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Black Mirror III: The Final Fear

by Cranberry Production
Walkthrough by MaGtRo April 2!!

Ga"eplay: This is a third person point and click game.
The main menu has new game, load game, options, extras, credits, the team and quit
game.
The options menu has:
Gfx option has Gamma, screen resolution, screen refresh rate and gfx quality selections.
Sfx option has master, music, speech, sfx-cutscene and ambient olume selections.
Game option has standard cursor, software cursor, speech bubbles, additional game help,
show tips, hardware cursor, mouse pointer and actiate hotspot indicator selections.
Sae the changes using the sae selection at bottom of the screen.
!xtras hae the pictures, ideos and mini-games already iewed during gameplay. " hae
not explored on how to unlock the pictures.
#oe the cursor to the top right of the screen to access $ icons: magnifying lens to access
the hotspots% disk to sae-load menu, &# to access in-game menu and diary.
The in-game menu is accessed by pressing the !S' key or the #& icon at top right of
screen. &ack, menu, load game, sae game, options and quit selections are seen.
The sae page shows the picture of the location. The title of the saed game can be
entered after pressing the sae button. Then press the green arrow below it. The saed
games can be deleted by clicking on the torn paper icon at left of the frame. Saed games
can be oerwritten.
The diary has (arren)s *ournal and tasks to do.
To learn about a collected item in inentory bar at bottom of screen, right mouse click the
item.
+ight click of an inentory items can actiate it for use.
,elpful ,ints:
-ew 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 ( or . 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 deactiated after clicking-
learning about them.
+ight click on a character to get information about them.
The tab key skips cutscenes. !S' key skips the introduction.
/fter the location has been accessed by going there, you can )*ump to) that location in the
map.
When additional help is selected at the game options, 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.
0ou can die in this game - sae often. There is an autosae when you die also.
&lack #irror """ can be downloaded atThe /denture Shop.
See (arren-/drian running and carrying a torch away from the /cademy ruins. ,e
arries at the burning castle and asks help from the "nspector. ,e was subsequently
arrested for the murder of /manda 1alley.
23 hrs prior: #iss /manda 1alley)s body was found by "nspector Spooner and
'onstable 4ak at the lighthouse.
5 hours prior: "nspector talked to Tom at the pub. Tom was with &obby at the theme
park. Tom mentions /manda)s apartment full of memory of the death of her brother 1ic
1alley killed by Samuel Gordon. Tom says the he saw (arren with /manda seeral days
ago.
6 hours prior: "nspector examined /manda)s apartment to see all the notes about the
murder during Samuel)s time. ,e also found the news clipping about (arren #ichaels.
The constable came in announcing that the castle is on fire.
See (arren-/drian being taken in by the "nspector.
I

Therapy #e##ion:
7 weeks later, /drian is undergoing psychotherapy by (r. .oyce 8interbottom.
'onstable 4ak picks up /drian. "nspector Spooner wants to talk to #r. #ichaels.
"nspector Spooner talks to /drian at the police station. /n anonymous person paid the
bail of /drian. ,e is free.
Get $reedo":
Pick up ite"# at %ail cell: 8hile at the office, look at eerything.
Go to the *ail cells at left. !nter the open *ail cell and look at eerything.
!xamine the locker to get a pencil. /drian finds that his diary is missing.
Talk to #att -ewcastle, the prisoner in the other cell. ,e taunts (arren while reading the
diary. ,e rips seeral pages. (arren gets a ision of him stabbing #att with the pencil.
9ick up the thrown diary to get seeral diary pages. +ight click to check the diary pages
in inentory.
!xit left to the office. (arren is made to sign papers about his health and his possession.
'onstable 4ak gies (arren (r. .ones, the solicitor)s card. The solicitor wants to talk to
(arren.
Call &r' (one#: Go to the red telephone box at the side of the building at left.
'lick (r. .ones) card on the telephone. The solicitor updates (arren about the /merican
embassy and "nspector Spooner. ,e adises to get a copy of (arren)s files.
/sk (r. .ones about eerything in the dialogue selection. ,e will check who the
anonymous donor is.
Mada"e Fortuna) the Fortune teller: Take the little red card from the phone booth
door.
:se the fortune teller)s card on the phone. She sees a tower% drastic changes and learn that
(arren will be killed by wild beasts. &ut (arren can change that future.
*ook around:
+illage ,-uare: Go to illage square at right of the booth. ;ook around.
'heck the letter box by the police station.
9ick up the menu board on the table in front of the fairground booth.
.ld $a#hioned #hop:
!nter the old fashioned shop right of the letter box.
/n old woman, (orothy sees (arren and gets frightened.
;ook around at eerything especially the knife at left by the window and the map left of
the baguettes.
Talk to a petrified /baya the shopkeeper who has a whistle around her neck.
/fter the talk, pick up a walking map that can be used as *ump to when moing around in
the game.
Get the In#pector out o$ the police #tation'
Ca$e: !nter the cafe next door. ;ook around at eerything.
'heck the counter and finds out that there are no doughnuts left.
Talk to (enise the store clerk about eerything and doughnuts. ;earn that the only
doughnuts left are for nice "nspector Spooner. 'onrad should be here any moment. /sk
about Spooner and coffee.
8hile (enise is making coffee, click twice on the store room door at right. (arren enters
the storeroom.
;ook around. Take a box of doughnuts at bottom shelf of the middle sheling.
'heck the free<er and click on it. (arren makes a comment about the seal and wetting it.
9lace the doughnuts back on the shelf. !xit the storeroom and cafe.
Three /eg# Inn 0 Pub: Go left of the ladies sitting on the bench.
;ook around at the pub. The letter ! has fallen off the sign.
Take the sponge under the menu board left of the pub door.
Ca$e: Go back to the cafe. /sk for another coffee.
8hile (enise is making coffee, enter the storage room again.
:se the sponge from the pub on the wash bucket on the floor at the corner to get wet
sponge.
Take the doughnuts again. =pen the free<er. 9lace the doughnut inside the free<er.
:se the wet sponge on the free<er. 'lick to close the free<er.
!xit the storage room.
8atch Spooner asks for more than doughnuts from (enise. (enise checks the doughnuts
at the storeroom and later asks Spooner)s help to open the free<er.
!xit the cafe.
Get a copy o$ the $ile#:
!nter the police station and talk to 'onstable 4ak ,itchens.
/sk about his file. The copier is broken.
;earn that &obby was in the hospital with a concussion. They couldn)t find /ngelina)s
body or the 1an ,elsing boy at 8ales.
Photocopier:
;ook close at the photocopier.
(arren says that the fuse is blown. "f he connects the good wires to the power then it
should work.
The aim is to connect the power button to the green copier button.
See that there are $ blown wires.
Take-right click the $ blown wires and place-left click-hold-moe them to one side.
+ight click picks up the wires and another right click rotates the wires.
9ick up-right click 7 good wires and place-left click-hold-moe them to one side.
9lace back the 7 good wires in a way that wires connect the green copier button to the
power button at top right.
9ress the power button and the green copy button to see if the small white circles light up
to show that there is a connection.
/ skip handle is seen at bottom right after a while.
8hen the connection is made, click the green copy button to get the machine going. That
should do it.
&arren1# $ile#: Talk to 'onstable 4ak again. 4ak says that he will mail it to (arren)s
solicitor.
Mail: !xit the police station.
:se the menu board taken from the table in front of the fairground booth with the letter
box.
8atch as 4ak exit the station and mails the letter in the letter box.
Take (arren)s files from the letter box.
"n inentory, check the files twice and (arren automatically reads and then adds the diary
papers to the files.
"t will now replace the (iary at top right of the screen. +ead (arren)s files.
;earn about #urray)s testimony that he has no recollection of seeing #r. #ichaels in the
hotel Thursday eening and about ;ady 1ictoria ill at the castle.
Con$ront Murray:
'ross the bridge at bottom left. Go right to get to the hotel - Gordon)s 9alace.
;ook around outside the hotel and see a path at right going to the rier. This is now a
*ump to point in the map.
!nter the hotel and talk to #urray. ,e gies another room. ,e refuses to change his
testimony.
,e wants a photo of (arren with a knife in the woods in exchange for giing him an
alibi.
,e gies a 9olaroid camera to take the photo, a fancy rucksack and free lodging >+oom 3
key?.
"n inentory, right click the rucksack to get a Gordon lighter, bloody knife and plastic
soul key with no battery.
Talk to #urray again about Spooner, news and learn about the new museum. ;ook
around at the hotel foyer. !xit the hotel.
Walk to the 2ood#:
Go back to town either by walking or use of map. 'heck the museum and read the poster.
Try to enter the office of (r. 8interbottom next door.
Go left to the crossing in the road to the woods. See a path to the right that would
eentually lead to the lighthouse where /manda was found.
There is another dirt path on the left. This is now a *ump to point in the map.
'ontinue forward. See the path go left towards 8armhill 'hurch and right to the castle.
There is a busted signpost at the split of the path. This is now a *ump to point in the map.
Check on *ady +ictoria:
Go right to the castle and look around.
:se the new intercom. The gate opens. Go through.
#eet Sister /ntolini, the nurse of ;ady 1ictoria. The house is being renoated.
Talk to Sister /ntolini inside the house.
*ady +ictoria: See ;ady 1ictoria in bed. ;ook around. 'heck the *ewelry box and
twice on the painting aboe the bed. The portrait looks like /ngelina.
Try to talk to ;ady 1ictoria completely. (arren wants ;ady 1ictoria to confirm that he is
/drian Gordon.
Talk about the castle fire. She says that /drian sounds like a coward - too weak and is
easily ridden by #ordred. (arren is kicked out by ;ady 1ictoria.
(arren gets another ision of him trying to suffocate ;ady 1ictoria.
Take photo $or Murray:
:se the 9olaroid on the castle gates. (arren takes a photo of himself holding the bloody
plastic knife.
.ump to the hotel using the map. Talk to #urray about 8hite 8oods and gie the photo.
Roo" 2: Go through the door left of the reception desk.
