Escape Series #5: The Freezer
Hey, who turned down the thermostat? Shawn Tanner's challenging plot-less escape series is back, and this time you're stuck in a freezer. Examine every inch of your prison and try to find a way out before you get too cold.
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Walkthrough!
Oh Christ, oh Christ, it's cold in here. I gotta get out... hm, that little notice by the door talks about hypothermia. Guess I'd better get out before I get too cold. Might as well look around.
To the right, some crates. There's something written on that one: "Add the mild to the extreme"... well, the temperatures for mild and extreme hypothermia are 35 and 20, which add to 55. Converting to Fahrenheit, that's 131 degrees. And 131 is the code, and I scored a screwdriver! Might also want to grab that rag, and the blue thing between two crates there. A jumper? Huh.
To the right again, and I see some bags and some shelves. A beaker, another jumper, and some ethanol. What's that vent? I'll unscrew it, and what do you know, a report on Compound U97, by an organization called ICAMP. That can't have been their real name. It says something about combining ethanol with copper and zinc... where can I find those?
Oh, look there's something on the floor right beneath me. A brass key and a silver key... let's hope that brass key doesn't unlock anything important, because I'm mixing it and some ethanol in the beaker to create some U97! Not particularly useful because the temperature is apparently not sub-zero, but I'll hang on to it.
Right one more time, and pick up a third jumper next to that ice block. Something written under that hatch? A note from someone named Dave. Three jumpers, huh. Maybe I'll hang the rag on that empty hook and douse it in ethanol as long as I'm here, just to make it flammable.
Time to work that circuit board (after unscrewing the cover, of course). I see how this works, the red points can be bridged. I think I need to get power to all three of the fan leads on the right to get the fan moving. One per jumper... bingo, I turned the switch on and the fan works now! And there's a loose electrical wire caught in the fan! Might as well nick it, it might be useful.
Right one more time, and I'm back at the door. Maybe if I turn the light off? Where's that light coming from, anyways? Look up, and oh! I'll just unscrew that to reveal... one of the lights is busted. I don't think anybody'll mind if I add my own electrical wire to the loose ones. I'm glad I turned the lights off before or I'd be shocked.
Now, I turn the lights back on, face the fans, and carefully hold up the sparking wire to the flammable rag on the hook. And bingo, the thermostat's accessible now! Better act now and turn the temperature up before I freeze to death. Okay, done. That's a bit more bearable, but not much.
The block's melted now, so I can nap that keycard and use it to open the door to my freed... d'oh! Just a thermal suit, nothing usable. Oh well, I should be able to survive setting the thermostat to sub-zero now. Done. Wow, it still feels cold, even with the suit on.
My U97 turned green and acidic, to boot! Looks like it's time to put it to use by melting away the latches on that hatch on the ground. One! Two! Three! Four! And the hatch can be opened! FREEDOM! PRECIOUS FREEDOM!
...Ow, I think I broke something! Couldn't they have at least put a ladder beneath that hatch?
Broken on Ubuntu Linux 10.04 with both Firefox 3.6.3 and Chrome 5, Flash 10.0 r45. All the scene-change targets on the first screen (up, down, left, right, and the paper on the wall) are inactive, covered by blue rectangles with X's.
But it works okay on WinXP with Chrome 5 and the same Flash level.
[This issue should be fixed now. -Jay]
*whew*, no help needed for me on this one.
Normally, red herrings in an adventure-style game, even a room escape one, are seen as contemptibly cheap ways to pad out the game by giving you more possible combinations that don't work or give you one more option to try on everything, but this one's so short and self-contained that they don't distract much. My only hint for this one isn't to focus on the stuff you pick up, but the stuff that's in front of you.
Also, this is one of those games where you can look at the ceiling or the floor, but it isn't easily apparent that you can do so.
jonc,
... no? You're adding mild (35) to extreme (20) which is 55 C. Converted into F that's 131 F.
http://lancaster.unl.edu/food/ciq-celsius.shtml
You're converting before you should. :) Honest mistake.
Celsius and Fahrenheit have different scales and starting points, trying to convert early will mess this up.
We're using 0 Celsius or 32 Fahrenheit as the base for the addition. If we were truly adding them together we would use absolute zero, but that's a bit complicated. So, if you add the Fahrenheits, you have to add their distances from 32 and then add 32 to get the proper result if you wish to use 0 C as your base.
