Escape Series #5: The Freezer
It's gettin' cold in here... better solve some puzzles... it is, gettin' so cold, think I wanna escape now! Escape 5: The Freezer is here! Shawn Tanner is back with his escape series centered around finding your way out of an unlikely situation. Why are you in the freezer? Who cares! Just act fast; as the timer ticks up, your temperature drops down, and you don't need me to tell you that hypothermia is a bad thing right?
As with previous titles, point and click around the screen; search everywhere for suspicious places and items to use in your escape. Click on objects to pick them up, or zoom in for a closer look. Your worst enemy isn't even the slowly dropping temperature, it's yourself; the more flustered you become, the more likely you are to miss something obvious. So take your time, go slow, and just AAAAAAAAH OH MY GOSH GET OUT OF THERE YOU'RE GONNA FREEZE TICK TOCK TICK TOCK relax.
Just kidding. Remember the immortal words of Douglas Adams and DON'T PANIC. Escape 5: The Freezer not only wants you to use your brain, it wants you to pay attention to your surroundings. The game even contains a few red herrings you might spend a few precious minutes trying to figure out, so think about your surroundings and inventory, and try not to get distracted. Can you manage to MacGuyver your way out before you're toast?... uh, sicle. Toast-sicle?... hmm. You know what? Just get out before I torture you with anymore terrible writing!
Play the entire Escape Series...
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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.
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