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Black Mirror II

by Cranberry Production
Walkthrough by MaGtRo May 2010

Gameplay: This is a third person point and click game.
The main menu has new game, load game, options, extras, credits and exit.
The options menu has:
Gfx option has Gamma, screen resolution, screen refresh rate and graphics quality
selections.
Sfx option has overall, music, speech, effects and environment volume selections.
Game option has display dialog subtitles use hardware mouse pointer, original !lack
"irror # mouse pointer, additional game help, display tips and activate !ig $ead mode.
Save the changes using the save selection at bottom of the screen.
%xtras have the pictures, videos and mini&games already viewed during gameplay.
'ew game has a selection of easy and normal game mode.
%asy game mode offers additional game help, the option to skip special pu((les and to
receive further tips from the diary.
'ormal game mode has no additional game help. !ut additional game help can be
selected while in this mode.
The in&game menu is accessed by pressing the %S) key. !ack, menu, load game, save
game, options and exit selections are seen.
*nother set of in&game menu is seen when the cursor is moved at top right of the screen.
$ere, see load+save game, the main menu, diary and show all hotspots icons.
The save page shows the picture of the location. The title of the saved game can be
entered after pressing the save button. Then press the green arrow below it. The saved
games can be deleted by clicking on the torn paper icon at left of the frame. Saved games
can be overwritten.
The diary has ,arren-s .ournal and tasks to do.
To activate a collected item in inventory bar at bottom of screen, right mouse click the
item.
$elpful $ints:
'ew diary entry is alerted by a flashing book icon at top left. The diary is accessed by
using the icon at top right or by the , or / key.
To see all the hotspots in the screen, press the space bar or H key or the hotspot icon at
top right of the screen.
The items in the screen that are for information only are deactivated after clicking&
learning about them.
0ight click on a character to get information about them.
The tab key skips cutscenes.
*fter the location has been accessed by going there, the postcard can serve as a -.ump to-
map.
When the easy mode is selected, all mini-puzzles have a skip choice after time is spent on
the puzzles. The mini&games can be replayed using the extras at main menu.
1ou can die in this game & save often. There is an autosave when you die also.
199! Black Mirror Ca"tle! Willo# Creek! $ngland%
Samuel is seen running through the forest. $e arrives at !lack "irror )astle.
2nside the castle, his wife )athryn is in search of Samuel. *t the library, she reads an
open book. Samuel hits )athryn and inadvertently burns part of the castle and his wife.
3This is the fire that burned the tower in !lack "irror #.4

The first left click describes an item; the second left click gives additional information
or does the action if needed on that item (take, press...). So click until the cursor is
grayed out or disappears.

I
199&! Bidde'ord! Maine
(uller)" Photo *tore%
0ead the diary and learn that ,arren is on his 5 weeks of semester break. $e is working
at the 6uller 7hoto Store.
The inventory has a postcard of !iddeford that can help to -.ump to- locations and camera.
Get the po#er on%
Go to the crammed shelves on the wall at right. Take the carton of fuses at bottom shelf.
0ight click the carton of fuses in inventory at bottom of the screen and get a fuse
8pen the fuse box left of the shelves. Take the cover of the second from left fuse & the
one with no screw at top.
Take the broken fuse and click again to get ,arren to discard it. 7lace the new fuse on the
holder.
7ull the lever of the main switch at bottom right. 'ow there-s light.
9ook around and see items that can be used later. The items that are for information only
are deactivated after clicking&learning about them.
Put ad+erti"ing "ign on the "treet%
Go upstairs. Take the advertising sign at right. ,arren takes it out.
*ngelina, a lovely !ritish lady arrives to have her picture taken. ,arren is enthralled.
6uller sends ,arren on an errand so that he can be the one to take *ngelina-s picture.
,arren is told to get a collection note for a package at the mail counter in the store on the
harbor and deliver a letter for "rs. !iba.
Collect a package 'rom the mail%
,ump to location": 0ight click the postcard in inventory and see the different places in
!iddeford. *fter the location has been accessed by going there, the postcard can serve as
a -.ump to- map.
0ight now, take the road to harbor promenade. )heck the red convertible parked outside
the store.
Talk to the woman standing at the end of the harbor. She has a friend named )arrie that
committed suicide by .umping to the ocean. $er picture is at the 6uller-s 7hoto Shop
window. The picture is now at dialogue bar.
Take the metal bar that broke from the railing behind ,arren.
-alk to po"tmi"tre""% %nter the souvenir shop&post office and see the postmistress
gossiping with a blonde who was given the red convertible by her husband. Talk to 0osie
and get scolded. :e need to get them to stop the chatter.
%xit the store and click on the red convertible. ,arren -activates- the car alarm.
2mmediately enter the shop so that the women can hear the alarm.
Talk to 0osie now that she is alone. She gives the package for 6uller. She also informs
,arren that there is another package here for 6uller. She needs another collection note to
release it.
See and try to take blank collection notes from the counter.
Talk to 0osie about all the dialogue pictures. Talk to 0osie again about package for
,arren. :hile she-s looking for a package, immediately take a blank collection note. %xit
the store.
.and o+er (uller)" letter to Mr"/ Biba%
Go right to side street and continue to the main square. *t the square, go right to the
!iba-s ,iner with a red convertible in front of it.
)heck the bubble gum machine, neon and string of lights outside the diner.
%nter the diner. See a stranger talking to "rs. !iba and bumps ,arren on the way out.
Talk to "rs. !iba. She got upset about the letter.
Try to exit the diner and be stopped by ,r. 'ewhouse sitting in the booth. ,arren-s mom
was supposed to meet him about her paintings to be hung at the )enter.
Call Mom%
%xit the diner. 0ight click and use the postcard and .ump to the 7hotoshop.
Talk to *ngelina. 6ulton groped her. She asks that ,arren bring her pictures to :est
)oast room ; where she is staying. See the stranger from the diner tail her.
6ulton calls ,arren inside and gives him a bunch of orders.
%nter the door to the back room left of the door to the basement.
<se the phone on 6uller-s desk. 6uller arrives and mentioned that ,arren-s mom called
saying the words *drian and "irror.
,arren goes home and finds mom on the floor unconscious.
)all for an ambulance by clicking on the phone.
Mom)" medication"%
,r. 'ewhouse tells ,arren to get all of his mom-s medications. 9earn that mom had back
pain. $e needs to get family doctor-s number for medical history and insurance card.
In"urance card: )heck and open the handbag on the chair to get the insurance card.
Medication"% Take the pill dispenser from the coffee table in front of the chair.
%nter the bathroom. )heck the bathroom cabinet-s to get medications.
)heck the painting of the lighthouse in :illow )reek left of the bathroom. (James
lighthouse!"
(amily doctor)" number% %nter the bedroom at left. 8pen the bottom drawer of the
side table. Get the locked address book.
)heck the pot plant on the window sill. "ove the pot and get a small key. <se the key to
open the address book.
0ight click the address book and find out ,r. :akefield-s number. <se the telephone and
talk to the doctor. 9earn more about mom-s back and burns.
%xit the house and be outside the hospital left of the main square and in front of the
police station.
Mom)" health in"urance%
Talk to the receptionist at the desk. ,arren gives the medications and insurance card.
,arren waits and waits.
9earn that the insurance company says that the last payment was not made. The
receptionist gives back the insurance card and asks him to look for a bank transfer that
says that mom paid the insurance.
2n mom-s room, ,arren was told by ,r. 'ewhouse that she is in a coma. 2f she was
discovered earlier she won-t be in this state. ,arren gets mad at 6uller.
)heck mom. Take the stethoscope on the bed and the laxative in one of the drawers
beside the bed. See a scale under the bed. %xit the room.
See the stranger talking to the receptionist. Talk to her completely. The stranger is
!ritish. 6inish the conversation by clicking on the =.
Go home using the postcard. )lick on the cottage at left.
Willo# Creek Church *lider%
Go to the bedroom and look close at bureau. See the slider pu((le lock of the bureau.
This is a random pu((le.
2n easy mode, a skip icon will appear at bottom right of the screen after several
movements of the tiles.
Take the casket&wooden .ewel box and the get also the bank transfer book. 0ight click the
bank book and learn about the last insurance payment. See a letter from ) and learn about
payments of #;>> dollars a month from :illow )reek bank.
Go back to the hospital and talk to the receptionist about the insurance card.
Go to mom-s room and talk to her. She grabs ,arren and warns him.
0i"ten in on (uller and "tranger%
Go to 6uller-s and try to enter through the door. See the stranger talking to 6uller.
Go to gate to backyard right of the photo shop. )heck the window.
)heck and then take the dog-s water&drinking bowl from the dog cage.
)heck and then take the fishing line from the tool shed.
)heck and then take the tow rope from the old care at left.
