Black Mirror 2Black Mirror 2

Game Details:  Mystery, 2009

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  1/22/2010

Suggested Listening:  Help Me Out (Ash 25)

Black Mirror 2 is the second of a trilogy of supernatural adventures, based around an ancient family secret relating to the Gordons, who call Black Mirror Castle home. This follows on from the previous game, Black Mirror 1. In this game you play as Darren Michaels, a physics student who discovers his mother has a link to the Gordon family overseas, and he decides to investigate. The series continues with Black Mirror 3.

Chapter 1

Fuller's Photo Store

Look at the crammed shelf on the right and take the carton of fuses, then open the carton to find a single fuse. Open the fuse box, open the cover and remove the blown fuse, then insert your new fuse and flip the switch. Head upstairs and take the advertising sign on the right - you will automatically take it outside. Head along the road to the harbor promenade.

Post Office

Look at the red convertible here, then go and talk to the young woman, and pick up the metal bar that has broken from the railing near her. Enter the post office and try talking to Rosie, but you can't interrupt the conversation already under way. Go outside and touch the car to set off the alarm, then quickly head inside again. Talk to Rosie, who will give you the package, and say there is another one. Talk to her about everything else, then look at the blank collection notes on the counter. Talk to Rosie to distract her, then take a blank note. Go back past the photo store to the main square.

Main Square

Look at the statue and the convertible, then go right.

Biba's Diner

Look at the bubble gum dispenser on the wall, then enter the diner and talk to Mrs Biba. Try to leave the diner and you will talk to Dr Newhouse on the way out. Head back to the photo store (using your postcard as a map).

Fuller's Photo Store

Go into the back room using the door on the far left. Use the phone on the desk, and you will end up going home.

Home

Call for an ambulance by using the phone. Pick up the pill dispenser from the small table, and the handbag from the chair. Go towards the bathroom and look at the painting on the wall, then take the medications from the bathroom cabinet. Go back and then into the bedroom on the left. Open the bottom drawer from the bedside table to get a locked address book. Move the pot plant on the window and take the small key, then use this to open the address book. Look in the book and get Dr Wakefield's number, then go back out to the main room. Look at the table near the front door and use the telephone. Leave the house, and you will end in the main square.

Main Square

Enter the hospital. Talk to the receptionist and you will automatically give her the medications and insurance card. After waiting a while you will get the card back, then see your mother. Talk to her twice, then take the stethoscope from the bed and a laxative from one of the drawers. Look at the scales beneath the bed then leave again. Talk to the receptionist, then leave and go home.

Home

Go into the bedroom and look at the bureau on the left. Look at the puzzle and solve it, then take the small casket and transfer book. Look at the transfer book in your inventory, noting the last insurance payment and reading the letter from C.

Main Square

Enter the hospital and talk to the receptionist about the insurance.

Fuller's Photo Store

Try to open the front door but you will see the stranger inside. Go through the gate to reach the backyard. Take the fishing line from the toolshed, the tow rope from the car, the handle from the bucket, and the drinking bowl from the dog's cage. Combine the handle and fishing line, then use this on the pivoting window above the back door. Open the door and go inside. After the men leave, head inside again. Grab the pen from the desk, and use it on the blank collection note, then head out of this room and down to the basement. Go to open the secret door and you will be confronted by Fuller and fired.

Post Office

Talk to Rosie about everything - you need a signature on the collection note for it to be valid. Look at the travel guides about Willow Creek.

Hospital

Grab the magazines from the waiting room. Head in to your mother's room and look at the cards to see one signed by the mailman. Take the card and use it with your collection note.

Post Office

Give Rosie the collection note to get the photo paper. Talk to the blonde customer and show her the magazines so she will call Fuller.

Fuller's Photo Store

Go around to the back and enter the store. Look at the safe next to the microwave, then use your stethoscope on it and solve the puzzle (start by turning anti-clockwise, then change direction each time you hear a click). Open the safe and take Angelina's film can. Head right to the sales area then down to the basement. Move the boards and take the developer solution, then go back upstairs and left to the darkroom. Pick up the distilled water and fixer solution.

