Haunted Halls - Green Hills Sanitarium Version 1.2 9/30/13 _________ / | | | __/_ _/_/___ / / | | _/ _/ _| | |_ / | / / / / | _ | / / | | Haunted Halls: Green Hills Sanitarium A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Characters 004. Walkthrough 004a. Chapter 1 004b. Chapter 2 004c. Chapter 3 004d. Chapter 4 004e. Chapter 5 004f. Ending 005. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called "Haunted Halls: Green Hills Sanitarium". This is the first game in the Haunted Halls series. To contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. The ASCII Art at the top of the guide was made by Spurious Logik (Sir). 002. Video Walkthrough ----------------------------------------------------------- Do you want to see a video of how to beat the game, rather than read how to do it? You're in luck! I made a video walkthrough for this game, which can be found here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdx3MP5m906yu9U_BkCMSy56 The videos come complete with my live commentary. 003. Characters ----------------------------------------------------------- Tim: The main character's beloved, who is being held captive at the abandoned Green Hills Sanitarium. Dr. Blackmore: The man who runs Green Hills Sanitarium. John Ocean: A patient who is afraid of water. Sander Rivera: A patient who is afraid of bugs, worms and spiders. Merry Chain: A patient who is afraid of her childhood memories. Katherine Lane: A patient who is afraid of how she looks. Jane Lane: Katherine's deceased mother. Reinold Crass: A patient who is afraid of losing his stamp collection. Anthony Miller: A patient who is afraid of heights. Richard Spike: A patient who is afraid of closed spaces. Saimon Saimons: A patient who is afraid of being horribly murdered. John Smith: A patient who is afraid of nuclear war. James Patrick Goldpatrick: Someone who helped set up the lab, who is being held captive along with the patients. 004. Walkthrough ----------------------------------------------------------- The game menu is pretty easy to navigate. Click on start to start the game. 004a. Chapter 1 ----------------------------------------------------------- The game begins with our unnamed character arriving at Green Hills Sanitarium. She is looking for Tim, who came here a month ago to investigate strange events. He has not been seen since, and judging from the condition of his car (on the right), he did not drive away. At the start of the game, there is an optional tutorial which teaches you how to do things in this game. For example, if your cursor turns into a hand, you can interact with an object. Try this out, by clicking on the trunk of your car (on the left). Hey, there's an area with red sparkles! That means it is a hidden objects challenge. Click on it, and you have sixteen items listed at the bottom of the screen. Find all the items in the picture, and click on them. The hint button will automatically find an item for you, which is helpful! You have to wait thirty seconds between consecutive uses of the hint button, however. The items you have to find are randomly picked, from a list of 32 items. The one item that will always be here are the matches, hidden behind (and to the right of) the green gasoline can. When you finish the hidden objects challenge, the matches are added to your inventory, which is at the bottom of the screen. Let's learn more about the inventory. You can pick up items to add them to your inventory. Try this out, by clicking the umbrella between the two cars. The cursor turns into a hand when you move it over the umbrella, which is how you know you can pick it up. Now, click on the area underneath the bumper of Tim's car. The cursor turns into an eyeball here, which indicates you can zoom in on that spot for a closer look. Do you see the valve? Click on the umbrella in your inventory, then drag the mouse to the valve. Click here, and the character uses the umbrella to reach the valve. That's about it for the tutorial! The only other thing you need to learn about is moving places. See the sanitarium in the distance? Move the cursor above it, and the cursor turns into an arrow. Click and the character walks in the direction of the arrow. There are other things you, suc When you go forward to the sanitarium, you'll notice newspaper on the ground. Pick it up. If you look at the door, you'll see that it's locked, and someone is watching you. Go to the right. Augh! There's a snake on the ground here! Click on it to throw it away, and...wait. That's not a snake! That's just a hose. Whoops! The hose will be useful, so pick it up. Also take the wooden board in the lower/right and the eyeball in the tree. Why is there an eyeball in the tree? That's odd. Go back left and forward. A person is here, but the person runs