Warning: The following conatins information that will help you solve Sanitarium. Please, DO NOT READ FROM START TO FINISH. You'll ruin the game and lose your mind.
Walkthru for Sanitarium
By Jaime Hsiao
Jaime@seas.ucla.edu
Updated 5/22/98
This is a bare bones walkthru. There may be avenues other than the ones I have listed here;
this is simply the path I took to finish the game.
The Tower Cells
--------------------
You wake up here with nothing in your inventory. Walk to the lower left hand of your
screen to the switch and turn off the siren if you wish.
Take some time to chat with your fellow inmates. You gain a bit of background
information on Dr. Morgan.
Walk into the third room and pick up the towel.
Go upstairs and look at the large angel statue and the lock in the base.
Stay on this level.
Walk to the far right side of the screen. Use the towel on the high voltage wire
to slide into the control tower. Open the door and step inside.
Look at the TV and VCR. Hook up the wires in order from left to right: red, yellow,
black. Press the power button and then play.
The short circuit will open the safe. Read the file and take the key above the cabinet.
Walk outside and use the control panel to extend the bridge.
Use the key on the lock in the base of the angel statue.
The Innocent Abandoned
-------------------------------
On this level, try to speak with all of the children in depth.
Talk to the two of the little kids playing on the sidewalk next to you. They won't
talk until you tell them your name. Walk over to the little girl jumping rope on your left.
A 3rd flashback will make you remember that your name is Max. The rest of the kids
will talk to you now.
Go into the church and read the files next to the door.
(Make note of the sign in front of the church)
Go into city hall and read the files there.
Go across the bridge and into the house next to the barn. Read the diary and
newspaper you find there.
Return to the main part of town.
In the cemetery, the kid with the third arm will challenge you to a game of hide and seek
if you ask him why he is in the cemetery and about his secret weapon. Take this challenge.
Go into the shed here and take the crowbar.
One kid is in the barrel next to the red herring building. Another is in the locked
schoolhouse. Use the crowbar on the door. Ewww. Check the church behind the front pew.
Another is in the tree between city hall and the church. The last one is under the bed in
the Driscoll house.
When you find all of them, talk to Dennis. He will tell you to look for his secret weapon,
Carol. Take the shovel next to the girl sitting by the statue. Return to the cemetery and
dig up C. Driscoll's grave. Lumpy will take Carol from you.
Talk with Dennis again and he will give you a key to the general store.
Unlock the door on the right. Read the files here. Take the empty gas can.
Outside, ride the middle "spring pig". Take it.
Drop the pig in the gap in the bridge. Talk to Maria.
Open the gate to the pumpkin patch. The combination is 451 (remember the sign?)
Pick up the scythe. This begins an action sequence. The faster your heart beats,
the closer you are to being dead. Walk down the path and click on the birds as they
try to attack you.
When you get to the scarecrow, you must smash all the pulsating pumpkins before you
can kill it.
If you get killed, you start from the beginning, but everything you have killed is
still dead.
Look at the comet and generator. Open up the tractor and take the jumper cables.
Open the barn door and have a nice chat with Mother.
Afterwards, take the wrench that is on the floor of the barn. Walk over to the area
between the barn and the pumpkin patch. Knock over the wooden plank and cross over.
Go to the water fountain by city hall. Use the wrench on the hose. Take the hose and
walk all the way down to the edge of town. Walk to the left of the barrier and talk to
the boy who is fishing. Then open the gas tank of the crashed car, use the hose and
then the gas can on it to siphon out some fuel.
Walk back to the church and pick up one of the loose stones from the garden.
Throw the stone at the bell. The fishing boy will come in to pray. You may now take his
fishing pole.
Use it to fish out the lightning rod cross that has fallen into the stream by the
intact bridge.
Go back to the barn. Use the lightning rod on the comet. Use the jump cable on the
generator and then connect it to the rod. Fuel up the generator and power it up!
After you have toasted Mother, walk over to the intact bridge and speak with Maria.
She will lead you through the portal.