Pour distilled water on the water dish and on the developer dish. Pour developer solution on the developer dish and into the developer container. Put your film in the developer container and you will shake it. Use the developer container again, then pour fixed solution into it. Use the developer container one last time to get the developed film.

Put the film in the enlarger. Open the package in your inventory to get some photo paper. Put a sheet of paper on the enlarger, then use the enlarger; turn it off as soon as the timer reaches 5 seconds. Take the paper and put it in the developer dish, then take it out when you see the photo clearly, and put it in the water dish. Repeat this successfully a second time and you will automatically enlarge all the photos. Now you will answer the door and get a letter from Mrs Biba.

Home

Go to the kitchen. Take the empty tea kettle from the stove and fill it up in the sink. Return the kettle to the stove and turn it on, then use the letter on the kettle to see money inside.

Fuller's Photo Store

Place the letter in the mail slot in the front door.

Wild Coast Hotel

Go to the post office area and look at the sign for the Wild Coast Hotel, then follow the sign to get there. Talk to the porter, then go up to see Angelina. After the repeat photo shoot, leave the room and talk to the porter again.

Biba's Diner

Take a red light from the string of lights outside, then go inside. Take a slide of bread and the vinegar from the counter.

Fuller's Photo Store

Go to the junk shop just right of Fuller's, and talk to Eddie. Look at the projector and the walkie-talkie, then talk to Eddie again, and he will eventually show you a coin to identify. Use the coin on the catalog on the counter, then Eddie will ask you to get his cane back.

Wild Coast Hotel

Talk to the porter until you get the cane.

Fuller's Photo Store

Enter the junk shop and give Eddie his cane, and he will loan you the projector.

Home

Open the drawer in the kitchen and you will find a dish for developing. Enter the bathroom, and you will develop the film and keep a photo for yourself.

Chapter 2

Home

After your conversation, leave the house and you will be at the station.

Main Square

In the police station, make a composite of the stranger, using the description in your notes (brown combed-back hair, small straight nose with wrinkles on the sides, deep-set eyes, dark eyebrows, thin mouth, small moustache, slightly droopy cheeks). After you get it right, leave the station and go right.

Biba's Diner

You will see Mrs Biba throw something in the trash. Search the bin and get some paper snippets, then look at them in your inventory and piece them back together. Enter the diner and talk to Mrs Biba and then the doctor.

Fuller's Photo Store

Look at the police tape over the front door, then go to the backyard. Look at the window and the grating below it, then use your tow rope on the grating, and your metal tube on the rope. Go inside. Pull all 5 ropes associated with the backdrop and note the locations. Head upstairs and into the back office, and look at the world map. Look at the small note, then at the map itself to see 5 locations. Go back downstairs and pull the ropes in the order indicated by the world map (ropes 4, 1, 5, 3 and 2). Look at the secret door to see a numeric pad, for which you don't have the combination.

Main Square

Enter the hospital. Talk to the nurse, then try to talk to the security guard on the left, but the nurse won't let you. Look at the soap delivery note on the end of the counter. Visit your mother's room. Look at the monitor, then pull out the cable from the wall. Quickly go back out and take the delivery note before the nurse returns. Go and talk to the guard and you will show your delivery note, but the guard won't let you past without a box.

Post Office

Pick up the empty box on the floor here, then talk to Rosie before leaving.

Main Square

Back in the hospital, talk to the security guard again, but now you need a pass.

Biba's Diner

Talk to the doctor, then talk to Mrs Biba and order a coffee. Give the coffee to the doctor, then after the accident take the ID badge from the white coat.

Main Square

Talk to the security guard and you can now get through to the morgue. Take the syringe from the bottom of the cart. Now look at the clipboards until you identify Fuller's box as number 448. Open box 448 to get his set of keys.

