Asylum (2025) Walkthrough — Game Guide

Asylum is a first-person psychological horror game set in an abandoned mental hospital. The player must explore the institution's gloomy corridors and wards, encountering frightening visions, otherworldly entities, and secrets of the past.
Asylum (2025) Walkthrough — Game Guide
Author
Andrey Pavlenko
Date of publication
13 March 2025

Walkthrough of Asylum — horror 2025

The atmosphere in the game is built on tension, an unsettling sound palette and a slow unfolding of the plot, making you doubt the reality of what is happening. The main emphasis is on exploration, puzzle solving and survival without the possibility of direct resistance to enemies.



8:00 PM

Approach the door and interact with it. Turn around, walk back to the car and get inside. Take the notebook lying on the dashboard of the car. Enter the hospital and watch the cutscene. Talk to Julia, the administrator of Hanwell Psychiatric Hospital. Continue interrogating Julia, choosing lines from the "Objectives", "Topics" and "People" sections.

You will learn that Julia, Dr. Miller, a security guard and several patients are in the hospital. Complete the interrogation and right-click to end the conversation.

Class Room

After completing the conversation, walk to the left of Julia, turn right from the large grandfather clock and enter the auditorium under the stairs, behind the closed door. Examine the broken glasses lying on the table. Turn around to face the door you came through. Click on the old calendar to the left of it to view a Memory #1.

Archive

Exit the classroom through another door. You will find yourself in a corridor. Take a step to the left and open the archive door on the right. Find and take the envelope opener on the lower right shelf of the desk. Check out the open patient registration journal. Open the drawer on the desk - it's a gramophone that needs to be repaired. You can look at the map of the first floor classrooms (hanging on a stand above the desk).



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


Doctor Ebersbacher's Office

Return to the corridor, go right until you see the door to Doctor Ebersbacher's office on the right side. Go to the desk and look in the middle drawer. There is a cassette recorder here. To the left of it there is a piece of paper with red lines. You need to study it (the entry will be added to your notebook).

Janitor Room

Return to the corridor, go right. The adjacent office of Dr. Ellis Hawthorne will be locked. Go to the end of the corridor and enter the storage room (Janitor) on the left. Look to the right and click the switch to turn on the light. Examine the trash bags on the left below, use the envelope knife and get the note. The content of the note will be different for each player, so you need to remember these words!

Note from the storage room — important!

Go back to Julia, ask her about the note from the storage room. Go back to the corridor behind Julia, turn right. You need to enter the room next to the archive (on the left side, the door is not signed). Examine the books on the shelf ahead. Choose a book with a title that duplicates the content of the note (it changes each time). It is its abbreviated title that you saw in the note.

Code for the drawer in Ebersbacher's office

Return to Dr. Ebersbacher's office and pay attention to the card files on the right side. You are interested in the bottom drawer with the letters V-Z. Open it and take out some article. Move to the neighboring drawers. You need to enter the correct code. It depends on what was in your note.



For example, for the note Sens and nons. Hypo, you need to take the book Sense and Nonsense in Psychology in the conference room (next to the archive) and pay attention to the chapter Hypomania. It starts on page 119 - this is the code. Or in the second case, my note said Self and Psych. Disorders. I took the book Self and Others and found the chapter Psychiatric Disorders on page 270. The code can be like this too.

From drawer A-F, take the audio cassette. Go to the desk, open the drawer and use the cassette on the tape recorder. Press the Play button. Leave the office.

9:00 PM

Go to the middle of the corridor and turn left. Go to the door to find yourself in a parallel corridor. The path to the right leads to the library and the women's wing, the left - to the dining room and the men's wing. Go left until you are stopped by the guard Bruno Martins. Look through the window of the door guarded by Bruno to see a psychopath. Continue talking to Bruno, ask various questions. Bruno will say that the only way to get to the therapy room is through the dining room, which is being smashed by the escaped Samson.

Look left and go through the door to the men's ward. Look at the board on the left. Study the photo and the red drawing of a man with a knife attacking a pregnant woman. Go deeper into the ward, to the far door. Look left to find a nightstand. Take 3 vinyl records from there, and then go out into the corridor leading further.

Go forward, through the next door and enter the shower on the right side (without a door). Examine the teddy bear in the toilet and turn around. A psycho has entered the shower. Go out into the corridor and continue moving deeper. Open the door ahead and go down the stairs to the basement.



There will be another long corridor with wards here. Enter the security room on the right and take the keychain hanging on the wall on the right. There is a table on the other side. Read the red notebook with Bruno's notes. Open the drawer of the table and take the baton. Be sure to go to the open door at the end of the corridor and look into Samson's open cell. There is a musical instrument here - a guitar, flute, harp, etc. Remember which instrument is in Samson's cell!

