Black Mirror
The Black Mirror
What
evil hides in the reflection of your soul…
by
Future Games
Walkthrough by MaGtRo October, 2003
Gameplay:
After installation, enter the key or ID code and then press enter. This is a
point and click game. The Main Menu has new game, save game, load game, options,
credits and quit. The Options Menu has the volume for spoken word and sound,
subtitles and gamma correction. In saved game, enter the name saved game and
then press enter. There are 24 saved game slots.
The main menu is accessed by
clicking on gear icon at top right of the screen. Double click the exits to move
between locations faster. Pressing Tab will show all the exits during gameplay.
Inventory is at the bottom of the game screen. Right click an item and it will
be identified or check what else is contained in that item. Press ESC to skip
intro.
See William write a letter to
Samuel. The ancient ring of your heritage should always be you. I am
afraid…
William is seen falling off the
tower window.
It is best to click a hotspot
until the cursor is not red-active anymore and to right click the hotspot if it
is still red. Right click to check the items in inventory closer. Exhaust all
dialogues.
Chapter 1
return of the
future…
Castle Black
Mirror:
Meet the main characters in
the Common Room: See Victoria, the widow of
William. Heinz Hermann, the pathologist is invited to stay and he went to the
library. Robert, son of William and Victoria went to his study. Victoria wants
you to stay for good. You are a Gordon. Bates the butler has your room ready and
gives you the key.
Why Samuel left for 12
years:
Lobby – In inventory, you
have William’s mourning card. Check all hotspots. Press tab and see all
the exits. Take the SE exit and climb the stairs. Go to the room.
To the room – Check the
newspaper rack by Robert’s study. Inside is a letter from HH about a parcel
brought by Mark. Check all hotspots. Go forward to the room passing Victoria’s
room on the left. Use key on the room and enter your bedroom.
Samuel’s bedroom – Check
the broken mirror and Cathrin is mentioned. Click on drawer under broken mirror.
Check the album and the picture of Cathrin. The bottom drawer is locked. Turn to
the doorframe and click on it – it is too high. Right click the doorframe and
find the key to the drawer. Use the key on bottom drawer and see camera,
films and bible. Look at the portrait of above the chair and find out that
Cathrin died in a fire and Samuel feels it his fault. Check portrait above
fireplace and the fireplace (get Bates to start a fire). In the suitcase, take
the headache pills and wallet. Right click the wallet to get a
coin.
Robert’s study – Knock on
Robert’s study and talk to Robert. Exhaust all dialogues.
Old Wing – Go to the
balcony and click at old tower. You must get inside
somehow. Go back in and continue to the old tower. Listen to his
guilt about Cathrin. Check everything. Look in the fireplace and then
right click to get remnants of old photograph. Look at close at torn-up
photograph and put it together.

When complete, it will be placed
in inventory. Check the door to the attic and find it locked.
Find the key to open the
attic:
Bates – Talk to Bates
dusting the fireplace just outside the library about all topics especially about
the key and fireplace.
Dining room – Look close
at the fruit bowl and get sweets. Check
everything.
Kitchen – Take key
by cellar door. Check
everything.
Attic – Use key on attic
door. Check a locked chest, other hotspots and the entrance to tower. The door
to the tower is boarded up.
Find a way to get in the
tower:
Bates – Talk to Bates by
library door about tools and entrance to tower. Morris and stables are
mentioned. Go out through the front
door.
Stables – Go to stables
and on the way look at broken fence where William fell. Talk to Morris,
the groom about everything.
Enter the stables. Open the
drawer and take the hammer. Check the tool box also. Play with the light
switch by the horse.
Tower entrance – Use the
hammer on boards and find out that the door is locked. Click on door again until
you should ask Victoria is said. Go to your room and meet Bates coming
out of your room.
Look around the
area:
Castle ground – Look
around castle ground. Check everything at right wing area and rear garden
(fountain) and main gate. Go by the stairs and meet Henry, the gardener. Talk to
Henry about everything.
Greenhouse – Go to
greenhouse and find it locked. Look close at grinder and see blood. Talk to
Henry about the grinder and closed greenhouse.
Recording Strange Tower
symbol:
After seeing the broken fence by
tower, talk to Bates by library door about where William
fell.
Tower base – Look close
and click at stain. You should put this down somehow. Look close and
right click at bush to the right to get a strange
object.
Bates – Talk to
Bates at kitchen about the strange object. Place attic key
back.
Bedroom – Take the
camera from the drawer.
Robert’s study – Ask
Robert about everything. He will not recognize the photo. Ask about film and
then the chest in the attic. He will give you the
key.