Fuller's Photo Store

Head inside using the grating in the backyard. Go upstairs and into the back office. Look at the cuckoo clock, and then look at the hexagonal hole at the bottom right of the clock face. Use Fuller's keys on the hole and you will get a hidden carton. Open this in your inventory to get 4 negatives. Head out to the sales area and put the negatives on the lightbox. Rearrange and overlap the 4 pictures to show the numbers 2482. Go down to the basement and enter the code, but the door still doesn't open. Look at the floor just in front of the door and you will find some scales. Look at the scales.

Main Square

Enter the hospital and use the soda machine to get a bottle of soda, then go to your mother's room. Take the scales from beneath her bed. Use your syringe on your bottle of laxative, then use this on the soda bottle. Go and give the soda to the security guard and he will leave. Now enter the morgue. Use the scales on Fuller's body, then on the empty stretcher to work out Fuller's weight. After you are arrested, you will soon be released again.

Fuller's Photo Store

Go to the secret door and click on the scales to add more weight. Open the door with code 2482. In the cellar, try to open the cupboard. Take the brass ball from the corner of the bed. Move the curtain out of the way to see a metal plate, then use the brass ball on the plate. Now open the cupboard and take the photographs.

Main Square

Enter the police station to meet Reginald Boris. Leave again when you can.

Wild Coast Hotel

Go inside and talk to the porter. Go back outside. Crush up the bread in your inventory and use the breadcrumbs on the veranda. When the porter comes outside to investigate, head inside. Take the key from behind the desk, then go up to Angelina's room. Examine the lamp to find a bug, then open the grate over the ventilation shaft to find a radio transmitter. Leave the room and you will be kicked out of the hotel.

Fuller's Photo Store

Head into the junk shop and talk to Eddie. Buy some wire cutters (pick them up from in front of Eddie's counter). Head out to the back of Fuller's store and pick up the metal bar you used to open the grate.

Biba's Diner

Use your wire cutter on the cable holding the string of lights out the front of the store, to get some cable, then use the wire cutter on it again to get a copper wire.

Home

Take the headphones from next to the television, and take the compass from on top of the telescope.

Fuller's Photo Store

Go to the junk shop and talk to Eddie again to give him the components. You will automatically head to the beach and use the device. Spin the dial until the arrow points farthest to the right (73 degrees) then hit the red button and you will return to the junk shop, then make your way to Reginald's boat.

Reginald's Boat

Go to the lower deck and look at the laptop, then take the folder (and transparent foils) from the desk and take the photos from on the wall here. Move the painting to reveal a safe. Look at the safe to see the dial uses directions rather than numbers. Look at the map on the other wall and use your transparent foil on the map. Move and turn the foil so that the lines and asterisks line up to trace a path going SW, S, SE, E, NE, NW. Go to the safe and enter this combination, then take the ring and diskette from inside. Use the diskette with the laptop, but you will lose power. Look at the seat on the right to see it has a lock beneath it. Open the drawer beneath the laptop to find a key, and use this on the lock beneath the seat. Open the cap on the generator to see it is out of gas. Go outside and open the box under the bench to get a gas can. Go back down and use the gas can on the generator to fill it up. Click on the generator to start it. Save your game.

Use the laptop to get more information. Once you are taken outside by Reginald, use the boom and you will escape and end up in the diner.

Main Square

Go to the hospital and into your mother's room.

Chapter 3

Gordon's Palace

Go inside and talk to Murray to get your room key. Buy a postcard that you will soon use as a new map. Go through the door on the left and you will leave your rucksack in your room. Pick up the newspaper and matches from the small coffee table, then return to the lobby. Talk to Murray again, then go outside. Look at the pile of leaves next to the car, then use your newspaper on them, then the matches on them. Go back inside and tell Murray about the fire, then take Angelina's room key from the board. You can also pick up a flask of alcohol and a knife from the coffee table in the lobby.

Go back through the door on the left and use the room 13 key on Angelina's room. Open the cupboard beneath the television to get a sleeping medication. Move the portrait on the wall to find some white notes. Look at the bed and take a woollen thread from it. Now look at the cut lemons on the writing desk. Pour some of your alcohol in the glass on the desk, then use your woollen thread on the glass. Use a match on the thread, then your notes on the candle. Read the notes in your inventory, then leave the hotel.

