Skyrim black passage passage. Black limit. Creatures that live in the black limit

Interface:

Exit the menu - in the upper right corner of the screen pop-up icon gear.
Pop-up inventory - at the bottom of the screen.
Dialogues - icons at the bottom of the screen.
Rapid move to another location - double-clicking with the left mouse button.
Scroll down the dialogues and comments - click on the left mouse button.
ESC - Skip the roller.
Tab - All outputs from location.

Active subject - red cursor.
View on the subject - the left mouse button (LKM). If the cursor remains red, then you need to explore the subject - the right mouse button (PCM).
Apply the subject - click on it in inventory and apply to another subject. If the subject is applied correctly, it will begin to flicker.

During the game you can kill you several times, so saved more often.
The game is overloaded with unnecessary dialogues. In passing, only those that allow you to move on to the game are indicated.

Your name is Sam Gordon, and you arrived at the Black Mirror estate for the funeral of your grandfather William.

Characters:
- Victoria, Willing William
- Robert, Son William and Victoria, Uncle Sam
- Dr. Germanan, Local doctor and pathologist
- Bates, Butler
- Morris, Gravy
- Henry, gardener
- Vic, boy with a ball
- Harry, Pub Owner
- Tom and the graveer - residents of the Lozovaya Creek
- Mark, courier of Dr. Hermann
- Murray, owner of Lombard
- Colter, policeman
- Father Frederick, priest
- Eleanor, Richard and Louis - the inhabitants of the estate in Wales
- Nurse, Kochegar and Dr. Smith - Sanatorium employees in Eshburriti
- Ralph, Crazy
"James, the extramarital son of William and Uncle Sam."

Geography of "Black Mirror":
A few doors go to the hall:
- living room where the game begins;
- to the left of the living room - the dining room with access to the street to the fountain and the kitchen with the basement and exit to the courtyard;
- Left the dining room - the door to the library and the main entrance;
- To the left of the entrance door - the staircase to the second floor.
On the second floor:
- In the corridor near the stairs - the office of Robert, to the left of it - the bedroom of Victoria, then on the corridor - your room;
- To the right from the stairs - the balcony, the old wing with the exit to the attic and through it to the office of William in the tower.
On the street:
- to the left of the front entrance - the stable;
- To the right of the front entrance - the staircase to the exit from the estate and the path in the greenhouse.

Chapter I. Back to the Future ...

Take the key from your room from the butler and begin the investigation.
William's death looks very strange. Why did he fall out of the window of the tower? Your first task is to inspect the fall location.
Go out to the street (better through the front entrance) and go left to the stable. Passing under the tower, look at the grid's sleeve - it was here that William fell and frozen on one of the stakes. Find the butler (near the fireplace in the lobby) and ask to show the place of death of William (in the dialogues, this question appears only after you inspect the grid's bent). Automatically you will be under the tower, and the butler will indicate on a red sign on the wall.

Approom the angle of view and be sure to click on the sign - Sam decides that it needs to take a picture. Pay attention to the bushes: after you click on them with the mouse, the cursor will remain red - it means they need to be examined again by PKM. As a result, you will get some kind of strange round item with a square hole in the center.
Now you need to find a camera. Go to your room and open it with the key that gave the butler. In search of a camera, open the suitcase and get the tablet and the wallet - there is nothing more useful there. Inspect the bedside table - the bottom box is locked. Sam remembers that he used to hold the camera in it. Press LKM and PCM on the door of the door and get the key from the bottom box. Open it and take the camera. Now the film needs, because the one that lies in the box, too old.
Touch Robert's office and ask if he has a film. He will answer what is, but she lies in the chest in the attic. Go to the old wing (Sam stop and says that his wife Catherine died here. The door to the attic in the far right corner of the locked screen, you need to search the key.
Near the door is an extinct fireplace, look at it: one ash. But what is strange: the cursor continues to burn red - it means that there is something in ash. Click on the PCM fireplace and get pictures of photos. Collect the portrait of an unknown man (the pieces do not "stick" to each other, so it is better to first find face scraps and postpone them aside, and then start collecting a picture from the corners). It should work like this:

Find the butler (after he shows you a sign, it will go to the kitchen) and ask him about the key from the attic. He will answer that he hangs on the carnation in the kitchen near the door to the basement. Show Bates found Runa, and he advises to appeal to Gardener Henry. Take the key and open the attic. Robert's chest stands near the entrance, but it is locked. Go to Robert, take the key from the chest and get the film. Insert it into the camera (in the inventory you need to press the film and then on the camera).
The attic is a wide location; Press on the left corner of the screen to make Sam move to the left. You have to see the doorway the door to the tower. Try to tear the boards - it does not work. Return to Bates and ask him about the tools and the boarding door. It turns out that the door was scored by order of Victoria, and the tools can be taken in the stable in Morris.
Take a picture and go to the stable. Open the desktop box and take the hammer. Return to Robert and ask where he usually manifests the film, "he will send you to the Lozovaya Creek to Lombard Murray.
Go to the attic and bring off the hammer board. Be sure to click on the door so that Sam says: "I have no idea where there may be a key, you need to ask Victoria."
Go to Victoria (Sam will enter the living room only after checking the locked door to the tower) and ask her about a strange subject (she saw him on the William table) and the key from the tower - after this question Victoria will grasp Sam.
Go to Bates and talk about Victoria with him - he advises quickly in front of her apologize. In the dining room pay attention to the Vase with apples on the left table. Close angle view and take almond sweets that Sam loves. Return to Victoria (the door to the living room will open only after your dialogue with Bates). The aunt will say that the key from the tower is destroyed, but there is one more, and will offer to talk with Dr. Hermann. Show Victoria Portrait of an unknown. She identifies him - this man once lived here, then he went crazy and treated in Eshbourriti from Robert. Go to Robert and ask him about the portrait (when the choice will appear, you need to tell the truth). That will first be felt. Continue to insist and once again ask him about the portrait - finally, Robert is reluctant to identify one of his patients.
Inspect the stand for newspapers near the door of Robert and find a note. What kind of "part" promises Robert Dr. Hermann?

Go to the library and talk to Dr. Herman about William's personal belongings. You will agree that he will send a box with personal belongings to the goal of the castle at 7 pm. The doctor also will tell about burns on the body of William and will offer to meet tomorrow in the morgue.
Go to the left and from the table at the wall Take a map of the estate and the surrounding area.
Now you need to look for a gardener. Go outside and go down the stairs to the garden - Henry works here. Show him a rune, and he admits that he found exactly the same, but with a precious stone. He laid it in the Lombard Murray, and the mortgage ran somewhere.
It's time to go to the slot creek to show photos. PCM Click on the card in inventory - if a rose creek when you hover the mice is painted in a pink color, then you all needed.

Go right through the bridge to the pawnshop and try to open the door - closed. Sam will fit the window and read the note that Murray went somewhere. Go back. Before the pub "Three Barrels" playing a child. Give him almond candies and find out that his name is Vic. He saw Murray went to the city - obviously, with the development of photographs will have to wait until tomorrow. After the Vic sends the glass and runs out, go inside.
Talk to the owner of Paba Harry about Pub. He will be rebuilding for a long time with the visitor named Tom about the debt, and then say that something about William can know Mark. Talk with Tom about the debt before Harry, then once again with Harry about Tom's debt. As a result, Sam pays the volume account. The pleased Tom will tell that William saw at night in the parish church (a new location is activated on the map), and Mark works at Murray and Dr. Hermann.
Go to church.

Check the main entrance - closed. Go to the right to the side entrance - also closed. This location is as wide as the attic in the castle, so go to the right until you see the grave. Ask him about the priest - it turns out that he went to the next estate.
Go left from the main entrance to the church to get to the cemetery. Find the grave of William, close the angle of view and click on the table on the sarcophagus (Sam will swear to find out the whole truth). Return to the graveman - he will say that the priest will appear only tomorrow. He will confirm that he saw William on the cemetery, and tell about the underground course under the Church. After you say all the dialogs, the clock is trying 7. Sam will automatically return to the goal of the castle.