The Courtyard and Chapel
--------------------------------
Chat with everyone around here. Take note of the music and how each of the patients
is reacting to it. Talk to the hooded woman in front of the large double doors.
Once you have finished talking, she will get up and move to a different spot.
Open the door and talk to a worshipping Norm. Then speak with Preacher Bob, who
will tell you that someone has stolen a holy cross. Walk over to the doctor's office
all the way to the left. Speak with the doc. Turn on the radio and listen to the news.
Then take all the record off the table. Play "Belladonna in A Flat." The old man in
the tutu will begin to dance.
Walk over to the man and pick up the cross from the bench. Return it to Bob, who will
give you a broom as a reward.
Use this broom on the control panel outside the doc's office.
The purpose of this puzzle is to get all the water pressure to the square fountain
in front of the church. There will be a gauge at the bottom showing your progress.
They are tagged by the shapes of the prospective fountains they control.
If the rotating pipe pieces are numbered from top to bottom, left to right:
1 4 7 10 15 19
2 5 8 11 13 16 18 20
3 6 9 12 17 21
The pipe positions should be as follows:
1: 7
2: L
3: L
4: backwards 7
5: L
6: upside down T
7: backwards 7
8: |-
9: upside down T
10: upside down T
11: L
12: -|
13: -|
14: upside down T
15: _|
16: -|
17: _|
18: -
19: _|
20: _|
21: _|
Once you have the water pressure in the 2nd to last gauge to its highest level, pull
the chain and go to the big fountain. Look at the shape at the bottom and talk to it.
The Circus of Fools
------------------------
Talk to the man laying at your feet. He will give you a pass to the Squid Squash.
Then look through the binoculars and note the house across the way.
Walk down the wooden path and into the hut on your left. Talk to the tattoo man and
look at the needles and rubbing alcohol on the table. Leave the hut and continue down the path.
Give the Squid Squish man your pass. Play the game. (This game pretty much just takes
3 tickets and gives you more. You will need about 13 tickets.) Take the tickets you
have won and play the knock down game until you win. Pick up the pin that has fallen
out of the booth.
Continue to your left and talk to the little boy. Be sure to ask him about his mother.
Pick up the oil can. Talk to his parents.
Go into the circus tent.
Talk to the juggling man and ask him how he likes the circus. He will mention that
no one challenges him. You will give him the pin and get a ball in return.
Talk to the strong man. Tell him about the poems. Suggest that he get a tattoo of
Inferno's name to prove his love.
Talk to Inferno until she mentions firebreathing. You will need fuel, so return to
the tattoo hut. Ask for the rubbing alcohol. Take the needle when no one is looking.
Go back to Inferno and learn the art of firebreathing. Just for kicks, talk to the 3
clowns sitting in the stands.
Play Squid Squash until you have enough tickets to get into the fun house (5). Walk
down to the beach. Try to pull the lever. Use the oil can on it and try again. Ride
the carousel. Cross over to the fun house. Look at the clown sign. Use the ball on
the sign. Give the man 5 tickets and enter the fun house.
Okay. Walk up the stairs and into the fortune teller's hut. Ask her to tell you your
fortune. After doing so, you find yourself in front of the games again. Play Squid
Squash for another 5 tickets.
Walk down to the freak show on the beach. Give the man 5 tickets. Walk up the wagon
and talk to the bendy man. Then talk to the dog man in front of him. Ask him about the
bones he smells. He will ask you to free him. Use the needle on the bars. Watch him run away.
Return to the spot where you spoke to the little boy. Look into the hole. Jump in!
The Cave
-----------
Another action sequence. Use the mirror on the pile of twigs to start a nice fire.
Use the baton on the fire. Walk into the water. Watch for falling rocks. You can
see debris falling from the ceiling right before they fall. Click on the tentacles
before the smack you. Be sure to stay on the top path; the other is a dead end.
As you come to the end, the squid monster will emerge. Ugly, ain't he? He shoots out
about every three seconds. Wait until just after he shoots, run up to him and attack,
then run away. When he's dead, climb out of the water.
The Mansion
----------------
Walk up the stairs and watch the ghostly exchange.
