Hellboy: Asylum Seeker/Walkthrough

Throughout this FAQ I will use the following conventions:


 * , ,  press the corresponding key.
 * ,  attack with the appropriate weapon.
 *  attack with some other weapon.
 *  press the `use item' key.


 * [HEALTH] a health box/kit whatever item lying about.
 * [AMMO] some ammo for you to pick up.
 * [SAVE] a save point.

I have drawn maps for some areas, near each map should be a legend explaining which character means what. Some common characters are:


 * S = save point
 * H = health
 * # = a door
 * A = ammo

Episode One
After picking up Peter's lighter you are ready to explore the Grave Yard. Walk up the steps and continue until you see a tree. Try  on the gate towards your right and you will find out it is locked. Turn around and enter the small building opposite from where you are standing (press  near the door), now press  near the stone opposite the door - Hellboy will say something like "Hey, that did something.". Exit and walk over to the other small building near the steps, again press the stone inside which will now unlock the gate.

After passing through the gate you will encounter some zombies while exploring the area. Use your  to defeat these and grab the [HEALTH] before walking up the steps to the next area.

After the conversation between Sara and Hellboy you can try  on the door next to Peter - it is locked. Walk over to the grave yard where you will see a magical hourglass, press  near it to discover it is a [SAVE] point (well you could have read that in the manual too).

NOTE: this might be a good moment to try the cheat in section 5.

E1 - Grave Yard
Use the entrance next to the [SAVE] point. You will be attacked by a giant bird. If you don't feel like fighting just  over to the end of the clearing and fetch the key, then  back and exit this area.

If you do kill the bird you will be greeted with another zombie when you enter the grave yard again, but at least you will get a [HEALTH] after killing it. You should probaby [SAVE] again.

Now,  the key to unlock the door next to Peter, then open it with <ACTION>.

Episode Two
When you start Episode Two you should see a torch on either side, <USE> your lighter to light one and pick it up. Next use your <FIST> to punch the two zombies in the room - they are easily defeated, and walk over to the left of the room. There is a stone between the 3rd and 4th `coffins' which you can push with <ACTION> to open the door on the far side of the room. <RUN> to the door before it closes.

In the next room you will find four stones.


 * 1) a triangular one on the left, I shall call that stone 1.
 * 2) a square stone on the right.
 * 3) a roundish stone on the right.
 * 4) a roundish stone on the middle pillar on the left.

You will not need stone 3. Place stone 4 on the left pillar, stone 1 on the middle pillar and stone 2 on the right pillar. (the logic behind this might have to do with the height of each pillar. I am not sure myself - I just tried all combinations until I found the right one).

After placing the stones a bridge will appear toward the other side, cross the bridge and [SAVE].

E2 - Underground Passage
Walking along you will come across a door behind a pit of fire, press <ACTION> near one of the posts on either side of the door to attach a torch to it. Now run back to the save point and grab the torch on the other side of the wall, again use <ACTION> to attach the torch to a post to unlock the door.

Open the next door by pressing <ACTION> near the cross to the right of the door, this turns out to be an elevator.

NOTE: there is also a secret door a bit further along on the left wall, but there is now way to open it right now.

After arriving in the church press <ACTION> to play a tune on the organ and you will find some [AMMO].

When you have talked to the ghost on the other side of the church and opened the door with <ACTION> you will be outside again. Walk towards the camera to be attacked by a monster - as with the bird you don't have to kill it - you can outrun it if you want.

Run along and press <ACTION> to open the wooden gates. To be attacked by yet another monster - you'll be happy to know that this one leaves before you get a chance to fight it.

Follow the path to a mansion, enter it and [SAVE].