95 - 32 = 63
68 - 32 = 36
63 + 36 = 99 total distance from 32 F or 0 C
99 + 32 = 131 F
Pretty much, it was using a base of 0 Celsius. When you added your Fahrenheit together you were using a base of 0 Fahrenheit, skewing your answer by 32 degrees.
You may want to reconsider using the tag "macwinlinux" for this game: I confirm what Stephen said, it just doesn't work on Linux.
I find it frustrating and unnerving: I like Afroninja's escape games, because the usually make sense (which is far from being the case of most escape games really), and now I'm deprived of playing this one because of Adobe's lousy Linux port of Flash player.
Whyyyyyyyyyyy?
[This issue should be fixed now. Thank you, Schmorgluck, for helping to fix this in the IRC channel! :D -Jay]
AAAH!!
That game is sooooo hard! I finished in 25 mins!!!!!:O If your looking for brass key in the room with the bags at the bottom of the screen one of those arrows will appear click on it and the brass key is there. When you make the green stuff (brass key+mediciney stuff)you have to make the room cold. Then burn it on that weird trap doorey thing.
Fun game, but lame that it was impossible to look up without turning off the light. It's always my complaint with escape games; nothing makes sense. I tried to look at the ceiling and ended up looking at the walkthrough because you have to turn the lights off first. I assumed there was nothing there when it didn't let me look.
Escape #5: The Freezer Walkthrough: (non-narrative)
A quick note for those who, like me, are not so good with the chemistry:
Ethanol is flammable.
Now, on to the game.
You start facing a door. Notice that the door needs a keycard to unlock it. On the wall to the left of the door is a light switch. On the wall to the right of the door is a piece of paper hanging on the wall. Zoom in on the paper and learn about hypothermia. Oh dear. Maybe you should write down these temperatures for future reference. Back up from the paper.
Look down, and take the brass key. (You can take the silver key too, but it's a red herring.) Notice the trapdoor in the floor, which is secured by metal latches.
Now look back up at the door and turn right.
You're facing a bunch of boxes. Take the blue rag on top of one of the boxes. Between the two biggest boxes on the floor is a rectangular jumper. Take that as well.
On one of the boxes is a keypad. Zoom in on it. I bet that writing's a clue for the code to this keypad. Where have we seen the words "mild" and "extreme" before?
Remember those temperatures form the paper by the door? Add the mild temp (35) to the extreme temp (20) to get 55 degrees Celsius. Then, using your mad Google skillz, convert that to Fahrenheit.
131
Enter that into the keypad and get the screwdriver.
Back up from the keypad and turn right.
You're now facing some shelves to the right, and some bags to the left. On top of one of the bags to the left is another jumper. Take it. Take the ethanol and beaker from the shelves. Now go right.
You see two fans, two striped panels, and a big block of ice. To the left of the big block of ice is a third jumper. Take it.
How to do those darn circuits:
Under the right stripey panel is a note. Read it to find out how to get that other fan going. Back up, then zoom in on the right panel. Use the screwdriver to open the panel up. CIRCUITS.
The first thing to notice is the little fan picture to the bottom right of the circuit board. It seems to be pointing to three different lines on the circuit board. If you follow those green lines, you'll find gaps, marked by tiny red squares, that need to be bridged.
Follow those three lines from their starting points until you find the gaps. Use the three rectangular jumpers you found to close the gaps. After you've done that, flick the switch to the top left to turn on the fan.
For specifically where to put the jumpers:
See the middle gray line to the right of the circuit board? There's a gap just to the left of it. Put a jumper there.
On the right side of the circuit board, there is a boxed-in area with the letters DSP in it. Above that box and slightly to the left is a gap that goes diagonally. You want to put the jumper on the gap right ABOVE that diagonal gap, so that the jumper is facing up and down.
Near the upper part of the circuit board is a boxed-in area with G-5 right next to it. Put a jumper on the gap on the right side of that boxed-in area.
The right fan should now be on. Take the wire dangling from it. Turn right to face the door again.
Look up. Use the screwdriver to take the cover off the light. Notice the sparking wire. Look back down at the door.
Turn the light off using the switch by the door. Look back up at the light, then attach the wire you got from the fan to the loose wire in the light fixture. Now look back down and turn on the light again. You now have a dangling, flashing wire. Annoying, isn't it? Kinda makes you want to set something on fire, doesn't it? Turn left so you see the fans again.
