SANITARIUM WALKTHROUGH w/ PLOT GUIDE (C) 2005 - Evrain Version 1.1 FOR USE ON GAMEFAQS AND RELATED SITES ONLY Table of Contents - Part I: INTRODUCTION - Part II: THE STORY - Part III: CONTROL SCHEME - Part IV: GAMEPLAY INFORMATIONS - Part V: CHAPTERS' WALKTHROUGH |||||||||||||||||||||||||| || PART I: INTRODUCTION || |||||||||||||||||||||||||| Hello everybody! It's been a long time since I published my ESP Ra.De. game guide, for whose success I thank you (although I know there's someone who is not quite happy that I didn't give him permission for publishing... well, I don't give a damn), and I could not resist the call of guide making any longer. This time, I bring you the solution to one of the best old-school adventure games: Sanitarium. Throughout an hallucinating trip inside your own mind, solving puzzles and battling fierce enemies, you'll have to regain your lost mmory, as well as testing your own skills. Forget about fighting games: without a good amount of brain you'll be quickly stuck in an old, decaying town or a deranged circus. Warm up your mouse and get ready! As usual, don't use this text unless you desperately need to, in order to fully enjoy such a great title. Have fun! Evrain - firstname.lastname@example.org ||||||||||||||||||||||| || PART 2: THE STORY || ||||||||||||||||||||||| This is 1998: a man dressed in green clothes and slippers is walking towards a car. He starts the engine and sets off at high speed, reaching for his mobile and dialing in a number. We can't hear the voice at the other end, but the man says something about having found something vital, and we presume he's talking to his wife. The stereo is turned on, as he steps on the pedal. A dangerous curve. A slippery road. Tires screeching. A crash. And no more. |||||||||||||||||||||||||||| || PART 3: CONTROL SCHEME || |||||||||||||||||||||||||||| Sanitarium, although successfully blending action and adventure elements, is not Tomb Raider by any extent: you'll control your character by just using your mouse. This section will explain everything you need to know. MOVEMENT: it is achieved by holding the right mouse button. Move the arrow to change the character's direction. INTERACTION: click on any key item with the left mouse button. According to the situation you can examine it, pick it up, activate it or even attack it with your weapon. Certain items will trigger a mini- game. INVENTORY: this is where all your items are stored. Click on yourself with the left mouse button to open it, click on a item to pick it up and on yourself again to put it back. DIALOGUE: left click on any willing character and choose the appropriate option from the box. Pretty simple, isn't it? Now, let's see what the gameplay is about. ||||||||||||||||||||||||||||||||||| || PART 4: GAMEPLAY INFORMATIONS || ||||||||||||||||||||||||||||||||||| There are three different moments in this game: exploration, interaction, combat. Of course the first two will take the lead, but in two occasions you will be required to fight an enemy. Pay attention to the cursor's shape: MAGNIFIER: if it's still, no interaction can take place; on the other hand it will roll back and forth if it's over a hot spot. HAND: it means you can activate or take the item (duh). MOUTH: talks to the selected NPC (Non Playable Character). ITEM: the cursor takes the shape of any item you select from your inventory. If it begins shining, it means you can use it on that interaction point, but you're not guaranteed a result. Now comes fighting: whenever you enter one of these phases, your character will embrace his/her/its weapon and you will hear an heartbeat in the background. This is your "health meter", the faster your heart beats, the closer you are to dying. To attack, simply click on the enemy, but beware of its attacks! There's nothing else you need to know, now on to the game! ||||||||||||||||||||||||||||||||||| || PART 5: CHAPTERs' WALKTHROUGH || ||||||||||||||||||||||||||||||||||| NOTICE: this section of the guide contains major spoilers, in order to avoid confusion and better understand the plot behind the game. I wouldn't advice spoiling such a great adventure, so use at your risk! In the text, essential items are marked IN CAPITALS, while locations and points of interests are just Capitalized. For gameplay references, read the previous sections. PROLOGUE Relax, it's just not time to begin yet. Watch the FMV closely. And remember to check the brakes, next time you need to use your car... or someone else's? What are those mysterious voices saying? They said something about a fire spreading and an exploding generator! We'll find out, don't worry. CHAPTER 1 - THE TOWER CELLS Wrapped in bandages and with just a green hospital coat on: this is where your adventure begins. Looks like we ended up in some strange castle, with an irritating alarm ringing loudly. First thing first, let's turn this off: familiarise yourself with the control interface (previously described) and head for the lower left corner of the screen, clicking on the switch to deactivate the alarm. Now it's time to gather some information on this place and, of course, who the heck are we. Enter the cell to the right of the one you were originally locked in, and pick up the dirty TOWEL, then take a tour of the entire structure, talking to everyone and taking note of the glass windows - pumpkins? - and the Angel Statue, which will light up once you pass next to it. On the right staircase, enter the cell and speak to Lenny: what he says seems pretty pointless, but