away once he sees you. Take a second wooden board here, then look at the right side of the screen, which is the building. At the bottom of the building's side is a small alcove with a pump. Use the hose and the valve on the pump to get another eyeball. There are clippers on the wall. Take the clippers, and a red substance like blood oozes out. Ew! Go backwards and right. Use the clippers on the plants by the building on the right, and you get some dry branches. Okay, so you should have matches, newspaper, dry branches, two eyeballs and two wooden boards now, just from visiting the first four screens. Go back to the screen which is left of the main doors of the sanitarium. The area to the left is locked with an electrical fence. You can either go forward or right. Go right to find a building which is mostly underground, near scentless flowers. That's odd. Zoom in on the area near the front of the building. You can find a rock and an eyeball here. Click on the roof of the submerged building, and--OH MY GOODNESS! Tim is being held hostage! We need to find a way to free Tim! For now, all we can do is take the wooden board here. There is a fire pit on this screen, below the tree with a beehive. Put the newspaper in the pit, then cover it with the three boards. Use the matches here to start the fire. There's a little smoke coming out of the fire, but not enough. Use the dry branches on the fire to make more smoke. The bees then leave the beehive, which allows you to zoom in on the beehive and take the key to the front door of Green Hills Sanitarium. Go back a screen. Instead of going directly to the sanitarium, go forward to the graveyard for two puzzles. In the first puzzle, you have to use the stone on the bird to get an eyeball. In the second puzzle, you have to press the mole on the nose of the bust, which gets you another eyeball. You should now have five eyeballs and a key. Go to the front door of the sanitarium and use the key to unlock it. The door falls open. You can now look at the trashcan by the door to find a sixth eyeball. Look at the door for a multi-part puzzle. The first part is simple. Match the color of the eyeballs, to the colors of the indentations. The gray eyeball goes in the gray spot, the blue one in the blue spot, the brown one in the brown spot, and so on. Then you get a dropping puzzle. You can move the five rows left or right, by clicking on the arrows. Move the rows, in order to get the eyeball to drop to the bottom of the screen. If you ever get stuck, you can use the reset button to restart the puzzle. You solve this puzzle three times. The first time, there is one eyeball. The second time, there are two eyeballs, and the third time, there are three. I recommend focusing on one eyeball at a time. If it turns out the puzzle is too difficult for you to solve, don't worry! Wait for two minutes, and the skip button in the lower/right will activate. Click on the skip button to skip the puzzle. When you're done with the eyeball puzzles, you can go inside the Green Hills Sanitarium. 004b. Chapter 2 ----------------------------------------------------------- You can't go very far in the Green Hills Sanitarium. The first room is the front desk, and the room after that is a hallway. The hallway is blocked by tentacles. This chapter ends, when you destroy the tentacles and gain access to the rest of the sanitarium. Blackmore's Office ------------------ On the right side of the front desk room is a hidden objects challenge. Go through it to get Medical Chart 1. Also inside the front desk room, you can get a net (from the left), a book (on a table with the pitcher) and a cactus (between two computer screens). Go to the hallway. A second book is on the floor. There are four rooms here. The two on the right are patients' rooms, while the two on the left are for the employees. The door on the far left is locked, while the door in the left/middle leads to the director's office. Dr. Blackmore is the director of Green Hills Sanitarium. In his office, you can get some sugar from the lower left. His desk has a third book, and the drawer of the desk has a clue: "per aspera ad astra". The final thing in the office is a hidden objects challenge on the right, which gives you a knife. Go back to the front desk room. Zoom in on the sandbags and use the knife on the "X" for a fourth book. Return to Dr. Blackmore's office and look at the bookcase. Put the four books on their respective shelves, then rearrange the books to spell out "per adversa ad astra". This opens up a hidden passageway behind the bookcase! Go through the hidden passageway to a hidden room. The tentacle monster is here, too! Take the brush by the drain in the center of the room, then look in the drawer of the desk in the upper/right. You get a