![]() 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". 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. 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. ![]() 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. Let's go.Īfter the Angel unwraps its stony wings, you will find yourself in a nice, decayed ghost town in the States. 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. To finish this chapter, return to the Angel Statue and insert the AZTEC KEY into its basement. The one you have to pick up from the now open safe. 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. suddenly, the equipment short-circuits with a spray of sparkles, frying the tape and. 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. What we see is the tape of an encounter with Dr. 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. The objective of this mini game is to plug the three cables in the lower left corner into the corresponding holes. In front of you there are an electronically locked cabinet and safe and an unplugged Click on the control panel on the small column to extend the connection bridge, then enter the control station. Whats a sanitarium generator#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. 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. ![]() ![]() 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. Whats a sanitarium windows#Now it's time to gather some information on this place and, of course, who the heck are we.Įnter 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. First thing first, let's turn this off: familiarise yourself with the control interface and head for the lower left corner of the screen, clicking on the switch to deactivate the alarm. Looks like we ended up in some strange castle, with an irritating alarm ringing loudly. Wrapped in bandages and with just a green hospital coat on: this is where your adventure begins. ![]()
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