fountain level. Go back to the pump controls. Right click on the second valve twice. Left click on the fourth valve once. Right click on the first valve once. The fountain drains. Return to the fountain and look at it. Samuel can't see the shiny object any more. Look at the symbol. It is similar to the one near William's sight of death. Take a picture of it and take the key. Notice the footprint on the ground. Go to Henry's greenhouse. Look in the right drawer. Use the key from the fountain to open the metal box and look at the letter. More proof of the rivalry between Henry and Morris. See Morris in the stable. Talk about everything. Morris is becoming more suspicious. Samuel will give the letter to Morris and promises not to say anything to Victoria. Go inside the castle and talk to Victoria, who is in the lobby outside the library. You can find out where Hermann lives. Talk to Robert if you wish. Use the map to travel to Hermann's house. You will find him putting something in the dumpster outside his house and locking it. He invites you inside and talks to you about Henry and William. Samuel realizes that he needs the bill of exchange from Henry's belongings. When you are done speaking, you will be back outside. Look at the garbage container and you will see that it is locked. Examine the dustbin and you will get a torn up paper. It's quite simple to assemble, so do that. To see a solution, go to GameFaqs and look at the picture I made. Go to Willow Creek and talk to everyone. Go to Murray's pawn shop and talk about getting the other piece to the strange object back. He won't release it without the bill of exchange. He can't develop your pictures either. Go back to The Three Kegs and ask Harry about Mark. He says Mark is reliable if you pay him well enough. Talk to Mark about distracting Hermann and you will eventually end up in the morgue while Mark distracts Hermann. Go over to the desk and open the door. Take the imprint plastic. Look in the box on the shelf to the left of the desk. You will get the bill of exchange. Since Hermann would notice if you took his key, use the imprint plastic on the key above the basins (near the intercom). Hermann will return from talking and you will leave the morgue. Go to The Three Kegs and ask Harry who could make you a key. He tells you Mark may be able to do it, so talk to him and he agrees to make a key for you, but you have to wait. Journey to Murray's Pawnshop and redeem the bill of exchange for another strange object. Now you can use the two objects together and get the new strange object. You will now have to pass the time. You can go around the manor and just walk around. After some time has passed, go back to The Three Kegs and get a key from Harry. Put the key to use by opening the dumpster outside the morgue. Look inside for a gruesome sight. Now things are really strange. Anyway, take the clothes. Right click on them in your inventory and Samuel will say there is a lump in the clothes. Use the small knife on the clothes and you will get a diamond. Use the diamond with the strange object to get the new strange object. You need to get the pictures developed. Go to the morgue and look at the canisters under the basin. Apparently, Herman develops his own photos. Ask him about it and he agrees to do it for you, but you have to get toner for him. Go to Murray and get the toner and return to the morgue and give it Hermann. He tells you that your pictures will be ready soon, so you have to wait again. Walk around for a while. When time has passed, you can get the pictures from Hermann and Samuel will add them to William's diary. Make sure you have the pictures, the assembled torn-up letter, and the assembled strange object (3 pieces). Travel to the Vicarage. You will notice that the church is finally open. Enter the side door. Go to the front part and talk to Father Frederick about everything. Return to the entrance and try to go through the grate. It is locked, so go back to the Father and he will let you in. Look at the circular opening to the left twice. Insert the strange object into the opening and a small altar will rise out of the ground. Look at it. This puzzle is described in William's diary. You must switch the position of the white object with the black objects. I numbered each slot starting from the top, so the top slot would be 1, the one below would be 3, to the left of 3 is 2, to the right of 3 is four, and the very bottom one is 17. The red is currently in position 9. To move a piece, click on it and it will turn dark. Then click on an open adjacent space, and click on the object again to deselect it. This is not a difficult puzzle, but if you want a solution, here is a long one. This is what the board looks like: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 And the solution: 15 to 14; 13 to 16; 9 to 15; 5 to 13; 3 to 4; 8 to 2; 7 to 3; 6 to 5; 13 to 6; 15 to 7; 16 to 8; 5 to 16; 8 to 13; 7 to 5; 13 to 7; 14 to 8; 10 to 14; 17 to 10; 16 to 17; 5 to 16; 3 to 15; 10 to 13; 11 to 3; 12 to 5; 13 to 12; 5 to 13; 3 to 11; 1 to 10; 13 to 1; 10 to 13; 11 to 3; 13 to 11; 3 to 13; 4 to 10; 13 to 4; 8 to 3; 15 to 8; 16 to 5; 8 to 16; 5 to 13; 3 to 8; 13 to 9; 14 to 13; 16 to 15; 2 to 5; 4 to 3 You will hear some rumbling and Samuel will look to the left at the carpet. Investigate and you will reveal some stairs. Go down and you will see a dark room. Look at the opening and Samuel will notice it is the same as the one up stairs. Go back upstairs, take the strange object from the opening, and then go back down and put the object in the other opening. The room will be illuminated. Read the first book on the left. There is a clue "It can't be seen but it can be heard. It cannot speak unless spoken to." Look at the nearby stone block. You have to move the letters until you spell out the answer. For the first one, the answer is echo. The clue for the next book is "The more you take away the larger it grows." The answer is hole. Next is "Cities without houses, rivers without water, forests without trees." You can find the answer in William's diary; it is map. Lastly, the answer to "Black when bought, red when used, gray when thrown out" is coal. When all four stone blocks have descended, the tomb of Marcus Gordon will raise out of the ground. Open it and look inside. Take the key (which is the first of the five you need) and the book. You will automatically read it and learn the origins of The Black Mirror and the curse of Mordred Gordon. So this is what the family secret is about. When you