Through Abandoned: The Refuge : The Walkthrough King (2024)

First Floor

Go left 3 times and click on the letter (1/4). Return right twice and take the crowbar. Go right twice more and use the interface to read a message from Alexandra. Use your crowbar on the floor hatch, then go down.

Head right and pick up the generator, then go right and up. Take the cover from the keypad, then return down, left twice, up and left twice. Use the cover on the keypad here, then use it again to call the elevator. Enter the elevator ELEVATOR. Press the lower left button on the control panel, then leave the elevator.

Grand Hall

Pick up the electrical cable, then go back into the elevator. Press the upper right button, then go out again.

Subway

Climb down and go left. Grab the blue shell, then return right, up and into the elevator. Next press the lower right button and leave the elevator.

Tower

Climb up 3 times, then use the interface to get another message. Plug your generator into the empty socket here, then go down and right. Open the wooden door and head through.

Use your electric cable in the socket on top of the door. Go left twice and use the interface, then walk forward along the path. Insert your blue shell into the base of the windmill here, then head inside and climb up twice. Examine the jigsaw puzzle and solve it to create an image of a large house in a field (the pieces will rotate to fit). Once you are correct, the blades will start spinning. Climb back down and leave the windmill. Head right 3 times and go back through the door.

Turn right and open the metal door, then head through to Lilith Street. Walk left and pick up the record from the street. Return right and head back through the metal door.

Turn right again and open the wooden door, then go through into a mansion. Head left twice and pick up the green shell from the table. Now go upstairs, up to the left and left twice more. Use the interface here, then return right and use your crowbar on the boards over the door. Go right 3 more times, then lift the corner of the carpet so you can pick up a key. Use the key on the door here, then go through. Look out the window to the right and click on the letter (2/4). Back out and read the book on the desk.

Now head back, left, back twice, right 3 times, through the wooden door, left twice and through the wooden door.

In the countryside again, head left twice, forward along the path, and left to another windmill. Insert the green shell here, then head inside and climb up twice. Solve this puzzle by rotating the valves to send power from one end to the other (from the starting position, just turn the lower left valve once and the upper right valve twice). Once you are correct, the blades will start spinning. Climb back down and leave the windmill. Head right 4 times and go back through the door.

Turn left twice and open the metal door to find a submarine. Go up and left, taking the nut, then continue right and up. There are several puzzle panels here. Start with the top left panel, clicking the nodes to form a complete path from the left to the bottom right:

Now look at the bottom left panel, rearranging the tiles to form a complete path from the left to the bottom right:

Go up the ladder and take the left key, then go down 3 times and through the metal door. Turn right 4 times, then go through the wooden door to the mansion. Head left twice, then go upstairs and up to the right. Use your key on this door, then open the door and go through. Use your record on the gramophone, then pick up the purple shell. Return out of the room, then go down twice, right 3 times and through the door. Turn left twice and go through the wooden door.

Back in the countryside, head left twice, forward along the path, and left twice to the base of the third windmill. Insert the purple shell here, then head inside and climb up twice. Pick up the access card, then examine the puzzle. You can cycle through 3 planets to display, based on hints below. You need to show Mercury, Earth and Jupiter. Once you are correct, the blades will start spinning. Now go all the way back to the elevator by heading down twice, back, right 5 times, through the door, left, down twice and through the door. Press the upper right button, then leave the elevator.

Subway

Climb down and go right, then use the access card on the reader. Climb up and remove the hatch on the left, then go right and up. Look at the large control panel on the left. Flip both switches near the bottom right, then activate the CH-1 button.

Back out, then go down, left and down 3 times. Use the interface here, then go right 5 times and up twice. Return to the control room by going down twice, left 5 times, up 3 times, right and up. Now look at the panel so you can deactivate the CH-1 button and activate the CH-2 button.

Back out, then go down, right 3 times, down, right, down twice, right 3 times, down twice and left. Pick up another electrical cable SUBWAY. Go right 11 times, then down. Click on the letter (3/4). Return up, left 10 times, up twice, left 3 times, up twice, left, up, left 3 times and up to the control room. Look at the control panel and take note of the 4 symbols to the right of the CH-2 button. Go back down and left twice, then into the elevator. Press the lower right button, then go out.

Tower

Climb up twice, then turn left and go through the metal door to the submarine. Climb up twice, then look at the top right panel and press the 4 buttons corresponding to the 4 symbols you just saw (in the correct order) followed by the green button:

4

1

2

3

5

Go down twice and through the door. Turn left twice and go through a new metal door into a spaceship. Climb up and examine the chair, pressing the small button on the bottom corner. Back out, then press the small buttons on the ends of the console. Examine the two puzzles on the ends of the console, where there are 3 dials to turn for each:

  • Left Puzzle: Top dial to top-right, middle dial to top-right, bottom dial to top-left
  • Right Puzzle: Top dial horizontal, middle dial horizontal, bottom dial to top-left

Go left and up, and press the button here. Go back down, right twice and up, and press another button. Climb down and press on the holographic shell, then go left and take the red shell. Go back down and through the metal door. Turn left 3 times and go through the wooden door.