Here you will find Mark with a parcel from Dr. Hermann. Take it and open the PCM in the inventory - there is a clock inside. Open the PCM clock - there is a note inside. Read the PCM note - "The path to the key begins in the library, on my desktop, under the blue curtain of unwritten words." Pay attention to the drawing - the inkwell and the globe.
Go to the library. Go to William's desktop and read the chronicle of the arrival of Wormhill. Remember that after a fire in the 16th century, all the chronicles of the "black mirror" were transferred to the rest of the local church.
Inspect the ink of the LKM and PCM - you will find the button below it. Sam will prescribe on it, and a cache will open in the bookcase. Take out the box with wooden models of the planets of the solar system. Come to the Great Globe to the right of the table and apply the box on empty slots. The planets will fall from left to right from the smallest to the largest. It is necessary to place the planets for orbits from the Sun so:

Mercury (burgundy), Venus (purple), earth (dark gray), Mars (brick), Jupiter (brown), Saturn (sand with ring), uranium (green), Neptune (Blue), Pluto (light gray) .

Take the William's key and go to the tower. The door for Sam closes, and the key will remain on the other side. Pay attention to the chessboard - it lacks the black rook. Go to the Secreter (left), bring the angle of view and take the black root and music box. Exit approximation and click on the left box of the secret man - Sam will open it. Approom the angle of view and get a book without a header from the box. In the inventory, consider its PCM and get the key.
In the office there are two massive chests, both closed. Open the right chest and take the heavy sphere.
Move the cursor on the table box - it is still on red. PCM Press the box, and Sam will find a hidden diary.

... William discovered that in the genus of Gordons there is a family curse, transmitting family members every 200 years and expressing in madness. Vintage chronicles indicate that there were 5 keys that took themselves the members of various branches of the genus. William claims that if you collect all the keys together, it will be possible to get rid of curses. The first key was at William, the second - the "expensive crazy jame", the third - in the tomb of the founder of the genus Marcus, the fourth - in Wales the descendants of Derkham Gordon. The owner of the fifth key William was unknown.
Also, the diary contains information on unsuccessful search for keys in Wales and under the Church of Wormhill ...

In the inventory, consider the PCM Freak - Rye will turn into a knife. Apply the root on the door - the output is open. Go to the attic. Here Sam will be bad, and it will faint.

Chapter II. Back to Light ...

In the morning it turns out that the gardener drowned. Speaking with a detective, Sam decides to find the mortgage on the second part of the strange subject. Go off the staircase and go to the greenhouse. Check the table boxes, but there is nothing like a mortgage. In the right box there is a locked box - you need to search the key.
Go to the fountain (up the stairs and right along the house). Inspect the Fountain of the LKM and PCM - something glitters in water. To climb Sam will refuse, so you need to look another way to get a brilliant item.
Next to the fountain - the door to the kitchen. There is no base in the kitchen, but the door is open to the basement. Go down and talk with the butler about the drainage of the fountain. He will answer that there is a system of pumps regulating water supply. Go to the back of the back of Bates. Go to the right and be sure to look at the pump control panel (so that Sam commented on, which does not know which pump for what is responsible). Return to the butler and find out that the fountain pump is the second right.
You have the ability to twist three wheels with the left and right mouse button.
Now in the 1st reservoir of 9 water units, in 2nd - 6, in the 3rd (fountain) - 13, in 4th - 11. If you try to twist each wheel, then at once in the 1st tank is added Or 2 units of water are poured, in 2 minutes 4 units, in 4-m - 3 units. Your task is to pour 13 water units from the 3rd tank.
The easiest way is this:

4th wheel 1 time LKM,
1st Wheel 5 times PKM.

Go to the fountain. Take a picture of the second red sign and pick 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 Him, Henry reports that Morris was sitting in prison, and now steers wine from the castle basements. Go to the stable and give a letter to Morris.
Now you need to go to the slot creek and ask to show photos.

On the way to Lombard Sam will automatically talk to the witch (it is afraid to go home because it is waiting for a belling from the father for the knocked glass). Murray will refuse to show photos, because he broke the device for the manifestation. Maybe there is another photographer in the area? Talk about the redemption of the runes, but Murray flatly refuses it to sell without a pawn receipt.

Return to the castle and talk to Victoria (it sits by the fireplace in the lobby). Take her Morga address (a new location appears on the map).

You will see that the doctor throws something into the container and closes it on the castle. Noticing Sam, he invites him to the morgue and hangs the keys to the carnations over the left sink. Talk about William, but Hermann is trying to hide something. Ask Henry's personal belongings, because they also need to be checked to find out if there is no mortgage among them. The doctor will refuse to issue Things Henry as long as the police do not see.
Automatically you will find yourself on the street. Check the container - closed. Nearby is a garbage urn - inspect it and pick up the shoes of the letter. Fold them in inventory - someone named "R." Reports to Dr. Hermann that he will soon receive a new delivery.

It is necessary to somehow distract the pathologist to search the morgue. Return to the Lose Creek to search Mark - Dr. Courier. Go to the pub - Mark (in a white sweater) sits next to Tom. Talk to Harry about Mark (the dialogue appears only after you get a refusal of Murray to sell Rune). He will say that Mark for money can do anything. Talk to Mark and agree that he will call the morgue door when you will inside.

Automatically you will find yourself at the pathologist and start pulling time. When Mark calls, and Hermann will leave, inspect the rack in the depths of the hall (to the left of the skeleton) and get the mortgage. Look at the table and take plastic to print seals. Look at the blue cans under the sinks - they had a developer for photos. Go to the key bundle, click on them, and then apply plastic - Sam will make an impression. At this time, Dr. Hermann will return, and you will find yourself in the yard. Call the doorbell and talk to the doctor about the development of photos. He will agree to do them if you bring him a bottle of developer.

Return to the Lozovaya Creek, give the Lombard receipt and get a second half of the rune from Murraya. In the inventory, fold both parts - there is not enough gemstone. Buy the developer from Murray and take Hermann.

He will ask to come later.

Once again, return to the Lozovaya Creek and ask Harry who can make the key. He will again indicate a brand. Agree with Mark - he will make the key, but also ask you to come later.
The most innovative procedure of this game begins - allegedly real time. You will have to walk there and here between locations and wait until the characters deign to do what they promised. Hermann will give the photos from the 2nd times (they lie in the tray on the sink), and the Mark key will do from the 3rd times (you need to go to the pub and ask Harry, which Mark will transmit the key).

Open the garbage container and get a jacket Henry. In the inventory, PCM inspect it - there is something in the lining. PCM get the knife from the black rook and apply to the jacket. Insert the female gem in the rune - the artifact is restored. Go to church (her door will open only when you do everything).

Find Frederick's Father and ask about William - it turns out that Grandfather went to the old bell tower. Go to the exit and left deep into the screen - the grille on the bell tower is locked. Ask a priest to open it.
Once inside, insert the artifact into the hole in the left wall. Altar raises 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 clicks. Look at the carpet on the floor and beat the corner - the passage appeared in the floor. Go there - too dark, but the staircase in the wall has exactly the same hole as at the top. Go up, take the artifact and insert it into the bottom hole. The passage closes, but light will appear in the dungeon.
Around the sarcophagus Marcus Gordon costs four columns, and next to them - four books on the web. Read the riddle in the near left book: "The more you take, the more it becomes." On the next page - a hint: black hole in the wall. Look at the pillar and, turn the disks, dial the correct answer: "gap". All letters must be one color!
The answer to the riddle in the long-left book: "The beautiful child of the gardens, is protected by a wall of spikes" - "Rose".
The answer to the riddle in the far right book: "You won't see it, but you can hear while you are silent - it's somehow" - "Echo."
The answer to the mystery in the near right book: "Bore the Black Earth, then the arms of fire, and after them I remained" - "ash".
After that, the sarcophagus will rise. Move the lid and get the Gordon Markus key with a white stone. Read the ancient chronicle.