are done, look at the candlestick on the ground and right click on it. A rat will come out and reveal an exit. Go to the cave in and you will fall into an old mine. You will lose some of your items in the dark. Click on the red thing near the right side of the screen and you will find out it is a valve. Turn it. To the right a little more is a mechanism. Look at it. Put the levers in the position of middle, down, down and then turn the switch. You should get light. If not, try other combinations. You will get your items back except for the camera, which was damaged in the fall. On the shelves in the back room is a metal box. Open it and you will get wire cutters. That cable blocking the door is dangerous and can kill you, so turn off the power by pushing the red button, cut it with the wire cutters, and turn the power back on. Get the rope hanging on the fence. Try to leave and you find out the door is locked. Right click on it and you see that the key is on the other side of the door. Use the wire cutters on the door and you will get the key. Open the door with the key and exit the room. Near the middle of the screen is a pile of sand. There is a rod sticking out. Take the rod. To the left a little on the ground is a skeleton. Look at it and you will get a rag. Go to the left and you see a switchboard that is tightly shut. Use the small knife to open it. There are fuses in there, but you don't need any right now. Exit to the left. There is an elevator shaft, but you can't call the elevator since something is broken. Look at the barrel of oil, and then the lid right under the barrel. Look at the barrel again and Samuel will try to move it, but it is too heavy. Use the sharp rod on the barrel to puncture it and drain it. Samuel pushes the barrel away. Try to open the lid and you find it is jammed. Use the rope on the lid, then the other side on the mining cart. Try to push and you find that the break is on. Right click on the mining cart to deactivate the break, and then push the cart to open the lid. Climb down and you will enter a room of no value. Climb down again and you are in a room without much light. Look at the box under the red light and you find it is a circuit box. Open it with the knife and reconnect the wires in the order of green, red, and blue from left to right and hit the button. This will light up the room. Look at the skeleton on the ground and right click on it to get a small key. Use the key to open the left locker and you will get a revolver, some bullets, and plans to a machine. Use the bullets in the revolver. Get the book on the desk and read it. It's quite interesting. Climb all the way back up and enter the engine room. Use the plans to a machine on the control panel. The machine will start running. Go back to the lift room and look at the generator controls and the steam. You need something to block up the steam. Go back up to the engine room and use the rag in the pool. Use the rag on the steam and the engine will shut down. Look at the generator controls and the fuse box to find out that a fuse has blown. Return up the ladder and go to the storage room. Look at the switchboard to get a fuse. Once again, descend the ladder and put the fuse in the fuse box. Look at the generator controls to activate the lift. Climb up the ladder once and hit the control panel to call the lift. Hit it again to open the door, and enter the lift. You are now on the highest floor. Try to open the grate and you find that it is locked. Right click on it and make sure Samuel says the lock looks weak. Use the revolver to shoot the padlock and you will be able to open the grate. Go outside and a wolf attacks you. You can die here. Use the revolver to kill it. Leave the mine area. Samuel automatically returns to the castle. Robert claims he has to leave for the sanatorium for urgent business. Samuel explains that he is leaving for the Wales manor. The chapter ends. [3.4 Chapter 3: Hidden Legacy] Samuel has another strange dream. When you regain control, Samuel is at the Wales manor outside the gate. Try ringing the doorbell a few times and you discover it is broken. Right click on it and Samuel says the wires barely connect. Look at the broken statue's legs to the left a few times and you get a nail. Use it to "fix" the doorbell and Louis will greet you. Give him William's Mourning Card for proof of identity and he will let you in. You can talk to Eleonor about everything and find out everything you can. Leave the mansion. Talk to Louis and tell him to fix the doorbell. Walk to the left. Look at the faucet and you will get the firm wire. Go to the left and go to the old house. Try to open the door and you find it is locked. Right click on it and you see the key on the other side of the door. Use William's Mourning Card on the door to slip it under the door, and then use the firm wire to push the key onto the card. You now have the key, which you can use to open the door. Once inside, look at the sleeping cat, which will awaken, knock down a key, and run into the cabinet. Take the key. Use it to open the small door to the right of the fireplace. Get the lighter and the candle. Use the candle with knife, and then the wick with the lighter to make it useable. Look at the table on the right side of the screen and open the small drawer. Take the fountain pen. Look at the newspaper clippings on the cabinet and you will find out Richard was a famous chemist. Use the lighter with the cabinet and you enter the chemistry laboratory. When you enter the laboratory, you scare Richard and he drops a flask. After some bickering, pick up a small bottle from the table on the right side of the room. Look at the shards and you will get a shard with a label. Talk to Richard and he tells you he needs some Boron Oxidant Ex 52, which you can get by going into town. You don't want to do that, do you? Go outside to the chapel. The grate is locked, so you need to find the key. Go to the main gate and talk to Louis. He has the key. Talk to Eleonor and she asks you to tell Louis to mow the garden. She also doesn't let you in the tomb, so you will have to get the key from Louis. Tell him to mow the lawn and he won't comply. Talk to Eleonor again and Louis again, then walk to the old garden. When you return, he will be mowing the lawn. Look at his toolbox and get the glue and the wire. Go to the old garden and fill the small bottle with water from the faucet. Right click on the shard you have and Samuel will realize it has the label of the substance you need. Go to the