E2 - Asylum
_____  _                                              |     | | |                                              |     | |_|         ___                                  |     |      __|   |___        ___   ___   _____   __|     |     /__     __ \      |   |_|   |_|     |_|        |   //   |___|  \ |     |    _  H  _       _   frogs | _||_    ____/ /___   |___| |___| |     | |________|  |  |__      |_| | |  |    _     _       _     _    |  |  |  |         | |__|___| |___| |     | |___| |___|  |  |__|         |______|_   ___  |     |  ___   ___ _|__|                 |   |_|   |_|     |_|   |_|   |                                   |_   _|    H = Herman              _________|#|_______________ S = [SAVE]            |               |           | F = file cabinet      |               |   garden  | M = map               |   Asylum      |           | f = fountain          |               #    /~\    | s = sprinklers        |               |   ( O )   | # = door              |               |    \_/    | _________   |               |           |             |         |___|          _____|_          |             |  |______|             |       |     __  |       +-->  |  \______|             #       |  __|  \_|_       |     \_________#             |      _| |_____/ | |       |               |___    ______|_____|s______|__f| | guard room           |##|                    |_____| | |             _____    _____|##|_____________            |     |  |              |  |  | |            |F    |  |              |  |  # | |    |  |     ____     |  |  |_|            |     |  |    |    |    |  |  | |            |nurse \_|    #    #    |     | | |________#   |    |    #      \|                     |    |    |    |___    | <- library |   |    |    |   |M  | |____|  S|____|   |___| |____|
 * |  |____   _  |   ___   ___  |     |  ___   ___
 * _  |        | | | |  |   |_|   |_|     |_|   |_|   |
 * |                 |    _     _       _     _    |
 * ___|                 |___| |___| |     | |___| |___|

Walk to the area I have labeled `nurse' on the map. A nurse will attack you and take your gun, so you will have to defeat her with your <FIST>. After throwing her out of the window press <ACTION> on the file cabinet a few times to learn that Pavlov was last seen near the library, and that he stole a key. Walk behind the desk and press <ACTION> on it to open a drawer, press <ACTION> again to take the key. Press <ACTION> on the books twice to get a music book.

Now go to the library and have a look at the map. You will notice that there is a secret area behind some of the books, turn around and walk to the nearest books, you should find a book which sticks out from the other books. Press <ACTION> to pull it back and open the secret door, walk into the secret room and you will find Pavlov. However, he is not very helpful right now.

Go to the double doors and unlock them with the key you got from the nurse, you will be attacked by two mad guards, probably best to use your <FIST> to defeat them.

Try the door on your right to find out it is locked. Press <ACTION> on the window next to it to find out it hasn't been cleaned in a while :), press <FIST> to break the glass and press <ACTION> to enter this room.

Gather all the medicines throughout the room and have a look at the charts, also note their colors. (Reprinted here for your convenience).

You will notice there are three patients in the room, and four charts on the wall and you now have five different colour pills in your inventory. So the white pills must be for Pavlov, head to the library to find out. Pavlov will you give you a key.

(now might be a good time to [SAVE] again).

Go back to the room where you got the pills. You can give the other patients their pills now to stop them wandering around, there does not seem to be any other use for it though.

Try the door on the far side of the room to find out it is locked, use the door to the right to enter the garden. Walk over to the other side of the garden, behind the small building you will find a valve or something in a corner (marked "f" on the map). Press <ACTION> on it to activate the fountain, a letter will appear in the water, press <ACTION> on it to take it. <USE> the letter to find out it is probably written with invisible ink.

UPDATE: Lost Johnny was the first to write me on how to read the letter:

"Just <USE> it in front of the fireplace in the first room of the asylum (the room with the save point in it). The heat of the fire will turn the ink visible. Peter's letter reveals how the angel statues have to be adjusted in order to open  the entrance to the underground corridor which leads to the  exit of Episode 2."

Go back inside and enter the door to the guard room. Again use your <FIST> to defeat the mad guard and press <ACTION> on the lever at the end of the room. This will unlock the door towards the next hallway. Go back and open that door, to find yourself in a hallway where you can hear a lot of frogs.

Enter the last door on the left to find Herman, give him his pills to learn about an old man behind the walls. (btw, wash your hands if you take a dump on any of these toilets :).

