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Black Mirror III: Final Fear – A Game Guide

by Peter Olafson 6 sections about 158 minutes to read

Black Mirror III: Final Fear - A Game Guide

Find help to get Darren through the third chapter of the Black Mirror saga

Version: This is version 1.0. It’s based of the US edition of the game.

Contact: Mistakes? Lingering questions? Something unclear? You can write to me at .

Copyright: This document is copyright 2012 by Peter Olafson. You may not post it, distribute it, edit it, excerpt it (except for “fair use” purposes in news coverage), sell it or publish it in any fashion without my prior written consent. At this time, the only site with permission to post the guide is JustAdventure.com.

Introduction

This is essentially the second half of Black Mirror II (BM2) and begins very like that game: a Gordon running wildly through the woods. Only this one gets caught. After the events in the summoning chamber at the close of BM2, Darren arrives back at Black Mirror Castle to find it in flames and  police on the scene. He is quickly taken in custody on prima-facie evidence for other people’s crimes: Angelina’s murder of Order leader Amanda Valley and Louis’s attempt to burn down the castle. (The smoldering torch in Darren’s hand and his wild story about  the Order and Angelina can’t have helped.) 

Cut to earlier scenes — discovery by police of Miss Valley’s burned body at the lighthouse, the inspector’s cursory interview with pub-owner Tom, a search of Miss Valley’s  house — and finally back to the present: a session with psychiatrist Dr. Winterbottom and a rather abusive interview with Inspector Spooner in which the principal revelations are that police have not found any support for Darren’s assertions … and that Darren has been released on bail. 

Odds & ends: Our protagonist will be called both Darren and Adrian in the early going and Adrian thereafter. To keep things simple and consistent, I’m just going to call him Darren throughout.

Chapter I

Police Station

To get out of here, you have to collect your belongings in the cells through the door to the left. There’s just Darren’s diary and pencil — but the diary is missing from the locker in the left cell. 

Darren’s neighbor has gotten hold of it. Talk to him. Skinhead Matt Newcastle then reads choice passages before tearing out pages, balling them up and tossing them onto the floor. (If you can’t trigger this sequence, you haven’t yet looked at Darren’s locker.) 

A haunted-looking Darren then imagines himself jabbing the pencil in Matt’s eye — the first of what we’ll call “Mordred Moments”– and automatically retrieves the remains of the book. You’ll be able to read this — there’s not much in there right now — once you’re out of the police station. 

Leave the cells by the exit to the left. Darren automatically signs a raft of documents for the constable, learns he is to check in daily with local psychiatrist Dr. Winterbottom (not something you need to remember; this meeting will always occur automatically), receives his lawyer’s business card and finds himself in a new location: the village square. 

Odds & ends: The vision is a signal that Darren is now seeing through two sets of eyes: his own and, as a result of events in the  BM2 endgame, the embedded spirit of the evil Mordred Gordon. (More about Mordred in Chapter II.)

You’ll note afterward the appearance of a flashing golden padlock in the upper left-hand corner of the screen. This indicates that access to the video of the stabbing sequence has been unlocked (as #4: “Vision 1”) in the “Extras” menu. (You’ll also see there that the rendered portions of the intro (#1) and the sequence at Dr. Winterbottom’s office (#2) are already available.)    

Twenty-nine of the 33 video segments become available in due course by simply playing through the game as designed. I won’t make note of the unlocking of these common-to-everyone segments, but will note availability of the four optional videos as well as all 24 pictures and two of the four mini-games. (The pictures start becoming available as soon as Darren is released — see below for details on the first two — and the first of the mini-games in Chapter II.) 

– You won’t be able to return to the cells once you’re out — this is the first of several one-visit locations — so either save your game here or get your fill of the many location descriptions now.

– Oddly, Darren says he found his locker open — but he didn’t. (You have to open it to find the diary missing.) 

– Spooner has more to say. Most of it is just chatter or variations on his traditional hostility. But ask about “Gordon family” and you’ll learn that Adrian Gordon is buried in the Gordon family crypt and that, according to a death certificate signed by Dr. Heinz Hermann — the corrupt coroner from the original The Black Mirror (hereafter TBM) — Adrian died of fifth-degree burns. (In Chapter II, you’ll get a different account of Adrian’s death from Father Frederick.) 
     
 – Note that the cursor remains red when placed over the photocopier even after Darren has fully examined it. This is a signal that an item or location has some further role to play, will change its state later in the game or has some supplementary interactivity. (For instance, you may be able to try to use another item on it.)  For the copier, a further role is just a little down the road. See “Fix the Copier” below. 

