Escape Simulator

Escape Simulator

Fate of Five: Apocalypse Survival
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Gingerbelle  [developer] 29 Jul, 2024 @ 6:20am
All Solutions
Day 1 - House
1. Move the hands of the clock to 5:30 to unlock the cabinet.

2. Use the bottled water in the cabinet and lighter found on the table to boil water on the stove. Pour it on the zombies at the door to obtain Strange Data Piece 1.


Day 2 - House
1. Password of the radio = 021
Explanation: Notice the pattern. AET is the main city with the code 347. Under AET there are CIN, EMB and ELV. The digit 2 comes from the right, "covering up" 7, and forms 342 for CIN. The digit 2 then moves to the left, covering the second digit and forms 327 for EMB. Finally, the digit 2 moves to the left again and forms 247 for ELV. Use the same pattern logic for the city of HAV. Now, an arbitrary digit 0 comes from the right instead of the digit 2.


Day 3 - Venturing Out
How to get food at the clinic?
1. See if the leftover takeaway food (not the one with green odor - that's spoiled noodles) is on the table near the Staff Room door at the inner part of the clinic.
2. If not, check the following areas to get the 5 dollar note to buy sandwich from the vending machine:
i. Briefcase on the floor - find the torn hand at the corner where the zombie is feasting on the dead doctor. Use the hand to unlock the thumbprint lock of the briefcase.
ii. Petty cash box - check the wifi router for the hint. Password is 623117.
iii. Check the file on the table near the Staff Room door.
iv. Check the roster whiteboard near the consultation room door.
v. Check the shelf on the left of the counter, next to the PC.



Day 4 - Mini Mart
How to get food at the minimart?
1. Find keys at the various locations to unlock the ration cabinet:
i. Near the toilet rolls on the shelf.
ii. Near the whiskey on the shelf.
iii. On top of the seafood catcher machine.


If the above fails (cannot find the key or the bun in the cabinet is spoiled), then cook some food using the following steps. However, the pre-requisite is that there is a pot set up outside the mini mart (some decisions in the previous days will result in an empty pit).

2. Cooking - if the pot has no fire
Step 1 - Use the special zombie axe (found in the house from Day 3) or wood axe (found at the window outside the mini mart) and throw it at the fence facing the train. Collect the wooden planks and wood.

Step 2 - Place the wooden planks and wood below the pot.

Step 3 - Use the lighter (found in the house from Day 1, on the table, or from Day 3, in the cabinet) and throw it below the pot.

Now you have set up the fire! Follow the next part for solutions to cooking if the pot has fire.


3. Cooking - if the pot already has fire
Step 1 - You'll the to gather a few essential items in the mini mart. First, use the crowbar to open the door of the lift. Get the can opener on top of the box.

Step 2 - Get the can food from the shelf, near the window.

Step 3 - Open the can with the can opener.

Step 4 - Find any one of these ingredients for the stew (some of these can be collected from Day 1 onwards) : crab, frozen chicken, pumpkin, mushroom, raw wild board meat, bun, pumpkin pie, Grandma's riceball, apple.

Step 5 - Put the opened can and any of those ingredients in step 4 into the pot. Make sure there is fire at the bottom of the pot for the cooking to work!

Step 6 - When the stew is cooked, grab a bowl and feed yourself for the day.


4. Passcode for the seafood catcher to obtain the crab and the Strange Data Piece 2 = SC = 321456987 3214789


Day 3 Onwards - Surf's Hideout
Temporary Medical Centre - Start from the temporary medical centre outside the clinic.
1. Shirt Puzzle - Get the shirts behind the curtain. Next, get the notes from the drawer next to it. Arrange the shirts according to the roles of the characters:
Scout = Luna
Engineer = Surf
Guardian = Leon
Medic = Macho
Strategist = Amyl


2. Power Generator Puzzle - After solving the Shirt Puzzle, the briefcase will be unlocked. Use the key found within to open the bottom cabinet. Take the batteries with you. Head to the corner behind the pillar on the left of the street, when you come out of the clinic. The clues are there - Mayor's car plate is near the red car. Answer to unlock the power generator:

Batteries needed: 550-watt and 650-watt
Password: 5283


Surf's Hideout - After solving the Power Generator puzzle, use the key to unlock the Staff Room door inside the clinic.

3. Letter F Puzzle - Open the lid and climb down the hole in the Staff Room. Walk to the end of the tunnel till you see a gate. Take the letter F on the notice and put it back at the door of the Staff Room.

4. Find the Vinyl Puzzle - Find 5 colored vinyl from various locations in the hideout:
i. White vinyl = On the wall of the kitchen.
ii. Purple vinyl = On the meeting table.
iii. Green vinyl = On the back of the van, after the secret door opens. Open the door by mirroring the white chess pieces.
iv. Blue vinyl = Talk to the zombie in the room on the left. Get the Potent Crystal by adjusting the 3 lights to reach the centre of the metal piece, then use the hammer on it. Throw the Potent Crystal on the zombie. You will get Surf's memory chip and a blue vinyl.
v. Yellow vinyl = On the sofa in the vinyl room.


Next, you will need to put the vinyl on the record albums that are displayed on the wall in the vinyl room.

5. Record Album Puzzle - Place Surf's memory chip [see puzzle 4(iv) above] onto the memory reader beside the door of the vinyl room to play a song. The vinyl you have collected can be placed on the gramophone too. The number of fishes on the record albums represent the sequence of the melody played. Answer to the sequence of melody and the corresponding vinyl:
1-green
2-purple
3-blue
4-white
5-yellow


After solving the Record Album Puzzle, enter the hidden room, place Surf's memory chip on the memory reader that looks like a polaroid to obtain Strange Data Piece 3.


Day 5 - Arcade
1. Internal Access Puzzle to obtain Strange Data Piece 4 = 274336

2. Air Hockey Puzzle - Facing the hockey player sticker at the top of the table, put the items with the following stickers in this manner:
Whistle X Time
Trophy X X
X X Gloves


3. Find the VIP access card on the table at the cafe to enter the VIP room.


Day 5 - The Escape
1. Enter 372 on the number pad to escape.

2. For Ending 2 "The Strategist", enter 668 on the number pad to escape.
Last edited by Gingerbelle; 29 Jul, 2024 @ 7:00am