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SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse) and run through a set of stairs and a stony tunnel, then interact when prompted (press the buttons or choose the required number on the keyboard). Follow the path forward and use one of two paths leading through the rocks. Finally, turn right to the stairs and continue following the path between the hills. Touch the spectre of a woman (a suitable action will appear on your interface). Move forward to the stone circle and stand in its middle. Pick up a thing found next to the flat stone in the center of the ring (most likely a rough stone that will injure John on contact). When the man has performed the ritual, pick up the lamp (move sideways a bit in order to activate the option on your interface). You are now left with David who is on route to the castle. Pick up the letter which is on the small coffer and look at it when magnified (rotate the letter by holding the left mouse button) to unlock three interactive fragments - "key", "beware", "family of snakes" on the first page, and four ("my boy", "library", "find the answer", and a set of two equations known as "ramblings of a madman" on the other side of the paper. When you've read the letter, open up the small coffer and pick up a strange figurine. Look at it from a close-up to find a single interactive fragment. CHAPTER 1 Gordon's house Begin by talking to your grandma and the family lawyer, Andrew Harrison. Follow Angus to a flight of stairs. Once you've made it up, take a look at the portrait of Edward Gordon, your grandfather (an interactive point on the character's chest and a plaque in the bottom part of the painting) and investigate a red urn placed on the left side of the table (use W and S to move the camera). Head for an obscured corridor found right to the painting. The area is badly lit, but there is a photograph fragment below the window on the opposite end of the corridor. Turn around and follow the red arrow through the corridor marked by deer antlers. The first door (seen right from the antlers) leads to the master study, which is currently closed. Continue following the path laid out by the corridor and turn into a small corridor on your left. The butler will be waiting for you next to the door to your bedroom. Guest room and the first floor Walk up to the fireplace and take a look at the large painting depicting Gordons' castle. There are two interactive points on the right side of the painting - David will locate his window and compare the carried figurine which turns out to be a fragment of a larger mock-up.

SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

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Page 1: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

SOLUZIONE: BLACK MIRROR

PROLOGUE

You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse) and run through a set of stairs and a stony tunnel, then interact when prompted (press the buttons or choose the required number on the keyboard). Follow the path forward and use one of two paths leading through the rocks. Finally, turn right to the stairs and continue following the path between the hills. Touch the spectre of a woman (a suitable action will appear on your interface). Move forward to the stone circle and stand in its middle. Pick up a thing found next to the flat stone in the center of the ring (most likely a rough

stone that will injure John on contact). When the man has performed the ritual, pick up the lamp (move sideways a bit in order to activate the option on your interface).

You are now left with David who is on route to the castle. Pick up the letter which is on the

small coffer and look at it when magnified (rotate the letter by holding the left mouse button) to unlock three interactive fragments - "key", "beware", "family of snakes" on the first page, and four ("my boy", "library", "find the answer", and a set of two equations known as "ramblings of a madman" on the other side of the paper. When you've read the letter, open up the small coffer and pick up a strange figurine. Look

at it from a close-up to find a single interactive fragment. CHAPTER 1 Gordon's house Begin by talking to your grandma and the family lawyer, Andrew Harrison. Follow Angus to a flight of stairs. Once you've made it up, take a look at the portrait of Edward Gordon, your grandfather (an interactive point on the character's chest and a plaque in the bottom part of the painting) and investigate a red urn placed on the left side of the table (use W and S to move the camera). Head for an obscured corridor found right to the painting. The area is badly lit, but there is a photograph fragment below the window on the opposite end of the corridor. Turn

around and follow the red arrow through the corridor marked by deer antlers. The first door (seen right from the antlers) leads to the master study, which is currently closed. Continue following the path laid out by the corridor and turn into a small corridor on your left. The butler will be waiting for you next to the door to your bedroom. Guest room and the first floor

Walk up to the fireplace and take a look at the large painting depicting Gordons' castle. There are two interactive points on the right side of the painting - David will locate his window and compare the carried figurine which turns out to be a fragment of a larger mock-up.

