The Black Mirror - Part 1 Walkthrough by Dusty Chapter 1: The Black Mirror After an introductory conversation, Bates gives you the key to you room. Go to your room upstairs and unlock it with the key. Open your bag and take out a wallet and some pills. Examine the fireplace. You will be able to ask Bates to light this for you later. Go to the table by the door. Where you'll see a photo of Samuel's wife. You'll find the bottom drawer of the table is locked. Now examine the door frame where you'll find the key to open the drawer. ( Right click to retrieve it. )You can now unlock the drawer. You will find a camera and some film. Which you don't need right now. Go out to the corridor and knock on Roberts door. Talk to him about everything. Now examine the newspaper rack where you'll find a suspicious letter. Go out to the staircase. Go to the balcony. Look High up on the tower where you'll notice Williams study. You'll want to check this out. Now go to the Old Wing. You are now standing in a burnt-out room. Inspect the fireplace. In here you'll find a torn up photo. Once it's in your inventory right click on it to place all the shards of paper into the correct places to assemble the photo. (After it's pieced together you can ask everyone about the man in the photo. ) You will also notice the door to the attic. Hmm.. it's locked. Now go downstairs and find Bates near the Library. Ask him for the key. At this time you can also ask about the man in the photo, and ask him to light the fireplace. Bates will tell you that the key to the attic is hanging in the kitchen by the cellar door. Go retrieve the key and go unlock the attic door. Once in the attic have a look around. Look at everything you can. Go to the farthest end of the room. You'll come to the door of Williams Study. Which has been boarded up. Try to remove the boards. Hmm.. can't do it with bare hands. Now go to the stable. Open the drawer to find a hammer. Perfect, now you can go back to the attic and remove the boards. Now lets enter the study. Darn it's locked! Try again. Still no luck. Let's go ask Victoria about it. And ask her for the key. You'll find her in the common room. Upon asking her for the key she becomes angry and will no longer talk to you. Go talk to Bates. You'll find him in the kitchen. Through the Dining Room. Before leaving the Dining room take the sweets from the bowl. Now go find Bates. He suggests that you go apologize immediately. Go to the common room again and apologize. Victoria now tells you that she doesn't have the key to the study, but that Dr. Hermann should have it in William's estate. Go to the library where you'll find Dr. Hermann. Talk to him about everything. He promises to have a delivery boy bring you the box of William's things to you at the front gate at exactly 7 o'clock. Explore the library a little more. Go to the center of the room. On the table you'll find a map. (scroll) This will be send to travel to different places throughout the game. But aren't accessible right now. Now go outside and examine the place where William's body was found. Go ask Bates about it. He'll then show you the symbol that was left on the tower. You'll want to photograph this. Look closely at the shrub to find a "strange object". Now go to your room and get your camera. The film is no longer good. Go ask Robert for some. He'll tell you its in the attic in his chest and give you the key. Now go to the attic and unlock the chest. Get the film and put it in the camera. Go back downstairs and take a photo of the symbol. Go back and ask Robert about having the film developed. He will send you to Willow Creek to find Murray. Before you leave for Willow Creek go talk to Bates about the strange objects you find. He'll direct you to Henry who was tending the garden around the time of the accident. You will find Henry either in the garden by the steps or in the greenhouse. Talk to him about everything. You'll discover that he found a similar object, but pawned it to Murray. You will try to buy the bill of exchange for the object but wont be able to. Now, using the map go to Willow Creek. The Village In the Village you can speak to the fisherman. Then go over the bridge to the pawn shop. You'll find it closed with a sign in the window that says "Be back in a few minutes". Go back across he bridge and talk to the little boy in front of the kegs. He won't tell you much of anything at first. Until you give him some sweets. Then ask him about the man from the pawn shop. He'll tell you he went to the city and probably wont be back today. Now go to the pub. Talk to the pub owner about everything. After he lets you that is. He's quite the talker! Then talk to Tom. Find out what he owes the Pub owner and pay it. Then talk to Tom again. He tells you that William often went to the church late at night. Hmm what's that about? Let's Find out. Now Use the map to go to the Warmhill rectory. The Church At the church first turn to the right and talk to the GraveDigger about everything. Now turn back to the left and go to the Cemetery. Go Straight to William's grave. Go back to the gravedigger. He'll tell you that Father Fredrick isn't coming back until morning. At this point the church bell rings signaling 7 o'clock. Go back to the Castle gates. Back to the Black Mirror Castle Mark is already there at the gates waiting for you with the box containing