– An example of that “supplementary interactivity:” In inventory, you can try to use the pencil on the diary throughout the first five chapters — the pencil vanishes in the sixth — without noticeable effect. (The implicit point being, I guess, that anything important is already being written down for you automatically.) 

– Note also the picture on the side of the evidence locker outside the entrance to the cells. That’s Darren’s father Samuel — the protagonist in TBM — and he’s currently being used as a dart board! 

Free at Last

Call the lawyer in the phone booth outside by either using the business card on the booth in the full view of the square or on the phone in the closeup. 

You don’t have to use any of the sub-topics to get the basic thrust of Darren’s exuberant attorney: You’re stuck in Willow Creek while the American embassy and British authorities hash out your case. Jones suggests you do some investigating on your own to identify soft spots in the allegations against you. To start on this task, you’ll need your police file. (Once you have read it, you’ll be able to move through the game world with relative freedom.)

Odds & ends: The lawyer is “Mr. Jones” on the phone but “Dr. Jones” on the business card. Was he the psychiatrist at some stage in development — or is this just an Indiana Jones gag? (I’m betting the latter, given that another Indy reference can be found deep in the game.) 

– A business card for Tarot reader Madame Fortuna can be found just below the cracked pane in the phone booth’s door. It’s non-essential, but use it on any phone in each of the six chapters for a preview of potentially deadly upcoming events. Here, it yields a prediction that Darren will be “ripped apart by wild beasts” and rather obvious-sounding solution: “Stay away from beasts!”

– While Darren is on the phone with Jones, you’ll see a blonde woman walk by in the background. This is Denise, who works at the cafe. It’s closed when you leave the police station, but open once you’ve completed the call to the lawyer. You can put in here and, irrespective of not having yet asked Spooner for your file, get a jump on the next puzzle: getting Spooner out of the station for a while. (See “Time to Freeze the Donuts” below for details.) 

– Between the cafe and police station is an “Old fashioned shop.” Enter this little grocery store to automatically scare off elderly customer Dorothy. 

Talk to proprietor Abaya to break the ice — you don’t have to select a topic — and when you’re done chatting click on the “walking maps” (on the counter between candy and baguettes). The terrified young woman will give you one for free. This won’t become an essential item until you need to visit Warmhill later in the chapter, and you can’t yet use it in a meaningful way — being that you haven’t yet visited any other locations.

But once you -have- visited a location, you’ll often be able to use the map to travel back there directly, saving a lot of intermediate clicks in the process. (Summoning the map with a right-click also makes at least one minor adjustment to a descriptions. Via the hotspot below the right of the two bridges, Darren can now identify as the “Glanceriver” [sic] the canal that flows through the village. ) 

A potential disadvantage: These instant trips usually skip over the intervening countryside (a feature new to BM3) and potentially interesting side roads and sidelights therein. You’ll learn the lay of the land more quickly and completely if you just do the traditional adventure-game thing and walk from place to place.  

If Darren looks at  the knives in the left foreground of the shop, there’s another “Mordred Moment” like the one from the jail. Darren spends a little too much time balancing a knife in his hand and savoring its sharpness. Leave the shop and return and you’ll find the knives have vanished. (Click on the block again.“Sold out,” declares Abaya.)

– You can cross the bridge and pay another visit to Dr. Winterbottom. She lives to the left of the currently-closed museum — this reopens in Chapter III — and can shed light on Spooner’s issues: He’s a “bit of a trigger-happy cowboy” whose botching of a case in London led to his banishment to the provinces. Via the “Dr. Winterbottom” topic, she’ll also reveal her connection to Dr.Hermann from the original game.. (Remember this, as it’ll prove meaningful in Chapter II.) 

Note that, like the copy machine, the waste basket beside the doctor’s desk never loses its interactivity. Sometimes this just means you can have some nonessential fun with it in the future. (Here, the future is Chapter II.)

– You’ll never get inside the Three Kegs Inn (located to the left of the square) — even though the interior was modeled for Spooner’s exchange with proprietor Tom in the introduction. But note that its door and menu board display the same lingering interactivity as Dr. Winterbottom’s waste basket and the police station’s copy machine. Tom’s status will change a couple of times in the later stages of the game and the door descriptions change to reflect it. (I’ll reference the menu board below in a different context.)

