The Black Mirror Hints

Event Trigger Types

  • * Some important things don't become interactive at all until you do something else (perhaps unrelated).

    EX: The pine tree in the back yard can't be clicked on for anything, not even a simple description, until after you've had Bates show you where the garden hose is. Then you can left-click on the pine tree for a description, and right-click on it to get a pine cone.
    EX: The patch of ground to dig in to find the treasure chest won't be interactive at all until you find and read the treasure map.


    * Some items can only be picked up and put into inventory after you know you need them.

    EX: You can find the screwdriver in the toolbox at any time, but you can't take it until you find and examine the screwed-down grille in another area and realize that a screwdriver is needed to remove the grille.
    EX: You can't pick up the baggie tie until you've combined the M&Ms and sandwich bag in inventory.


    * Certain actions can only be taken after you've fully examined all of the components involved.

    EX: You've figured out that you can cut a hole in the garden fence with the wire cutters, but clicking the wire cutters on the fence won't do anything until after you right-click on the fence to see that it's weak enough to be cut. Then you can click the wire cutters on the fence to cut a hole you can crawl through.


    * Certain actions and conversation topics cause other characters in the game to move around or have new conversation topics.

    EX: Robert moves from the dining room to the library when you examine the gazebo in the side garden.
    EX: Examing the empty doghouse adds the "Where's the dog?" topic to conversation with Bates and Robert.
    EX: To get the sealed envelope, you have to talk to Fred about it to be referred to Mark, and then talk to Mark about it. (Mark doesn't have that topic at all until after you talk to Fred about it.)
    EX: To use the electrical control panel, you must try to use it, ask Zappo about it, try using it again, ask Zappo about it again, and then try using it a third time. You'll then finally be able to mess with the panel's wires and buttons.


    * When you can travel (and to where) often depends on events of various sorts happening first.

    EX: Once you enter the basement, you can't leave until you've set the mousetrap and eaten the cheese yourself.
    EX: You can't travel to Blokesville until you've talked to Bates about the derby and gotten the ticket from Victoria's handbag.
    EX: You can't use your travel map at the beginning of Chapter IX at all until you find the letter, clean the clock, and ask Robert about the dog again.