Go through the door way. Another ghostly exchange. Walk out of the kitchen and
look at the clock. Walk upstairs. Go into the living room. Wait until the ghosts
clear out and go into the room above. Take the key. Go back downstairs and unlock the clock.
Set the hands to 6 o'clock. Dad will emerge from his study.
Go into the study and take the key and the video tape. You can watch the tape in the
upstairs living room.
After this, walk down the hallway on the left and unlock the attic door. Look at the
teddy bear and find another key.
Take the trampoline and set it up next to the boxes. Use it to jump over. Use the
key on the chest directly to your left. Take the clown doll. Follow the ghost boy out of
the attic. Go into the little girl's room and give her the doll.
The Laboratory
-------------------
Walk down the path to your right, past the locked doors, and down. Enter the study.
Look at the painting.
Take the pipe key. Play the radio.
Leave the study and walk up to the strange contraption. To power it up, use the pipe
key on the pipes on the upper right.
The object of this puzzle is to open up all the clasps so the stone will drop into the hole.
To do this, pull the lever on the right.
Turn the wheel 4 times.
Pull the lever.
Turn the wheel 1 time.
Pull the lever.
Repeat (4 times, pull, 1 time, pull, 4 times, pull, etc...) until the stone drops.
MAKE SURE YOU TURN THE WHEEL THE SAME DIRECTION EACH TIME.
Once done, the door to the lab will open.
Take in the carnage, then play the tape machine on the desk.
Look at each of the chalkboards. Click the first letter of each sentence.
Unscramble the letters so they read
SALVATION
THE YOUTH
KEY HIDES TO
Go over the voice lock and say: "YOUTH HIDES THE KEY TO SALVATION"
Walk into the lab. Be shocked and amazed.
The Hive
-----------
This game is getting really weird.
Take the ID harness off the dead drone.
Walk down to the hut down on your left. Touch the yellow orb and walk through door.
Try to operate the control panel to your right. Looks like you'll need more clearance.
Talk to the handsome young cyclops Gravin. Get the password for his hut. Take the
pincher off the wall. Talk to the bug technician, and be sure to ask about the upgrade
for your harness.
Leave the building and go down to the last hut. Enter with your new password. Take
the tools and the sledgehammer. Watch a little TV for background info.
Walk up to the furnace room. Look at the patch on the pipe. Use the sledgehammer on it.
Pump the bellows. Take the arm from the incinerated drone. Look at the strange bug machine.
The object of this puzzle to match the shapes on the buttons with the shapes generated by the
combination red, green, or blue light and the various levels of the bug's wing.
Once you have matched all of them, the furnace will close.
Puzzle solution:
Number the display buttons with the shapes on the from 1 to 6 from top to bottom.
Number the buttons on the back of the dragon fly from 1 to 3 (from head to tail).
The larger dials change the color shining through the wings
When both lights are red, push the 1st and 2nd wing button, pull the lever down to the
5th button and push the right button at the bottom.
Extend only the 1st and 3rd wings, pull the lever down to the 6th button and push the
left button.
Extend the 2nd and 3rd wings, pull the lever up the 1st button and push both the right
and left buttons.
Reset the machine by pushing the button above the dragonfly's head.
Turn the dials so the both lights are green.
Extend the 1st and 2nd wings, pull the lever down to the 5th buttons and push the left button.
Now the 1st and 3rd wings, lever on the 3rd button, push left and right buttons.
2nd and 3rd wings, 4th button, right button.
Reset
Turn the dials so that both lights are blue.
1st and 2nd wings, 2nd button, left and right.
1st and 3rd wings, 6th button, right.
2nd and 3rd wings, 4th button, left.
The furnace should now be closed.
Go back to the Gravin's hut. Speak with him about the furnace. Ask him about upgrading
your ID harness.
Go back and speak with Chik-Tok. Ask him to upgrade your ID again. When he asks you to
verify your age, insert the incinerated bug's mechanical arm into the scanner. Voila!
Go into the Queens chamber. Chat with the cyclops-bug. Use the pincher on the bottles to
take proof to the Gravin. Return to his hut. He will take you into Gromna's hut.
