Black passage. Black Mirror Walkthrough. Then you should create a system of equations

Hi all.

During storyline everyone, without exception, fell into this cave. And someone, perhaps, got 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 nirn roots, Dwemer machines, like Centurions and Spheres, and also - exits to almost all Dwemer cities.

1. Scarlet Roots of Nirn

So, let's begin.
Here are the locations of some Scarlet Nirnroots. This is far from all, according to the quest you need to find thirty such roots, but I will post the location of only twenty.

The first. (AT abandoned pumping station)





Second.(near the same abandoned pumping station)



Third. (Near the catacombs of the Pacific City)







Fourth. (Near one of the Dwemer centurions, on the way to the Sinderion 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 the Sinderion Field Lab)





Tenth. (Near Alftand Cathedral)





Eleventh. (Again at the cathedral)





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







Thirteenth. (Again near this lift)




Fourteenth. (And again, there)



Fifteenth. (Near the barracks)



Sixteenth. (near the assembly hall)




Seventeenth. (Near the reflection room)




Eighteenth. (Near the reflection room)




Nineteenth. (In silent ruins)





2. Creatures that live in the Blackreach

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

Dwemer machines:

1. Centurions.


Centurions- the most powerful of the Dwemer machines, live in large numbers in Blackreach, right in the dungeon itself. They are common, more often than Spheres.
But the centurions of the Blackreach can be bypassed. They won't budge until they are turned on by the nearby toggle switch... The treasures that are on these machines are usually pretty useful things.

2. Spheres



Spheres They are fast and agile Dwarven automatons the size of a man. There are only two or three of them in the Black Limit, so it makes little sense to write a lot about them. A distinctive feature for Black Limit Orbs is movement. They patrol the Dungeon, and do not wait for a traveler in the form of a ball.

Creatures:

1. Falmer


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

2. corus


corus are large poisonous insects. They are not very strong, but their venom does moderate damage over a long period of time. In Blackreach, they dwell in the "city" of the Falmer - on the ruins of the halls of assembly and reflection.

3. Giants

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

4. Vulturjoll, the Dragon



Yes, who would have thought, but in the Black Limit there are the Dragon, and even nominal. There is nothing special to write about him, the most 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 Limit. True, they live only in two parts of the dungeon - in the Smoking Tower, above the Falmer camp.

1. Falmer minions

The Falmer are treacherous, cunning, and very cruel creatures. But, they still know the concept of mercy. Although, it is not known who else they spare - those people who are killed, or those who are enslaved.
So, it turns out that there are people who are slaves of the Falmer. In the city of the Falmer, such slaves can be found, especially in the assembly hall.

Ghosts:

1. Smoke



haze are non-material beings, ghosts. In Blackreach, there is only one place where they can be found - not far from the city of the Falmer.

3. Falmer settlements

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

1 . Falmer City




The Falmer are fairly well established in Blackreach. I even called one of their habitats the Falmer City, due to the fact that both premises of this fortress (the assembly hall and the reflection hall), as well as its inner courtyard, were completely inhabited by the Falmer, their minions and tamed corus. Even the highest of the towers of the City is under their control - it is controlled by several minions.

2. Small Falmer settlement north of Silent Ruins





It would be silly if the Falmer only settled in one place - and indeed, the Falmer have another stronghold, northeast of the Silent Ruins.

4. Blackreach Deposits

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

So, what deposits are there in the Black Limit?

1. Deposits of minerals

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

2. Gold deposits

Deposits of gold. The most ordinary gold, from which jewelry can be melted.

3. Deposits of corundum

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

4. Deposits of mercury ore

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

5. Exits, through lifts

In Blackreach, 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, Alftanda and Raltbhara.

Vision: how to survive an encounter with spirits

After that, the spirit of a woman will appear. She will be holding an item in her hand that needs to be examined. Do this before the woman touches the ground or you will die. Climb up the boards on the left to view the falling woman from a different angle. At about half the height from which she falls down, you will need to click on the active point to see the wound on the stomach.

You need to climb this hill.

Do this from where David is in the screenshot we provided. This is a rather complicated action, if you do not understand game mechanics. Getting close, you can die. If the screen starts to get dark, then run away from the ghosts. Otherwise, the spirit of the woman will kill you.

After examining the wound, climb higher up the wall in the far part. Approach another silhouette and examine the sparkling object that the man is holding in his hand. This is a piece of paper.

David will read its contents, after which both ghosts will disappear. Having fallen down, shortly before the collapse of the stone, a mysterious stranger will save you. Together with her, you will return to the estate, after which you can chat with several characters and your savior. When all this is over, you will be able to re-examine the estate.

CHAPTER 3

Dark events will take place in the mansion - the very maid who wanted to tell David something died. Her dead body was found in the basement of the estate. All employees are in disarray and, apparently, do not understand how this could happen. You need to go to the basement and examine the girl's body..

How to get to the basement?

Everyone on the estate rules out the murder. Together with your companion you can explore the castle. Go to the room where the family photo was found (in the right wing, where there is also a small fireplace) and where Lady Margaret rested in the first chapter. The butler Angus will be standing next to the front door, who will not let you near either Margaret or Eddie, who is comforted by an elderly woman.

Talk on all topics with Angus, but he still won't let you approach the characters. Ask him for the key to the basement, but he will refuse to give it. When this happens, if you previously examined the dead venison and the hunting grounds map in the basement, then tell Angus to cover his tracks before the police arrive.

When he asks why you need this, say that you want to save the reputation of the Gordon family. Ask Lady Margaret what she thinks of this. Angus will agree and give you the key to the basement, stating that you need to remove the body of the deer. Open the door to the basement and go downstairs. Run forward until you find the dead body of a girl.

Trophy. There is an alternative way to get into the basement. If you can't convince Angus to hand over the basement key, you can take another route. It even has a separate achievement associated with it! Go to the kitchen and inspect the kitchen elevator, which you can go down to the basement. Since David is too big to fit in, Leia agrees to go downstairs. Lower the girl, after which she will rise up. She will state that a sharp object is needed to open the door below. Find a knife in the kitchen and give it to the girl, and then lower it again on the elevator to the basement.

