Sanitarium 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. 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 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 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. 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 14 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 they 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 some