)heck and then take the bucket left of the door. ,arren takes the handle only.
)ombine the rope and the handle to make fishing line with hook.
<se fishing line with hook on the pivoting window above the door. #one it?
8pen the door and see ,arren eavesdrop. The stranger asks about *ngelina and ,arren.
The cuckoo clock cuckooed.
-ell (uller #hat you think o' him%
,arren sees the men leave. %nter through the door again.
)heck 6uller-s office. Take a ball point pen right of the phone.
Go to sales area. Go down to the basement in search of 6uller.
See a secret door behind the photo backdrop. Try to open the door and 6uller comes out.
,arren and 6uller have a confrontation. ,arren is fired.
Get photo paper%
,arren decides to develop *ngelina-s pictures.
2n inventory combine the ball point pen from 6uller-s desk and the blank collection note
to get a completed collection note.
Go to the post office at the souvenir shop. Talk to 0osie completely. The note needs the
mailman-s signature before she can give the photo paper package. 9earn that the customer
looks like a photo model.
Willo# Creek% 9earn also that there is info about :illow )reek here at the shop. Go to
Travel guides right of door. )heck and read about :illow )reek, Samuel Gordon and the
death of #@ yo Aictor.
Get "ignature% /ump to hospital and go to mom-s room. See flowers and cards on the
bedside table.
9ook close at the cards and see one signed by 7. 7uck, the mailman. Take the greeting
card.
2n inventory combine the greeting card and the completed collection notice. ,arren
forges the signature to get signed collection note.
Go back to the souvenir shop. Give the signed collection note to 0osie and ask for the
package of photo paper.
1ra# (uller out o' the "tore%
Talk to the blond customer 3/ason-s wife4. *fter that lame tale about him writing a story
and 6uller being a serious photographer, go back to the hospital-s reception area and take
the glossy fashion and car maga(ines at the waiting area&chairs.
Go back to shop and show the blond the maga(ines. She leaves to call 6uller about a
photo shoot.
Go back to 6uller-s and see him lock the shop.
Get the 'ilm #ith 2ngelina)" picture" on it%
%nter through the back door of the shop. Go to his office.
3pen "a'e% See a safe beside the microwave.
<se the stethoscope taken from mom-s room at the hospital on the safe.
The safe has a timer and needs ; digits.
2n easy mode, a skip icon will appear at bottom right of the screen after several
movements of the dial.
9eft click to turn the dial counterclockwise. Turn until a click is heard.
0ight click to turn the dial clockwise. Turn until a click is heard: B>, ;>, C>, @>, @>.
,o this until ,arren says that sounds good and pulls out of close up.
8pen the safe and take *ngelina-s film can.
1e+elop (uller)" 'ilm%
Go to sales area at right. Go down to basement.
7ull the boards below the shelving. Take the photo developer.
Go back up and enter the curtained doorway to darkroom left of the door to back room.
7ick up the distilled water in front of the cabinet by curtain.
Take the fixer solution behind the water dish. $lright, % have everything % need to develop
a picture...
7our distilled water on water dish. ,arren turns off the light first and pours the water.
7our distilled water on developer dish at far left. 7our developer solution on the
developer dish with water.
7our some developer solution in the developer container.
7lace film in the developer container. ,arren shakes the container.
)lick on developer container when ,arren says he is done. $e pours the solution out.
7our fixer on the developer container with film.
)lick on container to get the developed film.
Make photo print"%
There is a paper basket at corner for discarded papers.
0ight click the photo paper package to get photo papers.
$nlarge picture% 7lace the photo paper at base of enlarger at right.
)lick the developed film on the enlarger above the paper.
)lick the enlarger to start the process.
:atch the clock at beside the paper until it reaches ; seconds & then immediately click on
the enlarger to turn it off. Get exposed sheet of photo paper.
1e+elop the print"% 7lace the exposed sheet of photo paper in the developing solution
in the developing dish at far left.
:ait until you see a clear picture of *ngelina and click on the paper to take it out.
7lace developed picture in water dish.
2f a mistake is done, repeat the process. ,arren will tell where the problem lies: too light &
lengthen the time in the developing solution. *ha? The brightness and contrast is
correct...
Get print of first photo.
More print": 0epeat the whole process again to get another print. ,arren will then
automatically develop the rest of the film. Get copies of *ngelina-s pictures.
Read Mr"/ Biba)" letter%
$ear the doorbell ring. ,arren goes out and talks to "rs. !iba.
She gives a letter to 6uller. ,arren decides to open the envelope.
Go back home to the cottage. Go to the kitchen.
Take the empty tea kettle from the stove. <se the empty tea kettle on sink to get full tea
kettle.
7lace the full tea kettle on stove. )lick the stove to turn it on. %ts steaming. <se the letter
on the tea kettle.
See #;>> dollars that might be blackmail money.
Go to 6uller-s and place the letter in the mail slot.
-ake (uller)" photo" to 2ngelina%
Go to souvenir shop area. Go to the end of the dock. See a sign to the :ild )oast $otel.
6ollow the sign or use the .ump to postcard to get to hotel.
Talk to the receptionist&porter&owner. Go up to *ngelina-s room.
,arren talks and does a photo shoot with *ngelina.
%xit the room and see the stranger asking about *ngelina "organ.
Talk to the porter.
1e+elop the picture" and make print"%
,arren says to use his mom-s bathroom to develop the film. $e needs @ trays, red light
and a pro.ector.
Red light and 'i4er: Go to !iba-s diner.
)lick on a red bulb from the string of lights. ,arren gets a red safelight bulb.
%nter the diner. Take a slice of bread and vinegar from the counter. 1ou can talk to "rs.
!iba if you want.
,unk "hop: Go to the .unk shop right of 6uller-s. Talk to %ddie, the blind man.
See a slide pro.ector at top shelf.
)lick on the radio&walkie talkie above a ham radio setup that is on the left side of the
counter.
Talk to %ddie again about all dialogue, being blind and the pro.ector.
2n old coin% *fter a while, %ddie gives the old coin to ,arren for identification.
)lick the old coin on the coin catalogue on the counter. 2t-s a #CB5 coin worth @;>>
dollars.
,arren tells %ddie about the coin.
Cane: %ddie wants ,arren to get his cane he lost playing poker with the owner of the
:ild )oast $otel.
Go to hotel. Talk with porter completely. $e gives the white cane after being threatened
with 0osie.
Pro5ector: Go back to %ddie at .unk shop. Give %ddie the white cane.
%ddie loans the pro.ector.
Go home and enter the bathroom.
'ow that you have all the items needed for developing, ,arren automatically develops
the film. ,arren keeps a single picture of *ngelina.
*ngelina and ,arren talk at the ,iner. ,arren tells *ngelina all about her mom and
:illow )reek. *ngelina opens the .ewel box. 2nside is a picture of ,arren-s mom and a
man at :illow )reek outside the gate of !lack "irror )astle.
,arren has a nightmare. #arren, help me.
II
)apt. )onley of 7olice ,ept. arrives and talks to ,arren. $e asks about 6uller. 6uller was
stabbed to death early hours of the morning. *ngelina was found standing over 6uller,
full of blood. *ngelina is in .ail.
$e asks ,arren to do a photofit of the stranger.
Make a photo'it picture%
%xit the house. !e at the police station working with the policewoman on making a
composite of the stranger. Select the appropriate features. Then click on -save and exit-
button. There is a reset button if a mistake is done.
1arren)" note" ha+e a dra#ing and de"cription o' the "tranger%
!rown, combed&back hair
Small straight nose with wrinkles on the sides
,eep &set eyes, dark eyebrows
Thin mouth, small moustache
Slightly droopy cheeks
Get a photofit of the stranger in inventory.
*ngelina is brought in and she begs ,arren to help her.
Proo' o' (uller)" dealing"%
,aren needs evidence to prove that *ngelina is innocent and others have motives.
%xit the station and go right at "ain Square to !iba-s ,iner. See "rs. !iba throw
something in the trash bin.
)heck the trash bin and get paper snippets.
Mr"/ Biba)" torn letter% 7ut together the torn pieces of paper.
0ight click the paper snippets in inventory to see the pu((le.
9eft click to select a piece and then right click the snippet to turn it.
)orrectly connected pieces cannot be separated anymore.
2n easy mode, a skip icon can be seen at bottom right.
0ead the reassembled letter and see the evidence that "rs. !iba is being blackmailed.
2t is not enough evidence. ,arren wants to know what she is being blackmailed about and
that can be found in the store.
%nter the diner and talk with "rs. !iba about everything: 6uller, blackmail and letter.
See that the doctor is here. Talk to ,octor completely.
$nter the photo "tore%
Go to 6uller-s store. See the police tapes. Go to the backyard. 9ook around.
