Warning: The following conatins information that will help you
solve Sanitarium. Please, DO NOT READ FROM START TO FINISH. You'll
ruin the game and lose your mind.
Walkthru for Sanitarium
By Jaime Hsiao
Jaime@seas.ucla.edu
Updated 5/22/98
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 yourscreen 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 third 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 kidswill 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 theytry 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. If the rotating pipe pieces are
numbered from top to bottom, left to right:
1 4 7 10 15 19
2 5 8 11 13 16 18 20
3 6 9 12 17 21
The pipe positions should be as follows:
1: 7
2: L
3: L
4: backwards 7
5: L
6: upside down T
7: backwards 7
8: |-
9: upside down T
10: upside down T
11: L
12: -|
13: -|
14: upside down T
15: _|
16: -|
17: _|
18: -
19: _|
20: _|
21: _|
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 on your
left. Talk to the tattoo man and look at the needles and rubbing
alcohol on the table. Leave the hut and continue down the path. Give
the Squid Squish man your pass. Play the game. (This game pretty much
just takes 3 tickets and gives you more. You will need about 13
tickets.) Take the tickets you have won and play the knock down game
until you win. Pick up the pin that has fallen out of the booth.
Continue to your left and talk to the little boy. Be sure to ask him
about his mother. Pick up the oil can. Talk to his parents. Go into
the circus tent.
Talk to the juggling man and ask him how he likes the circus. He
will mention that no one challenges him. You will give him the pin and
get a ball in return. Talk to the strong man. Tell him about the
poems. Suggest that he get a tattoo of Inferno's name to prove his
love. Talk to Inferno until she mentions firebreathing. You will need
fuel, so return to the tattoo hut. Ask for the rubbing alcohol. Take
the needle when no one is looking. Go back to Inferno and learn the
art of firebreathing. Just for kicks, talk to the 3 clowns sitting in
the stands. Play Squid Squash until you have enough tickets to get
into the fun house (5). Walk down to the beach. Try to pull the lever.
Use the oil can on it and try again. Ride the carousel. Cross over to
the fun house. Look at the clown sign. Use the ball on the sign. Give
the man 5 tickets and enter the fun house. Okay. Walk up the stairs
and into the fortune teller's hut. Ask her to tell you your fortune.
After doing so, you find yourself in front of the games again. Play
Squid Squash for another 5 tickets. Walk down to the freak show on the
beach. Give the man 5 tickets. Walk up the wagon and talk to the bendy
man. Then talk to the dog man in front of him. Ask him about the bones
he smells. He will ask you to free him. Use the needle on the bars.
Watch him run away. Return to the spot where you spoke to the little
boy. Look into the hole. Jump in!
The Cave
-----------
Another action sequence. Use the mirror on the pile of twigs to
start a nice fire. Use the baton on the fire. Walk into the water.
Watch for falling rocks. You can see debris falling from the ceiling
right before they fall. Click on the tentacles before the smack you.
Be sure to stay on the top path; the other is a dead end.
As you come to the end, the squid monster will emerge. Ugly,
ain't he? He shoots out about every three seconds. Wait until just
after he shoots, run up to him and attack, then run away. When he's
dead, climb out of the water.
The Mansion
----------------
Walk up the stairs and watch the ghostly exchange.
Go through the door way. Another ghostly exchange. Walk out of
the kitchen and look at the clock. Walk upstairs. Go into the living
room. Wait until the ghosts clear out and go into the room above. Take
the key. Go back downstairs and unlock the clock. Set the hands to 6
o'clock. Dad will emerge from his study.
Go into the study and take the key and the video tape. You can
watch the tape in the upstairs living room.
After this, walk down the hallway on the left and unlock the
attic door. Look at the teddy bear and find another key.
Take the trampoline and set it up next to the boxes. Use it to
jump over. Use the key on the chest directly to your left. Take the
clown doll. Follow the ghost boy out of the attic. Go into the little
girl's room and give her the doll.
The Laboratory
-------------------
Walk down the path to your right, past the locked doors, and
down. Enter the study. Look at the painting.
Take the pipe key. Play the radio.
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.
To do this, pull the lever on the right.
Turn the wheel 4 times.
Pull the lever.
Turn the wheel 1 time.
Pull the lever.
Repeat (4 times, pull, 1 time, pull, 4 times, pull, etc...) until
the stone drops.
MAKE SURE YOU TURN THE WHEEL THE SAME DIRECTION EACH TIME.
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.
Puzzle solution:
Number the display buttons with the shapes on the from 1 to 6
from top to bottom. Number the buttons on the back of the dragon fly
from 1 to 3 (from head to tail). The larger dials change the color
shining through the wings When both lights are red, push the 1st and
2nd wing button, pull the lever down to the 5th button and push the
right button at the bottom. Extend only the 1st and 3rd wings, pull
the lever down to the 6th button and push the left button. Extend the
2nd and 3rd wings, pull the lever up the 1st button and push both the
right and left buttons. Reset the machine by pushing the button above
the dragonfly's head. Turn the dials so the both lights are green.
Extend the 1st and 2nd wings, pull the lever down to the 5th
buttons and push the left button. Now the 1st and 3rd wings, lever on
the 3rd button, push left and right buttons. 2nd and 3rd wings, 4th
button, right button.
Reset
Turn the dials so that both lights are blue.
1st and 2nd wings, 2nd button, left and right.
1st and 3rd wings, 6th button, right.
2nd and 3rd wings, 4th button, left.
The furnace should now be closed.
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. Then 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.
Number the larva buttons from 1 to 5 , from the 12 o'clock
position around clockwise.
The correct sequence is: 5, 2, 2, 4, 1, 3
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 the locked door.
Turn the upper right wheel 3 times and pull the lever below that
to the left. Repeat another 2 times. Turn the upper right wheel 3
times and pull the lever right. Repeat 2 times. Turn the large middle
wheel counterclockwise. The door will open.
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.
Choose the Aztec Statue, go to the pumpkins and listen to the melody.
(Ring around the Rosy) Try to recreate it. Number the pumpkins from 1
to 6 from top to bottom, left to right, the sequence is 5, 3, 4, 1, 2,
6. 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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