– Same story with the hotspot just below the right of the two bridges. This may come into play in Chapter III. (“May” because the game also offers two other water sources.) 

– In the village square, left-click on the hard-to-see raven in the shadows between the old pretzel stand and the table just to the left.

Welcome to a little hidden-object sub-game. Yes, the raven appears non-interactive — there is no accompanying hotspot and the cursor doesn’t go red when placed over it — but the bird will nevertheless fly away with a “caw” and the unlocked-padlock icon will flash in the upper-left corner of the screen. 

Save your game, exit to the main menu and click on “Extras.” Under “Pictures,” you’ll find you’ve unlocked picture #4 — an artist’s rendering of the police-station interior — this one with an apparently working digital clock and no cell access pictured. 

It’s not the only raven here. In front of the Three Kegs Inn, click on the one up on the roof. (It’s located to the right of the hole above the door.) This one unlocks picture #5 — an artist’s rendering of Amanda Valley’s parlor. (You saw this cluttered location in the intro and will visit it in Chapter IV.)

You can unlock 24 such pictures in the course of the game. Thirteen are tied to ravens. The other 11  can be unlocked by ordinary game interactions: when you make a particular phone call or right-click on a particular inventory item (both in Chapter II), complete an optional sequence (Chapter III), read twice certain documents (chapters III, IV and V), talk to a particular character on a particular topic (Chapter IV), click on a given location, try to use an item on a particular location or examine a location as a particular character (all in Chapter VI). (One also unlocks automatically in Chapter VI just before the endgame.)

While it’s tempting to interpret the raven as something like a witch’s “familiar” haunting Darren’s footsteps, the birds have no stated part in the story. Darren never comments on their presence and takes note of it  only once — and that in a scene in which the raven itself isn’t interactive.
 
– The village square is one of two locations — the other is the hotel — with incidental, non-speaking characters. (Shades of Biddeford, ME from BM2.) Right now, there are just the two ladies on the bench at the lower left — the only incidentals whose presence Darren can note — but later in the chapter you’ll find a man in front of the veggie table outside Abaya’s grocery and, in Chapter IV, a man and woman having an animated discussion in the nook in the square’s upper right corner.

An oddity: On rare occasions in Chapter I, a man in a dark suit and hat and blue tie will appear around the corner of the phone booth and make his way across the bridge in the lower-left corner. (See pictures.) 

This may be a bug. Restoring the automatic save the game makes after Darren leaves the police station, I’ve found this same man on the bridge — poised in a sitting position with nothing for him to sit upon. My guess is that, after the two women vanish (as they do once Darren delivers a picture to hotelier Murray), this fellow was supposed to take their place on the bench.

Time to Freeze the Donuts

You can now return to the police station and ask Inspector Spooner for a look at your file (via the “Police file” topic). The flattery Jones proposed is not an option, and that’s a big “no.” Did you expect something different? Constable Zak might help were Darren allowed to actually talk to him but Darren can’t with the inspector in attendance. So your next task is making Spooner go away for a while.

Odds & ends: After the chat with Jones, you can also ask Spooner and Dr. Winterbottom about “Castle fire” and the doctor about the additional sub-topics “Vision” and “Therapy session.” (She’ll suggest hypnotherapy, which will be the foundation of your sessions with her for the rest of the  game.)

Not difficult. After your phone call, the cafe two doors to the right of the station is open for business. Enter and look at the pastries in the display case to note that the donuts are missing and then talk to cashier Denise about them. It turns out she’s saving them for the “nice inspector.”

Perhaps you could make the donuts harder to get at. 

Order a coffee. Evidently Denise hand-picks the beans before she grinds them, for this process takes about 40 seconds. While she is thus distracted, enter the back room through the “employees only” door to the right, take the donuts from the lowest shelf and put them in the freezer below the window.

And maybe you could also make the freezer difficult to open. The first time Darren opens it, he’ll light on an idea: Wet the damaged seal and, once closed, the freezer will effectively lock itself shut. 

There’s some water in a mop pail just to the left. What you lack is something with which to apply it. Just wander by the Three Kegs Inn and confiscate the sponge hanging from the menu to the left of the door. Use it on the pail (or on the river hotspot just below the inaccessible right-hand bridge in the village square) and then on the open freezer and you’re golden. Leave the storage room, sit through a brief cut-scene — this makes clear there’s something going on between these two (Denise worries a certain “Edward” might appear) — and Spooner is now occupied. Not entirely with the freezer, I would venture.  

