ESCAPE
FROM 1829.
Explore the asylum or find a way out before they find you.
Explore the asylum or find a way out before they find you.
W A S D Move · walk up and down stairs
MOUSE Look · drag if cursor stays visible
SHIFT Sprint — makes noise
SPACE Jump over small walls and hedges
C / CTRL Crouch — harder to spot
F Toggle torch
TAB / M / N Notebook and explored map
E Inspect, take items and use doors · hold to prise boards or view wall art
H Survival help
ESC / P Pause
Security patrols the wings and pursues on sight.
Deva asylum ghost senses you through walls. Aim your torch at it to slow it down.
Explore the wards, basement and upper rooms. Your current objective offers a direction to explore. If you make no progress for 60 seconds of play, an extra hint appears. Bright gold glows mark notices, keys and staff fittings you can use; the glow clears when you finish with them. Press E to inspect or use them; hold E to inspect wall art and release to return. Your notebook records evidence and deductions, and its map remembers places you explore. Reading pauses the game. Getting outside is only part of the escape. Watch the outdoor patrol and use the pedestrian gate, or find the crowbar beside the water tower stores to open the maintenance wicket. The oil can quiets the pedestrian gate and the water tower hatch. For a view of the escape routes, take the crowbar to the tower hatch in the workshop vestibule, then climb to the lit lookout. The same stairs lead back down. A noisy hatch can draw security into the yard; oil quiets it. Guards investigate nearby gate and tool noises. If caught, you keep your discoveries; keys may be confiscated and can be recovered. Your third capture ends the attempt. You have a five-second head start. The internal layout, characters and escape scenario are fictional.
The 1829 building · Chester