Sarab is an Arabic survival horror game on Roblox created by developer Patience Zone and directed by Mohamed Gamer. Designed for 1 to 4 players, the game follows a group of volunteers trying to cure a bewitched man named Abdullah. This walkthrough covers every objective across the game's three chapters, step-by-step puzzle solutions, and how to reach all three distinct endings.

Part 1: The Neighborhood and Park Fetch Quest

The story begins as your group arrives in a sedan outside Abu Abdullah's house. Step inside to speak with the elderly father. Abu Abdullah explains that his sleeping son, Abdullah, is suffering from severe nightmares caused by dark magic. The dreams repeatedly point to the local abandoned school.

Before going to the school, Abu Abdullah directs you to the neighborhood grocery store to collect the school gate key from the clerk.

Avoiding the Neighborhood Madman

To reach the grocery store, you must cut through the park. A character outside the house warns you about the Neighborhood Madman roaming inside.

  1. Enter the park gate on the right.
  2. Walk rather than sprint whenever possible; running generates footstep sounds that trigger the Madman to chase you.
  3. If spotted, use playground obstacles like the slide or outer fence corners to break line of sight, or retreat to safe zones near the exits.
  4. Exit the opposite side of the park to reach the Al-Safa grocery store, where local kids are playing soccer outside.

Finding the Stolen Grocery Items

The grocery store clerk refuses to hand over the school key for free. The Madman recently ransacked his shop and scattered four essential items around the park playground. You must retrieve and deliver each item to the store one by one:

  1. Bag of Rice: Located near the benches and open walkways in the park. Pick it up and carry it back to the grocery counter.
  2. Fresh Milk (Laban): Found near the playground structures. Return it to the store.
  3. Carton of Water: Labeled "Patience Water," found sitting by the central play equipment. Deliver it to the shopkeeper.
  4. Debt Ledger: Carried by a roaming cat near the slide. Approach the cat to grab the ledger, watch for the Madman, and return it to complete the clerk's request.

Once all four items are delivered, the shopkeeper rewards you with the school key and a flashlight equipped with an ultraviolet (UV) mode.

Part 2: Hassoun Secondary School Mystery

Head down the street toward Hassoun Secondary School. Use the tools provided at the gate to cut through the rusted chains and enter the building.

Inside, head to the administrative hallway and enter the Vice Principal's office. An audio log and letters reveal that Abdullah and his cousin Nasser worked as teachers together. Nasser grew jealous after Abdullah received promotions, eventually stealing Abdullah's personal items (including his ghutra headscarf) and locking himself late in the chemistry lab.

Dealing with Umm Al-Sa'af wal-Leef

While exploring the school hallways, a folklore creature named Umm Al-Sa'af wal-Leef patrols the floors.

  • Press F to toggle your standard white flashlight to navigate dark rooms.
  • Press R to switch to the purple UV light. The UV beam repels the spirit and reveals hidden writing or numbers on walls and furniture.
  • Pick up spare batteries scattered across classroom desks to keep your flashlight charged.

Step 1: Pass the Classroom Exam

Enter the second-floor classroom (Room 2-2) when the bell prompts students to take their seats. Sit at a student desk to start the multiple-choice exam:

  1. Interact with the desk to read the trivia questions (e.g., the "ship of the desert" is the Camel; Turki's mother has four sons, making the fourth son Turki; the largest animal is the Blue Whale).
  2. Open your bubble sheet answer sheet.
  3. Shade the corresponding bubble letters accurately.
  4. Submit the test before the timer expires to receive a classroom key and chemical substance.

Step 2: Solve the Flooded Bathroom Puzzle

Head to the upper-floor restrooms. Reading the note outside warns that Nasser conducted strange experiments here and cautions: "Do not waste water."

  1. Enter the flooded corridor maze.
  2. Navigate the submerged hallways while avoiding the lurking water entity.
  3. Locate and interact with all 4 open water valves/faucets to shut off the flow.
  4. Once the water drains, collect the freezing chemical agent (blue liquid) from the pedestal at the end of the corridor.

Step 3: Unlock Room 1-4 Code Lock

Locate the locked classroom on the first floor:

  1. Unlock the door with the designated key.
  2. Inspect the furniture inside using your purple UV flashlight.
  3. Look for glowing digits painted across specific classroom objects: the desk, the window frame, and the student chair.
  4. Input the sequence matching the classroom diagram into the locked suitcase to retrieve the final chemical component.

Step 4: The Chemistry Lab Experiment

Return to the second-floor chemistry lab. The central counter requires you to pour four chemicals into beakers based on table condition clues:

  1. Burnt Table: Pour the orange fire substance.
  2. Rusty Sink/Table: Pour the brown rust substance.
  3. Clean/Frost Table: Pour the blue freezing agent.
  4. Toxic Surface: Pour the green substance.

Solving the experiment opens the desk drawer containing the Principal's Golden Key. Use this key to enter the Principal's office downstairs. Inside, read Nasser's written confession: overwhelmed with guilt, he reveals he paid a spiritual practitioner named Abu Noura to curse Abdullah. The note lists Abu Noura's address: Building 1431, Apartment 7.

Part 3: Abu Noura's Apartment and Garzam

Drive the sedan to Building 1431. Climb the stairwell past the lower floors to reach Apartment 7 on the top level. Knock on the door to speak with Abu Noura.

Abu Noura invites you inside to discuss Abdullah's curse but strictly commands you not to enter his private parlor room.