Odds & ends: You can also try to use the sponge (wet or dry) on the menu board outside the Three Kegs Inn. (Hence it’s lingering interactivity.) And, having taken the donuts from the shelf, you can replace them and try to use them on the wash bucket.

– Edward’s the fellow approaching the cafe when Darren leaves. If you return to the cafe, you’ll find Denise and Spooner  nowhere to be found and Edward on-station. Talk to him. He seems to have an inkling that Denise might be fooling around. And if you look first at the photos behind the counter or to the right of the storage-room door, he’ll have an additional “Photos” topic.

Fix the Copier

You can now return to the cop shop and strike a deal with solitary Constable Zak via the “Police file” topic: You’ll repair the copy machine and he’ll copy your file.

The repair may seem complicated at a glance, but it’s actually quite simple and logical. You want to manipulate the orange wires to direct power through the copier and turn on six lights in the close-up display: two in the controls (for the black and green buttons) and all four in the inner circuitry. 

1) For starters, drag the four blown (i.e. exposed) wires off to the side. They have no place in the puzzle.

2) See where the power cord comes in from the right? We need to connect the internal end of this same line to the rest of the copier circuitry. 

The best candidate for this task is the vertical wire coming down from the #3 button at the top left of the display. (This button doesn’t need to be lighted, so you’re not breaking something you’ll need to fix later.) 

Right-click on the wire twice to rotate it to a horizontal position, drag it over to this new spot and use it to connect the interior end of the power line to the rightmost of the three wires leading up to the black power button. 

Now you can turn the machine on with the black button. A pale green light should come on beside that button (accompanied by a thrumming sound) as should a white light in the lower right corner of the central circuit board. (This has already been connected to the on/off switch by two diagonal orange wires leading down and to the left.)

3) Where do you go from here? See the diagrams on the board in the lower left-hand corner? This shows that the wires bridging the gap to the central circuit board are currently in the #3 setup. 

#3 supports the leftmost (“-“) button in the controls, which needs to be off, and so doesn’t help us at all. We want the #1 setup, which lights the green button. Hence, you’ll need to move up by one slot the lower of the two horizontal wires bridging the gap between the circuit board and the diagram piece to its left. 

4) One last step. See the horizontal wire connected at its left end to the node below the #1 button and at its right to the uppermost of the wires coming down from the black switch? Drag it down and to the left to link the nodes beneath the #3 and #2 buttons. 

Here’s how the wiring should look in the end:

Press the green button. There’s a beep, the machine begins to warm up and the view shifts back to the police station. “That should do it,” says Darren. Talk to the constable about “Photocopier” to report your success. 

Odds & ends: Once on his own, Zak can also brief you on the status of the investigation. As Mr. Jones suggested on the phone, it does look as though the police aren’t trying very hard. (They’ve made little more than pro-forma attempts to verify Darren’s story.) 

– Darren can try to use diary pages, walking map and the menu board (see the next section) on the broken copier.

Blocking an Address

Now, the constable is not just going to just give Darren the file. He intends to send it to Darren’s solicitor  — as per Darren’s duplicitous request. And you can tell from Darren’s response that he is already thinking ahead: He’s planning to intercept the envelope before it gets into the mail.

How? Leave the station and have a look at the mailbox just outside. It’s an informal small-town setup — arranged in such a way that Darren could simply place an item on top of the bag to prevent the envelope from slipping down inside. 

The menu board on the table in front of the old pretzel stand across the way, for instance.  

Once this is placed in the box, you’ve only to wait a few seconds for the constable to drop off the envelope. Then you can claim it, open the envelope in inventory with a right-click and read it with another.

The file gives Darren two new tasks — see the Murray and Victoria headings below — and then is automatically combined with the remains of the destroyed BM2 diary to become a new one. 

The new tasks can be performed in either order, but it’s more efficient to visit Murray first, as an item acquired at the hotel can be used immediately after you leave the castle.

Odds & ends: If you collect the menu board earlier — you can pick it up as soon as you leave the police station — you can try to use it on Spooner.

– You may want to look at the police file yourself rather than just accepting Darren’s summary. It’s back at the beginning of the diary and it includes a lot of interesting minutiae. You’ll learn that grocer Abaya (full name: Abaya Abhineeta Goyal) reported Miss Valley missing (which goes far to explain why she’s freaked out by Darren’s appearance in her shop); that Constable Zak’s last name is “Hitchins” and pub operator Tom’s and brother Bobby’s is “Ackland”; that Angelina henchman Louis must have lured Miss Valley out to the lighthouse where she was killed (he’s not identified, but BM2 grads will understand he’s the only person Tom could have seen with Miss Valley); that the police case against Darren is unbelievably sketchy; and that Darren appears to have lied to police. He claims in the interview transcript that he wasn’t in the castle on the evening of the fire. In BM2, he escapes the fire just before the endgame. (It also supplies an incorrect cause of death for castle maid Sally. She was scalded, not burned.) 

