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ShowGamer.comWalkthrough Obcuritas



Walkthrough Obcuritas

Start a new game and watch the introductory cut-scenes, in one of which the lines of the letter indicate the location of the key to the front door.





Также рекомендуем сайт наших партнёров — ТОП лучших игр.


After you arrive at the place, which is called the same as the game itself, move forward. To move, use the W, S, A, D keys. To run, hold down the SHIFT key.



Approach the gate, which will be behind the bridge, and open it by pressing the E key (the chain with the lock should glow red beforehand). Once on the territory of the mansion, look around. Go to the main door (it's the only one here). Try to open it by pulling the handle, but nothing will come of it. We need to find the key. If you want to do it yourself, then I give you the first hint: the key is in one of the amphoras (containers, vessels, jugs, vases) that are placed around the yard. Have you already noticed them?

So, if you have not found the key, then stand facing the front door. Go left and on the right side, in the mansion, you will see a passage that looks like an arch. Move there. Once in the backyard, go through the fence on the right. Move to the very end of the house. In the corner of the house, on the right side, behind a bush, find a jug (vase). Get the key from there. It is noteworthy that this is thea jug whose lid will be interactive (that is, when you hover over it, the lid will turn red). All other pitchers at the location do not carry any semantic load.



Chapter 1. Inside the old country house. Candle puzzle

You will be in the lobby. There are two doors here, not counting the entrance. The bottom door is open. The door that is at the top (you need to climb the stairs) is locked. There are switches on the walls that you can use to turn on the light. There is light throughout the house. Move forward along the corridor. On the right side there will be an open room. There is another door inside, but it is locked. The next door on the right side of the corridor, white, is locked. The next door on the right side is open. Go further down the corridor and you will see a turn to the right (as well as the door ahead). Turn right and make sure the doors are locked here too.



Go back and go right to get to the end of the corridor. On the right side, a few steps from the last door, there will be another small door. Enter the room. In one of the previous rooms, on the bed, you could see batteries. They cannot be taken until you have a flashlight. They are also in this room, on the shelves on the right. On the same shelves are two boxes of matches. OBLIGATORY??BUT take 10 matches . And you will need to interact with two boxes in turn (5 matches each). It is noteworthy that if you spend matches, you can find them here, in the same amount of 10 pieces.

Be sure to pick up notes from the uncle of our heroine from pieces of furniture in all rooms. These notes look the same - a large brown-orange sheet. In one of the notes, the uncle talks about how amazing the light from the fire can be. You have matches, and you saw candles in the house. So this is a hint.



But first, go through the far door along the corridor. You will find yourself in a living room, the furniture of which is covered with white sheets.

Go back to the hall (the first room of the house) with the stairs. Turn off the lights. At the bottom, find three tall candlesticks standing next to each other. Each of them has three candles. But with one match you can set fire to exactly one candlestick. Light all three candlesticks. When they burn, then go up the stairs to the locked door. You will hear a strange sound. Turn around and look down towards the candlesticks. You should see a number next to each of them. The code will be 420 (perhaps it is different in each case).



BE CAREFUL! Do you need in this case not with??m code, and here are the steps taken. That is, you must definitely set fire to the candles, and then go upstairs to see a small white flash on the screen. Then look at the numbers on the floor near the candlesticks.

ONLY AFTER THIS, move to the back room along the corridor of the first floor. Where one of the tall pieces of furniture used to be is now only a white sheet lying on the floor. Find the key on the sheet.

Return along the corridor to the white small door and open it with this key. On the table by the window, find a note from your uncle. After reading it, under the note, in the same place on the table, you will find another key .

Go to the first room along the corridor (the first from the hall with stairs). There is another door in this room. Open it with the key you just found. There is a painting on the wall to the left. Move this picture. Click on the keyboard on the safe (interact with the E key). Next, enter the code 420. Moreover, you will need to press the corresponding keys with the numbers on your keyboard. Having done this, pull out a flashlight from the safe. Read the note:

"Dear Sarah! If you are reading this note, then you have found the answer to the first riddle. The key lying here will lead you to the next part of the house&raquo.

In one of the previous notes, it was said that we have to find answers to different puzzles in order to gain access to the next parts of the house. And it turned out to be true! Take the key out of the safe . Go to the only remaining door in the corridor, which is locked. This door has two wings. Open it with the key. Wait for the download to complete.

Parlor. The puzzle with vases

Go through the door ahead. In a small corridor there will be three more doors. The door on the left, yellow, is locked. Perhaps it was from her that the noise was heard when you entered here. Go through the door opposite the one you just went through. Indoors, a doll of a girl sits on a chair in the corner. There is nothing interesting here, so go through the door on the left.

Turn the corner of the corridor and see several doors. Enter the door on the left. In the room with the bear skin on the floor, find the key on the table. Return to the corridor. The two doors opposite this one and at the end of the corridor are locked. But do not rush to leave the corridor. Go to the place where the picture of the horse hangs. Near the picture there is a stand on which a vase is located. Take this vase !

Go back to the corridor with three doors. Is the door?That color on the right, as mentioned earlier, is locked. Go through the door on the left. Find the second key in the room on the shelves. To do this is quite simple. Do not rush to leave the room. Go to the far pedestal, on which there are several vases. One of these vases, which looks like a large bowl, will be interactive. If you take it, you will automatically leave in its place the jug that you found earlier. So far, you do not know what and how to do here.

