Skyrim black passage walkthrough. Black passages. Comment by Clickey

Black Mirror features the occult, dark secrets and mysteries. The story takes place at the beginning of the last century in Scotland. David Gordon returns to his family home after the news of his father's suicide. He wants to find out what really happened here and what made John Gordon commit suicide.

All necessary items that should be in the inventory are highlighted red, photo fragments - blue, and important information - bold.

Prologue

Controlling David's father, go forward (on PC you control the keys W, S, A, D, with the mouse you look around). Walk up the stairs, go through the stone tunnel, and then use the interaction when the team appears. Follow the path between the rocks and continue down one of the two adjacent rock passages. Finally, go down the stairs to the right and follow the path between the hills. When the woman's ghost appears, tap her (if the option appears). Go straight to the stone circle and go inside.

Take item, lying on a centrally located stone. Then take the one standing on the left side of the boulder lamp(you need to change the perspective with the A and D keys so that the corresponding option appears on the lamp).

When David is driving, take the note lying on the box ( letter from father), on the seat. Take a close-up look at it (rotating it while holding down LMB) - on one side you will find three interactive points that you press ("key", "beware", "snake family"), on the other there are four ("boy", "library ", "find the answers", "crazy"). Then open the box and take out the strange stone figurine . Take a look at it (one interactive item).

Arrival at the castle

When you reach the castle, speak with your grandmother, Lady Margaret, and then with the family's lawyer, Andrew Harrison. Finally, follow Angus up the stairs. Take a look at the portrait of Edward's grandfather (interactive item on the chest view, name badge on the bottom frame of the picture). Also pay attention to the red urn below the image (slightly to the left) (move the view using the W and S keys).

Go into the long narrow corridor to the right of the picture - it is very dark there, but right under the window you will find fragments some kind photos. Turn around and go right, along the balustrade above the stairs - the first door (next to the deer antlers) leads to the owner's office, which is currently closed, so go right and turn into the narrow corridor on the left. This will take you to the door where the butler is waiting for you.

Explore the house

The house is more like a castle. The Spooky Mansion is the main game location in Black Mirror. In your room, notice the large painting above the fireplace. Examine the two active points, on the right - David will find a window in his home and compare his figure, which will be a fragment of the model, with the building in the picture.

Open your suitcase by the bed. Inside, check the telegram on the top, the passport on the left, the picture on the right and box of matches at the top of the screen. Take them. Go to the window (right) and take the wooden box on the table. Open it - there's something inside candlestick And piece of candle. If you have matches with you, you will be able to light it - which is what you need to do. There are also fragments the same photos- take them. Open the cabinet to the left of the fireplace - you will find the following fragments photos.

In the corridor to the right, from the round table take the next photo fragment . Continue moving (to the bottom of the screen). Walk along the corridor, heading to the right - notice the dumbwaiter shaft in the corner. Through the open large doors to the right of it, go into the library. David will turn his attention to lawyer Andrew sitting at the table below - you can talk to him or overhear him muttering to himself. Then walk around the library, checking out the bookshelves, where the hero will be interested in some works (Poems by Edgar Allan Poe, Despair by H.P. Lovecraft, The Castle of Otranto by Horace Walpole).

When you come back through the open door, look at the table with a sliding top. Andrew will tell David that this is his grandmother, Margaret Gordon's personal desk.

Find a way to open the desk in the library

Go down the spiral staircase in front of the table with a sliding tabletop to the first floor of the library. Try looking at one of the documents Andrew is hunched over at his desk by the window. Talk to a lawyer. Ask him about the key to his father's office. Exit the library into the hall. You can explore the globe in its center and the gallery of images on the stairs (to the right of the globe).

Walk down the hallway until you reach the kitchen. Talk to the elderly man. This is the gardener - Rory. After you leave, look at the tabletop and take cleaver. Go to the other side of the table and open the drawer in the upper left corner - David will take the wire. Leave the kitchen (to the right of the shorter side of the table and through the open door on the left). Further into the corridor and the door to the left. Return to the hall. Through the passage to the right of the sofa (you will see a greenish light) return to the library. Take the winding steps (at the back on the left) to the floor. Open Margaret's desktop using a cleaver from the kitchen or a wire (hold LMB until the outline of the active point is filled with white).

Puzzle - table in the library

How to open a safe in a desk? Look inside the table (to activate additional points, move the image with the W, S, A, D keys). From the left pile of letters take the following photo fragment . Refer to the drawers on the right. Look at the boxes on the right. At the top you will find note father with mysterious symbols, which also contains a letter from him. In the middle is a letter from Lady Gordon. The bottom one will be closed.

Now take a look at the inside of the left side of the table. There is a code keyboard - in each of the four fields, you need to set the correct number corresponding to the symbol above this field. These symbols represent the runes from left to right: jera (J), mannaz (M), thurisaz (TH) and dagaz (D). In order to find out the values ​​assigned to them, you must use the clues left to John. The first was in a letter. These are two equations: J+TH=IV And IX = M + J. You will find two more in the note from the box: TH + J + TH = V And D - M = II

Now it’s enough to do a simple calculation.

  • TH + J + TH = 5, or J + 2TH = 5, and then -J - 2TH = -5.

Then you should create a system of equations:

  • -J - 2TH = -5
  • J+TH=4

And using the method of opposing factors, bring it into shape -1TH = -1, what gives: TH = 1.

Since we know that TH = 1, after substituting for the equation J + TH = 4 you get J + 1 = 4 and continuing the calculations you get J=3.

Since J = 3, after substituting M + J = 9 you get M + 3 = 9 and continuing the calculations you get M=6.

Since M = 6, after substituting for D - M = 2 you get D - 6 = 2 and continuing the calculations you get D=8.

Now all that remains is to set the code numbers on the lock corresponding to these symbols (going from left to right): 3 , 6 , 1 , 8 , then open the cell below. Hidden in it key. Once you have it, you can unlock the bottom drawer - it won't open it, but it's the first step to getting into the decorative safe located on the center table.

To take the second step, zoom in beyond the right side of the table. Image of a snake - click on its head.

Then go left to examine the outside of the table. Take a look at it - two options will appear at the bottom right: click the white or black button. A hint about the order of pressing these buttons is the stripes on the visible side - from head to tail - as follows:

Black, white, black, white, black, white, white, black, white, white and and the continuation of the tail from the inside of the sidebar of the desktop (you can stop clicking and check the layout of the stripes), that is: black, black, white, black(if throughout the operation David comments on his actions, saying that something is wrong, this means that there was an error and you need to start all over again).

Take another one from the open safe key (to the owner's office ), also read another letter from my father. Please note (in a close-up) that the teeth (at the bottom) of the key can be turned.

Puzzle with runes in the office

The owner's office is the location for the next challenging puzzle - this time you will solve the puzzle using the dial and rune clock. Go to the door to the owner's office (on the way you pass a portrait of Edward).

Open the owner's account

Take a look at the unusual castle. Using a key will not be effective right away - first you need to set the appropriate position of its moving teeth in accordance with the section of the lock.

To do this, turn one movable tooth so that it is directed in the opposite direction than the upper fixed one. And the two lower teeth, rotating together, should be installed in the same direction as the stationary tooth.

After opening the door, go to the table (the active point in the center of its tabletop) and carefully examine its contents. Start with the drawers. In the top drawer on the right you will not find anything interesting except the following photo fragments . Check the drawers on the left. The top part is inactive, the middle part contains Edward's correspondence. In turn, the bottom drawer has a double bottom (click on the active point in the left corner for David to pick it up). When you open the box, take the cards in it - David will put one on the table next to the previous two, the second is the one compiled by his father note. On its other side there is a drawing, undoubtedly a clue. It consists of three rings - the outer one is marked with the number 2, the middle one is 5 and the inner one is 1. Finally, read the cards lying on the tabletop (each has two active points).

Puzzle with runes

Now go to the shelf to the right of the table. In its center is a mechanism (press it twice) consisting of three rings - for which David has just found a clue to install. Zoom in on the disc and move all the way to the left - you will see gold round icons decorating the left side of the rack (on each shelf). Using the hint from the sheet, check (by moving the W and S keys) the symbol appears on the icon on the first (top) shelf, then on the second shelf and on the last fifth (bottom). Return to the rings and set the large ring with the wyrd rune (marked by the second shelf), the middle ring with the berkano rune (marked by the fifth shelf), and on the small ring the hagalaz rune (marked by the first shelf) - as shown in the picture and numbers (2-5 -1) on a piece of paper from the table. When the mechanism works and shows the castle model, look at the bottom of the model where the tower is clearly missing, and then install the fragment there.