Vision: Examine the dead maid

Examine the three interactive points, after which the ghost will reappear. This is another point where you need to study several objects without getting close to the ghosts that can kill David. While at a distance from the ghosts, inspect all the interactive points and remember at what moments they appear. If you get too close, the spirits will attack David and he will die.

Click on all three clues, and then interact with the bowl of blood in which the girl's head lies. Inside it, you will find a pendant that, apparently, belonged to Eddie's mother. Then you can explore the rest of the cellar.

In the far right corner on the floor lies photo snippet which is very easy to overlook. In the screenshot you can see the location of this picture on the floor. After that, return to Angus and the rest of the inhabitants of the mansion and talk to them.

Scrap on the floor in the basement.

Ask him who Clara is. He will say that we are talking about Eddie's mother, whose box with things is in the library. Go there, on the left side of the table where Andrew Harrison was sitting, there is not big table with a box on top.

Inside the box are things from Eddie's mother. Look in there to find two letters and a photo. Examine all the objects, and then return to Angus and chat with him. Show him the pendant that was found in the basement.

Next, you need to ask Eddie about Ailes and his relationship with the girl. After a heated conversation, Eddie will run away, followed by Lady Margaret and Angus. Go outside, into the garden, run along the path to the left or along the path to the right of the car to be on the lake.

When you're there, go straight to Leah and look at the rocks she's pointing at. Among the stones, you will find a rose, as well as an empty place where, apparently, there was a stone. Move to the left side of the shore, where the boat is located. Lying in the grass beside her photo snippet.

After that, return to your friend, the gardener. Start a conversation with him and talk about the rose you found. Select all dialogue options, after which it will be time to visit the greenhouse. Unfortunately, Rory won't let Leia inside the greenhouse, and the girl will have to wait for you outside. Enter the greenhouse on your own, then continue the conversation with the gardener.

Having done this, go to the hanging wreath on the right and touch it. The environment will change again, and David will be in the world of spirits. Approach the gardener and touch the roses located in the flower bed behind him. Spirits will appear and you will be able to see the events of the past.

How to defeat the ghosts in the greenhouse?

Be careful if you do not want to die from contact with the spirits. You will see the ghosts of Edward and Cecilia arguing among themselves. A man wounds a woman in the stomach. Before this happens, you need to examine what is in the hands of the girl. You will see a scratched inscription on the hand - "barren".

After that, move away from Edward and stay at a safe distance so that he does not kill David. He will throw something at the right wall of the greenhouse. Run there and click on the object that will fly in that direction (the object will hang in the air for a while). These are secateurs.

Take a look at them. Where the object is in contact with the wall, there will be another point of interaction - the far right corner of the greenhouse. In that place is a woman who is watching this scene. David doesn't recognize her.

Soon the ghost will attack you, you will need to resist. David will leave the spirit world and make sure that together with Edward attacked Leia. In a small mini-game, wake up and then talk to the gardener Rory to learn about the next steps.

When it's all over, return to right side greenhouses and look at the flower bed where the pruners flew in the memory. Leave the greenhouse and chat with Leia waiting outside. Select all dialog branches.

In the attic

When it's over, little Johnny will appear. David will follow him automatically, leading back to the house. This is followed by a conversation with Leah. What you tell her doesn't matter, so choose any answers. Climb up the stairs, and when you are at the top, you will see Johnny peeking around the corner.

He wants you to follow him to the attic, up the other stairs. Do this to meet Eddie playing with dolls. Before interacting with Eddie, click on the dolls, for which you will receive another achievement.

Talk to the guy and David will automatically ask him about some things. He will point you to an empty wall. Examine the spot Eddie pointed to to see the outline of a cross. Apparently, a cross once hung here. Leia will appear in the room, and on the left side you can see boards blocking the path to another part of the room.

If you examine the floor in the attic, you can find another one. photo snippet. Next to it, on the left side, there is a wooden paneling that can be pushed back. Move the panel and move through the secret passage. David will crawl through it alone, and behind a small tunnel he will find a hidden room. You will see Lady Margaret tending to a woman tied to a bed. After waiting for Margaret to leave, David will get out.

Once in the room, you will be reunited with Leia. Both characters will start exploring this place. Look at the bed and then at the cross hanging on the wall in front of the woman. Leia will say that it needs to be removed. Remove the cross from the wall, and then interact with the chains on the woman's legs to use the cross to break them.

After removing the chains, hypnotize Rosemary using Leia's crystal. A woman will not tell you anything sensible. Retreat, and then go to Margaret to bring her accusations.

Hostage

Once in the lobby, chat with Margaret and Angus. A hot conversation awaits you. Then a group of people will go to the room with a fireplace, from where they will go to the old wing of the castle. You will see that Eddie is holding Andrew's lawyer hostage, threatening to kill him.

There are several points of interaction and items to explore. Don't cross the bridge, otherwise Eddie will kill Andrew. Move to the left side to find a place where you can go down. From there you can follow even lower, along the beam to the rock. Push the beam to create a walkway over the abyss. Go to the other side and see how Eddie captures Leia. Sneak up behind the characters and find a crossbow on the table in the middle.

But first you need to find ammunition for the crossbow. On the table against the wall on the left side, where the candle is located, look for a bone. Take it away - it will become ammunition for the crossbow. Approach the table in the center and interact with the crossbow by shooting at Eddie.

The shot will happen automatically, a fight will begin. The lawyer will try to kill Eddie, but you will stop it at the last moment. Other characters will appear, and the third chapter will be completed on this.

CHAPTER 4

After resolving the situation with Eddie and Andrew, it will be possible to continue searching the old wing. Examine the table on the right side, not far from the wall from which the large shield fell off at the end of the third chapter, and find Edward's army records, which speak of a caesarean section. Apparently, this is how he gave birth to Cecilia, which explains the fresh wound on the girl's stomach in David's visions.