Go out into the corridor and go through the yellow door opposite, because you now have a key (one of the two found earlier will do). In this room, on the table on the left, you can find batteries (or matches). On the far wall, opposite the door, is a painting. Shine a flashlight on her. Pay attention to the arrangement of objects (jugs and vases) in the room opposite. Did you see the resemblance?

Return to the room opposite where the vases are. Place the bowl from the pedestal near the wall, where most of the items are located, on the stand on the left side of the pedestal. As for the vase found in the corridor with a hanging picture of a horse, it must be placed in the second position of the cabinet from right to left. But if you were attentive and studied the picture, then you will understand that there is not enough wooden box, which should be on the left edge of the pedestal, closer to the one just placed on the stand of the bowls??.

You have another key. Exit to the corridor where you found the vase (where the picture of the horse hangs). Open the door opposite the room with the bear skin on the floor. It will be possible to open it with the remaining key. On the shelves on the right, find the box and take it with you. Go to the room with the vases and leave the box in an empty position on the left edge of the long cabinet. Go to the room with the picture, on which there was a hint (behind the yellow door) on the location of the items. A secret niche opened under the painting. Get the key from there. Use the key to open the door at the end of the corridor, where the picture of the horse hangs.

PLEASE GO TO THE NEXT PAGE!

study. The statuette puzzle

You will enter a long L-shaped corridor. There are several doors. The first door is white, on the left hand (right at the turn) is locked. The rest of the doors in the corridor, except for the last double, are open. Go first through another door on the left side. You will find yourself in a room with a candlestick. There is another door here, but it is locked.

Return to the corridor and go through the door opposite. Batteries can be found in the room with the fireplace. In addition, here you need to pay attention to the figurine of a sitting beast, above the fireplace. Can you??they pick up the head of this beast. Now it's a horse's head, but something doesn't add up. Remember this room with the figurine, where the horse's head is originally located.

Go further down the corridor and open the door on the right. The last door that is currently open. Look around, find batteries or matches (they may not be here, depending on the difficulty level of the game). Look at the front door of the kitchen. To the right is a white cabinet with two doors. Open the right door and take the batteries from the shelf. Try to open the left door, but nothing will work. Go to the exit from the kitchen, when suddenly you hear a creak and a knock. It was the left cabinet door that opened and the ironing board fell. Look again into the closet and pull out the key from there.

Go out into the corridor and use this key to open the last door, double type. Turn on the light. On both sides of the room are aquariums with spiders. Go to the back of the room, light the candles on the candlestick in the far corner. Examine the table. On the table, on the right side, there is a figurine of an animal with wings. The body of the beast resembles a griffin. But instead of a griffin's head, a lion's head is attached to the figurine.

The figurine that you found in one of the rooms of the main corridor, above the fireplace, resembles the body of a lion, but with the head of a horseAnd. Take the lion's head and go to the room with the fireplace. Place the lion's head on the figurine located above the fireplace. You will still have the head of a horse, but it cannot fit the body of a griffin in any way.

Anyway, go back to the back room with the aquariums and spiders. Where there were spiders on the right side is now a broken aquarium. Find the key inside.

Go back to the corridor and open the far white door, on the right hand, if you go from this room. Inside, find a figurine with a Pegasus body and a griffin head. Instead of the griffin's head, install the horse's head (initially it is on the figurine in the room with the fireplace; above the fireplace). Take the head of the griffin and take it to the back room where the aquariums are. If you placed all three heads correctly, then in the same room, in the table, a secret niche will open. Get the key from there.

Use the key to unlock the door located in one of the rooms in the corridor. Go through and go up the stairs. Go down the corridor and open another door. Loading.

Library. Puzzle with tiles, bookcase and paintings

Walk forward along the corridor. Before the doorway leading further, there are two doors on two sides. Nearboth doors still have switches. Go through the door on the right side. Find the key in the room, located on the cabinet with the bust of a man on the left. On the right side of the room there is a table on which there is a tile with a rhombus . Take her too.

Exit to the corridor and go through the door opposite. You will be in the library. Approach the shelves on the right. Please note that this bookcase with shelves has five sections. At the same height, each section has a hole. The holes are the same. Insert the rhombus tile found earlier into any hole. There is a table against the wall opposite the door. Find and read another note. Under the note there will be a tile with a triangle . After taking it, insert it into any free hole on the side of the bookcase. Find another door inside the library. Go and find the batteries and a tile with a square on the right on the cabinet. Place this tile in an empty slot on the bookcase.

Go back to the corridor and go through the doorway, where you did not go before. Open the door on the right side and enter the bathroom. In the washbasin on the right, the balloon will soon inflate and explode. Nothing special. On the shelves on the left, near the bath, find the second key and a tile with a cross . Take the last item to the library and sun??ve into the free hole.

Go further and go through the last door using the found key (one of the two). On the pedestal in front, in an open case with a violin, find the fifth tile with a circle . Insert it into the last free hole in the bookcase in the library.

How to arrange tiles in a bookcase

And now the most interesting part of the story. Of course, you can pick up a combination of tiles at random by simply substituting different combinations in order. But it is long and uninteresting. Therefore, I give hint # 1: walk along the corridor and rooms and pay attention to the paintings hanging on the walls.

