, MMMMMM ZMMM @MMMMM MM MM M i Mr ;M MM, . 2 ; : 7M M. MMMMM0 rMMMMMM MW Mr MiM MMMB MMMMMMMMM SMMMMMM M M M iM MM M8 MB Mi WM M MM MMM M aM M M MMMMM MM MM M M2 BM MMXrW M MM8 MMM M8 MM ,M M MMMrMM MM WMMMSi MM7, MMW MMMMB MMMMM MMMMMM MMMM; MMMSMMMM MMMMMM 0MMMMER ObsCure Walkthrough Version 0.30 Table of contents: Introduction ##I1 : Version History ##I2 : Introduction ##I3 : Character Info ##I4 : Monstrous Compendium ##I5 : Weapons of class disruption The Walkthrough ##Ep1: Prologue ##Ep2: Chapter 1 - Administration ##Ep3: Chapter 2 - Classrooms ##Ep4: Chapter 3 - The Library ##Ep5: Chapter 4 - Dining Hall / Sick Bay ##Ep6: Chapter 5 - Administration Revisited Appendicies ##Ap1: Copywrite Information ##Ap2: Contact Information (to find a chapter search document for code ie: Chapter 2, search for ##Ep3) Version History: (##I1) 0.30 Wrote up most of Chapter 4, re-wrote a few things to tidy up. 0.20 Completed chapter 3, the library. Added initial enemy description, weapons list to end of chapter 4. List of allowed sites updated. 0.17 Changed pretty much everything, more detail for walkthrough up to the end of chapter 2. 0.15 Intro, character info, prologue, chapter 1 and chapter 2 completed Introduction: (##I2) Welcome to my first walkthrough. If it sucks, deal with it or read someone else's walkthrough. My contact information is at the end of this document, so if you have something constructive to say or you belive that I have missed something, let me know and I'll make the necessary adjustments. I do not want to hear from you if all you have to say is how bad the guide is or how fat my momma is, you can keep that info to yourself. I have tried to be as thorough as possible, but that's not to say I haven't missed items here or there, so if in doubt use Josh to check the rooms out. That said, this walkthrough should get you through from start to finish without too many hassles (once finished that is). Other than that, enjoy the game and the walkthrough. Character Information: (##I3) The game consists of 5 playable characters, with you being able to control 2 out of the 5 at any given time. Depending on your playing style, or which particular area you are currently investigating you will want to have different characters under you direct control. However, if you are using this guide to give you step by step instructions the 2 characters you should be using are Ashley and Stan. If you are however using this guide only as a reference when you are stuck, then I would suggest taking Josh rather than Stan as Josh can check to the room to see if there is anything left to do in each room, or if there are anymore items to collect in the area. This will result in more confrontations however, so it's up to you. Ashley (aka G.I. Jane) Chief ass kicker of the 'gang'. If you aren't the best at dealing out the pain, this is your gal. Does the most damage per smack and has 'special' combat moves. Sharon Supposedly more than just a pretty face, though in reality about as usefull as a one legged man in an ass kicking contest. Avoid using unless absolutly necessary. Josh That nerd from multimedia workshops. The kind of guy that usually spends his Saturday nights at home making his own video games. Good to have around when you want to make sure you've picked up every last usable item. Stan The 'intelligent' kid that's to lazy to reach his full potential. Hearing him talk really makes you want to whack him over the head with your trusty baseball bat. Try and resist the temptation though as his quick lock picking skills come in handy for avoiding unecessary nasties. Kenny The jock, captain of the basketball team. Brother to Sharon, boyfriend to Ashley and absent for the initial chapters. I found no real use for this character, if you have, good for you. Monstrous Compendium (enemy list): (##I4) In order of annoyance The bunnies: Basically teeth on legs. About the size of a small dog (or a large rabbit!), quick and mildly irritating. 3 whacks with a bat or 2 shots with your pistol, don't waste shotgun shells on these unless desperate. Zombie kid: Twisted, lurching, biting zombies. Can get quite viscious, keep your distance where possible. Not too quick, run away when convinient to save ammo & health. 'The Fly': I am of course assuming that you have seen the movie, so that you understand the reference. Creeps along the ceiling, making it a ranged weapon only affair, it's this waste of ammo which makes these so annoying. Raw Meat Minor: Today's monster is brought to you by the letter n! As this Sesame Street reference suggests, this creature looks like an over sized letter n, made out of raw meat. Hardly anything to worry about, give it a lead injection & your set. Raw Meat Major: As seen in the prologue, unsociable type, keep well away. Weapons of class disruption: (##I5) Baseball bat: Your first weapon Metal bar: Collected from first meeting with Waldon Aluminium bat: Missing that characteristic 'Plink' sound effect Old pistol: Just like your momma