The Asylum

 

Level by IvanTRFan

 

Walkthrough by manarch2

 

 

The Mysterious Roll

 

You'll notice at the start that you have a limited amount of movements. Before doing anything else enlighten the PLS (just like you'd usually light a flare), you'll need it throughout the whole level. Run forwards and navigate around the stairs, at the end you can find two Small Medipacks and a Large Medipack. Now head up the stairs, either left or right and at the end the two paths come together. Follow the passage, watch the strange scene and head into the right chamber afterwards. Pick up a Small Medipack and head out, into the opposite room. Avoid the black figure coming out of the nothing after the flipmap and quickly run through the hallway. Eventually you'll slide down and loose a bit of health after a short drop. Follow the passage and when the screen changes, quickly press the Roll button (look up in the settings if you're unsure what to press; for me it is the End key) to avoid falling down to death.

 

Getting Armed

 

Run through the next passages avoiding another two black figures and you'll arrive into a room with – of course – another black figure (at least the other two are blocked off by the gate). Search the room for a blinking Pistol Ammo near the gate opposite the entrance. Another, also blinking Pistol Ammo appears near the entrance, pick it up and repeat this procedure twice for another 2x Pistol Ammo. Now you can pick up the Pistols from the middle of the room. You have 200 shots. Since you have to be very careful with the limited ammo, try to save as much as you can. Shoot the figure always from the front at a short distance and don't shoot when you run away from it. I had 64 shots left as he died. Pick up the Blue Fuse and place it near one of those doors on the side wall. Enter and pick up the Yellow Key.

 

The Library

 

Return out – and you'll arrive in a completely different area. Pick up the Pistol Ammo (164) to the right and enter the library. Pick up more Pistol Ammo (264) and a Small Medipack, watch the floating tables and exit through the only left passage. This is a not that nasty bookcase maze. At the junctions (each time there is more than one possibility) go straight, left, right, right, right, right, left, straight, straight, straight, right, left – mind you every small junction is counted here.

 

Traps and Fire Wraith

 

The first two traps in the following passage are fairly easy – you just have to stay on the right respectively left side and run when the blade moves away. The circular trap that follows might cause more problems. Stand at the rightmost place facing the other (safe) side. There is always a double clang when the blade moves by. Just after the second clang start running along the right wall and you might get through with minimal health loss. Pick up the Large Medipack and follow the passage, staying close to the bookshelves at first. Soon you'll be confronted with a fire wraith that makes life hard for you. A little trick is to shoot him once (262) so that he vanishes into the floor and won't be of any harm for you. Now navigate through the next swinging blade traps, which are comparatively easy. The next, large traps are more of a challenge. Run around the first one and be careful in navigating around the second and third as they are close to each other. Now you have to dash through the last pair when they are just moving away from the middle.

 

Moving Blade Gauntlets

 

The next room provides you with a Small Medipack and a Large Medipack, watch out for the spikes in between. Now there are three tasks in the three respective passages leading away from this room which you can do in any order.

 

Left passage: There are two moving and rotating blade traps here. Wait for the left, nearest one to move into the room, soon after the right one appears. Just when it moves off back, run into the passage, on the track of the right trap and when the left one passes you head back onto the left track. Now quickly run to the end and shatter the box (260) to reveal a lever you have to pull. Return to the hub area with the same technique as before.

 

Middle Passage: When the trap moves away from you, run into the passage and spot the left tunnel. Wait a second for the second trap to move away, then follow its track and quickly enter the right, safe alcove. Save. When the second trap moves back close to the first passage, run further through the passage, the third trap will just move away so follow it and get into the next safe alcove. Using the same technique you can get into the last alcove in the passage of the fourth trap, from here to the box you have to shatter (258). Pull the switch and return the same way you got here. Notice that you have to wait a bit for the very first (last before exit) trap to move into the left passage. 

 

Right passage: When the trap moves away follow its track and head into either left or right alcove. Just when the trap moves back, head into the free passage and to the box you have to shatter (256). Pull the switch and return the same way you got here.

 

When all three switches are used, an item has appeared under the spikes in the middle of the room. As soon as they move away run onto the tile and pick up the Book of the Dead.

 

Using the Yellow Key

 

You'll get transported onto a slope and a message tells you that Jump is now unlocked. Use that to your advantage and jump over the spike gap. Grab the ledge, hoist up and you'll slide further down. Eventually you'll land back in the main room with the four keyholes. Place the Yellow Key and the right door on the left hand wall opens. Head through and pick up the Orange Key.