'heck the floor plan in the hallway wall at right. ;earn that (arren)s room is next to
#urray)s office.
!nter room 3. (arren automatically hides the rucksack under the T1.
Take the quest letter with strange message from the floor. /utomatically read the letter in
inentory. "t states that the first lead is at Samuel)s Gordon)s grae.
;ook around the room.
*ocate ,a"uel Gordon1# gra3e:
Murray: Talk to #urray and learn where the Gordons are buried. ;othar Gordon)s
grae is being relocated behind the hotel. The family)s mausoleum is at 8armhill.
To2n: .ump to town. Go across the bridge.
!nter the cafe. The frightened old lady (orothy leaes again after seeing (arren.
Talk to (r 8interbottom about eerything. ;earn that her impression of (arren was
re*ected. The miners used to lie in 8armhill. She recommends hypnosis.
Talk to (enise, !dward the waiter and &obby. ;earn about what happened to &obby
since the last time.
Go to police station and talk to Spooner completely. Try to talk to 4ak.
War"hill:
Wood#: .ump to the castle and go left to the woods. Take the unmade road going left at
the fork of the road.
'ross the bridge oer =ld 8ansford stream. 'ontinue to the left and see a side path -
beaten track.
Ce"etery: 'ontinue to the left. ;ook around at the different graes. See a fresh grae
at right. The gate at back right is locked.
See #iss 1alley)s grae on the left side in front of the church.
Go to the left to be at the old graeyard. The gate at right is locked. ;ook around.
See that the large graestone at the back is that of 8illiam Gordon)s who died in 25@2.
'heck the family crypt.
Church: Go back to the right. This is now a *ump to point in the map.
!nter the church. ;ook around. 'heck the column at right. "t has bible erses.
'heck the confessional at left.
Mark the Gra3edigger: See the graedigger taking a nap inside the confessional.
Talk to the graedigger completely. ;earn about the dogs digging up the graes.
The church was built by #arcus Gordon. #arcus has a crypt under the nae but it caed
in 23 years ago.
8hite 8oods are creepy at night. The woods are infested by wild boars.
The fresh grae is Sally the cook grae. &ates is buried at the family crypt. Those died by
suicide are buried anonymously.
Aather Arederick the priest is gone today.
White Wood#:
!xit the church and see that it is now night. !xit the cemetery to be at the path in the
woods. Go forward towards the bridge.
(arren is confronted and planked by 3 demonic hell hounds.
Go to the beaten path *ust before the bridge. This is what was foretold by the fortune
teller.
4ut:
(arren runs and enters a hut.
'heck the window and see a spectral lady. The *ournal-diary states that (arren feels that
he has known her for a long time.
'heck the door and see that it is bolted from the outside.
;ook around the shack.
:se the Gordon lighter on the oil lamp on the table at head of the bed. -ow there is light.
'lick the peculiar shadow on the wall emitted by the lamp. 'lick on the bottles right of
the oil lamp to get the rusty key.
Take the petrol can from the shelf aboe the table.
Take the file below the shelf.
'heck the bed twice for (arren to look under the bed.
Take the rake left of the entryway and beside the shredder.
:se the rake on the bed to get cardboard box. =pen the cardboard box in inentory and
see that it was +alph)s.
Get #r. &ubby, luminous smiley sticker and wine bottle cork.
'heck the shredder seeral times.
'heck the box with padlock by the door. :se the rusty key on the padlock.
'heck the contents of the box to get robe from the order. /utomatically get and read a
badly torn message inside the robe.
Get corkscrew, ruler and chainsaw.
56it the hut:
Go to the other room at top. 'heck the door to shed.
;ook at the floorboards. :se the ruler on the floorboard and see that there is space below.
:se the chainsaw on the floorboards. The chainsaw does not hae gas.
:se the petrol can with the chainsaw. :se the wine bottle cork on the chainsaw with gas.
The chainsaw is plugged.
-ow, use the chainsaw on the floorboards. (arren makes a trapdoor-hole on the floor.
!xit through the trapdoor. (arren gets another attack and collapses.
II
Therapy #e##ion:
:nder hypnosis, (arren has a recollection of the young twins playing in the woods. /
man was there. /ngelina falls in a hole.
(arren wakes up. (r. 8interbottom recommends that he try to find the place in the
woods during his conscious state.
(r. 8interbottom gies a prescription >,aloperidox? to control the hallucinations. /baya
at the country store doubles as pharmacists.
Talk to (r. 8interbottom about +alph and the hut in the woods. /sk about the white lady
and the black dogs. ;earn about the legend of the white lady in the woods. ;ook around
the office. -ote the dreamcatcher behind her desk. !xit the office.
The robe of the order found at +alph)s hut is gone from inentory.
Get "edication:
'ross the bridge to go to the illage square.
Matt 7e2ca#tle: Talk to #att released from *ail sitting by the fairbooth at right.
Fortune teller: !nter the telephone box. :se the fortune teller)s card on the phone.
;earn that today% someone will shoot his lights out. Stay away from shooting.
.ld Fa#hioned ,hop: Aind out that the shop is closed.
Police ,tation: Talk to 4ak.
Ca$e: Talk to !dward.
&r' Winterbotto": Go across the bridge and bu<< (r. 8interbottom.
/sk her about the shop. (arren is told about the barrel next to the shop.
,hop: Go back to the illage square and the shop.
;ook in the barrel left of the door. Get a package for #urray and medicines. ;ook at the
medicine in inentory.
Gi3e the package to Murray:
.ump to Gordon)s 9alace ,otel. #urray is not here.
Go to #urray)s office left of the registration counter. (arren enters and places the
package on the desk.
(arren reads the note on the desk. (arren learns that it was #urray was the one that paid
the bail.
#urray enters the office and a liely discussion ensues.
Find the place in the 2ood#:
*ook $or the prie#t: .ump to 8armhill 'hurch. 'heck the church door. "t is locked.
Go through the now opened gate at right side of the church.
'heck the priest)s house. The door is locked also.
Talk to #ark the graedigger working on the shed. The priest is gone. =nly the pure of
heart can see the white lady. /sk about the anonymous graes.
Take the tree lopper leaning on the side of the priest)s house.
!xit to the gate at right.
Check the hut: 8alk down the path and then go to the side beaten path and be at the
hut. ;ook around.
Go across the bridge and forward to the road at right close to the castle.
Take the grael path to the right until the crossing.
Cro##ing in the 2ood#: /t the crossing, see a path at left, top is to the castle and right
is towards the lighthouse-morgue.
=nce you go right, the crossing in the woods *ump to point is actiated.
&r' 4er"ann1# hou#e 0 Morgue: Take the path at right at the crossing in the woods.
/cross a wooden gate lined with barbed wires, (arren gets the ision of the twins
playing. This is it.
'heck the gate. :se the tree lopper on the barbed wires. Go through the gate.
;ook around. 'heck the sign on top of the entryway. The G=+! looks rearranged. See
that # and ! shadows are at the end of the sign - #orgue.
'heck the car and (arren gets another ision - a dead blonde woman inside.
:se the intercom and (arren says not to.
'heck the bushes left of the entrance to get another luminous smiley sticker hidden in the
grass.
'heck the waste bin that is padlocked.
'heck the back of the woods and (arren sees looking for the hole on the ground futile.
*ook $or ,a"uel1# gra3e:
Prie#t: .ump to 8armhill church. !nter the church. Talk to Aather Arederick by the
altar.
;earn about the history. (uring 2327 #arkus killed #ordred. The curse on the male line
of #arkus was muttered by #ordred before he died.
Samuel)s grae is not specifically known among the anonymous grae.
Aather Arederick gies a list of those that died in /ugust 25@2.
/fter learning about #ordred and #arkus, end the conersation. (o this to skip the
#ordred-#arkus dialogue for the rest of the game.
*i#t: 'heck the list of burials in /ugust 25@2. There are B left in the list: ,enry
Stanton, (r. ,ein< ,ermann, (r. +obert Gordon, .ames and Samuel Gordon.
Talk to Aather Arederick about the people on the list.
;earn that (r. ,ermann is the one in charge of the mortuary and is in league with +obert
Gordon doing nasty experiments on patients.
,e doesn)t know ,enry Stanton. /sk #ark.
+obert Gordon, 1ictoria)s first son is the head of the sanatorium.
.ames is the illegitimate son of 8illiam Gordon and killed himself.
8illiam Gordon, ;ady 1ictoria)s husband is the one that fell from the tower window.
!nd conersation. !xit the church. Go through the gate right of the church.
Talk to #ark the graedigger and ask about ,enry Stanton. Stanton is a loner that hanged
around with Tom and is the castle gardener.
Anony"ou# gra3e#: !xit to the graeyard at the bottom of the screen.
'heck the anonymous graes by the broken fence.
(arren takes the list. 1ic is buried somewhere else and 8illiam has his own grae by the
Gordon crypt.
See a close up of the headstones. 9lace the appropriate name on the headstones.
'lick on a headstone to read it and note the clues on what is on and the words on the
headstones.
Aront left headstone has a dreamcatcher. +emember the dreamcatcher in (r.
8interbottom)s office and her reason to moe to 8illow 'reek. (r. 8interbottom was a
classmate of (r. ,ermann. 9lace (r. ,ein< ,ermann)s name on the headstone at bottom
left.
The bottom right has a caduceus symbol - another doctor. The writing on the headstone
mentions mother)s loe but contempt for his deeds - as noted by Aather Arederick. This is
(r. +obert Gordon.
#iddle back headstone is the most pathetic grae. ,enry Stanton based on #ark)s
statement is a pathetic drunk and loner.
The left back headstone is .ames). +emember that .ames was an illegitimate son of
8illiam and rumored to hae killed +obert Gordon.
&y elimination Samuel)s grae is the one at top right.
Find the clue: Go back to the church and talk to Aather Arederick about the ;atin erse
on Samuel)s headstone.
;earn about the quotation and where else the phrase ;amb of God is etched.
Go to the column right of the pews. 'heck the bible quotation.