Hint #2. If you don’t understand what I’m talking about, then I’ll inform you: in the lower right corner of some paintings, this or that figure is depicted, as well as on the tiles.

Think about how to tie it all together. Does not work? Count the number of people in each picture. But there is one thing: a man with a boy in the background must be counted as one unit!

Thus, the following relationship is obtained:

  • Cross - 1 person.
  • Rhombus - three people.
  • Square - 2 people.
  • Triangle - five peopleTo.
  • The circle is four people.

Now you have to arrange the tiles with pictures from left to right on the bookcase so as to get the combination 12345. That is, from left to right, the tiles need to be arranged as follows: cross, square, rhombus, circle, triangle. A secret passage will open in the bookcase. Go through it. In the room on the right, you can replenish batteries and matches. Open the door at the end and wait for the download to complete.

Continued on the next page!

The Collection (museum in the house). Riddle with masks

The next part of the house resembles a museum. Walk forward and turn left. Go through the door and you will find yourself in a room with a girl's doll and pieces of furniture covered with white sheets. The door at the end of the room is locked. Go back and try to go through the door on the left. She is closed.

At the end of the corridor you can see another door, between the statues. But don't rush. Open the door on the left side, not far from the one above. In the room you will see a chest around which mannequins are placed, some of which are covered with women's dresses, and some are empty. Get out of here and go through the door opposite. In this room, various trophies from animals hang on the wall (horns, skulls,cheers, etc.). Go back and go through the door on the right.

In the new room, you will immediately see a dinosaur skeleton. Read the note on the chest next to him. Go to the right side of the room and find the key on another chest. Return to the corridor, go in the opposite direction and open the previously locked door on the right side. In this room you will see masks hung on the walls. You can go through the door to the next room, where you will find statues. There you will find batteries, but nothing more. In the room with masks, on the stand with one of the helmets, there are also batteries.

Walk along the walls of the mask room. The three masks in the bottom row will be active. All of them are dark in color. You can take any mask, but you can only have one in your inventory. You need to change the positions of the masks in order to open the hidden drawer. Be sure to turn on the light. The hint is that on the wall, if you remove the mask, a shadow will be visible that repeats the shape of this mask. It must be said that all three masks must eventually be rearranged to other positions (none of them will remain in their original position). For example, an oblong mask should hang on the wall opposite the door leading to the room with the statues (not the corridor). Just under this position, a secret niche will open, from where you will take the key .

Go out into the corridor, turn into the room on the right, where the furniture is covered with white sheets. Found the key to open the door in its far part. Loading.

The Ballroom. Crystal puzzle

Walk along the corridor. On the left side there will be a niche, but without any door. Move to the very end and you will find yourself in a dead end. Turn around and in the corner you will see a statue of a woman holding a crystal. Take this crystal . Go in the opposite direction and in the same niche you will see a double door that appears. Pass through it. Read the note on the nightstand on the right. There is a key on the table in the far right corner. Take the key and go through the door on the side.

In the room in the far left corner there is a statue of a seated guy. He has a crystal at his feet, but it is still impossible to take it. Go out into the corridor, back, and go to its end, where there used to be a dead end. Now here is the door. After opening the door, you will find yourself in a room with stands for crystals. Some round type bases already have crystals that you can move around. On other stands, these crystals are immobile.

Leave the crystal on a free stand and return to the previous room where the boy was sitting. Take this crystalthen take it to the same room. Leave it on the stand. You need to use the same method to pick up two more crystals in the hands of two statues located on the sides of the door leading to a room with a statue of a sitting guy.

So do the math. You should have six carryable crystals in total. And three crystals of one type, and three of another. To install the crystals, you need to go to the stand and press the E key. But if you have already transferred all the crystals, then you know about it.

If you pick up one crystal while holding another in your inventory, they will simply swap places. THE MOST IMPORTANT! Crystals can be rotated to their positions!!!

Go to another door in the room and note that there are three circles above it - red, blue and yellow. Now notice that the light from the ceiling falls on the stand in the center. If you now place a crystal with a large number of facets here, you will see three beams of yellow, blue and red colors. You can now try to rotate the crystal using the left and right mouse buttons. If the left button does not work, then press the right button until it stops working. This means that you have tried all the positions and to return to the beginning you need to press the left mouse button again.

Here is a step-by-step instruction for setting up crystals:

  1. First, place on a stand where the light falls, a crystal with eight faces. Only one ray emerges from this crystal. Rotate the crystal so that the beam hits a stand with a fixed crystal against the wall next to it. Other positions of this crystal direct the beam past all bases. So there is only one solution.
  2. From the motionless crystal, the beam will go to the left, to a low stand. Here you must install a polyhedral crystal to get three beams at a time. You need to set it up so that the yellow beam hits the yellow circle above the door. In principle, I did it right away when I installed the crystal on the stand. The other two beams fall on other stands.
  3. A blue beam from a low stand (where the yellow beam went into the yellow circle) passes through two fixed crystals and points to the stand near the one in the center (where the light falls from the ceiling; starting position). Here you must install a multifaceted crystal. But unlike previous times, two beams of blue will leave him. Rotate the crystal so that one of the rays falls on the lowest stand located opposite the door with colored circles.
  4. After that, place an octagonal crystal on this stand, from which one beam emerges. povRotate it so that you get to the blue circle above the door.
  5. It remains to adjust the red beam. Find where the red goes from the crystal with three colored rays. Place a crystal with a large number of faces on a high stand. You will see two red beams (coming out). Rotate the crystal so that one of the rays falls on a low stand opposite the same door with circles.
  6. Place the octagonal crystal on the stand and rotate it so that the red beam points to the red circle above the door.