Right in the middle of the wall is a panel covered in ice, and right under that panel is a hook. Hang the rag on that hook. Now use the ethanol on the rag. Next (and DO NOT try this at home, kids) pick up the hanging wire and hold it up to the ethanol-soaked rag. Fire! Wait for it to go out, then zoom in on the now-ice-free panel.
Hypothermia doesn't sound too fun, so let's set the temperature to "chilled", and don't forget to hit the red "apply change" button. Step back from the panel.
That big block of ice should be melted since you turned up the temperature. Take the keycard, then turn right to the door. Use the keycard to open the door, then put on the thermal suit. Warmth! You can now take as much time as you like escaping without worrying about that pesky frostbite. But how do you get out, if not through that door?
Go right twice.
You should be facing the wall with the bags and the shelves. Near the bottom of the wall is a long vent. Zoom in on the vent, then use the screwdriver to open it up. Let's do some reading, shall we?
Hm. It seems you can make some acid (good for melting metal) with just a few household ingredients. Namely: ethanol, brass, and some good old-fashioned sub-zero temperatures. Hey! You have all three of those!
Put some ethanol into the beaker. Then put the brass key into the beaker as well. You now have a beaker of Compound U97. But it's not quite acidic enough yet.
Go to the temperature-control panel on the wall with the fans. Set the temperature to "sub-zero" and hit the "apply change" button. Your Compound U97 is now acidic and ready for metal-melting.
But what to melt?
Go to the trapdoor in the floor. Use the beaker of U97 on the latches. Click the trapdoor to open it.
Congratulations! You're out!
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Walkthrough Guide
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Walkthrough!
Oh Christ, oh Christ, it's cold in here. I gotta get out... hm, that little notice by the door talks about hypothermia. Guess I'd better get out before I get too cold. Might as well look around.
To the right, some crates. There's something written on that one: "Add the mild to the extreme"... well, the temperatures for mild and extreme hypothermia are 35 and 20, which add to 55. Converting to Fahrenheit, that's 131 degrees. And 131 is the code, and I scored a screwdriver! Might also want to grab that rag, and the blue thing between two crates there. A jumper? Huh.
To the right again, and I see some bags and some shelves. A beaker, another jumper, and some ethanol. What's that vent? I'll unscrew it, and what do you know, a report on Compound U97, by an organization called ICAMP. That can't have been their real name. It says something about combining ethanol with copper and zinc... where can I find those?
Oh, look there's something on the floor right beneath me. A brass key and a silver key... let's hope that brass key doesn't unlock anything important, because I'm mixing it and some ethanol in the beaker to create some U97! Not particularly useful because the temperature is apparently not sub-zero, but I'll hang on to it.
Right one more time, and pick up a third jumper next to that ice block. Something written under that hatch? A note from someone named Dave. Three jumpers, huh. Maybe I'll hang the rag on that empty hook and douse it in ethanol as long as I'm here, just to make it flammable.
Time to work that circuit board (after unscrewing the cover, of course). I see how this works, the red points can be bridged. I think I need to get power to all three of the fan leads on the right to get the fan moving. One per jumper... bingo, I turned the switch on and the fan works now! And there's a loose electrical wire caught in the fan! Might as well nick it, it might be useful.
Right one more time, and I'm back at the door. Maybe if I turn the light off? Where's that light coming from, anyways? Look up, and oh! I'll just unscrew that to reveal... one of the lights is busted. I don't think anybody'll mind if I add my own electrical wire to the loose ones. I'm glad I turned the lights off before or I'd be shocked.
Now, I turn the lights back on, face the fans, and carefully hold up the sparking wire to the flammable rag on the hook. And bingo, the thermostat's accessible now! Better act now and turn the temperature up before I freeze to death. Okay, done. That's a bit more bearable, but not much.
The block's melted now, so I can nap that keycard and use it to open the door to my freed... d'oh! Just a thermal suit, nothing usable. Oh well, I should be able to survive setting the thermostat to sub-zero now. Done. Wow, it still feels cold, even with the suit on.
My U97 turned green and acidic, to boot! Looks like it's time to put it to use by melting away the latches on that hatch on the ground. One! Two! Three! Four! And the hatch can be opened! FREEDOM! PRECIOUS FREEDOM!
...Ow, I think I broke something! Couldn't they have at least put a ladder beneath that hatch?
Posted by: SonicLover | June 4, 2010 3:54 PM
Escape #5: The Freezer Walkthrough: (non-narrative)
A quick note for those who, like me, are not so good with the chemistry:
Ethanol is flammable.
Now, on to the game.
