Don't Escape 3
Waking up with a pounding headache stinks. Waking up with a pounding headache in a starship's airlock and discovering everyone else is dead? You must be in one of ScriptWelder's fantastically creepy anti-escape games! Investigate the ship and discover the truth, but you're working on borrowed time, and you may not be alone.
Read More35 Comments
Decontamination, The Truth, and Lost in Space Walkthrough
Click the console on the right side of the airlock.
Click Restore Safety Protocols
Click Abort Ejection
Click Open Interior
Exit the airlock
Pick up PADD and check Status, then close it.
Proceed left, then enter the lab.
Collect Antibiotics from the first aid kit, the flask on the work bench, and the log under the table.
Analyze the Antibiotic, then leave the lab.
Proceed Right and enter the bridge.
Pick up fuse on the lower right of the bridge screen, click the left most console to receive a message, then the console in the middle of the room. Click Access Mission orders. Turn off the padd, and exit the bridge.
Collect the plasma torch torch.
Continue left until you reach the lab door.
Open the fusebox and use the fuse on it.
Proceed right to the door labled Quarters and enter.
Remove the knife from the corpse, use the flask on the blood near it, then access the food dispenser. Take the alcohol. Enter the door to the left.
Open the cabinet and take the detergent. Exit the bathroom, and head right.
Collect the Workshop Blueprints, Torch fuel, and some leaves from the hydroponic garden. Exit the room.
Move right to the bridge door and use the Knife on the grate. Collect the key.
Move left to the lab and enter it.
Use the key on the locker, then collect the glasses and the acid.
Analyze Blood, leaves, detergent, acid, and alcohol.
Use Blood, Leaves, and antibiotic on the centrifuge, then begin mixxing. Use the flask on the centrifuge to collect the result.
Leave the lab, and click on the door to engineering. Click the small yellow square in the center of the door.
Use the protective glasses on yourself, (if you haven't already) combine the plasma torch with it's fuel. Click the torch, and trace the yellow line until the panel comes free. Pull the switch.
Enter the door, collect the keycard, then return to the airlock.
Use the keycard on the space suit case, and use it on yourself.
Click the panel on the right of the airlock, then Close interior door, decompression, open exterior. Close the interface, then click the now open door.
Click the panel with the yellow triangle on it, and then click the rope underneath it. Then click the debris field.
Click the middle piece of debris to uncover a crystal. Collect it, and return to the airlock.
Cycle the airlock, by clicking the panel, then close exterior door, then restore pressure, then open interior door.
Move right to the escape pod door, use the keycard on it panel near it, and enter the escape pod. Collect the toolbox, then return to engineering.
Put your space suit back on, and head left into the vapors. Enter the life support room.
Use the blueprint disk on the workshop, then the chemical mixture on the fire circuit access point. Click on the life support control console. Click Activate auxiliary life support, then Fire Sprinkler matinence. Click Isolation Ward.
Click the workshop and make a portable igniter, and a Datapad mark 2 processor. Combine the processor with your padd when it is complete. Exit back to the hallway with the dead crewman. Use your newly upgraded padd to check the security feed. Click the right panel twice, and the circular panel twice and obtain the first digit of the passcode. (Note - this code appears to change game to game). Proceed to the lab. (At your option, you can repair the fans, but it is, on the whole, unnecessary.)
Enter the isolation ward, collect the explosives from the locker, the log on the floor and obtain the second digit of the code by watching the dr's fate on security (Click the Doctor, then the killer).
Return to the lab, grab another bottle of antibiotics from the first aid kit, then return to the downed welder outside quarters. Watch his fate on security to pick up digit number 3 (click on the second tank, then the welder).
Enter quarters, then complete the code by watching the security one last time (Click the man to proceed).
Proceed right, get some more leaves, then click on the panel beside the door, and key in your code.
Enter the bunk room, click the suit twice, then pick up the captain's key card. Head up to the bridge and use the center console to Deactivate safety protocols and pick up the last log.
Return to the lab. Combine Antibiotics, Leaves, and Alcohol. Use this mixture on the explosives, then combine it with the igniter.
Return to the ship's power code by engineering, and attach the bomb to it. Detonate with your padd.
I would really like to play this game, I was so excited when I saw this posted.