Once more in the countryside, head left twice, forward along the path, and left 3 times to the base of the fourth windmill. Insert the red shell here, then head inside and climb up twice. Pick up the sphere (1/1). Use your electrical cable on the socket, then examine the puzzle. You need to end up with 4 units of yellow fluid in the longest tube. One way to solve this is as follows:

  1. Press the wooden lever twice, then the bottom left button (3, 5, 0)
  2. Press the wooden lever twice, then the bottom left button (3, 2, 3)
  3. Press the wooden lever twice, then the bottom left button (6, 2, 0)
  4. Press the wooden lever once, then the bottom left button (6, 0, 2)
  5. Press the wooden lever once, then the bottom left button (1, 5, 2)
  6. Press the wooden lever twice, then the bottom left button (1, 4, 3)
  7. Press the wooden lever twice, then the bottom left button (4, 4, 0)

Once you are correct, the blades will start spinning WINDMILLS PUZZLES. Climb back down and leave the windmill. Head right 6 times and go back through the door.

Turn left 4 times, then go through a new wooden door to find a seashore. Walk left twice and take the bottle, then go left again and pick up a metal spindle. Continue left and pick up a piece of a door. Go left 7 more times, then click on the final letter (4/4) SECRETS 4/4. Return right 11 times. Use your piece of door here, then open the door and go through SEASHORE TRAP ESCAPE.

Turn right and go through the metal door to return to the submarine. Head up twice, then use the bottle on the final panel here. Go up and collect another key, then return down 3 times and through the door. Turn left 3 times, then go through the wooden door to return to the mansion. Head left twice, then go upstairs and up to the left. Use your key on this door, then go inside. Pick up another sphere (2/2).

Back out of this room, then go down twice, right 3 times and through the door. Continue down twice and enter the elevator. Press the lower left button, then leave the elevator.

Grand Hall

Go left and insert a sphere into the base of the statue. Go right twice and insert a sphere into the base of the second statue. Change the plaque on the bottom of this one until a secret passage appears (the patterns shown at the bases of the 2 statues should form a rectangle when added together).

Go down and left and use the interface, then pick up a paper grid. Return right up and left, then enter the elevator. Press the lower right button, then exit again.

Tower

Climb up twice, turn right 3 times, and go through the wooden door to the mansion. Continue left twice, upstairs and up to the left, then through the door. Use the paper grid in the machine on the desk, then examine it. You need to enter the same tune as you can hear playing on the gramophone in the room just to the right:

F

G

A

B

C

D

E

F

G

A

B

C

D

E

Retrieve the paper grid, then leave the room and go down twice to the piano. Insert the metal spindle, then attach the paper grid and a secret passage will open PIANO PUZZLE. Go down and left - notice the small pattern on the wall of the shaft here, then continue up to a corn field.

Use your crowbar on the square in the wall here, and take the egg. Return down, right, up, right 3 times and through the door. Turn right 3 times and go through the metal door to the submarine. Head up and right, and use the egg on the left side of the disturbance so it cracks open. Read the note inside. Return left, down and through the door. Turn right 3 times and go through the metal door to Lilith Street. Head left twice and examine the grate in the ground. Set the pattern according to what you just saw in the shaft:

Go down through the grate, then continue left twice, up, left twice and into the elevator shaft. Notice the symbols over the doors - you are currently at door 11. Go up and then left 4 times to reach door 29, which is the only other open door. Head through.

The Core

Go right 6 times to meet LILIT. Select these dialog options:

  • There were two houses: one poor, one rich. Which one will the police extinguish first?
  • What you should do when you see a green man?
  • One eye, one horn but not a rhinoceros.
  • What can't you do in the space?
  • Where does a chicken lead when it crosses a street?!

The doors will open again LILIT. Pick up the gem, then go right 4 times. Examine the book to see a link to visit for collecting all the secrets. Return left and use the gem in the door.

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Through Abandoned: The Refuge : The Walkthrough King (2024)

FAQs

What is the code for the red room in abandoned 2? ›

Through Abandoned 2: The Forest

the room has a red coder, a lever with a hatch underneath, when the lever is pulled it rotated attached rooms. I watched a video, and they switched the lights in the revolving rooms to red, then put 24 into the coder, pulled lever and the hatch opened.

