************************************** * Obscure * * X-box * ************************************** Title: Obscure Platform: Xbox Created By: Dreamcatcher Games-MC2/Hydravision Walkthrough Copyright: 2005/Littlebugg Contact Info: email@example.com Version 1.0 Complete Walkthrough/FAQ **Please do not alter this guide in any way. If you would like to add it to your website, please email me and ask my permission. =FAQ= =Game Introduction= Some strange things seem to be happening at Leafmore High. Four teenagers set out to search for their missing friend. They’ve locked themselves inside the school so that they could get to the bottom of the strange occurrences. ______________________________________________________________________ =About the characters= Each character has his/her own special abilities. =Kenny Matthews= Kenny is Ashley’s boyfriend and Shannon’s brother. He is an athlete and the Captain of the basketball team. His special aptitude is his great physical strength. He can take more damage to his health. He can also run extremely fast for a short period of time by pressing “Y”. =Shannon Matthews= Shannon is Kenny’s younger sister. She is his complete opposite. She’s extremely smart and tries to help others. She tries to hide the fact that she’s a genius by dressing provocatively. Her special aptitude is that when she gives health to her team mates, it affects them greater than if it were someone else. She will also tell you where to go if you are lost or tell you the answer to puzzles if you push the “Y” button. =Stanley Jones= Stan is Kenny’s best friend. Oddly enough he’s kind of a loser. He skips class and is always getting into trouble. His special aptitude is that he’s an expert at breaking into things. Also, when he’s in the room he can tell you if there are any locks to pick by pressing “Y”. =Ashley Thompson= Ashley is Kenny’s girlfriend and a very beautiful girl. Don’t let that fool you. She’s really tough and loves to fight. She is a good person to have in a fight -because she’s the only character that can double- hit during a battle, which is her special aptitude. Just push the “Y” button. =Josh Carter= Josh is your typical “nerd”. He is a reporter for the school newspaper and is very curious. His special aptitude is that he’s the only one that can see all the objects in a room right away. (They will all “gleam” for Josh but for any other character; they’ll only gleam when you are close to them.) On top of that, if you push “Y” Josh will tell you if there are any items left in the room that you didn’t pick up. **If one of your characters dies during game play, the game isn’t over. You can either go to the Gathering Point and get another or restart from your last save. ** _______________________________________________________________________ =Vibration Mode= It’s helpful in this game to enable vibration mode. When your character is hurt, the controller will vibrate. Depending on how badly your character is hurt is how fast the controller will vibrate. The only other way to check the status of your characters is to go into Document mode and look at their photographs. =Controls= -Right Trigger-Ready weapon, lock onto an enemy -Left Trigger-Light boost -Left Thumbstick-Moves your character -Right Thumbstick-Aim -Back Button-Documents Menu -Start Button-Pause/Load -Y Button-Special Aptitude -X Button-Items Inventory/use directional button to scroll -A Button-Use Item/Shoot -B Button-Change Target/Weapons Inventory/use with directional button -Black Button-Switch Characters -Directional Button-Select a weapon or item, gives commands to your team mate. *Up-Ask for help *Right-Ask team mate to follow *Left-Ask your team mate to stay put *Down-Swap weapons _______________________________________________________________________ =The Documents Menu= Press “Back” to display the Documents menu. You can push the Left and Right Trigger while in the documents mode to access the Map, Clues and Vitals about your character. You can also check your characters health status by looking at their photographs. If they are slightly injured, there will be spots of blood on it. If they are in serious jeopardy, well you can see for yourself! _______________________________________________________________________ =Weapons= =Contact Weapons= Such as baseball bats and metal bars. There are three types of contact weapons. =Pistols= There are three models. Each one has different attributes, bullet capacity, and strength. Some are automatic and some not. =Guns= There are two different types of guns to get. They have a low bullet capacity and need to be reloaded often. =Flashlights= One of the most important tools of the game. There are three models. Low-powered, good quality and very powerful. =Special Weapons= These are very rare to find. Each unique weapon is extremely powerful. =Combining= Some weapons can be “combined” with a flashlight. When you find the sticky tape, you can tape a flashlight to a weapon to make it more powerful. _______________________________________________________________________ =Enemies= I searched high and low for the names of these enemies. I went to the Obscure website as well, with no luck. So, I had to call them something, right? =Gremlins= Annoying little creatures with a Venus flytrap type of mouth, razor sharp teeth and little legs. They are more dangerous than they look. =Giant Inchworm= A huge mutated worm-like creature. =Flogs= A mutation between a fly and a frog. Hangs from the ceiling and strangles you with its tongue. =Zombies= Formerly Leafmore High students and staff, there are three different types- *Type-1 Moderate damage, slow *Type-2 Very fierce, fast and have a tongue-like thing that shoots from their necks *Super-Zombie Extremely dangerous, quick and will take an enormous amount of damage with one hit. Can also impale you with its arms resulting in instant death. =Feo= (Meaning “ugly” in Spanish) This huge mutated woman is disgusting. She opens up her abdomen and pulls out worms that attack you.(and that’s the only time she can take damage) If you get close she will swipe at you. She doesn’t move at all making her easy to defeat. =?????