Scorn
Scorn is a first-person survival horror adventure game inspired by the works of Hans Rüdi Giger and Alien. The game takes place in a terrible world, reminiscent of a nightmare. You have to explore different locations, each of which will have a unique storyline.
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Scorn. 100% walkthrough of the game, all secrets and puzzles 

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Gameplay step by step guide Scorn from will show you how to get through all the puzzles and combat encounters of the game.

Scorn Gameplay Walkthrough PC, Xbox Series X, No Comments 2160p 60fps HD

Game cutscenes demonstration, all boss fights, side missions, upgrades, outfits/costumes of all characters, best moments, final super boss and true ending + secret ending.

Content


Scorn walkthrough video


Act I. Prologue
Scorn. Guide, tips, secrets

We play as a person who has grown into the floor. Waking up, we can get out, but we will fall to the lower floors of a strange biomechanical station. We pass along the corridor. There are a couple of locked rooms along the way.

We climb through the door, in the room we insert our hand into the device on the left, we will have pin on hand. We go to the panel in front of the door, insert our hands. We can aim at 2 points on the gate. Turn off the block on the right, move the gate to the right on the left. We run through the doors.

In the hall we climb onto the round platform in the center, turn on the panel with the screen. The top view will turn on, at 3 points we turn the rails to build a circular drive. At the bottom we pass into a dark corridor, in the next room we turn on the elevator.

How to solve the puzzle with eggs (cocoons)

On the top floor we go out into a bright room. The central console takes the cell on the right. First, we approach the right panel, move the cells with a bone crane. You need to move 2 cells with light bulbs to the upper left glowing corner. We take the 1st cell, but it will collapse.

The 2nd cell is more difficult to move, it is double. Cells with crosses, without suction cups, do not allow cells to be moved. First, move the luminous part to the center down. Above it we move all unnecessary elements from left to right, so as not to interfere. After we move the luminous part to the left corner. Take the cell with the central console, it will go down.

We go down the elevator. In the lower hall we go to the crane control panel, lift it up twice, it will pick up the cell. We lower the crane twice, push it towards ourselves. The cell with arms will sit on the platform on the rails.

We move the platform along the rails, use the remote control on the way, add a new detail to the creature. Switch the rails on the top central console. But there are 2 options that affect the achievement of achievements:

1 option — turn into the 2nd turn to the right. In the side room, use the remote control, transfer the creature to the recess under the tap. The device will rip the creature off and drop it into the pit. Pick up left hand. In the corridors around, we are looking for a trunk device to put on this hand. 2nd pin. We go to the big gates. We insert a hand into the left remote control, leave it there. We insert our hands into the right remote control.

2 option - we drive along the rails a full circle, we will arrive in a room with a crane. We overload the creature into the recess on the right. We get up to the control panel. The device will saw through his shell. The humanoid will come to life and follow us. We carry it into the corridor to the device to put pin on his arm. We carry it to the big gates, put it to the left console, we ourselves get up to the right console. Let's open a large elevator, go up on it.

Turning on the column. On the next floor we go into a room with a long window. While nothing works, we pass into the farthest hall with columns. We use the remote control behind the columns, move the flying part to the center, it will pick up the 1st capsule, lift it up to the central building. We use the remote control closer to the center, open the sash on the right.

We return to the beginning of the floor, in the center of the panel, in front of it we stand on the pressure plate. The capsule will rise, take it from it weapon pneumatic bayonet. On the left we pass into the doorway, insert the weapon into the next panel. From this, fireflies will fly out, the crane will take the cell. We go into the hall with columns, near we use weapons on fireflies.

With the far remote control, we shift the flying part on the left, take the 2nd capsule, insert it to the right up. Turn the remote control again. We return to the control panel of fireflies, let's release them the 2nd time from the right side. We go forward, in the center we take the 3rd capsule, insert it up to the left, turn the remote control on the left. From this the tower will burst, we will be flooded with liquid.


Act II... Key
Scorn. Guide, tips, secrets

Wake up in the purple room, get out of the cocoon with the umbilical cord. We go through the canyon. From the crevice we go to the right, through the desert, along the large building. We will see the rails, along them we enter the tunnel. We will find ourselves in the room under the bridge, which we saw earlier. We enter the door with a white light bulb.

In the hall we go along the circular bridge to the right. From afar we will see a growling monster. Nothing works in the red room yet. At the end of the corridor there is a dead person, we take from his hands disk key, insert into the well nearby. We move the pointer in a circle, trying to open in each position, there you need to open 3 disks. So we will reconfigure the key.

We go into the red room, insert the key into the device on the right. In the center, one capsule will descend on a sprout. Turn on the elevator on the right, go up.

Collecting the keys. In the right corridor, select 1 of 3 gratings, a bridge will be built to them. The left 1st grate will lead us to the remote control, we move the body away from it. A pin is required to activate. We go to the panel opposite, set up the key. Here the discs move faster.

