The Black Mirror

Platform

zScore

58%

The Black Mirror

Developer:Future Games Genre:Action Release Date: Download Games Free Now!

About The Game

Third-person graphical adventure game from The Adventure Company. British nobleman, Samuel Gordon, has just returned to his homeland after a self-imposed twelve year absence. Reluctantly returning to his magnificent home, Black Mirror Manor, he is desperate to prove that the untimely death of his ancestor, William Gordon, was not just an unfortunate incident. Samuel reads William’s private diary and quickly discovers that there have been a number of mysterious deaths, and as he gets closer to these crimes, he realizes that he is very much at the centre of the mystery. Samuel must do all he can to solve the mystery and keep himself alive. Features include six comprehensive chapters, 23 individual characters, and more than 100 different locations.

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The Black Mirror

The Black Mirror Review

By Chad Montague |

Some say the adventure game is dead. The Adventure Company would, of course, disagree as they are still putting out about one true point and click adventure a month. This month's flavor is called Black Mirror. Developed by relative newcomer to the market, Unknown Identity, Black Mirror is a dark and twisted adventure with pretty good graphics, horrible voice acting and been there, done that puzzles. The plot is pretty generic, that of "Someone or something is killing people, find out who or what it is and stop it." As a matter of fact, I really wonder if there is a plot manual out there somewhere for adventure game developers to follow. Does it outline that what adventure gamers want is to play the same game over and over? If there is, someone needs to burn it.

That being said, Black Mirror does a fine job of putting the story through its paces and adding a few twists to set itself apart. The game plays in 3rd person perspective following the protagonist, Samuel Gordon, as he tries to uncover what killed his grandfather and finally set to rest the truth behind his family's history. One of the problems I did have with the story is how disjointed it is at times. At first, it appears to be about a fire that occurred over a dozen years prior to the start of the game, in which Samuel's wife perished. Later, we discover that this was contrived to give the main character some history, but really has no bearing on the point of the story or its ultimate conclusion. Throughout the game, several characters from the past are introduced, but the details on their demise or their relationship to the story are sketchy at best.

The delivery of the story itself is done in several ways. First, there are more than enough conversations to sort through with the varied characters in the game. Second, diaries and historical articles abound to get the needed clues to the games puzzles as well as some more back-story. Finally, Samuel himself will relate any details he can add as thoughts. While it is always great in an adventure game to learn about the story, at times Black Mirror's telling drags on needlessly. There is also this annoying delay whenever Samuel approaches an individual. In and of itself, it is tolerable, but due to the sheer number of instances Samuel talks to different people, the time delay really adds up to the point players may just find themselves nodding off at times.


The puzzles themselves aren't really anything original, but they do their job. None of the puzzles are overly complicated and every single one makes sense within the confines of the story. Puzzle types include putting together torn up items, solving riddles and, of course, sliders. Players would be well advised to save the game often, especially right before puzzles, as at times if you make one bad move, you'll find Samuel has stalled or worse, has died. The one feature this game could have benefited from is a quick save and quick load feature. It seems to be glaringly lacking because of the style of the game.

The interface was very simple, a plus for any point and click. Around the screen were various obvious hot spots, and left clicking on a hot spot will give some information or cause Samuel to interact with it. Sometimes, right clicking would cause even more interaction as well. The inventory is accessed by moving the mouse to the lower part of the screen and left clicking will pick up items. A general menu for saving, loading and changing options is easily accessible as well. Subtitles are not on automatically, they must be turned on, and I greatly suggest doing so. Conversation can be skipped through by hitting the space bar or clicking the mouse, and it all likelihood, you will read much faster than many characters talk. A map is found early on in the game and will allow Samuel to quickly travel from location to location.

Moving around from screen to screen is done by simply clicking. Double clicking will immediately take you to the new location. There was one thing about movement that baffled me, though. For the most part, screens are static and to move to the next area of the room, you click to move there and it brings up a completely new screen. However, in a few strange places, it scrolls and you must click the edge of the screen and your character will walk, slowly, to the edge at which point you will be able to continue clicking around the screen or change locations. This seemed out of place and I'm not entirely sure why they did this. Since they did put this style of play into the game, there should have been a way to quickly run to the edge and there wasn't. The screens which required scrolling were important enough to the game that it added unnecessary time to the game play once again.

The graphics were pretty good for point and click adventures. There were a few dream sequences that I really enjoyed and added a great deal to the story. Animations weren't fantastic but they weren't horrible either. The backgrounds and landscapes sometimes edged on beautiful and were some of the most well done I've seen recently. The ambient sounds and background music was at times haunting, and while never really putting me on edge, set the tone appropriately. The one thing that was really horrible was the main character's voice acting. Most of the other voice actors were really good, but I couldn't get past the main character's slow style of speech and I never felt real passion from the actor. I couldn't get past the almost humorous, stilted manner of speaking to feel an attachment to Samuel Gordon.

When all is said and done, this is just a mediocre adventure game. It takes a generic story and adds some twists to it, but the twists and the ending really aren't worth playing the game through. There aren't that many puzzles and the game drags at times due to slow speech and the need for passing time doing nothing. Good graphics, background sounds and decent (if not original) puzzles cannot redeem this game. Adventure games must be compelling and this is not at all compelling.

The Black Mirror Game Walkthrough

Black Mirror Walkthrough

Miranda Williams © November 2004
E-Mail: m_randa74@yahoo.com
	 randarenee@ignmail.com
Console: PC
Complete Date:
Updates:

Contents
I.	Copyright Info
II.	Introduction
a.	Gameplay Navigation
b.	The Map
c.	Cursor & Icon Explanations
d.	Dialogue
e.	Inventory
III.	Updates
IV.	Walkthrough
a.	Chapter 1.  Return of the future…
i.	Black Mirror Castle
ii.	Willow Creek
iii.	The Warmhill Vicarage
iv.	Black Mirror Castle
b.	Chapter 2.  Back to the light…
i.	Black Mirror Castle
ii.	Hermann’s House
iii.	Willow Creek
iv.	Hermann’s House
v.	Willow Creek
vi.	Hermann’s House
vii.	Willow Creek
viii.	Hermann’s House
ix.	The Warmhill Vicarage
x.	The Mine
c.	Chapter 3.  Hidden legacy…
i.	The Welsh Manor
d.	Chapter 4.  Forgotten bound…
i.	Black Mirror Castle
ii.	Willow Creek
iii.	Stonering
iv.	Hermann’s House
v.	Black Mirror Castle
vi.	Ashburry
vii.	Black Mirror Castle
viii.	Sharp Edge
ix.	Black Mirror Castle
x.	Sewer
e.	Chapter 5.  Confession of the truth…
i.	Ashburry
ii.	Sharp Edge
iii.	Hermann’s House
iv.	Ashburry
v.	Hermann’s House
vi.	Black Mirror Castle
vii.	Hermann’s House
viii.	Black Mirror Castle
ix.	Ashburry
x.	The Warmhill Vicarage
f.	Chapter 6.  Look through the mirror…
i.	Sewer
ii.	Catacombs
V.	Puzzle Solutions
a.	Globe Puzzle
b.	Fountain Puzzle
c.	Altar Puzzle
d.	Books Puzzle
e.	Lights on Puzzle
f.	Circuit Box Puzzle
     VI.       Thanks		

I.	Copyright Info
This should be a given, but I’ll go through it anyway. This walkthrough is 
copyright to Miranda Williams. Please do not try to steel it. If you wish to 
post my walkthrough on a website please contact me at the above listed address 
for permission. Thank you.