old house and get the kettle and fill that with water from the faucet too. Put the kettle on the stove. Pick up the newspaper and the logs off of the floor and put those in the stove as well, in order. Light the stove, and to pass the time, go outside and reenter. Use the shard with the steam and you get the label. Use the glue on the label. Use the fountain pen with the bottle of water. Use the label on the bottle of blue water to get the look-alike oxidant. Go into Richard's laboratory. Give him the fake oxidant and talk to him about everything. It's time to get the key from Louis. Go to where he is mowing and sabotage the mower by throwing the wire on the lawn. When the mower breaks and Louis leaves the screen, check his jacket for the key to the tomb. Go to the tomb and open it with the key you just found. There's nothing much you can do except read the inscriptions above the statues. Return to Richard and ask him if he can identify the inscriptions. He tells you he will look them up, so you have time to kill. Stroll around and admire the virtual scenery or listen to Eleonor's piano tune. After enough time has passed, go back to Richard and he will tell you the names mean strife (anger), harvest, and water. If you looked at the newspaper clippings earlier, you can ask him about blood. Take the bottle of blood. In the old house, take the kettle. Go outside the tomb. Look at the flowerpot and you will get some soil. Inside the tomb, use the blood in the left bowl, soil in the center bowl, and water in the right bowl. An altar will rise out of the ground. Get ready for the hardest puzzle of the game. It involves astrological signs. You need to put them in order by putting them around the board clockwise. So you need Aries on the top left, the Taurus to its right, and so on. See the picture of the solution on GameFaqs. I can't list a solution because the initial positions of the tiles are randomized. When you complete the puzzle, a key will appear out of the altar. Samuel takes it but gets kicked out by Louis. You need to enlist the help of Richard to get back in. Go talk to him and he agrees to help you if you help him. Go back in the mansion and when you regain control, it will be night. Go to the old house. Try to open the door, but it is locked. Go back to the old garden. Pick up the stones on the ground by the arch and throw some at the window. Eventually you will hit the window and go inside with Richard. After a failed experiment, you can get the acid from Richard. Go back to the tomb and use the acid on the grate. Use the key in the stone keyhole and a secret passage will open up. Go downstairs and there will be a grate with a strange lock. Talk to Richard about it. He says Eleonor has something like it in the main hall. Get the key off the desk on the right side of the screen. Go to the mansion and open it with the key. Look at the wooden chest on the table on the right side of the screen. It has tiles that are knights on a chessboard. They can only move like knights in chess also (L-wise. 1 space across, 2 spaces down). If you number the tiles from 1 to 9, 1 being top left, 2 being top, 9 being bottom right, then move them in this order: 9 to 4; 7 to 2; 3 to 8; 1 to 6; 4 to 3; 6 to 7; 8 to 1; 1 to 6; 2 to 9; 9 to 4; 7 to 2; 2 to 9; 6 to 7; 3 to 8; 8 to 1; 4 to 3 When you complete the puzzle, you will get the amulet. Go back to the secret passage in the crypt and use the amulet to open the grate. Be very careful in this area because you can die. Read the engraving on the monolith. You can lose your head if you touch the tomb. Look at the skulls on the wall, and one will be labeled "skull." If you look at it, Samuel will say it is cracked. Throw a rock at it and it will fall. Unfortunately, the key will fall behind the grate. Go back to the old house and get the poker next to the fireplace. Use it to get the key, which in turn you must use in the monolith. Open the grave and get the second sacred key. Samuel will leave Wales and the chapter finishes. [3.5 Chapter 4: Forgotten Bound] Samuel arrives at Black Mirror to find that Robert has not returned from Ashburry Sanatorium and another person has been killed. This time, it was a boy, Vick. Collier believes that wolves are the responsible killers. You regain control inside the mansion. Since there is nothing to do at the castle, go to Willow Creek and enter the Three Kegs. Talk to the Grave-Digger and you find that the killing occurred at Stonering, a place of old evil rituals. Use your map to travel to Stonering. Collier will be there. You can find out more about Vick. Also, it appears that Henry was murdered then dumped in the fountain. Look at the menhir near the top of the screen and you discover another symbol. Use William's diary on it to make a sketch of it. Look at the plant on the lower left hand side of the screen. Right click on it and Samuel finds a small piece of cloth, but he can't take it since Collier would see him. Use the blood on the rock on the right side of the screen to distract Collier and then take the cloth. It is a handkerchief with the Gordon symbol on it. The plot thickens. Pay Hermann a visit. He tells you that wolves did not kill Vick, and that an animal did not cause his death. Return to the castle and go to the front gate. Check the mailbox and you get a letter. It is from James to William, who is his father. Go to Bates in the kitchen and ask about Victoria. He says that she is in her room. Go to Victoria's room (right next to Robert's study) and talk to her. She wants you to go to the sanatorium and she admits that James is William's illegitimate son. Time to go to the sanatorium. Use the doorbell and Samuel will enter. Talk to the head nurse and you find that James has escaped. When you finish, go back outside and head to the left. Look in the dustbin twice and you find a syringe. There is a hammer on top of the low tin roof. Click on the door to talk to the Boilerman. Talk to him about everything and find out as much as you can. Go back inside the sanatorium and dip the handkerchief in the cold water of the fountain. Talk to the nurse and ask her to make a telephone call for you. When she leaves, go behind the desk. You are now staring at a cabinet of medicine that is locked. Pick up the vase, right click on it, and use a coin (obtained by right clicking on your wallet) to open it and get a key. Open the cabinet and take the sedatives. Use the syringe on the sedatives. Now go back to the area outside the boiler room and use the syringe full of