We build a bridge to the 2nd grid, go through narrow corridors, find a panel with 3 hoses. Disconnect all hoses. From above, a crawling monster will jump down on us, wrap its tongue around us, after that we get weapon pneumatic bayonet. We go back to the corridor, on top of the balcony we set up the key. Use the elevator on the right.

Below we use the trunk panel, we get pin on hand. Weapon unlock the door ahead. We go along the corridor to the left, again we find ourselves in the red room, use the key. Take the elevator to the left.

Again we go to the 1st left grate. Now with a pin we can activate the remote control on the left. We direct the pipe with acid towards the 3rd cell in order to clear the tunnel from stuck bodies. Building a bridge to the 3rd lattice. Set up the key for the 3rd time. Here half of the disks are closed, you need to catch marks only in the right positions.

Disk Puzzle. We go to the 2nd lattice, we go down on the elevator. We insert the last version of the key. All 4 cocoons will drop down. The left panel will turn on, on it you need to arrange the key disks in profile. We insert the 1st element to the left down, the 2nd up, the 3rd down again, the 4th in the center.

We examine the panel in the center, take remote and crab. Nearby, a person will get out of the capsule, but will immediately die. We can use the handle to open doors with red circles. We return to the corridor, open the nearest door with a circle. Behind the 2nd such door we will go down on the elevator.


Act III. Remote controller
Scorn. Guide, tips, secrets

The creature that entangles us will deal minor damage. We use the crab on the panel with blood, it will be refueled, we pick it up again. We can use the crab for treatment. We unlock the door, go down, there is another door ahead, the elevator down.

At the crossroads we go to the right. The direct path leads to the balcony, along the corridor next we go down, use the handle on the device, from this on the remote 2nd light comes on. We go forward and to the right, unlock the door with 2 light bulbs.

A dog monster will attack behind the doors, we fight it off with weapons. We activate the panel with our weapons, a fan door will open in front. We activate the 2nd panel, we kill the monster that has crawled out. We turn on the panel again so that the fan opening is on the 2nd floor. We go to the stairs, we kill the monster. Let's go along the balcony into the opening of the fan.

Booths. Air monsters will fly in the hall. Turn on the panel, move the hanging booth to the left. We enter the booth, it will take us to the other side. With the 2nd panel we move the booth with the bodies, it will fall off, but will open a further path.

We pass under the booth forward, kill a couple of monsters. From afar we will see a big monster, but it will die from small enemies. There is a panel for controlling the crane in the large hall, but so far there is no cargo nearby.

At the bottom we pass through the booth into the right corridor. We activate the panel, through the bodies we raise the 1st booth up. The monster will attack. Further in the corridor there is a charge for a healing crab. Ahead immediately 3 monsters, then a few single ones. In the side room is a monster that hangs from the ceiling and spits acid. On the remote control we raise the 2nd booth. We kill 2 enemies.

In the large hall on the balcony we are looking for a panel with 3 levers. We shift 1 left booth one floor down. A little later, she will return to the top. We go to the booth, through it we pass to another balcony.

Puzzles with balls. There are several chicken monsters in the rooms. We use a panel on the wall, it will increase the capacity of our crab. On the wall opposite the rack with weapons, take bone gun. The weapon can be reloaded with balls stored on the crab.

In the center is a panel where you need to configure the connections between the balls. First we rotate the central element, with its help we twist the upper balls until they turn yellow. On the central element, you need to turn the light bulb so that it is turned towards the connection. At the end, turn the central element down. Take from the panel рычаг.

We return through the booth, it will automatically rise to us when we approach. We go to the remote control on the balcony, insert the 2nd lever, turn it. We go into the booth, we go down to the floor below.

There are many monsters on the floor. There is a crab charger on the wall. Nearby we solve another puzzle with balls: we light the side balls, then from below and from above. Pick up рычаг. We return to the booth, go upstairs, insert the 3rd lever. We go down to the lowest floor.

At the bottom we go to the panel, with the help of a crane we will take away the elevator cabin, put it on the rails. In the next hall, we take the elevator with another crane. Raise the platform up with the central panel. Use the crane to insert the booth into the recess on the right. We go to the right balcony, use the panel. The booth will be in the center. Let's go through the booth into a new corridor.

Lattices. The corridors are overgrown with biomass. On the panel, we charge the crab with cartridges. Ahead are tentacles on the walls and ordinary monsters. Use the weapon to activate the panel, open the grate in front.

There is a large monster in the side room, we fire at it from a distance with a pistol. Through the room and corridors we go to the panel, we open the 2nd lattice. There is an inconspicuous elevator in the next room, we rise higher.

At the top we activate the panel, turn the door fan at the bottom. Upstairs on the side there is a locked door, but 3 light bulbs are needed. We go down the elevator, we pass into the fan. We unlock the 3rd grate. Inside we charge the crab with cartridges, improve remote control up to 3 lights.

We go back through the bars, we will meet a big monster. You can go unnoticed. We go up the elevator, at the top we unlock the door with a circle. Charging the healing crab.


