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Just Adventure original

Sanitarium Walkthrough by Jaime Hsiao, variant 1

by Jaime Hsiao 8 sections about 18 minutes to read

This is a bare bones
walkthrough. There may be avenues other than the ones I have listed here; this
is simply the path I took to finish the game.

Table of Contents

The
Tower Cells
The Innocent Abandoned

The Courtyard and Chapel
The
Circus of Fools
The Cave
The
Mansion
The Laboratory
The
Hive
The Morgue and Cemetery
The Lost Village
The
Maze
The Gauntlet
Morgan’s
Last Game

The Tower Cells

You wake
up here with nothing in your inventory. Walk to the lower left side 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 second 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 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 third 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 worshiping 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. Once you have the water pressure in the second-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
three 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 fire-breathing. 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 fire-breathing. Just for kicks, talk to the three
clowns sitting in the stands. Play Squid Squash until you have enough tickets
to get into the fun house (five). 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 five tickets
and enter the fun house.

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 five tickets. Walk down to the
freak show on the beach. Give the man five 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. Good luck. 🙂 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
is 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. Go back to 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.
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.
I really couldn’t tell you the point of this puzzle. You apparently turn the wheel
on the top right until the gear reaches the top. Then you either pull the lever
under that left or right. Pulling it left will bring the top left gear closer
to the turning hinge thingy. You will need to repeat this several times, for both
top and bottom. Just fiddle with it until you get out. 🙂 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 bowl. Then find the chieftain/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 six
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 bowl.
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.
Go to the pumpkins and listen to the melody (Ring Around the Rosy). Try to recreate
it. 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 spider web. 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 three 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.

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