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American M'gee's Alice Walkthrough
Looking Glass Land
The Asylum Maze
Whichever way you go in, you enter one of the two corridors with padded cells, each with two inmates, a ventilator, and a clock. One cell in one of the corridors has a broken ventilator and broken clock! High on the corridor walls you will see some white lamps that turn out to be new enemies, the SPIDERS. They bite and fire a hazy web that confuses their prey. When you reach a certain place in the corridor they come down, several at a time, to attack you.
Keep moving and jumping to avoid them, you can even take refuge in a cell but they will follow you but it keeps them away from your back. The Icewand and the Jacks work well. Get rid of them all. Through the doors at the end you will meet another SB and plenty of his pals, as well as some more GVs. Save here.
Outside, you have to make your way over tilting floor sections to a room and doors at the top. Some sections have a sideways tilt and some are fore-and-aft. The secret is to try to stay near the axle, if you get well off-centre the tilt can throw you off. Jumping helps by keeping your weight off the floor. It's made worse by the numerous enemies. I found it best to keep moving until I was on a small fixed section, then fight with the Jacks at close range. Use the tilt of the floor to get you up to the top room opposite the tower room where several inmates are roaming about. Only quick-save when you know that you are safe for a few minutes. The top room is a padded cell with an open door and a broken clock! The top room seems to serve no real purpose, but it's a refuge and a clue!
You can jump from here to the roof of the tower to get the Ragebox or the large ME, using the floating roman numerals, but you don't have to. When you use the other corridor, you find the same layout but the mirror image.
At the end of the last tilting section is a large door and inside is another, but it's locked. You may notice that the ventilation pipes come through the walls near this last door! It's the same whichever way you come, just a different door.
Go back and jump down to the corridors again. In one of the corridors is the cell with the broken clock but now the door is open! It's trying to tell you something.
In the last level, the way out was revealed by breaking a clock so this is the same. Go into each cell in both corridors and break the clocks. One or two well-aimed Cards will do it. When all the clocks are broken, you see the locked doors opening so get back up there. There will be some more enemies about.
This entire walkthrough was written by J.C. Wright who has given BellaOnline permission to display it.
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