Enter the last door on the right and you will be attacked by a giant frog creature. <RUN> to the end of the room and press <ACTION> to grab the pipe, now walk under the giant frog and press <ATTACK>. Hellboy will drop the pipe after this, so press <ACTION> again to pick it up from the floor. Repeat until the frog is dead. You are now the proud owner of a useful pipe.

Exit this room and enter the second room on the left. <USE> the pipe on the fan on the back of the room to break it, and press <ACTION> to enter the new hole.

You will find yourself in a room with four pillars on which statues of angels point towards the end of the room.

Leave the far left pillar as it is, and press <ACTION> on the far right pillar to point it towards the right. Press <ACTION> twice on the bottom right pillar and press <ACTION> three times on the bottom left pillar so that all the statues look in a different directions, this should open the door at the top of the room.

Walk towards the end of the corridor, open the door and keep walking. At the next door use the key you got from Pavlov to unlock the door and you will find the old man Herman was talking about.

Episode Three
Exit this room and run through the corridor, try to avoid the hands grabbing you from out the cells. After a while you should walk up some stairs and find yourself in a torture chamber or something, which does not look too stable.

The door on the other side is locked, but you can notice a key hanging from one of the chains. Grab the plate which is on the wall to the right of the axe. On the left of the axe there is a chain which you can reach, press <ACTION> to pull it. Now you can use your <FIST> to punch the two broken pillars at the back of the room. (Punch the left pillar first, while the room is rumbling <RUN> over to the other pillar and punch that). The roof should cave in after a while, walk over to the left of the room to pick up the key which is now lying on the floor.

<USE> the key to unlock the door and press <ACTION> to open it.

Follow the wall towards the right and enter the door opposite the steps, Hellboy will see the same man who walked out of the torture chamber into a tower. Walk along and you will find a [SAVE] point in a corner to the right. Obviously the tower is locked and so is the door opposite from the save point, so go back to the clearing.

E3 - Tower Grounds
Walk along the wall to find another door which leads to a library. You will again see the man from the torture chamber enter a door and locking it behind him. Examine the shelves on Hellboy's right just after entering to find another music book.

Talk to the monks to learn that there should be a key somewhere for the `forbidden library' and that most of the monks have turned evil. If you will look carefully you will see a key lying on top of one of the book shelves in the middle of the room. Back up a bit and you will see there is some sort of hole in the roof. Now walk over to the side of the middle book shelf thing, and press <ACTION>, Hellboy will push the shelves so that it is positioned right under the hole in the roof. When you walk outside you will see a [HEALTH] next to some window on the roof, so there must be some way to get there and get the key too.

Exit the library and follow the wall towards the right, enter the door with the steps in front of it. You will find yourself in an area with a few pigs and a chicken. Talk to the boy sitting next to a door to find out he is hungry. Walk further along and you will come across a kind of pool, press <ACTION> near it to discover there is something floating in the small pool. Walk around the fence to the left to find a bag of delicous pig food, throw it in the water to get a box with a key in it.

Exit this area and walk to the other side of the clearing, and enter the area with the save point. Unlock the door opposite the save point with the box with a key in it, and try to grab the [HEALTH]. You will fall through the floor and be cooked by a boiler of some kind. Run towards the right were you will find a bucket, take it with you to the fire and <USE> the bucket on the water coming out of a pipe to the right of the fire. Grab the [HEALTH] and then press <ACTION> on the pipes to the left of where the fire was to climb over them. Walk along and you will be attacked by a zombie. Defeat it with your <FIST> and grab the head which is lying on the floor next to a beheaded corpse. Follow the corridor and you will enter a room with two tables and an oven. Walk to the other side of the room and get some [HEALTH] on the right and a stale bread on a shelf to the left.

Exit the room and enter the clearing itself, you will notice a number of pillars. Press <ACTION> near a pillar to push it, push the three largest pillars around to create a staircase up to the roof, and press <ACTION> near the smallest one to climb them.