)heck the window grill at right and the grating below it.
<se the tow rope taken earlier from the old car at left on the window grill. ,arren ties it
to both grill and grating.
<se the metal tube taken from dock outside the souvenir shop on the rope loop. ,arren
applies an old ancient %gypt technique. The grating is raised.
%nter to the basement.
3pen the "ecret door%
Clip" o' the la"t po"ter need to be undone%
)heck the photo backdrop. See that at top left corner of the backdrop are ; hanging ropes
that raise and lower the different backdrops. )lick the ropes and see the pictures of
locations.
#st rope is a beach scene. The @nd rope is )astle 'euschwanstein in Germany. The third
rope is Great :all of )hina. The Dth rope is "onument Aalley in *ri(ona. The ;th rope
is the Sphinx in %gypt.
Go upstairs to the backroom office. )heck the world map behind the desk.
See a note stuck to the frame by a chewing gum: "y :orld Tour & *ri(ona, $awaii, &&&,
&&&, %urope.
)lick on map and ,arren checks the lines tacked on the map itself: <tah+*ri(ona,
$awaii, %gypt, )hina and then %urope.
Go back down to the basement.
:ith the clues seen from the map, click the rope in the order seen on the world tour.
Dth rope & "onument Aalley in *ri(ona.
#st rope & !each in $awaii
;th rope & Sphinx in %gypt
Dth rope & Great :all of )hina
5rd rope & )astle 'euschwanstein in Germany
The backdrop rises to reveal the secret door.
)heck the door and see that it has a numeric pad lock. ,arren wants to check 6uller-s
belongings in the morgue for clues.
2cce"" to the morgue%
Go to hospital. Talk to the nurse about everything. 9earn that 6uller is in the morgue.
*ecurity guard% Talk to the security guard monitoring the cameras at left.
)heck the delivery note for liquid soap at corner of the reception counter.
1i"traction: ,arren needs a distraction. Aisit mom in her room.
)heck the monitor and see the cables. 7ull the cables on the floor.
2mmediately exit the room and take a delivery note from the corner of the reception
counter.
Talk to security guard again. ,arren gives the delivery note but does not have a box.
Bo4: /ump to souvenir shop. Talk to 0osie for the latest gossips.
Take the empty package on the floor by the center island.
Talk to security guard again. ,arren gives the delivery note and shows that he has a box.
'ow he needs a pass.
Pa"": Go to !iba-s ,iner.
Talk to ,octor completely. 9earn about the 2, and ,ick the security guard.
Talk to "rs. !iba and ask for coffee. Give the coffee to ,octor and ,arren spills the
coffee on him.
"rs. !iba hangs the rinsed white coat on the counter. Take the 2, badge from the white
coat.
Go back to ,ick the security guard at the hospital. Go through the checks: delivery note,
package and pass.
$e now allows you in the morgue.
0ook through (uller)" belonging"%
Take the syringe at bottom shelf of the pushcart.
Which bo4 i" (uller)"6
9ook at the clipboard on the wall. 0ead all the clipboards and deduce that EDDF box is
6uller-s. )lick on EDDF clipboard again to be sure.
)heck the cartons on top of the cart. 8pen EDDF and take 6uller-s bunch of keys.
3pen the "ecret door 7continued8%
Go back to and enter 6uller-s store.
)heck&right click 6uller-s keys in inventory and see a small hexagonal key.
Go upstairs to the backroom office. See and check a cuckoo clock left of the office. 2t has
a hexagonal hole at bottom right of the clock face.
<se the keys on the hexagonal hole. * carton is pushed out. 8pen&right click the carton
and get D transparencies.
9 tran"parencie"%
Go to sales area. 9ook at the counter and see a light box.
7lace the transparencies on the light box. See that the transparencies have lines.
9eft click to select a transparency and right click to turn it.
Then overlay one over the others until all D transparencies produce a set of numbers.
The position of the transparencies randomi(es.
Turn the transparencies this way and then overlay it over the others.
See that @DF@ is formed.
2n easy mode, a skip icon will appear at bottom right of the screen after several turns of
the transparencies.
Go down to basement and enter @DF@ on the numeric keypad left of the secret door. 7ress
the bottom right enter button. 'othing happened.
)heck the floor board in front of the door. 2t looks like a weight scale. 6uller-s weight has
to be known.
-he guard ha" gotta go%
Go back to hospital. Go to mom-s room. Take the scales from under mom-s bed.
Go to morgue&mortuary. <se the scale on 6uller-s stretcher&corpse. ,arren wants to divert
the security guard-s attention first.
2f you haven-t yet, take the syringe at bottom shelf of the pushcart with cartons.
Go back outside and get a soda pop from machine right of the guard.
2f you haven-t yet, take the laxative from the bedside drawer from mom-s room.
2n mom-s room, use the syringe on the laxative bottle. <se the syringe with laxative on
the soda bottle to get soda with laxative.
Give the soda with laxative to ,ick the guard. ,ick leaves.
%nter the morgue. <se the scale on 6uller-s stretcher&corpse.
Then use the scale on the stretcher at foreground. ,arren deduces that 6uller weighs #5D
kg. So he needs to add D; more with his own weight.
,ick arrests ,arren because he is not used to be given a free soda. 989. ,arren is
released at the police station.
3pen the "ecret door continued again%
Go back to 6uller-s basement.
)lick on the floor board and ,arren adds D; more weight on floor board.
)lick on door and enter @DF@ on the numeric keypad left of the secret door. 7ress the
bottom right enter button.
*earch the "ecret cellar%
%nter the secret cellar and look around. See all the devices, cameras, chains...
)heck the cupboard&cabinet at left. 2t cannot be opened.
)heck the curtain at right. See a metal plate with a hexagonal recess.
)heck and then take the brass ball of the footboard of the bed.
<se the brass ball on the metal plate on the wall. That opened the cupboard.
8pen the cupboard and take "rs. !iba-s blackmail pictures.
Go to police station across the hospital.
*earch 2ngelina)" room%
"eet 0eginald !orris a private investigator. $e took *ngelina-s pictures from her room
as proof of her motive.
Get in 2ngelina)" room% /ump to :ild )oast hotel. See the porter shoo off the
seagulls from the veranda.
%nter and talk to the porter. %xit the hotel.
2f you haven-t yet, go to !iba-s diner and get some slices of bread from the counter.
2n inventory, right click to crush the bread. <se the bread crumbs on the veranda.
*s soon as the porter goes to the veranda, enter the hotel.
Take room ; key from the case back of the desk. )limb the stairs to *ngelina-s room.
*earch the room% 9ook around.
)heck the lampshade and find a bug. There has to be a transmitter somewhere close.
8pen the ventilation grate above the drawer. Take the radio transmitter.
%xit the room. Talk to the porter.
0ocate Reginald Borri"%
Go to %ddie at the .unk shop beside 6uller-s store.
*sk %ddie about everything especially about the radio. $e intercepted a "orse code
about a girl. $e will transmit again at #F>> hrs.
Part" 'or directional 'inder%
Copper #ire% !uy the wire cutter from the case in front of %ddie-s counter.
Go to !iba-s ,iner and use the wire cutter on the string of lights.
2n inventory combine the wire cutter and cable to get copper wires.
Metal bar% Go to the backyard of 6uller-s shop and take the metal bar used to open the
grill to the basement.
.eadphone": Go to mom-s house and take the headphones right of the TA.
Compa"": Go to mom-s house and take the compass from top of the telescope at left.
Go back to %ddie-s. Talk to him to give him the parts.
:"e the directional 'inder%
)lick hold turn the dial until the loudest sound is heard or get the arrow at top to the
farthest red (one.
7ress the red button at bottom right once the correct direction is found & GC5.
!ack at %ddie-s, ,arren plots the direction he got and what %ddie found to see that !orris
is on a boat off shore.
(ind in'ormation about Reginald%
,arren is on !orris- boat. Go through the door to lower deck. 9ook around.
)heck the laptop. $e-s got picture of !lack "irror )astle.
)heck the folder right of the laptop. 2t is a file on *ngelina. There is a transparent foil
with lines on it. The folder has pictures of *ngelina and her route in <S.
Take the pictures on the wall below the painting left of the kitchenette. The surveillance
photos are of ,arren around town.
9ook at and swing the painting to see a safe.
*a'e combination% 9ook close at safe and see that the dial has directions+cardinal
points & not numbers. 7ull back by clicking on the right.
)heck the map of *frica with the notation about & 0oad to %l ,orado by the porthole.
<se the transparent foil with lines on the map.
See that the foil and the map have lines with heavily marked asterisk at one end of the
lines.
"ove the foil so that the end of lines is connected to one of the asterisk.
0ight click turns the foil. )lick on the foil when you think it is correctly placed.