Here is a screenshot:

1

Open the door, go down the corridor. Matches can be found in the room on the left. You need to go to the end of the corridor, where the door opens with a key from the very first room of this part of the house. Loading.

The Sunroom (greenhouse). Labyrinth and pool

Go down the corridor, don't be afraid. Enter the room. Find the batteries to the left of the door, and the key on the table to the right. Use this key to open the next door and go to the greenhouse. You will find yourself in a kind of death maze. One wrong move and you are dead.

At the first crossroad you will see a statue of a woman with a broken arm. I don't know why, but you need to go to the left (if you go to the right, you will die).

At the next crossroads with other statues, go where those statues are pointing. The girl sitting and covering her chest is looking in the direction you need to go. A standing woman points her finger in the direction you should follow. Finally, you will again see a girl with a broken arm. But for some reason I don't understand, you need to go right here. But don't rush!!! Turn left of the statue and see a pipe with a valve. Yes, you may have seen such valves before, but this particular valve can be taken away. So do it.

Go to the right of the statue, go further through the cobwebs and on the right you will see a pool of water. Move to the right along the pool and use the valve on the pipe. After turning the valve, wait until the water from the pool disappears. Jump down and open the door to the sewers.

CONTINUED ON ANOTHER PAGE!

The Vault. Catacombs (statues, tiles, bars, traps)

Go through the catacombs. Pay attention to the traps. On the floor you will notice highlighted tiles. Just don't step onthem. Go down and down. As a result, you will find yourself in a room where a red light is flashing and a valve is spinning. Follow next. The next descent will lead you to a room with two valves. In the new room there will be a passage forward and to the left. Go left. The gate will close behind you. Go through the corridor and find a statue in a small recess on the left. Get this statue !

Go further down the corridor until you find yourself in a large hall. There are columns here. At the foot of the columns you can find tiles with Roman numerals. On any such tile, you can install a statue. There is a passage at the end of the hall. Four red lamps hang above the aisle. If you go there now, you will fall into a trap. If you want to avoid the trap, then you need to make sure that all the lights are green.

If the statue is placed on the correct tile, one of the lights will turn green. But this is not enough. Some tiles won't turn lights green, but they will open or close side passages, disable or activate traps. There are traps with holes in the wall. If spikes stick out of the holes, then the trap is activated.

Stand facing the aisle with four red lights. There are six other corridors on your sides now. Turn around to face the left corridors. This Budthere is the left wing . Remember, so you can navigate through the walkthrough. Turn in the opposite direction and you will see three passages of the right wing . And now let's get started!

Go to the left corridor of the right wing. Place the statue on the tile with the Roman numeral II on the right. On the left side of the corridor there is a niche with a second statue . Take her. Return to the hall. Go to the right corridor of the right wing. Do not rush into the corridor itself, because there is now an activated trap there. Near the passage there is a column. At the foot of the column is a tile with the number VII. Place the statue on this tile.

Move to the left corridor of the left wing (opposite this column and the tile with the number VII). This is where the passage is now open (tile VII) and the trap on the ceiling is disabled (tile II). Take the third statue from the niche ahead. Don't even come here anymore!

Go to the left passage of the right wing. There is a column and a tile with the number I. Place the statue you just found on this tile. The central passage of the right wing will open. Take the statue from tile VII and go to this passage. Place the statue on the tile with the number IX. The trap is disabled here. The tile will allow you to open the central passage of the left wing.

Return to the hall, take the statue?? from tile I and take it to tile V at the end of the central corridor of the left wing. The right corridor of the left wing will open. Take the statue from number II at the end of the left corridor of the right wing, go to the right corridor of the left wing and place this statue on the tile with the number VI.

Go to the right corridor of the right wing. It is now open and the trap is disabled (you removed the statue from tile II). Take the statue from the niche and find the tile with the number VIII here. Do not rush to install the statue!!! Carry this statue to the hall, go to the right passage of the left wing and place the tile on number II. Go to the central corridor of the left wing and take the statue from tile V.

Now take this statue to the right passage of the right wing and place it on the tile with the number VIII. Now three lights should be on - IV, VI, VIII. You also need to install the statue on the tile with the number II. Let me remind you that the fourth statue is currently located on the tile IX. Therefore, take the statue from tile IV and place it on tile I, next to the left aisle of the right wing. Go to the middle passage of the right wing and take the statue from tile IX. Take it to the left corridor of the right wing and place it on tile II. Finally, return to the hall and transfer the statue from tile I to tile IV (near the right passage of the left wing).

All four lights are green. WITH?Go along the corridor, through the raised grate. There is only one way forward. Most importantly, be careful with traps. Climb up the steps and go through the door. Loading.