On the table where the bone was found, you will find even more useful items, including photo snippet. Carefully inspect the table to find letters and photographs. There is another, largest table in the center of the room. On it, you previously found a crossbow.

Examine it and look in the right corner photo snippet. Examine the small mock-up globe on the left side of the table and note where it points. In the middle of the table is a drawer that requires a universal key to open.

To open the lock, first you need to correctly configure the key in the inventory. Take a look at the screenshot for a hint on setting it up. Only then can it be applied to the keyhole and open the drawer.

Correct key setting.

When you open the drawer, you will find a letter and a diary inside. Take both items, and then proceed to study the table. The map, which was previously found on the wall above the table where the bone lay, can now be taken. Do this and move to the right, towards the bridge. Look into the abyss and David will say it's too dark to see anything. You need a light source, which you will build on a small table on the left side of the old wing (where the bone lay).

Combine a rag with a jar of alcohol, and then place it in a bottle to get a kind of Molotov cocktail. Automatically, David will return to Leia and drop the burning bottle down. After exploring the abyss, you can return to the main part of the castle.

How to find an abandoned village?

Angus is in the room with the big fireplace, waiting for you. He wants to tell you something about the house. The man will also report that Rory wants to meet David and is waiting for him in the library. Don't make him wait - go straight there.

He will tell you about an abandoned village that you need to find. When the conversation is completed, a dialogue with Leia will begin. She will inform David that, according to the entries in the diary, Rosemary's great-grandmother must know where the village is.

So, go to the attic, where the distraught old woman is located. This time she will sit on the floor. In a conversation with her, David will again use the pendant - you just have to drive on the map that you found in the old wing of the mansion. Thanks to this mini-game, you will find out where the village is..

How to get to the abandoned village?

To get to the abandoned village, you need to use a boat. Go to the gardener in the library and talk to him. He will be in the same place where you saw him minutes earlier. If you talk on all topics and report that you have a map with the location of the village, then Rory will agree to help, stating that you must launch the boat.

Go to the shore you visited earlier. There is no way to get into the garden through the dining room - for some reason, you can only leave the estate through the kitchen. Go to the kitchen and use the door to the left of the one that leads to the basement. Run to the shore of the lake and try to push the boat. Obviously, David and Leia can't do it on their own. When you talk to Leia, David will offer to use a stick.

Leia will say that this is too primitive. She suggests trying something else. Near the greenhouse in the garden is the car in which you arrived at the mansion. You can get into the car and use it to push the boat into the water. Once the boat is in the water, Rory will automatically appear and you and Leah will head across the river to the abandoned village.

Not far from the caves, Rory will inform you that he cannot continue his journey and wants to rest. Chat with him, then leave the old man and find yourself in the location where you were at the beginning of the game (prologue)

First, move through the tunnel in the background, to the right of Rory. On your way there, you can find a rune painted in blood on the wall. On the other side of the tunnel, on the territory of the village, look for photo snippet lying on the ground. Near it, another rune is depicted on the stone.

Leia will offer to talk about the rune with Rory. You can do this by returning to the man through the tunnel. After that, move even more to the right, through the tunnel in the background, to climb the stairs to the location of the ritual stones. There will be another one on the ground photo snippet.

Go back, down the stairs and through the tunnel. Don't rush to follow to the background of the screen to return to Rory, but go to the left. The path must continue past the tunnel through two arched openings. You need them!

Interface:

Exit to the menu - in the upper right corner of the screen, a pop-up gear icon.
Pop-up inventory at the bottom of the screen.
Dialogs are icons at the bottom of the screen.
Fast travel to another location - double-click the left mouse button.
Scroll through dialogs and comments - click the left mouse button.
Esc - skip video.
Tab - all exits from the location.

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

During the game, you can get killed a few times, so save often.
The game is overloaded with unnecessary dialogues. In the walkthrough, only those that allow you to advance further in the game are indicated.

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

Characters:
- Victoria, William's widow
- Robert, son of William and Victoria, uncle of Sam
- Dr. Hermann, local physician and pathologist
- Bates, the butler
- Morris, groom
- Henry, gardener
- Vic, the boy with the ball
- Harry, pub owner
- Tom and the Gravedigger - Residents of Vine Pool
- Mark, Dr. Hermann's courier
- Murray, pawnshop owner
- Collier, Police Officer
- Father Frederick, priest
- Eleanor, Richard and Louis - the inhabitants of the estate in Wales
- nurse, stoker and doctor Smith - employees of the sanatorium in Ashburri
- Ralph, crazy
- James, William's illegitimate son and Sam's uncle.

Geography of the Black Mirror:
There are several doors leading into the hall.
- living room, where the action of the game begins;
- to the left of the living room - 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 - the door to the library and the main entrance;
- To the left of the front door - stairs to the second floor.
On the second floor:
- in the corridor near the stairs - Robert's office, to the left of it - Victoria's bedroom, further down the corridor - your room;
- to the right of the stairs - a balcony, the 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 - a stable;
- to the right of the main entrance - 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 start investigating.
William's death looks very strange. Why did he fall out of the tower window? Your first task is to inspect the crash site.
Go outside (preferably through the front door) and go left to the stables. Passing under the tower, look at the bent grating - it was here that William fell and impaled himself on one of the stakes. Find the butler (near the fireplace in the hall) and ask him to show the place of William's death (in the dialogues, this question appears only after you inspect the bent grate). Automatically you will find yourself under the tower, and the butler will point to a red sign on the wall.