it will actually make sense once you reach the next chapter. Proceed downward and talk to Martin, discovering that this is not a prison, but an Asylum, which explains all the crazy people you've seen 'till now. After paying a visit to the unstable generator on the lower right corner, take a look at the power cable above your head: it connects the cells to the control tower! Time to use your TOWEL, so reach the upper balcony and use it to slide down Batman-like. Click on the control panel on the small column to extend the connection bridge, then enter the control station. In front of you there are an electronically locked cabinet and safe and an unplugged VCR. Click on the latter. The objective of this mini game is to plug the three cables in the lower left corner into the corresponding holes. Pretty easy, huh? In case you can't spot the black jack, it's roughly under the power button: once this is done, watch the cinematic. What we see is the tape of an encounter with Dr. Morgan, the Asylum's director, which reveals that we always were an inmate and our face was badly damaged after the failed escape attempt shown in the intro cinematic, after we stole a nurse's car. suddenly, the equipment short-circuits with a spray of sparkles, frying the tape and... breaking the electronic locks! Read carefully through the files in the cabinet to learn that the Asylum was built over an unknown ancient structure, and that during some surveys a strange AZTEC KEY was found. The one you have to pick up from the now open safe. To finish this chapter, return to the Angel Statue and insert the AZTEC KEY into its basement. Suddenly, the statue starts speaking, blabbers something about being the inhabitant of the building under the Asylum, some abandoned children and ultimately wraps its wings around you. Let's go. CHAPTER 2 - THE INNOCENT ABANDONED After the Angel unwraps its stony wings, you will find yourself in a nice, decayed ghost town in the States. Let's make friends, talk to the children in front of you and notice that ALL of them (the ones you'll meet also) are horribly mutated. They'll refuse to talk to you until you remember your name, but after each talk a small cinematic will occur, a small fragment of your memory returning it seems. After talking to a third children, you will finally remember that your name is Max: now the children will agree to have a talk with you. After you've looked at all the topics, you will be informed that only children remain in this forsaken town, as someone named "Mother" brought them to a secret place, as well as disfiguring the kids to "make them more beautiful". What the heck is happening? Challenge the second child near the statue to a Tic-Tac-Toe game (my advice is: lose once, then copy his strategy) and then head for the cemetery - lower right corner of the screen. Before entering though, head for the spring animals and ride the SPRING PIG in the middle: it will break after a split second, so you can pick it up. Joy. Entering the cemetery, you will remember a couple seconds from a newscast, about a strange meat disease decimating children throughout the world. Proceed inside and head for the shack, open the door and pick up the CROWBAR. Take your time to read the tombstone. Don't ask yourself why, just do it and read carefully, names are so important. Let's play another game now. Talk to everyone and accept Dennis' challenge for Hide-and-Seek: your objective is to find the five kids, who scattered around town. Oh well, let's start. First, approach the left side of the screen and take note of the crashed car, as well as its full gas tank, which we'll need later, and talk to the kid to get more clues on the story; get back to the Schoolhouse and break the boarded up door using the CROWBAR... oh jeez! Look at all those bodies! Seems that we finally found the adults, and one of the kids. Leave the place and head straight right until you see Lumpy's head sneak out of a barrel, then click on it. Two out of five. Now let's pay a visit to the Church. Stop by the entrance and pick up the stone to your left, tossing it at the bell: remember what the kid on the shore said? He was awaiting eagerly the call for mass, so now he's hurrying here. Get inside the building. A cutscene will play where a blinded priest is marrying you to... a skull headed woman? WTF? Examine the stand on your left for some more plot informations (something about a comet being God's punishment) and catch the child trying to hide behind the front row, then go out. Read carefully the sign ("Psalm 4, verse 51") and take your time to relax on the shore - and collect the abandoned FISHING LINE. Return to the town centre and head to the building next to the Church - the Town Hall. Before entering, take a look at the trees in the alley... gotcha! That's the fourth kid. NOW we can enter the building and read through the newspaper articles on the shelves on the left. What we read at the Church was true: a comet crashed at the outskirts of the town, and the preacher forbid its removal, stating that it was a message from God. Nothing more to do here, apart from getting out and noticing the hose connecting the small fountain to the Nozzle. Proceed to the bridge and use the FISHING LINE to obtain the METALLIC CROSS: a closer look reveals that it's prone to attracting thunders. Good to know. Enter the shed next to the barn, noticing that the vines invading the town originate from it, and catch the eldest Driscoll to complete your quest. Read the diary in there VERY