... We are talking about the confrontation of Marcus and Mordhred Gordon. Mordered in the underground chapel under the castle awakened a black mirror, but Marcus was able to defeat him. Before his death, Mordered said to curse: "One of your heirs will take five shower in five mortals. It will return my anger to life, and I will come back "...

It's time to get out.
In the foreground of the screen, inspect the LKM and PCM a huge candlestick. The mouse will run out of it, go to the next. The collapse will occur, and Sam will fall into the mine.
You will find yourself in a completely dark room. In the distill screen, you can see the chopper and valve on the generator. While the VKM valve until Sam says that it is stuck and no longer moves. Now it is necessary by selecting 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. Proper position is:

The light will light up, Sam will gather the scattered things, but the path further blocks the bare wire.

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

Come to the rack and out of the box to get the pliers. Turn off the light (you need to click on the button to the right of the levers) and cut the wire in complete darkness. Turn the light and click on the lattice door - do not pass further. Inspect the PCM keyhole - on the other side the key sticks out. Apply pliers to the bottom of the door, and Sam will cut the grille. Click on the LKM door and get the key. Open the door and you will get into the next mine.
Go left to the left pass - there is an elevator. Check the button on the elevator - does not work. Nearby there is a barrel, click on it - hard, do not move. Inspect the hatch under the barrel - there is something there. Return to the previous location and pull the metal rod from a heap of coal.

Pop up the barrel of the rod - the fluid follows, and SAM will move it away. Try to open the hatch - it does not work. Return to the very first location (where you lit light) and pick up a rope motility. One end to tie a rope to the hatch, and the other - to the trolley standing nearby. PCM Click on the trolley - SEM will remove it from the emergency brake. LKM Press the trolley, it will ride, pull out the cover, and the hatch will open. Go down on two floors down.
It's dark, but to the left of the staircase burns with a red light emergency lighting on the shield. Inspect the shield. To turn on the light, you need to close three wires. The puzzle is solved by the selection method. Press the wire and then on the plug, then click on the button on the left. Proper position:

When the light lights up, PCM inspect the skeleton breathing at your feet and take the key. Open the cabinet and take the gun, 2 cartridges and technical drawings. In the inventory, charge the gun - it will soon need.
Now you need to go close to the elevator. Climb on one floor upstairs and check the button on the elevator - it works. So, it is necessary to adjust the elevator cabin here. Climb up and go to the passage in the depths of the screen. Here is the elevator engine. Apply the drawings on the control panel, and the engine will earn. Go down to the middle floor and try to call the elevator, but nothing happens.
Go down to the lower floor - this is what the case: the pipe has been taught, and steam barns. You need to close the hole something. Return to the top floor and go to the right to the location where you found a rod. Inspect another rolling skeleton and find a rag. Go to the hall with the engine and wet the rag in the pool (on the right on the screen). Go down to the bottom floor and make a rag of the hole.
To the left of the pipe is the generator. He will work a little and stalls - Sam decides that the fuse burned. Return to the top floor on the location with the skeleton. On the wall hangs the shield. In the inventory PCM, open the black fine and get the knife. Open the shield and remove the fuse. Go down and replace the fuse in the shield. The generator will earn.

Go to the middle floor and call the elevator. When the cabin will arrive, press the button again and open the door. Go upstairs.

Attention! Here you can kill, and the game will end. Be sure to save the game.

The door to freedom is locked by grille. Inspect her PCM - the castle hangs here (Sam says that the right side of the castle rusted). Remove the gun and aim to the right side of the castle to split it from the first attempt.
If you can't do it, download the last save, because After you leave the outside, there will be a wolf before Sam. If you have ended the cartridges, or you are slowly acting, he squats Sam, and the game will end.

Task for a while. Quickly snatch a gun and shoot a wolf.

Automatically you will find yourself in the living room of the castle. Robert is urgently going to go to Eshbourriti, and Sam goes to sleep.

Chapter III. Hidden heritage ...

In search of the second key you came to Wales in the estate of your far relative Eleonora. Call the call, but no one will open. Sam decides that the call is too quiet, and no one hears him. Inspect the PCM call - it broke, and the wires are barely connected. Apply the knife to the call - Sam commented: "Nowadays the blade it was thinner ..." Inspect the statue of the left - she is bumping a piece of foot. Click on the leg again so that Sam saw the nail in the column. Get it hand, and Sam will repaid the call. A servant named Luis will be released to the gate. To prove that you are Gordon, show him a testimony of the death of William.

Once in the house, talk to Eleonor to all topics. She will say that her husband, Chemist Richard, works in an old house in the garden, will tell about the family crypt and will ask to convey Louis a wish to repair the call. On the torn photo, she learns James.
Go outside and go to the garden. Pass Louis a request for call and go to the left. This location is also wide, so lead Sam left until you see the road on the cemetery, to the right of which the old house is worth. The door is locked, click on the PCM - in the lock on the other hand sticks out the key. Slit under the door Certificate of death. Now you need some kind of subject to push the key. Return to the previous location (where benches and view of the tower). Parapet is a large green hose attached to the tap with water. Inspect the LKM hose and take the wire. Apply the wire on the door and enter inside.
There is no one in the room, only the cat sleeps on the fireplace. Make her, she will run away and drops something. Sam will open the cabinet door and will detect a secret passage. There too dark, you need to look for matches.
Raise the fallen object with the floor - this is a small key. Come to the fireplace. On the right, he has a small door, open it with a key and get a candle and lighter without a wick.

In the inventory, apply the knife to the candle and pull out the wick. Combine it with a lighter. Read the newspaper clippings on the cabinet door (otherwise Sam does not want to climb inside) and apply the lighter on the closet.
You will find yourself in Richard's laboratory, which from surprise breaks the flask with the very necessary Oxidant EX-52. Offer him help and remember that this substance is blue. Examine a table with various bottles and take one of them. Go to the hall and go to the table at the right wall. Approx the angle of view and open the upper box (next to it is the newspaper). Take the handle and inspect it with PCM - the rod is full of blue ink. Go to the location with the hose and type from the water crane into the bottle. In the inventory combine the bottle and handle.
Now you need to convince Richard that in the bottle there is a reagent you need. Go to the laboratory and pick up a broken bottle. Inspect their PCM in the inventory to see the label. Go to the hall - you need to sip this label and glue your bottle. Take the newspaper on the floor (Sam will take all items only after you take a bottle fragments) and firewood by the fireplace. Put them in the oven and burn the lighter. Take a teapot from the table and type water on the location with the hose. Put the kettle on the furnace. In order not to wait until the water breaks down, go out and immediately go back - steam should appear above the kettle. Apply fragments on pairs, and a label will appear in your inventory.
Now it needs to be glued. Find a Louis at the gate that the call is cleaned. His feet stands a drawer with tools, but Sam refuses to rummage without demand. It is necessary to somehow distract the Louis.
Go to Eleanor, but she will start talking to you and ask to convey Louis a wish to take a lawn. Go to the goal, talk to Louis, but he refuses. Please contact the Eleanor and go back to Louis. He reluctantly agrees to quit a call. Change the location (for example, enter the house) and go back to the garden - Louis is already cutting the lawn. Go to the goal and take glue from the box with tools. In the inventory combine it with the label, and then glue the label on the bottle. Oxidant is ready, give it to Richard.
Go out to the street and go to the left past at home. You will find yourself in the cemetery. Try to open the door of the crypt, but it is closed. Return to Richard and ask who can have keys. He will answer that Louis.
Go to the garden - Louis removed the jacket and hung on the branch, but how to check the pockets of the jacket? Go to the gate and get out of the box with the tools of the wire. Return to the garden. Wait until Louis turns back to you, and throw a wire on the lawn. We'll have to wait a bit while the lawn mower does not stall, and Louis will leave the garden. Take the keys from the jacket and go to the crypt.
There are two sarcophagus here, on the right of which there is a keyhole. Inspect the three bas-relief in the depths of the crypt and read the inscriptions over them (from left to right): Vine, Odir, Malit. Each statue keeps in the hands of the bowl - obviously, it is necessary to put some gift there. Go to Richard and ask him if he knows what kind of gods. That will send you to wait.
The second time the aimless tenting on locations will begin. My Richard answered only on the fourth !!! Ty times that Vine is God's God, Odir - Goddess of the harvest, Malit is the God of Waters. In the dialog menu, you will immediately have a question about a bottle of blood, ask him to Richard and take blood from the refrigerator. This is the first gift - for Vaine. Go to the hall and remove the cooling kettle from the stove. Water is the second gift for Malita. Go to the glue and inspect the land to the right of the door near the grave stone (Sam says that the land here differs from the ground in the garden and take a hassle). Earth is the third gift for Ooda. Spread the gifts on the bowl from left to right: blood, earth, water. Altar raises from under the floor.
You need to collect stains on the signs of the zodiac. It should work like this:

When you touch the key that appears, Louis will come and Ham will drive. Go to Richard and agree that when it will happen, it will help you get into the crypt. Return to the house.
When the night comes, go to the laboratory. The door is locked - you need to somehow attract the attention of Richard. Return to the location with the hose and select a stone from the paths. Throw the stone into the upper half of the left window of the tower.

If everything is right, Sam will go to the door. Chemists will be experiment, which will fail, but everyone will remain alive. After that, Richard will point to a bright green bottle on the table, where the flasks are standing - there is an acid. Take it and apply to the lock of the crypt. Enter inside.
Get the key that won in the tricks, and open the lock on the right sarcophage. A secret pass will open. Go down, but there is another lattice for which a cruciform key is needed. Be sure to click on the grille so that Sam commented on that somewhere already seen such a symbol. Return to Richard and ask about the lattice symbol (the question appears only after you inspect it). He will tell that this key lies in Eleanora Book in the main hall, and will point the key from the entrance door of the house. This key is not seen at all, but it lies on the same table with flasks where you took a bottle with an acid. Follow the active point and take the key. Go to the house. The box is standing on the table under the mirror.
You need to swap in places of black and white horses. Horses go to the letter "g".
If there are cells from left to right and top down 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 work like this:

Take the cruciform key and go to the crypt.

Attention! Do not attempt to immediately open the sarcophagus Derkham Gordon, otherwise Sam will die, and the game will end.

Entering the hall with the sarcophagus, read the nameplate on the monolith in the center: "Take the head of another or deprive your". This is a hint. Explore the monolith - there is a hole in it. Look at the opposite wall - there are several skulls hanging on top. Remove the stone from the inventory and throw in the third skull on the right. When he falls, bring an angle view and look at the floor. It turns out that there was a key in the skull, but he rolled behind the bars, and Sam cannot get it. Return to the House-Laboratory and take the Kochergu near the fireplace (where the cat was sitting, and you took a candle and lighter; Kocherga will become active only after you look at the key). Return to the crypt, nickel the key and open the monolith.
Something clicks. Move the sarcophagus cover and take the Key of Derkham Gordon with a red stone.

Chapter IV. Forgotten limit ...

Sam returns to the Black Mirror. Victoria and Bates tell the latest news: a boy killed in the Lozovaya Creek, and Robert disappeared somewhere. Go to the slot creek and talk to Harry and the graveter. The tutor will give the address where the murder of Vika occurred is the stone circle (a new location will appear on the map).

Go to the stone circle and talk with the detective collery on all topics. He will tell that Gardener Henry did not drow on, because there was no water in his lungs. Dr. Hermann now continues to explore the corpse and writes a conclusion about death.
On the left stands the stone pillar - Mengir - with the third red sign. Approom the angle of view and apply to the diary sign so that Sam sketch him.

Look at the green fern in the left corner of the screen. Explore its LKM and PKM - Sam will see some kind of fabric under the leaves. Try to take it, but Sam does not want to attract the attention of the colley. Go to the right, get a bottle with blood from the inventory (do not confuse with a bottle with an acid) and pour blood onto the stone to the right behind the detective. Tell him that you found blood. The detective will turn away, and at this time the PCM pull out a nasal handkerchief from a fern of the nasal handkerchief. Strange ...

Dr. Hermann, who prepares the corpse of Vika, and find out that the child could not bite wolves or other animals.
Return to the castle. Here in the game - explicit stretch: you need to go to the gate and check the mailbox. It lies with a letter from James to William, from which it becomes clear that William is the father of James. Find Bates in the kitchen and ask where Victoria. Go to the second floor, knock on her room and talk about James and Robert. Victoria will confirm that James is the extramarital son William, and will ask Sam to go to the Sanatorium Eshburrie. A new location will appear on the map.

Call the call at the gate and go to the sanatorium. Sam will automatically talk to a 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 there was something very much alarmed, but Robert wanted to let him out of the sanatorium.
Go to the left (this location is also wide) - there is a door to the boiler room. Check out and talk to the stitch to all topics. He will tell that it is forced to sit in a terrible heat, and he drinks beer secretly and locks the door to not caught a nurse. Sam decides to visit the chamber of James and figure out however, it was possible to escape from a mental hospital.
Be sure to see the bottles near the door - in them beer. Close angle view and look into the boiler room. Be sure to click on the middle rod of the lattice, so that Sam says that "it is not fixed, and I can pull it out somehow." Take a hammer with a canopy and a syringe from the garbage bucket (if you do not inspect the bottles, Sam does not see the syringe).

Go to the window and beyond the middle brick under the middle rod, while the brick does not destroy. Pull out the rod.

Once again, let me in the boiler room and talk to the coach of the beer. Go to the foyer of the sanatorium and ask the nurse to call the Black Mirror (the dialogue appears after you talk to the Kochegar about the beer). When she leaves, go beyond the rack. Inspect the cabinet with medicines. On the left there is a small vase, take it and in the inventory inspect the PKM. Sam will say that there is something inside, and in the bottom - some kind of gap. In the inventory, click PCM on the wallet and get a coin. Apply the coin on the vase and get the key. Open the wardrobe and take the bubble with sleeping pills. In the inventory combine the syringe and bubble. When the nurse returns, go to the backyard and apply the syringe on the beer bottles.
It remains so that the fireman wanted to drink beer - i.e., create an unbearable heat in the boiler room. Look in the window and click on the thermostat. Go in the lobby and wet the 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 add the temperature to the boiler. After a couple of moments, a fireman will be released and take the beer. Wait a bit and open the door - the Kochegar sleeps.
Complete past the stitching and inspect the door to the corridor - on it a code lock. Go to the stand on the right, remove the key from it, pin and pay attention to the poster with large numbers "1918". Go to the code lock and insert the key into the keyhole. Because No more than any numbers are observed next, it is logical to assume that 1918 is the lock code. Dial them, and then click on the "Arrow" - the door is open.
In the corridor back to Sam sits a duty officer - no further pass. Pay attention to the spelling link in the corridor and in the boiler room is to use it. Go to the nurse and ask the schedule of duty of doctors for this week. Return to the boiler room and apply a chart on the wall on the wall next to the bench. Sam will cause Dr. Smith in Foye.
When you enter the corridor, then you are angry with a crazy named Ralph. He will help you if I receive back Mr. Babby. After the long confused explanations Sam decide that Babby is a toy. Inspect the nearest PCM garbage basket and take the head of the doll. Return to boiler house and PCM Check the coal bunch to the left of the boiler - here you will find the body of the doll. PCM in inventory inspect the body and get a thread. Combine the pin and thread, then the body and head, and cut the doll. Apply it to the door of the Ralph Chamber. He will tell that James lives nearby, but all the keys to the door - at Dr. Smith.
Sam will continue to conduct sabotage on the staff of the sanatorium Eshbourriti. Go to the born window. Click on the switch to repay the light. Press the electrical wire between the switch and the lamp, and the SEM will pull it out. Click on the end of the wire that fell to the floor and apply to the grid on the window. Now you need to somehow attract the attention of the doctor. Remove the music box from the inventory (here it was useful!) And apply to the grille. Sam hides, Dr. Smith will come to the window and get a blow to the current. Inspect its PCM and take the keys. Open the door closest to you.
PCM inspect the hole in the mattress and get the diary of James. Pay attention to the picture of the eye after the text. Come to the easel and look at the PCM picture. As soon as you take the picture, the door flashes, and Dr. Smith will be behind the help. Look at the wall and find the same picture of the eye on it, as in the James diary. Click on the drawing of PCM - Sam swollen it and detects the hole between the cameras. Talk to all themes with Ralph - it turns out, Robert did some experiments over patients, because at night Colole them some strange medicine. After that, click on the mattress and through a secret move. Select to the street. Automatically SEM will be in the lock.
In the kitchen, find Bates and ask him about the lighthouse from the picture. A new location will appear on the map - Sharpe Ej.

