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Mordy 2: The Mirror of Truth – Walkthrough (Mordalles/2006)

By Leon | December 19, 2008

Mordy 2: The Mirror of Truth Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Act 1: A planet broke my fall

Theatre:

Talk to the director about everything. Learn about the owner of the island and his brother who’s working at the inn. Use the steps on the left to get on stage and talk to the actor. Talk about everything and keep mentioning the points from Monkey Island that he’s missing until he gives up and leaves. Take the SHOVEL standing against the canvas.

Walk to the left to get off the stage and talk to the director again. Ask him to do audition but the director doesn’t want you to. Use the banner on the floor to rip the word AUDITION off. Walk to the left to leave the theatre and get to the map. Walk to the right to the estate of the owner of the island.

Estate:

Look at the map of the estate and learn the location of several buildings. Use the Gate Entrance on the map to go there.Look at the huge lock on the gate to see the buttons. There are six bars that need to be unlocked by pushing the right combination. There are two ways to open this lock: finding out which button does what to which lock or look at the back of the lock in the upper left.  Either way, the correct answer to open the lock is:

Numbering the buttons from 1 to 9 from left to right, top to botton: Button 2, Button 5, Button 4, Button 7, Button 1 and Button 9.

The lock opens and you’ll take the CHAIN. Use the front door to enter the estate and talk to the owner. So you have to find him a mirror in order to go home. Shouldn’t be too hard…

Act 2: The search

On the map of the mansion, select Pete’s room. Talk to Pete about his game and about his binoculars. Take the BINOCULARS next to the window on the left when Pete agrees. On the monitor are two figurines. Listen to them (ear-icon). Take the POSTER from the wall and use the bin next to the desk to take the FLOPPY DISC with a character on it. Leave the room on the right and go to the back yard.

Look around and talk to the robot guarding the fountain to learn his fear. Walk to the left and select the dungeon on the map. Walk to the right and talk to the guard. He thinks there’s no other play. In your inventory use the torn piece of the banner with audition on it with the poster you took from Pete’s room and give the new Mordy on Holiday audition poster to the guard.

He’ll leave straight away so you can use the telikineses in your inventory to take the MASK from the wall. Walk to the left and up the stairs to return to the map. Select the exit at the bottom and walk to the left. On the globe walk to the theatre on the left.

Theatre:

Give the mask to the director and do an audition. During the play you’ll end up under the trapdoor and you’ll get the BONE. Walk to the left to leave the stage, left again to reach the globe. Select the tavern on the left.

Tavern:

Use the door on the left and talk to the innkeeper behind the bar. You’ll learn about the rooms and the museum upstairs. Also learn about the other person looking for the mirror and where his room is. Walk to the left and talk to the Highlander. Learn all about the duel. Walk further to the left and talk to the guitarist. The band is missing a singer. Look at the fireplace and take the BLUE CUP standing on the mantlepiece. Walk back to the right and use the stairs to go up.

In the cabinet in the back are two books. Look at them both. Look at the paintings left and right. Use the door on the right to enter the room and open the drawer of the desk. There’s a DIARY in it. Look at the diary in your inventory to learn about the mirror and the four items you need to search.

Use the door on the left to leave the room and walk to the south to go downstairs. Walk to the right and use the door on the right to leave the tavern. Walk to the right to reach the stables and talk to the cowboy standing against the stable. Pick up the PITCHFORK on the ground next to him and take the BUCKET from the far right. Walk to the left and use the bucket on the barrel full of WATER. Walk further to the left to return to the globe.

Jetti:

Go to the Jetti and find the rowboat on the other side. You can barely see the clock. Use the binoculars on the clock to tell the time. Walk to the south to go back to the globe and walk to the island on the left.

Island:

Walk to the left and talk to the frog. When he’s telling you he’s looking for another place to stay tell him you’ve found one. The frog will go to the fountain in the back yard. Talk to MissyChelle in the tree. Ask her for the key of life and then you must prove you respect life.

Use the pitchfork to take a TREE SUCKER from the tree. It’s the creature you’ve read about in the book. Walk to the right twice to reach the globe and walk to the estate  again. Look at the map and select the entrance.

Estate:

At the right of the gate are mushrooms. It’s a small village. Look closer and talk to the martians on the right. They’ll tell you about concquering the world, Stonehedge and casting spells. In order to learn spells you need to bring the pendant from the museum in the inn.

Leave the marians and walk to the left to the map. Select the back yard on it. Walk to the right side and talk to Cupid on the bench. Ask for his bow but then you have to win the shooting contest. Ask for a shootout and you’ll loose. Walk to the left twice and then return to the map. Go to the aquarium.

Use the tree sucker on the hole in the middle and you can dive in. Follow the lights to the north and once on the floor walk to the left. The door is locked by a code that looks like a digital clock. The only time you’ve seen was on the tower and it looked like five to three. Enter 02:55 as code and the door is unlocked. Use the door to enter.