Zoom in on the angle of view and be sure to click on the sign - Sam will decide that he 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 examine them again with the RMB. In the end, 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 given by the butler. 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 ledge and get the key from the bottom drawer. Open it and take the camera. Now I need the film, because the one in the box is too old.
Knock on Robert's office door and ask if he has a tape. 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 is an extinct fireplace, look at it: only ash. But here's what's strange: the cursor continues to glow red - it means that there is something in the ashes. Click on the fireplace RMB and get the photo fragments. Assemble a portrait of an unknown man (the pieces do not “stick” to each other, so it’s better to first find the scraps of the face and put them aside, and then start collecting the picture from the corners). It should turn out like this:

Find the butler (after he shows you the sign, he will go to the kitchen) and ask him for the key to the attic. He will answer that he is hanging on a carnation 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 near the entrance, but it's 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; tap the left corner of the screen to make Sam move to the left. You should see a boarded up door to the tower. Try to tear off the boards - it does not work. Return to Bates and ask him about the tools and the boarded up door. It turns out that the door was blocked on the orders of Victoria, and the tools can be taken in the stable from Morris.
Take a picture of the sign and go to the stable. Open the desktop drawer and take the hammer. Return to Robert and ask where he usually develops the film - he will send you to Vine Pool to Murray's pawnshop.
Go to the attic and tear off the boards with a hammer. Be sure to click on the door for Sam to say, "I have no idea where the key could be, need to ask Victoria."
Go to Victoria (Sam will enter the living room only after he checks 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, note the vase of apples on the left table. Zoom in and take the almond candy that Sam loves. Return to Victoria (the door to the living room will open only after your dialogue with Bates). Auntie will say that the key to the tower has been destroyed, but there is another one, and she will offer to talk to Dr. Hermann. Show Victoria the portrait of the unknown. She recognizes 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 the choice appears, you need to tell the truth). He will refuse at first. Keep insisting and ask him again about the portrait - finally, Robert reluctantly identifies one of his patients.
Examine the newspaper stand near Robert's door and find a note. What "part" is Dr. Hermann promising 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 belongings to the castle gates at 7 pm. The doctor will also tell you about the burns on William's body and offer to meet tomorrow at the morgue.
Go left and take the map of the estate and surroundings from the table against the wall.
Now you need to look for a gardener. Go outside and go down the stairs to 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 he put the mortgage somewhere.
It's time to go to Vine Pool to develop the photos. Right-click on the map in your inventory - if Vine Pool turns pink when you hover over it, then 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 gone somewhere. Walk back. A child is playing in front of the Three Barrels Pub. Give him almond candy and find out his name is Vic. He saw that Murray had left for the city - obviously, the development of photographs would have to wait until tomorrow. After Vic breaks the glass and runs away, go inside.
Talk to 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 Harry's debt, 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 (on the map, new location) 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 location is as wide as the attic in the castle, so go right until you see a grave digger. Ask him about the priest - it turns out that he left for a neighboring estate.
Go left from the main entrance of the church to get to the cemetery. Find William's grave, zoom in on the angle of view and click on the tablet 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 talk about underground passage under the church. After you speak 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 the inventory with RMB - there is a clock inside. Open the RMB clock - there is a note inside. Read the RMB note - "The path to the key begins in the library, on my desktop, 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 the fire in the 16th century, all the chronicles of the Black Mirror were transferred to the local church for safekeeping.
Examine the ink bottle LMB and RMB - you will find a button under it. Sam will click on it, and a cache will open in the bookcase. Take out of it a box with wooden models of the planets of the solar system. Approach the large globe to the right of the table and use the box on the empty slots. The planets will fall from left to right from smallest to largest. It is necessary to arrange the planets in orbits from the Sun as follows:

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

Take William's key and go to the tower. The door will close behind Sam, leaving the key on the other side. pay attention to chessboard- it lacks a black rook. Go to the secretary (on the left), zoom in on the angle of view and take the black rook and the music box. Get out of the proximity and click on the left drawer of the secretary - Sam will open it. Zoom in on the angle of view and take out a book without a title from the drawer. In inventory, examine it with RMB and get 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 over the desk drawer - it still glows red. Right click on the drawer and Sam will find the hidden diary.

... William discovered that in the Gordon family there is a family curse that is transmitted to family members once every 200 years and is expressed in madness. Ancient chronicles indicate that for a very long time there were 5 keys that were taken by members of various branches of the family. William claims that if you collect all the keys together, you will be able to get rid of the curse. The first key was with William, the second - with "dear mad James", the third - in the tomb of the founder of the Marcus family, the fourth - in Wales with the descendants of Durkham 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 inventory, examine the rook RMB - the rook will turn into a knife. Use the rook on the door - the exit is open. Come 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 look for a mortgage on the second part of a strange item. Go down the stairs and go to the greenhouse. Check the desk drawers, but there's nothing that looks 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 LMB and RMB - something glitters in the water. Sam will refuse to climb 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 that regulate the flow of water. Go through the opening behind Bates. Head right and be sure to look at the pump control panel (for Sam to comment that he doesn't know which pump is responsible for 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 buttons.
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 at a time in the 1st tank is added 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 picture 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 stable and give the letter to Morris.
Now you need to go to Lozovaya Zavod and ask for the photos to be developed.

On the way to the pawnshop, Sam will automatically talk to Vic (he is afraid to go home because he is waiting for a beating from his father for broken glass). Murray will refuse to develop the photographs because his developing machine is broken. Maybe there is another photographer in the area? Talk about ransoming 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 mortuary from her (a new location will appear on the map).

You will see that the doctor throws something into the container and closes it with a padlock. Noticing Sam, he invites him to the morgue and hangs the keys on a carnation above the left sink. Talk about William, but Hermann is trying to hide something. Ask about Henry's personal items, because they also need to be checked to see if there is a mortgage 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 container - closed. There is a trash can nearby - inspect it and pick up scraps of the letter. Put them in inventory - someone named "R." informs Dr. Hermann that he will soon receive a new supply.

You need to somehow distract the pathologist to search the morgue. Return to Vine Pool to look for Mark, the doctor's courier. Enter the pub - Mark (in a white sweater) is sitting next to Tom. Talk to Harry about Mark (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 doorbell of the morgue when you are inside.

Automatically, you will find yourself at the pathologist and start playing for time. When Mark calls and Hermann leaves, inspect the rack in the back of the hall (to the left of the skeleton) and get the mortgage. Look at the table and take the stamping plastic. Look at the blue canisters under the sinks - they had photo developer in them. Approach the bunch of keys, click on them, and then apply the plastic - Sam will make an imprint. At this time, Dr. Hermann will return, and you will find yourself in the courtyard. Ring the doorbell and talk to the doctor about photo development. He will agree to make them if you bring him a bottle of developer.