“Let Murray Know What I Think”

Hotel proprietor Murray told police he had not seen Darren at the Gordon’s Palace hotel the night of Miss Valley’s murder. But he did see him: Murray chucked Darren out for stinking up the place by opening the sewer access in Angelina’s room. Why did he lie?

Cross the bridge to Dr. Winterbottom’s side of the river and head right to reach the hotel. Enter the building and Darren automatically gets into it with Murray. 

The result? No real satisfaction, but more stuff: a Polaroid camera, a room key and a Samuel Gordon backpack containing a Samuel Gordon cigarette lighter, a bloody plastic knife and a plastic Soul Key.  

Some of this is just junk, but the lighter and camera will come in handy on a semi-regular basis for the rest of the game. And, right now, the camera is part of a proposed quid pro quo: Darren is to take a snapshot of himself, posed as the Black Mirror Slasher, in exchange for Murray’s correcting his erroneous statement to the authorities. (In most jurisdictions, this would be known as “witness tampering.”)

Odds & ends: The camera functions differently here than in BM2. In the earlier game, it could be used on certain locations to unlock concept art in the “Extras” menu — a la the ubiquitous raven in BM3. Here, its use in that fashion unlocks just one mini-game in Chapter III. It is used more generally to take a handful of pictures that either push the story forward (as in the case with the shot Murray has requested) or that have a role in solving puzzles. 

– The path at the right in the exterior view of the hotel can’t be used until Chapter III.

– You can also check out Darren’s nondescript hotel room — though it’s not required right now. Provided you’ve already unloaded the new backpack with a right-click, you’ll automatically dump it and the soul key here.

No, you’re not missing anything. These items have no further role in the game. I suspect the backpack was included just to provide a level of concealment for the knife and the soul key simply as a connection back to the original TBM (in which Darren’s father Samuel collected soul keys) and BM2 (in which  one of these replicas lit Darren’s way through the sewer maze). 

– The TV in Darren’s room can be turned on.

– Talk to Murray again after the initial exchange to establish 1) what’s become of your belongings from BM2; 2) get a tip to the reopening of the museum and 3); via “Photo for Murray,” a clear hint about how he wants that shot set up. (Darren is to “swing a knife about.”)  

– You can try to use your business cards on the phone at the front desk. and try the left door to Murray’s office. (You’ll get in here in Chapter II.) 

– Once you’ve visited the hotel, you can return to the cafe and scare off Dorothy a second time and talk to would-be busboy Bobby about her via the “Old woman” topic. (She’s evidently something of an eccentric.)  Via “Tom,” he’ll also let on that his brother has it in for you — anticipating an encounter at the end of Chapter III. 

“Visit Victoria and See How She’s Doing”

The other task is looking in on great-grandmother Victoria, the only survivor of the castle fire. In Willow Creek, use the “Road to woods” exit (to the left on the Dr. Winterbottom/museum side of the bridge). Just stay on the road proper until it forks and then follow the right fork to Black Mirror Castle.  

Odds & ends: A word about the intervening countryside.

En route to the castle, you’ll pass three side roads. Map or no map, two can’t be explored yet. The “unmade road” extending left from the fork outside the castle gates goes live later in this chapter and the left “path” at the “Crossing in the woods” east of the village opens up in Chapter III.

However, one side path is open to you — the “gravel path” leading right at that same crossing. This leads to the lighthouse and, via a click on the ruins faintly visible just left of the top of the tree, to the ruins of the Academy. 

It’s a logical stop — the closest you can get for now to the site of the BM2 endgame that presumably holds potentially exculpatory evidence  — but, being that an impassable rubble pile now blocks the Academy entrance from BM2, you can’t do anything meaningful here beyond scaring off a couple of additional ravens. (These are covered in the “Portal, Portal …” section in Chapter III.) 

However, if you do pay a visit to the Academy, you will get credit for having visited when it briefly becomes a significant location in Chapter III. 