Page 2: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Open the suitcase found next to the bed to find a telegram, a passport, a photograph, and a decorative matchbox. Pick them all up. Take a closer look at the wooden coffer found on the desk. Open it to find a candle holderand a piece of a candle. If you've picked up the matchbox earlier, you will be able to light the candle. Do so and pick up the next pieces of the same photograph. Pick up additional photo pieces from the wardrobe found left from the fireplace and leave

the room using the door next to the bed. Turn right to reach a paned niche and pick up the next photo fragment from the small table. Continue down the path laid out by the niche. Continue down the path and make your way right. You'll encounter a kitchen lift in the corner. The unlocked door found on the right side of the lift leads to the library. David will encounter Andrew, the family's lawyer - you can talk to him or listen to his mumbling. Travel around the library and check various bookshelves to find some of the classic pieces (Edgar Allan Poe's Poetry, Howard Philips Lovecraft's Despair, or Castle of Otranto by Horace Walpole). Take a look at an old-looking desk shown on the screenshot above. Repeat the move to learn that the item was a personal desk of Margaret Gordon, David's grandmother. Find a way to unlock the desk The swirling staircase found opposite to the locked desk (screenshot) can be used to descend to the library's ground floor. Make an attempt to read one of the documents that are currently read by Andrew who is sitting behind the desk next to the window and ask him about the key to the master study.

Page 3: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Leave the library using the door found opposite to the desk. You'll find yourself in the hall. Use the opportunity and investigate the globe found in its middle and a number of paintings found next to the stairs.

Continue by moving towards the corridor seen left from the sofa and the large painting above it. Follow the corridor until you've reached the kitchen. Talk to a man currently eating his supper to learn that his name is Rory and he is the castle gardener. The man will leave the area - use the opportunity to take a look at the table and pick up the cleaver. Proceed to the other side of the table (screenshot) and open up the drawer found at its upper left corner - David will find a wire.

Leave the kitchen (right from the shorter side of the table and through the door on your left - marked with an arrow on the screenshot above) and get past the door on your left to return to the anteroom. Use the pathway found right from the sofa (the pathway has a unique green tint) to return to the library and use the swirling staircase to ascend to the upper floor. Make an attempt to unlock the desk using either the cleaver or the wire (hold the left mouse button until the silhouette has turned white). Riddle: the desk in library Take a look at the contents of the desk (use the WSAD buttons to move the screen and activate additional points). Visit the pile of letters on your left to pick up additional photograph pieces and search the small drawers on your right. The uppermost one will yield a note with a mysterious code and a letter from David's father, the middle one contains a letter from Dr. Leah Farber (her son's doctor) to Lady Gordon, while the bottom one will turn out to be locked.

Page 4: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Now look at the left side of the desk. You can see some kind of a combination lock - each of the four characters refers to a number seen below. These symbols are runes, going from the left to the right: jera (J), mannaz (M), thurisaz (TH) i dagaz (D).

The letter you've received from John will serve as a source of following equations: J + TH = IV and IX = M + J, while the note from the drawer adds another set: TH + J + TH = V and D - M = II

Now it's time for some simple calculi, for example:

TH + J + TH = 5, gives us J + 2TH = 5 and -J - 2TH = -5. further along the way (after multiplying each element by -1)

Continue by creating a set of equations:

-J - 2TH = -5 J + TH = 4

Multiply both equations to receive -1TH = -1 which gives us TH = 1.

If TH = 1, J = 3, as J + TH = 4 (J + 1 = 4) If J = 3, M = 6, as M + J = 9 (M + 3 = 9) If M = 6, D = 8, as D - M = 2 (D - 6 = 2)

Time to input the numbers (3, 6, 1, 8) and unlock the compartment found below which contains a key. The key can be used to unlock the bottom drawer - it won't open just yet, but the action will serve as the first step in your quest to access the ornated compartment found in the central part of the desk.

Page 5: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Take a look at the right side of the desk - you'll encounter a carved likeness of a snake. Click on the interactive point found on its head.

Move to the left side of the desk to encounter a second snake with an intricate set of white and black marks on its body. Your task is to follow the pattern and choose either the white or the black side of a single button found in the rightmost part of the carving. The order (including the final part of the body found inside the desk) is as follows:

black, white, black, white, black, white, white, white, black, black, white, white, black, black, white, black. (you can stop pressing buttons and check the bars - if

David makes a comment during this process, it means that you did something wrong and you have to start all over again). The unlocked safe contains a key to the master study and a new letter from David's father. Moreover, take a look at the newly found key to learn that you can rotate the bits found in the bottom part of the key. Riddle with runes in host's office

You are in the walkway that goes above the hall. Walk around it partially by heading right until you reach the door that leads to the host's office (on the right of the antlers on the wall; you will pass by Edward's portrait). Opening the office of the host

Take a closer look at its unusual lock - in theory, you can try to open it with a lock pick, however, you will learn that this won't be that easy this time.

Page 6: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

At first, using the key won't work either - you have to zoom in and align its moving indents

with the lock.

Turn the single moving indent (second from above or third from below) in a such way that it would face in the opposite direction to the upper one that is short and doesn't move. The two lower indents, that turn together, should face the same direction as the upper, shortest, indent. Open the door and approach the desk (in the middle of it you can find an interactive point) and read carefully what you will find there. The upper shelf on the right has nothing interesting besides a fragment of a photo. Check the shelf on the left.

