Black Mirror 2 – Reigning Evil
Gameplay This is a third person point and click game. The main menu has new game, load game, options, extras, credits and exit. The options menu has:
- Gfx option has Gamma, screen resolution, screen refresh rate and graphics quality selections.
- Sfx option has overall, music, speech, effects and environment volume selections.
- Game option has display dialog subtitles; use hardware mouse pointer, original Black Mirror 1 mouse pointer, additional game help, display tips and activate Big Head mode. Save the changes using the save selection at bottom of the screen.
Extras have the pictures, videos and mini-games already viewed during gameplay. New game has a selection of easy and normal game mode. Easy game mode offers additional game help, the option to skip special puzzles and to receive further tips from the diary. Normal game mode has no additional game help. But additional game help can be selected while in this mode. The in-game menu is accessed by pressing the ESC key. Back, menu, load game, save game, options and exit selections are seen. Another set of in-game menu is seen when the cursor is moved at top right of the screen. Here, see load/save game, the main menu, diary and show all hotspots icons. The save page shows the picture of the location. The title of the saved game can be entered after pressing the save button. Then press the green arrow below it. The saved games can be deleted by clicking on the torn paper icon at left of the frame. Saved games can be overwritten. The diary has Darren's journal and tasks to do. To activate a collected item in inventory bar at bottom of screen, right mouse click the item.
Helpful Hints: New diary entry is alerted by a flashing book icon at top left. The diary is accessed by using the icon at top right or by the D or J key.
- To see all the hotspots in the screen, press the space bar or H key or the hotspot icon at top right of the screen.
- The items in the screen that are for information only are deactivated after clicking-learning about them.
- Right click on a character to get information about them.
- The tab key skips cutscenes.
- After the location has been accessed by going there, the postcard can serve as a 'jump to' map.
- When the easy mode is selected, all mini-puzzles have a skip choice after time is spent on the puzzles. The mini-games can be replayed using the extras at main menu.
- You can die in this game - save often. There is an autosave when you die also.
The fire in the old wing of Black Mirror castle was a regular reference point in the early chapters of the original The Black Mirror. However, that game was weirdly vague about its source -- we learned only that protagonist Samuel Gordon blamed himself for the death in the blaze of a certain “Cathrin” -- and even about Samuel’s relationship to the dead lady. This introduction, set in 1969, clarifies those two issues and suggests why Samuel vanished from Black Mirror after the fire. Even 12 years before the events in the original The Black Mirror, when Samuel fell victim to the Gordon curse and killed five people, things were going badly wrong with him. We see Samuel running wildly through the woods in the rain -- as if pursued. Where has he been and what has he seen? We don’t know. But he is plainly in a state -- inarticulate and aggressive -- when he turns up in the old wing of the castle and, when confronted there by wife Cathrin, we learn his disappearances are a nightly event. Samuel pushes Cathrin roughly against the table and, in so doing, dislodges the lighted lantern. It falls to the floor and sets fire to the carpet. The room is soon in flames -- and we next see Cathrin apparently trapped and Samuel outside bemoaning what he's done.
The Photo Shop
Twenty-four years later, we find a Darren Michaels in the cellar of a photo shop in Biddeford, Me. The power’s out and Darren’s boss Fuller has ordered his summer assistant to replace a fuse. Left-click on the “crammed shelf” to the left of the photo screen to identify a box of fuses, again on the box itself to take it and right-click on the box in inventory to extract the single fuse. Open the fuse box to the left of the shelf, remove the cover of the second fuse from the left, remove the burned-out fuse, drag the new one into its place and throw the little switch at the bottom right to turn on the power again. You can take the bottle of developer fluid. It’s on a shelf behind the palette. (Double-click on the palette to tip it over.) You’ll use this later in the chapter to develop some pictures.
The Front Room
Climb the stairs. Fuller now orders Darren to place the shop’s sign out on the sidewalk. Simply left-click twice on the sign to do so automatically. Or don’t. Darren can venture into the darkroom (the near-left exit), the rear office (the middle exit) or return to the cellar. At the first two locations, you’ll have time to grab a couple of items -- in the former, the pen in the mug to the right of the office phone; in the latter, the distilled water at your feet -- before Fuller summons Darren back to the task at hand. (Otherwise, you won’t be able to visit these locations until Darren lures Fuller from the store later in the chapter.)
Outside the store, you’ll meet Angelina. She wants her photo taken. Darren automatically ushers her inside, where Fuller takes over the shoot and dispatches Darren on a pair of errands: delivering a letter to Mrs. Biba at the diner and collecting a parcel from the post office. These new tasks are not inter-dependent and so can be performed in either order. We’ll do the delivery first simply because it gets you into the swing of things a bit faster.
From the photo shop, head downscreen to the town square. This scrolling screen is a hub that includes exits to Town Hall (which you can’t enter until Chapter II), a hospital over at the left (which comes into play later in this chapter), an exit to Darren’s mother’s little house (ditto; it’s the street between Town Hall and the hospital) and Biba’s Diner over at the right.
Mrs. Biba is the lady behind the counter. A man is speaking to her when Darren enters -- lots of folks asking about the photo shop today! -- and bumps by Darren belligerently, perhaps even deliberately, on his way out. Talk to Mrs. Biba. She takes delivery of Fuller’s letter out of sight of her husband and is righteously pissed off by its (as-yet unknown) contents, for she orders Darren out with a message that Fuller can go to hell. Follow up by asking about “Fuller’s letter,” and you’ll get a hint about the nature of her exchange with Fuller. Darren protests that he’s just the messenger. “ ... but you still work for him, don’t ya?” Mrs. Biba puts in. “Making some nice dough? Problem is, it’s not his money,” she says, “it’s ... ah, forget it.” It’s what? Is “mine” the missing word? Leave. On the way out, Darren is stopped by the doctor in the front booth. He was to meet with Darren’s mother to make arrangements to hang her paintings in the “Health Centre,” but she hasn’t turned up. Darren doesn’t pay much attention to this and can’t do anything about it now in any case. In the manner of unsettled young people with too much on their plates, he’s suddenly in a great rush and hurriedly tells the doctor he’ll call his mother later. If Darren has completed both tasks, return to the photo store. If not, head for the post office.