Attic chest – Use the key
on chest and take film. In inventory, combine film and
camera.
Tower base – Take picture
of the stain in close up. Where do you have it
developed?
Stables – Ask Morris about
Henry and the strange object.
Trail of the strange
object:
Greenhouse – Check the
painting on the easel. Talk to Henry about the strange object and the painting.
He pawned a part of the strange object. Ask about the Bill of
exchange.
Library – Talk to Hermann
about William and the photo. William had burns on his body and he will talk to
you more tomorrow. Go to central part and take the map from the
table with an hourglass. Look around the whole library and read the history of
Warmhill Manor, the large book on the desk.
Victoria at the Common
room – Talk to Victoria about everything. William was looking for truth.
There’s a secret chapel under the church. Morgan’s body is in a secret crypt.
Victoria got upset about the tower discussion. Go talk to Bates in the kitchen.
He advises that you apologize as soon as possible. Apologize to Victoria.
Victoria says to Go ask the doctor about William’s personal effect. The
photo is recognized as a quiet boy that became mad and was sent to Ashburry.
Robert accepted him as a patient. Hmmm. Robert lied.
Library – Talk to Hermann
again and ask about personal belongings. The Doctor’s man will bring the
personal belonging at the Main Gate at 7
o’clock.
Robert – Ask him about
everything. Murray at Willow Creek has dark room at his pawn shop. The photo
resembles a patient of Robert.
Right click the map and the click
on Willow Creek.
Willow
Creek:
Find the pawn
shop:
Creek area – Check
everything.
To Pub – Talk to boy. Give
sweets and show photo to Vick. Enter the Three Kegs
Inn.
Pub – Talk to Harry. Mark
is mentioned. Talk to Tom. You say you will pay his debt. Talk to Harry about
Tom’s debt and pay the debt. Talk to Tom again. William goes to the vicarage
after midnight. You can ask the vicar and the grave digger for verification. Ask
about Mark who works part time for Murray or
Hermann.
Cross the bridge – The
pawn shop at the corner is locked.
To Pub – Go back to Pub
and talk to Vick. After a while, find out that Murray went to town and won’t be
back until tomorrow. Oops – Vick broke the window. Enter the pub and talk to
Harry about Murray.
Warmhill
Vicarage:
Verify William’s midnight
foray:
By church – Check the 2
entrances and find out the church is locked. Talk to gravedigger about
everything. 6 months ago after midnight, William was here looking for something
and Father Frederick was expecting
William.
Rear of Cemetery – Go to
rear of cemetery left of church. Go to William’s grave. Look close at William’s
headstone and click again. Hear your promise to find out the
truth.
By church – Talk to
gravedigger again. The church bells ring seven – It’s seven o’clock and
automatically go to the castle’s main gate.
Castle:
William’s clue:
Main Gate – Talk to Mark
and take the box. Right click on box in inventory to see watch and
some trinkets. Right click on watch and see paper. Right click on paper
in inventory. To my forgetful head: The path to the key
begins in the library on my work table, hidden away under the blue curtain of
unwritten words. The paper also shows books, map, globe compass
and inkwell.
Library – Look at the
globe and ‘it seems something is missing here’. Read the Warmhill Chronicles
again if you want to. Look at inkwell and see a button. When the button is
pressed – the secret cabinet opens.
Globe puzzle – Take the
box that has the miniature planets of the solar system from the secret
cabinet. Go to the globe. Click the box of planets on the indentations. Arrange
the planets on the rings around the sun. When done correctly, it opens to show
William’s key.

Finally, the
tower:
Tower – Use William’s key
on door. The door with the key on the other side closes and locks you in the
tower. Check the massive chest and chessboard (black rook missing). Open the
roll top desk.
Roll top desk – Check
parchments (important notes somewhere). Take black rook and right click
it in inventory to make it a small knife. Check the small cabinet
(jewel box) and it has melody heard before.
Drawer – Check the drawer
of the roll top desk. Take untitled book and right click it in inventory
to get a key. Pull back from close up and right click the drawer and get
Williams’s diary.
William’s diary – Read it
and learn that the men that have the madness that plague the Gordons have in
common was they were born in the same week repeating for 5 centuries. There are
5 symbolic keys given to men in the family. William is in search of all 5 keys.
William has one, James, Marcus, Dergham Gordon of the branch in Wales and the
fifth key’s location is not known. He concentrated on where Marcus was supposed
to be buried – under Warmhill parish. He found a pedestal that has a complex
mechanical lock. He opened the lock but didn’t find Marcus’ body. A sign Shall wisdom be your
way. The first answer of the puzzle was MAP. He also found a
stand with a black ball.