Underground Laboratory (The Lab)

Walk forward along the corridor. Go through two doors. Open the lockers on the right and take out the blue crystal . In the next room, a green crystal will lie on the barrel. For now, don't touch it. Head deeper into the dungeon until you find a strange portal-like structure. Next to the portal there is a stand in the form of claws. You can place a crystal on this stand. But nothing will happen.

In general, you can find four different crystals at the location, but only one of them is correct, as it turned out. On the board on the left there is a drawing of a claw and a green crystal. BUT!!! In your case, the crystal may be a different color. The rest of the crystals are inside lockers in different parts of the basement. Return to the very beginning, where you saw a green crystal on a box or barrel. Take it and bring it to the portal. Install the crystal. The control panel next to it will work, which is symbolized by a flashing red light.

Look around and you will see three large tanks. Is one of them glowing green??vetom. To activate the other two, you need to find exactly the same control panels. Find the door next to the glowing flask. Follow through it and soon you will come across a control panel. It is missing a detail. Go to the next room and find the gear on the box. Install it in the control panel.

Go back to the very beginning of the location (almost). Find a gear on the box along the way and install it on the third control panel (you also found a green crystal near it).

Return to the room with the portal. Now the panel next to the crystal is active. You need to enter a code consisting of three characters. But what? To the right of the symbols there is a lever. You can, of course, pull it, but then you will die. Thus, by selection, it will not work here. Approach the board on the left. There are three boards here. You need the far right, where the portal design is shown. Pay attention to the left side of the picture, where there is a circle (portal). On the rim, you can see three characters that you need to enter. Here is a screenshot:

1

Pull zand the lever, how to set the correct symbols.

Chapter 2

Here you will need to walk through the forest for a very long time. Save batteries, because they will not be found anywhere in this location. In the end, go through the archway, in which the ghost of a dog will stand and bark. Enter the house on the right side and go up the stairs to the second floor. Find the key on the cabinet. Climb down and approach the gate on the right. Open them with the key.

Cemetery

Move through the graveyard while avoiding the dog. In general, there is only one way. Try to save batteries. The path is not long, but soon after the cemetery you will see a house in the middle of a wheat field. Move towards the house. On the right side of it there is a swing. There is a key on the swing. Take this key and use it to open the hatch to the basement on the other side of the house. Loading.

Madhouse (madhouse). Elevator and fuses

Go ahead, collect batteries and matches. When there are doors on the right and left, go through the left. Find the key on the washing machine or gas stove. Exit and turn left. At the end of the corridor you will see a door. Open it with the found key, and then go up the stairs.

Follow to the right, to the spacious hall. On the left there will be a passage to other steps. Move to the floor above.

Be careful now: a ghostly dog is walking around the floor. And her path is the same. Walk down the corridor until you see an elevator on the right. Try to call it by pressing the button. No electricity. Find the first fuse on the bench nearby. There is a white shield to the right of the elevator. Open it and press E again to install the fuse.

It remains to find two more fuses, and it will be possible to bring them to the shield only separately. Walk down the corridor until you find yourself in a wing with a roundabout. From here you can go through two other corridors. In the first corridor there are four doors, in the second, where the dog does not go, there are two. In the second corridor, go through the far door and find the fuse on the table of the ward. After installing it, return to another corridor and find the fuse on the cabinet in one of the four chambers. Install the fuse.

When all three fuses are in place, then call the elevator. If the dog can be nearby, then hide, because the elevator will go for 10 seconds. Go inside and press a similar button. Wait.

AfterAfter the elevator reopens, go forward through the doors. In the morgue, open some of the bottom freezers. Literally 4-5 pieces will be active. In one of them on the sunbed you will find the key . Take it, go through the door further, and in the next room, unlock the next door with the key. Loading.

Spiked rooms and a cave

The following rooms must be overcome carefully. You must avoid moving structures with spikes. The most difficult and ambiguous moment: after the first room with two pairs of sliding and sliding spikes, there will be a long corridor. The first time, wait for the spikes to come and go into the distance. Run down the corridor and hide in the niche on the right. The next niche is also on the right, but very, very far away. You must run to her at the moment when the spikes fly back in the direction you came from. Thus, you will not catch up with the spikes, but run away from them.

Then cross the cave, etc. There is only one way. The main thing is to save as many batteries as possible in the room with spikes. Even if the batteries run out and the flashlight is dead, just wait a few seconds. The flashlight will charge again, although it will blink. Approach the door ahead to enter the labyrinth.

labyrinth

;

It is clear that it is almost impossible to describe the step-by-step passage of the labyrinth. But I can give you some good advice. After entering the labyrinth, go right. Move along those paths where there are no dead ends. The labyrinth is actually not so confusing, because if you get into a dead end, then somewhere a few steps from the wrong turn.

Please note that at some point there will be a turn on the left leading to a corridor with a bunch of cobwebs. You must pass this turn and turn right. Get to the end of the corridor, where there will be a dead end. Come back when you suddenly see that you have been blocked. There are now walls with holes on both sides of you. You have a few seconds, hurry up. Stand in the puddle that is in the middle, between the two walls. The walls will soon begin to close, but you will not be touched.

