ScriptWelder's Don't Escape was, as the title suggests, a sort of anti-escape game where you had to figure out a way to lock yourself in to a place as securely as possible, with puzzles to match, and its unique concept proved itself very popular indeed. In Don't Escape 2, it's two weeks after a zombie outbreak, and you and your friend Bill are holed up in an abandoned building... maybe just a little too late for Bill himself, who got bitten in your most recent escape. Still, you're not quite ready to abandon your friend, and you've got more pressing matters on hand... namely, the massive horde of zombies headed your way. You figure you've got until sunset to figure out how to lock this place up snug as a bug, and it's going to take more than just shoving some furniture in front of a door. To play, just click to interact when your cursor expands its crosshairs and turns yellow. Mousing over the top of the screen will drop your inventory down, and also show you the clock. Unlike the original game, you really are on a limited time schedule here. You have eight hours, and since you can travel to more than one place in the surrounding area, time is deducted whenever you travel away from the abandoned building. So explore areas thoroughly, combine items in your inventory, and, well, here's hoping you live to see another sunset!
Don't Escape 2 is considerably more complex than its predecessor, more point-and-click adventure than simple puzzle, similar in concept to I Have 1 Day. The amount of time you have initially seems more than enough until you realize that some actions actually take hours, and when you get stuck, trying to retrace your steps to find out what you missed and where can wind up costing you a lot of time. It forces you to think carefully and really examine your surroundings, especially since some items are tiny and blend into the background and a few area transitions are very sneakily hidden. The larger scope ups the challenge in a big way, and most of the item-related puzzles are fairly intuitive if you've explored everything and picked up what you can, though there are times when it feels like the game hasn't accounted for every possibility in typical adventure game logic fashion. Logically, you may feel like there are some things you could do using certain items that you just can't because that's not the way the game wants you to proceed, which may rattle a little more than usual in a game so clearly speaking to survivalist MacGuyver problem solving. Chances are you'll still need to replay it several times as you learn where everything is, and what consequences certain actions have, but ScriptWelder has clearly put a lot of creative thought into making this one a challenge, and has succeeded in making a clever, tricky game that asks you to put that zombie survival plan I know you have to the test.
Thanks to Chris for sending this one in!
Walkthrough Guide
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Don't Escape was one of my favorite room-escape games. The second in the series does not disappoint!
Guide:
There are a couple items I don't know what to do with, but I think this guide leads to the best ending. It gives you the three "good" achievements.
Base:
Get shovel from left side of room
Get key(?) and copper wires from dumpster
Get metal cutter and bullet in front of building
Crash Site 1 (lower left):
Get gun
Church 1 (lower right):
Get axe
Gas Station (upper right):
Outside - Get bullet and canister
Inside - Get batteries, bottle of water, painkillers, and coin(?)
Use axe on door
Room - Get hose and bullet
General Store (upper left):
Use metal cutter on shopping cart
Use shopping cart on wire fence
Inside - Get alcohol and camera
Use bullet on gun
Kill zombie (shoot it?), get glasses
Use batteries on camera
Outside - Take picture of drawing on wall
Give glasses to survivor
Church 2:
Use shopping cart on bricks
Use shopping cart on cement
Inside - Show picture to survivor
Crash site 2:
Use hose on cop car
Use canister on cop car
(Don't use the gas on the car; there's a better use for it.)
Use axe to collect wood (takes 30 minutes with 2 survivors)
Base (end):
Use painkillers on Bill
Use wire fence on broken gate (takes 1:45 with Bill and 2 survivors)
Use copper wires and fuel canister on generator
Turn on generator
Use shovel to dig hole in front of base (takes 1:30 with Bill and 2 survivors)
Use sticks on hole (takes 45 minutes with Bill and 2 survivors)
Enter base and close door
Use cement and water on sand, mix with shovel
Use bricks on window (takes 45 minutes with Bill and 2 survivors)
Give alcohol to Bill
Kill Bill
Using the axe doesn't attract zombies, but you can afford to shoot him, and it gives an achievement. There might be a way to poison the alcohol or something.
Use metal cutter on padlock
Enter basement and close hatch
Wait the night
The above guide maximizes time left (1:25), though you could reorder things somewhat. There might also be other endings worth trying for (escaping with the car, surviving without other survivors, never using the gun, etc.)
Posted by: bluemoose19 | January 31, 2015 2:04 PM