Ailsa Crennan, bathroom, dining room, basement

Talk to the maid, Ailsa Crennan, about all topics. When David is in the bathroom and feels bad, you need to make the annoying sound go away (to do this, while holding down LMB, move the mouse so that it remains within the circle until the outline is filled). Then select additional dialogue options to find out the hero's thoughts.

Exit the room through the door near the table - David will automatically enter the dining room. Talk to the valet, then go to breakfast. You can eat all three dishes (from left to right: haggis, scrambled eggs and sausage). By pulling the napkin on the right side, you can immediately refuse food.

Now go right - on the windowsill you will find the following photo fragments . Also talk to Angus - you will find out that Lady Margaret's earrings are missing. Go along the stairs to the left of the table into the room with armor. You can find a grandmother there sitting by the fireplace - talk to her on all topics, you will again hear about possibly stolen earrings. At the end of the conversation, you can admit that you opened Lady Gordon's table.

Go to the fireplace and zoom in and pick up those lying on the fire (right) earrings(you need to hold LMB until the outline is filled with white). From this point of view, you can look at the framed photograph standing on the round table next to the chair on which the grandmother is sitting. From the second round table located on the left side of the fireplace, collect (after exiting the zoom) further photo fragments . Exit the room along the steps opposite the fireplace.

You will find yourself in the hall, where you turn left and go through the door to the left of the red sofa with a picture hanging above it. Walk along the corridor leading to the kitchen that David visited at night. Talk to the maid cleaning the dumbwaiter. Complete all topics - be sure to remember the earring and offer to help with the spiders in the basement. After completing the conversation, go to the door leading to the basement - to the left of the kitchen table.

In the basement, follow Ailsa carrying the lamp. When you lose sight of the maid, follow the light from behind the shelves (usually to the left). When you come to the girl, take candle. Look at the cobwebs in the “window” above the table. You need something else to deal with them.

Go to the end of the corridor (up the screen). Take the bottle of alcohol from the middle shelf on the left. You can go a little to the right and look at the deer hanging from the ceiling and the tub full of blood, also pay attention to the map of hunters on the table on the right.

Return to the maid - now you can burn the cobwebs in the “window”. When Eddie appears in the basement, talk to him.

Gordon Chapel

Go to the kitchen (the door to the left of the red sofa in the hall) and go through the glass door (to the left of the basement entrance) to the street. Move towards the chapel.

Along the way, David meets Rory installing doors in the greenhouse. Notice the toolbox standing (on the left). Wedruj further along the path leading to the chapel. Wander along the path leading to the chapel. Her door will be closed.

Look at the tombstones on the right, especially paying attention to the tallest one. David saw this place in the picture. Unfortunately, it is impossible to remove vegetation with bare hands to find out whose grave it is. Go a little higher, behind a low grave among blue flowers you will find the following photo fragments.

Return to the greenhouse and talk to Rory. Ask him if you can take bring wire cutters with you from the toolbox - indicate the desire to clean up the family cemetery as the reason. Having received the gardener's consent, look into the box - the necessary tool will automatically be in David's hands.

Now go to the cemetery and remove the vegetation from the tombstone (you need to hold LMB until the outline is filled with white). After checking the tombstone, David will find the second part of the castle model, and specifically - chapel model(examine it carefully and find one active point).

Puzzle in the chapel

Time for a puzzle in the chapel.

Explore the chapel

Go to the door to the chapel and cut the lock (you need to quickly press LMB). In the center you can look at the urn containing your father's ashes (in front of the pile of rubble on the left).

Approach the pedestals with the chronicles. Read all notes (hot spots will be shown in the following order: first, fourth, third, second and fifth; the picture above indicates the order). Return to the central part of the chapel.

Walk a little to the right and touch (you need to hold LMB until the outline is filled with white) the large bubble of water floating above the ground. Then return to the door, where you also touch the plant in the corner. Go back to the back of the chapel and now touch the fish (next to the planks David walked across earlier).

Vision in the Chapel

From now on, be careful, because the hero may die (and you will need to start everything from automatic recording - before reading the chronicles). The ghost of a woman will appear - she must be watched, but you must do so quickly enough before the screen goes dark (if this happens, quickly return David to the center of the chapel).

It is best to approach the edge (be careful), at the moment when the woman is in the middle of the “route” that she has to overcome - the active point will appear a moment before she falls. After clicking, another active point will appear on the board on the left - this time David will be able to climb onto this scaffolding made of boards. There, once again you need to click on the active point on the falling non-stop display of women (of course, now, at the moment when it is much higher, because the hero is somewhere higher), and all the time you need to be careful not to die - rollback helps David some distance from the danger zone. Then the active point will appear on the wall (in a straight line) - while on the scaffolding, you need to go a little deeper into the screen to click on it. As a result, David will end up on a partially destroyed wall. At the top of it, go a little to the right to click on the ghost (remember that there is still a danger of death).

When David gets another headache from the annoying sound, press LMB and move the point, trying to keep it within the circle, until the outline turns completely white. After everything, talk to your doctor.

Investigation into the circumstances of Ailsa's death

Once in the kitchen, talk to Dr. Leah Farber. When the dialogue is over, talk to the doctor again - she will invite you to go down to the basement and examine the body.

Try to open the door from the basement - it turns out that it is closed. You have to get there another way. Go to the other side of the kitchen and use the elevator (click on it). Discuss this with Leah - the woman will eventually agree to come down, but after a while she will return. We need something that will open the door to the basement from the inside.

Go back to the kitchen and take from the shiny metal tray knife. Once again, go to the elevator and use it to transport the doctor to the basement. After some time, Dr. Farber will open the door to the basement for David - follow it to the crime scene (deep into the screen, left, and deep into the screen again).

Examine the blood and the body lying nearby - the doctor will tell you the cause of death. At this point the image will turn red and David will have a different vision. This time you need to click on three active points, trying to prevent the death of the hero (like in the chapel) - at the moment when the screen starts to darken, leave the danger zone (down the screen).

These dots appear in the following situations: first, when a man approaches a woman and tries to hug her - after clicking you will receive additional information.

The second, when a fight begins, the attacker tore the girl’s clothes.

The third, when the woman is pushed away - the click leads to the assumption that the pendant that was on her neck fell into the bath of blood.

After the vision disappears, look again at the body of the maid and the bath of blood - David will pull out of her pendant(hold LMB until the outline of the wheel is filled with white). This is an expensive piece of jewelry, which the maid, of course, could not pay for, and in addition, it is engraved with the inscription in French: “For Clara.”

Exit the basement (from the body, go down the screen and turn right; where the boards are on the floor, immediately after this turn down the screen again, between the shelves covered with light rags - to the right of the shelf full of cans, there are steps where you simply click on the active point) .

If you want to get another one photo fragment , turn right, go all the way in that direction - instead of going down the screen, towards the stairs - and click on the protruding wall element on the right.

Returning to the kitchen, go to the hall, and from there to the library. Look at the open box on the left on the small table to the right of the winding staircase and to the left of Andrew's desk. Look at the photo of Eddie with his mother, read the letter informing him of Eddie's father's death in the war, and Clara's letters to her husband.

Then go to the living room (to the right of the stairs in the main hall). Try to convince the butler that you should talk to Eddie - when that fails, show him the pendant.

Hi all.

During the storyline, everyone, without exception, ended up in this cave. And someone may have gotten there of their own free will, through the cities, castles and cathedrals of the Dwemer.

So this document will be dedicated to this place. A place where you can find a huge number of Falmer and their slaves, scarlet roots of nirn, Dwemer machines, like Centurions and Spheres, as well as exits to almost all Dwemer cities.

1. Scarlet Roots of Nirn

So, let's begin.
Here are the locations of some of the crimson roots of Nirn. This is not all, the quest requires you to find thirty such roots, but I will post the location of only twenty.