carefully, as you need the informations contained in it, then head back to the town centre. Talk to Dennis, only to know that you forgot about the "secret weapon" he mentioned when you accepted the challenge. You need to catch a young girl named Carol, who has been hiding "for a loooong time!" and whose whereabouts no one knows. Stop and think for a while: where did we hear that name before? Of course, Lumpy's diary in the hut! She is Lumpy's sister! But where is she? All we know is that her maiden name is Driscoll... and a tombstone entitled to C. Driscoll happens to be in the graveyard. Yup, you got it, she's dead and buried. Talk to the girl laying next to the Angel Statue, then click on the shovel next to her to borrow it, head for the graveyard and dig up the poor girl: Lumpy will pick her up with a cart. What a lovely - and sick - scene! Return to Dennis, and claim your well-earned prize: the GENERAL STORE KEY. Head to the Store (the building with the spring animals in front of) and unlock the right door: enter and pick up the EMPTY GAS CAN, then read the newspaper article about the preacher becoming mayor "ad interim". Oh great, a father that beats his family and a priest gone mad. All of this will make sense, in the end. Reach the broken bridge on the far right of the map and toss the SPRING PIG in the water, jumping on it to reach the dreaded Pumpkins Patch. Talk to the little girl, named Maria to reveal a good chunk of this chapter's mysteries: Mother is nothing more than an alien (who'd have guessed, d'oh...) who crashlanded along with the comet, killed the adults and deformed the children. Also, you'll have noticed for sure that we are living Lenny's madness - remember that inmate from the Asylum? - as well as the locked gate to the patch. Take a closer look to reveal a 3-digit padlock attached to a strong iron chain: since the lock was put on by the priest, he must have left some clue about the code... Let's think of a number 3-digits long and related to the priest and his Church... I knew you would've guessed it. Psalm 4, chapter 51, so the code is 451. Cross the gate and pick up the SCYTHE next to the tractor. Slice and dice baby, here comes the first action sequence of the game! For reference about the controls, read again through the previous part of this guide. Proceed along the path, killing the crows and trying to keep your health intact: once you reach the clearing, the boss fight will begin. // BOSS FIGHT 1 - POSSESSED SCARECROW \\ The first battle is a piece of cake: the Scarecrow's powers derive from the glowing pumpkins in the middle - as long as there is one left, it is immortal. Swing your weapon at it to make it step back and shut up for a couple seconds, then hack away at the pumpkins. Rinse, repeat. Once they're all gone, two more slashes aimed directly at the monster will make short work of it. Max will throw the SCYTHE to the ground and you will be facing the glowing, greenish cause of this mess: the comet. Open the gate and approach the tractor, picking up the JUMPER CABLE from under its hood. Brace yourself and meet Mother herself. The gross plant-shaped alien will let you know that she plans on transforming the children into exact copies of her, in order to "redeem" them: after some chit chat, she will slap you out of the barn, pull yourself up and take the WRENCH she kindly left behind. Ok, now examine the contraption next to the building: a gas powered Generator. Since Mother is some twisted overgrown tree, a good fire will dispose of her, but since we don't have a flamethrower we'll have to electrocute her. Place the METALLIC CROSS into the comet and plug the JUMPER CABLE into the Generator, then attach its loose end to the cross. We need some gas: walk back to the Town Hall and use the WRENCH on the Nozzle to obtain the PLASTIC HOSE. Head for the wrecked car, open its tank and use the newly acquired PLASTIC HOSE and then the EMPTY GAS CAN on it to obtain a FULL GAS CAN. I don't think I need to tell you what happens next: refill the Generator's tank, pull the lever, fry Mother and walk to the vines next to Lumpy's hut. Maria is there next to a glowing portal: clock on her to cross it and successfully complete this chapter. CHAPTER 3 - THE COURTYARD AND CHAPEL Maria brought us back to the Asylum before disappearing. Talk to everyone - the usual Elvis clone, an old bum pretending to be a primadonna, captain Achab's secret brother and your average Hannibal Lecter's daughter, who slain her husband to have a snack. And a mysterious woman waiting in front of the Chapel's doors: talk to her to learn that there's a preacher into the locked church and the empty gargoyle fountain is making her depressed and lonely. Seems that your next objective is to reactivate the fountain, but first let's meet Father Bob. Also notice that this time the stained windows depict some clowns: clue, anyone? A holy symbol has been stolen, a cross made out of pure gold. Guess what? We need to find it! Examine the control panel on the shack's wall: it's a Water Control System, but we need to force the encasing open. Enter the building and meet Dr. Morgan Himself. After some chit chat (restraining Max? Ha, guess we'll have to kick his sorry ass around a few times before finishing the game), take the BELLADONNA IN A FLAT RECORDING and use it on the Phonograph: the man in a tutu will begin dancing, revealing the GOLD CROSS we were looking for. Deliver it to Father Bob to obtain the BROOM, then use it on the Control Panel to break the lock. Puzzle