(arren opens the secret compartment and takes the next quest note with message. Look
out for people that need help.
Morgue:
To": !xit the church and walk the path back to town.
/t the road next to the way to the morgue - (r. ,ermann)s former house, see a car
blocking the road.
Talk to 9hil, the drier. ,e)s a friend of Tom. /sk about +alph. ,e supposedly doesn)t
know +alph.
9hil drops the hood on (arren)s head after he said he fixed the car.
*ocked in body co"part"ent: (arren is locked in a coffin like compartment by 9hil.
'heck the head end, side wall and foot end. (arren tries to kick the door at the foot end.
'lick on the ceiling of the compartment. "t is thin, rusty and falling apart.
'lick on the ceiling seeral times and see a stretcher up there. "t)s ery smooth that makes
it difficult to get a handle on it.
:se the corkscrew on the stretcher. 'lick on the improised handle.
(arren moes the stretcher on top of his refrigerated compartment.
Morgue: "t)s the morgue and it)s dark here.
'lick on the red light. The non-working intercom is beside the light switch.
'heck the door. ;ook around. 'heck the pro*ection screen and wash basin.
'heck the dissecting table with the pliers and pro*ector. 'heck the blood on the floor.
The blood is fairly recent. 'heck the boxes at foreground.
Filing cabinet: 'heck the filing cabinet. (arren takes the files and reads about .ames
Gordon and +alph Thompson)s predated death certificates.
Writing de#k: ;ook close at the desk and see a metal box with a combination lock.
Take the little bottle - it is an empty smelling salt bottle. Take the cigarettes. !xamine the
working &unsen burner.
=pen the drawer. Take the chemistry book and scalpel.
!xamine the cassette player on the shelf left of the desk.
,keleton: 'heck the skeleton and automatically get the skull. Take the thigh bone of
the skeleton.
Re$rigerated co"part"ent#: 'heck the lower compartment where (arren was locked.
'heck the body bag aboe where (arren was imprisoned. :ghC
'heck the middle compartment and see that it is padlocked. (arren reali<es that someone
is in there.
.pen the "etal bo6:
Pro%ector: 'heck the pro*ector and (arren clicks to turn it on.
'heck the pro*ection screen and (arren raises it.
'heck the camera accessories reealed when the screen is raised and get colour filters.
;ower the pro*ection screen again.
'heck the skull in inentory. (arren shakes it and finds a reel of film.
:se the reel of film on the pro*ector. -ow, when you click the pro*ector, it becomes the
cursor.
:se the colour filters on the pro*ector.
Take the pro*ector with film and click it on the pro*ection screen. (arren aligns the
pro*ected frame to the screen.
;ook close at pro*ector with film and filters. There are 3 knobs.
The left controls the speed of the film. There are 7 lines aboe the knob: left is slow%
middle is stop and right is fast. 'lick on the lines itself to moe the knob.
The right knob is for direction of the film. There are 7 lines aboe the knobs: left is
reerse% middle is stop and right is forward. 'lick on the lines itself to moe the knob.
See B small circles on the top of the knobs that show what filter>s? is selected.
Mountain 3ie2:
8ithout the filters on, run the pro*ector with the mountain iew on the screen.
'lick the right knob to stop on a focused iew of the mountain by clicking on the middle
line aboe the right knob. This is the frame we need to work on.
Color $ilter: 8ith that selected mountain iew frame, use different filters to see any
changes on the pro*ected picture.
'lick on the white circles aboe the knobs to place the filters.
:se the blue filter alone >fourth from left? and see 7 pro*ected numbers - 32@. +emoe
the blue filter.
:se yellow >second from left? and red filter >rightmost? together and see $ pro*ected
numbers - 32@D.


Metal bo6: Go to the metal box on the writing desk. 'lick on metal box and (arren
will automatically open it.
Take the letter to 9hil. (arren reads the letter in inentory. #CCCCC
.pen the re$rigerated co"part"ent 2ith the per#on in#ide:
Fi6 the interco": :se the scalpel on the cassette player on the shelf left of the desk.
Get wires.
:se the wires on the intercom. The light is now green.
Take care o$ Phil: Take the pro*ector and click it on the door. (arren positions the
pro*ected light on the door.
:se the intercom to call 9hil.
8hen 9hil walks in towards the pro*ector on the table, use the thigh bone on 9hil.
Search 9hil to get sawn off shotgun and 9hil)s key ring. The prediction of #adame
Aortuna is aerted.
Ralph: :se 9hil)s keys on the padlock of the refrigerated middle compartment.
=pen the middle compartment. "t)s +alph. ,e)s been tortured. Try to wake up +alph. ,e)s
been drugged.
Prepare #"elling #alt#:
For"ula: See that the smelling salt bottle in inentory is empty.
:se the chemistry book with the smelling salt bottle and (arren reads the procedure on
how to prepare smelling salts.
Ground deer antler to make ammonium powder. ,eat to crystalli<e to form smelling salt.
*ook $or needed ite"#: Go upstairs and take the stag)s head on the floor at middle of
back wall.
'heck the display case at right of the T1. /utomatically take the !rlenmeyer flask.
Go back down to the morgue and the writing desk.
:se the file with the deer antlers to get powdered deer antler >ammonia?.
:se the powdered deer antler with the !rlenmeyer flask.
:se the powdered ammonia in flask on the &unsen burner.
'lick on the &unsen burner again to turn it on and release gas.
:se the lighter on the &unsen burner. /utomatically (arren places the smelling salt in
the bottle.
Ralph: :se the smelling salt on +alph at the middle compartment.
+alph wakes up scared. Gie him #r. &ubby. +alph runs away.
Check Phil1# acti3itie#:
Take care o$ Phil: !xit the morgue and be upstairs.
:se 9hil)s key ring on the cellar door left of the sign to the morgue. 9hil is locked in.
,ear 9hil yelling.
Co"puter de#k: Take the empty plastic bottle left of the monitor.
&ra2er: :se 9hil)s key ring on the drawer.
(arren takes the hand gun and ammunition. ,e can)t go around carrying the gun. Get a
necklace also.
&i#kette: Take the diskette left of the monitor. "t is a space attack game. #aybe a
game sometimeE
Pa##2ord: 'heck the post-it on the right side of the monitor.
+ead the clue about the password of the computer - it will come back to you when you
come back in again.
+ead the label on the wall right of the cellar door under the archway - +G:!. See that
there are 3 spaces left of the label. So it is #=+G:!.
Co"puter: 'lick to turn computer on.
!nter #=+G:! as password by typing on the game screen)s keyboard.
'lick on enter key at bottom right.
(arren checks the computer and releases the security on the storeroom.
,ear a click coming from the cupboard at right.
Cupboard: 'lick on the cable on the floor. "t goes to the cupboard at right.
Go to the cupboard and open the drawer. 'heck the secret compartment at bottom of
cupboard.
"t is a remote control locking deice. "t has 9hil)s treasure.
Get a list of money deposits. "t has library art, foreign woman and 0ank. The 0ank must
be (arren. # paid for the library art and the yank. #urray again.
Get a &etamax ideo cassette of +alph from 255D and see some info on .ames.
:se the ideo cassette with the T1. "t is the torture of +alph.
.ut#ide the "orgue:
!xit the house through door.
'heck the intercom and (arren puts it out of commission.
'heck the car bonnet.
'heck the padlocked waste container left of the house. :se 9hil)s key ring on the waste
container.
(arren gets cardboard tube and an iron #.
Feeping in mind the fortune teller)s prediction for today and being watched by the police
- place the gun and automatically the sawn off shotgun in the waste container. (arren
locks the waste container.
Time for #urray.
To2n:
Go to town and look around.
Talk to 'onstable 4ak at the police station about building in the woods. That was a waste
of time.
!nter the cafe and talk to (enise. !dward is her fiancG.
Con$ront Murray:
Gordon1# Palace 4otel: .ump to hotel.
Talk to #urray. / ery heated argument ensues. #urray also has some damaging photos
for (arren.
(arren changes and attacks #urray. #urray maced (arren.
'heck the cardboard display.
Find the incri"inating e3idence: !nter #urray)s office at left. 'heck the large steel
cabinet on the wall.
=pen the desk drawer and get the user manual of the S,T& 5DDD steel cabinet.
"t needs the serial number found at the back of the steel cabinet and the last 3 digits of
birth.
*a#t 2 digit# o$ birth: 'heck the diploma hanging right of the window at left. #urray
was born 25$3.
,erial nu"ber: 'heck the steel cabinet. "t is screwed to the floor.
:se the ruler on the steel cabinet. (arren measures the book case at right to determine the
distance from the corner to the steel locker.
!xit the office and go to the rooms) hallway. +emember that (arren)s room is beside
#urray)s office as seen from the floor plan on the right wall.
'heck the tool box on the floor to get pliers.
!nter room 3. :se ruler on the wall of the room. (arren measures again.
:se the scalpel to cut the wallpaper.
See a brick wall with crumbling mortar. :se the cast iron # taken from the waste
container on the wall.
'lick the hole to get the serial number.
Go back to #urray)s office. :se the phone to get the combination of the steel cabinet.
'lick on the steel cabinet. (arren enters the combination. The cabinet is opened.
(arren gets folder with photos and negaties and a photo of /ngelina at lighthouse.
'heck the folder with photos and negaties that #urray uses for blackmailing. ;earn
about Spooner.
Get to +ictoria1# roo":
White *ady: .ump to the castle. /t the crossroad see the 8hite ;ady.
She floated pass (arren. She waes to (arren to follow her.
5nter the ca#tle: See a menhir left of the front gate.
Go through the open gate at right.
Go to front door. ;ook around. See a menhir in front of the portico and a broken lamp at
right.
Try to enter and (arren hears the construction men in the front hall.
'heck the scaffolding. Go around to the back of the house. See a menhir by the twisted
tree and by the building at left side.
!nter through the back door.
&i#tract the 2orker#: &e at the kitchen area. ;ook around. Take the candle by the
cupboard on the right.
Go to the hall and see the workers.
"n inentory, use the pliers from the tool box with the ammo to get black powder.
