Obscure: Game Walkthrough and Guide

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August 24, 2022
14 minutes
308

By Jonny Gamer

Obscure: passage
Obscure: Game Walkthrough and Guide
The most important thing in this game is to properly configure the brightness (otherwise do not see any important detail) and deal with control. Since in the game you have the opportunity to manage two characters at once, it would be nice to find out who of them can quickly run, who does aptly shoot, and who hacks the locks.
Kenny, for which you start playing, can quickly run (all special skills are activated by default by a blank). Josh, thanks to which you will get involved in the investigation, can always tell me if something interesting or you are already all that you have decided or found. Shannon (the one that is light) can give a valuable advice on the passage of the game if you suddenly be stuck somewhere. The second girl – Ashley, perhaps the most useless character, but knowing how to shoot with two (!) Hands. The last hero is Stan, very useful where you need to open locks.
Decide with them, with whom you will pass the game, but my passing is written mostly for a couple Josh Stan. The difficulty level is normal and / or special (opens after the first passing of the game).

The beginning of the game – a secret door in the garden

After opening the game of the video under your control, Kenny gets. If you are standing next to the basketball ball, then using the “Enter” key you can throw it into the ring. When you play, then run to the left, in the far from the entrance, the end of the gym. There are two doors, because of one of which the sound of the caller mobile phone is distributed. Come in the locker room and find the phone. Answer call. Chat with your impatient girlfriend. Oh, damn while you cheaned the girl, someone washed your bag! Quickly stronger – do not let him go!
Run into the gym and press the space – Kenny will show how he quickly knows how to run, however, meters in a hundred it will begin to breathe like a steam locomotive – an athlete called… Run to the exit from the gym and go out to the street. Where the kidnapper goes? Yeah, here slapped the wicket right – let’s follow him!
When you find yourself in the garden, go straight along the path and go down to the basement of an abandoned building. Well, the place, just frost on the skin, but you did not hold? If not, then take a flashlight from the shelf to the right and the Skotcha’s Motor (Sticky Tape), the gun (GUN) of Kenny will take it yourself.
Now we will deal with how to climb a scotch flashlight to a pistol. Happened? Wonderful now descend the stairs down to the cellar.
In the cellar, go straight and do not need to shut – these are still flowers, berries are waiting for you ahead. Before the door at the end of the corridor, you will have to shine a flashlight so that a dark and very biting fog scattered. Now open the door and enter the room similar to the warehouse. Pass the maze from the cells and find the door on the left side of the room, open it. In front of you cabinet and two doors. The right door is closed, so open the left. Lord, this is that – camera? Free the guy in the corner of the room, and he will agree to go with you (key “8” on NUMPAD will make a guy lie down by the sake of your defense).
After the guy adds a gun, go back back the same way that came. For you, of course, will attack. Do not waste cartridges, still a big creature you do not block with your 15-cartridges and a gun that you probably have not learned to use. To stay alive, quickly run to the outlet from the warehouse in the right part of the room. The entrance is blocked by a big cage. To push it away, hug on it shoulder and start push. As soon as you see that the path to the door was freed, quickly open it and pop out in the corridor (while you are busy with a cage, make your own partner fight with creatures, all the same key “8”).
In the corridor, run to the saving stairs, for which you went down to the cellar. On your way there is there, then small freaks will appear here – either shoot them, or direct the lantern beam, and they will leave you. When you get to the stairs, get a handkerchief and start crying – so many nerves and for what?

Administration Building – the main school building – Josh, Ashley and Shannon in the locked school

Select from a closed cafe

To choose a companion for Josh, just go to any of the girls and press the “ENTER” key. If you choose from two angry, then I would prefer to take Shannon with me, she has a brain at least there, and then she is not a girlfriend Kenny.
Inspect the cafe room where you locked you. Find a bit (BAT) if you play in a special mode, then it will be a morgenstern’s BAT (Morgenstern’s Bat). Come to the refrigerators for drinks and break the glass. Take the dropped energy drink (ENERGY DRINK). Find a laser disk (CD), with it you can save the game (do not look for a special computer for this, just select the disk in the inventory and write down).
Go to the door with glass. Bit the glass and open the door. You hit the camork where the wire is lying (Reel of Wire). Take the Motion and with its help, open the lock on the door leading to the school corridor.