William's estate. Talk to him before picking up the box. Once he leaves pick up the box and examine it's contents. The key isn't in the box, the only thing you'll find in it is a gold watch. Once you examine it you'll find a slip of paper from William written to himself. On this paper it states that there is a spare key to the study hidden in the library. Go to the library and find the button under the ink. Press it to reveal a hidden compartment in the wall. In it you will find a small wooden box containing something that looks like planets. Hmm.. Go to the globe. Arrange these planets in order according to their distance from the sun. Once the planets are in the correct positions a false bottom will open up to reveal the hidden key. Take it and go to the Attic. Unlock the study door and go in. Once you get in there the door will slam shut. Go to the Desk and open it. Take the black Rook chess piece and the music box. Examine these from you inventory. Wow.. not only is the rook a chess piece it also become a small knife. This could come in handy along the way. Now open the drawer. Take the book. Open it to find a small key. Use this key to open the chest behind where you are currently standing. Take the black sphere. Go back to the drawer and right click on it and find Williams Diary underneath. Read the Diary. Now use the knife on the door and go out to the attic. Samuel feels ill and passes out. He comes to in his room after a short while. To find Bates and Robert there with him. They talk and the chapter ends. Chapter 2 Bates wakes you and takes you to the common room where you learn of Henry the gardener's death. He asks you some questions and then leaves. Now you go look at the fountain where he drowned. You see something glittering in the bottom but to get it the fountain will have to be drained. You also notice a foot print in the mud beside the fountain. Go to the kitchen and find the cellar door open. Go to the cellar. Talk to Bates. He'll tell you where the control panels are. Go look at it and then go back and talk to Bates again. He'll then tell you that you have to drain the second column from the right. Once you've done this go back to the fountain. Look at the symbol on the edge of the fountain and then take a photo of it. Take the key from the fountain. Now go to the Greenhouse. Once in the greenhouse go to the table and open the drawer on the right. Inside you'll find a small box. Use the key from the fountain to open it. In it you'll find a letter which you'll read. It's from the gardener to Victoria, in it it says that Morris has been stealing wine from the cellar. Now you go to talk to Morris about this. From there go talk to Victoria and ask her where Dr Hermann lives. His house will now appear on your map. Now go to the doctor's house. Dr. Hermann's House When you come to the doctor, you will see how he is throwing something into a container. The doctor leads you to a morgue. You ask about the gardener's things but the doctor does not allow you to inspect them.. You speak about other maters and you go back out in front of the house. You try to open the big container here, but it will be locked, so you just take a torn-up letter from the ashtray, which you piece together and read. You go back to the morgue and you examine the canisters from a developer under the washstand. Then you ask the doctor if he would develop the photos. The doctor will agree, but you must go and buy a fixative. You go to the village and visit the junk store. You buy a fixative here and you ask about the other part of the stone rune, which the gardener pawned. You learn that you need the bill of exchange. You bring the fixative to the doctor and in a while you return for the developed photographs. If he doesn't have them ready, go and look elsewhere and try again later. Now you go and have a look in the pub. You speak with everyone about the dead gardener and ask the publican if Mark can be relied upon. Afterwards you arrange a payment with Mark in order for him to help you lure the doctor away from the morgue. Now you go to the doctor in the morgue. After a short conversation a bell rings and the doctor leaves for a moment. You examine the box on the back shelf and you find the gardener's bill of exchange. You take some modeling clay from a drawer and you use it for the bunch of keys hanging above the washstand, thereby getting an imprint of the key for the container. When Dr. Hermann returns, say goodbye and go to the pub. Speak with the publican here and ask him who makes keys in the area. He sends you to Mark. Mark is sitting in the pub playing cards. You speak with him about cutting the key and Mark promises you that he will cut it and bring it to you in the pub in an hour. You go to look around the neighborhood and after a while you return to the pub. You speak with the publican and he gives you the key that Mark left with him. If this doesn't happen, try returning later. Now go to the doctor's and unlock the containers with the key you got from Mark. You find the gardener's clothes here, which you examine in the inventory and you use the knife for them, thereby finding a diamond, which was sewn into the clothes. Now go to the junk store and change the bill of exchange for the stone rune. You combine the diamond with the stone rune from the junk dealer and you then also combine it with the rune