'ombine black powder and cardboard tube taken from waste container.
;ight the candle from the kitchen with the Gordon lighter. :se the lit candle with the
cardboard tube filled with black powder. That seals the cardboard tube.
:se cigarette with the sealed cardboard tube to act as fuse for the firework.
!xit and go around to the front of the castle. Go to the entrance. :se the firework on the
broken lamp at right.
Go right and to back of the house. !nter and be in the kitchen. Go to the hall at right.
The workers hear the explosion. They talk about the kids playing tricks.
/utomatically (arren climbs to the second floor. Try to enter ;ady 1ictoria)s room at
left.
Sister /ntolini comes out and checks the noise. (arren hides.
*ady +ictoria:
(arren enters 1ictoria)s room.
Talk to 1ictoria. (arren-/drian explains about /ngelina and shows the picture taken
form #urray)s cabinet. /sk about the order.
1ictoria explains about the 8hite ;ady wearing a belt with the Gordon)s coat of arms.
She is #aria, #ordred)s wife. #aria searches for her lost child.
#ordred did not beliee that their child is his. ,e thought that the child is #arkus).
#ordred took the child to the catacomb under the castle. #aria called #arkus for help.
(uel ensued. -o child was found in the catacomb.
The curse uttered by #ordred before he died was placed on the male descendants of
#arcus. They are to complete his works and bring #ordred back to the liing.
1ictoria asks for paper and pen to confirm that /drian is the true Gordon descendant.
/drian-(arren gies the paper. 1ictoria writes the confirmation.
1ictoria regrets being too complete in coering the existence of /drian up to haing a
death certificate.
#ordred)s power is strongest at the ritual chamber. /drian tells 1ictoria that the ritual
was completed. ordred spirit is in you now.
/drian admits haing sick, iolent isions. To hae seen the 8hite ;ady *ust recently
means that his heart is still pure.
1ictoria adises for /drian to be strong - continue to resist.
There are 3 ways to banish #ordred: destroy the essel - kill oneself as done by Samuel
and 8illiam or go back to where eerything began.
/ll are written in the book. The underground room can be found by following the path.
The path)s entrance is pointed at by the 6 menhirs. /drian has to follow that path to the
end - ery end.
III
;ady 1ictoria passed away. The serice was at the 8armhill church.
/drian is acknowledged by Aather Arederick as the Gordon heir.
(r. 8interbottom asks /drian to come for a session at 7.
Spooner is *ealous of /drian.
"n inentory, see the notary business card of T # & (ukes and bunch of keys.
Ralph:
!xit the church area. Take the side beaten path before the bridge to be at the hut.
Fnock on the door and talk to +alph through the door completely. She has seen #aria in
the woods% #r. &ubby lost an eye and about the cellar.
Go back to main path.
Check the ca#tle:
'ontinue to the castle gates.
Work"en: The workmen wants to be assured that there is money for their work.
Aollow the men at the entrance to the castle.
Talk to Stee and learn why he is drilling holes on walls.
'heck the skull aboe the entrance and the broken lamp.
Facade: Go to the right and see a lunch box at the scaffolding.
Take the pack of toothpicks from the lunchbox.
'lick on the facade of the castle and see how sooty it is.
Main hall: !nter the castle. 'heck eerything in the main hall especially the
foundation stone at the center.
See that there)s damp proof sheeting by back wall.
*ibrary: ;ook around. 'heck the column at corner, bookcases, desk, family tree and
globe.
;ooks like someone searched here.
Phone the #olicitor: 'lick the notary card on the telephone. ;earn the responsibilities
that come with the castle. There is only 2DD pounds in the bank. -o debts. ,e cannot sell
the castle or lands.
Phone the $ortune teller: 'lick the fortune teller card on the phone. #adame Aortuna
says to clear the way for the bear.
Ar"chair: "f you click on either one of the armchair, /drian takes a nap. ;=;.
/itchen: ;ook around at the kitchen. 'heck the ceiling and see where ;ouis started the
fire.
,torage roo"0Cellar: :se the bunch of keys on the cellar door.
Take the hose clips and spray can - construction foam from the shelf on the left.
Take the extension cable at right wall. 'heck the bucket of salt by the stairs.
'heck the stairs down to the cellar. "t is full of water.
Tea roo": !xit the kitchen and enter the door next to the staircase at bottom right.
;ook around.
'heck the black stain on the wall that looks like a sword.
'heck the drawers and get bank statement. There is an enelope from the 1atican.
'heck the bank statement in inentory. ;earn that 6DDD pounds are paid eery 7 months
to the account and taken by 1alentina /ntolini as authori<ed by ;ady 1ictoria.
'heck the horse sculpture, marble plinth, #aria statue and angel statues.
Robert1# roo": 'limb the stairs and enter the door at center. "t was +obert)s former
room. "t is now a storage area.
'heck the paintings kept here.
Pa##age: 'heck the passage at back of the area. There)s a locked room there.
:se the bunch of keys on the passage but none of the keys fit.
+ictoria1# roo": !nter 1ictoria)s room. ;ook around.
'heck the *ewelry and the painting on the wall at right. 'heck the machine that should be
returned to the diocese.
Maria1# painting: ;ook close at the painting of #aria. (arren touched it and produced
a bloody wound on the chest. "t turned black. #ordred.
Backyard: !xit through the back door of the kitchen. ;ook at eerything at the back
side of the castle itself and the garden.
Greenhou#e: Go to the greenhouse beyond the tree. 'heck the outside area of the
greenhouse.
'lick twice to enter the greenhouse. See a statue that is dirty.
Take the bucket and garden hose right of the statue.
Take the wooden shaft leaning on the window at left. 'heck the plant - Tumulus
1alerian.
'heck the carpet and (arren will moe it.
The tiles hae not been cemented. 'lick seeral times until /drian opens the trap door.
Well #ha$t: See a cornice with a briefcase on it.
"n inentory combine the wooden shaft and the hose clips.
'ombine the metal # with the wooden shaft with hose clips to make a grappling hook.
:se the grappling hook on the case on the cornice at the well shaft.
Find "oney to pay the 2orker#:
4enry ,tanton1# notebook: =pen the case to see that it has 2D pound note, bottle of
wine and a notebook.
+ead the notebook of ,enry Stanton, the former gardener here.
,e noted about 1ictoria and the closing of a horse. /lso noted that the key is at old
(ergham Gordon. There)s a drawing of a horse.
Find &ergha" Gordon: Go to the library and check the family tree.
/drian notes that (ergham was married to ;illian Gordon.
Go upstairs to the storage room formerly +obert)s room.
'heck the paintings there. :sing ;illian)s painting)s year, /drian deduced (ergham)s
painting.
/ey o$ &ergha" Gordon: ;ook close at (ergham)s painting.
'lick on the part of the frame. /drian pulls the part of the frame.
'heck the caity of the frame and see H holes in it.
:se the toothpick taken from the worker)s lunchbox on the H holes. The toothpicks
entered the holes at seeral depths.
:se the pulled part of the frame on the toothpicks to get a home-made key.
4or#e: 8e saw the horse earlier at the Tea room. Go to Tea room.
;ook close at horse sculpture or marble plinth. See H holes at side of the base of the
horse.
:se the homemade key on the holes. "t fits.
9ress the suspicious spot on top of the base of the horse.
/ secret compartment opens. See and take cash and 9ope "nnocent """ letter.
Papal letter: 9ope "nnocent """ demands utmost secrecy in the sealing of the entrances
to the ritual room. The large portal)s records should be sent to the 1atican. "t is the
responsibility of the Gordon family to ensure that no one comes close to the shade portal.
35 September 2327.
So there is one large portal and B small ones.
Something is written on the back - the menhir in the hall must be hidden.
/drian closes the secret compartment.
Pay the 2ork"en: Go outside and talk to Gregory who is watching Stee work.
;earn that 1alentina was the one that spread the books in the library. They were hired by
1alentina. They worked for #urray before. The cellar is flooded. The locked room at
upper corridor is 1alentina)s.
Gie him his money. Tell him to get to work.
The phone rings.
Therapy #e##ion:
/drian answers the phone and is reminded by (r. 8interbottom about the session.
The memory of the young /drian looking down the hole where /ngelina fell in is of a
constellation.
/drian draws the of the 6 stars constellation and takes it with him after the session.
&eath at the ca#tle:
!xit the building. See 'onstable 4ak park his bicycle on the railing. ,e says that there
has been a death at the castle and Spooner is waiting for him there.
/t the castle, check skull and see the same black mildew.
'heck and take the industrial cleaner and brush on the base of the right lamp.
Talk with Stee sitting on the left. Stee resigns.
,pooner: !nter the castle and talk to Spooner. ,e taunted /drian about checking the
castle with lots of art worth money.
/drian changes again and throws Spooner out of the castle.
/drian rants that he is the last of weakling #arkus line and will be the first in the
#ordred line.
Mail1# here:
,ear the doorbell. !xit the castle and go right twice to the gate.
'heck the letter box to get the mail and newspaper.
=ne of the mails is from #urray stating that he will be charging 2DD pounds a day for the
return of room 3 key. There is a bill for BDD pounds for B days stay.
'heck newspaper and it has the picture of /drian that was done for #urray. The article
informs about (arren being the heir and new lord of the castle.
=pen the letter and see that it is a new cryptic message about guardian)s third irtue is
mercifulness. !very call for help be heard and find a sea of answers.
Murray:
.ump to the ,otel and talk to #urray. /drian is again taken oer by #ordred. +oom 3
key is now gone from inentory.
,earch $or the "enhir#:
.ump back to the castle. "t is time to map the menhirs locations.
Click the 2alking "ap on the "enhir#'
There is a menhir at front of the castle gate.
There is a menhir in front of the entrance to the castle.
Go to the main hall of the castle and use the map on the foundation stone at center of the
room.
Go to the back of the castle and mark the menhir on the left by the ladder.
There is a menhir by the tree.
Go to the greenhouse and clean the statue with the industrial cleaner and brush. The
marble was painted on. :se the map on the granite statue.