The upper one isn't interactive but the one in the middle has Edward's correspondence regarding household issues (David will place two sheets of paper on the desk). The lower drawer has a double bottom (click on the interactive point in its left corner - David will pick it up). Take the sheets of paper from it - David puts one on the desk next to the previous two, the second sheet is a note written by father. One of its sides mentions a shrine and family

chronicles and the other side has a drawing that serves as a clue. The drawing depicts three rings - the outer is marked with number 2, the middle one with 5 and the inner ring has number 1. Lastly, read the notes on the desk (each one of them has two interactive points; the white one mentions a disappearance of a girl).

Page 7: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Opening the stash in the shelf

The symbol marked in red located on the upper ring should be in the same column as the other two, also marked in red.

Approach the bookshelf located on the right of the desk. There is a bright shield located in its center (click on it twice) that consist of three rings - the clue that David found is for this puzzle. Zoom in on the shield and move the camera to the left as far as possible - you can see round gold plaquettes on the left side of the bookshelf (they are next to each of the shelf). Follow the clue - move the camera with W and S keys and check the symbol next to the first (upper) shelf. Then, check the second shelf and the last, fifth, one (on the very bottom). Go back to the shield with rings and move them - rotate the wyrd rune on the upper ring so that rune is now in the middle (the rune next to the second shelf), berkano in the middle ring (the fifth shelf) and hagalz in the smallest ring (the first shelf) - just like in the picture. This can also be achieved by following the numbers on the note (2-5-1). This activates a mechanism and reveals a model of a castle. Look closer at the place in the bottom of the model - you can see that it's missing a tower. Place the item there. CHAPTER 2 Discover what Ailsa knows

Speak about all available topics with the maid, Ailsa Crannan. Once David gets to the bathroom and begins feeling bad, you must make the irritating sound stop - hold the left mouse button and move the mouse on the glowing point in such way that it stays inside

Page 8: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

the circle until it gets filled in white). Then select the dialogue options in order to discover the thoughts of the protagonist.

Leave the room through the door next to the table - David will automatically enter the dining room. Speak with the chamberlain and start the breakfast. You can eat all three dishes (from the left: haggis, eggs and blood sausage) and then take the napkin from the left. You can also immediately use the napkin and ignore the meal.

Now go to the right - on the windowsill (ahead of the shorter side of the table) you will find more pieces of photo. Speak with Angus who will be cleaning the table - you will learn that Lady Margaret's ring is missing.

Use the stairs on the left from the table to go to the room with armors. There you will find an old lady sitting next to the fireplace. Speak with her about all available topics. Once again you will hear about the ring that has gone missing. At the end of the conversation you can admit that you broke into the office of Lady Gordon or you can lie.

Walk towards the fireplace, zoom in and pick up the earring lying near the fire (on the right) - you must hold the left mouse button until the circle that represents the active point becomes white. From this perspective you can also check the photography on the round table near the chair with the old lady. Leave zoom mode and take more pieces of photo from the other round table, located on the left from the fireplace. Leave the room through the stairs in front of the fireplace.

You will reach the hall. Go to the left, through the door on the left from the red couch with the painting hanging above it. Go forward through the corridor to the kitchen visited by David during the night. Speak to the maid cleaning the kitchen elevator. Use all topics - mention the earring and offer your help with the spiders in the basement. Once the conversation is over, walk towards the door leading to the basement - the one on the left from the kitchen table and the stand with chopper (you must go deeper into the kitchen - left from Ailsa near the elevator).

In the basement you should follow Ailsa with the lamp. When you lose her from your sight, go towards the light behind the shelves (in general, go left). Once you reach the girl, take the candle from the table next to which she is standing. Look at the spiders' webs in the "window" above the table. You need something to get rid of them.

Go to the end of the current corridor (towards top of the screen). From the middle shelf you should take a bottle of alcohol. Now you can go to the right and examine the deer hanging from the ceiling and the tub of blood. Notice the hunting map on the table on the right as well.

Go back to the maid. Now you can burn the webs in the "window". Once Eddie appears in the basement, speak to him. Discover who the boy from the vision was

Go to the right after leaving the basement and use the door on the left to leave the kitchen. March ahead through the corridor and use the passage on the left to reach the hall. There

Page 9: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

go right and pass through the open door near the stairs (on the right). Cross the corridor and go to the right. You will reach a large room. Walk towards the fireplace on the left.

Take interest in the family photo behind it (on the right). When David takes it, zoom in and examine it. Check the three active points of the photo of Gordons and check the one point on the other side (the blood mark). Now the painting on the nearby wall will be zoomed. On it there is a family chapel and graveyards (quickly press LMB until the circle is filled in white).

