Skip to main content

Where Is Fahd Clues Guide: From the Yard to the Old Station

A Where Is Fahd clues guide that follows the game's clue chain — yard clues, tire tracks, the grocery back door, Abu Nasser's house, the mud house tapes and the old station — to the next story objective.

Clue-hunting carries the story of Where Is Fahd, the Roblox map where a boy vanishes from his father's yard in the night. This guide follows the searches from Abu Fahd's yard to the old station — the yard clues, the tire tracks out of the neighborhood, the witness's route, the grocery store, Abu Nasser's sealed house and the mud house — so you always know what to look for and which objective opens next.

Quick answer

Searches in Where Is Fahd are on-screen objectives, usually with a live counter like (0/3) or (0/10). Examine the objects the objective describes until the counter fills, then follow the lead the game names next — tire tracks, a witness's directions or a named building. Each completed search opens the next story objective.

  • First search: three yard clues at Abu Fahd's house — drag marks by the red toy car, Fahd's sandal, and wide tire prints outside the gate.
  • The tire prints point to the pickup key inside the dark majlis, then out of the neighborhood to Abu Suleiman's camp.
  • Later searches: the grocery store's back door, Abu Nasser's sealed house, the mud house tapes and the old station.
  • Keep the flashlight equipped — the power is cut and the story plays out at night.

Where Is Fahd clues guide.

How clues work

Each investigation is an on-screen objective, usually with a live counter such as (0/3) or (0/10). You walk the area and examine the objects it describes — a sandal on the ground, drag marks, one of Salem's tapes — and the counter fills as each one is found. When the count is complete, dialogue or a new banner names the next lead, and the story moves.

Light is part of the loop because the story plays out at night with the power cut. You pick the flashlight up from by Abu Fahd's house door early on, and the hotbar also holds a lantern and a night-vision camera. The flashlight and camera start locked and unlock through objectives — in one full playthrough, the camera was still locked deep into the run — so a greyed-out slot just means its objective has not arrived yet. Tool details live in the flashlight guide and the night-vision camera page.

The clue chain at a glance

The searches below follow the story's order; the last column is the lead each one hands you.

Data table

Stop
Abu Fahd's yard
What you find or do
Three clues: drag marks by the toy car, Fahd's sandal, tire prints by the gate
Where it leads
Tire tracks out of the neighborhood
Stop
The dark house
What you find or do
Flashlight by the door; pickup key on the majlis table
Where it leads
The desert road, following the tracks
Stop
Road past the big dune
What you find or do
Second sandal by the road; Abu Suleiman's directions
Where it leads
The old man's farm — the single light after the right turn
Stop
Abdullah's grocery
What you find or do
Key under the alley boxes; the office ledger
Where it leads
Names Nasser, then Abu Suleiman the guard
Stop
Abu Nasser's house
What you find or do
Height marks, orphanage letter, 'Salem' photo, December calendar
Where it leads
The whistling on the roof
Stop
Mud house behind the farm
What you find or do
Ten tapes, keypad code 1412, red key under the generator
Where it leads
Abdullah freed before the lights return
Stop
The old station
What you find or do
Crayon trail, Fahd's bag in the locker, the circled map
Where it leads
Dawn handover at the well; chase to the pickup

If you want to see the searches performed, the run below starts right before the first yard search.

1. The yard clue hunt at Abu Fahd's house

The first search begins after you talk to Abu Fahd at his door in Part 1. Bring the flashlight — the power is out — and work through the objective 'دور أدلة بالحوش (0/3)', find three clues in the yard:

  1. The drag marks beside Fahd's red toy car.
  2. One of Fahd's sandals, dropped while he was dragged away.
  3. The wide tire prints outside the gate, pointing toward the desert.

Once the counter fills, the tire prints become your instruction: the kidnappers' tracks lead out of the neighborhood, and the pickup key is inside the house.

2. Follow the tire tracks out of the neighborhood

  1. Take the flashlight from by the house door ('خذ الكشاف').
  2. Enter the dark majlis and pick up the pickup key from the table.
  3. Drive the pickup out of the neighborhood — the tracks are clearly visible on the sand, so just follow them.
  4. Look for Fahd's second sandal by the roadside.
  5. Stop when Abu Suleiman waves you down at his tent camp.

