Asylum is a video game written by Andy Southgate in 1995 for RISC OS machines. Formerly supplied by Digital Psychosis, it has since been updated by Jeffrey Lee and made freeware. Jeffrey also wrote the editor Surgeon, with which all these levels have been designed.
Asylum is a platformer, centred around three huge main levels each containing eight portals to eight sub-levels. On these sub- levels, you must find a shutdown switch to get back to the main level. After you have shut down all eight sub-levels, the game is over. There are three 'zones' - the Ego, the Psyche and the Id.
All these levels are sub-levels for either the Psyche or the Id. To install them, drag them into the 'Neurons' sub-directory inside the !Psyche or !Id application inside the game. I'd recommend you make a backup copy of the original game first - not because adding new levels is dangerous, but because there's no way to get back the old ones.
Download a zip file containing all levels listed here (13KB)
What it is: Umm, it's an invisible maze. There are a few visible blocks scattered around to help you, but most of them are of the much-neglected invisible type. There is no gun, meaning that this level can be particularly nasty when you fall into the electricity shooter pit...
Handy hint: There are 3 different routes to the shutdown switch. Only one of them involves going past the shooters.
How to get there: (from player start pos. in brain) Fall down the shaft at the start, and take the pink lift at the bottom up until you see a portal on your left. Take the passage above it, and blow up the right-hand atom bomb (having a gun which generates sparks and/or doesn't always fire straight ahead helps here) and drop down the gap where it used to be. You are next to the portal.
What it is: You start off with a choice of three wind tunnels above your head. To activate one, jump into it, at the same time holding down the 'down' key. This takes a bit of practice, so don't worry if you don't get it right the first time.
Handy hint: One of the tunnels leads to a bonus area, one of them leads to death and the other leads to the shutdown switch. Which one will you choose?
How to get there: (from player start pos. in brain) Fall down the shaft at the start, and take the pink lift at the bottom nearly up to the limit of its height. In the large room at the top, there are two passages off to the right. Take the top one, and walk along the corridor just below the gas canister, jumping over the gap. Jump on top of the corridor marked by the red arrow, to where all the explosives are. Blow these up, and walk to the right where they used to be. You will come to a red arrow. This marks the room with the portal.
What it is: This is the hardest level I designed, and it involves quite a few traps and nasty monsters. You start off with a five-way blitzer - believe me, you'll need it. You must find a way to detonate the atom bomb, so you can access the shutdown switch. (Yep - you do have to retrace your steps!)
Handy hint: There are four stars in the level, not counting monster drops. See if you can unlock all four bonus areas, because the last one is rather special. Oh yes, and watch the electricity when the blocks disappear...
How to get there: (from player start pos. in brain) Shoot the concrete blocks just opposite the start position, and go through them. (Watch the shooters...) Shoot the two blocks opposite the ones you've just destroyed, and go through them. Take the lift in the room you are in up as far as it goes, and walk to the right. After the narrow, long corridor, you are in a room with lots of collectables and platforms. The portal is in here. Take care not to fall down the shaft.
What it is: This is the longest and most structured level on offer, although it is easier than the Unusually Shaped one. It is centred around four rooms (bet you didn't guess!), each with different décor. Also features bonus areas and various neat ideas and/or traps.
Handy hint: In the final room, don't try to shoot all those ball shooters in the corridor. That's what the ember launchers are for.
How to get there: (from player start pos. in brain) Fall down the shaft at the start, and take the pink lift in the middle of the three lifts up as high as it goes. The portal is at the top of the room you are in.
What it is: This is a pretty ordinary level, i.e. there isn't a lot to say about it. The best feature is probably the nice firework display at the start. And the name? 'Up'n'over' is how you get to the shutdown switch.
Handy hint: In the big room at the bottom- left of the level, you shoot to get in, and think to get up. Yes, there is a way, and no, you don't have to activate something else beforehand.
How to get there: (from player start pos. in brain) Fall down the shaft at the start, and walk to the left, along the passage to the left of the three lifts. Follow this to the top of a very long fast lift, and take the pink lift up. There is a teleporter on your right. Activate this, and walk off the ledge you are on to the left. Keep holding down the 'left' key! All going well, you should land on a brown lift on the other side of a platform to an extending platform. Take this up as far as it goes. You are in the room with the portal.
What it is: This was my first level, and it centres mainly around a hidden bonus area. The shutdown switch is actually readily accessible from the start, should you not want to bother. However, for the treasure-hungry, there is a way in, just I'm not going to tell you what it is...
Handy hint: There are at least 2 ways to get stuck on this level, and have to commit suicide to get out. You have been warned.
How to get there: (from player start pos. in brain) Blow up the atom bombs at the start, and go to the right. Climb the wall when you come to it, and continue to the right over the top. Jump down to where the fast 5-way gun is, and follow the winding passage to the left.
What it is: Simplistic to the extreme, when I started designing this level all I did was draw a grid over the playing area, and later remove some walls, add some puzzles, add some traps, secret areas and bonuses, monsters and bonus areas, and hey presto! A working Asylum level. Including debugging time, this level only took an evening.
Handy hint: Want to get all those cups in the sealed-off area near the second teleporter? No problem - just find a way to blast the atom bomb from the other side. (Clue: No pressure.)
How to get there: (from player start pos. in brain) Blow up the atom bombs at the start, and go to the left. Double back along the passage over the top of the start position, and follow this until you come to a fast lift. (You keep doubling back - if you end up next to the 5-way gun, you fell down the shaft at the first turning.) Turn to the left at the top of this, and take the fourteenth lift from the right, immediately to the left of the top of one of the small hillocks. You will emerge in a winding passage. Follow this.