Act IV. Serpent
Scorn. Guide, tips, secrets

Serpent. On the booth we will arrive in the next room with biomass and monsters. The left corridor leads in a circle. We go to the center, look for an elevator, go down. We climb the stairs to the right, turn on the panel, a large creature of snakes moves in the center.

We go along the left ladder through the tunnel, press the lever, the panel with the labyrinth will go up. We go forward and to the left. Charging the healing crab. Nearby we activate the 2nd panel, once again we will damage the snake in the center.

We go to the stairs down, activate the panel, hold the ball through the maze. But nothing will happen, we need labyrinths on two more sides of the panel. In the hallway there is a door with 4 light bulbs. In the side room are crab cartridges. We take from the rack shotgunshooting big balls.

We kill the big monster, we go up the elevator. Upstairs on the left is another large monster. We climb on the site, improve remote control up to 4 lights. At the bottom, under the platform, unlock the door with a circle.

We go down, past the panel with labyrinths, unlock the door with 4 light bulbs. We rise on the elevator, we kill small monsters. Use the weapon to activate the panel, open the grate. There is a big monster ahead. Charging the healing crab. We rise on another elevator, turn on the 3rd panel at the top, damage the snake. There are crab ammo in the left corridor.

We return on the elevator, below a flock of monsters. We go past the panel with labyrinths, to the next elevator. At the top, unlock the grate with 4 light bulbs. We go down through a narrow corridor in the center, press the button, raise the 2nd panel with a labyrinth. In the same way, you need to do it on the other side, through another elevator, we will raise the 3rd labyrinth. We return to the rotary panel.

Maze puzzle. It is necessary to guide the ball through the maze, around the center, counterclockwise. If the ball hits a dead end, then turn the maze over. The ball will remain in the same place, and new moves will appear around for movement. So you need to get to the point in the center.

A huge snake will die, a door will open nearby. We go through a long corridor at the top. Let's enter the booth, go through the bone tunnel. On the rails we will arrive at the tower.


Act V. Tower
Scorn. Walkthrough, guide, secrets

Left and right there are statues of people. On the central stairs we climb higher, we enter the building in the center. On the left we go down the spiral staircase. We go to the right, where the bodies lie in capsules, near the right body we take blood bank. Ahead in the corridor we insert the jar into the panel, this will open the door.

In the dark hall there is a charge for a crab, cartridges. Shooting red head capsule, carry it to the device on the other wall. The creature will come to life. We hit the red defense with the weapon, then the head. We take the head, we carry it to the panel in the corridor, so we fill up and get full blood bank. In the center, insert the jar into the capsule with the body.

Boss. We repeat the same with the 2nd head and body. But the 2nd creature will come to life and attack us. The capsule with the head will be under the armor, just don't hit it. We constantly dodge sideways from thrown grenades. When the boss starts reloading, we hit him with a regular piston in the red side. We repeat this 4 times.

We approach the fallen enemy, he will grab us and throw us back. After that, the boss will start shooting faster. We hit him closely with a piston, temporarily move away from his blow, repeat 3 times. For the last 3rd time, we inflict 2 hits at once, the sash will open, and we will hit the red capsule. After the victory we will take head, grenade launcher.

The blood bank will be half full. We return to the hall with the heads, stand on the pressure plate, an opening will open in front, through it we shoot with a grenade launcher into two ropes. So open the room with the 3rd head, insert it into the body. The creature will attack us again. This time we dodge until the enemy reloads. While the boss is charging, stand behind him and throw a grenade at his back. This will kill the boss immediately. We take the head, fill blood bank.

Parasite. It remains only to insert the jar, but our hands are already completely overgrown with tentacles, in this form it is impossible to use the panels. First you need to get rid of the parasite. Near the lying bodies we pass into the side corridor, with a grenade launcher we blow up another rope in the wall.

On the panel on the left, temporarily clear the hand, we can charge the crab. Here you will need 4 extra health bars to clean your hand. If you do not have enough health, you will have to start the chapter again. Again we clean the hand, on the right we unlock the door with 4 light bulbs. We will see conveyors with bodies, through them we shoot at the rope on the other wall.

We return, we clean our hand, we will improve ahead remote control up to 5 lights. We clear the hand, run along the white bridge, unlock the door of 5 light bulbs. We clean the hand again, for this there is a panel nearby. Behind the door we use the panel for the body. The clinging monster almost ate us, but we will have time to activate the cleaning device. We will see ourselves from behind, aim at the head of the monster, remove the parasite from the back, take the can.

The final. We go to the panel on a large platform, open the exit to the courtyard to the statues. In the courtyard we go to the center, and up the stairs to the building. We use the 3rd jar on the capsule with the body. The elevator will take us higher. We get up to the central statue, the robot will begin to process the insides and the brain for us.

With the help of the connected brain, we will begin to control the body to which the banks were connected. We go to the center, move the robot away, pick up our body. We carry the body forward to the pressure plate. With the 2nd body we go to the panel on the right, put the pin on the arm. Activate the front panel. 1st we carry the body into the open doors. We reach the alley with statues. But here the parasite will attack again and finish us off. End.

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