The lines are: S:, S, S%, %, '% and ':.
3pen "a'e% 9ook close at safe.
%nter: S:, S, S%, %, '% and ': on the top bar by turning the dial.
9eft click to S:, right click to S and so on.
Take the ring with )eltic symbol and diskette.
Get more po#er%
<se the diskette on the laptop. The laptop and lights turn off.
9ook at the seat at right. There-s a lock on the base.
8pen the bottom drawer below the laptop. Take the key.
<se the key on the lock under the seat. See the generator with fuel tank. 8pen the tank
and see that it is dry.
Go outside to upper deck. 8pen the drawer&box under the bench to get gas can.
<se gas can on the generator. )lick on generator to start it. *a+e game here/
<se lap top and see "rs. "ichaels- medical records from the questionable car crash in
#BC5.
See also a set of pictures of "r. !iba at 6ullers, *ngelina arriving and other pictures.
This proves *ngelina-s innocence.
Reginald Borri"% !orris surprises ,arren. $e wants to take ,arren with him. The
initial escape didn-t work.
*t upper deck, immediately, click the sail boom to swing it on !orris. ,arren takes the
oar and hits !orris who falls in the water.
*ngelina says goodbye and leaves to go back to %ngland.
*t the diner several days later, "rs. !iba tells ,arren to go to the hospital. %xit the diner
and then run to other side of "ain Square to hospital. Go to mom-s room. 2t is empty. $er
heart failed.
*t home, *ngelina calls and mentions that 0eginald !orris is there at :illow )reek and
that there is a conspiracy. Then *ngelina was cut off while asking for help.
,arren has another nightmare.
III
,arren flies to :illow )reek, <H. $e is at the only hotel in the area & Gordon-s 7alace.
%nter the hotel and talk to "urray, the owner of the hotel 3former pawn shop owner in
!lack "irror #4.
9earn that the hotel was formerly the sanatorium. ,arren checks in and gets room #@ key.
*ngelina is in room #5.
)heck the things on the reception desk. !uy a picture postcard with a map of the murder
location.
Go to the rooms through the door at left. ,arren left his backpack in his room.
Get key 'or 2ngelina)" room%
)heck the wall at end of the hallway.
)heck the bookcase and clock above it at sitting room at right.
7ick up the newspaper and matches on the glass coffee table at right.
Go downstairs using the exit across the room doors.
Pile o' lea+e":
9ook at keyboard behind "urray. ,arren says that he can-t get the key while "urray is
there. Talk to "urray completely and learn about the museum, castle, soul key and
*ngelina-s room key. %xit the hotel.
9ook close and click twice on the pile of leaves at left beside the car.
<se the matches and ,arren makes a comment about the dryness of the leaves.
<se the newspaper on pile of leaves. Then use the matches on the leaves.
Go back inside and talk to "urray.
)lick on keyboard to pick up *ngelina-s room #@ key.
(ind pointer" to 2ngelina)" #hereabout"%
Take the flask&bottle of alcohol and knife from the coffee table across the reception desk.
Go to rooms. <se room #@ key on door. 9ook around the room.
Take the sleeping potion from little cupboard under the TA.
)heck *ngelina-s picture on the wall. Take the blank notes behind the picture. )heck the
notes in inventory.
)heck the bed and take the woolen thread from the blanket.
9ook at glass of water on the table and slices of lemon. *h, the notes are written in
invisible ink.
<se bottle of alcohol on glass. 7lace the woolen thread on the glass with alcohol.
<se match on the makeshift wick. <se the blank notes on the make shift candle.
0ead the note in inventory. 9earn about the Gordons and the tree symbol of the secret
society that wants to summon some kind of dark power.
%xit the hotel and go to the village of :illow )reek.
Willo# Creek%
Mi"" ;alley the 0ibrarian% "eet "iss Aalley and ask her about everything. She will
show ,arren around.
She gets scared when ,arren asks about the tree symbol of the 8rder and upon learning
that he-s from "aine.
Mu"eum: %nter the museum.
Talk to !obby completely. 9earn that Tom, his brother is formerly a thief 3as he was in
!lack "irror #4.
)heck everything. )heck the broken display cabinet at left, the cupboard at right and the
display cabinet with old book inside.
Read in the Chronicle" o' Gordon"%
0ead the book in the display cabinet and learn about the 8rder of the Tree. The aim of
the 8rder is still not stated. 2t might at other pages. ,arren wants to open the case. )heck
the lock of the cabinet.
Talk to the tourists. )heck the old bureau right of the tourists. 9earn about the sewer&
drainage system underground of the village. There is also a bunker.
)heck the !lack "useum. )heck the mannequins.
Get Bobby to take 5acket #ith key o'': Talk to !obby again about the chronicle and
the broken display cabinet. $e has the key for the book cabinet.
The broken display cabinet had a black ball in it. 32t is the black ball seen in :illiam-s
chest in !lack "irror #4.
)heck the bubble mixture on the counter under the lamp. Try to take the bubble mixture.
*sk !obby about the bubble mixture. $e-s hungry.
Chili: Go outside to the )hili stall left of the fair.
Talk to Tom about everything. 9earn about "iss Aalley and his anger about !obby.
8rder chili.
Go back to !obby and give him the chili. !obby gives a sparkler in return. The chili was
spicy hot.
Get Bobby to "tand a#ay 'rom 5acket:
Talk to !obby about the bubble mixture again. Take the bubble mixture.
8pen the cupboard left of the book display case and automatically pour soap in the
bubble mixture.
%xit the museum and go right to the hotel. <se the bubble mixture on the bird bath.
The bubble mixture can also be filled from the end of the pier at :illow )reek. *t the
end of the pier is a rope hanging down into the water. 7ull up the rope, on the end of
which is a full bucket of water. 6ill the bubble bottle from the bucket. Thanks, &ushes'
Go back to :illow )reek and the museum. Give the bubble mixture to !obby.
$e stands to face the window. Take the key from his .acket hanging on the chair.
Book: <se the key on the book display case lock.
The museum closes and ,arren is asked to leave.
Warning"% * drunken tramp accosts ,arren. 1ou are ,%*T$?
Talk to the tramp sitting on the bench and he says there-s evil in ,arren.
Go back to the hotel and meet "iss Aalley. %very #@ years something happens.
Read 2ngelina)" letter%
9earn about the mail for *ngelina posted yesterday. 2t must be the backup written on the
blank notes. "urray places the letter in the lock box.
Go back to reception desk and click on lockboxes. ,arren makes a comment on getting
the letter from the lockbox.
3pen the lock bo4% :ho can help open the lockbox but a thief.
%xit the hotel and go back to the village. %nter the pub.
Talk to Tom sitting by the window with !obby.
Talk shop and beer repeatedly until drunken Tom-s head is on the table. $e gives the lock
picking tool.
Go back to the hotel.
-ake care o' Murray: 'ote that "urray is drinking his tea. <se the sleeping potion on
the cup of tea. "urray falls asleep.
0ock pick% Go to lock boxes.
<se lock pick on lockboxes. See a close up of the lock cylinders.
The aim of the pu((le is to shape the lock pick to press down the cylinders so that the
cylinder lines are even with the red line at the back.
)lick&hold&move parts of the lock pick so that it is shaped and can be inserted above the
cylinders.
Then click&hold&move parts of the lock pick so that those parts will lie over the tube and
press them down or raise them.
)lick on the cylinders to insert the lock pick on top area.
Iuickly note which cylinder is high or lower than the red line. 2 did this by taking
pictures of the pu((le.
*d.ust the lock pick accordingly until all cylinder lines are aligned with the red line.
2n easy mode, a skip icon is seen on this pu((le.
3pen "ha't%
Take the letter addressed to *ngelina. 0ead the letter.
Clue: There is scratching noise under her bed. She gives a clue using the stories by @
brothers from Germany and G6T+J@+#C+#+@;
Go back to the rooms hallway. 9ook at the bookcase and ,arren will get the Grimm-s
fairy tale 3G6T4 book.
,arren tears the table of contents page of the book. 9ook close at the table of contents in
inventory.
The Iueen !ee & J@
The :hite Snake & #C
The 6rog 7rince & #
The Seven 0avens & @;
%nter *ngelina-s room. "ove the bed by clicking on it several times.
.atch: See the hatch with symbols.
There are numbers at the center circle.
There are D outside circles with bee, snake, frog and raven pictures on them.
Turn the numbers to get the clue numbers: J@, #C, # and @; to be under the outside
circles.
Turn the outside circles so that the correct picture is beside the matching number.
2n easy mode, a skip icon is present in this pu((le.
9ook in the hatch and the stench of the sewer is commented on. $e needs a light to go
down there.
3rgani<e "ome light%
Go down to reception. See the tourists complain about the stink in the room.