Willow Creek

Talk to Miss Valley, then enter the museum and talk to Bobby. Look at the broken display cabinet on the left. Go over to the right and read the book in the large display cabinet. Talk to the tourists, then talk to Bobby again. Look at the bubble mixture on the counter and try to take it, then ask Bobby about it. Leave the museum.

Head left to the fair and talk to Tom at the chili stand. Order some chili, then return to the museum and give it to Bobby, who will give you a sparkler in return. Talk to Bobby again, then take the empty bottle of bubble mixture. Open the cupboard behind the large display cabinet and you will partially fill the bottle with liquid soap.

Gordon's Palace

Fill the bottle to the top with water from the fountain outside the hotel.

Willow Creek

Give the bubble mixture to Bobby, then while he is blowing bubbles take the key from his jacket. Use this key on the lock on the large display cabinet.

Gordon's Palace

You will talk to Miss Valley outside, then head inside and you will see Murray put a letter in a lockbox. Go back down to the lobby and look at the lockboxes.

Willow Creek

Approach the pub and talk to the tramp sitting on the bench, then head inside. Talk to Tom until he gives you the lock picking tool.

Gordon's Palace

Use your sleeping medication on Murray's tea and he will fall asleep. Look at the lock boxes, then use your lock picking tool on them. Take the letter from inside and read it in your inventory. Head through the door on the left towards the rooms and look at the bookshelf to find Grimm's Fairy Tales (GFT). Using the clue from the letter, the numbers match up with animals on the contents page. Enter Angelina's room and move the bed. Look at the hatch and line up the numbers 62, 17, 1 and 25 with symbols bee, snake, frog and raven. Look down the hole, but it is too dark without a light.

Head back out to reception. Look at the souvenirs on the counter and take the soul key. Go towards the rooms again and look at the clock over the bookshelf. Use your knife on the clock and take the batteries, and put them in the soul key. Go to Angelina's room again and head down the hole.

In the sewers, go round the corner, then to the right, and pick up the metal bar. Next go to the left, back that way, back left and backward, and take the wooden beam. Now head forward, back and back right to find a grate door. Use the metal bar and wooden beam on the grate, then go through. Go back left, right and right again. Look at the pipe to get a piece of cloth. Go through the pipe and you will slide down.

Use your camera to get a quick view of what's in this room, then look at all the hotspots to guess at what they are. Pick up the cloth from the bottom right and the metal tube from the bottom left. Combine these in your inventory, then use them on the bucket of oil near the bottom left. Use your last match on the torch to light the room. Look at the switch box next to the door, then at the cables under the box and reconnect them. Now look at the door and remove the metal bar, then use the switch box to open it. Go through the door.

After your captor leaves, pick up the chain, screwdriver, igniter and aluminum dish, and look at the water bottle. Use your knife on the dish and on the rusty bars to make welding powder. Put this on the lock. Now use the igniter on the camping stove, light your sparkler from the flame, and use the sparkler on the lock. Open the door, then open the bloody locker. Search the body twice to get a piece of paper and some insulation tape.

Now open the left locker and get a stick of dynamite. Open the right locker and take a fuse cable from the box inside. Look at the shelves to the right and take a box of flares, a package containing a rubber dinghy, and a large yellow hose. Look at the junk to the right of the door to find a detonating device. Open the hatch and go down. Try to open the next hatch but it is stuck. Put dynamite on the hatch and attach your fuse cable. Climb up and attach the other end of the fuse cable to the detonator, then use it. Go down to see the hatch is still intact. Look at the large concrete beam above it. Climb up and get another stick of dynamite and another fuse cable. Go down and attach the dynamite to the concrete beam, and attach your fuse cable. Climb up and attach the other end to the detonator, then use it. Climb back down to see the damage. In your inventory, combine the chain and rubber dinghy, then use this on the concrete beam. Inflate the dinghy and climb down the hatch.

