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Навигация

Читы для Sanitarium

Чит-файл для Sanitarium

Sanitarium

в России известна как

Шизариум

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Название в России:Шизариум
Разработчик:DreamForge Intertainment
Издатель:ASC Games
Локализатор в России:Логрус
Издатель в России:Новый Диск
Модель распространения:розничная продажа
Официальный сайт:Открыть русский сайт
Жанры:Adventure / Isometric
Multiplayer:Отсутствует

Даты выхода игры

вышла 29 октября 2015 г.
вышла 19 апреля 1999 г.
вышла 21 октября 1998 г.

Solution [ENG]

Информация актуальна для
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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