use to have. Slow, 15 in the clip Pistol with light: Bang bang, slowish, 15 in the clip Automatic: Bangbangbang, fast shot, only 10 in the clip SemiAuto Shotgun: Kablam! Quick enough to cause serious damage, 7 shot clip Harsh Language: What happens when you've run out of ammo & meet 'The Fly' The Walkthrough Prologue (##Ep1) 1 x Tape 1 x Flashlight, 1 x Pistol Map: None After the opening FMV you find yourself all alone on the basketball court. If you feel like it, shoot some hoops by e(X)amining the ball. That get's boring real fast, so head to the door on the right hand side of the North wall. As you approach you'll hear a cell phone ringing and Kenny will say that he should have left the phone off. Open the door to find your self in the change rooms. You can still hear the phone ringing and since there is nothing else in here walk near it to answer it. You'll get a quick FMV of the ensuing conversation & someone lifts Kenny's bag, after the bastards! Run back out the room the way you came, you'll see a quick FMV of the door the the South swinging shut, head that way. Let me just point out that there is nothing to pick up in the entire opening sequence, so explore if you want, but really it's a waste of time. As you leave the basketball court you'll see the gate to your right (his right) swing shut also, open it and go on through. Apparently Kenny didn't know there was a garden behind that gate, brushing that startling revelation aside, run up the path, ignoring the banging you can hear off to your left (just some shutters swinging in the wind) and take the right fork leading you to some cellar doors, you guessed it, go inside. On a bench to the right you will find the only items in this part of the game, a roll of tape and a flashlight. When you pick up the light you will be treated to yet another short FMV and you will automatically acquire a pistol. Learn how to tape the flashligh to the gun and climb down the ladder. Head South along the corridor and you'll reach some black 'mist', you'll get a quick tutorial on aiming and using light boost, so use that new knowledge to 'burn' away the black stuff and continue on through the door. Wind your way through this room, taking note of the obstacles etc as you go, this is important as you'll soon be running for your life through this room. The first door you come to is locked (trust me you wouldn't want to open it anyway), so continue on until you reach the end and open the door on the West wall. In this room open the Southern most door of the 2, the other is locked anyway, to find yourself in Pasty Pete's (aka Dan) room. Walk toward him to start a conversation about how you have to get out of here post haste. It seems strange to me, that since Pasty Pete obviously wants out, it is also obvious that he knows the way out, he also happens to know where a gun is stored and has access to said gun, why the hell hasn't he already left? It's not like the door to his room was locked. That aside, once you've spoken to Pasty Pete you'll get another brief lesson on team mates, then it is time to leave the room. Pete will grab that gun I was mentioning, and head back out into the twisty room. Yes, the one through which you are about to run for your life. Take a few steps into this room and you'll be greeted by some big raw meat looking creature, don't bother shooting it, it doesn't do any good, just run instead. You may run into some little bitey things that look like deformed bunnies, shoot them and keep running. You'll find when you get to the door you first entered through, some inconsiderate person has left a cage in front of it. Push the cage out of the way by running against it, then open the door. Run away! Say goodbye to Pasty Pete and keep running North towards the ladder and the way out. Kill any more bunnies that try to impede your progress and finally you'll reach the ladder. Not that it does you any good, eh? End of Prologue. Note: Whether you make it to the ladder or not, you still get the same FMV sequence and it is not game over, so I am not sure as to whether your success in reaching the ladder has any benefits, or vice versa. If anyone does find out, please let me know. Chapter 1: Administration (##Ep2) CDs x 4, Tape x 1, Energy drink x 4, Medikit x 1 Baseball Bat x 1, Metal Bar x 1 Keys x 2, Wire x 1, Screwdriver x 1 Map: Main atrium, entrance to East wing corridor. Sit through the FMV to find yourself in control of Josh, locked in the cafeteria with the 2 girls. First things first, e(X)amine Ashley to add her as your team mate, press O to switch control to her, then talk to Sharon to replace Josh as your team mate. Pick up the baseball bat and the cd from the desks, next to where Sharon was seated there is a copy of the school news letter, read it to see an article about Sharon the "Champion Genius". Gaze in awe at Sharon's genius, then e(X)amine the vending machines, apparently they are out of order, & if not, they're certainly about to be. Smash the glass in both