Black Mirror II: Reigning Evil

Black Mirror II

15 October 2019

Copyright © 2019 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 2009 dtp entertainment, AG. All rights reserved. Republication, redistribution or conversion is expressly prohibited without the prior written consent of Balmoral Software.


Table of Contents


Walkthrough

Black Mirror II: Reigning Evil is a 2009 release from the German video game publisher dtp entertainment, AG. Consisting of six substantial chapters, it is a lengthy and absorbing game that continues the saga of the cursed Gordon family from the previous game in the series, Black Mirror. Graphics are excellent, the only nit being an ocean location that could probably have benefited from more extensive water effects. The visual effect of rain seems quite realistic. The sound engineering is satisfactory, although a main character's voice is too quiet in early scenes of the game, and the endless cawing of crows in every outdoor scene grows tiresome. The music is superb, and the game interface has a variety of features to streamline the gameplay. The characters have a depth of emotions, and there is even some tongue-in-cheek humor with the extraneous background noises heard in indoor multi-floor locations, probably a little too representative of the real thing that any traveler has experienced.

There are several timed sequences in the game, but they are not difficult. Played in the third-person on static rendered backgrounds, a few of the scenes required side-scrolling to reach all exits. A trigger event in the game that allows the plot to proceed is often accompanied by the sound of scribbling in Darren's diary, which can be referred to for guidance.

Game controls are fully explained in the accompanying manual. For example, you can press [Esc] to skip the game startup logos or to bring up the game menu. Several of the controls facilitate moving through the game during replays. Left-clicking will skip through dialog, while pressing the [Tab] key will skip cutscenes and certain blocks of dialog. Pressing the keyboard [Pause] button will halt and resume dialog sequences. Double-clicking on an exit will accelerate the character's movement. Occasionally, an Exit or other hotspot is allowed to occupy the same space as the game menu that always occupies the upper-right corner of the screen. In those cases, the [Esc] key can be used to bring up the Save/Load menu. Entry of a saved-game name is echoed very slowly, and if you use mixed case, you may need to pause so that the release of the Shift key is recognized.

When holding an object, the arrow cursor icon includes an image of the object. In these cases, if the cursor does not seem to respond when clicking it on a hotspot, try double-clicking it on its target location. Also, when a task (such as opening a door or gate) seems to be disallowed, ostensibly due to its dependence on a trigger event, try performing the same task a second time and it may be successful. If you are playing with less than the maximum display resolution, the inventory bar at the bottom of the screen can occlude screen hotspots at certain key points in the game, preventing them from being used and halting progress. Saving the game and temporarily selecting a higher-res display setting can circumvent this problem.

This walkthrough provides a minimum path through the game; other gameplay sequences and dialog choices can provide additional backstory elements.


Chapter I

New game (Normal mode)
{Cutscene}

Photo shop

Click twice on the Wooden pallet
Examine and take the Developer
Examine the Crammed shelf and pick up a Carton of fuses
Right-click the Carton of fuses to get a Fuse
Click twice on the Fusebox to open it
Remove the cover
Click twice on the Broken fuse to remove it
Put the Fuse into the Holder and use the Main switch
Go up the Stairs
Click twice on the Advertising sign at far right
Exit to the Road to main square

Diner

Click on Biba's diner at far right
Open the Entrance to diner
Give the Letter for Mrs. Biba to Mrs. Biba
Examine and take the Vinegar
Pick up some Bread
Use the Exit door
After a conversation with the doctor, right-click the Postcard of Biddeford and return to the photo shop
Exit to the Road to harbor promenade

Post office

Enter the Door to souvenir store
Talk to Rosie
Use the Exit door
Touch the Convertible, then quickly enter the Door to souvenir store while the car alarm is going off
Give the Collection note to Rosie

Photo shop

Use the Postcard of Biddeford to return to the photo shop
Scroll left and open the Door to back room
Examine and take a Ball pen
Use the Telephone

Mother's house

Call ambulance
Examine and take the Pill dispenser
Click twice on the Handbag to get an Insurance card
Exit Into the bathroom
Examine the Bathroom cabinet to get the rest of the Medication
Exit Into the bedroom
Examine the Chest of drawers
Examine the Bottom drawer to get a Locked address book
Click twice on the Pot plant and pick up a Small key
Combine Locked address book & Brass key
Right-click the Address book
Exit Into the living room
Examine the Little cupboard and use the Telephone
Use the Exit door

Hospital

Open the Hospital entrance
Press [Tab] to skip through the waiting...
Examine the Bedside table to get a bottle of Laxativa
Examine and take the Stethoscope
Exit To the waiting room
Examine and take the Magazine

Mother's house

Use the Postcard of Biddeford to return to Mother's house
Exit To the bedroom
Examine the Bureau
Examine the Puzzle
This is a 3 x 4 slider puzzle that randomizes every time you zoom in on it. It has the solution

The easiest way to solve this puzzle is to identify the jumbled pieces using the numbering above, and then use Balmoral Software's solver to find the moves required. For example, the jumbled arrangement
has the following input screen
with a 28-move solution
Take the Casket
Right-click the Bank book to get a Letter from C.