Return to Vine Pool, return the pawnshop receipt and get the second half of the rune from Murray. In inventory, add both pieces - only the gem is missing. Buy a 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 points to Mark again. Agree with Mark - he will make the key, but he will also ask to come later.
The most boring procedure of this game begins - allegedly real time. You will have to walk back and forth between locations and wait until the characters deign to do what they promised. Hermann will give the photos from the 2nd time (they are in the tray on the sink), and Mark will make the key from the 3rd time (you need to go to the pub and ask Harry, to whom Mark will give the key).

Open the dumpster and take out Henry's jacket. Examine it in the inventory with RMB - there is something in the lining. RMB remove the knife from the black boat and apply it to the jacket. Insert the found gem into the rune - the artifact is restored. Head to the church (its door will open only when you are done).

Find Frederick's father and ask about William - it turns out that the grandfather went to the old bell tower. Go to the exit and to the left deep into the screen - the grate on 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 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 bend the 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 above. Go upstairs, take the artifact and insert it into the bottom 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 more it will become." On the next page - a hint: a black hole in the wall. Look at the pole and, spinning the dials, type the correct answer: "Gap". All letters must be the same color!
The answer to the riddle in the far left book: "Beautiful child of gardens, protected by a wall of thorns" - "Rose".
The answer to the riddle in the far right book: “You won’t see it, but you can hear it while you are silent - it is silent” - “Echo”.
The answer to the riddle in the near right book: “The earth gave birth to black, then the embrace of fire, and after them I was left” - “Ash”.
After that, the sarcophagus will rise. Open the lid and take out the key of Marcus Gordon with a white stone. Read the old chronicle.

... We are talking about the confrontation between Marcus and Mordred Gordon. Mordred in the underground chapel below the castle awakened the Black Mirror, but Marcus was able to defeat him. Before dying, Mordred cursed: “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, inspect 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 mine.
You will find yourself in a completely dark room. In the background of the screen, you can see a switch and a valve on the generator. Turn the valve LMB until Sam says that he is stuck and does not move anymore. Now, by selecting, you need to find the position of the levers at which the light will turn on. Do not forget to check to press the button to the right of the levers. The correct position is:

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

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

Go to the rack and take out the pliers from the box. Turn off the light (you must 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 keyhole RMB - a key sticks out on the other side. Use the pliers on the bottom of the door and Sam will cut the grate. Click on the door LMB and get the key. Open the door and you will enter 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 - heavy, do not move. Examine the hatch under the barrel - there is something there. Return to the previous location and pull out 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 does not 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 end to the trolley standing next to it. Right click on the cart - Sam will release 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 light on the dashboard is lit red. Examine the shield. To turn on the light, you need to close three wires. The puzzle is solved by the selection method. Click on the wire, and then on the plug, then click on the button on the left. Correct position:

When the light turns on, RMB examine the skeleton lying at your feet and take the key. Open the cabinet and take the gun, 2 rounds and technical drawings. Load the gun in your inventory - you'll need it soon.
Now you need to come to grips with the elevator. Go up one floor and check the button on the elevator - it works. So, here you need to fit the elevator car. Climb up and go into the passage at the back of the screen. Here is the elevator motor. Apply the blueprints to the control panel and the engine will start. Go down to the middle floor and try to call the elevator, but nothing will happen.
Go down to the lower floor - here's the thing: the pipe is leaking, and steam is pouring out of it. Something needs to close 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 hall with the engine and wet the rag in a puddle (on the right of the screen). Go down to the bottom floor and tie up the hole with a rag.
To the left of the pipe is a generator. It will run for a bit and die out - Sam will think that the fuse has blown. Return to the top floor to the location with the skeleton. There is a shield on the wall. In the inventory of RMB, 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 shield. The generator will work.

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

Attention! Here you can get killed and the game will end. Be sure to save your game.

The door to freedom is barred. Examine it with RMB - there is a lock hanging here (Sam will say that the right side of the lock is rusted). Pull out your gun and aim at the right side of the castle to break it on the first try.
If you failed to do this, load the last save, because. after you go outside, there will be a wolf 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 draw your gun and shoot the wolf.

Automatically you will find yourself in the living room of the castle. Robert is going to Ashbury urgently, and Sam is going to bed.

Chapter III. Hidden legacy...

In search of a second key, you arrived in Wales at the estate of your distant relative Eleanor. Ring the bell, but no one will open. Sam decides that the call is too quiet for no one to hear. Examine the PKM bell - it is broken, and the wires are barely connected. Use the knife on the call - Sam will comment: "if only the blade were thinner ..." Examine the statue on the left - a piece of her leg is broken off. Click on the leg again so that Sam can see that a nail has been driven into the column. Take it out with your hand and Sam will fix the bell. A servant named Louis will come out to the gate. To prove that you are Gordon, show him William's death certificate.

Once in the house, talk to Eleanor on all topics. She will say that her husband, a chemist Richard, works in an old house in the garden, talk about the family crypt and ask him to convey to Louis a wish to fix the bell. She recognizes James in the torn photo.
Go outside and go to the garden. Give Luis a request for a call and go left. This location is also wide, so take Sam to the left until you see the road to the cemetery, to the right of which is old house. The door is locked, right-click on it - a key sticks out in the lock on the other side. Stick your 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). At the parapet is a large green hose attached to a water faucet. Examine the LMB hose and take the wire. Use the wire on the door and go inside.
There is no one in the room, only the cat is sleeping on the fireplace. Pet her, she will run away and drop something. Sam will open the closet doors and reveal a secret passage. It's too dark in there, I need to look for matches.
Pick up the fallen object from the floor - this is a small key. Approach the fireplace. On the right, he has a small door, open it with a key and take out a candle and a lighter without a wick.