= You’ll have to play the game to see! _______________________________________________________________________ =Obscure/Walkthrough= This game begins like a teen horror movie. Very original concept. (Scene) =Basketball Court= You begin the level as Kenny. You can shoot some hoops if you want to. Turn around and go to the door on the right. It’s the only door you can enter. When you near this door you will hear a cell phone ringing. =Boy’s Locker Room= This is the locker room. Hear that ringing? It’s your cell phone. Answer it. (Scene) There isn’t anything else to do here. Go back to the basketball court. =Basketball Court= (Scene) Yep, you guessed it. We’re going to those double doors you just saw closing. You can use the “Y” button to make Kenny sprint if you want to. No matter how long you take, it will not affect the upcoming events. There are no items to pick up so head through the doors. =Gym/Courtyard= You see the gate shutting? Head there now. =Mansion/Path= Follow this path until you see a set of steps in front of you. Walk /to the right of them and you’ll see a cellar entrance. Enter. =Mansion/Basement= Walk forward and examine the barrel on your right to pick up a roll of sticky tape. Examine it a second time for a flashlight. (Scene) You will automatically pick up the gun. This will trigger a tutorial about combining items together. It seems a little difficult but you’ll get the hang of it. When you do this correctly, Kenny will say “Okay, let’s go!” Go down the ladder in this room. =Mansion/Basement-Lower Level= Run forward until you get a tutorial. This Light-Boost is very effective against enemies. Make sure you know how to use it and shoot at the same time later on. Go through the door. =Prison Room= Navigate your way around the cages to get to the other side of this room. You will need to find the door to the West. (The one to the North is locked.) =Locker Room= Go to the door on the right side. =Cell= Walk forward. (Scene) Poor Dan… You will get a tutorial about team mates and how to control your characters. Afterwards, exit this room the way you came in. Make sure Dan is with you. =Locker Room= Dan takes a weapon from the locker. Afterwards, head back to the Cage Room. =Prison Room= Navigate your way back to the exit door. A monster will smash through the wall. Don’t bother trying to shoot it, you can’t harm it now. Run to the exit door, shooting the smaller monsters blocking your path. (Or simply use the light boost by pressing “R” and “L” at the same time) When you get there, a cage is blocking the door. Quickly push it out of the way and go through it. Don’t worry about Dan. You can’t help him. Run forward and either shoot or light boost the small monsters. Run to the ladder. If you don’t make it to the ladder, no worries. It’s not the end of the game no matter if you make it or not. (There’s nothing you can do to save Dan.) (Scene) _______________________________________________________________________ =Administration Building/Gathering Point= You begin as Josh. You can press the “Back” button to see information about the characters, the maps to the area you are in and any clues that you find. This is a VERY useful item. Check all the characters stats and decide who you want in your party. I would suggest you start out with Josh and Ashley. Josh can find items that the other party cannot see right away and Ashley is tougher than Shannon and has a special melee attack. Do what you wish. If you look at your map you’ll find that you are in the Administration building. Pick up the baseball bat off of the table. Go to the vending machine and smash it to get an energy drink. On the table to the left of where the bat was, you’ll find a disc. You can use this to save your game. On a table behind you is a flyer. Read it to find that Shannon is very smart. She will be a valuable member of your party later on. See the door with the window near where you found the disk? Smash the window and enter the room. Pick up the reel of wire and exit. Now you can unlock the door. Go to your menu and highlight the wire. Hold down the “A” button and pick the lock. Make sure that your team mate follows you. =Administration Building/Foyer= Make a right in the hallway of lockers and you will find yourself in the foyer. As soon as you enter, look to the right of the doorway to see something on the wall that’s gleaming. It’s a map. Press the back button to see your location. You can return to your meeting point at any time by accessing this. The doors underneath the stairs are both locked. The vending machine is empty. There’s nothing else to do here. Go to the map and locate the hallway to the West. That’s where we’re going. =Hallway West/Boy’s Restroom= The first door on your right is the Boy’s Restroom. Enter it and grab the energy drink from the second stall. You can check out the graffiti on the wall for a giggle. Exit. =Hallway West/Lounge= The first door on the left is a lounge. Enter it and grab the sticky tape from the table. Exit. =Hallway West/Girls Restroom= Enter here for a hint on what to do next. Check the stall for a disc. Exit. The other doors in this hallway are locked. (If you press “Y”, Josh will tell you that there’s nothing left to do here) It’s time to head upstairs. =Administration Building-1st Floor= Go to the first floor and to the right to the last door. Break the glass and enter the classroom. Go to the teacher’s desk and read the note about a missing screwdriver. There is a supply closet in here. Go to it and slide it over to the left to get the screwdriver. There is nothing else to pick up here. Head back to the Girls Restroom. =Hallway West/Girl’s Restroom= Walk to the wall vent and push “A”. Push “A” again to use the screwdriver and release the vent. You will automatically enter the vent shaft and exit in a different restroom. =Teachers Restroom= Check the bathroom stall for an energy drink. There’s nothing else to pick up here so exit through the only door in this room. =Teachers Lounge= Look to the left of this door to see a teacher’s magazine. (‘Ten ways to tame students!’) There’s also a locked door right next to the stairs. Go to the right of the door you entered and pick up the “rusty key” from the long table. Look at the bulletin board to read a memo about the energy drinks. Notice thesecurity camera. You’re being filmed. Nice! Go