Today we’ll talk about the game “Black Mirror 2”, the passage of which will be discussed further in detail. Receiving a new task will be marked with a corresponding icon at the top of the screen. You can open the diary by pressing D. You can also click on its icon in the upper right corner of the screen. Next we offer a detailed walkthrough. A simple level was chosen by us for more comfortable overcoming the main obstacles in the game. Note that you can control the character with the mouse.
Bidderford

Getting to the first chapter. The passage of "Black Mirror 2" opens with an introductory video, from which we learn about the events that happened back in 1969. Our hero is a young man, Darren Miles. We begin to play for him, having already appeared in 1993. The character is a physics student, trained in Boston. In the current mysterious town, he comes during the holidays to his mother. Miles decides to look for jobs with Fuller, a photographer from a local store. So, we find ourselves in a cellar lit by a candle. Electricity was cut off in the store, and Fuller entrusts us with the first task - to change a blown fuse. First, look around. On the right side is a shelf. She is stuffed with various things. Take a look at the shelf in the middle. We click on it and we get the necessary box, which is filled with fuses. Go to the inventory. Click on the box with the right mouse button. We get a fuse. Open the electrical panel. We find the burnt fuse. We remove it. At the same place, insert the fuse, which is in the inventory. Turn on the switch, which is located in the lower right corner. Move the pan back. He falls, and then breaks.
"Black Mirror 2". Walkthrough: hose and light inspection

So continue. The next question that you will have to face in the framework of the topic: “Black Mirror 2: Walkthrough” - where to find the developer. The item of interest to many players is located precisely behind the pallet on the shelves. Take one developer bubble with you. We look at the photo wallpaper. The next step is to solve several complex tasks, the secret of which this passage will reveal to us. The hose is a new reference point. You can find him in the corner on the left. You can also see a basement window and a box filled with beer. Next we go up using the stairs. We speak with the owner of the store. He gives us a new task. It is necessary to take out portable advertising on the street. We find a stand. Raise it. We leave the room. We meet Angelina. Get to know her. We accompany the companion to the store. We get a new assignment from Fuller: take the letter to Mrs. Baiba. We pass up the screen. We get to the street that leads to the promenade. We go around the gift shop. On the pier, talking with an incredibly sad girl. She will tell us about her friend Carrie, who committed suicide 2 years ago in the same place. Her picture is still in the window of the Fuller photo store. We visit the gift shop. We look around there.
Souvenir shop
The passage of the game "Black Mirror 2" continues with a meeting with a saleswoman who endlessly chatters with a customer. Trying to talk to her. We get an angry rebuke in return. We hear the customer boasting her own new convertible, standing at the entrance to the store. We leave the room. Take a look at the red car. We kick her with annoyance. Again, open the door to the store. A chatty visitor quickly runs out into the street. We get a package from Rosie for Fuller. We learn that another parcel arrived in his name. However, we cannot get it without a receipt. We ask Rosie about everything. As soon as she turns away, we quickly take a blank form from the counter. We leave the store. We turn around 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 barrel. Take it. We go to the Fuller photo store. Now we pass to the left, along the road leading to the main square. Next, go right towards Mrs. Baiba's cafe. We go into the room. The impudent stranger pushes us. From the rack we take sliced ​​bread. As soon as the hostess at the counter bends over, take a bottle of vinegar on the right. We turn to Mrs. Baiba.
Diner and house

The passage of the game Black Mirror 2 continues with a thorough conversation with the owner of the cafe. When a lady receives a package, one cannot say that he will make her very happy. Trying to leave the diner. The doctor will stop us. He made an appointment at this place to mother Darren, but she did not come. You need to call your mother and find out what is the matter. We return to the Fuller photo store. On the way, we see the indignant Angelina. She asks us to deliver the photos to the hotel. We look after the girl. We see how the impudent café, already familiar to us, came out of the alley and followed Angelina after him. At that moment, Fuller appears from the store and rewards us with various tasks. We enter the room. pass into the office to the left. We are interested in cuckoo clocks. We go to the map. We read the note attached to it. We click on the phone on the table and call mother. We are at home. We bow to our mother. Trying to talk to her. Feeling the pulse. We call the ambulance via telephone. The doctor asks us to find the medicines that the mother took, as well as the insurance policy. We are also recommended to get a medical history. She should be asked by a family doctor by contacting him by phone. We promise to fulfill the request of the doctor. We examine the drug dispenser located on the table. We notice a handbag on a chair. Next, open it, we find there an insurance policy. After that, we take an empty kettle from the stove in the kitchen. Fill with water. It can be found in the tap, the sink is on the left side. We put on the stove a kettle filled with water. We proceed to inspect the boxes under the sink. Take a bowl there. We go to the bathroom.
New day