9ook through the souvenirs on the counter. Take the soul key & batteries not included.
Go back to the rooms area. )heck the clock above the bookcase at the sitting room.
<se the knife taken from the reception coffee table on the clock. Take the batteries.
2n inventory combine the batteries and the soul key.
*earch the "e#er"%
Go back to *ngelina-s room. Go down the hole.
*e#er ma<e%
Go to background intersection & -round the corner-.
!e at an intersection. See a ladder to go up to parking lot left to -back that way- and -to
the right-.
Go -to the right-. Take the iron bar at right side of the platform.
Go back -to the left- and be back at the intersection.
Go left & -back that way-.
Go -back left- and be at a tunnel.
Go -backwards-. Take the wooden beam propped on the floor.
Go -forwards- & back to the front of the tunnel.
Go -back- & at right.
Go -back right-. See a grate door.
<se metal bar to raise the grate.
<se the wooden beam to keep the grate up or else -you die-.
)rawl under the grate.
Go -back left-.
Go -right-. Go -right- again. See a pipe on left wall in front of the chained grilled door.
See and take a piece of cloth. 2t might be *ngelina-s.
Go through the pipe and slide down. Someone greased the pipe.
*ort out "ome light%
The soul key broke.
7ress the space bar to see the hotspots.
Take the cloth&old rag at bottom right and right of the broken soul key.
Take the metal tube at bottom left.
2n inventory combine the old rag and the metal tube.
<se the rag&metal tube on the bucket with oil at what is now bottom left beside the hose.
<se the last match with the homemade torch.
See that this is a water tank room.
)heck the switch box left of the door. )heck the cables under the box. ,arren sticks the
cables back on the box.
)heck the door and see a metal bar holding it close. Take the metal bar off the door.
Go back to switch box. )lick to get light and open the metal door.
(ind a #ay out 7cell8%
Go through door and the metal door is closed behind you. The masked person has trapped
you in the cell.
The person points to a bloody locker when ,arren asked about *ngelina.
The masked person will come back for ,arren in ; days and leaves.
Take chain and screwdriver. )heck the water bottle.
$"cape the cell%
)heck the cell lock twice until ,arren says that he can use a welding torch right now.
)heck the bars of the grate. The bars are very rusty. )heck and take the aluminum dish.
2n inventory, combine the knife and aluminum dish to get powdered aluminum.
<se the knife on the rusty bars of the grate. The rust is combined with the powdered
aluminum to get welding powder. <se welding powder with the cell lock.
Take the igniter hanging on the shelf. <se the igniter on the camping stove.
<se the burning sparkler given by !obby on the powdered cell lock. The cell lock falls
off the grate.
%xit the cell.
$4amine the corp"e%
Go to left and click on anything. ,arren will turn on the lights.
8pen the bloody locker. 2t-s 0eginald !orris. $e-s been stabbed.
:hen ,arren checks him & his last gasp: #ont let it happen... (top the evil...
)heck !orris- body and get a piece of paper with words: years gone... his son... his
blood... a rage... the court... end in sight.
)heck him again and get insulation tape. ,arren closes the locker.
3pen the tank)" lid%
)heck the hatch. Turn to open it. Go down the hatch.
(ir"t try% See another hatch. Try to open this one. 2t is very rusty. 9ook around and
then go back up to main room.
8pen the left locker and get a stick of dynamite. There-s another stick left in the locker.
8pen the right locker and see a box. Get a fuse cable from the box.
Go to the .unk right of the metal door. )lick .unk to see detonating device.
Go back down the hatch. 7lace the dynamite on hatch. <se the fuse cable on dynamite on
hatch.
Go back up. <se the fuse cable 3on dynamite4 on detonating machine.
7ress the detonating machine. % al)ays )anted to do that.
Go down the hatch and check what happened. The hatch is still intact.
*econd try: )heck the concrete beam left of the ladder.
Go back up. Get another dynamite from left locker and another fuse cable from right
locker.
Go back down. *ttach the dynamite on concrete beam. *ttach the fuse cable on dynamite
on beam.
Go back up. <se the fuse cable 3on dynamite4 on detonating machine.
7ress the detonating machine.
Go down the hatch and check what happened. The beam covers the opened hatch.
Mo+e the beam% Go back up and go to the shelves right of the lockers.
)heck the blue package. Take the blue rubber dinghy.
Go back down the hatch. 2n inventory combine the chain and rubber dinghy.
<se the rubber dinghy with chain on the concrete beam. )lick to inflate the rubber
dinghy.
Climb out o' the pipe%
Go down the now clear open hatch.
)heck the grate on the left side. There-s no ladder to get up there.
Co+er the e4po"ed cable% )heck the orange cable right of the ladder.
)limb up and pick up the gloves and wrench on the floor left of the ladder to main room.
<se insulation tape on the gloves.
Go back down to big room. <se the insulated gloves on the exposed orange cables.
3pen metal door to #ater tank room% Go back to main room.
Go to the levers right of lockers. 7ull up the left one. The middle and right one should be
down.
(lood the pipe"% Take the hose below the levers. Take the magnesium flares box from
the middle shelf right of the levers.
Go to water tank room behind the cell. 7ick up the other water hose.
2n inventory, combine the @ water hoses. <se the long hose on the outlet at bottom right
of the left water tank.
Go back and down the hatch. <se the longer hose 3on the water outlet4 on the hatch.
Go back to the water tank room behind the cell. Turn on the tap of the outlet.
Climb out o' the pipe%
Go back down to the hatch. Go down the hatch to the flooded big room. That should
refresh ,arren after the sewer.
See ,arren under the grate. The grate is bolted shut. 2mmediately use the wrench on the
grate or you die.
(ind a #ay out 7mine area8%
9ook around. )heck the door at top part of area.
Pull the grate o'' the cre+ice% )heck the crevice on the left. 2t has heavy bars.
)heck the old wagon beside the stones. 8ne wheel is missing.
8pen the metal door on the right by pressing the button on the left side of the door.
Take the heavy chain from the platform right of the door.
%nter the bunker. <se the wrench on the compressor wheel to get the flywheel.
<se the flywheel on the old wagon outside. 7ush the wagon and the planks over the shaft
fall off.
"ove the floorboards&planks to clear the hole&shaft.
<se chain on grate over the crevice. 7lace the other end on the wagon.
7ick up stones to automatically fill the wagon.
7ick up the plank propped on the left side of the big boulder.
<se the plank on the wagon full of stones.
%nter through the now opened crevice.
Meeting room%
9ook around and see the meeting room of the 8rder.
)heck the fire lamp, coats at right side, the banners and the wooden door.
Try to exit and a man shoots at ,arren.
,arren has another nightmare.
I;
:ndo Bond":
9ook around and note what can be used to free the bonds.
)heck the window and see a daylight streaming in.
Take the wooden strip from under the desk with lamp.
Take the bottle on the floor by the wall left of the pool of light. ,arren places the bottle in
the light and learns that it is kerosene.
Take glass shard from the floor. <se the glass shard on bottle to break the bottle. See pool
of kerosene.
Take the old cloth from under the desk with lamp. <se old cloth rag on pool of kerosene.
Take glass shard from floor again. <se glass shard on stream of light coming out of
window. Way cool'
<se wooden strip on burning rag. 2n inventory, use burning wooden strip on bonds.
,arren burns the rope and frees himself.
0ook around 7room8%
)heck the windows. 'o exit there.
Take the pieces of rope and longer rope.
)heck and take the white sheet at right and see the Gordon family tree. Study the tree.
%xit the room and get a flash back of a woman talking to Samuel.
See !obby answer the cell phone. Tom talks to !obby.
=nock out guard%
8pen the strange place&cabinet and take the toy car.
)heck the carton on the shelf right of the door and get a head.
)heck the bale of cloth on the floor and the beam on the ceiling.
Take clothes dummy right of the family tree.
7lace clothes dummy on chair. 7lace head on chair&clothes dummy.
)over the chair&dummy with the white sheet. *ot bad at all.
<se the long rope on the beam on the ceiling. )lick on rope and use it on bale of cloth.
'ow they are tied together.
<se the toy car on exit door.
!obby climbs up to check. ,arren waits and knocks !obby out. !obby is now tied to the
chair.
Get belonging" back%
Go down and look around the room.
7ick up the toy car.
)heck the chest at foreground. )heck the lock and the check the decoration on the lid of
the chest.
Take the sandwich&greaseproof paper on the dining table.
)heck the fireplace and then take charred piece of wood.
Che"t lock)" code:
9ook close at chest again. <se greaseproof paper on decorations and automatically use
the charred wood to make a traced carving.
Study the traced carving. 2t might be simplified notes.
)lick twice on the wing&piano at left. See a close up of the piano keys and the traced
carving.
7lay the notes on the paper and if done correctly automatically hear the rest of the notes.