(Along this route, you’ll also find two more side paths — both no-goes for now. The one with the barbed wire opens up in Chapter II and the “beaten track” just beyond it in Chapter III and then is extended is Chapter IV.)  

– Once you’ve reached the crossing, you can return to Murray and ask about “White Wood.” He’ll mention local legends of ghosts in the forest — foreshadowing of an event later in the chapter. 

– At the fork just short of the castle, a hard-to-see raven can be found in the upper right corner of the screen (harder to see because, when you move the mouse to click on it, it is obscured by the “diary” icon).. Click on it on unlock picture #19 — a conceptual shot  of an artist’s studio that does not appear in the game. No clue where this might have fit in. The paintings on display are abstracts that don’t attach themselves to any known BM character past or present. 

– Outside the castle gate, you’ll find some garbage on the ground below the mailbox. Left-click on it and, after his return to the police station, you’ll be able to ask Spooner about “Young people.” 

You’ll find the side gate has been repaired and fitted with an intercom since your visits in BM2. Left-click on the latter and you’ll be admitted and jump straight to a meeting with Victoria’s nurse, Sister Antolini, under the portico. After a brief chat, she’ll usher you inside and you’ll stop outside Victoria’s bedroom where you can put (or not put) a couple of questions.  (The main thrust is that Victoria isn’t talking and you’ll figure that out quickly enough on your own.) 

Odds & ends: You’ll learn a bit more about the not-talking if you click on the monitor to the left of the bed. The nurse then reappears and discloses that she’s overheard Victoria pray and curse while she’s alone — and that a lot of the cursing seems to be about Darren.

– An odd line surfaces if you ask the sister about “Renovations.” She tells Darren that Victoria said she was born here and wanted to die here. 

But it’s extremely unlikely Victoria was born here. She is not a “Gordon” save by virtue of her marriage to the late William Gordon. 

– Note that the upstairs layout is wholly different than in BM2 — recentered as it is on the family rooms.  

The old lady won’t respond to any of the initial four topics, but you’ll have to work your way through them anyway to reach “Castle fire.” 

Here she finally speaks up — saying Darren sounds like a “coward,” asserting that Mordred’s ghost “rides you like a child rides a rocking horse,” blaming Darren for the deaths of castle residents in BM2 and wishing he’d just stayed in the US. 

Darren here has another “Mordred Moment” (he imagines himself smothering Victoria with a pillow), the nurse shows up and shoos him out and Darren finds myself outside the gate again.  The upshot to all this: a diary entry that ends: “Victoria doesn’t believe a word I say. If I only had some kind of evidence I could show her.” You won’t be able to do so until the end of Chapter II.

Odds & ends: Note the lingering interactivity of the standing stone (“menhir”) and mailbox outside the castle gate, the picture above Victoria’s bed and the jewel box on the table at the right. You’ll sort these issues out in chapters III and VI.

A Photo

That leaves only the picture for Murray  — for which purpose you now happen to be in just the right spot. 

Nevertheless, you may find your efforts to snap the shot are unavailing. You need one of the props Murray provided. Open the backpack in inventory with a right-click — liberating lighter, plastic knife and Soul Key — and then use the camera on the distant castle (as seen through upper part of the main gate). Darren will automatically strike a pose with the plastic knife.

Return to the hotel, talk to Murray about “Photo in front of the castle” or just drag the photo onto him and, after some back and forth, he suggests you take a nap in your room — promising that Darren’s issues with his statement will be addressed. (For some reason, Darren hangs onto the photo.)

Odds & ends: The instant-travel map temporarily stops working at this point. Try it and Darren says he’s tired and wants to lie down. Evidently the game -really- wants you in your hotel room to collect the first of what turns out to be a series of anonymous “Guardian” notes. 

But you can still travel the old-fashioned way — albeit to no useful purpose. You’ll find Denise back on duty at the cafe. Run her topics to learn she and Edward are engaged. (From the identically glassy portraits, they also appear to be twins!) And that in turn will enable you to question Edward a bit more. You’ll learn he was up for late maid Sally’s job at the castle — another bit of foreshadowing of events in Chapter IV. 

In addition, Spooner is back in the police station with a new “Murder of Miss Valley” topic and “Angelina” and “academy” sub-topics.
      
– The broken doors in the hotel hallway outside Darren’s room foreshadow the appearance of a toolbox here in Chapter II. 

– The folks sitting in and wandering through the lounge down the hall from Darren’s room include the German tourists and background characters from Biddeford in BM2! The fellow reading the paper is the one who was sitting by the sea in the exterior shot of the post office/souvenir shop. (You’ll also note that the hotel layout here doesn’t quite gibe with the one in BM2.) 