Massive chest – Use key on
massive chest on right of the screen. Take strange black sphere (cold to
the touch).
Use the small knife on door and
the door is opened. Exit the tower and Samuel collapses. He was brought to his
bed by Robert and Bates.
Chapter 2
back to the
light…
Samuel dreams of a man
under water and a key dropping to the bottom of the water.
There’s a knock on the
door. Bates informs you that Henry was found dead in the pond. Detective wants
to speak to you in the Common Room. After the interrogation and before he left,
the detective said that he will close the case after Dr. Hermann’s report.
Find out what
happened to Henry:
Stables – Talk
to Morris.
Fireplace before
library – Talk to Victoria and she will mention where Dr. Hermann
lives.
Kitchen – Talk
to Bates and find out more about the death – around midnight but the body was
found around 6 AM.
Robert’s study
– Talk to Robert about his research.
Old Wing – See
that it is unsafe to go to the attic because the roof caved in. There is also a
broken window.
Rear Garden –
Go to the fountain and see a footprint by just above the puddle on the ground.
Click twice and then right click the fountain. There is something glittering
at bottom.
Greenhouse –
Look at right drawer and see a metal box that is locked. We need the key.
Get Morris’
key:
After
remembering the dream and the seeing something glittering under the water in the
fountain, we have to see how to get it.
Cellar by
kitchen – See that the cellar door is open. Enter and talk to Bates at far
right. Learn that there’s a pump that controls the water flow in the castle. Go
to rear of cellar.
Rear of cellar
– Look at the pump and then the pump control. Since you don’t know what to do
yet, go talk to Bates. Bates will explain that the fountain column is the second
from the right and that you can adjust the amount of water in those columns by
using the other 3 wheels. Go back to pump control.
Pump Control
puzzle – Save game here. The object of the puzzle is to lower (L-R)
#3 column to no water seen.
This can be done is
several ways. Note the height of the columns when one of the wheels is turned.
Note that (L-R) columns 1 and 3 can be raised to the highest point before all
the wheels can not be turned anymore. Note that the last column #4 can be
raised only midway before locking all the wheels.
The best strategy is
to lower #4 column enough to allow #1 and 3 columns to be moved.
This is one way to
do this puzzle if the wheels are not yet turned. So if you have touched the
wheels – go back to a saved game and then turn from L-R wheels: Wheel #2
– left click once. Wheel #1 – right click 7 times. Wheel #4 – left click once.
If correctly done, you will hear a glurb glurb and Samuel will say READY!
Leave the cellar
through the front area and out.
Fountain – See
that the fountain is drained. See a symbol on the side. Click the camera
to record the symbol and then pick up the key beside it.
Greenhouse –
Use the key on the metal box (cabinet) in the drawer. There is no bill for
the pawn shop to be found. Take and read the letter to Victoria and find out
that Henry intends to blackmail Morris.
Cellar – Ask
Bates about the letter. Stable
– Talk to Morris about the letter.
Now you can leave and
check on Dr. Hermann and his promised report on William as well as Henry’s
death.
Dr.
Hermann’s house and morgue:
Trail
of the bill of exchange:
See Dr. Hermann throw
something in the garbage. Samuel follows him down to the morgue.
Morgue – Talk
to Dr. Hermann and find out that he changed his mind in explaining William’s
death except for the presence of chest burns. He refuses to let you check
Henry’s belongings. Henry’s death report that should be kept secret shows that
Henry does not have a single drop of blood in his body.
Outside the
morgue – Check the garbage container and find out that it is padlocked.
Check the trash bin and find torn papers recently placed there.
Torn paper
puzzle – Put together the pieces of paper. Right click torn paper in
inventory. In close up; left click to pick paper, right click to turn and then
left click to drop in place.
Who does research
that we know of that has an initial R? Hmm…
Ring the doorbell by
the door, talk to the doctor on the intercom and enter. Go down to the
morgue.
Morgue – Check
everything. Note the key on the left above the sink basin. Note the photographic
canister under the right sink-basin. Samuel would note that doctor develops
his films here. Talk to the doctor. You’re standing at a
morgue… Oh yes, that’s quite apparent! He will develop the
films if you get toner from Murray in the village.
Village – Talk
to fisherman on dock and to Vick by the
pub. Pub – Talk to
everybody about Henry and find out that he was sober last night.
Pawn shop –
Cross the bridge and enter the pawn shop. Talk to Murray and he wants 35 pounds
to get back the rune-strange object. He will not give it to you unless you have
the bill of exchange. Samuel says find a way to get the bill of exchange.
