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Asylum II (Asylum.txt)

ASYLUM (Screenplay)
                                  -------------------

Introduction to the Asylum solution:

I think a lot of people have found Asylum to be a baffling experience. 
The game is by no means outstanding, but it does hold a kind of 
fascination.
Agreed, there is way too much pointless wandering around, and the game 
does have its share of questionable puzzles. However, what annoys most 
people is - I believe - those diabolical mazes. So I hope that the maps 
will clear up things for you! Naturally, there is also a step-by-step 
solution.

This file will explain how to use the maps and give you a few hints for 
the game itself. Please refer to the file Asylum_solve.txt for the full 
solution.

A lot of thanks must go to Paul D. Doherty for the original maps.

NOTES:
1. All doors are marked with a straight line. Most of them lead to a 
room.
2. Most rooms are empty. The important ones have numbers
3. Your starting location is in room #1
4. Cards needed:
	Map 1: 	Credit card for all doors except the ones with 3 
		lines - for those you need the gold card.
		In area C you need the silver card.
	Map 2: 	Gold card for all the doors.
	Map 3-5:	Platinum card for all doors.

5. Shaded areas are teleport areas. They are impossible to map, so just 
avoid them!
6. Don't keep to many doors open at any given time. Five doors maximum!
7. Part one of the game only takes place on maps 1 and 2.


The game in itself isn'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't make the least attempt 
to develop a story, either. But if you want to beat it, here goes...

Oh yeah, one more thing – 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) – The inmate here will give you a hint on how to escape: wear a 
doctor'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) – 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'll crash into the 
wall at the other end, producing some COPPER WIRE.
(6) Fuse Room – EXAMINE FUSE BOX then SCRAMBLE FUSE BOX. This has effect 
on Electro Therapy later on.
Sooner or later you'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're going 
now! Go back towards the exit and you'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'll eventually find some 
MATCHES and a CANDLE.

MAP 2:
(12) Surgery – If you're carrying the drugs, the surgeon will alter your 
face. Now you're looking like Alfred Hitchcock (???)
(14) Film set – Entering here, the producer – recognizing you as Mr. 
Hitchcock – 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 – once you enter here, the guards will try to give you 
shock therapy. If you've messed up the fuse box at (6), however, the 
fuses blow and you'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 – 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 "Outside 
room"  descriptions vanish (for no apparent reason...)

MAP 2:
(11) Scientist – 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't keep it for herself – ah, well...).
(10) Psychiatrist – 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) – 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 – GIVE BOOK TO GURU and in return you will receive 
a SCROLL, which you must use to end the game.
(17) Exterminator – 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 – EXAMINE KNIFE to learn that it'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 – William Denman himself is sitting here (this game is 
getting really strange!) He agrees to fix the vending machine.

MAP 3:
(16) – INSERT COIN IN MACHINE to get a BOMB!

MAP 5:
(23) Catapult Room – first, PUT BOMB ON CATAPULT and PRESS BUTTON ON 
WALL to 
blow a hole in the roof, preventing your own untimely death. Next, it's 
your own turn to go. 
Thinking merry thoughts won'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'll make it :-)

MAP 3:
(19) Entomologist – Just GIVE CATERPILLAR TO ENTOMOLOGIST, and in return 
your jar will be filled with KILLER ANTS!

MAP 5:
(26) Tourist – 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 – or maybe he just didn't 
like being disturbed by silly adventurers?]

MAP 2:
(12) Surgery – enter here, say YES and GIVE COINS TO SURGEON to get the 
face of James T. Kirk.

MAP 4:
(20) Star Trek – if you look like Kirk, Dr. McCoy will give you a broken 
TRANSPORTER.

MAP 2:
(12) Surgery – more facial cuts, this time you'll look like Andy Taylor 
(maybe the Duran Duran one?).

MAP 3:
(15) Fix-it shop – if you look like Andy here and GIVE the LUNCH TO 
EMMIT, he'll gladly fix McCoy's broken transporter for you.

MAP 2:
(12) Surgery – (this is really getting tedious!) have the face of the 
Master Mystic!

MAP 4:
(22) Master Mystic – 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) – LOOK UNDER BED and GET PICTURE FROM UNDER BED to find a photo of 
yourself.

MAP 2:
(12) Surgery – (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

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