Photo shop

Use the Postcard of Biddeford to return to the photo shop
Try the Door to Fuller's store
Use the Gate to back yard
Click three times on the Tool shed to get some Fishing line
Examine the Dog cage, then pick up a Water bowl
Click twice on the Bucket to get a Handle
Combine Fishing line & Handle
Use the Fishing line with hook on the Pivoting window
Open the Back door to Fuller's store
Open the Back door to Fuller's store
Examine the World map
Examine the Card and look at the note at right to determine the order of destinations in Fuller's world tour:

- Arizona/Utah
- Hawaii
- Unknown (Egypt)
- Unknown (China)
- Europe (Germany)
Back out and exit To the sales area
Open the Door to basement
Open the Secret door and get fired

Post office

Use the Postcard of Biddeford to return to the post office
Enter the Door to souvenir store
Examine the Blank collection notes
Talk to Rosie

- Customer
- Package for Darren
Quickly take the Blank collection notes
Talk to the Customer
- Customer
- Mr. Fuller
Give the Magazines to the Customer
Use the Exit door
Combine Blank collection note & Ball pen
Enter the Door to souvenir store
Talk to Rosie
- Packet of photo paper
- Finish conversation
Use the Exit door
Exit To the side street

Junk shop

Open the Junk shop door
Examine and take the Wire cutters
Talk to Eddie

- Eddie
Examine the Radio
Talk to Eddie again
- Blindness
- Coin
Use the Coin catalogue

Hospital

Use the Postcard of Biddeford to return to the hospital
Use the Hospital entrance
Scroll left and exit To station 1
Examine the Flowers and take the Greeting card
Combine Completed collection note & Ball pen

Post office

Use the Postcard of Biddeford to return to the post office
Enter the Door to souvenir store
Talk to Rosie

- Packet of photo paper

Photo shop

Use the Postcard of Biddeford to return to the photo shop
Open Gate to back yard and Back door to Fuller's store
Use the Stethoscope on the Safe
Right- or left-click on the numbered dial at left to rotate it clockwise or counterclockwise, respectively. A timer starts as soon as you first click on the dial, and you then have 60 seconds to solve the puzzle. The correct multiple of 10 is found when a faint, high-pitched sound occurs, similar to a coin dropping into a mechanism. When that occurs, the direction of motion (mouse button) should be changed for the next number. There is a different noise faintly heard at each change of direction. The solution is:

Left-click 9 times to 90
Right-click 4 times to 50
Left-click twice to 70
Right-click 5 times to 20
Left-click once to open the safe
Click twice on the Safe to get a Film can
Exit To the sales area
Go to the Way through to Darkroom
Take the Distilled water and the Fixer
Put the Photo developer into the Developer dish
Put the Distilled water into the Developer dish
Put the Distilled water into the Water dish
Put the Film can into the Developer container
Put the Photo developer into the Developer container
Click on the Developer container
Put the Fixer into the Developer container
Click on the Developer container to get Developed film
Right-click the Packet of photo paper to get Photo paper
Put the Developed film onto the Enlarger

Put the Photo paper onto the Enlarger
Click on the Enlarger and watch the small red timer next to it. When the timer reaches 00:05, click on the Enlarger again.
Put the Exposed sheet of photo paper into the Developer dish
After Darren stops talking and his subtitle text disappears (if applicable), wait about 5 seconds and click on the dish
Put the Developed picture into the Water dish

Repeat the above steps
The doorbell rings and Mrs. Biba gives you a Letter to Fuller

Hotel

Use the Postcard of Biddeford to return to the post office
Examine and take the Metal bar
Examine The 'Wild Coast' Hotel sign at left to go to the hotel
Use the Hotel entrance
Talk to the Porter

- Poker game
- Poker game
- Poker game
- Poker game
- Finish conversation
and get a White cane
Exit To Angelina's room
After the photo shoot, get a description of the man following Angelina:
Brown combed-back hair
Long straight nose
Eyes close together
Thin lips
Sallow skin
Angular face
Pointed chin
Exit To the beach

Diner

Use the Postcard of Biddeford to return to the diner
Examine the String of lights to get a red Safelight bulb

Junk shop

Use the Postcard of Biddeford to return to the photo shop
Open the Junk shop door
Talk to Eddie

- White cane
- Slide projector
- Finish conversation

Mother's house

Use the Postcard of Biddeford to return to Mother's house
Examine the Cupboards to get a Bowl
Pick up the Empty tea kettle and fill it in the Sink
Put the Full tea kettle onto the Stove
Click twice on the Stove
Put the Letter to Fuller onto the steaming Full kettle to find out the envelope contains $1500
Exit Into the bathroom to get Photos and a Single picture of Angelina

Photo shop

Use the Postcard of Biddeford to return to the photo shop
Put the Blackmail money for Fuller onto the Door to Fuller's store

Hospital

Use the Postcard of Biddeford to return to the hospital
Open the Hospital entrance
Give the Bank book to the Nurse
In the diner, click on the photo
{Cutscene}


Chapter II

Police station

Use the Exit door
In the Photofit software, four facial characteristics have 5 settings each, so there are 625 possible faces that can be made. A Reset button is at lower left. From the description obtained at the hotel and the notes in the diary, here are the possibilities based on the number of right mouse clicks from the Reset state:

HairChin
0: Bald0: No moustache
1: Not combed back1: No moustache
2: Maybe2: Thin moustache
3: Maybe3: Thick moustache
4: Balding4: No moustache
NoseEyes
0: Maybe0: Maybe
1: Large1: Maybe
2: Large2: Light eyebrows
3: Maybe3: Maybe
4: Maybe4: Maybe
This analysis reduces the number of possibilities to 2 x 1 x 3 x 4 = 24, and further study or trial-and-error can rule out more of those. The correct answer from the Reset state is:
Hair: 3 right clicks
Chin: 2 right clicks
Nose: No clicks
Eyes: 4 right clicks
Save and Exit
Exit To the main square, and it's now raining

Diner

Use the Postcard of Biddeford to return to the diner
Examine the Trash can to get Paper snippets
Right-click the Paper snippets to solve a jigsaw puzzle. In the close-up, items are selected and released by left-clicking the mouse, and each item can be rotated by right-clicking. It may be easier to position the border pieces first. Once joined, multiple pieces can be moved together as one. The solution is:

Photo shop

Use the Postcard of Biddeford to return to the photo shop
Use the Gate to back yard
Examine and take the Tow-rope
Use the Tow rope on the Grating
Put the Metal tube into the Rope loop
Be sure to retrieve the Metal bar as it will be needed later
Enter the Basement
If the lights go out, wait a few seconds for them to come back on
Click on the 1st Rope through the 5th Rope to identify the backdrops as follows:

1st Rope: Beach
2nd Rope: Castle
3rd Rope: Great Wall of China
4th Rope: Monument Valley
5th Rope: Sphinx
Referring to the information on the world map seen upstairs earlier, the ropes should be selected in the following order:
Monument Valley (in Arizona)
Beach (in Hawaii)
Sphinx (in Egypt)
Great Wall of China
Castle (in Germany)
After all the scenes are raised, click twice on the Floorboards

Post office

Use the Postcard of Biddeford to return to the post office
Enter the Door to souvenir store
Examine and take the Empty package

Hospital

Use the Postcard of Biddeford to return to the hospital
Use the Hospital entrance
Scroll left and examine the Delivery notes
Exit To station 1
Examine the Monitor, then pull the Cable
Quickly Exit to the waiting area and pick up the Delivery notes
Scroll left and talk to the Guard; he won't let you into the mortuary without a pass

Diner

Use the Postcard of Biddeford to return to the diner
Use the Entrance to diner
Talk to Mrs. Biba

- Coffee
- Finish conversation
Use the Pot of coffee on the Doctor
Click twice on the Doctor's coat to get an ID card

Hospital

Use the Postcard of Biddeford to return to the hospital
Use the Hospital entrance
Scroll left and click twice on the Soda Machine to get a Soda bottle
Talk to the Guard
Examine and take the Syringe
Click on the Clipboards
Click on each of six Clipboards, then again on the one at lower left (Number 448)
Click twice on the Boxes and then click twice on Box 448 to get Fuller's bunch of keys
Combine Laxative & Syringe
Combine Soda bottle & Syringe with laxative
Back out and use the Exit door
Give the Soda with laxative to the Guard
Exit To station 1
Examine and take the Scales
Exit To the waiting area and To the mortuary
Use the Scales on the Stretcher
Use the Scales on Fuller's corpse

Photo shop

From the police station, use the Postcard of Biddeford to return to the photo shop
Open the Gate to back yard and enter the Basement
Use the Stairs and open the Door to back room
Examine the Cuckoo clock
Use Fuller's bunch of keys in the Hexagonal hole to get a Carton
Right-click the Carton to get Transparency
Exit To the sales area
Put the Transparency onto the Light box
The objective of this puzzle is to superimpose the four transparencies to disclose a secret number. To reset the puzzle, back out and repeat the step above. As in the jigsaw puzzle solved earlier, items are selected and released by left-clicking the mouse, and each item can be rotated by right-clicking. The puzzle randomizes the image rotations each time it is played. From the initial puzzle state, rotate each image until the building at lower right is upside down and all other images are right side up:

Then align all four images exactly on top of each other to disclose the secret number 2 4 8 2
Open the Door to basement and examine the Floorboards
Click on the Secret door and enter the code 2 4 8 2 Enter
Open the Secret door
Examine and take the Brass ball
Click twice on the Curtain
Put the Brass ball onto the Metal plate
Click three times on the Cupboard to get Photos of Mrs. Biba

Police station

Use the Postcard of Biddeford to return to the police station
Use the Entrance to Police Station/Town Hall

Hotel

Use the Postcard of Biddeford to return to the hotel
Right-click the Slice of bread to get Breadcrumbs
Put the Breadcrumbs onto the Veranda
After the porter exits the hotel, quickly use the Hotel entrance. If you don't get inside before the porter turns back towards you, you'll have to go back to the diner to get more bread for the birds.
Take the Key and exit To Angelina's room
Examine the Lamp to get an electronic Bug
Click twice on the Ventilation to get a Radio
Exit To the foyer

Junk shop

Use the Postcard of Biddeford to return to the photo shop
Open the Junk shop door
Give the Radio to Eddie
It's stopped raining

Diner

Use the Postcard of Biddeford to return to the diner
Use the Wire cutters on the String of lights
Combine Wire cutters & Cable to get Copper wire