II.	Introduction
A restless evil, a haunted past…

After twelve years, Samuel Gordon returns to his ancestral home to attend the 
funeral of his grandfather. Haunted by visions of the past, Samuel realizes 
that the present is beginning to haunt his as well. His sleep is disturbed by 
horrific nightmares – a mirror of the inexplicable murders that are occurring 
around the estate.

Following in the footsteps of his grandfather, Samuel begins to trace the 
origins of his family history and realizes that the solutions to the murders 
are linked to the deeds of the past. As Samuel delves deeper into the secrets 
of his history, he finds a series of mysterious artifacts, the final key to 
unlock the truth. It is then that Samuel must confront the true face of evil 
in the reflection of his soul.

a.	Gameplay Navigation
During gameplay, you will visit many locations within each area. The cursor 
will change to a doorway icon and the name of the location will appear in the 
black bar at the top of the gameplay screen. You may walk to that location by 
a single left mouse click, while a double click on this doorway icon will 
immediately take you there. 

Pressing the ‘tab’ key will show all the available exits from the location you 
are currently in.

Pressing the right mouse button on certain active areas of gameplay and on 
certain inventory items will trigger additional actions to occur. These areas 
are not specially indicated in the gameplay so left and then right mouse click 
all active areas of gameplay.

b.	The Map
During gameplay, you will uncover a map. Once you have obtained this map into 
inventory, you may use it to travel between various areas in the village. The 
map also appears during gameplay when you have walked as far in a location as 
possible to allow you to choose where you wish to go next.

From inventory, right mouse click the map and the map will appear full screen. 
Click the area on the map you wish to visit and you will be taken there.

c.	Cursor & Icon Explanations
Neutral:  indicates that no action is possible.

Red Cursor:  Indicates that this object may be interacted with, either 
learning information about it by viewing it or collection it into inventory.

Back Icon:  Return to the gameplay screen after you have viewed a close-up of 
an area or object.

Destination Cursor:  Indicates another area you may go to – double click to go 
directly there without the character walking there.

Dialogue Cursor:  Indicates that you may speak with another character. If the 
cursor appears by a door, it is the character in the room who you will have a 
conversation with. To progress the dialogues, you may either click the space 
bar, the ‘esc’ key, or press the left mouse button.

Positive and Negative Dialogue:  During dialogues there will be occasions 
where you must choose between the two icons on the bottom left of the black 
bar on the lower portion of the gameplay screen. Depending on which you choose 
changes either your response or that of the character you are conversing with. 
This does not ultimately change the ending of the game, but it does enhance 
the gameplay experience.

d.	Dialogue
Throughout the game, there is dialogue that takes place, either Samuel’s 
private thoughts, or conversations with other characters. To make the dialogue 
continue after each segment of speech, press the space bar, the ‘esc’ key, or 
left mouse button.

e.	Inventory
During gameplay, there will be numerous items that you will collect into 
inventory. These items will be stored in the Inventory Menu. You may access 
this Menu by moving the cursor to the black bar on the lower portion of the 
gameplay screen.

As you scroll over objects during gameplay, some will turn the cursor red and 
will be accompanied with a descriptor on the black bar centered on the top 
portion of the gameplay screen.

When you collect an inventory item, an image of the item will appear for a 
moment on the top left portion of the gameplay screen. The object will then 
appear in the Inventory Menu which resides on the black bar on the lower 
portion of the gameplay screen.

It is from the Inventory Menu that you will be able to select the inventory 
item you wish to use during gameplay. Move the cursor to the black bar on the 
lower portion of the gameplay screen to access the inventory items you have 
collected. Select the item you wish to use by left mouse clicking on it. The 
selected inventory item will become part of your cursor. Return to the game 
and use it. If it is not the correct item, it will remain part of your cursor. 
Return that item to inventory by accessing the inventory items and right mouse 
click the item in the inventory and it will be replaced.

Some inventory objects may be combined. When a selected object can be used or 
combined, its icon will start flashing.

III.	Updates
I currently have no updates, but this is where they will be listed if and when 
I have any. Also if I have any frequently asked questions (faq’s) they will be 
listed here as well.

IV.	Walkthrough
Before I begin the walkthrough I would like to say that this is an awesome 
game. The mood is very dark and the graphics are wonderful. This is actually 
my second time playing the game. It’s been a while since I played it and I 
hope it is as good the second time around. I’ll let you know at the end; now, 
on with the walkthrough.


Are you ready to begin? Good. You will begin the game with Samuel’s 
grandfather. Watch and enjoy the opening.

a.	Chapter 1.  Return of the future…

i.	Black Mirror Castle
This first part is pretty simple. Since the only place you can go right now is 
Black Mirror Castle what you need to do is make sure that you exhaust all 
dialogues with everyone and collect the following items:
	‘the key to my room’ – from Bates
	‘pills’ – from Samuel’s suitcase in his room
	‘wallet’ – also from his suitcase
	‘the key to the drawer’ – hidden above the doorframe in Samuel’s room
	‘map of the manor’ – on a table in the library
	‘torn up photograph’ – from the dead fireplace in the attic

Once you have collected and/or used all of the above items you can continue on 
to Willow Creek. Below is a detailed walkthrough if you get stuck. The 
walkthrough is just a guide. You can go about things however you want or as 
the old saying goes, “there’s more than one way to skin a cat.”

You will now hear Samuel speak and see an opening. Here you will meet the main 
characters of the game. You will receive ‘the key to my room’ from Bates. 
Samuel will exit the study. Press the tab key to locate the ‘to the staircase’ 
exit and double click it. Use the tab key again to locate the ‘go upstairs’ 
exit and double click it. Use the ‘to the room’ exit. You can select 
either ‘to the room’ exit here. Now select ‘the key to my room’ from your 
inventory and use it to unlock your room.

There are many things to examine in Samuel’s room. I will begin with the 
suitcase; click on the suitcase to open it, click on it again to get a bottle 
of ‘pills’ and again to get his ‘wallet’. Examine the fireplace and Samuel 
will indicate to ask Bates to light it. Now examine the top drawer of the 
dresser. Examine the ‘photograph album’ and the ‘photograph’. Here Samuel will 
have a flashback. Back out of the screen and now try to open the bottom 
drawer. It’s locked. Right click of the door frame. Samuel will get ‘the key 
to the drawer’. Use it to unlock the bottom drawer. You will need the camera 
later. For now back out. Examine anything else you like (note: the more you 
examine the more you will learn) and exit the room.

If you remember, Robert wished for Samuel to see him to his room but Victoria 
asked him to remain in the study. Go knock on Robert’s door and he will open 
it. Speak to him about everything. When you have finished speaking with 
Robert, examine the newspaper rack next to the door. Samuel will find a note 
inside. 

Now go downstairs and find Bates. He should be in the lobby. Speak to Bates 
about everything. Once you have finished, go ‘to the library’. 

Speak to Dr. Hermann. Look around the library. Go ‘to the central part’. To 
the left is a ‘scroll’ on the table. Pick it up; this is the ‘map of the 
manor’. Examine the map by right clicking it. The only place you can go for 
now is Black Mirror Castle. Other place will be accessible later in the game. 
Look around and then go ‘to the rear part’. Have a look around and then click 
on ‘the big book’ on the desk. Samuel will read the book. Exit the library and 
go back and speak to Robert again. 