Follow next. Next step: location with a dog. Wait for it to pass by you. Follow her around. You need to enter the passage on the other side or on the left. Move on, next there will be another location with a dog. You need to go through the passage on the left. Head like this until you see a snake in front of you. Just go back a little and go back to where the snake was. She must disappear. Keep moving. On the left will be the exit from l??byrinth. Go there and follow through the garden until the download starts.

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Rollercoaster (roller coaster)

Move forward until you enter the park. There will be roller coasters in this part of the park. Please note that just a few steps after entering the park, there will be a broken fence on the right side. Here you can get close to the roller coaster rails. There is a log on the rails in this place. If you do not remove it in advance, then later you will see the inscription GAME OVER on the screen. Therefore, double-click on the log to reset it.

Go further along the path between the fences. On the left side there will be a large house. You cannot get into it, but you can inspect the transformer next to it. Try to open the shield, but it will be closed. Batteries are on the transformer shelf, on the left side. Move further along the path until you pass inside the depot. Approach the booth and try to pull the lever. No electricity. There is a key next to the lever. After taking it, return to the transformer and open the shield. Pull three switches (one action). Electricity connected!

?Return to the rollercoaster cars, pull the lever again. You will hear a characteristic sound - it opened the passage to the car. Go to the train. The open passage is not reaching the middle of the train, closer to the booth where you just pulled the lever.

Approaching the ajar turnstile, you will trigger a cut-scene. After riding the roller coaster, you will find yourself on the other side of the train. If you have not previously removed the log at the beginning of the park, you will break. Get down, go through the forest and go inside the entertainment room.

fun house

Move for a long time along narrow corridors. They will try to scare you and stuff like that. Next, you will need to go through three glass labyrinths. In the first labyrinth, the simplest, the exit is directly opposite the entrance. In the second labyrinth, which will be more twisted, the exit is located next to the entrance, on the right, behind the partition. But you will have to go around almost the entire maze along the U-shaped route. As if along the perimeter, but also in the center you have to walk.

The third maze is the most difficult. It's hard to say the full path, so I'll tell you that you need to get to the place where the white light is constantly blinking. In this place, in the far right corner from the entrance, there will be an exit. At the end of ko??tsov, you will fall down through the hole in the floor and find yourself in a cubic room. Look around here. Go to each door on the sides. As a result, the hatch below should open. Jump down and go forward until the download starts.

Ferris wheel

Go forward along the path. Go down the stairs. In fact, you do not have to ride a Ferris wheel. The only difficulty: a fleet of electric vehicles. Go to the far side. As a result, when the headlights of the cars light up, they will start chasing you. They will do this when you turn around. For example, if you stand with your back to them, then at this time they are approaching you. In the far left corner, if you look from the entrance, how you came here, there is an exit. But it is blocked by a red electric car. You have to lure this electric car out of there. Continue on until you cross the bridge and enter the inside of the cave through a huge skull.

The Haunted House

Go through the room of fear, moving along the rails. When the path forward is blocked, then among the columns on the left, find the passage to the building. Go further. In one of the rooms, find the key (in my opinion, in the nearest one on the right side). Move on. Find the key in the second or third room on the right, no??double door. The key is next to the battery. Follow further between the dolls, to the very end. Climb up the stairs. The first door will be locked and the key will not work. Therefore, rise even higher and open the door using the key.

a way out. Portal Reactivation

Move along the path, go through the working carousel. Move along the bridge and go down the stairs to the garden. Be careful: there are two ghostly dogs running around here. It is noteworthy that they move along the street exclusively along concrete paths. So you can move on the side of the paths, on the grass.

If you are guided from the place where you entered here, then in the far part of the park, a little to the right, there is a large greenhouse. Once there, you will see a familiar structure. This is a portal. You need to re-activate the three green flasks. As for the crystal, it has already been installed. The same can be said about the combination of symbols.

The park has three identical greenhouses with large machines (aggregates). Near each unit there is a lever. By pulling such a lever, you activate one green flask. But the problem is that there is no gear in the mechanism of two levers. That is, you need to find two gears.

My advice is this: as soon as you go down the stairs, then press against the fence on the left, between the trees. Walk along the fence. The first building is a greenhouse with the first unit. Then there is another building, a little more. Its central part is round, but there are also two branches to the right and left. The dog runs here periodically, but it will run in a circle without turning into one or another wing. In the left wing at the very beginning you can find the first gear. In the right wing, the gear is on the table at the very end. You will not be able to take both gears at the same time. Take one at a time, install it in a mechanism with a lever and pull it.

When all three levers are activated, return to the portal. Pull the lever on the right side of the mechanism with the symbols. Wait for the download to complete.

Continued on next page.

Escape From Hell. Return to the mansion

Immediately pick up the key from the table to the right of the door of the first floor, where there is a pot. Climb up to the second floor. There are four open rooms here. First, pay attention to the second door on the left side - it is locked. Go forward along the corridor until you run into a fallen cabinet. On the right side, to the cabinet (if you look at it with your face) is there??believe. Go through this door, go to the back of the room and see another door. It's locked, the key won't fit.

There should be a key next to the door. To the right of the door is a cabinet, and even to the right - a small ottoman (armchair). Here is the key on it.