We continue to consider the features of the game "Black Mirror 2". Passage "Part 2" (chapter 2) - in turn. It begins with a message about the death of Fuller. The police inspector tells us this. It also becomes known that in this connection Angelina was arrested. We leave the house. We get to the police station. We make an identikit of the stranger noticed earlier. To achieve the result, click on the arrows at the bottom of each frame. Signs are in our diary. We open it on the chapter "Stranger". After the photobot is completed, we talk with Angelina. We have to get evidence showing that Fuller was a blackmailer. We leave the police station. We visit the hospital. We are talking with a 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 ward. We are trying to get to the morgue located on the left. They don’t let us in there. We go to the photo store. Both doors to the room are sealed. Inspect the grill in the backyard. It is located at the right window on the ground. We are trying to raise it. We take out the cable from the inventory. Tie it to the window grill. We apply a metal rod to the rope loop. We go to the basement. But first we take a metal rod with us.
Creek Backwater

In the game "Black Mirror 2" the passage continues with the third chapter. It begins with a visit to the hotel. We enter the building. We are talking to the receptionist. We get the key. We go towards the coffee table. We take a bottle of alcohol and a table knife. Pay attention to the stand. We look at souvenirs with postcards. We take the one on which the map of the area is drawn. We go to the numbers. We leave the backpack in the room. We inspect the hall. We take the newspaper from the glass table. We get a box of matches from the ashtray. We inspect the watches placed on the bookcase. We remove the batteries from them with a table knife. We look at the wall, which is located at the very end of the corridor. We go to the hall. We speak with Murray, discussing all the topics proposed. We inspect the board located at the receptionist's back. We leave the hotel. Let's go left. We look at a bunch of leaves. We take the newspaper. Put it on the foliage. Set fire to matches. We return to the hotel. We say Murray about a small fire. As soon as the receptionist leaves, remove the key to Angelina’s number from a special board. We go to her room. We unlock the door with the extracted key. We take sleeping pills in the nightstand under the TV. We look at the photo 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 blank.
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. Trying to break free of the ropes. We notice a bottle to the left of a ray of light. It is filled with flammable liquid. In the chair we get to her. Put the bottle with your feet in a light beam. We collect pieces of glass. They are located on the right side of the bottle. We find an old rag near the cabinet. In the chair we get to her. We select a rag. Next, pay attention to the wooden rail at the table. We take her. Using a glass fragment, we cut the previously moved bottle. Wet the rag, dropping it into a kerosene puddle. Next, we pick up another piece of glass. We use it on a cloth moistened with kerosene. We set fire to a wooden rail. To do this, use a burning rag. We use it by going to the inventory on our fetters. We are freeing ourselves. We select a long rope along with pieces left from the fetters. We inspect the bale with linen, which is located near the cabinet. We study the trash located on the shelves. Here we take the stand, which is made in the shape of a man’s head. Between the table and the cupboard we look at a strange place. We get the battery-powered toy car from the cache. We look out the door.
Castle "Black Mirror"
In the game "Black Mirror 2" the passage continues with the fifth chapter. It begins with a flash of lightning. In its light, we examine the grave, the tree and the entrance leading to the lighthouse. The morning is coming. We talk with Ralph. We go towards the lighthouse. We examine the grass that has been burned three times. We find the knife and select it. It is located on the nearest door beam. Next we look to the left, we look for the king’s chess piece in the slot. On a 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 base with chess. Pay attention to the floor. Not far from the cap we are looking for a queen figure. We look at the stones near the wall to the right. We find a pawn there. Pay attention to the gate. We find the note and read it. We put chess pieces on the board. The king is in the upper hole, the pawn is in the lower, and the queen is in the left. One chess piece is missing - the knight. We are going back. We ask Ralph about a chess horse. We go to the bushes on the right side. Cut the elderberry branch with a knife. Go to the inventory. With a knife we ​​process a branch - we get a pipe. We exchange Ralph’s pipe for the missing chess horse. Go to the ruins. We put the knight on the chessboard in the hole on the right side.
The final