Exit back to the staircase and go ‘to the old wing’. Go out ‘to the balcony’ 
and examine ‘the tower’. Samuel needs to find a way in there. Now ‘go inside’ 
and go ‘to the old wing’. Have a look around. Right click on the ‘dead 
fireplace’ and Samuel will get a ‘torn up photograph’. Right click the item in 
your inventory. You will get a full screen with the torn up photograph. You 
need to piece it back together. Click on the pieces to move them, right click 
to turn them. Once you have it pieced together, you will need to ask everyone 
about the man. First go ‘to the attic’ and you will see that the door is 
locked. Go back and speak to Robert about the man in the photograph. 

Now go downstairs and find Bates. Speak to him about everything. Bates will 
tell you where to find the key to the attic. Now go to the kitchen via the 
dining room. Before you go ‘to the kitchen’, examine the dining room area. 
Take ‘a piece of sweets’ from the bowl of fruits. Go ‘to the kitchen’ and 
take ‘the key to the attic’ from the key rack next to the cellar door. 

Now go back upstairs to the attic and use the key to unlock the door. Have a 
look around (remember the ‘chest’). Head toward the back and examine the 
door ‘to the tower’. Samuel will need to find a way to remove the boards. 

Go back downstairs and talk to Bates again. Now we are going to go outside to 
the stable. Go outside via the kitchen so that you can replace the key. 
Now ‘go out’ and go ‘to the stairs’. Now go ‘to the main entrance’ and go ‘to 
the stable’. Examine the broken ‘fence’ and continue on ‘to the stable’. Speak 
to Morris about everything and continue ‘to the stable’. Examine the drawer 
and take the ‘hammer’. 

Go back to the attic and use the hammer to remove the boards. Click on the 
door twice. Locked! Go downstairs to the common room and speak to Victoria 
about everything. Victoria will become upset when Samuel asks her about the 
key to the tower. Now go and speak to Robert again about the man in the 
photograph. Now go and speak to Bates (he should be leaving your room). Go 
downstairs and speak to him about everything (begin with William). Outside 
Samuel should examine the ‘stain’ and the ‘shrubs’. Right click the ‘shrubs’ 
to get ‘a strange object’.

Go back inside and speak to Bates again. Go back to the common room and speak 
to Victoria again. Go ‘to the library’ and speak to Dr. Hermann. There is one 
more person to speak to and that is Henry. He can be found at the bottom of 
the stairs leading to the main gate. When you have finished, go and talk to 
Morris again. 

Now go back inside and go to your room. Take the ‘camera’ from the bottom 
drawer. Now go speak to Robert again. Go upstairs to the attic and unlock the 
chest and get the ‘film’ (you will need to have clicked on the chest for 
Robert to give you the key). Click the film and then click the camera. Return 
Robert’s key and then go outside to where Williams died.

Click on the camera and then click on the ‘stain’ to take a picture of it. Now 
examine any areas you have not been to (the rear garden and the greenhouse). 
Examine the ‘grinder’ to see a gruesome sight. Speak to Henry again. Now go 
back and examine the ‘grinder’ again. Now you basically need to make sure that 
have exhausted all dialogues. Once you have done that you can use the map to 
go to Willow Creek.

ii.	Willow Creek

First let’s find that pawn shop everyone’s been talking about. Go ‘to the pub’ 
and you will see a boy playing. Do not worry about him for now. We will come 
back to him shortly. ‘Cross the bridge’ and go check the door ‘to the pawn 
shop’. Samuel will see a note on the window. Return ‘to the pub’ and talk to 
the boy. Give the boy what he wants and talk to him about everything. 
Now ‘enter the pub’ and go speak to Harry the bartender about everything. Now 
go and speak to Tom about everything. You should know what to do next. Now go 
back and speak to Tom again. Leave the pub and travel to The Warmhill Vicarage.

iii.	The Warmhill Vicarage

Go to your right and you should see the grave digger. Go over and talk to him 
about everything. When you have finished, go around ‘to the rear cemetery’ and 
continue on ‘to William’s grave’. Examine the ‘gravestone’ and click on it. 
Back out and go back to the grave digger and speak to him again. The clock 
will begin to chime. Samuel will return to the front gate of Black Mirror 
Castle.

iv.	Black Mirror Castle

Pick up the ‘box’ and then right click the ‘box’ in your inventory. Right 
click  ‘William’s watch’ and then right click the ‘small piece of paper’. Go 
inside to the library and go to William’s desk. Click on the inkwell, Samuel 
will press a button, and ‘a secret cabinet’ will open. Click on it and Samuel 
will take a box of ‘planets’. Now go ‘to the central part’ and on the right 
side of the screen next to William’s desk you should see a large ‘globe’. 
Click on it and Samuel will open it and note that something is missing. This 
is your first real puzzle (I do not count the ‘torn up photograph’ as a 
puzzle). If you are having trouble with this see the Puzzle Solutions section 
of this walkthrough.

When you have the planets placed correctly they should slide around the Sun to 
reveal a key. Take ‘William’s key’ into your inventory. Once you have obtained 
the key, you need to go back to the attic and use it to open his study.

Go inside and… Now you need to look around the study. Open the ‘roll top desk’ 
by clicking on it, click on it again to get a close up view of what is on the 
desk. Take the ‘jewel box’ and the ‘black rook’. Now back out and click on the 
drawer to open it, click it again to get a close up view. Take the ‘untitled 
book’ and right click on it in your inventory. Now you should have ‘a key’. 
Back out and then right click on the drawer and Samuel will get ‘William’s 
diary’. Listen as Samuel reads the diary.
Now use the key to unlock the ‘massive chest’ across the room. Click 
the ‘massive chest’ to open it and again to look inside. Inside you need to 
take the ‘black sphere’. Back out and now to get out of the room. Right click 
the ‘black rook’ in your inventory and it will become a ‘small knife’. Now 
click the ‘small knife’ and use it on the door. Exit the study and Samuel will 
begin to feel strange. He will pass out…

Watch carefully.

b.	Chapter 2. Back to the light…

i.	Black Mirror Castle

At the beginning of this chapter Samuel will be awakened by Bates. Bates will 
take Samuel to the common room. Once you regain control of Samuel, go to the 
rear garden via the dining room. Right click on the ‘fountain’. Between 
the ‘fountain’ and the bench in a ‘footprint’, click on it and then go into 
the kitchen. The cellar door is open. Go down ‘to the cellar’ and you will 
hear a grinding sound. Walk forward and you should see Bates. Speak to him 
about everything.

Now go ‘to the rear part’ and click on the ‘pump controls’. Samuel will not be 
able to do anything yet. Return to Bates and speak with him again.

Go back to the ‘pump controls’. This is your next puzzle. If you get stuck on 
this puzzle, see the Puzzle Solutions sections of this walkthrough.

Once you have drained the ‘fountain’, go back to it. You should see a symbol 
similar to the one found on the tower wall where William died; click on it to 
get a closer look at it. To the right of the symbol you should see a key. Pick 
up ‘the key from the fountain’ and then take a picture of the symbol.

Now go to the greenhouse. Open the right hand drawer and us the key you got 
from the fountain to unlock the ‘metal box’. Open it and take the ‘letter’.

Now go to the stable and talk to Morris about everything.

