Once you’ve completed the main story in the point-and-click puzzle RPG Darkness and Flame 4 - Enemy in Reflection you can access some great extra content. If you’re working through the bonus chapter, read on for my full walkthrough.
Darkness and Flame 4 bonus chapter walkthrough - All puzzle solutions
The walkthrough you’ll find below is only for the bonus chapter that opens up after you complete the main story in Darkness and Flame 4 - Enemy in Reflection. If you’re currently working through the main game, instead head over to my Darkness and Flame 4 walkthrough - Enemy in Reflection hub page where you’ll find puzzle solutions and item locations for the rest of the game.
Finding the settlement
Take the Collectible from the ground (a1), a Chair Leg from the water (a2), and then move forward to the dark forest (a3).
After grabbing the Collectible from the tree roots (b1), repeatedly click the broken cart (b2) to find three Ladder Parts. Head back to the meadow of the petrified and climb aboard the zeppelin (a4).
You’ll find the Collectible on the deck (c1), and some Rope on the steps (c2) where you can also use the chair leg to pry up the boards and find a Whetstone and a Green Flower Figurine. Click the rope hanging over the side of the zeppelin (c3) to draw up a Box.
Head back to the meadow and use the whetstone on the propeller blades (a5) to sharpen them. You can now use the rope on the sharpened blade to get Ropes. Open the ladder parts in your inventory, add the ropes, click the short sticks and then the ropes, and make the Handmade Ladder.
Go back into the dark forest and use the ladder to climb up the dam (b3) and gain access to the swamp. Take the Collectible from the base of the tree (d1) and the Lasso and Yellow Flower Figurine from the boardwalk (d2) before moving on (d3) to the wooden hut.
Speaking to Teacher Young
The Collectible is on the left of the screen by some rocks (e1). Select the pool on the right (e2) to find the Red Flower Figurine and use the lasso to get the Screwdriver down from the roof (e3). Also, take a Glass Fragment from the tree (e4) and a Stick from by the front door (e5).
Return to the dark forest and add the figurines to the box (b4) you’ll find after moving the leaves. Take the Swamp Shoes, a Patch, and some Gasoline from inside. Go to the swamp, add the shoes and the stick to the swamp water close-up (d4), and you’ll have access to Young’s front door. Take the Toad Figurine from the door (d5).
Add the toad figurine to the rock (d6) to find a secret compartment containing a Door Knocker. Add the knocker to Young’s door (d5), use the screwdriver to tighten the bolts, and then knock on the door and head inside.
Finding Teacher Yung’s medallion
After the cutscene with Young, grab the Collectible from the floor (f1), and the Key from the basket (f2), and then move the rug on the basket to start a missing objects mini-game. Note you need to click the red button on the gold pendant to free the cog, and that after cleaning the blue crystal its light points to the second section of the green heart. Once complete, take the Pole Climbers.
Take the Matches plus the Paper And Slate Pencil from the table (f3), and use the key to open the box in the same close-up to find a Figurine. Return to the dark forest and use the pole climbers on the tree (b5) to start a climbing mini-game. You need to use the exact right twigs as you climb, or you’ll need to start again.
If you’re stuck, use the following sequence from a fresh reset:
- Bottom left
- Top left
- Top left
- Top left
- Bottom right
- Right
You can now take the Lockpick, a Figurine, and a Medallion. Once done, select the tree (b5) once more and use the paper and pencil to take a copy of the etchings to gain a Hint. Return to Teacher Young (f3), give him the medallion, and watch the cut scene. Afterward, you’ll get the Twine Wrapped Envelope. Open it in your inventory to get the Ingredients List and a Tablet With Symbols.
Aboard the zeppelin
Return to the zeppelin, use the lockpick to open the box (c5), and take the Shade along with your third Figurine. Enter the cabin (c4), take the Collectible from the seats (g1), add some gasoline to the bowl (g2), which will be on the ground), cover the bowl with the shade, and then light it with the matches. Operate the pulley (g3) to raise the makeshift lamp and illuminate the room.
Take a second Patch from the cabinet doors (g4), and then remove the red rug from the wall hanging (g5) to find some Wire Cutters. Use the cutters on the box in your inventory to open it. Inside you’ll find the final Patch and some Needle And Threads.
Select the wall hanging again (g5), add the patches, and then use the needle and threads to begin a pattern creation mini-game. You must twist and switch the eight patches until they match the overall pattern exactly.
- Switch patch 1 with patch 2 (patch 2 is now correct)
- Switch patch 1 with patch 8 (patch 1 is now correct)
- Switch patch 3 with patch 5 (patch 3 is now correct)
- Patch 4 is in the correct spot
- Switch patch 5 with patch 8 (patch 5 is now correct)
- Switch patch 8 with patch 6 (patch 6 is now correct)
- Patches 7 and 8 are in the correct spots
Twist the patches to make all the patterns line up, and you’ll be able to take a Part Of The Picture. Head back outside to the deck of the zeppelin and add the picture part to the box (c6) to start a color-matching puzzle. Here’s a solution if you’re stuck on this one.
- Click the top left flower 7 times
- Click the top right flower 7 times
- Click the middle left flower 8 times
- Click the bottom left flower 7 times
Once complete, the box will open, allowing you to take the fourth Figurine and a Key. Go back into the cabin and use the key to open the cabinet (g4), starting an item-matching mini-game.
