Evo walka, samo uslov da bi ga dobio je:
Kad imam ideju sta hocu, pitacu Google.....
Welcome to my Black Mirror walk-through. (-: If you're new to my series of low-spoiler computer game walkthroughs, the idea is to point players towards things they might not have thought of in each game rather than giving away puzzle solutions or offering step-by-step instructions. There's not much point to playing an adventure game if you know all the puzzle solutions in advance, and there's no point at all in investigating a murder mystery if you've already had the plot spoiled. So these pages are as close to spoiler-free as possible. If you are looking for the solution to a particular puzzle, I recommend the excellent UHS site--you can only see one hint at a time there, so you can get the answer to one puzzle without ruining all the others for yourself. My website here focuses on exactly the things UHS and traditional walkthroughs don't: the non-critical parts of the game, little detours you can take, extra details you might miss if you only did what was strictly necessary to win the game. If you want even fewer spoilers--you're considering whether or not to buy the game, for example, and just want to know whether there's anything you're going to hate in it--please try my Black Mirror Review page to find all the pertinent information in one convenient spoiler-free package.
Adventure games in general tend to be more linear than CRPG's, and The Black Mirror is no exception. It's impossible to miss the vast majority of this game-- if you don't complete a conversation, finish a quest, or notice a meaningful detail, you generally aren't allowed to leave the area until you rectify this. Even so, there are a few game elements that it's possible to skip accidentally. There are also a handful of conversations that can go in two different directions based on whether you tell Samuel to give a "positive" or "negative" response. Since you have no control over what this actually means (sometimes a "negative" response means saying "no," other times it means lying, and still other times it means being insulting), you may want to save before starting those conversations.
Chapter One
This chapter will end once you have explored William's study, so don't enter it until you've spoken to everyone about any topics that interest you. There are also a number of optional actions you can take in Chapter One. Some of them are creepy, enrich the plot, and/or have interesting effects later in the game. Others seem to have no effect at all (like returning the attic key as Bates requests). Here's a list of things you might otherwise miss:
*examining the newspaper stand by Robert's door to read a hidden note.
*examining the photo of Cathrin on the drawers by the broken mirror for a memory.
*examining the fireplace in your room and then speaking to Bates about it.
*reading the history book in the library and (later) speaking to Victoria about it.
*examining the pool in the rear garden and then speaking to Henry about it.
*examining the grinder by the greenhouse and then speaking to Henry about it (be sure to check it again afterwards).
*examining the wine bottle in the stable and then speaking to Morris about it.
*putting the attic key back where you found it.
*asking Morris to fix the well (if you tell Victoria the truth while talking about Henry).
*talking to the fisherman in Willow Grove (you have to move out onto the dock a little bit to see him).
Here's a list of the Chapter One conversations that involve 'positive' or 'negative' response choices:
*asking Robert about the ripped up photograph (the first time). Here 'positive' means 'tell him the truth.'
*asking Victoria about Henry. Here 'positive' means 'tell her a little more information,' though neither option will betray Henry's confidence.
*your first conversation with the child in Willow Creek. Here 'positive' simply means 'yes.'
*making small talk with Tom in the pub. Here 'positive' means 'don't be rude.'