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Submitted by System on 09/03/2006, 09:50. Print file.
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Obitus

Obitus is a gripping combination of RPG and arcade action. It places
you in the role of Wil Mason as he finds himself mysteriously
transported to Middlemere: a world of knights, trolls, dungeons,
castles, wizards, princesses... and death. This world, although not
his own, is disturbingly familiar, and it is one from which he must
escape.

As Mason explores the four shires of Middlemere, he interacts with
indigenous characters and objects in an effort to discover where he is
and how he can get out.



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THE LAND THAT TIME REMEMBERED

Middlemere was a prosperous land. It thrived under the rule of King
Cirkassia, its people were happy and everything in the garden seemed
rosy. But even though the king was pleased with his empire and for his
subjects, he was not a happy man. He craved children; an heir to his
throne, someone to watch over the kingdom he had so proudly built and
skilfully cultivated. Unfortunately, he coveted a son so badly that it
was to be the undoing of his prosperous dynasty:

Deep in the bowels of Castle Drakehurst, DomaKk the dark wizard worked
his wicked ways. He hated to see a thriving land and so plotted to
bring King Cirkassia's domain crashing down. The news that the king
craved children was just the opportunity DomaKk had been waiting for.
He visited the king in the guise of a human being and most loyal
subject, and, spouting incantations around the throneroom, promised
Cirkassia a wife and heirs. The king was dubious but at the same time
joyfully expectant. DomaKk kept his wicked word and he 'fashioned' a
romantic encounter for the king. The ensuing marriage was a
spectacular affair the like of which Middlemere had never seen before.

Cirkassia became the proud father of four sons. However, as the boys
grew, the envious trait evoked into them by DomaKk grew also. They
learned to hate one another. In fact they detested each other so much
that when eventually the king passed away the brothers began warring
for possession of the land. None gained from the conflict and
Middlemere was torn asunder, poverty and degradation was the result.
The war continued for years, there seemed no end in sight. Meanwhile,
DomaKk smiled and left for another temporal plane in which to cause
havoc.

Then, one day, as if by magic, a strange contraption appeared in the
exact centre of Middlemere. Dread of the strange machine quickly
spread and the four warloards cowered in their castles for fear of
retribution. But nothing happened, the machine merely existed.
Eventually the more learned of the land realized the machine was no
threat, in fact the warlords themselves saw the potential in it.

Individually the four brothers visited the machine and took parts of it
away. Each now in possession of a section of the machine, they
discovered that ruling became easier as their subjects were so afraid
of the strange contraption: those who held it, held power.

Soon the warring ceased and a truce was signed. The remains of the
machine were securely stored and the lords divided Middlemere equally
into four shires. They were suddenly and strangely content to rule one
quarter of the land each, although the shires remained heavily
patrolled... just in case.



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A RAINY NIGHT IN MIDDLEMERE

Wil Mason cruises safely through the winding roads of Middlemere
towards home. Night driving in the country is so much easier than in
suburbia. Street lights dazzle and neons give him a headache, out here
there's nothing to worry about but foxes and the odd nocturnal farmer.

This rain doesn't help much though. He tries to remember the last time
it was so heavy. His first and last holiday in Snowdonia probably,
it's always chucking it down there.

His Volvo Estate is built for safety. Perhaps it is this sense of
security together with his deep thoughts and the poor visibility that
Wil fails to notice the branch in the road until the last minute.
Snapping out of his musings, Wil overreacts and swerves madly to avoid
hitting the branch... he succeeds and careens into a ditch.

Slightly stunned, Mason quells a burst of anger as he attempts to
restart his seemingly undamaged vehicle and fails. For some minutes he
continues to turn the key only to hear a progressively less healthy
battery struggling to bring the engine to life.

Accepting the inevitable, Wil grabs his mac from the back seat and
struggles to put it on. Slapping his hat on his head he leaves the
relative comfort of his car to face the now torrential rain.

Knowing much of things historic and nothing of mechanics, Wil doesn't
even consider opening the bonnet but instead heads off in to the
darkness to find help. Spending the night in his car does not appeal.