Unfortunately, every time I enter the lab I become trapped in there. I've tried restarting, clearing my cookies, and on a different browser. No joy. To complete this game you need to be able to enter and leave the lab at least once at the beginning, and I am not able to do that.
Also, when I put things in the centrifuge, when I chose the option to remove everything from the centrifuge, those ingredients simply disappear rather than returning to my inventory. Not awesome when I'm trapped in a room and cant re-collect anything from the rest of the ship.
I hope these issues are looked at soon, as I said, I'm excited to play this game. I hope that soon I'm able to.
Excellent game. Don't escape seems to be shifting through various horror tropes. Can't wait for the next one if ever.
Although...
I'm not too happy you had to kill yourself for the best ending. But I suppose it's why the game is still called "DON'T ESCAPE" and the clue for what you had to do ultimately.
You can drop the contamination level at the end of the game:
Toss the crystal you coughed up into the crystals in the isolation room. There are hidden crystals.
One is outside. Enter the airlock, decompress, open the outside door and go outside. Once you get outside, open the tether panel and attach the tether, then go to the wreckage. Click on panels and you can find another crystal. Tossing this crystal and the crystal you coughed up brought the contamination level down to 40%, implying there are more hidden crystals I've left to find.
I've found one, there should be two more?
Oh No!
Someone on the ship is contaminated and killing everyone who could it be? *looks at title*
Great game in seriousness, puzzles were intuitive, music was suspenseful, had a blast even if the "twist" is less of an out-of-the-blue surprise and more like a toddler-hiding-behind-the-curtains surprise.
On Windows 7 and Chrome. Game runs perfectly fine for me. Not sure why.
Back to the game, I feel like it's not as good as the previous games. The plot is a lot weaker, as there wasn't an obvious goal or direction, compared to the other two games, where you at least had a grasp of what you should be doing ("don't escape").
At one point in the game, the only thing stopping me from using the escape pod was the central theme of the game. Only by checking the comments here did I realise the next step was
using the security cameras on each dead crew member
, which wasn't particularly intuitive in my opinion, and could have done much better by dropping some hints. Making the protagonist seem like he cares, for one.
Furthermore, the workshop items were rather vague, but maybe it was intended? I still don't know if most items are useless or have some obscure use.
Lastly, the time management wasn't done as well as the 2nd game, since I had plenty of time to spare despite making a handful of mistakes. Ditching it altogether for something else might have been better (easier said than done, I know).
Anyway, that's my 2 cents. Really expected more from Script Welder.
I found this a very enjoyable game. Difficulty was about right - it took me about 7-8 plays to get all of the achievements without help. Ironically the part where I was stuck longest was that I didn't realize I had to
flip the switch in the dark room.
The horror was well done too - the room with the flickering light creeped me out every time I had to go through it.
The only part I thought unintuitive was the order of the achievements. Wouldn't humanity finding out what happened be the best solution, in case this problem was ever encountered again? The decompression achievement was the last one I found, incidentally.
Never noticed any lag either, but I do use adblockers. As a balance between making sure game sites are paid and stopping ad problems, I'll suggest my approach. I use adblock but not the block lists. I just block ad sources for ads that are annoying, offensive, or problematic as I come upon them. If more people allowed benign ads while blocking irritating ones, I think the ad makers would respons and we's all see fewer bad ads.
I'm having a terrible time with the Hull Breach achievement. I almost wonder if I've somehow locked myself out of getting it. I've tried
tossing both crystals into the lab and blowing it up, but from there my only option is to wait for the escape pod to be rescued, which doesn't seem to do the trick.
A couple things to consider regarding the various endings:
From the second you wake up in the airlock, you're dead. There is no cure. The only real question is "Can I stop this thing from killing even more people?"
If you simply Decompress, the Warsaw arrives and they all die.
If you use the Escape Pod, you are "rescued" by the Warsaw at which point they (and you) all die.
If you trigger a Hull Breach, the wreckage is taken to a secret base to study. Given how infectious the crystal is, it's a pretty safe bet that in studying/recreating/finding more of it, many more people will die.
The Lost in Space combined with the Decontamination ending is the only one that eliminates all possibility of immediate further contamination and forestalls the possibility of others researching/seeking the crystals.