In inventory, use the knife on the candle and pull out the wick. Combine it with a lighter. Read the newspaper clippings on the cabinet door (otherwise Sam won't want to get inside) and use the lighter on the cabinet.
You will find yourself in the laboratory of Richard, who, out of surprise, will break the flask with the EX-52 oxidant, which is very necessary for the experiment. Offer to help him and remember that this substance is blue. Examine the table with various bottles and take one of them. Exit to the hall and approach the table against the right wall. Zoom in and open the top drawer (there is a newspaper next to it). Take the pen and inspect it with RMB - the rod is full of blue ink. Go to the location with a hose and draw water from the tap into a bottle. In inventory, combine bottle and pen.
Now you need to convince Richard that the reagent he needs is in the bottle. Go to the laboratory and pick up the fragments of the broken bottle. Examine them with RMB in 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 take all the items only after you take the bottle shards) and firewood by the fireplace. Put 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. Put the kettle on the stove. In order not to wait until the water boils, go outside and immediately go back - steam should appear above the kettle. Use the shards on the steam and a label will appear in your inventory.
Now it needs to be glued. Find Luis at the gate fixing the bell. There is a toolbox at his feet, but Sam will refuse to rummage through it without asking. Luis needs to be distracted somehow.
Go to Eleanor, but she herself will start talking to you and ask you to convey to Louis the wish to mow the lawn. Go to the gate, talk to Luis, but he will refuse. Complain to Eleanor and return to Louis. He reluctantly agrees to quit repairing the bell. Change location (for example, enter the house) and return to the garden - Luis is already mowing the lawn. Go to the gate and take the glue from the tool box. In inventory, combine it with the 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.
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 get a coil of wire from the toolbox. Return to the garden. Wait for Luis to turn his back on you and throw the wire on the lawn. We'll have to wait a bit until the lawnmower stalls and Luis leaves the garden. Take the keys from the jacket and go to the crypt.
There are two sarcophagi here, on the right of which there is 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, Malit. Each statue holds a bowl in its hands - obviously, some kind of gift should be put there. Go to Richard and ask him if he knows what these gods are. He will send you to wait.
The second time, aimless wandering around the locations will begin. I have Richard answered only on the fourth! since Vain is the god of enmity, Odair is the goddess of harvest, Malit is the god of waters. In the dialogue menu, you will immediately have a question about a bottle of blood, ask it to 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 Malita. Go to the crypt and examine the earth to the right of the door near the gravestone (Sam will say that the earth here is different from the earth in the garden and take a handful). Earth is the third gift for Odair. Lay out the gifts in bowls from left to right: blood, earth, water. An altar will rise from under the floor.
You need to collect tags according to the signs of the zodiac. It should turn out like this:

When you touch the key that appears, Louis will come and chase 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 lab. The door is locked - you need to somehow get Richard's attention. Return to the location with the hose and pick up a stone from the path. Throw a rock at the top half of the tower's left window.

If everything is correct, Sam will go to the door. Chemists will conduct an experiment that will fail, but everyone will survive. After that, Richard will point to a bright green bottle on the table where the flasks are - there is acid. Take it and apply it to the castle of the crypt. Get inside.
Get the key that you won in the tags and open the lock on the right sarcophagus. A secret passage will open. Go down, but there is another grate here that requires a cruciform key. Be sure to click on the grate so that Sam comments 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 inspect it). He will tell you that this key is in Eleanor's box in the main hall, and point to the key to the front door of the house. This key is not visible at all, but it lies on the same table with flasks where you took the bottle of acid. Feel for the active point and take the key. Go to the house. The box is on the table under the mirror.
You need to swap black and white horses. The horses walk in the letter "G".
If we number the cells from left to right and from 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 turn out like this:

Take the cruciform key and go to the crypt.

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

Entering the hall with the sarcophagus, read the sign on the monolith in the center: "Take another's head or lose yours." This is a hint. Examine the monolith - there is a hole in it. Look at the opposite wall - several skulls hang from above. Remove the stone from inventory and throw it at the third skull on the right. When it falls, zoom in on the angle of view and look at the floor. It turns out that there was a key in the skull, but it rolled behind the 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 become active only 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. Move the cover of the sarcophagus and take away the key of Durkham Gordon with a red stone.

Chapter IV. Forgotten Limit...

Sam returns to Black Mirror. Victoria and Bates talk last news: A boy is killed in Vine Pool, 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 on all topics. He will tell 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 report.
On the left is a stone pillar - a menhir - with a third red sign. Zoom in on the angle of view and use the diary on the sign so that Sam sketches it.

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

Visit Dr. 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 - a clear 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' 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 Ashburri 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 sewers because he was very worried about something, but Robert did not want to let him out of the sanitarium.
Go left (this location is also wide) - there is a door to the boiler room. Knock and chat with the stoker on all topics. He will tell you that he is forced to sit in a terrible heat, and he secretly drinks beer and locks the door so that the nurse does not catch him. Sam decides to visit James' room and find 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 on the angle of view and look into the window of the boiler room. Be sure to press down on the middle rod of the grate so that Sam says "it's loose and I can get it out somehow". Take the hammer from the awning and the syringe from the trash can (if you don't inspect 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 stoker about beer. Go to the foyer of the sanatorium and ask the nurse to call the Black Mirror (dialogue appears after you talk to the stoker about beer). When she leaves, go behind the counter. Examine the medicine cabinet. There is a small vase on the left, take it and examine the RMB in your inventory. Sam will say that there is something inside, and there is some kind of gap in the bottom. In inventory, right-click on the wallet and take out the coin. Use the coin on the vase and get the key. Open the closet for them and take a vial 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.
It remains to make the stoker 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 the cold water will lower the temperature on the thermostat and it will add temperature to the boiler. After a couple of moments, the stoker will come out and take the beer. Wait a bit and open the door - the stoker is sleeping.
Go past the stoker and examine the door to the corridor - it has a combination lock. 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 - there is no way to go further. Pay attention to the speakerphone in the hallway and in the boiler room - this must be used. Go to the nurse and ask for the doctor's 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 lobby.
When you enter the corridor, a crazy man named Ralph will call you. He will help you if he gets Mr Bubby back. After long, confused explanations, Sam decides that Bubby is a toy. Examine the nearby wastebasket 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 body of the doll. RMB in inventory examine the body and remove the thread. Combine pin and thread, then body and head, and sew the doll together. 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 sabotage Ashburri sanitarium personnel. Approach the barred window. Flip 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 to the floor and apply it to the grate on the window. Now you need to somehow get the attention of the doctor. Take out the music box from the inventory (that came in handy!) And apply it to the grate. Sam will hide, Dr. Smith will come to the window and get an electric shock. Inspect it with RMB and take the keys. Open the door closest to you.
RMB inspect the hole in the mattress and take out James' diary. Pay attention to the drawing of the eye after the text. Go to the easel and look at the RMB 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 on it the same drawing of an eye as in James's diary. Click on the RMB drawing - Sam will tear it off and find a hole between the cameras. Talk on all topics with Ralph - 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 through the secret passage get out into the street. Automatically Sam will be in the castle.
Find Bates in the kitchen and ask him about the lighthouse in the painting. A new location will appear on the map - Sharp Edge.