time! Inspect closely the diagram of the area next to the control panel: it's a map, and the Gargoyle Fountain is marked by a square. Our objective is to arrange the nodes of the water system so the fluid is canalized to the pipe marked by a crossed through square. Fiddle around with the nodes and remember: the water from the four top outlets must converge into the central pipe, which is connected to the pool inlet. Once the meter is filled, pull the chain on the right side and stare in awe at the result of your skill. All you have to do now is reaching the Fountain and talking to the reflection in the water. Oh, and before I forget, if you talked to everyone, including the caretakers, and listened to Morgan's radio, you will be rewarded by some more informations about Max's past: his full name is Max Laughton, a former researcher of the MERCy Institute, involved in the development of a new drug called HOPE. CHAPTER 4 - THE CIRCUS OF FOOLS This chapter opens with another fragment of Max's memories: we meet his beloved sister, Sarah, who is on the verge of death by some strange disease. She asks him to retrieve a clown doll from her toy chest: Max complains that he can't find it, but while he is runmaging through her toys chest, Sarah's arm falls limp. Kiss your sister goodbye. Before you can take control again, Max will transform into... Sarah? Surprisingly, we'll play this section of the game with a 8 years old brat. Talk to Antonio Baldini, who is asleep on the ground: after telling him you're broke, he'll give you a free SQUID SQUASHER TICKET. Yay! Now let's head down the bridge to the Squid Squasher game. Here, give the owner your SQUID SQUASHER TICKET and play to receive four TICKETS. Remember, you can play as many times as you want to get as many tickets as you want - I suggest 18 of them. Before you leave, play the Pin Knockdown Game in the booth to your left to gain a BOWLING PIN. Head back to the Circus Tent and talk to Baldini and the two clowns on each side, then have a chat with MuscleMan about his infatuation with the fire eater, Jennifer. Persuade him to get her name tattoed on his arm, then follow (?) him to the Tattooer Vagon, halfway to the second level of the island: talk to both and then ask the owner to give you his spare ALCOHOL BOTTLE, then take a NEEDLE from the table. Leave and re-enter the Circus Tent, then talk to Jennifer. Your previous wedding vision is now complete, and we learn that Max's beloved wife is called Jennifer, as well as being quite a babe. Anyway, click on all the options and learn how to breathe fire: this will be your weapon for the forthcoming action sequence. After Jennifer has given you the FLAME EATER'S BATON, talk to the juggler and give him the BOWLING PIN: in return you will get a RUBBER BALL. Exit the tent and head for the rightmost part of the island: talk to the "happy" family here to get some more plot infos, then grab the OIL CAN and head to the beach. What a scary carousel! Use the OIL CAN on the control lever to reach the Fun House. Put the RUBBER BALL on the clown figure and give the owner 5 TICKETS to get a scary cinematic, a PIECE OF MIRROR and access to the final part of the island. Talk to the funny clown if you want, then head upwards to the Fortune Teller's Tent. Yep, she really can read your palm, as she'll immediately recognise Max under the appearance of Sarah, and give you precious hints about what you need to fight the Squid Man. You will be teleported to the second level again: head down to the beach and pay 5 TICKETS to enter the freak show: talk to EVERYONE, then use the NEEDLE on the Wolf Man's cage to pick the lock and free him. Climb the stairs and reach the house on the right part of the screen to find a hole. Click on it and watch Wolf Man get killed after landing on a neat collection of human bones. yes, you have to drop down that hole. CHAPTER 5 - THE CAVE This is just an action intermission before the next chapter. Let's ready your weapon: place the PIECE OF MIRROR under the sun rays to ignite a small fire, then use the FLAME EATER's BATON on it . Your heartbeat will begin pounding from the speakers and your cursor will change into your sight. Walk into the water. Rocks will begin falling from the ceiling, so keep moving: from time to time a tentacle will raise from the water, strike it with your BATON before he swipes at you! Follow the top route to the entrance of another cave, but before you can put your feel out of the water Iggy himself will emerge to confront you. // BOSS FIGHT 2 - SQUID MAN IGGY \\ Iggy is a bit tougher than the Scarecrow, since his weak point is located on his chest. He will spit acid every three seconds: time his attacks then run and hit him with your flames. Retreat as quickly as you can and repeat the operation: after three hits he will fall again in the muddy water - dead, this time. Remember, Sarah is definitely weaker than Max, so don't even think about charging head on. We're done here, proceed through the stone arch. CHAPTER 6 - THE MANSION This is not your ordinary mansion, I think you've already guessed. You will have your answers about this new location, but first we have to take a look around. Ignore the furnace and climb the stairs, watching the ghostly memory, then enter the door. This is the mansion first floor: nothing interesting here, apart from the study and the old Clock against the wall. Climb to the second floor and enter the living room, wait for the ghosts to disappear then enter the master bedroom, picking up the