 

Meeting the Hellhound …

 

Just as before, the scene has changed as you exit this room, you'll arrive in a kind of sewer area. Head right and pick up the Large Medipack for the price of a small moment of fright. Turn and follow the walkway to find Pistol Ammo (356). Now get around the right corner and eventually drop into a narrow pool. Wade through the left passage until you get out of the water. Now follow through several passages and doorways. Beware of a heart attack as a hellhound will attack you soon after passing through one of the smaller passages. Don't waste any ammo on him since he's immortal, each time he dies he will resurrect few seconds later; also ignore any pickups you might see as you can get them later when the path is clear. Run or jump into the left doorway and to the far left corner of this next chamber. Shatter the box (354) and quickly pull the lever. Enter the open chamber and pick up the Blue Fuse. Head back out, back into the right chamber and again back right into a room where you came from. Pass through the opposite doorway and in the next room place the Blue Fuse to the right. Dash through the open gate and climb the right ladder. You're now safe of the hound for a while. At the top pass the first blade trap (just when it moves away from you). The second requires more timing, start running along the right wall when the lower blade moves away. The third one is even harder; there are three lower blades, start running and jumping when the last of those moves away. It's really possible to do all this without losing health. Safety-drop down into the lower chamber.

 

… and Getting Rid of him

 

In here you can find two switch boxes. Shatter both (350) but first use the switch to the right of the higher door, which is your escape route. Now pull the other one and wait for the hellhound to arrive in this room. As soon as he's in, pull the switch back up to close the door and quickly jump to the alcove with the door you opened first. Drop down into one of the first rooms of this maze. Enter the opened passage to the left and shatter the box (348) with the switch. Pull it to “spike” the prison with the hellhound, then head back out (watch out for fires at the exit). Now you can first explore the maze for a total of 3x Pistol Ammo (648), two Small Medipacks and a Large Medipack. Back to business, the hellhound has left you something but the only way to get there is back to the room where you placed the fuse, up the ladder and through the three spike traps. Drop down and carefully walk through the spikes to the last resting place of the hellhound. Pick up his Orange Pass and exit the room through the lower gate (you have to reopen it first using the switch).

 

Bodies and Mummies

 

Head all the way back to the start of the maze and get into the narrow water. In the larger pool go left and up the small slope this time. Pick up the Small Medipack and use the Orange Pass to open the door. In the next room beware of the single body as you lose health when he's too close. Run to the opposite wall, shatter the box (646) and pull the lever. By now several more of those bodies have appeared so navigate through them heading for the open door. In the next room pick up a Large Medipack in the far right corner. Now head for the item in the middle of the room avoiding the bodies – it would have been too easy. The bodies transform into a total of sixteen mummies and the item is blocked. You have to shoot several of those mummies since they have three cards for you. But of course you don't know which of those, and with the limited ammo this will turn into a puzzle which relies on pure luck. Although you can reduce this a bit: Before entering the “inner circle” go to the body which is closest to the pink cardreader (opposite the entrance), the mummy appearing here has a card so you simply have to shoot this one (the trick here is not to be too close, best is to hop back while shooting). Safe and now shoot the next mummy, look if it has left a card and if not, reload and shoot another mummy. I finally did it with 602 shots left. Now pick up the Green Pass, the Blue Pass and the Pink Pass and place them in the cardreaders on the wall, avoiding the rest of the mummies best as possible. The central block lowers giving access to the Cross you have to pick up.

 

Using the Orange Key

 

Another teleport will lead you onto the next slope, Roll is now enabled. Jump to the ladder at the end of the slope, shimmy left around two corners and backflip with a roll in midair to grab the next ladder. Again shimmy around two corners and now backflip onto the slope which will lead you back into the main hall. Place the Orange Key to open the left door on the left hand wall and enter. Pick up the Green Key and return out of this chamber.

 

Floating Islands

 

You'll arrive in a floating island type of setting. Run forward to the edge of this platform. In the far you can see another island, run-jump there. At the blood preserve turn right and spot a triangular island far ahead, jump to it. Turn right and run-jump to the next platform, then left and jump with grab to the following island. Run forwards and pick up the Small Medipack. From here turn slightly left and run-jump to the slope, from here jump to the next island. Run to the far end of it (turning 45 degrees to the right just after the slope jump) and hop onto the slanted block. From here jump up to the platform overhead. Run forwards and jump to the triangular ledge, then into the alcove of the left hand building. Drop down the block and turn, hop back and grab the ladder. Shimmy left until you can climb up. Now jump up several ledges which are in plain view, then drop down a few and then up the one to the right where you can see a crevice below. Grab the left ledge, shimmy to the left and climb up. Jump over the slope ahead, then climb the block, run to the end of the walkway and climb up to the right. Use the crevice to shimmy to the other side, climb up the ledge and drop down further. Shatter the box (600) and pull the switch to deactivate a spike trap further on. Climb the ladder, up the slope and jump to the ledge where the spikes are deactivated. Turn right, jump to the ladder, shimmy around two left corners, backflip with midair roll and grab the next ladder. Shimmy right around two corners and climb up to the top.