First. (IN abandoned pumping station)





Second.(Near the same abandoned pumping station)



Third. (Near the catacombs of the Quiet City)







Fourth. (Near one of the Dwemer centurions, on the approach to Sinderion's field laboratory from the catacombs of the Quiet City)





Fifth. (Near the barracks)





Sixth. (Near Raltbdhara market)





Seventh. (Again near the abandoned pumping station)





Eighth. (Near the barracks)





Ninth. (In Sinderion's field laboratory)





Tenth. (Near Alftand Cathedral)





Eleventh. (Back at the cathedral)





Twelfth. (Near the exit to Skyrim through the main lift of Alftand)







Thirteenth. (Again near this lift)




Fourteenth. (And again, in the same place)



Fifteenth. (Near the barracks)



Sixteenth. (Near the meeting hall)




Seventeenth. (Near the Hall of Reflection)




Eighteenth. (Near the Hall of Reflection)




Nineteenth. (In silent ruins)





2. Creatures that live in the Black Reach

The Black Reach is a huge dungeon, and there are also quite a lot of creatures there. There are Dwemer cars, creatures, and even people. So, here is a list of creatures that live there:

Dwemer cars:

1. Centurions.


Centurions- the most powerful of the Dwemer machines live in large numbers in the Black Reach, right in the dungeon itself. They occur frequently, more often than Spheres.
But the centurions of the Black Reach can be bypassed. They will not budge until they are turned on with a nearby switch lever... The treasures that are found with these machines are usually quite useful things.

2. Spheres



Spheres- These are fast and maneuverable Dwemer automata as tall as a person. There are only two or three of them in the Black Reach, so there is no point in writing too much about them. A distinctive feature for the Spheres of the Black Limit is movement. They patrol the Dungeon, and do not wait for the traveler in the form of a ball.

Creatures:

1. Falmer


Falmer- These are underground creatures that usually spend years in the ruins of the Dwemer. Falmer are blind, but their other senses are very heightened.
Most of the ruins of Blackreach are completely occupied by the Falmer, but there are two places that can truly be called their "settlements".

2. Coruses


Coruses- These are large poisonous insects. They are not very strong, but their poison causes moderate damage over a long period of time. In the Blackreach they live in the “city” of the Falmer - on the ruins of meeting and reflection halls.

3. Giants

Giants- These are large creatures that usually live on surfaces in their camps and herd mammoths. They also make cheese from their milk. But what could have brought the giant into the Dwemer dungeon, in some places occupied by the Falmer and their minions, is a mystery.

4. Vulturell, the Dragon



Yes, who would have thought, but in the Black Reach there is also the Dragon, and even a personal one. There is nothing special to describe about him, he is a very ordinary dragon, only he has much more health than any other, and his attacks are weaker.

5. Frosty spiders.


Frost Spiders- creatures that love various dungeons and caves. And they did not bypass the Black Reach. True, they live only in two parts of the dungeon - in the Smoking Tower, above the Falmer camp.

1. Falmer minions

Falmer are cunning, cunning, and very cruel creatures. But they still know the concept of mercy. Although, it is unknown who else they spare - those people who are killed, or those who are enslaved.
So it turns out there are people who are slaves to the Falmer. In the city of the Falmer, such slaves can be found, especially many of them in the meeting hall.

Ghosts:

1. Smoke



Dymki- these are immaterial beings, ghosts. There is only one place in the Blackreach where they can be found - near the city of the Falmer.

3. Falmer settlements

The Falmer are well populated in Blackreach - they even have two settlements there. So, about them.

1 . Falmer City




The Falmer are quite firmly entrenched in the Blackreach. I even nicknamed one of their habitats the City of the Falmers, due to the fact that both rooms of this fortress (the meeting hall and the hall of reflection), as well as its inner courtyard, were completely populated by the Falmers, their servants and tamed coruses. Even the highest of the City's towers is under their control - it is controlled by several minions.

2. A small Falmer settlement north of the Silent Ruins





It would be foolish for the Falmer to settle in only one place - and indeed, the Falmer have another stronghold, northeast of the Silent Ruins.

4. Deposits of the Black Reach

Black Reach - as I already said, the place is specific in many ways, and the presence of a large number of deposits is further proof of this. And most of all there are mineral deposits, which, by the way, are found only in the Black Reach.

So, what deposits are there in the Black Reach?

1. Mineral deposits

Mineral outcrops are extremely unusual deposits. On these veins you do not mine any ore, but... Soul stones. Random size, but almost always three.

2. Gold deposits

Gold deposits. The most common gold, from which you can melt jewelry.

3. Corundum deposits

Ordinary corundum veins, the same as those on the surface. The same corundum with which you can improve steel and iron armor.

4. Mercury ore deposits

Deposits of unusual mercury ore, needed to improve elven and glass weapons and armor.

5. Exits via lifts

In the Black Reach there are exits to the surface not through the cities of the Dwemer, but also through the exits of the lifts. Such lifts, however, lead to places near the cities of the Dwemer, namely Mzinchanleft, Alftand and Raltbhar.

Comment from lankybrit

With this. You"ll be able to teleport directly to Blackhand. Madness. Madness I say.

Comment from flatluigi

What a great QoL addition - no more fussing around with saved lockouts, you can just skip right to Blackhand himself.

Comment from neiriel

As I did comment on the news page;

I think it"s a one time quest, which when you complete allows you to skip to Blackhand whenever you want, in that week or any other following weeks. Collecting 4 of each items just to get to Blackhand for 1 week seems so absurd. That would mean you will farm those 3 bosses for 4 weeks and get a free skip to Blackhand in the next week. Old naxx entrance was kinda this way, you were farming stuff in order to be teleported to the necropolis above but I dont think they" ll bring that system again, as it was so boring and tiresome for so many people. And considering the casual state of this game nowadays. Nah.

Comment from Clickey

If you killed the last boss already, you cannot get another quest item. So its 1 per week.

Update:

After you complete the quest you wont get any teleport spells on your spellbook as many of you (including me) thought. Instead you will be able to open the door that leads to blackhand. There are two packs of mobs right before the door, each pack has a stone in front of it. If you click either one of these the door to blackhand will open.

Edit:
If you complete the Quest on Heroic, you"ll be able to click on the normal one as well. If you complete on Mythic, you"ll be able to click on all 3 difficulties

Comment from Fissuure

Do you have to kill Iron Maidens to gain access to this quest?

Comment from Ilaya

Just for those who might not be very experienced with WoW. This quest reward is not an item or a spell in your spell book. It makes an item in raid clickable that opens straight path to the final boss.

Interface:

Exit to the menu - a pop-up gear icon appears in the upper right corner of the screen.
The pop-up inventory is at the bottom of the screen.
Dialogues are icons at the bottom of the screen.
Quickly move to another location by double-clicking the left mouse button.
Scroll through dialogues and comments - left-click.
Esc – skip the video.
Tab – all exits from the location.

The active item is the red cursor.
Look at the item - left mouse button (LMB). If the cursor remains red, then you need to examine the object - right mouse button (RMB).
Apply an item - click on it in your inventory and apply it to another item. If the item is used correctly, it will begin to flicker.

You may get killed several times during the game, so save often.
The game is overloaded with unnecessary dialogue. The walkthrough only lists those that allow you to advance further in the game.

Your name is Sam Gordon, and you have come to the Black Mirror estate for the funeral of your grandfather William.

Characters:
- Victoria, William's widow
- Robert, son of William and Victoria, Sam's uncle
- Dr. Hermann, local physician and pathologist
- Bates, butler
- Morris, groom
- Henry, gardener
- Vic, the boy with the ball
- Harry, Pub Owner
- Tom and the gravedigger - residents of Lozovaya Zavod
- Mark, Dr. Hermann's courier
- Murray, pawn shop owner
- Collier, policeman
- Father Frederick, priest
- Eleanor, Richard and Louis - inhabitants of an estate in Wales
- nurse, fireman and doctor Smith - employees of the Ashburry sanatorium
- Ralph, crazy
- James, William's illegitimate son and Sam's uncle.

Geography of "Black Mirror":
Several doors open into the hall:
- living room where the game begins;
- to the left of the living room there is a dining room with access to the street to the fountain and a kitchen with a basement and access to the courtyard;
- to the left of the dining room is the door to the library and the main entrance;
- to the left of the front door there is a staircase to the second floor.
On the second floor:
- in the corridor near the stairs is Robert’s office, to the left of it is Victoria’s bedroom, further along the corridor is your room;
- to the right of the stairs is a balcony, an old wing with access to the attic and through it to William’s office in the tower.
On the street:
- to the left of the main entrance is a stable;
- to the right of the main entrance there is a staircase to the exit from the estate and a path to the greenhouse.

Chapter I. Back to the Future...