switch, above a drawing a sea monster. Look at the door here for a puzzle. You want to recreate the image of the sea monster. Click on two tiles to swap them; you can only swap tiles if they are in the same ring. Once all the tiles in a ring are in place, you can rotate the ring to get it in place. Get all the rings in place to solve the puzzle. Go through the door. Hey, this is the place where Tim is! Click on Tim to see the locking mechanism restraining him. There are ten tiles here, one for each patient in the sanitarium. You can look in Tim's pocket to find his car keys. Left of Tim is a hidden objects challenge, containing medical chart 3. Go backwards two screens, to Dr. Blackmore's office. There is a second hidden objects challenge here. In this game, you have to visit every hidden objects screen twice, getting sixteen objects each time. The item you get from the screen this time around is a corkscrew. Patient 1 --------- Go to the hallway. Use Medical Chart 1 on Door 1. The medical chart, which you can read in the notes section, says that this inmate has a fear of water. The room is filled with water! You need to empty all the water from the room, to help the patient. First, let's get items. On the far shelf, below the window, there is flypaper. Pick it up, and also pick up the trident on the wall. Underneath John's platform, you can find a helmet. Open it to find the code 2943. The room has three water sources, which you must fix. 1. Take the three starfish in the lower/right and use them on the three waterspout faces on the walls to cover them up. 2. Leave the sanitarium. Use the corkscrew (from the hidden objects challenge in Blackmore's office) on the pump plug, which is to the right of the door. Use this pump plug on the pipe in the upper/left. 3. There is a fishbowl in the lower/right. Use the net on the fish to get it. use the fish on the lower/left part of the screen, below the anchor. This gets rid of the eel near the pump in the center of the room. Use the brush (from the room behind Blackmore's) to clean the pump. Then, use the pump to drain the room of water. The patient thanks you, by giving you a token. He says that the helmets that patients are wearing help with a device that is powered by fear. Patient 2 --------- Return to Dr. Blackmore's office. Use the trident on the statue to reveal a hidden safe. Use the code 2943 to open it. Inside, you find Medical Charts 2 and 7. Go to the hallway again. Use Medical Chart 2 on Door 2 to reach a room with a patient, who is afraid of bugs. You need to kill all three groups of bugs. 1. To kill the ants, you need to put poisoned sugar by the ant hill. The sugar is from Dr. Blackmore's office, while the poison is in the room past Blackmore's office. It's the green bottle on a desk; use the sugar on the poison to get the poisoned sugar. 2. To get rid of the spiders, look at the ceiling. Put all the pieces into place to form a picture of a spider. If you right-click on a piece, it will move to another open spot on the board. Solving the puzzle gets rid of spiders. 3. Take a worm from the center of the room. Leave the sanitarium and go to the graveyard. Use the worm on the ground, and the bird comes to eat the worm. Use the net on the bird to capture it. Take the bird to the bug room and use it on the worms to kill them. 4. To kill the flies, use the flypaper from the shelf of the water room on the flypaper hanger. This gets you a fly. When you get rid of all the bugs, the patient thanks you and gives you a token. Clearing the Hallway -------------------- There are more things for you to do. Go to the front desk area, where you can get a key from the hidden objects scene. This opens the door, in the area which is to the right of the sanitarium. This room looks like it powers things. Solve the hidden objects challenge on the right for a fuse. Put it on the fusebox to the left. You can now put the switch on the switch box to the right, and flip the switch. This powers the dark room in the hallway, and it triggers another hidden objects scene. Solve it to get some rubber gloves. Pick up the dynamo from the lower/left and go back to the hallway of the sanitarium. You can now enter the formerly dark room on the left. Put the dynamo in the holder on the left to unlock a cabinet. Use the rubber gloves on the cabinet to open it and get some electrical equipment. Now go all the way to the room with Tim. Solve the hidden objects challenge here for a mallet. Return the hallway. Use the mallet on the ceiling light here, then use the electrical equipment on the light. Your character connects the light to the electrical equipment, shocking the tentacles and getting rid of them. 004c. Chapter 3 ----------------------------------------------------------- In Chapter 3, you help