 

Hydra and Dragon Fight

 

Go to the left and run-jump over the gap to the ledge with the Blue Fuse and a Large Medipack. Now jump back to the previous ledge, pick up the Pistol Ammo (700) and place the Blue Fuse. The door opens. Slide down the slope and face three hydras. Concentrate on only one at the same time and only shoot when they prepare a fire shot (try out some situations where it works more or less fine). I had 670 shots left at the end. Now search this ledge for 6x Pistol Ammo (1270), a Small Medipack and a Large Medipack. Also pick up the Orange Pass and insert it into the near receptacle. A dragon that soon begins to spit fire appears on the other side of the water (which is deadly by the way). The first seconds he won't do that, simply stand close to him and shoot. As soon as he starts with the fire, through, stand close to the raising blocks and take sidejumps when the fire comes close to you. Better don't shoot during those jumps. By the time he exploded I had 768 shots left. Use the raising blocks to run-jump over to where the dragon was. Pick up the Holy Water.

 

Using the Green Key, Blue Key Madness

 

A teleport will take you onto the next slope, Duck is now enabled. At the end jump to the ladder, shimmy left around two corners and climb down a bit, backflip with midair roll, grab the ledge and get into the crawlspace. Drop down on the other side and the slope will take you back into the main hall. Place the Green Key and the left door on the right hand side will open. The key is already awaiting you (and this time there's not even a room change behind you) … oh no! Get into the crawlspace and follow the goblin. Progress through the passage, head into the right chamber to find the Blue Fuse you can use in the previous passage. Enter the room and pick up the Blue Key in front of the completely … peaceful … toy box. Return out and ignore the two goblins. Get back through the crawlspace, return to the main room and place the Blue Key.

 

The Finale?

 

The gate finally opens and you can get through the passage, peaceful and rewarding music kicks in meaning you've finally managed to get out of here and can go home without any further troubles … the statistic screen appears … and you only wonder why I told you to reserve so much ammo since you just have to go a few metres before you come to the finish trig …  

 

Setting the Clown on Fire …

 

A mad clown appears just before your well-deserved closing time. No need to start shooting it now, simply turn around and follow the passage. Avoid all differently marked floor textures which are deadly for you. Soon you can't get further through the passage, get into the right hand crawlspace, drop down at the end and you'll arrive into a room with seven goblins (best to ignore). Pick up Pistol Ammo (868) in a corner, then shatter the switch box (866) and use the switch to open the door. Go ahead, jump over the deadly tiles and shoot the near left of the eight goblins (858) (if you were quick enough to get in there) which holds the Blue Pass. Place it on the cardreader to open the nearby door, enter and wait for the clown to get in this room. The gate in the far left crawlspace opens, get in and in the next room shatter the box (856) to use the switch. The clown is set on fire (yet still alive) and another door opens nearby. Head out, out of the goblin room and jump over the tiles. Follow the passage until you can see an open gate ahead. Head through, run down the stairs and in the next room search for a Small Medipack and a crawlspace with Pistol Ammo (956). Get back out, climb the ladder nearly opposite the crawlspace. Dive into the pool for a Large Medipack, climb out, shoot the box (954) and pull the switch to deactivate some deadly fire traps that prevent you from going upstairs. Drop down and head out of this room.

 

… Only to Extinguish it for the Finale

 

Turn right, run up all the stairs jumping over the fire tiles and once you arrive in a large area, search the room for a total of 3x Pistol Ammo (1254), a Small Medipack and a Large Medipack. With enough shots left you could simply shoot the clown which managed to follow you here, but you can save 100 shots each if you lure it under one of the four sprinklers in this area. This will also prevent you to start burning if you get too close to him. Now you can go and shoot the clown. At the end I had 695 shots left (I also shot the seven goblins from the cellar which followed up here too) so I guess 600 left shots should be enough to finish this level. Pick up the Blue Key he leaves and place it in the keyhole opposite the entrance. Follow the tunnel and in the next room pick up the Old Diary. The final teleport will take you back to the very first area of this level. Run downstairs and back to where you started. The statistic screen shows up (this time for real) and a few steps later the level ends. Really.

 

THE END