You start facing a door. Notice that the door needs a keycard to unlock it. On the wall to the left of the door is a light switch. On the wall to the right of the door is a piece of paper hanging on the wall. Zoom in on the paper and learn about hypothermia. Oh dear. Maybe you should write down these temperatures for future reference. Back up from the paper.
Look down, and take the brass key. (You can take the silver key too, but it's a red herring.) Notice the trapdoor in the floor, which is secured by metal latches.
Now look back up at the door and turn right.
You're facing a bunch of boxes. Take the blue rag on top of one of the boxes. Between the two biggest boxes on the floor is a rectangular jumper. Take that as well.
On one of the boxes is a keypad. Zoom in on it. I bet that writing's a clue for the code to this keypad. Where have we seen the words "mild" and "extreme" before?
Remember those temperatures form the paper by the door? Add the mild temp (35) to the extreme temp (20) to get 55 degrees Celsius. Then, using your mad Google skillz, convert that to Fahrenheit.
131
Enter that into the keypad and get the screwdriver.
Back up from the keypad and turn right.
You're now facing some shelves to the right, and some bags to the left. On top of one of the bags to the left is another jumper. Take it. Take the ethanol and beaker from the shelves. Now go right.
You see two fans, two striped panels, and a big block of ice. To the left of the big block of ice is a third jumper. Take it.
How to do those darn circuits:
Under the right stripey panel is a note. Read it to find out how to get that other fan going. Back up, then zoom in on the right panel. Use the screwdriver to open the panel up. CIRCUITS.
The first thing to notice is the little fan picture to the bottom right of the circuit board. It seems to be pointing to three different lines on the circuit board. If you follow those green lines, you'll find gaps, marked by tiny red squares, that need to be bridged.
Follow those three lines from their starting points until you find the gaps. Use the three rectangular jumpers you found to close the gaps. After you've done that, flick the switch to the top left to turn on the fan.
For specifically where to put the jumpers:
See the middle gray line to the right of the circuit board? There's a gap just to the left of it. Put a jumper there.
On the right side of the circuit board, there is a boxed-in area with the letters DSP in it. Above that box and slightly to the left is a gap that goes diagonally. You want to put the jumper on the gap right ABOVE that diagonal gap, so that the jumper is facing up and down.
Near the upper part of the circuit board is a boxed-in area with G-5 right next to it. Put a jumper on the gap on the right side of that boxed-in area.
The right fan should now be on. Take the wire dangling from it. Turn right to face the door again.
Look up. Use the screwdriver to take the cover off the light. Notice the sparking wire. Look back down at the door.
Turn the light off using the switch by the door. Look back up at the light, then attach the wire you got from the fan to the loose wire in the light fixture. Now look back down and turn on the light again. You now have a dangling, flashing wire. Annoying, isn't it? Kinda makes you want to set something on fire, doesn't it? Turn left so you see the fans again.
Right in the middle of the wall is a panel covered in ice, and right under that panel is a hook. Hang the rag on that hook. Now use the ethanol on the rag. Next (and DO NOT try this at home, kids) pick up the hanging wire and hold it up to the ethanol-soaked rag. Fire! Wait for it to go out, then zoom in on the now-ice-free panel.
Hypothermia doesn't sound too fun, so let's set the temperature to "chilled", and don't forget to hit the red "apply change" button. Step back from the panel.
That big block of ice should be melted since you turned up the temperature. Take the keycard, then turn right to the door. Use the keycard to open the door, then put on the thermal suit. Warmth! You can now take as much time as you like escaping without worrying about that pesky frostbite. But how do you get out, if not through that door?
Go right twice.
You should be facing the wall with the bags and the shelves. Near the bottom of the wall is a long vent. Zoom in on the vent, then use the screwdriver to open it up. Let's do some reading, shall we?
Hm. It seems you can make some acid (good for melting metal) with just a few household ingredients. Namely: ethanol, brass, and some good old-fashioned sub-zero temperatures. Hey! You have all three of those!
Put some ethanol into the beaker. Then put the brass key into the beaker as well. You now have a beaker of Compound U97. But it's not quite acidic enough yet.
Go to the temperature-control panel on the wall with the fans. Set the temperature to "sub-zero" and hit the "apply change" button. Your Compound U97 is now acidic and ready for metal-melting.
But what to melt?
Go to the trapdoor in the floor. Use the beaker of U97 on the latches. Click the trapdoor to open it.
Congratulations! You're out!
Posted by: nerdypants | June 6, 2010 10:32 PM