Now go back inside and talk to Victoria, Robert, and then Bates one last time. 
Now that you have exhausted all dialogues you can travel to Hermann’s House.

ii.	Hermann’s House

Samuel will follow Hermann inside and downstairs to the morgue. Talk to 
Hermann about everything. Once you have finished speaking with Hermann, Samuel 
will return outside Hermann’s House.

When you first saw Hermann he was disposing of something in the ‘garbage 
container’, however it is locked. There is also a ‘dustbin’ next to 
the ‘garbage container’. Click on it and Samuel will get a ‘torn up letter’. 
Right click the letter and piece it together the same way you did the 
photograph.

Ring the doorbell (to the right of the door) and go downstairs. Examine 
everything (the canisters under the sink, the keys next to the sink, the 
basin, etc…) and then talk to Hermann. Now you can travel to Willow Creek.

iii.	Willow Creek

First you need to obtain the item that Hermann needs. Go to the pawn shop and 
speak to Murray about everything.

Now go to the pub and talk to everyone in the pub about everything. Once you 
have finished, Samuel will go the Hermann’s House.

iv.	Hermann’s House

Once Hermann goes upstairs you can get ‘Henry’s bill of exchange’, it is in 
the ‘box’ on the shelves next to the desk. Now click on the top ‘drawer’ of 
the desk. Inside you will find a ‘piece of imprint plastic’. Take it and use 
it on the keys next to the sink to make an imprint of the key to the ‘garbage 
container’.

v.	Willow Creek

Talk to Harry and then talk to Mark. Mark will agree to make the key for you. 
Now go back to Hermann’s House.

vi.	Hermann’s House

Talk to Hermann and give him the toner.

vii.	Willow Creek

Enter the pub and talk to Harry. Nothing from Mark yet; now go to the pawn 
shop and talk to Murray and give him the bill of exchange. He will then get 
the item that Henry pawned. It is ‘a strange object’. Go ahead and combine the 
two strange objects. Go back and talk to Harry again. He may or may not have 
the key from Mark yet. If not, go to Hermann’s, talk to him, and then return 
to the pub. This time Harry should give you the key. If not just keep trying 
back until you get the ‘small key to the garbage container’. Once you have it, 
return to Hermann’s House.

viii.	Hermann’s House

Use the key to unlock the padlock on the ‘garbage container’. Open 
the ‘garbage container’ and take ‘Henry’s clothes’. Right click on ‘Henry’s 
clothes’ and Samuel will notice something about them. Use the ‘knife’ 
on ‘Henry’s clothes’. Samuel will get a ‘diamond’. Now combine it with 
the ‘strange object’. Ring the doorbell and go speak to Hermann. This time you 
should get the photographs and Samuel will put them in William’s diary. To 
look at them, right click the diary and turn the pages until you get to the 
photographs. Now you can travel to The Warmhill Vicarage.

ix.	The Warmhill Vicarage

Go inside the church via the side entrance. First examine ‘the gate’ at the 
end of the hall. Go ‘to the altar’ and you will see Father Frederick talking 
to another man. Interrupt Father Frederick and speak to him about everything.

Once you regain control of Samuel you should see an ‘opening’ to the left of 
the ‘large gate’. Click on it to examine it. Now place the ‘strange object’ in 
the ‘opening’. An ‘altar’ will rise from the floor. Click on it; this is your 
next puzzle and, thus far, is the most difficult. For the solution see the 
Puzzle Solutions sections of this walkthrough.

Once you have figured this out you will hear a noise and Samuel will turn 
around. Click the carpet and Samuel will move it to reveal a hidden staircase. 
Go down the stairs. It is dark and you cannot really see anything save 
the ‘opening’ next to Samuel. Click on it then go back upstairs and take ‘the 
strange object’ from the ‘opening’. Go back downstairs and place ‘the strange 
object’ in the ‘opening’. Ah… light.

In the four corners are four ‘old books’ and four ‘stone blocks’. On the back 
wall is ‘carved lettering’. Examine the back wall first. This is your next 
puzzle. If you get stuck you know where to look.

Once you have figured out this puzzle, the ‘stone tomb’ will rise up. Click on 
it and Samuel will open it, click on it again… Take ‘Marcus Gordon’s 
Chronicles’ from Marcus’ skeleton. Listen as Samuel reads…

Now take ‘the first sacred key’. Back out of the view. Now you need to find a 
way out. Right click on the ‘candlestick’ and a rat will come out. Click on 
the ‘suspicious spot’.

x.	The Mine

Samuel is in a dark room. Check your inventory and you will see that Samuel 
has lost quite a few items. Getting some light is your next puzzle.

Once you have the lights on Samuel will pick up the items he dropped.

First off you should notice a live wire. Secondly DO NOT TOUCH IT SILLY! You 
will die! I mean hello it is a live wire, duh. Well, since the lights are on 
collect the ‘rope’ that is hanging on the fence next to the live wire. There 
is a ‘metal box’ on the shelves on the back wall. Click on it and Samuel will 
collect ‘wire cutters’. Press the ‘button’; you know the one you used to turn 
on the lights. Select the ‘wire cutters’ and snip that pesky ‘cable’. Turn the 
lights back on and click on ‘leave’. Now right click ‘leave’. Aah… the key. 
Select the ‘wire cutters’ again and use them on the gate. Samuel will cut a 
hole big enough for his hand. Click the gate again and Samuel will get ‘a 
key’. Use it to unlock the gate and then ‘leave’.

There is a ‘rod’ sticking out of the pile of dirt next to the wall. Take 
the ‘sharp rod’. Examine the ‘skeleton’ on the floor next to you and Samuel 
will get a ‘rag’. Now examine the ‘switchboard’ next to the Level 2 doorway. 
Use your ‘small knife’ to open it. Continue ‘on to the tunnel’.

Examine the ‘lid’ under the ‘barrel’. Click the ‘barrel’ but Samuel cannot 
move it. Use the ‘sharp rod’ on the ‘barrel’ and Samuel will pierce 
the ‘barrel’ to allow some of the oil out. Once the oil has stopped flowing, 
Samuel will push the ‘barrel’ over. Try to open the ‘trap door’ but it will 
not move. Attach one end of the ‘rope’ to the ‘trap door’ and the other end to 
the ‘mining cart’. Before you try to push the ‘mining cart’, right click it 
and Samuel will remove the break stop. Now you can push the ‘mining cart’. 
Samuel should go down.

Examine the ‘switchboard’, that is the red glow. Use your ‘small knife’ to 
loosen the door. Now you can open it. This is your next puzzle.

Once you have the lights on, right click the ‘skeleton’ on the floor and 
Samuel will get a ‘small key’. Use it on the locker next to the ladder, and 
then click the locker to open it and Samuel will take a ‘revolver’. Click it a 
second time to get some ‘bullets’ and finally a third time to get ‘plans to a 
machine’. There is an ‘old book’ on the table. Click it and listen as Samuel 
reads.

Once you are finished, climb back up the ladder to where you started. Now 
go ‘to the engine room’. Click on the plans in your inventory then click on 
the ‘control panel’. Go back down the ladder. There is ‘steam’ coming from the 
pipe. Click on it then go back to the engine room and dampen the ‘rag’ in 
the ‘pool’. Go back down and use the ‘wet rag’ to plug the hole. The engine 
will stop running. Click on the ‘fusebox’ and Samuel will notice that one of 
the fuses is blown. Go back up to the ‘switchboard’ you opened with 
your ‘small knife’. Click on it and Samuel will take a ‘fuse’. Now go and use 
it.