Souvenir Store/Post Office
The post office is in the souvenir shop by the harbor just up the street from the photo shop. The counter lady Rosie is running her yap with a girlfriend when Darren arrives. Listen for awhile. The conversation runs through a range of gossipy topics before establishing that the red convertible outside belongs to the nameless blonde customer. Darren will have to try to interrupt them (ineffectively) by talking to Rosie to come up with a solution: setting off the alarm on the convertible. However, note that the lady won’t notice the alarm until she’s distracted from her chatter by the open door coincident with Darren’s reentry into the shop -- and that you have just 10 seconds to enter before the alarm clicks off on its own. (If that happens, you’ll have to set off the alarm again.) Talk to Rosie again. Darren hands over the collection note automatically and comes up with a parcel. You’ll also establish that there’s another parcel for Fuller awaiting collection -- but Rosie’s not about to turn it over to a rude boy who doesn’t have the paperwork. (Strictly speaking, this isn’t on your to-do list at the moment -- it doesn’t become pressing until Darren sets out to develop Angelina’s pictures -- but an observant player can get a leg-up on this task now. During his exchange with Rosie, Darren is standing right in front of a pad of blank collection slips. Looking at them earns you an extra conversation topic -- “Package for Darren” -- and using that topic gets Rosie to turn her back just long enough for Darren to peel off a slip.) If you’ve completed both tasks, return to the photo shop. If not, head for the diner. (See “Biba’s Diner” above.) You can talk to the young woman watching the sea at the railing outside the post office to learn she’s mourning her late friend, Carrie, who drowned herself here two years earlier. Side Street When Darren returns to the photo shop after completion of the delivery and pick-up errand, he runs into Angelina again. She’ll complain of being groped by Fuller and the two make arrangements to have Darren deliver the photos to Angelina’s hotel . She takes off down the hill to the promenade and the strange man who bumped into Darren in the Diner emerges from the alley beside the shop and sets out in pursuit. You can’t follow him. Fuller emerges to summon Darren back to work and, inside, takes delivery of the parcel and assigns a raft of domestic tasks. However, if you look in your diary, you’ll see only one of them achieves “task” status: the one we anticipated earlier about collecting the photo paper from the post office.
However, you can’t leave the shop until Darren calls his Mom with the reminder of her appointment at the diner. There’s a phone on the desk in Fuller’s office (through the middle of the three exits at the back). Simply left-click on it. Darren gets a busy signal and, after a to-do with Fuller (in which Darren learns his mother had called earlier about “Adrian” and a “mirror” -- anticipating events in chapters V and VI), he sets out to his Mom’s house automatically.
Darren finds his mother unconscious on the floor by the telephone. Use the phone on the table to call an ambulance and note the three-part task supplied by the doctor afterward. Darren needs to find all his Mom’s medicine, her medical history and her insurance card. The card is easy: It’s in a pillow-like blue handbag on the flowered chair in the living room. The pill dispenser left of the tea cup covers most of the medicine and the rest comes with a left-click on the medicine cabinet in the bathroom to the left. That leaves just the medical history. Darren doesn’t recall the name of his mother’s doctor (as you’ll learn if he tries to use the phone again at this stage) but it has to be around here somewhere. Best bet: the address book in the bottom drawer of the commode beside the bed. (Note that you have to open the top drawer first. Try a second time to open the bottom one.) Alas, like every address book in every adventure game, it is locked. The key is beneath the flower pot on the bedroom windowsill. Use it on the address book to open it, right-click on the open address book to identify Mom’s old doctor as Dr. Wakefield and use the phone in the living room to arrange for her records to be sent to the hospital. Darren can then set out for the hospital.
Darren automatically turns over the medicine and insurance card to the nurse at the front desk and, after a prolonged, non-interactive wait, gets a new task: sorting out his mother’s insurance. Evidently she either didn’t initiate the last payment, the bank didn’t make the transfer or the payment somehow didn’t register with the insurance company. You need to bring documentation for the transfer to the nurse and she’ll take care of it for you. (There is no special urgency about this, but the task has to be completed to finish Chapter I. You’ll get a reminder about it if you haven’t taken care of the insurance issue before delivering the pictures to Angelina.) Darren then automatically enters his mother’s room and learns she’s in a coma. He blames Fuller for the missed message. Leave the room. You’ll find the pursuer man talking to the nurse at the desk. He gets one look at Darren and is off like a shot. You don’t have to follow him now -- events will wait on your arrival back at Fuller’s shop -- but that’s one of two tasks you can perform at this point. Either order will do. You can take the stethoscope at the foot of the bed and the laxative in the bedstand. The former comes into play later in the chapter and the latter in Chapter II. Talk to Darren’s mother twice and she’ll grab Darren’s wrist and say: “Mirror. Don’t go through the mirror!”
Following the strange man
Outside the hospital, this strange man will cross the square and vanish into the side street leading to the shops. You’ll lose him as soon as you enter that screen. Or have you? Try to enter the photo shop via the front door and Darren sees the strange man inside talking to Fuller. It’d be nice to hear what he’s saying. (It’s required before you do anything else in this thread.) The front door is too obvious an approach and the back door turns out to be locked with a hook-and-eye arrangement. But the window above the door is open. If Darren could lower a hook of his own through the gap, he’d be able to lift the latch. Sure enough, the fishing line from the tool shed at the rear combines nicely with the broken-off handle of the rusted bucket to the left of the back door. Slip this “fishing line with hook” through the window and the latch lifts. Step inside to learn only that the man seems interested in Angelina and Darren both and Darren decides to followup with Angelina. But that’s still a ways down the road.