Get the toner.
Distract the
Doctor to get the bill of exchange:
Pub – Talk to
Harry about Mark. Talk to Mark and pay him 20 pounds (positive answer) or 30
pounds (negative answer) to distract the doctor.
Morgue – Ring
doorbell and talk to the doctor at the morgue. When he leaves to talk to Mark,
click on box found in the room in the background. Get the bill of
exchange. Click on table drawer in the background and get the imprint
plastic. Click on key above the sink-basin. The large one is the one for the
garbage container. Click plastic on key to get a key imprint. You leave
the morgue.
Ring the doorbell
again and talk to Doctor to give him the toner.
Pub – Talk to
Harry about the imprint and he will refer you to Mark. Talk to Mark and he will
try to make a key from the imprint. Be back in an hour to check if done.
Castle – Talk
to Robert about Henry’s loss of blood.
Pawn shop –
Talk to Murray and for 40 pound, then 35 pounds he gives the strange
object. In inventory, combine the strange object and the rune to make one
strange object.
Morgue – Ring
doorbell and talk to Doctor about the film. The developed pictures are on the
tray by the sink Samuel places the pictures in William’s diary. The difference
between the 2 pictures is the symbol at the center.
Pub – Go back
around 2-3 times to the pub and ask Harry about Mark. Finally, Harry will give
you the key Mark left for you.
Morgue – Use
the key on garbage container. Take Henry’s clothes and it exposes human
remains underneath. Right click Henry’s clothes and feel something hard
inside. Right click the black rook to make a small knife and use it
on Henry’s clothes. A diamond is seen. Click diamond over the strange
object to complete it. Now you can enter the church.
Warmhill Vicarage:
Look for the
findings in William’s diary:
Enter the church
through the side entrance. Look at the stone tablet by the door and see the
church was built by Marcus in 1230.
Check the locked
grate, the rear part and then go to the Altar. Talk to Father Frederick at the
altar. Eventually, he will let you in the belfry behind the locked gate.
Belfry – Look
at everything, the gate to the rear part of the cemetery and the opening. Place
the strange object on the opening found below the candle on the pillar. An altar
rises at the center of the floor.
Mechanical lock
puzzle – The object of the puzzle is to reverse the positions of the black
stones and the white stones. The red stone should be at the center.
Click on a stone,
then click on adjacent empty space to move that stone to that space. The way
that works for me is to move white stones to one end to have space to work in
and then move the black stones to the opposite nearly empty side.
When correctly done,
a grating sound is heard.
1. Move bottom white to
sides.
Move red and top white to
bottom.
Move top white to
sides.
2. Move all black on left
arm to top.
Move bottom white and red
to left arm.
3. Move top 2 blacks to
bottom.
Move top left side white
to left arm.
4. Move 2 bottom blacks
to top.
Move bottom-most white to
top.
5. Move all 3 right side
blacks to bottom.Move top white to right
arm.
6. Move left arm white to
right arm.Move 2 bottom blacks top
and right arm.
7. Move bottom right side
white to left arm.Move top black to bottom
right side.Move bottom left side
white to top.
8. Move right arm black
to bottom side.Move top white to right
arm.Move center top black to
bottom.
9. Move left arm white
and then red to top.Move right arm white to
left.
10. Move one bottom black
to right side.Move top red and one
white to bottom.Move top white to left
arm.
11. Move right arm black
to top. Arrange top blacks in a row.Move bottom white to
right arm.Move red to center.
Arrange bottom black in a
row.
Take the strange object
from the opening. Move the carpet at left side of the floor. Go down.
Catacomb – Place the
strange object on the opening. The trapdoor closes. Read the engraved lettering
– Shall wisdom be your
way.
Riddle puzzles – There
are 4 old books on stands. They contain riddles. Beside them are 4 stone
blocks where the answers to the riddle are placed by rotating the letters.
When correctly done the stone blocks lowers to the ground.
Front left book: It can’t be seen but it can be heard. It will not speak unless it’s
spoken to. A picture of a monk talking to 2 men is depicted on
the opposite page. Answer is ECHO.
Back left puzzle: The more you take away the larger it grows. A picture of
an entryway is seen. Answer is HOLE.
Back right puzzle – Cities without house. Rivers without water. Forests without
trees. A picture of a globe is on the opposite page. Answer is
MAP.
Front right puzzle –
Black when bought. Red when used. Gray when thrown out.
A picture of a woman using a bellow is seen. Answer is
COAL.
When correctly done, the stone
tomb of Marcus Gordon rises.