When you move to the lighthouse, be sure to keep the game, because you have a task for a while. If you do not have time, Sam kill, and the game will end.
Go left, and Sam will receive on the head. When the Office proceeds to you, you will see the associated Sam on the edge of the grave, which James Ries. Quickly get a knife from the inventory and apply to Sam. When he encourages the ropes and free himself, get the music box and apply to James.
As a result, relatives will respond. Ask James about the veneer - he hid it in the sewage under the basement of the "Black Mirror". Return to the castle.

Go to the kitchen, take the key from the basement and go down to the basement. In the basement, two sewer hatch - in the first hall, next to the round bathroom, and in the second - next to the pumps. To check where there is no water, get a coin from the wallet and throw in the hatch. The coin thrown into the hatch near the bath will fall and shine - it means there is no water. Go down to the sewer.
Go deep into the screen to the flooded staircase. Go down down does not allow stagnant water that needs to somehow pop up. On the wall hangs the wheel, twist which interferes with the mounted castle on the chain. Apply the Richard acid to the castle, and it will fall apart. Try twist the wheel - it is blocked. On the left is the openwork lattice, pull one of the rods from it. Pay attention to the hole in the wall and apply the rod - Sam says that it is too fat. Return to the top to the basement and pod a rod on a 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. Twist the wheel - instead of merge water, you poured it.
Return to the previous location and inspect the mechanism on the right wall. Obviously, these valves must merge water, but they beat. Please note that there are three pins over the valve, but only one gear hangs. You need to find two more pieces.
The first gear lies right here on the floor, and the second swims in the staircase. To get it, climb the basement and remove the rope with a hook with a bath. In the inventory, collect a fishing rod: rope, hook and rod. Return to the stairs and wipe the second gear. Insert both gears into the mechanism, screw the wheel and go back. Water left, you can go down.
Near the stairs is a casket. Take it and PCM to get the third key with a green stone - the key of James Gordon.
On the wall on the left, some strange pentagram hangs. Look at her, Sam groans from headaches and takes a pill. Then he will decide to go to sleep.

Chapter V. Brutal Truth ...

Bates will bring anxious news - called Eshburriti. Go there.
The nurse will report that Robert is dead. His body was found on the lighthouse, and near James sitting nearby. James placed back to the sanatorium. Sam will begin to insist at a meeting with James, and the nurse will lead him to the ward. Suddenly she will scree and leave the doctor, and you will see through the window in the door of the corpse of James.
Go to the ward and inspect the PCM 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 was already smeared. Place the hole with a knife and talk to Ralph. He argues that James knew the name of Robert's killer.
There is nothing more here yet, you need to return to the lighthouse.

Inspect the ruins of the lighthouse - there is something in the wall, but too dark. Apply a lighter and look at the fourth red sign. Draw it into a diary. Sam decides to spend Dr. Hermann.

Call the call, but no one will open. The door is not locked, go down. There is no doctor anywhere else, and on the gear plate there is a covered bed sheet. Sorrify the sheet for a short-sighted hand, this is a gell doctor German.
After Sam comes to herself, inspect the fifth red sign on the sink and sketch it into the diary.

Once again, approach the corpse and inspect his right hand - the doctor before his death in it it squeezed. Try to break your fingers - it does not work. Go to the table and turn on the lamp. Take off the medical tongs from the table, and from the box under a book with a terrible cover - packages for collecting evidence. Tear to the forceps of the corpse and apply packets on them to collect evidence. Sam will find black hair and say that James is brunette. You need to return to Eschburriti and cut a strand of his hair.
In the hall of the morgue you will come across the detective colley. Return to the sanatorium.

As usual, talk to a nurse. She will report that James's corpse lies in the chapel in the cemetery. Go there (left past a 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 cochor. The key has a chapel with him, but you will not get it for any money. You need to come up with how to pull the key.
Go to the sewer hatch near the entrance to the sanatorium and through it - in the James Chamber. From it go to the boiler room. Open the cabinet, near whose knocker slept. There are no spare keys here, but there are rubber boots. Once Sam drew attention to them, it means that they need to take them. Come to the boiler - a very helpful cloth appeared on the fence near the coal pile. We'll have to make a fire another nasty.
Go to the James Chamber. Wet a cloth under the crane (at the door) and open the boiler door with a wet cloth. The valve hangs over the door, turn it out to open the boiler lid (do not confuse the valve next to the wall). Skip the boots into the boiler and go through the James Chamber to the door of the boiler room. From the window already poured a thick smoke, and the stoker won the keys in the door.
Open the chapel. Because You broke the knife, catching the wall, you need to find something acute. Select the bottle fragments from the floor and apply them to the corpse of James. In the inventory there will be another package with hair, and SEM will automatically be in the morgue.

Go to the table and click on the microscope. Apply on it in turn of both packets with hair, and Sam will understand that Hermann did not kill James. Sam straightened: "Morris ..."

Go to the castle and go to the stable. Morris is not here. Turn on the light in the stalls of the horses (a large button on the post under the motor rope). You will see a Cap of Morris. Take it and in the inventory inspect the LKM and PKM. Sam will find hairs. Apply a package to the cap and go back to the morgue.

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

Return to the castle. You need to get into the office of Robert and find out what the joint business has been and Dr. Hermann. Open the cabinet the keys that you found from James. Inspect the room.
The portrait of one of the Gordons with the key on the neck hangs in the corner, but Sam does not know his name. Picture hanging above bedside table. Open the box from under cocoa and get the key. Open them the top box of the table and take the card on which nothing is written. Strange - And why then Robert hid it in the locked box? Go to the lamp near the book rack and apply the card on it. On the sheet compensate the numbers: 63081.
Pay attention to the Roman numbers above the rack: MCXX (1120) - Sam will say that this year, when the foundation of the castle was laid. Look at the floor clock at the door - they are standing. Set them time 11:20. To do this, press the red button in the dial center to activate the arrows. You can twist only a minute arrow, so tighten it with the mouse and turn until you set the correct time. Click to exit the arrows setting mode and press the compass arrow above the dial. The book rack will go to the side, and the safe will open.