Anyway, On to the Note

Use the double doors at the left and double-click (or use the room key) on the first door on the left. After automatically dumping the backpack and soul key, Darren can pick up the note someone’s shoved under the door. 

This anonymous letter purports to be from someone believing in Darren’s innocence and reports that “you’ll find the first lead at your father’s grave.” 

This is the first of five such notes. The last three can be disregarded entirely. (You don’t even need to pick them up unless you’re determined to unlock all the “extras” pictures.) ) But this one and its successor in Chapter II lead Darren into new territory and you’ll need to seek them out and then follow-up on their contents.

You may recall the graveyard at the Warmhill church from the original TBM. But Darren doesn’t — you controlled his father, Samuel, in that first game — and hence can’t travel there until 1) someone locates Warmhill for you and 2) you find it on the walking map. If you haven’t already collected the map from Abaya at the little grocery store, Dr. Winterbottom (now at the cafe) will nudge you in this direction.   

You can ask Murray, Spooner or Dr. Winterbottom about “graveyard” and be pointed  to the church.  Head for the castle. At the fork just short of the gates, head left. (If you can’t, first open your new map and then try again.) Darren enters a section of woods with a “beaten track” leading off into the forest at its left end. (You won’t be able to use this path until the Warmhill segment is complete.) The exit to the church is at the far end.

Odds & ends: There’s a lot of empty real-estate in this unusual scrolling screen — the others are the lobby of the Gordon’s Palace and the castle cellar — and nothing much to do. Darren can identify the stream below the central bridge and speculate about “undead ghouls” roaming the thicket to the right. But that’s the end of it until you complete the day’s business at the church.   

Warmhill

This should look familiar. Warmhill was an important location in the original TBM and, in BM2, a picture of the church was used in the sliding-block puzzle that unlocked a roll-top desk.

Enter the church and talk to gravedigger Mark, who is sleeping in the confessional over to the left. Via the topic “Samuel’s grave,” he’ll refer you to Father Frederick, who, much as in the original TBM, is away and due back the next day. 

Odds & ends: Scare away the raven just right of the small cross at the near end of the church roof to unlock picture #7. 

– If you first examine the fresh grave at the far right in the front view of the church, and then ask Mark about it, he can give you a hint at a likely location for Samuel’s grave: one of the anonymous graves in the foreground of the graveyard proper. However, you can’t act on the information at this time. (This also changes the fresh grave’s description.)

In addition, via “White Wood,” Mark expands slightly on what you may have heard earlier from Murray about local legends — including a reference to “Mordred’s voracious hellhounds” and not inconceivably the same traps you’ll come across in Chapter III– and, via “Church,” reference the collapse of Marcus Gordon’s crypt beneath the church (which likewise comes into play in Chapter III).  

– Note that Miss Valley’s grave to the left of the church door does not lose its interactivity after you’ve elicited a description. That’s because the description will change in Chapter II.

– You can  also explore the dilapidated graveyard to the left of the church. (The vicarage’s rough-and-ready front yard is locked up for now. You’ll get in there in Chapter II.) Visit the graveyard at night, after leaving the church, and you can scare away the raven atop the left pillar at the rear — unlocking picture #6.

Devil Dogs 

You won’t be able to use your map to get back to the hotel. 

And, yeah, that’s a bad sign.

Head back toward the castle. Just short of the entrance to the “beaten track,” Darren gets an inkling of something out in the woods. Just past the path, this inkling gets more specific: the hell hounds of local legend. And as Darren approaches the right end of the logs on the near side of the main path, the same savage face that often precedes a “Mordred Moment” flashes onscreen and Darren is confronted front and back by giant black dogs. 

Are these hounds (like the earlier “Mordred moments”) just figments of Darren’s imagination? Hard to say — a later scene will give you reason to wonder —  but they can kill him. There’s no scaring them away or fighting them off. As Madame Zora suggested if you consulted her oracle earlier, the key is distance. You have about 15 seconds to run. Use the “beaten path” (just left of Darren’s location) that leads away into the forest. Our boy will automatically hole up in a little shack at its end and hold the door shut until the hounds give up the pursuit.

Odds & ends: Or what the heck, just let the hell hounds kill Darren. This unlocks video #7 — the first of the four optional video sequences — and gives the hounds a name: “Barghests.” (You can read more about barghests at (among other places): http://en.wikipedia.org/wiki/Barghest.)