Take the key to your room from the butler and begin your investigation.
William's death seems very strange. Why did he fall out of the tower window? Your first task is to inspect the crash site.
Go out into the street (preferably through the front entrance) and go left to the stables. As you pass under the tower, look at the bent grate - this is where William fell and impaled himself on one of the stakes. Find the butler (near the fireplace in the hall) and ask to show the place of William's death (in the dialogues, this question appears only after you examine the bent grate). Automatically you will find yourself under the tower, and the butler will point to the red sign on the wall.

Zoom in and be sure to click on the sign - Sam will decide that it needs to be photographed. Pay attention to the bushes: after you click on them with the mouse, the cursor will remain red - which means you need to inspect them again with RMB. As a result, you will get some strange round object with a square hole in the center.
Now you need to find a camera. Go to your room and open it with the key the butler gave you. In search of a camera, open the suitcase and take out the pills and wallet - there is nothing else useful there. Examine the nightstand - the bottom drawer is locked. Sam will remember that he used to keep a camera in it. Click LMB and RMB on the door lintel and take out the key to the bottom drawer. Open it and take the camera. Now I need some film because the one in the box is too old.
Knock on Robert's office door and ask if he has any film. He will answer that there is, but it lies in a chest in the attic. Go to the old wing (Sam will stop and say that his wife Katherine died here). The door to the attic in the far right corner of the screen is locked, you need to look for the key.
Near the door there is an extinguished fireplace, look at it: only ash. But here's what's strange: the cursor continues to glow red - which means there is something in the ash. Right-click on the fireplace and take out the photo fragments. Collect a portrait of an unknown man (the pieces do not “stick” to each other, so it is better to first find scraps of the face and put them aside, and then start collecting the picture from the corners). It should look like this:

Find the butler (after he shows you the sign, he will go to the kitchen) and ask him about the key to the attic. He will answer that he is hanging on a nail in the kitchen near the door to the basement. Show Bates the rune you found, and he will advise you to contact the gardener Henry. Take the key and open the attic. Robert's chest is nearby at the entrance, but it is locked. Go to Robert, take the key to the chest and get the film. Insert it into the camera (in the inventory you need to click on the film and then on the camera).
The attic is a wide location; Click on the left corner of the screen to make Sam move to the left. You should see a door to the tower boarded up. Try to tear off the boards - it doesn’t work. Return to Bates and ask him about the tools and the boarded up door. It turns out that the door was hammered on Victoria's orders, and the tools can be taken from Morris's stable.
Take a photo of the sign and go to the stables. Open the desk drawer and take the hammer. Return to Robert and ask where he usually develops film - he will send you to Vine Creek to Murray's pawn shop.
Go to the attic and tear off the boards with a hammer. Be sure to click on the door so that Sam says, "I have no idea where the key might be, I'll have to ask Victoria."
Go to Victoria (Sam will only enter the living room after checking the locked door to the tower) and ask her about the strange object (she saw it on William's desk) and the key to the tower - after this question, Victoria will kick Sam out.
Go to Bates and talk to him about Victoria - he will advise you to quickly apologize to her. In the dining room, notice the bowl of apples on the left table. Zoom in and pick up the almonds that Sam likes. Return to Victoria (the door to the living room will open only after your dialogue with Bates). The aunt will say that the key to the tower has been destroyed, but there is another one, and will offer to talk to Dr. Hermann. Show Victoria the portrait of the unknown. She identifies him - this man once lived here, then went crazy and is being treated in Ashburri by Robert. Go to Robert and ask him about the portrait (when you have a choice, you need to tell the truth). He will initially deny it. Continue to insist and ask him about the portrait again - finally, Robert reluctantly identifies one of his patients.
Examine the newspaper stand near Robert's door to find a note. What “part” does Dr. Hermann promise Robert?

Go to the library and talk to Dr. Hermann about William's personal belongings. You will agree that he will send a box of personal effects to the castle gates at 7 pm. The doctor will also tell you about the burns on William’s body and offer to meet at the morgue tomorrow.
Go left and take a map of the estate and surrounding area from the table near the wall.
Now you need to find a gardener. Go outside and go down the stairs into the garden - Henry works here. Show him the rune, and he will admit that he found exactly the same one, but with a precious stone. He pawned it at Murray's pawnshop, and misplaced the mortgage somewhere.
It's time to go to Lozovaya Zavod to develop the photos. Right-click on the map in your inventory - if Vine Backwater turns pink when you hover your mouse over it, it means you have done everything necessary.

Go right across the bridge to the pawnshop and try to open the door - it's closed. Sam will go to the window and read the note that Murray has left somewhere. Go back. A child is playing in front of the Three Barrels pub. Give him almonds and find out that his name is Vic. He saw that Murray had gone into town - apparently developing the photographs would have to wait until tomorrow. After Vic breaks the glass and runs away, go inside.
Talk to the pub owner Harry about the pub. He will argue for a long time with a visitor named Tom about the debt, and then say that Mark may know something about William. Talk to Tom about his debt to Harry, then talk to Harry again about Tom's debt. In the end, Sam will pay Tom's bill. Satisfied Tom will tell you that William was seen at night in the parish church (a new location is activated on the map), and Mark works for Murray and Dr. Hermann.
Go to church.

Check the main entrance - closed. Go right to the side entrance - also closed. This area is as wide as the castle's attic, so head right until you see the gravedigger. Ask him about the priest - it turns out that he has gone to a neighboring estate.
Go left from the main entrance of the church to enter the cemetery. Find William's grave, zoom in and click on the sign on the sarcophagus (Sam will swear to find out the whole truth). Return to the gravedigger - he will say that the priest will appear only tomorrow. He will confirm that he saw William in the cemetery and tell about the underground passage under the church. After you have spoken all the dialogues, the clock will strike 7. Sam will automatically return to the castle gates.

Mark is waiting for you here with a package from Dr. Hermann. Take it and open it in your inventory with RMB - there is a clock inside. Open the clock RMB - there is a note inside. Read PKM's note - "The path to the key begins in the library, on my desk, under the blue curtain of unwritten words." Pay attention to the picture - an inkwell and a globe.
Go to the library. Go to William's desk and read the Chronicle of Wormhill Parish. Remember that after a fire in the 16th century, all the Black Mirror chronicles were transferred to the local church for safekeeping.
Examine the inkwell with LMB and RMB - you will find a button under it. Sam will click on it, and a hiding place will open in the bookcase. Take from it a box with wooden models of the planets of the solar system. Go to the large globe to the right of the table and use the box on the empty slots. The planets will lie from left to right from smallest to largest. It is necessary to arrange the planets in orbits from the Sun like this:

Mercury (burgundy), Venus (purple), Earth (dark gray), Mars (brick), Jupiter (brown), Saturn (sand with ring), Uranus (green), Neptune (blue), Pluto (light gray) .

Take William's key and go to the tower. The door will close behind Sam, and the key will remain on the other side. Pay attention to the chessboard - there is not enough black rook on it. Approach the secretary (on the left), zoom in and take the black rook and music box. Exit the approach and click on the left secretary drawer - Sam will open it. Zoom in and take a book without a title out of the drawer. In your inventory, look at her RMB and take out the key.
There are two massive chests in the office, both closed. Open the right chest with the key and take the heavy sphere.
Hover your cursor over the desk drawer - it's still lit red. Right click on the box and Sam will find the hidden diary.

...William discovered that there is a family curse in the Gordon family, which is transmitted to family members once every 200 years and is expressed in madness. Ancient chronicles indicate that a very long time ago there were 5 keys, which were taken by members of various branches of the clan. William claims that if you put all the keys together, you will be able to get rid of the curse. The first key was in William's possession, the second in "dear mad James's", the third in the tomb of the founder of the family Marcus, the fourth in Wales with the descendants of Derkham Gordon. The owner of the fifth key was unknown to William.
The diary also contains information about the unsuccessful search for keys in Wales and under Wormhill Church...

In your inventory, look at the rook with RMB - the rook will turn into a knife. Use the rook on the door - the exit is open. Go out to the attic. Here Sam will become ill and faint.

Chapter II. Back to the light...