patients 3, 4 and 5, which gives you access to a new area. If you haven't done so already, go outside to Tim's car. Use the car keys (from Tim's pocket) on the door of his car, in order to get Medical Chart 4. At this point, there is a new hidden objects scene in your car trunk. Solve it in order to get a weight. Go back inside the Green Hills Sanitarium. Get the red carpet from the hallway, then go forward. This room has water and animals inside. Use the fly on the frog, which makes an octopus appear. Use the weight on the octopus to destroy it, then use the red carpet on the water here to make a pathway. Grab Medical Chart 5 from the wall, before going to the next room. You have a hallway, with various Doors. Place Medical Chart 3 on Door 3, Medical Chart 4 on Door 4 and Medical Chart 5 on Door 5. Your main challenge here is to go through all the rooms and help the patients. Patient 3 --------- This patient is tortured by fearsome childhood memories. There are several things you must do to make the room nicer, with the fourth thing being the most complicated. 1. Zoom in on the train and remove the battery. Go to the power room (left of the main hallway) and use it to charge the battery. Return to this room and put the battery in the train to get it going. 2. Examine the jack-in-the-box. Shove it down to find a lever. Use the lever on the junction of the train tracks. This causes the train to reach a stop. 3. When the train has stopped, open it to find a carrot. Use the carrot on the rabbit to fix it. 4. The doll needs flowers! To get them, you must go into Room 5 and solve the hidden objects challenge for a brass lobster. You must also enter Room 4 and get the medallion. Travel to the graveyard, outside the sanitarium, and use the lobster on the door of the left building to enter it. Zoom in on the lower/right grave which is a unique color. Put the medallion here to open the grave and find flowers. Go to Room 5 and use the flowers on the paint cans to color them brightly. You can now give the flowers to the doll in Room 3. Once you fix all the items in the room, you get a red dress and a medallion. Patient 4 --------- This patient has body issues; she believes that she is ugly. You'll have to do multiple things to help her. 1. The mirrors here are protected by a force field. Examine the device on the left side of the room for a wire puzzle. Click on a tile to rotate it. Rotate the tiles, so all the wires are connecting. This deactivates the force fields, which lets you smash all the mirrors with the mallet. 2. When you solve the hidden objects scene in Room 5, you get a brass lobster. You can use it on a door in the graveyard to enter a new area. In this area, you can use the medallion on the lower/right grave, the one that is a unique color. Inside are flowers and paper scraps. Pick up the paper scraps and put them together to form pictures of the patient and her mother. This completes the medallion. You can give it to the woman to convince her she is not ugly. 3. When you solve the hidden objects scene in Room 5, you get a brass lobster. You can use it on a door in the graveyard to enter a new area. In this area, you can pick up a magnet. Return to the watery room, in between the two hallways. Look in the circular hole on the left wall and use the magnet on the tray to get it. Hang the tray on the wall hook in Room 4, and use polish (from the ground of Room 5) to clean it. 4. You get a dress when you finish with Room 3. Give the dress to the woman here. Once you're finished with this room, you get a medallion. Patient 5 --------- This patient has lost three stamps, and he needs them to be returned. In this room, you can get polish (which is used to clean the tray in Room 4), and you can solve the hidden objects screen for a brass lobster, which opens a door in the graveyard. 1. The left stamp book needs a child's stamp. Step outside the room and give the cactus (from the front desk area) to the camel. This opens the mailbox. Take the letter from the mailbox and return to the front desk area. Use the letter on the coffee pot to steam the stamp. 