BRASS KEY on the chest of drawers. Return to the Clock on the first floor and open it: insert the BRASS KEY and set it to 6 o'clock. The ghost will unlock the study's door and allow you to enter and pick up the SILVER KEY and the VIDEOTAPE. Shall we have a look at what's recorded on it? Return to the living room and slap it into the VCR. Sit back and enjoy some popcorn: uh oh, looks like this is Max's memory of HIS OWN HOUSE! The video shows Sarah being caught by her dad entering her secret hideout in the attic: upon giving him a hug, the Dad calls her "little pumpkin". Ewww... Ok, now use the SLIVER KEY on the door at the end of the corridor and climb the stairs to the attic: next to the huge stuffed bear there's a GOLD KEY we need to retrieve. Move the Trampoline next to the pile of junk by clicking on it, then click again to cross to the other side. Here, approach the Chest directly on your left and unlock it with your newly acquired GOLD KEY, grabbing the CLOWN DOLL inside. Now, go downstairs to your room: Max's ghost will kindly open the door for you. Deliver the doll to your own ghost (???) to switch back to Max and successfully complete this chapter. CHAPTER 7 - THE LABORATORY You'll be back to the Asylum, looking over the rotting corpse of a child - who's disturbingly holding Sarah's CLOWN DOLL. Head outside and climb the stairs: note the locked gate and proceed to the right, into Morgan's Office. Take a look at the painting to trigger another flashback, where someone named jacob - probably a friend of yours at school - is being scolded by the usual egocentric, wealthy daddy who wants him to score an A+ on his finals (according to the Cinematics List, you've just met Jacob Morgan's father). And I thought you come to hating school just because of your ex-girlfriend... Anyway, after the cutscene the painting will fall, revealing a water pipe. Click on it to get the VALVE. Before you leave, turn the radio on: some more plot development, as you learn that the HOPE drug isn't effective at all against the disease, since those who've been treated with it are dying one after another. Now head up the other set of stairs to a strange mechanical device: there's an half-hidden slot at the far end of this balcony, insert the VALVE and turn it to power up the contraption, then click on the control panel to begin a new puzzle. In this one your aim is to release the eight locks holding the boulder in place. Take a look at the panel: it shows a display with a diagram of the locks and a cross with a tiny sphere on three ends, a chain and a switch. Every time you pull the switch, the locks corresponding to the hot spots touching the spheres will release, but since you can open only three at a time, you'll need some thinking. If you really can't make it, here's the solution. -Pull the lever to the right -Turn the wheel to the right four times -Pull the lever to the right -Turn the wheel to the right once -Pull the lever -Continue this pattern until the boulder is released Finally, the huge boulder will be released and, tumbling down, will power up again the gate: climb down the stairs and head into the main building. Oh my God... Max will agree that this is more of a slaughterhouase rather than an asylum, and another flashback will occur: shockingly enough, we learn that Max was one of Morgan's colleagues, right here at the Asylum. Then why is he pretending to never have seen un before? Why were we running away from the Asylum and what is the incredible thing we discovered and were discussing about with our wife Jennifer? To proceed, we have to solve another puzzle, split into three parts: examine the cassette player on the desk to discover that the voice code for the electronic door at the far end of the room is hidden in the three chalkboards in the room. First, examine each one of them and click on every capital word you find, then anagram the letters until Max is satisfied. Here are the solutions: -Chaklboard #1: SALVATION -Chalkboard #2: THE YOUTH -Chalkboard #3: KEY HIDES TO After you've done this, "speak" to the lock and enter the sentence "YOUTH HIDES THE KEY TO SALVATION". Walk through the door. Another cutscene will take place: looks like Morgan is clonining or racking up newborns to permorm his twisted experiments - sounds familiar? Before you can react, you'll be knocked down and drugged by Morgan, who reveals that you had already been there, and was the reason you were previously attempting to leave the Asylum. After the drug makes effect, you will enter the next chapter. CHAPTER 8 - THE HIVE Another transformation: this time you will take the role of Max's favourite comic hero, some Duke Nukem-looking guy with four arms. Collect the #ID (the yellow orb) of the insect you've just killed to pass the security scanner up ahead, head down and turn left as soon as you can: talk to Garvin and the robot in there (Chik-Tok), then pick up the ALIEN PINCHERS. Head down and turn right at the crossroad, then enter Garvin's Hut, the southern one. Once inside, collect the TOOLS on the desk, then click on the TV (?) set to get a fragment of this strange world's history, something involving an invasion of biomechanical insects, sourcing from an equally cybernetic Mother. Before you go out, collect the SLEDGEHAMMER. Return to the Furnace (second building from the top) and talk to the bug operating the glowing control panel in the lower part of the machine, then use the SLLEDGEHAMMER on the right pipe to break it: this will distract the bugs operating the cooling