In the morning it turns out that the gardener drowned. After talking with the detective, Sam decides to find a mortgage on the second part of the strange object. Go down the stairs and go to the greenhouse. Check the desk drawers, but there is nothing like a mortgage. There is a locked box in the right drawer - you need to look for the key.
Go to the fountain (up the stairs and to the right along the house). Examine the fountain with LMB and RMB – something glitters in the water. Sam will refuse to go into the water, so you need to look for another way to get a shiny object.
Next to the fountain is the door to the kitchen. Bates is not in the kitchen, but the door to the basement is open. Go down and talk to the butler about draining the fountain. He will answer that there is a system of pumps here that regulates the water supply. Go through the opening behind Bates. Go right and be sure to look at the pump control panel (so Sam will comment that he doesn't know which pump does what). Return to the butler and find out that the fountain pump is second from the right.
You have the ability to spin the three wheels with the left and right mouse button.
Now in the 1st tank there are 9 units of water, in the 2nd - 6, in the 3rd (fountain) - 13, in the 4th - 11. If you try to spin each wheel, then in the 1st tank it is added at a time or 2 units of water are poured, in the 2nd – 4 units, in the 4th – 3 units. Your task is to pour 13 units of water from the 3rd tank.
The simplest way is this:

4th wheel 1 time LMB,
1st wheel 5 times RMB.

Go to the fountain. Take a photo of the second red sign and pick up the key to the right of the sign.

Go to the greenhouse and open the box. There is no mortgage here, but there is a letter for Victoria. In it, Henry reports that Morris was in prison and is now stealing wine from the castle cellars. Go to the stables and give the letter to Morris.
Now you need to go to Lozovaya Zavod and ask to develop the photographs.

On the way to the pawnshop, Sam will automatically talk to Vic (he is afraid to go home because he is expecting a beating from his father for breaking the glass). Murray will refuse to develop the photographs because his developing machine is broken. Maybe there is another photographer in the area? Talk about buying back the rune, but Murray will flatly refuse to sell it without a pawn receipt.

Return to the castle and talk to Victoria (she is sitting by the fireplace in the hall). Take the address of the morgue from her (a new location will appear on the map).

You will see the doctor throwing something into a container and locking it. Noticing Sam, he invites him into the morgue and hangs the keys on the nail above the left sink. Talk about William, but Hermann is trying to hide something. Ask about Henry's personal belongings, because they also need to be checked to see if there is a pawn among them. The doctor will refuse to release Henry's belongings until the police examine them.
Automatically you will find yourself on the street. Check the container - closed. There is a trash can nearby - examine it and pick up the scraps of the letter. Put them in your inventory - someone named "R." informs Dr. Hermann that he will soon receive a new supply.

We need to somehow distract the pathologist in order to search the morgue. Return to Lozovaya Zavod to look for Mark, the doctor's courier. Walk into the pub - Mark (in a white sweater) is sitting next to Tom. Talk to Harry about Mark (the dialogue appears only after you receive a refusal from Murray to sell the rune). He will say that Mark can do anything for money. Talk to Mark and agree that he will ring the morgue doorbell when you are inside.

You will automatically end up with a pathologist and begin to stall for time. When Mark calls and Hermann leaves, examine the rack in the back of the hall (to the left of the skeleton) and take out the mortgage note. Look into the table and take the plastic for imprinting seals. Look at the blue canisters under the sinks - they contained developer for photographs. Go to the bunch of keys, click on them, and then use the plastic - Sam will make an impression. At this time, Dr. Hermann will return, and you will find yourself in the courtyard. Ring the doorbell and talk to the doctor about developing your photos. He will agree to make them if you bring him a bottle of developer.

Return to the Vine Pool, give the pawnshop receipt and get the second half of the rune from Murray. In your inventory, add both parts - only the gem is missing. Buy the developer from Murray and take it to Hermann.

He will ask you to come later.

Once again, return to Vine Pool and ask Harry who can make the key. He will point to Mark again. Agree with Mark - he will make the key, but will also ask you to come later.
The most boring procedure of this game begins - supposedly real time. You will have to go back and forth between locations and wait until the characters deign to do what they promised. Hermann will give the photos the 2nd time (they are in a tray on the sink), and Mark will give the key the 3rd time (you need to go into the pub and ask Harry, to whom Mark will give the key).

Open the trash container and take out Henry's jacket. Inspect it in the RMB inventory - there is something in the lining. RMB remove the knife from the black rook and use it on the jacket. Insert the found gem into the rune - the artifact is restored. Go to the church (its door will open only when you do everything).

Find Frederick's father and ask about William - it turns out that his grandfather went to the old bell tower. Go to the exit and to the left deep into the screen - the grate to the bell tower is locked. Ask the priest to open it.
Once inside, insert the artifact into the hole in the left wall. An altar will rise from under the floor. You need to swap the places of the black and white balls (black - vertically, white - horizontally), the red ball should be in the center.

Something will click. Look at the carpet on the floor and pull back a corner - a passage has appeared in the floor. Go down there - it's too dark, but the stairs in the wall have exactly the same hole as the one at the top. Go upstairs, pick up the artifact and insert it into the lower hole. The passage will close, but light will appear in the dungeon.
There are four pillars around the sarcophagus of Marcus Gordon, and next to them are four books on music stands. Read the riddle in the near left book: “The more you take, the bigger it gets.” On the next page there is a hint: a black hole in the wall. Look at the post and, turning the dials, type the correct answer: “Crack.” All letters must be the same color!
The answer to the riddle in the far left book: “Beautiful child of the gardens, protected by a wall of thorns” - “Rose”.
The answer to the riddle in the far right book: “You can’t see it, but you can hear it while you are silent - it is silent” - “Echo.”
The answer to the riddle is in the nearest right book: “The earth gave birth to black, then the embrace of fire, and after them I remained” - “Ashes.”
After this, the sarcophagus will rise. Pull back the lid and take out Marcus Gordon's key with the white stone. Read the old chronicle.

...We are talking about the confrontation between Marcus and Mordred Gordon. Mordred, in an underground chapel under the castle, awakened the Black Mirror, but Marcus was able to defeat him. Before his death, Mordred uttered a curse: “One of your heirs will take five souls from five mortals. This will bring my anger back to life, and I will return”...

It's time to get outside.
In the foreground of the screen, look at the huge candlestick with LMB and RMB. A mouse will run out of it, follow it. There will be a collapse and Sam will fall into the shaft.
You will find yourself in a completely dark room. In the background of the screen you can see the switch and valve on the generator. Turn the LMB valve until Sam says it's stuck and won't move anymore. Now you need to select, by selecting, the position of the levers at which the light will turn on. Don't forget to press the button to the right of the levers to check. The correct position is:

The light will come on, Sam will collect the scattered things, but the path further is blocked by a bare wire.

Attention! If you grab the exposed wire, Sam will die and the game will end.

Go to the rack and take the pliers out of the box. Turn off the light (press the button to the right of the levers) and cut the wire in complete darkness. Turn on the light and click on the lattice door - you can't go any further. Examine the PKM keyhole - a key sticks out from that side. Use the pliers on the bottom of the door and Sam will cut the bars. Click on the door with LMB and take out the key. Open the door and you will be taken to the next shaft.
Go left into the left passage - there is an elevator here. Check the button on the elevator - it doesn't work. There is a barrel nearby, click on it - it’s heavy, you can’t move it. Examine the hatch under the barrel - there is something there. Return to the previous location and remove the metal rod from the pile of coal.

Pierce the barrel with a rod - the liquid will flow out, and Sam will move it away. Try to open the hatch - it doesn’t work. Return to the very first location (where you turned on the light) and pick up a coil of rope. Tie one end of the rope to the hatch, and the other to the trolley standing nearby. Right click on the trolley - Sam will remove it from the emergency brake. LMB click on the trolley, it will roll, pull out the lid, and the hatch will open. Go down two floors.
It's dark here, but to the left of the stairs, the emergency lighting on the panel glows red. Inspect the shield. To turn on the light, you need to short-circuit three wires. The puzzle is solved by matching. Click on the wire and then on the plug, then click on the button on the left. Correct position:

When the light comes on, RMB examine the skeleton lying at your feet and take the key. Open the cabinet and take the pistol, 2 cartridges and technical drawings. Load up the gun in your inventory - you'll need it soon.
Now we need to get serious about the elevator. Go up one floor and check the button on the elevator - it works. This means that the elevator car needs to be adjusted here. Climb up and go into the passage at the back of the screen. The elevator motor is located here. Apply the blueprints to the control panel and the engine will start working. Go down to the middle floor and try to call the elevator, but nothing will happen.
Go down to the bottom floor - here's the thing: the pipe is leaky and steam is pouring out of it. You need something to plug the hole. Return to the top floor and go right to the location where you found the rod. Examine another lying skeleton and find a rag. Go to the room with the engine and wet a rag in the puddle (on the right of the screen). Go down to the bottom floor and cover the hole with a rag.
There is a generator to the left of the pipe. It will run for a bit and die - Sam will think that the fuse has blown. Return to the top floor to the location with the skeleton. There is a shield hanging on the wall. In the RMB inventory, open the black rook and take out the knife. Use a knife to open the shield and remove the fuse. Go downstairs and replace the fuse in the panel. The generator will start working.