Use the stairs to go up twice and you’ll reach a control room. Look at the screen on the lower right. It says locked. Use the red button and the screen says open. Use the machine on the left to take a closer look. Look at the plan to see which switch does what.  Light the aquarium by pushing switch 3.

Leave the machine and use the stairs to go all the way down: three times. Use the door on the upper left to leave the tower and walk to the left. Take a piece of CRYSTAL and look at the rock-like beast. In order to get past the beast, give him the bone. The thing will disappear and you can continue to walk to the left.

Keep walking to the left, you’ll automatically jump over the rocks and walk into the cave. Inside you’ll see a copy of the owner of the island. Talk to the person and listen carefully what he says about the mirror. Talk again and you’ll get a PAPER with combination to the treasury. You need to win the trust of Concience.

Walk all the way to the right until you reach the tower and use the panel on the left of the opening to get inside the tower. Walk up one flight of stairs and use the door under the light. Walk to the right twice and use the shovel on the ground on the right. In the hole you’ll find a WOODEN BOX. Look at the wooden box to notice the odd keyholes in it.  Walk to the left and and follow the lights down to the exit. Use the door on the left to leave the aquarium.

Select the treasury on the map. Use the paper with code you got from Concience on the panel on the left to open the door and walk into the treasury. Look around and look at the windows.  Look at the glass encasing and find a gun inside. Use the casing to open it and take the GUN out. Take the SWORD from the pedestal in the corner.

Walk to the right and look at the pedestal. There’s something in the middle. Look at the panel.  It’s a kind of puzzle. Did you take a good look at the windows? There are 8. Each window has a number of colours. Just follow the windows from left to right and count the colours of each window. So the solution for the panel is: 3, 6, 8, 4, 1, 7, 2, 5. Put the panel with the correct number in the slots from left to right, top to bottom and the pedestal will produce the GOLDEN SPHERE.

Walk to the left twice, then to the south to leave the treasury. Select the exit on the map and walk to the left to reach the globe. Select the tavern on the globe.

Tavern:

Use the door of the tavern to enter and walk all the way to the left to talk to the guitarist again. Talk about the vocalist and learn he went to hide in the woods. Walk to the right and talk to the Highlander again. Challenge him for a fight and you’ll get to the mountains. After you’ve lost, walk to the right  to leave the tavern and go to the left to go to the globe. Go to the woods behind the Jetti.

Woods:

You can hear something. Listen to the skeleton and it’ll talk to you. You need to get the skeleton down so use the sword on the skeleton to get him down. You have to open the mouth of the skeleton to find a piece of PAPER with a secret. Look at the paper to read the secret.

Walk to the right to leave the woods and on the globe walk to the lower right to visit the island.

Island:

Walk to the right and look around. Look at the signs and the tombstone. Pick up the BUCKET OF BLOOD and use the hole to jump down to Death. Talk to Death. He’ll send you to the terrorist to get the key. Talk to the terrorist but there’s no real conversation possible. Talk to Death again and ask him to beam you up.

Walk to the left twice to return to the globe and walk to the left on the globe to visit the tavern again.

Tavern:

Use the door to enter the tavern. Walk to the left and use the stairs to go up. Enter the room on the right and use the bucket with blood on the rug. Use the door on the left to leave the room. walk south to go downstairs and walk to the left. Use the paper with secret on the dancing robot and you’ll get a BROKEN GUITAR. Walk all the way to the right and talk to the innkeeper. Tell him there’s blood in the room upstairs.

Pick up the CHAIR from the table next to the door. Walk to the left, use the stairs again and use the chair on the open door. Walk to the glass casing in the back and use the crystal on the glass casing to cut the safety glass. Take the PENDANT from the display.

Walk to the south and to the right to leave the tavern. Walk to the left to return to the globe and walk to the estate.

Estate:

Look at the map of the estate and select the gate entrance.  Look at the mushroom village and give the pendant to the Martians. You can now place any physical spell on Stonehedge and it will become a mind spell. Look closer at Stonehedge and put the floppy disk with the multifire power on the flat rock. After some discussion, you will have the MULTIFIRE SPELL.

Leave Stonehedge and the Martians and walk to the left. Select the exit on the map and walk to the left to the globe. Walk to the stables on the left.

Stables:

Use the bucket with water on the beast since the cowboy hasn’t done it yet. Talk to the cowboy and he’ll teach you how to shoot. Wow. Walk to the left and use the bucket on the barrel with water again to fill the bucket with WATER. Walk to the left to visit the globe and return to the estate.

Estate:

Look at the map and select the back yard. Walk to the right and use your multifire spell on the targets. Talk to cupid and ask for a shoot out. Aim at the target on the left and you’ll hit both targets. Do that three times and you’ll win the BOW. Walk to the left twice and select the exit on the map. Walk to the left to go to the globe. Walk to the mountains.