After taking it, return to the corridor and go in the opposite direction. Open the penultimate door with the key in front of the exit to the hall with the stairs. Find the key on the dressing table and the batteries on the cabinet on the left. Go out into the corridor, look to the left and you will see a door straight ahead. It's near the corner of the hallway. Open it with this key. The new key will be located on the bed inside the newly opened room.

You can already use this key to open the door at the back of the room, located behind the wall to the right of the fallen cabinet. So you sort of bypass this closet. With the first key, found at the very beginning of the level, open the door at the end of the corridor, behind the closet. Loading.

Claustrophobia. Where are the doors?

Move forward and enter the room on the right side. On the cabinet to the right lies the key . Take it. Go further. Now the process will look like this: go through all the doors until you find yourselfin a dead end. Go back and again in the room where there used to be two doors, there will be one left, and you will come through it. So, run first in one direction, then in the other. After 5-7 repetitions, you will finally go back to the corridor where the room with the key was. Go back to those rooms again, but this time you will be able to get into another part of the corridor. Go to the end. On the way, you can look into the room on the right, where there are two boxes of matches and batteries. At the end, open the door using the key found at the beginning of the mission.

Reciprocity. hallucinations

Go through the door. In the corner near the double door is a bedside table with shelves. Find the key on one of the shelves. Follow further, go down and unlock the door with the key. There are three doors in the room where you can turn on the light switch. The door you entered through is already locked. The door on the other wall is locked and you need a key. Therefore, go through another door next to the one through which you entered the room.

There are three more doors in the corridor. The left and far right doors are locked. Go through the nearest door on the right and you will find yourself in a room with a single and bunk bed. Go to the bunk bed. Hallucinations should begin soon. Will the room be transformed for a few seconds?to the hospital. So it will be with any part of this place. Exit to the corridor and look to the right. See the chest? Approach the chest and wait. When hallucinations begin, instead of a chest, there will be a table here. Quickly take the key from the table.

Return to the office with light and three doors. Open the door opposite with the found key. Pass through it. There are three beds in the room, on the right. There is a candlestick in the left corner. Instead of this candlestick, a chair will appear during hallucinations. Wait, then quickly take the key from the chair.

Go back to the corridor, where there is a chest, instead of which a table appears. Open the door on the left side with the key found on the chair. Enter the small utility room and take the key from the cabinet on the right. Return to the corridor and open another door, the last one that remained closed. You can only open doors with keys when you are in the house, and not in the hospital. After entering the room, wait for the hospital to reappear. On the far bunk will be the key you need.

After taking it, return to the room with three beds and an armchair that appears. Open the door with the key and go into the corridor. Open the other door at the end of the corridor.

Ddeadly Void. Room with locked doors

Enter the room on the left. Find batteries and matches on the shelves on the right. There is a cabinet by the window. Find the key in the open drawer of the cabinet. Exit to the corridor and go left. Open the door on the right side with the key. On the stand with shelves against the wall opposite the door, find another key . There is another door here, but it is locked.

Return to the corridor and immediately open the door opposite with the found key. There is a third key on the table. Take it, return to the room opposite and open the door in the far part for them. Go through the door in front, on a long pedestal, against the wall opposite, find another key . Go to the door on the right. She's locked up. Return to the previous door - it is the same now locked! Spin in a circle, try to open the doors. At this point, interior items will disappear one by one in the room. You must wait until everything disappears, including the doors. Next, the flashlight should go out. Wait. You can move around, it doesn't matter. When everything returns to its place, then go through the door that has not yet been opened. Go to the end and open the double door.

hunting season. Escape from the dog

In this mission, you will need to run away from the ghost dog. But do itYou don't need it as soon as the episode starts. Go forward to the end of the corridor, open the door and go down to the basement. Move through the basement until you hear a roar. As soon as this happens, then hold down the SHIFT key and do not try to let go.

The difficulty lies in the fact that there will be traps with spikes in the corridors. To avoid falling into them, simply run around the tiles highlighted on the floor that activate the traps. In addition, in large rooms on the floor you will see long slots. You must run around these slots, otherwise you will fall into a trap on the blades.

When you see an ajar door on the left, don't even try to run in there. Follow her down the hallway. All slots can be bypassed on the left side. In one of the rooms, when you go around these slots, a door will be visible on the other side. And don't go near it because it's locked. Turn right from the door. Pass the next room with slots on the right side. The only way! Finally open the door to leave this location.

Iron Maiden. Descending spikes and swords

In the dungeon, you have to stop the blocks with spikes descending down. This can be done in only one way: insert flat swords into all the mechanisms between the gears. After arriving at the location andgo ahead. Literally after a couple of steps on the wall you will see a saber and a sword hanging crosswise. Take the sword. A saber cannot be taken at all, while only one sword can be dragged. Go further. Behind the first or second turn there will be another niche with a sword. Enter the lighted room and pay attention to two swords hanging from two different sides. Finally, move further down the corridor until you reach a room where spiked blocks start to drop. On the sides there are five pairs of gears. Swords must be inserted between them. Insert swords one by one. Try to stop those blocks that are closer to the ground. The fifth sword hangs on the right side of the locked door in the room with the falling blocks. Having inserted a sword, run after another, etc.