Mother's house

Use the Postcard of Biddeford to return to Mother's house
Examine the Telescope to get a Compass
Take the Headphones

Junk shop

Use the Postcard of Biddeford to return to the photo shop
Open the Junk shop door
Now that you have the Metal tube, Copper wire, Compass and Headphones, talk to Eddie

- Finish conversation
Talk to Eddie again
At the hotel, drag the compass disk to 73 degrees and press the red button
A map of Biddeford, Maine is displayed:
which is remarkably close to the real location

Boat

Exit to Lower deck
Examine and take the Folder and also get a Transparent foil
Put the Transparent foil onto the Picture near the swinging lamp
Right-click twice on the overlay to rotate it 180 degrees. Drag it against the horizontal, vertical and diagonal lines on the map until it marks a continuous path ending at the circled destination:

Darren then reads off a safe combination of:
Southwest, South, Southeast, East, Northeast, Northwest
Click twice on the other Picture in the cabin
Examine the Safe and enter the combination given above:
Right-click 3 times (SW)
Left-click 7 times (S)
Right-click once (SE)
Left-click 7 times (E)
Right-click once (NE)
Left-click 6 times (NW)
Examine the Safe to get a Ring and a Diskette
Put the Diskette into the Laptop
Click twice on the Drawer to get a Key
Click twice on the Seat, then use the Key in the Lock
Click twice on the Generator to find out that it's out of fuel
Exit Up to the deck
Examine the Box to get a Gasoline can
Exit to Lower deck and examine the Seat
Use the Gasoline can with the Generator, then click on it
Use the Laptop
{Cutscene}
Quickly use the Boom
Use the Exit door of the diner
Exit To the main square
Scroll left and use the Hospital entrance
Scroll left and exit To station 1
{Cutscene}
Darren flies to England taking something other than the usual great-circle route


Chapter III

Hotel

Use the Entrance
Examine the Flask
When Murray looks all the way to the left, take the Flask
Examine the Dishes to get a Knife
Click three times on the Postcards to get a Picture postcard (game navigation map)
Exit To the rooms, at which point you'll lose a few inventory items, including the Ring
Examine and take the Newspaper
Examine the Ashtray, then take the Matches
Use the Knife on the Clock to get some Batteries
Exit To the lobby
Talk to Murray

- Angelina
- Angelina's room key
- Finish conversation
Exit to the right
Put the Newspaper into the Pile of leaves
Use the Matches with the Pile of leaves
Use the Entrance and talk to Murray
- Fire
Click twice on the Key board to get Angelina's room key
Exit To the rooms and enter Angelina's room
Click twice on the Little cupboard to get Sleeping medication
Click twice on the Picture to get a Note
Click twice on the Blanket to get a Woolen thread
Use the Little bottle of alcohol with the Glass
Put the Woolen thread into the Glass
Use the Matches on the Glass
Use the Note with the Glass
Right-click the Message
Use the Door to the corridor and exit To the lobby
Exit at right, then exit to Willow Creek

Willow Creek

In the dialog with Miss Valley, select

- Sanatorium
- Willow Creek
- Black Mirror
- The Order
Enter the Museum
Click twice on the Bottle of bubble mixture
Scroll right and click twice on the Display cabinet
Read the book
Back out and Talk to Bobby
- Chronicle
- Bobby
- Bubble mixture
- Chili
- Finish conversation
Right-click the Picture postcard and select the hotspot closest to the words "Willow Creek"
Scroll right and click twice on Tom
- Chili
- Finish conversation
Right-click the Picture postcard and select the Willow Creek hotspot next to the two pine trees
Give the Chili to Bobby and get a Sparkler in return
Talk to Bobby
- Bubble mixture
- Finish conversation
Pick up the Bottle of bubble mixture
Scroll right and click twice on the Cupboard to put some liquid soap into the tube
Right-click the Picture postcard and select the hotspot closest to the words "Willow Creek"
Exit left to Willow Creek
Click twice on the Rope
Use the Bubble mixture with the Bucket
Right-click the Picture postcard and select the Willow Creek hotspot next to the two pine trees
Give the Bubble mixture to Bobby
Examine his Jacket to get the Display cabinet key
Examine the Display cabinet
Put the Display cabinet key into the Lock
Night has fallen
Exit To the hotel
Exit To the lobby
When Murray puts down his teacup and holds up his paper, quickly put the Sleeping medication into the Cup of tea
Right-click the Picture postcard and select the hotspot closest to the words "Willow Creek"
Enter the Door to the pub
Talk to Bobby
- Tom
- Shops
- Shops
- Beer
- Shops
- Beer
- Shops
- Beer
- Shops
to get a Lock picking tool

Hotel

Right-click the Picture postcard and select the hotel
Use the Entrance
Use the Lock picking tool on the Lock boxes
This puzzle randomizes every time you zoom in on it. An effective strategy is to press the red arrow cursor just to the right of the far-right tumbler to insert the pick, then adjust the wire from right to left so that each tumbler is depressed just to the point where the dividing line between its gold and silver parts aligns with the horizontal red line. For example:

When the lock clicks open, examine the Lock boxes to get a Letter
Right-click the Letter and note the solution numbers 62, 17, 1, 25
Exit To the rooms
Examine the Bookshelf to find the animals associated with each solution number:
(1)The Frog King or Iron Henry
(17)The White Snake
(25)The Seven Ravens
(62)The Queen Bee
Click on the book to get its Contents page
Enter Angelina's room
Click three times on the Bed
Examine the Cover
If necessary, click once on the central dial to align the numbers 62, 25, 17, 1 with the cardinal directions. Rotate each of the four outer dials until the appropriate animal symbol corresponds to the number on the central dial, as given above:
Click twice on the Hole
Use the Door to the corridor and exit To the lobby
Click three times on the Souvenirs to get a Soul key
Combine Batteries & Soul key
Exit To the rooms and enter Angelina's room
Click twice on the Hole

Sewer

Referring to the sewer map, follow these directions:

Exit Round the corner
Exit To the right
Pick up an Iron bar at the top of the steps
Exit To the left
Exit Back that way
Exit Back left
Exit Backwards
Pick up a Wooden beam
Exit Forwards
Exit Back
Exit Back right (following the rat)
Use the Metal bar on the Grate
Put the Wooden beam on the Grate
Exit under the Grate
Exit Back left
Exit Right
Exit Right

Examine the Pipe and get a Small piece of cloth
Exit into the Pipe

Bunker

You can move the cursor around in the dark to find the locations of hotspots in this room
Click on the ?? symbol at lower right to identify it as a Cloth, then pick it up
Click on one of the ?? symbols at lower left to identify it as a Bucket with oil, then use the Old rag with it
Click on one of the ?? symbols at lower left to identify it as a Metal tube, then pick it up
Combine Oil-soaked rag & Metal tube
Combine Matches & Home-made torch
Examine the Metal door
Remove the Metal bar
Click twice on the Cable
Click twice on the Switch box
Exit through the Metal door
Examine and take the Igniter
Take the Chain
There is a Screwdriver here also, but it's extraneous inventory
Examine and take the Aluminum dish
Combine Knife & Aluminum bowl
Use the Knife on the Bars of the grate
Put the Welding powder into the Cell lock
Use the Igniter on the Camping stove
Use the Sparkler on the Camping stove
Use the Burning sparkler on the Cell lock
Open the Cell door and scroll to the left
Examine the Package, then take the Self-inflating rubber dinghy
Examine and take the Hose
There's a Box of magnesium flares here, but it's extraneous inventory
Click twice on the leftmost of 3 levers on the wall to open the metal door at far right
Open the right Locker, then click twice on it to get a Fuse cable
Open the middle Locker and examine it
Click twice on Reginald Borris's body to get Part of a poem and Insulation tape
The shiny blood on the floor must be completely dry since Darren can safely step in it without tracking
Open the left Locker, then click twice on it to get Dynamite
Click twice on the Hatch to open it
Exit down the Hatch
Take the Gloves, and also get a Wrench
The following two steps may require careful positioning to avoid the inventory bar, or using a hi-res display setting:
Put the Dynamite on the hatch
Put the Fuse cable on the Dynamite
Exit To the main room
Click twice on the Junk
Use the Fuse cable (on dynamite) with the Detonating device
Click twice on the Detonating device
Exit down the Hatch
Examine the Hatch
Exit To the main room
Examine the Locker with dynamite to get another stick
Examine the Locker with box to get another Fuse cable
Exit down the Hatch
Put the Dynamite on the Concrete beam
Put the Fuse cable on the Dynamite
Exit To the main room
Use the Fuse cable (on dynamite) with the Detonating device
Use the Detonating device
Exit down the Hatch
Put the Chain on the Concrete beam
Use the Rubber dinghy on the Concrete beam
Click twice on the Rubber dinghy
Exit down the Hatch
Examine the Grate at upper left
Combine Insulation tape & Gloves
Examine the Cable at upper right, then use the Insulated gloves on it
Exit To the main room
Scroll right through the cell and Metal door at far right
Examine and take the Water hose
Combine Old hose & Hose
Attach the Long hose to the Outlet
Return to the open hatch and descend
Carefully put the Longer hose (on the water outlet) onto the Hatch
Exit To the main room
Scroll right back to the room with the two large water tanks
Use the Outlet
Return down to the location of the other end of the hose, and exit down the lower Hatch
Quickly use the Wrench on the Grate
Click twice on the Old wagon
Click twice on the Button at upper right
Exit To the main room
Use the Wrench on the Compressor to get a Flywheel
Go through the Metal door at left
Examine and take the Heavy chain
Put the Heavy chain on the Crevice at upper left
Put the Flywheel on the Old wagon
Push the Old wagon
Connect the Chain (on grille) to the Old wagon
Click twice on the Floorboards
Examine and take the Planks
Click twice on the Stones
Use the Wooden beam with the Old wagon
Click twice on the Crevice
Examine the Wooden door and Exit
{Cutscene}


