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Latest News

Ghastly Asylum Walkthrough

2015-07-12 04:59:44 by chaosbot

Ghastly Asylum is another puzzle adventure by selfdefiant. It feels very similar to some of the other games by him - I had a feeling of deja vu the entire time I played this!! The image resolution is very grainy, and a lot of the visual field is from a dark palette, so was not really appreciated by my tired eyes. As always, there is no real help for this game - yes selfdefiant provides video walkthoughs on youtube - but that is not really help: it is the solution!! I find it helpful when playing games like these to keep notes... my notes got a little excessive for this game: I am still trying to find the Sneaky Key!!!

I have added the room references from the map in brackets, a "FIND THE JAR" start section, and some pointers for the pipe puzzle. Hopefully these help you if you are stuck. And hopefully someone can find that darned Sneaky Key!!

Please leave a comment if you find this helpful or know where the Sneaky Key is!!

Notes
/ = need something from this section (may need to revisit previous sections first)
// = need something from next section
/// = need something from section after next section!!
* = starred rooms have non-puzzle interactive elements
SECTION 0: FIND THE JAR
1st room: nothing helpful here
right, right, up, up, left to: cafeteria: knife
right, down, right to: clipboard room: green key
left, up, up, use green key to: hallway w/spiders
up, right to: crack-in-wall room: crowbar
left, down, down, right to: pool: wrench (see PIPE PUZZLE at bottom if you are stuck)
left, down, down, left, left to: 1st room: sacred jar
SECTION 1: ORB HUNT
*1st room (A): 4 orbs {4}, lever
*missing-shaft room (B): 4 orbs {8}, pearl
dark hallway (C): 6 orbs {14} / jade
*watch-your-step staircase (G): 5 orbs {19}
clipboard room (H): 4 orbs {23}, 3 hints (hints for much later)
*water-bottle hallway (L): 6 orbs {29}
*cafeteria (K): 6 orbs {35}
pool (M): 4 orbs {39}
*hallway w/spiders (P): 4 orbs {43}, lever
chapel door (O): 4 orbs {47} / screwdriver
*barrel-of-acid room (Q): 4 orbs {51} // topaz
hallway w/ghost (X): 4 orbs {55} /// lighter
crack-in-wall room (Y): 2 orbs {57}, lever // blue key
*no-escape hallway (AD): 4 orbs {61}
*have-a-seat room (AC): 4 orbs {65}, lever
landing w/chandelier (AE): 6 orbs {71}, diamond
catacombs hallway (AK): 4 orbs {75}
*morgue (AJ): 4 orbs {79}, peridot / silver key
shop (F): map, lantern, bracelet
you get an extra orb if you reload the game...
SECTION 2: ENTER THE CHAPEL, OPEN THE GOLD DOOR
chapel (W): 4 orbs // book
vestibule (V): 5 orbs / citrine
*organ (U): 4 orbs, lever, gold key, 2 hints
[map]: sapphire
*broken-typewriter hallway (AF): 3 orbs, hammer
bottom of stairs (AG): 3 orbs
decrepit stairs (AL): 4 orbs, opal
top of stairs (AO): 4 orbs
pale blue hallway (AA): 5 orbs
room with a view (Z): 5 orbs, lever, hint
hallway of open doors (S): 4 orbs
*room with empty dispenser (R): 4 orbs, rubber glove
room with portrait (T): 3 orbs, lever, hint // wand
dark staircase (N): 4 orbs, purple key
hallway of reflections (I): 4 orbs
hallway at the bottom (D): 3 orbs, lever
*death record room (E): 4 orbs, jade
SECTION 3: OPEN THE DOORS
levers: cell block room (AP): 6 orbs, red key
blue key: *room of old poison (J): 4 orbs, emerald
red key: *scrap metal room (AB): 3 orbs, jade
[book]: black key
black key: library (AH): 3 orbs
   *mad scientists lab (AI): 1 orb
   back of library (AM): 4 orbs, garnet
purple key: hallway of light (AN): 3 orbs
   dark hallway (AQ): 3 orbs, aquamarine
   pentagram hall (AR): 3 orbs / amethyst
   sewer of light (AS): 3 orbs, mirror
   sewer of darkness (AT): / 4 orbs
   exit (AU): game over!!

HINTS:
1770+1827
SWEWNS
jun (red), sep (green), nov (blue)
jun at 6'clock on portrait
379128
black queen, white queen, black knight, white horse, black horse

jan - garnet
feb - amethyst
mar - aquamarine
apr - diamond
may - emerald
jun - pearl
jul - ruby
aug - peridot
sep - sapphire
oct - opal
nov - citrine
dec - blue topaz

PIPE PUZZLE:

Not sure why, but some players have difficulty working out the logic of this puzzle. When you rotate the pipes, if you are paying attention, you will notice some pipes are capped off - obviously these ends don't need to be connected to anything. As for the "+" junction, the pipe that goes across is the only one that connects (the other I assume is blocked by the pipe crossing through it), and so there is only one logical position for the "+" junction when the adjacent junctions are correctly set.
 


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