Dial the numbers 63081 on it. Click on the first window and twist the golden handle until you set the number 6, then click on the second window and twist the handle until you put 3, etc.
In the safe there is an antique ring; The unsent letter of William, which he wrote Sam before his death; William's will, in which he transmits the estate Sam, and Robert deprives inheritance; And the Robert's diary, in which he writes that James knows too much about his experiments, and therefore it cannot be released from Eshburriti.
Talk to Victoria about the picture of the ancestor. It turns out that Lothar Gordon, who deceased from madness 200 years ago in the Sanatorium, where he was chief doctor. It is necessary to find his grave and get the fourth key. Go to a mental hospital.

In the cemetery, go to one screen right. The grave you need - to the left of the crypt (Sam says that this is a nameless grave). PCM Explore the coat of arms on the sarcophagus, so that Sam saw the coat of arms of Gordons and decided to remove the bushes.

Go to the chapel, where James's corpse still lies, and get the garden scissors from the box to the left of the door (if you don't consider the coat of arms on the grave of Lotara, Sam will not see them). Scissors are broken, you need a screw. Go to the boiler room, look into the window where you knocked out a brick, and pull the screw from the drain pipe.

In the inventory, cross the scissors and cut the branches. Try moving the sarcophagus cover - too heavy. Go to boiler room and PCM Explore the dark angle under the canopy - Sam will find an iron rod. Discover the sarcophagus, but there is no skeleton of your ancestor. Go to the nurse and find out that earlier Eschburrie's cemetery belonged to the arrival of Wormhill. You need to visit the priest.

Agree with Father Frederick, which later you will come to confession, and ask him about Lothar Gordon. He will ask to come later.
A third series of amelessly fleets on available locations will begin. My father Frederick answered the sixth !!! time.
I went to the castle and talked to Bates about Robert's death, went into the stable and found a letter from Morris on the table (he escaped, because he was afraid of the pursuit of the detective of the collee), checked the mailbox at the gate and the door to the greenhouse; went to the morgue; I went to the Lozovaya Creek to Harry; Wormhill went to the cemetery and looked at whose crypt next to William. Then I just walked around the locations and asked the priest until he replied that Lothar Gordon was buried in this very crypt in the cemetery.

Return to the cemetery - the crypt must be opened. Try to enter inside and talk to the graveter. After a long persuade, he will bring urn with the ashes of Lotra. PCM in inventory get out of it the fourth key with a yellow stone - the key of Lothar Gordon.
It remains to get the key of William. Near the crypt is a box with tools, get a flashlight from it and go to the right to the side entrance to the church. Go to the right where you first met the graveman. Get a flashlight and arm a bunch of land - Sam must see the shovel.

Return to the glue and check the land on the grave of William - has not hardened. Try to apply a shovel to the ground - Sam decides that you first need to get rid of the graveman. Anscry the rope that holds the door of the crypt (activated only after you try to spread the grave of William). Pull out the peg from under the door, and it closes.

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

Chapter VI. Look in the castorcal ...

You will find yourself in the catacomb in a strange pentagram. Insert the ring from the Robert safe in her center. Rotate the ring. On the pentagram will light red signs. Watch the diary and click on the buttons next to the signs found during the game in the same order, as killings occurred:

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

Enter the labyrinth. It represents 12 halls in 3 rows and 4 columns.
From the entrance go forward 1 time and left 1 time. You must see the 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 the revealing door. Raise the helmet from the sand - it will soon need.

Go through the 1 step forward - you will see the door in which you need to insert something.

Vision: how to survive a meeting with spirits

After that, the spirit of women will appear. She will keep a certain object in hand to explore. Do it before the woman will touch the earth, otherwise you will die. Climb on the boards on the left to inspect the falling woman under a different perspective. Approximately half the height with which it falls down, you will need to click on the active point to see the wound on the stomach.

It is necessary to climb this hill.

Make it from the place where David is located on the screenshot specified by us. This is a rather complicated effect, if you do not understand the game mechanics. Get close to you can perish. If the screen starts to darken, then run away from the ghosts. Otherwise, the spirit of a woman will kill you.

After examining the wound, climb above the wall in the long part. Come to another silhouette and explore the sparkling object that a man holds in his hand. This is a sheet of paper.

David read its contents, after which both ghosts will disappear. Falling down, shortly before the crash of the stone will save you a mysterious stranger. Together with her, you will return to the estate, then you can communicate with several characters and your savior. When all this is over, you can study the estate again.

Chapter 3.

There will be dark events in the mansion - the same maid killed, who wanted to tell David. Her dead body was found in the basement of the estate. All workers are in confusion and, apparently, do not understand how this could happen. You need to go to the basement and explore the body of the girl ..

How to get to the basement?

Everything in the estate exclude the fact of murder. Together with his companion you can learn the castle. Go to the room where the family photo has discovered (in the right wing, where there is also a small fireplace) and where Lady Margaret rested in the first chapter. Next to the entrance door will be the butler Angus, who will not let you go to Margaret, nor Eddie, whom the elderly woman comforts.

Chat on all topics with Angus, but it will still not allow to approach the characters. Ask him the key from the basement, but he will refuse to give it. When this happens if you previously inspected a dead venison and a hunting map in the basement, please inform Angus that the traces of the police need to be added.

When he asks, why do you need it, let you know that you want to save the reputation of the Gordon family. Ask that Lady Margaret thinks about it. Angus agrees and give you the key from the basement, saying that you need to remove the body of the deer. Open the door to the basement and go down. Run forward until you find the dead body of the girl.

Trophy. There is an alternative way to get into the basement. If you fail to convince Angus to give the key from the basement, you can use another route. It is even connected with a separate acceptance! Go to the kitchen and inspect the kitchen elevator at which you can go down to the basement. Because David is too big to fit into it, leu agrees to fit down. Fix the girl, after which she rises upstairs. She will declare 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 re-lower the elevator to the basement.

Vision: inspect a dead maid

Inspect the three interactive points, after which the ghost will appear again. This is another moment in which you need to study several objects, not approaching the ghosts that David can kill. Being at a distance from ghosts, inspect all interactive points and remember, at what moments they appear. If you come too close, then the spirits are attacking David, and he will perish.

Click on all three prompts, then interact with a bascle with blood, in which the head of the girl lies. Inside him, you will find a pendant that, apparently, belonged to Mother Eddie. Next, you can explore the rest of the cellar.

In the extreme right corner on the floor lies scraps of photographywhich is very easy to miss. In the screenshot you can see the location of this snapshot on the floor. After that, come back to Angus and the rest of the residents of the mansion and talk to them.

Scroll on the floor in the basement.

Ask him who is such a Clara. He will say that we are talking about Mother Eddie, the box with the things of which is in the library. Go there, on the left side of the table, where I sit Andrew Harrison, there is a small table with a box from above.

Inside the box lie Mother Eddie. Look there to find two letters and a photo. Inspect all objects, and then go back to Angus and talk to him. Show the pendant that was found in the basement.

Next, you need to ask Eddie about Ails and his relationship with a girl. After the hot conversation, Eddie will run away, and Lady Margaret and Angus followed him. Go out into the street, in the garden, run along the track on the left or along the way to the right of the car to be on the shore of the lake.

When you are there, then go straight to more and inspect the stones to which it indicates. Among the stones you will find a rose, as well as an empty place where, apparently, was a stone. Move into the left side of the coast, where the boat is located. In the grass is lying around her scraps of photography.

After that, come back to your friend, gardener. Start a conversation with him and talk about the found Rose. Choose all the options for dialogue, after which the time will come to visit the greenhouse. Unfortunately, Rory does not let those in the greenhouse, and the girl will have to wait for you outside. Come to the greenhouse on your own, then continue the conversation with the gardener.

Having done this, go to the hanging wreath on the right and tap it. The environment will change again, and David will be in the world of perfume. Go to the gardener and tap roses located in the flowerbed behind him. Spirits will appear, and you can see the events of the past.

How to defeat ghosts in a greenhouse?

Be careful if you do not want to die with spirits with spirits. You will see Edward Ghosts and Cecilia, who argue with each other. 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 the scratched inscription on your hand - "fruitless".