On top of the roof grab the [HEALTH] and press <ACTION> to break the glass and jump through the window. Walk over to the key and press <ACTION> to take it, walk to the other side and press <ACTION> to jump off. You can now <USE> the key to unlock the door in the back of the library. Walk along the corridor and press <ACTION> to talk to the head librarian in the forbidden library, he will not let you in because you are not a monk. <USE> the head on the door and the head librarian will let you in. [SAVE].

E3 - Library
Walk up the stairs and take out the evil monks with your <FIST>, then walk back to the head librarian and talk to him. Swing your <FIST> a few times and the giant monkey will run up to the top of the library. <USE> health if you need it and walk up to the monkey to defeat it with your <FIST>. (Try to push the monkey against the wall while punching and it will not punch you that often).

Grab the cross on the floor and you probably want to [SAVE] again.

Talk to the monks back in the library to learn about the inquisitor.

Exit the room and go back to the hungry boy, give him the stale bread. He does not like it very much, so we should find him some better food. Grab the chicken by pressing <ACTION> near it and go back to the room with the oven. <USE> the chicken on the oven. Go back to the boy and <USE> the chicken on him, he will open a trapdoor right where he was sitting. Press <ACTION> to enter it.

You will come across an evil monk, but he is easily defeated with your <FIST>, or you can just ignore him and <RUN> along. If you walk along you can find some [HEALTH] on the right somewhere, and you will find another evil monk before you walk up the stairs to the church (where you will find some more evil monks). Walk straight ahead and enter the door to find a [SAVE] point and a coffin.

First <USE> the cross on the left side of the coffin, then step into the sun light and <USE> the shiny plate from the torture chamber. You will assume the mantle of the Rara Avis, which just means you get a nice mystic sword. [SAVE] before you leave.

E3 - Sacristy
You will be attacked by the inquisitor, who turns into some kind of worm or dragon. Avoid touching the spikes and the fire in the middle of the room, and use the sword to <ATTACK> when he's coming out of one of the holes.

Leave the church through the door you have not been through yet and <RUN> to the door to leave the church grounds (or you can kill the evil monks if you want). You will be back at the area with the pigs and the boy-who-is-not-hungry-anymore.

Walk over to the tower grounds and [SAVE]. After saving your game, if you walk a bit further you will be attacked by one of the bizarre statues in front of the tower. After you kill it you will be attacked by the other statue.

The best strategy here is to <RUN> towards the small building and then pass between the wall and the tree near there. The creatures will not be able to follow you, so you can turn around and <ATTACK> them with your sword even though they cannot attack you.

Enter the tower and grab the [HEALTH] on Hellboy's left. Walk to the end of the room and press <ACTION> to pull the lever to take an elevator to the next floor.

Here you will find a puzzle in the form of 7 levers scattered about some strange platforms. First pull the 2 levers on the ground. Now walk up the steps and pull the lever on that platform. This will raise the platform so you can walk down the stairs again and pull the lever on the other platform. Repeat this once more to rotate the final platform, then go back up the stairs and repeat the process until you are back on the ground near the elevator again. Pull the two levers on the ground again (in the right order), and walk up the stairs to repeat the process until you reach the final platform.

After you pull the lever on the last platform it will take you to the tower roof, where your game will be saved automatically.

E3 - Tower Roof
Walk up to the monster and <ATTACK> it with your sword. Just ignore his punches and whatnot and <USE> some health when you have to.

After killing the creature Hellboy will catch the amulet and be transported back to the present.

Episode Four
Take your gun before you leave the room. Follow the corridors to the room with the statues. Carefully walk around the statues so that they cannot see you (they will come to life and attack you with their axe if they do). Leave the room to go back to the asylum.

Back at the asylum you can climb through the window again, and this time grab some red pills and [SAVE].

E4 - Asylum Recreation Room
Climb out of the window again and walk towards the garden, before going out you will find Herman sitting on a bench. Press <ACTION> to talk to him, and <USE> the red pills on him after that. Take the key and go outside.