2. Solve the ship puzzle on the right wall. In this four- part puzzle, you move stamps around, so the ship stamp can go to the right edge. Solve the puzzle for the ship stamp, which goes in the middle book. 3. The right stamp book needs a butterfly stamp. Go to Room 4 and take the rose oil from the small desk table by the bed. Now, leave the sanitarium and go to the screen with the house buried underground. Use the rose oil on the roses here, and a butterfly appears. Use the net to get the butterfly. Return to Room 5 and solve the hidden objects challenge for a blank stamp. Put the blank stamp in the book, then use the butterfly on the stamp. When you're done with Room 5, you get a medallion. When you have all five medallions, from all five patients, return to Tim. Zoom in on the device holding him captive, and put the medallions in the device. This opens up the cabinet on the right, giving you two thumbs. Take the thumbs and leave the sanitarium. Go right and use the thumbs on the hands of the doorway here. This opens a new area. 004d. Chapter 4 ----------------------------------------------------------- There are three more people for us to help in this chapter! Helping them will open up a new area. Work Rooms ---------- Step through the door with hands on it. This is an upside- down room, leading to two patients and a hallway. Examine the lamp in the lower/left, in order to get a lightbulb. Then, do the hidden objects screen in the upper/right for Medical Chart 8. We'll visit the patient rooms later. Go right to the hallway. Pick up the engine part in the lower/right, then go into the operation room. Pinocchio is here, and his nose needs to grow. Take the engine part and the syringe, then zoom in on the tray to get a saw and a chisel. Open the red cabinet in the upper/right for a hidden objects screen. This gets you an elevator button. Leave the operating room and go into the relax room. There's a lot of junk here. Examine it to get a hidden objects screen. Solving the screen gets you a rifle. Examine the tree roots on the left. Use the chisel on all three roots to find a bark beetle. Pick it up. See the hole in the tree trunk? A woodpecker is inside. Use the bark beetle on the trunk to lure the woodpecker out, then use the net to capture it. Leave this room, and you're back in the hallway. Examine the small dresser between the two doors. The green mucus makes things grow. Use the syringe here to get a full syringe of the mucus. Enter the operating room. Use the rifle on the target to get a manhole handle. Use the syringe on Pinocchio to grow his nose. Then, use the woodpecker on the nose, followed by the saw. You get a flute, and the hidden objects screen here refills. Solve it to get to get a funnel. Leave the sanitarium now, and go into the small building on the right. Use the manhole handle on the manhole here. You can go down now, to the furnace room. Take the engine part, then open the cabinet for another engine part. Use the syringe on the plant to make it grow. Return to the relax room for another hidden objects challenge. This one gives you a jukebox token. Return to the room with the plant. Use the jukebox token on the jukebox to freeze the plant. Use the mallet on the plant for a valve handle. Now we have everything we need to tackle the rooms with the patients! Patient 7 --------- This room is an elevator shaft. Pick up the two engine parts, and use the valve handle on the top of the elevator to open it. Go inside, where you can get another engine part and a brush. Return to Room 5, with the stamp collector. Use the brush on the paints here to get a brush with paint. Return to Room 7 and give the man the brush. You can now examine the box on the left. Place the lightbulb and the elevator button into their respective places. Then, follow the instructions on the right. That is, press the button by the right lightbulb three times, the button by the left lightbulb four times, and the button by the middle lightbulb once. Press elevator button 2 twice, and pull the lever. The man leaves, giving you a medallion. Patient 8 --------- This patient is afraid of heights. On the right here, you have a puzzle. Place all the engine pieces into their respective outlines. Then place them onto the screen, in the proper order. You have a paper you can consult, but it doesn't tell you what the order is. Once the engine is fixed, pick up Medical Chart 6. Go back a screen. Getting the medical chart triggered the hidden objects screen here. Go through the hidden objects for gasoline. Return to Room 8. Use the funnel, then the gasoline, on the engine. Use the flute on the air tank, and the ropes are fixed. Press the button on the machine to save the man and get a medallion. Patient 6 --------- This patient is in the same hallway as Patients 3-5. While you go there, if you haven't already, take the snail from the watery room between the two hallways. This patient is afraid of being killed. Click on the door at the far end of the room for a puzzle. With this puzzle, put all the pieces on the board, leaving no empty spots. There are multiple solutions. This gives you access to the room with the patient. A hidden objects challenge is here. Solve it to get a crowbar. Now go back a screen. You need to find a way to disable all three things here. 1. The duck is casting frightening shadows. Simply use the snail on the duck to change the shadow. 