upstairs. =Teachers Lounge/2nd Floor= Examine the small, round table near the window to see that “Stan’s grades really suck!” Look at the other table to see that a teacher forgot his notebook. If you look at the names and grades, you’ll notice that Stan had unexcused absences and that Kenny, an average student, has disappeared. (But you already knew that) Check the computer for another disc and save your game if you want to. Go to the area behind the computers. Next to the lockers (between the door and lockers) is the key to the teacher’s room on the wall. Take it and enter the door. =Filing Room= Interesting filing system they have here. Before fiddling with the sliding filers, pick up the Official works acceptance document on the far right shelf. Press the “back’ button to see that this document is in your “clues” section. Hmm! If you look at the middle filer, you’ll see that a valve handle is missing. You can slide the far right filer over and inspect the door behind it to see that it’s jammed. You’ll have to come back when you get the handle. Go through the door and to the previously locked door in the 2nd floor teacher’s lounge. Unlock it and go downstairs. Underneath the left set of stairs is the door to the staff room. Unlock it. =Staff Room= In this room, go to the door near the refrigerator and unlock it. Now that you’ve unlocked all of these doors, go back upstairs, this time to the 3rd floor. =Administration Building/3rd Floor At the top of the stairs you’ll hear a lot of unpleasant noise. Notice the green stuff on the walls. Enter this door. Walk forward a bit and you will be attacked by Gremlins. These little guys are fast, mean and extremely bothersome. Hit them with your bat. (You know you liked it!) (Scene) Thank you Mr. Walden! He said he unlocked the exit for you. Somebody give this guy a hero cookie. Check your map to see where you’ll be heading next. Before you leave this building, pick up the metal bar that’s on the floor. Now you both have a weapon. You should click the “Back” button and go to the gathering point now. (Go to the map area and press the black button anytime you want to warp to the Gathering Point.) Or just exit this room and go to the Foyer. Leave this building through the double doors below the stairs. (Scene) =Courtyard= This is the new Gathering Point. Pick up the disc from the bench.You’re looking for Mr. Friedman. Check your location on the map and head to the Classrooms. =Classrooms 1st Floor= As soon as you enter, you will see some Gremlins. Defeat them and pick up the aluminum bat. Equip it and enter the first door on the left. (Scene) =Coffee Lounge= You can now add Stan to your party. His special gift is picking locks, plus, he’s a bad boy, skipping class and breaking into things.. I would switch from Josh to Stan and keep Ashley. Do what you want to. Check the far corner of the room to find….paper cups! Take three. Pick the lock on the storage cabinet to get a note about the disappearances of Leafmore students. Exit this room and go back to the hallway. =Locker Hallway/1st Floor= Smash the vending machine for an energy drink. Further up, next to the second door on the left, is another map. Take it. The second door on the left is locked. Keep moving forward and grab the energy drink from the broken vending machine. Enter the third door on the left. =Utility Room= Check the shelves for the 9mm pistol, ammunition and the flashlight. Tape the gun to the flashlight and give it to Stan (or whoever your partner is). Exit this room. =Classroom Hallway /1st Floor= The next door on the left, across from the broken vending machine, is the Boy’s Restroom. Have Stan pick the lock and enter it. (You may be attacked by a Gremlin. I’m not sure if these attacks are random.) =Boy’s Restroom= Pick up the first-aid kit from under the urinal. There aren’t any more items here. Exit this room. =Classroom Hallway/1st Floor= The double doors on the left are the stairway. Enter them. =1st Floor/Stairway= Go up the stairs and examine the door on the 2nd floor to see that you cannot open it right now. Pick up the sticky tape from the shelf and go back to the 1st Floor Classroom Hallway. =Classroom Hallway/1st Floor= Continue forward. A Giant Inchworm will break through the wall and attack you. Stay as far back as possible to avoid its smashing attack. Use your pistol and light boost to defeat it. Go to the hole in the wall. =Biology Room /A= Pick up the energy drink from the desk and on the other side of the room is a disc and some sticky tape. Exit this room. =Classroom Hallway/1st Floor= Enter the next door on the left. =Biology Room/B= As soon as you enter you’ll be attacked by several Gremlins. The best way to deal with them is to fight your way to the windows and shoot/smash them. This will kill most of them and you can handle the last one or two. Afterwards, search the room for a disc, a note about that nasty Mortifilia and, in the corner of the room, some acid! Hmm! What kind of damage can we do with acid? Remember the double doors that lead to the staircase and the door with the rusty chain? You have 30 seconds to carry the acid from this room to that door, in those nifty Styrofoam cups! You go MacGyver! =2nd Floor Classroom Hallway= Turn left as soon as you enter and walk forward. You will see someone looking in a locker. Don’t be fooled. As you get closer, that someone turns out to be a zombie. This is a Type-1. It will attack you along with a couple of gremlins. Defeat them. Go to the vending machines and loot them for energy drinks. Go tothe door on the end-left and smash the window. Enter. =Teachers Room= As soon as you enter you will be attacked by a Gremlin. Defeat it. You can smash the window to speed things up if you like. Examine the plaque on the wall to get a clue about an expedition. Note the longitude/latitude. Leave this room. =2nd Floor/Classroom Hallway= The next door up is “Headmaster” Friedman’s office. Enter. =Friedman’s Office= Pick up the disc to the right of the door. Save your game if you haven’t in a while. Walk forward and examine the desk to listen to Friedman’s answering machine. Sounds like the shit’s hit the fan down at the infirmary. Go into the main part of the office. Search the desk to see a photo of