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Sanitarium


     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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