2. The leg is in a bear trap. Use the crowbar on the trap to save the legs. 3. Horrifying sounds are being heard. Go into the room with the patient and do the hidden objects challenge for wire cutters. Use them on the wires in the top/left to cut off the sound to the earphones. When you do all these things, the patient gives you a medallion. You should have three medallions, from the three patients in this chapter. Go to Tim and put the medallions on the lock that his holding him. This disables the electrical field on the building left of the sanitarium. 004e. Chapter 5 ----------------------------------------------------------- Leave the sanitarium and go left. Go into the building on the left, which is no longer being protected by an electrical fence. The door here is locked by a keycard reader. Solve the hidden objects challenge on this screen for a bat, then go to the graveyard. Use the bat on the right door to gain entrance. The spaceman here has the keycard you need, so return to the space station building and use the keycard on the reader to enter. Solve the hidden objects challenge here for soap. There are two doors here, but the one on the right is locked. Go through the left door. See the figure trapped in the wall? Use the soap on the figure's hand to get the ring. Use the ring on the pen (which is on the chair on the left) to get a glass cutter. Use the glass cutter on the glass case, then push the button. This opens up the closed door in the previous room. Go through the right door. Take the number seven from the desk. Then leave the space station for another hidden objects challenge, one that gives you a valve. Enter the building and go through the right door. Use the valve on the piping to the right to start a puzzle on the water device. With this puzzle, there is a thing in the ceiling which moves from tile to tile. You want to click on tiles to turn them black. Your goal is to surround the creature, so it has nowhere to go. If the creature touches one of the edges of the board, you have to restart the puzzle. Solving the puzzle gives you a medallion. If you haven't already, get the number seven from the desk here, then leave. The medallion and the number seven are both puzzles. Go to the furnace room (right of the sanitarium). Open up the furnace and put the medallion inside for a key. Use the crowbar on the key in order to get it. Go to the graveyard. Go inside the right room, where you can use the key on a chest to get a medical chart. Then, go inside the other room of the graveyard. Zoom in on the tombstone and place the number seven on it. The date on the paper (in the location where you got the number seven) was 1952-2007. Move the tiles around to spell out those dates. This gives you another medical chart! Enter the space station and go through the right door. The two patients are here. Patient 9 --------- To help this man, you must do three things. 1. Give him his glasses. Do the hidden objects challenge in the space station to get them. 2. Uncover his notes. Do the hidden objects challenge in the left room of the space station to get a flask. In the main room of the space station, use the flask on the water cooler. Take a lemon from the left and use it on the flask to get lemonade. Use the lemonade on Patient 9's notes. 3. Give him a keyboard. Do the hidden objects challenge in the left room of the space station to get the keyboard. Patient 10 ---------- This man is afraid of atomic war. Examine the dynamite box on the left and use the crowbar to open it. Take the dynamite. Look at the back wall. See the small indentation at the bottom? Put the dynamite there to blow up the wall. Out of all the patients, that was the easiest one to help! I guess they saved the easy one for last! 004f. Ending ----------------------------------------------------------- When you have all ten medallions, from all ten patients, go to Tim and place them on the device restraining him. He will get up and go through the door on the right. Follow Tim through the door. Oh no! The machinery fails, making it impossible for you to follow Tim into the room with Dr. Blackmore! Go through the hidden objects challenge here for a chip. Put it on the machine in the upper/left. Then do the hidden objects challenge again, for a lightbulb. Place it on the machine in the lower/left to fix the door. Go forward to the next room, where Tim is fighting with Dr. Blackmore. While Dr. Blackmore is distracted, use the machine on the left. This is the final puzzle of the game. A series of lights will flash. Reproduce the series, by pressing the buttons under the lights. You have to do this challenge ten times in a row to beat the game. If you make three mistakes, you have to start the challenge over again from the beginning. 005. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).