7ress keys: # 5 5 @ ; 5 @ 5.
,arren says that & always the same notes are repeated after the initial set. 2n the .ournal he
wrote: same note 5 times, twice and ; times.
9ook close at chest and enter 5 @ ;. $ear a click.
8pen the chest and ,arren takes his belongings.
(ollo# 2ngelina)" trail%
(ront o' ca"tle% )heck the castle front area.
Talk to the boy hiding at left end of the yard. 6ind Aan $elsing :4 and learn that this is the
castle in :ales of 0ichard and %leanor Gordon.
9earn that the toys in the castle are the boy-s. 9earn that *ngelina was here and searched
the castle and summer house- lab. *ngelina took blood from the lab at the summer house.
Go to the garden at bottom left.
*ummer hou"e% 9ook around at the burned summer house.
There-s a water faucet here. 7ick up the garden hose and see that it has a tear.
Back o' hou"e% Go to the back through the archway.
,arren climbs the tree and lands on dry marsh. Go under the tree and check the door with
hook.
)heck the water basin, trees and monolith.
Crypt: %nter the crypt. 9ook around.
Study the 5 statues & Aeine, 8dire and "alite 3!lack "irror #4 and the sarcophagi.
The right sarcophagus has been moved. *ngelina moved the lid.
Break into the lab%
7ick up the carrying sling on the ground. <se the carrying sling on the sarcophagus and
,arren places it on.
%xit the crypt and pick up the pulley on the ground left of the left statue.
Go back inside the crypt and click the pulley on the carrying sling. ,arren wants a crane
now.
Crane: %xit and look at the tree.
Go back to the castle front area. Talk to the boy about hatchet. Give the boy the toy car.
7ick up the hatchet from the ground.
Go back to the crypt front. <se the hatchet on the trees.
<se the pieces of rope on the felled trees to make a tripod. 7ick up the tripod and ,arren
positions it on the sarcophagus.
<se the pulley on the tripod. )lick on pulley to raise the lid.
%nter the sarcophagus.
3pen the "a'e%
Take the folder from the cabinet. 0ead the newspaper clippings about the death of
:illiam and 0ichard Gordon Aic Aalley and Samuel Gordon.
)heck the safe. 2t has a combination lock but with letters.
)heck the poster on the wall at right. 0ead the poster and it 3erroneously4 states that *!
is the most common blood group, followed by !, * and 8. 38 is the most common & so
this can be for a clue only4.
9ook close at safe and enter: * ! ! * 8. )lick.
)heck the contents of the safe. E#&; tubes are gone: :illiam and 0ichard Gordon-s blood.
Go back to the crypt through exit at left.
1i"able -om%
The boy is here and warns that Tom has come back. The boy left to call the police.
Go to the castle and see Tom-s car is back there. Tom comes out.
Repair the garden ho"e% Go back down to the sarcophagus.
See a welding set on the right. )heck it and it still works.
<se the hatchet on the worn out garden hose to get @ hose ends.
7ick up the plastic pipe&small tube on the ground in front of the cabinet.
<se the small tube on the checked welding set.
<se the heated tube with the @ hose ends to get mended hose.
Make a trap% Go back to the crypt.
<se the hatchet on the hook left of the back door of the summer house and get hook.
Go to front of the summer house. <se the mended hose on the water faucet.
Go back to the back and use hose 3on the water tap4 on the marsh.
Go back to the water tap and turn it on. That ought to do it.
'ow & click to go to the castle. Hey, Tom'
Tom gets caught in the marsh, throws the gun in the swamp and gives the car keys to
,arren. *sk ,arren about *ngelina and the order.
Read the chronicle%
,arren drives to the hotel and is given a letter from *ngelina.
,arren reads the letter. *ngelina wants to meet ,arren at the lighthouse.
,arren wants to read the )hronicles of Gordons in preparation.
Go to the village museum. See that the tourists are here and blocking him from opening
the display case.
)heck and then hide in the cupboard left of the book display case. ,arren fell asleep and
wakes up at B 7".
<se the display cabinet key on the lock.
Turn the page of the book by clicking at bottom left of the left page. 0ead the chronicle
and learn the purpose of the order.
They are followers of the work of 6ather "atthias. They are trying to protect the
academy, key, sacrifice room and the scriptures. "ainly to prevent "ordred from gaining
power again.
Break out o' mu"eum%
)heck the door and window and see that they have alarms.
)heck the trash bucket beside the counter and take the chewing gum wrapper.
Take the wooden plate from the displayed sewing machine right of the book display
cabinet.
Go to the back !lack "useum. )heck the pivoting window.
7lace the wooden plate on top of the shredding machine. )lick on pivoting window to
climb up.
<se the gum wrapper on window. ,arren escapes.
$a+e"drop on meeting%
"eet the tramp. The tramp recites the poem from the paper found on !orris.
,arren wants to learn more about the 8rder and goes to the meeting place at the mines.
,arren has another vision of @ -ghosts- trying to contact him.
"embers of the 8rder arrive. 2mmediately hide at extreme left & left of elevator by the
entrance to the crevice.
$ear that this started because they opened the grave and found no body of the boy.
*ngelina is still snooping.
See that the others are masked except for "iss Aalley, the leader.
They hear ,arren and give chase.
$"cape%
Mine: 2mmediately enter the crevice at extreme left.
Bunker: 2mmediately enter the big door at right and click on door to close it.
Take the metal bar from inventory and use it to block the door. ,o this fast or you die.
8pen the metal door to the water tank room by flipping the left lever up and flipping the
middle and right levers down.
2mmediately enter the water tank room and close the door using the switch box.
Take water hose and iron bar under the switch box. 2n inventory, combine the water hose
and iron bar.
<se the hose&bar on the pipe sewer at right. ,arren climbs up the pipe sewer.
*e#er: Go back to *ngelina-s room at the hotel.
Go -to tunnel- at left.
Go -left-.
Go -left-.
Go -front left-. !e at grill door. Take the wood block to close the grill.
Go -to the tunnel-.
Go -front right-. !e at the intersection.
Go -to entrance- at bottom left.
)limb the ladder and be in *ngelina-s room.
2ngelina)" room: "urray stands in wait for ,arren and kicks him out of the hotel.
,arren talks "urray to let him stay.
Meet 2ngelina%
,arren is at the old lighthouse. )heck the lighthouse.
)heck the tall grass and see *ngelina, a burnt body.
,arren has a nightmare.
;

,arren wakes up outside the lighthouse. The place looks different.
)heck the tombstone and see that it is 6uller. See 6uller-s ghost.
)heck the tree and see another vision it-s mom.
)heck the lighthouse and several 0eginald !orris confront ,arren.
,arren faints.
*earch the ruin"%
,arren wakes up in the ruins of the academy.
Talk to 0alph, a former patient at the Sanitarium and friend of Samuel Gordon. "r.
!ubby is here too.
$e saw *ngelina, the masked person, fire, police and the black car.
Che"" piece"% Go to the right and check the ruins.
See a raven, chessboard pedestal with holes and the gate.
The chessboard has D holes at cardinal points and a central one.
Search the grass at base of the pedestal and get the queen.
)heck the pile of stones right of the gate and get the pawn.
Go back and talk to 0alph about the raven that likes shiny things and chess pieces. $e has
the knight&horse. $e will give it in exchange for a musical toy.
Go to the lighthouse.
0ead the note attached to the vine on the tree. 2t gives a clue: king went to north, pawn to
south...
Search the crevice left of the entrance to lighthouse and get the king.
Take the knife sticking out of beam by door.
2 pre"ent 'or Ralph%
Go back to academy ruins at right.
)heck the bush at right side of the area. <se knife to get a branch. )ombine knife and
branch to make a whistle.
Give the whistle to 0alph and get the knight.
3pen the gate% Go back to the chessboard pedestal.
<sing the clue from the paper, place the king at top hole, the pawn at bottom hole, queen
at left and knight at right hole.
The gate opens.
2ngelina)" note"% See the raven fly away through the hole at ceiling.
)heck the stone plinth standing in front of another gate.
)heck the oil lamp and the *ngelina-s backpack. Take and read *ngelina-s diary. 9earn
what she says about her stay in "aine. 9earn that "rs. "ichaels is not his mother.
0ead *ngelina-s message to ,arren. She wants ,arren to collect the 5 tiles. ,arren is the
last of the Gordons. 8ne tile is in the backpack, one is in the castle and the third is tied to
a "aximillian "ortimer Gordon.
)heck the backpack and see that the tile is not there. )heck the sleeping bag at right. 2t is
not there. The raven must have taken it.
%xit and be outside the castle.
$nter Black Mirror%
9ook around at the nymph statues and mailbox.
