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