Mountains:

Read the notice board. Walk up the stairs and use the bucket with water on the stones to make them slippery. Walk down the stairs again, walk to the right and on the globe go to the tavern.

Tavern:

Walk to the right and use the bucket on the barrel with water to fill the bucket with WATER again. Use the door to enter the tavern and walk to the left to the Highlander. Ask him for a fight again. At the beginning he’ll explain the rules:

defend beats  frenzy, attack beats defend, frenzy beats attack.

So when he mentions defense, attack, when he mentions madness, defend and when he mentions attack, frenzy.If you fail, you can always challenge him again. If you succeed, walk down the stairs and use the bucket of water on Highlander to refresh him. He’ll give you a ROPE.  Walk to the right to go to the globe and walk to the estate.

Estate:

Look at the map and select the aquarium on it. Use the sucker on the hole to dive in and follow the lights to the north. Use the door on the left to enter the tower. Use the steps to go up one level and use the door on the upper left to exit the tower. You’re standing next to the rowboat. Since it comes without oars, use the broken guitar and the rope together to create a makeshift oar.

Use the oar on the boat to sail a bit and you’ll return with a FLOWER. Looking at it, it’s the last one of it’s kind. Use the door on the tower to enter and use the stairs to go down one level. Use the door under the light to exit the tower and walk to the right. Follow the lights to the south and once in the aquarium use the door on the left to return to the map.

Select the back yard on the map and use the flower in the fountain of youth to make it immortal. Walk to the left and on the map select the exit. Walk to the left and on the globe go to the island on the left.

Island:

Give the flower to MissyChelle and she’ll give you the KEY OF LIFE. Walk to the right twice and on the globe walk to the island on the other side.

Island:

Dive into the hole and use the machine gun on the terrorist. When he’s out, ask Death to take his soul. You’ll take his SNIPER RIFLE and as you expect to find the key of death on the terrorist, Death gives you the KEY OF DEATH. Talk to Death and ask to be beamed up. On the island walk to the left twice and on the globe walk to the tavern.

Tavern:

Use the door to enter the tavern and walk to the left to find the Serpent Girl. Use Cupids bow on the girl as soon as she stops moving and she’ll immediately falls in love with you. Walk to the right to leave the tavern, go left to see the globe and walk to the estate.

Estate:

Look at the map and select Pete’s room on it. Talk to Pete and tell him that the girl from the Inn is in love with someone else. Use the blue cup on Pete as soon as he starts to cry to catch some of his TEARS. Walk to the right to leave the room and on the map select the aquarium.

Use the sucker on the hole and follow the lights to the north. Walk to the left and use the door to get into the tower. Use the stairs to go one level down and use the door on the upper left to get out. Walk to the left three times to visit Conscience again.

Give the golden sphere to Conscience and you’ll get the CHIPPED BONE in return. In your inventory look at the wooden box again. Use your inventory again and take the key of life. Put it in the hole on the right. Take the key of death and put it in the keyhole on the left.

Use the cup with the tears on the hole next to the key of life and use the chipped bone in the hole next to the key of death. All holes are filled and the box will open. Inside you’ll find the MIRROR OF TRUTH.

Act 3:  Silly Goodbyes

Give the mirror to Conscience. He’ll tell you to give it to the Devil. Walk to the right until you reach the tower and use the panel on the left of the door to enter the tower. Use the stairs to go up one level and then use the door under the light to get out of the tower. Walk to the right and follow the lights to the south.Use the door on the left to get out of the aquarium. On the map select the office.

There are two ways to end:

Good:

Tell the devil you have something to show him. You’ll show him the mirror and he’ll vasnish. Now you need to get into the next room. Use the golf club next to you and hit the ball into the hole (use the hole). Look at the bookcase on the right. On the middle shelf on the right is a slightly larger book. Use it to unlock a drawer in the file cabinet. Use the drawer to find a switch and nothing seems to happen but…

When you use the golf club again you can now see a mouse hole. Hit the ball into the mouse hole (use the mouse hole) and the door will open. Walk to the right and use the switch. The portal is activated. Use the arched opening to go home.

Bad:

Tell the devil you brought him the mirror. He’ll take the mirror from you and sends you to hell. You made a deal, right? Inside the cell, look at the metal box on the wall next to the cell to notice there’s a loose corner. Use the box to break the PIECE OF METAL off.

Use the piece of metal on the WIRE that’s in the corner of the second bar from the top. Also take the PIPE that’s to the left of the wire. Use the pipe with the wire and use your telekinese power on the combination to reach the switch. Use the wire and pipe to pull the switch. The cell will open and you can now move around.

Take the SNIPER RIFLE from the wall and use the door on the right to leave the room. On the other side of the hall is a door with a button next to it. Use the sniper rifle on the button to deactivate the lasers and walk to the right. Use the door to face your destiny.

Game source: A copy of the game was found here on the internet.

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