sedatives on the beer. Look in the small window. Examine the rod and the brick. Use the hammer on the brick when the Boilerman opens the furnace and starts shoveling. When there is no brick left, remove the rod. Use the wet handkerchief on the machine to make it take a bad reading of the temperature. The Boilerman takes a beer and you must wait a small amount of time before he falls asleep. Enter the boiler room. Look at the heap of coal and right click on it. You will get a body of a doll. Right click on that and you will get some thread. Go to the rear part of the room. Look at the message board. Pick up the pin near the bottom of the board and the small key hanging off the board. The number "1918" stands out. Go over to the electronic lock and insert the key. Type in 1918 then hit the enter button. The door opens. Go through the door and you see a doctor who is guarding the hall. You need to lure him away from the hall. Go back to the head nurse and ask for the duty schedule. She gives it to you and tells you to keep it. Return to the boiler room and use the schedule on the intercom. This makes the doctor guarding the hall go to the lobby. Go down the hall and you start a conversation with a patient named Ralph. He explains he will help you if you find his friend, Mr. Bubby. This is the doll you have. Look in the dustbin and right click on it to get the head. Use the head with the body of a doll. Use the pin with the thread. Use the pin and thread with head and body and you will get the doll Mr. Bubby. Give the doll to Ralph and he explains that James's cell is right next to his and that the doctor has the keys. Turn off the light and then click on the wire connecting the switch to the light. Pick up the wire and use it on the fencing on the right side of the screen. Use the jewel box with the fencing and Samuel puts it behind the metal. Samuel automatically turns on the switch and the doctor comes over and gets zapped. Right click on the doctor to get the keys to the cells. Use the key to open James's cell. Enter the cell and see the horrid living conditions. Look at the hole in the mattress and right click on it to get James's diary. It tells of James's suffering and how Robert does bad things to the patients. Look at the pictures on the wall and the one on the easel. Samuel takes the picture on the easel and the doctor closes the door behind him. Look at the drawing of the eye on the wall and right click on it to remove it. You can now talk to Ralph through the hole in the wall. Ralph tells you why James ran away and the horrible things that Robert did to the patients. He also says that James escaped though a hole under his bed, so click on his bed to escape. Samuel goes back to the castle. Go to Bates in the kitchen and inquire about the picture. He tells you that it depicts the lighthouse on the Sharp Edge Cliffs. Use your map to travel there. You may want to save because of imminent danger. Look around, and when you feel satisfied and ready, go to the side of the lighthouse. James will knock you unconscious. When you regain consciousness, you see James digging you a grave. You have to do the following quickly. Use the small knife on yourself to free your hands. Now use the jewel box on James to pacify his anger. If you do not do that, James will kill you by burying you alive in the grave. Talk to James about everything you can to learn about his history and his encounters with Robert. Ask about the key and he tells you he hid it in the old sewers under the castle. Return to the castle and go in the cellar by unlocking the door with the key that is hanging right next to it. Use coins on the sewer grates until you find one that does not splash. Go down into the sewer. Pick up the cogwheel on the ground and use it with the mechanism on the right. The valve is stuck and you need to find something to give you leverage. Travel further into the sewer. Examine the railing to the left and you pick up a rod. The wheel to the right has a chain and padlock over it. Use the acid from Richard to dissolve the lock. Try to turn the wheel and you realize it is still locked. The opening to the left looks interesting. If you put the rod in, Samuel says it is too thick. Go back to the cellar and use the rod on the grinder. Return and use the sharpened rod in the opening. This opens the hatch. Turn the big wheel to raise the water level of the murky water. The water level is higher and the cogwheel is closer. Try to reach it and Samuel says it is too far. Go back to the cellar and pick up the rope and hooks above the large well. Now go back to the room with the murky water. Use the hook with the rope, and then the hook on a rope with the sharpened rod. Use the fishing pole to get the cogwheel. Use the cogwheel on the same mechanism as the last cogwheel and turn the valve to activate the mechanism. Go back to the room with the murky water. The mechanism has drained the water and has opened up a path for you. Go down the stairs. You can look at the stone relief if you wish. Pick up the small chest on the ground. Open it to get the third sacred key. Samuel gets a headache and returns to his room. The chapter ends. [3.6 Chapter 5: Confession of the Truth] Samuel has another dream, this time of the morgue. He is awakened by Bates' knock. Bates explains that Samuel must travel to Ashburry right away and that the weather is terrible. You regain control in front of the sanatorium. Use the doorbell and the nurse lets you in. She explains that Robert is dead and that the detective found James right next to his body. They put James back in his cell. Ask to visit him and the nurse agrees and takes you there. You find him dead in his cell. Go in and right click on his body to get Robert's keys. Look at the sign on the wall. Look at the hole. Someone has sealed it so use the knife to open it back up. Talk to Ralph. He says that James claims that he did not kill Robert. A doctor enters and forces you to leave. You are now at the Sharp Edge Lighthouse. Use the lighter on the hole in the masonry. You find another symbol. Use William's diary on it to make a sketch. Go to the morgue. Ring the doorbell and Hermann won't answer. Go inside and downstairs to the morgue. Click on the sheet and you find Hermann's body and his head separated. Look at the symbol on the basin and use William's diary to record it. You get a vision of a room with an evil mood. Look at the body and then the hand. He has something clenched in his fist but you cannot open it because he is dead. Turn on