Chapter IV

Wales

Click twice on the Bottle
Examine and take the Piece of glass
Use the Glass shard on the Bottle
Examine and take the Old cloth
Examine and take the Wooden strip
Put the Old rag into the Pool of kerosene
Take the Piece of glass
Use the Glass shard on the Kerosene soaked rag
Put the Wooden strip onto the Burning rag
Combine Burning wood strip & Bonds (not vice-versa)
Take the Sheet
Examine and take the Clothes dummy
Examine and take the Rope
Examine and take the Piece of rope
Examine the Strange place
Examine the Secret compartment to get a Toy car
Put the Rope on the Beam
Click on the Rope
Attach the Rope (over joist) to the Bale of cloth
Click twice on the Carton to get a Wig stand
Exit and see a vision
Put the Clothes dummy, Wig stand and White sheet onto the Chair
Use the Toy car on the Exit
Exit
Examine and take the Toy car
Examine and take the Sandwich paper
Click three times on the Fireplace to get a Charred piece of wood
Click twice on the Chest
Put the Greaseproof paper on the Decorations
Back out and click twice on the Grand piano
Observing that musical notes are read from left to right and can occur on a line or in the gap between lines, the tracing at the top indicates notes with relative pitches

0 2 2 1 4 2 1 2
Eight white piano keys are active. Selecting any one of the four leftmost active keys as "0", press the keys in the relative positions shown above. For example, press the white keys directly under the following letters of the piano brand name:
u e e mb & e mb e
The piano responds with a sequence of 3 notes, 2 notes and 5 notes (the pitch isn't important)
Examine the Chest and click twice on its Lock
Enter the combination 3 2 5 to open the chest
Examine the Chest to get some previous inventory items
Exit
Click twice on the Boy at left
- Castle
- Abductor
- Angelina
- Finish conversation
Give the Toy car to the Boy
Examine and take the Hatchet
Exit To the garden

Summer house

Examine and take the Garden hose
Combine Hatchet & Worn-out garden hose
Click twice on the exit To the back
Examine and take the Pulley
Use the Hatchet on the Trees
Put the Pieces of rope on the Tree trunks
Examine the Tree trunks
Examine and take the Carrying slings
Put the Pulley on the Tripod
Put the Carrying sling on the Sarcophagus
Click twice on the Pulley
Click twice on the Sarcophagus to exit

Tower

Pick up the Tube
Use the Small tube with the Welding set
Combine Two hose ends & Heated tube
Click twice on the Poster and note the blood types listed on it:

AB B A O
Click on the poster
Click twice on the Safe and enter the five letters above
Examine the Safe to learn more about Angelina
Exit To the crypt and To the garden

Summer house

Scroll right
There's a Hook next to the door that you can remove with the Hatchet, but it's extraneous inventory
Exit Forwards
Scroll right and attach the Mended hose to the Water tap
Exit To the back
Put the Hose (on the water tap) into the Marsh
Scroll right and exit Forwards
Scroll right and turn on the Water tap
Exit To the castle twice
Exhaust the dialog choices with Tom
Click on the Letter from Angelina

Museum

Right-click the Picture postcard and select the Willow Creek hotspot next to the two pine trees
Click twice on the Cupboard
Examine the Display cabinet
Put the Display cabinet key into the Lock
Turn over and Read
Back out and click twice on the Trash bucket to get Chewing gum paper
Scroll right, then examine and take the Wooden plate
Exit To the Black Museum
Put the Wooden board onto the Shredding machine
Examine the Pivoting window
Put the Chewing gum paper onto the Pivoting window
Exit through the Pivoting window
{Cutscene}

Bunker

Scroll left and enter the Elevator
Exit To the main room
Close the Metal door
Use the Metal bar on the Metal door
Set the three levers on the wall into positions

Up Down Down
Scroll to the right and exit through the Metal door
Use the Switch box
Take the Iron bar
Examine and take the Water hose
Combine Iron bar & Hose
Use the Iron bar and hose on the Pipe to the sewers

Sewer

Referring to the sewer map, retrace your path back to the hotel:
Exit To the tunnel, Left, Left and Front left
Exit To the tunnel, Front right, To the entrance and to Angelina's room