You can’t continue the surveillance -- the man is gone by the time Darren reaches the street -- but Darren can now venture inside and confront Fuller. Reenter the shop to find Fuller has vanished. Descend to the cellar to find the photo screen has been raised to expose a door. Fiddle either with the control ropes at the upper left or the door itself and Fuller emerges. A confrontation quickly develops and Darren ends up jobless on the sidewalk out front, ruminating about how to lure Fuller out of the shop so he can develop Angelina’s pictures.
Find Proof of Mom’s Insurance Payment
You probably already have an idea of the target: the previously untouchable “bureau” (i.e. roll-top desk) in Mom’s bedroom. It’s locked, and the lock is a puzzle.
The open desk yields three items: an odd jewel box or “casket” that can’t be opened at present (you’ll have to pick this up first to get at the other stuff); the bank book (which shows with a right-click that Darren’s mother did make the insurance payment); and, inside the bank book, a letter from a unidentified “C” that refers to payments (monthly $1,500 transfers from a bank in Willow Creek in England that run counter to Mom’s stories about her income) and seemingly to Darren (“even if he has now left home”). After extracting the letter, bring the bank book to the nurse at the hospital desk and you’re good. If you haven’t yet followed the strange man from the hospital to Fuller’s shop, head there now and see the entry above. If you have, drop down to the one below.
Developing the Pictures
You need to get back into the photoshop. Visit the post office. You’ll now find the convertible-driving blabbermouth in the corner looking at fashion magazines. That’s a clue. However, you’ll have to first talk to Rosie about “customer” -- blabbermouth doesn’t have a proper name -- to actually hatch the plot. She observes that the lady’s husband is loaded and that even if he wasn’t, her friend would do well as a fashion model. Now talk to the woman. Darren feeds her a load of bull about working on a magazine story and, when it turns out she doesn’t have any pictures of herself, volunteers that Fuller is a famous New Zealander working undercover. Blabbermouth seems genuinely interested, but she’s not quite sold. You’re to bring her some of Fuller’s work. Of course, it doesn’t have to be Fuller’s actual work. You’ve probably seen magazines at a couple of locations: Mom’s coffee table and the hospital lobby. You can take the ones in the hospital lobby -- they’re on the table near the door -- and then talk to Rosie’s pal again and represent a handful of the pictures therein as Fuller’s. Fortunately, blabbermouth is too flattered to ask questions and says she’ll call Fuller from her car straightaway. Head back up the hill to the shop to find Fuller setting out for the photo session. The shop is now empty and the rear door remains unlocked from Darren’s earlier surveillance. Search the shop. The film isn’t lying around in the open. Click on the tripod in the front room and Darren suggests that, if Fuller left the Angelina pictures behind, they must be in the safe. That’s on the right side of the office in the rear. Combination? You will have to sort it out as bad guys did in old movies . Use the stethoscope from the end of Mom’s hospital bed on the safe and, in the close-up view, turn the dial back and forth using the left and right mouse buttons, reversing directions when you hear the tumblers fall into place (and not allowing yourself to be distracted by the faint tinkling sounds you’ll sometimes hear for wrong numbers). Starting clockwise or counter-clockwise, the combination will always be 90-50-70-20-30. Then open it up and take the film canister. You’ll need four additional items to develop the photos:
- Distilled water. Right at your feet when Darren enters the darkroom (if you haven't already picked it up). (This is behind the curtain at the left side of the shop’s front room.)
- Fixer. Also right here -- at the upper right-hand corner of the water dish on the counter.
- Developer. On the cellar shelves behind the pallet. (:Left-click twice on the pallet to knock it over.)
- Photo paper. This may prove a challenge -- especially if you neglected to collect a blank collection slip at the PO in the earlier visit and so have no handy reminder of this incomplete task.
The uncollected parcel contains the photo paper. You cannot find the missing collection slip in Fuller’s ratty office and will have to create one yourself. To reprise: Visit the post office, look at the pad of blank slips on the counter (just left of the register), ask Rosie for a fictitious parcel for Darren and steal a slip when she turns her back. Now you just have to fill it out. Use the pen in the mug just to the right of the phone in Fuller’s office at any location other than the post-office interior and Darren scribbles the details on the slip. Will that do? It will not. Back at the PO, Rosie objects to the absence of the mailman’s signature. You can’t track down the mailman. But two characters will give you a lead on him: Mrs. Biba says he’s probably at the hospital and the hospital nurse that he delivered get-well cards for Darren’s mom. And of course once Rosie has mentioned the mailman, you can cut to the chase and just visit Mom’s room. Sure enough, you’ll find an array of cards on her nightstand -- including one from mailman P. Puck. Click on them to identify the mailman’s signature, take the leftmost card and use the pen or card on the collection slip to add the signature. Take it back to Rosie and the photo paper is yours. Once Darren says he’s got everything he needs, you’re ready for the darkroom.
The developing part’s easy; it’s just a matter of using the right items in the right places. Use the developer fluid and distilled water on the developer dish at the left, distilled water on the water dish in the middle and the photo paper (unwrapped in inventory with a right-click) on the enlarger at the right. Now use the film can on the developer container between the two dishes and pour in some developer. Left-click on the container to pour out the developer fluid, then add the fixer and left-click on the container again to extract the negatives. Here’s where the potential for mistakes creeps in. Use the negatives on the enlarger, left-click on the enlarger to activate it, wait four or five seconds (using the little timer to the left ) and turn off the enlarger with a second left-click. The exposed photo paper is automatically returned to your inventory. Drop it in the developer tray. No in-game timer is available here, so, once the developer tray appears in close-up, tick off about 15 seconds on your watch (counting “one-one thousand, two-one thousand ...” will work in a pinch) and then drop the photo in the water to arrest the process. Darren here comments on the quality of the picture. As long as he says the contrast and brightness are OK, you’re on the right track and you’ll just have to run through the process a second time at the same specs to complete the batch. Darren will then automatically complete the remainder. And if not? Pay attention to Darren’s advice. “Not enough contrast”: Expose the picture under the enlarger for a longer period. (One to three seconds isn’t enough.) “Too much contrast”: A shorter period. (Six to the maximum of nine seconds is too much.) “Too light”: More time in the developing tray. (Fifteen to 18 seconds is ideal.) “Too dark”: Less tray time. Note that the waste basket to the left of the developer tray remains red under the cursor after Darren has examined it. What gives? This enables you to toss out any photos that you botch during the initial exposure phase -- rather than having to dunk them in the developing tray even when you already know they’re going to turn out badly. Once Darren’s work is complete, the doorbell rings. It’s Mrs. Biba with a sealed envelope for Fuller and the raw material of a new task for Darren: Find a way to open the envelope so Fuller won’t notice. You don’t have to address this right now. It’s one of two tasks you can perform -- three, if you haven’t yet dealt with Mom’s insurance -- and, once again, any order will do.
