Parsons State Insane Asylum labyrinth

We have a winner.

The **Parsons State Insane Asylum labyrinth** is the collective term for a series of connected locations in Fallout: FROST.

## Overview

Note: The name Parsons State Insane Asylum labyrinth was chosen as a collective term for these areas for the purposes of this Wiki. It does not appear in-game.

Presumably an imaginary location projected into the Survivor's mind by Lorenzo Cabot, the Parsons State Insane Asylym labyrinth is a series of often confusing to navigate and surreal areas, entered by trying to leave Parsons State Insane Asylum through its main entrance using the Parsons Front Door Key.

While the labyrinth itself does not pose a threat to the Survivor, being stuck in it for prolonged amounts of time might due to the generally increased sustenance needs.

Dropping items to the floor as waypoints can help reduce disorientation, but they might not be recoverable.

## Labyrinth maps

### Commonwealth (*ParsonsStateCrazy01*)

This is the player starting area. Despite being named "Commonwealth", it neither has an exit to the outside of Parsons, nor is itself an outside location.

1. Passage to Parsons State Insane Asylum (*ParsonsStateCrazy04*)
2. Passage to Parsons State Insane Asylum (*ParsonsStateCrazy01b*)
3. Door to passages. The drop can not be climbed up back again, and the door will not be visible from the other side.
4. Initial player starting position
5. Passage to Parsons State Insane Asylum (*ParsonsStateCrazy02*)

### Parsons State Insane Asylum (*ParsonsStateCrazy01b*)

Despite being named "Commonwealth", none of the passages actually lead to the outside.

1. Dead end
2. Passage to Commonwealth (*ParsonsStateCrazy01*). Player will be transported to the middle of the cross shaped section of *ParsonsStateCrazy01*
3. Dead end
4. Passage to Commonwealth (*ParsonsStateCrazy01*). Player will be transported to the middle of the cross shaped section of *ParsonsStateCrazy01*

### Parsons State Insane Asylum (*ParsonsStateCrazy02*)

A multistorey location particularly confusing to navigate. Multiple, invisible passages can transport the player around inside the location, or back to Commonwealth (*ParsonsStateCrazy01*).

If in front of 2, players should move up the stairs behind them, take the next left, and then follow the stairs down to find 1 or 4.

1. Unmarked, invisible door to 3. Locked. Requires The Key Is To Let Go key.
2. Nuka Cola vending machines (note bulkhead in background)
3. Bulkhead to Memories (*ParsonsStateCrazy03*). Locked. Requires The Key Is To Let Go key.
4. Unmarked, invisible door to 3. Locked. Requires The Key Is To Let Go key.

### Parsons State Insane Asylum (*ParsonsStateCrazy04*)

1. Player starting location, if entering through passage 1 of Commonwealth (*ParsonsStateCrazy01*). Picture taken right after entering, with player character facing south.
2. Passage to 1
3. Window
4. Tricycle toy
5. Window
6. Door to Parsons State Insane Asylum (*ParsonsStateCrazy05)*
7. Unreachable dummy door behind window

### Parsons State Insane Asylum (*ParsonsStateCrazy05*)

    This location contains the The Key Is To Let Go key.

1. Player starting location, if entering through door 6 of Parsons State Insane Asylum (*ParsonsStateCrazy04)*
2. Door to Commonwealth (*ParsonsStateCrazy01*)

### Memories (*ParsonsStateCrazy03*)

1. Door to The Ending of Things (*ParsonsStateCrazy06)*
2. Player starting location

### The Ending of Things (*ParsonsStateCrazy06*)

Consists of a single large room, thus no map has been created for it.