Look at the grate on the left side - you can't reach it. Look at the exposed orange cables. Climb up and get the gloves and wrench from the floor, then climb down again. Combine your insulation tape with the gloves, then use the insulated gloves on the orange cables. Climb up twice and pull the left lever to open the metal door on the right. Go through and pick up the other water hose, then combine the two of them in your inventory. Connect this to the outlook on the left water tank. Go back to the left and down once, then use the end of the hose on the bottom hatch. Climb back up and right and turn on the valve on the water tank. Save your game.

Go left and down twice into the flooded room. Once you reach the other grate, quickly use your wrench.

Look at the broken wagon - it is missing a wheel. Open the metal door on the right by pressing the button next to it. Pick up the heavy chain from the platform next to the door, then go through. Use your wrench on the compressor wheel to get the flywheel, then return outside. Use this wheel on the broken wagon to fix it, then push the wagon and some planks will break off. Remove the rest of them to reveal a large hole. Now connect your heavy chain to the grate over the crevice, and to the wagon. Pick up some stones to fill the wagon. Try to push the wagon, but it is now too heavy. Grab a plank from the left and use this on the wagon. Now go through the crevice.

Look at the fire and the coats before opening the door and leaving.

Chapter 4

Gordon Estate

Pick up the wooden strip from under the desk. Move the bottle of kerosene into the light. Pick up the shard of glass and use it to break the kerosene bottle, then pick up the old cloth and use it in the pool of kerosene. Now pick up the glass shard again and use it on the light coming through the window. Use your wooden strip on the fire, then on your bonds. Head out the door, but you will see Bobby and return to the room.

Take the pieces of rope and the longer rope, then take the white sheet and look at the family tree. Look in the strange compartment to get a toy car, then get a head from the carton on the shelf and take the clothes dummy. Put the dummy and head on the chair, then put the sheet over it. Use the long rope on the beam in the ceiling, then use it on the bale of cloth. Use your toy car on the door.

Head downstairs and get the toy car again. Take the greaseproof paper from the table, and the charred wood from the fireplace. Look at the chest and examine its lock and decorations. Use your paper on the chest's decorations, and you will make a tracing from it. Now go and use the piano. Play the notes from the tracing (CEEDGEDE) and you will hear more of the tune, with a pattern of 325. Go and unlock the chest with this combination, then open it to get your old things.

Head outside and talk to the boy, then walk towards the gardens at the bottom left to find a destroyed summer house. Pick up the broken hose, then go to the back of the house and then into the crypt. Examine the statues and sarcophagi. Pick up the carrying slings, then use them on the right sarcophagus. Leave the crypt and take the pulley from the ground next to the left statue. Go back into the crypt and use the pulley on the slings - now you need a crane. Go back to the front of the castle and talk to the boy. Give him his toy car, then take the hatchet. Return to the front of the crypt and use your hatchet on the small trees. Use your pieces of rope on them to make a tripod, then use the tripod and you will put it over the sarcophagus. Now use the pulley on the tripod and go down.

Pick up the small tube from the ground, and take the folder from the cabinet. Read the poster on the wall, then use its clue to open the safe, with combination ABBAO. Read the folder in your inventory for more clues. Now use your hatchet on your hose to cut the split part out. Heat the small tube with the welding set here, then use it to join the pieces of hose. Now leave this area.

The boy will tell you Tom has returned. Leave the crypt. Try to take the hook from next to the door over on the right, then use your hatchet on it to get it loose. Go to the front of the summer house and use the repaired hose on the water tap. Return to the back and use the hose on the marsh. Go to the front again and turn on the tap. Now go to the castle and you will see Tom. Go there again and you will trap him in the marsh. Talk to him and you will steal his car.

Gordon's Palace

You will automatically get and read a letter from Angelina.

Willow Creek

Go to the museum and look at the display case, but you need to wait until the tourists leave. Look at the cupboard, then hide in it until night time. Use your display cabinet key on the lock, then read the book. Turn the page and read again. Now look in the trash near the counter and get a chewing gum wrapper. Also take the wooden plate from the sewing machine, then go through to the Black Museum. Look at the pivoting window. Put your wooden plate on top of the shredder, then climb on top of it. Use your gum wrapper on the window, then climb outside. You will run into the tramp again and automatically move on.