How to open the envelope in an undetectable way? Ah, steam. Jet back to Mom’s house, take the empty tea kettle from the stove, use it on the sink just to the left to fill it with water, then on the stove and activate the stove with a left-click. The kettle begins to boil instantly and you just need to use the envelope on the kettle to unglue the mucilage and produce $1,500. Blackmail money, evidently. Suddenly you’re beginning to make better sense of the contempt in which Mrs. Biba holds Fuller ... and how Fuller was able to afford his expensive kit. But what did Mrs. Biba do to expose herself to blackmail? Darren can’t sort that out right now, so just place the resealed envelope in Fuller’s mail slot and make for the hotel.
Enter and climb the stairs. Long cut-scene in which Darren takes his own pictures of Angelina. Once Darren finishes up the roll, they agree to meet for dinner at the diner. On automatic, Darren leaves to find the strange man downstairs questioning the porter about Angelina’s stay and again quickly vanishing when he spots Darren. (Darren takes copious notes -- presumably the better to identify him for police the following day.) You can follow him again, but only to the hotel exterior. If you’ve already identified the coin for Eddie at the junk shop, you can now retrieve his cane from the porter and save yourself a separate trip later. (See below.) That clears the way for Darren to borrow Eddie’s slide projector later in the chapter. This leads straight into preparation of the second batch of photos. Outside the hotel, Darren runs down his requirements to develop the photos in his mother’s bathroom: a red light, two flat dishes, something to serve as fixer and a makeshift enlarger.
- Red Light. The necessary red light can be found on the string hanging outside Biba’s Diner. Go grab it. Darren will automatically use the trash bin at the right to reach the lights suspended in front. No clue why this makes the other lights in the chain go out -- except perhaps as a reminder to the player that Darren’s already completed this task.
- Fixer. The acidic vinegar just right of the bread bin on the middle of the diner’s counter will work fine.
- Flat dishes/bowls. Mom’s kitchen is a good bet, and you’ll find one in the drawers beside the sink. The other is in the dog cage beneath the left-hand window in the photo shop’s backyard.
- Enlarger. This requires a bit of work -- though it’s possible you’ve already inadvertently cleared the path.
Darren can adapt for this purpose a slide projector atop the shelves in the junk shop next door to Fuller’s place. Click on it and talk to proprietor Eddie and he declares it’s not for sale or loan. Actually, the situation is not quite so cut-and-dried. Eddie is a curmudgeon. You just have to draw him out -- finding a topic that allows him to break out of this mode -- and it’s not one of his initial array. Look at the microphone on the left side of the counter and then talk to Eddie. Now you can ask him about “blindness” and “coin” and identify a rare coin for him. Just use the catalog on the right side of the counter. (It’s hidden behind the left rear pocket of Darren’s jeans.) Eddie now invites you to retrieve the cane he lost to the owner of the Wild Coast Hotel in a poker game. The only hotel employee we’ve run into is the porter in the lobby and apparently they’re one and same. Just be persistent: Talk to the porter about “poker game” until you run out the topic and he’ll surrender the cane. Back at the junk shop, talk to Eddie about the cane (or just use it on him) to return it and then about the projector as a proposed quid pro quo and it’s yours. With all this stuff in inventory, enter the bathroom at Mom’s house to set about developing the pictures. This time, the developing process is automated and Darren winds up with a batch of pictures for Angelina and one picture for himself in inventory.
The scene should shift automatically to Darren’s date at Biba’s Diner. (If it doesn’t, some task or tasks remain incomplete. Have you held off addressing Mom’s insurance business or held onto the blackmail money?) Key event at dinner: Angelina opens the casket from Mom’s desk to find it contains a picture of Darren’s mother and a man that was shot outside Black Mirror castle. It’s dated October 1969. Darren suggests his mother doesn’t look five months pregnant. Maybe she wasn’t?
Darren is awakened at his mother’s house by the doorbell. Captain Conley from the local PD reports that Fuller has been stabbed to death and that Angelina, caught literally red-handed at the scene, has been arrested. Darren offers such little exculpatory evidence as he possesses and is invited to come to the station and describe Mr. Mascara. When he leaves the house, he’ll reappear directly in Town Hall. Run through the conversation with the police woman and you’ll find yourself in a mini-game.
A brief exchange with Angelina (en route to the cells) and then the police woman, and Darren has his next goal: Obtain evidence of Fuller’s blackmail operation. This has two stages: finding the material Fuller was using to blackmail Mrs. Biba and obtaining proof of the actual coercive act. -- i.e. a statement along the lines of “You give me $1,500 or I’ll ...” You can perform these tasks in either order.
The Blackmail Letter
Simply visit Biba’s Diner. Outside, you’ll find Mrs. Biba dropping something in the dumpster over at the right -- evidently something she couldn’t trust to the indoor trash can even on this rainy day. When she returns inside, open the bin to retrieve the pieces of a torn-up letter -- evidently the one Darren delivered in Chapter I -- and right-click on them in inventory to put them together in another mini-game.
