Introduction
Strange Case 2: Asylum span three days, each with a unique location and a set of puzzles to complete. The ghost vision will unlock on Day 3, which may help you see through another dimension. The protagonist must escape the mental hospital because he doesn’t know what’s happening here and how to retrieve his memory. Several rooms are available to interact with for solving puzzles and playing mini-games; however, many puzzles require you to visit the room using Ghost Vision and collect objects to solve the mystery.
On Day 3, you don’t start your journey from your room as you are already out of the room and have discovered a boy who’s moving fast, and you can’t see him easily. The inventory is placed at the bottom of your screen, and as you proceed through the plot, the ghost vision will be featured nearby. Follow our previous guides to find Strange Case 2: Asylum – Chapter 1 and Chapter 2 Walkthrough and answers. To find solutions to Day 3, read Strange Case 2: Asylum Chapter 3 Walkthrough Guide.
Strange Case 2: Asylum Walkthrough – Chapter 3 (Day3)
Day 3 starts with a boy who’s so fast that the protagonist can barely see him. Here, you must find answers to questions like who the boy is and who had locked him in the chest. Help the protagonist reveal dark secrets and get some information about him. Although finding answers won’t be easy, keeping struggling will help you succeed. Soon, you find yourself in a new scene where a man hides behind a pot between two doors.
- First, tap the man to start the conversation and end it after getting a key. Use the key to open the left-side door and go through it to discover two beds inside.
- Second, tap the photo on the wall to see the digits (150) and from its backside (1936). Now, you must subtract the small value from the big one, and the answer you receive will be (1786).
- Tap the right-side arrow to move to another room to discover chess on a table. Tap the board to start a mini-game to put pieces following the numbers: C1, G7, A8, and E6.
- After solving the puzzle, claim the key from the board and go to the first location where two doors are available.
- Use the key to open the door to the pathway downstairs. Go downstairs to reach a new room where you must investigate the area to discover a Screwdriver and move on to the next room.
- Afterward, go to the third room, where you will discover a generator. Tap on its circuit and hit the button to reveal the symbols. Next, you must find two similar symbols to solve the puzzle.
- Once you solve the puzzle, tap the machine on the right side and try to match the wavelength using three modes and rotating the button.
- Go to the next room on the right side, open the zoom view of the machine, and use the screwdriver to open the circuit.
- After setting the lazar and activating all points, set the upper part of the machine wherein you have to use shapes to set the light.
- Once the green light turns on, go to the helmet and click to open the zoom view. Untangle the light to turn all lights into green a few times.
- Now, you have to set the lens by tapping the goggles the man has worn and visiting the second, which is possible when you tap the right arrow twice. After setting the lens, the numbers you get may be (4326).
- Leave the room, go upstairs, discover a closet, and enter the code (4326). Examine the cupboard to get the cloth and a key.
- Get into the room with two beds, use the key to open the storage cabinet, and obtain a hat.
- Now, go to the cupboard outside the room, and open its door to see yourself in a mirror. Open the panel to select the coat and click on the mirror to put it on. Do the same with the cap and the label (702) to open the “Ghost Vision.”
Similar to Strange Case: The Alchemist, the game unlocks the Ghost Vision designed to take you to another dimension. Furthermore, the button is placed at the bottom of your screen next to the briefcase (inventory).
- Click on the Ghost Vision to move across another dimension and examine rooms and other areas to find hidden objects and clues for solving puzzles.
- Tap the table between two beds to get a Gear and Syringe.
- Go downstairs, and tap the storage cabinet on the right side to obtain a Poison Bottle. Now, move toward the patient on the chair and tap the machine connected to the oxygen cylinder to repair it.
- Open your panel to select the gear and put it on the machine; now, work your way to set up all gears to make them move properly.
- Head to your inventory, fill the syringe with poison, tap to select, and give it to the man sitting on a chair to get a Reel.
- Go to the first room, tap the recorder above the storage cabinet, and put the reel on it after turning off the Ghost Vision.
- Hit the play button and start watching how the button reacts. Repeat the buttons in a particular order as they glow and take them upstairs to the room where a man is stitching cloth. To watch the man, you must see through the lock hole of the door next to the cupboard.
- Turn on the Ghost Vision and enter the room to discover the numbers on the wall (271950).
- Go downstairs, close to the telephone hanging on the wall, and turn off the Ghost Vision.
- Dial the number (271950) and select the option “put the handset next to the recorder.” Step upstairs, click on the door next to the cupboard and tap another inside door to escape the Mental Hospital.
Read More: |Chapter 1| |Chapter 2| |Chapter 3|