Open the tomb and take the
book. The book states that Black Mirror is the gate between 2 worlds –
good and evil. The book describes the fight between Marcus and Mordred Gordon.
The curse stated by Mordred before he was slain by Marcus – Of your blood, others will rise with your name bearing my curse! One of
your heirs will convert give should of five mortals. This will be the catalyst
to bring my anger back to life! And I will return! When your days have ended
there will be no one to stop me.
The
secret chapel must be under the castle. I must finish what William has
started. Take Marcus’ diamond sacred key – first key of
the five.
Look at candlestick at bottom of
screen. Right click on candlestick and see a rat go to a suspicious hole. Click
on suspicious hole to fall down a hole.
Mine:
Get out of this
place:
Mine power control
place:
To get light – It is dark
here and you lost a lot of your inventory.
Power lever puzzle – Go
to far wall and see a rusty valve. Turn it until it won’t go anymore. Go to
the mechanism. In zoom mode, you have to know which lever to turn to get the
power on.
Move left lever to the middle,
the middle lever to the bottom and the right lever to the top. Press the
button.
Live cable problem – Pick
up all your other inventories but the camera is smashed. See a live cable
hanging by the grilled door on the left. DO NOT TOUCH or you die! Click on metal
box on the left middle shelf in the other room. You take the wire
cutters. Press the red button at the mechanism to cut power. Use the wire
cutters on the now dead cable to cut it. Press the red button again to turn on
the light.
Open the grilled door –
Try to leave but the grilled door is locked. Right click on door and Samuel will
note that the key is on the other side. Use the wire cutter on the grill and
then click to get the key from the other side. Use key on lock.
Mine shaft – Take the
iron rod on the pile at left of the puddle. Take the rag from the
skeleton. Check the switchboard. It is stuck. Use the small knife (rook) on the
switchboard to open it. It has fuses.
Go to the tunnel and see an
elevator lift, full barrel and mining cart. The lift has broken lock.
Go to the engine room and see a
large engine. Samuel doesn’t know how to work the control panel. There’s a pool
with oil on the green area to the right of the engine.
Way out of this level – Go
back to the lift room. Click on lid bottom of full barrel by the lift. Right
click and Samuel says there’s something under the lid. Click on barrel to
try to move it. Too heavy! Use the iron bar on barrel to drain some oil. Now
Samuel tilts it off to reveal a trap door.
Trap door – Click on trap
door and it’s too heavy. Click the rope on trap door and the other end to the
mining cart. Click-push the cart and it is too heavy. Right click the cart and
Samuel says get rid of the break stop. Push the cart again and it moves to pull
the trap door open. Climb down.
Lift room – Go down once
more into another room. There’s a locked locker. Go to the hotspot on the left
wall. Click on it to find it to be a stuck switchboard. Use the small
knife on the panel to open it.
Circuit board – Click
the wires on the clamp. Right click to unclamp. Arrange the wires from left to
right: wire clamped already, green, red and then blue wire. The light comes
on.
Check the skeleton and then right
click to get a small key. Read the old book -diary of the trapped
miner about the ghost problem and how he died. Click the small key on locker and
get revolver, click again for bullets and click again for the
plans to machinery. In inventory combine 2 bullets to revolver.
Engine room – Climb up to
mine cart level 2. Go to engine room and click the plans to machinery on control
panel. The main engine is working now.
Lift room – Go back down
to the lift room and see that there’s a hole in the pipes. Try the rag on it but
will get burned. Go back to engine room and use the rag on the green pool beside
the big engine. Go back to lift room and use wet rag on hole. The generator can
not take full power. Look at fuse box and see that a fuse has blown. Go back to
the switchboard at the mine shaft off the lift at level 2. Take a fuse
from the switchboard. Go back down to lift room. Use the fuse on the fuse box.
Click the generator control to turn it on again. It now takes full power.
Functional lift – Go up to
the level above the lift room and see that the control panel is lit. Press the
control panel and the lift comes down. Click on control panel again to get the
gate open. Samuel in the lift goes up to the highest floor.
Highest floor – Look at
the grilled door and see that it is padlocked. Click (right click) on padlock
and Samuel sees a rusty part of the firm padlock. Save Game here! Use the
revolver on the firm padlock. You should do this with one shot only. Exit
and meet the wolf.
Wolf – The wolf is
blocking your way. Use the revolver with one bullet to shoot the wolf.
Leave and find Samuel in the
common room with Robert and Victoria. Robert left for work in the sanatorium.
Samuel tells Victoria he is leaving tomorrow to go to Wales.