Perfect! Click on the ‘generator controls’ and the engine will start running. 
Go up the ladder just once and click on the ‘control panel’. When the lift 
arrives click the ‘control panel’ again to open the gate. Click on the ‘main 
lift’ and Samuel will ride it to the top.

Click on the ‘grate’ and then right click ‘a firm padlock’. Load 
the ‘revolver’ with the ‘bullets’. Select the ‘revolver’ and shoot the lock. 
STOP!! Before you go any further I strongly urge you to save you game here. If 
you die do not say I did not warn you.

Once you are out quickly select the ‘revolver’ and shoot the ‘wolf’. Now you 
can ‘leave’.

Back at Black Mirror Castle, Samuel will speak with Victoria and Robert. Then 
he will retire for the evening.

c.	Chapter 3.	Hidden legacy…

i.	The Welsh Manor

Upon arrival you need to ring the ‘doorbell’ to Samuel’s right. No one will 
come. Try again; still nothing. Right click the ‘doorbell’. The connection is 
not very good. Click on the ‘broken statue’ to Samuel’s left. Click it again 
and Samuel will see a nail. Click it and he will take the ‘nail’. Use 
the ‘nail’ on the ‘doorbell’. Aah…

The ‘caretaker’ will ask for identification. Show him ‘William’s mourning 
card’ and he will take you to Eleanor. Speak to Eleanor about everything.

Once you have finished, you need to go and find Louis (he is near the path). 
When you have finished with him go ‘to the old garden’. Louis will stop you. 
After he speaks with you, you may continue on.

Check the ‘faucet’ next to Samuel and he will take a ‘firm wire’. Continue 
on ‘to the abandoned house’.

Try to open the door, but it is locked. Right click the door and he will see 
the key. Slide ‘William’s mourning card’ under the door and then use the ‘firm 
wire’ to push the key out of the lock. Samuel will now have ‘a key’. Use the 
key to unlock the door and Samuel will go inside.

Examine the ‘drawer’ of the desk next to you. Open the ‘little drawer’ and 
take the ‘fountain pen’. Examine everything and then back out. Disturb 
the ‘sleeping cat’ and something will fall to the floor. Pick up the ‘key’. 
Right click the ‘small door’ next to the fireplace. Now use the key you just 
picked up to open it. Take the ‘candle’ and the ‘alcohol cigarette lighter 
without a wick’. Use the ‘small knife’ to remove the ‘wick’ from the ‘candle’. 
Now place the ‘wick’ in the ‘lighter’. Examine the ‘papers’ on the door of 
the ‘cabinet’. Now use the ‘lighter’ to see inside the ‘cabinet’. Take 
the ‘secret passage’.

Speak to Richard again. He will ask you for something. When you have finished 
speaking with him, click the ‘shards’ on the floor next to him to get 
a ‘shard’. Now right click the ‘shard’ in your inventory. Take the ‘small 
empty bottle’ from the table next to where you came in. Now go back to the 
house. Pick the ‘newspaper’ up from the floor and some ‘logs’. Also get 
the ‘kettle’ from the table. Exit and go back to the garden.

Use the ‘small empty bottle’ at the ‘faucet’ to fill it with water. Also fill 
the ‘kettle’ with water. Now use the ‘fountain pen’ on the ‘small empty bottle 
with water in it’. Now you have a bottle of colored water.

Go back to the abandoned house. Place the ‘newspaper’ and ‘logs’ inside 
the ‘stove’ and light it. Now place the ‘kettle with water in it’ on the stove 
and leave.

Return to the mansion and speak to Eleanor. Now go ‘to the main gate’ and 
speak to Louis about everything. Go back to Eleanor and speak with her again. 
Return ‘to the main gate’ and speak with Louis again. You will need to go ‘to 
the old garden’ and then return ‘to the path fork’ before Louis will begin 
mowing.

Go ‘to the main gate’ and click on the ‘toolbox’ to get some ‘glue’ and again 
to get a ‘wire’. Return to the path and throw the ‘wire’ on the lawn near 
where Samuel is standing when Louis is not looking. He will run over 
the ‘wire’ with the mower. In a few moments the mower will sputter and die. 
When Louis leaves, click on the ‘jacket’ hanging from the tree to get ‘the key 
to the tomb’.

Return to the abandoned house and the ‘kettle’ should be steaming. Use 
the ‘shard’ in the ‘steam’ to get the ‘label’. Now use the ‘glue’ on 
the ‘label’ and the label on the bottle. Now you have the “oxidant” that 
Richard requested.

Use the keys you “barrowed” from Louis’ jacket to enter the tomb. The tomb is 
located near the abandoned house (use the tab key to find the exit if you need 
to). Once inside the tomb examine the ‘inscriptions’ above each statue. From 
left to right they read: Veine, Odire, Malite.

Return to Richard and give him the “oxidant” and then speak to him about 
everything. You will need to come back to him later. Leave for now and go have 
a look around the outside and inside the tomb (to waste some time). Make sure 
you examine the ‘stone flower pot’ outside and the lock inside. Return to 
Richard and ask him about the three words. He may or may not give you the 
answer. If he does not, go and waste some more time and try again. He will 
eventually tell you what the three words mean. You will need three items now: 
blood, earth, and water. Speak to Richard about the ‘blood’. Click on the 
freezer to get the ‘blood’. On your way out, take the ‘kettle with water in 
it’.

Outside the tome collect ‘soil’ from the flower pot. Inside the tome place 
each item in its appropriate bowl (left to right blood, soil, water). 
An ‘altar’ will rise up. This is your next puzzle.

Once you have the zodiac in order the center will open to reveal a key. Take 
the ‘key’ and Samuel will exit. Here he will encounter Louis. He will take the 
keys from Samuel and lock up the tomb.

Go and speak to Richard again. He will agree to help Samuel get back inside 
the tomb later. For now, return to the mansion and Samuel will rest until dark.

Go to the garden and you will see a light on in the tower. On the bridge is 
some ‘grit’. Pick up the ‘little rocks’. Go ‘to the abandoned house’ and try 
the door. Richard has locked it and this time he did not leave the key in the 
door. Go back ‘to the garden’ and throw the ‘small rocks’ at the ‘tower 
window’ until Samuel goes to meet Richard.

Watch as a scene unfolds…

Take the ‘acid’ from the table and go to the tomb. At the tomb use the ‘acid’ 
on the gate and Samuel will go inside. Now use the key you got from inside the 
tomb on the lock to Samuel’s right. The crypt behind him will move to reveal 
another secret passage. Go down and examine the ‘grate lock’ and then return 
to Richard.

Speak to him and then take ‘the key to the mansion’ and go back to the mansion 
and use the key to enter. The jewel box is on the table with the mirror. This 
is your next puzzle.

Once you have the ‘amulet’ you can go back down the ‘secret passage’ in the 
tomb. Place the ‘amulet’ in the ‘grate lock’ and enter ‘the crypt’. Examine 
the room but DO NOT try to open the ‘grave’. You should find that one of 
the ‘skulls’ says ‘skull’. Examine it to find out it is cracked. Throw 
a ‘small rock’ at it and it will fall. Examine the ‘broken skull’ and you will 
see a key. Try to reach it. No luck. You need to find a way to reach it. Also 
examine the ‘monolith’ in the center of the room. Go back to the abandoned 
house.