Friedman and his twin brother. The plot thickens! Look around on the desk to get a compass needle and a note from Friedman. Search the wall to the left of the desk to find an old map with two holes in it. Looks like we’ve found the purpose of the compass needles. Leave this room. =2nd Floor/Classroom Hallway= The next door down is locked. Further down, have Stan pick the lock on this door. While he does this, Gremlins will ambush you. Defeat them and enter. =Living Languages Classroom/2nd Floor= Break the windows in this room, just in case. Give your team mate a boost and get the 9mm ammo out of the hole. Search the other side of the room for an energy drink. Exit. =2nd Floor/Classroom Hallway= Pass the phone booths and enter the classroom door. =Algebra Classroom= First off, break the only breakable window here. You should make this a habit. Search the desk to find Mr. Walden’s satchel. Inside is the other compass needle. As soon as you get this, a zombie and two Gremlin’s attack you. Defeat them. It’s time to head back to Mr. Friedman’s Office to put the compass needles in the map. =2nd Floor/Classroom Hallway= On the way back you will encounter a new form of zombie. The Type 2 Zombie is faster than the Type 1. It also has some sort of tongue that shoots from its neck and causes a great amount of damage. Kill it. =Mr. Friedman’s Office= Go to the map on the wall and use the compass needles. Remember the longitude and latitude on the other map? Use the left needle for 330 and the right needle for 20. (For some reason, Stan could not solve this puzzle, even with the correct Longitude/Latitude.) It will reveal a wall safe. Pick up the Library Key, a note to Friedman, a videocassette, a new gun with a lamp and some bullets. Jackpot! Press the “Back” button and warp to the Gathering point. =Courtyard= Our next objective is to go to the library. The map has been updated so you’ll be able to find it easily. The door is marked with a big “C”. (Scene) =Library Foyer/1st Floor= You will be attacked by two zombies. Kill them. Go to the door directly straight across from the entrance. =Lecture Room= Break the glass and enter. Search the room to find a scrap of paper. You will need to find a light to read it. Exit this room. =Library Foyer/1st Floor= Pick the lock on the door next to the lecture room. =Library/Classroom= Quickly break all of the windows in here before the darkness takes too much of your health. Pick the lock on the cabinet to find a level 2 flashlight. Use this one instead, as it is more powerful. Exit. =Library/Projector Room= Go to the room directly across from this. Use the note on the overhead projector to get the code (2432). Leave this room. The room next to this holds a zombie and some sticky tape. =Library Foyer= Check the Girl’s Restroom for an energy drink. The Boy’s Restroom has another vent. Boost your team mate up to it. When you open it, some large worms fall out and knock you down. They don’t attack you, just climb back up and get the ammo. Go back to the lecture room. =Lecture Room= Enter the office area and check the wall to the North. Enter the code and a safe opens revealing the library key and a note. Go back to the main library. =Main Library= Search to the right of the stairs for a newspaper article about Leonard Friedman and a disc. Go toward the desk to talk to Friedman. (Scene) Press the “Back” button to return to the Gathering Point. =Gathering Point= Look on your map and locate the Janitor. You may want to switch out characters depending on the status of their health and your healing supplies. =Janitor’s Room= Enter and check the closet for a shotgun and shotgun ammo. Pick up the level 2 flashlight lying next to the janitor’s remains. Go through the door near here. =Janitor’s Office= Examine the security monitor. (Scene) You will acquire the Cafeteria Key. Pick up the surveillance tape from the table and watch the “surveillance” and “Archive #37” videos for clues. Your primary focus, for now, is the school nurse. Let’s head to the cafeteria. You are about to be ambushed by several enemies. You can re-group at the Gathering Point or simply go to the double doors next to the door to the janitor. =Dining Hall/1st Floor/Cafeteria= Walk forward a bit. (Scene) Hmm, A new enemy. Let’s call them “Flogs” since they catch their prey with their tongues but look like flies. Eww. Raise your weapon and you’ll automatically aim up to the ceiling. These things aren’t hard to defeat, just don’t stand directly underneath them. Afterwards, continue slowly forward. You will be attacked by some Gremlins. Enemies will continually re-appear in this area. Try to move through here quickly. On the West side of the room on a table are some bullets. When you pick them up, you’ll be attacked by another Flog. Turn around and walk toward the food cart. There’s a map on the left side of the double doors. Go through the double doors. =Kitchen= As soon as you enter, you’ll be attacked by Gremlins. They keep coming back so be alert. There is an energy drink and an automatic pistol in this room. The other doors in this room are locked so it’s time to go upstairs. =Dining Hall/2nd Floor= At the top of the stairs you are attacked again. This time by several Gremlins and a flog. After you’ve defeated them, smash the vending machines for a energy drink. Check the fuse box. (The thing shooting out sparks.) You will need fuses for this so let’s leave it for now. On the other side of the room you’ll find an energy drink on a table. Proceed to the double doors at the end of this room. =Kitchen/2nd Floor= There’s a first-aid kit on the food-prep line and a disc near the sinks. Go through the door to the North. =Cafeteria/2nd Floor= Walk forward and you’ll find some shotgun shells. You will be attacked by a Flog. There is a Giant Inchworm in this room. It appears to be dead, however, it is not. A Flog will attack you at the same time. After the battle, walk past the Giant Inchworm and you’ll hear the nurse screaming for help. You can’t help her yet and she won’t open the door for you anyway. You will see a small cabinet. Pick the lock and take the fuses. It’s time to go back to the 1st Floor. =Dining Hall/1st Floor/Cafeteria= Fight your way to the fuse box. You will have to pick