Wait until he leaves, and then look at the chalkboard. Then search his pillow to find a key.
Use this on the safe above his bed. Take the sound generator. Return to the Queen's chamber.
Use the sound generator on the oozing bug butt looking thing on the right.
Talk to another cyclops-bug. Talk to the baby cyclops and listen to their song.
Go to the console on the left and try to recreate that sound.
Number the larva buttons from 1 to 5 , from the 12 o'clock position around clockwise.
The correct sequence is: 5, 2, 2, 4, 1, 3
Once you find yourself on the second level, talk to the female cyclops-bug.
Use the tools on the machine piece and go to the Great Machine. Throw this part to the cyclops.
Return to the female cyclops-bug. On the far left, there is a rope.
Climb this to the third level. Watch the long winded public announcement and pry the second
machine part off the queen. Jump through the portal behind her.
Give the part to the cyclops.
The Morgue and Cemetery
--------------------------------
Look at the dead woman and have a pleasant conversation. Then look at the locked door.
Turn the upper right wheel 3 times and pull the lever below that to the left.
Repeat another 2 times.
Turn the upper right wheel 3 times and pull the lever right. Repeat 2 times.
Turn the large middle wheel counterclockwise.
The door will open.
Once out, walk past the boiler room and down into Dr. Morgan's office. Read the papers
on the fallen bookshelf. Take the bust, urn and matches.
Look at the wall behind the fallen bookshelf. Throw the bust at it. Again. Take the
U pipe and turn on the gas.
Walk to the exit of the building, next to the two parallel pipes. Feel them.
Go into the boiler room and take the tools. Remove sections from them both and
replace them with the U pipe.
Return to the boiler room, work the control panel and fire up the furnace!
Open the furnace door. Put body #7 onto the slab. Bake for 1 minute.
Open the door and collect the ashes with the urn. Don't forget the glass eye.
The morgue door is now defrosted. Open it up. Do you hear something?
Open up the top rightmost drawer. Talk to the old man. Ask about the scratching.
Open all the other drawers and look at them by laying on the slabs.
In #7 you will notice some scratches. Use the matches to see them better.
Ask the old man about the scratches. Use the glass eye to decipher them.
Walk out into the garden. Search for the old fallen, unreadable tombstone.
Use the ashes on it to read it.
Look for the moving tree. Talk to it. He will move aside and reveal a statue.
Take the prism from it.
Put it into the warm beam of light. The door to the little round building will open.
Another chat with Dr. Morgan. Once he is gone, look at the statue, the globe,
and the papers on the desk.
The papers here and the ones in his office reveal the pattern to input into the Aztec Calendar.
The first is the sun over twin peaks.
The second in the rising sun.
The third is the sun over a semi circle curving up.
The fourth is an eye.
The fifth is a triangle.
The Lost Village
---------------------
Talk to the old woman who summoned you. Then leave the cave.
Make sure you talk to all the ghosts in the village. Ask their name and station.
Walk past the water temple and up to the volcano. Speak with Quetzalcoatl.
Knock over the statue to your right. Lava will flow down and make a bridge to the
water temple. Cross this bridge and look at the figures on the side of the temple
and fiddle with them.
Walk to the hut. On the way, stop and speak with the ghost Tepictoc guarding the
totem in front of the wind temple. Ask him about water temple. Keep talking to him
until he mentions proving your intentions by delivering a necklace to his wife.
Walk into the village and speak with the old woman. Pick up the copper bowel. Then
find the cheiftan/mason. Ask him about the necklace and his missing daughter. Speak
with his wife in the adjacent room.
In the room next to that, ask the weeping woman about her husband. Have her explain
the fisherman's creed.
Return to the Tepictoc and tell him about the necklace. He will let you through.
Knock over the totem and cross over to the wind temple. Push aside the boulders to
find the missing daughter.
After returning her, go into the first room and ask her about the rock and the music.