- The bridge part and the tree go on the atlas (which now turns)
- The coins go in the piggy bank
- The feather goes in the gold ink well
- The hand goes on the clock
- Click the clock to open the back cupboard and add the continent to the atlas
- Take the figurine from the same cupboard and place it on the clock (cuckoo!)
- Take the button from the cuckoo and add it to the shirt in the cupboard
- Take the needle from the cupboard and add it to the compass
- Take the butterfly from above the clock and add it to the box
- Open the box, take the ship, and add it to the painting
- Take the pink tentacle and add it to the sea creature in the box
- Add the typewriter keys to the typewriter
- Take the seal from the typewriter and add it to the scroll
- Take the stone from the typewriter and add it to the ring
Once complete you can gather your final Figurine from inside the atlas. Return to Teacher Young’s hut and add the figurines to the box on the shelf (f4), match the correct weapons, and the box will open. Take the Leech Trap and the Glue.
Exploring the settlement
Go to the wooden hut, add the tablet to the mechanism on the door (e5), and add the hint to start a symbols puzzle. Lower the first three tablets so only the top is showing and the two on the right so that the top two sections of each one are showing. You can now enter the hut to find the secret passage.
You can find the Collectible from the stairs (h1), the Hint from the window (h2), and then click the bottom section of the stairs (h3) and take the Poker. Pop outside and use the poker to get the Reticule from the tree (e4), and then move up the stairs (h4) for a cut scene.
Take the Collectible (i1) and then open the door (i2) to find a Crowbar. Head up the stairs and go into Albert’s home (i3).
After taking the Collectible from the shelves (j1), move the cushions on the chair (j2) and take the Handle. Take the Hacksaw and a Toothbrush from the shelf on the tree (j3), add the handle in the same close-up, and use it to raise the chair. Now take a Key from the workbench (j4) and use it to open the chest (j6) you uncovered underneath the chair. Take the Hammer and Harness from inside.
Go back outside and use the crowbar to lift the rocks (i4), hit it with the hammer, use the glass to cut through the bundle underneath, and take the Tweezers. You can now go back to the secret passage and use the tweezers to retrieve the Eye from the lamp (h5) and use the toothbrush to clean the dirt (h6) on the stairs to reveal a pattern.
Gathering the ingredients
Head into the forest and use the hammer to retrieve the Wheel (b2). Move to the meadow and use the hacksaw on the statue’s boot (a6) to gain a piece of Petrified Material. You can then add the harness to these statues.
Return to the settlement, and add the wheel to the barrel in the hut (i2) to start a sequence puzzle. I’ve marked the correct order on the image above. Once done, the barrel will open and you can take the Metal Plate.
Select the back of Albert’s house (j5) to go to the laboratory. You’ll find the Collectible on the floor (k1) and some Acid and Minerals in the cupboard (k2). Add the eye to the skull here too, to get a Magnet from its mouth.
Use the magnet on the box (k3) to retrieve the Knob, and then use the knob to open the cupboard (k4) and get the Ivy Infusion and a Gas Receiver. Go outside and use the acid to melt the grate (i5), grab the Shovel from behind it, and use the crowbar to open the box there to get some Turpentine.
Use the turpentine on the bag in your inventory to open it and take the Patterned Lens. Take that to the staircase and add it to the holding device on the window (h2), using glue to fix it in place. Now look at the pattern on the floor (h6), which will unlock to allow you to find a Knob. Click to go down the stairs (h3), add the knob and the hint to the gate, and guide the key through the maze (just follow the hint) to gain access to the basement.
The basement
After speaking to Ophelia, she will give you the Key To The Cage. Take the final collectible from above the cage (l1) and the Bucket (l2), and use the key to open the cage (l3). Use the metal plate to open the chest (l4) and take the Saddle. Click the cage (l3) for a close-up and take the Can Opener.
Go back to the dark forest and use the shovel to dig up some Immortelle (b4), then go to the meadow and use the bucket in the stream (a2) to get a Bucket With Water. Head to Teacher Youn’s house next and use the opener on the cans there (f5) to get some Fire Pepper and Canned Fish.
Return to the basement, select the cage (l3), add the water to the trough, and put the peppers in the trough. When the bird comes to feed, add the saddle and then take Part Of The Picture (which is in the back right corner of the same close-up). Use the canned fish on the leech trap in your inventory, go outside the wooden hut, and use the trap in the pool (e2) to get Leeches.
Back in the basement, you can select the wall painting at the back of the room (l5) and add the part of the picture to start an item-finding puzzle. Once complete, the bird will leave and you’ll be returned to the meadow.
Select the bird for a close-up to start a flying mini-game. When you arrive back at Albert’s house, you’ll be given the missing Methanol for the potion. Add the methanol, petrified materials, leeches, minerals, immortelle, and ivy infusion to get the Ingredients. Add the gas receiver to the workbench (j4), then add the ingredients and make the potion by following the instructions. Take the Reciever With Gas.
Return to the lab, add the gas to the machine (k5), and revive your friends. Congratulations! You’ve completed the bonus chapter!
For more point-and-click puzzle RPG walkthroughs here at Pro Game Guides, check out Lost Lands 8 Walkthrough (Sand Captivity) and On Thin Ice – Walkthrough & Solutions (Chapters 1-4)!
Published: Apr 6, 2024 02:05 am