154 lines
7.4 KiB
Plaintext
154 lines
7.4 KiB
Plaintext
![]() |
Asylum (Screenplay)
|
|||
|
-------------------
|
|||
|
|
|||
|
The game in itself isn<73>t all that difficult. Admittedly, all the puzzles without exception seem to have
|
|||
|
been thrown in at random, and quite a lot of them defy any kind of logic. The game doesn<73>t make
|
|||
|
the least attempt to develop a story, either. But if you want to beat it, here goes...
|
|||
|
|
|||
|
Oh yeah, one more thing <20> all objects come in boxes. Weird.
|
|||
|
|
|||
|
--- Part 1 ---
|
|||
|
MAP 1
|
|||
|
(1) - You begin in your cell. For some odd reason someone has chosen to leave behind a CREDIT
|
|||
|
CARD which gives you access to most rooms on MAP 1. Nice guards, I<>ll give them that :-)
|
|||
|
Take the card.
|
|||
|
(3) <20> The inmate here will give you a hint on how to escape: wear a doctor<6F>s coat.
|
|||
|
|
|||
|
Now, go through the door leading to MAP 2 then return to point A on MAP 1 and pick up the
|
|||
|
GOLD CARD, which has appeared here.
|
|||
|
(2) <20> pick up the ROCKET BELT.
|
|||
|
(4), (5), (7) and (8) - Pick up the BIRD COSTUME, BEAN BAG, STETHOSCOPE, and SILVER
|
|||
|
CARD, respectively.
|
|||
|
Proceed to point G, DROP BEAN BAG, RUN to the other end of the hallway, turn around, WEAR
|
|||
|
BELT and PRESS BUTTON ON BELT. You<6F>ll crash into the wall at the other end, producing
|
|||
|
some COPPER WIRE.
|
|||
|
(6) Fuse Room <20> EXAMINE FUSE BOX then SCRAMBLE FUSE BOX. This has effect on Electro
|
|||
|
Therapy later on.
|
|||
|
Sooner or later you<6F>ll run into a seemingly sick inmate. Just GIVE STETHOSCOPE TO INMATE
|
|||
|
and try to KILL INMATE afterwards. This will leave you with some DRUGS.
|
|||
|
|
|||
|
Go and pick up the AXE at point B. At this point, a wall across the exit is being built (dotted line on
|
|||
|
MAP). Keep track of where you<6F>re going now! Go back towards the exit and you<6F>ll run into an
|
|||
|
ELECTRICIAN. Do _not_ look up, as he suggests. Instead, KILL INMATE WITH AXE and
|
|||
|
TAKE FUSE. Return to where the exit was and HACK WALL WITH AXE to get out!
|
|||
|
|
|||
|
Nearby, in area C, CLOSE DOOR and LOCK DOOR WITH SILVER CARD. Do this with all the
|
|||
|
doors. Hey, there are only a total of 20 (arrrgh! what an awful puzzle!) This will make the unseen
|
|||
|
character drop something nearby. Look behind all of the doors and you<6F>ll eventually find some
|
|||
|
MATCHES and a CANDLE.
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(12) Surgery <20> If you<6F>re carrying the drugs, the surgeon will alter your face. Now you<6F>re looking
|
|||
|
like Alfred Hitchcock (???)
|
|||
|
(14) Film set <20> Entering here, the producer <20> recognizing you as Mr. Hitchcock <20> gives you a
|
|||
|
CAMERA.
|
|||
|
Wander around for a bit and a guard will show up and ask to be in your movie. Say YES twice and
|
|||
|
then GIVE BIRD COSTUME TO GUARD. Afterwards, take his UNIFORM (great puzzle :-)
|
|||
|
(13) Therapy <20> once you enter here, the guards will try to give you shock therapy. If you<6F>ve messed
|
|||
|
up the fuse box at (6), however, the fuses blow and you<6F>re left with a BATTERY.
|
|||
|
Now, LIGHT CANDLE WITH MATCHES.
|
|||
|
|
|||
|
MAP 1:
|
|||
|
(6) Fuse Room - Simply INSERT FUSE IN FUSE BOX to turn the power back on.
|
|||
|
(9) Phone Room <20> WEAR UNIFORM to prevent unwanted attention and then HACK PHONE
|
|||
|
WITH AXE and HACK RECEIVER WITH AXE to produce some COINS and a MAGNET.
|
|||
|
Remember to DROP UNIFORM and GET UNIFORM again, otherwise the <20>Outside room<6F>
|
|||
|
descriptions vanish (for no apparent reason...)
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(11) Scientist <20> enter here with the MAGNET, BATTERY and COPPER WIRE, and the nice lady
|
|||
|
will give you a Time Stasis Unit, a.k.a. a GENERATOR (pretty strange that she doesn<73>t keep it for
|
|||
|
herself <20> ah, well...).
|
|||
|
(10) Psychiatrist <20> Unless you prefer to be bored to death, PRESS BUTTON ON GENERATOR.
|
|||
|
This makes time pass at a tremendous rate. The shrink will depart, leaving his SMOCK behind.
|
|||
|
WEAR SMOCK then leave at the nearby exit to finish part 1!
|
|||
|
|
|||
|
A guard appears to order you to stop the Master Mystic who is roaming the corridors of the asylum.
|
|||
|
You are given a PLATINUM CARD, which will grant you access to all rooms on maps 3, 4, and 5.