Inside take the fireplace ‘poker’. Return to the crypt and use the ‘poker’ to 
retrieve ‘a key with a skull’. Now use the key on the ‘monolith’ and you will 
hear a sound. Now it is safe to open the ‘grave’. Examine the ‘grave’ and 
take ‘the second sacred key’. Samuel will then return to Black Mirror Castle.

d.	Chapter 4.	Forgotten bound…

i.	Black Mirror Castle

Upon returning to Black Mirror Castle, Samuel will speak with Victoria and 
Bates. Once Samuel has finished, travel to Willow Creek.

ii.	Willow Creek

Enter the pub and Harry will speak to Samuel. Now go and speak to the Grave 
Digger. He will tell Samuel where the boy was found. There will be a new 
location on your map now called Stonering. Travel there now.

iii.	Stonering

Once there you will meet up with Det. Collier. Speak to him about Henry. Now 
have a look around at everything. Make a drawing of the new symbol 
in ‘William’s Diary’. Right click on the ‘plant’ and Samuel will see something 
that the detective has not seen yet. Right click it again. Samuel needs to 
distract the detective somehow. Use the ‘blood’ on the ‘rock’ behind Collier. 
Now go and speak to him about everything. While Collier is distracted, right 
click the ‘plant’ to get the ‘handkerchief’. Now travel to Hermann’s House.

iv.	Hermann’s House

Speak to Dr. Hermann about everything. Once you have finished, return to Black 
Mirror Castle.

v.	Black Mirror Castle

Find Bates in the kitchen and speak to him. From here go to the stable and 
speak to Morris about Vick. Now go and check the ‘mailbox’ at the front gate. 
I am not sure why you would know to do this other than the fact that it is 
afternoon and maybe the mail has arrived. Anyway… Samuel will take ‘the letter 
for William’ and read it. It is a letter from James. Now you can go upstairs 
and speak to Victoria. Here you will find out who James really is. Victoria 
will then ask you to check on Robert. There is now a new location on your map. 
Travel to The Ashburry Sanatorium.

vi.	Ashburry

Ring the doorbell and speak to the head nurse. Samuel will enter and speak 
with her. Go back outside and ‘go around the building’. Examine the ‘dustbin’ 
near the awning (click it twice). Samuel will get a ‘syringe’. Also take 
the ‘hammer’ from on top of the awning. Now go to the door and speak to the 
Boiler Man. Once you have finished speaking with him go back inside and speak 
with the head nurse again.

When the head nurse exits, go through the ‘counter door’. Pick up the ‘vase’ 
and examine it. Samuel will notice a slot at the bottom. Right click 
his ‘wallet’ to get ‘a coin’. Use the coin on the ‘vase’ and Samuel will get 
a ‘small key’. Use it to open the cabinet. Inside the cabinet take 
the ‘sedatives’. Now back out and Samuel will return to the front of the 
counter. Fill the ‘syringe’ with the ‘sedative’; wet the ‘handkerchief’ in 
the ‘fountain’, and return to the boiler room.

Use the ‘syringe with amobarbital’ on the ‘beer’. Now go to the ‘small window’ 
and examine the second rod from the left. Use the ‘hammer’ on the brick so 
that you can pull the rod out. (Hint: If you are having trouble here, wait fro 
the boiler to get louder and then hit it three times). Pull the rod out and 
examine the ‘machine’. Now use the wet handkerchief on the ‘machine’ and back 
out. In a few moments the Boiler Man will come out and take a beer. Wait a few 
moments and then go inside.

The Boiler Man is out. Right click on the ‘coal’ and Samuel will pick up 
the ‘body of a doll’. Continue on ‘to the rear part’. Examine the ‘notice 
board’. Along the bottom are some ‘pins’. Click on them and he will take 
a ‘pin’. Also take the ‘small key’. Make note of the year on the poster with 
the woman on it. Back out and examine the ‘panel’ next to the ‘door’. Use 
the ‘small key’ in the ‘opening’. Now enter the year on the keypad (don’t 
forget to press enter that’s the large button). Back out and go through the 
door. Samuel will see a doctor and return to the boiler room. That was close. 
Go back and speak to the head nurse again.

She will give you the ‘duty schedule’ (stupid). Examine it and go back to the 
boiler room. Use the ‘duty schedule’ on the ‘intercom’ to call the doctor away 
from his desk. Go through the door and go down the hall.

Someone will speak to Samuel. The man’s name is Ralph. Samuel will find out 
that Ralph wants “Mr. Bubby” before he will help. Right click the ‘dustbin’ 
and Samuel will get the ‘head of a doll’. Combine the head and body then 
examine them to get a ‘thread’. Combine the ‘thread’ and ‘pin’ now use it to 
sew the doll back together. Now give “Mr. Bubby” to Ralph.

Dr. Smith is returning. Go and turn off the light using the ‘switch’. Click on 
the ‘wrie’ and Samuel will pull it down. Pick up the ‘wire on the ground’ and 
attach it to the ‘fencing’. Select the ‘music box’ and use it on 
the ‘fencing’. Samuel will flip the ‘switch’ and then hide. Dr. Smith will 
come and get a real shock (hehehe). Oopsy, now look what you have done. Right 
click on the good doctor to take the ‘keys to the cells’. Use them to enter 
James’s cell.

Inside you can look around. Make sure you right click ‘a hole in the 
mattress’. Samuel will get part of James’s diary. Make note of the drawing on 
the second page. Back out and right click the drawing that looks like the one 
on the page of James’s diary. Samuel can speak to Ralph now.

Examine the painting to Samuels left and he will take the ‘picture’. Someone 
will lock Samuel in the cell. Speak to Ralph again and he will tell you how to 
escape. Once Samuel has escaped he will return to Black Mirror Castle.

vii.	Black Mirror Castle

Go to the kitchen and speak to Bates. There is now a new location on your map 
called Sharp Edge. Travel there now.

viii.	Sharp Edge

Click on the ‘entrance’ and Samuel will think it is wise to have a look around 
the lighthouse first. You should SAVE your game here. Now ‘go around the 
lighthouse’ and THUMP!...

You need to be quick here. Use the ‘small knife’ to free Samuel’s hands. He 
needs to distract James somehow. Select the ‘music box’ then click on James. 
Aah… music soothes the savage beast. Samuel will speak to James. Once you have 
finished, return to Black Mirror Castle.

ix.	Black Mirror Castle

Go to the kitchen and take ‘the key to the cellar’ that is hanging next to the 
cellar door. Use it to open the cellar door and go ‘to the cellar’. There is 
a ‘rope’ and ‘hook’ hanging next to the well. Take them and then combine them. 
Use ‘a coin’ on the ‘sewer’ to find the one you can use to enter the sewer. 
Once you have found the correct one ‘climb down’.

x.	The Sewer

First take the ‘cogwheel’ that is on the floor next to the ‘fountain’. Walk E 
a little ways and examine the ‘mechanism’ on the wall. Use the ‘cogwheel’ you 
just picked up here. Continue ‘on to the underground’.

Examine the ‘railing’ and Samuel will take a ‘rod’. Examine the ‘opening’ and 
then use the ‘rod’ on it. Samuel will discover that it is too thick. 
Return ‘to the cellar’.