If you try to turn the valves you will find out there is no water. Walk to the gates and press <ACTION> to open them (they were locked in Episode Two). Walk along and use the key you got from Herman to unlock the door. Enter, and press <ACTION> to pull the lever next to the desk. Leave the room and go back to the garden. The lever you pulled has unlocked the small building, so enter it.

In the building, you will see three control panels of some kind, and a blood stained table. On either side of this table is a button, first press the one left of the table, then press the other one. Walk over to the control panels and press <ACTION> near the left one, Hellboy will read "System Ready". Then press <ACTION> near the middle panel and Hellboy will be captured by two mad scientists or something. Walk over to the last panel and press <ACTION> to summon an elevator, enter it.

Just ignore the switches and whatnot for now, and walk right up to a door. If you try to open it Hellboy will say the water pressure is too high. To fix the water supply for the fountain and sprinklers adjust the switches in this room. Make sure all cylinders are `up'. Also turn the red valve thing next to the first switch just in case. Now, find your way back to the garden and open the valves to turn on the fountain and the sprinklers.

Now you will be able to open the door downstairs. After you enter that door you will find yourself in some kind of pipe, follow it and you will come across a bridge which you cannot lower from this side.

Walk along to the right, open the door and walk straight ahead to the next door. Enter it and you will be attacked by a 3 legged monster, just <RUN> around it and [SAVE].

E4 - Sewers
For the rest of this Episode I will refer to the map below:

___              ___| __|    S =[SAVE], A =Ammo, #= Door, H= Health |  MB| |_  _|      L = little guy trapped in force field |c|       X = Just don't jump in here, ok? | |       W = Wheel you cannot pass |#|      MB = mother bug | |____   3 = large 3 legged creatures \____ \   c = small annoying bug-like creatures | |  B = Bridge _____| |_____              |             |           ____|  :^^   ^^:  |______          /  __     hole      ____  \ | | |  :..   ..:  |    | |          | |  |_____   _____|    | |   ________          | |________| |_____     | |__|      L | | ________   ___  \    \____#___   __|          | |________| |   | |          ___|#|____          \__________  |   | |_        |H  3      | _______| |  \__A|       |_____ 3 __| / _______/                 __  | |  ___________| |   ________________     / A| |W| / ___   ___  |  /  ______   ___  \____| |  | | | |   | |   | |  | |      | |   |  ____  |  |#| | |___| |   | |__| |______| |_  | |    | |  | | \_____  |   \__________   __  \ | |____| |__| |__       | |___           | |  |A| |  ____________  \ \___ \          | |______| |            | |           |c|          \__________/    |#|     |#|    ____ | | ___                     |B|_____| |___|    | |#|_|H |                    |  ___#__ __#_  3 S|           |_      | <---+              |#|      X    |____| |    |     |              | |___             |___S_|     |              \___  \ |                 | |         elevator room --+                  |#| First locate "MB" on the map and go there. While you are running through the sewers you will be constantly attacked by annoying little bugs, you cannot kill them so just <RUN> along and ignore them.

When you arrive you will see a huge ugly bug-like creature giving birth to the annoying little bugs. Notice that she raises her head when she spits out a baby. Walk over to the head and wait for her to raise it. Use your <FIST> on the baby bugs which swarm around you but always stay pointed at the head so you can <RUN> underneath it once she raises her head. Press <ACTION> on the old equipment to activate it, which kills the mother bug.

Now locate the little guy on the map and go to that room. Walk over to the left switch and press it seven times to line up the holes in the three discs. You should now have power on the second switch, press it three times to line it up with the bar above it. Now walk back to the first switch and press it seven times to line it up with the second disc and the bar above it. Walk over to the third switch and press it three times. The bar should now fall into the holes in the discs and release the little guy.

Exit the room through the door you have not been through yet, and grab the [HEALTH] if you think you need it. Walk towards the spinning weel (marked W on the map), avoid the creatures and press <ACTION> near the opened plate to stop the wheel from spinning. Pass under it and follow the map to the elevator room.

(if you have not killed the mother bug the creatures marked "c" on the map will not let you pass and you will not be able to reach the elevator room).