you found under the tower. After this, you go to the church. The Church In the church you speak with the priest and you go to look at the grating for the bell tower. You discover that it is locked so you go back to the priest and talk him into opening it for you. In the bell tower you rummage in an opening under a burning candle and you put the rune with the diamond into it. In the middle of the room, an altar rises up out of the ground, and you must solve a puzzle on it. The task is to swap the black stones with the white ones so that that the red stone once again remains in the middle. In this way, the secret entrance in the floor under the carpet is pushed aside. You push away the carpet and go underground. You find yourself in the gloomy tomb of Marcus Gordon. You inspect the round opening in the column and you discover that it is the same as that in the bell tower. Therefore, you go up and take the rune and the diamond from the opening upstairs and put them in the opening in the tomb thereby lighting everything up. However the entrance slams shut behind you at the same time. In the middle of the tomb there are four columns and there is an ancient book with a riddle at each column. Front left book riddle: It can't be seen but it can be heard. It will not speak unless it's spoken to. The answer is ECHO. Back left column: The more you take away the larger it grows. The answer is HOLE. Back right column - Cities without house. Rivers without water. Forests without trees. The answer is MAP. Front right column - Black when bought, red when used, gray when thrown out. The answer is COAL After each correct answer, the given column disappears and after solving all four riddles the middle of Marcus's tomb pulls away. Push aside the cover of the tomb and take Marcus's chronicle and the first sacred key from the grave. You examine the fallen candlestick, which a rat runs away from. You go to look at the place the rat ran to and you fall into some old mines. The Mines You find yourself in complete darkness. You find the intake valve and give it a turn. Afterwards you put the levers into the following position: the first lever in the centre, the second lever downwards, the third upwards and turn the button. The generator starts running and the mine lights up. Take the pliers from the back shelf. A wire impedes you in the exit from the storeroom. Don't touch this if you don't want to get killed. Turn off the generator using the button and snip the wire in the dark with the pliers. Now turn on the lights again. Take a rope from the ground and go to look at the doors. You discover that they are locked and, after a closer inspection of them, you discover the key on the other side of the lock. Snip the mesh on the doors with the pliers and extract the key. Unlock the doors and leave the storeroom. You find yourself at an intersection, where you pick up a cloth off the ground and take an iron bar out of a mound of debris. You continue onwards by going to the left and you arrive at a lift, which naturally is not working. You notice a trap door under a barrel and you try to push the barrel away. You can't move the barrel so you pierce it with the iron bar and you wait until everything pours out of it. Afterwards, you knock the barrel out of the way and you try to lift up the trap door. Once again you can't manage to open it, so you tie one end of the rope to the trapdoor and the other end to a trolley. You try pushing the trolley but you can't do it. Therefore, you examine the trolley carefully and discover that its brakes have been applied. Remove whatever is stopping the trolley and give it a push. This clears the way into the lower floors. You go downwards but you don't find anything interesting here, so you go down one more floor and find yourself in an inactive machine room. You find a small switching station in the dark and you open it using the knife. Connect the wires that have been pulled out in the following order: green, red, blue, and push the button. You examine the skeleton on the ground and find a small key. Unlock the left-hand locker with this and take out the ammunition, the revolver and the plans for the machines. You take the diary from the table and read it. You learn something about a mining disaster. Climb up two floors via the ladder and go all the way to the back. You arrive at a large machine. Use the plans for the control panel of the machine to activate it. Go back down to the machine room and inspect the place where the steam is leaking from. Climb up the ladder and go back to the big machine. Dip the cloth into the puddle here and block the steam that is escaping with it. The machine cannot operate at full capacity so you look at its fuses. You discover that one needs to be changed. You find this at the intersection in the switching station, which you open with the knife. Afterwards, you put the new fuse into the machine and activate it using the control panel. This puts the lift into operation. Climb up one floor and call the lift. You go to the top floor and find yourself in front of an exit with locked grating. You examine the lock on the grating, load the revolver and shoot the lock. The way is clear and you go out. Shoot the wolf and go back to the Black Mirror. You speak with Robert and Victoria again in the common room and then you go to sleep. To be continued in Issue 89 - o -