Mark the "enhir#:
"n inentory combine the pencil and the walking map.
'lick-hold-connect the top left and the top right menhirs - Is >crossing the center one?.
'onnect the other Is or menhirs to form a pentagram stopping at each I.
"t looks like the constellation in /drian)s recollection.
Find the portal#:
'lick-hold the pencil on the top middle menhir% pass through the top left menhir and end-
release at the 8armhill church location.
'lick-hold the pencil on the top middle menhir% pass through the bottom middle menhir
and end-release at the Gordon hotel location.
'lick-hold the pencil on the top middle menhir% pass through the bottom right menhir and
end-release at the academy location.
To see this marked map again, combine the pencil and the map in inentory.
Check the pre#ence o$ portal#:
Acade"y ruin#: .ump to the lighthouse location or at the crossing in the woods. Take
the grael path to the right and walk to the lighthouse at the end of the road.
'heck around the lighthouse. Then exit to the ruins at top of screen.
;ook around at the ruins. The entrance to the portal is now blocked.
/drian makes an I on the ruins location in the map because he knows there is a portal
here. 0ou can see this if you combine the pencil and map.
'heck +alph)s shed.
War"hill Church: .ump to the church. !nter the church.
Talk to Aather Arederick. ;earn about 1alentina /ntolini. Aather Arederick is impressed
about the 9apal letter.
The priest reali<es that it is possible that there is a small portal underneath the church.
Samuel)s last isit collapsed #arkus) grae.
Go outside and go through the gate right of the church. See if you can talk to the
graedigger.
'heck the old door by the right wall used as coer of the firewood. 'lick again to take
the sheet of glass from the door.
Around the Gordon 4otel: .ump to the hotel. Take the path right of the flagpole.
See &obby in the water. Talk to &obby. ,e is looking for pearls in mussels as a birthday
gift for (enise.
Talk about the bracelet taken from 9hil)s drawer. /drian gies the bracelet to &obby.
&obby leaes the waders and runs off.
;ook around the area. +ead the missing picture and warning notice left of the *etty. 3
&oys disappeared here.
See $ menhirs in the rier.
'heck the waders left by &obby. There)s a huge hole on it.
Fi6 the 2ader#: .ump to 8illow 'reek.
'heck 'onstable 4ak)s bicycle in front of (r. 8interbottom)s building.
Take the repair kit from the bike. :se the repair kit with the waders to get repaired
waders.
+illage #-uare: 'ross the bridge and see that #att -ewcastle is not here.
!nter the police station and talk to 4ak about Spooner and #att.
!nter the cafe and talk to !dward. ;earn that he wants to be a butler. ,e applied for the
position at the castle before.
*ook under2ater: .ump back to the hotel. Take the path down to the rier.
+ight click the repaired waders and /drian wears it.
Go to the menhirs. /drian sees something underwater at a dark place but he needs a
goggle or something that can see underwater without him diing down.
"n inentory combine the broken bucket from the greenhouse and the circular piece of
glass from the church area to get bucket with a glass bottom.
:se the bucket with glass bottom with the dark place in the rier. There are steps at the
bottom but is coered with silt. So the entrance is inaccessible also.
:se the plastic bottle with the rier >or with the fountain in front of the hotel? to get a
filled bottle.
!xit the rier. Go left out of the screen for /drian to remoe the waders and leae it on
the bench.
Find "ore portal#:
Since there are B small portals, there should be 3 more.
:se the pencil with the walking map.
'lick-hold the pencil on the top middle menhir% pass through the top right menhir and
end-release at a location near the swamp.
'lick-hold the pencil on the top middle menhir% pass through the bottom left menhir and
end-release at the 8hite 8oods area.
To see this marked map again, combine the pencil and the map in inentory.
Check the ne2 location# $or portal#:
,2a"p area: .ump to the crossing in the woods.
Go right to the path at right. See the gate with barbed wire going to the morgue and ahead
is the way to the lighthouse.
Take the beaten track right of the barbed wire fence.
/t the marsh, take the broken metal detector in front of /drian.
'heck the animal bones at right. 'heck the marsh and the bridge at left side of the
swampy area.
White Wood#: Go back to the crossing in the woods.
Take the path on the left side of the road and across the grael path towards the
lighthouse.
+ead the warnings on the tree.
Take the branch on the ground in front of the tree with warning.
'heck the bear trap. 'lick once on the path at left.
Repair the "etal detector:
Taking heed of #adame Aortuna)s message about bears and best to prepare.
!xamine the metal detector in inentory. The battery and electronics are shot. /drian
needs a new battery and something that can receie electrical signals.
Go back to the morgue where we last saw a car. Go back to the path and take the road at
right. Go left through the gate with barbed wire.
Battery: 'heck the bonnet of 9hil)s car. "t is locked. :se 9hil)s keys on the car. /drian
opens the bonnet-hood.
/drian automatically gets another glow in the dark stickers. There are 7 now.
;ook at the open hood and automatically get the battery.
5lectronic#: !nter the house. 'heck the *unk in front of the T1. /drian takes a
transistor radio.
Metal detector: 'ombine the metal detector with the battery.
'ombine the metal detector with battery with the transistor radio. "t should work.
Phil: 'heck 9hil at the morgue in the basement.
Go to the cellar. 'heck 9hil on the autopsy table. ,e)s dead.
Check White Wood#:
Go back to the crossing in the woods. Take the left path to be at the tree with warning
signs.
Test the metal detector on the bear trap. "t works.
-ow, we can walk the woods without fear of more bear traps.
/drian walks the path and he says he will mark the area with traps with luminous
stickers.
,tone Circle0*arge Rock: This is the place little 1ic was killed supposedly by
Samuel.
'heck the menhirs and the large rock lying on the ground.
;ook close at the gap at bottom left side of the large rock.
:se the long branch taken from start of the path on the gap.
&ats fly out of the gap. There must be a cae down there.
Work on the large rock:
.ump to the castle. Go to the entrance in front of the castle.
'heck the hammer drill used by Stee to drill holes. The gas gauge is empty.
Take the empty petrol can left of the left lamp post.
.ump to crossing in the woods. Go back to 9hil)s car at the morgue.
:se the garden hose taken from the greenhouse on the tank cap of 9hil)s car.
/utomatically /drian takes some gasoline and gets half full petrol can.
.ump back to the castle. Go to the entrance.
:se the half full petrol can on the hammer drill. Take the hammer drill.
Go back to the large rock at 8hite 8oods. :se the hammer drill on the large rock.
Crack the rock: 7 hours later, /drian has now drilled a lot of holes. "t)s cold now.
:se plastic bottle full of water on the holes.
:se the can of construction foam from the castle cellar to seal the holes with water. -ow
to wait for it to free<e and crack the rock.
Bobby:
.ump back to the castle gate.
See a sad &obby by the gate. Tom beat and kicked him out of the house.
/drian goes to the illage to confront Tom.
/ drunken Tom talks with Spooner and (enise. ,e wants to know about the necklace.
Tom punches /drian.
I+
Therapy #e##ion:
:nder hypnosis, /drian continues to recall bits of scenes when /ngelina as a child fell in
the hole. / young /drian sees /ngelina staring at a mirror. ,er face looks eil.
The phone rings. 4ak calls and wants /drian to come and talk to Spooner.
The doctor adises /drian to get a butler.
Mada"e Fortuna:
:se the phone box and call #adame Aortuna.
She sees the #oon. 0ou shatterC Stay away from heights.
Ca$e:
Go to the 'afe and on the way in meet (enise leaing the cafe.
,pooner: Talk to "nspector Spooner. ,e asks about last night and Tom. Spooner wants
to check ,ermann)s house.
&r' 4er"ann1# hou#e: The door is locked.
:se 9hil)s keys on the entrance door. The "nspector takes 9hil)s key ring.
The torture ideos are gone from the cupboard. /drian plays the ideo still in the player.
Morgue: Go to the morgue and 9hil)s body is not here.
'heck the chilled compartment with corpse. That coninced Spooner that 9hil was up to
no good.
:pstairs on the way out, Tom enters the house. Spooner chases Tom.
,tone Circle at White Wood#:
.ump to Stone 'ircle at 8hite 8oods circled green at left side of the map.
The large stone is cracked open. ;ook inside and see steps.
/drian goes down and sees a chasm that separates him from the portal. +emember
#adame Aortuna)s wordsC
Ca#tle: .ump to castle.
Take the folding ladder leaning on the wall at the backyard of the castle.
/utomatically be back at the cae of the stone circle. /drian places the ladder across the
chasm.
4ieroglyph#: 'heck the stone tablet on the wall left of the portal.
/drian wants a copy of the tablet. :se the 9olaroid camera on the tablet to get a picture
of the hieroglyphs.
'heck the black ball holder and the portal.
&ecipher the hieroglyph#:
&r' Winterbotto": .ump to town. Talk to (r. 8interbottom.
/sk about the ision, (r. ,ermann, a classmate, black ball and hieroglyphs.
She gies a hieroglyph book. "n inentory combine the hieroglyph picture and the book.
'lick again on the book and /drian reads it with no result.
/t the end see a thank you note from !dward. !xit the office.
Mu#eu": Go next door to the now opened museum.
Try to talk to the guard and the tourist. ;ook around.
+ead the flyer on the wall left of the guard. "t was put together by !dward.
Ca$e: Go to the cafe and talk to !dward.
(enise is ill. The illness makes one not only unfit for work but also unfit for marriage.
/sk about the hieroglyphs and !dward turns out to be a fount of information. ,e deduced
that it is: (ruidic and describes a burial ritual with a priest holding a black ball in his
hand. &lack ball might also be found in another burial mound.
There)s a one or 3 burial mounds in the area. ,e remembered that this hieroglyph is the
same as the ones found on an excaation. #iss 1alley was inoled in that excaation.
!dward is interested in working at the castle. (enise)s father is looking at another
business - the undertaking business. /drian asks that !dward come to the castle
tomorrow.
