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


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|| PART I: INTRODUCTION ||
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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 - [email protected]

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|| PART 2: THE STORY ||
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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.

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|| PART 3: CONTROL SCHEME ||
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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.

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|| PART 4: GAMEPLAY INFORMATIONS ||
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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!

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|| PART 5: CHAPTERs' WALKTHROUGH ||
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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!