Go to the middle floor and call the elevator. When the cab arrives, press the button again and open the door. Head upstairs.

Attention! You can get killed here and the game will end. Be sure to save the game.

The door to freedom is locked with bars. Examine her RMB - there is a lock hanging here (Sam will say that the right side of the lock is rusty). Take out your pistol and aim at the right side of the castle to break it on the first try.
If you were unable to do this, load the latest save, because... after you go outside, a wolf will appear in front of Sam. If you run out of ammo or are slow, he will kill Sam and the game will end.

Timed task. Quickly grab your gun and shoot the wolf.

You will automatically find yourself in the castle's living room. Robert urgently gets ready to go to Ashburry, and Sam goes to bed.

Chapter III. Hidden heritage...

In search of the second key, you came to Wales to the estate of your distant relative Eleanor. Ring the bell, but no one will answer. Sam will decide that the call is too quiet for anyone to hear. Inspect the PCM bell - it is broken and the wires are barely connected. Use a knife on the bell - Sam will comment: “if only the blade were thinner...” Examine the statue on the left - a piece of its leg has been broken off. Click on the foot again so Sam can see that there is a nail driven into the column. Reach it with your hand and Sam will fix the bell. A servant named Louis will come to the gate. To prove that you are Gordon, show him William's death certificate.

Once in the house, talk to Eleanor about all topics. She will say that her husband, the chemist Richard, works in an old house in the garden, will tell you about the family crypt and will ask you to convey to Louis your wish to repair the bell. She recognizes James in the torn photograph.
Go outside and go to the garden. Give Luis the call request and go left. This location is also wide, so lead Sam to the left until you see the road to the cemetery, to the right of which there is an old house. The door is locked, right-click on it - a key sticks out in the lock on the other side. Slip the death certificate under the door. Now you need some thin object to push the key out. Return to the previous location (where there are benches and a view of the tower). Near the parapet lies a large green hose attached to a water tap. Inspect the paint hose and remove the wire. Use the wire on the door and go inside.
There is no one in the room, only a cat sleeps on the fireplace. Pet her, she will run away and drop something. Sam will open the closet doors and discover a secret passage. It's too dark there, you need to look for matches.
Pick up the fallen object from the floor - this is a small key. Go to the fireplace. It has a small door on the right, open it with the key and take out a candle and a lighter without a wick.

In inventory, use the knife on the candle and remove the wick. Combine it with a lighter. Read the newspaper clippings on the closet door (otherwise Sam won't want to get inside) and use the lighter on the closet.
You will find yourself in Richard's laboratory, who, out of surprise, breaks a flask with the oxidant EX-52, which is very necessary for the experiment. Offer to help him and remember that this substance is blue. Look around the table with various bottles and take one of them. Go out into the hall and go to the table near the right wall. Zoom in and open the top drawer (there is a newspaper next to it). Take the pen and inspect it RMB - the rod is full of blue ink. Go to the location with a hose and fill a bottle with water from the tap. In your inventory, combine the bottle and pen.
Now you need to convince Richard that the bottle contains the reagent he needs. Go to the laboratory and pick up the fragments of the broken bottle. RMB inspect them in your inventory to see the label. Go out into the hall - you need to steam this label and stick it to your bottle. Take the newspaper on the floor (Sam will only take all the items after you take the bottle fragments) and the wood by the fireplace. Place them in the oven and light them with a lighter. Take the kettle from the table and fill it with water at the location with the hose. Place the kettle on the stove. In order not to wait for the water to boil, go outside and immediately come back - steam should appear above the kettle. Use the shards on the steam and a label will appear in your inventory.
Now you need to glue it. Find Louis at the gate, fixing the bell. There is a toolbox at his feet, but Sam will refuse to rummage through it without asking. We need to distract Louis somehow.
Go to Eleanor, but she herself will start talking to you and ask you to convey to Luis the wish to mow the lawn. Go to the gate, talk to Luis, but he will refuse. Complain to Eleanor and return to Luis. He reluctantly agrees to give up repairing the bell. Change the location (for example, enter the house) and return to the garden - Louis is already mowing the lawn. Go to the gate and take the glue from the toolbox. In your inventory, combine it with a label and then stick the label on the bottle. The oxidant is ready, give it to Richard.
Go outside and go left past the house. You will find yourself in a cemetery. Try to open the crypt door, but it is closed. Return to Richard and ask who might have the keys. He will answer that Louis has it.
Go to the garden - Louis took off his jacket and hung it on a branch, but how to check the pockets of the jacket? Go to the gate and take out a coil of wire from the toolbox. Return to the garden. Wait until Louis's back is turned to you and throw the wire onto the lawn. We'll have to wait a little while until the lawnmower stalls and Louis leaves the garden. Take the keys from the jacket and go to the crypt.
There are two sarcophagi here, the right one has a keyhole. Examine the three bas-reliefs in the depths of the crypt and read the inscriptions above them (from left to right): Vine, Odair, Malith. Each statue holds a cup in its hands - obviously, some kind of gift must be placed there. Go to Richard and ask him if he knows what these gods are. He will send you to wait.
For the second time, aimless wandering around locations will begin. Richard only answered the fourth one!!! since Vine is the god of enmity, Odair is the goddess of the harvest, Malith is the god of waters. In the dialogue menu you will immediately have a question about a bottle of blood, ask Richard and take the blood from the refrigerator. This is the first gift - for Vine. Go out into the hall and remove the cooled kettle from the stove. Water is the second gift for Malit. Go to the crypt and examine the ground to the right of the door near the gravestone (Sam will say that the ground here is different from the ground in the garden and will take a handful). Land is the third gift for Odair. Place the gifts in the bowls from left to right: blood, earth, water. An altar will rise from under the floor.
You need to collect tags according to the zodiac signs. It should look like this:

When you touch the key that appears, Louis will come and drive Sam away. Go to Richard and agree that when it gets dark, he will help you get into the crypt. Return to the house.
When night falls, go to the laboratory. The door is locked - we need to somehow attract Richard's attention. Return to the location with the hose and pick up the stone from the path. Throw a stone at the top half of the left tower window.

If everything is correct, Sam will go to the door. Chemists will conduct an experiment that will end unsuccessfully, but everyone will remain alive. After this, Richard will point to a bright green bottle on the table where the flasks are - there is acid there. Take it and use it on the crypt castle. Go inside.
Get the key you won in tag and open the lock on the right sarcophagus. A secret passage will open. Go down, but there is another grate here that requires a cross key. Be sure to click on the bars so that Sam will comment that he has already seen such a symbol somewhere. Return to Richard and ask about the symbol on the grate (the question only appears after you examine it). He will tell you that this key lies in Eleanor’s box in the main hall, and will point to the key to the front door of the house. This key cannot be seen at all, but it lies on the same table with the flasks where you took the bottle of acid. Find the active point and take the key. Go to the house. The box is on the table under the mirror.
You need to swap the places of the black and white knights. The horses move in the letter "G".
If we number the cells from left to right and top to bottom from 1 to 9, then one of the solutions is:
7-6, 9-2, 1-8, 3-4, 6-1, 4-9, 1-3, 3-4, 2-7, 7-6, 9-2, 2-7, 4-9, 1-8, 8-3, 6-1.
It should look like this:

Take the cross-shaped key and go to the crypt.

Attention! Don't try to open Derkham Gordon's sarcophagus right away, otherwise Sam will die and the game will end.

Upon entering the hall with the sarcophagus, read the sign on the monolith in the center: “Take the head of another or lose yours.” This is a hint. Examine the monolith - there is a hole in it. Look at the opposite wall - there are several skulls hanging from above. Take the stone from your inventory and throw it at the third skull on the right. When it falls, zoom in and look at the floor. It turns out there was a key in the skull, but it rolled behind bars and Sam can't get it. Return to the laboratory house and take the poker near the fireplace (where the cat was sitting and you took the candle and lighter; the poker will only become active after you look at the key). Return to the crypt, pick up the key with the poker and open the monolith with it.
Something will click. Remove the lid of the sarcophagus and take Derkham Gordon's key with the red stone.