Leave a comment [top of page]
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Decontamination, The Truth, and Lost in Space Walkthrough
Click the console on the right side of the airlock.
Click Restore Safety Protocols
Click Abort Ejection
Click Open Interior
Exit the airlock
Pick up PADD and check Status, then close it.
Proceed left, then enter the lab.
Collect Antibiotics from the first aid kit, the flask on the work bench, and the log under the table.
Analyze the Antibiotic, then leave the lab.
Proceed Right and enter the bridge.
Pick up fuse on the lower right of the bridge screen, click the left most console to receive a message, then the console in the middle of the room. Click Access Mission orders. Turn off the padd, and exit the bridge.
Collect the plasma torch torch.
Continue left until you reach the lab door.
Open the fusebox and use the fuse on it.
Proceed right to the door labled Quarters and enter.
Remove the knife from the corpse, use the flask on the blood near it, then access the food dispenser. Take the alcohol. Enter the door to the left.
Open the cabinet and take the detergent. Exit the bathroom, and head right.
Collect the Workshop Blueprints, Torch fuel, and some leaves from the hydroponic garden. Exit the room.
Move right to the bridge door and use the Knife on the grate. Collect the key.
Move left to the lab and enter it.
Use the key on the locker, then collect the glasses and the acid.
Analyze Blood, leaves, detergent, acid, and alcohol.
Use Blood, Leaves, and antibiotic on the centrifuge, then begin mixxing. Use the flask on the centrifuge to collect the result.
Leave the lab, and click on the door to engineering. Click the small yellow square in the center of the door.
Use the protective glasses on yourself, (if you haven't already) combine the plasma torch with it's fuel. Click the torch, and trace the yellow line until the panel comes free. Pull the switch.
Enter the door, collect the keycard, then return to the airlock.
Use the keycard on the space suit case, and use it on yourself.
Click the panel on the right of the airlock, then Close interior door, decompression, open exterior. Close the interface, then click the now open door.
Click the panel with the yellow triangle on it, and then click the rope underneath it. Then click the debris field.
Click the middle piece of debris to uncover a crystal. Collect it, and return to the airlock.
Cycle the airlock, by clicking the panel, then close exterior door, then restore pressure, then open interior door.
Move right to the escape pod door, use the keycard on it panel near it, and enter the escape pod. Collect the toolbox, then return to engineering.
Put your space suit back on, and head left into the vapors. Enter the life support room.
Use the blueprint disk on the workshop, then the chemical mixture on the fire circuit access point. Click on the life support control console. Click Activate auxiliary life support, then Fire Sprinkler matinence. Click Isolation Ward.
Click the workshop and make a portable igniter, and a Datapad mark 2 processor. Combine the processor with your padd when it is complete. Exit back to the hallway with the dead crewman. Use your newly upgraded padd to check the security feed. Click the right panel twice, and the circular panel twice and obtain the first digit of the passcode. (Note - this code appears to change game to game). Proceed to the lab. (At your option, you can repair the fans, but it is, on the whole, unnecessary.)
Enter the isolation ward, collect the explosives from the locker, the log on the floor and obtain the second digit of the code by watching the dr's fate on security (Click the Doctor, then the killer).
Return to the lab, grab another bottle of antibiotics from the first aid kit, then return to the downed welder outside quarters. Watch his fate on security to pick up digit number 3 (click on the second tank, then the welder).
Enter quarters, then complete the code by watching the security one last time (Click the man to proceed).
Proceed right, get some more leaves, then click on the panel beside the door, and key in your code.
Enter the bunk room, click the suit twice, then pick up the captain's key card. Head up to the bridge and use the center console to Deactivate safety protocols and pick up the last log.
Return to the lab. Combine Antibiotics, Leaves, and Alcohol. Use this mixture on the explosives, then combine it with the igniter.
Return to the ship's power code by engineering, and attach the bomb to it. Detonate with your padd.
Posted by: mew4ever23 | July 25, 2015 2:21 PM
Other Achievements:
Spaced:
Don't abort the ejection at the start of the game.
Escape Pod
At any point after you have the blue key card, use the escape pod.
Hull Breach
Set the bomb off in the isolation ward instead of at the ship's power core.
Posted by: mew4ever23 | July 25, 2015 3:22 PM