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"Black mirror 2": passing game

Today we will talk about the game "Black Mirror 2", the passage of which will be considered later in full detail. A new task will be received at the top of the screen with the appropriate icon. You can open the diary with the D key. You can also click on its icon in the upper right corner of the screen. Next, we propose a detailed passage. A simple level was chosen by us for more comfortable overcoming of the main obstacles in the game. Note that you can control the character with the mouse.

Bidderford

We proceed to the first chapter. The passage of the "Black Mirror 2" opens with an introductory video, from which we learn about the events that happened in the distant 1969. Our hero is a young man Darren Miles. We begin to play for him, already in 1993. The character is a physics student who studies in Boston. In the present mysterious town, he comes during a vacation to his mother. Miles decides to work for Fuller, a photographer from a local store. So, we find ourselves in a candle-lit cellar. The store turned off the electricity, and Fuller assigns us the first task - to replace the blown fuse. First of all, let's look around. On the right side is a shelf. It is caused by various things. Let's look at the shelf in the middle. Click on it and get the necessary box, which is filled with fuses. We pass to the inventory. Push the box with the right mouse button. We get the fuse. We open the electrical panel. Look for the burnt fuse. We remove it. At the same place insert the fuse, which is in the inventory. Turn on the switch, which is in the lower right corner. We remove the pallet. He falls down, and then he breaks up.

«The Black Mirror 2». Passage: hose and light inspection

So, we continue. The next question, which will have to deal with under the theme: "Black Mirror 2: Passage" - where to find the developer. The object of interest for many players is located just behind the tray on the shelves. We take with us a single bubble of developer. We look at the wallpaper. The next step is the solution of several complex tasks, the mystery of which will be revealed to us this passage. The hose is a new reference point. You can find it in the corner on the left. Also there you can see a basement window and a box filled with beer. Further we rise upwards, using a ladder. We speak with the owner of the store. He gives us a new task. It is necessary to carry portable advertising on the street. We find the stand. We raise it. We leave the room. We meet Angelina. We get acquainted with it. We escort the companion to the store. We receive a new instruction from Fuller: to carry the letter to Mrs. Baiba. We pass up the screen. We get on the street, which leads to the embankment. We go around the souvenir shop. At the pier we talk with an incredibly sad girl. She tells us about her friend Carrie, who committed suicide two years ago at the same place. A snapshot of her is still in the shop window of Fuller's photo shop. We are visiting a gift shop. We look around there.

Souvenir shop

Passage of the game "Black Mirror 2" continues the meeting with the saleswoman, who endlessly chatters with the customer. We try to talk to her. We get an angry rebuff in response. We hear how the customer boasted of her own new convertible, standing at the entrance to the store. We leave the room. We cast a glance at the red car. We kick it with vexation. Again we open the door to the store. The talkative visitor rushes out into the street. Get a package for Fuller from Rosie. We learn that another package was sent to his name. However, we can not receive it without a receipt. We ask Rosie about everything. As soon as she turns away, we quickly take the blank form from the counter. We leave the store. We turn the corner. We approach the pier.

Continuing the game "Black Mirror 2" passage, the iron rod can not be ignored. It is located near the keg. We take it. We go to Fuller's photo shop. Now we pass to the left, along the road leading to the main square. Then go to the right towards the cafe of Mrs. Baiba. We go in the room. We are pushed by a brazen stranger. We take the sliced bread from the counter. As soon as the hostess bends over the counter, take a bottle of vinegar on the right. We address to Mrs. Baiba.

A snack and a house

Passage of the game Black Mirror 2 continues a thorough conversation with the hostess of the cafe. When the lady receives the package, you can not say that he will be very pleased. Trying to leave the diner. The doctor will stop us. He arranged a meeting in this institution of Darren's mother, but she did not come. I need to call my mother and find out what's wrong. We return to Fuller's photo shop. On the way we see the indignant Angelina. She asks us to deliver photos to the hotel. We look after the girl. We see how the already familiar fugitive from the cafe came out of the alley and followed Angelina after him. At this point, Fuller appears from the store and awards us with various tasks. We enter the room. We pass into the cabinet to the left. We are interested in cuckoo clocks. We go to the map. We read the note attached to it. We press on the phone on the table and call our mother. We appear at home. We bow to the mother. Trying to talk to her. We feel the pulse. We call through the phone "First Aid". The doctor asks us to find the medicines that the mother took, as well as the insurance policy. We are also recommended to receive a medical history. It should be asked from a home doctor by contacting him by phone. We promise to fulfill the doctor's requests. We examine the dispenser of medicines on the table. We notice a lady's handbag on the armchair. Then we open it, we find there an insurance policy. After that, take an empty kettle from the stove in the kitchen. Fill with water. It can be found in the faucet, the sink is on the left side. We put a kettle filled with water on the stove. We pass to the examination of the boxes under the sink. We take there a bowl. We go to the bathroom.