7ick up the branch at extreme right of screen. )heck the side gate and then use the branch
on the gate.
%nter and talk to 9ouis, the gardener.
!ates the butler talks to ,arren. $e introduces himself as 2nspector 6alk 37eterK4. Talk to
!ates completely.
*fter showing *ngelina-s picture, !ates allows ,arren to talk to the ladies.
:hile waiting to be introduced to the ladies, ,arren gets a vision from the mirror.
-alk to the re"ident"%
Talk to 9ady Aictoria completely. 9earn that !ates is terminally ill and there-s a new help
at the castle. ,arren is given permission to look around.
Talk to 9ady %leanor. 9earn that she is the widow of Sir 0ichard and their castle is in
:ales where ,arren was kept. 9ouis is very attached to the castle in :ales.
9ook around. )heck the locked door at bottom left. 9ady Aictoria stops ,arren.
Go to the kitchen at right. Talk to Sally the housekeeper.
Go outside and talk to 9ouis working under the black car.
(ind the 'ir"t piece o' mo"aic%
9ook around and see the muddy area in front of the fountain at right.
)heck the raven above the fountain.
Take the ladder propped on barn wall.
Take the hammer from toolbox beside the car.
<se the ladder on the fountain. )lick on nest and have problem with the raven.
Go back inside the castle. Take the teaspoon from the cupboard at right.
Go right to 9ady %leanor at the hall. )lick on her knitting basket and get thread.
Go back to the stables through the kitchen.
2n inventory combine the spoon and thread. <se the spoon on thread on the wooden stairs
right of the barn door.
The raven pecks to get the spoon. )lick on nest now and get the first piece of mosaic.
(ind the "econd piece o' mo"aic%
Go back inside to the entrance hall.
)heck the paintings of "ordred and "arcus hanging on the wall.
)heck the door on the left. 8verhear 9ady Aictoria on the phone talking about ,arren.
)heck the globe at the center and look close at the stone slab under the globe. The first
name is "aximilian "ortimer Gordon & *ngelina-s clue. So the second mosaic is hidden
here.
The railing&barrier around it has pointed columns. ,arren says as long as the ladies are
here, he can-t search the globe.
1i"tract the ladie"%
%nter the kitchen at right. )lick on teapot at far corner of the kitchen range. ,arren says
that he can ring for teatime and that will get the ladies out of the hall.
Try to take the teapot and Sally stops him. !ates went to the village to get tea.
Go back to hall and enter the library. )heck the table at left beside the chairs. There is a
tea service with no teapot and tea.
-ake the teapot% Go back to hall and climb the stairs to second floor.
See a nymph painting and telephone left of the entryway.
%nter the bathroom left of the painting. See how nice and clean the bathroom is. )heck
the floor. 2t nice and shiny.
Go back down to kitchen. Take the clean rubber boots by the door.
%xit to the stables. <se the rubber boots on the mud by the fountain and get dirty rubber
boots.
Go back up to the bathroom. <se the dirty rubber boots on the floor of the bathroom.
Go back to the kitchen and talk to Sally. 9earn that the car left that morning and the
locked door being off limits. Tell Sally about the dirty bathroom. She runs to clean it.
'asty?
Take the teapot from corner of the counter.
Go to the library and place teapot on tea table at left. ,arren says time to get tea from
village but he needs to get the 8rder away from village.
Get "ome tea%
0ure the 3rder a#ay 'rom +illage: 2n the library or at second floor, use the telephone
and call "urray to tell him that he will be at the hotel in half hour.
Time to go to village. %xit the castle go right to the castle gate and to the village.
*t the village, see !ates talk to Tom. $ear them talk about -looking for them-.
$nter the pub% )heck the pub door and see that it is locked. This is the place to get tea.
0ock pick% <se lock pick on pub door. See a close up of the lock cylinders.
The aim of the pu((le is to shape the lock pick to press down the cylinders so that the
cylinder lines are even with the red line at the back.
)lick&hold&move parts of the lock pick so that it can be inserted above the cylinders.
Then click&hold&move parts of the lock pick so that those parts will lie over the tube and
press them down.
)lick on the cylinders to insert the lock pick on top area.
Iuickly note which cylinder is high or lower than the red line.
*d.ust the lock pick accordingly until all cylinder lines are aligned with the red line.
2n easy mode, a skip icon is seen on this pu((le.
The wire snapped.
%nter the pub and look around. Take the tea from the table close to the window.
%xit and to go back to the castle.
Go back to the library and place the tea on the tea table.
Go to the kitchen and tell Sally about teatime.
(ind the "econd piece o' mo"aic 7continued8%
The ladies are gone from the hall and having tea in the library.
)heck the globe-s stone slab and the barrier.
Go upstairs to the bathroom. 9ook at the mirror and get a vision. See Samuel come out of
the mirror and points to the wall back of ,arren. ,arren punches the mirror.
)heck the tiles on the opposite wall facing the mirror.
<se the hammer on the tile a close to bottom. See a cavity.
0ead the diary page. See a drawing from :illiam-s diary that has pyramids. 6rom left to
right: the second , fourth and fifth pyramids are crossed out.
Go back down to the globe.
7ress the crossed out pyramids on the barrier. 0aise the pyramid ,arren pushes down.
7ress from left to right: the second, fourth and fifth pyramids.
)lick the stone slab and get the second piece of mosaic.
!ates arrives and will rest in his room.
-alk to the re"ident" 7continued8%
Go upstairs and knock on !ates- door at end of the hall.
Talk to !ates completely. 9earn more about the locked door and the fire. The cook &"rs.
"ichaels hurt her back when she .umped to escape from the fire. 9earn about Samuel and
his @ faces.
Get into Bate") room%
Go to the bathroom and take the mop head. )heck the bath tub. There-s no plug.
<se the mop&wash cloth on the bathtub. Turn on the water tap to cause an overflow.
Tell Sally at the kitchen about the bathroom.
Go back up and knock on !ates- door to tell him about the bathroom overflow.
*earch Bate") room%
%nter !ates- room. 9ook around. )heck the drawers and desk.
%xamine the drawer at far corner and see that it is locked.
)heck the bed with the oxygen mask. )heck the bedpost and get the brass key.
<se the brass key on the corner drawer.
Get a metal box and documents. There is a picture of servants labeled )hristmas, #BJB.
,arren-s mom was not pregnant. So "rs. "ichael is not ,arren-s mother.
0ead the documents. !ates is the one sending money to "rs. "ichaels. 0ead the aide
memoirL used by !ates to make him remember the code for the .ewelry box.
3pen the ca"ket%
%xit the room and see Sally and !ates leave. )heck the bathroom.
-he builder)" olde"t "i"ter%
Go to the library and talk to 9ady Aictoria about everything.
The modern castle renovation was made by 6rederic *rthur Gordon.
Go to the family tree at right. 9ook for and click 6rederic *rthur. See that the eldest sister
is 0ose.
Portrait o' *ir $gmont%
Talk to Sally in the kitchen. *sk about Sir %gmont. She wants ,arren to clear her
brother-s speeding ticket first.
Go back to the hall and talk to !ates sitting on the couch. *sk about speeding ticket&
brother. Sally is from Sussex.
Go upstairs and use the telephone. ,arren talks to 0upert :oods from Sussex. $e-s 5D
yo.
Go back to kitchen and talk to Sally. She checks ,arren about the speeding ticket. Since
,arren knows where the brother is from and what age, Sally believes him.
Sally shows !ates- favorite breakfast cereal. Sir %gmont on the brand has a medal in a
shape of a cross.
Bate") 'ir"t name%
Go outside and to the gate.
)heck the mailbox. 8pen the mailbox and get a letter to !ates. The address does not have
!ates- first name.
8pen the letter and see an order for a gravestone with the name %dward !artholomew
!ates.
Go to the library and ask 9ady Aictoria what %dward or !artholomew mean.
!artholomew-s symbol is a knife.
-he 'our nymph"%
Go back to the gate.
)heck&click all the 5 nymphs by the gate. 9eft is marked with @>, middle has #B and the
right one has #.
Go inside and upstairs of the castle. )heck the painting above the telephone. 2t has #F
marked on it.
,arren deduced that the numbers correspond to the alphabet and make the word & ST*0.
Ca"ket: Go back to !ates- room.
9ook close at the .ewelry box. Select the correct symbol by pressing the button
*rrange the symbols in order stated in !ates- memoire going clockwise: top & cross, right
& rose, bottom & knife and left & star. 7ress the center button.
Take the large key. See a medallion with ,arren-s picture when he was a boy and the
name *drian. So ,arren-s real name is *drian the name called by "rs. "ichaels at the
hospital.
2 "ecret room6
Go to the locked room at bottom left of the hall. <se the large key and enter the forbidden
area.
*t the last room, look around at everything.