The passage of the game "Black Mirror 2" continues the sixth, final chapter, which opens the video. As soon as it is over, we leave for the stable. We are talking with Lewis. We go to the castle. We rise to the 2nd floor by stairs. We visit the bathroom. We inspect the corpse of Sally. Pay attention to the hand pointing to the tile. The passage of "Black Mirror 2" at this stage is to read the hidden inscription. To solve this problem, close the window. Next, turn on the hot water. Inspect the tile again. Trying to leave the bathroom. Pay attention to the chest of drawers. We open his box. We get a towel. Wet it using water in the bath. The creators of the game “Black Mirror 2” tried to confuse us many times, the passage (part 2 is much more difficult than the last), for this reason it requires tremendous quick wits from us. So, to move on, we need to click a wet towel on the exit to the corridor. Get to know the video. We leave the castle. Then we turn around, after which we raise the burning candle. Further passage of the game "Black Mirror" (2 part) is impossible without an oil lamp. We pick it up where Angelina’s backpack was before. From the inventory we take colored discs. Alternately, we click on the stone base. In the inventory, light the oil lamp using a candle. Apply it to the base. Click on the gate. We visit the hall of the ancients. We go forward towards the gate. We pick up the note (instructions) from the floor. Doors are indicated on the sixth and second plate. We are talking with Angelina. We approach the stove. We try to stand on it. We bounce off, since the stone slab collapses from above. We need to open the gate. To do this, the weight must be on each of the stone slabs on the floor. Pay attention to the trap. It hangs on a chain above each stove. Open the stone door on the left. To do this, stand on the plate number 2. Next, go to number 6. The stone door opens to the right. We speak with Angelina. We ask Katherine to climb the stove number 2. The left door opens, and we immediately pass in her direction. We read riddles written on stone tablets. The first is about green and white clothes. The answer is snowdrops. The second riddle is hard, soft, poor and rich. The answer is fire. The third riddle about wings and flying in a circle. The answer is a mill. The fourth riddle about what flies, lies, sits, sweats, runs up and drowns. The answer is a snowflake. Next, double-click on the mechanism between columns 2 and 3. We expose previously guessed characters. The symbol of the mill is used last.
Niches open. In them we take away blue, green and yellow staves. We leave the room. We turn to Angelina. We ask Katherine to switch to stove number 6. Next, use the yellow staff. We do this with respect to plate No. 1. The green staff will approach No. 4, and the yellow one will go 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 plate number 3. During the impact of the trap, one knife falls off. We take it on the floor near the legs. We again go to the right aisle. We consider a note-instruction. Next, we need a trap with a cube on the chain. She should be down on the left side of Katherine. In the note, this trap is the fifth in a row, provided that it is counted from left to right, without taking into account the door symbols. 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 approach it. We remember the symbols depicted on it. Next, we need a control panel. We go to her. It is located on the left side of the entrance. Click on the panel. To solve the puzzle, we place the symbols on the guides, according to the order that was depicted on the rope 5. Toggle switches indicate which symbol, on the left or on the right side, should be taken into account. As soon as all the characters are installed, press the white button. If we all indicate correctly, a stone block will appear in the bottom window. When the trap is deactivated, we approach the rope 5. We cut it with a knife from the inventory. Next we go down. We are talking with Angelina. At that moment, when the gate grill rises, we examine the stand near the gate of the demons. Go to the next step. Trying to use the stand. Angelina decides to do it herself. We pass forward, passing the gates of demons. As soon as Angelina’s shot sounds, we try to exit the dungeon. At the exit, however, participants of the order await us, while they have weapons in their hands. We walk back through the gates of the demons. Watch the final video. The plot is interrupted, therefore, we can expect the release of the next part of the game.
Walkthrough: "Black Mirror 2" (simple level) - useful tips

Now we’ll look at everything that we didn’t have time to mention in the previous sections: features of the Black Mirror 2 project, passing the game, bugs (a flashlight is not taken, a letter does not open, and others). Consider the problems in turn. A flashlight will come in handy when moving around the hotel. Our character often refuses to take it. To solve this problem, carefully inspect the hatch by visiting the room of a girl we already know. It is necessary to wait for the moment when the character comes to the conclusion that it is dark there. The next question, which we did not manage to clarify when describing the passage of the game “Black Mirror 2”, is how to open a 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 problems of the application. In this case, you must save the game, leave it and start it again. The problem should be fixed. There is one more question, the answer to which was not included in the passage of the game “Black Mirror 2” described above - where we put the second end of the hose. This problem has to be solved during a visit to the ruins. First of all, the watering hose must be cut into two halves with an ax. We use a welding machine and heat the plastic pipe. . . . , (« 2»), - . . , . , , . , " 2" - . . . The recipe is simple. , , , . . . .