the lamp on the desk and look in the drawer. Get the medical forceps off the desk. Move the book in the drawer and take the small plastic bags. Use the forceps to open Hermann's hand and you see pieces of hair that Samuel assumes belong to the killer. Use the bags to get the hair. Samuel thinks he should get a sample of James's hair. When you try to leave, you run into the detective, but he believes James is the murderer. Samuel will be at the sanatorium when you regain control. Ring the bell to enter. The nurse tells you that James's body is in the old chapel in the graveyard. When you open the door, you discover it is locked. Ask the Boilerman about the key and he says he has it but won't give it to you. Go in front of the sanatorium and enter the sewer to get back in James's room. Travel through the halls and go back to the boiler room. Open the locker and take the rubber boots. Take the rag on the railing to the left. Backtrack and go inside the sanatorium. Wet the rag and return to the boiler room. Use the wet rag to open the boiler door. Turn the valve above the boiler door to open the flue. Put the boots inside the boiler and exit. Go outside the boiler room and take the cluster of keys out of the door. Go to the chapel in the graveyard and use the key to open the door. You see James's body, but you need something to cut his hair. There are some glass shards on the ground to the right; pick up a piece and use it on James to get a sample of hair. Samuel will go to the morgue. Click on the microscope to set it up. Use the murderer's hair on it first and then use James's hair. Samuel says that they do not match, and then he suspects Morris. Return to the castle and go to the stable. Morris is not there, but there is a letter in the vice explaining where he has gone. Hit the switch on the wall to turn on the light and take the cap. Use the plastic bags on the cap to get a sample of Morris's hair. Return to the morgue and use it with the microscope. Samuel explains that it is also not a match. It is time to investigate Robert's study. Go back to the castle and use the keys you found on James to enter his study. Look at the picture on the wall and you see someone with a sacred key. Look at the table under the picture. Open the cacao box and look inside to get a key. Use the key to open the top and bottom drawer. In the top drawer, take the security paper. There is nothing in the bottom drawer. Look at the bookcases. You can look at the MCXX, which Samuel explains is a year prior to the founding of the castle. It means 1120. Look at the clock. Set the time to 11:20 and click on the needle on the top of the clock. The bookcase will move back and a safe will be revealed. Use the security paper with the green light and you will see five numbers, 63081, which is the combination to the safe. Open the safe and you get Robert's diary, William's last will, a ring, and the letter from the intro movie. Read everything. Exit Robert's study and talk to Victoria. She tells you the man in the picture, Lothar Gordon, was buried behind Ashburry. Travel to Ashburry and go to the graveyard. In the rear part is an unmarked grave. Right click on it and Samuel says that it has a Gordon coat of arms, but he cannot reach it because of the dried shrubs. Go into the chapel and look in the box near the door to get a broken pair of gardening scissors. Go outside the boiler room and look in the small window. Get the screw out of the drain to the left. Use the screw with the broken scissors. Cut the shrubs and try to open the grave. The lid is too heavy, so go back to the garbage around the boiler room. Right click on the dark corner and you get a metal rod. Use it to open the grave. Unfortunately, it is empty. Talk to the head nurse and she explains that the cemetery used to be administered by the Warmhill parish. Give Father Frederick a visit. Ask about Lothar and he tells you to come back later. This may be the longest wait in the game. After a long time has passed (it may take close to 10 minutes, at least it did for me) return to the Father and he tells you the remains of Lothar are buried in the graveyard at Warmhill. Go outside and head towards William's grave. The crypt will be open. Talk to the Grave-Digger and ask for the urn. He gives it to you. Right click on the urn to get the fourth sacred key. The last sacred key was buried with William. Look at his grave and Samuel comments that the ground has not hardened yet. Get the flashlight out of the Grave-Digger's toolbox. Go in front of the church to the extreme right. Look at the barrow and use the flashlight on it. Pick up the shovel and go back to William's grave. When you try to dig, Samuel says he must get rid of the Grave- Digger. Remove the wire and the peg holding the door open. Use the shovel on William's grave and take the fifth sacred key. Go in front of the vicarage and you observe the Gordon family carriage. Enter the church and you find Bates in confessional. He says that Samuel is the murderer. A video will tie together the clues that prove he is the murderer. The chapter ends. [3.7 Chapter 6: Look into the Mirror] Samuel realizes what he must do. You regain control in the sewer. Enter the room with the murky water and travel down the stairs. Look at William's diary and memorize the order of the strange markings. Look at the stone relief and use the ring on it. Click on the correct symbols in order (they will be in the shape of a pentagram) and a door will open. You will now be in the catacombs. I recommend saving because you can die in this area. Never look in any of the small openings because you can die. Go right and then forward and take the sword off of the ground. Go forward again and use your lighter on the candlestick. Go left twice and back once. Take the helmet and touch the brick. Go back once and left once. Look in the opening to get the talisman. Go right once and forward twice. Use the talisman in the opening to open the door. Place the black sphere in the stand and get the map out of the left alcove. Go right twice to the candlestick. Hold the map up to the light and you see the locations of the buttons you must push. Go left once and push both buttons. Go down twice and left once. Push the right button. Go forward once and left once. Throw the helmet and the sword in the abyss to close it. Push the final button. Go forward once and right twice. Enter the portal. You awaken next to an altar. Look at it and take the dagger. Right click on the dagger in your inventory and you find that