The Secret RoomDarren believes that whatever Fuller had on Mrs. Biba must be concealed in the secret room behind the photo backdrops in the cellar. But there are multiple barriers to entry. This will take a while.
The Photo ShopDarren arrives back at the photo shop to find both doors blocked with yellow police tape. Suddenly respectful of authority, he won’t break the seals. But the grate covering the well outside the basement window has no such seal. Perhaps the cops thought it impassable. With a little art, Darren can raise it. The key is the grate’s proximity to an effectively immovable object -- the grille over the window above the window well. Use the tow rope from the car hood at the left on either to connect the grate below to the grille above. Now you need something durable with which to twist the rope. Try the fallen-down piece of the upper railing on the promenade outside the souvenir shop. (It’s on the ground outside the shop’s far-left corner.) Use it on the rope loop and Darren inserts the tube, twists it and pries up the grate. In the cellar, you’ll find the photo backdrop has been lowered again. You’ll need to raise it to expose the door by pulling in a certain order the five control ropes in the backdrop’s upper-left corner. If only because this is an adventure game, you can be fairly sure that order must be noted down or encoded somewhere. Pull each of the ropes once. This changes their designations from numbers to place names. When you’re done, they should read (from left to right): Beach, Castle, Great Wall of China, Monument Valley and Sphinx. (This is not strictly required, but it will allow you to identify the ropes more readily in the sequence that follows. Hints to the proper order in which you’ll need to pull the ropes can be found upstairs, but they are keyed to the locations of the associated scenes rather than the rope numbers.) Check Fuller’s office. There are two levels of clues here: the note on the right side of the map behind the desk (which provides positions for three ropes and a hint at a fourth) and the map itself. It’s visible only in part in the closeup, but Darren’s spoken description gives all five locations: Utah/Arizona, Hawaii, Egypt, China and Germany. This translates into Monument Valley on the Utah/Arizona line (rope #4), Beach (#1), Sphinx (#5), Great Wall of China (#3) and Castle (#2). Pull the ropes in that order and the backdrops lift. [gallery columns="2" link="none" size="large" ids="678,680"] Now you have access to the door, but still need a code for the keypad to the left. Left-click on the door twice to learn this requires a search of Fuller’s belongings at the local morgue.
The MorgueThe morgue’s off the left side of the hospital waiting room. This can play out a couple of different ways, but they both work out the same in the end.
- Try to talk to the morgue guard (previously seen at the counter at Biba’s) and the nurse speaks up and shoos Darren away. Darren says to himself that he has to find some way to distract her. (See below. Once Darren has a delivery note, the nurse no longer intercedes.)
- This is a bit more direct: Try to enter the morgue. The guard stops you, asks if you’re making a delivery and, when Darren confirms, asks for his delivery note.
Needless to say, Darren doesn’t have one. And, just to cut to the chase, he’s also missing an actual parcel and a hospital ID badge. (You can acquire the delivery note and parcel without first talking to the guard, but you’ll need to talk to him with the first two in inventory to set up collection of the ID.) Delivery notes. They’re on the corner of the counter at the left side of the nurses station. Darren won’t take one with the nurse sitting here. You’ll have to distract her by unplugging the monitor in your Mom’s room -- first left-clicking on the monitor itself and then on the cables. This sets off an alarm, the nurse comes running and Darren can use the interval to slip back out to the lobby to grab the note. Parcel. The parcel doesn’t have to be an actual parcel. The empty box on the floor at the near end of the shelves in the souvenir store will do just fine. ID card. With the slip and box in inventory, talk to the guard and discover you still need a visitor’s pass. This is a bit more obscure. The nurse won’t provide one. Maybe the doctor? He isn’t here -- but you did run into him at Biba’s Diner in Chapter I. Check there. Yup: A badge-wearing Dr. Newhouse in his usual booth. You need to get the doc to lose that coat. Talk to Mrs. Biba, order coffee and use the cup on the doctor. He heads for the restroom to clean up and Mrs. Biba leaves his soiled coat on the end of the counter. Click on it twice to take the ID badge. Your way into the morgue is clear. The top deck of the trolley in front of Darren has nine little containers for the belongings of the departed. You’ll have to examine with a left-click each of the six clipboards on the wall above to sort out what number has been assigned to Fuller’s belongings and then return to clipboard #448 at the lower left to ascertain that this is the right one. Then left-click twice on the boxes of personal effects below and once on the one at the back center to identify it as Fuller’s. Open it to take the keys -- among them a hexagonal brass stick that might be used for winding.
The Photo Shop IIThe winder fits in the hole in the lower right corner of the cuckoo clock just inside the rear door. Examine the clock face in close-up and use the keys on the hexagonal hole. The clock clicks and chimes once, the doors at the top open and out pops a little box. Right-click on it to discover it contains four negatives -- all with apparent defects in the form of bars or stripes. Can you examine them in closeup? Head to the shop’s front room and use the negatives on the light box to the left of the register. The content is nondescript, but the bars could mean something. Rotate the top two and the one at the lower left so they are displayed in their real-world, right-side up orientation and the one at the lower-right (a shot of the hospital) so it’s upside-down. Now drag them on top of each other and the bars will spell out “2482.” Plug this into the keypad and hit the return key at the lower right to elicit a promising bright sound. But the door remains shut. The code isn’t enough. Something is missing. If you explored down here earlier in the game, you may have noticed a certain sponginess to the floor in front of the backdrop. Left-click on the floorboards now to find a scale concealed here. The weight on the scale must match Fuller’s weight to unlock the door, and Darren has no idea how much Fuller weighed.
