If you like point-and-click horror adventures, ScriptWelder's is a name that should make you a little twitterpated, especially given how Don't Escape and Don't Escape 2 turned a popular genre on its head. Instead of trying to find a way out of a place, you're trying to find a way to keep yourself securely in, and in grand babel fish tradition, that's a lot harder than it sounds. So when, in Don't Escape 3, you wake up with a pounding headache aboard a starship, in the airlock, with flashing warning lights and the computer counting down to... something... you know you're in trouble. Right off the bat, you have to think on your feet, and things only get more complicated when you begin exploring the ship. Your cursor changes when it passes over things you can click on to interact with, and moving it to the top of the screen will cause your inventory to drop down. To combine items you're carrying, click first one object, and then another, and if the combo is valid, it'll automatically combine. The mood is tense. Ominous. Almost predatory. And you don't have a lot of time, since the ship only has enough air left for an hour... but even with a distress call activated, you're not in the clear, since the ship is detecting an intruder. But don't worry. Nothing bad ever happens in space.
Compared to the first two games, Don't Escape 3 feels much more like a typical adventure game in that the plot is as much a mystery as the solution to your predicament. As usual, ScriptWelder has crafted a fantastic atmosphere, with a soundtrack that will set your nerves on edge, making this entry into the series a more traditional horror game to boot. It's a more structured experience with clear goals, at least in some aspects, so you don't spend as much time blundering around aimlessly as you may have in the sequel. Time only passes when you're given the option to complete certain tasks, so you don't actually need to worry about rushing, though past a certain point you'll need to think and plan if you want to get the best outcome. Don't Escape 3 is actually pretty good about nudging you where you need to go by dropping clues in the text, but it doesn't hold your hand either, so figuring out how to get the best possible ending feels particularly satisfying. There's a surprising amount of depth to the layers of events and puzzles to crack, and even if you might see the "true" ending coming, getting there is a fantastically creepy time, and another fine example of why ScriptWelder's creations are always so celebrated. After all, if a slurry of bodies, strange visions, and ominous messages doesn't sound like a good time to you, well, I guess you won't be invited to my birthday party this year.
Thanks to Cyberjar88 for sending this one in!
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