Leave the room and go back to the hall. Go to the room with armors (the firs open door on the left from the stairs, there are armors on both its sides). Speak to Lady Margaret about the picture you examined. Go back to the hall and check the library (the door on the left from the entrance to the room with armors). Read the message from the lawyer about the chapel - it can be found on the desk. If you want to discover whether Andrew told the truth, check the phone in the hall - it's on the table near the main stairs (on the right, near the door leading to the living room and then to the dining room).

Find the grave from the painting

March to the kitchen (the door to the left from the red couch in the hall) and through the glass door (left from the basement entrance). You will get outside. Go towards the chapel on the hill.

On your way you will encounter Rory, who will be installing doors to the orangery. Notice the toolbox lying near the stairs on the left. Keep going towards the chapel. The door will be locked and David won't be interested in waiting for Andrew to open it.

Notice the graves on the right, especially the one that is quite high and overgrown with plants. It's the same as the one on the painting. Sadly, you can't remove the plants with your bare hands and discover whose grave it is. Go a bit higher. You will find more pieces of the photo behind the low grave among the blue flowers.

Page 10: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Go back to the orangery and speak to Rory. Ask him if you can borrow the pliers from the toolbox - tell him you want to clean the family cemetery (if you tell him you intend to break into the chapel, simply talk to him again). Once he agrees, go towards the box - the item you need will be automatically transferred to David.

Run to the cemetery and remove the plants from the grave you examined (you must hold LMB until the circle is filled in white). After examining the grave David will find the second piece of the castle model, more specifically the chapel model (examine it zoomed, it has one active point). Examine the chapel

Walk towards the chapel door and cut the lock with the pliers (quickly press LMB). Inside you can examine the urn with ashes of father (before the rubble on the left).

Use the plank thrown on the rubble near the window to reach the chronicles. Read everything (active points will be revealed on - counting from the left: first, fourth, third, second and fifth pedestals. On the above picture the order of clicking is presented). Go back through the plank to the central part of the chapel.

Go slightly to the right and touch (you must hold LMB until the circle is filled in white) the large water bubble floating above the ground. Then go back to the door and touch the water plant in the corner. Again, go deeper into the chapel and touch the fish (next to the planks you used to walk).

Vision in the chapel

From now you must watch out because the protagonist can die (you will have to repeat the whole part from the auto save point - from before you read the chronicles). A ghost of a woman will drop on the rubble on the left. You must examine her. Do it fast, before the screen becomes darker (if that happens, quickly move David to the center of the chapel).

Page 11: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

It is best to walk to the edge of the cliff (watch out so that you don't go completely down) when the woman is halfway through her route - the active point will appear shortly before she falls. After clicking, another active point will appear on the plank on the left that leads up - this time David will be able to climb on the scaffolding. There you must once again click the active point on the woman (this time when she is much higher because David is higher as well). You must watch yourself so that you don't die - retreating from the dangerous zone will be helpful). The next active point will appear on the wall (ahead) - when you're on the scaffolding, you must go deeper into the screen in order to be able to press it. David will climb the partially collapsed wall. Once at the top, go to the right and click the ghost on the side of the man (remember that you can still die).

Once David is once again attacked by a head ache with the irritating sound, hold LPM and move the glowing point, trying to keep it inside the circle until the latter is filled with white. Once it is done, speak to the doctor. CHAPTER 3

Examine how Ailsa died

Once in the kitchen, keep talking with Doctor Leah Farber. Speak about all topics - including the macabre discovery in the basement. Once the dialogue is over, initiate a conversation again. She will suggest you go down to the basement and examine the corpse.

Try to open the door to the basement. It will be locked and Angus will have the key. You must get there in another way. Go to the other side of the kitchen and use the elevator (click it). Speak about it with Leah - she will agree to use the elevator but after a moment she will return. She will need something to open the basement door from inside.

March again into the kitchen and take the bread knife from the metal plate on the table. Go again towards the elevator and use it to transport the doctor to the basement. After a moment Doctor Farber will open the basement door - now David can follow her to the crime scene (deeper into the screen, to the left and again deeper into the screen).

Examine the blood tub and the body of the maid. The doctor will tell you the cause of death. Now the screen will become red and David will experience another vision. Now you must click three active points and avoid being killed (just like in the chapel). When the screen gets darker and the characteristic points haven't appeared yet, retreat from the dangerous zone. These points appear in the following situations: the first when the man walks towards the woman turned back and he tries to hug her - after clicking you gain information that he called her his roe.

The second is when the fight starts - clicking reveals that the attacker tore the dress of the girl.

