The Mine | Mission 4 - That Which is Hidden Styx: Shards of Darkness Guide
Last update: 29 March 2017
The beginning of this task is quite unusual. Go through the mine to its other end. It is a small maze so after a minute or two you will get to the end. Just remember that in the vast room with a chasm and a rock in the middle you have to go up and turn right. Be mindful only of the mushrooms: those on the ground can explode on a large distance, and the ones on the ceiling have acid dripping from them.
At the end of the corridor an encounter with worms is waiting for you. They have a much duller sense of sight and are short, so it is easier to hide from them. However, they have exceptional hearing. While passing behind a worm, even when sneaking, it can sometimes hear you, so additionally you should be holding the walking key.
When you provoke them, however, they spit acid and attack with their pincers. Fortunately, you can run away from them or attack them. Worms do not raise an alarm, so your achievements and insignias are safe (including those concerning killing). Killing them, however, is very noisy, so it is better not to do it. You should also pay attention to (as indicated in the tutorial) the red moss - it suppresses the sound of all steps, just like the carpets.
In the next room, go up the rope and further on follow the tracks of the carts with quartz, preferably slowly and calmly. Watch out for the mushrooms - not that they will do a lot of damage, but the explosions will alert insects. You can also try to get on the rope under the table and go above - but there are also insects there, so it will not be of much benefit.
In the next area, for a change, you will be facing off against flying insects. These, in contrast to the previous insects, have no sense of hearing, but can see even in the dark. You can eliminate them by using darts - as these insects do not count as kills.
You will find yourself in front of a complex of buildings in the rocks. You have three paths to your target: right - worms, left - elves, and down: the recommended way. Drop down and make your way through the bridge and onto the stairs. Elves on the bridge should not be able to see you, at most one of the flying insects will - keep a dart at the ready. At the top of the stairs rather than go inside, use the handles on the right side and jump to the balcony.
In the room are two guards. Elude them, go out onto the balcony and take the stairs on the left to the top floor, where there is the door to the refinery. Just wait until the elves in front of the doorway stop talking and spread out. Now you must simply approach for a moment - the door will be closed, so you will have to jump to the window next to it (the objective marker will be transferred there).