– This sequence and another at the end of Chapter IV may give pause to folks who played the original TBM. Do you remember the animal-like first-person view of the creature climbing the castle tower in the intro of that first game?Was it one of these dogs? 

And, in retrospect, I have to add that this scene lacks a reason-for-being. At the end of Chapter IV, you’ll learn these giant dogs are allied with Mordred. Given  Mordred’s plan (revealed in Chapter VI) the last thing the dead sorcerer would want is to kill off Darren.  

– Note that the dogs become “wild boars” in the walkthrough that accompanies the US release.  

The Shack

Now Darren can’t open the door. Depending which description you believe, it’s either barred or jammed. In any case, you must find another potential exit, a means to open it and bang said means into working order.

Exit: The obvious one would seem to be the door in back. But that’s just a shed for storing lumber and offers no escape or supplies. 

However, you’ll notice that the floorboards on the near side of that door seem to call attention to themselves. Perhaps Darren could find a way through?

Odds & ends: Note the lingering interactivity of the door, window and entrance to the woodshed. This just means you can try to use the chainsaw or file on the rear wall on them. (You can also try the file and lighter on the floorboards.)

Tool: The only visible tool is the file hanging on the rear wall. It comes into play in Chapter II. Right now, you need a saw.

As you would imagine, it’s in the padlocked trunk beside the door. There is a key, but it won’t become visible until you turn on the lights, so use your authentic Samuel Gordon lighter on the oil lamp at the head of the bed. 

A couple of things happen — one obvious, one not. You’ll hear what sounds like a rap at the door and, when Darren automatically looks out the window, you’ll see the ghostly form of a woman not dissimilar to Darren’s late twin sister Angelina moving through the trees. You’ll learn more about this “White Lady” in Chapter II.

Odds & ends: Alternate cut-scene trigger: Without first lighting the lantern, just look out the window. 

– Darren can also claim that  file. But it’s not strictly necessary. If Darren doesn’t take it, he’ll find a replacement on-site when the time comes. (The cigarettes in Chapter II work in a similar fashion.)

The other: A new hotspot has appeared — a “Peculiar shadow” on the wall behind the lamp. Left-click on the shadow and then on the oil lamp to find its source: a key. Use this on the padlock on the trunk beside the door. 

And there’s Darren potentially exculpatory evidence: the costume of an Order member with a scrap of a note in the pocket that Darren interprets as a request to conceal the organization’s existence. (You’ll find an explanation for this concealment in Chapter III and  longer version of the note in Chapter IV.)  Also, a corkscrew, a folding ruler … and a chainsaw. 

Alas, a chainsaw not yet ready for prime time. It needs:

Fuel: There’s a bottle of gas on the shelf on the rear wall. Use this on the chainsaw to fill it up. 

A gas-tank cap: Use the rake just left of the shredder on the bed to retrieve a box marked “Ralph.” 

Apparently this is where the former Ashburry asylum inmate took refuge after the events of BM2. (If you’ve already visited the Academy ruins, you’ve noticed that Ralph’s corrugated-metal shelter has been closed up with debris.) Open the box in inventory with a right-click to extract Ralph’s doll/imaginary friend Mr. Bubby, a luminous happy-face sticker (the first of three) and a cork. Use the cork on the chainsaw.

Odds & ends: There’s something dead inside the shredder. 

This is an artifact from the original TBM and seems to have been included as an oblique kind of foreshadowing. In that game, bloody one moment and pristine the next, the shredder seemed connected to the murder of castle gardener Henry Stanton, whose blood-drained corpse was found in a fountain. (The fountain doesn’t appear in BM3, but references to Stanton turn up in chapters II and III.)      

Proof of concept: For the want of a better word. 

Try a corked and fueled saw on the floorboards and Darren still insists on first knowing what’s beneath — i.e. that the proposed exit is actually an exit. The ruler will do here. It reveals that this part of the structure seems to be on stilts.

Then try the chainsaw. Success! Drop through the hole — Darren automatically dumps the saw on his way out, but it becomes a tacit reference point late in the game — and he’ll surface in front of the shack, notice that the departed hounds did not leave any tracks and, after a “Mordred Moment” flash, promptly collapse. (When you don’t have an exit strategy, have your protagonist faint.)

Odds & ends: Note the crow atop the oil can to the right of the shack. There’s no opportunity to scare it away in this non-interactive scene, but you’ll be able to return here in Chapter II.