Page 12: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

The third one is when the girl is pushed away - clicking reveals a suggestion that the necklace was dropped into the tub with blood. Once the vision disappears, examine once more the body of the maid and the tub with the blood - David will take out the necklace (hold LMB until the circle is filled). It's an

expensive piece of jewelry - a maid shouldn't be able to afford it. In addition to that, on its back there is a French dedication that says "for Clara". Leave the basement (it's not so easy - go from the body towards the bottom of the screen and turn right as the planks on the ground turn. Behind the turn you must again go into the screen. Among the shelves with bright covers, on the right from the one with milk bottles, you will find stairs. There you must click the active point). If you plan to get another piece of photography, turn right and keep going in this direction instead of going towards the stairs. Press the part of the wall on the right that sticks out. Walk to the hall and then to the library after returning to the kitchen. Take interest in the open cassette on the small table, on the right from the stairs and on the left from Andrew's desk. Examine Eddie's photography, read the letter about the death of Eddie's father during the war and read the letter from Clara to her husband. Then go to the living room (right from the stairs in the main hall). There you will find the rest of the people. Try to convince the chamberlain that you must speak to Eddie. Once you fail, show him the necklace. Then ask the cousin about everything. Learn more about the drowned woman Leave the living room and go back to the hall. March to the kitchen and use the glass door to reach the garden. Go down the stairs and turn left towards the tree where the ghosts appeared earlier. Follow the path running down next to the tree. You will reach the lake. Once Leah, who will go ahead, calls David, approach the doctor standing in the stone circle right next to the water (to the right of the bridge). Examine the stones with the runes engraved on them (the interactive point is located in the water) and the rose lying on the plank near the shore (you need to hold the LMB until the circle turns white). Turn back towards the bridge - near the boat you will find a fragment of a photo. Continue marching left and use the stone path to climb up the slope and return to the castle. Now head to the greenhouse where (near the door) Rory is still doing something. Speak with the man. Ask him about the rose, Cecilia's grave and runes. Once you receive the gardener's permission, enter the greenhouse (the doctor won't be able to accompany you). Once inside, examine Cecilia's roses (near the window, to the right of the place where Rory stands) and talk about it with the gardener. Afterwards, double click the rose wreath that Cecilia made for Rory. The item can be found on the adjacent wall, hanging between windows (you need to hold the LMB during the second time until the circle turns white). Another vision will begin. Move closer to Rory and touch Cecilia's roses again (hold the LMB until the circle turns white).

Page 13: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

Now ghosts will appear in the greenhouse and once again you must be very careful to prevent them from killing you. In critical moments (when the screen starts to darken) move the character towards the bottom of the screen. You must click on the three interactive points: first time when the man strikes and holds the woman occupied with something in the yard (in the left corner), the second time on the window on the right side of the room (from where you can hear the scream of an old woman) and finally the third time on the pruning shears flying towards the mentioned window.

Once the incident is over, the irritating sound will appear once more. In order to get rid of it, hold the LMB and move the glowing point with the mouse in such a manner, so that it remains inside the circle. Keep it up until the circle turns white. Afterwards, speak with Rory and exhaust all of the dialogue options.

Finally you can examine the window on the right side of the room, where the pruning shears hit, as well as the bottom edge of the flowerbed where the mentioned tool landed (you need to hold the LMB until the circle turns white). Now leave the greenhouse through the doors on the right side. Follow Ailsa to the attic

Talk to Dr. Farber. Johnny's ghost will appear after the conversation has concluded (provided David had visited the cellar earlier and has the necklace in his possession), taking the heroes to the castle's antechamber. If you've haven't been taken to the antechamber, this means that you've haven't been to the cellar to see the maid's body - simply proceed to the castle and examine the body to continue (see previous chapter to learn more). Continue talking to Dr. Farber while in the antechamber.

When the woman leaves the scene, travel to the first floor and follow the boy to the corridor on your left. Use the stairs leading to the attic. Talk to Eddie who is currently sitting on the floor on your right and take a look at one of his dolls. Moreover, take a look at the whitewashed cross (screenshot above) and investigate the wooden wall found opposite to Eddie. Proceed to the opposite side of the room (pick up a fragment of a photo found on the floor next to a covered sofa) and take a look at other planks that form up the wall to find an unusual door.

The new section of the attic will see you move on all fours. Move forward. Suddenly, one of the upper beams will fall down - press the left mouse button in quick succession to avoid being crushed. You've reached a secret room. Try to talk to Rosemary and take a look at the shackle on her left leg. Pick-up the cross from the wall and use it to get rid of the shackle (point the mouse to the shackle and press the left mouse button in short succession - David will take care of the rest).