Return to Bruno and give him the baton. Ask for the keychain. He will take the keys.

How to calm the psycho?

Follow Julia into the archive in the first corridor and approach the gramophone. You need to pick out music that will calm the psychopath barricaded in the dining room. Put each record on one by one and switch melodies. Watch how the main character comments on them (inscriptions appear at the bottom of the screen). You need to find a melody that matches the musical instrument from Samson's cell! For example, if there was a flute there, you need to choose Harp & Harmonies Suite 4 from the yellow record. If you found a guitar, look for relaxing guitar music from the Relax record.

Once you find the right one, go to Bruno and see him leading the calmed down Samson out of the dining room. Go to the dining room.



10:00 PM

Try to open the far door, follow the corridor until a cutscene starts, in which you will meet Lenny. Ask the janitor questions, turn left and go down the stairs. Go through the door to the pantry and examine the sprayer on the shelf on the left. Go further along the corridor, turn left and open the door to the boiler room - you will see a working boiler. Look into the disconnected boiler on the right and read the entry from the medical journal. Turn around and go to the door. There is a panel to the left of it. Open and slide up the Power switch.

Exit the boiler room, take a step along the corridor to the left and enter the room on the left. Find the wire cutters on the table on the left. Return to the corridor and continue moving to the left. The hallway will turn right. You will find yourself in a room with a bunch of beds. Enter it and look at the pillar on the right. Open the round panel to find wires and a rat.

Return to the boiler room, turn off the Power and lift the Energy switch. Go back to the hall with the beds, open the round panel and get the dead rat. Use the wire cutters to connect the wires. Go back to the boiler room, turn off the Energy and turn on the Power.

After leaving the boiler room, go right along the hallway. After taking one step, open the double doors on the left. You will find yourself in a room with a minecart and a passage boarded up with boards. Take a step forward and interact with the pickaxe on the left to see Memory #2. Return to the hallway.

11:00 PM

Proceed to the hall with the beds where the rat was removed and go through the door. Go to the end of the red corridor, but do not rush to go up the stairs. There will be another Bruno's guardhouse on the left. Enter the security room, take the keychain on the right and go upstairs. By the way, this is the same place you visited earlier.



Return to the dining room, go through it and move along the corridor. Previously, the path was blocked by the janitor Lenny, now he is not here. Open the white door on the right, in the middle of the corridor, to get to the laundry room. Go out to the courtyard with a fountain, go through it and approach the door of the opposite wing. Use the wire cutters to cut the wire on the door.

You do not need to open it. Instead, go back through the laundry room to the corridor where Lenny was. Go right along the corridor and open the first wooden door on the right. You will find yourself in a therapy room with a projector, chairs standing in a circle. Interact with the chairs arranged in a circle to see Memory #3. Read the file on Bertrand Laroche lying under the projector. Take the reel under the projector to see a cutscene. Activate the projector with the red switch to see the interrogation footage. You need to watch four reels in total. Interact with the case each time to return the reel to its place. Go to the far table and listen to the recording from the voice recorder.

Return to the corridor and go all the way to the right. Turn right and open the double doors. You will find yourself in the recreation room. Examine the nearby table and take the red chalk. Go to the door in the far left corner to find yourself in the library. Enter the gap between the Pharmacology and Psychology shelves. Look for a medical journal entry on the shelves on the right. Look in the gap between the Neurology and History shelves. On the shelves on the left, find a book in a red cover - an unsigned manual for the biopsy machine.

Second floor

Remove the hook from the far door and open it to create a shortcut to the hallway where you met Bruno. Return to the hallway where Lenny was and go to the landing. Earlier you went down, but now you can go up to the second floor. Do so!

Go along the corridor to the right and enter the museum. Turn into the left row of display cases. Examine the middle display case by the wall, with jars, and take the glass slide. Exit to the second floor corridor, take two steps to the right and open the door on the right. You will find yourself in the morgue. There is nothing for you to do here for now. Enter the room opposite the morgue and read the newspaper lying on the chair.

Return to the second floor corridor and continue moving. Take two steps and enter the lab on the right (the door is signed). Talk to Dr. Ambrose Miller. Ask the highlighted questions. Go out into the hallway and go to the end. Open the last door and talk to Janitor Lenny again. Talk about new topics.

Follow to the beginning, go back through the dining room and turn into the men's wing. Go along the long corridor with cells. Open cell 102A using the keychain. If you didn't take it, go down to the red corridor under this one and take it from the wall in the security room where you got the baton. Go inside and give the patient the red chalk. Interact with the chessboard on the pedestal on the left to see Memory #4. Talking to him is useless. Go out into the hallway.

12:00 PM

Watch the video from 01:13:06.

To be continued...



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