Lighthouse

Click twice on the Tall grass in the rain
{Cutscene}


Chapter V

The rain has stopped
Examine the Entrance, Tree and Gravestone for some ghostly encounters
{Cutscene}
In the dialog with Ralph:
- Finish conversation
Exit To the Lighthouse
Examine and take the Knife
Examine the Crevice to get a King chess piece
Exit back to the Academy
Use the Knife on the Bush to get a Stick
Combine Knife & Stick
Exit to the Ruins
Examine the Stone plinth
Examine the Grass and pick up a Stone figure
Click twice on the Stones to get a Pawn chess piece
Exit to the Ruins
Talk to Ralph
- Raven
- Chess pieces
- Whistle
and get a Knight chess piece
Exit to the Ruins
There are four positions on the chessboard, and this puzzle can be solved by a maximum of 10 trial-and-error moves. Try putting each of the four chess pieces in the left Hole until a quiet click is heard and the hotspot disappears. Repeat the process using the remaining chess pieces on the other Holes until the solution is found:
King
QueenKnight
Pawn
Enter through the Gate
Click twice on the Rucksack to get a Diary and a Message
Close the diary
Right-click the Message and close it
Examine the Sleeping bag
Click once on the Exit
Examine and take the Branch
Use the Branch on the gate To the castle
Exit To the garden
Exhaust the dialog choices with Bates
In the dialog with Lady Victoria:
- Look around in Black Mirror
Click twice on the Knitting basket to get a Thread
Exit To the hall
Use the Hall exit at right
Examine and take the Teaspoon
Examine and take the Rubber boots
Exit To the stables
Combine Thread & Spoon
Attach the Spoon on thread to the Wooden stairs
Examine and take the Ladder
Click twice on the Toolbox to get a Hammer
Put the Ladder on the Well
Examine the Nest to get the First mosaic tile, and it starts raining again
Put the Rubber boots into the Mud
Return to the entrance hall
Click twice on the Globe and examine the Stone slab
Back out and exit To the kitchen
Click twice on the Teapot
Exit To the entrance hall and use the Stairs
Enter the Bathroom and use the Dirty rubber boots on the Floor
Return to the kitchen and talk to Sally
- Dirty bathroom
Take the Teapot
Exit To the entrance hall and use the Door exit at upper left to the library
Put the Teapot on the Table
Use the Telephone
Right-click the Picture postcard and select Willow Creek
Scroll left and use the Lock picking tool on the Door to the pub
This puzzle works like the earlier one seen in the hotel, and can be solved in the same way
Inside the pub, pick up the Tea
Exit the pub and go from the castle gate back to the library
Put the Tea on the Table
Return to the kitchen and talk to Sally
- Teatime
Return to the bathroom
Examine the Mirror to see a ghostly pointing finger
Use the Hammer on the Tile at right
Right-click the Diary page most recently added to inventory to see an arc of 6 pyramids, of which the 2nd, 4th and 5th from the bottom are marked
Click on the page and return to the entrance hall
Examine the Globe and its Barrier
Press the depressed (first) Little pyramid to raise it back up, then depress the 2nd, 4th and 5th Little pyramids
After "nothing's happening", click on the Stone slab to get the Second mosaic tile
Return to the bathroom
Click twice on the Cleaning bucket to get a Wash cloth (mop)
Put the Wash cloth into the Bathtub and turn on the Water tap
Exit To the corridor and knock on Bates' room door
- Water damage
Return to the kitchen and talk to Sally
- Water damage
Return upstairs and enter Bates' room
Click twice on the Bedpost to get a Brass key
Use the Brass key to open the Drawer closest to the window and get Documents and a Photo
Right-click the Documents to get an Aide memoire
Right-click the Aide memoire to get the clues
On Sir Egmont's portrait
The builder's eldest sister
My Christian name
The nymph's numbers
Exit to the corridor
Examine the Painting to see that it's marked 18
Return to the kitchen and talk to Sally
- Sir Egmont
- Finish conversation
Right-click the Picture postcard and select the castle gate
Examine each of the 3 Nymphs to discover that one of Bates' symbols is a STAR
Click twice on the Mailbox to get a Letter
Right-click the Letter to find out Bates' Christian names are Edward Bartholemew
Right-click the Picture postcard and select Black Mirror castle
Talk to Bates
- Speeding ticket
- Finish conversation
Exit To the hall and To the library
Talk to Victoria
- Bates' Christian name
- Builder
- Finish conversation
to discover that another of Bates' symbols is a KNIFE
Examine the Family tree and its Builder hotspot to discover that the third of Bates' symbols is a ROSE
Back out and return to the upstairs corridor
Use the Telephone
Return to the kitchen and talk to Sally
- Speeding ticket
- Finish conversation
to discover that the last of Bates' symbols is a CROSS
Return to Bates' room and click twice on the Jewelry box
Starting at the top and moving clockwise, select the symbol of each of Bates' clues:
CROSS
ROSE
KNIFE
STAR

To make these selections from the initial configuration with a Rose shown in each location:
Right-click the top button twice
Right-click the bottom button once
Right-click the left button three times
Click anywhere on the puzzle to close it
to get a Large key and a Medallion
Return to the entrance hall and put the Large key into the Door at lower left
Take the Wooden plate
Right-click the Picture postcard and select the Academy
Talk to Ralph
- Wooden plate
- Finish conversation
Right-click the Picture postcard and select Black Mirror castle
Exit through the Door at lower left
Combine Wooden plate & Sliding tile puzzle to display a 4 x 4 grid, which always has the fixed starting arrangement
The number of gold and silver pips on the left and upper sides of the puzzle grid indicate the number of lions and goats, respectively, in each row and column of the desired solution. The lower-right cell of the grid is left open in the solution and a metal ball appears there once the slider is solved. There are two possible solutions meeting these requirements:
and
Using moves relative to the current position of the space (L: Left, R: Right, A: Above, B: Below), here is a 30-move sequence for the first solution:
A  L  B  R  A  L  L  A  A  R
R  B  B  B  L  A  L  A  A  R
B  R  B  L  L  A  R  R  B  B
and here is a 36-move sequence for the second solution:
A  L  B  L  L  A  A  R  A
R  B  B  L  A  A  R  R  B
B  L  L  L  A  R  R  R  B
L  L  L  A  R  R  R  B  B
Pick up the Ball from the lower-right cell
Put the Ball onto the Wall mirror
Examine the Wall mirror to access the next puzzle
Timed sequence. A puzzle is displayed consisting of concentric rings marked with alternating directional indicators. The following steps can be used to solve the puzzle:
1. Press the lower-left circular button to start the puzzle. A ball appears and cycles endlessly between the outer and next-to-outer rings.