vending machines with your baseball bat. Not only does this make you feel better, it also yields an energy drink can on closer inspection. Grab it and then find the 'glass' door. Smash the glass and open the door, inside you'll find a reel of wire, take it and use it on the adjacent door to force the lock and exit the room. Head South down the corridor and into the main atrium. Grab the map just to the right as you enter (a short FMV will point it out), there's a 'say no to drugs' poster on one of the notice boards in the centre of the room and to the left of the West corridor is another vending machine, loot it and then head up the stairs and go down the East side balcony. About half way down you should find a poster for the 'Beauty Club' on the wall, with our young Ashley as the focal point. There was never any 'Beauty Club' when I was at school damnit. Continue on until you reach the last door, smash the glass and go on inside. There is a note on the desk regarding a lost screwdriver, so push the bookcase away from the door to find it. They didn't look real hard did they? Anyway, leave the room & head back downstairs. Enter the corridor on the West side of the atrium (the opposite side to the cafeteria). Enter the first door on the left side, grab the sticky tape and leave the room. Cross the corridor & enter the boy's toilet, check out the graffiti on the wall, it's there, so you may as well look at it, grab the energy drink in the stall before you leave. One door up is the girl's toilet, enter. Find a cd in the last stall, read the poster about the Aliens on the wall (for sure!) and then e(X)amine the vent to boost Sharon up. Does anyone else see what's wrong with this picture? Short skirt indeed. Use the screwdriver the undo the vent and e(X)amine again to climb inside. Find yourself in the teacher's bathroom, grab the energy drink and leave. Check the magazine on the left of the door you just came through (10 ways to tame students), take the rusty key from the desk and check the notice board opposite the fridge for a memo regarding the energy drinks you've been collecting. Addictive Energy drinks are bad, mmkay? All done in here, head upstairs. There is a cd on the desk in front of you, and some teachers notes on the same desk, read these & note the 'unexplained abscence' & the 'dissapeared' notes. Hmm. Look for Stan's grades on the coffee table by the window and get the key from the box on the wall by the kitchen, exit through the adjacent door. This is the filing room, all you are going to find is a cd by the door you came in through & some notes on the construction of the school by the opposite door. Note that you can move the shelves in this room by turning the handles attached to them and that there is a jammed door down the middle right aisle. Leave this room the same way you entered & use the new key to unlock the door at the head of the stairs, find yourself now on the West side balcony, 2nd floor. At this point you should have Ashley under your direct control, it doesn't particularly matter who else. Head back to the ground floor, unlock both doors to the staff room (one is the under the main atrium stairs, West side, the other is in the West wing corridor, one door up from the girl's restroom.) Then all the way up the stairs to the 3rd level and the Attic. Pick up the medikit at the head of the stairs, then use the rusty key on the old door to enter the attic itself. Now get ready for some action, after you've climbed the stairs, take a few steps into the room itself & you'll get the angry bunny reception. Take out the first 2 and then like a knight in shining armor (or in this case, a tweed suit) Mr. Waldon will smash the window, killing the last. After a brief conversation in which you are told to seek out Mr. Freidman (the principle), Mr. Waldon will wuss off saying he has things that need doing. Grab his metal bar from the dead bunny laying by the window, score another energy drink in the rubble next to the stairs, East side of the room. That's all for this room and this building (for now)! Head back to the main atrium (either via Gathering Point or walking) and head out of the double doors, under the main stairs. End of chapter 1 Chapter 2: Classrooms (##Ep3) Cds x 6, Tape x 2, Energy drink x 5, Medikit x 1, Pistol ammo x 5 Aluminum Basball Bat x 1, Pistol x 2, Flashlight x 2(one pre-attached to pistol) Paper cups x !, Compass needles x 2, Key x 1, Video tape x 1 Map: 1st floor of classrooms, 1/2 way down by a trophy case. You now find yourself in the courtyard; there is a CD on a stone bench to the south and another upstairs on an iron bench near the library doors. Check your map and you'll see a building with 'Freidman?' scrawled over it, let's check it out gang! Head to the South West corner of the courtyard, the door to the class rooms is just South of a set of stairs leading to to 2nd floor. Ready yourself & enter to find 5 cute little bunnies all ready to play, smack 'em up some & enter the first door