Gordon's Palace

Down at the meeting place, look at the crevice on the far left, then hide behind the elevator. You will end up running further away. Save your game. Go through the doors on the right, then close them behind you and use your metal bar to keep them closed. Head over to the levers, and flip the left one up and the other two down. Go to the next room, then use the switch box to close this door. Pick up the water hose and iron bar from the ground on the left, then combine the two and use them on the pipe to the sewers on the right to climb up.

Head to the tunnel, then left, left and front left. Pick up the wooden block. Next go to the tunnel, front right and to the entrance. You will automatically go to the lighthouse.

Lighthouse

Look at the long grass several times to find a body.

Chapter 5

Lighthouse

Look at the tombstone, then the tree, and finally the lighthouse.

Academy Ruins

After talking to Ralph, head right to see a raven fly past. Look at the chessboard to see it has 4 holes. Look in the grass here to find a queen, then search the pile of stones on the right to find a pawn. Look at the gate, then go back and talk to Ralph about the raven. Leave towards the lighthouse.

Lighthouse

Take the note from the tree. Get the knife from the beam next to the door, and search the crevice left of the door to find a king.

Academy Ruins

Use your knife on the bush in the middle of this screen to get a stick, then use the knife on the stick to make a whistle. Go and talk to Ralph, and swap your whistle for the knight. Go through to the chessboard and place the 4 pieces in their correct positions (king at north, pawn at south, queen at west, knight at east). Go through the gate and search the rucksack to get a diary and a letter. Read both, then search the rucksack and sleeping bag, but the tile is not there. Look at the stone plinth, then go back outside.

Black Mirror Castle

Look at the mailbox and the nymph statues, then pick up the branch from the right and use it on the gate. Talk to Louis and Bates. After your vision, talk to Lady Victoria and Lady Eleanor. Try to go through the bottom left door, but Lady Victoria will stop you. Enter the kitchen on the right and talk to Sally, then go out the door towards the stables. Look at the black car, then talk to Louis. Pick up the ladder from next to the wall, and the hammer from the toolbox. Look at the raven in its nest, and the mud on the ground. Use the ladder on the fountain and try to look in the nest, but the raven will stop you. Head back inside and take a teaspoon from the kitchen cupboard on the right, and some thread from near Lady Eleanor. Go back out to the stables. Combine the spoon and thread, then use this on the stairs to the right of the barn door. Now examine the nest to get the first piece of mosaic.

Return inside to the entrance hall and look at the 2 big paintings. Go to the door on the left to overhear Lady Victoria on the phone. Look at the globe in the middle of the room, then at the stone slab beneath it. Look at the barrier and you will realize you need to get rid of the ladies before investigating.

Go to the kitchen. Try to take the teapot, but it is empty. Pick up the clean boots and head outside. Use the boots in the mud to make them dirty, then go back inside to the entrance hall, upstairs and into the bathroom. Use the dirty boots on the floor here to make a mess. Return to the kitchen and talk to Sally until she leaves, then pick up the teapot. Go back to the hall and head left into the library. Put the teapot on the tea service, then use the phone to call Murray. Leave the castle and head to the village.

Willow Creek

After overhearing the conversation, go to the pub and try to enter, then use your lock picking tool on the door. Take the tea from the table near the window, then leave again.

Black Mirror Castle

Go inside and into the library, then place the tea with the teapot. Go to the kitchen and tell Sally that tea is ready. Now go and look at the stone slab and barrier around the globe in the entrance hall. Head upstairs into the bathroom and look at the mirror twice, then look at the tiles on the opposite wall and use your hammer on them to find a cavity. Read the diary page to see a page with pyramids; numbers 2, 4 and 5 are crossed out. Go back downstairs and look at the globe, then press pyramids 2, 4 and 5 from the front right. Open the stone slab and get the second piece of mosaic.