Chapter IV. Forgotten limit...

Sam returns to Black Mirror. Victoria and Bates tell the latest news: a boy was killed in Lozovaya Zavod, and Robert has disappeared somewhere. Go to Vine Pool and talk to Harry and the gravedigger. The gravedigger will give the address where Vic's murder took place - Stone Circle (a new location will appear on the map).

Go to the Stone Circle and talk to Detective Collier about all the topics. He will tell you that the gardener Henry did not drown because there was no water in his lungs. Dr. Hermann now continues to examine the corpse and writes a death certificate.
On the left there is a stone pillar - a menhir - with a third red sign. Zoom in and use the diary on the sign to get Sam to sketch it.

Look at the green fern in the left corner of the screen. Examine it with LMB and RMB - Sam will see some kind of fabric under the leaves. Try to take it, but Sam won't want to attract Collier's attention. Go to the right, take out a bottle of blood from your inventory (do not confuse it with a bottle of acid) and pour the blood onto the stone on the right behind the detective's back. Tell him that you found blood. The detective will turn away, and at this time you will RMB pull out a handkerchief with the Gordons' monogram from under the fern. Strange…

Visit Doctor Hermann, who is dissecting Vic's corpse, and find out that the child could not have been killed by wolves or other animals.
Return to the castle. Here in the game there is an obvious stretch: you need to go to the gate and check the mailbox. It contains a letter from James to William, from which it will become clear that William is James's father. Find Bates in the kitchen and ask where Victoria is. Go to the second floor, knock on her room and talk about James and Robert. Victoria will confirm that James is William's illegitimate son and ask Sam to go to the Ashburry Sanitarium. A new location will appear on the map.

Ring the bell at the gate and go to the sanatorium. Sam will automatically talk to the nurse. It turns out that Robert disappeared the day before yesterday, and James also disappeared. The nurse claims that James escaped through the sewer because he was very alarmed by something, but Robert did not want to let him out of the sanatorium.
Go left (this location is also wide) - there is a door to the boiler room. Knock and chat with the fireman on all topics. He will tell you that he is forced to sit in terrible heat, and he secretly drinks beer and locks the door so that the nurse does not catch him. Sam will decide to visit James's room and figure out how he managed to escape from the mental hospital.
Be sure to look at the bottles near the door - they contain beer. Zoom in and look through the boiler room window. Be sure to press down on the middle grate rod so that Sam says "it's loose and I can get it out somehow." Take the hammer from the shed and the syringe from the trash can (if you don't examine the bottles, Sam won't see the syringe).

Go to the window and hit the middle brick under the middle rod until the brick collapses. Pull out the rod.

Knock on the boiler room again and talk to the fireman about beer. Go to the lobby of the sanatorium and ask the nurse to call the Black Mirror (the dialogue appears after you talk to the fireman about beer). When she leaves, go behind the counter. Examine the cabinet with medicines. There is a small vase on the left, take it and inspect the RMB in your inventory. Sam will say that there is something inside, and there is some kind of gap in the bottom. In your inventory, right-click on the wallet and take out the coin. Use the coin on the vase and take out the key. Open the cabinet for them and take a bottle of sleeping pills. In inventory, combine the syringe and vial. When the nurse returns, go to the backyard and use the syringe on the beer bottles.
All that remains is to make the fireman want to drink beer - that is, to create unbearable heat in the boiler room. Look through the window and click on the thermostat. Go to the lobby and wet your handkerchief in the fountain in the middle of the hall. Hang a wet handkerchief on the thermostat because cold water will lower the temperature on the thermostat and it will increase the temperature on the boiler. In a couple of moments the fireman will come out and take away the beer. Wait a little and open the door - the stoker is sleeping.
Walk past the fireman and examine the door to the corridor - there is a combination lock on it. Go to the stand on the right, remove the key and pin from it and pay attention to the poster with large numbers “1918”. Go to the combination lock and insert the key into the keyhole. Because There are no more numbers nearby, it is logical to assume that 1918 is the lock code. Dial them, and then click on the “arrow” - the door is open.
The doctor on duty is sitting in the corridor with his back to Sam - he can’t go any further. Pay attention to the speakerphone in the corridor and in the boiler room - this must be used. Go to the nurse and ask for the doctors' duty schedule for this week. Return to the boiler room and use the graph on the walkie-talkie on the wall next to the stand. Sam will call Dr. Smith in the foyer.
When you enter the corridor, a crazy man named Ralph will call out to you. He'll help you if he gets Mr. Bubby back. After a long, confusing explanation, Sam will decide that Bubby is a toy. Inspect the nearest trash can with RMB and take the doll's head. Return to the boiler room and RMB check the coal pile to the left of the boiler - here you will find the doll's body. Right-click in your inventory and inspect the body and take out the thread. Combine a pin and thread, then the body and head, and sew the doll. Use it on the door of Ralph's room. He will tell you that James lives nearby, but Dr. Smith has all the keys to the doors.
Sam will continue to carry out sabotage against the staff of the Ashburri Sanatorium. Approach the barred window. Click on the switch to turn off the light. Click on the electrical wire between the switch and the lamp and Sam will pull it out. Click on the end of the wire that fell on the floor and apply it to the grill on the window. Now you need to somehow attract the doctor's attention. Take the music box out of your inventory (it came in handy!) and use it on the grate. Sam will hide, Dr. Smith will come to the window and receive an electric shock. Inspect it with RMB and take the keys. Open the door closest to you.
RMB examine the hole in the mattress and take out James' diary. Notice the drawing of the eye after the text. Go to the easel and look at the PCM painting. As soon as you take the painting, the door will slam shut and Dr. Smith will go for help. Look at the wall and find the same drawing of an eye as in James's diary. Click on the drawing RMB - Sam will tear it off and find a hole between the cameras. Talk to Ralph about all the topics - it turns out that Robert did some experiments on patients, because at night he injected them with some strange medicine. After that, click on the mattress and go out through the secret passage to the street. Sam will automatically be in the castle.
Find Bates in the kitchen and ask him about the lighthouse from the painting. A new location will appear on the map - Sharp Edge.

When you move to the lighthouse, be sure to save your game because you will have a timed mission. If you don't make it in time, Sam will be killed and the game will end.
Go left and Sam will get hit in the head. When control passes to you, you will see Sam tied up on the edge of the grave that James is digging. Quickly take the knife from your inventory and use it on Sam. When he unties the ropes and is free, take out the music box and use it on James.
Eventually, the relatives will talk. Ask James about the key - he hid it in the sewer under the Black Mirror basement. Return to the castle.

Go to the kitchen, take the basement key and go down to the basement. There are two sewer hatches in the basement - in the first hall, next to the round bathtub, and in the second, next to the pumps. To check where there is no water, take a coin from your wallet and throw it down the hatch. A coin thrown into the hatch near the bathtub will fall and ring, which means there is no water there. Go down into the sewer.
Go deep into the screen to the flooded stairs. Stagnant water prevents you from going down, which needs to be pumped out somehow. There is a wheel hanging on the wall, which is prevented from being turned by a padlock on a chain. Use Richard's acid on the castle and it will fall apart. Try to spin the wheel - it is blocked. There is an openwork grill on the left; pull out one of the rods from it. Pay attention to the hole in the wall and use the rod on it - Sam will say that it is too thick. Return upstairs to the basement and sharpen the rod on the sharpening machine.

Go to the catacombs and insert the rod into the hole. Sam uses it as a lever - a hole in the wall on the right under the wheel will open. Spin the wheel - instead of draining the water, you poured it.
Return to the previous location and examine the mechanism on the right wall. Apparently these valves are supposed to drain water, but they are clogged. Notice that there are three pins above the valve, but only one gear hanging. We need to find two more pieces.
The first gear is lying right here on the floor, and the second is floating in the slurry by the stairs. To get it, go up to the basement and remove the rope with the hook from the bathtub. In your inventory, collect a fishing rod: rope, hook and rod. Return to the ladder and fish out the second gear. Insert both gears into the mechanism, spin the wheel and go back. The water has gone, you can go down.
There is a box near the stairs. Take it and RMB take out the third key with a green stone - James Gordon's key.
There is some strange pentagram hanging on the wall to the left. Look at her, Sam will groan from a headache and take a pill. Then he decides to go to bed.