by the entrance to find Stan. Make sure you are in control of Ashley and e(X)amine Stan to make him your new team mate, from now on this will be your party. Ashley will hurt things, Stan will break and enter. Grab the cd from the desk and make Stan pick the lock on the cabinet in the corner of the room to retrieve some news articles about dissaperances at the school. Don't read these articles too closely, all they do is undermine the story's credibility (what little it had that is). Finally, grab 3 paper cups from the coffee machine in the corner and leave the room. Make Ashley give the metal bar to Stan, then have her pick up the aluminium bat from the floor, nice, use your shiny new bat to vandalise the vending machines, steal another drink, head North to find some more vending machines, grab a can from the one laying on the floor and take the map from wall opposite near the trophy case. Head to the 3rd door from the South entrance and enter to find an old pistola, a flashlight & some pistola ammunition. You are given a tutorial on how to use your new pistola and can practice aiming and shooting at the photo's on the wall, great way to waste ammo, but if that's your thing.. Tape the flashlight to the pistol now if you wish and head back to the corridor. I would suggest giving Stan the pistol, leaving Ashley with her bat. Next, get Stan under your control and pick the lock on the 4th door from the South entrance. Inside this blissfully dark room take the medikit from the top right corner of the room and leave. Does anyone else notice how disgusting this school is considering it's supposed to be toffee? Wouldn't catch me paying big money to send my kids there. Anyway, head North up the corridor past all doors and distractions until a new Raw Meat looking beast bursts through the wall in front of you. Don't panic, just shoot the thing a few times with your trusty pistola & it's adios amigos. Walk through the new 'door' the thing just created in the wall, grab the energy drink, sticky tape & pistol ammo and exit back to the corridor. Open the Northern most door, 5 more bunnies assault you, deal with them in the usual way, pick up some notes on a rather odd sounding plant from the front desk & a CD from another desk. Head to the back of the room where you'll find a container of acid. Make sure you know exactly where the stairs to the 2nd floor are before continuing, check the map if you need to. You will have 30 seconds once you fill your paper cup with acid to get from this room to the door to the 2nd floor. We won't even comment on the wisdom of running with a paper cup full of sulphuric acid. Use the paper cup on the container to fill the cup & run from the room, and open the door to the 2nd floor stairs. Run up the stairs & use the cup of acid on the door to melt the chain. Grab the tape from the shelves to the right of the door & then open the door to head on through. There is a cd on the floor just as you enter, grab that and head South. Have Stan pick the lock to the first door you come across, inside grab the pistol ammo from the hole in the wall by the blackboard and the energy drink from the South East corner of the room. Leave this room & head towards the Southern most door (not the exit) of the corridor, enter & read some notes & to get the first compass needle from Mr. Waldon's briefcase. As soon as you do that you get jumped by a bunny & a new type of beastie, the zombie student. Cause them pain, leave the room. There is a locker in the first bank adjacent to the exit which you can force the lock to and acquire yet another flashlight. From here head to the Northern most room; on the way you will meet another zombie student, splat him & keep moving. As you near the vending machines, you'll be beset by yet more bunnies, (you know what to do with them by now), grab a can from the vending machines and open the door. One dead bunny later, check out the 'commemorative plaque' over by the window and take note of the Longitude and Latitude (330° and 20° respectively), snatch the pistol ammo from the desk and leave. Mr. Freidman's office is one door South, open it, pick up the CD sitting on the filling cabinet by the door, check the answering machine on the desk by the computer to hear the messages, really instill a sense of fear don't they... Ahem, go through into the next room to find a photo of the Freidman twins, a post it note from Freidman saying that he is now in the Library and the 2nd compass needle. Use the 2 compass needles you now possess on the world map to the West of the desk. Using the left and right analog sticks, point the 2 needles to the intersection of Longitude 330° & Latitude 20° to reveal a safe. Steal all that the safe holds, including the key to the library, a lovely new pistol (with attached flashlight) and ammo, a letter and a video tape. Use the map to jump back to the gathering point. End of chapter 2 Chapter 3: The Library (##Ep4) Cds x 3, Tape x 1, Energy drink x 1, Pistol ammo x 1 Key x 