the lock while your partner covers you. Of course, you will be attacked numerous times while solving this puzzle so make sure your partner has plenty of weaponry. =Fuse Box Puzzle= Pick the lock. Go to your items menu and select/use the fuses. Now you can do the switch puzzle. There are eight switches in this box. This is what directions you should put the switches in. 1=Right 2=Right 3=Left 4=Left 5=Right 6=Left 7=Left 8=Right (Scene) Alright! The lights are on! It’s time to go back to talk to the nurse. =Dining Hall/2nd Floor= Go to the Northern-most door. =Infirmary= (Scene) Poor Ms. W! It looks like she’s lost a marble or two. Search this room to find a note, two first-aid kits, and a disc. Check the double doors to the East to get the hand wheel. You know where we need to go now, right? You can either leave through these doors and walk to the Gathering Point or simply warp there. Save your game and make sure your party is healed. =Administration Building= From the Gathering Point, Go south, towards the Administration Building and take the entrance to the West. (Administration: A) =Administration Building/1st Floor/Hallway-West= (Scene) Looks like someone’s done some remodeling! The second door on your characters left is the Girl’s Restroom. =Hallway-West/Girl’s Restroom= Just as you did before, help your partner up to the air duct and you’ll find yourself in the Teacher’s Restroom. Exit this restroom and you’ll be in the teachers lounge. =Teachers Lounge/1st Floor= Go upstairs. =Teachers Lounge/2nd Floor= Enter the door across from the kitchen area. =Filing Room/2nd Floor= Put the hand wheel on the filer. Move the Left and Middle filers to the far left and the Right filer all the way to the right. Enter the door behind them. =Storage Closet/2nd Floor= Pick up the photo from the shelf. On the other shelf are two boxes of pistol ammo, a reel of film entitled “Archive 23”, and a disc. Head back to the Teachers Lounge. =Teachers Lounge/2nd Floor= (Scene) Hmm, Mr. Walden is acting mighty strange! You now have the keys to the Amphitheatre. Check your map and it will be marked. Save your game! You will not be able to warp to the Gathering Point from now on. Bummer! At this point you can go downstairs and out into the Foyer for some ammo or simply run to the double doors that lead to the Courtyard. As soon as you get into the Foyer, FOUR Type- 2 Zombies will attack you. If you run to the double doors on the right you will not take any damage. They are very fierce enemies and you will only find one box of shotgun ammo. Go at your own risk. =Gathering Point/Courtyard= From here, look on your map for the parking lot. You will have to enter the Amphitheater from there. =Parking Lot= Locate the blue van. You can pick the lock for a First-Aid kit. You will be attacked by two Type-2 Zombies. There is plenty of room to move here so it shouldn’t be very difficult to defeat them. After you defeat them, enter the Amphitheatre. =Amphitheatre/Reception Area= You begin in the reception area. There is a disc on the counter. To the right of the entrance you will find a map on the wall and some sticky tape nearby. Check the pictures that hang on the wall to trigger a scene. (Scene) Maybe Herbert is the Highlander? Go through the double doors. =Theatre= Go on the stage and pick up the wooden plank. (You can also check the podium for a little silliness.) Go to the seating area. On the second level is a control panel. Push the button to lower the movie screen. Turn around and go up the middle steps to the third level to find a First-Aid Kit on the last seat, last row, and left side. Go all the way to the top (third) level to find some sticky tape in the corner. Go back to the double doors and into the reception area. =Reception Area= Go up the stairs at the end of this room. =Catwalk= You will be attacked by two Gremlins here. Defeat them and go through the door. =Projector Room= Pick up the shotgun ammo from the shelf. Go to the projector and watch the film reel. Go back to the theatre. =Theatre= Go to the door to the right of the stage. =Dressing Room= Pick up the shotgun ammo. Go to the door to the left of the stage. =Props Room= Pick up the pistol ammo near the fake pillars. Go to the end of this room. There is a ladder, a switch and an elevator. Go to the panel next to the ladder and read the safety warning. Walk to the switch and pull it. You de-activate the safety on the elevator. Go inside the elevator and check the back of it. You need something to hold the doors open? Use the wooden plank on the doors. Save your game! Press the button and go up. =Attic= (Scene) Holy cow! This is what I call “Feo”. Stay as far back from her as possible. This thing is so disgusting. It’s pretty much got two moves. It pulls open its abdomen and lets out worms that attack you. If you get too close, it will hit you HARD and take most of your health. You can only hurt it when you see the maggots. She’s invincible when her hand is over her face so save your ammo. Just stand back and shoot it until it dies. Afterwards, pick up the energy drink off of the crate next to it and look next to the elevator for the safety switch. Pull it (Don’t forget!) and use the ladder. =Props Room= Now, go to the elevator and examine it. (Scene) =Administration Building/Boiler Room= Looks like you aren’t going back that way! This has become the new Gathering Point. Pick up the pistol ammo, first-aid kit, disc and flashlight. Exit this room. You have no map. Awesome. =Boiler Hallway= Walk down the path. You will pass a blocked intersection. Further on, you’ll be attacked by two Type-2 Zombies. Kill them and check the rubble for an energy drink. Go through the door at the end. Turn Right. The door on the end-left is locked. Go through the door at the end. =Plant Hallway= There is a kid here. You cannot help him. The door in this hallway is locked. Walk past the kid and get the shotgun ammo. Go back through the door and toward the door that leads to the Gathering Point. Turn Left (or your characters right) down the first intersection and go through the door. =Cage Room= Go down the small set of stairs and take a look around this room. The double doors are locked. Look at the cages on the left side of the room. You see the