What to do with shovel in abandoned 2? ›

– Head left and read a message on a tree. Proceed up a ladder to find a shovel. – Find a circular switch and turn it horizontally. Now, make your way to the temple door on the right.

How many through abandoned games are there? ›

Game Groups > Through Abandoned series
TitleReleasedGenres
The Through Abandoned Series Bundle2019Compilation
Through Abandoned: The Forest2016Adventure
Through Abandoned: The Refuge2019Adventure
Through Abandoned: The Underground City2015Adventure

Where can I play abandoned 3 for free? ›

Play Abandoned 3, a free online game on Kongregate.

How to clear cave-in at abandoned refuge? ›

How to free True Soul Nere by clearing the cave-in. If you plan to proceed with the quest to free Nere, you need explosives to clear the cave-in he and the gnomes are trapped behind. Remember, as your journal warns you, going to your camp to rest will advance time and everyone behind the blockage will die of poison.

What happens if you side with Nere? ›

Siding with Nere or taking his head

Siding with him means you also side with the loyal Duergar, and you will immediately fight Elder Brithvar's forces. This also means you will be going against the Myconid Colony, as you won't be returning to them with Nere's head as they asked.

How do you beat the color room in abandoned? ›

the square on the teal square is where you enter. In order to solve this puzzle, you will have to make the room to the right of the pedestal identical. For example, the room you enter in first is teal. To change the color of the room, press the orange button in the room to cycle through colors.

What is the code for the Crimson Room? ›

(Note: The numbers on the cards are different every time you play. Additionally, 1994 will always work as the code.)

Where are the four light bulbs in abandoned? ›

There are four in total. Light Bulb number one is in the miner's cabin under a cover that can be removed with the screwdriver. Light Bulb number two is in the cube. Light Bulb number three is inside the cube hologram.

How do you get shovel sons? ›

You can find the shovel in Sons of the Forest inside the large river cave to the west of the snowy area of the map. The cave entrance is marked by three corpses, held up by sticks. You must break a wooden blockade to enter the cave.

What is the pickaxe for in abandoned? ›

It is used for: Breaking open the miner's cabin. Unlocking the secret at the top of the ladder. Unlocking the secret in the ventilation system.

Do you need the Rebreather for the shovel? ›

Before you can get the Shovel, though, you'll need to grab two essential pieces of equipment before you can even attempt to get it - the Zipline Rope Gun and the Rebreather.

What game has no ending? ›

Stardew Valley

Because you can explore various things such as the secrets of the village, focus on social relations with other characters, or get as much money as possible, this game is considered to have no definite ending.

What is the rarest game in existence? ›

It doesn't get much more rarer than 'Gamma Attack'. How rare are we talking? There is literally ONE copy of this game ever made and it's in the hands of uber-collector Anthony DeNardo. The game, which was created by a short-lived studio called Gammation Products, only made peripherals for the Atari 2600.

Is abandoned game Cancelled? ›

Despite this, Blue Box has stated that Abandoned is not cancelled, and both games will be released "when [they are] ready". A Windows version of Abandoned is intended to be produced "eventually".

What is missing game for toddlers? ›

Gather a small collection of items (around three or four) that you can chat about together. Give your toddler time to look at each of them and describe them before secretly taking one away. Can your child recognise what's gone missing?

Is Triple Town free? ›

Along the way, you'll have to outwit giant bears who will try to block your progress. How large can you grow your dream city before the board fills and the game ends? Triple Town is free to play forever.

Where is the cube in abandoned? ›

The cube puzzle is one of the first puzzles the player will encounter. It has three screens, the cube in the middle, and also the two levers on the side. It is located at the very top of the open area.

How to move loose stone abandoned refuge? ›

Simply click and drag the item you want to move, it works with pretty much every item you can find on the ground, including the ones you find in containers and corpses (you can drag them out, for corpses it may requires to hit the "loot all" button after doing that). Last edited by FenrisC; 11/10/20 09:27 AM.

Is there anything in the abandoned refuge BG3? ›

The terrain of the Abandoned Refuge consists of crumbling architecture interspersed with caverns and lava flows, which frequently require jumping, or similar measures, to navigate. In this area, the player may discover two Mithral veins, from which they can extract Mithral Ore.

How to open wrought iron gate in Grymforge BG3? ›

However, there's a lever just on the other side of the wall, off the gargoyle's right shoulder. If you have Mage Hand/Misty Step/other teleportation or remote activation you can flip it which both opens the gate and turns off any traps you haven't already deactivated.

How to get nere out of the rubble? ›

Ensure that they're a safe distance away, and then use a small ranged Fire attack (like Fire Bolt) to light the fuse. The rubble will finally be cleared with that explosion, and Nere and two Deep Gnomes will emerge.

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