Mi## +alley1# apart"ent:
Get in Mi## +alley1# apart"ent:
Go to the police station and talk to Spooner. Tom escaped to the woods.
8hen asked about #iss 1alley)s house, Spooner sends 4ak out. Spooner wants
something from /drian. ,e wants solid solution to his cases here so he can go back to the
city.
#urray gae Spooner the alibi needed to clear /drian in #iss 1alley)s murder. ,e still
needs to close the missing ;ouis and /ngelina. /drian drops a hint about the stolen
necklace.
Talk to 4ak about bear traps and #iss 1alley.
,earch the apart"ent: ;ook around in #iss 1alley)s apartment.
Clipping#: 'heck the desk and see 1ic)s newspaper clippings.
7otepad: 'heck the notepad on the floor right of the bottom of the stairs.
!xamine the bare piece of paper in inentory. /drian sees slight imprint.
Take a small piece of coal from the fireplace at right.
"n inentory combine the coal and the bare piece of paper.
+ead the paper. /drian sees that it is the same one found in the pocket of the missing
robe of the order at +alph)s hut.
Mi## +alley1# #e"inar 2ork: 'heck the bookcase and see a folder from the
:niersity.
+ead it in inentory. /drian says to find the location of the burial mound. See a close up
of the page.
:nderline words that will gie a clue to the location or description of the mound.
:nderline a word by clicking on the word itself.
"f an error is made, use the eraser that appears when the cursor is placed oer an
underline.
"f correct, /drian will make a comment about that clue.
,olution: :nderline sector l7 at left page and animal bones and land >marsh land? on
right page.
Glitch - "n my game, the word sector l7 is not commented on, so the solution is not
acknowledged by the game. "n that case - use the skip leer at bottom right.
Talk to 4ak and leae the apartment.
Mar#h:
.ump to the circled !astern #arsh at top right of the map.
*etter: 'heck the pile of stones at center of the area. +ead the letter to /drian. "t is a
new cryptic message. Hope is the #uardian$s second virtue.
Bone#: 'heck the animal bone at right side again.
Burial "ound: Go right to the beaten track. ;ook around. 'heck the menhir. Take
some dry branches left of the entrance.
'heck the circle or black ball etched on the wall and the hieroglyphs on the ceiling of the
entrance.
!nter the burial mound. ;ook around and click on eerything so that /drian would say
that #ordred would know.
/drian thinks that he should stop his meds so that he can get a ision.
Get a 3i#ion:
Medication e$$ect: .ump to town and talk to (r. 8interbottom. /sk her all about the
medicine.
She mentions that 1alerian tea or St .ohn)s 8ort tea has an impeding effect on the
medicine.
#agnesium with caffeine stops the absorption of the medicine.
Magne#iu": Go to =ld Aashioned Shop and talk to /baya. Get antacid. She doesn)t
hae strong coffee or the tea.
Co$$ee: Go to the cafe and talk to !dward. Get coffee.
+alerian: .ump to the 'astle)s greenhouse and enter. Take the dried plant by the
window. +emember that it is Tumulus 1alerian.
Ca#tle: Go to the kitchen of the castle and take the pot on the stoe. /drian
automatically adds water to the pot.
Go to main hall. Take the roll of damp proof sheeting.
Prepare the concoction: .ump to the burial mound at the eastern marsh.
"f you haen)t yet, take some dry twigs from left of the entrance.
Take stones from the ground at left side. /utomatically, /drian makes a fire ring.
9lace the dry twigs on the fire ring. :se the lighter on the twigs.
9lace the pot of water on the burning twigs.
9lace 1alerian plant on the fire ring but the smoke is blown outside.
Go outside and use the roll of damp proof sheeting on the entrance of the burial mound.
/drian coers the entrance. !nter the mound again.
9lace 1alerian plant on the fire ring again. The smoke is kept inside now.
/dd antacid to the pot. /dd coffee to the pot.
'lick the pot to drink the contents.
+i#ion: See the (ruidic burial.
'heck the black mould at left wall close to entrance. Get the black ball.
Get to the ritual cha"ber:
.pen the #"all portal:
.ump to Stone 'ircle at 8hite 8oods circled green left side of the map.
!nter the hole. Go to the holder stand. :se the black ball on the holder.
The portal is actiated. Go through the portal and be at the /cademy portal area.
Acade"y portal: This place is ery familiar. The portal is deactiated. ;ook around.
The holder that had the black ball placed by /ngelina is empty.
See ;ouis) body on one of the stone flag-trap. 'heck his body.
Get a letter to ;ouis from /ngelina. "t is a great admission letter that would clear /drian
completely.
Buried #tairca#e: 'heck the buried staircase at bottom center.
'lick twice on the rocks. See cloth under the rocks. "t is a crushed member of the order.
Try to free the person - no chance.
;ook at both sides of the rocks and see gaps. /drian looks in the gap and can)t see and
feel anything in there.
:se the camera in the gap. /drian uses the 9olaroid. See a picture of the black ball held
by a dead hand.
/drian wants a stick so he can push the black ball to the other gap opening.
'lick on ;ouis) corpse. /drian takes ;ouis) arm.
:se ;ouis) arm in one of the gaps. /drian pushes the black ball. 'lick on the other gap to
get the black ball.
.pen the acade"y portal: :se the black ball on the holder by the portal.
The portal is actiated. Go through the portal and be at the ritual chamber.
Ritual cha"ber:
;ook around. 'heck the throne. See the wall of skulls. These must be the missing skulls
stated in #iss 1alley)s *ournal.
;ook at the writing on the floor. 'heck the B black ball holders on the left% only one has a
black ball.
Take #ordred)s book at the central stand twice. #ordred enters /drian)s body
completely.
#ordred-/drian takes the black ball from the holder and moes it to another holder.
,e takes the black ball off the holder at the Stone 'ircle portal area% thus deactiating the
portal.
#ordred whistles for the 3 beasts to follow him.
=n the way to the castle, #ordred is confronted by #aria, his wife. #aria wants to know
what happened to (amian, their son. #aria attacks #ordred upon learning that her son is
dead.
+
Ca#tle1# locked roo":
/drian wakes up in the locked room. ,e goes to the water basin and sees that his eyes
hae changed.
;ook around. 'heck the door and see that it has been kicked open.
=pen the wardrobe. "t)s has photo of his ma and pa. There)s a pliers in there also.
Take the rope dangling from the window.
+ead the next cryptic note on the table. The guardian)s highest irtue is faith in himself as
in God.
'heck #ordred)s book and see that it is blank. /drian takes his meds.
Take the shard on the floor. /drian wounds himself and drops blood on the blank book.
=nly #ordred)s summoning appeared.
/drian becomes despondent and decides to follow the way Samuel dealt with the
problem - commit suicide.
To2er: /drian stands on the top of the tower and is stopped by 1alentina /ntolini.
She says she can help beat the curse.
+alentina Antolini:
/t the entrance, talk to /ngelina. ;earn that she is from 1atican% an agent that checks
apostolic isitations.
She came here to release funds to help build the castle. -ow she is here to secure the
Gordon inheritance and minimi<e the effect of the curse.
#ordred anchored his soul on the mirror and wants to come back and be immortal. ,e
does it by collecting souls. /ngelina collected the souls for #ordred.
The Gordon inheritance is to guard the black mirror. =nly those that are pure of heart can
sere as guardians. =nly the descendants of #arkus Gordon can resist #ordred.
She gies the &ook of the Guardians. :sing 1ictoria)s final wishes 1alentina coninces
/drian to take the guardianship.
The solution to the problem is exorcism.
56orci#":
War"hill Church: Talk to Aather Arederick. /lthough he hasn)t done an exorcism, he
knows how to do it.
,e needs information. They know the name of the deil. ,e should know how he sinned
and a personal item that anchored him here.
Ca#tle: .ump to the castle. See !dward waiting for /drian.
/drian gies !dward the letter to ;ouis from /ngelina. That will exonerate /drian and
also sole the case for Spooner.
Per#onal ite": Go to the room at the passage where /drian woke up.
Take #ordred)s book as the personal item.
4o2 he #inned: +ead the &ook of the Guardians in inentory. See #arkus) account of
how #aria died. ,e was stabbed by #ordred when she tried to stop the brothers from
fighting.
Mada"e Fortuna: Go to the library and call #adame Aortuna. She gets the
,ierophant card for /drian. "t means a shaman or pope. There is a tower. (eath may or
may not touch /drian. That happened earlier.
War"hill Church: Go back to the church. !nter through the side door.
Talk to Aather Arederick to tell him what was gathered for the exorcism.
1alentina records the procedure. 8atch what happens at the exorcism.
Aather Arederick is thrown by the black mist.
"t is the wrong place. There$s nowhere for him to go here - not from this world.
+I
A# +alentina:
!dward helped 1alentina bring /drian back to the castle.
"n inentory: a dagger, (ictaphone, matches, bible and the Gordon file.
+ead the Gordon file. The last entry is on 2537 - the transfer of guardianship to ;ady
1ictoria. #arkus transcript states that the entrance to the shade portal is sealed with an
altar. The underground chapel is consecrated. This preents the shades from entering the
catacombs.
Report: :se the phone to report back to the /rchbishop about what happened during
the exorcism.
The location to send the demon is the &lack #irror. The deil is attracted to it. The only
one that can do this is the guardian. The problem is to separate the demon and the
guardian.
1alentina asks if there is an alternatie way to exorcism.
,earch $or the entrance o$ the cataco"b:
1alentina says that most secret passages are not sealed airtight.
Cellar: Go to the kitchen and then the cellar.
'lick on an actie spot and 1alentina lights a match to check it.
9ress the space bar to see the actie spots. See the barrels, puddles, dark corner, large
leer, well and water pump.
Go back to the left and to the library.
Colu"n at library: ;ook at the column at the corner between the bookcases.
:se the matches on the column. There is a draft.
'lick on the column again to remoe the coer.
;ook close at the coer and see a strangely shaped keyhole.
*ook $or colu"n key: Go to 1ictoria)s bedroom upstairs.
'heck the machine and get a syringe with adrenaline.