Make a second attempt to talk to the woman. Once again, Rosemary has not responded - use the pendulum received from Leah (hold the left mouse button and make an attempt to

Page 14: SOLUZIONE: BLACK MIRROR PROLOGUE · 2018. 3. 11. · SOLUZIONE: BLACK MIRROR PROLOGUE You begin the game as John, David's father. Start moving forward (PC controls: W,S,A,D + mouse)

place the shining point inside the circle until the outline of the circle has been filled in white). Once the conversation has ended, move to the inner part of the room (left side of the bed) and leave the room using the door used by Dr. Farber. Stop Eddie

The conversation with your grandmother has led you to an old and ruined part of the castle. Your task is not to let Eddie (who is armed) hurt Andrew or anyone in the castle. Unfortunately, you cannot reach the boy using the shortest route - through a wooden bridge hanging above a chasm. There is a second route - use it while Leah attempts to calm the boy down.

Make your way to the bottom of the screen until you've reached an active point at the verge of the chasm. Activate the point to make David descend to the barrels found below.

Continue right and descend further down using the rope hanging from the rock. You'll land on a ledge. Descend further below until you've reached a long beam. Push it and use it to get to the other side - when David loses balance at the end, press the left mouse button in quick succession to climb back to the beam. Make your way left until you've reached a set of stairs formed in the rock.

You'll find yourself in Edward's workshop. Sneak up to the long table (found left from the entrance) and pick-up a bone. Now take a look at the large chest in the middle of the room and pick-up a crossbow lying in the left corner of the table. CHAPTER 4

Examine the old wing

The conversation has finally ended. Approach the rightmost corner of the long table and look at the floor to find a photograph fragment.

Take a look at all of the items found on the long table. These are as follows: bloodstained piece of paper, a bottle of rectified alcohol, a lit candlestick (there is a map behind it), a large empty bottle, and two photographs.

Now, examine the large desk found in the center of the room. Take a look at a small shiny globe on your left and pick up an additional piece of a photo found on your right. The bottom left drawer contains a part of the key to the master study - pick it up and investigate the single drawer found in the middle of the desk.

Unlocking the middle drawer in Edward s desk

As you can see, you'll need a key to unlock the drawer. Open your inventory and find the key David has used to unlock the master study and attach the newly found part. Time to set the bits to match the lock found in the drawer. Set the first movable bit to mirror the one found above it. The next two should be placed 90 degrees left, while the final ones (those newly attached) should be placed opposite to the previous ones all the while maintaining the 90 degrees angle.

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Open the drawer and pick up Cecilia's letter to Edward. While you're at it, read a fragment of Edward's memoir regarding the abandoned village.

Walk up to the table located next to Leah. Take a look at the books and check the contents of a crate found in the middle of the table. Investigate the large metal coat of arms that has been shot down by Andrew (found right from Dr. Farber and marked by a large red square).

Proceed to the footbridge and take a look at the chasm (on the right side of the desk). David will say that it is too dark to see something.

Return to the long table. Pick up the map (pick it up right away, as otherwise you'll have to backtrack later on) and click on the candle found next to it. Pour the alcohol from the tall to the empty bottle and place the stained piece of paper inside it. Use the newly prepared bottle on the candle. Thanks to your efforts, David will be able to see the end of the chasm.

Return to the castle by utilizing the stairs on the other end of the footbridge.

Reach the abandoned village

Talk to Angus. You'll learn that Rory is waiting for you in the library. Use the stairs opposite to the fireplace to access the main hall.

Rory is sitting at a table found next to swirling staircase (you can begin the conversation by approaching the gardener from the right). Ask him about the abandoned village and how to reach it. Leave the library and climb up to the attic. Rosemary's dwelling can be accessed by the pathway in front of you. Talk to the woman, who is currently lying on the floor. As your action is unsuccessful, Leah decides to utilize the necklace (to learn the location of the abandoned village hold the left mouse button and try to place the shining point inside the circle until the outline of the circle has been filled in white).

Return to Rory and tell him that you've managed to learn the location of the village. Continue to the kitchen and use the glass door to leave the castle.

Travel to the lake and try to launch the boat found on the left side of the footbridge - unfortunately, your attempt will be unsuccessful.

Return to the castle and examine the vehicle found parked before the estate. (You can find a new photograph piece found on the path right from the castle's staircase). Use the car to launch the boat to the lake. Explore the village

Look at the blood rune painted on the rock on the left - this will add to your inventory a sketch of this rune (scythe rune). Talk to Rory and ask about all you can. Go further into the village through the tunnel ahead.

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After getting out on the other side, proceed further down the path. Another rune can be seen on the rock on the left (an arrow) - take a look. In the grass right below, you can find more photograph fragments.