|
|||
|
Afterwards, you are returned to your room.
|
|||
|
|
|||
|
|
|||
|
--- Part 2 ---
|
|||
|
Go to MAP 5 via MAP 2.
|
|||
|
Go to point H and slip on the banana peel twice. A very peculiar lawyer appears and gives you a
|
|||
|
BOOK ON LAW. Also, EXAMINE PEEL to find a CATERPILLAR.
|
|||
|
At point F, take the ROPE.
|
|||
|
(24) <20> take the RAT SUIT.
|
|||
|
Next, enter area D and pick up the KNIFE. This area is very difficult to MAP, so I have merely
|
|||
|
given the directions to get you in and out again.
|
|||
|
|
|||
|
MAP 3:
|
|||
|
(18) Spiritual Master <20> GIVE BOOK TO GURU and in return you will receive a SCROLL, which
|
|||
|
you must use to end the game.
|
|||
|
(17) Exterminator <20> when standing outside the room, TIPTOE, enter the room and TIE
|
|||
|
EXTERMINATOR WITH ROPE. This prevents him from showing up later in the game.
|
|||
|
(16) Terrorist <20> EXAMINE KNIFE to learn that it<69>s a suicide knife. In order to impress this chick
|
|||
|
you should KILL MYSELF WITH KNIFE! Fortunately the knife is a prop, but the terrorist, awe-
|
|||
|
inspired, leaves the room. This reveals a broken vending machine.
|
|||
|
|
|||
|
MAP 5:
|
|||
|
(25) Author <20> William Denman himself is sitting here (this game is getting really strange!) He
|
|||
|
agrees to fix the vending machine.
|
|||
|
|
|||
|
MAP 3:
|
|||
|
(16) <20> INSERT COIN IN MACHINE to get a BOMB!
|
|||
|
|
|||
|
MAP 5:
|
|||
|
(23) Catapult Room <20> first, PUT BOMB ON CATAPULT and PRESS BUTTON ON WALL to
|
|||
|
blow a hole in the roof, preventing your own untimely death. Next, it<69>s your own turn to go.
|
|||
|
Thinking merry thoughts won<6F>t get you far, though. Instead, SIT ON CATAPULT and PRESS
|
|||
|
BUTTON ON WALL to fly to point E. Here you should get the JAR. Getting out of here is a bit
|
|||
|
tricky since those things on the map are revolving doors, and they can prove quite annoying!
|
|||
|
Eventually, you<6F>ll make it :-)
|
|||
|
|
|||
|
MAP 3:
|
|||
|
(19) Entomologist <20> Just GIVE CATERPILLAR TO ENTOMOLOGIST, and in return your jar will
|
|||
|
be filled with KILLER ANTS!
|
|||
|
|
|||
|
MAP 5:
|
|||
|
(26) Tourist <20> if you OPEN JAR, the ants will eat the poor guy but leave his LUNCH behind (how
|
|||
|
considerate)
|
|||
|
|
|||
|
[the finale, coming next, has more face changes than Mission: Impossible ;-) It seems like the
|
|||
|
author ran out of ideas <20> or maybe he just didn<64>t like being disturbed by silly adventurers?]
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(12) Surgery <20> enter here, say YES and GIVE COINS TO SURGEON to get the face of James T.
|
|||
|
Kirk.
|
|||
|
|
|||
|
MAP 4:
|
|||
|
(20) Star Trek <20> if you look like Kirk, Dr. McCoy will give you a broken TRANSPORTER.
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(12) Surgery <20> more facial cuts, this time you<6F>ll look like Andy Taylor (maybe the Duran Duran
|
|||
|
one?).
|
|||
|
|
|||
|
MAP 3:
|
|||
|
(15) Fix-it shop <20> if you look like Andy here and GIVE the LUNCH TO EMMIT, he<68>ll gladly fix
|
|||
|
McCoy<EFBFBD>s broken transporter for you.
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(12) Surgery <20> (this is really getting tedious!) have the face of the Master Mystic!
|
|||
|
|
|||
|
MAP 4:
|
|||
|
(22) Master Mystic <20> stand outside, PRESS BUTTON ON TRANSPORTER to be able to walk
|
|||
|
though walls. Now, DROP RAT SUIT and walk forward though the closed door to enter the lair of
|
|||
|
the M.M. If you do not look like him, the game will restart without further explanation. Otherwise,
|
|||
|
if you are carrying the scroll from the spiritual master at (18), the M.M. will vanish, leaving you
|
|||
|
with a DRAGON RING. This will serve as proof of the fact that you now have completed your
|
|||
|
mission.
|
|||
|
|
|||
|
MAP 1 (go via MAP 3, _not_ via MAP 2!):
|
|||
|
(1) <20> LOOK UNDER BED and GET PICTURE FROM UNDER BED to find a photo of yourself.
|
|||
|
|
|||
|
MAP 2:
|
|||
|
(12) Surgery <20> (final one, promise!) say YES to surgery then GIVE PICTURE TO SURGEON to
|
|||
|
get your old face back. Now, simply walk through the same door where you ended part one to finish
|
|||
|
the game!
|
|||
|
|
|||
|
*** Congratulations!!! ***
|
|||
|
You have escaped from the asylum
|
|||
|
|
|||
|
- Jacob Gunness, 1998 (gunness@dorit.ihi.ku.dk)
|
|||
|
|