Andere Lösungen

Sanitarium (e)

Cover
Walkthru for Sanitarium
By Jaime Hsiao
Jaime@seas.ucla.edu
5/14/98


This is a bare bones walkthru.  There may be avenues other than the ones
I have listed here; this is simply the path I took to finish the game.

The Tower Cells
---------------
You wake up here with nothing in your inventory.  Walk to the lower left
hand of your screen to the switch and turn off the siren if you wish.
Take some time to chat with your fellow inmates.  You gain a bit of
background information on Dr. Morgan. Walk into the second room and pick up
the towel. Go upstairs and look at the large angel statue and the lock in
the base. Stay on this level. Walk to the far right side of the screen.  Use
the towel on the high voltage wire to slide into the control tower.  Open
the door and step inside. Look at the TV and VCR.  Hook up the wires in order
from left to right: red, yellow, black.  Press the power button and then play.
The short circuit will open the safe.  Read the file and take the key
above the cabinet. Walk outside and use the control panel to extend the
bridge. Use the key on the lock in the base of the angel statue.


The Innocent Abandoned
----------------------
On this level, try to speak with all of the children in depth. Talk to the
two of the little kids playing on the sidewalk next to you. They won't talk
until you tell them your name.  Walk over to the little girl jumping rope on
your left.  A 3rd flashback will make you remember that your name is Max.
The rest of the kids will talk to you now. Go into the church and read the
files next to the door. (Make note of the sign in front of the church) Go
into city hall and read the files there. Go across the bridge and into the
house next to the barn.  Read the diary and newspaper you find there. Return
to the main part of town. In the cemetery, the kid with the third arm will
challenge you to a game of hide and seek if you ask him why he is in the
cemetery and about his secret weapon.  Take this challenge.  Go into the shed
here and take the crowbar. One kid is in the barrel next to the red herring
building.  Another is in the locked schoolhouse.  Use the crowbar on the door.
Ewww.  Check the church behind the front pew.  Another is in the tree between
city hall and the church.  The last one is under the bed in the Driscoll house.
When you find all of them, talk to Dennis.  He will tell you to look for his
secret weapon, Carol.  Take the shovel next to the girl sitting by the statue.
Return to the cemetery and dig up C. Driscoll's grave.  Lumpy will take Carol
from you. Talk with Dennis again and he will give you a key to the general store.
Unlock the door on the right.  Read the files here.  Take the empty gas can.
Outside, ride the middle "spring pig".  Take it.  Drop the pig in the gap in
the bridge.  Talk to Maria.  Open the gate to the pumpkin patch.  The combination
is 451 (remember the sign?) Pick up the scythe.  This begins an action sequence.
The faster your heart beats, the closer you are to being dead.  Walk down the
path and click on the birds as they try to attack you.  When you get to the
scarecrow, you must smash all the pulsating pumpkins before you can kill it.
If you get killed, you start from the beginning, but everything you have
killed is still dead.  Look at the comet and generator.  Open up the tractor
and take the jumper cables.  Open the barn door and have a nice chat with Mother.
Afterwards, take the wrench that is on the floor of the barn.  Walk over
to the area between the barn and the pumpkin patch.  Knock over the wooden
plank and cross over.  Go to the water fountain by city hall.  Use the wrench
on the hose.  Take the hose and walk all the way down to the edge of town.
Walk to the left of the barrier and talk to the boy who is fishing.  Then
open the gas tank of the crashed car, use the hose and then the gas can on it
to siphon out some fuel. Walk back to the church and pick up one of the loose
stones from the garden.  Throw the stone at the bell.  The fishing boy will
come in to pray.  You may now take his fishing pole.  Use it to fish out the
lightning rod cross that has fallen into the stream by the intact bridge. Go
back to the barn.  Use the lightning rod on the comet.  Use the jump cable on
the generator and then connect it to the rod.  Fuel up the generator and power
it up!  After you have toasted Mother, walk over to the intact bridge and speak
with Maria.  She will lead you through the portal.

The Courtyard and Chapel
------------------------
Chat with everyone around here.  Take note of the music and how each of
the patients is reacting to it.  Talk to the hooded woman in front of the
large double doors.  Once you have finished talking, she will get up and
move to a different spot.  Open the door and talk to a worshipping Norm.
Then speak with Preacher Bob, who will tell you that someone has stolen a
holy cross.  Walk over to the doctor's office all the way to the left.
Speak with the doc.  Turn on the radio and listen to the news.  Then take
all the record off the table.  Play "Belladonna in A Flat."  The old man in
the tutu will begin to dance.  Walk over to the man and pick up the cross
from the bench.  Return it to Bob, who will give you a broom as a reward.
Use this broom on the control panel outside the doc's office.  The purpose
of this puzzle is to get all the water pressure to the square fountain in
front of the church.  There will be a gauge at the bottom showing your progress.
They are tagged by the shapes of the prospective fountains they control.
Once you have the water pressure in the 2nd to last gauge to its highest
level, pull the chain and go to the big fountain.  Look at the shape at
the bottom and talk to it.