Press the switch and grab the [HEALTH] before you [SAVE].

E4 - Elevator Room
Leave the elevator room and walk back to the bridge. The little guy will crawl out of the vents and lower the bridge for you. Walk over to the other side and open the door. Now <RUN> along the corridors, and avoid the electric sparks by hiding in the spaces in the walls.

After a while you should reach the elevator (the elevator switch here does not work, which is why you needed to go to the elevator room to raise the elevator).

Walk along and press <ACTION> to pick up the big wrench at the end of the room. Now go back to the first save point in the sewers (the one with the annoying 3 legged creature in the room), after you have saved leave the room and have a look at the green pipe which is marked "X" on the map. Press <USE> to throw the wrench in the pipe, after throwing the wrench in it is safe to press <ACTION> a few times to make Hellboy jump into the pipe.

Open the door ahead (the one on the right is locked) and walk along to find Sara, or is it Kalin?

Avoid Kalin's blasts and after he has teleported a few times he should stay where he is long enough to fight him with your <FIST>. You should not have any trouble killing him this way. Grab his staff in the middle of the room before leaving the room. (don't forget to press <ATTACK> to try the staff, you will notice it will need a little time to recharge after each blast).

Hellboy will unlock the door to the right, which is Episode Five.

Episode Five
Run along the corridors and shoot the three legged creatures with the staff, after a while you should be back outside the asylum. Walk over to the other side of the grounds to a gate which was locked earlier. Open it and shoot any zombies you encounter, continue to a clearing. Press <ACTION> near the fence to take the sheet music lying there, and turn around to discover a [SAVE] point in a corner.

UPDATE: MailMaster C. wrote me about this part, there was a bug in his version of the game:

"I am in the Town of Zombies, I have to find the sheet music paper to pick up the amulet. You say to press ACTION near the fence, but there is no sheet music paper."

Luckily, there seems to be a workaround:

"I eventually managed to find the sheet music near the fence. It was invisible, I had to check every millimeter of the fence, and I found it in the corner, near the wall, on the opposite side of the SAVE POINT."

E5 - Town
Continue to the next clearing to find some [HEALTH] and another zombie, this one cannot be killed with the staff. So keep hitting him with your <FIST> and he will not have any opportunity to hit back. Enter the huge door with the crosses on either side after killing the zombie.

You will now be back in the Underground Passage of Episode Two. Follow it back to the place where you found four stones to put on three pillars, there is a [HEALTH] there now. However the door there will not open, so get back to the elevator which leads up to the church. In the church <USE> the sheet music on the organ, and press <ACTION> near the door which just opened to take the amulet.

Walk to the back of the church and open the door, you will be outside again. Follow the path and open the wooden doors at the end. You will be attacked by another demonic creature which looks familiar. Press <RUN> while walking backwards to avoid being hit by the creature while still being able to shoot at it with the staff. You should be able to kill it fairly easily using the method described above.

You can now walk back to the asylum, but it is still locked, so enter the zombie town again. On one of the trees is a note written by Peter (it might have been there the first time too, I'm not sure), read it by pressing <ACTION> near it and then continue until you reach the Underground Passage again. (you might want to save along the way).

Follow the passage and Hellboy will jump into a portal.

Episode Six
Judging from the horns which grew back, you are in Hell. Follow the path to the first talon. Closely watch the cycle in which it hammers on the ground (it hammers twice, waits a short while, hammers again, waits a bit longer, and then it starts over). <RUN> underneath the talon when it is safe, and <RUN> along to the left. You will encounter a creature from hell which looks remarkebly similar to the zombies which you have seen before, so use your <FIST> do defeat it. Select the staff and press <ACTION> to insert it in the pentagram on the floor. This will paralise the first talon and allow you to move along the path. Repeat this for the next three talons. (the cycle for when a talon hammers and when it waits is different for each of them, so watch closely, also watch the smaller tentacles closely and you will be able to <RUN> by them without being harmed).

When you have paralised all legs you will be able to reach Sara. Walk over to her to end the game.