Searches for dumping and toilet girls

Go along the corridor to the Big Hall. Take off the map of the main school building map (the map is called by the “R” key). Now go straight and find toilets for boys and girls. In the toilet, boys are not only dark, but also the tradition is a terrible SMRR, so do not delay – find the power drink and choose fresh air. In the toilet of girls you will see a ventilation mine. Take the Shannon so that she could consider the entrance to the mine, and you are her underwear.
She needs a special tool to open a valve closing the entrance to the shaft. Rent a girl down and go out into the corridor. Come into the class opposite the toilet boys and take the screws of the scotch. Return to the Hall.
Climb on the right staircase to the second floor and go to the class at the end of the corridor – to the one that the glass door. Bread the glass and go. Read the note by the teacher on the table, where he reports that in this class was lost twig. Here you and the special tool that Shannon said about! Look at the class. Did not find anything? And if you look at the closet of the left wall? Come to the closet and move it to the side (we need a shoulder, “Left” key and move it, “Forward” key). When the cabinet will be moved away, take the score (screwdriver) from the floor.
Return to the toilet girls. Help Shannon get to the entrance to the mine. Now switch the Girl Management (“F” key). Choose score from the inventory and open the entrance to the mine. Here and the Holy Saints – the teacher!

Teacher and meeting with Walden

Search for teacher and find a rusty key (Rusty Key), as well as an energy drink. Close to the second floor of the teacher and take a laser disk. Stan’s estimates are interesting, only that is where Stan himself?
Find the key from the teacher (Staff Room Key). Go through the door to the right. You ended up in a room where the teachers keep the things confiscated from students. Please note that one of the three movable racks does not have a round handle, resulting in the mechanism. Return to the School Hall.
Rise on the central staircase upstairs, where some strange sounds are distributed because of the door. Open the door with a rusty key. Little creatures will attack you, but you will save you a teacher named Walden (Walden), who breaks the window, and the attic will flood the light of the setting sun. Thanks for the idea how to kill these creatures, Mr. Walden.
Teacher will send you to the director, which is in a classroom building (Classroom Building). Before you leave the attic, go to the broken window and raise from the floor of a metal rod (Metallic Bar). Give it to Shannon, and then what it wanders unarmed.
Swipe in the hall and go out through the main entrance to school, which will lead you to the school courtyard with a very unusual and non-working fountain. Here you can change the characters and find another laser drive.

Classroom Building – Cool Building – Meeting with Stan

Look at the card and find the entrance to the building. Enter. God, how dark! To the touch, find a building map, which is hanging on the wall. Do not hurry to run the head of the head on the corridor, inspect the classes nearby. In the first class you have to find Stan. Take three plastic cups there (Three Cups). Switch control on Stan and break the lock on the locker in the corner. Take clippings from the closet and go out into the corridor.
So far, Stan will break the door of the neighboring class, disperse with small creatures that run down to noise. Come in the class that will be the warehouse, and take the gun and flashlight. Take a flashlight to the pistol. Give Spare Bit Stan. Go out into the corridor.

Hanging castle – what to do with it?

In the corridor, break the refrigerators and take the energy drinks. Look in the dark toilet and find the first aid kit (Medical Kit). Go out into the corridor, where a surprise is already waiting for you in the image of a huge creature. Shoot the creature and get a trifle that spins the creature under the “legs”.
Come on the door that leads to the stairs. Climb upstairs and find out that the door upstairs is closed on a hanging castle, which even Stan cannot. Take the battle’s motility from the shelf next to the door and go back to the corridor.
Find the last open class – a chemical laboratory – and come. Understand small creatures, and if you’re lucky, then skip to the window and break it up so that the light gets paars. In the laboratory, find a laser disk and an acid bottle on a table near the wall. ATTENTION! The next task is for a while, so get ready. Pull out the plastic cup and type the acid. You have only 30 seconds until the acid is engaged in a cup. During this time, you must reach the hanging castle on the stairs and pour acid on it.
The task is pretty simple, so do not fall into a panic and hurry does not hurry. When the castle is dissolved, enter the door and go up to the second floor.