system, so you can click on the levers undisturbed. Woohooo! Grilled bug! Pick up the BIOMECHANICAL LIMB. Now click on the Control Panel. Puzzle time! Take a closer look: you will see a trapped insectoid with three green buttons on its back, another button below its head, a lever on the left side of the machinery and four buttons on the lower left corner. Each green insectoid button will spread one out of three pairs of wings, which will produce a particular drawing into each lens: this drawing will change if you change the lens' colour, by rotating the corresponding switch in the lower left corner. Your aim is pulling the lever down and then upward to the top, reproducing into the lenses the two signs shown by the lever and pushing the two buttons in the lower left corner. Don't worry, it's easier to do rather than tell about it. Once you've completed this puzzle, the furnace will shut down. Before you head to Garvin's hut, talk to Chik-Tok for more plot twists... oh man, not another mad scientist! Speak to Garvin and inform him of Gonma's plan, then ask him about your #ID's upgrade. Okay, let's talk again to that stupid robot: he will still refuse to upgrade out #ID, so time to get angry. Notice the yellow jack in port behind him: insert the BIOMECHANICAL LIMB to finally authorize your upgrade. Another cutscene will occur: seems that Max and Jennifer's child was ill with the mysterious disease, which we now discover being called DNAV, and consequently treated with the HOPE drug. In response to his wife's pleas, he says that it's time for them to go back home (as shown in one of the previous cinematics, remember?). We can guess what happened next, poor Max... Now return to the very first building and click on the lock: you will be granted entrance. Speak to the man on the left to piece together some more details of the plot: Gromna is a complete betrayer and he is attempting to reach immortality by crossing Cyclops' DNA with insectoids'. In the containers are the Queen's puppies: clock on them to trigger yet another cutscene, where Dr. Morgan in injecting monkeys with pain stimulants, to test their... threshold. Max thinks that's just cruelty, but Morgan seems unfazed by that. We REALLY need to kick him in the ass. Use the ALIEN PINCHERS on the containers to get an ALIEN LARVAE, then return it to Garvin to finally convince him of the truth. Now he will unlock Gromna's Hut for you. Get inside and you will examine the Great Machine's Schematics: looks like a power source of some kind, but two components are missing. Once Garvin has left, check the pillow on the bed to reveal a KEY, then read what's written on the chalkboard to learn something about a "SOUND GENERATOR" required to open a tube in the Larvae Room. The very same item you will find locked in the locker next to the bed, opened by the key you've just found. Return to the Larvae Room and use the SOUND GENERATOR on the tube to unlock it - or better, to be sucked into it: gross. Another cutscene shoving Gromna being addressed as the "father" of the larvae: a quick chat with the team member on your right will reveal that those freaks are clones for the Queen to feast upon. Talk to one of them and listen closely to their song: to unlock the elevator, you need to press the buttons in the correct order as to reproduce that very same melody. Giving the number one to the top sphere and counting counter-clockwise, the order is: 2-5-3-1-4. Climb up and talk to the last team member to finally get the full story, then use GARVIN'S TOOLS to stop the machinery and get the MECHANICAL DEVICE 1. Deliver it to Garvin - the bridge will break, but you can toss it to him anyway to trigger a cutscene of one of Max's experiments. Return to the Queen's Chamber. Time to finish this chapter: ride the elevator and headu up, click on the pipes to climb and pull the giant plug out of the Queen's back. The other end of the wormhole will open and you can deliver the MECHANICAL DEVICE 2 directly to Garvin. More than that senseless Grimwall crap, another of Max's flashbacks will catch your attention: he looks at a photo of Jennifer and shouts that the solution was in front of his eyes. CHAPTER 9 - THE MORGUE AND CEMETERY Just like in the movie "The Jacket" (awful one, anyway), we awaken into one of the Morgue's drawers. We need to get out, before we freeze to death! Click on the door and the corpse or the trolley will sit up: after a little chit chat - all you'll learn is that if we escape Morgan is fired - click again on the door to solve another puzzle. The wheel in the middle is the door's main handle, but before you can get it to work, you need to connect the handles on the left to their respective gear. This is done by rotating the wheel in the upper corner of the screen four times, then pulling the lever under it either left or right. Repeat until both gears are touching the handles, then turn the wheel to escape this trap. Turn right and enter the study. Flashback: Morgan is trying to make as much money as he can out of the - utterly useless - HOPE drug, cutting back on Max's researches to avoid him finding a cure and ruining his image of world-famous researcher. Figures. Collect the BRASS URN on the cabinet on the left, the MATCHES and the BUST on the desk, then throw the latter twice against the cracked wall behind the fallen bookshelf (which has some interesting notes about Aztec traditions laid on it - you'd better read carefully!). Close the valve and grab the U-JOINT PIPE, then exit and turn right to enter