'heck 1ictoria)s *ewelry box. 1alentina picks it up and reali<es that it is too heay for the
contents.
!xit the room. See /drian who *ust woke up. /drian)s eyes are back to normal. They
hae to go back to &lack #irror.
.pen the bo6: Gie the *ewelry box to /drian so that he can open it. /drian opens it
his way. ,ahahaha.
/drian gies the sword handle to 1alentina.
*ibrary: Go back to the library.
:se the sword handle on the strangely shaped keyhole of the column. "t fits but nothing
happened.
1alentina takes it back. ;ook at the sword handle in inentory and see that one *ewel-
ruby is missing.
A# Adrian:
'hange to /drian by clicking on his picture at top left of screen.
Go to the library. Talk to 1alentina completely. ;earn about the ritual chamber.
The &lack #irror is a portal that is older than anything on earth and absorbs eil souls.
The souls of a good person cannot go through. "t reflects the soul and eil can also come
out of the mirror.
;earn that it was 1alentina that sends the cryptic notes about the guardian.
/drian remembers /ngelina)s bracelet that is at the police eidence locker.
A# +alentina: Gie the sword handle to /drian.
A# Adrian:
Mada"e Fortuna: 'all #adame Aortuna. (eath card is picked for /drian. "t means
release yourself from old ties or Transformation.
She sees death by lightning bolt. /nother death is seen - deluge and will suffocate. #ore
death card - darkness will deour him. How many death cards do you have there%
#adame Aortuna mixed up seeral Tarot cards yesterday. ;=;.
5d2ard: !xit the castle and go to the gate. "t)s pouring rain.
'heck the letter box and get sunglasses. "t must be from !dward so that /drian can coer
his dark eyes of the preious day.
Ralph: 8alk towards 8armhill church >left branch of the road?. /fter the bridge, take
the side path to the hut.
See +alph)s door is destroyed by an axe and blood on the ramp. 'lick on the door. Tom
was here. (amien goes inside and immediately comes out.
8alk back to the right at the castle road. /t the fork in the road, hear singing. 'lick on
the singing. "s that +alphE
Ca$e: .ump to town. 'heck the cafe door. "t)s closed for business.
Police #tation: !nter the police station.
Talk to Spooner. The /ngelina letter closed the case. /drian informs Spooner about
Tom.
/sk about the missing *ewel. 4ak gets the bracelet and gies it to /drian.
Talk to 4ak about the cafe. !dward resigned and had a quarrel with (enise.
,earch $or the cataco"b#:
Fi6 the #2ord handle0key: .ump to the castle hall.
Go to /drian)s room. "f you haen)t yet, take the rope on the window.
=pen the wardrobe. /utomatically take the grae candle and the pliers.
"n inentory use the pliers on the /ngelina)s bracelet to get a ruby.
:se the ruby with the sword handle.
.pen the #ecret pa##age: Go down to the library.
:se the sword handle on the column keyhole. There)s a spiral staircase in the opened
secret passage.
,e2er#: ;ook around. 'heck the water basin twice to learn that this is the sewer. 'heck
the chain coming down from the ceiling.
!xamine the symbols on the floor >bird and house? and the symbols on the $ columns.
The columns symbols are: ,ouse and *ar% pitchfork and flower% bird and head% fish and
hand.
Talk to 1alentina about the symbols and other exit.
*ook $or another e6it in the #e2er:
,torage Roo": Go back up to the kitchen. !nter the cellar.
"f you haen)t yet, take the extension cord from the wall.
'heck and take salt from the bucket.
Get light $or the cellar: :se the extension cord on the socket at bottom of right wall.
'lick on the extension cord to get it as the cursor and then click on stairs to cellar. /drian
drops it down to the cellar.
"n inentory, combine the lighter and the candle to get a lit grae candle.
Go down to the cellar.
'lick on the extension cord on the floor by /drian)s feet. Then click the extension cord
cursor on the construction light on the floor at right to get light in the cellar.
;ook around.
Well: 'heck the well at middle of the room.
;ook down the well. (amien calls down the well to 1alentina.
'heck the chain. That)s the one we saw at the sewer. ,mm...
'heck the water pump at right.
Pull the 2ell chain: 'lick to open the water pump. The motor is to the right and pump
is to left.
Take the chain from the well and click it on the water pump. /drian wraps the chain
around the shaft.
Take the wire rope hanging oer the barrel at right and click it on the open water pump.
This is one pole.
Take the power connection cable on the floor in front of the water pump and click it on
the grate on the floor in front of the well - that is the other pole.
Go left and add the salt on the puddle left of the well. Take the hanging from the ceiling 7
phase power cable and click it on the water to complete the circuit.
9ull the large leer on the back wall left of the well to get power.
Go back to the water pump and turn it on by clicking on the controls at right side of the
machine.
That aerted the death by lightning bolt foretold by #adame Aortuna.
See the cage pulled up when the chain is wound up by the water pump.
:se the rope on the well. /drian ties it on the column.
Get to the cataco"b#:
Cage: Go back to the library and down the spiral staircase of the column to the sewer.
See the cage suspended on the chain. The rope tied to the well is hanging inside the cage.
Talk to 1alentina about the plan.
A# +alentina, go to the cellar and the well.
A# Adrian, enter the cage.
This is a timed pu<<le. "f out of time, another chance is gien.
9ull the rope and 1alentina drops the cage to the water.
See a disk with a symbol on top of a circle with seeral symbols on wedge shaped
buttons.
There are arrows right and left to turn to that side.
The aim of the pu<<le is to press the symbol in the inner wedge that corresponds to the
symbol on top outside the circle.
+emember what symbols are seen on the columns at the sewer aboe.
,ouse >top symbol?: press the *ar-amphora. Turn right.
9itchfork-trident >top symbol?: press the flower. Turn right.
Smudged bird >top symbol?: press the head. Turn right.
Aish >top symbol?: press the hand.
The cage drops down to the catacombs. That aerted the death by deluge foretold by
#adame Aortuna.
Cataco"b#:
1alentina climbs down the chain. ;ook around.
'heck the giant statue. 'heck the hieroglyph left of the statue.
&i#h: Go to the dish below the giant headless statue. /drian presses the dish and
capsules on 6 chains planking the statue wounds around.
Cap#ule: 'heck the capsule at leftmost chain. Take the key inside the capsule.
'heck the stone door at left. "t has 6 locks.
Try the key on the stone door at left. "t fits but doesn)t turn. So the source of the keys are
the capsules. &ut which oneE
,arcophagu#: 'heck the helmet on the floor by the left sarcophagus.
'lick twice on the left sarcophagus to open it and get help from 1alentina. ;ook inside
twice and get an arrowhead.
'lick twice on the second sarcophagus to open it and get help from 1alentina. ;ook
inside twice and get a warrior shield.
9ick up the sword on the ground in front of that sarcophagus. #ordred comes out.
'lick twice on the third sarcophagus to open it and get help from 1alentina. ;ook inside
twice and get a fish.
'lick twice on the second sarcophagus to open it and get help from 1alentina. ;ook
inside twice and find nothing.
Go to the front part close to the edge of the platform at pick up the small boat.
Right #tone door: Go to the right stone door.
4ole: 'heck the hole left side of the entryway. There)s a map inside.
1alentina says it might be a map of this place.
Warning: Go through the stone door.
1alentina calls /drian back and shows the ;atin words on the archway.
&eware guardian of the shades, they will take possession of your soul if you venture in
the dark.
#arkus fought the army of shades sent by #ordred.

*abyrinth:
!nter and see the labyrinth)s oerhead iew.
1alentina points out a shade at a dark room ahead. There is another shade at far right
corner room.
0ou can die here but is gien a second chance% so sae often.
The ob*ect here is to check the rooms and collect any items seen.
The shades can be cornered and confined to a room as long as it is dark.
(o not darken a room where you are with an open entryway to the shade)s room.
The shades do not like light but can attack in a split second before the light is turned on.
The map taken from the hole states the number of doors that should be open to gie light
to that room.
There are switches close to the doors that lower and raise them.
The switches and the space bar actie spot function work only when the actie character
is in that room.
0ou can switch back and forth characters.
&oth characters should be together to open a sarcophagus.
Refer to the map above to see how many doors need to be open to get light.
Check the botto" area:
Roo" !: 1alentina closes the right door to block the shade in room 7. +oom 2 is now
dark.
9ress space bar. 'lick on switch at bottom left of room 2 to open the door to room 3.
There is now light.
Roo" 2: !nter room 3.
9ress space bar. 'lick on switch at bottom right top open door to room B. The room is
now dark.
Roo" 8: !nter room B. &ring 1alentina here. The room is lit.
'hange to /drian. =pen the sarcophagus. Take the crown.
'lick on switch at right.
Roo" 9: Go through this room. 'lick on switch at right.
Roo" !: Go through this room. 'lick on switch at right.
Roo" !!: !nter and then bring 1alentina here.
'hange to /drian. =pen the sarcophagus. Get nothing.
Check roo" : and ; and "o3e the top le$t #hade:
Roo" 2: Go to room 3. 'lick on top right switch *ust outside of room $.
Roo" :: !nter room $.
Roo" !: 'hange to +alentina and go to room 2.
'lick on left switch to close exit door.
'lick on right switch to open door to +oom 7 where the shade is located. That makes 3
doors open and light is back on.
Roo" 2: /s 1alentina go to room 3.
'lick on top left switch to close room 2 door. +oom 2 is now dark.
'lick on top right switch by room $ where /drian is located to close that door. +oom $ is
now dark.
Roo" :: 'hange to Adrian.
'lick on top left switch to open door to room 7 where the shade is located.
The shade in room 7 goes to room 2. There is light in room $ and room 7.
Roo" ;: !nter and click on switch at left to close room 2. The shade is trapped.
'lick on switch at right to open room 6 and get light.
'heck the niche and get a decorated bowl.
Check roo" < and =:
Roo" 9: /s +alentina, go to room @.
'lick on the top left switch on the small corridor to open room H.