After that, remove from Edward and stand at a safe distance so that he does not kill David. He will throw something into the right wall of the greenhouse. Runway and click on the subject that will fly to the other side (the object will hang in the air). These are secateurs.

Take a look at them. Where the object comes into contact with the wall, there will be another point of interaction - the right distant corner of the greenhouse. In that place is a woman who is watching this scene. David does not recognize her.

Soon the ghost attacks you, you will need to resist. David will leave the world of spirits and make sure that Edward attacked Lyu. In a small mini-game, come to yourself, and then talk to Gardener Rory to learn about further actions.

When everything is completed, then return to the right side of the greenhouse and take a look at the flower leaf, in which the secateurs flew in the memoirs. Leave the greenhouse and talk with lei waiting outside. Choose all dialog branches.

In the attic

When it is over, then a little johnny will appear. David follows him automatically, which will lead to a return to the house. Next follows a conversation with Lei. What you inform her does not matter, so choose any responses. Climb up the stairs, and when it is upstairs, you will see Johnny looking out of the corner.

He wants you to follow him in the attic, up another staircase. Do this to meet with Eddie playing with dolls. Before communicating with Eddie, click on the doll, for which you will get another achievement.

Talk to the guy, and David will automatically ask him about some things. He will indicate you on a blank wall. Learn the place to show Eddie to see the outlines of the cross. Apparently, here once hung a cross. Leia will appear in the room, and on the left side you can see the boards blocking the path to another part of the room.

If you inspect the floor in the attic, you can find another one scraps of photography. Next to him, on the left side there is a wooden trim, which can be moved away. Slide the panel and move through the secret passage. David will crawl through it alone, and in a small tunnel will find a hidden room. You will see Lady Margaret, who cares for a woman tied to the bed. After waiting, when Margaret leaves, David will get out.

Once in the room, you reunite with Lei. Both characters will start learning this place. Take a look at the bed, and then - on 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 feet of a woman so that with the help of a cross to break them.

Remove the chains, hypnotize rosemary using the lei crystal. You will not tell anything sensible woman. Return, then go to Margaret to put your charges to her.

Hostage

Once in the lobby, talk to Margaret and Angus. You will find a hot conversation. Then the group of people will go to the room with a fireplace, from where it will be in the old wing of the castle. You will see that Eddie holds Andrew's lawyer hostages, threatening to kill Togo.

There are several interaction points and items to explore. It is not worth going on the bridge, because, otherwise, Eddie will kill Andrew. Move on the left side to find the place where you can go down. From there, you can follow even lower, on the beam on the rock. Stand the beam to create a track over the abyss. Go to the side and see how Eddie captures leu. Surride to characters from behind and on the table in the middle, find the crossbow.

But first you need to find ammunition for the crossbow. On the table at the wall on the left side, where the candle is located, find the bone. Take it - it will become an ammunition for the crossbow. Go to the table in the center and interact with the crossbow, firing in Eddie.

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

Chapter 4.

After allowing the situation with Eddie and Andrew, you can continue the search of the old wing. Inspect the table on the right side, not far from the wall with which a big shield fell at the end of the third chapter, and find the Army entries of Edward, which refers to a cesarean section. Apparently, this is how he took the birth of Cecilia, which explains the fresh wound on the belly of a girl in David's vision.

On the table where the bone was found, you will find even more useful items, including scraps of photography. Carefully inspect the table to find letters and photos. There is one more, the largest table in the center of the room. On it you previously discovered crossbow.

Look at it and find it in the right corner scraps of photography. Examine a small globe layout on the left side of the table and remember where it indicates. In the middle of the table there is a box, to open which a universal key is required.

To open the lock, first you need to adjust the key in the inventory. Take a look at the screenshot to see the prompt to configure it. Only then can it be applied to the locking well and open the retractable box.

Correct key setting.

When you open the box, you will find inside the letter and diary. Take both items, and then go to the study of the table. The card, which was previously found on the wall above the table, where the bone was lying, you can now pick up. Make it and move to the right, towards the bridge. Take a look in the abyss, and David will say that there is too dark to consider anything. You need a light source that you build on a small table in 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 more and reset the burning bottle down. After examining the abyss, you can return to the bulk of the castle.

How to find an abandoned village?

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

He will tell you about an abandoned village that you need to find. When the conversation is completed, the dialogue with Lei will begin. She will inform David that, in accordance with the records in the diary, Prababook Rosemary should know where the village is.

So, go to the attic, where there is a distraught old woman. This time she will sit on the floor. In a conversation with her, David will again take advantage of the pendant - you can drive around the map, which you found in the old wing of a mansion. Thanks to this mini-game you will find out where the village is ..

How to get to an abandoned village?

To get into the abandoned village, you need to use the boat. Go to the gardener to the library and talk to him. He will be there the same place where you saw with him minutes earlier. If we communicate all themes and notify that you have a map with the location of the village, then Rory will agree to help, saying that you have to pull the boat into the water.

Go ashore, which visited earlier. To get into the garden through the dining room will not come out - for some reason, leave the estate can only be through the kitchen. Go to the kitchen and take advantage of 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 will not be able to make it on their own. When you speak with Lei, David will offer to use a stick.

Leia will say that it is too primitive. She will suggest try something else. Near the greenhouse in the garden is the car on which you arrived in the mansion. You can get into the car and use it to push the boat on the water. When the boat is in water, Rory will automatically appear, and you, together with him, and Lei, go across the river to an abandoned village.

Not far from the Caves of Rory will tell you that it cannot continue the journey and wants to relax. Communicate with him, after which I leave the old man and find yourself on that location where they were at the beginning of the game (Prolog)

To begin with, move through the tunnel in the background, to the right of Rory. On the way there you can detect a rune on the wall, painted with blood. On the other side of the tunnel, in the area of \u200b\u200bthe village scraps of photographyFloating on Earth. Near her, the other rune is depicted on the stone.

Leia will offer to talk about the rune with Rory. You can do it by returning to a man through the tunnel. After that, move more to the right, through the tunnel in the background so that the stairs rise to the location of the ritual stones. On earth will be laid another scraps of photography.

Return back, down the steps and through the tunnel. Do not rush to follow the back of the screen to return to Rory, and go to the left. The path should continue past the tunnel through two arched openings. You need them!

Hello everybody.

During the storyline, all without exception fell into this cave. And someone may have got there and in his will, through cities, castles and cathedrals of the coumen.

So this document will be devoted to this place. The place in which you can find is a huge amount of Falmers and their slaves, scarlet roots of Nurne, the dwelling machines, nastrod centurions and spheres, as well as - the exits to almost all cities of the coumen.

1. Scarlet roots Nurna

So, let's begin.
Here is the location of some scarlet roots of Nurne. This is not everything, in Quest you need to find thirty such roots, but I will lay the location of only twenty.

First. (IN Abandoned pumping station)





Second.(Near the same abandoned pumping station)



The third. (Near the catacomm of a quiet city)







Fourth. (About one of the dwell centurions, on the approach to the Sindronion field laboratory from the catacomm of a quiet city)





Fifth. (Near the barracks)





Sixth. (Near Raltbdhara market)





Seventh. (Again near the abandoned pumping station)





Eighth. (Near the barracks)





Ninth. (In the field laboratory of Sindronion)





Tenth. (Near the Cathedral of Alpotten)





Eleventh. (Again at the cathedral)





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







Thirteenth. (Again near this lift)




Fourteenth. (And again, there)



Fifteenth. (Near the barracks)



Sixteenth. (Near the meeting room)




Seventeenth. (Near the reflection hall)




Eighteenth. (Near the reflection hall)




Nineteenth. (In silent ruins)





2. Creatures that live in the black limit

The black limit - the dungeon is huge, and creatures there are also quite a lot. There are also coumen cars, creatures, and even people. So here is a list of creatures that live there:

Delmer machines:

1. Centurions.


Centurions - The strongest of the dwelling machines, in the black limit dwell in large quantities, right in the dungeon itself. They are often found, more often than spheres.
But the centurions of the black limit can be bypassed. They will not move from place until they are not included near the lever-switch located ... Treasures that are in these machines - usually things are quite useful.