Go back to the wind temple. Look at the crystal and the gongs. You need to ring the gongs
in order from largest to smallest. The other gongs will keep ringing unless you enter
in the wrong sequence. The vibration of the gongs ringing all at once will shatter the crystal.
Pick up the wind totem.
Go to the water temple. Look at the figures on the side. They symbolize the fisherman's creed.
>From left to right, press 5, 3, 1, 2, 6, 4.
Enter the temple (if you go out accidentally, you will have to reenter the code.)
Pick up the water totem.
Follow the path behind the jaguar temple to find the old witch doctor. Speak with him
and get information about the Pod of Might and the Rite of the Warrior. He will send
you back to the mason.
Ask the mason about the warrior ritual. In turn, he will ask you to name the 6 warriors
before you, in order from youngest to eldest. They are:
Xilonen, Ometoch, Tepictoc, Centeotl, Huitzilop, and Mixcoatl.
You will undergo the ritual to make you impervious to the elements. Wade through the lava
and retrieve the pod from the tree. Give this to the witch doctor.
After his sacrifice, talk to him once more about a mask. After he is dead, collect his
blood with the bowel. Walk back to his hut. Pick up the heart and go to the jaguar temple.
Make note of the carvings along staircase.
Put the blood into the statue on the left and the heart into the one on the right.
Enter the temple.
Turn the dials along the back of the temple until they are in order of the carvings
by the stair, from the bottom up.
They are the bull's head, the crescent moon, the infinity sign, the face, the star,
the fish, and the circle with the plus sign in it.
Remove the jaguar totem.
Go to the place where the statue of Quetzalcoatl once stood. Put the totems on the
pedestal so that they correspond to the locations of the temples in the village.
Go down into the hole.
The Maze
------------
Another puzzle. If you step into the pink electricity, you will be transported
back to the beginning. Watch for the patterns and time your crossings. Make your way
down to the control panel. Light up the first and third circles. Pull the lever.
A bridge will rise into place and a block will get lifted out of your way.
Look for the statue that is holding its arms in the touchdown position.
Push its arms down. Cross the newly unblock path and make your way down to a lever.
Pull it and walk to the gate. Before going through the gate, lock it open by pulling
the lever right next to it. Get the mask.
The Gauntlet
----------------
Read all of the tombstones until Jeddah's headless ghost appears. Choose the Aztec Statue,
go to the pumpkins and listen to the melody. (Ring around the Rosy) Try to recreate it.
Number the pumpkins from 1 to 6 from top to bottom, left to right, the sequence is
5, 3, 4, 1, 2, 6.
The pumpkins disappear and let you through. Get the skull and give it to the ghost.
Go into your inventory and choose the comic book to become the cyclops. Open the coffin.
Get the angel head.
Choose the Aztec statue and cross the thorny path. Change back into the cyclops and
click on the carnival game. Note the color sequence.
Change into the Aztec warrior and click on the teeth flashing red, yellow, green, and
blue (in that order).
Change into Sarah and climb up the clown's nose. Collect the wing and climb down the
nose again.
Continue down the path into the tower. Climb up the stairs and cross the spiderweb.
Choose the warrior character look at the panels on the floor. From top to bottom,
step on in this order: the 2nd, 5th, 3rd, 1st, and 4th panel. Look at the rock that
comes into view.
Look at the impaled corpses and the wailing spirits above them. Click on each corpse,
further impaling them until the collective screams shatter the crystal. Take the other wing.
Cross back over as Sarah and enter the hive chamber.
Look at the honeycombs and punch through them until you find an insect pincher.
Turn into the cyclops character and work the control panel. Take the sound generator
and use it on the maggots.
Open the grate and, as Sarah, climb into the hole.
As the warrior, climb the thorny path and cut the cord with the pincher.
Go back and collect the torso.
Go into the tower and assemble the angel.
Enter the portal that appears.
Morgan's Last Game
--------------------------
Last puzzle. The object is to navigate around the moving black goo to get to
the statue holding the lighted orb. You have to accomplish this 3 times before the
green fluid enters your veins. Again, look for the patterns.
Finish this puzzle and you're done! Sit back and enjoy the closing movie.