7ick up the wooden disc on the floor in front of the covered painting at extreme right. 2t
is part of a game and has 0alph written on it.
)heck the wall mirror at far wall. There is an elaborate mechanism at bottom of the
frame.
%xit the castle and through gate to go to the ruins and 0alph.
Ralph: Talk to 0alph about the wooden disc. * nice -religious- lady gave it to him.
$e gives the sliding tile pu((le.
Wall mirror% Go back to the castle and the locked door. Go through to the last room.
*liding pu<<le%
2n inventory combine the sliding tile pu((le and the wooden disc.
*rrange the gold lion-s heads and the silver goat heads to correspond in number to the lit
squares at top and left side.
The top row should all be silver goats & no gold lions.
The second row should have @ gold lions only.
The third row should have all gold lions.
The bottom row has to have one gold lion only.
)heck the silver at top for the necessary colors for the columns.
2n easy mode, a skip icon is available for this pu((le.
:hen arranged, press the button at bottom right square. Get a ball.
<se the ball at the mechanism at bottom of the mirror frame.
Ball pu<<le% The aim of the pu((le is to move the ball to end up at the center hole.
The side wheels lower the walls so that the ball can move inward.
The bottom left wheel lowers the second from outer circle.
The top left wheel lowers the next inner circle.
The top right wheel lowers the second from the inner circle.
The bottom right wheel lowers the inner circle to the hole.
The ball is released using the circular button at bottom left.
2n easy mode, a skip icon is available for this pu((le.
The secret room is opened.
(ind the third piece o' mo"aic%
9ook around the secret room.
)heck the drawer of the desk at right. The third piece of mosaic is taken.
7lay the music box. ,arren has a convulsion and nightmare.
;I
"eet )athryn, *drian-s mother. 9earn about the twins: *drian and *ngelina.
*ngelina thought that she is destined for something better. The 8rder was formed to
protect and keep *ngelina away from ,arren.
!eing in the castle changes ,arren. The members of the order are 9ady Aictoria, 9ady
%leanor, )athryn and !ates. "iss Aalley has some of the villagers- help.
,arren has to leave on his own accord.
1epart%
!ates says to ask 9ouis about the plane ticket that Sally asked him to get.
Go to kitchen and exit to stables. Talk to 9ouis who is under the car. $e hasn-t seen Sally.
0ook 'or *ally%
Go upstairs to the bathroom and find Sally. She is dead. $er finger is pointing to the side
of the bathtub.
)lose the window and turn on the bathtub water tap to get hot water.
9ook close at Sally. The steam shows a letter on the side of the bathtub & !. )lick on the
tile with the letter.
Someone is trying to frame !ates. $e is not strong enough to do this.
(ire% Try to exit the bathroom and ,arren sees that the castle is on fire.
8pen the cupboard-s drawer and get a towel. Turn on the bathtub tap. <se the towel on
the water.
<se the wet towel on the exit to the corridor.
Go down and see !ates lying by the globe. * male ghost is chasing a female ghost.
!ates tells ,arren that he wants to die in the castle and leave to get away from the castle.
3pen the entrance to the academy%
8utside see 9ouis. 9ouis brings ,arren to the *cademy and *ngelina.
*ngelina explains to ,arren her intentions. She wants to wake up "ordred and have
power. 9earn what happened in !iddeford. She needs ,arren-s blood to open the gate.
)athryn is here and is used as hostage by *ngelina.
3pen the gate%
7lace the 5 mosaic tiles on the stone plinth.
Take the oil lamp on the ground and place it on the stand in front of the plinth with tiles.
Take the lit candle on the wall. <se the candle on the oil lamp.
See the tiles- light shine on the symbol on the gate.
<nder *ngelina-s order, ,arren sheds blood and smears it on the lion head on the gate.
The gate opens.
*ymbol" e+ery#here%
There are @ closed doors on each side of the hall. The top of the stairs has a grilled door.
See F slabs on the floor arranged in a semicircle. Take the notepaper at right on top of the
stairs.
The paper has a sort of manual that shows the drawing of the F slabs: flower, door,
knife, sun, water, door, block of stone and snowflake.
> "tone "lab"%
2f you stand on a wrong slab & you die. There-s an autosave for another chance.
)lick on any slab and ,arren tries the Cth slab from the left. * block of stone drops from
the top. 2t is as shown in the note drawing.
The note showed @ slabs with door symbols. 9et-s try the left one.
Stand on the second from the left. Talk to *ngelina and mom stands on the slab for the
left door.
Riddle":
%nter the left door. See D painting of trees during the D seasons with plaques on them.
The plaques have riddles.
6rom left to right as written in the .ournal:
*pring: %t )ears a dress of green and )hite. %t cometh out of sno) and ice. +et )ind the
little bells s)ing soon )ill the first bird sing. - Spring flower 39ily of the Aalley4.
*ummer: % make things hard, % make things gold, % make both rich and poor, so % am
told. % am loved, but come not too close, for too close )ill ruin all but do )ithout and
death )ill befall. & 6ire.
2utumn: % have )ings, guess me child, yet only in circles fly. $nd sing % do )hen the
)ind calls me as it goes passing by. That )hich you from the fields ac,uire, % eat too in
my o)n )ay. -et - that )hich passes do)n my throat you )ill consume too one day. &
:indmill.
Winter: %n the air it flies, on the ground, it lies, it adorns the trees, makes old men
)heeze on the stove it melts from grey skies it pelts. - Snowflake.
)heck the mechanism at center stand.
Riddle pu<<le%
%nter the answer to the riddles based on the symbols beside the knobs.
Select the symbols by turning the knobs at outside frame.
2n easy mode, a skip symbol is at bottom right.
Turn the top first to place the fire. Then turn the left knob to place the 9ily of the Aalley
flower.
Turn the bottom knob to place the snowflake and lastly turn the right knob to enter the
windmill.
9eft is 9ily of the Aalley flower top is fire right is windmill and bottom is snowflake.
The columns open secret compartments. Take the 5 ornate staffs with colored symbols
3yellow, green and blue4. 8ne of the compartments does not have one.
Put #eight on the "lab%
1i"able & "lab"% Go back to the grand hall.
<sing the colors and pictures on the note, place:
Green ornate staff on the leftmost slab-s slot.
1ellow ornate staff on the Dth from left slab-s slot.
!lue ornate staff on the Fth or rightmost slab-s slot.
That disables 5. There are @ safe door slabs.
)lick to stand on the third from left slab 3middle of the left trio4 the one with the knife
symbol. The trap was sprung and a knife was dropped. 7ick up the knife.
2 manual6:
Stand on the Jth slab from the left 3middle of trio at right4. 2t is one of the safe door slabs.
*sk mom to stand there.
This opens the right door. %nter and be in the trap mechanism atop the grand hall.
9ook around and see ropes and symbols beside the ropes. The set of symbols identifies
that rope.
Rope "ymbol pu<<le%
9ook at the mechanism left of the door.
:e need to deactivate or drop one of the traps so that there are D slabs for the D people
present.
See symbols similar to those that are on the wall and identify the rope.
The symbols can be moved&slid right and left. The bars are where the selected symbols
are to be placed. The switch at the center is flipped to point either right or left at a
selected symbol on one of the bars.
%nter a set of symbols seen beside a rope to identify what that rope is attached to.
7ress the white button at bottom left to see the answer at bottom slot.
,arren will say which set of symbols entered is the correct rope to work on.
%nter the set of symbols seen 3counting from the pu((le mechanism4 at third from right
close to the mechanism.
)ounting from the pu((le mechanism, go to the third from right rope. 3The first from
right set of symbols is for opening the side doors and the second from right set of
symbols is another stone slab but the wrong one4.
<se the knife to cut that rope.
,arren runs down and sees the stone block drop from the top.
2ngelina)" lackey%
There are now 5 slabs deactivated by the ornate staffs and one pressed by the stone block.
That leaves D slabs 35 safe ones and one still booby trapped4.
Talk to *ngelina. :atch as ,arren traps 9ouis.
3pen the *ummoning Chamber%
The family stands on the remaining slabs. The gate opens.
See a holder at right of the door to the summoning chamber. 2t should hold the black ball
that was stolen at the museum.
)lick on the holder twice and *ngelina places the black ball.
They enter the chamber and *ngelina is greeted by "ordred-s voice.
:atch and see what happens to give you a chance to escape, after you try to escape and
then come back in to the demonic gate.

The blood?
To be continued.
-hi" document may not be di"tributed #ithout e4pre"" #ritten permi""ion o' the author and the
content may not be altered in any #ay/
(or ?ue"tion" or Comment" on thi" Walkthrough!
Plea"e #rite to% MaGtRo
Copyright @ &A2010 MaGtRo
GameBoomer" Walkthrough" and *olution"

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