Morgue IIBut you’ve seen a scale under your mother’s hospital bed, right? So it’s back to the hospital. You can take the scale and, irrespective of the absence of a box and delivery note, reenter the morgue without a hitch. But try to weigh Fuller’s body and Darren anticipates a “racket” and suggests distracting the guard first. Actually, you’re going to try to drug him. Take the syringe from the lower shelf of the cart under which you placed your faux parcel upon first arriving in the morgue and the laxative from the bedside table in your Mom’s room, buy a soda from the machine outside the guard booth and, in any location save the hospital lobby, combine the syringe and laxative and then the loaded syringe and soda in inventory. Drag and drop the laxative-laced soda onto the suspicious guard. (Don’t just talk about it; he won’t accept it that way.) Seconds later, he takes off -- evidently not for the bathroom -- and Darren’s free to weigh Fuller and his gurney and then the empty gurney in the foreground. Encounters with the lunatic guard and annoyed police captain follow swiftly -- after which Darren is free to return to Fuller’s cellar.
Photo Shop IIIDon’t worry about the math. Simply left-click on the scale in front of the door and Darren automatically assembles sufficient cellar junk to supplement his own weight. Plug in the “2482” code again, the door clicks and you have only to activate it to enter Fuller’s hideaway. The blackmail material is in the locker at the left. It’s unlocked using the hexagonal recess in the metal plate behind the curtain at the right. Simply take the brass ball off the lower left bedpost, use it on the recess, open the locker and take the compromising photos of Mrs. Biba within.
Police StationEnter the police station for a long sequence. the strange man appears, identifies himself as British private eye Reginald Borris, and asserts that Angelina did have a motive to kill Fuller: Fuller had photographed her. Darren thinks he’s framing Angelina for the murder and it does appear that way. Borris claims the photos he produces were received from Fuller, but Darren recognizes them as photos he took the previous day -- meaning Borris must have stolen them from Angelina’s hotel room. After a quick chat with the police woman, that’s your next destination.
HotelDarren arrives outside the Wild Coast to find the owner/porter screaming hysterically at the sea gulls on the left-hand porch. He’s not going to let Darren up to Angelina’s room so you’ll have to distract him, and what better way to the demonstrated one: Bring back the gulls. Gulls love bread and, as mentioned earlier (in context with grabbing the vinegar), you can find some on the counter at Biba’s Diner. The intact slices would draw down only one bird so right-click on the bread in inventory to crumble it and use the crumbs on the hotel veranda. The birds fly in, the shrieking owner/porter emerges to chase them away and, behind his back, Darren is free to step inside, grab the key from behind the desk and climb to Angelina’s room. (If you miss your window, you’ll have to retreat to Biba’s Diner and collect more bread.) Left-click on the lamp beside the bed to discover a microphone and then twice on the ventilation grate above the dresser to find a transmitter. Right-click on the transmitter in inventory and Darren suggests checking with Eddie at the junk shop. (You’ll recall that it was the inquiry about his radio that got him to open up a bit.) Let yourself out for another display of hysterics by the owner/porter.
Junk ShopGet back to Eddie and ask about the transmitter (or just use the transmitter on him). He reports that he picked up some Morse code the previous day from a stranger who transmitted that a certain girl is “now safe” (which could mean “locked in a cell”) and that he’d be in touch again at 6 p.m. today. Eddie suggests you use directional antennas to locate Borris’s transmitter. Eddie has one and will build another for Darren if Darren collects the necessary raw materials: a metal bar, headphones, compass and a length of copper wire. Metal bar. Simply pop into Fuller’s back yard and disengage the piece of railing from the rope. (You can do this even before you get the antenna assignment from Eddie.) Headphones. To the right of the TV at Mom’s house. Compass. On Mom’s telescope. Copper wire. You can retrieve it from the same chain of lights where you earlier found the red light bulb, but you’ll need some way to cut off a section. Buy the wire cutter on the rack on the front of the junk-shop counter and use the cutter on the wire at Biba’s and then on the wire in inventory to strip off the plastic. With all these components in inventory, drop back to Eddie’s shop and talk to him. He’ll give you instructions and Darren automatically goes to a spot outside the Wild Coast Hotel. Use the mouse to adjust the compass to 73 degrees and, with the gadget now beeping rapidly, press the red button at the lower right. Darren jumps back to the junk shop to plot the coordinates (again, automatic) and discover that Borris must be on a boat two miles offshore.
Borris’s BoatYou’ll suddenly find Darren at the aft end of Borris’s sailboat. Let yourself into the cabin and left-click twice on the picture on the far wall to reveal a safe. The dial is similar to a compass and the combination consists of a sequence of six compass headings. Is this written down somewhere? Not exactly. But the folder to the right of the laptop computer contains a transparency that fits over the map of Africa on the wall to the left. You want to align the transparency so its lines fill the gaps between similar lines on the map to complete a route around the southern tip of Africa. That may give you some trouble. The lines don’t all sync properly. But the process can be simplified: Only one line needs to fit perfectly. Right-click twice on the transparency to rotate it so no line appears in its upper right-hand corner and then slide the foil so the line in its lower right corner completes the link between the line at the bottom of the map and the one above it and to the right. (The latter line ends in a circle.) This completes a route, the view drops back to the cabin and Darren reads off the combination from the pictured directions: SW, S, SE, E, NE, NW. Plug this into the safe -- as with the safe at Fuller’s shop, the direction in which you turn the dial first doesn’t matter -- and liberate a ring bearing a tree symbol and a computer disk. Pop the latter into the laptop to discover the computer’s internal battery is dead and that the boat seems not to have electricity.
A generator can be found under the right-hand sofa. Naturally, the seat turns out to be locked down so you’ll need a key. It’s in the third drawer from the top beneath the laptop. And, naturally, the generator is almost out of fuel, so you’ll need gas. (You’ll have to try to start to generator in order to take the gas can.) It’s in the drawer under the left-hand bench up on deck. Start ‘er up and activate the laptop again for evidence that Darren’s mother wasn’t hurt in a car crash after all and that Fuller was killed by Mrs. Biba’s husband. Naturally, this is where Borris shows up. Darren automatically clubs him with the bust but not hard enough and when he retreats to the deck the private detective is still at his heels. Darren can die in this standoff -- the first of several such encounters -- and there’s only one way out: Within five seconds, try to conk Borris in the head with the sailboat’s boom. Darren then automatically wallops him with the oar and sends him overboard. (If you miss the window or click on anything else -- Borris himself or the oar -- Borris shoots Darren and you’ll have to replay the scene from the automatic save.)
