This is a First person Horror game, originally released on PC, Can be played in VR or without
"In Rise of Insanity, as a doctor of psychology you will explore the darkest recesses of the human mind. Overcome your fear to find the truth behind the tragedy that has befallen your family in this disturbing game experience inspired by the greatest psychological horror movies.
Set in America in the 1970's, the story centres around Dr. Stephen Dowell, a renowned psychologist faced with a difficult patient who shows distinct yet contradictory symptoms of different mental disorders. The life of the doctor himself is also shrouded in mystery – you must step into his shoes to find out the truth.
What terrible fate has befallen your wife and child? Is your new patient, on whom you are testing your experimental treatment methods, somewhat responsible for what happened? Who is to blame? Don’t lose your nerve and overcome your fear." http://redlimbstudio.com/roi.html
Things to Remember
Read all notes fully with , you must collect all notes,drawing, armour and ducks in one sitting, open doors, drawers etc as you go towards a trophy . In the Flying Section 1 do not hit the sides or other birds, During flying section 2 the first part is automated do not touch the controls when you get a bright light and your a bird then take over. If a trophy does pop you will have to replay
Open all openable doors and cupboards (Towards “Explorer” Trophy)
Hallway Upstairs
Toy Car - Cupboard opposite open both doors
Open all draws and cupboards (Towards “Explorer” Trophy )
Magazine - Chest of Drawers 2 draw
Hallway Downstairs
Check and open all drawers and Cupboard (Towards “Explorer” Trophy)
Sheet Music - On piano
Front Room
Note - on left table with lamp in front room
Do not turn the TV off when your wife tells you too! (“Rebel” trophy)
Kitchen
Open all drawers and cupboards
Note - Kitchen Cupboard
Note - Fridge
Wait in Hallway, phone will ring answer the phone."Rebel" Trophy
Doctors Office
Check and open all drawers and Cupboard (Towards “Explorer” Trophy)
Tape Recorder - On desk in front of you
Note - Read note on desk
Note - Cupboard next to the plant
Exit office take door on the left
Room 6
Open all drawers and Cupboards (Towards “Explorer” Trophy)
Note - Bedside table
Exit room head to the lifts
The Lift will take you to the Morgue
Morgue
Duck 2 - After you go through the first door, you will see a small lit area on the left next to some orange doors
Last door on the Right
Train - In sink
Picture - On left hand side
Head back to Lift
Lobby
Note - Doctors Office
Code - Room 6 (629) eye chart
Back to the lift and the Morgue
Morgue
Code - Head to the end door and enter the code 629 you will get a “Eye Check” Trophy
Note - On the Morgue slab
Try to leave turn around see changes in the room and keep trying until you end in a different place
Bird Room
Note - left of cage
Click on the cage to fly the bird with the right joystick just avoid touching the sides of the cave its very straight forward, you will get “Flying school 1” Trophy
At the end of scene pick up the phone
Garden
Continue forward on the path follow around until you see a man and get hit in the head
Key - In the wheelbarrow
Duck 3 - Next to wheelbarrow after you get hit in the head with a shovel on a little swim in between plants
Go back down the path to the green house and use the key to open
Note - On the floor in a drawer by the hook dangling from the ceiling
Note - On the table
Go back outside pick up the phone
Bedroom
Look around the room leave the bedroom and the picture will fall off the wall left hand side, go into what was the front room you will die and end up back in the bedroom repeat x5 for “Masochist” Trophy
Bedroom
Open all drawers and cupboards (Towards “Explorer” Trophy)
Drawing - Chest of Drawers on the left
Sword - Next to the chest of drawers on the floor there is a little chest (towards the “Sir Theodore Dowell” Trophy on other systems this apparently is buggy so hold it for 10 secs to be sure)
Note - Desk by window
Hallway
Picture will drop off the wall read what it says do not go in the room where we die lol
Head down the corridor next to the stairs
Downstairs
Note - in table drawer with lamp on
You can see you need to find fuses and turn the light on in next room
Head through next door
Basement
Shield - Turn right on very end boxes (towards the “Sir Theodore Dowell” Trophy on other systems this apparently is buggy so hold it for 10 secs to be sure)
Duck 4 - Head in room closest to boxes on the right, it is on the gurney /bed
Note - On chair in same room
Follow path around to the board
Magazine - On floor by the notice board
Letter - On notice board
Fuses - Shelving rack at other end of room in a box on bottom
Photo - Fell on floor next to shelves
Return to room with the gurney
“Plumber” Trophy- Look again at the note on the chair then, Head to the pipes turn the top 3x , the right 3x and the bottom 2 x and you will get your trophy
Head up the stairs
Downstairs Fuse room
Fuses - Place the fuses in the fuse box (Towards “Electrician” Trophy)
Open all drawers and cupboards on route (Towards “Explorer” Trophy)
Living room
Note - Bird on the shelving unit
Head to the Kitchen
Tape Recorder- Kitchen Table
Drawing - Fridge
Answer phone in hallway
Morgue
Drawing - In front of you
Toy/Figure - In the Right room pinned to a bed
Photo - Next room on the right
Drawing - in the cot same room
Take the lift to the Lobby/Doctor’s
Open all drawers and cupboards (Towards “Explorer” Trophy)
Lobby/Doctors
Note - Room 6 bedside drawer
Tape Recorder - doctor’s office on desk