As soon as all five swords jam five pairs of gears, then go through the opened door. Ahead of you is a corridor with several doors. The first door on the left is locked. The second door on the left and the first door on the right are now open. In the room on the right side you can find the key you need. Batteries will also be there. There are more batteries in the room on the left. Go forward and use the key to open the door on the left side. Find another key in the room. Use this key to open the first door on the left, if you go from the room with spikes. Inside the room, find the third key . Use this key to open another door and find the last key . Unlock the door at the end of the corridor to start the download.

The Abattoir. Levers and containers

Go forward along the corridor until you find yourself in a room with levers. Pay attention to the board. The board on the right shows the numbering of the levers. It goes from left to right from 1 to 6. The left board shows the paths along which the hooks move. The rightmost lever fires these hooks, but don't rush it just yet. You can set the levers so that the hook will take you to one of the five containers that are visible through the glass opposite the levers.

Meat grinders are installed in these four containers and only one container is empty. You need to get right there. You can try to do all this yourself, or you can listen to my advice.

First advice. It's more of a hint. Each lever has two positions. If the lever is pointing away from the wall, then at the fork with the corresponding number indicated on the board, you will take the left route. If the lever is switched closer to the board, then at the fork with the corresponding number on the board you will go to the right.

Those forks that are not signed cannot be switched.

Second tip. Podska??ka: the capacity you need is in the middle, between two on one side and two on the other.

Third tip. Here is the correct answer. You are interested in all levers except the fourth:

  1. Switch the first lever to the right position (toward the wall).
  2. Switch the second lever to the left position (away from the wall).
  3. Switch the third lever to the right position (toward the wall).
  4. Switch the fifth lever to the right position (toward the wall).
  5. Switch the sixth lever to the left position (away from the wall).

Pull the rightmost lever, go to the windows and press E when there is a hook above you. Wait.

It may also happen that the correct capacity in your case will be in a different place. Then you have to think for yourself! If it doesn’t work, then write in the comments in which container there is no meat grinder.

For example, if you switch all the levers away from the wall, then you will find yourself in the tank that is closer to the wall. If you switch the first, fifth and sixth levers closer to the wall, then you will fall into the last tank on the other side.

high pressure. Pipes

Go forward, go through the door and move like this until? until there is a turn on the right side. Here you can go further, but first turn right. In the room on the table near the next doorway, find the key . Move further along the corridor until you get into a room with a large unit. It has three levers. Three pipes go up from each of the three levers. You must find the pipe that leaves the room (a hole above the door). In this case, you need to pull the right lever.

What do these levers do? The fact is that at the end of the location there is a large gate without any handles. There are three pipes leading to this gate. You need to pressurize all three pipes to open the gate. If you make a mistake, the steam will envelop the main character and you will see the familiar inscription GAME OVER.

After you activate the first pipe, take your time. Stand in the corner, away from the aisle. A ghost dog will appear in the room. Follow him without getting too close. The dog goes straight to the gate, which is locked. Follow him into the room, where there will be passages to the right, in front and to the left. A large passage ahead will lead you to the gate. But for now they are locked, so turn right. After opening the door, you will find yourself in a room with another unit. Here the correct lever is located in the middle.

Finally, go back to the hall from foureight passages. Without turning anywhere, go straight. The dog should be out of here by now. At the end of the corridor, use the key found earlier to open the door and pull the left lever on the unit. Return to the hall and go to the wide passage on the left. There should be an open gate here. Go through them and wait for the download to complete.

out of the control. Disabling the portal

The portal is in the room behind the door ahead. If you get close to it, you will be pulled in. This will mean the end of the game. One ghostly dog roams the location.

To disable the portal, you must open three electrical boxes and pull one fuse each. To open these shields, in turn, you need to find the handles (the shape of the handles is the letter “T”). At the end of each handle there is a certain geometric figure. It's either a triangle, or a square, or a star. On each electrical panel there is a hole for one or another figure.

So, in the room where you appeared, on the box on the left side, find the lever (handle) with a triangular shape at the end. Turn around and go through the open gate in the previous mission. As soon as you enter the hall with four directions (back, two corridors to the left and right and forward), thengo. On the wall, to the right of the large passage leading towards the portal, there is the same electrical panel. The hole in the lock is triangular. Therefore, approach it and press E to open it. Press the same key again to pull out the fuse.

Turn around and go from the portal, into a narrow corridor without a door. Immediately turn left and look for a lever in the shape of a square in the room on the table. Turn around and leave the room. Be careful. Now the dog must go. Therefore, I recommend that you hide either in the right or left corridor of the hall, where you opened the first electrical panel. Both there and there are locked doors, so the dog will not go there.

When the dog passes by you, then go to the room where you appeared at the beginning of the episode. Turn into the room on the right (the door ahead leads to the portal). In this room with the device that you connected the gear to when you activated the portal, find the electrical panel. To the right of the passage through which you just came (if you are facing it). Lock on a shield in the shape of a square. Therefore, use the previously found lever (handle). Pull out the second fuse.

Go to another corridor, go through the room with the portal. In a room with another unit to which the gears were connected, find ?And the drawer on the right has the last handle in the shape of a star. Go further along the corridor. In one of the rooms, on the left side of the passage through which you will come, there will be the last shield. Open it and pull the fuse. Return to the room with the portal to make sure that it is disabled. After downloading, you will find the final cut-scene that completes the passage of the game Obscuritas .

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