cage that has the dead creature? Push the big cage in front of it forward and pick up the Pump-Action shotgun. Give it to your partner. Now, there is a much larger cage on the right side of this room as well. Pick up the note and then push it forward to enter the cell. Be prepared to fight a new enemy. Save your game here as you may need to do this more than once. Walk to the table and pick up the lever. (Scene) This is a Super-Zombie. These hateful looking creatures are not playing around. They are vicious, fast and will take a HUGE amount of your health with one hit. The best way to deal with this particular one, since you are in a very small space, is to aim your shotgun and back away while shooting him (being careful not to shoot your partner). If you attempt to run away, he will most likely get your partner. With both of you shooting him with shotgun bullets, it will still take 4-5 shots. Don’t forget to use your Light-Boost! If he gets hold of your partner, it’s most likely he will kill him/her immediately. Keep plugging away until he dies. Enter the cell that he came from and pick up the light grenade. Take a deep breath, and prepare for a bigger challenge. As soon as you leave this room, you’ll be attacked by TWO Super-Zombies. Don’t panic just yet. If you use your light grenade as soon as you get through the door, it will kill them both, INSTANTLY. If you’d rather save your light grenade, just aim your shotgun as soon as you get through the door and start blasting. Again, don’t forget your light-boost as it hurts them a lot! After you defeat them, continue down the hallway until you get to the intersection. Take a right here and go to the door at the end. Before you enter the door, be aware that there is another Super-Zombie in here. Be prepared! =Guinea-Pig Room= Start blasting as soon as you get into this room. You have somewhat of an advantage here. You can blast him from the top of the stairs and if you’re quick, he’ll be dead before he gets to you. (If you came here first, you would have seen another kid just like in the plant hallway, but you would have had to come back here anyway to do the next task. There wasn’t any way to avoid fighting him.) Pick up the note about Leonard. There’s a First-Aid Kit on the operating table. Look at the wall to the right of the operating table. See the thing that’s shooting sparks? Put the lever there. (Scene) All good mad scientists have secret rooms. Just so you know. Save your game if you want to and go down the ladder. =Lower Level= As soon as you get down here, you’ll see some pistol ammo on the ground. Pick it up and keep moving until you see a door. (Scene) =Prison= Oh, darn! What now? Well for one thing, you don’t have your items anymore. Secondly, Kenny’s health is in serious jeopardy. Examine the bed to find a bar with hook. Switch to Kenny and have him look around. Eventually he will comment that he sees something. Use the bar with hook. (Scene) Okay, first go into all the cells and get the others to follow you, have them wait and go to the next. Across from Shannon’s cell is a pair of pliers. Near here is a box. Use the pliers on the locked box. How easy was that? You have all your stuff back AND Kenny. Click the “Back” button to see your next destination. This has now become the new Gathering Point. Leave this room. =Prison Hallway= Turn right and continue down this hallway. A Super-Zombie will attack. Defeat it and go to the end of this hallway. You will see a small cage. Stand beside it and press “A” to see that you need a tool to bring the ladder down. Give your team-mate a boost and use the bar with hook. Climb the ladder. =Courtyard/West= You are finally outside! One of the gates here is locked and the gate behind the manhole needs a code. Note this area. Go straight, then left until you see a gate. Examine it to see that it’s locked with a padlock. Use the pliers to break the padlock. (Scene) =Central Courtyard/Gathering Point= Back in the Courtyard! Check your map and find the next destination. Hopefully the nurse will be a little more coherent this time around. Go to the West side of the courtyard and enter the stairway door. =Courtyard/West Side= Go to the 2nd Floor and outside on the balcony. Enter the Sickbay door on your characters right. (Scene) =Sick Bay/Infirmary= Awww! Miss Wickson! Well, in all honesty, she did make more sense this time. Plus, she left you a sweet parting gift. Take the First-Aid Kit from the chair near her. Check your map to see the new question marks. Leave this room via the way you entered. =Balcony/2nd Floor= Take the stairs down. Walk to the East side and examine the door that’s marked near the “Dormitory” on your map. You know what to do. Use the pliers and enter. =Gym Courtyard= Examine the first door you see on your left. It’s the Dormitory. Use the pliers on the padlock and enter. =Dormitory= You will immediately be attacked by a Super-Zombie. Kill it and grab the map from the wall next to the entrance. Go to the first door on your characters left. =Chimney Room= Grab the shotgun ammo off of the table. Locate the chimney flue. Leave this room. =Dormitory Hallway= Enter the door across from this. =Study= You will be attacked by two Flogs and a few Gremlins. Defeat them. Pick up the pistol ammo, disc, and newspaper cuttings. Exit =Dormitory Hallway= Continue forward and you’ll be attacked by a Type- 2 Zombie. Kill it and enter the Girl’s Restroom. =Girl’s Restroom= Search around for the First-Aid Kit. Go through the hole to the Boy’s restroom and get the energy drink. Exit. =Dormitory Hallway= Continue forward. The doors on the left are locked. Search the rubble at the end for some ammo. Enter the door near here, on the end-right. =Dorm Rooms= You will be attacked by two Flogs and a Type-2 Zombie. Check the bunks in the middle of the room for a light grenade. Look on the corner bookshelf for some pistol ammo. Leave this room. =Dormitory Hallway= It’s time to go upstairs. In between flights is a table with a statuette on it. Pick it up and go to the 2nd Floor. =Dormitory/2nd Floor Hallway= As soon as you get here, go to the door on your characters right. Pick the lock and enter. =Dorm Rooms/2nd Floor= You’ll be attacked by two Type-2 Zombies and some Gremlins. Take