Note - On the desk doctor’s office
Head down the stairs where the exit sign is
Registration
Duck 5- Head into the toilets left door. Last cubicle
Toy/figure- In the showers
Photo- Head out and to the door on the right, on the desk
Toy/figure- In drawer on end
The screen will glitch and you will die, then you will be a bird again and must fly through the corridors without getting hit – goes towards next section ( first part is auto played in hospital let it run , its only the bit with cave that’s you really short , your know if you have done correctly you will be at a phone answer) ” Flying School 2” trophy
Garden
Pick up torch on bench
Drawing - Go straight on the path then left on the wooden bridge
Note - Tool shed straight we passed it. On the back shelf
Duct Tape - On other set of shelf's
Head back to camper van
Open all doors of van ( this is where I earned my explorer trophy during one play and in another in the kitchen so just keep opening cupboards and doors) “Explorer” Trophy
Drawing - Open right driver side door of van
Tape - Open left passenger door of van apply tape to wires turn on search light “Electrician” Trophy
Duck 6 - By the back of the van is a well in a bucket next to it is the duck is there
Note - In the Greenhouse on a stone as soon as you walk in
Toy/figure - In a pit as soon as you walk in the Greenhouse
Go to walk outside, Phone rings next section
Living room
Drawing - Living room table
“The Ring” Trophy Turn the TV off walk a little away till you hear it come back on then head back to the tv
Head through the kid’s bedroom white door in the hallway
Bedroom
Duck 7- On shelf as soon as you go in
Book - Other side to where you go in
Drawing - On Desk “The Art Connoisseur “Trophy There are more drawings, so I will continue to mention them as I am not sure why it pops here
Upstairs
Note - You can see on the far corner table by the rumble
Note - Bird head around the other side it is on a table
Tape Recorder - Table at the end of corridor
Answer the phone downstairs
Distorted area
Note - In desk drawer
Note - In Second area next room on the Desk
Helmet - Around the desk (towards the “Sir Theodore Dowell” Trophy on other systems this apparently is buggy so hold it for 10 secs to be sure) “Sir Theodore Dowell” Trophy
Note - In next area on the piano
Note - On the piano chair
Duck 8 - On the wooden walkway “Non- Missable” keep going on wooden path it will block turn around and back again duck will appear
Head through several doors
House
Drawing - On Kitchen Table
Key- Front room behind photos on shelf at end
Duck 9- After you get the key from downstairs behind photos, go upstairs, into Kids bedroom (white door) in chest on floor
Head opposite and try and open door
Note - Go to door at end of corridor on the left bedroom, its on the dressing table
Towel - Get the towel from the wardrobe and head back to the bathroom, hang towel on the rail
Note - next to bath
Leave room
Answer the phone downstairs
Lobby /Doctors
Note - Under picture
Tape Recorder- Room 9 on desk “Attentive listener” Trophy
Turn on projector, check the locked box.
Morgue
Head to the lift, back to the morgue ☹ and run to the end
Light bulb - Last room on the left
Key - Middle room on the left there is a game press button order 2,4,1
Light bulb - As soon as you leave there is a lamp insert the light bulb or you will die
Head up in the lift
Lobby/Doctors
Duck 10 - After you get the key from the morgue, open the chest in room 9 inside the chest
Note - In chest
Try to leave turn around see changes in the room and keep trying until you reach next area
Garden
Bolt cutters - Head to the shed on the shelf then go back to the gate and cut the chain
Follow the path to the lake shore
Duck 11- Left of the boat by a rock
Paddle/oar - lent up against the tree
Note - on the blanket
Get in the boat sail off
Distorted
Note - on top of pile in first area you come too
Note - Second area on blanket
Duck 12 - Behind the 1st fortune telling game in the third area
Note - On tree stump in fourth area
Door appears
Prison
Go along the corridor through the jail doors then turn left by the green fly paper poster through that door
Duck 13 - Prison storage room amongst the boxes on the bottom shelf
Photo - Back of cupboard on shelf
Head through the door in this room turn left end of corridor first door on right
Code - On both tables and look at the notes and click on the radio (Tells you about Morse code and the other how to enter it)
Go to room opposite
Note - on desk
Code - Go to the cupboard and Enter the code – R3, L1, R7 – take the key
Head back to where you walked through the jail door, instead of left go right
Note - Through the door on the left, on desk
Note - On desk
Open the box on wall and flip switch, head around other side
Note - on desk in the integration room
Head back opposite where your jail cell is to answer the phone
Court
Note- Bench in hallway where you start
Note - Inside court on bench 3rd row
Duck 14 - Court Room, Bench at the side of the very front bench
Note - On lawyers table when you get control
Head toward the judge for cut scene trigger
Walk through door and answer the phone
Hospital
Head down the corridor to the first brown door
Note - Top draw desk “Nosey” Trophy
Go to next room and turn on the projector
Duck 15 - After the project film try to leave, turn around and again duck will be on a chair "Duck Tales" Trophy
100 %
Your back in the house, go into the white door, kids bedroom, go back through the door, and along the path your be in the garden head to the gate locked turn back, the gate opens, follow to the end.