it is a sacrificial dagger. Use it on Samuel to get blood that opens up the keyholes. Use each sacred key in the appropriate colored hole. Read the verses that appear. You seal the Black Mirror. Congratulations, you have completed the game! ============================== 4. Characters ============================== Samuel - The protagonist of the game. You control him all the time. He does not like Black Mirror Castle and wishes to finish William's search for the truth about his family. Victoria - Samuel's grandmother. She is kind and loves Samuel. She is shaken by William's death and seems depressed through the whole game. Robert - Samuel's uncle. He is a doctor that works at Ashburry sanatorium. He is secretive and aloof. Bates - The Gordon's servant. He is a good family friend and helps when he can. Herman Heinz - The Gordon family physician and the Black Mirror Manor pathologist. He is also secretive and strict about his work. William - Samuel's grandfather. Some people thought he was crazy, but he was just searching for the truth about the Gordon family and its curse. Morris - The family's groom. He is not very smart and hates Henry, but he does what he is told. He is also a thief and a shady character. Henry - The family's gardener. He seems nice and helpful, but he is an alcoholic and steals some of the family's possessions. Murray - Owner of the pawnshop in Willow Creek. People say he is only interested in money, which he does like, but he does abide by the law. Vick - The boy in Willow Creek. He is innocent and playful. Tom - The man in the Three Kegs. He is not very talkative or friendly. Harry - Owner of the Three Kegs. He is cheerful and friendly and likes to jest with his patrons. Old Jim - Fisherman in Willow Creek. He doesn't talk much and cares a lot about catching fish. Grave-Digger - The gravedigger for the Warmhill Vicarage. He is very aloof and does not like talking at all. Father Frederick - The father at the Warmhill Vicarage. He tries to help people when he can. Mark - A man of many trades. He does odd jobs and does not seem trustworthy, but for some money he does what he is hired to do. Detective Collier - An informative man who polices the Black Mirror Manor. He does not seem to consider all of the clues though. Louis - The gardener for the Gordon family in Wales. He is a good worker but he is stern and stubborn. Eleonor - A family member who lives in Wales. She is warm and kind. Richard - Eleonor's husband. He is an intelligent chemist who shuts himself in his laboratory. Head Nurse - A worker at the Ashburry Sanatorium. She tries to be helpful but is strict. James - William's illegitimate son. He means well, but he is in the sanatorium because he hears voices and has strange visions. He loves William and hates Robert. Boilerman - A worker at the sanatorium. He is grumpy and does not like people much. Ralph - A patient at the sanatorium. He is James' neighbor and hates Robert very much. He has a doll friend called Mr. Bubby. ============================== 5. Items ============================== I will put items alphabetically in the format of name, where you get it, and its use. A Key (1) - Found in the untitled book. Use it to open the chest in William's Study. A Key (2) - Found on the door in the mine. Use it to open the door where you find it. A Key (3) - Get it from the door to the old house in the Wales manor. Use it to open the same door. A Key (4) - Get it by completing the astrological puzzle in the tomb. Use it to open the secret passage in the tomb. A Key (5) - Found in the cacao box in Robert's study. Use it to open the top and bottom drawer that has the cacao box on it. A Key with a Skull - Found behind the broken skull and the grate in the underground tomb. Use it in the monolith. A Pair of Rubber Boots - Found in the locker in the boiler room. Use them in the boiler to make smoke. Acid - Get it from Richard's laboratory. It has multiple uses. Alcohol Cigarette Lighter - Get it by combining the alcohol lighter without a wick and the wick. It has many uses. Alcohol Lighter Without a Wick - Found in the fireplace door in the old house. Use it with the wick to make it an alcohol cigarette lighter. Amulet - Get it from the wooden box in Eleonor's mansion. Use it to open the grate in the secret passage in the tomb. Bill of Exchange - Found in the box in the morgue. Give it to Murray to get the other strange object. Black Sphere - You have it from William's study. Use it on the stand in the catacombs. Blood - Get it from Richard in his lab. It has more than one use. Body of a Doll - Found in the heap of coal in the boiler room. Right click on it to get the thread. Box - Get it from Mark in front of the castle. Open it to get William's watch. Broken Gardening Scissors - Found in the box in the chapel. Use them with the screw to get the gardening scissors. Bullets - Found in the locker in the lift room in the mine. Use them in the revolver. Candle - Found in the fireplace door in the old house. Use it with the knife to get a wick. Cap - Found in the stable. Use it with the plastic bags to get Morris's hair. Chess Piece - Found in William's roll top desk. Right click on it to make it a small knife. It has many uses as a knife. Cogwheel - Found on the ground in the sewer. Use it on the mechanism to the right of where you find it. Cogwheel (2) - Fish it out of the murky water in the sewer with the rod. Use it on the mechanism in the sewer. Coin - Get it by right clicking on your wallet. It has many uses. Damp Rag - Obtained by using the rag in the fountain. Use it to open the boiler door. Diamond - Cut it out of Henry's Clothes. Use it on strange object 3 to get strange object 4, the complete strange object. Doll - Get it by using the pin with a thread with the head and body of a doll. Give it to Ralph. Duty Schedule - Obtained from the head nurse at the sanatorium. Use it on the intercom in the rear boiler room. Film - You can get it from Robert's chest in the attic. Use it in the camera so you can take pictures. Firm Wire - Get it by looking at the faucet in the old garden in the Wales manor. Use it to push the key out of the lock in the door of the old house. Flashlight - Found in the Grave-Digger's toolbox. Use it on the barrow at the vicarage to find the shovel. Fountain Pen - Get it from the small drawer in the old house. Use it with the small bottle with water in it. Gardening Scissors - Make them with the screw and the broken gardening scissors. Use them on the unmarked grave in the cemetery at the