Use the ‘rod’ on the ‘grinder’ to sharpen it. Go back to the ‘opening’ and use 
the ‘sharpened rod’. Now use the ‘acid’ on the ‘wheel’ to get rid of the lock. 
Now turn the ‘wheel’ and water will come flowing in.

The water has risen and the ‘cogwheel’ is now near where Samuel came in. 
Combine the ‘hook on a rope’ with the ‘rod’ and use it to fish the ‘cogwheel’ 
out. Go back to the ‘mechanism’ and place the ‘cogwheel’ you just obtained 
there. Now click on the ‘mechanism’. Go back where Samuel got the 
second ‘cogwheel’ and go down the stairs.

Pick up the ‘small chest’ that is next to the stairs. Right click it and 
Samuel will get ‘the third sacred key’. Samuel will feel ill and return to 
Black Mirror Castle to rest.

e.	Chapter 5	Confession of the truth…

i.	Ashburry Sanatorium

Ring the doorbell and Samuel will be allowed inside. He will speak to the head 
nurse. She will take him to see James. The nurse will look into the cell and 
then leave. Enter the cell.

Right click on James to get ‘keys’. Look around the room. The ‘hole’ has been 
filled in. Use the ‘small knife’ to clear out the ‘hole’. Now you can speak to 
Ralph.

The doctor will come and Samuel will go to Sharp Edge.

ii.	Sharp Edge

Examine the ‘hole in the masonry’. Use the lighter to see into the hole. 
Examine the symbol and make a drawing of it the same way you did the third 
symbol. Right click the map and Samuel will go to Hermann’s House.

iii.	Hermann’s House

As usual ring the bell. No one will answer. Go ‘to the morgue’. It is dark and 
there is a body on the table. Click on the ‘sheet’… There is another symbol on 
the sink. Click on it to get a closer look. Make a drawing of it and Samuel 
will have a vision. Back out and have a look at the doctor’s head and body. 
Click on Dr. Hermann’s hand and Samuel will see that he is holding something. 
However, he will not be able to open the ‘hand’. Click the ‘lamp’ on the desk 
at the back of the room. Click on the ‘drawer’. Click on the ‘book’ and Samuel 
will notice some ‘plastic bags’. Take the ‘small plastic bags’. Now take 
the ‘medical forceps’. You should know what to do with those… use them to open 
the doctors hand silly. Examine the hair and then collect it using one of the 
plastic bags. Samuel will here someone ring the bell. As he is leaving he will 
encounter Detective Collier. When he has finished speaking with Collier he 
will return to Ashburry.

iv.	Ashburry Sanatorium

Ring the bell and Samuel will be allowed in. Speak with the head nurse. Go 
outside and ‘go around the building’. Continue on ‘to the graveyard’. Try the 
chapel to find it locked. Go back and speak to the Boiler Man. Talk to him 
about everything. No luck. Remember how Samuel escaped James’s cell? Go back 
in that way and head to the boiler room

Go to the front part of the boiler room and take the ‘rag’ that is hanging on 
the fencing by the coal and examine the boiler. Open the locker and take ‘a 
pair of rubber boots’. Go back to the lobby and wet the ‘rag’ in 
the ‘fountain’ and then go back to the front part of the boiler room.

Use the rag on the ‘boiler’ to open it and then click on the small ‘valve’ to 
the left of Samuel’s head. Now throw in the rubber boots. Samuel will exit the 
boiler room. Go back outside via James’s cell and around back.

What luck! The Boiler Man left the keys in the lock. Take ‘the key to the 
chapel’ and head ‘to the graveyard’. Use the keys to enter the chapel. There 
are some ‘shards’ on the floor near the table. Click them to pick up 
a ‘shard’. Use the ‘shard’ on James to cut off some of ‘James’s hair’. Samuel 
will return to the morgue.

v.	Hermann’s House

Use both samples of hair on the microscope… No match. Hmm… Maybe Morris. 
Return to Black Mirror Castle.

vi.	Black Mirror Castle

Go to the stable and use the ‘switch’ (to the left of the first stable) to 
turn on the light. You should see a ‘cap’. Click on the ‘cap’. Use the plastic 
bag on the ‘cap’ to collect some of ‘Morris’s hair’ and return to Hermann’s 
House

vii.	Hermann’s House

Use the hair on the microscope… No luck again! Return to Black Mirror Castle.

viii.	Black Mirror Castle

Go to the kitchen and speak with Bates. Go upstairs and use the ‘keys’ to 
enter Robert’s Study. Examine the ‘picture’ and Samuel will notice another 
key. Now click on the ‘small table’. Open the ‘cacao box’ and click it again 
to get ‘a key’. Use the key to unlock the top drawer and then open it. Take 
the ‘paper’ and then close the drawer. Right click the ‘paper’ to have a look 
at it. It appears to be blank. You know what they say about appearances 
though… Use the ‘paper’ on one of the green lights along the bookcase. A code 
will be revealed. Examine the ‘MCXX’. These are Roman Numerals: M= 1000, 
C=100, X=10. If you add it all up you get 1120. Now click on the ‘clock’. 
Click on the clock hands and move it to… you guessed it… 11:20. Click 
the ‘needle’ and the bookcase will move to reveal a ‘safe’. Click on it and 
enter the code you found on the ‘paper’. (Hint: click the number first then 
press the button to select the correct number.) In the ‘safe’ Samuel will find 
four items: a ‘ring’, ‘the undelivered letter from William’, ‘Williams’s last 
will’, and ‘Robert’s diary’. Once you have finished, leave and go speak to 
Victoria.

Speak with her about everything and then travel to Ashburry.

ix.	Ashburry

Ring the bell, blah, blah, blah… Go around to the graveyard and look at the 
graves until you find, “an unmarked grave”. Once you have found it, return to 
the chapel. Inside there is a box with a pair of ‘broken gardening scissors’. 
Go to the boiler room and click on the ‘small window’. In the upper left 
corner you should see a pipe with a ‘screw’ sticking out. Take the ‘screw’ and 
combine it with the scissors. Now go to where you got the hammer and right 
click on it to get a ‘rod’. Return to the grave and use the scissors to cut 
away the shrubs. Now use the ‘rod’ to open the grave. Go inside and talk to 
the head nurse.

Now you should travel to The Warmhill Vicarage

x.	The Warmhill Vicarage

Go inside ‘to the altar’ and speak to Father Frederick. Exit the church and 
now you just need to be patient and waste some time before you will get an 
answer. Travel to different places if necessary. Eventually Father Frederick 
will tell Samuel what he needs to know.