the Oven Room. Runmage through the tools on the right of the machinery to get a MONKEY WRENCH. Exit and use the MONKEY WRENCH on the tube to remove a portion, then insert the U-JOINT PIPE. Re-enter the room and use the control panel on the right side of the Oven to turn it on: open the door and drag the second body from the left to it. Open the tray again to collect the GLASS EYE, then use your BRASS URN on the ashes to gather some. Exit and return into the Morgue. Open the upper rightmost drawer to save an old man from freezing to death: talk to him and he will confirm that you, him and that dead woman over there aren't zombies, but experiments of Dr. Morgan... who was talking with a head? Open the second lower drawer from the left and use the MATCHES on it, then the GLASS EYE: read thoroughly the text. Head outside and look for a worn-off headstone: pour the ashes from your BRASS URN on it. Head for the rightmost part of the cemetery and talk to the tree: after you click all the options, it will move out of the way and you can collect the GREEN PRISM, which you need to put under the sunbeam next to the Aztec Temple to unlock its door. Enter the building. Dr. Morgan will greet you, babble something and... disappear? Guess he did find some ancient artifact, but since we are not Lara Croft, read the last two passages and click on the Aztec Calendar. Your objective is to enter a code made of five pictures: #1: Twin Mountains #2: Sunrise #3: Sun in the Valley #4: Eye #5: Symbol of the Trinity Each symbol is made of two halves: fiddle with the buttons until you get all of them matching this scheme. You will become an Aztec warrior, complete with armor, and teleported back in time. CHAPTER 10 - THE LOST VILLAGE This time you will become a god-like stone warrior named Olmec, summoned by some Aztec villagers to counter the power of Quetzacoatl. No, not the Guardian Force. Talk to the witch then walk up the stairs to get to the village itself, in ruins after the god's attacks. Talk to the five shades here, taking note of their names and age order, then walk past the sacrifical altar and up the stairs to have a chat with Quetzacoatl. Push the statue on the right to create a path to the Water Temple. Cross the new bridge and talk to the last shade. Now head to the half-destroyed hut, pick up the BRASS BOWL and enter, then talk to everyone, the mason in particular: make him promise to deliver the necklave to the fisherman's wife, then report back to his ghost (next to the tall totem). After he gives way, push the totem to cross the gap to the Wind Temple: enter and rescue the mason's daughter. Go back to the temple and click on the gongs from the largest to the smallest in order to shatter the crystal shield and pick up the WIND TOTEM. Return to the Sacrifical Altar and turn left: talk to the shaman about the POD OF MIGHT to learn that you need to undergo a certain ritual, whose knowledge is belonged by the mason. Okay, let's have a talk with him: when you're asked to, enter the warriors' names from the younger to the eldest. This is the solution: Xilonen Ometoch Tepictoc Centeotl Huitzilop Mixcoatl Your armor will be powered up so you can cross the lava lake and pick up the POD OF MIGHT. Deliver it to the shaman: he will charge head on in a suicidal attack to weaken Quetzacoatl. After his death, gather his blood into the BRASS BOWL, then head into his hut and pick up the HEART. Head back to the Water Temple. The solution to this puzzle should be obtained from the fisherman's wraith, but his clue is so cryptic that it's unlikely you'll solve it. So head back into the hut and ask his wife: she will explain the Creed to you. Return to the Water Temple. "When God's Eye is high, spear the water quickly to catch the unaware fish and fill your basket with the warrior's bounty" this is what it approximatively says. Meaning we have to press the images in this very order. The God's Eye is obviously the sun, then we have to spear the water in order to catch the fishes to put in our basket, which we will then bring back home. I think you have already figured it out by now, else press the buttons in this order: #1: Sun #2: Spear #3: Waves #4: Fishes #5: Basket #6: Fisherman Now hurry, for the door will stay open for just a couple of seconds! Enter and pick up the WATER TOTEM, then backtrack to the Jaguar Temple. If you wandered a bit and talked to the mason's daughter and then to him, you'll have learned that we have to rip the MASK OF DEATH from Quetzacoatl's ugly face in order to beat him. Guess what? We have to enter his tomb, under the statue. Place the BLOODY BRASS BOWL into the left canister and the HEART on the right one: before you enter, look closely at the pictures next to the stairs: they'll be a clue for later on. Enter them in the lock on the far wall to unlock the JAGUAR TOTEM and destroy the statue. In case you were a bit distracted, here's the order: #1: Taurus #2: Moon #3: Infinite #4: Death Mask #5: Sparkle #6: Fish #7: Crosshair Return to the village centre and insert the three TOTEMS into the statue basement to unlock the accesso to the Maze. Olmec-Max will jump inside. CHAPTER 11 - THE MAZE Before you regain control, a final flashback will occur: we finally put all the pieces together as we see Max finding a cure for DNAV, trying to leave the Asylum with a DVD (they already knew about DVDs in 1998?) containing the results of his research and... pretty clumsily crashing with the car. We definitely need to kick Morgan's ass. This place is extremely