Gordon's Palace HotelWe find Darren outside a hotel. Enter. Darren automatically talks to proprietor Murray, gets his keys and takes a room and learns Angelina has the one next door. Use the double doors to the left and Darren automatically drops off his backpack. You need to get into Angelina’s room to see what’s going on with her. Proprietor Murray won’t just give you the key -- and you’ll have to ask him about Angelina and then her room key so he can say so -- so you’ll have to create another diversion: a smoky little fire in the pile of leaves outside. For this purpose, you’ll need the matches from the ashtray in the middle of the table in the lounge outside your room and, since the leaves are wet, some kind of kindling. The newspaper at the left edge of the table will do admirably. Place the paper in the leaves, use the matches on the leaves and then go back inside and tell Murray about “fire.” (This may feel like another timed sequence, but isn’t. Murray stays outside until Darren has the key.) Use your new key on the door to Angelina’s room or simply try the door. Inside, you’ll find an oddity that seems designed to attract Darren’s attention: a framed picture of Angelina on the left wall. Take it down with two left-clicks and you’ll find two seemingly blank sheets of paper behind it. Darren speculates they contain a message written in invisible ink. So they do. Angelina used lemon juice as her ink and the wood sliver on the table as a pen. You just have to make the message visible by oxidizing the ink. A little heat should do the trick -- as you’ll learn if you use the matches on the paper -- but the heat source will have to endure longer than your average match. Take the Schnapps from the table in the hotel lobby, pull a woolen thread from the ratty blanket on the bed in in Angelina’s room and use both on the glass on the table beside the window in Angelina’s room. Then use the matches and finally the papers on the glass over on the table. Then right-click on Angelina’s singed message in inventory to read it. It’s series of short diary entries that sketch out a little about Willow Creek and Black Mirror castle, supplies details about the ring Darren recovered from Borris’s safe (evidently the symbol of a secret society that “wants to summon up dark powers”) and refers to Borris’s appearance at the hotel, Angelina’s desire to “investigate the passage” and her intention to “send off some insurance.” Darren assumes that Angelina is being held prisoner by Borris -- remember the answering-machine message -- and suggests putting an ear to the ground in Willow Creek.
Willow CreekTake a postcard from the display in the lobby -- this isn’t required, but, as in Biddeford, enables instant travel between previously-visited locations -- and exit right from the hotel exterior to reach the village. In Willow Creek, Darren almost runs into the town librarian, Miss Valley. She’ll give him a tour of the place to the tune of Darren’s conversation topics and finally bolt when he asks after the symbol on Borris’s ring and she discovers Darren is from Maine -- as though she’d suddenly put 2 and 2 together and the answer frightened her. Talk to Tom at the chili stand about Miss Valley for a rather unsympathetic take on her sad history: She’s the sister of young Vic Valley -- murdered by Samuel Gordon in the original The Black Mirror -- and seems to have been almost as much a victim as her brother.
Gordon’s Palace IIOutside the hotel, you’ll find an agitated Miss Valley. She doesn’t say much that is coherent -- except to disclose that, every 12 years, something terrible happens here. Inside, Darren finds Murray fiddling with a letter. Turns out its for Angelina. Could this be the “insurance” she mentioned in her diary? Naturally, Murray refuses to turn it over and, once again, you’ll have to find a way to get around him and into the lockboxes behind the central columns. Darren automatically moves to the lounge outside the rooms. The next time he returns, he’ll find find Murray reading the paper and drinking tea. If Darren could drug the tea, he’d have the run of the place. Happily, there is a sleep aid in the cabinet under the TV in Angelina’s room. Simply use it on the tea. No special stealth or prep work required. However obvious the maneuver, Darren automatically leaves again and returns to find Murray catching Zs. He’ll be out of commission until wakened by the tourists later in the chapter. Left-click on the lockboxes to the right and you’ll learn Darren’s reluctant to risk waking Murray by searching his pockets for a key. That leaves a lockpick. Who around here might have a lockpick? If you spoke to Bobby and Tom only on the necessary topics, you may be a little vague on that. But if you asked Bobby about himself and then Tom, it’ll be crystal clear: Tom is a burglar. Return to Willow Creek. At the pub, talk to Tom and simply keep up the cycle of “shops” and “beer” topics until he’s sufficiently drunk to turn over the lockpicking tool. Back at the hotel, use the lockpick on the lockboxes to start another mini-game.
soul keys” on display between the masks and the postcards -- left-click three times on the souvenirs to take one -- are supposed to light up. Alas, they don’t come with batteries. The clock atop the bookshelf in the lounge does contain batteries -- and I’d venture that they’re probably dead, being that the clock is only right twice a day-- but Darren can’t simply remove them, being that the clock is screwed to the shelf. No screwdrivers are in evidence so he’ll have to improvise, using the butter knife from the little table in the lobby. (Click on “Dishes” to take it.) Use the knife on the clock and the batteries on the soul key and drop down into the sewers.
SewersThis is a small maze. You’ll have to find a metal gate -- and the means to open it and keep it open -- and beyond it the entrance to a World War II bunker. (You may have read about this earlier if you clicked on the rolltop desk at the right side of the museum.)
- At the bottom of the ladder, you’ll find yourself at the near end of a dark corridor. You can go only one way: “round the corner” to the left at the far end.
- Here you’ll find a ladder. Presumably this leads up to the manhole from The Black Mirror -- now hidden under the fountain outside the hotel. In any case, Darren can’t open the lid at the top. From here, head right to find two sets of stairs flanking a channel. Grab the metal bar from the right side of the bridge between them. You’ll need this shortly to pry up the gate.