Turn left immediately after going between the rocks (which will be the right after the perspective changes) and enter the narrow passage with stairs going up behind it, which will lead David to a stone ring.

Pick up new photograph fragments from the ground (even though the game will take you here again, you won't be able to pick them up any more).

Go back the same road to the passage leading to the stone ring, go down the path as far right as you can - you will reach another tunnel.

Get inside and proceed forward. At some point, you will see another rune on the wall ahead (a tree rune) - look at it (you won't be able after the first vision). Proceed further down the tunnel. You will exit directly after a double passage in the rock - go pas the stairs left from it, and the next tunnel entrance, right after that (thus tunnel is empty).

Go towards the boarded entrance (further left). Try to remove the boards - in order to break them off, lift the plank that's lying in the grass, to the right from the door (you have to quickly tap the indicated button until the circle is filled in white, and again, when Rory comes to lend David a hand).

Inside, pick up some new photograph fragments (on the left - almost directly across the room from the entrance), and then read all the available notes (there's a total of 6): they're nailed to boards, lying on the boards or the ground (they will activate one by one - leave those on the left for the end).

Recreating a chronicle page from the scrapes

David will decide he wants to peace it together - a puzzle will appear. Use the LMB to activate a scrape - turn it with RMB and place it with LMB again. Use the letters on the scrapes for reference - when you've got that sorted, you just need to find the matching corners and sides. If you manage to place them in the right position, the scrapes will be fixed automatically. Vision in the abandoned village

Now a vision will crop up - during the vision, your task is to see which page of the chronicle is held by one of the specters. While you're doing that, the hero may (as always) die. First, stand near the door - you're pretty safe standing here, and you can comfortably just wait until the opportunity comes - just press the interaction button. If something goes wrong and the vision starts fading away, double back towards the left of the screen.

Leave the chamber and go to the right and then towards the upper edge of the screen - simply: follow the road. Go through one of the identical gaps in the wall and continue

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walking. You will reach the place where David left the first tunnel. There, the vision will continue.

Approach the specter of the father, who's sitting with a lamp at the rock (the safest way is to approach it directly, so that David is obscuring the specter - if something goes wrong, just back up where you came from). Just when you're able to, press the right button to interact with the specter - it is holding his son's toy. John the specter will then run towards the stone ring.

Follow him via the shortest path (through the narrow passage with stairs behind). Enter the stone ring, but be careful.

Be ready - the sequence where you need to keep the small point within a white circle will begin after the cut scene. Talk to Leah after that. During the fight, there will be three occasions where you'll need to quickly press the LMB. After you're finished with this, talk to Rory.

CHAPTER 5

Open the passage through the fireplace

After getting back from the castle, talk to granny sitting on the couch. Then examine the message above the fireplace written in blood and the doors inside it. In order to open the passage, you'll have to press the rune tiles in the right order. However, since we don't know which runes to press, you should exit the zoom.

Go through the big door to the left and enter the old wing of the castle, where Margaret went.

Before talking to her, check out the rune on the wall to the left, which was previously obscured by the emblem - it's identical to one of the runes on the tiles (a piece of paper with a drawing of the rune from the old wing will appear in the equipment).

Take a look at the globe on the desk (highlighted above) - the protagonist will notice that something was marked down near Australia. Then talk to the granny about everything you can. After this conversation, you will receive another piece of the key (to the housekeepers office).

Having gotten back from the armor room, go to the hall and take the stairs up to enter the office. Zoom in on the globe identical to the last one (on the desk, slightly to the right). This time, Spain is marked. Learn more about John's obsession with the castle model

Opening the hidden box in the castle miniature

Still in the office, take another look at the castle miniature, seen on the right. Zoom in and set the perspective so that you can see the front of it.

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Open the wall of the tower. You will see a hole for a key. Open the inventory and choose the master key - add the part you got from Margaret.

Obviously, you have to set the key's parts in the right position. Take a look at the picture above. Part 1 (fixed) and part 3 ought to be parallel. Part 2 goes 90 degrees left, part 5 90 degrees right, and part 4 goes to the opposite side to 1 and 3.

Looking at the key from this perspective makes it easier - just remember that you have to turn the key around to open the lock, so you're kind of looking at a mirror image.

The vision in the office Another vision will begin - here you will see Edward and little John during what can't be interpreted as anything but a quarrel. There are three interactive points that you'll have to press. Twice on the miniature and once on the boy, when he's right behind his father.

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After the vision ends, David will feel dizzy again - you've been here, so you should have problems keeping the dot within the circle. Then talk to Leah. After you do, approach the miniature and zoom on the hidden switch ("interact"), which was revealed during the vision. Leave the office. Open the passage in the fireplace pt. 2

Go back to the hall and take a look at the big globe in the center. Look for the lock while in zoom. You have to use the key to the office again.