The Circus of Fools
-------------------
Talk to the man laying at your feet.  He will give you a pass to the Squid
Squash.  Then look through the binoculars and note the house across the way.
Walk down the wooden path and into the hut.  Leave the study and walk
up to the strange contraption.  To power it up, use the pipe key on the
pipes on the upper right. The object of this puzzle is to open up all the
clasps so the stone will drop into the hole.  Good luck.  :) Once done, the
door to the lab will open.  Take in the carnage, then play the tape machine
on the desk. Look at each of the chalkboards.  Click the first letter of each
sentence.  Unscramble the letters so they read
	SALVATION
	THE YOUTH
	KEY HIDES TO
Go over the voice lock and say: "YOUTH HIDES THE KEY TO SALVATION".  Walk into
the lab.   Be shocked and amazed.


The Hive
--------
This game is getting really weird.  Take the ID harness off the dead drone.
Walk down to the hut down on your left.  Touch the yellow orb and walk through
door.  Try to operate the control panel to your right.  Looks like you'll need
more clearance.  Talk to the handsome young cyclops Gravin.  Get the password
for his hut.  Take the pincher off the wall.  Talk to the bug technician, and
be sure to ask about the upgrade for your harness.  Leave the building and go
down to the last hut.  Enter with your new password.  Take the tools and the
sledgehammer.  Watch a little TV for background info.  Walk up to the furnace
room.  Look at the patch on the pipe.  Use the sledgehammer on it.  Pump the
bellows.  Take the arm from the incinerated drone.  Look at the strange bug
machine.  The object of this puzzle to match the shapes on the buttons with the
shapes generated by the combination red, green, or blue light and the various
levels of the bug's wing.  Once you have matched all of them, the furnace will
close.  Go back to the Gravin's hut.  Speak with him about the furnace.  Ask him
about upgrading your ID harness.  Go back and speak with Chik-Tok.  Ask him to
upgrade your ID again.  When he asks you to verify your age, insert the incinerated
bug's mechanical arm into the scanner.  Voila!  Go into the Queens chamber.  Chat
with the cyclops-bug.  Use the pincher on the bottles to take proof to the Gravin.
Return to his hut.  He will take you into Gromna's hut.  Wait until he leaves,
and then look at the chalkboard.  The search his pillow to find a key.  Use this
on the safe above his bed.  Take the sound generator.  Return to the Queen's
chamber.  Use the sound generator on the oozing bug butt looking thing on the
right.  Talk to another cyclops-bug.  Talk to the baby cyclops and listen to
their song.  Go to the console on the left and try to recreate that sound.
Once you find yourself on the second level, talk to the female cyclops-bug.
Use the tools on the machine piece and go to the Great Machine.  Throw this part
to the cyclops.  Return to the female cyclops-bug.  On the far left, there is a
rope.  Climb this to the third level.  Watch the long winded public announcement
and pry the second machine part off the queen.  Jump through the portal behind
her.  Give the part to the cyclops.


The Morgue and Cemetery
-----------------------
Look at the dead woman and have a pleasant conversation.  Then look at he locked
door.  I really couldn't tell you the point of this puzzle.  You apparently
turn the wheel on the top right until the gear reaches the top.  Then you
either pull the lever under that left or right.  Pulling it left will bring the
top left gear closer to the turning hinge thingy.  You will need to repeat this
several times, for both top and bottom.  Just fiddle with it until you get out.  :)
Once out, walk past the boiler room and down into Dr. Morgan's office.  Read the
papers on the fallen bookshelf.  Take the bust, urn and matches.  Look at the wall
behind the fallen bookshelf.  Throw the bust at it.  Again.  Take the U pipe and
turn on the gas.  Walk to the exit of the building, next to the two parallel pipes.
Feel them. Go into the boiler room and take the tools.   Remove sections from
them both and replace them with the U pipe.  Return to the boiler room, work the
control panel and fire up the furnace!  Open the furnace door.  Put body #7 onto
the slab.  Bake for 1 minute.  Open the door and collect the ashes with the urn.
Don't forget the glass eye.  The morgue door is now defrosted.  Open it up.  Do
you hear something?  Open up the top rightmost drawer.  Talk to the old man.  Ask
about the scratching.  Open all the other drawers and look at them by laying on
the slabs.  In #7 you will notice some scratches.  Use the matches to see them
better.  Ask the old man about the scratches.  Use the glass eye to decipher them.
Walk out into the garden.  Search for the old fallen, unreadable tombstone.  Use
the ashes on it to read it.  Look for the moving tree.  Talk to it.  He will move
aside and reveal a statue.  Take the prism from it.  Put it into the warm beam of
light.  The door to the little round building will open.  Another chat with Dr.
Morgan.  Once he is gone, look at the statue, the globe, and the papers on the desk.
The papers here and the ones in his office reveal the pattern to input into the
Aztec Calendar.  The first is the sun over twin peaks.  The second in the rising sun.
The third is the sun over a semi circle curving up.  The fourth is an eye.  The
fifth is a triangle.