them out. Check one of the boxes for some shotgun ammo and a mattress for a much-needed First-Aid Kit. Leave this room. =Dormitory Hallway/2nd Floor= Continue forward a bit. (Scene) Well! That isn’t very nice, is it? Use your flashlight to see where the holes are. WALK to the end of this hallway. If you look on your map you will see your destination. =Dorm Room/2nd Floor= You will see another kid. You can’t help him no matter how much he begs you. Poor guy. In the connecting room, walk around the bookshelf. You see someone else that you cannot help. There is a small cabinet here. Pick the lock for the ammo. Go back to the shelf and push it towards the wall to bust a huge hole in it. Enter the hole. Pick up the note. Examine the end of the cot to get the safe. Leave this room via the hole and go to the room you first began. (Where the first kid is) Enter the other door in this room. (If you attempt to go out the big door you came in, you’ll fall through the floor!) Look for the chimney flue. Drop the safe down the flue and pick up the disk. Before you leave this room, be aware that those “poor kids” that were calling for help are now Type-2 and Super-Zombie. Kill them. =Dormitory Hallway/2nd Floor= Go back downstairs. =Dormitory Hallway/1st Floor= You will be attacked by another Super-Zombie. Kill it. Go to the last door on the right. =Chimney Room= Oh My God! Not that disgusting thing again! Kill her and take the ammo and the contents of the safe which is a map of the basement, key to the library and a diary. (Scene) Return to the Gathering Point. Check your map and see that you need to return to the Library. =Library= Go to the door near Mr. Friedman’s desk. Unlock and Enter it. =Friedman’s Hideaway= Pick up the second statuette, the film reel “archive 24”, and the Very -Powerful flashlight. Check your map. Yep, Amphitheatre it is! Leave this room. (Scene) That son-of-A! Well, we know where we’re going for the time being. He also locked you in. Its okay, go to the stained-glass double doors here that used to be locked. Go up one flight and go through the door. =Library/2nd Floor= Search this area for the third statuette. One more to get! Leave this room and go the rest of the way up the stairs. At the top is a First- Aid Kit. Enter the door. =Library/3rd Floor= You will be immediately attacked by two Flogs. Kill them and enter the door directly across from the entrance. =Study= Kill the Super-Zombie and pick up the shotgun ammo and revolver. Exit. =Classroom/A= Go to the door directly next to the entrance. =Classroom/B= You are attacked by three Flogs. Kill them and pick up the two boxes of pistol ammo and the sticky tape. Push the shelf over to reveal a secret door. Enter. =Secret Room= You are attacked by three more Flogs and Gremlin. Pick up the disc, sticky tape, key and pick the lock on the cabinet to reveal a light grenade! Exit this room =Hallway= Go to the next door on the left. =Classroom= There aren’t any enemies here, thank goodness. Pick up the three energy drinks scattered around this room. Exit. =Hallway= Leave this building. =Central Courtyard/2nd Floor= Outside, pick up the disk on the bench near the door and go downstairs. Go to the Gathering Point if you need to. Head to the parking lot. =Parking Lot= Kill the two Type- 2 zombies that attack you. Go to the Amphitheatre. =Amphitheatre= Go up the stairs near the entrance to the projector room. =Projector Room= Watch the film reel “Archive # 24” and make note of the code (0582). Check your map for the next location. Go back to the Gathering Point or just go directly to the Courtyard with the locked gate. (It’s the one on the map with the padlock. You came out of the manhole here.) =Courtyard/West= Go to the man hole you came out of earlier and just past that is the locked gate. It says it’s stuck but if you look to the right of the gate on the wall you’ll see a key pad. Enter 0582 and hit the green button. =Gardens= So this is the “Gardens” that Mrs. W. was talking about. It doesn’t look very serene to me, and it isn’t. This is a dangerous place. The bushes make it easy for you to be ambushed. If you look ahead, you’ll see what appears to be a dead body to the upper-right. Don’t go there just yet. =Garden Path/Straight-Left= Go straight until you see an old tool shed. Walk in here and pick up the shotgun ammo. When you exit, you’ll be attacked by a Type-2 zombie and several Gremlins. Kill them and walk toward the right path. =Garden Path-Right= At closer inspection, they aren’t bodies at all. They appear to be plants of some sort. When you pass them, you’ll be attacked by two Type-2 Zombies. Kill them and continue forward and right until you come to a gate. Enter it. =Gardens/East= Tread carefully here. You will be attacked almost immediately by a Super-Zombie. Kill him and continue forward. You’ll come to a wooden bridge. Cross the bridge and when you get over it you’ll be attacked by another Super-Zombie. Kill it and take the right path first. Pick up the pistol ammo and go to the left path. You will come to a stone wall. Your character will comment that the wall can be destroyed. Use your bat and hit the wall until it crumbles. =Gardens/Gazebo= Follow the path around to the right. You will come to an old Gazebo. There’s your final statuette. As soon as you pick it up, you’ll be attacked by several Gremlins and a Type-2 Zombie. Kill them. You should hear a Super-Zombie coming toward you. If you’re low on ammo, wait until he almost reaches the Gazebo and run around the opposite side, and up the path. (Or you can kill him if you have plenty of health/ammo.) Return the way you came and go to the path on the left side. =Gardens/Mansion Path= Keep running until you get to a gate. Two Gremlins will attack you. Defeat them and go through the gate. =Mansion/Courtyard-Revisited= Pick up the First-Aid Kit to the right. Go left and up the short set of steps to pick up a box of shotgun ammo. Continue right. You will be attacked by two Type-2 Zombies. Kill them and go up the steps here. You can’t see them but there are two energy drinks up here. Search with the “A” button. Go back toward the school, ignoring the Basement Entrance for now. Pick up the lever from the ground near the gate. Go back to the Basement