Now go to the rear part of the graveyard. Talk to the Grave Digger; and once 
you have the ‘urn’ right click it in your inventory to get ‘the fourth sacred 
key’. Examine ‘William’s grave’. Now to find something to dig with; examine 
the ‘toolbox’ and Samuel will take a ‘flashlight’. Go back to where you first 
met the Grave Digger (remember he was digging to the right of the church). Use 
the ‘flashlight’ on the ‘barrow’. Now pick up the ‘shovel’ and go back 
to ‘William’s grave’.
Before you can begin digging you will need to get rid of the Grave Digger. 
There is a ‘wire’ holding the crypt door open. Click on it and Samuel will 
remove it. Now click on the ‘peg’ at the very bottom of the door. Remove it 
and the door will shut. Now use the shovel to dig up William’s casket. 
Retrieve ‘the fifth sacred key’ from William and back out. Return to the front 
of the church and Samuel will go inside and speak to Father Frederick. Watch 
as a scene unfolds.

f.	Chapter 6	Look through the mirror…

Note: This last chapter is pretty much just one big puzzle. I am not going to 
put it in the puzzles section though as it is the last chapter. I hope you 
have enjoyed the game and found my walkthrough to be helpful.

i.	Black Mirror Castle (underground)

Head to where Samuel got the box with James’s key in it. There is a ‘stone 
relief’ on the wall. Click on it and use the ‘ring’ on the ‘pentagram’. Click 
it and it will turn and eight symbols will light up. If you do not remember 
the order of the symbols look in William’s diary. Select these five symbols 
(click the little red buttons) in the order in which you found them.

ii.	Catacombs

Go right and then go forward. Pick up the ‘sword’ on Samuel’s left. Go forward 
and light the ‘candlestick’. Go left twice and go back once. Pick up 
the ‘helmet’ on Samuel’s right. Go left and you will see and ‘abyss’. Throw 
the ‘sword’ and the ‘helmet’ into it. Go right and press the ‘brick’ on the 
wall to Samuel’s right. Go forward and you will see a door with an ‘opening’. 
You should have noticed some openings in the wall by now, if you are following 
this you should not have examined any of them yet. If you did and got 
something bad in return that’s your fault. From the door go as far left and 
back as you can. Examine the ‘opening’ and Samuel will get a ‘talisman’. Go 
back to the door and use the ‘talisman’. There is a ‘stand’ here. Place 
the ‘black sphere’ on it and you should see behind Samuel a ‘button’ on the 
wall will light up. Look in the left had ‘alcove’ and Samuel will get a ‘map’. 
Right click it to have a look at it. There is nothing special about it… yet. 
Go back to the ‘candlestick’ and use the ‘map’ on it. Some of the squares will 
light up; these are the buttons you need to push. From here go left once and 
press both buttons. Go back twice and left once and press the right button. Go 
left once and forward once and press the button. Go to where the beast head 
was and ‘enter’.

Samuel will wake in some sort of chamber. Click on the altar and take 
the ‘sacred dagger’. Back out and use the dagger on Samuel (hold the dagger 
over his head). Now place each of the sacred keys in its proper place. Click 
on the ‘verses’ and Samuel will read them.

Watch and enjoy the ending!!

V.	Puzzle Solutions

a.	Globe Puzzle
First click on the box of ‘planets’ in your inventory and then click on the 
holes along the rim. The ‘planets’ should now be along the outside. Now all 
you need to do is place them in the correct order. The planets as they are 
placed on the outside from left to right are: Pluto, Mercury, Mars, Venus, 
Earth, Neptune, Uranus, Saturn, and Jupiter. The order that they go in from 
the Sun are: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune, 
and Pluto.

b.	Fountain Puzzle
The one you need to empty is the one without a valve. Number the valves from 
left to right 1, 2, and 3 since there are only 3 valves you can turn. Here are 
two possible ways to drain the fountain: click valve number 1 two times, right 
click valve number 2 three times, click valve number 3 once, and right click 
valve number 1 once, or click valve number 1 two times, right click valve 
number 2 two times, click valve number 3 two times, right click valve number 1 
once, right click valve number 3 once, right click valve number 1 two times. 
Samuel will say, “Ready!” when it is drained.

c.	Altar Puzzle
This can get a bit confusing, so I will try to break it down so that you can 
keep track of what you are doing.

Your objective here is to switch the white and black stones around. I will 
call each row by directional, N, S, E, and W. The white stones are currently N 
and S, and the black stones are E and W. Also before I continue you can only 
move a stone that has a space to move to. So when I say to move a stone I will 
be talking about the only one that can be moved at the time.

First move the S central stone to the W, and the top S one down one and to the 
E. Now do the same with the N stones.

Move the red stone S two spaces. Move the N most stone S four spaces. Move the 
W black stone E one space and N three spaces. Move the NW stone E one space, S 
two spaces, and W one space. Move the E stone W one space, N two spaces, and W 
one space. Move the next E stone W two spaces and N two spaces. Move the S 
stone N two spaces. Move the last E stone W three spaces and S one space. Now 
move the N and W stone (the two white ones) into the E row.

Move the N stone S two spaces and W one space. Move the NE stone into the E 
row. Move the NE stone into the E row. Move the S stone N three spaces and E 
one space. Move the red stone N four spaces. 

With me so far? Okay, moving on.

Move the S most stone N four spaces. Move the W stone E one space and S three 
spaces. Move the final two W stones to the S row.

Move the N stone (white) into the W row. Move the S stone N two spaces. Move 
the next S stone N two spaces and W two spaces. Move the SE stone W one space, 
N two spaces, and W one space. Move the N stone S three spaces and E one 
space. Move the W stone E one space and N one space. Move the next W stone E 
two spaces and S two spaces. Move the N stone (white) into the W row. Move the 
S stone N three spaces. Move the final white stone (SW) into the W row.

Almost done; now all you need to do is line up the black stones in the N and S 
rows with the red stone back in the center.

If I lost you anywhere along the way I apologize. I tried to word this very 
carefully. Hopefully you got it though.

d.	Books Puzzle
The NW book reads: The more you take away, the larger it grows. The answer: 
HOLE. Spell out the words on the NW stone block.

The NE book reads: Cities without houses, rivers without water, forests 
without trees. The answer: MAP.

The SW book reads: It can’t be seen, but it can be heard. It will not speak 
unless it’s spoken to. The answer: ECHO

The SE book reads: Black when bought, red when used, gray when thrown out. The 
answer: COAL.

e.	Lights on Puzzle
Go to the ‘valve’ and turn it (click it a couple of times). Now go to 
the ‘mechanism’ on the wall and place the left lever at the middle, the middle 
lever at the bottom, and the right lever at the top. Then press the switch at 
the right.

f.	Circuit Box Puzzle
This one is easy. From left to right, connect the ‘green wire’ to the 
first ‘clamp’, the ‘red wire’ to the second, and the ‘blue wire’ to the third 
and press the ‘button’ on the left.
g.	Zodiac Puzzle

This one takes some time and patience. This one you need to put the zodiac in 
order beginning with Aries which is in the NW corner. The four corners are 
marked. The NW corner is Aries, the NE corner is Cancer, the SW corner is Leo, 
and the SE corner is Libra. The order starting in the NW corner and working 
clockwise is: Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, 
Sagittarius, Capricorn, Aquarius, and Pisces. You also have to keep in mind 
the other four pieces. These four pieces need to surround the symbol in the 
center with the curved pieces in the NE and SE inner corners and the other two 
pieces in the NW and SE inner corners.

g.	Jewel Box Puzzle

This is a simple chess board with nine squares and four knights (two black, 
two white). If you know anything about chess you know that a knight can only 
move in an L shape. You need to switch the knight’s places to open the jewel 
box. Number the squares starting with the top left 1 thru 9. Here is how to 
open it:

7 to 2
9 to 3
1 to 6
3 to 8
6 to 7
4 to 3
2 to 9
8 to 1
7 to 2
1 to 6
9 to 4
3 to 8
8 to 1
4 to 3
2 to 9
6 to 7

VI.	Thanks

I hope you enjoyed the game as much as I did. I enjoyed playing it again and 
writing this walkthrough. If you have any questions or comments please do not 
hesitate to e-mail me; I will do my best to respond within 24 hours.

Thank you for using my walkthrough.

 
                    

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