Roo" =: !nter room H. 'lick on the top switch on the small corridor to open room 6.
Roo" <: /s Adrian, enter room 6 at right.
'lick on the right switch to open room 5 where the other shade is located.
'heck the weird green light aboe the room.
Mo3e le$t #hade to roo" ; and clear e6it door:
Roo" ;: !nter room 7. 'lick on the right switch to close room 6. "t is now dark.
'lick on left switch to open room 2. +oom 7 is lit.
Roo" :: Go to room $ and close the door to room 7 by clicking on the top left switch.
+oom 7 is now dark.
Roo" 2: /s +alentina, go to room 3.
'lick at switch at bottom right to close room B.
'lick at switch at top left to open room 2. The shade goes to room 7.
Roo" !: Go to room 2. 'lick on right switch to close room 7. The shade is now
trapped.
'lick on left switch to open exit door.
Roo" 2: Go to room 3. 'lick top right switch to open room $.
Trap other #hade and check roo" >:
Roo" =: #oe /drian and 1alentina to room H.
/s /drian, click top switch to close room 6.
'lick right switch to open room 5.
Roo" !: Go to room 2D. 'lick right switch to close room 22.
'lick top switch to open room 5. The shade moes to room 6.
Roo" >: !nter and click top left switch to trap shade in room 6.
&ring 1alentina to room 5.
/s /drian, open the sarcophagus. Get a staff.
!xit the labyrinth through door at left in room 2. That aerted the death by darkness
foretold by #adame Aortuna.
.pen le$t #tone door:
Relie$: /s 1alentina, click on the relief.
'lick the head, the middle and the bottom hieroglyphics.
The head represents the black mirror.
$ men are standing and 7 are lying down. "t represents the way of life-status of the
people. 3 of the lying down men are a king and a warrior% both unpopular. The ones
standing are normal people% one a priest and one a hunter.
The bottom part of the hieroglyphics is diided in H parts and might represent each of
those people aboe.
&i#h: /s /drian, click on the dish below the statue.
The collected items from the labyrinth and sarcophagus are placed around the pan.
-ote that each item correlate to a way of life-status of the people.
/s stated by 1alentina about the relief, the ones standing are normal people while those
lying down are unpopular people.
'lick-hold-drop an item on the dish.
9lace the arrowhead, bowl, staff and fish.
9ull back and see what happens. /ll the capsules are in one leel.
=pen the leftmost capsule to get 6 keys.
,tone door: :se the 6 keys on the left stone door. =pen the door.
Bridge: ;ook around. Go left to the colonnade.
Chapel:
The chapel was built by both #ordred and #arkus. "t was their last cooperatie work.
;ook around.
Talk to 1alentina about the chapel.
,arcophagu#: =pen the left sarcophagus. "t is #ordred.
=pen the right sarcophagus. "t is #aria.
Get the sword tip left by the sword of #ordred that killed her.
Altar: 'heck the altar on the platform.
There are hieroglyphs on the altar.
1alentina reads ;atin writings: 't sunrise the king sent his warriors into battle against
the darkness.
+emember the relief-hieroglyphs left of the large statue at the entrance.
/t the bottom are columns of hieroglyphs that 1alentina states are correlated to a way of
life or people.
'lick in correct sequence the hieroglyphs that represent: sun, king, warriors and darkness.
Sun
'rown - bread - house - boat - shield - goblet
/xe - head - sword - arrow - shield - bow
#oon
The altar and pedestal drops to reeal steps going down. Go down.
Mordred1# Alche"y *ab:
Go down the steps and enter #ordred)s /lchemy ;ab.
Me"orie#: /drian remembers this place and checks the fireplace.
This is where he followed /ngelina. ,e recalls that it was &ates that rescued them and
sealed the hole. Through that door is the &lack #irror.
;ook around.
'heck the bookcase, lectern, table and water basin.
,2ord#: 'heck the old swords by right wall. #ordred comes out again. 1alentina
scolds and warns /drian about carrying a sword.
.pen the door: Talk to 1alentina and then ask for her dagger. /drian wounds himself.
/drian remembered that he was wounded when he wanted to help /ngelina.
,e touched the door and it opened - the blood of the male Gordons.
Black Mirror:
/drian and 1alentina look at the mirror. #ordred)s shade is reflected between them in the
mirror.
(on$t touch the mirror ever) 8hat is in /drian is the shade of #ordred soul.
They need to send #ordred)s shade to *oin #ordred)s soul in the mirror.
Mordred1# book: 1alentina asks about the book. -ew writing appears in the book.
#ordred writes that it is possible for the soul in the mirror to leae the mirror if its shade
is bound in the world.
#ordred wants to bring Fing /rmundor)s soul out of the mirror and place it in his son)s
body.
#ordred used /rmundor)s bones on the altar so that /rmundor)s shade be bound to his
own bones.
Then #ordred killed his own son to release the son)s soul and leae an empty body.
/drian reali<es that that is the Gordon curse. #ordred lured him >male Gordon? to the
mirror so that his soul that is in the mirror can come out and *oin the shade that is already
in /drian)s body.
+alentina1# plan:
A# +alentina: /utomatically change to 1alentina. 1alentina starts to formulate a plan.
56a"ine the black "irror: 'lick on &lack #irror.
She wants to send #ordred)s shade back to the mirror but wonders if there are other
shades in /drian)s body.
She asks /drian to read about shades in the &ook of the Guardians.
Shades are born in death forced into this world. They can neither be caught nor appeased.
&ut the green flame unsettles them.
So shades are born in death but behind the mirror.
56a"ine the altar: 'lick on altar.
#ordred)s soul is in the mirror. "f /drian should die here, #ordred)s soul will take oer
/drian)s body.
#ordred)s shade has to be taken out of /drian)s body. They hae to be sure that
#ordred)s soul can)t leae the mirror and /drian)s soul not leae his body.
,oul tran#$er: Go to the laboratory and automatically asks /drian if there are more
writings in the book.
#ordred cannot reie the boy after he killed him for the transfer.
,e created a shade for his sword% which means he can use his sword on the other side of
the mirror.
"f he enters the mirror without dying, he can use the sword and rule both sides of the
mirror.
The blade has a black stain and it is spreading.
1alentina asks about the ritual for the soul transfer.
56a"ine the #2ord#: 'heck the swords that /drian touched when #ordred came out.
1alentina reali<es that /drian needs a sword to fight at the other side. We need
ordred$s sword.
56a"ine the alche"y table and poi#on: 'heck alchemy table on the left.
1alentina thinks that she can release /drian)s soul by poison to fight #ordred with the
sword. "f he dies, the adrenaline boost will resuscitate him later.
Check Mordred bone#: Go back to the church at right. ;ook in #ordred)s
sarcophagus.
1alentina thinks that they should use #ordred)s bones to lure #ordred)s shade out of
/drian)s body *ust like #ordred tried to do to the king)s body.
1alentina asks /drian to moe the bones to the altar later.
+alentina1# plan: 1alentina explains what happens to souls that die close to the mirror.
The good souls fly free while the bad souls are trapped in the mirror. The shades of good
and bad souls are formed behind the mirror.
Souls in the mirror are slaes to the shades. #ordred soul is defenseless in the mirror.
They need to bind #ordred)s shade to his remains here. The shade cannot go back to the
mirror then.
/drian)s shade can now enter the mirror and fight #ordred)s soul. /drian has to die in
order to go through the mirror to do this.
1alentina will resuscitate /drian with the adrenaline.
#ordred)s shade will be held on this side by trapping the shade in his bones.
They need a sword that is usable on the other side. They need #ordred)s sword since it
already has a shade on the other side. The sword is in the Tea room and is the cause of
the mold- fungus that bothered the castle workers.
/drian needs to lay out #ordred)s bones while 1alentina gets the sword and check about
the poison in the library.
Mordred1# bone#:
Chapel: 'heck #ordred)s sarcophagus. /drian wants to know the arrangement of the
bones.
:se the 9olaroid camera with the sarcophagus. /drian takes a picture of #ordred)s
skeleton.
Take #ordred)s skeleton now.
Altar: Go to the altar in front of &lack #irror.
9lace the skeleton on the altar.
Arrange Mordred1# bone#: :sing the photo as guide, arrange #ordred)s bones.
'lick-hold-drop the bones in place.
See white circles that forms where the bone can be dropped. (rop the bone when the 3
circles are made into one.
/s additional help, use the stains on the bones as markers to know which side of the bone
is the correct one.
The bones can be turned by right clicking them.
Take note of the wide ends or other bone characteristics to match the bones.
8hen correctly done, a sound is heard and automatically pull back. "f not start oer. *up,
that looks right.
Get Mordred1# #2ord:
'hange to 1alentina.
&e at the Tea +oom. ;ook at the black stain on the wall.
:se the dagger on the black stain. Take #ordred)s sword with a broken tip.
!xit the room and automatically be back with /drian.
Ritual:
/utomatically be /drian. Talk to 1alentina.
Poi#on: /utomatically be 1alentina and is at the lab.
'heck the alchemy table and 1alentina picks up the poison. >That was quick.?
Go back to /drian at the altar.
/ill Adrian: See /drian lying on the table with #ordred)s bones.
:se the sword on the table or /drian. 1alentina gies the poison to /drian.
1alentina watches the mirror and does not see /drian but #ordred.
/s soon as the fight is oer, use the adrenaline on /drian.

The last of the Gordons has done it.

/fter the credits, watch /drian updates his diary. ;ater he will add to the &ook of the
Guardian.
+ead the diary for the explanation of what happened at the 'hapel, &lack #irror and
Gordon Aamily.
/drian explains about the black balls. "t is used to trap and control shades.

It's your job to stop them!
Thi# docu"ent "ay not be di#tributed 2ithout e6pre## 2ritten per"i##ion o$ the author and the
content "ay not be altered in any 2ay'
For ?ue#tion# or Co""ent# on thi# Walkthrough)
Plea#e 2rite to: MaGtRo
Copyright @ :A2!! MaGtRo
Ga"eBoo"er# Walkthrough# and ,olution#

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