sanatorium. Glue - Get it from Louis' toolbox. Use it with the label. Hammer - Found in the stable. Use it to get the boards off of the door to William's study. Hammer (2) - Found on the tin roof outside the sanatorium. Use it on the brick of the small window. Head of a Doll - Obtained from the dustbin outside Ralph's room in the sanatorium. Use it with the body of a doll to get head and body of a doll. Handkerchief - Found at Stonering under the plant. Use it in the fountain in the sanatorium to get the wet handkerchief. Helmet - Found in the catacombs. Use it to seal the abyss. Henry's Clothes - Found in the dumpster outside the morgue. Use the knife on it to get the diamond. Henry's Letter - It's in the metal box in the drawer in the greenhouse. Use it to find out more information from Morris. Hook - Get it from the cellar above the well. Use it with the rope to get the hook on a rope. Hook on a Rope - Obtained by combining the rope and the hook. Use it with the sharpened rod to get the rod that looks like a fishing pole. Imprint of a Key - You get it when you use the imprint plastic on the key. Give it to Mark to make a key that you can use. James's Diary - Found in the hole in the mattress in James's cell. Read it for better understanding of the plot. James's Hair - Obtained by using the shard of glass on James. Use it with the microscope in the morgue. Jewel Box - You have it from William's study. It has multiple uses. Kettle - Get it from the old house. Fill it with water to get the kettle with water in it. Kettle (2) - Get it off the stove in the old house. Use it with the bowl in the tomb. Kettle with Water in it - Get it by filling the kettle with water. Use it on the stove to get the label off of the shard and you need it for the tomb. Key - Found in the old house after you wake the cat. Use it to open the door to the right of the fireplace. Key to the Attic - You can find it in the kitchen. Use it to open the door to the attic in the old wing. Key to the Drawer - On top of the doorframe in Samuel's room. Use it to open the locked drawer in his room. Key to the Mansion - Get it from the table in Richard's Laboratory. Use it to open the Wales mansion. Key to the Tomb - Get it from Louis' jacket. Use it to open the tomb. Keys - Obtained from James's corpse. Use them to open Robert's study. Keys to the Cells - Get them from the stunned doctor in the sanatorium. Use them to open James's cell. Label - Get it by using the shard with the steam. Use glue on it to get the label painted with glue. Label Painted with Glue - Get it by using the glue on the label. Put it on the small bottle with dissolved ink. Little Rocks - They are in the old garden at night. Throw them at the tower window to get Richard's attention. Logs - Found on the floor in the old house. Use it in the stove. Medical Forceps - Found on Hermann's desk in the morgue. Use them on Hermann's clenched hand. Map - It is in the middle part of the library. Use it to travel around Black Mirror manor. Map (2) - Found in the alcove in the catacombs. Use it to find out which buttons you need to push. Marcus Gordon's Chronicles - Found in the tomb under the church. Read it to find out about the Gordon family curse. Morris's Hair - Obtained by using the cap with the small plastic bags. Use it with the microscope in the morgue. Newspaper - Found on the floor in the old house. Use it in the stove. Old Book - Found in the lift room in the mine. Read it for a good story. Old Photograph - Get the pieces from the fireplace in the old wing and put it together. You can ask other people about it. Paper - Located in the top drawer in Robert's study. Use it with the green light in the study to get the combination to the safe. Picture - Found on the easel in James's room. Ask Bates about it to learn about Sharp Edge. Piece of Imprint Plastic - You can get it in the drawer in the morgue. Use it on the key by the basins. Pills - In Samuel's suitcase in his room. They will be used automatically. Pin - Found on the message board in the rear part of the boiler room. Use it with the thread to get the pin and thread. Pin with a Thread - Get it by combining the pin and the thread. Use it on the head and body of a doll. Planets - Get them from the secret cabinet in the rear part of the library. Use it on the globe to get small wooden planets. Plans to a Machine - Found in the locker in the lift room in the mine. Use it on the lift machine to activate the lift. Poker - Get it in the old house next to the fireplace. Use it to get the key that is out of reach in the underground tomb. Rag - Found on the skeleton in the mine. Use it with the pool to get the wet rag. Rag (2) - Get it in the boiler room. Use it in the fountain to get the damp rag. Revolver - Found in the locker in the lift room in the mine. When you load it with bullets, it becomes Revolver loaded with two bullets. Revolver Loaded with Two Bullets - Get it by using the bullets with the revolver. Use it to shoot the lock off the grate and to kill the wolf. Ring - Located in the safe in Robert's study. Use it on the stone relief in the sewer under the castle. Robert's Diary - Located in the safe in Robert's study. Read it to learn about the secret experiments he would carry out with Hermann. Robert's Key - Get it from Robert after you realize the chest in the attic is locked. Use it to open that chest. Rod - Obtained by looking at the railing in the sewer. Use it with the grinder to get the sharpened rod. Rod (2) - Made by combining the sharpened rod and the hook on a rope. Use it to fish the cogwheel out of the murky water. Rod (3) - Found in the dark corner outside the boiler room. Use it to open the grave in the cemetery at the sanatorium. Rope - Found in the room where you fall in the mine. Use it on the lid and mining cart to open the lid. Rope (2) - Get it from the cellar above the well. Use it with the hook to get the hook on a rope. Sacred Dagger - Found on the altar in the final room. Use it on Samuel. Screw - Found in the storm drain next to the small window near the boiler room. Use it with the broken gardening scissors to get the gardening scissors. Sedatives - Get them from the cabinet in the sanatorium. Use a syringe on them. Shard - Get it from Richard's laboratory. Use steam to get the label off the glass. Shard (2) - Found on the floor of the chapel in the sanatorium. Use it on James to get a sample of his hair. Sharp Rod - Found in the mine on a pile of sand. Use it to puncture the barrel of oil and drain it. Sharpened Rod - You can