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

Go to the kitchen, take the basement key and go down to the basement. There are two sewer manholes 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 into the hatch. A coin thrown into the hatch near the bathtub will fall and ring, which means there is no water there. Get down into the sewers.
Go deep into the screen to the flooded stairs. The stagnant water, which needs to be pumped out somehow, does not allow going down. A wheel hangs on the wall, which is prevented from turning by a padlock on a chain. Use Richard's acid on the lock and it will fall apart. Try to spin the wheel - it is blocked. On the left is an openwork lattice, pull one of the rods out of it. Pay attention to the hole in the wall and use the rod on it - Sam will say that it is too thick. Go back upstairs to the basement and sharpen the rod on the grinder.

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

Chapter V. The Cruel Truth...

Bates will bring disturbing news - there was a call from Ashburri. Go there.
The nurse will report that Robert is dead. His body was found in the lighthouse with James sitting next to him. James was placed back in the sanitarium. Sam will start insisting on meeting James, and the nurse will take him to the room. Suddenly she will scream and leave for the doctor, and you will see through the window in the door the corpse of James.
Go to the ward and examine the PKM corpse - Robert's keys will appear in your inventory. Pay attention to the inscription on the wall "Sam". Look at the hole in the wall - it's already covered up. Open the hole with a knife and talk to Ralph. He claims that James knew the name of Robert's killer.
There is nothing else to do here yet, we must 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 open. The door is not locked, go downstairs. The doctor is also nowhere to be found, and a corpse covered with a sheet lies on the dissecting table. With an unshakable hand, tear off the sheet - this is the headless Dr. Hermann.
After Sam wakes up, examine the fifth red sign on the sink and draw it in your diary.

Once again approach the corpse and inspect his right hand - the doctor before his death squeezed something in it. Try to unclench your fingers - it does not work. Go to the table and turn on the lamp. Take medical tongs from the table, and from the drawer under the book with a scary cover - packages for collecting evidence. Unclench the fingers of the corpse with tongs and use bags to collect evidence on them. Sam will find black hair and say that James is a brunette. We need to go back to Ashburri and cut off a strand of his hair.
In the lobby of the mortuary, you will run into Detective Collier. Return to the sanatorium.

As usual, talk to the nurse. She will report that James' corpse lies in the chapel in the cemetery. Go there (to the left past the boiler room).
The chapel is on the left at the entrance, but its door is locked. Return to the boiler room and talk to the stoker. He has the key at 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 manhole near the entrance to the sanatorium and through it into James's room. From it, go to the boiler room. Open the closet near which the stoker was sleeping. There are no spare keys here, but there are rubber boots. Since Sam drew attention to them, then they need to be taken with you. Go to the boiler - a very useful rag has appeared on the fence next to the coal pile. We'll have to do another nasty thing to the stoker.
Go to James' room. Wet a cloth under the faucet (near the door) and open the boiler door with the wet cloth. There is a valve hanging above the door, turn it to open the boiler cover (do not confuse it with the valve next to the wall). Throw your boots into the boiler and go through James' room to the door of the boiler room. Thick smoke is already billowing from the window, and the stoker hastily left a bunch of keys in the door.
Open the chapel. Because you broke the knife poking through the wall, you need to find something sharp. Pick up bottle fragments from the floor and apply them to James's 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 hair bags on him in turn, and Sam will understand that Hermann was not killed by James. Sam will strain, "Morris..."

Go to the castle and go to the stables. Morris is not here. Turn on the light in the stalls of the horses (large button on the pole under the coil of rope). You will see a Morris cap. Take it and examine LMB and RMB in inventory. Sam will find a hair. Use the evidence bag on the cap and return to the morgue.

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

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 study with the keys you found from 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 bedside table. 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. Strange - why then did Robert hide it in a locked box? Approach the lamp near the bookcase and use the card on it. Numbers will appear on the sheet: 63081.
Pay attention to the Roman numerals above the rack: MCXX (1120) - Sam will say that this is the year the castle foundation was laid. Look at the grandfather clock by the door - it's standing. Set the time to 11:20 on them. To do this, press the red button in the center of the dial to activate the arrows. You can only turn the minute hand, so hold it with the mouse and turn it until you set the correct time. Click the mouse to exit the arrow setting mode and click on the compass needle above the watch face. The bookcase will move aside and the safe will open.

Dial the numbers 63081 on it. Click on the first box and turn the golden knob until you set the number 6, then click on the second box and turn the knob until you put 3, and so on.
There is an ancient ring in the safe; William's unsent letter that he wrote to Sam before he died; 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 should not be allowed out of Ashburri.
Talk to Victoria about the painting of the ancestor. It turns out that this is Lothar Gordon, who died of insanity 200 years ago in the Ashburri sanatorium, where he was the head physician. You need to find his grave and get the fourth key. Go to a mental hospital.