1, Scribbled note Map: To the left of the door as you enter. Entrance to the library is to the South East of the fountain, head on over, open the door and be greeted by an FMV of Pasty Pete's twin sitting on the stairs looking a little worse for wear. Grab the map off the wall next to the door, prepare yourself for violence and approach the kid. You'll see him throw a fit & attack you, but be aware, he's not the only one, there is another that comes at you from behind. Some quick pistol work should do the job (or whack them with a bat if you are feeling adventurous), pick up the cd laying on the bench to the left of the double doors. Guess what? Those doors are locked! No real surprise there. To the left of the stairs and the boy's & girl's bathrooms. Enter the girl's room first for an energy drink, then the boy's room. See the vent? Boost Ashley up to the vent and get ready. Use the screw driver on the vent and several super sized maggots (would you like fries with that?) will tumble out. They don't hurt, but you have to boost Ashley up again to grab the pistol ammo. Head back to where you entered the library and got the map, head down the corridor you haven't yet explored and open the first door on the left. There is a CD at the back of this room, but be forwarned that as you approach a zombie bursts through the window. Watch as he burns to death in the sunlight, grab the CD and leave the room. Watch as sometimes you will be jumped by another zombie, open the next door along on the same wall, again watch out as occasionally there will be a bunny attack to deal with, notice the overhead projetor, grab the sticky tape and leave this room. At the end of this corridor is a 'glass door', smash the glass to get in, pick up a piece of note paper with some scribble on it. You can either take the note paper back to the room with the projector, or simply smash out one of the windows in this room & use the paper on that. Either action reveals a 4 digit code under all that scribble (2432), walk through the open arch at the North end of the room to find a small filing area and desk. Use the 4 digit code on the safe to get a letter & the key to the locked double doors where you were attaked by the zombie student. Leave this room and on the opposite side of the corridor to the 2 rooms you have already entered there is a locked door which Stan can force. This room is entirely optional and if you aren't well stocked with healing supplies, don't bother. If you decide that you want to go in, force the door, once inside break all of the windows in the room as fast as possible, there is a black mist in here that hurts your characters & breaking the windows is the only thing that will disperse it. Once you've done that, there is a locked cabinet at the back of the room, have Stan pick the lock and get your new flashlight. Head back to the double doors and use your new key to open them. There is a CD on one of the desks and a newspaper article about the death of the principle's brother in a box near the middle of the room. Walk past the broken spiral stair- case to finally find Mr. Freidman. Perhaps he's deaf, because lord knows if I was school principle and I heard gunshots going off left right and centre in my school, I'd go and investigate, but noooo, Mr. Freidman is quite content to sit and read in the library. Anyway, approach him to get an FMV conversation, he seems more surprised to see you in the school than he does about monsters running loose, not suspicious at all. He tells you to go and see the janitor, so that you can be let out of the school and leaves. Night falls. Grab the notes off the desk from which Freidman was working, there is nothing left to do, so head back to the gathering point. End of chapter 3 Chapter 4: Janitor's Office / Dining Hall / Sick Bay (##Ep5) Cds x , Tape x , Energy drink x , Medikit x , Pistol ammo x Semi-Auto Shotgun x 1 Key x 1 Map: At the end of dining hall 1st floor, behind serving counter From the gathering point, head to the North East of the courtyard to find Mr. Garrison's (the janitor) 'office'. As you approach, you'll be treated to the delightful sounds of him being slaughtered. Open the door, search the first cabinet to find a semi-auto shotgun, 2 boxes of pistol ammo and 1 box of shotgun shells. Yet another flashlight lays on the floor for you to steal and behind the desk lays the janitor, well, parts of the janitor anyway... Open the door at the rear of the room to enter the security room. Check the screens to see Ms Wikson the nurse practicing her ballet & find the dining room key and a video tape on the desk. Use the surveilance tape on the VCR to the right of the monitors to watch the pervious nights surveilance footage, hmmm, interesting! Now, whip out the subject '37' tape that you found previously and put it in the VCR, what do you see? It's Kenny! Head back to the courtyard. Just to the left of the Janitor's office in the door to the dining hall (to which you just aquired the key), open the