The second floor of the building – a mystery with a geographic map and the arrows of the compass

Find the Cabinet of the Director and scatter the glass door. Open the door and come in. Listen to the record on the answering machine – the voice of the nurse is a bit frightened;I wonder what she alarmed? Take the laser disk and go to the personal director apartments. Take off the compass arrow (Compass). Pay attention to the photo of the director and his twins, as well as on the map on the wall, where it is clearly lacking two arrows of the compass. You still have one, which means you need to find the second.
Get out of the office and go to the next class. Glass will break for you, so just kill zombies. Come in the class and recycle creatures or just select the window. ATTENTION! Pay attention to the geographical map near the wall next to the window. Write down the coordinates: longitude – 330, latitude – 20.
Go out into the corridor. Return down the corridor, by the Cabinet of the Director. One of the classes is closed, but the neighboring stan will be able to break the castle. While he is busy lock, kill creatures. Come in the class. Help Stan pick up the cartridges from the open ventilation outlet next to the board. Find the energy drink on one of the desk and go out into the corridor.
In the last open class, shoot a zombie from a computer and take the wanden bag from the table. In the bag there is a second arrow for compass. Kill the creatures and go back to the Cabinet of the Director.
Go to the map and insert two arrows into empty slots for compass. Turn the left arrow to the 330 degree position (using the “WSAD” buttons), and the right arrow is in position 20 degrees (control buttons “forward, back, left, right”). If everything is correct, the safe will open, where you will find the key to the library (Key to the Library) Cartridges and Motok Scotch. Go out into the corridor. Go to the end and ask Stan to open the locker on the left. In the cabinet you will find a flashlight. Go to the balcony. Go down to the fountain where girls are waiting for you. Next stop – library.

Library – Library – Searches for the key from the reading room

Come and immediately take the map of the library from the wall. Come to sitting on the steps. It was a mistake! Kill two zombies and fuck at the door of the reading room. Clear case, the door is closed, you need a key.
Come in the toilet girls and find the energy drink. In the toilet in boys help Stan get to the ventilation mines. Use scolding to open the mine. Here is nonsense, it’s still that?!
When you come to yourself, take the cartridges and go out into the corridor. Survey classes in the left corridor at the same time killing zombies. In the first grade, you must find a laser disk, and in the second – pay attention to the projector.
Now go to the classroom with a glass door. Break the glass and enter. Spread the window in the class not to deal with creatures. Find on one of the papers on the papers (Scrap of Paper) with shrouded numbers. Pay attention to the safe. To him need to pick up the code.
Return to the class with the projector and put a piece of paper on it. Write down the combination: 2432. Return to the safe and enter the code. Inside you will find the key from the reading room (Key), as well as an antique letter. Return to the corridor.
With the help of Stan, break the castle on the last grade and go inside. Slide all windows in the class to get rid of the unclean. Ask Stan to break the cabinet lock, where the advanced flashlight is lying (Good Quality Flashlight).
Go out into the corridor and go to the reading room. Open the door and enter. Find the newspaper in the box on the left of the bookshelf, as well as a laser disk. Talk to the director who will send you in search of the head.
After the video, come back to the girls at the fountain. Look at the card and find the dining room building (Dinning Room). Nearby is the entrance to the Zagokhoza Camorch.

Janitor Room – Kamorka Zagokhoz – Death of the Zagokhoz

Come on the door, because of which cries. Reliefs you will no longer help with anything, but you can get enough: Shotgun (Shotgun), cartridges and another yellow-colored flashlight. Equip yourself and Stan to the latest technology.
Behind the corpus of the head is the door. Come and take the dining room key (Dinning Room). Watch the film on the VCR and the one that lies next to the monitors. Watch the nurse on the monitor. It seems that the doctor needs a doctor, sorry for the pun. Go out and go on the door to the left.
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