The Lost Village
----------------
Talk to the old woman who summoned you.  Then leave the cave.  Make sure you talk
to all the ghosts in the village.  Ask their name and station. Walk past the water
temple and up to the volcano.  Speak with Quetzalcoatl.  Knock over the statue to
your right.  Lava will flow down and make a bridge to the water temple.  Cross
this bridge and look at the figures on the side of the temple and fiddle with them.
Walk to the hut.  On the way, stop and speak with the ghost Tepictoc guarding the
totem in front of the wind temple.  Ask him about water temple.  Keep talking to
him until he mentions proving your intentions by delivering a necklace to his wife.
Walk into the village and speak with the old woman.  Pick up the copper bowel.
Then find the cheiftan/mason.  Ask him about the necklace and his missing daughter.
Speak with his wife in the adjacent room.  In the room next to that, ask the
weeping woman about her husband.  Have her explain the fisherman's creed.  Return
to the Tepictoc and tell him about the necklace.  He will let you through.  Knock
over the totem and cross over to the wind temple.  Push aside the boulders to
find the missing daughter.  After returning her, go into the first room and ask
her about the rock and the music.  Go back to the wind temple.  Look at the crystal
and the gongs.  You need to ring the gongs in order from largest to smallest.  The
other gongs will keep ringing unless you enter in the wrong sequence.  The vibration
of the gongs ringing all at once will shatter the crystal.  Pick up the wind totem.
Go to the water temple.  Look at the figures on the side.  They symbolize the
fisherman's creed.   From left to right, press 5, 3, 1, 2, 6, 4.  Enter the temple
(if you go out accidentally, you will have to reenter the code.)  Pick up the water
totem.  Follow the path behind the jaguar temple to find the old witch doctor.
Speak with him and get information about the Pod of Might and the Rite of the
Warrior.  He will send you back to the mason. Ask the mason about the warrior ritual.
In turn, he will ask you to name the 6 warriors before you, in order from youngest
to eldest.  They are: Xilonen, Ometoch, Tepictoc, Centeotl, Huitzilop, and Mixcoatl.
You will undergo the ritual to make you impervious to the elements.  Wade through
the lava and retrieve the pod from the tree.  Give this to the witch doctor. After
his sacrifice, talk to him once more about a mask.  After he is dead, collect his
blood with the bowel.  Walk back to his hut.  Pick up the heart and go to the jaguar
temple.  Make note of the carvings along staircase.  Put the blood into the statue
on the left and the heart into the one on the right.  Enter the temple. Turn the
dials along the back of the temple until they are in order of the carvings by the
stair, from the bottom up. They are the bull's head, the crescent moon, the infinity
sign, the face, the star, the fish, and the circle with the plus sign in it. Remove
the jaguar totem. Go to the place where the statue of Quetzalcoatl once stood.  Put
the totems on the pedestal so that they correspond to the locations of the
temples in the village.  Go down into the hole.


The Maze
--------
Another puzzle.  If you step into the pink electricity, you will be
transported back to the beginning.  Watch for the patterns and time your
crossings.  Make your way down to the control panel.  Light up the first
and third circles.  Pull the lever.  A bridge will rise into place and a
block will get lifted out of your way.  Look for the statue that is
holding its arms in the touchdown position.  Push its arms down.  Cross
the newly unblock path and make your way down to a lever.  Pull it and
walk to the gate.  Before going through the gate, lock it open by pulling
the lever right next to it.  Get the mask.


The Gauntlet
------------
Read all of the tombstones until Jeddah's headless ghost appears.  Go to
the pumpkins and listen to the melody.  (Ring around the Rosy)  Try to
recreate it.  The pumpkins disappear and let you through.  Get the skull
and give it to the ghost. Go into your inventory and choose the comic book
to become the cyclops. Open the coffin.  Get the angel head. Choose the Aztec
statue and cross the thorny path.  Change back into the cyclops and click on
the carnival game.  Note the color sequence.  Change into the Aztec warrior
and click on the teeth flashing red, yellow, green, and blue (in that order).
Change into Sarah and climb up the clown's nose.  Collect the wing and climb
down the nose again.  Continue down the path into the tower.  Climb up the
stairs and cross the spiderweb.  Choose the warrior character look at the
panels on the floor.  From top to bottom, step on in this order: the 2nd, 5th,
3rd, 1st, and 4th panel.  Look at the rock that comes into view.  Look at the
impaled corpses and the wailing spirits above them.  Click on each corpse,
further impaling them until the collective screams shatter the crystal.  Take
the other wing.  Cross back over as Sarah and enter the hive chamber. Look
at the honeycombs and punch through them until you find an insect pincher.
Turn into the cyclops character and work the control panel.  Take the sound
generator and use it on the maggots.  Open the grate and, as Sarah, climb into
the hole.  As the warrior, climb the thorny path and cut the cord with the
pincher.  Go back and collect the torso.  Go into the tower and assemble the
angel.  Enter the portal that appears.


Morgan's Last Game
------------------
Last puzzle.  The object is to navigate around the moving black goo to get
to the statue holding the lighted orb.  You have to accomplish this 3 times
before the green fluid enters your veins.  Again, look for the patterns.
Finish this puzzle and you're done!  Sit back and enjoy the closing movie.


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