get this by using the grinder on the rod. It has multiple uses. Shovel - Found on the barrow at the Warmhill vicarage. Use it to dig up William's grave. Small Bottle with an Oxidant in it - Get it by putting the label painted with glue on the small bottle with dissolved ink. Give it to Richard so he can perform his experiment. Small Bottle with Dissolved Ink - Get it by combining the fountain pen and the small bottle with water in it. Combine it with the label painted with glue to get the small bottle with an oxidant in it. Small Bottle with Water in it - Get it by filling up the small bottle with water. Use the fountain pen on it to get the small bottle with dissolved ink. Small Cabinet - Found in William's roll top desk. Later becomes jewel box. Small Chest - Found in the sewer after the murky water has been drained. Open it to get the third sacred key. Small Empty Bottle - Get it from Richard's laboratory. Fill it up with water to get the small bottle with water in it. Small Key - Found on the skeleton in the lift room. Use it to open the locker in the same room. Small Key (2) - Obtained by using a coin on the vase. Use it to open the medicine cabinet. Small Key (3) - Found on the message board in the boiler room. Use it in the electronic lock in the same room. Small Key to the Garbage Container - Get it from Harry after you ask Mark to make you a copy of the key. Use it on the dumpster outside Hermann's house. Small Knife - Obtained by right clicking on the chess piece. It has many uses. Small Piece of Paper - Found in William's watch. Read it to find the key to William's study. Small Plastic Bags - Found in the desk drawer in the morgue. Use them to carry samples of hair. Soil - Get it outside the tomb in Wales. Use it in the tomb. Strange Object (1) - In the shrubs next to the fence where William died. Use it with the other strange object. Strange Object (2) - Get it when you redeem the bill of exchange at Murray's Pawnshop. Use it with the other strange object. Strange Object (3) - Get it when you use the other two strange objects together. Use with diamond to make strange object 4. Strange Object (4) - Make it by combining strange object 3 and the diamond. Use in the openings in the church. Strange Sphere - Found in the massive chest in William's study. Becomes black sphere. Sweets - Found in the bowl of fruits of the kitchen. Give them to Vick. Sword - Found in the catacombs. Use it to seal the abyss. Syringe - Found in the dustbin outside the sanatorium. Use it with the sedatives to get syringe with Amobarbital. Syringe with Amobarbital - Get it by using the syringe on the sedatives. Use it on the beer outside the boiler room. Talisman - Found in the catacombs. Use it to open the door. The Fifth Sacred Key - Found in William's Grave. Used to seal the Black Mirror. The First Sacred Key - Found in the tomb under the church. Needed to seal The Black Mirror. The Fourth Sacred Key - Located in the urn you get from the Grave-Digger. Used to seal the Black Mirror. The Hair of the Murderer - Obtained by using the small plastic bag on the hair in Hermann's hands. Use it to compare others' hair. The Key From the Fountain - Found in the drained fountain next to the red symbol. Use it to open the metal box in Henry's greenhouse. The Key to my Room - Bates gives it to you in the very beginning. Use it to open Samuel's room in Black Mirror castle. The Key to the Cellar - Found in the kitchen right next to the cellar door. Use it to unlock the cellar door. The Key to the Chapel - Found in the door to the boiler room. Use it to open the chapel in the graveyard of the sanatorium. The Letter for William - It is in the mailbox at the gate to the castle. Read it to find out more about James. The Letter from R. - Get it by assembling the torn up paper. It has no real use except for plot. The Second Sacred Key - Get it from the grave in the tomb in Wales. Used to seal the Black Mirror. The Third Sacred Key - It can be found in the small chest from the sewer. Use it to seal the Black Mirror. The Undelivered Letter from William - Located in the safe in Robert's study. It is the letter that William was writing in the opening movie. Thread - You can get it by right clicking on the body of a doll. Use it with the pin to get the pin and thread. Toner - Get it from Murray. Give it to Hermann. Torn Up Paper - Found in the dustbin outside Hermann's house. Assemble it to get the letter. Untitled Book - Found in the drawer in the roll-top desk of William's study. Look at it to get a key. Urn - Obtained from the Grave-Digger in the Warmhill cemetery. Right click on it to get the fourth sacred key. Vase - Found next to the medicine cabinet in the sanatorium. Use a coin on it to obtain a key. Wallet - In Samuel's suitcase in his room. It has many uses. Wet Handkerchief - Get it by dipping the handkerchief in the fountain in the sanatorium. Use it on the thermostat in the boiler room. Wet Rag - You can get this by dipping the rag in the pool. Use it to block the steam in the lift room. Wick - Get it by using the candle with the small knife. Use it in the alcohol lighter without a wick to get an alcohol cigarette lighter. William's Diary - You can find it in William's study. It has multiple uses. William's Key - Found in the globe in the library. Use it to open the door to William's study in the attic. William's Last Will - Located in the safe in Robert's study. Read it to understand the plot more. William's Mourning Card - You start with this. It has many uses. William's Watch - Found in the box from Mark. Open it to get the small piece of paper. Wire - Get it from Louis' toolbox. Throw it on the lawn to sabotage Louis's lawnmower. Wire Cutters - They are in the metal box in the room where you fall in the mine. Use them to cut the cable when you turn the power off. ============================== 6. Ways you can Die ============================== Try to cut the cable when the power is on in the old mine. Don't shoot the wolf outside the old mine. Try opening the tomb in Wales before using the key in the monolith. Don't use the knife and jewel box when James is digging you a grave. Look in an opening in the catacombs. Try to push the button by jumping over the abyss in the catacombs. ============================== 7. Copyright Information ============================== Copyright 2004 Nathan Kuslis This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This document can only be found on GameFaqs (www.gamefaqs.com)
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