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This time set the key as follows. The first part (1) is fixed and hence it is our point of reference. 2 goes 90 degrees right. 3 and 5 should be parallel to 1; 4 ought to go 90 degrees to the left. You can activate this lock before getting the final part of the key as well.

Turn the key so that you only see the "bottom" - this will let you see whether you've set it right.

After you unlock the globe, you can manipulate both hemispheres. In order to set the right configuration, use the information you got from the small globes - Australia (Tasmania) and Spain.

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How to set the globe? Well, see above: the highlighter part is our point of reference. Spain is above it (you have to increase the height of the perspective to see it) and Tasmania is below (although it's obscured by the dark rim). You can see part of Australia above the rim.

First, move the camera as far up as you can to be able to see Europe. Spain should go directly above the marker. Then lower the camera to be able to see Tasmania - a small island south-east from Australia. Set the lower half of the glove so that Tasmania is directly below the marker.

If you do it the right way, you will get a tablet with runes - we need it to unlock the passage through the fireplace.

According to the tablet, Algiz rune (a tree) is first and the Gebo (a kind of an X, only skewed) is last. Unfortunately we don't know which is the middle one. However, David has seen that rune - remember the one you saw in the Castle's old wing (the Perhro rune). It's the one. If you press them in the right order, the passage will stand ajar. Go inside.

Find Andrew

Having found yourself in the great hall under the castle, you'll quickly learn that the floor only appears to be solid, and you need to tread very carefully. As Leah stops David, slowly move to the left (I wouldn't listen to her suggestion to take a step back, because the game's controls act up at that section and the character will take a step forward instead if you do as she tells you). When David loses balance, try to keep the glowing point inside the circle until its outline is filled with white. If you fail to do it, the character will die. The situation will repeat every time you stray from the correct path.

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Go straight ahead, keeping to the left side along the columns. Once you slowly reach the point where the light shines on the right side of the floor, make a 90 degrees turn to the right (without going past the columns), then another 90 degrees turn, this time to the left, and slowly move ahead.

At that point, a ghost of Johnny will appear and beckon David. Imagine a straight line leading from David's position to John and follow it, very slowly, as you may still die, moving towards the boy (to the left).

Then, the boy will appear somewhat further (once again between the columns), so go to him, slowly, trying to keep to a straight line (use the squares on the floor to picture it).

Finally, Johnny will appear on the right, once again prompting you to approach him, so take another straight line to his position.

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Eventually, you'll find yourself in a place where there's a large stone gate carved in rock. You may try pushing it open, but it will take a bit more than that. Head for one of the passages visible beneath the spiral stairs. I'd suggest starting with the one on the left.

You'll find yourself in a corridor, in which one of the walls becomes the floor. Take a look at the round, cloth-covered table on the "wall" to the left. Notice that its reflection in the mirror (visible in front of you) shows a figurine standing on it. Exit the corridor and reenter the corridor to the left. Now the ceiling will become the floor, and the table will be positioned above and to the right.

Leave the corridor and reenter it for a second time. This time, the wall with the table (on the right) will become the floor. Approach it and collect the figurine, which may not be there in reality, but David's reflection in the mirror will be able to grab it. Once the character approaches the mirror, click quickly the left mouse button until the outline of the circle is filled with white to take the figurine from the character's reflection.

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David will automatically bring the figurine to the stone gate and put it on the stand to the left. Notice the runes carved above the gate - the same runes can be found on the tablet that you have in your inventory (only without the first and the last rune).

Now, head for the passage to the right. You'll find yourself in a room with several doors - your task is to reach the room in which Johnny waits for David. The puzzle is randomly generated, so you'll simply have to search for the right door yourself, but it shouldn't take you long to reach a room with a small, round, cloth-covered table and a candle. And it's the candleholder with a burning candle that you need - after David picks it up, he'll start seeing runes on the walls.

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The order of the runes is the same as above the stone gate and on the tablet (except for the first and the last one). Not that it has any big meaning in this case, because on most door there will be only a single rune, and your job is to simply go past it. Only after you enter the room with the runes laguz (scythe) and algiz (tree) you will need to follow the correct order depicted on the tablet or the stone gate, which means: first go through the door with the scythe rune, then through the door on the right, with the tree rune.

Now, you'll be back to the room with the table, on which you'll find another figurine. Take it.

David will take it, and place it on the stand right of the stone gate. He will be able to pass. Once you are past the gate, talk to Andrew. During the conversation and after it, you'll experience a whole series of clicking events that will once again require you to fill the outline of a circle.