In the graveyard, 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 coat of arms of the Gordons and decides to remove the bushes.

Go to the chapel where James' corpse is still lying and get the clippers 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, you need a screw. Go to the boiler room, look in the window where you knocked out the brick, and pull the screw out of the drainpipe.

In inventory, fasten the scissors and cut the branches. Try to move the lid of the sarcophagus - too heavy. Go to the boiler room and RMB explore the dark corner under the canopy - Sam will find 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 Ashburri Cemetery used to belong to the parish of Wormhill. You 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 wandering around the available locations will begin. My father Frederic answered the sixth!!! once.
I went to the castle and talked to Bates about Robert's death, went into the stable and found Morris's letter on the table (he had fled because he was afraid of Detective Collier's persecution), checked the mailbox at the gate and the door to the greenhouse; went to the morgue; went to Vine Pool to see Harry; 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 the urn with the ashes of Lothar. RMB in inventory, take out the fourth key with a yellow stone from it - the key of Lothar Gordon.
It remains to get William's key. Near the crypt there is a box with tools, get a flashlight from it and go right to the side entrance to the church. Head right to where you first met the gravedigger. Get a flashlight and shine it on a pile of earth - Sam should see a shovel.

Go back to the crypt and check the ground on William's grave - it hasn't hardened yet. Try to use a shovel on the ground - Sam decides that he needs to get rid of the gravedigger first. Untie the rope holding the crypt door (only activated after you try to dig up William's grave). Remove the peg from under the door and it will close.

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

Chapter VI. Looking into 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 kills occurred:

Save the game, because here you can get killed and the game will end.

Enter the labyrinth. 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 sliding door. Pick up a helmet from the sand - you will need it soon.

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

Cautiously getting out of the solar system, "Drion" with its entire spherical surface examined the surrounding outer space and, having determined the direction to the center of the Galaxy, went there, gradually increasing its speed. The path in a straight line seemed easy and accessible. There, in the white thick of the stars, the island of a great civilization is hidden - the Union of a Thousand Planets, the homeland of Drion. The way there is open, it is impossible to stray from the course.

If Drion were alone, he would go to the heart of the Galaxy right through space! But the people whom he carries and whom he faithfully serves are not indifferent. They need to get to their destination as soon as possible. This simple and understandable path through space does not suit them.

The core of the Galaxy only seems so close. In fact, it is thousands and thousands of light years away. And the Drion dare not approach the speed of light. This is dangerous for people. This means that it may take tens of thousands of years for him to go this way. And people are in a hurry, they need to get to the Union of a Thousand Planets in a month, at most in a year. Hence the order: look for a black passage with an exit near the center of the Galaxy!

Drion knows what backdoors are. The coordinator drove him through them several times, unmistakably leading him to the necessary points of the Galaxy. The coordinator was an ideal navigator who knew all the intricacies of space navigation. He knew all the black passages within the Galaxy, knew which ones to use and which ones to avoid.

The speed is approaching a dangerous limit - to half the speed of light. People have long been lying in the "cell" installations and can no longer give orders. There is no coordinator. Now everything depends on the efficiency and resourcefulness of Drion itself...

Suddenly, to the left of the course, the Drion felt a slight gravitational shock. He immediately recognized it: a black passage! In a millionth of a second, he determined the epicenter of the gravitational field, in the next millionth of a second he changed the direction of flight and began to approach the invisible black passage in huge circles ...

The coils of the spiral along which the Drion approached the back passage narrowed rapidly. The speed increased. Staying in a circular orbit was getting harder and harder. Having reached a certain point, the Drion suddenly turned off all its power plants and, at once turning into a coal-black ball of colossal gravity, rushed straight into the gravitational abyss. The usual galactic space with a shower of stars twisted, mixed up and suddenly disappeared. There was complete darkness and complete silence. A gigantic flow of matter, rapidly condensing and squeezing the Drion from all sides, rushed at an enormous speed into the cellars of the Universe.

The moment of transition from “pull-in” to “ejection” was not able to catch even the modern Drion observation devices. It happened outside of time. Complete blackness was suddenly replaced by dazzling light and unbearable starry heat. And then the Drion suddenly discovered that, thrown out by a thermonuclear gun with a power of one hundred thousand suns, it was again rushing through ordinary outer space, cut through by multi-colored fiery jets. Only the constellations around were no longer the same. The White Passage erupted it in a region of the Galaxy that was seven thousand light-years distant from the Black Passage into which it had entered.

However, this maneuver, done blindly, did not bring the Drion closer to the target. Worse, the distance to the center of the Galaxy has increased by one third. Turning on the power plants and again turning into a dazzling white ball, Drion quickly corrected course and again rushed in search of back passages.

Twenty-seven times he dived into the gravitational abyss, thus visiting the most remote regions of the Galaxy, and who knows how long his wanderings would have continued if not for a meeting with another "Drion". He saw a colleague approaching an unfamiliar star, and although he had no instructions on this matter, he himself sent a distress signal.

"Drion" the second, apparently performing its usual job of identifying the guolla, immediately left the star that interested it and, turning sharply, rushed to the rescue of the injured fellow.

Two white balls came together closely and pressed tightly against each other. From "Drion" the second to "Drion" the first was passed by a space-pilot in silver clothes. She immediately rushed to the Kell installation. Finding in it not only her friend, but also an unfamiliar alien, the space pilot frowned, closed the installation, leaving people in a state of suspended animation, and quickly went into the room with a blue screen. At first glance, she knew that the coordinator was disabled. Her face became preoccupied: it was impossible to leave Drion, deprived of a coordinator. There was nothing to think about. Throwing her head up, the space pilot quickly ordered Drion first to follow Drion second, keep in constant contact with him, and returned to her starship.

A month later, the Driones entered the region of Daniba - the central solar system of the space state - and, sharply slowing down, went to approach Ariula - the sun planet, where the Great Coordinator and Control Center for the Deguallization of the Galaxy was located.

Comment from lankybrit

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

Comment from flat luigi

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.

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 Fissure

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.

 
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