The Decision: Bad Ending 1

While waiting in the hallway, strange chanting and supernatural noises echo from behind the parlor door. Approach the door and open it to peek inside. You will find Abu Noura arguing with a demon named Garzam, begging the entity to lift the curse on Abdullah. Garzam threatens anyone who interferes.

At this point, you face a major branching choice:

  • Bad Ending 1: If you decide to abandon Abu Noura and flee the apartment immediately, head downstairs to your car. You escape the building, but Abdullah remains cursed and the mission ends in failure, awarding the Bad Ending 1 badge.
  • Continue the Quest: Choose to stay and save Abu Noura from Garzam.

Defeating Garzam's Minions

To rescue Abu Noura, you must cleanse the apartment and recover the map to where the curse is buried:

  1. Bedroom Mirror Puzzle: Enter the open bedroom. Pick up the hand mirror and position it near the wall. Adjust the angle until the reflection reveals the invisible demon hiding beside the bed or furniture. Shine your UV flashlight into the reflection to burn the creature and secure the first map fragment.
  2. Possessed Toy Chase: Move to the adjacent child's room. A possessed monkey doll will animate and run through the hallway, kitchen, and living room. Chase the doll down, corner it, and burn it with your light to collect the second map piece.
  3. The Incense Burner Encounter: Enter the living room, where Garzam pulls your character across the floor toward a fiery pit. Fight against the strong gravity pull, pick up loose pieces of burning coal, and toss them into the large brass incense burner.

Depositing all the coal banishes Garzam and triggers a memory vision from ten years earlier. The flashback reveals that Abu Noura accepted Nasser's 2,000 riyals only because he needed money to buy a cake and sweets for his young daughter Noura's school celebration.

When you awaken, Abu Noura hands you the complete desert map pointing to where the dark magic was buried.

Part 4: The Desert and Final Endings

Return to your car and follow the yellow road markers deep into the desert outside the city. After reaching the desolate sands, step out to locate the burial site.

EndingRequirement / Key DecisionsFinal Outcome
Bad Ending 1Run away from Abu Noura's apartment after seeing Garzam in the parlor.You flee back to your car, leaving Abu Noura and Abdullah doomed to their curses.
Bad Ending 2Save Abu Noura, travel to the desert, and accept Abu Mutlaq's wedding feast invitation.The wedding feast vanishes into animal bones; your character is permanently lost in the barren desert.
Good EndingSave Abu Noura, refuse Abu Mutlaq's feast, aid the shepherd, dig up the curse bottle, and return home.You break the curse and discover the tragic truth about Abu Abdullah and the Neighborhood Madman.

The Wedding Invitation: Bad Ending 2

As you trek across the dunes, a cloaked man named Abu Mutlaq approaches your party. If you inspect his lower body, you will notice he has animal hooves instead of human feet.

Abu Mutlaq insists that you take a break and join his nearby wedding celebration for a rich feast of lamb and rice:

  • Bad Ending 2 Route: If you accept Abu Mutlaq's invitation, follow him into a lavish desert camp filled with music and guests. Sit down and eat the food. Suddenly, the camp vanishes: you find yourself chewing on dry animal bones in the pitch-black desert with no way out, earning Bad Ending 2.
  • Good Ending Route: Decline the invitation by selecting the red refusal option. Abu Mutlaq disappears, allowing you to proceed forward along the path.

The Shepherd and the Aggressive Camel

Continuing past the abandoned campsite, you will encounter a stranded shepherd lying near a tent, crying out in pain after being stung by a desert scorpion.

  1. Enter the shepherd's tent and collect the natural myrrh (or dates) along with fresh water.
  2. Bring the remedies to the shepherd to treat his wound.
  3. The grateful shepherd explains that his camel has been aggressively guarding several marked stone mounds where strange items are buried.
  4. Grab bunches of hay from the pen. Toss the hay far away from the stone mounds to lure the camel away. If the camel turns aggressive, retreat inside the shepherd's tent, where the beast cannot enter.
  5. Take a shovel from beside the tent and dig at the stone-marked spots while the camel is distracted.
  6. Unearth the glass magic bottle containing Abdullah's photograph and personal belongings.

The Final Twist

With the magic bottle recovered, run back to your car and drive to Abu Abdullah's house to deliver the cure.

When you arrive, the front door is locked and the home is shuttered. Speak to the neighbor standing across the street:

  • The neighbor reveals that Abu Abdullah passed away years ago, and the house has stood abandoned ever since.
  • Abdullah was afflicted by the curse so severely that he completely lost his sanity.
  • The neighbor explains that Abdullah never left the area—he is the very same "Neighborhood Madman" who chased you through the park at the start of the game.

The screen fades to black, completing the story and unlocking the Good Ending badge.

Frequently Asked Questions (FAQ)

Can Sarab be played solo, or is multiplayer required?

The game supports 1 to 4 players across PC, mobile, and console platforms. You can complete all puzzles, evasion sequences, and boss mechanics entirely in single-player mode, though having teammates makes retrieving park items and distracting the desert camel easier.

What are the flashlight controls in Sarab?

On PC, press F to turn your standard flashlight on or off. Press R to switch to the purple ultraviolet (UV) mode, which is required to repel the school ghost, reveal hidden codes on classroom furniture, and uncover demon reflections in mirrors.

Are there any gamepasses available in Sarab?

Patience Zone offers an "Inf Stamina" pass for 19 Robux, which removes exhaustion during sprint chases. Players can also purchase a server-wide "Jump Scare All" feature for 29 Robux.