door and go inside. The first thing you'll see will be a girl, who for all intents and purposes looks as though she has hung herself. That ain't no rope she's hanging from kids! Walk closer and she will drop to the floor (dead) and you'll be charged by 'The Fly'. Kill it with a few well placed shots, though I wouldn't go wasting shotgun shells on it, now stop and take a breather, you'll need it. To make your life much easier and less ammunition dependant, it is time to do a runner, ie don't stop to look at anything, don't stop to try and kill things, just keep running until you reach the second floor. Got that? Good! Now I know you don't have a map at this point, so keep your eyes peeled so that you know what the hell I'm talking about. On your marks, get set, run! You'll notice temporary partitions on the character's left hand side as you run, what you are looking for is a set of stairs on the other side of those partitions. As you round the corner you'll be running away from the camera, as you get the the end of the partitions, round them and run back towards the camera. The stairs are just past the first 2 tables on the left hand side of the screen, up you go! Once up the stairs, take out all of the critters however you see fit, preferably without dying and take a gander at the fuse box to the right of the vending machines. Pick the lock and set the switches as follows: Switch 1 Switch 2 Switch 3 Right Right Up Switch 4 Switch 5 Left Right Switch 6 Switch 7 Switch 8 Left Left Right Grab a can out of the vending machines, a medikit off one of the tables by the stairs and a box of shotgun shells from the movable trash trolley (I don't want to know why they were in there mind you) at the rear of the room. You should be able to see a set of double doors behind the serving counter? That's where you need to go. Directly opposite the door you came through there is a CD on the counter top & on the same wall as the door you came through is a medikit, grab both of these & head through the only other unlocked door in the room. There is a box of shotgun shells on the trolley in front of the door, advance slowly into the room pressing R1 (aim) until you see that the charater is aiming at the ceiling, let blast on 'The Fly' and keep walking until you see a large pile of raw meat on the floor. Guess what? That pile of raw meat? It's hungry! Give it lead poisoning and you'll hear Mrs Wickson complaining about the lights like a regular lunatic (although at this point I really don't blame her). Have Stan (or whomever) pick the lock on the metal box against the wall, behind where Raw Meat Minor was laying in wait, you will find a box of fuses, Merry Christmas to you. Oki, so next part of the plan is as follows, run back to the fuse box, now I'm sure you had figured that out by yourself, but, it's not as easy as it may seem. The upstairs dining room has refilled with critters for a start, but that's not the annoying part, nope, not at all. When you get to the fuse box, help your parter take out 1 or 2 of the rampaging beasts (a collection of bunnies and 'The Fly') and examine said fuse box. Fuses go in, nothing happens! Why? The top right switch (switch 3) has been reset! So, remember this! Run to the fuse box and as fast as possible set that one switch into the 'up' position '...and God said, "Let there be light" and there was light, and God saw that the light was good.'. Amen to that! Head back downstairs in peace, on one of the tables near the foot of the stairs you'll find a box of pistol ammunition and behind the service counter you'll finally get your map! Head through the door behind the counter. Be glad you just did all that running about, without it this room would have 4 bunnies in it all ready and waiting to make you waste some ammunition and possibly lose some health. However as we DID do all that running around, the room is devoid of nasty critters. Oki, so there is a new pistol and a CD, the new (automatic) pistol is on the east side, by the door and the CD is in the sink. Leave, head back upstairs to where you killed Raw Meat Minor and open the door to the Sick Bay. To be continued 11111111112222222222333333333344444444445555555555666666666677777777778888888888 Copywrite Info: (##Ap1) Everything contained with this document is copywrite (©) Gabriel Read 2004; 'Imitation is the most sincere form of flattery', remember that. Contact Info: (##Ap2) If you feel the need to contact me, please note the following: - As mentioned in my introduction, if you haven't got anything constructive to say, don't say it. - If you have information that you feel should be included in this guide, please include all relevant contact/credit information so that all due credit & thanks can be given. - Unless a reply is deemed necessary, you won't get one. Not trying to be rude, but odds are I have better things to do. Contributors to this FAQ see above note regarding recognition. As long as all of the above is understood, contact me at adsl2ef4@tpg.com.au