Chapter V. The cruel truth...

Bates will bring disturbing news - they called from Ashburry. Go there.
The nurse will tell you that Robert is dead. His body was found at the lighthouse, and James was sitting next to him. James was sent back to the sanitarium. Sam will insist on meeting James, and the nurse will take him to the room. Suddenly she screams and goes to get the doctor, and you will see James’s corpse through the window in the door.
Go to the room and examine the corpse of PKM - Robert's keys will appear in your inventory. Notice the sign on the wall, "Sam." Look at the hole in the wall - it's already been covered up. Use a knife to dig out the hole and talk to Ralph. He claims that James knew the name of Robert's killer.
There is nothing more to do here for now, we need to return to the lighthouse.

Examine the ruins of the lighthouse - there is something in the wall, but it is too dark. Use the lighter and look at the fourth red sign. Write it down in your diary. Sam decides to visit Dr. Hermann.

Ring the bell, but no one will answer. The door is not locked, go downstairs. The doctor is also nowhere to be found, and on the autopsy table lies a corpse covered with a sheet. With an unwavering hand, tear off the sheet - this is the headless Doctor Hermann.
After Sam comes to his senses, examine the fifth red sign on the sink and sketch it in your diary.

Once again, approach the corpse and examine his right hand - the doctor held something in it before his death. Try to unclench your fingers - it doesn’t work. Go to the table and turn on the lamp. Take medical forceps from the table, and evidence collection bags from the drawer under the book with a scary cover. Unclench the corpse's fingers with tongs and use evidence bags on them. Sam will find black hair and say that James is a brunette. We need to go back to Ashburry and cut off a lock of his hair.
In the morgue lobby you will encounter Detective Collier. Return to the sanatorium.

As usual, talk to the nurse. She will report that James's corpse lies in the chapel in the cemetery. Go there (left past the boiler room).
The chapel is to the left at the entrance, but its door is locked. Return to the boiler room and talk to the fireman. He has the key to the chapel, but you won’t get it for any money. We need to figure out how to steal the key.
Go to the sewer hatch near the entrance to the sanatorium and through it to James’s room. From there, go to the boiler room. Open the closet near which the fireman was sleeping. There are no spare keys here, but there are rubber boots. Since Sam paid attention to them, it means he needs to take them with him. Approach the boiler - a very useful rag has appeared on the fence next to the coal pile. We'll have to do one more nasty thing to the fireman.
Go to James's room. Wet a cloth under the tap (near the door) and use the wet cloth to open the boiler door. There is a valve hanging above the door; turn it to open the boiler lid (do not confuse it with the valve next to it on the wall). Throw your boots into the boiler and go through James' room to the boiler room door. Thick smoke is already pouring out of the window, and the fireman, in his haste, left a bunch of keys in the door.
Open the chapel. Because you broke a knife while picking at the wall, you need to find something sharp. Pick up the bottle fragments from the floor and use them on James' corpse. Another bag of hair will appear in your inventory, and Sam will automatically end up in the morgue.

Go to the table and click on the microscope. Use both bags of hair on him in turn, and Sam will understand that it was not James who killed Hermann. Sam hisses, “Morris...”

Head to the castle and go to the stables. Morris isn't here. Turn on the lights in the horses' stalls (the large button on the post under the roll of rope). You will see Morris' cap. Take it and examine the LMB and RMB in your inventory. Sam will find a hair. Use the evidence bag on the cap and return to the morgue.

Put the third sample under the microscope - no, the hair is not the same either. Who is the killer then?

Return to the castle. You need to get into Robert’s office and find out what kind of joint business he and Dr. Hermann had. Open the office with the keys you found on James. Look around the room.
In the corner hangs a portrait of one of the Gordons with a key around his neck, but Sam doesn't know his name. The painting hangs above the nightstand. Open the cocoa box and take out the key. Open the top drawer of the table with them and take away the card on which nothing is written. It’s strange - why then did Robert hide it in a locked box? Go to the lamp near the bookcase and use the card on it. The numbers will appear on the sheet: 63081.
Pay attention to the Roman numerals above the shelf: MCXX (1120) - Sam will say that this is the year the foundation of the castle was laid. Look at the grandfather clock by the door - it is standing. Set the time on them to 11:20. To do this, click on the red button in the center of the watch face to activate the hands. You can only turn the minute hand, so hold it with your mouse and turn it until you set the correct time. Click the mouse to exit the arrow settings mode and click on the compass arrow above the watch face. The bookcase will move aside and the safe will open.

Enter the numbers 63081 on it. Click on the first window and turn the golden knob until you set the number 6, then click on the second window and turn the knob until you set 3, etc.
There is an old ring in the safe; an unsent letter William wrote to Sam before his death; William's will, in which he transfers the estate to Sam and disinherits Robert; and Robert's diary, in which he writes that James knows too much about his experiments, and therefore he should not be allowed out of Ashburri.
Talk to Victoria about the ancestor's painting. It turns out that this is Lothar Gordon, who died of madness 200 years ago in the Ashburry Sanatorium, where he was the head physician. You need to find his grave and get the fourth key. Go to a mental hospital.

At the cemetery, go right one screen. The grave you need is to the left of the crypt (Sam will say that this is an unmarked grave). RMB examine the coat of arms on the sarcophagus so that Sam sees the Gordon coat of arms and decides to remove the bushes.

Go to the chapel where James' corpse still lies and take the garden shears from the drawer to the left of the door (if you don't look at the coat of arms on Lothar's grave, Sam won't see them). The scissors are broken, a screw is needed. Go to the boiler room, look through the window where you knocked out the brick, and remove the screw from the drainpipe.

In your inventory, attach the scissors and cut the branches. Try to move the lid of the sarcophagus - it’s too heavy. Go to the boiler room and RMB examine the dark corner under the canopy - Sam will find an iron rod. Use the rod to open the sarcophagus, but the skeleton of your ancestor is not there. Go to the nurse and find out that Ashburry Cemetery used to belong to Wormhill Parish. We need to visit the priest.

Agree with Father Frederick that you will come to confession later and ask him about Lothar Gordon. He will ask you to come later.
The third series of aimless wanderings around the available locations will begin. My father Frederick answered the sixth!!! once.
I went to the castle and talked to Bates about Robert's death, went into the stables and found Morris' letter on the table (he ran away because he was afraid of being pursued by Detective Collier), checked the mailbox at the gate and the door to the greenhouse; went to the morgue; went to Vine Creek to see Harry; I went to Wormhill Cemetery and looked at someone’s crypt next to William’s grave. Then I just walked around the locations and asked the priest until he answered that Lothar Gordon was buried in this very crypt in the cemetery.

Return to the cemetery - the crypt should be open. Try to go inside and talk to the gravedigger. After much persuasion, he will bring an urn with Lothar's ashes. Right-click in your inventory and take out the fourth key with the yellow stone - Lothar Gordon's key.
All that remains is to get William's key. There is a toolbox near the crypt, take a flashlight from it and go right to the side entrance to the church. Go right to where you first met the gravedigger. Take out a flashlight and shine it on a pile of earth - Sam should see a shovel.

Return to the crypt and check the soil on William's grave - it is not yet hardened. Try using a shovel on the ground - Sam will decide that he needs to get rid of the gravedigger first. Untie the rope holding the crypt door (activated only after you try to dig up William's grave). Pull the peg out from under the door and it will close.

Dig up your grandfather's grave and take the fifth key with the blue stone - William Gordon's key.
Go to the exit. Sam will see the carriage from the castle and go to the church. He will see Bates, who has come to confession. Father Frederick will enter the church, but Sam will deceive him in order to listen to the butler’s confession himself. He learns the cruel truth...

Chapter VI. A look through the looking glass...

You will find yourself in the catacombs near a strange pentagram. Insert the ring from Robert's safe into its center. Turn the ring. Red signs will light up on the pentagram. Look in the diary and press the buttons next to the signs found during the game in the same order as the murders occurred:

Save your game because you might get killed here and it will be game over.

Enter the maze. It consists of 12 halls in 3 rows and 4 columns.
From the entrance, go forward 1 time and left 1 time. You should see a hall with a yellow coat of arms on the right wall. Click on the brick on the left wall - you will hear the sound of a door sliding open. Pick up the helmet from the sand - you will need it soon.

Walk 1 step forward - you will see a door into which you need to insert something.

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