annoying, since it's chock full of crumbling walkways and those purple bolts, which will bring you back at the beginning of the maze. Try to time your movements. Walk forward and turn right, walking down the two sets of stairs: once to the bottom level, turn right and head for the control panel nearby (giving directions in here is difficult, but I'm sure you won't have any problems in finding the right places). There are only three puttons, each one can be switched on and off. It won't take long to try out all the possible codes, anyway press the first and third one, push the now activated button to raise a weight and a bridge and walk into the purple bolts to get back to the start. Walk down the new bridge and pull down the idol's arms to lift another weight nearby, the one the right of your starting point, to be exact. Take this new path, paying attention to the electricity, until you get next to the large pillar holding the large stone hand: there's a lever on it. Pull it and rush to the second one right before the open gate, activate this one and finally enter Quetzacoatl's lair. Rip the MASK OF DEATH off his face (hey, we look cool with it on...) to end the chapter. CHAPTER 12 - THE GAUNTLET New plot development: waking up from a nightmare about his family, Max awakens just enough to see Morgan inject poison in his IV. Just as we thought, he doesn't want to lose an insanely huge business such as his HOPE "cure", so his only hope is to kill us and destroy the proofs. We need to fight the poison and get out the Asylum. Now. You'll regain control of... everyone: Max understands everything is an illusion caused by Morgan's drugs. We have to solve this poisoning- induced madness as fast as we can. For this last level, you will be able to switch between your three "personalities" (Sarah-innocence, Grimwall-strenght, Olmec-resistance) to perform certain actions by just selecting the correct item in your inventory - SARAH'S DOLL, OLMEC'S STATUE or GRIMWALL COMIC BOOK. Walk down the path and switch to Olmec: walk in front of the pumpkin wall and some of them will light up in a sequence. Press them in the order you've seen them light up to destroy them, as well as the illusion of children playing. The correct order is the following (remember, you only need to take into account the two central poles! The directions are from left to right, from top to bottom): #1: second pole, second one #2: first pole, third one #3: second pole, first one #4: first pole, first one #5: first pole, second one #6: second pole, third one Pick up the SKULL. Now switch to Grimwall and head to the small cemetery, clicking on Jeedah Driscoll's grave: give him his SKULL and a stone coffin will appear; lift its lid using Grimwall's superhuman strenght and pick up the ANGEL HEAD. Switch again to Olmec, climb down the stairs and head to the strenght game in the clown's hand. Switch again to Grim and click on it to open the clown's (flaming) mouth. You'll notice its teeth are glowing with different colours: your objective is to press them in the order given by the giant head's hairdo. Therefore, press the RED, YELLOW, GREEN and BLUE TOOTH in this very order. Switch to Sarah and climb into the hole to reach the other side and pick up the ANGEL LEFT WING. Backtrack to the Tower on the right of the screen. Looks familiar? Yeah, this is the area of the Tower Cells where the statue is. As you might have guessed, we are collecting the ANGEL STATUE's pieces in order to get back to reality: we still miss the ANGEL RIGHT WING and the ANGEL TORSO. Climb the stairs and switch to Sarah to walk past the spider web. We need to destroy that Quetzacoatl giant statue: switch to Olmec and, by trial and error, find the correct sequence in which the panels on the floor must be pressed. To make things easier, press (from left to right) the second, fifth, third, first and fourth panel: the rage from the impaled warriors will be piped to the statue, which will shatter into pieces. Now, have Grimwall push the stone head to raise a crystal. Impale the six bodies on their pole to shatter it and conquer the ANGEL RIGHT WING. Backtrack to the Hive. This will be easy: fiddle with the control panel on the right wall to reveal a small path to the outside, then break open the honeycells on the wall to get an INSECT MANDIBLE. Switch to Sarah and crawl into the opening to get outside. Switch to Olmec, climb the thorn root and cut the rope with the ALIEN MANDIBLE. All you have to do is return inside and collect the ANGEL TORSO. Time to get out. Return to the tower and rebuild the statue, starting from its torso: a portal will open. Enter it and prepare for the last fight. FINAL CHAPTER - MORGAN'S LAST GAME We are still in nightmare world: Morgan has taken away your transformation items and is blocking the way to reality. Beware, you are being timed! The poison is spreading into your body, and taking too much to complete this last riddle will result in a flat ECG. To defeat him, you have to calculate your movements through the shapeshifting chessboard to reach the glowing orbs: once you've grabbed one, you will shatter it, damaging Morgan, but if you fall down you will be taken back to the beginning. A doppelganger of yourself will stop you from reaching the exit too soon, so get ready and save at the very beginning. There's really no help here: just watch the pattern closely and act quickly. Once you shatter three orbs, play your favourite Dance of Happyness: you've completed one of the best adventure games ever!