New day

We continue to consider the features of the game "Black Mirror 2". Passage of "Part 2" (Chapter 2) - on the turn. It begins with a message about Fuller's death. The inspector of police tells us about this. It also becomes known that in connection with this Angelina was arrested. We leave from the dwelling. We get to the police station. We compose a picture of a previously seen stranger. To achieve the result, click on the arrows at the bottom of each frame. Signs are in our diary. We open it on the head "Stranger". After the fotobot is completed, we talk with Angelina. We have to get evidence, which indicates that Fuller was a blackmailer. We leave from the police station. We visit the hospital. We talk with the nurse. We leave for the ward. We look at the scales located at the mother's bed. We say a few kind words to her. We leave the room. We make an attempt to get to the morgue, which is on the left. They do not allow us to go there. We go to the photoshop. Both doors are sealed. We inspect the grid in the backyard. It is located at the right window on the ground. We make an attempt to raise it. From the inventory we get the cable. We bind it to the window lattice. We use a metal rod to the rope loop. We go to the basement. But first we take with us a metal rod.

Lozovaya Zavod '

In the game "Black Mirror 2" passage continues the third chapter. It begins with a visit to the hotel. We enter the building. We talk with the receptionist. We get the key. We go towards the coffee table. We take a bottle of alcohol and a table knife. We pay attention to the stand. We look at souvenirs with postcards. Take the one on which the map of the terrain is drawn. We go to the numbers. We leave a backpack in the room. We inspect the hall. From the glass table we take the newspaper. A box of matches is taken from the ashtray. We inspect the clock, placed on a bookcase. We extract the batteries from them using a table knife. We look at the wall, which is at the very end of the corridor. We go into the hall. We speak with Murray, having discussed all the proposed topics. We inspect the board, which is at the porter behind his back. We leave the hotel. We go to the left. We look at a pile of leaves. We take the newspaper. We put it on the foliage. We light with matches. We return to the hotel. We tell Murray about a small fire. As soon as the porter leaves, we remove the key from Angelina's number from the special board. We go into her room. Unlock the door with the extracted key. We take sleeping pills in the bedside table under the TV. We examine the photograph of Angelina, hanging on the wall. We remove it. We take a note. We consider the message in the inventory. However, the note sheets are clean.

Old Manor in Wales

At the next stage of the game "Black Mirror 2", the passage of Chapter 4 begins with the awakening of the hero. We try to free ourselves from the ropes. We notice the bottle to the left of the light beam. It is filled with a combustible liquid. In the chair we reach it. Put the bottle with your feet in the light beam. We collect shards of glass. They are on the right side of the bottle. We find an old rag near the cupboard. In the chair we reach it. We select a rag. Next, pay attention to the wooden rail at the table. We take her too. Using a glass shard, the previously displaced bottle is cut. We moisten the rag, putting it in a kerosene puddle. Next, we select another piece of glass. We use it on a kerosene soaked rag. We set fire to the wooden rod. To do this, use a burning rag. We use it, going into inventory, on our fetters. We are freeing ourselves. We select a long rope, along with the pieces left of the ropes. We inspect the bale with laundry, which is located near the cabinet. We study trash, located on the shelves. Here we take a stand, which is made in the form of a man's head. Between the table and the closet we look at a strange place. We get out of a cache a toy car on batteries. We look out the door.

Chateau "The Black Mirror"

In the game "Black Mirror 2" the passage continues with the fifth chapter. It starts with a flash of lightning. With its light, we examine the grave, the tree and the entrance leading to the lighthouse. The morning comes. We talk with Ralph. We go towards the lighthouse. We inspect three times the burnt grass. We find a knife and pick it up. It is located on the nearest door beam. Next we look to the left, we find the chess piece of the king in the cracks. On the tree to the right of the lighthouse we find a note and read it. We go to the academy. We pass to the right. We look at the socle with chess. Pay attention to the floor. Not far from the socle we find the figure of the queen. We look at the stones near the wall on the right. We find a pawn there. We pay attention to the gate. We find a note and read it. We put the chess pieces on the board. In the upper hole - the king, in the bottom - the pawn, in the left - the queen. One chess piece is missing - a horse. We leave back. We ask Ralph about the staggered horse. We go to the bushes on the right side. Cut with a knife a branch of elderberry. We pass to the inventory. Knife we process a branch - we get a pipe. Ralph exchanges the pipe for the missing chess knight. We leave for the ruins. We put the horse on the chessboard in the hole on the right side.