Head upstairs and knock on Bates' door to talk to him. Go to the bathroom and take the head off the mop. Put this in the bath and turn on the tap to flood the bathroom. Go and tell Bates and Sally about this, then enter Bates' room. Look at the top drawer to see it is locked. Examine the bedpost and take the key, then use this on the top drawer to get a photo and some documents. Look at both, then at the aide memoire you find. Finally, look at the jewellery box - you need to get this open with the information from the aide memoire.

Leave this room and go to the library. Talk to Lady Victoria, then look at the family tree on the right. Click on Frederic Arthur to see that the eldest sister is Rose.

Go and talk to Sally in the kitchen, but she wants help with her brother. Talk to Bates in the entrance hall, then go upstairs and use the telephone. Talk to Sally once more to see the box of cereal; on the front is a cross.

Go out the front of the house and out to the gate. Look in the mailbox to find a letter. Open it to find out Bates' first name. Return inside and talk to Lady Victoria in the library to learn out the name corresponds to the symbol of a knife.

Go out to the front gate again and look at the 3 nymph statues to see the numbers 20, 19 and 1. Go inside and upstairs, and look at the painting over the telephone to see the number 18. You will work out this spells out the word star.

Return to Bates' room and look at the jewellery box. Assign the symbols you have just learned (top = cross, right = rose, bottom = knife, left = star). You will get a large key and a medallion. Go down to the entrance hall and use the large key to unlock the doors to the forbidden area. Pick up the wooden plate from the ground on the right, then examine the large mirror on the back wall. Leave the castle and head to the ruins.

Academy Ruins

Talk to Ralph, who will give you a sliding puzzle. Attach the wooden tile to it then solve the puzzle (match the number of silver and gold symbols with the indicators along the top and left sides. Once completed, you will get a ball. Return to the castle.

Black Mirror Castle

Go to the forbidden area again and use the ball in the mirror, then examine the mirror again. Solve the puzzle by getting the ball to the middle, then go through the secret door. Search the desk drawers to find the third piece of mosaic. Use the music box.

Chapter 6

Black Mirror Castle

After talking to Cathryn and Bates, head to the kitchen, then outside to the stables. Talk to Louis, then go back inside and upstairs to the bathroom. Look at Sally until you see she is pointing at something. Close the window and turn on the bath tap. Look at Sally again to see she is pointing at the letter B. Try to leave the bathroom, then open a cupboard to take a towel. Use the towel in the bath to make it wet, then use the towel on the exit from the bathroom and go downstairs.

Academy Ruins

Use your 3 mosaic tiles on the stone plinth. Pick up the oil lamp and use it on the stone plinth, then pick up the candle from the wall and use it to light the oil lamp. Pick up the note on the right of the steps. Stand on any of the slabs, and you will automatically go to the 7th one and see a block fall from the ceiling. Stand on the 2nd slab, then talk to Cathryn and get her to stand on it for you. Now head through the left door.

Look at the 4 plaques, then look at the mechanism in the middle. Assign the symbols for the 4 riddles (top = fire, left = flower, bottom = snowflake, right = windmill). Take the 3 ornate staffs; one of the compartments is empty.

Go back to the grand hall. Put the yellow staff in the 1st slab, the green staff in the 4th slab, and the blue staff in the 8th slab. Now stand on the 3rd slab, then pick up the knife. Now stand on the 6th slab, then talk to Cathryn and get her to stand on it for you. Head through the right door.

Look at the symbols and ropes around this room, then look at the mechanism to the right of the door. Flip the levers on this so they point to the right, left, left, left and right from top to bottom. Move the symbols so there are 2, 2, 6, 2 and 4 on the left from top to bottom. Now press the button at the bottom of the mechanism to show the symbol for a block. Now go over and cut the 3rd rope from the right and you will go back downstairs automatically.

Talk to Angelina and you will get the gate open. Look at the holder to the right of the doorway twice, and Angelina will open the doorway. Run out to the entrance, then back through the demonic gate.