3. Turn Abu Suleiman's testimony into a route

A witness account works like a clue you can drive. Abu Suleiman saw a big black car with its lights off stopped for water, a crying boy in the back seat, and heard it was heading to the old man's farm before dawn. His directions are literal: continue on this road, and after the big sand dune turn right — you will see only one light. That light is the farm.

Drive the route, then enter quietly with flashlights on; you must not be seen. The visit ends in the ransom demand and sends you back to Abu Fahd, where the mid-game clue chain starts.

4. Search Abdullah's grocery store through the back door

This search triggers after midnight, when an unknown caller reveals something only Abdullah knew — Saad's secret plan to sell the house. The store at the end of the neighborhood is locked from the front, but it has a back door:

  1. Find the key hidden under boxes in the alley.
  2. Enter through the back.
  3. Inspect the office: the ledger shows someone paid for Abdullah's son's surgery in exchange for information about Saad and Fahd — and names the payer, Nasser.

That single clue redirects the investigation to Nasser, and then to Abu Suleiman, the farm's old guard.

5. Read Abu Nasser's sealed house

The house has been sealed for 20 years, but the door is already open and everything inside sits under white sheets. Four clues are worth your time:

  1. Height marks on the door — Nasser 16, Salem 8, and nothing after that.
  2. An orphanage letter dated about a month ago.
  3. An empty frame with the ripped photo labeled 'Salem' beneath it.
  4. A calendar stuck on December, with Thursday the 14th circled in red.

The whistling you hear comes from the roof — climb the ladder behind the house. Two cautions during the search: when the black car passes, turn your flashlights off and don't move, and if the light on the roof goes out, the occupant already knows you are there.

6. The mud house behind the farm: tapes, keypad, red key

This is a stealth search. The objective reads 'البيت الطين ورا المزرعة.. لا يشوفوك شو كشافاتهم (0/10 📼)' — reach the mud house behind the farm without the guards' flashlight beams catching you, and collect Salem's ten tapes.

  1. Slip past the patrolling guards; being spotted fails the approach.
  2. Collect tapes as you go — a hint banner keeps a running count.
  3. Open the gate keypad with 1412, the numbers from Salem's paper (his departure day, 14/12).
  4. Inside you find bedding, food and a radio whistling Salem's tune.
  5. A captive helper whispers the next lead: the red key is under the generator.
  6. Turn the generator off to open the way, untie Abdullah in the guard's room, and leave before the light comes back.

The hidden tapes locations page itemizes the tapes.

7. The old station: crayon trail, locker, circled map

The next search sends you to the old station on the north road. Abu Suleiman guides you part of the way; the rest is on foot.

  1. Follow the tire tracks where they turn from the road onto the sand.
  2. Follow the crayons lying along the tracks — red, blue and a third farther on; they mark the trail to the station.
  3. Enter through the shop's back door while Abdullah distracts the lookout from a dune. If the guards see you, everything is over.
  4. Inside, a red glowing phone plays the same voice you heard at the farm, and Fahd's school bag, labeled 'Fahd', sits in a locker.
  5. The overheard guards name the next destination: the boy has been moved to the mansion, and the handover is at dawn by the well. A map confirms it with a red circle on the well marked 'dawn'.

You will hear a generator's noise cut out during the search; grabbing the evidence is what triggers the chase — run for the pickup.

When a search stalls

Problems and fixes

The yard counter is stuck below three

The clues are spread out, and one sits outside the gate

Suggested response

Sweep everything: the drag marks by the red toy car, Fahd's sandal, and the wide tire prints outside the gate.

You cannot see anything while searching

The story runs at night with the power cut

Suggested response

Take the flashlight from by the house door and keep it equipped; other tools unlock as objectives progress.

The black car rolls up while you are inside Abu Nasser's house

Its occupant must not learn you are there

Suggested response

Turn your flashlights off immediately and stay still until it passes.

The mud-house gate keypad rejects your entry

Wrong digits

Suggested response

Enter 1412 — the numbers from Salem's paper, his departure day 14/12.

Guards keep catching you at the mud house or the old station

Their flashlight beams sweep the approaches

Suggested response

Stay out of the beams and use the back doors; at the station, let Abdullah's distraction from the dune cover your entry.

Where to go next

The steps above cover every search from Abu Fahd's yard to the old station. When you want the full story scene by scene, the part 2 walkthrough continues after the searches, the story explained page covers why each lead matters, and the how to play guide covers the basics.