- The path continues right from here. That’ll work -- but this much longer route has greater potential to get you all turned around, being that it includes two extra four-way intersections. So instead, return to the ladder from #2 and head left (“back that way”) . You’ll find yourself at the front-right portion of a screen with pipes on both walls and two exits to the left (front and back) and a third to the back-right.
- Use the back-left exit. You’ll find yourself in a dead-end corridor with an oblong hole near the floor in the right near corner. Follow it to the end, where you’ll find a short, sturdy bit of wood leaning against the right wall. Take the beam -- this is your gate support -- and retrace your steps to the four-way intersection.
- Following the rat that passes through this scene, use the right rear exit and you’ll come to a gate. Pry it up with the metal bar. This is the another spot where Darren can die, so be sure to use the little beam to prop up the open gate.
- On the far side, you’ll find yourself at the front-left exit of another four-way intersection. The right exits loop around and reconnect, so use the back-left exit and then go right twice to an impassable gate. You’ll find a pipe protruding from the left wall with a piece of green fabric on its rim. Left-click on the pipe once to take the fabric and again to slide down the pipe.
Tank RoomIn your fall at the end of the pipe, the soul key shatters and Darren thus finds himself in total darkness. You can use the flash on your camera (right-click) to sort out your surroundings, but it’s not strictly necessary. Just skate your cursor around the screen. In the process, you should locate several “??” spots. Just left-click on them to identify them by feel. The important ones are: - a metal door over to the left (important right now only as a reference point for the bucket below) - a bucket containing oil (to the right of the door) - a rag (lower right corner) - a metal tube (lower left corner) You’re going to make a torch. Take the rag and tube, combine them in inventory, dip the combination in the oil bucket and light the torch with your remaining match. Escape now is simple. Try the metal door, remove the blocking metal bar (which Darren does not keep; he’ll be able to take it later in the game), reconnect the cables below the switchbox to the left and activate the box with one left-click to turn on the lights and another to open the door.
CellLeave the room to discover you’re still locked in -- the door leads to a cell -- and for a brief exchange with a masked man (who quietly uses some levers to close the door back to the tank room). Your lockpick won’t work on the rusty padlock. However, look at the padlock and Darren will come up with an alternative: creating welding powder that will melt the lock. This consists of iron oxide (i.e. rust) and aluminum powder. Simply use the butter knife from the hotel lobby on the rusted cell bars to scrape together the one and (in inventory) on one of the aluminum trays on the table next to the camping stove for the other. Darren collects the powder on the table of contents page from the Grimm Fairy Tales book. Then use the powder on the lock, the igniter hanging from the left side of the shelf to light the stove, the stove to light the sparkler and the sparkler to light the welding powder. Success! Simply open the door and Darren has access to the bunker’s dark outer room.
The Big RoomTry the big steel doors at the left end -- en route, Darren flicks on the light switch left of the compressor (this’ll happen before any action in the big room) -- to discover you’re still locked in. You can’t go back the way you came. That is, you can get back into the tank room -- throw the leftmost of the three levers to the left of the shelves to open the door -- but the pipe is too slippery with oil to climb at this stage of the game. The only way out is the closed hatch. Open it and descend the ladder to find a second hatch in the floor. The wheel on this one won’t move. You’re going to need explosives. Dynamite can be found in the left of the three lockers topside, fuse cables in the right locker and a detonating device amid the junk atop the crate in the corner to the right of the steel doors. Use the dynamite on the stuck hatch and Darren tapes it in place with I don’t know what tape. Use the cable on the dynamite, return to the main room, use the other end on the detonator and activate the detonator.. Kaboom. Well, sorta. The place rocks and rolls a bit, but when you descend again to see your handiwork you won’t find much more than scorch marks.
Old Gordon's Place, WalesDarren wakes tied to a chair in a disused room. Happily, the chair is on wheels and Darren can scoot about the room collecting with his bound feet (and, hence, one at a time) the few items required for his escape. For starters, grab the green bottle against the back wall just right of the chair -- Darren automatically drags it into the light -- and have a look at it. Kerosene. Then take one of the glass shards beneath the right side of the boarded window and use it on the plastic bottle to produce a pool of this flammable liquid. Take the cloth over to the left and use it on the pool to soak up the kerosene and a second glass shard on the cloth as a magnifier to start a merry little blaze. Darren can’t use the fire directly on his bonds, but can to light the thin wooden strip beneath the middle of the desk built into the rear wall. Take this and use the burning strip on Darren’s bonds in inventory. He’s free. Open the door. Darren then descends the stairs automatically. If you’ve played the original game, you’ll recognize the chamber below as the parlor of the Gordon estate in Wales. But it’s a strange scene. There’s a slash of ghostly lightning. A woman over at the piano calls Darren “Samuel.” The scene corrects itself: The woman is replaced by museum guard Bobby watching cartoons. He takes a phone call and we learn that the house belongs to the person at the other end -- hence either Eleanor or her husband Richard -- and that Tom is out shopping. To escape, Darren needs to lure Bobby upstairs. This requires:
- a distraction. Experience shows that Bobby distracts easily. In the middle of the rear wall, just left of the desk, is a secret compartment (“Strange place”). Open it and retrieve the toy car within. You’ll eventually skate this down the stairs, but the room must first be prepped for an ambush.
- laying a trap. You’re expected to drop the big bundle on Bobby’s poor head. Pick up the bigger of the cast-off ropes and tie one end to the bundle and sling the other over the beam overhead.
- setting up the room so, at a glance, nothing appears amiss. You want to make it look as though Darren is still tied to the chair so Bobby doesn’t take alarm. Take the clothes dummy at the far right, the head (somehow called “carton”) on the shelves on the far wall and the sheet covering the Gordon family tree at the right. And if you haven’t already done so, open the door to set off the strange scene in the parlor. (This scene enables you to assemble the dummy.) Then use the dummy, the head and the sheet on the chair in that order.