2. Spheres



Spheres - These are fast and maneuverable coumenting automata with a person. In the black limit of them only two or three, so there is no sense to paint a lot about them. Distinctive feature for spheres of black limit - movement. They patrol the dungeon, and do not wait for the traveler in the form of a ball.

Creatures:

1. Falmers


Falmers - These are essentially living under the ground, which usually spend years spent on the ruins of the coumen. Falmers are blind, but their other feelings are very exacerbated.
Most of the black limits ruins are fully occupied by Falmers, but there are two places that can be fully called their "settlements".

2. Corps


Corps - These are large poisonous insects. They are not very strong, but their poison inflicts medium damage for a long time. In the black limit, they live in the "city" of Falmers - on the ruins of the halls of meetings and reflection.

3. Giant

Giant - These are large creatures that usually live on surfaces in their camps and graze mammoths. They also make cheese from their milk. But what could be taken a giant in the dwelling dungeon, places occupied by Falmers and their servants - a mystery.

4. Vulturiolel, the Dragon



Yes, who would have thought, but in the black limit there are the DragonYes, and also name. Particularly painting nothing about it, the most ordinary dragon, only he has much more health than any other, and the attacks are weaker.

5. Frosty spiders.


Frosty spiders - Warri, who 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, over the Falmers camp.

1. Falmers servants

Falmers are creatures, cunning, cunning, and very cruel. But, they still know the concept of mercy. Although, it is not known who they still do - those people who kill, or those who enslave.
So, it turns out, there are people who are slaves of Falmers. In the city of Falmers such slaves and you can meet, especially many of them in the meeting room.

Ghosts:

1. Smok.



Haze - These are intangible creatures, ghosts. In the black limit, there is only one place where they can be found - not far from the city of Falmers.

3. Settlements Falmers

Falmers felt well the black limit - they even have two settlements there. So, about them.

1 . Falmer City




Falmers sat down quite firmly in the black limit. One of their habitats even nicknamed the city of Falmers, due to the fact that both premises of this fortress (hall assembly and the hall of reflection), as well as the inner courtyard, the Falmers were completely settled, their servants and tamed crises. Even the highest from the towers of the city is under their control - it is controlled by several servants.

2. Small settlement of Falmers north of silent ruins





It would be foolish if Falmers had fallen only in one place - and indeed, Falmers have another support point, northeast of silent ruins.

4. Black limit deposits

The black limit - as I said, the place is largely specific, and excessive proof is the presence of a large number of deposits. And most of all there are mineral deposits, which occur, by the way, only in the black limit.

So, what deposits are in the black limit?

1. Minerals deposits

Mineral exits - extremely unusual deposits. On these veins you will produce not any ore, and ... Stones shower. Random size, but almost always - three.

2. Gold deposits

Gold deposits. The most ordinary gold, from which you can melt the jewels.

3. Corunda deposits

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

4. Mercury ore deposits

Deposit of unusual mercury ore, necessary to improve elf and glass weapons and armor.

5. Outputs, through the lifts

In the black limit, there are exits to the surface not through the city of dvmer, and also through the outputs of the lifts. Such lifts, however, are removed to the places near the cities of the courtyards, namely, Mzinchhanftu, Alfttanda and Raltbhara.

Carefully choosing outside the solar system, "Drion" throughout its spherical surface examined the surrounding space space and, having determined the direction to the center of the Galaxy, went there, gradually increasing the speed. The path in straight seemed simple and affordable. There, in white thick stars, the island of the Great Civilization is covered - the Union of Thousands of Planets, the Rodion "Drion". The path is open there, it is impossible to get down from the course.

Be "Drion" one, he would go to the heart of the Galaxy right through space! But people whom he carries and which is true, it is not indifferent. They need to get to the goal as soon as possible. They do not fit this simple and understandable path through space.

The core of the galaxy only seems so close. In fact, it is thousands and thousands of light years. And Drion does not dare to come close to the speed of light. It is dangerous for people. It means that he can take tens of thousands of years. And people are in a hurry, they needed a month later, from the strength in a year to reach the Union of a thousand planets. From here and order: Search for a black exit with the center of the Galaxy!

Drion knows what black passes are. The coordinator chased him several times through them, unmistakably withdrawing the right points of the galaxy. The coordinator was an ideal navigator who owned all the subtleties of space navigation. He knew all the blacks within the galaxy, knew what could be used and what should be avoided.

The speed approaches the hazardous limit - to half the speed of light. People have long been lying in the Kell installations and can no longer give orders. No coordinator. Now everything depends on the efficiency and resourcefulness of the Dribion \u200b\u200bitself ...

Suddenly, to the left of the course "Drion" felt a lung gravitational blow. He immediately recognized him: Black Pass! In a millionth of a second, he determined the epicenter of the gravitational field, the next millionth share of a second changed the direction of flight and became huge circles to approach the invisible black pass ...

The coils of the spiral, along which Drion approached the black pass, was rapidly narrowed. Speed \u200b\u200bincreased. Staying on a circular orbit was becoming harder and harder. Having reached a certain point, Drion suddenly disabled all its power plants and, by turning into a coal-black ball of colossal gravity, rushed directly into the gravitational abyss. The usual galactic space with starflower twisted, mixed and suddenly disappeared. Completed complete darkness and complete silence. The giant flow of matter, rapidly sealing and squeezing Drion from all sides, rushed with a tremendous speed in the cellars of the Universe.

The moment of transition from the "retracting" to "Emission" failed to catch even the modern observation devices of Dribion. This happened out of time. Full black suddenly instantly replaced with dazzling light and unbearable starry heat. And immediately, Drion suddenly discovered that the thermalide powder who was thrown into a hundred thousand suits to the thermonuclear cannon rush again along the usual space space, excised multicolored fiery jets. Only the constellations around were no longer those. The White Passopped him in the area of \u200b\u200bthe Galaxy, removed from the Black Pass, in which he entered, for seven thousand light years.

However, this maneuver, which was made blindly, did not bring Drion to the target. Worse - the distance to the center of the Galaxy increased by one third. By turning on the power plants and turns into a dazzling white ball again, Drion quickly adjusted the course and rushed back to search for black passes.

Twenty-seven times he made a dive into gravitational abyss, thus visiting the most remote areas of the Galaxy, and who knows how long his wandering would continue if it were not for a meeting with another Drion. He saw a fellow walking on rapprochement with an unfamiliar star, and though did not have any instructions on this expense, he sent a distress signal from himself.

"Drion" the second, who apparently, apparently, the usual work on the identification of Gully, immediately left his stars interested and, turning around him, rushed to the revenue of the victim's victim.

Two white bowls agreed closely and closely pressed each other. From the "Drion" of the second to Drion, the first switched the cosmetter in silver clothes. She immediately rushed to the Kell installation. Having found it not only his girlfriend, but also an unfamiliar aliens, the cosmetter frowned, closed the installation, leaving people in the anabiosis state, and quickly passed into the room with a blue screen. At first glance, she realized that the coordinator was disabled. Her face became concerned: throwing "Drion", deprived of the coordinator, it is impossible. It was not a reflection about. Riding his head, the cosmoletchist quickly ordered the "Drion" to follow the "Dribony" second, to keep a constant connection with him and returned to his starship.

A month later, Drion was published in the Danib district - the central solar system of the Space State - and, sharply dropping the speed, went on rapprochement with Arioulu - the planet-sun, where the great coordinator and the center of controlling the destructation of the galaxy was located.