Entrance. =Mansion/Basement-Revisited= Honey! I’m home! Pick up the pistol ammo to the right of the entrance. Pick up the disc from the barrel. You see the three barrels? To the right of them is a switch mechanism. Use the lever here. Go down the ladder. =Basement/Lower Level-Revisited= Pick up the ammo to the left of the ladder. Walk forward to be attacked by a Flog. Kill it and continue down the path until you see a hole in the wall on the left side with shotgun ammo. Pick it up and you’ll be attacked by another Flog. Go through the door. =Basement/Prison Room-Revisited= Pick up the note. Walk around the cages as you did when you were Kenny. You will be attacked by two Super-Zombies, one on each side. Be prepared! Keep going around until you see a metal door on the left. Don’t go there yet, but first pick up the energy drink next to the syringes and a First-Aid Kit. Go through the door. =Basement/Locker Room= Well, there isn’t a gun here this time. Go through the door on the right. =Basement/Cell= Is this Dan? Put him out of his misery if you want to. From the looks of the marks on the wall, he’s been here a very long time. Go back to the Locker Room and take the left door. =Basement/Boiler Room= Pick up the disc, energy drink, the note about the “failed” experiment and the sticky tape. The boiler looks as if it’s ready to explode! Go through the door next to it. =Basement/Cage Room= Examine the crate to get the pictures. Look for a ventilation fan on the wall. There is a cage to the left of it. Push it to reveal a hidden room. =Basement/Hidden Room= Go inside and kill the Flog that attacks you. Pick up the laser. This thing is nuts! Now that you have this very powerful weapon, return to the boiler room. =Basement/Boiler Room= Go through the far-door near the plants. =Basement/Plant Room= You’ll be attacked by a Super-Zombie. Try out your new laser. Awesome! Pick up the First-Aid Kit near the other door and the energy drink near the ladder. Note the location of this door and then go down the ladder. =Basement/Storage= Kill the Gremlin. Pick up the disk from the shelf. Walk around the corner and pick up the two boxes of pistol ammo. Go through the door. =Basement/Statuette Room= Ugh! It’s Feo! Okay, You can either fight her or ignore her for now. You have another item you have to get first. I would ignore her and go through the right door. =Basement/Plant Hallway= Run around the corner and to the door straight ahead. Quickly pick up the light grenade and immediately throw it. Two Super-Zombies will attack. Afterwards, go back to the intersection and take the right door. =Cell Room= Pick up the disc. There are two doors in here. The far right door leads to a cell. Inside is a First-Aid kit and a lever. The left door is locked. Go back to the intersection and take the left path. It’s blocked by rubble. Pick up the shotgun ammo and go back to fight Feo. =Basement/Statuette Room= I hate her! Unfortunately, you have to fight her. Remember that she is invincible when she has her hand over her face. Defeat her and examine the little podiums here. This is where the statues go. Place each one on a podium and then go near the Feo’s head to see a switch shooting sparks. Insert the handle. (Scene) Remember the door that I had you note earlier in the Basement/Plant Room? Let’s go there now. In the Storage you’ll be attacked by two Gremlins. Go through the room, up the ladder and into the Plant room. Go through the door near the ladder. (Scene) Ha-Ha! That’s what you get for taking my map! Pick up Walden’s bag full of shotgun and pistol ammo and a couple of First-Aid Kits. Save your game! There isn’t anything left to do except go in the room with that thing! Make sure you are good to go on health and that all your weapons are fully loaded. ==================Boss Battle/Leonard-Phase-1======================== (Scene) What an experiment Leonard turned out to be. So that’s what Friedman’s been up to. Obviously, Leonard’s pretty pissed off about the whole deal and since you’re the only living thing in the room to take it out on…. First off, look around Leonard to see the plants roots. You will know which ones when you aim your weapon. Keep moving. It shoots out dark roots from the ground and hurts you a lot. Shoot one of the roots, run to avoid the black smoke/roots that appear under your feet, repeat. When you destroy a root, a circle of light will appear on the ground. Run to it and don’t move until the black cloud disappears. The black cloud kills you instantly if you aren’t in the circle. As soon as the black cloud disappears, run out of the circle or you will be stabbed by a root. After you do the first two roots, you’ll have to go around the left or right side of him. That means stepping in the black liquid surrounding him. It hurts you a lot so RUN. Go on the other side and destroy the remaining three roots. Repeat this until you’ve destroyed all of the roots. Try to save one First-Aid Kit for the next level. ====================Boss Battle/Leonard-Phase-2===================== (Scene) Leonard now has two basic attacks. He will attack you with his vines in a stabbing motion and he will “swipe” you with his vine. The last one is hard to avoid. If you keep avoiding him he will eventually die but what’s the fun in that? Use all the ammo you have left to slow him down. Use your laser until it overheats, it doesn’t matter at this point. Just unload on him. Want to speed things up a great deal? Two light grenades and he is dead. Just two! That’s it! Easy! (Scene) Congratulations! You’ve beaten Obscure! (I see a sequel in our future.) After the credits, you will be prompted to save. Afterwards, you’ll be taken to the extra’s screen. =Extras= You’ve unlocked: =Special Mode =“Making Of’ The making of Obscure, behind-the-scenes =Music Video A “Span-Don’t think the way they do” =Music Video B “Sum 41-Still waiting” =Special Weapon-Morgenstern bat. Find it by re-playing Obscure in Special Mode =Special Weapon-Laser Gun. Find it by re-playing obscure in Special Mode. Use the weapon boost mode to activate the laser =New Outfits for: Ashley Stan Shannon Josh Kenny (Unless one of them died during the game) =And Features 1 and 2 can be unlocked by beating the game in Hard and Special Modes.