The final

Passage of the game "Black Mirror 2" continues the sixth, final chapter, which opens the video. As soon as it is over, we go to the stables. We talk with Lewis. We go to the castle. We rise to the 2nd floor on the stairs. We are visiting the bathroom. We inspect the body of Sally. Pay attention to the hand pointing to the tile. The passage of the "Black Mirror 2" at this stage is to read the hidden inscription. To solve this problem, close the window. Then you need to turn on the hot water. We examine the tile again. We make an attempt to leave the bathroom. Pay attention to the chest of drawers. We open its box. We get the towel. Wet it using water in the bath. We have many times tried to confuse the creators of the game "Black Mirror 2", the passage (part 2 is much more complicated than the last), for this reason it requires a tremendous cleverness from us. So, to move on, we need to click a wet towel to exit into the corridor. We get acquainted with the video. We leave the castle. Then turn around, after which we raise the burning candle. Further passage of the game "Black mirror" (Part 2) is impossible without an oil lamp. Pick it up where Angela's backpack was before. From the inventory we take colored discs. Alternately, they click on the stone pedestal. In the inventory, we light the oil lamp using a candle. Apply it to the cap. Push the gate. We visit the hall of the ancients. We go forward towards the gate. We lift the note (instruction) from the floor. Doors are marked on the sixth and second plates. We talk with Angelina. We approach the stove. We try to get up on it. Bounce off, as the stone slab from above collapses. We need to open the gate. To do this, the weight should be on each of the stone slabs on the floor. Let's pay attention to the trap. It hangs on chains above each plate. Open the stone door to the left. For this we stand on the plate number 2. Next, go to No. 6. The stone door is pushed to the right. We speak with Angelina. We ask that Katherine climb up to the plate number 2. The left door opens and we immediately pass to her side. We read puzzles written on stone tablets. The first is about green and white clothes. The answer is snowdrops. The second riddle is about hard, soft, poor and rich. The answer is fire. The third riddle of wings and flights in a circle. The answer is a mill. The fourth mystery about what is flying, lies, sits, sweats, runs up and sinks. The answer is a snowflake. Then double click on the mechanism between the columns 2 and 3. We expose the previously identified symbols. The symbol of the mill is used last.

Open niches. In them we take away blue, green and yellow staffs. We leave the room. Appeal to Angelina. We ask that Katherine switch to plate number 6. Next, you need to apply a yellow staff. Do this in relation to plate number 1. The green staff will go to No. 4, and the yellow one to No. 8. We pass to the right passage. We examine the control mechanism on the left side of the door. We return to the big hall. We go to the plate number 3. During the impact of the trap, one knife falls off. We take it on the floor near the feet. Again we go to the right passage. We consider the note-instruction. Next, we need a trap that has a cube on the chain. She must sink to the left of Catherine. In the note, this trap is on the fifth account, subject to counting from left to right, without taking into account the symbols of the doors. We look at the ropes. This should be done from left to right. We count from the first in the lower left corner, thus we find the fifth rope and we approach it. Remember, the symbols depicted on it. Next, we need a control panel. We go to her. It is on the left side of the entrance. Click on the panel. To solve the puzzle, we have the symbols on the guides, according to the order that was depicted on the rope 5. Toggle switches indicate which character, on the left or on the right side, must be taken into account. Once all the characters have been set, press the white button. If all of us specify correctly, in the bottom window the stone block will seem. When the trap is deactivated, we approach the rope 5. We cut it with a knife from the inventory. Further down we go down. We talk with Angelina. At the moment when the gate raises, we inspect the stand near the gate of the demons. Proceed to the next step. We make an attempt to use the stand. Angelina decides to do it herself. We pass forward, bypassing the gates of demons. As soon as Angelina's shot sounds, we try to get out of the dungeon. At the exit, however, we are waited by the participants of the Order, while they have weapons in their hands. We go back through the gates of demons. We are watching the final video. The plot is interrupted, therefore, you can expect the next part of the game to be released.

Passage: "Black Mirror 2" (simple level) - useful tips

Now we will look at everything that was not mentioned in the previous sections: the features of the project "Black mirror 2", the passage of the game, bugs (the flashlight does not take, the letter does not open, and others). Consider the problems in turn. Flashlight us useful when moving around the hotel. Our character often refuses to take it. To solve this problem, carefully examine the hatch, visiting the number of the girl we already know. We need to wait until the character comes to the conclusion that it's dark. The next question, which we did not have time to explain, describing the passage of the game "Black Mirror 2" - how to open the letter. Sometimes some items in the game are simply not recognized by the character. Among them are letters. If this happens, it is most likely due to internal application problems. In this case, you need to save the game, leave it and restart it. The problem should be fixed. There is one more question, the answer to which was not included in the above passage of the game "Black Mirror 2" - where we put the second end of the hose. This task is to be solved during a visit to the ruins. First of all, the watering hose must be cut into two halves by an ax. We use the welding machine and heat the plastic pipe. It will help to make one of the two halves one whole hose. The patched end of it is attached to the tap. The second one must be lowered into the swamp and the tap turned on. The next task, which is not covered by our passage ("The Black Mirror 2"), - the rod is not inserted into the plate. This problem occurs during a visit to the ritual room. There it is necessary to open the grate with the help of wands, however one of them sometimes refuses to be installed in the extreme left slab. If all previous tasks are completed, and the problem repeats, the game should be restarted. The last important element that does not affect the above described game "Black Mirror 2" passage is a metal tube. This element is of great importance. It is necessary to create a torch. The recipe is simple. So, take an old rag, a bucket filled with oil and a metal pipe. The rags need to be wound on a pipe and set on fire. However, we first moisten it in oil. All is ready.

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