Wil splashes along the road for some twenty minutes. There is no sign
of life, no sound but for the wind and rain. Then, off the road to his
left he sees a flickering light. Scrambling over the fence he heads
towards it. Strangely the light gets no nearer. Cold and wet, Wil
considers turning back for the road when he comes across a crumbling
structure.

Curiosity takes him closer. The building is a tower, a very old one
that, due to decay, has lost some of its height. Four doors lead in to
the tower, one of which is ajar. Wil enters.

Closing the door behind him Wil finds himself in a surprisingly cosy,
circular room with, thankfully, a watertight ceiling.

Removing his sodden mac, he sits on the dry floor and assesses his
situation. The sound of the wind and the rain is pleasant from within
the sanctuary of the tower... a wave of tiredness flows over Wil.
Sleep soon follows.

He wakes to the sound of birds. The rain has stopped. Looking around he
is surprised to find his mac... gone! In fact his whole attire has
changed. His surroundings look the same, a little cleaner perhaps and
the four doors look less worm ridden, but he's definitely still in the
same tower. An attempt to open the doors confirms his worst fears: all
four are jammed... or locked!

Puzzlement, concern then panic washes over Wil as he shouts at the
tower and attacks the four doors in an attempt to escape. Eventually,
worn out, he sits and thinks... sleep comes again.

Wil has no idea how long he slept but he wakes with a resolve to
discover what's happened to him, where he is and how he can get home.
The first thing to do is get out of this damn tower...

Is that a key on the floor?



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INSTRUCTIONS




-------------------------------------------------------------------------------- THE GAME
You are Wil Mason. Your objective is to learn of your whereabouts,
discover a way through Middlemere and find your way home. It won't be
easy - but with a little effort you should (eventually) achieve
success. Good luck!



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AN INTRODUCTION TO MIDDLEMERE

The world of Middlemere is a strange and frightening place - but if
you're planning to get out alive, you'll have to become familiar with
its ways. The first thing to remember is that you're in charge.
Wherever you go, whoever you meet, you're the one who decides what
happens next. Interaction with the characters and objects on screen is
the key - as long as you're prepared to take the time to explore this
world thoroughly and scrutinize everything you find, you shouldn't
have any difficulties. Remember to take it slowly - if you rush about
you might miss something vital early on and that could jeopardize your
chances in the future. Should you encounter any friendly- looking
locals along the way, don't be too proud to simply stop and have a
chat...



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THE SCENARIOS

As you make your way through the land of Middlemere, you'll encounter
three different types of scenario (see below), each of which needs to
be tackled in a slightly different way. If at any time you're unsure
about what to do next, don't panic - simply consult the appropriate
section in the guide. It contains all the information you need.



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MAZE SECTIONS

The game has many maze sections which utilise incredibly smooth
forward-scrolling techniques to portray your first-person-perspective
movement. Items and characters encountered in these sections are
interacted with via the icons at the base of the screen.



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PARALLAX SECTIONS

You run left or right across amazingly detailed parallax screens,
shooting - with selected weapon - or avoiding adversaries bent on
preventing your progress. Beware, for they conceal themselves.



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INTERIOR SECTIONS

A combination of the above two sections, Interiors enable you to
explore castles, abbeys and churches during your quest for escape.
Interaction with characters is possible either via the icons at the
base of the screen or by using whatever you're currently carrying.

For more information about playing each of these sections, consult the
instructions below.



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MAZE SECTIONS

These are places you'll have to use all your initiative: dark forests,
sinister mines and gloomy dungeons. Look where you're going, try to
keep a record of your movements and investigate everything and
everyone you see. If you're thorough, you're bound to reap the
benefits.



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THE MAIN SCREEN



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MAIN WINDOW

Exploration, mystery, battle, conversation - this is where all the real
action occurs, and the main window shows it all as it happens from
your personal viewpoint. To interact with the characters and objects
it displays, simply click on them using the mouse.



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  1. Obitus solution by System on 09/03/2006, 09:50