2. Position the red cursor over the T-shaped pushbutton at upper left. When the ball is in the uppermost of the two rings, press the pushbutton.

3. Wait some time for the ball to reach the innermost marked ring, then quickly press the lower-right pushbutton to remove the inside ring barrier and allow the ball to reach the center. If the opportunity to press the pushbutton is missed, the ball will eventually return to the innermost marked ring, and you can try again.

Exit through the Wall mirror
Open the Drawer to get the Third mosaic tile
Examine the Musical box
{Cutscene}


Chapter VI

Exhaust the dialog choices with Mom
{Cutscene}
Return to the bathroom to see a grisly sight
{Cutscene}
Click twice on the Window to close it
Turn on the Water tap
Examine Sally and the Tiles
Attempt to exit To the corridor
Open the Cupboard
Put the Bath towel into the Bathtub
Exit To the corridor and To the entrance hall
{Cutscene}
Exhaust the dialog choices with Angelina
Examine and take the Candle
Take the Oil lamp
Put the Oil lamp onto the Stone plinth
Use the Candle on the Stone plinth
Add the First mosaic tile, Second mosaic tile and Third mosaic tile to the Stone plinth
Note the two Stone doors at left and right, and a semicircle of Paving slabs, which will be numbered from #1 to #8 clockwise from lower left
Take the Notepaper to learn descriptions of some of the slabs:
...there's a flower on the outer left one, the left-hand
middle one has a sun, the right hand middle one has
water and the outer right one is a snowflake.
Open the diary and select the Latest task, then go back one page to see a close-up of the Note:
which shows that Paving slabs #2 and #6 seem to control doorways, and have no red warning color associated with them
Close diary
Click twice on Paving slab #2 to open the left door
Talk to Cathrin
- Stone slab for left door
Exit through the Stone door at left
Examine the leftmost Panel of text:
Dress of green and hat of white,
all would agree a welcome sight,
with bells that in the wind do swing,
heralding the start of Spring.
suggesting a flower with bell-like blossoms
Examine the next Panel of text:
Make things harder, make things softer,
make a rich man, make a pauper.
Not too close but love me true,
Too close and I'll devour you.
which could refer to fire
Examine the Panel of text second from the right:
Sails I have, but sail I don't, at least not on the sea.
But round and round and up and down, working hard for thee.
Grinding up with my back teeth, producing, as I said,
The main ingredient which you need to make your daily bread.
which suggests a windmill
Examine the rightmost Panel of text:
In the air it flies, on the ground it lies,
it adorns the trees, makes old men wheeze,
on the stove it melts, from grey skies it pelts.
which together with the image of a white tree infers snow
Left to right, the riddle answers along with the appearance of the tree paintings suggest the seasons of the year: spring, summer, fall and winter
Click twice on the Mechanism at center
The small colored triangles adjacent to the four knobs associate them with the seasons. To dial in the correct symbol for each season, the following steps can be completed in any order:
Left-click the left knob twice
Right-click the top knob twice
Right-click the right knob once
Left-click the bottom knob once
which produces the solution
Examine the Stone compartments to retrieve yellow, green and blue Ornate staffs
Right-click the staffs to make the seasonal associations
YellowSpring
GreenSummer
BlueWinter
Exit To the grand hall
From the initial comments on entry to the grand hall, Paver slab #1 is associated with Spring (flower), so put the yellow Ornate staff on that slab. If you are playing at less than the maximum display resolution, the inventory bar may occlude the screen hotspot, preventing it from being used and halting progress. Saving the game and temporarily selecting a higher-res display setting can circumvent this problem.
Similarly, Paver slab #4 is associated with Summer (sun), so put the green Ornate staff on that slab
Finally, Paver slab #8 is associated with Winter (snowflake), so carefully put the blue Ornate staff on that slab
Examine Paving slab #3
After a close call, pick up a Knife
Stand on Paving slab #6 to see that it opens the right door
Talk to Cathrin
- Stone slab for right door
Observing the faint red symbols on the remaining slabs, we have the following situation:
Paver slab    Status
#1Disabled by staff
#2Opens left door
#3Symbol
#4Disabled by staff
#5Symbol
#6Opens right door
#7Symbol
#8Disabled by staff

(Symbols shown in negative for clarity)

Exit through the Stone door at right
Looking around the circular gallery, 8 columns of text are visible, each of which consists of 5 colored symbols adjacent to a rope that is connected to a trap overhanging a slab below. Each text column has exactly one red symbol, which can be associated with the equivalent symbol on one of the slabs. Of the three red symbols for the unidentified slabs in the table above, one of the easier to find in the gallery is the symbol for Paver slab #7, which is in the fifth text column from the left:
Click twice on the Description panel to see a mechanism of bars for entering a column of five colored symbols
Enter the symbols from the column above using the following steps:
Move the top toggle switch to the right
Move the second bar from the top once to the right
Move the third bar from the top once to the left
Move the bottom bar once to the left
Move the bottom toggle switch to the right

Press the white button, and a stone block image is displayed
Click anywhere to back out
Use the Knife on the only available Rope hotspot (the fifth clockwise from lower right)
Talk to Angelina
- Louis
Click twice on the Holder
Exit To the entrance hall
Enter the Demon gate
{Cutscene}
Press [Tab] to skip the credits


Maps

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