Strange Case 2: Asylum – A puzzle game in which you have to investigate the mysterious case of a mental hospital. You start your journey locked in a ward in some hospital and remember nothing at all. Your main task is to get out of the hospital avoiding the traps you encounter, it will not be easy because you are constantly being watched by an orderly and a doctor. Something is clearly wrong in this hospital, a psycho who has been locked up here for a very long time is wandering around it. Some completely out of control boy who is locked in a chest so that he does not gobble up all the patients. His age is approaching thirty. But he looks like ten. And his cognitive abilities are at the level of three to five years. You have to find out what is happening in this hospital and quickly escape from it. If you can’t complete some of the puzzles or don’t know where the items are, you can watch the walkthrough of Strange Case 2: Asylum on our website and get out of this strange hospital.
Strange Case 2: Asylum – Walkthrough
Here you can watch the complete walkthrough of the game Strange Case 2: Asylum, namely all the chapters.
Chapter 1
1. Take the shoe from under the bed, go to the bathroom and break the cement on the tile with the shoe.
2. Move the tile shard to the indicated place and pick it up.
3. Use a tile shard to cut off a piece of the sheet on the bed, get a piece of sheet.
4. Throw a piece of sheet into the toilet, and flush the water several times, leave the room, and tell the orderly that the toilet is clogged.
5. Remember the numbers on the cards.
6. Each plate number is a code from the box.
7. Go to the office of Dr. Death and open boxes
- 1 – 15.
- 2 – 31.
- 3 – 80.
- 4 – 34.
- 6 – 22.
- 7 – 20.
- 8 – 47.
- 9 – 71.
8. Take the keychain with the number 702 from the middle drawer.
9. Talk to the doctor, and take three tests, the solution of the first test.
10. Solution of the second test.
11. Solution of the third test, get the key to the nightstand.
12. Go back to your room and go to bed.
Chapter 2
13. Open the nightstand with the key, take the token and the comb.
14. Use the token to unscrew the bolts on the bed and get a pipe.
15. With a pipe, damage the plumbing under the sink, after the water flows out of the room and talk to the orderly, tell him that you have a flood.
16. Take a candy wrapper in the trash can.
17. Go to room number 2, give the hairbrush to the psycho, and take the candy from his mouth.
18. Connect candy and candy wrapper, get strawberry candy.
19. Talk to the doctor in his office.
20. Follow the psycho with the flower, talk to him, give him candy, get a paperclip.
21. Go to the closet.
22. Take pliers, coil and stethoscope.
23. Open the door to the lab with a paperclip.
24. Click on the cabinet, take the flask, and complete the test tube puzzle.
25. Vials 1-10 puzzle, get yellow reagent.
26. Click on the safe.
27. Use the stethoscope to open the safe with code 3862.
28. Pick up the reagent.
29. Take matches from the table drawer.
30. Turn off the light in the pantry with the toggle switch, go into it, light a match, and take the light bulb.
31. Use the pliers on the light bulb, get the flask from the light bulb.
32. Go to the lab, extract the cracked flask.
33. Place the flask from the light bulb in the holder, put an empty flask next to it, connect the flasks with a coil, light the burner with matches, pour in the purple reagent and add the yellow reagent.
34. Remember the formula C2 → B4 → D3.
35. Set tripod to position C2.
36. Set the tripod to position B4.
37. Set the tripod to position D3 and pick up the acid.
38. Click on the electrical panel behind the poster.
39. Install the components as in the picture so that the paws turn green, and turn the toggle switch to the up position.
40. Click on the door that appears.
41. Acid dissolve the keyhole, go inside.
42. Click on the puzzle on the chest.
43. Set the blocks in the puzzle to this position.
44. Click on the cubes.
45. Walkthrough of puzzle 1-2 (left-down).
46. Walkthrough of puzzle 1-7 (right-up-left-down-right-up-right).
47. Walkthrough of puzzle 1-6 (down-right-left-up-left-up).
48. Pick up the soldier.
49. Go left and take the sticky muck and tweezers from the book.
50. Place the soldier on the book.
51. Get code 1017.
52. Go to the aquarium room and click on the lock.
53. Open the lock with code 1017.
54. Pick up fish food.
55. Use sticky muck on the window, get a fly.
56. Set the head, leg, and tail of the horse in this position.
57. Pick up the dead hamster.
58. Put the dead hamster on the window.
59. Using tweezers, pull out the larvae in this order 1-6.
60. Take the grub.
61. Give the fish in the aquarium food, larva and fly.
62. Click on the water purifier.
63. Puzzle solution, press 1-2, take diamond key.
64. Continuation of the solution, press 1-3, take some key.
65. Continuation of the solution, press 1-20, take some more key.
66. Set the diamond-shaped green key to the first puzzle.
67. Scroll the circles so that all the beige dots form a triangle, then set some key.
68. Move squares, triangles, pentagons and hexagons to their places, set some key.
69. Click on the boy, he will run away, this is the end of the second chapter.
Chapter 3
70. Talk to the psycho, he will give you the key.
71. Open the door with the key.
72. Get a combination for checkers c1, g7, a8, e6.
73. Go to the checkerboard room, click on it.
74. Arrange the checkers as in the picture and take the key.
- c1 (white).
- g7 (white).
- a8 (black).
- e6 (black).
75. Open the door with the key (do not go into the passage marked with a red cross, you will be caught there and the game will end).
76. Take a screwdriver.
77. Click on the appliance.
78. Remember the symbols until the timer comes out, click on the same pairs (everyone has a different arrangement of symbols, you can take a screenshot).
79. After selecting all the same characters, the green light will turn on.
80. Click on the appliance.
81. Align the white and green line until the green button lights up.
82. Unscrew the bolts on the shield with a screwdriver.
83. Complete three puzzles.
84. Solving the first puzzle.
85. Solving the second puzzle.
86. Solving the third puzzle.
87. Click on the appliance.
88. Install the lenses as in the picture.
89. Click on the head and solve three puzzles.
90. Solving the first puzzle.
91. Solving the second puzzle.
92. Solving the third puzzle.
93. Set the lenses to this position, and go right.
94. Get code 4326.
95. Go to the room with the closet, click on the lock.
96. Open the lock with code 4326.
97. Take the clothes and the key.
98. Open the nightstand with the key.
99. Take your hat.
100. Go back to the locker where the clothes were and get dressed.
101. put on your hat.
102. Use the red keychain with the number 702.
103. In ghost vision, take the poison.
104. Take the gears from the clock and the syringe.
105. Click on the appliance.
106. Place the gears.
107. Set the gears to this position.
108. Combine poison and syringe.
109. Use the poison syringe.
110. Take a reel.
111. Install the reel in the tape recorder.
112. Press the luminous buttons in sequence so that the three red indicators light up.
- The first light is the stop button, rewind, record button.
- The second light is fast forward, play button, rewind, record button.
- Third light – stop button, play button, record button, fast forward, rewind.
113. We go to the room with the orderly.
114. Click on the orderly.
115. Remember code 271950.
116. Click on phone.
117. Enter the number 271950, and press hang up near the tape recorder.
118. Go to the room where the orderly was sitting, and go out the door.
Congratulations! You have completed the game Strange Case 2: Asylum.